wined3d: Restore the index buffer when switching from UP to buffer drawing.
The state handler binds index buffer 0 when a user pointer is used. Likewise the real index buffer has to be restored when switching back to drawing from index buffers.
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@ -4250,12 +4250,17 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WI
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UINT PrimitiveCount) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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This->stateBlock->streamIsUP = FALSE;
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TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
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debug_d3dprimitivetype(PrimitiveType),
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StartVertex, PrimitiveCount);
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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(This->stateBlock->streamIsUP) {
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
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This->stateBlock->streamIsUP = FALSE;
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}
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if(This->stateBlock->loadBaseVertexIndex != 0) {
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This->stateBlock->loadBaseVertexIndex = 0;
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
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@ -4277,8 +4282,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *
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WINED3DINDEXBUFFER_DESC IdxBufDsc;
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GLuint vbo;
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if(This->stateBlock->streamIsUP) {
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
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This->stateBlock->streamIsUP = FALSE;
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}
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pIB = This->stateBlock->pIndexData;
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This->stateBlock->streamIsUP = FALSE;
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vbo = ((IWineD3DIndexBufferImpl *) pIB)->vbo;
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TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, countP=%d\n", This,
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