Commit 908010d4 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Get rid of the unused "depth_blt_texture" field from struct wined3d_device.

parent 8af23cb9
......@@ -1126,15 +1126,6 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
wine_rb_clear(&device->samplers, device_free_sampler, NULL);
/* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
* private data, it might contain opengl pointers
*/
if (device->depth_blt_texture)
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
device->depth_blt_texture = 0;
}
/* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
device->blitter->free_private(device);
device->shader_backend->shader_free_private(device);
......@@ -4540,7 +4531,6 @@ void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
{
struct wined3d_resource *resource, *cursor;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
struct wined3d_shader *shader;
......@@ -4556,13 +4546,6 @@ static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d
}
context = context_acquire(device, NULL);
gl_info = context->gl_info;
if (device->depth_blt_texture)
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
device->depth_blt_texture = 0;
}
device->blitter->free_private(device);
device->shader_backend->shader_free_private(device);
......
......@@ -2618,9 +2618,6 @@ struct wined3d_device
struct wined3d_fb_state fb;
struct wined3d_rendertarget_view *auto_depth_stencil_view;
/* For rendering to a texture using glCopyTexImage */
GLuint depth_blt_texture;
/* Cursor management */
UINT xHotSpot;
UINT yHotSpot;
......
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