wined3d: Convert some BOOLs to bitfields in struct SAVEDSTATES.

This commit is contained in:
Henri Verbeet 2008-12-30 14:56:49 +01:00 committed by Alexandre Julliard
parent 29a0d06518
commit 3920d42f71
1 changed files with 22 additions and 21 deletions

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@ -1760,27 +1760,28 @@ extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
/* Note: Very long winded but gl Lists are not flexible enough */ /* Note: Very long winded but gl Lists are not flexible enough */
/* to resolve everything we need, so doing it manually for now */ /* to resolve everything we need, so doing it manually for now */
typedef struct SAVEDSTATES { typedef struct SAVEDSTATES {
BOOL indices; BOOL streamSource[MAX_STREAMS];
BOOL material; BOOL streamFreq[MAX_STREAMS];
BOOL streamSource[MAX_STREAMS]; BOOL textures[MAX_COMBINED_SAMPLERS];
BOOL streamFreq[MAX_STREAMS]; BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
BOOL textures[MAX_COMBINED_SAMPLERS]; BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
BOOL transform[HIGHEST_TRANSFORMSTATE + 1]; BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
BOOL viewport; BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
BOOL renderState[WINEHIGHEST_RENDER_STATE + 1]; BOOL clipplane[MAX_CLIPPLANES];
BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
BOOL clipplane[MAX_CLIPPLANES]; BOOL *pixelShaderConstantsF;
BOOL vertexDecl; WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
BOOL pixelShader; WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
WORD pixelShaderConstantsB; BOOL *vertexShaderConstantsF;
WORD pixelShaderConstantsI; BYTE indices : 1;
BOOL *pixelShaderConstantsF; BYTE material : 1;
BOOL vertexShader; BYTE viewport : 1;
WORD vertexShaderConstantsB; BYTE vertexDecl : 1;
WORD vertexShaderConstantsI; BYTE pixelShader : 1;
BOOL *vertexShaderConstantsF; BYTE vertexShader : 1;
BOOL scissorRect; BYTE scissorRect : 1;
BYTE padding : 1;
} SAVEDSTATES; } SAVEDSTATES;
struct StageState { struct StageState {