wined3d: Split the remains of state_fog.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 887deaf..3b8e1f6 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -776,6 +776,12 @@
extern const struct blit_shader ffp_blit;
extern const struct blit_shader arbfp_blit;
+enum fogsource {
+ FOGSOURCE_FFP,
+ FOGSOURCE_VS,
+ FOGSOURCE_COORD,
+};
+
/* The new context manager that should deal with onscreen and offscreen rendering */
struct WineD3DContext {
/* State dirtification
@@ -812,6 +818,7 @@
GLenum tracking_parm; /* Which source is tracking current colour */
GLenum untracked_materials[2];
UINT blit_w, blit_h;
+ enum fogsource fog_source;
char *vshader_const_dirty, *pshader_const_dirty;
@@ -2023,6 +2030,8 @@
void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
+void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
+void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
void surface_force_reload(IWineD3DSurface *iface);
GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);