d3d11/tests: Check that blend states implement ID3D10BlendState.
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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@ -1874,6 +1874,7 @@ static void test_create_blend_state(void)
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ULONG refcount, expected_refcount;
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ID3D11Device *device, *tmp;
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unsigned int i, j;
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IUnknown *iface;
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HRESULT hr;
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if (!(device = create_device(NULL)))
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@ -1946,6 +1947,15 @@ static void test_create_blend_state(void)
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obtained_desc.RenderTarget[0].RenderTargetWriteMask, i);
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}
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hr = ID3D11BlendState_QueryInterface(blend_state1, &IID_ID3D10BlendState, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Blend state should implement ID3D10BlendState.\n");
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if (SUCCEEDED(hr)) IUnknown_Release(iface);
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hr = ID3D11BlendState_QueryInterface(blend_state1, &IID_ID3D10BlendState1, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Blend state should implement ID3D10BlendState1.\n");
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if (SUCCEEDED(hr)) IUnknown_Release(iface);
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refcount = ID3D11BlendState_Release(blend_state1);
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ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
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refcount = ID3D11BlendState_Release(blend_state2);
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