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wined3d: Make stateblock_unbind_resources() work with a wined3d_state structure instead.
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@ -1285,7 +1285,7 @@ HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
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if (device->logo_surface)
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wined3d_surface_decref(device->logo_surface);
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stateblock_unbind_resources(device->stateBlock);
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state_unbind_resources(&device->stateBlock->state);
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/* Unload resources */
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LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
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@ -4917,7 +4917,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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}
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if (reset_state)
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stateblock_unbind_resources(device->stateBlock);
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state_unbind_resources(&device->stateBlock->state);
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if (device->fb.render_targets)
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{
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@ -467,9 +467,8 @@ ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
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return refcount;
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}
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void stateblock_unbind_resources(struct wined3d_stateblock *stateblock)
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void state_unbind_resources(struct wined3d_state *state)
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{
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struct wined3d_state *state = &stateblock->state;
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struct wined3d_vertex_declaration *decl;
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struct wined3d_sampler *sampler;
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struct wined3d_texture *texture;
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@ -599,7 +598,7 @@ ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
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{
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int counter;
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stateblock_unbind_resources(stateblock);
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state_unbind_resources(&stateblock->state);
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for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
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{
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@ -2446,7 +2446,8 @@ struct wined3d_stateblock
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void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
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void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
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void stateblock_unbind_resources(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
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void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
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/* Direct3D terminology with little modifications. We do not have an issued state
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* because only the driver knows about it, but we have a created state because d3d
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