wined3d: Move wined3drs_fogdensity to the state table.
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@ -3380,15 +3380,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
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case WINED3DRS_FOGEND :
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case WINED3DRS_RANGEFOGENABLE :
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case WINED3DRS_FOGCOLOR :
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StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
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break;
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case WINED3DRS_FOGDENSITY :
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{
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tmpvalue.d = Value;
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glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
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checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
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}
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StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
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break;
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case WINED3DRS_VERTEXBLEND :
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@ -800,6 +800,16 @@ static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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checkGLcall("glFog GL_FOG_COLOR");
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}
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static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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union {
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DWORD d;
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float f;
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} tmpvalue;
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tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
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glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
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checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
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}
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const struct StateEntry StateTable[] =
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{
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/* State name representative, apply function */
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@ -841,7 +851,7 @@ const struct StateEntry StateTable[] =
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{ /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
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{ /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
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{ /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
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{ /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_unknown },
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{ /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity },
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{ /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_unknown },
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{ /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
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{ /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
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