DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
- DWORD textures; /* MAX_COMBINED_SAMPLERS, 20 */
DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
BOOL *vertexShaderConstantsF;
- WORD primitive_type : 1;
- WORD indices : 1;
- WORD material : 1;
- WORD viewport : 1;
- WORD vertexDecl : 1;
- WORD pixelShader : 1;
- WORD vertexShader : 1;
- WORD scissorRect : 1;
- WORD padding : 1;
+ DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
+ DWORD primitive_type : 1;
+ DWORD indices : 1;
+ DWORD material : 1;
+ DWORD viewport : 1;
+ DWORD vertexDecl : 1;
+ DWORD pixelShader : 1;
+ DWORD vertexShader : 1;
+ DWORD scissorRect : 1;
+ DWORD padding : 4;
} SAVEDSTATES;
struct StageState {