wined3d: Misc comment updates.
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@ -2021,16 +2021,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface,
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return WINED3D_OK;
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}
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/*Should be quite easy, just an extension of vertexdata
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ref...
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http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
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The divider is a bit odd though
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VertexOffset = StartVertex / Divider * StreamStride +
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VertexIndex / Divider * StreamStride + StreamOffset
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*/
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static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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UINT oldFlags = This->updateStateBlock->streamFlags[StreamNumber];
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@ -2150,8 +2140,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface
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*****/
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/* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
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you can reference any indexes you want as long as that number max are enabled at any
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one point in time! Therefore since the indexes can be anything, we need a linked list of them.
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However, this causes stateblock problems. When capturing the state block, I duplicate the list,
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one point in time! Therefore since the indexes can be anything, we need a hashmap of them.
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However, this causes stateblock problems. When capturing the state block, I duplicate the hashmap,
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but when recording, just build a chain pretty much of commands to be replayed. */
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static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
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