wined3d: Set the depth/stencil buffer to NULL before releasing it.
To prevent device_resource_released() from detecting it as still in use.
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@ -2107,13 +2107,19 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
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This->onscreen_depth_stencil = NULL;
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This->onscreen_depth_stencil = NULL;
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}
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}
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TRACE("Releasing the depth stencil buffer at %p\n", This->depth_stencil);
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if (This->depth_stencil)
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if (This->depth_stencil && IWineD3DSurface_Release((IWineD3DSurface *)This->depth_stencil))
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{
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{
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if (This->auto_depth_stencil != This->depth_stencil)
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IWineD3DSurfaceImpl *ds = This->depth_stencil;
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FIXME("(%p) Something is still holding the depth/stencil buffer.\n",This);
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}
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TRACE("Releasing depth/stencil buffer %p.\n", ds);
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This->depth_stencil = NULL;
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This->depth_stencil = NULL;
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if (IWineD3DSurface_Release((IWineD3DSurface *)ds)
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&& ds != This->auto_depth_stencil)
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{
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ERR("Something is still holding a reference to depth/stencil buffer %p.\n", ds);
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}
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}
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TRACE("Releasing the render target at %p\n", This->render_targets[0]);
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TRACE("Releasing the render target at %p\n", This->render_targets[0]);
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IWineD3DSurface_Release((IWineD3DSurface *)This->render_targets[0]);
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IWineD3DSurface_Release((IWineD3DSurface *)This->render_targets[0]);
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