fill in the rest of the GL functions. finally
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@@ -97,8 +97,8 @@ EXPORT void device_enable_blending(device_t device, bool enable);
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EXPORT void device_enable_depthtest(device_t device, bool enable);
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EXPORT void device_enable_stenciltest(device_t device, bool enable);
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EXPORT void device_enable_stencilwrite(device_t device, bool enable);
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EXPORT void device_enable_color(device_t device, bool red, bool blue,
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bool green, bool alpha);
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EXPORT void device_enable_color(device_t device, bool red, bool green,
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bool blue, bool alpha);
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EXPORT void device_blendfunction(device_t device, enum gs_blend_type src,
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enum gs_blend_type dest);
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EXPORT void device_depthfunction(device_t device, enum gs_depth_test test);
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@@ -125,7 +125,6 @@ EXPORT void device_frustum(device_t device, float left, float right,
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float top, float bottom, float znear, float zfar);
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EXPORT void device_perspective(device_t device, float fovy, float aspect,
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float znear, float zfar);
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EXPORT void device_set_view_matrix(device_t device, struct matrix3 *mat);
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EXPORT void device_projection_push(device_t device);
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EXPORT void device_projection_pop(device_t device);
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@@ -1130,8 +1130,8 @@ void device_enable_stencilwrite(device_t device, bool enable)
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device->zstencilStateChanged = true;
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}
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void device_enable_color(device_t device, bool red, bool blue,
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bool green, bool alpha)
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void device_enable_color(device_t device, bool red, bool green,
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bool blue, bool alpha)
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{
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if (device->blendState.redEnabled == red &&
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device->blendState.greenEnabled == green &&
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