wined3d: Use stateblock_init_contained_states() for WINED3DSBT_VERTEXSTATE stateblocks.
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 3e8889e..78cb4b3 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -1455,7 +1455,7 @@
         WINED3DSTATEBLOCKTYPE type, IUnknown *parent)
 {
     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
-    unsigned int i, j;
+    unsigned int i;
     HRESULT hr;
 
     stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
@@ -1542,51 +1542,7 @@
         TRACE("VERTEXSTATE => Pretend all vertex shates have changed.\n");
 
         stateblock_savedstates_set_vertex(&stateblock->changed, gl_info);
-
-        /* Vertex Shader Constants. */
-        for (i = 0; i <  gl_info->max_vshader_constantsF; ++i)
-        {
-            stateblock->contained_vs_consts_f[i] = i;
-        }
-        stateblock->num_contained_vs_consts_f =  gl_info->max_vshader_constantsF;
-
-        for (i = 0; i < MAX_CONST_B; ++i)
-        {
-            stateblock->contained_vs_consts_b[i] = i;
-        }
-        stateblock->num_contained_vs_consts_b = MAX_CONST_B;
-
-        for (i = 0; i < MAX_CONST_I; ++i)
-        {
-            stateblock->contained_vs_consts_i[i] = i;
-        }
-        stateblock->num_contained_vs_consts_i = MAX_CONST_I;
-
-        for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++)
-        {
-            stateblock->contained_render_states[i] = SavedVertexStates_R[i];
-        }
-        stateblock->num_contained_render_states = NUM_SAVEDVERTEXSTATES_R;
-
-        for (i = 0; i < MAX_TEXTURES; ++i)
-        {
-            for (j = 0; j < NUM_SAVEDVERTEXSTATES_T; ++j)
-            {
-                stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
-                stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = SavedVertexStates_T[j];
-                ++stateblock->num_contained_tss_states;
-            }
-        }
-
-        for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
-        {
-            for (j = 0; j < NUM_SAVEDVERTEXSTATES_S; ++j)
-            {
-                stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
-                stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = SavedVertexStates_S[j];
-                ++stateblock->num_contained_sampler_states;
-            }
-        }
+        stateblock_init_contained_states(stateblock);
 
         for (i = 0; i < LIGHTMAP_SIZE; ++i)
         {