[PATCH 2/5] ddraw: Don't bother unsetting resources on surface destruction.
Henri Verbeet
hverbeet at codeweavers.com
Tue Apr 19 13:05:49 CDT 2011
Uninit3D() / stateblock destruction already takes care of this.
---
dlls/ddraw/surface.c | 4 ----
1 files changed, 0 insertions(+), 4 deletions(-)
diff --git a/dlls/ddraw/surface.c b/dlls/ddraw/surface.c
index 5601321..c256819 100644
--- a/dlls/ddraw/surface.c
+++ b/dlls/ddraw/surface.c
@@ -361,10 +361,6 @@ static ULONG WINAPI ddraw_surface7_Release(IDirectDrawSurface7 *iface)
if((ddraw->d3d_initialized) && (This == ddraw->d3d_target)) {
TRACE("(%p) Destroying the render target, uninitializing D3D\n", This);
- /* Unset any index buffer, just to be sure */
- IWineD3DDevice_SetIndexBuffer(ddraw->wineD3DDevice, NULL, WINED3DFMT_UNKNOWN);
- IWineD3DDevice_SetDepthStencilSurface(ddraw->wineD3DDevice, NULL);
- IWineD3DDevice_SetVertexDeclaration(ddraw->wineD3DDevice, NULL);
for (i = 0; i < ddraw->numConvertedDecls; ++i)
{
wined3d_vertex_declaration_decref(ddraw->decls[i].decl);
--
1.7.3.4
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