wined3d: Convert some BOOLs to bitfields in struct IWineD3DDeviceImpl.
Also fills a 3 byte hole.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 8759dd9..ab2c68f 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1065,19 +1065,30 @@
unsigned int max_ffp_textures, max_ffp_texture_stages;
- /* To store */
- BOOL view_ident; /* true iff view matrix is identity */
- BOOL untransformed;
- BOOL vertexBlendUsed; /* To avoid needless setting of the blend matrices */
+ WORD view_ident : 1; /* true iff view matrix is identity */
+ WORD untransformed : 1;
+ WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
+ WORD isRecordingState : 1;
+ WORD isInDraw : 1;
+ WORD render_offscreen : 1;
+ WORD bCursorVisible : 1;
+ WORD haveHardwareCursor : 1;
+ WORD d3d_initialized : 1;
+ WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
+ WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
+ WORD useDrawStridedSlow : 1;
+ WORD instancedDraw : 1;
+ WORD padding : 3;
+
+ BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
+
#define DDRAW_PITCH_ALIGNMENT 8
#define D3D8_PITCH_ALIGNMENT 4
unsigned char surface_alignment; /* Line Alignment of surfaces */
/* State block related */
- BOOL isRecordingState;
IWineD3DStateBlockImpl *stateBlock;
IWineD3DStateBlockImpl *updateStateBlock;
- BOOL isInDraw;
/* Internal use fields */
WINED3DDEVICE_CREATION_PARAMETERS createParms;
@@ -1107,7 +1118,6 @@
UINT paletteConversionShader;
/* For rendering to a texture using glCopyTexImage */
- BOOL render_offscreen;
GLenum *draw_buffers;
GLuint depth_blt_texture;
GLuint depth_blt_rb;
@@ -1115,14 +1125,12 @@
UINT depth_blt_rb_h;
/* Cursor management */
- BOOL bCursorVisible;
UINT xHotSpot;
UINT yHotSpot;
UINT xScreenSpace;
UINT yScreenSpace;
UINT cursorWidth, cursorHeight;
GLuint cursorTexture;
- BOOL haveHardwareCursor;
HCURSOR hardwareCursor;
/* The Wine logo surface */
@@ -1133,13 +1141,6 @@
/* Device state management */
HRESULT state;
- BOOL d3d_initialized;
-
- /* A flag to check for proper BeginScene / EndScene call pairs */
- BOOL inScene;
-
- /* process vertex shaders using software or hardware */
- BOOL softwareVertexProcessing;
/* DirectDraw stuff */
DWORD ddraw_width, ddraw_height;
@@ -1151,13 +1152,10 @@
/* With register combiners we can skip junk texture stages */
DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
- BOOL fixed_function_usage_map[MAX_TEXTURES];
/* Stream source management */
WineDirect3DVertexStridedData strided_streams;
const WineDirect3DVertexStridedData *up_strided;
- BOOL useDrawStridedSlow;
- BOOL instancedDraw;
/* Context management */
WineD3DContext **contexts; /* Dynamic array containing pointers to context structures */