Fix the draw*primitiveUP calls so they work directly after a draw
which uses vertex shaders.

diff --git a/dlls/d3d8/drawprim.c b/dlls/d3d8/drawprim.c
index 8195e24..7a673e5 100644
--- a/dlls/d3d8/drawprim.c
+++ b/dlls/d3d8/drawprim.c
@@ -354,7 +354,7 @@
        For the non-created vertex shaders, the VertexShader var holds the real 
           FVF and only stream 0 matters
        For the created vertex shaders, there is an FVF per stream              */
-    if (This->UpdateStateBlock->VertexShader > VS_HIGHESTFIXEDFXF) {
+    if (!This->StateBlock->streamIsUP && (This->UpdateStateBlock->VertexShader > VS_HIGHESTFIXEDFXF)) {
         LoopThroughTo = MAX_STREAMS;
     } else {
         LoopThroughTo = 1;