d3d11/tests: Add test for ClearDepthStencilView().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -21,6 +21,7 @@
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#include "initguid.h"
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#include "initguid.h"
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#include "d3d11.h"
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#include "d3d11.h"
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#include "wine/test.h"
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#include "wine/test.h"
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#include <limits.h>
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static const D3D_FEATURE_LEVEL d3d11_feature_levels[] =
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static const D3D_FEATURE_LEVEL d3d11_feature_levels[] =
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{
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{
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@ -64,6 +65,22 @@ static ULONG get_refcount(IUnknown *iface)
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return IUnknown_Release(iface);
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return IUnknown_Release(iface);
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}
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}
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static BOOL compare_float(float f, float g, unsigned int ulps)
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{
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int x = *(int *)&f;
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int y = *(int *)&g;
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if (x < 0)
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x = INT_MIN - x;
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if (y < 0)
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y = INT_MIN - y;
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if (abs(x - y) > ulps)
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return FALSE;
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return TRUE;
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}
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static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff)
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static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff)
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{
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{
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
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@ -130,15 +147,16 @@ static void get_texture_readback(ID3D11Texture2D *texture, struct texture_readba
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static DWORD get_readback_color(struct texture_readback *rb, unsigned int x, unsigned int y)
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static DWORD get_readback_color(struct texture_readback *rb, unsigned int x, unsigned int y)
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{
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{
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return rb->texture
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return ((DWORD *)rb->map_desc.pData)[rb->map_desc.RowPitch * y / sizeof(DWORD) + x];
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? ((DWORD *)rb->map_desc.pData)[rb->map_desc.RowPitch * y / sizeof(DWORD) + x] : 0xdeadbeef;
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}
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static float get_readback_float(struct texture_readback *rb, unsigned int x, unsigned int y)
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{
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return ((float *)rb->map_desc.pData)[rb->map_desc.RowPitch * y / sizeof(float) + x];
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}
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}
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static void release_texture_readback(struct texture_readback *rb)
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static void release_texture_readback(struct texture_readback *rb)
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{
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{
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if (!rb->texture)
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return;
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ID3D11DeviceContext_Unmap(rb->immediate_context, rb->texture, 0);
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ID3D11DeviceContext_Unmap(rb->immediate_context, rb->texture, 0);
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ID3D11Resource_Release(rb->texture);
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ID3D11Resource_Release(rb->texture);
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ID3D11DeviceContext_Release(rb->immediate_context);
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ID3D11DeviceContext_Release(rb->immediate_context);
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@ -185,6 +203,35 @@ static void check_texture_color_(unsigned int line, ID3D11Texture2D *texture,
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"Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
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"Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
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}
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}
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#define check_texture_float(r, f, d) check_texture_float_(__LINE__, r, f, d)
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static void check_texture_float_(unsigned int line, ID3D11Texture2D *texture,
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float expected_value, BYTE max_diff)
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{
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struct texture_readback rb;
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unsigned int x = 0, y = 0;
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BOOL all_match = TRUE;
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float value = 0.0f;
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get_texture_readback(texture, &rb);
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for (y = 0; y < rb.height; ++y)
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{
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for (x = 0; x < rb.width; ++x)
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{
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value = get_readback_float(&rb, x, y);
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if (!compare_float(value, expected_value, max_diff))
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{
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all_match = FALSE;
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break;
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}
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}
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if (!all_match)
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break;
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}
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release_texture_readback(&rb);
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ok_(__FILE__, line)(all_match,
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"Got unexpected value %.8e at (%u, %u).\n", value, x, y);
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}
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static ID3D11Device *create_device(const D3D_FEATURE_LEVEL *feature_level)
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static ID3D11Device *create_device(const D3D_FEATURE_LEVEL *feature_level)
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{
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{
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static const D3D_FEATURE_LEVEL default_feature_level[] =
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static const D3D_FEATURE_LEVEL default_feature_level[] =
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@ -5082,6 +5129,84 @@ done:
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ok(!refcount, "Device has %u references left.\n", refcount);
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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}
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static void test_clear_depth_stencil_view(void)
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{
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11Texture2D *depth_texture;
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ID3D11DeviceContext *context;
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ID3D11DepthStencilView *dsv;
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ID3D11Device *device;
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ULONG refcount;
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HRESULT hr;
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if (!(device = create_device(NULL)))
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{
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skip("Failed to create device.\n");
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return;
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}
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ID3D11Device_GetImmediateContext(device, &context);
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texture_desc.Width = 640;
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texture_desc.Height = 480;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_D32_FLOAT;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D11_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture);
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ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)depth_texture, NULL, &dsv);
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ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
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ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0);
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check_texture_float(depth_texture, 1.0f, 0);
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ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.25f, 0);
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check_texture_float(depth_texture, 0.25f, 0);
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ID3D11Texture2D_Release(depth_texture);
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ID3D11DepthStencilView_Release(dsv);
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texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture);
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ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)depth_texture, NULL, &dsv);
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ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
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ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
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todo_wine check_texture_color(depth_texture, 0x00ffffff, 0);
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ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0.0f, 0xff);
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todo_wine check_texture_color(depth_texture, 0xff000000, 0);
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ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0xff);
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check_texture_color(depth_texture, 0xffffffff, 0);
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ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0.0f, 0);
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check_texture_color(depth_texture, 0x00000000, 0);
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ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0xff);
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todo_wine check_texture_color(depth_texture, 0x00ffffff, 0);
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ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_STENCIL, 0.0f, 0xff);
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check_texture_color(depth_texture, 0xffffffff, 0);
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ID3D11Texture2D_Release(depth_texture);
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ID3D11DepthStencilView_Release(dsv);
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ID3D11DeviceContext_Release(context);
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refcount = ID3D11Device_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(d3d11)
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START_TEST(d3d11)
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{
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{
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test_create_device();
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test_create_device();
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@ -5115,4 +5240,5 @@ START_TEST(d3d11)
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test_resource_map();
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test_resource_map();
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test_multisample_init();
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test_multisample_init();
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test_check_multisample_quality_levels();
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test_check_multisample_quality_levels();
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test_clear_depth_stencil_view();
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}
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}
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