This used to protect against accessing the framebuffer state on the no3d adapter; that's no longer a concern.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/device.c | 15 ++++++--------- 1 file changed, 6 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 4544e28bc44..2ce3e346ef7 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -5493,18 +5493,15 @@ void device_resource_released(struct wined3d_device *device, struct wined3d_reso
TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
- if (device->d3d_initialized) + for (i = 0; i < ARRAY_SIZE(device->state.fb.render_targets); ++i) { - for (i = 0; i < ARRAY_SIZE(device->state.fb.render_targets); ++i) - { - if ((rtv = device->state.fb.render_targets[i]) && rtv->resource == resource) - ERR("Resource %p is still in use as render target %u.\n", resource, i); - } - - if ((rtv = device->state.fb.depth_stencil) && rtv->resource == resource) - ERR("Resource %p is still in use as depth/stencil buffer.\n", resource); + if ((rtv = device->state.fb.render_targets[i]) && rtv->resource == resource) + ERR("Resource %p is still in use as render target %u.\n", resource, i); }
+ if ((rtv = device->state.fb.depth_stencil) && rtv->resource == resource) + ERR("Resource %p is still in use as depth/stencil buffer.\n", resource); + switch (type) { case WINED3D_RTYPE_TEXTURE_1D: