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>
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@ -1126,15 +1126,6 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
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wine_rb_clear(&device->samplers, device_free_sampler, NULL);
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/* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
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* private data, it might contain opengl pointers
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*/
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if (device->depth_blt_texture)
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{
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gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
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device->depth_blt_texture = 0;
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}
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/* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
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device->blitter->free_private(device);
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device->shader_backend->shader_free_private(device);
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@ -4540,7 +4531,6 @@ void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
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static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
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{
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struct wined3d_resource *resource, *cursor;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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struct wined3d_shader *shader;
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@ -4556,13 +4546,6 @@ static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d
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}
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context = context_acquire(device, NULL);
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gl_info = context->gl_info;
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if (device->depth_blt_texture)
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{
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gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
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device->depth_blt_texture = 0;
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}
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device->blitter->free_private(device);
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device->shader_backend->shader_free_private(device);
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@ -2618,9 +2618,6 @@ struct wined3d_device
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struct wined3d_fb_state fb;
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struct wined3d_rendertarget_view *auto_depth_stencil_view;
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/* For rendering to a texture using glCopyTexImage */
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GLuint depth_blt_texture;
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/* Cursor management */
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UINT xHotSpot;
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UINT yHotSpot;
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