wined3d: Get rid of the WINED3DSHADEMODE typedef.
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49d811d872
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@ -155,19 +155,19 @@ static void state_shademode(struct wined3d_context *context, const struct wined3
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{
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switch (state->render_states[WINED3D_RS_SHADEMODE])
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{
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case WINED3DSHADE_FLAT:
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case WINED3D_SHADE_FLAT:
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glShadeModel(GL_FLAT);
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checkGLcall("glShadeModel(GL_FLAT)");
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break;
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case WINED3DSHADE_GOURAUD:
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case WINED3D_SHADE_GOURAUD:
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glShadeModel(GL_SMOOTH);
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checkGLcall("glShadeModel(GL_SMOOTH)");
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break;
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case WINED3DSHADE_PHONG:
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FIXME("WINED3DSHADE_PHONG isn't supported\n");
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case WINED3D_SHADE_PHONG:
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FIXME("WINED3D_SHADE_PHONG isn't supported.\n");
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break;
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default:
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FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %#x.\n",
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FIXME("Unrecognized shade mode %#x.\n",
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state->render_states[WINED3D_RS_SHADEMODE]);
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}
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}
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@ -1124,7 +1124,7 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
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else
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state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_FALSE;
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state->render_states[WINED3D_RS_FILLMODE] = WINED3DFILL_SOLID;
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state->render_states[WINED3D_RS_SHADEMODE] = WINED3DSHADE_GOURAUD;
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state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
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lp.lp.repeat_factor = 0;
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lp.lp.line_pattern = 0;
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state->render_states[WINED3D_RS_LINEPATTERN] = lp.d;
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@ -448,13 +448,12 @@ enum wined3d_fog_mode
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WINED3D_FOG_LINEAR = 3,
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};
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typedef enum _WINED3DSHADEMODE
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enum wined3d_shade_mode
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{
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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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WINED3D_SHADE_FLAT = 1,
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WINED3D_SHADE_GOURAUD = 2,
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WINED3D_SHADE_PHONG = 3,
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};
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typedef enum _WINED3DFILLMODE
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{
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