Commit 3920d42f authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Convert some BOOLs to bitfields in struct SAVEDSTATES.

parent 29a0d065
...@@ -1760,27 +1760,28 @@ extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl; ...@@ -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 material;
BOOL streamSource[MAX_STREAMS]; BOOL streamSource[MAX_STREAMS];
BOOL streamFreq[MAX_STREAMS]; BOOL streamFreq[MAX_STREAMS];
BOOL textures[MAX_COMBINED_SAMPLERS]; BOOL textures[MAX_COMBINED_SAMPLERS];
BOOL transform[HIGHEST_TRANSFORMSTATE + 1]; BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
BOOL viewport;
BOOL renderState[WINEHIGHEST_RENDER_STATE + 1]; BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
BOOL clipplane[MAX_CLIPPLANES]; BOOL clipplane[MAX_CLIPPLANES];
BOOL vertexDecl; WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
BOOL pixelShader; WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
WORD pixelShaderConstantsB;
WORD pixelShaderConstantsI;
BOOL *pixelShaderConstantsF; BOOL *pixelShaderConstantsF;
BOOL vertexShader; WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
WORD vertexShaderConstantsB; WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
WORD vertexShaderConstantsI;
BOOL *vertexShaderConstantsF; BOOL *vertexShaderConstantsF;
BOOL scissorRect; BYTE indices : 1;
BYTE material : 1;
BYTE viewport : 1;
BYTE vertexDecl : 1;
BYTE pixelShader : 1;
BYTE vertexShader : 1;
BYTE scissorRect : 1;
BYTE padding : 1;
} SAVEDSTATES; } SAVEDSTATES;
struct StageState { struct StageState {
......
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