[PATCH 3/5] wined3d: Rename "wineD3DDevice" to "device".

Henri Verbeet hverbeet at codeweavers.com
Wed Dec 9 13:32:08 CST 2009


---
 dlls/wined3d/arb_program_shader.c    |   20 ++--
 dlls/wined3d/ati_fragment_shader.c   |    6 +-
 dlls/wined3d/basetexture.c           |    8 +-
 dlls/wined3d/buffer.c                |   26 +++---
 dlls/wined3d/context.c               |   16 ++--
 dlls/wined3d/cubetexture.c           |    2 +-
 dlls/wined3d/device.c                |   10 +-
 dlls/wined3d/glsl_shader.c           |    4 +-
 dlls/wined3d/nvidia_texture_shader.c |   12 +-
 dlls/wined3d/palette.c               |    3 +-
 dlls/wined3d/query.c                 |   24 +++---
 dlls/wined3d/resource.c              |    8 +-
 dlls/wined3d/state.c                 |  177 +++++++++++++++++----------------
 dlls/wined3d/stateblock.c            |   28 +++---
 dlls/wined3d/surface.c               |   80 ++++++++-------
 dlls/wined3d/surface_base.c          |   15 +--
 dlls/wined3d/surface_gdi.c           |    2 +-
 dlls/wined3d/swapchain.c             |   80 +++++++++-------
 dlls/wined3d/swapchain_base.c        |    4 +-
 dlls/wined3d/swapchain_gdi.c         |    2 +-
 dlls/wined3d/texture.c               |    2 +-
 dlls/wined3d/utils.c                 |    6 +-
 dlls/wined3d/vertexdeclaration.c     |    2 +-
 dlls/wined3d/volume.c                |    8 +-
 dlls/wined3d/volumetexture.c         |    2 +-
 dlls/wined3d/wined3d_private.h       |   17 ++--
 26 files changed, 290 insertions(+), 274 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 42ed898..b1af53a 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -537,7 +537,7 @@ static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
 /* GL locking is done by the caller (state handler) */
 static void shader_arb_load_constants(const struct wined3d_context *context, char usePixelShader, char useVertexShader)
 {
-    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
     IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
     const struct wined3d_gl_info *gl_info = context->gl_info;
 
@@ -567,7 +567,7 @@ static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT
 
     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
      * context. On a context switch the old context will be fully dirtified */
-    if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
+    if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.device != This) return;
 
     memset(context->vshader_const_dirty + start, 1, sizeof(*context->vshader_const_dirty) * count);
     This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
@@ -580,7 +580,7 @@ static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT
 
     /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
      * context. On a context switch the old context will be fully dirtified */
-    if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice != This) return;
+    if (!context || ((IWineD3DSurfaceImpl *)context->surface)->resource.device != This) return;
 
     memset(context->pshader_const_dirty + start, 1, sizeof(*context->pshader_const_dirty) * count);
     This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
@@ -4292,7 +4292,7 @@ static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IW
 /* GL locking is done by the caller */
 static void shader_arb_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
 {
-    IWineD3DDeviceImpl *This = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *This = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
     struct shader_arb_priv *priv = This->shader_priv;
     const struct wined3d_gl_info *gl_info = context->gl_info;
     int i;
@@ -5263,11 +5263,11 @@ static void arbfp_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info
 }
 #undef GLINFO_LOCATION
 
-#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
+#define GLINFO_LOCATION stateblock->device->adapter->gl_info
 static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
+    IWineD3DDeviceImpl *device = stateblock->device;
     float col[4];
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
 
     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
      * application provided constants
@@ -5287,8 +5287,8 @@ static void state_texfactor_arbfp(DWORD state, IWineD3DStateBlockImpl *statebloc
 
 static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
+    IWineD3DDeviceImpl *device = stateblock->device;
     float col[4];
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
 
     /* Don't load the parameter if we're using an arbfp pixel shader, otherwise we'll overwrite
      * application provided constants
@@ -5315,7 +5315,7 @@ static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateb
 static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
+    IWineD3DDeviceImpl *device = stateblock->device;
     float mat[2][2];
 
     if (use_ps(stateblock))
@@ -5352,7 +5352,7 @@ static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, s
 static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
+    IWineD3DDeviceImpl *device = stateblock->device;
     float param[4];
 
     if (use_ps(stateblock))
@@ -5873,7 +5873,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWi
 
 static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
+    IWineD3DDeviceImpl *device = stateblock->device;
     struct shader_arb_priv *priv = device->fragment_priv;
     BOOL use_pshader = use_ps(stateblock);
     BOOL use_vshader = use_vs(stateblock);
diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c
index 014bf1d..becd447 100644
--- a/dlls/wined3d/ati_fragment_shader.c
+++ b/dlls/wined3d/ati_fragment_shader.c
@@ -798,10 +798,10 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
 }
 #undef GLINFO_LOCATION
 
-#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
+#define GLINFO_LOCATION stateblock->device->adapter->gl_info
 static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
-    IWineD3DDeviceImpl          *This = stateblock->wineD3DDevice;
+    IWineD3DDeviceImpl *This = stateblock->device;
     const struct atifs_ffp_desc *desc;
     struct ffp_frag_settings     settings;
     struct atifs_private_data   *priv = This->fragment_priv;
@@ -889,7 +889,7 @@ static void textransform(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
 
 static void atifs_apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
+    IWineD3DDeviceImpl *device = stateblock->device;
     BOOL use_vshader = use_vs(stateblock);
 
     context->last_was_pshader = use_ps(stateblock);
diff --git a/dlls/wined3d/basetexture.c b/dlls/wined3d/basetexture.c
index da0bd7e..f232bf3 100644
--- a/dlls/wined3d/basetexture.c
+++ b/dlls/wined3d/basetexture.c
@@ -81,7 +81,7 @@ static void gltexture_delete(struct gl_texture *tex)
 void basetexture_unload(IWineD3DBaseTexture *iface)
 {
     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     struct wined3d_context *context = NULL;
 
     if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
@@ -124,7 +124,7 @@ DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
         This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
         This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U;
         if(This->baseTexture.bindCount) {
-            IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(This->baseTexture.sampler));
+            IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(This->baseTexture.sampler));
         }
     }
 
@@ -152,7 +152,7 @@ DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
 {
   IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
-  IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+  IWineD3DDeviceImpl *device = This->resource.device;
   UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
 
   if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
@@ -477,7 +477,7 @@ void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
 
     if (gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] != aniso)
     {
-        IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+        IWineD3DDeviceImpl *device = This->resource.device;
         const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
 
         if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
index fa79340..f6e89dd 100644
--- a/dlls/wined3d/buffer.c
+++ b/dlls/wined3d/buffer.c
@@ -29,7 +29,7 @@
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
 
-#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
+#define GLINFO_LOCATION This->resource.device->adapter->gl_info
 
 #define VB_MAXDECLCHANGES     100     /* After that number we stop converting */
 #define VB_RESETDECLCHANGE    1000    /* Reset the changecount after that number of draws */
@@ -68,7 +68,7 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This)
 
     if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
     {
-        IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
+        IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
     }
     GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
     error = glGetError();
@@ -148,7 +148,7 @@ static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
     DWORD attrib_size;
     BOOL ret = FALSE;
     unsigned int i;
-    DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->stream_idx];
+    DWORD offset = This->resource.device->stateBlock->streamOffset[attrib->stream_idx];
     DWORD_PTR data;
 
     /* Check for some valid situations which cause us pain. One is if the buffer is used for
@@ -203,7 +203,7 @@ static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct win
         DWORD *stride_this_run, BOOL *float16_used)
 {
     const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
     BOOL ret = FALSE;
     WINED3DFORMAT format;
@@ -311,7 +311,7 @@ static UINT *find_conversion_shift(struct wined3d_buffer *This,
 
 static BOOL buffer_find_decl(struct wined3d_buffer *This)
 {
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
     const struct wined3d_stream_info *si = &device->strided_streams;
     UINT stride_this_run = 0;
@@ -472,7 +472,7 @@ static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
 
         if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
         {
-            IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
+            IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
         }
 
         /* Rescue the data before resizing the buffer object if we do not have our backup copy */
@@ -607,7 +607,7 @@ static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
 
     if (This->buffer_object)
     {
-        IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+        IWineD3DDeviceImpl *device = This->resource.device;
         struct wined3d_context *context;
 
         context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
@@ -687,7 +687,7 @@ static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
 static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
 {
     struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     UINT start = 0, end = 0, vertices;
     struct wined3d_context *context;
     BOOL decl_changed = FALSE;
@@ -795,7 +795,7 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
 
     if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
     {
-        IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
+        IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
     }
 
     if (!This->conversion_map)
@@ -957,12 +957,12 @@ static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset,
     {
         if(count == 1)
         {
-            IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+            IWineD3DDeviceImpl *device = This->resource.device;
             struct wined3d_context *context;
 
             if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
             {
-                IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
+                IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
             }
 
             context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
@@ -1011,12 +1011,12 @@ static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
 
     if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
     {
-        IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+        IWineD3DDeviceImpl *device = This->resource.device;
         struct wined3d_context *context;
 
         if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
         {
-            IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
+            IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
         }
 
         context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index b56890e..8a2a522 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -117,7 +117,7 @@ static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
 static void context_apply_attachment_filter_states(IWineD3DSurface *surface, BOOL force_preload)
 {
     const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
-    IWineD3DDeviceImpl *device = surface_impl->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = surface_impl->resource.device;
     IWineD3DBaseTextureImpl *texture_impl;
     BOOL update_minfilter = FALSE;
     BOOL update_magfilter = FALSE;
@@ -317,7 +317,7 @@ static void context_check_fbo_status(struct wined3d_context *context)
 
 static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *context)
 {
-    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
     const struct wined3d_gl_info *gl_info = context->gl_info;
     struct fbo_entry *entry;
 
@@ -334,7 +334,7 @@ static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *contex
 /* GL locking is done by the caller */
 static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
 {
-    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
     const struct wined3d_gl_info *gl_info = context->gl_info;
 
     context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
@@ -363,7 +363,7 @@ static void context_destroy_fbo_entry(struct wined3d_context *context, struct fb
 /* GL locking is done by the caller */
 static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
 {
-    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
     const struct wined3d_gl_info *gl_info = context->gl_info;
     struct fbo_entry *entry;
 
@@ -399,7 +399,7 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
 /* GL locking is done by the caller */
 static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_entry *entry)
 {
-    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
     const struct wined3d_gl_info *gl_info = context->gl_info;
     unsigned int i;
 
@@ -1869,7 +1869,7 @@ static inline struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWin
     {
         if (current_context
                 && current_context->current_rt
-                && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
+                && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.device == This)
         {
             target = current_context->current_rt;
         }
@@ -1952,7 +1952,7 @@ retry:
         {
             /* Stay with the currently active context. */
             if (current_context
-                    && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
+                    && ((IWineD3DSurfaceImpl *)current_context->surface)->resource.device == This)
             {
                 context = current_context;
             }
@@ -2057,7 +2057,7 @@ static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit
     IWineD3DSwapChain *swapchain;
     IWineD3DDeviceImpl *device;
 
-    device = ((IWineD3DSurfaceImpl *)rt)->resource.wineD3DDevice;
+    device = ((IWineD3DSurfaceImpl *)rt)->resource.device;
     if (SUCCEEDED(IWineD3DSurface_GetContainer(rt, &IID_IWineD3DSwapChain, (void **)&swapchain)))
     {
         IWineD3DSwapChain_Release((IUnknown *)swapchain);
diff --git a/dlls/wined3d/cubetexture.c b/dlls/wined3d/cubetexture.c
index 8d257aa..9d173d6 100644
--- a/dlls/wined3d/cubetexture.c
+++ b/dlls/wined3d/cubetexture.c
@@ -31,7 +31,7 @@ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3
 {
     /* Override the IWineD3DResource Preload method. */
     IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     struct wined3d_context *context = NULL;
     unsigned int i, j;
     BOOL srgb_mode;
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index cebb709..a4eacba 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -881,7 +881,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINE
     object->lpVtbl = vtable;
     object->type = Type;
     object->state = QUERY_CREATED;
-    object->wineD3DDevice = This;
+    object->device = This;
     object->parent = parent;
     object->ref = 1;
 
@@ -1080,7 +1080,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSwapChain(IWineD3DDevice *iface,
             HeapFree(GetProcessHeap(), 0, object);
             return WINED3DERR_INVALIDCALL;
     }
-    object->wineD3DDevice = This;
+    object->device = This;
     object->parent = parent;
     object->ref = 1;
 
@@ -1631,7 +1631,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DW
     object->ref = 1;
     object->Flags = Flags;
     object->parent = Parent;
-    object->wineD3DDevice = This;
+    object->device = This;
     object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
     object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
 
@@ -6530,7 +6530,7 @@ static HRESULT  WINAPI  IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice*
 
 static HRESULT updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT_PARAMETERS* pPresentationParameters)
 {
-    IWineD3DDeviceImpl *device = surface->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = surface->resource.device;
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
 
     /* Reallocate proper memory for the front and back buffer and adjust their sizes */
@@ -7380,7 +7380,7 @@ void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
 
 void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height)
 {
-    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.device;
     /* The drawable size of a pbuffer render target is the current pbuffer size. */
     *width = device->pbufferWidth;
     *height = device->pbufferHeight;
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 11a80b2..fb9004e 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -630,7 +630,7 @@ static void shader_glsl_load_np2fixup_constants(
 static void shader_glsl_load_constants(const struct wined3d_context *context,
         char usePixelShader, char useVertexShader)
 {
-    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
     const struct wined3d_gl_info *gl_info = context->gl_info;
     IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
     struct shader_glsl_priv *priv = device->shader_priv;
@@ -4315,7 +4315,7 @@ static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info,
 /* GL locking is done by the caller */
 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
 {
-    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.device;
     const struct wined3d_gl_info *gl_info = context->gl_info;
     struct shader_glsl_priv *priv = device->shader_priv;
     GLhandleARB program_id = 0;
diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c
index 627bd68..82a71da 100644
--- a/dlls/wined3d/nvidia_texture_shader.c
+++ b/dlls/wined3d/nvidia_texture_shader.c
@@ -28,7 +28,7 @@
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
 
-#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
+#define GLINFO_LOCATION stateblock->device->adapter->gl_info
 
 /* GL locking for state handlers is done by the caller. */
 
@@ -458,8 +458,8 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
 static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
-    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
-    BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
+    BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
+    DWORD mapped_stage = stateblock->device->texUnitMap[stage];
     const struct wined3d_gl_info *gl_info = context->gl_info;
 
     TRACE("Setting color op for stage %d\n", stage);
@@ -533,7 +533,7 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
     }
 
     /* Set the texture combiners */
-    set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
+    set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, FALSE, stage,
                         stateblock->textureState[stage][WINED3DTSS_COLOROP],
                         stateblock->textureState[stage][WINED3DTSS_COLORARG1],
                         stateblock->textureState[stage][WINED3DTSS_COLORARG2],
@@ -562,7 +562,7 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
 static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
     DWORD sampler = state - STATE_SAMPLER(0);
-    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
+    DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
 
     /* No need to enable / disable anything here for unused samplers. The tex_colorop
     * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
@@ -578,7 +578,7 @@ static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
 static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
-    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage + 1];
+    DWORD mapped_stage = stateblock->device->texUnitMap[stage + 1];
     float mat[2][2];
 
     /* Direct3D sets the matrix in the stage reading the perturbation map. The result is used to
diff --git a/dlls/wined3d/palette.c b/dlls/wined3d/palette.c
index a5447d0..c9c6182 100644
--- a/dlls/wined3d/palette.c
+++ b/dlls/wined3d/palette.c
@@ -151,7 +151,8 @@ static HRESULT  WINAPI IWineD3DPaletteImpl_SetEntries(IWineD3DPalette *iface,
 
     /* If the palette is attached to the render target, update all render targets */
 
-    LIST_FOR_EACH_ENTRY(res, &This->wineD3DDevice->resources, IWineD3DResourceImpl, resource.resource_list_entry) {
+    LIST_FOR_EACH_ENTRY(res, &This->device->resources, IWineD3DResourceImpl, resource.resource_list_entry)
+    {
         if(IWineD3DResource_GetType((IWineD3DResource *) res) == WINED3DRTYPE_SURFACE) {
             IWineD3DSurfaceImpl *impl = (IWineD3DSurfaceImpl *) res;
             if(impl->palette == This)
diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c
index ff4021d..f3e51de 100644
--- a/dlls/wined3d/query.c
+++ b/dlls/wined3d/query.c
@@ -31,7 +31,7 @@
  */
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
-#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
+#define GLINFO_LOCATION This->device->adapter->gl_info
 
 /* *******************************************
    IWineD3DQuery IUnknown parts follow
@@ -263,7 +263,7 @@ static HRESULT  WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
 static HRESULT  WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface, void* pData, DWORD dwSize, DWORD dwGetDataFlags) {
     IWineD3DQueryImpl *This = (IWineD3DQueryImpl *) iface;
     struct wined3d_occlusion_query *query = This->extendedData;
-    IWineD3DDeviceImpl *device = This->wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->device;
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
     struct wined3d_context *context;
     DWORD* data = pData;
@@ -304,7 +304,7 @@ static HRESULT  WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface,
         return S_OK;
     }
 
-    context = context_acquire(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
+    context = context_acquire(This->device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
 
     ENTER_GL();
 
@@ -362,7 +362,7 @@ static HRESULT  WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void
         return S_OK;
     }
 
-    context = context_acquire(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
+    context = context_acquire(This->device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
 
     ENTER_GL();
 
@@ -472,17 +472,17 @@ static HRESULT  WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface,  DWORD
             if (query->context->tid != GetCurrentThreadId())
             {
                 context_free_event_query(query);
-                context = context_acquire(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
+                context = context_acquire(This->device, NULL, CTXUSAGE_RESOURCELOAD);
                 context_alloc_event_query(context, query);
             }
             else
             {
-                context = context_acquire(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
+                context = context_acquire(This->device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
             }
         }
         else
         {
-            context = context_acquire(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
+            context = context_acquire(This->device, NULL, CTXUSAGE_RESOURCELOAD);
             context_alloc_event_query(context, query);
         }
 
@@ -520,7 +520,7 @@ static HRESULT  WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface,  DWORD
 
 static HRESULT  WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface,  DWORD dwIssueFlags) {
     IWineD3DQueryImpl *This = (IWineD3DQueryImpl *)iface;
-    IWineD3DDeviceImpl *device = This->wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->device;
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
 
     if (gl_info->supported[ARB_OCCLUSION_QUERY])
@@ -538,12 +538,12 @@ static HRESULT  WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface,  D
                     FIXME("Wrong thread, can't restart query.\n");
 
                     context_free_occlusion_query(query);
-                    context = context_acquire(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
+                    context = context_acquire(This->device, NULL, CTXUSAGE_RESOURCELOAD);
                     context_alloc_occlusion_query(context, query);
                 }
                 else
                 {
-                    context = context_acquire(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
+                    context = context_acquire(This->device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
 
                     ENTER_GL();
                     GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
@@ -554,7 +554,7 @@ static HRESULT  WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface,  D
             else
             {
                 if (query->context) context_free_occlusion_query(query);
-                context = context_acquire(This->wineD3DDevice, NULL, CTXUSAGE_RESOURCELOAD);
+                context = context_acquire(This->device, NULL, CTXUSAGE_RESOURCELOAD);
                 context_alloc_occlusion_query(context, query);
             }
 
@@ -578,7 +578,7 @@ static HRESULT  WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface,  D
                 }
                 else
                 {
-                    context = context_acquire(This->wineD3DDevice, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
+                    context = context_acquire(This->device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
 
                     ENTER_GL();
                     GL_EXTCALL(glEndQueryARB(GL_SAMPLES_PASSED_ARB));
diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c
index 629d59e..b867586 100644
--- a/dlls/wined3d/resource.c
+++ b/dlls/wined3d/resource.c
@@ -33,7 +33,7 @@ HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type
 {
     struct IWineD3DResourceClass *resource = &((IWineD3DResourceImpl *)iface)->resource;
 
-    resource->wineD3DDevice = device;
+    resource->device = device;
     resource->parent = parent;
     resource->resourceType = resource_type;
     resource->ref = 1;
@@ -87,7 +87,7 @@ void resource_cleanup(IWineD3DResource *iface)
     TRACE("(%p) Cleaning up resource\n", This);
     if (This->resource.pool == WINED3DPOOL_DEFAULT) {
         TRACE("Decrementing device memory pool by %u\n", This->resource.size);
-        WineD3DAdapterChangeGLRam(This->resource.wineD3DDevice, -This->resource.size);
+        WineD3DAdapterChangeGLRam(This->resource.device, -This->resource.size);
     }
 
     LIST_FOR_EACH_SAFE(e1, e2, &This->resource.privateData) {
@@ -102,7 +102,7 @@ void resource_cleanup(IWineD3DResource *iface)
     This->resource.allocatedMemory = 0;
     This->resource.heapMemory = 0;
 
-    if (This->resource.wineD3DDevice) device_resource_released(This->resource.wineD3DDevice, iface);
+    if (This->resource.device) device_resource_released(This->resource.device, iface);
 }
 
 static PrivateData* resource_find_private_data(IWineD3DResourceImpl *This, REFGUID tag)
@@ -179,7 +179,7 @@ HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID refguid, void
 
     if (data->flags & WINED3DSPD_IUNKNOWN) {
         *(LPUNKNOWN *)pData = data->ptr.object;
-        if (((IWineD3DImpl *)This->resource.wineD3DDevice->wined3d)->dxVersion != 7)
+        if (((IWineD3DImpl *)This->resource.device->wined3d)->dxVersion != 7)
         {
             /* D3D8 and D3D9 addref the private data, DDraw does not. This can't be handled in
              * ddraw because it doesn't know if the pointer returned is an IUnknown * or just a
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 716ec48..d9ece33 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -95,7 +95,7 @@ static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
     }
 
     if (stateblock->renderState[WINED3DRS_LIGHTING]
-            && !stateblock->wineD3DDevice->strided_streams.position_transformed)
+            && !stateblock->device->strided_streams.position_transformed)
     {
         glEnable(GL_LIGHTING);
         checkGLcall("glEnable GL_LIGHTING");
@@ -108,7 +108,8 @@ static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
 static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
     /* No z test without depth stencil buffers */
-    if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
+    if (!stateblock->device->stencilBufferTarget)
+    {
         TRACE("No Z buffer - disabling depth test\n");
         glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
         checkGLcall("glDisable GL_DEPTH_TEST");
@@ -241,9 +242,9 @@ static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
 
 static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
+    IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
     int srcBlend = GL_ZERO;
     int dstBlend = GL_ZERO;
-    IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
 
     /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
     if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]      ||
@@ -448,8 +449,9 @@ static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
 
     /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
         so it may need updating */
-    if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
-        const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
+    if (stateblock->renderState[WINED3DRS_COLORKEYENABLE])
+    {
+        const struct StateEntry *StateTable = stateblock->device->StateTable;
         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
     }
 }
@@ -503,8 +505,9 @@ static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
         }
     }
 
-    if(enable_ckey || context->last_was_ckey) {
-        const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
+    if (enable_ckey || context->last_was_ckey)
+    {
+        const struct StateEntry *StateTable = stateblock->device->StateTable;
         StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
     }
     context->last_was_ckey = enable_ckey;
@@ -540,7 +543,7 @@ static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
     DWORD enable  = 0xFFFFFFFF;
     DWORD disable = 0x00000000;
 
-    if (!stateblock->wineD3DDevice->vs_clipping && use_vs(stateblock))
+    if (!stateblock->device->vs_clipping && use_vs(stateblock))
     {
         /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
          * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
@@ -748,14 +751,18 @@ static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock
         }
     }
 
-    TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
-          stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
-    TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
-          stateblock->material.Ambient.b, stateblock->material.Ambient.a);
-    TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
-          stateblock->material.Specular.b, stateblock->material.Specular.a);
-    TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
-          stateblock->material.Emissive.b, stateblock->material.Emissive.a);
+    TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
+            stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
+            stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
+    TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
+            stateblock->material.Ambient.r, stateblock->material.Ambient.g,
+            stateblock->material.Ambient.b, stateblock->material.Ambient.a);
+    TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
+            stateblock->material.Specular.r, stateblock->material.Specular.g,
+            stateblock->material.Specular.b, stateblock->material.Specular.a);
+    TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
+            stateblock->material.Emissive.r, stateblock->material.Emissive.g,
+            stateblock->material.Emissive.b, stateblock->material.Emissive.a);
 
     glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
     checkGLcall("glMaterialfv(GL_AMBIENT)");
@@ -817,8 +824,9 @@ static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
     GLint depthFail_ccw = GL_KEEP;
     GLint stencilPass_ccw = GL_KEEP;
 
-    /* No stencil test without a stencil buffer */
-    if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
+    /* No stencil test without a stencil buffer. */
+    if (!stateblock->device->stencilBufferTarget)
+    {
         glDisable(GL_STENCIL_TEST);
         checkGLcall("glDisable GL_STENCIL_TEST");
         return;
@@ -900,13 +908,7 @@ static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
 
 static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
-    DWORD mask;
-
-    if(stateblock->wineD3DDevice->stencilBufferTarget) {
-        mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
-    } else {
-        mask = 0;
-    }
+    DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
 
     GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
     checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
@@ -919,13 +921,7 @@ static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock
 
 static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
-    DWORD mask;
-
-    if(stateblock->wineD3DDevice->stencilBufferTarget) {
-        mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
-    } else {
-        mask = 0;
-    }
+    DWORD mask = stateblock->device->stencilBufferTarget ? stateblock->renderState[WINED3DRS_STENCILWRITEMASK] : 0;
 
     glStencilMask(mask);
     checkGLcall("glStencilMask");
@@ -1199,7 +1195,7 @@ void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wi
 
 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
+    IWineD3DDeviceImpl *device = stateblock->device;
     GLenum Parm = 0;
 
     /* Depends on the decoded vertex declaration to read the existence of diffuse data.
@@ -1368,7 +1364,7 @@ static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, str
      * by zero and is not properly defined in opengl, so avoid it
      */
     if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
-            && (stateblock->wineD3DDevice->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
+            && (stateblock->device->strided_streams.use_map & (1 << WINED3D_FFP_NORMAL)))
     {
         glEnable(GL_NORMALIZE);
         checkGLcall("glEnable(GL_NORMALIZE);");
@@ -2974,8 +2970,8 @@ static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *if
 static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
-    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
-    BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
+    BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
+    DWORD mapped_stage = stateblock->device->texUnitMap[stage];
     const struct wined3d_gl_info *gl_info = context->gl_info;
 
     TRACE("Setting color op for stage %d\n", stage);
@@ -3027,7 +3023,7 @@ static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
         if (tex_used) texture_activate_dimensions(stage, stateblock, context);
     }
 
-    set_tex_op(context, (IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
+    set_tex_op(context, (IWineD3DDevice *)stateblock->device, FALSE, stage,
                 stateblock->textureState[stage][WINED3DTSS_COLOROP],
                 stateblock->textureState[stage][WINED3DTSS_COLORARG1],
                 stateblock->textureState[stage][WINED3DTSS_COLORARG2],
@@ -3037,8 +3033,8 @@ static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
-    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
-    BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
+    BOOL tex_used = stateblock->device->fixed_function_usage_map & (1 << stage);
+    DWORD mapped_stage = stateblock->device->texUnitMap[stage];
     DWORD op, arg1, arg2, arg0;
 
     TRACE("Setting alpha op for stage %d\n", stage);
@@ -3126,20 +3122,19 @@ void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d
     TRACE("Setting alpha op for stage %d\n", stage);
     if (context->gl_info->supported[NV_REGISTER_COMBINERS])
     {
-        set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
-                         op, arg1, arg2, arg0,
-                         mapped_stage,
-                         stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
-    } else {
-        set_tex_op(context, (IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
-                    op, arg1, arg2, arg0);
+        set_tex_op_nvrc((IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0,
+                mapped_stage, stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
+    }
+    else
+    {
+        set_tex_op(context, (IWineD3DDevice *)stateblock->device, TRUE, stage, op, arg1, arg2, arg0);
     }
 }
 
 static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
     DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
-    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
+    DWORD mapped_stage = stateblock->device->texUnitMap[texUnit];
     BOOL generated;
     int coordIdx;
 
@@ -3160,10 +3155,10 @@ static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, s
 
     set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
             stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
-            stateblock->wineD3DDevice->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
-            ? stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
+            stateblock->device->strided_streams.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
+            ? stateblock->device->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
             : WINED3DFMT_UNKNOWN,
-            stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
+            stateblock->device->frag_pipe->ffp_proj_control);
 
     /* The sampler applying function calls us if this changes */
     if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
@@ -3202,7 +3197,7 @@ static void loadTexCoords(const struct wined3d_context *context, IWineD3DStateBl
     {
         int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
 
-        mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
+        mapped_stage = stateblock->device->texUnitMap[textureNo];
         if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
 
         if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
@@ -3245,7 +3240,7 @@ static void loadTexCoords(const struct wined3d_context *context, IWineD3DStateBl
 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
-    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
+    DWORD mapped_stage = stateblock->device->texUnitMap[stage];
     static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
     static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
     static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
@@ -3413,13 +3408,13 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
         GLuint curVBO = context->gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
 
         unloadTexCoords(context);
-        loadTexCoords(context, stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
+        loadTexCoords(context, stateblock, &stateblock->device->strided_streams, &curVBO);
     }
 }
 
 static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
+    IWineD3DDeviceImpl *device = stateblock->device;
 
     /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
      * has an update pending
@@ -3471,7 +3466,8 @@ static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, s
         {
             if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
             else context->lastWasPow2Texture &= ~(1 << sampler);
-            transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
+            transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler],
+                    WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
         }
     }
 }
@@ -3479,7 +3475,7 @@ static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, s
 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
     DWORD sampler = state - STATE_SAMPLER(0);
-    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
+    DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
     const struct wined3d_gl_info *gl_info = context->gl_info;
     union {
         float f;
@@ -3532,8 +3528,9 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wine
         }
 
         /* Trigger shader constant reloading (for NP2 texcoord fixup) */
-        if (!tex_impl->baseTexture.pow2Matrix_identity) {
-            IWineD3DDeviceImpl* d3ddevice = stateblock->wineD3DDevice;
+        if (!tex_impl->baseTexture.pow2Matrix_identity)
+        {
+            IWineD3DDeviceImpl *d3ddevice = stateblock->device;
             d3ddevice->shader_backend->shader_load_np2fixup_constants(
                 (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
         }
@@ -3549,14 +3546,14 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wine
                 state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
             }
         } /* Otherwise tex_colorop disables the stage */
-        glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
-        checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
+        glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler]);
+        checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->device->dummyTextureName[sampler])");
     }
 }
 
 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
+    IWineD3DDeviceImpl *device = stateblock->device;
     BOOL use_pshader = use_ps(stateblock);
     BOOL use_vshader = use_vs(stateblock);
     int i;
@@ -3633,10 +3630,13 @@ static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, str
         checkGLcall("glLoadIdentity()");
     } else {
         /* In the general case, the view matrix is the identity matrix */
-        if (stateblock->wineD3DDevice->view_ident) {
+        if (stateblock->device->view_ident)
+        {
             glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
             checkGLcall("glLoadMatrixf");
-        } else {
+        }
+        else
+        {
             glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
             checkGLcall("glLoadMatrixf");
             glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
@@ -3711,10 +3711,13 @@ static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, s
     /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
      * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
      */
-    if(stateblock->wineD3DDevice->view_ident) {
+    if (stateblock->device->view_ident)
+    {
         glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
         checkGLcall("glLoadMatrixf");
-    } else {
+    }
+    else
+    {
         glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
         checkGLcall("glLoadMatrixf");
         glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
@@ -3758,7 +3761,8 @@ static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, s
              */
             GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
 
-            if(!stateblock->wineD3DDevice->vertexBlendUsed) {
+            if (!stateblock->device->vertexBlendUsed)
+            {
                 unsigned int i;
                 for (i = 1; i < context->gl_info->limits.blends; ++i)
                 {
@@ -3767,7 +3771,7 @@ static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, s
                         transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
                     }
                 }
-                stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
+                stateblock->device->vertexBlendUsed = TRUE;
             }
             break;
 
@@ -3804,7 +3808,8 @@ static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
     checkGLcall("glLoadMatrixf(...)");
 
     /* Reset lights. TODO: Call light apply func */
-    for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
+    for (k = 0; k < stateblock->device->maxConcurrentLights; ++k)
+    {
         light = stateblock->activeLights[k];
         if(!light) continue;
         glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
@@ -3836,7 +3841,7 @@ static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
     }
 
     /* Avoid looping over a number of matrices if the app never used the functionality */
-    if (stateblock->wineD3DDevice->vertexBlendUsed)
+    if (stateblock->device->vertexBlendUsed)
     {
         for (k = 1; k < context->gl_info->limits.blends; ++k)
         {
@@ -3864,7 +3869,8 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
         minZ   = stateblock->viewport.MinZ;
         maxZ   = stateblock->viewport.MaxZ;
 
-        if(!stateblock->wineD3DDevice->untransformed) {
+        if (!stateblock->device->untransformed)
+        {
             /* Transformed vertices are supposed to bypass the whole transform pipeline including
              * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
              * suppress depth clipping. This can be done because it is an orthogonal projection and
@@ -4042,7 +4048,7 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
     DWORD_PTR shift_index;
 
     /* Default to no instancing */
-    stateblock->wineD3DDevice->instancedDraw = FALSE;
+    stateblock->device->instancedDraw = FALSE;
 
     for (i = 0; i < MAX_ATTRIBS; i++) {
         if (!(stream_info->use_map & (1 << i)))
@@ -4055,7 +4061,7 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
         if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
         {
             if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
-            stateblock->wineD3DDevice->instancedDraw = TRUE;
+            stateblock->device->instancedDraw = TRUE;
             continue;
         }
 
@@ -4217,7 +4223,7 @@ static void loadVertexData(const struct wined3d_context *context, IWineD3DStateB
     TRACE("Using fast vertex array code\n");
 
     /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
-    stateblock->wineD3DDevice->instancedDraw = FALSE;
+    stateblock->device->instancedDraw = FALSE;
 
     /* Blend Data ---------------------------------------------- */
     if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
@@ -4473,7 +4479,7 @@ static inline void drawPrimitiveTraceDataLocations(const struct wined3d_stream_i
 
 static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
+    IWineD3DDeviceImpl *device = stateblock->device;
     BOOL fixup = FALSE;
     struct wined3d_stream_info *dataLocations = &device->strided_streams;
     BOOL useVertexShaderFunction;
@@ -4563,9 +4569,8 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, s
     BOOL updateFog = FALSE;
     BOOL useVertexShaderFunction = use_vs(stateblock);
     BOOL usePixelShaderFunction = use_ps(stateblock);
+    IWineD3DDeviceImpl *device = stateblock->device;
     BOOL transformed;
-    /* Some stuff is in the device until we have per context tracking */
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
     BOOL wasrhw = context->last_was_rhw;
     unsigned int i;
 
@@ -4721,8 +4726,8 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, s
 
 static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
+    IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
     UINT width, height;
-    IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
     WINED3DVIEWPORT vp = stateblock->viewport;
 
     if(vp.Width > target->currentDesc.Width) vp.Width = target->currentDesc.Width;
@@ -4750,8 +4755,8 @@ static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock,
 {
     GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
 
-    stateblock->wineD3DDevice->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
-    stateblock->wineD3DDevice->posFixup[3] = stateblock->wineD3DDevice->posFixup[1] * yoffset;
+    stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
+    stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
 
     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
         transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
@@ -4879,16 +4884,16 @@ static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3
 
 static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
+    IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)stateblock->device->render_targets[0];
     RECT *pRect = &stateblock->scissorRect;
     UINT height;
     UINT width;
-    IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
 
     target->get_drawable_size(context, &width, &height);
     /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
      * Warning2: Even in windowed mode the coords are relative to the window, not the screen
      */
-    TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
+    TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->device, pRect->left, pRect->bottom - height,
           pRect->right - pRect->left, pRect->bottom - pRect->top);
 
     if (context->render_offscreen)
@@ -5687,15 +5692,15 @@ static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
 
 static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
-    stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
-    stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
+    stateblock->device->multistate_funcs[state][0](state, stateblock, context);
+    stateblock->device->multistate_funcs[state][1](state, stateblock, context);
 }
 
 static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
-    stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
-    stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
-    stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
+    stateblock->device->multistate_funcs[state][0](state, stateblock, context);
+    stateblock->device->multistate_funcs[state][1](state, stateblock, context);
+    stateblock->device->multistate_funcs[state][2](state, stateblock, context);
 }
 
 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 8abe70e..7c47f36 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -193,7 +193,7 @@ static const DWORD vertex_states_sampler[] =
  */
 static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
 {
-    IWineD3DDeviceImpl *device = object->wineD3DDevice;
+    IWineD3DDeviceImpl *device = object->device;
 
     /* Allocate space for floating point constants */
     object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
@@ -329,7 +329,7 @@ static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD n
 
 void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
 {
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
+    IWineD3DDeviceImpl *device = stateblock->device;
     unsigned int i, j;
 
     for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
@@ -583,7 +583,7 @@ static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlock
 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
 {
     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
-    IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
+    IWineD3DStateBlockImpl *targetStateBlock = This->device->stateBlock;
     unsigned int i;
     DWORD map;
 
@@ -720,7 +720,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
 
     if (This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl
             && (This->blockType != WINED3DSBT_RECORDED
-            || ((IWineD3DImpl *)This->wineD3DDevice->wined3d)->dxVersion != 9))
+            || ((IWineD3DImpl *)This->device->wined3d)->dxVersion != 9))
     {
         TRACE("Updating vertex declaration from %p to %p.\n", This->vertexDecl, targetStateBlock->vertexDecl);
 
@@ -878,7 +878,7 @@ static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *
 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
 {
     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
-    IWineD3DDevice *pDevice = (IWineD3DDevice *)This->wineD3DDevice;
+    IWineD3DDevice *pDevice = (IWineD3DDevice *)This->device;
     unsigned int i;
     DWORD map;
 
@@ -961,8 +961,8 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
 
     if (This->changed.primitive_type)
     {
-        This->wineD3DDevice->updateStateBlock->changed.primitive_type = TRUE;
-        This->wineD3DDevice->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
+        This->device->updateStateBlock->changed.primitive_type = TRUE;
+        This->device->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
     }
 
     if (This->changed.indices)
@@ -1028,12 +1028,12 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
         IWineD3DDevice_SetClipPlane(pDevice, i, clip);
     }
 
-    This->wineD3DDevice->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
+    This->device->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
     for (i = 0; i < MAX_TEXTURES - 1; ++i)
     {
-        if (This->wineD3DDevice->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
+        if (This->device->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
         {
-            This->wineD3DDevice->stateBlock->lowest_disabled_stage = i;
+            This->device->stateBlock->lowest_disabled_stage = i;
             break;
         }
     }
@@ -1044,9 +1044,9 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
 
 static HRESULT  WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
-    IWineD3DDevice         *device = (IWineD3DDevice *)This->wineD3DDevice;
+    IWineD3DDevice *device = (IWineD3DDevice *)This->device;
     IWineD3DDeviceImpl     *ThisDevice = (IWineD3DDeviceImpl *)device;
-    const struct wined3d_gl_info *gl_info = &This->wineD3DDevice->adapter->gl_info;
+    const struct wined3d_gl_info *gl_info = &ThisDevice->adapter->gl_info;
     union {
         WINED3DLINEPATTERN lp;
         DWORD d;
@@ -1063,7 +1063,7 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
     /* Note this may have a large overhead but it should only be executed
        once, in order to initialize the complete state of the device and
        all opengl equivalents                                            */
-    TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
+    TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, ThisDevice);
     /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
     This->blockType = WINED3DSBT_INIT;
 
@@ -1323,7 +1323,7 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
 
     stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
     stateblock->ref = 1;
-    stateblock->wineD3DDevice = device;
+    stateblock->device = device;
     stateblock->blockType = type;
 
     for (i = 0; i < LIGHTMAP_SIZE; i++)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 141eaaf..3d2a337 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -38,7 +38,7 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d);
 
 static void surface_cleanup(IWineD3DSurfaceImpl *This)
 {
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
     struct wined3d_context *context = NULL;
     renderbuffer_entry_t *entry, *entry2;
@@ -322,11 +322,11 @@ static void surface_bind_and_dirtify(IWineD3DSurfaceImpl *This, BOOL srgb) {
     ENTER_GL();
     glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
     LEAVE_GL();
-    active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
+    active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
 
     if (active_sampler != WINED3D_UNMAPPED_STAGE)
     {
-        IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
+        IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
     }
     IWineD3DSurface_BindTexture((IWineD3DSurface *)This, srgb);
 }
@@ -345,7 +345,7 @@ static BOOL primary_render_target_is_p8(IWineD3DDeviceImpl *device)
 
 #undef GLINFO_LOCATION
 
-#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
+#define GLINFO_LOCATION This->resource.device->adapter->gl_info
 
 /* This call just downloads data, the caller is responsible for binding the
  * correct texture. */
@@ -393,14 +393,14 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
         int dst_pitch = 0;
 
         /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
-        if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.wineD3DDevice))
+        if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
         {
             format = GL_ALPHA;
             type = GL_UNSIGNED_BYTE;
         }
 
         if (This->Flags & SFLAG_NONPOW2) {
-            unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
+            unsigned char alignment = This->resource.device->surface_alignment;
             src_pitch = format_desc->byte_count * This->pow2Width;
             dst_pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);
             src_pitch = (src_pitch + alignment - 1) & ~(alignment - 1);
@@ -553,7 +553,7 @@ static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsi
  * the correct texture. */
 /* Context activation is done by the caller. */
 static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
-    const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
+    const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
     const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
     BOOL enable_client_storage = FALSE;
     const BYTE *mem = NULL;
@@ -615,7 +615,7 @@ static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal,
 /* GL locking is done by the caller */
 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height) {
     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
-    const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
+    const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
     renderbuffer_entry_t *entry;
     GLuint renderbuffer = 0;
     unsigned int src_width, src_height;
@@ -757,8 +757,8 @@ void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
 {
     /* TODO: check for locks */
     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
+    IWineD3DDeviceImpl *device = This->resource.device;
     IWineD3DBaseTexture *baseTexture = NULL;
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
 
     TRACE("(%p)Checking to see if the container is a base texture\n", This);
     if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
@@ -851,7 +851,7 @@ BOOL surface_init_sysmem(IWineD3DSurface *iface)
 static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
     IWineD3DBaseTexture *texture = NULL;
     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     const struct wined3d_gl_info *gl_info;
     renderbuffer_entry_t *entry, *entry2;
     struct wined3d_context *context;
@@ -926,8 +926,9 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
    ****************************************************** */
 
 /* Read the framebuffer back into the surface */
-static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
-    IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
+static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, void *dest, UINT pitch)
+{
+    IWineD3DDeviceImpl *myDevice = This->resource.device;
     struct wined3d_context *context;
     BYTE *mem;
     GLint fmt;
@@ -1170,7 +1171,7 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
 /* Read the framebuffer contents into a texture */
 static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
 {
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     IWineD3DSwapChainImpl *swapchain;
     struct wined3d_context *context;
     int bpp;
@@ -1247,7 +1248,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
 
 static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
 {
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
 
     /* Performance optimization: Count how often a surface is locked, if it is locked regularly do not throw away the system memory copy.
@@ -1321,7 +1322,7 @@ static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
 
 static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
-    IWineD3DDeviceImpl  *myDevice = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *myDevice = This->resource.device;
     const RECT *pass_rect = pRect;
 
     TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
@@ -1424,7 +1425,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
     GLint  prev_rasterpos[4];
     GLint skipBytes = 0;
     UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This);    /* target is argb, 4 byte */
-    IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *myDevice = This->resource.device;
     IWineD3DSwapChainImpl *swapchain;
     struct wined3d_context *context;
 
@@ -1528,7 +1529,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
 
 static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
-    IWineD3DDeviceImpl  *myDevice = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *myDevice = This->resource.device;
     BOOL fullsurface;
 
     if (!(This->Flags & SFLAG_LOCKED)) {
@@ -1703,7 +1704,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHD
         } else {
             IWineD3DSurfaceImpl *dds_primary;
             IWineD3DSwapChainImpl *swapchain;
-            swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
+            swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
             dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
             if (dds_primary && dds_primary->palette)
                 pal = dds_primary->palette->palents;
@@ -1761,7 +1762,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC
 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
     BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
     const struct GlPixelFormatDesc *glDesc = This->resource.format_desc;
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
 
     /* Default values: From the surface */
@@ -1988,7 +1989,7 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_
 
 static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey)
 {
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     IWineD3DPaletteImpl *pal = This->palette;
     BOOL index_in_alpha = FALSE;
     unsigned int i;
@@ -2069,7 +2070,7 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4]
 static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
         UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
 {
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
     const BYTE *source;
     BYTE *dest;
@@ -2508,7 +2509,7 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
 static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert) {
     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
     BYTE table[256][4];
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
 
     d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
@@ -2573,8 +2574,9 @@ static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES conve
     }
 }
 
-BOOL palette9_changed(IWineD3DSurfaceImpl *This) {
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+BOOL palette9_changed(IWineD3DSurfaceImpl *This)
+{
+    IWineD3DDeviceImpl *device = This->resource.device;
 
     if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8_UINT
             && This->resource.format_desc->format != WINED3DFMT_P8_UINT_A8_UNORM))
@@ -2673,8 +2675,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BO
 static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
     /* TODO: check for locks */
     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
+    IWineD3DDeviceImpl *device = This->resource.device;
     IWineD3DBaseTexture *baseTexture = NULL;
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
 
     TRACE("(%p)Checking to see if the container is a base texture\n", This);
     if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
@@ -2784,7 +2786,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, c
 
         glGetIntegerv(GL_READ_BUFFER, &prevRead);
         checkGLcall("glGetIntegerv");
-        glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
+        glReadBuffer(swapChain ? GL_BACK : This->resource.device->offscreenBuffer);
         checkGLcall("glReadBuffer");
         glCopyTexImage2D(GL_TEXTURE_2D,
                             0,
@@ -3092,7 +3094,7 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
         IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
         BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
 {
-    IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *myDevice = This->resource.device;
     float xrel, yrel;
     UINT row;
     IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
@@ -3187,8 +3189,8 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
         IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
         BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
 {
+    IWineD3DDeviceImpl *myDevice = This->resource.device;
     GLuint src, backup = 0;
-    IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
     IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
     float left, right, top, bottom; /* Texture coordinates */
     UINT fbwidth = Src->currentDesc.Width;
@@ -3440,8 +3442,8 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
         IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
         WINED3DTEXTUREFILTERTYPE Filter)
 {
+    IWineD3DDeviceImpl *myDevice = This->resource.device;
     WINED3DRECT rect;
-    IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
     IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
     IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
 
@@ -3990,7 +3992,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
 static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
         IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
 {
-    IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *myDevice = This->resource.device;
     float depth;
 
     if (Flags & WINEDDBLT_DEPTHFILL) {
@@ -4031,7 +4033,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT
         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
     IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
-    IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *myDevice = This->resource.device;
+
     TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
     TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
 
@@ -4072,7 +4075,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD
 {
     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
     IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
-    IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *myDevice = This->resource.device;
+
     TRACE("(%p)->(%d, %d, %p, %p, %08x\n", iface, dstx, dsty, Source, rsrc, trans);
 
     if ( (This->Flags & SFLAG_LOCKED) || (srcImpl->Flags & SFLAG_LOCKED))
@@ -4154,7 +4158,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
 
         if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
         {
-            IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+            IWineD3DDeviceImpl *device = This->resource.device;
             struct wined3d_context *context;
 
             /* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
@@ -4198,7 +4202,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
 static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
     /** Check against the maximum texture sizes supported by the video card **/
     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
-    const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
+    const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
     unsigned int pow2Width, pow2Height;
 
     This->texture_name = 0;
@@ -4388,7 +4392,7 @@ static void surface_get_depth_blt_info(GLenum target, GLsizei w, GLsizei h, stru
 /* GL locking is done by the caller */
 static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei w, GLsizei h, GLenum target)
 {
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     struct depth_blt_info info;
     GLint old_binding = 0;
 
@@ -4447,7 +4451,7 @@ void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location) {
 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location)
 {
     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     const struct wined3d_gl_info *gl_info = context->gl_info;
 
     TRACE("(%p) New location %#x\n", This, location);
@@ -4633,12 +4637,12 @@ static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float
 
 static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
 {
+    IWineD3DDeviceImpl *device = This->resource.device;
     struct wined3d_context *context;
     struct coords coords[4];
     RECT rect;
     IWineD3DSwapChain *swapchain;
     IWineD3DBaseTexture *texture;
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
     GLenum bind_target;
     struct float_rect f;
 
@@ -4827,7 +4831,7 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
  *****************************************************************************/
 static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
     GLenum format, internal, type;
     CONVERT_TYPES convert;
diff --git a/dlls/wined3d/surface_base.c b/dlls/wined3d/surface_base.c
index 98fe372..c737f99 100644
--- a/dlls/wined3d/surface_base.c
+++ b/dlls/wined3d/surface_base.c
@@ -162,11 +162,8 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFI
     }
 
     /* Standalone surfaces return the device as container. */
-    if (This->container) {
-        container = This->container;
-    } else {
-        container = (IWineD3DBase *)This->resource.wineD3DDevice;
-    }
+    if (This->container) container = This->container;
+    else container = (IWineD3DBase *)This->resource.device;
 
     TRACE("Relaying to QueryInterface\n");
     return IUnknown_QueryInterface(container, riid, ppContainer);
@@ -342,7 +339,7 @@ DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface) {
     }
     else
     {
-        unsigned char alignment = This->resource.wineD3DDevice->surface_alignment;
+        unsigned char alignment = This->resource.device->surface_alignment;
         ret = This->resource.format_desc->byte_count * This->currentDesc.Width;  /* Bytes / row */
         ret = (ret + alignment - 1) & ~(alignment - 1);
     }
@@ -507,7 +504,7 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWin
 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
     const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format,
-            &This->resource.wineD3DDevice->adapter->gl_info);
+            &This->resource.device->adapter->gl_info);
 
     if (This->resource.format_desc->format != WINED3DFMT_UNKNOWN)
     {
@@ -517,7 +514,7 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3D
 
     TRACE("(%p) : Setting texture format to (%d,%s)\n", This, format, debug_d3dformat(format));
 
-    This->resource.size = surface_calculate_size(format_desc, This->resource.wineD3DDevice->surface_alignment,
+    This->resource.size = surface_calculate_size(format_desc, This->resource.device->surface_alignment,
             This->pow2Width, This->pow2Height);
 
     This->Flags |= (WINED3DFMT_D16_LOCKABLE == format) ? SFLAG_LOCKABLE : 0;
@@ -793,7 +790,7 @@ static IWineD3DSurfaceImpl *surface_convert_format(IWineD3DSurfaceImpl *source,
         return NULL;
     }
 
-    IWineD3DDevice_CreateSurface((IWineD3DDevice *)source->resource.wineD3DDevice, source->currentDesc.Width,
+    IWineD3DDevice_CreateSurface((IWineD3DDevice *)source->resource.device, source->currentDesc.Width,
             source->currentDesc.Height, to_fmt, TRUE /* lockable */, TRUE /* discard  */, 0 /* level */, &ret,
             0 /* usage */, WINED3DPOOL_SCRATCH, WINED3DMULTISAMPLE_NONE /* TODO: Multisampled conversion */,
             0 /* MultiSampleQuality */, IWineD3DSurface_GetImplType((IWineD3DSurface *) source),
diff --git a/dlls/wined3d/surface_gdi.c b/dlls/wined3d/surface_gdi.c
index 350be43..3f09dc3 100644
--- a/dlls/wined3d/surface_gdi.c
+++ b/dlls/wined3d/surface_gdi.c
@@ -429,7 +429,7 @@ static HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHD
         } else {
             IWineD3DSurfaceImpl *dds_primary;
             IWineD3DSwapChainImpl *swapchain;
-            swapchain = (IWineD3DSwapChainImpl *)This->resource.wineD3DDevice->swapchains[0];
+            swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
             dds_primary = (IWineD3DSurfaceImpl *)swapchain->frontBuffer;
             if (dds_primary && dds_primary->palette)
                 pal = dds_primary->palette->palents;
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index 21ee5bc..51eaab4 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -33,7 +33,7 @@
 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
 WINE_DECLARE_DEBUG_CHANNEL(fps);
 
-#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
+#define GLINFO_LOCATION This->device->adapter->gl_info
 
 /*IWineD3DSwapChain parts follow: */
 static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
@@ -76,7 +76,7 @@ static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
 
     for (i = 0; i < This->num_contexts; ++i)
     {
-        context_destroy(This->wineD3DDevice, This->context[i]);
+        context_destroy(This->device, This->context[i]);
     }
     /* Restore the screen resolution if we rendered in fullscreen
      * This will restore the screen resolution to what it was before creating the swapchain. In case of d3d8 and d3d9
@@ -88,7 +88,7 @@ static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
         mode.Height = This->orig_height;
         mode.RefreshRate = 0;
         mode.Format = This->orig_fmt;
-        IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
+        IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
     }
     HeapFree(GetProcessHeap(), 0, This->context);
 
@@ -99,7 +99,7 @@ static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface)
 static inline void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *context)
 {
     RECT window;
-    IWineD3DDeviceImpl *device = This->wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->device;
     IWineD3DSurfaceImpl *backbuffer = ((IWineD3DSurfaceImpl *) This->backBuffer[0]);
     UINT w = backbuffer->currentDesc.Width;
     UINT h = backbuffer->currentDesc.Height;
@@ -121,7 +121,7 @@ static inline void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_co
         glDrawBuffer(GL_BACK);
 
         glDisable(GL_SCISSOR_TEST);
-        IWineD3DDeviceImpl_MarkStateDirty(This->wineD3DDevice, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
+        IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
 
         /* Note that the texture is upside down */
         gl_info->fbo_ops.glBlitFramebuffer(0, 0, w, h,
@@ -138,7 +138,7 @@ static inline void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_co
         float tex_right = w;
         float tex_bottom = h;
 
-        context2 = context_acquire(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_BLIT);
+        context2 = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_BLIT);
 
         if(backbuffer->Flags & SFLAG_NORMCOORD)
         {
@@ -211,15 +211,19 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
     unsigned int sync;
     int retval;
 
-    context = context_acquire(This->wineD3DDevice, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
+    context = context_acquire(This->device, This->backBuffer[0], CTXUSAGE_RESOURCELOAD);
 
     /* Render the cursor onto the back buffer, using our nifty directdraw blitting code :-) */
-    if(This->wineD3DDevice->bCursorVisible && This->wineD3DDevice->cursorTexture) {
+    if (This->device->bCursorVisible && This->device->cursorTexture)
+    {
         IWineD3DSurfaceImpl cursor;
-        RECT destRect = {This->wineD3DDevice->xScreenSpace - This->wineD3DDevice->xHotSpot,
-                         This->wineD3DDevice->yScreenSpace - This->wineD3DDevice->yHotSpot,
-                         This->wineD3DDevice->xScreenSpace + This->wineD3DDevice->cursorWidth - This->wineD3DDevice->xHotSpot,
-                         This->wineD3DDevice->yScreenSpace + This->wineD3DDevice->cursorHeight - This->wineD3DDevice->yHotSpot};
+        RECT destRect =
+        {
+            This->device->xScreenSpace - This->device->xHotSpot,
+            This->device->yScreenSpace - This->device->yHotSpot,
+            This->device->xScreenSpace + This->device->cursorWidth - This->device->xHotSpot,
+            This->device->yScreenSpace + This->device->cursorHeight - This->device->yHotSpot,
+        };
         TRACE("Rendering the cursor. Creating fake surface at %p\n", &cursor);
         /* Build a fake surface to call the Blitting code. It is not possible to use the interface passed by
          * the application because we are only supposed to copy the information out. Using a fake surface
@@ -228,16 +232,15 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
         memset(&cursor, 0, sizeof(cursor));
         cursor.lpVtbl = &IWineD3DSurface_Vtbl;
         cursor.resource.ref = 1;
-        cursor.resource.wineD3DDevice = This->wineD3DDevice;
+        cursor.resource.device = This->device;
         cursor.resource.pool = WINED3DPOOL_SCRATCH;
-        cursor.resource.format_desc =
-                getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, &This->wineD3DDevice->adapter->gl_info);
+        cursor.resource.format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, context->gl_info);
         cursor.resource.resourceType = WINED3DRTYPE_SURFACE;
-        cursor.texture_name = This->wineD3DDevice->cursorTexture;
+        cursor.texture_name = This->device->cursorTexture;
         cursor.texture_target = GL_TEXTURE_2D;
         cursor.texture_level = 0;
-        cursor.currentDesc.Width = This->wineD3DDevice->cursorWidth;
-        cursor.currentDesc.Height = This->wineD3DDevice->cursorHeight;
+        cursor.currentDesc.Width = This->device->cursorWidth;
+        cursor.currentDesc.Height = This->device->cursorHeight;
         cursor.glRect.left = 0;
         cursor.glRect.top = 0;
         cursor.glRect.right = cursor.currentDesc.Width;
@@ -256,9 +259,11 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
         IWineD3DSurface_Blt(This->backBuffer[0], &destRect, (IWineD3DSurface *)&cursor,
                 NULL, WINEDDBLT_KEYSRC, NULL, WINED3DTEXF_POINT);
     }
-    if(This->wineD3DDevice->logo_surface) {
-        /* Blit the logo into the upper left corner of the drawable */
-        IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
+
+    if (This->device->logo_surface)
+    {
+        /* Blit the logo into the upper left corner of the drawable. */
+        IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->device->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
     }
 
     if (pSourceRect || pDestRect) FIXME("Unhandled present rects %s/%s\n", wine_dbgstr_rect(pSourceRect), wine_dbgstr_rect(pDestRect));
@@ -389,7 +394,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
     if (FALSE && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
         TRACE("Clearing the color buffer with cyan color\n");
 
-        IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL,
+        IWineD3DDevice_Clear((IWineD3DDevice *)This->device, 0, NULL,
                 WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
     }
 
@@ -429,10 +434,12 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
         }
     }
 
-    if (This->wineD3DDevice->stencilBufferTarget) {
+    if (This->device->stencilBufferTarget)
+    {
         if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
-                || ((IWineD3DSurfaceImpl *)This->wineD3DDevice->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
-            surface_modify_ds_location(This->wineD3DDevice->stencilBufferTarget, SFLAG_DS_DISCARDED);
+                || ((IWineD3DSurfaceImpl *)This->device->stencilBufferTarget)->Flags & SFLAG_DISCARD)
+        {
+            surface_modify_ds_location(This->device->stencilBufferTarget, SFLAG_DS_DISCARDED);
         }
     }
 
@@ -493,16 +500,19 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapCh
     if(window == This->win_handle) return WINED3D_OK;
 
     TRACE("Performing dest override of swapchain %p from window %p to %p\n", This, This->win_handle, window);
-    if(This->context[0] == This->wineD3DDevice->contexts[0]) {
+    if (This->context[0] == This->device->contexts[0])
+    {
         /* The primary context 'owns' all the opengl resources. Destroying and recreating that context requires downloading
          * all opengl resources, deleting the gl resources, destroying all other contexts, then recreating all other contexts
          * and reload the resources
          */
-        delete_opengl_contexts((IWineD3DDevice *) This->wineD3DDevice, iface);
-        This->win_handle             = window;
-        create_primary_opengl_context((IWineD3DDevice *) This->wineD3DDevice, iface);
-    } else {
-        This->win_handle             = window;
+        delete_opengl_contexts((IWineD3DDevice *)This->device, iface);
+        This->win_handle = window;
+        create_primary_opengl_context((IWineD3DDevice *)This->device, iface);
+    }
+    else
+    {
+        This->win_handle = window;
 
         /* The old back buffer has to be copied over to the new back buffer. A lockrect - switchcontext - unlockrect
          * would suffice in theory, but it is rather nasty and may cause troubles with future changes of the locking code
@@ -513,8 +523,8 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_SetDestWindowOverride(IWineD3DSwapCh
         memcpy(mem, r.pBits, r.Pitch * ((IWineD3DSurfaceImpl *) This->backBuffer[0])->currentDesc.Height);
         IWineD3DSurface_UnlockRect(This->backBuffer[0]);
 
-        context_destroy(This->wineD3DDevice, This->context[0]);
-        This->context[0] = context_create(This->wineD3DDevice, (IWineD3DSurfaceImpl *)This->frontBuffer,
+        context_destroy(This->device, This->context[0]);
+        This->context[0] = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer,
                 This->win_handle, FALSE /* pbuffer */, &This->presentParms);
         context_release(This->context[0]);
 
@@ -555,7 +565,7 @@ struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *i
 
     TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());
 
-    ctx = context_create(This->wineD3DDevice, (IWineD3DSurfaceImpl *) This->frontBuffer,
+    ctx = context_create(This->device, (IWineD3DSurfaceImpl *)This->frontBuffer,
             This->context[0]->win_handle, FALSE /* pbuffer */, &This->presentParms);
     if (!ctx)
     {
@@ -567,7 +577,7 @@ struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *i
     newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * This->num_contexts + 1);
     if(!newArray) {
         ERR("Out of memory when trying to allocate a new context array\n");
-        context_destroy(This->wineD3DDevice, ctx);
+        context_destroy(This->device, ctx);
         return NULL;
     }
     memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
diff --git a/dlls/wined3d/swapchain_base.c b/dlls/wined3d/swapchain_base.c
index 6490d78..9b51e93 100644
--- a/dlls/wined3d/swapchain_base.c
+++ b/dlls/wined3d/swapchain_base.c
@@ -139,7 +139,7 @@ HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface
     HRESULT hr;
 
     TRACE("(%p)->(%p): Calling GetAdapterDisplayMode\n", This, pMode);
-    hr = IWineD3D_GetAdapterDisplayMode(This->wineD3DDevice->wined3d, This->wineD3DDevice->adapter->ordinal, pMode);
+    hr = IWineD3D_GetAdapterDisplayMode(This->device->wined3d, This->device->adapter->ordinal, pMode);
 
     TRACE("(%p) : returning w(%d) h(%d) rr(%d) fmt(%u,%s)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate,
           pMode->Format, debug_d3dformat(pMode->Format));
@@ -149,7 +149,7 @@ HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface
 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice) {
     IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
 
-    *ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
+    *ppDevice = (IWineD3DDevice *)This->device;
 
     /* Note  Calling this method will increase the internal reference count
     on the IDirect3DDevice9 interface. */
diff --git a/dlls/wined3d/swapchain_gdi.c b/dlls/wined3d/swapchain_gdi.c
index f795d89..c437b41 100644
--- a/dlls/wined3d/swapchain_gdi.c
+++ b/dlls/wined3d/swapchain_gdi.c
@@ -67,7 +67,7 @@ static void WINAPI IWineGDISwapChainImpl_Destroy(IWineD3DSwapChain *iface)
         mode.Height = This->orig_height;
         mode.RefreshRate = 0;
         mode.Format = This->orig_fmt;
-        IWineD3DDevice_SetDisplayMode((IWineD3DDevice *) This->wineD3DDevice, 0, &mode);
+        IWineD3DDevice_SetDisplayMode((IWineD3DDevice *)This->device, 0, &mode);
     }
 
     HeapFree(GetProcessHeap(), 0, This->context);
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index ffc27e2..1e27214 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -31,7 +31,7 @@ static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRG
 {
     /* Override the IWineD3DResource PreLoad method. */
     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     struct wined3d_context *context = NULL;
     unsigned int i;
     BOOL srgb_mode;
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 1b4516a..c1e921d 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -2227,7 +2227,7 @@ DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
  *********************************************************************/
 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4])
 {
-    const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
+    const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
     int x1 = Rect->left, x2 = Rect->right;
     int y1 = Rect->top, y2 = Rect->bottom;
     GLint maxSize = gl_info->limits.texture_size;
@@ -2386,7 +2386,7 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
     unsigned int i;
     DWORD ttff;
     DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
-    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
+    IWineD3DDeviceImpl *device = stateblock->device;
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
 
     for (i = 0; i < gl_info->limits.texture_stages; ++i)
@@ -2703,7 +2703,7 @@ void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock
 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
     DWORD sampler = state - STATE_SAMPLER(0);
-    DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
+    DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
 
     /* No need to enable / disable anything here for unused samplers. The tex_colorop
     * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
diff --git a/dlls/wined3d/vertexdeclaration.c b/dlls/wined3d/vertexdeclaration.c
index 58df345..0bc141a 100644
--- a/dlls/wined3d/vertexdeclaration.c
+++ b/dlls/wined3d/vertexdeclaration.c
@@ -206,7 +206,7 @@ HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWine
     declaration->ref = 1;
     declaration->parent = parent;
     declaration->parent_ops = parent_ops;
-    declaration->wineD3DDevice = device;
+    declaration->device = device;
     declaration->elements = HeapAlloc(GetProcessHeap(), 0, sizeof(*declaration->elements) * element_count);
     if (!declaration->elements)
     {
diff --git a/dlls/wined3d/volume.c b/dlls/wined3d/volume.c
index bb6c676..fa4cb29 100644
--- a/dlls/wined3d/volume.c
+++ b/dlls/wined3d/volume.c
@@ -25,12 +25,12 @@
 #include "wined3d_private.h"
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
-#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
+#define GLINFO_LOCATION This->resource.device->adapter->gl_info
 
 /* Context activation is done by the caller. */
 static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
     IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
-    const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
+    const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
     IWineD3DVolumeTexture *texture;
     DWORD active_sampler;
 
@@ -51,14 +51,14 @@ static void volume_bind_and_dirtify(IWineD3DVolume *iface) {
         ENTER_GL();
         glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
         LEAVE_GL();
-        active_sampler = This->resource.wineD3DDevice->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
+        active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
     } else {
         active_sampler = 0;
     }
 
     if (active_sampler != WINED3D_UNMAPPED_STAGE)
     {
-        IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(active_sampler));
+        IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
     }
 
     if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DVolumeTexture, (void **)&texture))) {
diff --git a/dlls/wined3d/volumetexture.c b/dlls/wined3d/volumetexture.c
index 26aacad..e666e2c 100644
--- a/dlls/wined3d/volumetexture.c
+++ b/dlls/wined3d/volumetexture.c
@@ -30,7 +30,7 @@ static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINE
 {
     /* Override the IWineD3DResource Preload method. */
     IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    IWineD3DDeviceImpl *device = This->resource.device;
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
     struct wined3d_context *context = NULL;
     BOOL srgb_mode = This->baseTexture.is_srgb;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index b5e61b6..6c97888 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1631,7 +1631,7 @@ typedef struct IWineD3DResourceClass
     /* WineD3DResource Information */
     IUnknown               *parent;
     WINED3DRESOURCETYPE     resourceType;
-    IWineD3DDeviceImpl     *wineD3DDevice;
+    IWineD3DDeviceImpl *device;
     WINED3DPOOL             pool;
     UINT                    size;
     DWORD                   usage;
@@ -2133,7 +2133,7 @@ typedef struct IWineD3DVertexDeclarationImpl {
 
     IUnknown                *parent;
     const struct wined3d_parent_ops *parent_ops;
-    IWineD3DDeviceImpl      *wineD3DDevice;
+    IWineD3DDeviceImpl *device;
 
     struct wined3d_vertex_declaration_element *elements;
     UINT element_count;
@@ -2193,7 +2193,7 @@ struct IWineD3DStateBlockImpl
     LONG                      ref;     /* Note: Ref counting not required */
 
     /* IWineD3DStateBlock information */
-    IWineD3DDeviceImpl       *wineD3DDevice;
+    IWineD3DDeviceImpl *device;
     WINED3DSTATEBLOCKTYPE     blockType;
 
     /* Array indicating whether things have been set or changed */
@@ -2313,7 +2313,7 @@ typedef struct IWineD3DQueryImpl
     LONG                      ref;     /* Note: Ref counting not required */
 
     IUnknown                 *parent;
-    IWineD3DDeviceImpl       *wineD3DDevice;
+    IWineD3DDeviceImpl *device;
 
     /* IWineD3DQuery fields */
     enum query_state         state;
@@ -2401,7 +2401,7 @@ typedef struct IWineD3DSwapChainImpl
     LONG                      ref;     /* Note: Ref counting not required */
 
     IUnknown                 *parent;
-    IWineD3DDeviceImpl       *wineD3DDevice;
+    IWineD3DDeviceImpl *device;
 
     /* IWineD3DSwapChain fields */
     IWineD3DSurface         **backBuffer;
@@ -2790,7 +2790,7 @@ struct IWineD3DPaletteImpl {
     LONG                       ref;
 
     IUnknown                   *parent;
-    IWineD3DDeviceImpl         *wineD3DDevice;
+    IWineD3DDeviceImpl *device;
 
     /* IWineD3DPalette */
     HPALETTE                   hpal;
@@ -2866,13 +2866,12 @@ static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
      * style strided data. */
     return (stateblock->vertexShader
             && !((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->position_transformed
-            && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
+            && stateblock->device->vs_selected_mode != SHADER_NONE);
 }
 
 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
 {
-    return (stateblock->pixelShader
-            && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
+    return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
 }
 
 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface,
-- 
1.6.4.4




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