wined3d: Just set the first render target to NULL in wined3d_device_uninit_3d().
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@ -1130,18 +1130,11 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
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FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
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}
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for (i = 1; i < gl_info->limits.buffers; ++i)
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for (i = 0; i < gl_info->limits.buffers; ++i)
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{
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wined3d_device_set_render_target(device, i, NULL, FALSE);
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}
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surface = device->fb.render_targets[0];
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TRACE("Setting rendertarget 0 to NULL\n");
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device->fb.render_targets[0] = NULL;
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TRACE("Releasing the render target at %p\n", surface);
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if (surface)
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wined3d_surface_decref(surface);
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context_release(context);
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for (i = 0; i < device->swapchain_count; ++i)
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