wined3d: Use unload instead of duplicating buffer remove code.
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@ -742,12 +742,8 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
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{
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FIXME("Too many declaration changes, stopping converting\n");
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ENTER_GL();
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GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
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checkGLcall("glDeleteBuffersARB");
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LEAVE_GL();
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This->buffer_object = 0;
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HeapFree(GetProcessHeap(), 0, This->conversion_shift);
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IWineD3DBuffer_UnLoad(iface);
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This->flags &= ~WINED3D_BUFFER_CREATEBO;
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/* The stream source state handler might have read the memory of the vertex buffer already
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* and got the memory in the vbo which is not valid any longer. Dirtify the stream source
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