wined3d: Load buffer before applying state for indirect draws.

wined3d_load_buffer() might invalidate the current state.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2018-01-09 15:10:06 +01:00 committed by Alexandre Julliard
parent e9e6a53502
commit 6280926e3b
1 changed files with 3 additions and 1 deletions

View File

@ -407,7 +407,6 @@ static void draw_indirect(struct wined3d_context *context, const struct wined3d_
return;
}
wined3d_buffer_load(buffer, context, state);
GL_EXTCALL(glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buffer->buffer_object));
if (idx_size)
@ -572,6 +571,9 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
wined3d_rendertarget_view_prepare_location(dsv, context, location);
}
if (parameters->indirect)
wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
if (!context_apply_draw_state(context, device, state))
{
context_release(context);