[PATCH 5/5] wined3d: Surfaces always have a container in surface_unload().
Henri Verbeet
hverbeet at codeweavers.com
Mon Nov 18 03:46:20 CST 2013
---
dlls/wined3d/surface.c | 9 ---------
1 file changed, 9 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 9780a31..7718186 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1498,15 +1498,6 @@ static void surface_unload(struct wined3d_resource *resource)
list_init(&surface->renderbuffers);
surface->current_renderbuffer = NULL;
- /* If we're in a texture, the texture name belongs to the texture.
- * Otherwise, destroy it. */
- if (!surface->container)
- {
- gl_info->gl_ops.gl.p_glDeleteTextures(1, &surface->texture_name);
- surface->texture_name = 0;
- gl_info->gl_ops.gl.p_glDeleteTextures(1, &surface->texture_name_srgb);
- surface->texture_name_srgb = 0;
- }
if (surface->rb_multisample)
{
gl_info->fbo_ops.glDeleteRenderbuffers(1, &surface->rb_multisample);
--
1.7.10.4
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