Fix the draw*primitiveUP calls so they work directly after a draw
which uses vertex shaders.
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@ -354,7 +354,7 @@ void primitiveConvertToStridedData(LPDIRECT3DDEVICE8 iface, Direct3DVertexStride
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For the non-created vertex shaders, the VertexShader var holds the real
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FVF and only stream 0 matters
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For the created vertex shaders, there is an FVF per stream */
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if (This->UpdateStateBlock->VertexShader > VS_HIGHESTFIXEDFXF) {
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if (!This->StateBlock->streamIsUP && (This->UpdateStateBlock->VertexShader > VS_HIGHESTFIXEDFXF)) {
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LoopThroughTo = MAX_STREAMS;
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} else {
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LoopThroughTo = 1;
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