wined3d: Merge D3DMATRIX types into one type in WINED3D namespace.
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 288e7a3..6de22f7 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2506,7 +2506,7 @@
 /*****
  * Get / Set & Multiply Transform
  *****/
-static HRESULT  WINAPI  IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
+static HRESULT  WINAPI  IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
 
     /* Most of this routine, comments included copied from ddraw tree initially: */
@@ -2517,7 +2517,7 @@
         TRACE("Recording... not performing anything\n");
         This->updateStateBlock->changed.transform[d3dts] = TRUE;
         This->updateStateBlock->set.transform[d3dts]     = TRUE;
-        memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
+        memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(WINED3DMATRIX));
         return WINED3D_OK;
     }
 
@@ -2529,7 +2529,7 @@
      *
      * From here on we assume that the new matrix is different, wherever it matters.
      */
-    if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(D3DMATRIX))) {
+    if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
         TRACE("The app is setting the same matrix over again\n");
         return WINED3D_OK;
     } else {
@@ -2610,16 +2610,16 @@
     return WINED3D_OK;
 
 }
-static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
+static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
     TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
-    memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(D3DMATRIX));
+    memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(WINED3DMATRIX));
     return WINED3D_OK;
 }
 
-static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
-    D3DMATRIX *mat = NULL;
-    D3DMATRIX temp;
+static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
+    WINED3DMATRIX *mat = NULL;
+    WINED3DMATRIX temp;
 
     /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
      * below means it will be recorded in a state block change, but it
@@ -2636,7 +2636,7 @@
         FIXME("Unhandled transform state!!\n");
     }
 
-    multiply_matrix(&temp, mat, (D3DMATRIX *) pMatrix);
+    multiply_matrix(&temp, mat, (WINED3DMATRIX *) pMatrix);
 
     /* Apply change via set transform - will reapply to eg. lights this way */
     return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
@@ -5084,7 +5084,7 @@
     unsigned int i;
     DWORD DestFVF = dest->fvf;
     WINED3DVIEWPORT vp;
-    D3DMATRIX mat, proj_mat, view_mat, world_mat;
+    WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
     BOOL doClip;
     int numTextures;
 
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index cd6c58b..c86c490 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -182,7 +182,7 @@
     memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
     memcpy(Dest->streamFreq,   This->streamFreq,   sizeof(UINT) * MAX_STREAMS);
     memcpy(Dest->streamFlags,  This->streamFlags,  sizeof(UINT) * MAX_STREAMS);
-    memcpy(Dest->transforms,   This->transforms,   sizeof(D3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
+    memcpy(Dest->transforms,   This->transforms,   sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
     memcpy(Dest->clipplane,    This->clipplane,    sizeof(double) * MAX_CLIPPLANES * 4);
     memcpy(Dest->renderState,  This->renderState,  sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
     memcpy(Dest->textures,     This->textures,     sizeof(IWineD3DBaseTexture*) * MAX_SAMPLERS);
@@ -487,9 +487,9 @@
         for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
             if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i],
                                     &This->transforms[i],
-                                    sizeof(D3DMATRIX)) != 0) {
+                                    sizeof(WINED3DMATRIX)) != 0) {
                 TRACE("Updating transform %d\n", i);
-                memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(D3DMATRIX));
+                memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(WINED3DMATRIX));
             }
         }
 
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 12fbbb2..ce3bebc 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -2450,8 +2450,8 @@
     }
 }
 
-void multiply_matrix(D3DMATRIX *dest, D3DMATRIX *src1, D3DMATRIX *src2) {
-    D3DMATRIX temp;
+void multiply_matrix(WINED3DMATRIX *dest, WINED3DMATRIX *src1, WINED3DMATRIX *src2) {
+    WINED3DMATRIX temp;
 
     /* Now do the multiplication 'by hand'.
        I know that all this could be optimised, but this will be done later :-) */
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 4bc8863..b013382 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1111,7 +1111,7 @@
     UINT                      baseVertexIndex; /* Note: only used for d3d8 */
 
     /* Transform */
-    D3DMATRIX                 transforms[HIGHEST_TRANSFORMSTATE + 1];
+    WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
 
     /* Lights */
     PLIGHTINFOEL             *lights; /* NOTE: active GL lights must be front of the chain */
@@ -1269,7 +1269,7 @@
 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
 
 /* Math utils */
-void multiply_matrix(D3DMATRIX *dest, D3DMATRIX *src1, D3DMATRIX *src2);
+void multiply_matrix(WINED3DMATRIX *dest, WINED3DMATRIX *src1, WINED3DMATRIX *src2);
 
 /*****************************************************************************
  * To enable calling of inherited functions, requires prototypes