d3d8: Store the fvf in the d3d8 vertex buffer.

This commit is contained in:
Stefan Dösinger 2009-04-06 14:10:29 +02:00 committed by Alexandre Julliard
parent fd9b574e4e
commit ff16f30677
3 changed files with 4 additions and 1 deletions

View File

@ -326,6 +326,8 @@ struct IDirect3DVertexBuffer8Impl
/* Parent reference */
LPDIRECT3DDEVICE8 parentDevice;
DWORD fvf;
};
/* --------------------- */

View File

@ -739,6 +739,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexBuffer(LPDIRECT3DDEVICE8
EnterCriticalSection(&d3d8_cs);
hrc = IWineD3DDevice_CreateVertexBuffer(This->WineD3DDevice, Size, Usage & WINED3DUSAGE_MASK, FVF, (WINED3DPOOL) Pool, &(object->wineD3DVertexBuffer), NULL, (IUnknown *)object);
LeaveCriticalSection(&d3d8_cs);
object->fvf = FVF;
if (D3D_OK != hrc) {

View File

@ -194,7 +194,7 @@ static HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetDesc(LPDIRECT3DVERTEXBUFFER8
pDesc->Usage = desc.Usage;
pDesc->Pool = desc.Pool;
pDesc->Size = desc.Size;
pDesc->FVF = desc.FVF;
pDesc->FVF = This->fvf;
pDesc->Format = d3dformat_from_wined3dformat(desc.Format);
}