d3d10: Implement D3D10StateBlockMaskDisableAll().
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@ -20,7 +20,7 @@
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@ stdcall D3D10ReflectShader(ptr long ptr)
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@ stdcall D3D10ReflectShader(ptr long ptr)
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@ stub D3D10RegisterLayers
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@ stub D3D10RegisterLayers
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@ stdcall D3D10StateBlockMaskDifference(ptr ptr ptr)
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@ stdcall D3D10StateBlockMaskDifference(ptr ptr ptr)
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@ stub D3D10StateBlockMaskDisableAll
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@ stdcall D3D10StateBlockMaskDisableAll(ptr)
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@ stub D3D10StateBlockMaskDisableCapture
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@ stub D3D10StateBlockMaskDisableCapture
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@ stub D3D10StateBlockMaskEnableAll
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@ stub D3D10StateBlockMaskEnableAll
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@ stub D3D10StateBlockMaskEnableCapture
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@ stub D3D10StateBlockMaskEnableCapture
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@ -166,3 +166,15 @@ HRESULT WINAPI D3D10StateBlockMaskDifference(D3D10_STATE_BLOCK_MASK *mask_x,
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return S_OK;
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return S_OK;
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}
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}
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HRESULT WINAPI D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK *mask)
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{
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TRACE("mask %p.\n", mask);
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if (!mask)
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return E_INVALIDARG;
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memset(mask, 0, sizeof(*mask));
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return S_OK;
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}
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@ -88,6 +88,14 @@ static void test_stateblock_mask(void)
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ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
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ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
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hr = D3D10StateBlockMaskDifference(&mask_x, &mask_y, NULL);
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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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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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ok(!result.VS, "Got unexpected result.VS %#x.\n", result.VS);
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ok(!result.Predication, "Got unexpected result.Predication %#x.\n", result.Predication);
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hr = D3D10StateBlockMaskDisableAll(NULL);
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ok(hr == E_INVALIDARG, "Got unexpect hr %#x.\n", hr);
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}
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}
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START_TEST(device)
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START_TEST(device)
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@ -806,6 +806,7 @@ HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
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HRESULT WINAPI D3D10StateBlockMaskDifference(D3D10_STATE_BLOCK_MASK *mask_x,
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HRESULT WINAPI D3D10StateBlockMaskDifference(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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D3D10_STATE_BLOCK_MASK *mask_y, D3D10_STATE_BLOCK_MASK *result);
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HRESULT WINAPI D3D10StateBlockMaskDisableAll(D3D10_STATE_BLOCK_MASK *mask);
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#ifdef __cplusplus
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#ifdef __cplusplus
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}
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}
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