Commit 2b1b5dba authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

ddraw: Don't bother unsetting resources on surface destruction.

Uninit3D() / stateblock destruction already takes care of this.
parent 0de0e817
...@@ -361,10 +361,6 @@ static ULONG WINAPI ddraw_surface7_Release(IDirectDrawSurface7 *iface) ...@@ -361,10 +361,6 @@ static ULONG WINAPI ddraw_surface7_Release(IDirectDrawSurface7 *iface)
if((ddraw->d3d_initialized) && (This == ddraw->d3d_target)) { if((ddraw->d3d_initialized) && (This == ddraw->d3d_target)) {
TRACE("(%p) Destroying the render target, uninitializing D3D\n", This); 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) for (i = 0; i < ddraw->numConvertedDecls; ++i)
{ {
wined3d_vertex_declaration_decref(ddraw->decls[i].decl); wined3d_vertex_declaration_decref(ddraw->decls[i].decl);
......
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