wined3d: Get rid of the unused "depth_blt_texture" field from struct wined3d_device.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2017-02-15 14:17:12 +01:00 committed by Alexandre Julliard
parent 8af23cb93e
commit 908010d47b
2 changed files with 0 additions and 20 deletions

View File

@ -1126,15 +1126,6 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
wine_rb_clear(&device->samplers, device_free_sampler, NULL);
/* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
* private data, it might contain opengl pointers
*/
if (device->depth_blt_texture)
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
device->depth_blt_texture = 0;
}
/* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
device->blitter->free_private(device);
device->shader_backend->shader_free_private(device);
@ -4540,7 +4531,6 @@ void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
{
struct wined3d_resource *resource, *cursor;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
struct wined3d_shader *shader;
@ -4556,13 +4546,6 @@ static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d
}
context = context_acquire(device, NULL);
gl_info = context->gl_info;
if (device->depth_blt_texture)
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
device->depth_blt_texture = 0;
}
device->blitter->free_private(device);
device->shader_backend->shader_free_private(device);

View File

@ -2618,9 +2618,6 @@ struct wined3d_device
struct wined3d_fb_state fb;
struct wined3d_rendertarget_view *auto_depth_stencil_view;
/* For rendering to a texture using glCopyTexImage */
GLuint depth_blt_texture;
/* Cursor management */
UINT xHotSpot;
UINT yHotSpot;