wined3d: Simplify setting the stencil renderstate.
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@ -3335,49 +3335,6 @@ static void renderstate_stencil(IWineD3DDeviceImpl *This, D3DRENDERSTATETYPE Sta
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if( This->stateBlock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
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stencilPass_ccw = StencilOp(This->stateBlock->renderState[WINED3DRS_CCW_STENCILPASS]);
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switch(State) {
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case WINED3DRS_STENCILENABLE :
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onesided_enable = Value;
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break;
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case WINED3DRS_TWOSIDEDSTENCILMODE :
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twosided_enable = Value;
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break;
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case WINED3DRS_STENCILFUNC :
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if( !( func = CompareFunc(Value) ) )
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func = GL_ALWAYS;
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break;
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case WINED3DRS_CCW_STENCILFUNC :
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if( !( func_ccw = CompareFunc(Value) ) )
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func_ccw = GL_ALWAYS;
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break;
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case WINED3DRS_STENCILREF :
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ref = Value;
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break;
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case WINED3DRS_STENCILMASK :
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mask = Value;
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break;
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case WINED3DRS_STENCILFAIL :
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stencilFail = StencilOp(Value);
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break;
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case WINED3DRS_STENCILZFAIL :
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depthFail = StencilOp(Value);
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break;
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case WINED3DRS_STENCILPASS :
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stencilPass = StencilOp(Value);
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break;
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case WINED3DRS_CCW_STENCILFAIL :
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stencilFail_ccw = StencilOp(Value);
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break;
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case WINED3DRS_CCW_STENCILZFAIL :
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depthFail_ccw = StencilOp(Value);
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break;
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case WINED3DRS_CCW_STENCILPASS :
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stencilPass_ccw = StencilOp(Value);
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break;
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default :
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ERR("This should not happen!");
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}
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TRACE("(onesided %ld, twosided %ld, ref %x, mask %x, \
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GL_FRONT: func: %x, fail %x, zfail %x, zpass %x \
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GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
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