diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 1f9d8779aa3..645af74ec7e 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -6172,45 +6172,46 @@ static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, const WINED3DPRE } /* Do not call while under the GL lock. */ -static void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChainImpl *swapchain) +static void delete_opengl_contexts(IWineD3DDeviceImpl *device, IWineD3DSwapChainImpl *swapchain) { - IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; IWineD3DBaseShaderImpl *shader; - context = context_acquire(This, NULL); + context = context_acquire(device, NULL); gl_info = context->gl_info; - IWineD3DDevice_EnumResources(iface, reset_unload_resources, NULL); - LIST_FOR_EACH_ENTRY(shader, &This->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) + IWineD3DDevice_EnumResources((IWineD3DDevice *)device, reset_unload_resources, NULL); + LIST_FOR_EACH_ENTRY(shader, &device->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) { - This->shader_backend->shader_destroy(shader); + device->shader_backend->shader_destroy(shader); } ENTER_GL(); - if(This->depth_blt_texture) { - glDeleteTextures(1, &This->depth_blt_texture); - This->depth_blt_texture = 0; + if (device->depth_blt_texture) + { + glDeleteTextures(1, &device->depth_blt_texture); + device->depth_blt_texture = 0; } - if (This->depth_blt_rb) { - gl_info->fbo_ops.glDeleteRenderbuffers(1, &This->depth_blt_rb); - This->depth_blt_rb = 0; - This->depth_blt_rb_w = 0; - This->depth_blt_rb_h = 0; + if (device->depth_blt_rb) + { + gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb); + device->depth_blt_rb = 0; + device->depth_blt_rb_w = 0; + device->depth_blt_rb_h = 0; } LEAVE_GL(); - This->blitter->free_private(This); - This->frag_pipe->free_private(This); - This->shader_backend->shader_free_private(This); - destroy_dummy_textures(This, gl_info); + device->blitter->free_private(device); + device->frag_pipe->free_private(device); + device->shader_backend->shader_free_private(device); + destroy_dummy_textures(device, gl_info); context_release(context); - while (This->numContexts) + while (device->numContexts) { - context_destroy(This, This->contexts[0]); + context_destroy(device, device->contexts[0]); } HeapFree(GetProcessHeap(), 0, swapchain->context); swapchain->context = NULL; @@ -6387,7 +6388,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice *iface, IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock); IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock); - delete_opengl_contexts(iface, swapchain); + delete_opengl_contexts(This, swapchain); if(pPresentationParameters->Windowed) { mode.Width = swapchain->orig_width;