ddraw: Do not unset the index buffer on D3D device destruction.
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@ -288,14 +288,12 @@ IDirect3DDeviceImpl_7_Release(IDirect3DDevice7 *iface)
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DWORD i;
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EnterCriticalSection(&ddraw_cs);
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/* Free the index buffer. */
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IWineD3DDevice_SetIndexBuffer(This->wineD3DDevice, NULL, WINED3DFMT_UNKNOWN);
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wined3d_buffer_decref(This->indexbuffer);
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/* There is no need to unset the vertex buffer here, IWineD3DDevice_Uninit3D will do that when
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* destroying the primary stateblock. If a vertex buffer is destroyed while it is bound
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* IDirect3DVertexBuffer::Release will unset it.
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*/
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/* There is no need to unset any resources here, wined3d will take
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* care of that on Uninit3D(). */
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/* Free the index buffer. */
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wined3d_buffer_decref(This->indexbuffer);
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/* Set the device up to render to the front buffer since the back
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* buffer will vanish soon. */
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