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wined3d: Don't bother unsetting texture resources in IWineD3DDeviceImpl_Uninit3D().
Releasing the stateblock already takes care of this.
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@ -2136,7 +2136,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface)
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const struct wined3d_gl_info *gl_info;
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struct IWineD3DSurfaceImpl *surface;
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struct wined3d_context *context;
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int sampler;
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UINT i;
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TRACE("(%p)\n", This);
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@ -2174,13 +2173,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface)
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This->cursorTexture = 0;
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}
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for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
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IWineD3DDevice_SetTexture(iface, sampler, NULL);
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}
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for (sampler = 0; sampler < MAX_VERTEX_SAMPLERS; ++sampler) {
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IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
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}
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/* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
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* private data, it might contain opengl pointers
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*/
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