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wined3d: Do not keep internal references on index buffers.
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@ -2999,13 +2999,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWine
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return WINED3D_OK;
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}
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if (NULL != pIndexData) {
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IWineD3DIndexBuffer_AddRef(pIndexData);
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}
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if (NULL != oldIdxs) {
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IWineD3DIndexBuffer_Release(oldIdxs);
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}
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/* So far only the base vertex index is tracked */
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if(BaseVertexIndex != oldBaseIndex) {
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
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@ -4770,10 +4763,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *
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idxStride = 4;
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}
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if (This->stateBlock->pIndexData) {
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IWineD3DIndexBuffer_Release(This->stateBlock->pIndexData);
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}
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/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
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This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
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This->stateBlock->streamIsUP = TRUE;
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@ -233,12 +233,6 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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int counter;
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FIXME("Releasing primary stateblock\n");
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/* free any index data */
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if (This->pIndexData) {
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IWineD3DIndexBuffer_Release(This->pIndexData);
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This->pIndexData = NULL;
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}
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/* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
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for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
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if (This->textures[counter]) {
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