diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index b9dd6f85af9..bb489826d4a 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -423,7 +423,7 @@ void primitiveDeclarationConvertToStridedData( int reg; /* Locate the vertex declaration */ - if (useVertexShaderFunction && ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration) { + if (This->stateBlock->vertexShader && ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration) { TRACE("Using vertex declaration from shader\n"); vertexDeclaration = (IWineD3DVertexDeclarationImpl *)((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration; } else { @@ -2091,7 +2091,7 @@ void drawPrimitive(IWineD3DDevice *iface, fixup = FALSE; } - else if (This->stateBlock->vertexDecl != NULL || useVertexShaderFunction) { + else if (This->stateBlock->vertexDecl || This->stateBlock->vertexShader) { /* Note: This is a fixed function or shader codepath. * This means it must handle both types of strided data. diff --git a/dlls/wined3d/vertexbuffer.c b/dlls/wined3d/vertexbuffer.c index b67a1ca53c5..cea45fdfb13 100644 --- a/dlls/wined3d/vertexbuffer.c +++ b/dlls/wined3d/vertexbuffer.c @@ -222,7 +222,7 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if /* Check against updated declarations */ memset(&strided, 0, sizeof(strided)); - if(device->stateBlock->vertexDecl != NULL) { + if(device->stateBlock->vertexDecl || device->stateBlock->vertexShader) { /* Check against the stream offset and make sure it is 0 */ This->Flags |= VBFLAG_LOAD;