wined3d: Get rid of the "d3d_initialized" check in device_resource_released().
This used to protect against accessing the framebuffer state on the no3d adapter; that's no longer a concern. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5493,18 +5493,15 @@ void device_resource_released(struct wined3d_device *device, struct wined3d_reso
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TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
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if (device->d3d_initialized)
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for (i = 0; i < ARRAY_SIZE(device->state.fb.render_targets); ++i)
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{
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for (i = 0; i < ARRAY_SIZE(device->state.fb.render_targets); ++i)
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{
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if ((rtv = device->state.fb.render_targets[i]) && rtv->resource == resource)
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ERR("Resource %p is still in use as render target %u.\n", resource, i);
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}
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if ((rtv = device->state.fb.depth_stencil) && rtv->resource == resource)
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ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
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if ((rtv = device->state.fb.render_targets[i]) && rtv->resource == resource)
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ERR("Resource %p is still in use as render target %u.\n", resource, i);
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}
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if ((rtv = device->state.fb.depth_stencil) && rtv->resource == resource)
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ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
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switch (type)
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{
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case WINED3D_RTYPE_TEXTURE_1D:
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