d3d10: Implement D3D10StateBlockMaskIntersect().
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@ -25,5 +25,5 @@
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@ stdcall D3D10StateBlockMaskEnableAll(ptr)
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@ stdcall D3D10StateBlockMaskEnableCapture(ptr long long long)
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@ stdcall D3D10StateBlockMaskGetSetting(ptr long long)
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@ stub D3D10StateBlockMaskIntersect
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@ stdcall D3D10StateBlockMaskIntersect(ptr ptr ptr)
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@ stub D3D10StateBlockMaskUnion
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@ -485,3 +485,26 @@ BOOL WINAPI D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK *mask,
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return FALSE;
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}
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}
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HRESULT WINAPI D3D10StateBlockMaskIntersect(D3D10_STATE_BLOCK_MASK *mask_x,
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D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result)
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{
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UINT count = sizeof(*result) / sizeof(DWORD);
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UINT i;
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TRACE("mask_x %p, mask_y %p, result %p.\n", mask_x, mask_y, result);
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if (!mask_x || !mask_y || !result)
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return E_INVALIDARG;
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for (i = 0; i < count; ++i)
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{
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((DWORD *)result)[i] = ((DWORD *)mask_x)[i] & ((DWORD *)mask_y)[i];
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}
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for (i = count * sizeof(DWORD); i < sizeof(*result); ++i)
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{
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((BYTE *)result)[i] = ((BYTE *)mask_x)[i] & ((BYTE *)mask_y)[i];
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}
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return S_OK;
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}
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@ -117,6 +117,17 @@ static void test_stateblock_mask(void)
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hr = D3D10StateBlockMaskDifference(&mask_x, &mask_y, NULL);
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ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
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hr = D3D10StateBlockMaskIntersect(&mask_x, &mask_y, &result);
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ok(SUCCEEDED(hr), "D3D10StateBlockMaskIntersect failed, hr %#x.\n", hr);
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ok(result.VS == 0x11, "Got unexpected result.VS %#x.\n", result.VS);
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ok(result.Predication == 0x88, "Got unexpected result.Predication %#x.\n", result.Predication);
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hr = D3D10StateBlockMaskIntersect(NULL, &mask_y, &result);
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ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
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hr = D3D10StateBlockMaskIntersect(&mask_x, NULL, &result);
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ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
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hr = D3D10StateBlockMaskIntersect(&mask_x, &mask_y, NULL);
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ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
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memset(&result, 0xff, sizeof(result));
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hr = D3D10StateBlockMaskDisableAll(&result);
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ok(SUCCEEDED(hr), "D3D10StateBlockMaskDisableAll failed, hr %#x.\n", hr);
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@ -842,6 +842,8 @@ HRESULT WINAPI D3D10StateBlockMaskEnableCapture(D3D10_STATE_BLOCK_MASK *mask,
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D3D10_DEVICE_STATE_TYPES state_type, UINT start_idx, UINT count);
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BOOL WINAPI D3D10StateBlockMaskGetSetting(D3D10_STATE_BLOCK_MASK *mask,
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D3D10_DEVICE_STATE_TYPES state_type, UINT idx);
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HRESULT WINAPI D3D10StateBlockMaskIntersect(D3D10_STATE_BLOCK_MASK *mask_x,
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D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result);
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#ifdef __cplusplus
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}
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