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