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wined3d: Properly preload index buffers.
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@ -2336,6 +2336,13 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
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device_preload_textures(device);
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if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
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device_update_stream_info(device, context->gl_info);
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if (state->index_buffer && !state->user_stream)
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{
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if (device->strided_streams.all_vbo)
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wined3d_buffer_preload(state->index_buffer);
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else
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buffer_get_sysmem(state->index_buffer, context->gl_info);
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}
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ENTER_GL();
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if (context->last_was_blit)
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@ -447,15 +447,8 @@ void device_update_stream_info(struct wined3d_device *device, const struct wined
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}
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}
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if (state->index_buffer && !state->user_stream)
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{
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if (prev_all_vbo != stream_info->all_vbo)
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device_invalidate_state(device, STATE_INDEXBUFFER);
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if (stream_info->all_vbo)
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wined3d_buffer_preload(state->index_buffer);
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else
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buffer_get_sysmem(state->index_buffer, gl_info);
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}
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}
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static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
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