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wined3d: Add a missing destroy_dummy_textures() call.
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@ -1329,6 +1329,7 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
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/* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
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device->blitter->free_private(device);
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device->shader_backend->shader_free_private(device);
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destroy_dummy_textures(device, gl_info);
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/* Release the buffers (with sanity checks)*/
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if (device->onscreen_depth_stencil)
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