This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start+count+1);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
+ memset(This->updateStateBlock->changed.vertexShaderConstantsF + start, 1,
+ sizeof(*This->updateStateBlock->changed.vertexShaderConstantsF) * count);
return WINED3D_OK;
}
This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start+count+1);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
+ memset(This->updateStateBlock->changed.pixelShaderConstantsF + start, 1,
+ sizeof(*This->updateStateBlock->changed.pixelShaderConstantsF) * count);
return WINED3D_OK;
}