wined3d: Move an VBO support check to the state template.
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@ -3728,7 +3728,6 @@ static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
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}
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}
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static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
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if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
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if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
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GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
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GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
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} else {
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} else {
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@ -3736,7 +3735,6 @@ static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
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GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
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GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
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}
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}
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}
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}
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}
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static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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if(stateblock->wineD3DDevice->render_offscreen) {
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if(stateblock->wineD3DDevice->render_offscreen) {
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@ -3818,7 +3816,7 @@ const struct StateEntryTemplate misc_state_template[] = {
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{ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, 0 },
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{ STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), tex_bumpenvloffset }, 0 },
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{ STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, 0 },
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{ STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, 0 },
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{ STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, 0 },
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{ STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
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{ STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, 0 },
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{ STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, 0 },
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{ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, 0 },
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{ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, 0 },
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{ STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, 0 },
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{ STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, 0 },
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