ddraw: Don't bother unsetting resources on surface destruction.

Uninit3D() / stateblock destruction already takes care of this.
This commit is contained in:
Henri Verbeet 2011-04-19 20:05:49 +02:00 committed by Alexandre Julliard
parent 0de0e81793
commit 2b1b5dba43
1 changed files with 0 additions and 4 deletions

View File

@ -361,10 +361,6 @@ static ULONG WINAPI ddraw_surface7_Release(IDirectDrawSurface7 *iface)
if((ddraw->d3d_initialized) && (This == ddraw->d3d_target)) { if((ddraw->d3d_initialized) && (This == ddraw->d3d_target)) {
TRACE("(%p) Destroying the render target, uninitializing D3D\n", This); TRACE("(%p) Destroying the render target, uninitializing D3D\n", This);
/* Unset any index buffer, just to be sure */
IWineD3DDevice_SetIndexBuffer(ddraw->wineD3DDevice, NULL, WINED3DFMT_UNKNOWN);
IWineD3DDevice_SetDepthStencilSurface(ddraw->wineD3DDevice, NULL);
IWineD3DDevice_SetVertexDeclaration(ddraw->wineD3DDevice, NULL);
for (i = 0; i < ddraw->numConvertedDecls; ++i) for (i = 0; i < ddraw->numConvertedDecls; ++i)
{ {
wined3d_vertex_declaration_decref(ddraw->decls[i].decl); wined3d_vertex_declaration_decref(ddraw->decls[i].decl);