[PATCH 4/5] wined3d: Move the pixel/vertex states arrays to stateblock.c.

Henri Verbeet hverbeet at codeweavers.com
Fri Oct 2 04:16:12 CDT 2009


---
 dlls/wined3d/device.c          |  118 -------------------------
 dlls/wined3d/stateblock.c      |  189 +++++++++++++++++++++++++++++++++-------
 dlls/wined3d/wined3d_private.h |   15 ---
 3 files changed, 156 insertions(+), 166 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index fc67dec..06be54b 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -7170,124 +7170,6 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
     IWineD3DDeviceImpl_EnumResources
 };
 
-const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
-    WINED3DRS_ALPHABLENDENABLE   ,
-    WINED3DRS_ALPHAFUNC          ,
-    WINED3DRS_ALPHAREF           ,
-    WINED3DRS_ALPHATESTENABLE    ,
-    WINED3DRS_BLENDOP            ,
-    WINED3DRS_COLORWRITEENABLE   ,
-    WINED3DRS_DESTBLEND          ,
-    WINED3DRS_DITHERENABLE       ,
-    WINED3DRS_FILLMODE           ,
-    WINED3DRS_FOGDENSITY         ,
-    WINED3DRS_FOGEND             ,
-    WINED3DRS_FOGSTART           ,
-    WINED3DRS_LASTPIXEL          ,
-    WINED3DRS_SHADEMODE          ,
-    WINED3DRS_SRCBLEND           ,
-    WINED3DRS_STENCILENABLE      ,
-    WINED3DRS_STENCILFAIL        ,
-    WINED3DRS_STENCILFUNC        ,
-    WINED3DRS_STENCILMASK        ,
-    WINED3DRS_STENCILPASS        ,
-    WINED3DRS_STENCILREF         ,
-    WINED3DRS_STENCILWRITEMASK   ,
-    WINED3DRS_STENCILZFAIL       ,
-    WINED3DRS_TEXTUREFACTOR      ,
-    WINED3DRS_WRAP0              ,
-    WINED3DRS_WRAP1              ,
-    WINED3DRS_WRAP2              ,
-    WINED3DRS_WRAP3              ,
-    WINED3DRS_WRAP4              ,
-    WINED3DRS_WRAP5              ,
-    WINED3DRS_WRAP6              ,
-    WINED3DRS_WRAP7              ,
-    WINED3DRS_ZENABLE            ,
-    WINED3DRS_ZFUNC              ,
-    WINED3DRS_ZWRITEENABLE
-};
-
-const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
-    WINED3DTSS_ALPHAARG0             ,
-    WINED3DTSS_ALPHAARG1             ,
-    WINED3DTSS_ALPHAARG2             ,
-    WINED3DTSS_ALPHAOP               ,
-    WINED3DTSS_BUMPENVLOFFSET        ,
-    WINED3DTSS_BUMPENVLSCALE         ,
-    WINED3DTSS_BUMPENVMAT00          ,
-    WINED3DTSS_BUMPENVMAT01          ,
-    WINED3DTSS_BUMPENVMAT10          ,
-    WINED3DTSS_BUMPENVMAT11          ,
-    WINED3DTSS_COLORARG0             ,
-    WINED3DTSS_COLORARG1             ,
-    WINED3DTSS_COLORARG2             ,
-    WINED3DTSS_COLOROP               ,
-    WINED3DTSS_RESULTARG             ,
-    WINED3DTSS_TEXCOORDINDEX         ,
-    WINED3DTSS_TEXTURETRANSFORMFLAGS
-};
-
-const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
-    WINED3DSAMP_ADDRESSU         ,
-    WINED3DSAMP_ADDRESSV         ,
-    WINED3DSAMP_ADDRESSW         ,
-    WINED3DSAMP_BORDERCOLOR      ,
-    WINED3DSAMP_MAGFILTER        ,
-    WINED3DSAMP_MINFILTER        ,
-    WINED3DSAMP_MIPFILTER        ,
-    WINED3DSAMP_MIPMAPLODBIAS    ,
-    WINED3DSAMP_MAXMIPLEVEL      ,
-    WINED3DSAMP_MAXANISOTROPY    ,
-    WINED3DSAMP_SRGBTEXTURE      ,
-    WINED3DSAMP_ELEMENTINDEX
-};
-
-const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
-    WINED3DRS_AMBIENT                       ,
-    WINED3DRS_AMBIENTMATERIALSOURCE         ,
-    WINED3DRS_CLIPPING                      ,
-    WINED3DRS_CLIPPLANEENABLE               ,
-    WINED3DRS_COLORVERTEX                   ,
-    WINED3DRS_DIFFUSEMATERIALSOURCE         ,
-    WINED3DRS_EMISSIVEMATERIALSOURCE        ,
-    WINED3DRS_FOGDENSITY                    ,
-    WINED3DRS_FOGEND                        ,
-    WINED3DRS_FOGSTART                      ,
-    WINED3DRS_FOGTABLEMODE                  ,
-    WINED3DRS_FOGVERTEXMODE                 ,
-    WINED3DRS_INDEXEDVERTEXBLENDENABLE      ,
-    WINED3DRS_LIGHTING                      ,
-    WINED3DRS_LOCALVIEWER                   ,
-    WINED3DRS_MULTISAMPLEANTIALIAS          ,
-    WINED3DRS_MULTISAMPLEMASK               ,
-    WINED3DRS_NORMALIZENORMALS              ,
-    WINED3DRS_PATCHEDGESTYLE                ,
-    WINED3DRS_POINTSCALE_A                  ,
-    WINED3DRS_POINTSCALE_B                  ,
-    WINED3DRS_POINTSCALE_C                  ,
-    WINED3DRS_POINTSCALEENABLE              ,
-    WINED3DRS_POINTSIZE                     ,
-    WINED3DRS_POINTSIZE_MAX                 ,
-    WINED3DRS_POINTSIZE_MIN                 ,
-    WINED3DRS_POINTSPRITEENABLE             ,
-    WINED3DRS_RANGEFOGENABLE                ,
-    WINED3DRS_SPECULARMATERIALSOURCE        ,
-    WINED3DRS_TWEENFACTOR                   ,
-    WINED3DRS_VERTEXBLEND                   ,
-    WINED3DRS_CULLMODE                      ,
-    WINED3DRS_FOGCOLOR
-};
-
-const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
-    WINED3DTSS_TEXCOORDINDEX         ,
-    WINED3DTSS_TEXTURETRANSFORMFLAGS
-};
-
-const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
-    WINED3DSAMP_DMAPOFFSET
-};
-
 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
     DWORD rep = This->StateTable[state].representative;
     struct wined3d_context *context;
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 78cb4b3..0ee1fec 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -28,9 +28,136 @@
 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
 
-/***************************************
- * Stateblock helper functions follow
- **************************************/
+#define NUM_SAVEDPIXELSTATES_R     35
+#define NUM_SAVEDPIXELSTATES_T     17
+#define NUM_SAVEDPIXELSTATES_S     12
+#define NUM_SAVEDVERTEXSTATES_R    33
+#define NUM_SAVEDVERTEXSTATES_T    2
+#define NUM_SAVEDVERTEXSTATES_S    1
+
+static const DWORD pixel_states_render[NUM_SAVEDPIXELSTATES_R] =
+{
+    WINED3DRS_ALPHABLENDENABLE,
+    WINED3DRS_ALPHAFUNC,
+    WINED3DRS_ALPHAREF,
+    WINED3DRS_ALPHATESTENABLE,
+    WINED3DRS_BLENDOP,
+    WINED3DRS_COLORWRITEENABLE,
+    WINED3DRS_DESTBLEND,
+    WINED3DRS_DITHERENABLE,
+    WINED3DRS_FILLMODE,
+    WINED3DRS_FOGDENSITY,
+    WINED3DRS_FOGEND,
+    WINED3DRS_FOGSTART,
+    WINED3DRS_LASTPIXEL,
+    WINED3DRS_SHADEMODE,
+    WINED3DRS_SRCBLEND,
+    WINED3DRS_STENCILENABLE,
+    WINED3DRS_STENCILFAIL,
+    WINED3DRS_STENCILFUNC,
+    WINED3DRS_STENCILMASK,
+    WINED3DRS_STENCILPASS,
+    WINED3DRS_STENCILREF,
+    WINED3DRS_STENCILWRITEMASK,
+    WINED3DRS_STENCILZFAIL,
+    WINED3DRS_TEXTUREFACTOR,
+    WINED3DRS_WRAP0,
+    WINED3DRS_WRAP1,
+    WINED3DRS_WRAP2,
+    WINED3DRS_WRAP3,
+    WINED3DRS_WRAP4,
+    WINED3DRS_WRAP5,
+    WINED3DRS_WRAP6,
+    WINED3DRS_WRAP7,
+    WINED3DRS_ZENABLE,
+    WINED3DRS_ZFUNC,
+    WINED3DRS_ZWRITEENABLE,
+};
+
+static const DWORD pixel_states_texture[NUM_SAVEDPIXELSTATES_T] =
+{
+    WINED3DTSS_ALPHAARG0,
+    WINED3DTSS_ALPHAARG1,
+    WINED3DTSS_ALPHAARG2,
+    WINED3DTSS_ALPHAOP,
+    WINED3DTSS_BUMPENVLOFFSET,
+    WINED3DTSS_BUMPENVLSCALE,
+    WINED3DTSS_BUMPENVMAT00,
+    WINED3DTSS_BUMPENVMAT01,
+    WINED3DTSS_BUMPENVMAT10,
+    WINED3DTSS_BUMPENVMAT11,
+    WINED3DTSS_COLORARG0,
+    WINED3DTSS_COLORARG1,
+    WINED3DTSS_COLORARG2,
+    WINED3DTSS_COLOROP,
+    WINED3DTSS_RESULTARG,
+    WINED3DTSS_TEXCOORDINDEX,
+    WINED3DTSS_TEXTURETRANSFORMFLAGS,
+};
+
+static const DWORD pixel_states_sampler[NUM_SAVEDPIXELSTATES_S] =
+{
+    WINED3DSAMP_ADDRESSU,
+    WINED3DSAMP_ADDRESSV,
+    WINED3DSAMP_ADDRESSW,
+    WINED3DSAMP_BORDERCOLOR,
+    WINED3DSAMP_MAGFILTER,
+    WINED3DSAMP_MINFILTER,
+    WINED3DSAMP_MIPFILTER,
+    WINED3DSAMP_MIPMAPLODBIAS,
+    WINED3DSAMP_MAXMIPLEVEL,
+    WINED3DSAMP_MAXANISOTROPY,
+    WINED3DSAMP_SRGBTEXTURE,
+    WINED3DSAMP_ELEMENTINDEX,
+};
+
+static const DWORD vertex_states_render[NUM_SAVEDVERTEXSTATES_R] =
+{
+    WINED3DRS_AMBIENT,
+    WINED3DRS_AMBIENTMATERIALSOURCE,
+    WINED3DRS_CLIPPING,
+    WINED3DRS_CLIPPLANEENABLE,
+    WINED3DRS_COLORVERTEX,
+    WINED3DRS_DIFFUSEMATERIALSOURCE,
+    WINED3DRS_EMISSIVEMATERIALSOURCE,
+    WINED3DRS_FOGDENSITY,
+    WINED3DRS_FOGEND,
+    WINED3DRS_FOGSTART,
+    WINED3DRS_FOGTABLEMODE,
+    WINED3DRS_FOGVERTEXMODE,
+    WINED3DRS_INDEXEDVERTEXBLENDENABLE,
+    WINED3DRS_LIGHTING,
+    WINED3DRS_LOCALVIEWER,
+    WINED3DRS_MULTISAMPLEANTIALIAS,
+    WINED3DRS_MULTISAMPLEMASK,
+    WINED3DRS_NORMALIZENORMALS,
+    WINED3DRS_PATCHEDGESTYLE,
+    WINED3DRS_POINTSCALE_A,
+    WINED3DRS_POINTSCALE_B,
+    WINED3DRS_POINTSCALE_C,
+    WINED3DRS_POINTSCALEENABLE,
+    WINED3DRS_POINTSIZE,
+    WINED3DRS_POINTSIZE_MAX,
+    WINED3DRS_POINTSIZE_MIN,
+    WINED3DRS_POINTSPRITEENABLE,
+    WINED3DRS_RANGEFOGENABLE,
+    WINED3DRS_SPECULARMATERIALSOURCE,
+    WINED3DRS_TWEENFACTOR,
+    WINED3DRS_VERTEXBLEND,
+    WINED3DRS_CULLMODE,
+    WINED3DRS_FOGCOLOR,
+};
+
+static const DWORD vertex_states_texture[NUM_SAVEDVERTEXSTATES_T] =
+{
+    WINED3DTSS_TEXCOORDINDEX,
+    WINED3DTSS_TEXTURETRANSFORMFLAGS,
+};
+
+static const DWORD vertex_states_sampler[NUM_SAVEDVERTEXSTATES_S] =
+{
+    WINED3DSAMP_DMAPOFFSET,
+};
 
 /* Allocates the correct amount of space for pixel and vertex shader constants,
  * along with their set/changed flags on the given stateblock object
@@ -122,13 +249,13 @@ static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const struct w
 
     for (i = 0; i < NUM_SAVEDPIXELSTATES_R; ++i)
     {
-        DWORD rs = SavedPixelStates_R[i];
+        DWORD rs = pixel_states_render[i];
         states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
     }
 
-    for (i = 0; i < NUM_SAVEDPIXELSTATES_T; ++i) texture_mask |= 1 << SavedPixelStates_T[i];
+    for (i = 0; i < NUM_SAVEDPIXELSTATES_T; ++i) texture_mask |= 1 << pixel_states_texture[i];
     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
-    for (i = 0; i < NUM_SAVEDPIXELSTATES_S; ++i) sampler_mask |= 1 << SavedPixelStates_S[i];
+    for (i = 0; i < NUM_SAVEDPIXELSTATES_S; ++i) sampler_mask |= 1 << pixel_states_sampler[i];
     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
     states->pixelShaderConstantsB = 0xffff;
     states->pixelShaderConstantsI = 0xffff;
@@ -146,13 +273,13 @@ static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const struct
 
     for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; ++i)
     {
-        DWORD rs = SavedVertexStates_R[i];
+        DWORD rs = vertex_states_render[i];
         states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
     }
 
-    for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; ++i) texture_mask |= 1 << SavedVertexStates_T[i];
+    for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; ++i) texture_mask |= 1 << vertex_states_texture[i];
     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
-    for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; ++i) sampler_mask |= 1 << SavedVertexStates_S[i];
+    for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; ++i) sampler_mask |= 1 << vertex_states_sampler[i];
     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
     states->vertexShaderConstantsB = 0xffff;
     states->vertexShaderConstantsI = 0xffff;
@@ -791,16 +918,16 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
         memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
         record_lights(This, targetStateBlock);
         for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
-            This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]];
+            This->renderState[vertex_states_render[i]] = targetStateBlock->renderState[vertex_states_render[i]];
         }
         for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
             for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
-                This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]];
+                This->samplerState[j][vertex_states_sampler[i]] = targetStateBlock->samplerState[j][vertex_states_sampler[i]];
             }
         }
         for (j = 0; j < MAX_TEXTURES; j++) {
             for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
-                This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
+                This->textureState[j][vertex_states_render[i]] = targetStateBlock->textureState[j][vertex_states_render[i]];
             }
         }
         for(i = 0; i < MAX_STREAMS; i++) {
@@ -820,16 +947,16 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
         memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
         memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
         for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
-            This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]];
+            This->renderState[pixel_states_render[i]] = targetStateBlock->renderState[pixel_states_render[i]];
         }
         for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
             for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
-                This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]];
+                This->samplerState[j][pixel_states_sampler[i]] = targetStateBlock->samplerState[j][pixel_states_sampler[i]];
             }
         }
         for (j = 0; j < MAX_TEXTURES; j++) {
             for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
-                This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]];
+                This->textureState[j][pixel_states_render[i]] = targetStateBlock->textureState[j][pixel_states_render[i]];
             }
         }
         if(This->pixelShader != targetStateBlock->pixelShader) {
@@ -1025,27 +1152,25 @@ should really perform a delta so that only the changes get updated*/
         apply_lights(pDevice, This);
 
         for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
-            IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
+            IWineD3DDevice_SetRenderState(pDevice, vertex_states_render[i], This->renderState[vertex_states_render[i]]);
         }
         for(j = 0; j < MAX_TEXTURES; j++) {
             for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
-                IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i],
-                        This->textureState[j][SavedVertexStates_T[i]]);
+                IWineD3DDevice_SetTextureStageState(pDevice, j, vertex_states_texture[i],
+                        This->textureState[j][vertex_states_texture[i]]);
             }
         }
 
         for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
             for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
-                IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i],
-                                               This->samplerState[j][SavedVertexStates_S[i]]);
+                IWineD3DDevice_SetSamplerState(pDevice, j, vertex_states_sampler[i],
+                        This->samplerState[j][vertex_states_sampler[i]]);
             }
         }
         for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
             for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
-                IWineD3DDevice_SetSamplerState(pDevice,
-                                               WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
-                                               SavedVertexStates_S[i],
-                                               This->samplerState[j][SavedVertexStates_S[i]]);
+                IWineD3DDevice_SetSamplerState(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
+                        vertex_states_sampler[i], This->samplerState[j][vertex_states_sampler[i]]);
             }
         }
     } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
@@ -1064,27 +1189,25 @@ should really perform a delta so that only the changes get updated*/
         }
 
         for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
-            IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
+            IWineD3DDevice_SetRenderState(pDevice, pixel_states_render[i], This->renderState[pixel_states_render[i]]);
         }
         for(j = 0; j < MAX_TEXTURES; j++) {
             for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
-                IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i],
-                        This->textureState[j][SavedPixelStates_T[i]]);
+                IWineD3DDevice_SetTextureStageState(pDevice, j, pixel_states_texture[i],
+                        This->textureState[j][pixel_states_texture[i]]);
             }
         }
 
         for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
             for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
-                IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i],
-                                               This->samplerState[j][SavedPixelStates_S[i]]);
+                IWineD3DDevice_SetSamplerState(pDevice, j, pixel_states_sampler[i],
+                        This->samplerState[j][pixel_states_sampler[i]]);
             }
         }
         for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
             for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
-                IWineD3DDevice_SetSamplerState(pDevice,
-                                               WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
-                                               SavedPixelStates_S[i],
-                                               This->samplerState[j][SavedPixelStates_S[i]]);
+                IWineD3DDevice_SetSamplerState(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
+                        pixel_states_sampler[i], This->samplerState[j][pixel_states_sampler[i]]);
             }
         }
     } else if(This->blockType == WINED3DSBT_ALL) {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 6bfafde..4ab5459 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -148,21 +148,6 @@ void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
 #define MAX_ACTIVE_LIGHTS       8
 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
 
-/* Used for CreateStateBlock */
-#define NUM_SAVEDPIXELSTATES_R     35
-#define NUM_SAVEDPIXELSTATES_T     17
-#define NUM_SAVEDPIXELSTATES_S     12
-#define NUM_SAVEDVERTEXSTATES_R    33
-#define NUM_SAVEDVERTEXSTATES_T    2
-#define NUM_SAVEDVERTEXSTATES_S    1
-
-extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] DECLSPEC_HIDDEN;
-extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] DECLSPEC_HIDDEN;
-extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] DECLSPEC_HIDDEN;
-extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] DECLSPEC_HIDDEN;
-extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] DECLSPEC_HIDDEN;
-extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] DECLSPEC_HIDDEN;
-
 typedef enum _WINELOOKUP {
     WINELOOKUP_WARPPARAM = 0,
     MAX_LOOKUPS          = 1
-- 
1.6.0.6




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