[PATCH 3/4] wined3d: Load buffer before applying state for indirect draws.

Józef Kucia jkucia at codeweavers.com
Tue Jan 9 08:10:06 CST 2018


wined3d_load_buffer() might invalidate the current state.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/wined3d/drawprim.c | 4 +++-
 1 file changed, 3 insertions(+), 1 deletion(-)

diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 95e79f777ac2..17ce16adc31f 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -407,7 +407,6 @@ static void draw_indirect(struct wined3d_context *context, const struct wined3d_
         return;
     }
 
-    wined3d_buffer_load(buffer, context, state);
     GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buffer->buffer_object));
 
     if (idx_size)
@@ -572,6 +571,9 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
             wined3d_rendertarget_view_prepare_location(dsv, context, location);
     }
 
+    if (parameters->indirect)
+        wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
+
     if (!context_apply_draw_state(context, device, state))
     {
         context_release(context);
-- 
2.13.6




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