Signed-off-by: Zebediah Figura z.figura12@gmail.com --- dlls/d3d8/device.c | 29 +++++++++++++++++++++++------ 1 file changed, 23 insertions(+), 6 deletions(-)
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c index efea4708fda..2839e7c7ee3 100644 --- a/dlls/d3d8/device.c +++ b/dlls/d3d8/device.c @@ -2802,6 +2802,7 @@ static struct d3d8_vertex_declaration *d3d8_device_get_fvf_declaration(struct d3 static HRESULT WINAPI d3d8_device_SetVertexShader(IDirect3DDevice8 *iface, DWORD shader) { struct d3d8_device *device = impl_from_IDirect3DDevice8(iface); + struct wined3d_vertex_declaration *wined3d_decl; struct d3d8_vertex_shader *shader_impl;
TRACE("iface %p, shader %#x.\n", iface, shader); @@ -2811,9 +2812,17 @@ static HRESULT WINAPI d3d8_device_SetVertexShader(IDirect3DDevice8 *iface, DWORD TRACE("Setting FVF, %#x\n", shader);
wined3d_mutex_lock(); - wined3d_device_set_vertex_declaration(device->wined3d_device, - d3d8_device_get_fvf_declaration(device, shader)->wined3d_vertex_declaration); - wined3d_device_set_vertex_shader(device->wined3d_device, NULL); + wined3d_decl = d3d8_device_get_fvf_declaration(device, shader)->wined3d_vertex_declaration; + if (device->recording) + { + wined3d_stateblock_set_vertex_declaration(device->recording, wined3d_decl); + wined3d_stateblock_set_vertex_shader(device->recording, NULL); + } + else + { + wined3d_device_set_vertex_declaration(device->wined3d_device, wined3d_decl); + wined3d_device_set_vertex_shader(device->wined3d_device, NULL); + } wined3d_mutex_unlock();
return D3D_OK; @@ -2829,10 +2838,18 @@ static HRESULT WINAPI d3d8_device_SetVertexShader(IDirect3DDevice8 *iface, DWORD
return D3DERR_INVALIDCALL; } + wined3d_decl = shader_impl->vertex_declaration->wined3d_vertex_declaration;
- wined3d_device_set_vertex_declaration(device->wined3d_device, - shader_impl->vertex_declaration->wined3d_vertex_declaration); - wined3d_device_set_vertex_shader(device->wined3d_device, shader_impl->wined3d_shader); + if (device->recording) + { + wined3d_stateblock_set_vertex_declaration(device->recording, wined3d_decl); + wined3d_stateblock_set_vertex_shader(device->recording, shader_impl->wined3d_shader); + } + else + { + wined3d_device_set_vertex_declaration(device->wined3d_device, wined3d_decl); + wined3d_device_set_vertex_shader(device->wined3d_device, shader_impl->wined3d_shader); + } wined3d_mutex_unlock();
return D3D_OK;