wined3d: Use stateblock_init_contained_states() for WINED3DSBT_VERTEXSTATE stateblocks.
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@ -1455,7 +1455,7 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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WINED3DSTATEBLOCKTYPE type, IUnknown *parent)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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unsigned int i, j;
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unsigned int i;
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HRESULT hr;
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stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
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@ -1542,51 +1542,7 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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TRACE("VERTEXSTATE => Pretend all vertex shates have changed.\n");
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stateblock_savedstates_set_vertex(&stateblock->changed, gl_info);
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/* Vertex Shader Constants. */
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for (i = 0; i < gl_info->max_vshader_constantsF; ++i)
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{
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stateblock->contained_vs_consts_f[i] = i;
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}
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stateblock->num_contained_vs_consts_f = gl_info->max_vshader_constantsF;
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for (i = 0; i < MAX_CONST_B; ++i)
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{
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stateblock->contained_vs_consts_b[i] = i;
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}
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stateblock->num_contained_vs_consts_b = MAX_CONST_B;
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for (i = 0; i < MAX_CONST_I; ++i)
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{
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stateblock->contained_vs_consts_i[i] = i;
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}
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stateblock->num_contained_vs_consts_i = MAX_CONST_I;
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++)
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{
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stateblock->contained_render_states[i] = SavedVertexStates_R[i];
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}
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stateblock->num_contained_render_states = NUM_SAVEDVERTEXSTATES_R;
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for (i = 0; i < MAX_TEXTURES; ++i)
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{
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for (j = 0; j < NUM_SAVEDVERTEXSTATES_T; ++j)
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{
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stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
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stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = SavedVertexStates_T[j];
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++stateblock->num_contained_tss_states;
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}
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}
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for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
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{
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for (j = 0; j < NUM_SAVEDVERTEXSTATES_S; ++j)
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{
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stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
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stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = SavedVertexStates_S[j];
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++stateblock->num_contained_sampler_states;
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}
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}
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stateblock_init_contained_states(stateblock);
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for (i = 0; i < LIGHTMAP_SIZE; ++i)
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{
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