wined3d: Convert some BOOLs to bitfields in struct SAVEDSTATES.
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@ -1760,27 +1760,28 @@ extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
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/* Note: Very long winded but gl Lists are not flexible enough */
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/* to resolve everything we need, so doing it manually for now */
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typedef struct SAVEDSTATES {
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BOOL indices;
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BOOL material;
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BOOL streamSource[MAX_STREAMS];
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BOOL streamFreq[MAX_STREAMS];
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BOOL textures[MAX_COMBINED_SAMPLERS];
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BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
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BOOL viewport;
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BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
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BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
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BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
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BOOL clipplane[MAX_CLIPPLANES];
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BOOL vertexDecl;
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BOOL pixelShader;
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WORD pixelShaderConstantsB;
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WORD pixelShaderConstantsI;
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WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
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WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
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BOOL *pixelShaderConstantsF;
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BOOL vertexShader;
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WORD vertexShaderConstantsB;
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WORD vertexShaderConstantsI;
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WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
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WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
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BOOL *vertexShaderConstantsF;
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BOOL scissorRect;
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BYTE indices : 1;
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BYTE material : 1;
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BYTE viewport : 1;
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BYTE vertexDecl : 1;
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BYTE pixelShader : 1;
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BYTE vertexShader : 1;
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BYTE scissorRect : 1;
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BYTE padding : 1;
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} SAVEDSTATES;
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struct StageState {
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