d3d10/tests: Avoid preprocessor check to ensure it compiles.
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@ -2679,11 +2679,12 @@ static void test_effect_local_shader(ID3D10Device *device)
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p = null_technique->lpVtbl->GetPassByName(null_technique, "invalid");
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p = null_technique->lpVtbl->GetPassByName(null_technique, "invalid");
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ok(null_pass == p, "GetPassByName got %p, expected %p\n", p, null_pass);
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ok(null_pass == p, "GetPassByName got %p, expected %p\n", p, null_pass);
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#if 0
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if (0)
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{
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/* This crashes on W7/DX10, if t is a valid technique and name=NULL. */
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/* This crashes on W7/DX10, if t is a valid technique and name=NULL. */
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p = t->lpVtbl->GetPassByName(t, NULL);
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p = t->lpVtbl->GetPassByName(t, NULL);
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ok(null_pass == p, "GetPassByName got %p, expected %p\n", p, null_pass);
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ok(null_pass == p, "GetPassByName got %p, expected %p\n", p, null_pass);
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#endif
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}
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p = t->lpVtbl->GetPassByIndex(t, 0xffffffff);
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p = t->lpVtbl->GetPassByIndex(t, 0xffffffff);
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ok(null_pass == p, "GetPassByIndex got %p, expected %p\n", p, null_pass);
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ok(null_pass == p, "GetPassByIndex got %p, expected %p\n", p, null_pass);
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