wined3d: Move WINED3DRS_LOCALVIEWER to the state table.
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@ -3403,17 +3403,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
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case WINED3DRS_COLORWRITEENABLE1 :
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case WINED3DRS_COLORWRITEENABLE2 :
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case WINED3DRS_COLORWRITEENABLE3 :
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case WINED3DRS_LOCALVIEWER :
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StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
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break;
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case WINED3DRS_LOCALVIEWER :
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{
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GLint state = (Value) ? 1 : 0;
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TRACE("Local Viewer Enable to %ul\n", (BOOL) Value);
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, state);
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}
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break;
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case WINED3DRS_LASTPIXEL :
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{
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if (Value) {
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@ -1026,6 +1026,16 @@ static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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}
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}
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static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
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checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
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} else {
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
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checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
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}
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}
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const struct StateEntry StateTable[] =
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{
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/* State name representative, apply function */
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@ -1173,7 +1183,7 @@ const struct StateEntry StateTable[] =
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{ /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
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{ /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
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{ /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
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{ /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_unknown },
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{ /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer },
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{ /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize },
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{ /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_unknown },
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{ /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat },
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