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d3d10core/tests: Add a small test for ID3D10Device_CreateBlendState().
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@ -616,6 +616,62 @@ static void test_create_sampler_state(void)
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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static void test_create_blend_state(void)
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{
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ID3D10BlendState *blend_state1, *blend_state2;
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D3D10_BLEND_DESC blend_desc;
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ID3D10Device *device;
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ULONG refcount;
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HRESULT hr;
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if (!(device = create_device()))
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{
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skip("Failed to create device, skipping tests.\n");
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return;
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}
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hr = ID3D10Device_CreateBlendState(device, NULL, &blend_state1);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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blend_desc.AlphaToCoverageEnable = FALSE;
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blend_desc.BlendEnable[0] = FALSE;
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blend_desc.BlendEnable[1] = FALSE;
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blend_desc.BlendEnable[2] = FALSE;
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blend_desc.BlendEnable[3] = FALSE;
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blend_desc.BlendEnable[4] = FALSE;
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blend_desc.BlendEnable[5] = FALSE;
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blend_desc.BlendEnable[6] = FALSE;
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blend_desc.BlendEnable[7] = FALSE;
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blend_desc.SrcBlend = D3D10_BLEND_ONE;
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blend_desc.DestBlend = D3D10_BLEND_ZERO;
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blend_desc.BlendOp = D3D10_BLEND_OP_ADD;
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blend_desc.SrcBlendAlpha = D3D10_BLEND_ONE;
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blend_desc.DestBlendAlpha = D3D10_BLEND_ZERO;
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blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
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blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
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blend_desc.RenderTargetWriteMask[1] = D3D10_COLOR_WRITE_ENABLE_ALL;
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blend_desc.RenderTargetWriteMask[2] = D3D10_COLOR_WRITE_ENABLE_ALL;
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blend_desc.RenderTargetWriteMask[3] = D3D10_COLOR_WRITE_ENABLE_ALL;
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blend_desc.RenderTargetWriteMask[4] = D3D10_COLOR_WRITE_ENABLE_ALL;
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blend_desc.RenderTargetWriteMask[5] = D3D10_COLOR_WRITE_ENABLE_ALL;
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blend_desc.RenderTargetWriteMask[6] = D3D10_COLOR_WRITE_ENABLE_ALL;
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blend_desc.RenderTargetWriteMask[7] = D3D10_COLOR_WRITE_ENABLE_ALL;
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hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state1);
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ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
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hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state2);
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ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
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ok(blend_state1 == blend_state2, "Got different blend state objects.\n");
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refcount = ID3D10BlendState_Release(blend_state2);
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ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
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refcount = ID3D10BlendState_Release(blend_state1);
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ok(!refcount, "Got unexpected refcount %u.\n", refcount);
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refcount = ID3D10Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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START_TEST(device)
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{
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test_device_interfaces();
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@ -626,4 +682,5 @@ START_TEST(device)
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test_create_shader_resource_view();
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test_create_shader();
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test_create_sampler_state();
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test_create_blend_state();
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}
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