* This PR kicks off work on decompiling the D3D Retained Mode (D3DRM)
rendering part of the codebase.
* High level overview:
* There is a base IMxDirect3DRMObject class which all of the D3DRM
rendering objects inherit from. Its only virtual method is one to get
the underlying object handle.
* A hierarchy of abstract classes inherits from this base class, which
I've called "IMxDirect3DRM<class>". These classes only have pure
virtual methods on them and don't contain any data.
* Each one of the abstract classes has exactly one concrete
implementation, which I've called "MxDirect3DRM<class>". These classes
have exactly one piece of data, which is a pointer to the underlying
D3D Retained Mode object.
* If the classes need to store additional data, they store it in a
userdata blob which is attached to the D3DRM object rather than the
additional data being stored in the class itself.
* I've worked out about twice this many classes related to D3DRM
rendering so far but the PR was getting large enough as is, so I'm
cutting it here for now.
* I decomped sufficiently many methods of these classe to convince
myself that the above observations are correct. About 60% of the
decomped methods here are perfect matches, including at least one
non-trivial method per class.