ddraw: Don't bother unsetting resources on surface destruction.
Uninit3D() / stateblock destruction already takes care of this.
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0de0e81793
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2b1b5dba43
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@ -361,10 +361,6 @@ static ULONG WINAPI ddraw_surface7_Release(IDirectDrawSurface7 *iface)
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if((ddraw->d3d_initialized) && (This == ddraw->d3d_target)) {
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if((ddraw->d3d_initialized) && (This == ddraw->d3d_target)) {
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TRACE("(%p) Destroying the render target, uninitializing D3D\n", This);
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TRACE("(%p) Destroying the render target, uninitializing D3D\n", This);
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/* Unset any index buffer, just to be sure */
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IWineD3DDevice_SetIndexBuffer(ddraw->wineD3DDevice, NULL, WINED3DFMT_UNKNOWN);
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IWineD3DDevice_SetDepthStencilSurface(ddraw->wineD3DDevice, NULL);
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IWineD3DDevice_SetVertexDeclaration(ddraw->wineD3DDevice, NULL);
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for (i = 0; i < ddraw->numConvertedDecls; ++i)
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for (i = 0; i < ddraw->numConvertedDecls; ++i)
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{
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{
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wined3d_vertex_declaration_decref(ddraw->decls[i].decl);
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wined3d_vertex_declaration_decref(ddraw->decls[i].decl);
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