wined3d: Implement IWineD3DCubeTexture::UnLoad.
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@ -159,7 +159,29 @@ static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
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}
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}
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static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
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static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
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IWineD3DResourceImpl_UnLoad((IWineD3DResource *)iface);
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unsigned int i, j;
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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TRACE("(%p)\n", This);
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/* Unload all the surfaces and reset the texture name. If UnLoad was called on the
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* surface before, this one will be a NOP and vice versa. Unloading an unloaded
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* surface is fine
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*/
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for (i = 0; i < This->baseTexture.levels; i++) {
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for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
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IWineD3DSurface_UnLoad(This->surfaces[j][i]);
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IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, IWineD3DTexture_GetTextureDimensions(iface));
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}
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}
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if(This->baseTexture.textureName) {
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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glDeleteTextures(1, &This->baseTexture.textureName);
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This->baseTexture.textureName = 0;
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LEAVE_GL();
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}
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}
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
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static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
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