[PATCH 1/5] wined3d: Apply draw state after depth / stencil setup in drawPrimitive().
Henri Verbeet
hverbeet at codeweavers.com
Sun Jul 31 10:33:40 CDT 2011
---
dlls/wined3d/drawprim.c | 14 +++++++-------
1 files changed, 7 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 6133182..5f2198e 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -608,13 +608,6 @@ void drawPrimitive(struct wined3d_device *device, UINT index_count, UINT StartId
return;
}
- if (!context_apply_draw_state(context, device))
- {
- context_release(context);
- WARN("Unable to apply draw state, skipping draw.\n");
- return;
- }
-
if (device->fb.depth_stencil)
{
/* Note that this depends on the context_acquire() call above to set
@@ -650,6 +643,13 @@ void drawPrimitive(struct wined3d_device *device, UINT index_count, UINT StartId
}
}
+ if (!context_apply_draw_state(context, device))
+ {
+ context_release(context);
+ WARN("Unable to apply draw state, skipping draw.\n");
+ return;
+ }
+
if ((!context->gl_info->supported[WINED3D_GL_VERSION_2_0]
|| (!glPointParameteri && !context->gl_info->supported[NV_POINT_SPRITE]))
&& context->render_offscreen
--
1.7.3.4
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