wined3d: Apply draw state after depth / stencil setup in drawPrimitive().
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@ -608,13 +608,6 @@ void drawPrimitive(struct wined3d_device *device, UINT index_count, UINT StartId
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return;
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return;
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}
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}
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if (!context_apply_draw_state(context, device))
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{
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context_release(context);
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WARN("Unable to apply draw state, skipping draw.\n");
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return;
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}
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if (device->fb.depth_stencil)
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if (device->fb.depth_stencil)
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{
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{
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/* Note that this depends on the context_acquire() call above to set
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/* Note that this depends on the context_acquire() call above to set
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@ -650,6 +643,13 @@ void drawPrimitive(struct wined3d_device *device, UINT index_count, UINT StartId
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}
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}
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}
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}
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if (!context_apply_draw_state(context, device))
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{
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context_release(context);
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WARN("Unable to apply draw state, skipping draw.\n");
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return;
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}
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if ((!context->gl_info->supported[WINED3D_GL_VERSION_2_0]
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if ((!context->gl_info->supported[WINED3D_GL_VERSION_2_0]
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|| (!glPointParameteri && !context->gl_info->supported[NV_POINT_SPRITE]))
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|| (!glPointParameteri && !context->gl_info->supported[NV_POINT_SPRITE]))
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&& context->render_offscreen
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&& context->render_offscreen
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