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dxvk/src/d3d8/d3d8_state_block.cpp

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#include "d3d8_device.h"
#include "d3d8_state_block.h"
HRESULT dxvk::D3D8StateBlock::Capture() {
if (unlikely(m_stateBlock == nullptr))
return D3DERR_INVALIDCALL;
if (m_capture.vs) m_device->GetVertexShader(&m_vertexShader);
if (m_capture.ps) m_device->GetPixelShader(&m_pixelShader);
for (DWORD stage = 0; stage < m_textures.size(); stage++) {
if (m_capture.textures.get(stage))
m_textures[stage] = m_device->m_textures[stage].ptr();
}
if (m_capture.indices) {
m_baseVertexIndex = m_device->m_baseVertexIndex;
m_indices = m_device->m_indices.ptr();
}
if (m_capture.swvp)
m_device->GetRenderState(D3DRS_SOFTWAREVERTEXPROCESSING, (DWORD*)&m_isSWVP);
return m_stateBlock->Capture();
}
HRESULT dxvk::D3D8StateBlock::Apply() {
if (unlikely(m_stateBlock == nullptr))
return D3DERR_INVALIDCALL;
HRESULT res = m_stateBlock->Apply();
if (m_capture.vs) m_device->SetVertexShader(m_vertexShader);
if (m_capture.ps) m_device->SetPixelShader(m_pixelShader);
for (DWORD stage = 0; stage < m_textures.size(); stage++) {
if (m_capture.textures.get(stage))
m_device->SetTexture(stage, m_textures[stage]);
}
if (m_capture.indices)
m_device->SetIndices(m_indices, m_baseVertexIndex);
// This was a very easy footgun for D3D8 applications.
if (m_capture.swvp)
m_device->SetRenderState(D3DRS_SOFTWAREVERTEXPROCESSING, m_isSWVP);
return res;
}