ddraw: Just set the render target to NULL in d3d_device_inner_Release().
The wined3d front buffer is not a render target.
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@ -245,10 +245,7 @@ static ULONG WINAPI d3d_device_inner_Release(IUnknown *iface)
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if (This->vertex_buffer)
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wined3d_buffer_decref(This->vertex_buffer);
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/* Set the device up to render to the front buffer since the back
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* buffer will vanish soon. */
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wined3d_device_set_render_target(This->wined3d_device, 0,
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This->ddraw->wined3d_frontbuffer, TRUE);
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wined3d_device_set_render_target(This->wined3d_device, 0, NULL, FALSE);
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/* Release the wined3d device. This won't destroy it. */
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if (!wined3d_device_decref(This->wined3d_device))
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