[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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