wined3d: Don't bother unsetting texture resources in IWineD3DDeviceImpl_Uninit3D().

Releasing the stateblock already takes care of this.
This commit is contained in:
Henri Verbeet 2011-04-19 00:07:58 +02:00 committed by Alexandre Julliard
parent 4651746102
commit e30a057487

View File

@ -2136,7 +2136,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface)
const struct wined3d_gl_info *gl_info;
struct IWineD3DSurfaceImpl *surface;
struct wined3d_context *context;
int sampler;
UINT i;
TRACE("(%p)\n", This);
@ -2174,13 +2173,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface)
This->cursorTexture = 0;
}
for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
IWineD3DDevice_SetTexture(iface, sampler, NULL);
}
for (sampler = 0; sampler < MAX_VERTEX_SAMPLERS; ++sampler) {
IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
}
/* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
* private data, it might contain opengl pointers
*/