wined3d: Get rid of the "d3d_initialized" check in wined3d_device_reset().

We require an implicit swapchain, so "d3d_initialized" is always true.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
feature/deterministic
Henri Verbeet 2020-06-03 15:40:03 +04:30 committed by Alexandre Julliard
parent 2c9c20c0a6
commit 2200b841d5
1 changed files with 2 additions and 3 deletions

View File

@ -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