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wined3d: Move the WINED3D_RS_MONOENABLE stub to wined3d_device_apply_stateblock.
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089ef6f38b
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0dfc946105
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@ -97,7 +97,6 @@ static const struct wined3d_state_entry_template misc_state_template_vk[] =
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{STATE_VIEWPORT, {STATE_VIEWPORT, state_nop}},
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{STATE_INDEXBUFFER, {STATE_INDEXBUFFER, state_nop}},
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{STATE_RENDER(WINED3D_RS_LINEPATTERN), {STATE_RENDER(WINED3D_RS_LINEPATTERN), state_nop}},
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{STATE_RENDER(WINED3D_RS_MONOENABLE), {STATE_RENDER(WINED3D_RS_MONOENABLE), state_nop}},
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{STATE_RENDER(WINED3D_RS_ROP2), {STATE_RENDER(WINED3D_RS_ROP2), state_nop}},
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{STATE_RENDER(WINED3D_RS_PLANEMASK), {STATE_RENDER(WINED3D_RS_PLANEMASK), state_nop}},
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{STATE_RENDER(WINED3D_RS_LASTPIXEL), {STATE_RENDER(WINED3D_RS_LASTPIXEL), state_nop}},
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@ -4057,6 +4057,11 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
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FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
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break;
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case WINED3D_RS_MONOENABLE:
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if (state->rs[WINED3D_RS_MONOENABLE])
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FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
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break;
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default:
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wined3d_device_set_render_state(device, idx, state->rs[idx]);
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break;
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@ -2809,7 +2809,6 @@ static const struct wined3d_state_entry_template misc_state_template_no3d[] =
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{STATE_VIEWPORT, {STATE_VDECL}},
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{STATE_INDEXBUFFER, {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_LINEPATTERN), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_MONOENABLE), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_ROP2), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_PLANEMASK), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_LASTPIXEL), {STATE_VDECL}},
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@ -2072,12 +2072,6 @@ static void state_tessellation(struct wined3d_context *context, const struct win
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state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
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}
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static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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if (state->render_states[WINED3D_RS_MONOENABLE])
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FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
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}
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static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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if (state->render_states[WINED3D_RS_ROP2])
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@ -4770,7 +4764,6 @@ const struct wined3d_state_entry_template misc_state_template_gl[] =
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{ STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
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{ STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
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@ -5572,6 +5565,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
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rs_holes[] =
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{
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{ 1, 8},
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{ 11, 11},
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{ 14, 14},
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{ 17, 23},
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{ 27, 27},
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