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d3d11: Explicitly convert enums in d3d_depthstencil_state_create.
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@ -738,6 +738,16 @@ static const struct wined3d_parent_ops d3d_depthstencil_state_wined3d_parent_ops
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d3d_depthstencil_state_wined3d_object_destroyed,
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};
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static enum wined3d_cmp_func wined3d_cmp_func_from_d3d11(D3D11_COMPARISON_FUNC func)
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{
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return (enum wined3d_cmp_func)func;
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}
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static enum wined3d_stencil_op wined3d_stencil_op_from_d3d11(D3D11_STENCIL_OP stencil_op)
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{
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return (enum wined3d_stencil_op)stencil_op;
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}
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HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEPTH_STENCIL_DESC *desc,
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struct d3d_depthstencil_state **state)
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{
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@ -822,18 +832,18 @@ HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEP
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wined3d_desc.depth = desc->DepthEnable;
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wined3d_desc.depth_write = desc->DepthWriteMask;
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wined3d_desc.depth_func = desc->DepthFunc;
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wined3d_desc.depth_func = wined3d_cmp_func_from_d3d11(desc->DepthFunc);
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wined3d_desc.stencil = desc->StencilEnable;
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wined3d_desc.stencil_read_mask = desc->StencilReadMask;
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wined3d_desc.stencil_write_mask = desc->StencilWriteMask;
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wined3d_desc.front.fail_op = desc->FrontFace.StencilFailOp;
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wined3d_desc.front.depth_fail_op = desc->FrontFace.StencilDepthFailOp;
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wined3d_desc.front.pass_op = desc->FrontFace.StencilPassOp;
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wined3d_desc.front.func = desc->FrontFace.StencilFunc;
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wined3d_desc.back.fail_op = desc->BackFace.StencilFailOp;
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wined3d_desc.back.depth_fail_op = desc->BackFace.StencilDepthFailOp;
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wined3d_desc.back.pass_op = desc->BackFace.StencilPassOp;
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wined3d_desc.back.func = desc->BackFace.StencilFunc;
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wined3d_desc.front.fail_op = wined3d_stencil_op_from_d3d11(desc->FrontFace.StencilFailOp);
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wined3d_desc.front.depth_fail_op = wined3d_stencil_op_from_d3d11(desc->FrontFace.StencilDepthFailOp);
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wined3d_desc.front.pass_op = wined3d_stencil_op_from_d3d11(desc->FrontFace.StencilPassOp);
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wined3d_desc.front.func = wined3d_cmp_func_from_d3d11(desc->FrontFace.StencilFunc);
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wined3d_desc.back.fail_op = wined3d_stencil_op_from_d3d11(desc->BackFace.StencilFailOp);
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wined3d_desc.back.depth_fail_op = wined3d_stencil_op_from_d3d11(desc->BackFace.StencilDepthFailOp);
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wined3d_desc.back.pass_op = wined3d_stencil_op_from_d3d11(desc->BackFace.StencilPassOp);
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wined3d_desc.back.func = wined3d_cmp_func_from_d3d11(desc->BackFace.StencilFunc);
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/* We cannot fail after creating a wined3d_depth_stencil_state object. It
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* would lead to double free. */
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@ -1563,11 +1573,6 @@ static BOOL wined3d_texture_compare_from_d3d11(enum D3D11_FILTER f)
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return D3D11_DECODE_IS_COMPARISON_FILTER(f);
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}
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static enum wined3d_cmp_func wined3d_cmp_func_from_d3d11(D3D11_COMPARISON_FUNC f)
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{
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return (enum wined3d_cmp_func)f;
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}
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static HRESULT d3d_sampler_state_init(struct d3d_sampler_state *state, struct d3d_device *device,
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const D3D11_SAMPLER_DESC *desc)
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{
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