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d3d10core: Implement d3d10_device_OMGetBlendState().
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@ -571,8 +571,15 @@ static void STDMETHODCALLTYPE d3d10_device_OMGetRenderTargets(ID3D10Device *ifac
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static void STDMETHODCALLTYPE d3d10_device_OMGetBlendState(ID3D10Device *iface,
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ID3D10BlendState **blend_state, FLOAT blend_factor[4], UINT *sample_mask)
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{
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FIXME("iface %p, blend_state %p, blend_factor %p, sample_mask %p stub!\n",
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struct d3d10_device *device = impl_from_ID3D10Device(iface);
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TRACE("iface %p, blend_state %p, blend_factor %p, sample_mask %p.\n",
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iface, blend_state, blend_factor, sample_mask);
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if ((*blend_state = device->blend_state ? &device->blend_state->ID3D10BlendState_iface : NULL))
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ID3D10BlendState_AddRef(*blend_state);
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memcpy(blend_factor, device->blend_factor, 4 * sizeof(*blend_factor));
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*sample_mask = device->sample_mask;
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}
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static void STDMETHODCALLTYPE d3d10_device_OMGetDepthStencilState(ID3D10Device *iface,
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