wined3d: Get rid of the WINED3DFOGMODE typedef.
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@ -6411,7 +6411,7 @@ static void state_arbfp_fog(struct wined3d_context *context, const struct wined3
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if (!state->render_states[WINED3D_RS_FOGENABLE])
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return;
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if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3DFOG_NONE)
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if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
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{
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if (use_vs(state))
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{
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@ -6419,7 +6419,7 @@ static void state_arbfp_fog(struct wined3d_context *context, const struct wined3
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}
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else
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{
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if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
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if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
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new_source = FOGSOURCE_COORD;
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else
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new_source = FOGSOURCE_FFP;
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@ -144,9 +144,9 @@ static void drawStridedSlow(const struct wined3d_device *device, const struct wi
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/* special case where the fog density is stored in the specular alpha channel */
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if (state->render_states[WINED3D_RS_FOGENABLE]
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&& (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3DFOG_NONE
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&& (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
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|| si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
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&& state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3DFOG_NONE)
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&& state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
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{
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if (gl_info->supported[EXT_FOG_COORD])
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{
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@ -1710,7 +1710,7 @@ void find_vs_compile_args(const struct wined3d_state *state,
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const struct wined3d_shader *shader, struct vs_compile_args *args)
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{
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args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
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== WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
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== WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
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args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
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&& state->render_states[WINED3D_RS_CLIPPLANEENABLE];
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args->swizzle_map = shader->device->strided_streams.swizzle_map;
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@ -1980,7 +1980,7 @@ void find_ps_compile_args(const struct wined3d_state *state,
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{
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switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
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{
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case WINED3DFOG_NONE:
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case WINED3D_FOG_NONE:
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if (device->strided_streams.position_transformed || use_vs(state))
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{
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args->fog = FOG_LINEAR;
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@ -1989,16 +1989,16 @@ void find_ps_compile_args(const struct wined3d_state *state,
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switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
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{
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case WINED3DFOG_NONE: /* Fall through. */
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case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
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case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
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case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
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case WINED3D_FOG_NONE: /* Fall through. */
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case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
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case WINED3D_FOG_EXP: args->fog = FOG_EXP; break;
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case WINED3D_FOG_EXP2: args->fog = FOG_EXP2; break;
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}
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break;
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case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
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case WINED3DFOG_EXP: args->fog = FOG_EXP; break;
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case WINED3DFOG_EXP2: args->fog = FOG_EXP2; break;
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case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
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case WINED3D_FOG_EXP: args->fog = FOG_EXP; break;
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case WINED3D_FOG_EXP2: args->fog = FOG_EXP2; break;
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}
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}
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else
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@ -931,7 +931,7 @@ static void state_fog_vertexpart(struct wined3d_context *context, const struct w
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return;
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/* Table fog on: Never use fog coords, and use per-fragment fog */
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if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3DFOG_NONE)
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if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
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{
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glHint(GL_FOG_HINT, GL_NICEST);
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if(context->fog_coord) {
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@ -952,7 +952,7 @@ static void state_fog_vertexpart(struct wined3d_context *context, const struct w
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/* Otherwise use per-vertex fog in any case */
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glHint(GL_FOG_HINT, GL_FASTEST);
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if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
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if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
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{
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/* No fog at all, or transformed vertices: Use fog coord */
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if(!context->fog_coord) {
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@ -1099,7 +1099,7 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
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/* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
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* the system will apply only pixel(=table) fog effects."
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*/
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if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3DFOG_NONE)
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if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
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{
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if (use_vs(state))
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{
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@ -1112,8 +1112,9 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
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switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
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{
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/* If processed vertices are used, fall through to the NONE case */
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case WINED3DFOG_EXP:
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if(!context->last_was_rhw) {
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case WINED3D_FOG_EXP:
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if (!context->last_was_rhw)
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{
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glFogi(GL_FOG_MODE, GL_EXP);
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checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
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new_source = FOGSOURCE_FFP;
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@ -1121,8 +1122,9 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
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}
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/* drop through */
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case WINED3DFOG_EXP2:
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if(!context->last_was_rhw) {
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case WINED3D_FOG_EXP2:
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if (!context->last_was_rhw)
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{
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glFogi(GL_FOG_MODE, GL_EXP2);
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checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
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new_source = FOGSOURCE_FFP;
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@ -1130,8 +1132,9 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
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}
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/* drop through */
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case WINED3DFOG_LINEAR:
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if(!context->last_was_rhw) {
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case WINED3D_FOG_LINEAR:
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if (!context->last_was_rhw)
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{
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glFogi(GL_FOG_MODE, GL_LINEAR);
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checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
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new_source = FOGSOURCE_FFP;
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@ -1139,7 +1142,7 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
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}
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/* drop through */
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case WINED3DFOG_NONE:
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case WINED3D_FOG_NONE:
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/* Both are none? According to msdn the alpha channel of the specular
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* color contains a fog factor. Set it in drawStridedSlow.
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* Same happens with Vertexfog on transformed vertices
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@ -1160,22 +1163,22 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
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switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
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{
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case WINED3DFOG_EXP:
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case WINED3D_FOG_EXP:
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glFogi(GL_FOG_MODE, GL_EXP);
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checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
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break;
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case WINED3DFOG_EXP2:
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case WINED3D_FOG_EXP2:
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glFogi(GL_FOG_MODE, GL_EXP2);
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checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
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break;
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case WINED3DFOG_LINEAR:
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case WINED3D_FOG_LINEAR:
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glFogi(GL_FOG_MODE, GL_LINEAR);
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checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
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break;
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case WINED3DFOG_NONE: /* Won't happen */
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case WINED3D_FOG_NONE: /* Won't happen */
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default:
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FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
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state->render_states[WINED3D_RS_FOGTABLEMODE]);
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@ -1143,7 +1143,7 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
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state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
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state->render_states[WINED3D_RS_ZVISIBLE] = 0;
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state->render_states[WINED3D_RS_FOGCOLOR] = 0;
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state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3DFOG_NONE;
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state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
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tmpfloat.f = 0.0f;
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state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
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tmpfloat.f = 1.0f;
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@ -1172,7 +1172,7 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
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state->render_states[WINED3D_RS_CLIPPING] = TRUE;
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state->render_states[WINED3D_RS_LIGHTING] = TRUE;
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state->render_states[WINED3D_RS_AMBIENT] = 0;
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state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3DFOG_NONE;
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state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
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state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
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state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
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state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
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@ -3070,7 +3070,7 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
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{
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settings->fog = FOG_OFF;
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}
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else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3DFOG_NONE)
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else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
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{
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if (use_vs(state) || state->vertex_declaration->position_transformed)
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{
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@ -3080,14 +3080,14 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
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{
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switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
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{
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case WINED3DFOG_NONE:
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case WINED3DFOG_LINEAR:
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case WINED3D_FOG_NONE:
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case WINED3D_FOG_LINEAR:
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settings->fog = FOG_LINEAR;
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break;
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case WINED3DFOG_EXP:
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case WINED3D_FOG_EXP:
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settings->fog = FOG_EXP;
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break;
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case WINED3DFOG_EXP2:
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case WINED3D_FOG_EXP2:
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settings->fog = FOG_EXP2;
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break;
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}
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@ -3097,13 +3097,13 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
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{
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switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
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{
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case WINED3DFOG_LINEAR:
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case WINED3D_FOG_LINEAR:
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settings->fog = FOG_LINEAR;
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break;
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case WINED3DFOG_EXP:
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case WINED3D_FOG_EXP:
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settings->fog = FOG_EXP;
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break;
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case WINED3DFOG_EXP2:
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case WINED3D_FOG_EXP2:
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settings->fog = FOG_EXP2;
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break;
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}
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@ -440,14 +440,13 @@ enum wined3d_depth_buffer_type
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WINED3D_ZB_USEW = 2,
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};
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typedef enum _WINED3DFOGMODE
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enum wined3d_fog_mode
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{
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WINED3DFOG_NONE = 0,
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WINED3DFOG_EXP = 1,
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WINED3DFOG_EXP2 = 2,
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WINED3DFOG_LINEAR = 3,
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WINED3DFOG_FORCE_DWORD = 0x7fffffff
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} WINED3DFOGMODE;
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WINED3D_FOG_NONE = 0,
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WINED3D_FOG_EXP = 1,
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WINED3D_FOG_EXP2 = 2,
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WINED3D_FOG_LINEAR = 3,
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};
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typedef enum _WINED3DSHADEMODE
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{
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