d3d9/tests: Fix backbuffer read vs flip in test_vertex_blending.
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@ -19263,9 +19263,6 @@ static void test_vertex_blending(void)
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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point = tests[i].quad_points;
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while (point->x != -1 && point->y != -1)
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{
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@ -19281,6 +19278,9 @@ static void test_vertex_blending(void)
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ok(color_match(color, 0x00000000, 1), "Unexpected quad at %dx%d.\n", point->x, point->y);
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++point;
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}
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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}
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refcount = IDirect3DDevice9_Release(device);
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