[PATCH 3/5] wined3d: Don't bother unsetting texture resources in IWineD3DDeviceImpl_Uninit3D().

Henri Verbeet hverbeet at codeweavers.com
Mon Apr 18 17:07:58 CDT 2011


Releasing the stateblock already takes care of this.
---
 dlls/wined3d/device.c |    8 --------
 1 files changed, 0 insertions(+), 8 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 3c1ac76..8c443fe 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2136,7 +2136,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface)
     const struct wined3d_gl_info *gl_info;
     struct IWineD3DSurfaceImpl *surface;
     struct wined3d_context *context;
-    int sampler;
     UINT i;
     TRACE("(%p)\n", This);
 
@@ -2174,13 +2173,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface)
         This->cursorTexture = 0;
     }
 
-    for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
-        IWineD3DDevice_SetTexture(iface, sampler, NULL);
-    }
-    for (sampler = 0; sampler < MAX_VERTEX_SAMPLERS; ++sampler) {
-        IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
-    }
-
     /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
      * private data, it might contain opengl pointers
      */
-- 
1.7.3.4




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