wined3d: Add D3DSHADEMODE to the WINED3D namespace.
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@ -3511,20 +3511,20 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
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break;
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case WINED3DRS_SHADEMODE :
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switch ((D3DSHADEMODE) Value) {
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case D3DSHADE_FLAT:
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switch ((WINED3DSHADEMODE) Value) {
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case WINED3DSHADE_FLAT:
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glShadeModel(GL_FLAT);
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checkGLcall("glShadeModel");
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break;
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case D3DSHADE_GOURAUD:
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case WINED3DSHADE_GOURAUD:
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glShadeModel(GL_SMOOTH);
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checkGLcall("glShadeModel");
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break;
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case D3DSHADE_PHONG:
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FIXME("D3DSHADE_PHONG isn't supported\n");
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case WINED3DSHADE_PHONG:
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FIXME("WINED3DSHADE_PHONG isn't supported\n");
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break;
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default:
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FIXME("Unrecognized/Unhandled D3DSHADEMODE value %d\n", Value);
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FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", Value);
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}
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break;
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@ -844,7 +844,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
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IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
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}
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IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, D3DFILL_SOLID);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
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lp.lp.wRepeatFactor = 0;
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lp.lp.wLinePattern = 0;
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IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
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@ -497,6 +497,14 @@ typedef enum _WINED3DFOGMODE {
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WINED3DFOG_FORCE_DWORD = 0x7fffffff
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} WINED3DFOGMODE;
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typedef enum _WINED3DSHADEMODE {
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WINED3DSHADE_FLAT = 1,
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WINED3DSHADE_GOURAUD = 2,
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WINED3DSHADE_PHONG = 3,
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WINED3DSHADE_FORCE_DWORD = 0x7fffffff
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} WINED3DSHADEMODE;
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typedef struct _WINED3DDISPLAYMODE {
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UINT Width;
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UINT Height;
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