ddraw: Avoid LPD3DSTATE.
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@ -205,8 +205,9 @@ HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer,
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DWORD i;
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TRACE("STATELIGHT (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DSTATE ci = (LPD3DSTATE) instr;
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for (i = 0; i < count; ++i)
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{
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D3DSTATE *ci = (D3DSTATE *)instr;
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TRACE("(%08x,%08x)\n", ci->u1.dlstLightStateType, ci->u2.dwArg[0]);
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@ -272,8 +273,9 @@ HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer,
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IDirect3DDevice2 *d3d_device2 = &device->IDirect3DDevice2_iface;
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TRACE("STATERENDER (%d)\n", count);
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for (i = 0; i < count; i++) {
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LPD3DSTATE ci = (LPD3DSTATE) instr;
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for (i = 0; i < count; ++i)
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{
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D3DSTATE *ci = (D3DSTATE *)instr;
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IDirect3DDevice2_SetRenderState(d3d_device2, ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
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