wined3d: Introduce a separate structure for stateblock states.
commit1ef4f075c160a826a57e8cf5613a3211005c8eb9
authorHenri Verbeet <hverbeet@codeweavers.com>
Wed, 15 Sep 2010 10:00:04 +0000 (15 12:00 +0200)
committerAlexandre Julliard <julliard@winehq.org>
Wed, 15 Sep 2010 15:33:14 +0000 (15 10:33 -0500)
tree8a7b99b3ef3833f9f3236ee93181046e567b531c
parent689c45b9b9f1815e9567d26570a491f6692d61d5
wined3d: Introduce a separate structure for stateblock states.

We'd like to not pass an entire stateblock to things like state handlers and
the shader backend, because those then use the stateblock to get to the
device and through there to all the rest of wined3d. This would also be
required for serialization of wined3d draw and state change commands into a
single GL context. Resource updates would be explicitly excluded from
serialization.
dlls/wined3d/arb_program_shader.c
dlls/wined3d/ati_fragment_shader.c
dlls/wined3d/device.c
dlls/wined3d/drawprim.c
dlls/wined3d/nvidia_texture_shader.c
dlls/wined3d/shader.c
dlls/wined3d/state.c
dlls/wined3d/stateblock.c
dlls/wined3d/utils.c
dlls/wined3d/wined3d_private.h