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d3d10core/tests: Don't reuse the device.
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35a88f5ea2
commit
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@ -74,11 +74,19 @@ cleanup:
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return device;
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}
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static void test_device_interfaces(ID3D10Device *device)
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static void test_device_interfaces(void)
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{
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ID3D10Device *device;
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ULONG refcount;
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IUnknown *obj;
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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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if (SUCCEEDED(hr = ID3D10Device_QueryInterface(device, &IID_IUnknown, (void **)&obj)))
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IUnknown_Release(obj);
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ok(SUCCEEDED(hr), "ID3D10Device does not implement IUnknown\n");
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@ -94,15 +102,26 @@ static void test_device_interfaces(ID3D10Device *device)
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if (SUCCEEDED(hr = ID3D10Device_QueryInterface(device, &IID_ID3D10Device, (void **)&obj)))
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IUnknown_Release(obj);
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ok(SUCCEEDED(hr), "ID3D10Device does not implement ID3D10Device\n");
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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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static void test_create_texture2d(ID3D10Device *device)
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static void test_create_texture2d(void)
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{
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D3D10_TEXTURE2D_DESC desc;
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ID3D10Texture2D *texture;
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IDXGISurface *surface;
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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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desc.Width = 512;
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desc.Height = 512;
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desc.MipLevels = 1;
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@ -154,15 +173,26 @@ static void test_create_texture2d(ID3D10Device *device)
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ok(FAILED(hr), "Texture should not implement IDXGISurface\n");
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if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
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ID3D10Texture2D_Release(texture);
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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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static void test_create_texture3d(ID3D10Device *device)
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static void test_create_texture3d(void)
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{
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D3D10_TEXTURE3D_DESC desc;
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ID3D10Texture3D *texture;
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IDXGISurface *surface;
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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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desc.Width = 64;
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desc.Height = 64;
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desc.Depth = 64;
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@ -200,16 +230,27 @@ static void test_create_texture3d(ID3D10Device *device)
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ok(FAILED(hr), "Texture should not implement IDXGISurface.\n");
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if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
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ID3D10Texture3D_Release(texture);
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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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static void test_create_depthstencil_view(ID3D10Device *device)
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static void test_create_depthstencil_view(void)
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{
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D3D10_DEPTH_STENCIL_VIEW_DESC dsv_desc;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10DepthStencilView *dsview;
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ID3D10Texture2D *texture;
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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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texture_desc.Width = 512;
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texture_desc.Height = 512;
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texture_desc.MipLevels = 1;
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@ -236,9 +277,12 @@ static void test_create_depthstencil_view(ID3D10Device *device)
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ID3D10DepthStencilView_Release(dsview);
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ID3D10Texture2D_Release(texture);
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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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static void test_create_rendertarget_view(ID3D10Device *device)
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static void test_create_rendertarget_view(void)
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{
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D3D10_RENDER_TARGET_VIEW_DESC rtv_desc;
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D3D10_TEXTURE2D_DESC texture_desc;
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@ -246,8 +290,16 @@ static void test_create_rendertarget_view(ID3D10Device *device)
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ID3D10RenderTargetView *rtview;
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ID3D10Texture2D *texture;
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ID3D10Buffer *buffer;
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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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buffer_desc.ByteWidth = 1024;
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_RENDER_TARGET;
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@ -295,9 +347,12 @@ static void test_create_rendertarget_view(ID3D10Device *device)
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ID3D10RenderTargetView_Release(rtview);
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ID3D10Texture2D_Release(texture);
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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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static void test_create_shader_resource_view(ID3D10Device *device)
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static void test_create_shader_resource_view(void)
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{
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D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
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D3D10_TEXTURE2D_DESC texture_desc;
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@ -305,8 +360,16 @@ static void test_create_shader_resource_view(ID3D10Device *device)
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D3D10_BUFFER_DESC buffer_desc;
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ID3D10Texture2D *texture;
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ID3D10Buffer *buffer;
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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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buffer_desc.ByteWidth = 1024;
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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@ -358,9 +421,12 @@ static void test_create_shader_resource_view(ID3D10Device *device)
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ID3D10ShaderResourceView_Release(srview);
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ID3D10Texture2D_Release(texture);
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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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static void test_create_shader(ID3D10Device *device)
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static void test_create_shader(void)
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{
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#if 0
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float4 light;
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@ -471,8 +537,16 @@ float4 main(const float4 color : COLOR) : SV_TARGET
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ID3D10VertexShader *vs = NULL;
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ID3D10PixelShader *ps = NULL;
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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_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), &vs);
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ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr);
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if (vs)
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@ -491,28 +565,18 @@ float4 main(const float4 color : COLOR) : SV_TARGET
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ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr);
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if (ps)
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ID3D10PixelShader_Release(ps);
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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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ID3D10Device *device;
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ULONG refcount;
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device = create_device();
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if (!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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test_device_interfaces(device);
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test_create_texture2d(device);
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test_create_texture3d(device);
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test_create_depthstencil_view(device);
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test_create_rendertarget_view(device);
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test_create_shader_resource_view(device);
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test_create_shader(device);
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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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test_device_interfaces();
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test_create_texture2d();
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test_create_texture3d();
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test_create_depthstencil_view();
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test_create_rendertarget_view();
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test_create_shader_resource_view();
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test_create_shader();
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}
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