d3d11/tests: Test specifying the multisample mask via OMSetBlendState().
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -29012,6 +29012,13 @@ static void test_sample_mask(void)
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(ID3D11Resource *)texture, 0, texture_desc.Format);
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check_texture_color(test_context.backbuffer, 0x7f7f7f7f, 1);
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ID3D11DeviceContext_OMSetBlendState(context, NULL, NULL, 0xb);
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ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black);
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draw_quad(&test_context);
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ID3D11DeviceContext_ResolveSubresource(context, (ID3D11Resource *)test_context.backbuffer, 0,
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(ID3D11Resource *)texture, 0, texture_desc.Format);
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todo_wine check_texture_color(test_context.backbuffer, 0x3f3f3f3f, 1);
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ID3D11RenderTargetView_Release(rtv);
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ID3D11Texture2D_Release(texture);
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ID3D11PixelShader_Release(ps);
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