d3d8: Store the fvf in the d3d8 vertex buffer.
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@ -326,6 +326,8 @@ struct IDirect3DVertexBuffer8Impl
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/* Parent reference */
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LPDIRECT3DDEVICE8 parentDevice;
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DWORD fvf;
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};
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/* --------------------- */
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@ -739,6 +739,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexBuffer(LPDIRECT3DDEVICE8
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EnterCriticalSection(&d3d8_cs);
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hrc = IWineD3DDevice_CreateVertexBuffer(This->WineD3DDevice, Size, Usage & WINED3DUSAGE_MASK, FVF, (WINED3DPOOL) Pool, &(object->wineD3DVertexBuffer), NULL, (IUnknown *)object);
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LeaveCriticalSection(&d3d8_cs);
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object->fvf = FVF;
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if (D3D_OK != hrc) {
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@ -194,7 +194,7 @@ static HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetDesc(LPDIRECT3DVERTEXBUFFER8
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pDesc->Usage = desc.Usage;
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pDesc->Pool = desc.Pool;
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pDesc->Size = desc.Size;
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pDesc->FVF = desc.FVF;
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pDesc->FVF = This->fvf;
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pDesc->Format = d3dformat_from_wined3dformat(desc.Format);
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}
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