wined3d: Get rid of the mostly unused blockType field in struct wined3d_stateblock.
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@ -924,8 +924,7 @@ HRESULT CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblo
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unsigned int i;
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DWORD map;
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TRACE("Applying stateblock %p of type %#x to device %p.\n",
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stateblock, stateblock->blockType, device);
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TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
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if (stateblock->changed.vertexShader)
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wined3d_device_set_vertex_shader(device, stateblock->state.vertex_shader);
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@ -1105,8 +1104,6 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
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TRACE("stateblock %p.\n", stateblock);
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stateblock->blockType = WINED3D_SBT_INIT;
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memset(stateblock->changed.pixelShaderConstantsF, 0, device->d3d_pshader_constantF * sizeof(BOOL));
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memset(stateblock->changed.vertexShaderConstantsF, 0, device->d3d_vshader_constantF * sizeof(BOOL));
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@ -1344,7 +1341,6 @@ static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
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stateblock->ref = 1;
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stateblock->device = device;
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stateblock->blockType = type;
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for (i = 0; i < LIGHTMAP_SIZE; i++)
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{
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@ -2310,7 +2310,6 @@ struct wined3d_stateblock
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{
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LONG ref; /* Note: Ref counting not required */
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struct wined3d_device *device;
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enum wined3d_stateblock_type blockType;
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/* Array indicating whether things have been set or changed */
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struct wined3d_saved_states changed;
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