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wined3d: Move the WINED3D_RS_INDEXEDVERTEXBLENDENABLE stub to wined3d_device_apply_stateblock.
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@ -4204,6 +4204,9 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
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WARN("token: %#x.\n", state->rs[WINED3D_RS_DEBUGMONITORTOKEN]);
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break;
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case WINED3D_RS_INDEXEDVERTEXBLENDENABLE:
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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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@ -11971,7 +11971,6 @@ static const struct wined3d_state_entry_template glsl_vertex_pipe_vp_states[] =
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{STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
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/* NP2 texture matrix fixups. They are not needed if
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* GL_ARB_texture_non_power_of_two is supported. Otherwise, register
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* glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
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@ -1147,7 +1147,6 @@ static const struct wined3d_state_entry_template spirv_vertex_pipe_vk_vp_states[
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{STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALE_B), state_nop}},
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{STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALE_C), state_nop}},
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{STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), state_nop}},
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{STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), state_nop}},
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{STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_RENDER(WINED3D_RS_TWEENFACTOR), state_nop}},
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{STATE_MATERIAL, {STATE_MATERIAL, state_nop}},
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{STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), state_nop}},
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@ -4987,7 +4987,6 @@ static const struct wined3d_state_entry_template vp_ffp_states[] =
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{ STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
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{ STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
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/* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
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* so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
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@ -5382,7 +5381,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
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{149, 150},
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{153, 153},
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{162, 165},
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{168, 169},
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{167, 169},
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{171, 171},
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{174, 177},
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{185, 193},
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