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wined3d: Just call resource_unload() in updateSurfaceDesc().
Instead of trying to duplicate the functionality.
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@ -5455,16 +5455,8 @@ static HRESULT updateSurfaceDesc(struct wined3d_surface *surface,
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while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
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}
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if (surface->texture_name)
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{
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struct wined3d_context *context = context_acquire(device, NULL);
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ENTER_GL();
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glDeleteTextures(1, &surface->texture_name);
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LEAVE_GL();
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context_release(context);
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surface->texture_name = 0;
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surface->flags &= ~SFLAG_CLIENT;
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}
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surface->resource.resource_ops->resource_unload(&surface->resource);
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if (surface->pow2Width != pPresentationParameters->BackBufferWidth
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|| surface->pow2Height != pPresentationParameters->BackBufferHeight)
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{
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