[PATCH 1/5] wined3d: Just set the first render target to NULL in wined3d_device_uninit_3d().
Henri Verbeet
hverbeet at codeweavers.com
Fri Sep 13 03:18:09 CDT 2013
---
dlls/wined3d/device.c | 9 +--------
1 file changed, 1 insertion(+), 8 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 656a3e9..046f5fd 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1130,18 +1130,11 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
}
- for (i = 1; i < gl_info->limits.buffers; ++i)
+ for (i = 0; i < gl_info->limits.buffers; ++i)
{
wined3d_device_set_render_target(device, i, NULL, FALSE);
}
- surface = device->fb.render_targets[0];
- TRACE("Setting rendertarget 0 to NULL\n");
- device->fb.render_targets[0] = NULL;
- TRACE("Releasing the render target at %p\n", surface);
- if (surface)
- wined3d_surface_decref(surface);
-
context_release(context);
for (i = 0; i < device->swapchain_count; ++i)
--
1.7.10.4
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