wined3d: Add a viewport state to the state table.
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@ -3095,6 +3095,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONS
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LEAVE_GL();
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LEAVE_GL();
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/* Todo: move the gl code too */
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
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return WINED3D_OK;
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return WINED3D_OK;
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}
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}
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@ -2919,5 +2919,6 @@ const struct StateEntry StateTable[] =
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{ /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
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{ /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
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{ /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
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{ /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
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{ /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
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{ /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
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{ /* , STATE_VIEWPORT */ STATE_VDECL, vertexdeclaration },
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};
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};
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@ -433,7 +433,10 @@ typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock);
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#define STATE_VSHADER (STATE_VDECL + 1)
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#define STATE_VSHADER (STATE_VDECL + 1)
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#define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
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#define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
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#define STATE_HIGHEST (STATE_VSHADER)
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#define STATE_VIEWPORT (STATE_VSHADER + 1)
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#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
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#define STATE_HIGHEST (STATE_VIEWPORT)
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struct StateEntry
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struct StateEntry
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{
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{
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