[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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