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d3dx9_36/tests: Avoid preprocessor checks to ensure it compiles.
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@ -4070,14 +4070,15 @@ static void D3DXCreateTextTest(void)
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d3dxmesh->lpVtbl->GetNumVertices(d3dxmesh), number_of_faces);
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if (SUCCEEDED(hr) && d3dxmesh) d3dxmesh->lpVtbl->Release(d3dxmesh);
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#if 0
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if (0)
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{
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/* too much detail requested, so will appear to hang */
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trace("Waiting for D3DXCreateText to finish with deviation = FLT_MIN ...\n");
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hr = D3DXCreateText(device, hdc, "wine", FLT_MIN, 0.4f, &d3dxmesh, NULL, NULL);
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hr = D3DXCreateTextA(device, hdc, "wine", FLT_MIN, 0.4f, &d3dxmesh, NULL, NULL);
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ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK);
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if (SUCCEEDED(hr) && d3dxmesh) d3dxmesh->lpVtbl->Release(d3dxmesh);
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trace("D3DXCreateText finish with deviation = FLT_MIN\n");
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#endif
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}
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hr = D3DXCreateTextA(device, hdc, "wine", 0.001f, 0.4f, &d3dxmesh, NULL, NULL);
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ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK);
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@ -1564,11 +1564,12 @@ static void test_get_shader_samplers(void)
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UINT count = 2;
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HRESULT hr;
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#if 0
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if (0)
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{
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/* crashes if bytecode is NULL */
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hr = D3DXGetShaderSamplers(NULL, NULL, &count);
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ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK);
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#endif
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}
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hr = D3DXGetShaderSamplers(get_shader_samplers_blob, NULL, NULL);
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ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK);
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