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d3d8: Handle stateblocks in d3d8_device_SetIndices().
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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1 changed files with 6 additions and 2 deletions
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@ -3063,10 +3063,14 @@ static HRESULT WINAPI d3d8_device_SetIndices(IDirect3DDevice8 *iface,
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* problem)
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*/
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wined3d_mutex_lock();
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wined3d_device_set_base_vertex_index(device->wined3d_device, base_vertex_idx);
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wined3d_device_set_index_buffer(device->wined3d_device, wined3d_buffer, ib ? ib->format : WINED3DFMT_UNKNOWN, 0);
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wined3d_stateblock_set_base_vertex_index(device->update_state, base_vertex_idx);
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wined3d_stateblock_set_index_buffer(device->update_state, wined3d_buffer, ib ? ib->format : WINED3DFMT_UNKNOWN);
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if (!device->recording)
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{
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wined3d_device_set_base_vertex_index(device->wined3d_device, base_vertex_idx);
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wined3d_device_set_index_buffer(device->wined3d_device, wined3d_buffer, ib ? ib->format : WINED3DFMT_UNKNOWN, 0);
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device->sysmem_ib = ib && ib->draw_buffer;
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}
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wined3d_mutex_unlock();
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return D3D_OK;
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