wined3d: Surfaces always have a container in surface_unload().
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@ -1498,15 +1498,6 @@ static void surface_unload(struct wined3d_resource *resource)
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list_init(&surface->renderbuffers);
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surface->current_renderbuffer = NULL;
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/* If we're in a texture, the texture name belongs to the texture.
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* Otherwise, destroy it. */
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if (!surface->container)
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{
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gl_info->gl_ops.gl.p_glDeleteTextures(1, &surface->texture_name);
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surface->texture_name = 0;
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gl_info->gl_ops.gl.p_glDeleteTextures(1, &surface->texture_name_srgb);
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surface->texture_name_srgb = 0;
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}
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if (surface->rb_multisample)
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{
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gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_multisample);
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