wined3d: Use wined3d_cs_emit_unload_resource() in delete_opengl_contexts().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2016-08-10 18:44:44 +02:00 committed by Alexandre Julliard
parent e38cbd82bd
commit 0bdb6ffe60
1 changed files with 4 additions and 4 deletions

View File

@ -4556,13 +4556,10 @@ static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d
struct wined3d_context *context;
struct wined3d_shader *shader;
context = context_acquire(device, NULL);
gl_info = context->gl_info;
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
{
TRACE("Unloading resource %p.\n", resource);
resource->resource_ops->resource_unload(resource);
wined3d_cs_emit_unload_resource(device->cs, resource);
}
LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
@ -4570,6 +4567,9 @@ static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d
device->shader_backend->shader_destroy(shader);
}
context = context_acquire(device, NULL);
gl_info = context->gl_info;
if (device->depth_blt_texture)
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);