FWIW, I think the right way to fix this would be to use a handle table
like for shaders.
On Mon, Feb 23, 2009 at 1:58 AM, Henri Verbeet wrote:
> 2009/2/23 Austin English :
>> +STDMETHOD(ApplyStateBlock)(THIS_ DWORD_PTR Token) PURE;
>> +STDMETHOD(CaptureStateBlock)(THIS_ DWORD_PTR Token) PURE;
>> +STDMETHOD(DeleteStateBlock)(THIS_ DWORD_PTR Token) PURE;
>> +STDMETHOD
2009/2/23 Austin English :
> +STDMETHOD(ApplyStateBlock)(THIS_ DWORD_PTR Token) PURE;
> +STDMETHOD(CaptureStateBlock)(THIS_ DWORD_PTR Token) PURE;
> +STDMETHOD(DeleteStateBlock)(THIS_ DWORD_PTR Token) PURE;
> +STDMETHOD(CreateStateBlock)(THIS_ D3DSTATEBLOCKTYPE Type,DWORD_PTR *