wined3d: WINED3DRS_SRGBWRITEENABLE->fragment.
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@ -4018,7 +4018,7 @@ const struct StateEntry FFPStateTable[] =
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{ /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
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{ /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
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{ /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
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{ /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
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{ /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
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{ /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor },
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{ /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_PIXELSHADER, pixelshader },
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{ /*194, WINED3DRS_SRGBWRITEENABLE */ STATE_PIXELSHADER, NULL },
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{ /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
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{ /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
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{ /*196, undefined */ 0, state_undefined },
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{ /*196, undefined */ 0, state_undefined },
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{ /*197, undefined */ 0, state_undefined },
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{ /*197, undefined */ 0, state_undefined },
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@ -5450,6 +5450,7 @@ const struct StateEntryTemplate ffp_fragmentstate_template[] = {
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{ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }},
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{ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }},
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{ STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }},
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{ STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }},
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{ STATE_PIXELSHADER, { STATE_PIXELSHADER, pixelshader }},
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{ STATE_PIXELSHADER, { STATE_PIXELSHADER, pixelshader }},
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{ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, pixelshader }},
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{ STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }},
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{ STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }},
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{ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }},
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{ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }},
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{0 /* Terminate */, { 0, 0 }},
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{0 /* Terminate */, { 0, 0 }},
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