[AD] d3d cache blender state optimisation

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Regarding the bug reported here:
http://www.allegro.cc/forums/thread/605937/898164#target

The problem is that the primitives addon calls
    IDirect3DDevice9_SetRenderState(device, D3DRS_BLENDOP, d3d_op);
without invalidating the cached value in the ALLEGRO_DISPLAY_D3D.
Similarly for other parameters.

Is the optimisation actually worthwhile?  If we fix the primitives
addon, might user code want to do a similar thing?

Peter




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