wined3d: Convert renderState to a bitmap in struct SAVEDSTATES.
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index d5206c7..2d19b53 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -90,7 +90,7 @@
dest->streamFreq = source->streamFreq;
dest->textures = source->textures;
memcpy(dest->transform, source->transform, sizeof(source->transform));
- memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
+ memcpy(dest->renderState, source->renderState, sizeof(source->renderState));
memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
dest->clipplane = source->clipplane;
@@ -130,19 +130,34 @@
states->scissorRect = value;
/* Fixed size arrays */
- states->streamSource = value ? 0xffff : 0;
- states->streamFreq = value ? 0xffff : 0;
- states->textures = value ? 0xfffff : 0;
- if (value) stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
- else memset(states->transform, 0, sizeof(states->transform));
- memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
+ if (value)
+ {
+ states->streamSource = 0xffff;
+ states->streamFreq = 0xffff;
+ states->textures = 0xfffff;
+ stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
+ stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
+ states->clipplane = 0xffffffff;
+ states->pixelShaderConstantsB = 0xffff;
+ states->pixelShaderConstantsI = 0xffff;
+ states->vertexShaderConstantsB = 0xffff;
+ states->vertexShaderConstantsI = 0xffff;
+ }
+ else
+ {
+ states->streamSource = 0;
+ states->streamFreq = 0;
+ states->textures = 0;
+ memset(states->transform, 0, sizeof(states->transform));
+ memset(states->renderState, 0, sizeof(states->renderState));
+ states->clipplane = 0;
+ states->pixelShaderConstantsB = 0;
+ states->pixelShaderConstantsI = 0;
+ states->vertexShaderConstantsB = 0;
+ states->vertexShaderConstantsI = 0;
+ }
memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
- states->clipplane = value ? 0xffffffff : 0;
- states->pixelShaderConstantsB = value ? 0xffff : 0;
- states->pixelShaderConstantsI = value ? 0xffff : 0;
- states->vertexShaderConstantsB = value ? 0xffff : 0;
- states->vertexShaderConstantsI = value ? 0xffff : 0;
/* Dynamically sized arrays */
memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));