We require an implicit swapchain, so "d3d_initialized" is always true.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/device.c | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 9b59371bb21..4544e28bc44 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -5385,8 +5385,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device, wined3d_cs_emit_unload_resource(device->cs, resource); }
- if (device->d3d_initialized) - device->adapter->adapter_ops->adapter_uninit_3d(device); + device->adapter->adapter_ops->adapter_uninit_3d(device);
memset(&device->state, 0, sizeof(device->state)); state_init(&device->state, &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT); @@ -5403,7 +5402,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device, wined3d_device_set_depth_stencil_view(device, view); }
- if (device->d3d_initialized && reset_state) + if (reset_state) hr = device->adapter->adapter_ops->adapter_init_3d(device);
/* All done. There is no need to reload resources or shaders, this will happen automatically on the