wined3d: Move a few more states to the misc pipeline.
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@ -3829,14 +3829,14 @@ const struct StateEntry FFPStateTable[] =
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{ /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), NULL },
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{ /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_wrapu },
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{ /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_wrapv },
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{ /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
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{ /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
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{ /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
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{ /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern },
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{ /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable },
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{ /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_rop2 },
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{ /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask },
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{ /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
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{ /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), NULL },
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{ /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), NULL },
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{ /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), NULL },
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{ /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), NULL },
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{ /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), NULL },
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{ /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), NULL },
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{ /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), NULL },
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{ /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), NULL },
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{ /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
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{ /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel },
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{ /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
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@ -4918,6 +4918,14 @@ const struct StateEntryTemplate misc_state_template[] = {
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{ STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }},
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{ STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }},
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{ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }},
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{ STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }},
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{ STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }},
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{ STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }},
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{ STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }},
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{ STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }},
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{ STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }},
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{ STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }},
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{ STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }},
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{0 /* Terminate */, { 0, 0 }},
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};
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