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>
This commit is contained in:
Henri Verbeet 2020-06-03 15:40:05 +04:30 committed by Alexandre Julliard
parent c125c65846
commit cc6d90b823
1 changed files with 6 additions and 9 deletions

View File

@ -5493,18 +5493,15 @@ void device_resource_released(struct wined3d_device *device, struct wined3d_reso
TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
if (device->d3d_initialized)
for (i = 0; i < ARRAY_SIZE(device->state.fb.render_targets); ++i)
{
for (i = 0; i < ARRAY_SIZE(device->state.fb.render_targets); ++i)
{
if ((rtv = device->state.fb.render_targets[i]) && rtv->resource == resource)
ERR("Resource %p is still in use as render target %u.\n", resource, i);
}
if ((rtv = device->state.fb.depth_stencil) && rtv->resource == resource)
ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
if ((rtv = device->state.fb.render_targets[i]) && rtv->resource == resource)
ERR("Resource %p is still in use as render target %u.\n", resource, i);
}
if ((rtv = device->state.fb.depth_stencil) && rtv->resource == resource)
ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
switch (type)
{
case WINED3D_RTYPE_TEXTURE_1D: