wined3d_load_buffer() might invalidate the current state. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> --- dlls/wined3d/drawprim.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index 95e79f777ac2..17ce16adc31f 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -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); -- 2.13.6