[CMAKE]
[reactos.git] / dll / directx / wine / wined3d / stateblock.c
index e0a40af..de8ee8e 100644 (file)
@@ -4,6 +4,8 @@
  * Copyright 2002 Raphael Junqueira
  * Copyright 2004 Jason Edmeades
  * Copyright 2005 Oliver Stieber
+ * Copyright 2007 Stefan Dösinger for CodeWeavers
+ * Copyright 2009 Henri Verbeet for CodeWeavers
  *
  * This library is free software; you can redistribute it and/or
  * modify it under the terms of the GNU Lesser General Public
 #include "wined3d_private.h"
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
-#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
 
-/***************************************
- * Stateblock helper functions follow
- **************************************/
+static const DWORD pixel_states_render[] =
+{
+    WINED3DRS_ALPHABLENDENABLE,
+    WINED3DRS_ALPHAFUNC,
+    WINED3DRS_ALPHAREF,
+    WINED3DRS_ALPHATESTENABLE,
+    WINED3DRS_ANTIALIASEDLINEENABLE,
+    WINED3DRS_BLENDFACTOR,
+    WINED3DRS_BLENDOP,
+    WINED3DRS_BLENDOPALPHA,
+    WINED3DRS_CCW_STENCILFAIL,
+    WINED3DRS_CCW_STENCILPASS,
+    WINED3DRS_CCW_STENCILZFAIL,
+    WINED3DRS_COLORWRITEENABLE,
+    WINED3DRS_COLORWRITEENABLE1,
+    WINED3DRS_COLORWRITEENABLE2,
+    WINED3DRS_COLORWRITEENABLE3,
+    WINED3DRS_DEPTHBIAS,
+    WINED3DRS_DESTBLEND,
+    WINED3DRS_DESTBLENDALPHA,
+    WINED3DRS_DITHERENABLE,
+    WINED3DRS_FILLMODE,
+    WINED3DRS_FOGDENSITY,
+    WINED3DRS_FOGEND,
+    WINED3DRS_FOGSTART,
+    WINED3DRS_LASTPIXEL,
+    WINED3DRS_SCISSORTESTENABLE,
+    WINED3DRS_SEPARATEALPHABLENDENABLE,
+    WINED3DRS_SHADEMODE,
+    WINED3DRS_SLOPESCALEDEPTHBIAS,
+    WINED3DRS_SRCBLEND,
+    WINED3DRS_SRCBLENDALPHA,
+    WINED3DRS_SRGBWRITEENABLE,
+    WINED3DRS_STENCILENABLE,
+    WINED3DRS_STENCILFAIL,
+    WINED3DRS_STENCILFUNC,
+    WINED3DRS_STENCILMASK,
+    WINED3DRS_STENCILPASS,
+    WINED3DRS_STENCILREF,
+    WINED3DRS_STENCILWRITEMASK,
+    WINED3DRS_STENCILZFAIL,
+    WINED3DRS_TEXTUREFACTOR,
+    WINED3DRS_TWOSIDEDSTENCILMODE,
+    WINED3DRS_WRAP0,
+    WINED3DRS_WRAP1,
+    WINED3DRS_WRAP10,
+    WINED3DRS_WRAP11,
+    WINED3DRS_WRAP12,
+    WINED3DRS_WRAP13,
+    WINED3DRS_WRAP14,
+    WINED3DRS_WRAP15,
+    WINED3DRS_WRAP2,
+    WINED3DRS_WRAP3,
+    WINED3DRS_WRAP4,
+    WINED3DRS_WRAP5,
+    WINED3DRS_WRAP6,
+    WINED3DRS_WRAP7,
+    WINED3DRS_WRAP8,
+    WINED3DRS_WRAP9,
+    WINED3DRS_ZENABLE,
+    WINED3DRS_ZFUNC,
+    WINED3DRS_ZWRITEENABLE,
+};
+
+static const DWORD pixel_states_texture[] =
+{
+    WINED3DTSS_ALPHAARG0,
+    WINED3DTSS_ALPHAARG1,
+    WINED3DTSS_ALPHAARG2,
+    WINED3DTSS_ALPHAOP,
+    WINED3DTSS_BUMPENVLOFFSET,
+    WINED3DTSS_BUMPENVLSCALE,
+    WINED3DTSS_BUMPENVMAT00,
+    WINED3DTSS_BUMPENVMAT01,
+    WINED3DTSS_BUMPENVMAT10,
+    WINED3DTSS_BUMPENVMAT11,
+    WINED3DTSS_COLORARG0,
+    WINED3DTSS_COLORARG1,
+    WINED3DTSS_COLORARG2,
+    WINED3DTSS_COLOROP,
+    WINED3DTSS_RESULTARG,
+    WINED3DTSS_TEXCOORDINDEX,
+    WINED3DTSS_TEXTURETRANSFORMFLAGS,
+};
+
+static const DWORD pixel_states_sampler[] =
+{
+    WINED3DSAMP_ADDRESSU,
+    WINED3DSAMP_ADDRESSV,
+    WINED3DSAMP_ADDRESSW,
+    WINED3DSAMP_BORDERCOLOR,
+    WINED3DSAMP_MAGFILTER,
+    WINED3DSAMP_MINFILTER,
+    WINED3DSAMP_MIPFILTER,
+    WINED3DSAMP_MIPMAPLODBIAS,
+    WINED3DSAMP_MAXMIPLEVEL,
+    WINED3DSAMP_MAXANISOTROPY,
+    WINED3DSAMP_SRGBTEXTURE,
+    WINED3DSAMP_ELEMENTINDEX,
+};
+
+static const DWORD vertex_states_render[] =
+{
+    WINED3DRS_ADAPTIVETESS_W,
+    WINED3DRS_ADAPTIVETESS_X,
+    WINED3DRS_ADAPTIVETESS_Y,
+    WINED3DRS_ADAPTIVETESS_Z,
+    WINED3DRS_AMBIENT,
+    WINED3DRS_AMBIENTMATERIALSOURCE,
+    WINED3DRS_CLIPPING,
+    WINED3DRS_CLIPPLANEENABLE,
+    WINED3DRS_COLORVERTEX,
+    WINED3DRS_CULLMODE,
+    WINED3DRS_DIFFUSEMATERIALSOURCE,
+    WINED3DRS_EMISSIVEMATERIALSOURCE,
+    WINED3DRS_ENABLEADAPTIVETESSELLATION,
+    WINED3DRS_FOGCOLOR,
+    WINED3DRS_FOGDENSITY,
+    WINED3DRS_FOGENABLE,
+    WINED3DRS_FOGEND,
+    WINED3DRS_FOGSTART,
+    WINED3DRS_FOGTABLEMODE,
+    WINED3DRS_FOGVERTEXMODE,
+    WINED3DRS_INDEXEDVERTEXBLENDENABLE,
+    WINED3DRS_LIGHTING,
+    WINED3DRS_LOCALVIEWER,
+    WINED3DRS_MAXTESSELLATIONLEVEL,
+    WINED3DRS_MINTESSELLATIONLEVEL,
+    WINED3DRS_MULTISAMPLEANTIALIAS,
+    WINED3DRS_MULTISAMPLEMASK,
+    WINED3DRS_NORMALDEGREE,
+    WINED3DRS_NORMALIZENORMALS,
+    WINED3DRS_PATCHEDGESTYLE,
+    WINED3DRS_POINTSCALE_A,
+    WINED3DRS_POINTSCALE_B,
+    WINED3DRS_POINTSCALE_C,
+    WINED3DRS_POINTSCALEENABLE,
+    WINED3DRS_POINTSIZE,
+    WINED3DRS_POINTSIZE_MAX,
+    WINED3DRS_POINTSIZE_MIN,
+    WINED3DRS_POINTSPRITEENABLE,
+    WINED3DRS_POSITIONDEGREE,
+    WINED3DRS_RANGEFOGENABLE,
+    WINED3DRS_SHADEMODE,
+    WINED3DRS_SPECULARENABLE,
+    WINED3DRS_SPECULARMATERIALSOURCE,
+    WINED3DRS_TWEENFACTOR,
+    WINED3DRS_VERTEXBLEND,
+};
 
-/** Allocates the correct amount of space for pixel and vertex shader constants, 
+static const DWORD vertex_states_texture[] =
+{
+    WINED3DTSS_TEXCOORDINDEX,
+    WINED3DTSS_TEXTURETRANSFORMFLAGS,
+};
+
+static const DWORD vertex_states_sampler[] =
+{
+    WINED3DSAMP_DMAPOFFSET,
+};
+
+/* Allocates the correct amount of space for pixel and vertex shader constants,
  * along with their set/changed flags on the given stateblock object
  */
-HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
-    
-    IWineD3DStateBlockImpl *This = object;
-
-#define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
+static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
+{
+    IWineD3DDeviceImpl *device = object->device;
 
     /* Allocate space for floating point constants */
-    object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
-    WINED3D_MEMCHECK(object->pixelShaderConstantF);
-    object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
-    WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
-    object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
-    WINED3D_MEMCHECK(object->vertexShaderConstantF);
-    object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
-    WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
-    object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
-    WINED3D_MEMCHECK(object->contained_vs_consts_f);
-    object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
-    WINED3D_MEMCHECK(object->contained_ps_consts_f);
-
-    list_init(&object->set_vconstantsF);
-    list_init(&object->set_pconstantsF);
-
-#undef WINED3D_MEMCHECK
+    object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+            sizeof(float) * device->d3d_pshader_constantF * 4);
+    if (!object->state.ps_consts_f) goto fail;
+
+    object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+            sizeof(BOOL) * device->d3d_pshader_constantF);
+    if (!object->changed.pixelShaderConstantsF) goto fail;
+
+    object->state.vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+            sizeof(float) * device->d3d_vshader_constantF * 4);
+    if (!object->state.vs_consts_f) goto fail;
+
+    object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
+            sizeof(BOOL) * device->d3d_vshader_constantF);
+    if (!object->changed.vertexShaderConstantsF) goto fail;
+
+    object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
+            sizeof(DWORD) * device->d3d_vshader_constantF);
+    if (!object->contained_vs_consts_f) goto fail;
+
+    object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
+            sizeof(DWORD) * device->d3d_pshader_constantF);
+    if (!object->contained_ps_consts_f) goto fail;
 
     return WINED3D_OK;
+
+fail:
+    ERR("Failed to allocate memory\n");
+    HeapFree(GetProcessHeap(), 0, object->state.ps_consts_f);
+    HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
+    HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f);
+    HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
+    HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
+    HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
+    return E_OUTOFMEMORY;
 }
 
-/** Copy all members of one stateblock to another */
-void stateblock_savedstates_copy(
-    IWineD3DStateBlock* iface,
-    SAVEDSTATES* dest,
-    SAVEDSTATES* source) {
-    
-    IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
-    unsigned bsize = sizeof(BOOL);
+static inline void stateblock_set_bits(DWORD *map, UINT map_size)
+{
+    DWORD mask = (1 << (map_size & 0x1f)) - 1;
+    memset(map, 0xff, (map_size >> 5) * sizeof(*map));
+    if (mask) map[map_size >> 5] = mask;
+}
+
+/* Set all members of a stateblock savedstate to the given value */
+static void stateblock_savedstates_set_all(SAVEDSTATES *states, DWORD vs_consts, DWORD ps_consts)
+{
+    unsigned int i;
 
     /* Single values */
-    dest->indices = source->indices;
-    dest->material = source->material;
-    dest->fvf = source->fvf;
-    dest->viewport = source->viewport;
-    dest->vertexDecl = source->vertexDecl;
-    dest->pixelShader = source->pixelShader;
-    dest->vertexShader = source->vertexShader;
-    dest->scissorRect = dest->scissorRect;
+    states->primitive_type = 1;
+    states->indices = 1;
+    states->material = 1;
+    states->viewport = 1;
+    states->vertexDecl = 1;
+    states->pixelShader = 1;
+    states->vertexShader = 1;
+    states->scissorRect = 1;
 
     /* Fixed size arrays */
-    memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
-    memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
-    memcpy(dest->textures, source->textures, bsize * MAX_COMBINED_SAMPLERS);
-    memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
-    memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
-    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));
-    memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
-    memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
-    memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
-    memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
-    memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
+    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);
+    for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
+    for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
+    states->clipplane = 0xffffffff;
+    states->pixelShaderConstantsB = 0xffff;
+    states->pixelShaderConstantsI = 0xffff;
+    states->vertexShaderConstantsB = 0xffff;
+    states->vertexShaderConstantsI = 0xffff;
 
     /* Dynamically sized arrays */
-    memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
-    memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
+    memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
+    memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
 }
 
-/** Set all members of a stateblock savedstate to the given value */
-void stateblock_savedstates_set(
-    IWineD3DStateBlock* iface,
-    SAVEDSTATES* states,
-    BOOL value) {
-    
-    IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
-    unsigned bsize = sizeof(BOOL);
+static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants)
+{
+    DWORD texture_mask = 0;
+    WORD sampler_mask = 0;
+    unsigned int i;
 
-    /* Single values */
-    states->indices = value;
-    states->material = value;
-    states->fvf = value;
-    states->viewport = value;
-    states->vertexDecl = value;
-    states->pixelShader = value;
-    states->vertexShader = value;
-    states->scissorRect = value;
+    states->pixelShader = 1;
 
-    /* Fixed size arrays */
-    memset(states->streamSource, value, bsize * MAX_STREAMS);
-    memset(states->streamFreq, value, bsize * MAX_STREAMS);
-    memset(states->textures, value, bsize * MAX_COMBINED_SAMPLERS);
-    memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
-    memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
-    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));
-    memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
-    memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
-    memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
-    memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
-    memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
+    for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
+    {
+        DWORD rs = pixel_states_render[i];
+        states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
+    }
 
-    /* Dynamically sized arrays */
-    memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
-    memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
+    for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
+        texture_mask |= 1 << pixel_states_texture[i];
+    for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
+    for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
+        sampler_mask |= 1 << pixel_states_sampler[i];
+    for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
+    states->pixelShaderConstantsB = 0xffff;
+    states->pixelShaderConstantsI = 0xffff;
+
+    memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
+}
+
+static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD num_constants)
+{
+    DWORD texture_mask = 0;
+    WORD sampler_mask = 0;
+    unsigned int i;
+
+    states->vertexDecl = 1;
+    states->vertexShader = 1;
+
+    for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
+    {
+        DWORD rs = vertex_states_render[i];
+        states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
+    }
+
+    for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
+        texture_mask |= 1 << vertex_states_texture[i];
+    for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
+    for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
+        sampler_mask |= 1 << vertex_states_sampler[i];
+    for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
+    states->vertexShaderConstantsB = 0xffff;
+    states->vertexShaderConstantsI = 0xffff;
+
+    memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
 }
 
-void stateblock_copy(
-    IWineD3DStateBlock* destination,
-    IWineD3DStateBlock* source) {
-    int l;
-
-    IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
-    IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
-
-    /* IUnknown fields */
-    Dest->lpVtbl                = This->lpVtbl;
-    Dest->ref                   = This->ref;
-
-    /* IWineD3DStateBlock information */
-    Dest->parent                = This->parent;
-    Dest->wineD3DDevice         = This->wineD3DDevice;
-    Dest->blockType             = This->blockType;
-
-    /* Saved states */
-    stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
-
-    /* Single items */
-    Dest->fvf = This->fvf;
-    Dest->vertexDecl = This->vertexDecl;
-    Dest->vertexShader = This->vertexShader;
-    Dest->streamIsUP = This->streamIsUP;
-    Dest->pIndexData = This->pIndexData;
-    Dest->baseVertexIndex = This->baseVertexIndex;
-    /* Dest->lights = This->lights; */
-    Dest->clip_status = This->clip_status;
-    Dest->viewport = This->viewport;
-    Dest->material = This->material;
-    Dest->pixelShader = This->pixelShader;
-    Dest->glsl_program = This->glsl_program;
-    memcpy(&Dest->scissorRect, &This->scissorRect, sizeof(Dest->scissorRect));
-
-    /* Lights */
-    memset(This->activeLights, 0, sizeof(This->activeLights));
-    for(l = 0; l < LIGHTMAP_SIZE; l++) {
-        struct list *e1, *e2;
-        LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
-            PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
-            list_remove(&light->entry);
-            HeapFree(GetProcessHeap(), 0, light);
+void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
+{
+    IWineD3DDeviceImpl *device = stateblock->device;
+    unsigned int i, j;
+
+    for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
+    {
+        DWORD map = stateblock->changed.renderState[i];
+        for (j = 0; map; map >>= 1, ++j)
+        {
+            if (!(map & 1)) continue;
+
+            stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
+            ++stateblock->num_contained_render_states;
         }
+    }
+
+    for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
+    {
+        DWORD map = stateblock->changed.transform[i];
+        for (j = 0; map; map >>= 1, ++j)
+        {
+            if (!(map & 1)) continue;
 
-        LIST_FOR_EACH(e1, &This->lightMap[l]) {
-            PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
-            light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
-            memcpy(light2, light, sizeof(*light));
-            list_add_tail(&Dest->lightMap[l], &light2->entry);
-            if(light2->glIndex != -1) Dest->activeLights[light2->glIndex] = light2;
+            stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
+            ++stateblock->num_contained_transform_states;
         }
     }
 
-    /* Fixed size arrays */
-    memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
-    memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
-    memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
-    memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
-    
-    memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
-    memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
-    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(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_COMBINED_SAMPLERS);
-    memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_COMBINED_SAMPLERS);
-    memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
-    memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
+    for (i = 0; i < device->d3d_vshader_constantF; ++i)
+    {
+        if (stateblock->changed.vertexShaderConstantsF[i])
+        {
+            stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
+            ++stateblock->num_contained_vs_consts_f;
+        }
+    }
 
-    /* Dynamically sized arrays */
-    memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
-    memcpy(Dest->pixelShaderConstantF,  This->pixelShaderConstantF,  sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
+    for (i = 0; i < MAX_CONST_I; ++i)
+    {
+        if (stateblock->changed.vertexShaderConstantsI & (1 << i))
+        {
+            stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
+            ++stateblock->num_contained_vs_consts_i;
+        }
+    }
+
+    for (i = 0; i < MAX_CONST_B; ++i)
+    {
+        if (stateblock->changed.vertexShaderConstantsB & (1 << i))
+        {
+            stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
+            ++stateblock->num_contained_vs_consts_b;
+        }
+    }
+
+    for (i = 0; i < device->d3d_pshader_constantF; ++i)
+    {
+        if (stateblock->changed.pixelShaderConstantsF[i])
+        {
+            stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
+            ++stateblock->num_contained_ps_consts_f;
+        }
+    }
+
+    for (i = 0; i < MAX_CONST_I; ++i)
+    {
+        if (stateblock->changed.pixelShaderConstantsI & (1 << i))
+        {
+            stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
+            ++stateblock->num_contained_ps_consts_i;
+        }
+    }
+
+    for (i = 0; i < MAX_CONST_B; ++i)
+    {
+        if (stateblock->changed.pixelShaderConstantsB & (1 << i))
+        {
+            stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
+            ++stateblock->num_contained_ps_consts_b;
+        }
+    }
+
+    for (i = 0; i < MAX_TEXTURES; ++i)
+    {
+        DWORD map = stateblock->changed.textureState[i];
+
+        for(j = 0; map; map >>= 1, ++j)
+        {
+            if (!(map & 1)) continue;
+
+            stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
+            stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
+            ++stateblock->num_contained_tss_states;
+        }
+    }
+
+    for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
+    {
+        DWORD map = stateblock->changed.samplerState[i];
+
+        for (j = 0; map; map >>= 1, ++j)
+        {
+            if (!(map & 1)) continue;
+
+            stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
+            stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
+            ++stateblock->num_contained_sampler_states;
+        }
+    }
+}
+
+static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct list *light_map)
+{
+    unsigned int i;
+
+    for (i = 0; i < LIGHTMAP_SIZE; ++i)
+    {
+        const struct wined3d_light_info *src_light;
+
+        LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
+        {
+            struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
+
+            *dst_light = *src_light;
+            list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
+        }
+    }
 }
 
 /**********************************************************
@@ -223,8 +465,8 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock
     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
     if (IsEqualGUID(riid, &IID_IUnknown)
-        || IsEqualGUID(riid, &IID_IWineD3DBase)
-        || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
+            || IsEqualGUID(riid, &IID_IWineD3DStateBlock))
+    {
         IUnknown_AddRef(iface);
         *ppobj = This;
         return S_OK;
@@ -248,787 +490,596 @@ static ULONG  WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
     TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
 
     if (!refCount) {
-        constants_entry *constant, *constant2;
         int counter;
 
-        /* type 0 represents the primary stateblock, so free all the resources */
-        if (This->blockType == WINED3DSBT_INIT) {
-            /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
-            for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
-                if (This->textures[counter]) {
-                    /* release our 'internal' hold on the texture */
-                    if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
-                        TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
-                    }
-                }
-            }
+        if (This->state.vertex_declaration)
+            IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)This->state.vertex_declaration);
+
+        for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
+        {
+            if (This->state.textures[counter])
+                IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)This->state.textures[counter]);
         }
 
-        for (counter = 0; counter < MAX_STREAMS; counter++) {
-            if(This->streamSource[counter]) {
-                if(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
-                    TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
+        for (counter = 0; counter < MAX_STREAMS; ++counter)
+        {
+            struct wined3d_buffer *buffer = This->state.streams[counter].buffer;
+            if (buffer)
+            {
+                if (IWineD3DBuffer_Release((IWineD3DBuffer *)buffer))
+                {
+                    WARN("Buffer %p still referenced by stateblock, stream %u.\n", buffer, counter);
                 }
             }
         }
-        if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
-        if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
-        if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
+        if (This->state.index_buffer) IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.index_buffer);
+        if (This->state.vertex_shader) IWineD3DVertexShader_Release((IWineD3DVertexShader *)This->state.vertex_shader);
+        if (This->state.pixel_shader) IWineD3DPixelShader_Release((IWineD3DPixelShader *)This->state.pixel_shader);
 
         for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
             struct list *e1, *e2;
-            LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
-                PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
+            LIST_FOR_EACH_SAFE(e1, e2, &This->state.light_map[counter])
+            {
+                struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
                 list_remove(&light->entry);
                 HeapFree(GetProcessHeap(), 0, light);
             }
         }
 
-        HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
+        HeapFree(GetProcessHeap(), 0, This->state.vs_consts_f);
         HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
-        HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
+        HeapFree(GetProcessHeap(), 0, This->state.ps_consts_f);
         HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
         HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
         HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
-
-        LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constants_entry, entry) {
-            HeapFree(GetProcessHeap(), 0, constant);
-        }
-
-        LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constants_entry, entry) {
-            HeapFree(GetProcessHeap(), 0, constant);
-        }
-
         HeapFree(GetProcessHeap(), 0, This);
     }
     return refCount;
 }
 
-/**********************************************************
- * IWineD3DStateBlockImpl parts follows
- **********************************************************/
-static HRESULT  WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
-    IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
-    IUnknown_AddRef(This->parent);
-    *pParent = This->parent;
-    return WINED3D_OK;
-}
-
-static HRESULT  WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
-
-    IWineD3DStateBlockImpl *This   = (IWineD3DStateBlockImpl *)iface;
-
-    *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
-    IWineD3DDevice_AddRef(*ppDevice);
-    return WINED3D_OK;
-
-}
-
-static inline void record_lights(IWineD3DStateBlockImpl *This, IWineD3DStateBlockImpl *targetStateBlock) {
+static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
+{
     UINT i;
 
-    /* Lights... For a recorded state block, we just had a chain of actions to perform,
-     * so we need to walk that chain and update any actions which differ
-     */
-    for(i = 0; i < LIGHTMAP_SIZE; i++) {
+    /* Lights... For a recorded state block, we just had a chain of actions
+     * to perform, so we need to walk that chain and update any actions which
+     * differ. */
+    for (i = 0; i < LIGHTMAP_SIZE; ++i)
+    {
         struct list *e, *f;
-        LIST_FOR_EACH(e, &This->lightMap[i]) {
+        LIST_FOR_EACH(e, &dst_state->light_map[i])
+        {
             BOOL updated = FALSE;
-            PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
-            if(!src->changed || !src->enabledChanged) continue;
+            struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
 
             /* Look up the light in the destination */
-            LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
-                realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
-                if(realLight->OriginalIndex == src->OriginalIndex) {
-                    if(src->changed) {
-                        memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(src->OriginalParms));
+            LIST_FOR_EACH(f, &src_state->light_map[i])
+            {
+                realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
+                if (realLight->OriginalIndex == src->OriginalIndex)
+                {
+                    src->OriginalParms = realLight->OriginalParms;
+
+                    if (realLight->glIndex == -1 && src->glIndex != -1)
+                    {
+                        /* Light disabled */
+                        dst_state->lights[src->glIndex] = NULL;
                     }
-                    if(src->enabledChanged) {
-                            /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
-                        * or disabled -> enabled -> disabled changes
-                            */
-                        if(realLight->glIndex == -1 && src->glIndex != -1) {
-                            /* Light disabled */
-                            This->activeLights[src->glIndex] = NULL;
-                        } else if(realLight->glIndex != -1 && src->glIndex == -1){
-                            /* Light enabled */
-                            This->activeLights[realLight->glIndex] = src;
-                        }
-                        src->glIndex = realLight->glIndex;
+                    else if (realLight->glIndex != -1 && src->glIndex == -1)
+                    {
+                        /* Light enabled */
+                        dst_state->lights[realLight->glIndex] = src;
                     }
+                    src->glIndex = realLight->glIndex;
                     updated = TRUE;
                     break;
                 }
             }
 
-            if(updated) {
-                /* Found a light, all done, proceed with next hash entry */
-                continue;
-            } else if(src->changed) {
-                /* Otherwise assign defaul params */
-                memcpy(&src->OriginalParms, &WINED3D_default_light, sizeof(src->OriginalParms));
-            } else {
-                /* Not enabled by default */
-                src->glIndex = -1;
+            if (!updated)
+            {
+                /* This can happen if the light was originally created as a
+                 * default light for SetLightEnable() while recording. */
+                WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
+                        src->OriginalIndex, dst_state, src_state);
+
+                src->OriginalParms = WINED3D_default_light;
+                if (src->glIndex != -1)
+                {
+                    dst_state->lights[src->glIndex] = NULL;
+                    src->glIndex = -1;
+                }
             }
         }
     }
 }
 
-static HRESULT  WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
+static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
+{
+    IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
+    const struct wined3d_state *src_state = &This->device->stateBlock->state;
+    unsigned int i;
+    DWORD map;
 
-    IWineD3DStateBlockImpl *This             = (IWineD3DStateBlockImpl *)iface;
-    IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
-    unsigned int i, j;
+    TRACE("iface %p.\n", iface);
 
-    TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
+    TRACE("Capturing state %p.\n", src_state);
 
-    /* If not recorded, then update can just recapture */
-    if (This->blockType == WINED3DSBT_RECORDED) {
+    if (This->changed.vertexShader && This->state.vertex_shader != src_state->vertex_shader)
+    {
+        TRACE("Updating vertex shader from %p to %p\n",
+                This->state.vertex_shader, src_state->vertex_shader);
 
-        /* Recorded => Only update 'changed' values */
-        if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
-            TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
+        if (src_state->vertex_shader)
+            IWineD3DVertexShader_AddRef((IWineD3DVertexShader *)src_state->vertex_shader);
+        if (This->state.vertex_shader)
+            IWineD3DVertexShader_Release((IWineD3DVertexShader *)This->state.vertex_shader);
+        This->state.vertex_shader = src_state->vertex_shader;
+    }
 
-            if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
-            if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
-            This->vertexShader = targetStateBlock->vertexShader;
-        }
+    /* Vertex Shader Float Constants */
+    for (i = 0; i < This->num_contained_vs_consts_f; ++i)
+    {
+        unsigned int idx = This->contained_vs_consts_f[i];
+
+        TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
+                src_state->vs_consts_f[idx * 4 + 0],
+                src_state->vs_consts_f[idx * 4 + 1],
+                src_state->vs_consts_f[idx * 4 + 2],
+                src_state->vs_consts_f[idx * 4 + 3]);
+
+        This->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
+        This->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
+        This->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
+        This->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
+    }
 
-        /* Vertex Shader Float Constants */
-        for (j = 0; j < This->num_contained_vs_consts_f; ++j) {
-            i = This->contained_vs_consts_f[j];
-            TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
-                targetStateBlock->vertexShaderConstantF[i * 4],
-                targetStateBlock->vertexShaderConstantF[i * 4 + 1],
-                targetStateBlock->vertexShaderConstantF[i * 4 + 2],
-                targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
-
-            This->vertexShaderConstantF[i * 4]      = targetStateBlock->vertexShaderConstantF[i * 4];
-            This->vertexShaderConstantF[i * 4 + 1]  = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
-            This->vertexShaderConstantF[i * 4 + 2]  = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
-            This->vertexShaderConstantF[i * 4 + 3]  = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
-        }
+    /* Vertex Shader Integer Constants */
+    for (i = 0; i < This->num_contained_vs_consts_i; ++i)
+    {
+        unsigned int idx = This->contained_vs_consts_i[i];
+
+        TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
+                src_state->vs_consts_i[idx * 4 + 0],
+                src_state->vs_consts_i[idx * 4 + 1],
+                src_state->vs_consts_i[idx * 4 + 2],
+                src_state->vs_consts_i[idx * 4 + 3]);
+
+        This->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
+        This->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
+        This->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
+        This->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
+    }
 
-        /* Vertex Shader Integer Constants */
-        for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
-            i = This->contained_vs_consts_i[j];
-            TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
-                targetStateBlock->vertexShaderConstantI[i * 4],
-                targetStateBlock->vertexShaderConstantI[i * 4 + 1],
-                targetStateBlock->vertexShaderConstantI[i * 4 + 2],
-                targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
-
-            This->vertexShaderConstantI[i * 4]      = targetStateBlock->vertexShaderConstantI[i * 4];
-            This->vertexShaderConstantI[i * 4 + 1]  = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
-            This->vertexShaderConstantI[i * 4 + 2]  = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
-            This->vertexShaderConstantI[i * 4 + 3]  = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
-        }
+    /* Vertex Shader Boolean Constants */
+    for (i = 0; i < This->num_contained_vs_consts_b; ++i)
+    {
+        unsigned int idx = This->contained_vs_consts_b[i];
 
-        /* Vertex Shader Boolean Constants */
-        for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
-            i = This->contained_vs_consts_b[j];
-            TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
-                targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
+        TRACE("Setting vs_consts_b[%u] to %s.\n",
+                idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
 
-            This->vertexShaderConstantB[i] =  targetStateBlock->vertexShaderConstantB[i];
-        }
+        This->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
+    }
 
-        /* Pixel Shader Float Constants */
-        for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
-            i = This->contained_ps_consts_f[j];
-            TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
-                targetStateBlock->pixelShaderConstantF[i * 4],
-                targetStateBlock->pixelShaderConstantF[i * 4 + 1],
-                targetStateBlock->pixelShaderConstantF[i * 4 + 2],
-                targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
-
-            This->pixelShaderConstantF[i * 4]      = targetStateBlock->pixelShaderConstantF[i * 4];
-            This->pixelShaderConstantF[i * 4 + 1]  = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
-            This->pixelShaderConstantF[i * 4 + 2]  = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
-            This->pixelShaderConstantF[i * 4 + 3]  = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
-        }
+    /* Pixel Shader Float Constants */
+    for (i = 0; i < This->num_contained_ps_consts_f; ++i)
+    {
+        unsigned int idx = This->contained_ps_consts_f[i];
+
+        TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
+                src_state->ps_consts_f[idx * 4 + 0],
+                src_state->ps_consts_f[idx * 4 + 1],
+                src_state->ps_consts_f[idx * 4 + 2],
+                src_state->ps_consts_f[idx * 4 + 3]);
+
+        This->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
+        This->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
+        This->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
+        This->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
+    }
 
-        /* Pixel Shader Integer Constants */
-        for (j = 0; j < This->num_contained_ps_consts_i; ++j) {
-            i = This->contained_ps_consts_i[j];
-            TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
-                targetStateBlock->pixelShaderConstantI[i * 4],
-                targetStateBlock->pixelShaderConstantI[i * 4 + 1],
-                targetStateBlock->pixelShaderConstantI[i * 4 + 2],
-                targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
-
-            This->pixelShaderConstantI[i * 4]      = targetStateBlock->pixelShaderConstantI[i * 4];
-            This->pixelShaderConstantI[i * 4 + 1]  = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
-            This->pixelShaderConstantI[i * 4 + 2]  = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
-            This->pixelShaderConstantI[i * 4 + 3]  = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
-        }
+    /* Pixel Shader Integer Constants */
+    for (i = 0; i < This->num_contained_ps_consts_i; ++i)
+    {
+        unsigned int idx = This->contained_ps_consts_i[i];
+        TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
+                src_state->ps_consts_i[idx * 4 + 0],
+                src_state->ps_consts_i[idx * 4 + 1],
+                src_state->ps_consts_i[idx * 4 + 2],
+                src_state->ps_consts_i[idx * 4 + 3]);
+
+        This->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
+        This->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
+        This->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
+        This->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
+    }
 
-        /* Pixel Shader Boolean Constants */
-        for (j = 0; j < This->num_contained_ps_consts_b; ++j) {
-            i = This->contained_ps_consts_b[j];
-            TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
-                targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
+    /* Pixel Shader Boolean Constants */
+    for (i = 0; i < This->num_contained_ps_consts_b; ++i)
+    {
+        unsigned int idx = This->contained_ps_consts_b[i];
+        TRACE("Setting ps_consts_b[%u] to %s.\n",
+                idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
 
-            This->pixelShaderConstantB[i] =  targetStateBlock->pixelShaderConstantB[i];
-        }
+        This->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
+    }
 
-        /* Others + Render & Texture */
-        for (i = 0; i < This->num_contained_transform_states; i++) {
-            TRACE("Updating transform %d\n", i);
-            memcpy(&This->transforms[This->contained_transform_states[i]],
-                   &targetStateBlock->transforms[This->contained_transform_states[i]],
-                   sizeof(WINED3DMATRIX));
-        }
+    /* Others + Render & Texture */
+    for (i = 0; i < This->num_contained_transform_states; ++i)
+    {
+        WINED3DTRANSFORMSTATETYPE transform = This->contained_transform_states[i];
 
-        if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
-                        || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
-            TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
-                  targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
-            if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
-            if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
-            This->pIndexData = targetStateBlock->pIndexData;
-            This->baseVertexIndex = targetStateBlock->baseVertexIndex;
-        }
+        TRACE("Updating transform %#x.\n", transform);
 
-        if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
-            TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
+        This->state.transforms[transform] = src_state->transforms[transform];
+    }
 
-            This->vertexDecl = targetStateBlock->vertexDecl;
-        }
+    if (This->changed.primitive_type)
+        This->state.gl_primitive_type = src_state->gl_primitive_type;
+
+    if (This->changed.indices
+            && ((This->state.index_buffer != src_state->index_buffer)
+                || (This->state.base_vertex_index != src_state->base_vertex_index)
+                || (This->state.index_format != src_state->index_format)))
+    {
+        TRACE("Updating index buffer to %p, base vertex index to %d.\n",
+                src_state->index_buffer, src_state->base_vertex_index);
+
+        if (src_state->index_buffer)
+            IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->index_buffer);
+        if (This->state.index_buffer)
+            IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.index_buffer);
+        This->state.index_buffer = src_state->index_buffer;
+        This->state.base_vertex_index = src_state->base_vertex_index;
+        This->state.index_format = src_state->index_format;
+    }
 
-        if(This->changed.fvf && This->fvf != targetStateBlock->fvf){
-            This->fvf = targetStateBlock->fvf;
-        }
+    if (This->changed.vertexDecl && This->state.vertex_declaration != src_state->vertex_declaration)
+    {
+        TRACE("Updating vertex declaration from %p to %p.\n",
+                This->state.vertex_declaration, src_state->vertex_declaration);
 
-        if (This->changed.material && memcmp(&targetStateBlock->material,
-                                                    &This->material,
-                                                    sizeof(WINED3DMATERIAL)) != 0) {
-            TRACE("Updating material\n");
-            memcpy(&This->material, &targetStateBlock->material, sizeof(WINED3DMATERIAL));
-        }
+        if (src_state->vertex_declaration)
+                IWineD3DVertexDeclaration_AddRef((IWineD3DVertexDeclaration *)src_state->vertex_declaration);
+        if (This->state.vertex_declaration)
+                IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)This->state.vertex_declaration);
+        This->state.vertex_declaration = src_state->vertex_declaration;
+    }
 
-        if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
-                                                    &This->viewport,
-                                                    sizeof(WINED3DVIEWPORT)) != 0) {
-            TRACE("Updating viewport\n");
-            memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(WINED3DVIEWPORT));
-        }
+    if (This->changed.material && memcmp(&src_state->material, &This->state.material, sizeof(This->state.material)))
+    {
+        TRACE("Updating material.\n");
+
+        This->state.material = src_state->material;
+    }
+
+    if (This->changed.viewport && memcmp(&src_state->viewport, &This->state.viewport, sizeof(This->state.viewport)))
+    {
+        TRACE("Updating viewport.\n");
 
-        if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
-                                           &This->scissorRect,
-                                           sizeof(targetStateBlock->scissorRect)))
+        This->state.viewport = src_state->viewport;
+    }
+
+    if (This->changed.scissorRect && memcmp(&src_state->scissor_rect,
+            &This->state.scissor_rect, sizeof(This->state.scissor_rect)))
+    {
+        TRACE("Updating scissor rect.\n");
+
+        This->state.scissor_rect = src_state->scissor_rect;
+    }
+
+    map = This->changed.streamSource;
+    for (i = 0; map; map >>= 1, ++i)
+    {
+        if (!(map & 1)) continue;
+
+        if (This->state.streams[i].stride != src_state->streams[i].stride
+                || This->state.streams[i].buffer != src_state->streams[i].buffer)
         {
-            TRACE("Updating scissor rect\n");
-            memcpy(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(targetStateBlock->scissorRect));
+            TRACE("Updating stream source %u to %p, stride to %u.\n",
+                    i, src_state->streams[i].buffer,
+                    src_state->streams[i].stride);
+
+            This->state.streams[i].stride = src_state->streams[i].stride;
+            if (src_state->streams[i].buffer)
+                    IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->streams[i].buffer);
+            if (This->state.streams[i].buffer)
+                    IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.streams[i].buffer);
+            This->state.streams[i].buffer = src_state->streams[i].buffer;
         }
+    }
 
-        for (i = 0; i < MAX_STREAMS; i++) {
-            if (This->changed.streamSource[i] &&
-                            ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
-                            (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
-                TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
-                                                                            targetStateBlock->streamStride[i]);
-                This->streamStride[i] = targetStateBlock->streamStride[i];
-                if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
-                if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
-                This->streamSource[i] = targetStateBlock->streamSource[i];
-            }
+    map = This->changed.streamFreq;
+    for (i = 0; map; map >>= 1, ++i)
+    {
+        if (!(map & 1)) continue;
 
-            if (This->changed.streamFreq[i] &&
-            (This->streamFreq[i] != targetStateBlock->streamFreq[i]
-            || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
-                    TRACE("Updating stream frequency %d to %d flags to %d\n", i ,  targetStateBlock->streamFreq[i] ,
-                                                                                   targetStateBlock->streamFlags[i]);
-                    This->streamFreq[i]  =  targetStateBlock->streamFreq[i];
-                    This->streamFlags[i] =  targetStateBlock->streamFlags[i];
-            }
+        if (This->state.streams[i].frequency != src_state->streams[i].frequency
+                || This->state.streams[i].flags != src_state->streams[i].flags)
+        {
+            TRACE("Updating stream frequency %u to %u flags to %#x.\n",
+                    i, src_state->streams[i].frequency, src_state->streams[i].flags);
+
+            This->state.streams[i].frequency = src_state->streams[i].frequency;
+            This->state.streams[i].flags = src_state->streams[i].flags;
         }
+    }
 
-        for (i = 0; i < GL_LIMITS(clipplanes); i++) {
-            if (This->changed.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
-                                                        &This->clipplane[i],
-                                                        sizeof(This->clipplane)) != 0) {
+    map = This->changed.clipplane;
+    for (i = 0; map; map >>= 1, ++i)
+    {
+        if (!(map & 1)) continue;
 
-                TRACE("Updating clipplane %d\n", i);
-                memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
-                                        sizeof(This->clipplane));
-            }
+        if (memcmp(src_state->clip_planes[i], This->state.clip_planes[i], sizeof(*This->state.clip_planes)))
+        {
+            TRACE("Updating clipplane %u.\n", i);
+            memcpy(This->state.clip_planes[i], src_state->clip_planes[i], sizeof(*This->state.clip_planes));
         }
+    }
 
-        /* Render */
-        for (i = 0; i < This->num_contained_render_states; i++) {
-            TRACE("Updating renderState %d to %d\n",
-                  This->contained_render_states[i], targetStateBlock->renderState[This->contained_render_states[i]]);
-            This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
-        }
+    /* Render */
+    for (i = 0; i < This->num_contained_render_states; ++i)
+    {
+        WINED3DRENDERSTATETYPE rs = This->contained_render_states[i];
 
-        /* Texture states */
-        for (j = 0; j < This->num_contained_tss_states; j++) {
-            DWORD stage = This->contained_tss_states[j].stage;
-            DWORD state = This->contained_tss_states[j].state;
+        TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
 
-            TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", stage,state,
-                  targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
-                    This->textureState[stage][state] =  targetStateBlock->textureState[stage][state];
-        }
+        This->state.render_states[rs] = src_state->render_states[rs];
+    }
 
-        /* Samplers */
-        /* TODO: move over to using memcpy */
-        for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
-            if (This->changed.textures[j]) {
-                TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j],  This->textures[j]);
-                This->textures[j] = targetStateBlock->textures[j];
-            }
-        }
+    /* Texture states */
+    for (i = 0; i < This->num_contained_tss_states; ++i)
+    {
+        DWORD stage = This->contained_tss_states[i].stage;
+        DWORD state = This->contained_tss_states[i].state;
 
-        for (j = 0; j < This->num_contained_sampler_states; j++) {
-            DWORD stage = This->contained_sampler_states[j].stage;
-            DWORD state = This->contained_sampler_states[j].state;
-            TRACE("Updating sampler state %d,%d to %d (was %d)\n",
-                stage, state, targetStateBlock->samplerState[stage][state],
-                This->samplerState[stage][state]);
-            This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
-        }
-        if(This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) {
-            if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
-            if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
-            This->pixelShader = targetStateBlock->pixelShader;
-        }
+        TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
+                src_state->texture_states[stage][state], This->state.texture_states[stage][state]);
 
-        record_lights(This, targetStateBlock);
-    } else if(This->blockType == WINED3DSBT_ALL) {
-        This->vertexDecl = targetStateBlock->vertexDecl;
-        memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
-        memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
-        memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
-        memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
-        memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
-        memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
-        memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
-        This->baseVertexIndex = targetStateBlock->baseVertexIndex;
-        memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms));
-        record_lights(This, targetStateBlock);
-        memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane));
-        This->clip_status = targetStateBlock->clip_status;
-        This->viewport = targetStateBlock->viewport;
-        This->material = targetStateBlock->material;
-        memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
-        memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
-        memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
-        memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
-        memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures));
-        memcpy(This->textureDimensions, targetStateBlock->textureDimensions, sizeof(This->textureDimensions));
-        memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
-        memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
-        This->scissorRect = targetStateBlock->scissorRect;
-
-        if(targetStateBlock->pIndexData != This->pIndexData) {
-            if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
-            if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
-            This->pIndexData = targetStateBlock->pIndexData;
-        }
-        for(i = 0; i < MAX_STREAMS; i++) {
-            if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
-                if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
-                if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
-                This->streamSource[i] = targetStateBlock->streamSource[i];
-            }
-        }
-        if(This->vertexShader != targetStateBlock->vertexShader) {
-            if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
-            if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
-            This->vertexShader = targetStateBlock->vertexShader;
-        }
-        if(This->pixelShader != targetStateBlock->pixelShader) {
-            if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
-            if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
-            This->pixelShader = targetStateBlock->pixelShader;
-        }
-    } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
-        memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
-        memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
-        memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
-        record_lights(This, targetStateBlock);
-        for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
-            This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]];
-        }
-        for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
-            for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
-                This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]];
-            }
-        }
-        for (j = 0; j < MAX_TEXTURES; j++) {
-            for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
-                This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
-            }
-        }
-        for(i = 0; i < MAX_STREAMS; i++) {
-            if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
-                if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
-                if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
-                This->streamSource[i] = targetStateBlock->streamSource[i];
-            }
-        }
-        if(This->vertexShader != targetStateBlock->vertexShader) {
-            if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
-            if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
-            This->vertexShader = targetStateBlock->vertexShader;
-        }
-    } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
-        memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
-        memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
-        memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
-        for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
-            This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]];
-        }
-        for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
-            for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
-                This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]];
-            }
-        }
-        for (j = 0; j < MAX_TEXTURES; j++) {
-            for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
-                This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]];
-            }
-        }
-        if(This->pixelShader != targetStateBlock->pixelShader) {
-            if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
-            if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
-            This->pixelShader = targetStateBlock->pixelShader;
-        }
+        This->state.texture_states[stage][state] = src_state->texture_states[stage][state];
+    }
+
+    /* Samplers */
+    map = This->changed.textures;
+    for (i = 0; map; map >>= 1, ++i)
+    {
+        if (!(map & 1)) continue;
+
+        TRACE("Updating texture %u to %p (was %p).\n",
+                i, src_state->textures[i], This->state.textures[i]);
+
+        if (src_state->textures[i])
+            IWineD3DBaseTexture_AddRef((IWineD3DBaseTexture *)src_state->textures[i]);
+        if (This->state.textures[i])
+            IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)This->state.textures[i]);
+        This->state.textures[i] = src_state->textures[i];
+    }
+
+    for (i = 0; i < This->num_contained_sampler_states; ++i)
+    {
+        DWORD stage = This->contained_sampler_states[i].stage;
+        DWORD state = This->contained_sampler_states[i].state;
+
+        TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
+                src_state->sampler_states[stage][state], This->state.sampler_states[stage][state]);
+
+        This->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
+    }
+
+    if (This->changed.pixelShader && This->state.pixel_shader != src_state->pixel_shader)
+    {
+        if (src_state->pixel_shader)
+            IWineD3DPixelShader_AddRef((IWineD3DPixelShader *)src_state->pixel_shader);
+        if (This->state.pixel_shader)
+            IWineD3DPixelShader_Release((IWineD3DPixelShader *)This->state.pixel_shader);
+        This->state.pixel_shader = src_state->pixel_shader;
     }
 
-    TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
+    wined3d_state_record_lights(&This->state, src_state);
+
+    TRACE("Captue done.\n");
 
     return WINED3D_OK;
 }
 
-static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) {
+static void apply_lights(IWineD3DDevice *device, const struct wined3d_state *state)
+{
     UINT i;
-    for(i = 0; i < LIGHTMAP_SIZE; i++) {
+
+    for (i = 0; i < LIGHTMAP_SIZE; ++i)
+    {
         struct list *e;
 
-        LIST_FOR_EACH(e, &This->lightMap[i]) {
-            PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
+        LIST_FOR_EACH(e, &state->light_map[i])
+        {
+            const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
 
-            if(light->changed) {
-                IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
-            }
-            if(light->enabledChanged) {
-                IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
-            }
+            IWineD3DDevice_SetLight(device, light->OriginalIndex, &light->OriginalParms);
+            IWineD3DDevice_SetLightEnable(device, light->OriginalIndex, light->glIndex != -1);
         }
     }
 }
 
-static HRESULT  WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
+static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
+{
     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
-    IWineD3DDevice*        pDevice     = (IWineD3DDevice*)This->wineD3DDevice;
-
-/*Copy thing over to updateBlock is isRecording otherwise StateBlock,
-should really perform a delta so that only the changes get updated*/
-
-    UINT i;
-    UINT j;
+    IWineD3DDevice *device = (IWineD3DDevice *)This->device;
+    unsigned int i;
+    DWORD map;
 
-    TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
+    TRACE("(%p) : Applying state block %p ------------------v\n", This, device);
 
     TRACE("Blocktype: %d\n", This->blockType);
 
-    if(This->blockType == WINED3DSBT_RECORDED) {
-        if (This->changed.vertexShader) {
-            IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
-        }
-        /* Vertex Shader Constants */
-        for (i = 0; i < This->num_contained_vs_consts_f; i++) {
-            IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
-                    This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
-        }
-        for (i = 0; i < This->num_contained_vs_consts_i; i++) {
-            IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
-                    This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
-        }
-        for (i = 0; i < This->num_contained_vs_consts_b; i++) {
-            IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
-                    This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
-        }
-
-        apply_lights(pDevice, This);
+    if (This->changed.vertexShader)
+        IWineD3DDevice_SetVertexShader(device, (IWineD3DVertexShader *)This->state.vertex_shader);
 
-        if (This->changed.pixelShader) {
-            IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
-        }
-        /* Pixel Shader Constants */
-        for (i = 0; i < This->num_contained_ps_consts_f; i++) {
-            IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
-                    This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
-        }
-        for (i = 0; i < This->num_contained_ps_consts_i; i++) {
-            IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
-                    This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
-        }
-        for (i = 0; i < This->num_contained_ps_consts_b; i++) {
-            IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
-                    This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
-        }
+    /* Vertex Shader Constants */
+    for (i = 0; i < This->num_contained_vs_consts_f; ++i)
+    {
+        IWineD3DDevice_SetVertexShaderConstantF(device, This->contained_vs_consts_f[i],
+                This->state.vs_consts_f + This->contained_vs_consts_f[i] * 4, 1);
+    }
+    for (i = 0; i < This->num_contained_vs_consts_i; ++i)
+    {
+        IWineD3DDevice_SetVertexShaderConstantI(device, This->contained_vs_consts_i[i],
+                This->state.vs_consts_i + This->contained_vs_consts_i[i] * 4, 1);
+    }
+    for (i = 0; i < This->num_contained_vs_consts_b; ++i)
+    {
+        IWineD3DDevice_SetVertexShaderConstantB(device, This->contained_vs_consts_b[i],
+                This->state.vs_consts_b + This->contained_vs_consts_b[i], 1);
+    }
 
-        /* Render */
-        for (i = 0; i <= This->num_contained_render_states; i++) {
-            IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
-                                          This->renderState[This->contained_render_states[i]]);
-        }
-        /* Texture states */
-        for (i = 0; i < This->num_contained_tss_states; i++) {
-            DWORD stage = This->contained_tss_states[i].stage;
-            DWORD state = This->contained_tss_states[i].state;
-            ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state]         = This->textureState[stage][state];
-            ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage][state] = TRUE;
-            /* TODO: Record a display list to apply all gl states. For now apply by brute force */
-            IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
-        }
-        /* Sampler states */
-        for (i = 0; i < This->num_contained_sampler_states; i++) {
-            DWORD stage = This->contained_sampler_states[i].stage;
-            DWORD state = This->contained_sampler_states[i].state;
-            ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state]         = This->samplerState[stage][state];
-            ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage][state] = TRUE;
-            IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
-        }
+    apply_lights(device, &This->state);
 
-        for (i = 0; i < This->num_contained_transform_states; i++) {
-            IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
-                                        &This->transforms[This->contained_transform_states[i]]);
-        }
+    if (This->changed.pixelShader)
+        IWineD3DDevice_SetPixelShader(device, (IWineD3DPixelShader *)This->state.pixel_shader);
 
-        if (This->changed.indices) {
-            IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
-            IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
-        }
+    /* Pixel Shader Constants */
+    for (i = 0; i < This->num_contained_ps_consts_f; ++i)
+    {
+        IWineD3DDevice_SetPixelShaderConstantF(device, This->contained_ps_consts_f[i],
+                This->state.ps_consts_f + This->contained_ps_consts_f[i] * 4, 1);
+    }
+    for (i = 0; i < This->num_contained_ps_consts_i; ++i)
+    {
+        IWineD3DDevice_SetPixelShaderConstantI(device, This->contained_ps_consts_i[i],
+                This->state.ps_consts_i + This->contained_ps_consts_i[i] * 4, 1);
+    }
+    for (i = 0; i < This->num_contained_ps_consts_b; ++i)
+    {
+        IWineD3DDevice_SetPixelShaderConstantB(device, This->contained_ps_consts_b[i],
+                This->state.ps_consts_b + This->contained_ps_consts_b[i], 1);
+    }
 
-        if (This->changed.fvf) {
-            IWineD3DDevice_SetFVF(pDevice, This->fvf);
-        }
+    /* Render */
+    for (i = 0; i < This->num_contained_render_states; ++i)
+    {
+        IWineD3DDevice_SetRenderState(device, This->contained_render_states[i],
+                This->state.render_states[This->contained_render_states[i]]);
+    }
 
-        if (This->changed.vertexDecl) {
-            IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
-        }
+    /* Texture states */
+    for (i = 0; i < This->num_contained_tss_states; ++i)
+    {
+        DWORD stage = This->contained_tss_states[i].stage;
+        DWORD state = This->contained_tss_states[i].state;
 
-        if (This->changed.material ) {
-            IWineD3DDevice_SetMaterial(pDevice, &This->material);
-        }
+        IWineD3DDevice_SetTextureStageState(device, stage, state, This->state.texture_states[stage][state]);
+    }
 
-        if (This->changed.viewport) {
-            IWineD3DDevice_SetViewport(pDevice, &This->viewport);
-        }
+    /* Sampler states */
+    for (i = 0; i < This->num_contained_sampler_states; ++i)
+    {
+        DWORD stage = This->contained_sampler_states[i].stage;
+        DWORD state = This->contained_sampler_states[i].state;
+        DWORD value = This->state.sampler_states[stage][state];
 
-        if (This->changed.scissorRect) {
-            IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
-        }
+        if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
+        IWineD3DDevice_SetSamplerState(device, stage, state, value);
+    }
 
-        /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
-        for (i=0; i<MAX_STREAMS; i++) {
-            if (This->changed.streamSource[i])
-                IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
+    for (i = 0; i < This->num_contained_transform_states; ++i)
+    {
+        IWineD3DDevice_SetTransform(device, This->contained_transform_states[i],
+                &This->state.transforms[This->contained_transform_states[i]]);
+    }
 
-            if (This->changed.streamFreq[i])
-                IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
-        }
-        for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
-            if (This->changed.textures[j]) {
-                if (j < MAX_FRAGMENT_SAMPLERS) {
-                    IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
-                } else {
-                    IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, This->textures[j]);
-                }
-            }
-        }
+    if (This->changed.primitive_type)
+    {
+        This->device->updateStateBlock->changed.primitive_type = TRUE;
+        This->device->updateStateBlock->state.gl_primitive_type = This->state.gl_primitive_type;
+    }
 
-        for (i = 0; i < GL_LIMITS(clipplanes); i++) {
-            if (This->changed.clipplane[i]) {
-                float clip[4];
+    if (This->changed.indices)
+    {
+        IWineD3DDevice_SetIndexBuffer(device, (IWineD3DBuffer *)This->state.index_buffer, This->state.index_format);
+        IWineD3DDevice_SetBaseVertexIndex(device, This->state.base_vertex_index);
+    }
 
-                clip[0] = This->clipplane[i][0];
-                clip[1] = This->clipplane[i][1];
-                clip[2] = This->clipplane[i][2];
-                clip[3] = This->clipplane[i][3];
-                IWineD3DDevice_SetClipPlane(pDevice, i, clip);
-            }
-        }
+    if (This->changed.vertexDecl && This->state.vertex_declaration)
+    {
+        IWineD3DDevice_SetVertexDeclaration(device, (IWineD3DVertexDeclaration *)This->state.vertex_declaration);
+    }
 
-    } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
-        IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
-        for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
-            IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
-                    This->vertexShaderConstantF + i * 4, 1);
-        }
-        for (i = 0; i < MAX_CONST_I; i++) {
-            IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
-                    This->vertexShaderConstantI + i * 4, 1);
-        }
-        for (i = 0; i < MAX_CONST_B; i++) {
-            IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
-                    This->vertexShaderConstantB + i, 1);
-        }
+    if (This->changed.material)
+    {
+        IWineD3DDevice_SetMaterial(device, &This->state.material);
+    }
 
-        apply_lights(pDevice, This);
+    if (This->changed.viewport)
+    {
+        IWineD3DDevice_SetViewport(device, &This->state.viewport);
+    }
 
-        for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
-            IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
-        }
-        for(j = 0; j < MAX_TEXTURES; j++) {
-            for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
-                IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i],
-                        This->textureState[j][SavedVertexStates_T[i]]);
-            }
-        }
+    if (This->changed.scissorRect)
+    {
+        IWineD3DDevice_SetScissorRect(device, &This->state.scissor_rect);
+    }
 
-        for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
-            for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
-                IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i],
-                                               This->samplerState[j][SavedVertexStates_S[i]]);
-            }
-        }
-        for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
-            for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
-                IWineD3DDevice_SetSamplerState(pDevice,
-                                               WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
-                                               SavedVertexStates_S[i],
-                                               This->samplerState[j][SavedVertexStates_S[i]]);
-            }
-        }
-    } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
-        IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
-        for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
-            IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
-                    This->pixelShaderConstantF + i * 4, 1);
-        }
-        for (i = 0; i < MAX_CONST_I; i++) {
-            IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
-                    This->pixelShaderConstantI + i * 4, 1);
-        }
-        for (i = 0; i < MAX_CONST_B; i++) {
-            IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
-                    This->pixelShaderConstantB + i, 1);
-        }
+    map = This->changed.streamSource;
+    for (i = 0; map; map >>= 1, ++i)
+    {
+        if (map & 1)
+            IWineD3DDevice_SetStreamSource(device, i,
+                    (IWineD3DBuffer *)This->state.streams[i].buffer,
+                    0, This->state.streams[i].stride);
+    }
 
-        for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
-            IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
-        }
-        for(j = 0; j < MAX_TEXTURES; j++) {
-            for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
-                IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i],
-                        This->textureState[j][SavedPixelStates_T[i]]);
-            }
-        }
+    map = This->changed.streamFreq;
+    for (i = 0; map; map >>= 1, ++i)
+    {
+        if (map & 1)
+            IWineD3DDevice_SetStreamSourceFreq(device, i,
+                    This->state.streams[i].frequency | This->state.streams[i].flags);
+    }
 
-        for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
-            for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
-                IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i],
-                                               This->samplerState[j][SavedPixelStates_S[i]]);
-            }
-        }
-        for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
-            for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
-                IWineD3DDevice_SetSamplerState(pDevice,
-                                               WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
-                                               SavedPixelStates_S[i],
-                                               This->samplerState[j][SavedPixelStates_S[i]]);
-            }
-        }
-    } else if(This->blockType == WINED3DSBT_ALL) {
-        IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
-        for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
-            IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
-                    This->vertexShaderConstantF + i * 4, 1);
-        }
-        for (i = 0; i < MAX_CONST_I; i++) {
-            IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
-                    This->vertexShaderConstantI + i * 4, 1);
-        }
-        for (i = 0; i < MAX_CONST_B; i++) {
-            IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
-                    This->vertexShaderConstantB + i, 1);
-        }
+    map = This->changed.textures;
+    for (i = 0; map; map >>= 1, ++i)
+    {
+        DWORD stage;
 
-        IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
-        for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
-            IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
-                    This->pixelShaderConstantF + i * 4, 1);
-        }
-        for (i = 0; i < MAX_CONST_I; i++) {
-            IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
-                    This->pixelShaderConstantI + i * 4, 1);
-        }
-        for (i = 0; i < MAX_CONST_B; i++) {
-            IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
-                    This->pixelShaderConstantB + i, 1);
-        }
+        if (!(map & 1)) continue;
 
-        apply_lights(pDevice, This);
+        stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
+        IWineD3DDevice_SetTexture(device, stage, (IWineD3DBaseTexture *)This->state.textures[i]);
+    }
 
-        for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
-            IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
-        }
-        for(j = 0; j < MAX_TEXTURES; j++) {
-            for(i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
-                IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
-            }
-        }
+    map = This->changed.clipplane;
+    for (i = 0; map; map >>= 1, ++i)
+    {
+        float clip[4];
 
-        /* Skip unused values between TEXTURE8 and WORLD0 ? */
-        for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
-            IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
-        }
-        IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
-        IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
-        IWineD3DDevice_SetFVF(pDevice, This->fvf);
-        IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
-        IWineD3DDevice_SetMaterial(pDevice, &This->material);
-        IWineD3DDevice_SetViewport(pDevice, &This->viewport);
-        IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
-
-        /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
-        for (i=0; i<MAX_STREAMS; i++) {
-            IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
-            IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
-        }
-        for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
-            UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
+        if (!(map & 1)) continue;
 
-            IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
-            for(i = 1; i < WINED3D_HIGHEST_SAMPLER_STATE; i++) {
-                IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
-            }
-        }
-        for (i = 0; i < GL_LIMITS(clipplanes); i++) {
-            float clip[4];
-
-            clip[0] = This->clipplane[i][0];
-            clip[1] = This->clipplane[i][1];
-            clip[2] = This->clipplane[i][2];
-            clip[3] = This->clipplane[i][3];
-            IWineD3DDevice_SetClipPlane(pDevice, i, clip);
-        }
+        clip[0] = This->state.clip_planes[i][0];
+        clip[1] = This->state.clip_planes[i][1];
+        clip[2] = This->state.clip_planes[i][2];
+        clip[3] = This->state.clip_planes[i][3];
+        IWineD3DDevice_SetClipPlane(device, i, clip);
     }
 
-    ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
-    for(j = 0; j < MAX_TEXTURES - 1; j++) {
-        if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
-            ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
+    This->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
+    for (i = 0; i < MAX_TEXTURES - 1; ++i)
+    {
+        if (This->device->stateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
+        {
+            This->device->stateBlock->state.lowest_disabled_stage = i;
             break;
         }
     }
-    TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
+    TRACE("(%p) : Applied state block %p ------------------^\n", This, device);
 
     return WINED3D_OK;
 }
 
-static HRESULT  WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
-    IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
-    IWineD3DDevice         *device = (IWineD3DDevice *)This->wineD3DDevice;
-    IWineD3DDeviceImpl     *ThisDevice = (IWineD3DDeviceImpl *)device;
+void stateblock_init_default_state(IWineD3DStateBlockImpl *stateblock)
+{
+    IWineD3DDeviceImpl *device = stateblock->device;
+    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
+    struct wined3d_state *state = &stateblock->state;
     union {
         WINED3DLINEPATTERN lp;
         DWORD d;
@@ -1038,286 +1089,307 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
         DWORD d;
     } tmpfloat;
     unsigned int i;
+    IWineD3DSwapChain *swapchain;
+    IWineD3DSurface *backbuffer;
+    HRESULT hr;
+
+    TRACE("stateblock %p.\n", stateblock);
 
-    /* Note this may have a large overhead but it should only be executed
-       once, in order to initialize the complete state of the device and
-       all opengl equivalents                                            */
-    TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
-    /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
-    This->blockType = WINED3DSBT_INIT;
+    stateblock->blockType = WINED3DSBT_INIT;
 
     /* Set some of the defaults for lights, transforms etc */
-    memcpy(&This->transforms[WINED3DTS_PROJECTION], &identity, sizeof(identity));
-    memcpy(&This->transforms[WINED3DTS_VIEW], &identity, sizeof(identity));
-    for (i = 0; i < 256; ++i) {
-      memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
+    memcpy(&state->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
+    memcpy(&state->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
+    for (i = 0; i < 256; ++i)
+    {
+        memcpy(&state->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
     }
 
     TRACE("Render states\n");
     /* Render states: */
-    if (ThisDevice->auto_depth_stencil_buffer != NULL) {
-       IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE,       WINED3DZB_TRUE);
-    } else {
-       IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE,       WINED3DZB_FALSE);
-    }
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE,         WINED3DFILL_SOLID);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE,        WINED3DSHADE_GOURAUD);
+    if (device->auto_depth_stencil)
+       state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_TRUE;
+    else
+       state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_FALSE;
+    state->render_states[WINED3DRS_FILLMODE] = WINED3DFILL_SOLID;
+    state->render_states[WINED3DRS_SHADEMODE] = WINED3DSHADE_GOURAUD;
     lp.lp.wRepeatFactor = 0;
-    lp.lp.wLinePattern  = 0;
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN,      lp.d);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE,     TRUE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE,  FALSE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL,        TRUE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND,         WINED3DBLEND_ONE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND,        WINED3DBLEND_ZERO);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE,         WINED3DCULL_CCW);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC,            WINED3DCMP_LESSEQUAL);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC,        WINED3DCMP_ALWAYS);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF,         0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE,     FALSE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE,        FALSE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE,   FALSE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE,         0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR,         0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE,     WINED3DFOG_NONE);
+    lp.lp.wLinePattern = 0;
+    state->render_states[WINED3DRS_LINEPATTERN] = lp.d;
+    state->render_states[WINED3DRS_ZWRITEENABLE] = TRUE;
+    state->render_states[WINED3DRS_ALPHATESTENABLE] = FALSE;
+    state->render_states[WINED3DRS_LASTPIXEL] = TRUE;
+    state->render_states[WINED3DRS_SRCBLEND] = WINED3DBLEND_ONE;
+    state->render_states[WINED3DRS_DESTBLEND] = WINED3DBLEND_ZERO;
+    state->render_states[WINED3DRS_CULLMODE] = WINED3DCULL_CCW;
+    state->render_states[WINED3DRS_ZFUNC] = WINED3DCMP_LESSEQUAL;
+    state->render_states[WINED3DRS_ALPHAFUNC] = WINED3DCMP_ALWAYS;
+    state->render_states[WINED3DRS_ALPHAREF] = 0;
+    state->render_states[WINED3DRS_DITHERENABLE] = FALSE;
+    state->render_states[WINED3DRS_ALPHABLENDENABLE] = FALSE;
+    state->render_states[WINED3DRS_FOGENABLE] = FALSE;
+    state->render_states[WINED3DRS_SPECULARENABLE] = FALSE;
+    state->render_states[WINED3DRS_ZVISIBLE] = 0;
+    state->render_states[WINED3DRS_FOGCOLOR] = 0;
+    state->render_states[WINED3DRS_FOGTABLEMODE] = WINED3DFOG_NONE;
     tmpfloat.f = 0.0f;
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART,         tmpfloat.d);
+    state->render_states[WINED3DRS_FOGSTART] = tmpfloat.d;
     tmpfloat.f = 1.0f;
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND,           tmpfloat.d);
+    state->render_states[WINED3DRS_FOGEND] = tmpfloat.d;
     tmpfloat.f = 1.0f;
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY,       tmpfloat.d);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS,    FALSE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS,            0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE,   FALSE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE,    FALSE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL,      WINED3DSTENCILOP_KEEP);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL,     WINED3DSTENCILOP_KEEP);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS,      WINED3DSTENCILOP_KEEP);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF,       0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK,      0xFFFFFFFF);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC,      WINED3DCMP_ALWAYS);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR,    0xFFFFFFFF);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING,                 TRUE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING,                 TRUE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT,                  0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE,            WINED3DFOG_NONE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX,              TRUE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER,              TRUE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS,         FALSE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE,    WINED3DMCS_COLOR1);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE,   WINED3DMCS_COLOR2);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE,    WINED3DMCS_MATERIAL);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE,   WINED3DMCS_MATERIAL);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND,              WINED3DVBF_DISABLE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE,          0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
+    state->render_states[WINED3DRS_FOGDENSITY] = tmpfloat.d;
+    state->render_states[WINED3DRS_EDGEANTIALIAS] = FALSE;
+    state->render_states[WINED3DRS_ZBIAS] = 0;
+    state->render_states[WINED3DRS_RANGEFOGENABLE] = FALSE;
+    state->render_states[WINED3DRS_STENCILENABLE] = FALSE;
+    state->render_states[WINED3DRS_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
+    state->render_states[WINED3DRS_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
+    state->render_states[WINED3DRS_STENCILPASS] = WINED3DSTENCILOP_KEEP;
+    state->render_states[WINED3DRS_STENCILREF] = 0;
+    state->render_states[WINED3DRS_STENCILMASK] = 0xffffffff;
+    state->render_states[WINED3DRS_STENCILFUNC] = WINED3DCMP_ALWAYS;
+    state->render_states[WINED3DRS_STENCILWRITEMASK] = 0xffffffff;
+    state->render_states[WINED3DRS_TEXTUREFACTOR] = 0xffffffff;
+    state->render_states[WINED3DRS_WRAP0] = 0;
+    state->render_states[WINED3DRS_WRAP1] = 0;
+    state->render_states[WINED3DRS_WRAP2] = 0;
+    state->render_states[WINED3DRS_WRAP3] = 0;
+    state->render_states[WINED3DRS_WRAP4] = 0;
+    state->render_states[WINED3DRS_WRAP5] = 0;
+    state->render_states[WINED3DRS_WRAP6] = 0;
+    state->render_states[WINED3DRS_WRAP7] = 0;
+    state->render_states[WINED3DRS_CLIPPING] = TRUE;
+    state->render_states[WINED3DRS_LIGHTING] = TRUE;
+    state->render_states[WINED3DRS_AMBIENT] = 0;
+    state->render_states[WINED3DRS_FOGVERTEXMODE] = WINED3DFOG_NONE;
+    state->render_states[WINED3DRS_COLORVERTEX] = TRUE;
+    state->render_states[WINED3DRS_LOCALVIEWER] = TRUE;
+    state->render_states[WINED3DRS_NORMALIZENORMALS] = FALSE;
+    state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] = WINED3DMCS_COLOR1;
+    state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] = WINED3DMCS_COLOR2;
+    state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] = WINED3DMCS_MATERIAL;
+    state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] = WINED3DMCS_MATERIAL;
+    state->render_states[WINED3DRS_VERTEXBLEND] = WINED3DVBF_DISABLE;
+    state->render_states[WINED3DRS_CLIPPLANEENABLE] = 0;
+    state->render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING] = FALSE;
     tmpfloat.f = 1.0f;
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE,                tmpfloat.d);
+    state->render_states[WINED3DRS_POINTSIZE] = tmpfloat.d;
     tmpfloat.f = 1.0f;
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN,            tmpfloat.d);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE,        FALSE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE,         FALSE);
+    state->render_states[WINED3DRS_POINTSIZE_MIN] = tmpfloat.d;
+    state->render_states[WINED3DRS_POINTSPRITEENABLE] = FALSE;
+    state->render_states[WINED3DRS_POINTSCALEENABLE] = FALSE;
     tmpfloat.f = 1.0f;
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A,             tmpfloat.d);
+    state->render_states[WINED3DRS_POINTSCALE_A] = tmpfloat.d;
     tmpfloat.f = 0.0f;
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B,             tmpfloat.d);
+    state->render_states[WINED3DRS_POINTSCALE_B] = tmpfloat.d;
     tmpfloat.f = 0.0f;
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C,             tmpfloat.d);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS,     TRUE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK,          0xFFFFFFFF);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE,           WINED3DPATCHEDGE_DISCRETE);
+    state->render_states[WINED3DRS_POINTSCALE_C] = tmpfloat.d;
+    state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS] = TRUE;
+    state->render_states[WINED3DRS_MULTISAMPLEMASK] = 0xffffffff;
+    state->render_states[WINED3DRS_PATCHEDGESTYLE] = WINED3DPATCHEDGE_DISCRETE;
     tmpfloat.f = 1.0f;
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS,            tmpfloat.d);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN,        0xbaadcafe);
-    tmpfloat.f = 64.0f;
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX,            tmpfloat.d);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE,         0x0000000F);
+    state->render_states[WINED3DRS_PATCHSEGMENTS] = tmpfloat.d;
+    state->render_states[WINED3DRS_DEBUGMONITORTOKEN] = 0xbaadcafe;
+    tmpfloat.f = gl_info->limits.pointsize_max;
+    state->render_states[WINED3DRS_POINTSIZE_MAX] = tmpfloat.d;
+    state->render_states[WINED3DRS_INDEXEDVERTEXBLENDENABLE] = FALSE;
+    state->render_states[WINED3DRS_COLORWRITEENABLE] = 0x0000000f;
     tmpfloat.f = 0.0f;
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR,              tmpfloat.d);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP,                  WINED3DBLENDOP_ADD);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE,           WINED3DDEGREE_CUBIC);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE,             WINED3DDEGREE_LINEAR);
+    state->render_states[WINED3DRS_TWEENFACTOR] = tmpfloat.d;
+    state->render_states[WINED3DRS_BLENDOP] = WINED3DBLENDOP_ADD;
+    state->render_states[WINED3DRS_POSITIONDEGREE] = WINED3DDEGREE_CUBIC;
+    state->render_states[WINED3DRS_NORMALDEGREE] = WINED3DDEGREE_LINEAR;
     /* states new in d3d9 */
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE,        FALSE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS,      0);
+    state->render_states[WINED3DRS_SCISSORTESTENABLE] = FALSE;
+    state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS] = 0;
     tmpfloat.f = 1.0f;
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL,     tmpfloat.d);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL,     tmpfloat.d);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE,    FALSE);
+    state->render_states[WINED3DRS_MINTESSELLATIONLEVEL] = tmpfloat.d;
+    state->render_states[WINED3DRS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
+    state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE] = FALSE;
     tmpfloat.f = 0.0f;
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X,           tmpfloat.d);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y,           tmpfloat.d);
+    state->render_states[WINED3DRS_ADAPTIVETESS_X] = tmpfloat.d;
+    state->render_states[WINED3DRS_ADAPTIVETESS_Y] = tmpfloat.d;
     tmpfloat.f = 1.0f;
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z,           tmpfloat.d);
+    state->render_states[WINED3DRS_ADAPTIVETESS_Z] = tmpfloat.d;
     tmpfloat.f = 0.0f;
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W,           tmpfloat.d);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE,      FALSE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL,          WINED3DSTENCILOP_KEEP);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL,         WINED3DSTENCILOP_KEEP);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS,          WINED3DSTENCILOP_KEEP);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC,          WINED3DCMP_ALWAYS);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1,        0x0000000F);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2,        0x0000000F);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3,        0x0000000F);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR,              0xFFFFFFFF);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE,          0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS,                0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8,  0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9,  0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA,            WINED3DBLEND_ONE);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA,           WINED3DBLEND_ZERO);
-    IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA,             WINED3DBLENDOP_ADD);
+    state->render_states[WINED3DRS_ADAPTIVETESS_W] = tmpfloat.d;
+    state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION] = FALSE;
+    state->render_states[WINED3DRS_TWOSIDEDSTENCILMODE] = FALSE;
+    state->render_states[WINED3DRS_CCW_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
+    state->render_states[WINED3DRS_CCW_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
+    state->render_states[WINED3DRS_CCW_STENCILPASS] = WINED3DSTENCILOP_KEEP;
+    state->render_states[WINED3DRS_CCW_STENCILFUNC] = WINED3DCMP_ALWAYS;
+    state->render_states[WINED3DRS_COLORWRITEENABLE1] = 0x0000000f;
+    state->render_states[WINED3DRS_COLORWRITEENABLE2] = 0x0000000f;
+    state->render_states[WINED3DRS_COLORWRITEENABLE3] = 0x0000000f;
+    state->render_states[WINED3DRS_BLENDFACTOR] = 0xFFFFFFFF;
+    state->render_states[WINED3DRS_SRGBWRITEENABLE] = 0;
+    state->render_states[WINED3DRS_DEPTHBIAS] = 0;
+    state->render_states[WINED3DRS_WRAP8] = 0;
+    state->render_states[WINED3DRS_WRAP9] = 0;
+    state->render_states[WINED3DRS_WRAP10] = 0;
+    state->render_states[WINED3DRS_WRAP11] = 0;
+    state->render_states[WINED3DRS_WRAP12] = 0;
+    state->render_states[WINED3DRS_WRAP13] = 0;
+    state->render_states[WINED3DRS_WRAP14] = 0;
+    state->render_states[WINED3DRS_WRAP15] = 0;
+    state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE] = FALSE;
+    state->render_states[WINED3DRS_SRCBLENDALPHA] = WINED3DBLEND_ONE;
+    state->render_states[WINED3DRS_DESTBLENDALPHA] = WINED3DBLEND_ZERO;
+    state->render_states[WINED3DRS_BLENDOPALPHA] = WINED3DBLENDOP_ADD;
 
     /* clipping status */
-    This->clip_status.ClipUnion = 0;
-    This->clip_status.ClipIntersection = 0xFFFFFFFF;
+    state->clip_status.ClipUnion = 0;
+    state->clip_status.ClipIntersection = 0xFFFFFFFF;
 
     /* Texture Stage States - Put directly into state block, we will call function below */
-    for (i = 0; i < MAX_TEXTURES; i++) {
-        TRACE("Setting up default texture states for texture Stage %d\n", i);
-        memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], &identity, sizeof(identity));
-        This->textureState[i][WINED3DTSS_COLOROP               ] = (i==0)? WINED3DTOP_MODULATE :  WINED3DTOP_DISABLE;
-        This->textureState[i][WINED3DTSS_COLORARG1             ] = WINED3DTA_TEXTURE;
-        This->textureState[i][WINED3DTSS_COLORARG2             ] = WINED3DTA_CURRENT;
-        This->textureState[i][WINED3DTSS_ALPHAOP               ] = (i==0)? WINED3DTOP_SELECTARG1 :  WINED3DTOP_DISABLE;
-        This->textureState[i][WINED3DTSS_ALPHAARG1             ] = WINED3DTA_TEXTURE;
-        This->textureState[i][WINED3DTSS_ALPHAARG2             ] = WINED3DTA_CURRENT;
-        This->textureState[i][WINED3DTSS_BUMPENVMAT00          ] = (DWORD) 0.0;
-        This->textureState[i][WINED3DTSS_BUMPENVMAT01          ] = (DWORD) 0.0;
-        This->textureState[i][WINED3DTSS_BUMPENVMAT10          ] = (DWORD) 0.0;
-        This->textureState[i][WINED3DTSS_BUMPENVMAT11          ] = (DWORD) 0.0;
-        This->textureState[i][WINED3DTSS_TEXCOORDINDEX         ] = i;
-        This->textureState[i][WINED3DTSS_BUMPENVLSCALE         ] = (DWORD) 0.0;
-        This->textureState[i][WINED3DTSS_BUMPENVLOFFSET        ] = (DWORD) 0.0;
-        This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
-        This->textureState[i][WINED3DTSS_ADDRESSW              ] = WINED3DTADDRESS_WRAP;
-        This->textureState[i][WINED3DTSS_COLORARG0             ] = WINED3DTA_CURRENT;
-        This->textureState[i][WINED3DTSS_ALPHAARG0             ] = WINED3DTA_CURRENT;
-        This->textureState[i][WINED3DTSS_RESULTARG             ] = WINED3DTA_CURRENT;
-    }
-    This->lowest_disabled_stage = 1;
+    for (i = 0; i < MAX_TEXTURES; ++i)
+    {
+        TRACE("Setting up default texture states for texture Stage %u.\n", i);
+        memcpy(&state->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
+        state->texture_states[i][WINED3DTSS_COLOROP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_MODULATE;
+        state->texture_states[i][WINED3DTSS_COLORARG1] = WINED3DTA_TEXTURE;
+        state->texture_states[i][WINED3DTSS_COLORARG2] = WINED3DTA_CURRENT;
+        state->texture_states[i][WINED3DTSS_ALPHAOP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_SELECTARG1;
+        state->texture_states[i][WINED3DTSS_ALPHAARG1] = WINED3DTA_TEXTURE;
+        state->texture_states[i][WINED3DTSS_ALPHAARG2] = WINED3DTA_CURRENT;
+        state->texture_states[i][WINED3DTSS_BUMPENVMAT00] = 0;
+        state->texture_states[i][WINED3DTSS_BUMPENVMAT01] = 0;
+        state->texture_states[i][WINED3DTSS_BUMPENVMAT10] = 0;
+        state->texture_states[i][WINED3DTSS_BUMPENVMAT11] = 0;
+        state->texture_states[i][WINED3DTSS_TEXCOORDINDEX] = i;
+        state->texture_states[i][WINED3DTSS_BUMPENVLSCALE] = 0;
+        state->texture_states[i][WINED3DTSS_BUMPENVLOFFSET] = 0;
+        state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS] = WINED3DTTFF_DISABLE;
+        state->texture_states[i][WINED3DTSS_COLORARG0] = WINED3DTA_CURRENT;
+        state->texture_states[i][WINED3DTSS_ALPHAARG0] = WINED3DTA_CURRENT;
+        state->texture_states[i][WINED3DTSS_RESULTARG] = WINED3DTA_CURRENT;
+    }
+    state->lowest_disabled_stage = 1;
 
         /* Sampler states*/
-    for (i = 0 ; i <  MAX_COMBINED_SAMPLERS; i++) {
-        TRACE("Setting up default samplers states for sampler %d\n", i);
-        This->samplerState[i][WINED3DSAMP_ADDRESSU         ] = WINED3DTADDRESS_WRAP;
-        This->samplerState[i][WINED3DSAMP_ADDRESSV         ] = WINED3DTADDRESS_WRAP;
-        This->samplerState[i][WINED3DSAMP_ADDRESSW         ] = WINED3DTADDRESS_WRAP;
-        This->samplerState[i][WINED3DSAMP_BORDERCOLOR      ] = 0x00;
-        This->samplerState[i][WINED3DSAMP_MAGFILTER        ] = WINED3DTEXF_POINT;
-        This->samplerState[i][WINED3DSAMP_MINFILTER        ] = WINED3DTEXF_POINT;
-        This->samplerState[i][WINED3DSAMP_MIPFILTER        ] = WINED3DTEXF_NONE;
-        This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS    ] = 0;
-        This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL      ] = 0;
-        This->samplerState[i][WINED3DSAMP_MAXANISOTROPY    ] = 1;
-        This->samplerState[i][WINED3DSAMP_SRGBTEXTURE      ] = 0;
-        This->samplerState[i][WINED3DSAMP_ELEMENTINDEX     ] = 0; /* TODO: Indicates which element of a  multielement texture to use */
-        This->samplerState[i][WINED3DSAMP_DMAPOFFSET       ] = 0; /* TODO: Vertex offset in the presampled displacement map */
-    }
-
-    /* Under DirectX you can have texture stage operations even if no texture is
-       bound, whereas opengl will only do texture operations when a valid texture is
-       bound. We emulate this by creating dummy textures and binding them to each
-       texture stage, but disable all stages by default. Hence if a stage is enabled
-       then the default texture will kick in until replaced by a SetTexture call     */
-    ENTER_GL();
-
-    if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
-        /* The dummy texture does not have client storage backing */
-        glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
-        checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
-    }
-    for (i = 0; i < GL_LIMITS(textures); i++) {
-        GLubyte white = 255;
-
-        /* Note this avoids calling settexture, so pretend it has been called */
-        This->changed.textures[i] = TRUE;
-        This->textures[i]         = NULL;
-
-        /* Make appropriate texture active */
-        if (GL_SUPPORT(ARB_MULTITEXTURE)) {
-            GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
-            checkGLcall("glActiveTextureARB");
-        } else if (i > 0) {
-            FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
-        }
+    for (i = 0 ; i <  MAX_COMBINED_SAMPLERS; ++i)
+    {
+        TRACE("Setting up default samplers states for sampler %u.\n", i);
+        state->sampler_states[i][WINED3DSAMP_ADDRESSU] = WINED3DTADDRESS_WRAP;
+        state->sampler_states[i][WINED3DSAMP_ADDRESSV] = WINED3DTADDRESS_WRAP;
+        state->sampler_states[i][WINED3DSAMP_ADDRESSW] = WINED3DTADDRESS_WRAP;
+        state->sampler_states[i][WINED3DSAMP_BORDERCOLOR] = 0;
+        state->sampler_states[i][WINED3DSAMP_MAGFILTER] = WINED3DTEXF_POINT;
+        state->sampler_states[i][WINED3DSAMP_MINFILTER] = WINED3DTEXF_POINT;
+        state->sampler_states[i][WINED3DSAMP_MIPFILTER] = WINED3DTEXF_NONE;
+        state->sampler_states[i][WINED3DSAMP_MIPMAPLODBIAS] = 0;
+        state->sampler_states[i][WINED3DSAMP_MAXMIPLEVEL] = 0;
+        state->sampler_states[i][WINED3DSAMP_MAXANISOTROPY] = 1;
+        state->sampler_states[i][WINED3DSAMP_SRGBTEXTURE] = 0;
+        /* TODO: Indicates which element of a multielement texture to use. */
+        state->sampler_states[i][WINED3DSAMP_ELEMENTINDEX] = 0;
+        /* TODO: Vertex offset in the presampled displacement map. */
+        state->sampler_states[i][WINED3DSAMP_DMAPOFFSET] = 0;
+    }
 
-        /* Generate an opengl texture name */
-        glGenTextures(1, &ThisDevice->dummyTextureName[i]);
-        checkGLcall("glGenTextures");
-        TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
+    for (i = 0; i < gl_info->limits.textures; ++i)
+    {
+        state->textures[i] = NULL;
+    }
 
-        /* Generate a dummy 2d texture (not using 1d because they cause many
-         * DRI drivers fall back to sw) */
-        This->textureDimensions[i] = GL_TEXTURE_2D;
-        glBindTexture(GL_TEXTURE_2D, ThisDevice->dummyTextureName[i]);
-        checkGLcall("glBindTexture");
+    /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
+    hr = IWineD3DDevice_GetSwapChain((IWineD3DDevice *)device, 0, &swapchain);
+    if (SUCCEEDED(hr) && swapchain)
+    {
+        hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
+        if (SUCCEEDED(hr) && backbuffer)
+        {
+            WINED3DSURFACE_DESC desc;
 
-        glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
-        checkGLcall("glTexImage2D");
-    }
-    if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
-        /* Reenable because if supported it is enabled by default */
-        glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
-        checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
-    }
+            IWineD3DSurface_GetDesc(backbuffer, &desc);
+            IWineD3DSurface_Release(backbuffer);
 
-    LEAVE_GL();
+            /* Set the default scissor rect values */
+            state->scissor_rect.left = 0;
+            state->scissor_rect.right = desc.width;
+            state->scissor_rect.top = 0;
+            state->scissor_rect.bottom = desc.height;
+        }
 
+        /* Set the default viewport */
+        state->viewport.X = 0;
+        state->viewport.Y = 0;
+        state->viewport.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
+        state->viewport.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
+        state->viewport.MinZ = 0.0f;
+        state->viewport.MaxZ = 1.0f;
 
-    /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
-    for (i = 0; i < MAX_PALETTES; ++i) {
-      int j;
-      for (j = 0; j < 256; ++j) {
-        This->wineD3DDevice->palettes[i][j].peRed   = 0xFF;
-        This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
-        This->wineD3DDevice->palettes[i][j].peBlue  = 0xFF;
-        This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
-      }
+        IWineD3DSwapChain_Release(swapchain);
     }
-    This->wineD3DDevice->currentPalette = 0;
-
-    /* Set default GLSL program to NULL.  We won't actually create one
-     * until the app sets a vertex or pixel shader */
-    This->glsl_program = NULL;
 
-    TRACE("-----------------------> Device defaults now set up...\n");
-    return WINED3D_OK;
+    TRACE("Done.\n");
 }
 
 /**********************************************************
  * IWineD3DStateBlock VTbl follows
  **********************************************************/
 
-const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
+static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
 {
     /* IUnknown */
     IWineD3DStateBlockImpl_QueryInterface,
     IWineD3DStateBlockImpl_AddRef,
     IWineD3DStateBlockImpl_Release,
     /* IWineD3DStateBlock */
-    IWineD3DStateBlockImpl_GetParent,
-    IWineD3DStateBlockImpl_GetDevice,
     IWineD3DStateBlockImpl_Capture,
     IWineD3DStateBlockImpl_Apply,
-    IWineD3DStateBlockImpl_InitStartupStateBlock
 };
+
+HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
+{
+    unsigned int i;
+    HRESULT hr;
+
+    stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
+    stateblock->ref = 1;
+    stateblock->device = device;
+    stateblock->blockType = type;
+
+    for (i = 0; i < LIGHTMAP_SIZE; i++)
+    {
+        list_init(&stateblock->state.light_map[i]);
+    }
+
+    hr = stateblock_allocate_shader_constants(stateblock);
+    if (FAILED(hr)) return hr;
+
+    /* The WINED3DSBT_INIT stateblock type is used during initialization to
+     * produce a placeholder stateblock so other functions called can update a
+     * state block. */
+    if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
+
+    TRACE("Updating changed flags appropriate for type %#x.\n", type);
+
+    switch (type)
+    {
+        case WINED3DSBT_ALL:
+            stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
+            stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
+                                           device->d3d_pshader_constantF);
+            break;
+
+        case WINED3DSBT_PIXELSTATE:
+            stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
+            break;
+
+        case WINED3DSBT_VERTEXSTATE:
+            stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
+            stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
+            break;
+
+        default:
+            FIXME("Unrecognized state block type %#x.\n", type);
+            break;
+    }
+
+    stateblock_init_contained_states(stateblock);
+    IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock);
+
+    return WINED3D_OK;
+}