Roderick Colenbrander : wined3d: Make sure the p8 shader is set to 0 after destroying the main render target .

Alexandre Julliard julliard at winehq.org
Fri Nov 9 07:44:22 CST 2007


Module: wine
Branch: master
Commit: 33df806819ea9dd6ddc5799e2f1eedf76236ac52
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=33df806819ea9dd6ddc5799e2f1eedf76236ac52

Author: Roderick Colenbrander <thunderbird2k at gmx.net>
Date:   Thu Nov  8 22:51:01 2007 +0100

wined3d: Make sure the p8 shader is set to 0 after destroying the main render target.

This fixes a render target recreation problem in Age of Empires II.

---

 dlls/wined3d/device.c |    1 +
 1 files changed, 1 insertions(+), 0 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index e9cd3de..ef6a0ea 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2163,6 +2163,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D
     /* Delete the palette conversion shader if it is around */
     if(This->paletteConversionShader) {
         GL_EXTCALL(glDeleteProgramsARB(1, &This->paletteConversionShader));
+        This->paletteConversionShader = 0;
     }
 
     /* Delete the pbuffer context if there is any */




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