wined3d: Get rid of stateblock_savedstates_copy().
This is redundant because we call stateblock_savedstates_set() further down.
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9557376138
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75fe879c76
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@ -71,41 +71,6 @@ fail:
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return E_OUTOFMEMORY;
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return E_OUTOFMEMORY;
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}
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}
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/* Copy all members of one stateblock to another */
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static void stateblock_savedstates_copy(SAVEDSTATES *dest, const SAVEDSTATES *source,
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const struct wined3d_gl_info *gl_info)
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{
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/* Single values */
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dest->primitive_type = source->primitive_type;
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dest->indices = source->indices;
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dest->material = source->material;
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dest->viewport = source->viewport;
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dest->vertexDecl = source->vertexDecl;
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dest->pixelShader = source->pixelShader;
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dest->vertexShader = source->vertexShader;
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dest->scissorRect = dest->scissorRect;
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/* Fixed size arrays */
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dest->streamSource = source->streamSource;
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dest->streamFreq = source->streamFreq;
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dest->textures = source->textures;
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memcpy(dest->transform, source->transform, sizeof(source->transform));
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memcpy(dest->renderState, source->renderState, sizeof(source->renderState));
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memcpy(dest->textureState, source->textureState, sizeof(source->textureState));
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memcpy(dest->samplerState, source->samplerState, sizeof(source->samplerState));
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dest->clipplane = source->clipplane;
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dest->pixelShaderConstantsB = source->pixelShaderConstantsB;
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dest->pixelShaderConstantsI = source->pixelShaderConstantsI;
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dest->vertexShaderConstantsB = source->vertexShaderConstantsB;
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dest->vertexShaderConstantsI = source->vertexShaderConstantsI;
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/* Dynamically sized arrays */
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memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF,
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sizeof(BOOL) * gl_info->max_pshader_constantsF);
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memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF,
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sizeof(BOOL) * gl_info->max_vshader_constantsF);
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}
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static inline void stateblock_set_bits(DWORD *map, UINT map_size)
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static inline void stateblock_set_bits(DWORD *map, UINT map_size)
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{
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{
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DWORD mask = (1 << (map_size & 0x1f)) - 1;
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DWORD mask = (1 << (map_size & 0x1f)) - 1;
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@ -1484,9 +1449,6 @@ HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *
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/* Otherwise, might as well set the whole state block to the appropriate values */
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/* Otherwise, might as well set the whole state block to the appropriate values */
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if (device->stateBlock)
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if (device->stateBlock)
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{
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{
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/* Saved states */
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stateblock_savedstates_copy(&stateblock->changed, &device->stateBlock->changed, gl_info);
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/* Saved values */
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/* Saved values */
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stateblock_copy_values(stateblock, device->stateBlock, gl_info);
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stateblock_copy_values(stateblock, device->stateBlock, gl_info);
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}
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}
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