Beginnings of Stencil support.
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07d5c1a32e
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@ -474,6 +474,21 @@ int OPERANDx_ALPHA_EXT(DWORD arg) {
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return GL_OPERAND0_ALPHA_EXT;
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}
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}
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GLenum StencilOp(DWORD op) {
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switch(op) {
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case D3DSTENCILOP_KEEP : return GL_KEEP;
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case D3DSTENCILOP_ZERO : return GL_ZERO;
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case D3DSTENCILOP_REPLACE : return GL_REPLACE;
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case D3DSTENCILOP_INCRSAT : return GL_INCR;
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case D3DSTENCILOP_DECRSAT : return GL_DECR;
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case D3DSTENCILOP_INVERT : return GL_INVERT;
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case D3DSTENCILOP_INCR : return GL_INCR; /* Fixme - needs to support wrap */
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case D3DSTENCILOP_DECR : return GL_DECR; /* Fixme - needs to support wrap */
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default:
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FIXME("Invalid stencil op %ld\n", op);
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return GL_ALWAYS;
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}
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}
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/* IDirect3D IUnknown parts follow: */
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HRESULT WINAPI IDirect3DDevice8Impl_QueryInterface(LPDIRECT3DDEVICE8 iface,REFIID riid,LPVOID *ppobj)
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@ -1782,8 +1797,18 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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/* Note the texture color applies to all textures whereas
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GL_TEXTURE_ENV_COLOR applies to active only */
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float col[4];
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col[0] = ((Value >> 16) & 0xFF) / 255.0;
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col[1] = ((Value >> 8 ) & 0xFF) / 255.0;
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col[2] = ((Value >> 0 ) & 0xFF) / 255.0;
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col[3] = ((Value >> 24 ) & 0xFF) / 255.0;
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/* Set the default alpha blend color */
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glBlendColor(col[0], col[1], col[2], col[3]);
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checkGLcall("glBlendColor");
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/* And now the default texture color as well */
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for (i=0; i<8; i++) {
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float col[4];
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if (This->StateBlock.textures[i]) {
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glActiveTextureARB(GL_TEXTURE0_ARB + i);
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@ -1791,10 +1816,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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/* Note the D3DRS value applies to all textures, but GL has one
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per texture, so apply it now ready to be used! */
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col[0] = ((Value >> 16) & 0xFF) / 255.0;
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col[1] = ((Value >> 8 ) & 0xFF) / 255.0;
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col[2] = ((Value >> 0 ) & 0xFF) / 255.0;
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col[3] = ((Value >> 24 ) & 0xFF) / 255.0;
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
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checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
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}
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@ -1814,6 +1835,138 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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}
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break;
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case D3DRS_STENCILENABLE :
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if (Value) {
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glEnable(GL_STENCIL_TEST);
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checkGLcall("glEnable GL_STENCIL_TEST");
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} else {
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glDisable(GL_STENCIL_TEST);
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checkGLcall("glDisable GL_STENCIL_TEST");
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}
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break;
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case D3DRS_STENCILFUNC :
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{
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int glParm = GL_ALWAYS;
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int ref = 0;
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GLuint mask = 0xFFFFFFFF;
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glGetIntegerv(GL_STENCIL_REF, &ref);
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checkGLcall("glGetFloatv(GL_STENCIL_REF, &ref);");
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glGetIntegerv(GL_STENCIL_VALUE_MASK, &mask);
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checkGLcall("glGetFloatv(GL_STENCIL_VALUE_MASK, &glParm);");
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switch ((D3DCMPFUNC) Value) {
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case D3DCMP_NEVER: glParm=GL_NEVER; break;
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case D3DCMP_LESS: glParm=GL_LESS; break;
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case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
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case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
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case D3DCMP_GREATER: glParm=GL_GREATER; break;
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case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
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case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
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case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
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default:
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FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
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}
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TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
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glStencilFunc(glParm, ref, mask);
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checkGLcall("glStencilFunc");
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}
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break;
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case D3DRS_STENCILREF :
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{
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int glParm = GL_ALWAYS;
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int ref = 0;
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GLuint mask = 0xFFFFFFFF;
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glGetIntegerv(GL_STENCIL_FUNC, &glParm);
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checkGLcall("glGetFloatv(GL_STENCIL_FUNC, &glParm);");
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glGetIntegerv(GL_STENCIL_VALUE_MASK, &mask);
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checkGLcall("glGetFloatv(GL_STENCIL_VALUE_MASK, &glParm);");
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ref = Value;
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TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
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glStencilFunc(glParm, ref, mask);
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checkGLcall("glStencilFunc");
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}
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break;
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case D3DRS_STENCILMASK :
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{
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int glParm = GL_ALWAYS;
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int ref = 0.0;
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GLuint mask = Value;
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glGetIntegerv(GL_STENCIL_REF, &ref);
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checkGLcall("glGetFloatv(GL_STENCIL_REF, &ref);");
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glGetIntegerv(GL_STENCIL_FUNC, &glParm);
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checkGLcall("glGetFloatv(GL_STENCIL_FUNC, &glParm);");
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TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
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glStencilFunc(glParm, ref, mask);
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checkGLcall("glStencilFunc");
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}
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break;
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case D3DRS_STENCILFAIL :
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{
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GLenum fail ;
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GLenum zpass ;
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GLenum zfail ;
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fail = StencilOp(Value);
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glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
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checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
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glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
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checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
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TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
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glStencilOp(fail, zfail, zpass);
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checkGLcall("glStencilOp(fail, zfail, zpass);");
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}
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break;
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case D3DRS_STENCILZFAIL :
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{
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GLenum fail ;
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GLenum zpass ;
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GLenum zfail ;
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glGetIntegerv(GL_STENCIL_FAIL, &fail);
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checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
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glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
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checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
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zfail = StencilOp(Value);
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TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
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glStencilOp(fail, zfail, zpass);
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checkGLcall("glStencilOp(fail, zfail, zpass);");
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}
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break;
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case D3DRS_STENCILPASS :
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{
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GLenum fail ;
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GLenum zpass ;
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GLenum zfail ;
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glGetIntegerv(GL_STENCIL_FAIL, &fail);
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checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
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zpass = StencilOp(Value);
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glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
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checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
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TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
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glStencilOp(fail, zfail, zpass);
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checkGLcall("glStencilOp(fail, zfail, zpass);");
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}
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break;
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case D3DRS_STENCILWRITEMASK :
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{
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glStencilMask(Value);
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checkGLcall("glStencilMask");
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}
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break;
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/* Unhandled yet...! */
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case D3DRS_LINEPATTERN :
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@ -1828,14 +1981,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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case D3DRS_EDGEANTIALIAS :
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case D3DRS_ZBIAS :
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case D3DRS_RANGEFOGENABLE :
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case D3DRS_STENCILENABLE :
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case D3DRS_STENCILFAIL :
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case D3DRS_STENCILZFAIL :
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case D3DRS_STENCILPASS :
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case D3DRS_STENCILFUNC :
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case D3DRS_STENCILREF :
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case D3DRS_STENCILMASK :
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case D3DRS_STENCILWRITEMASK :
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case D3DRS_WRAP0 :
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case D3DRS_WRAP1 :
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case D3DRS_WRAP2 :
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