[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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