d3d8: Handle stateblocks in d3d8_device_SetRenderState().
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1827,15 +1827,11 @@ static HRESULT WINAPI d3d8_device_SetRenderState(IDirect3DDevice8 *iface,
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TRACE("iface %p, state %#x, value %#x.\n", iface, state, value);
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TRACE("iface %p, state %#x, value %#x.\n", iface, state, value);
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wined3d_mutex_lock();
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wined3d_mutex_lock();
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switch (state)
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if (state == D3DRS_ZBIAS)
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{
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state = WINED3D_RS_DEPTHBIAS;
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case D3DRS_ZBIAS:
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wined3d_stateblock_set_render_state(device->update_state, state, value);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DEPTHBIAS, value);
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if (!device->recording)
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break;
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wined3d_device_set_render_state(device->wined3d_device, state, value);
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default:
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wined3d_device_set_render_state(device->wined3d_device, state, value);
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}
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wined3d_mutex_unlock();
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wined3d_mutex_unlock();
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return D3D_OK;
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return D3D_OK;
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