wined3d: Just restore state->user_stream in wined3d_device_draw_indexed_primitive_strided().
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@ -4067,13 +4067,6 @@ HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT
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return WINED3DERR_INVALIDCALL;
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}
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/* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
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if (device->stateBlock->state.user_stream)
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{
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device_invalidate_state(device, STATE_INDEXBUFFER);
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device->stateBlock->state.user_stream = FALSE;
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}
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if (device->stateBlock->state.load_base_vertex_index)
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{
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device->stateBlock->state.load_base_vertex_index = 0;
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@ -4108,12 +4101,6 @@ HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *devic
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return WINED3DERR_INVALIDCALL;
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}
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if (device->stateBlock->state.user_stream)
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{
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device_invalidate_state(device, STATE_INDEXBUFFER);
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device->stateBlock->state.user_stream = FALSE;
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}
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if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
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device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
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{
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@ -4180,6 +4167,7 @@ HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_devic
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device->up_strided = strided_data;
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draw_primitive(device, 0, index_count, 0, 0, TRUE, index_data);
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device->up_strided = NULL;
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device->stateBlock->state.user_stream = FALSE;
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device->stateBlock->state.index_format = prev_idx_format;
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device_invalidate_state(device, STATE_VDECL);
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