wined3d: Simplify the fragment pipeline selection.
This should do the same as the existing code, but it is more obvious.
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@ -2892,13 +2892,10 @@ static const struct fragment_pipeline *select_fragment_implementation(UINT Adapt
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int ps_selected_mode;
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select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
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if (ps_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_ARB) {
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return &ffp_fragment_pipeline;
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} else if (ps_selected_mode != SHADER_NONE && !GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
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if(ps_selected_mode == SHADER_ATI) {
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return &atifs_fragment_pipeline;
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} else {
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return &ffp_fragment_pipeline;
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}
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return &ffp_fragment_pipeline;
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}
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/* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
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