wined3d: Get rid of the "d3d_initialized" check in wined3d_device_reset().
We require an implicit swapchain, so "d3d_initialized" is always true. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5385,8 +5385,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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wined3d_cs_emit_unload_resource(device->cs, resource);
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}
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if (device->d3d_initialized)
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device->adapter->adapter_ops->adapter_uninit_3d(device);
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device->adapter->adapter_ops->adapter_uninit_3d(device);
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memset(&device->state, 0, sizeof(device->state));
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state_init(&device->state, &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
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@ -5403,7 +5402,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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wined3d_device_set_depth_stencil_view(device, view);
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}
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if (device->d3d_initialized && reset_state)
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if (reset_state)
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hr = device->adapter->adapter_ops->adapter_init_3d(device);
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/* All done. There is no need to reload resources or shaders, this will happen automatically on the
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