wined3d: Implement IWineD3DVertexBuffer::UnLoad.
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c372654b26
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@ -597,7 +597,22 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
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}
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static void WINAPI IWineD3DVertexBufferImpl_UnLoad(IWineD3DVertexBuffer *iface) {
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IWineD3DResourceImpl_UnLoad((IWineD3DResource *)iface);
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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TRACE("(%p)\n", This);
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/* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
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* so we only have to destroy the vbo. Only do it if we have a vbo, which implies
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* that vbos are supported
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*/
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if(This->vbo) {
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
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checkGLcall("glDeleteBuffersARB");
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LEAVE_GL();
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This->vbo = 0;
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}
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
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