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Implement some stencil test GE state accessors.
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@ -207,12 +207,19 @@ struct GPUgstate
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bool isDepthWriteEnabled() const { return !(zmsk & 1); }
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int getDepthTestFunc() const { return ztestfunc & 0x7; }
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bool isFogEnabled() const { return fogEnable & 1; }
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bool isStencilTestEnabled() const { return stencilTestEnable & 1; }
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bool isAlphaBlendEnabled() const { return alphaBlendEnable & 1; }
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bool isDitherEnabled() const { return ditherEnable & 1; }
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bool isAlphaTestEnabled() const { return alphaTestEnable & 1; }
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bool isColorTestEnabled() const { return colorTestEnable & 1; }
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bool isStencilTestEnabled() const { return stencilTestEnable & 1; }
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int getStencilTestFunction() const { return stenciltest & 0x7; }
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int getStencilTestRef() const { return (stenciltest>>8) & 0xFF; }
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int getStencilTestMask() const { return (stenciltest>>16) & 0xFF; }
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int getStencilOpSFail() const { return stencilop & 0x7; }
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int getStencilOpZFail() const { return (stencilop>>8) & 0x7; }
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int getStencilOpZPass() const { return (stencilop>>16) & 0x7; }
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// Texturing
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bool isTextureMapEnabled() const { return textureMapEnable & 1; }
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int getTextureFunction() const { return texfunc & 0x7; }
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