d3d10core/tests: Test conversion from D3D10_BLEND_DESC to D3D11_BLEND_DESC.
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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@ -1280,14 +1280,18 @@ static void test_create_sampler_state(void)
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static void test_create_blend_state(void)
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{
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ID3D10BlendState *blend_state1, *blend_state2;
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ID3D11BlendState *d3d11_blend_state;
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ULONG refcount, expected_refcount;
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D3D11_BLEND_DESC d3d11_blend_desc;
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D3D10_BLEND_DESC blend_desc;
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ID3D11Device *d3d11_device;
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ID3D10Device *device, *tmp;
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unsigned int i;
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HRESULT hr;
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if (!(device = create_device()))
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{
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skip("Failed to create device, skipping tests.\n");
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skip("Failed to create device.\n");
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return;
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}
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@ -1295,28 +1299,17 @@ static void test_create_blend_state(void)
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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blend_desc.AlphaToCoverageEnable = FALSE;
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blend_desc.BlendEnable[0] = FALSE;
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blend_desc.BlendEnable[1] = FALSE;
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blend_desc.BlendEnable[2] = FALSE;
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blend_desc.BlendEnable[3] = FALSE;
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blend_desc.BlendEnable[4] = FALSE;
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blend_desc.BlendEnable[5] = FALSE;
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blend_desc.BlendEnable[6] = FALSE;
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blend_desc.BlendEnable[7] = FALSE;
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blend_desc.SrcBlend = D3D10_BLEND_ONE;
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blend_desc.DestBlend = D3D10_BLEND_ZERO;
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blend_desc.BlendOp = D3D10_BLEND_OP_ADD;
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blend_desc.SrcBlendAlpha = D3D10_BLEND_ONE;
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blend_desc.DestBlendAlpha = D3D10_BLEND_ZERO;
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blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
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blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
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blend_desc.RenderTargetWriteMask[1] = D3D10_COLOR_WRITE_ENABLE_ALL;
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blend_desc.RenderTargetWriteMask[2] = D3D10_COLOR_WRITE_ENABLE_ALL;
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blend_desc.RenderTargetWriteMask[3] = D3D10_COLOR_WRITE_ENABLE_ALL;
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blend_desc.RenderTargetWriteMask[4] = D3D10_COLOR_WRITE_ENABLE_ALL;
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blend_desc.RenderTargetWriteMask[5] = D3D10_COLOR_WRITE_ENABLE_ALL;
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blend_desc.RenderTargetWriteMask[6] = D3D10_COLOR_WRITE_ENABLE_ALL;
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blend_desc.RenderTargetWriteMask[7] = D3D10_COLOR_WRITE_ENABLE_ALL;
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for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
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{
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blend_desc.BlendEnable[i] = FALSE;
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blend_desc.RenderTargetWriteMask[i] = D3D10_COLOR_WRITE_ENABLE_ALL;
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}
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state1);
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@ -1334,6 +1327,130 @@ static void test_create_blend_state(void)
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
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ID3D10Device_Release(tmp);
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hr = ID3D10Device_QueryInterface(device, &IID_ID3D11Device, (void **)&d3d11_device);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Device should implement ID3D11Device.\n");
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if (FAILED(hr))
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{
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win_skip("D3D11 is not available.\n");
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goto done;
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}
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hr = ID3D10BlendState_QueryInterface(blend_state1, &IID_ID3D11BlendState, (void **)&d3d11_blend_state);
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ok(SUCCEEDED(hr), "Blend state should implement ID3D11BlendState.\n");
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ID3D11BlendState_GetDesc(d3d11_blend_state, &d3d11_blend_desc);
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ok(d3d11_blend_desc.AlphaToCoverageEnable == blend_desc.AlphaToCoverageEnable,
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"Got unexpected alpha to coverage %#x.\n", d3d11_blend_desc.AlphaToCoverageEnable);
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ok(d3d11_blend_desc.IndependentBlendEnable == FALSE,
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"Got unexpected independent blend enable %#x.\n", d3d11_blend_desc.IndependentBlendEnable);
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for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
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{
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ok(d3d11_blend_desc.RenderTarget[i].BlendEnable == blend_desc.BlendEnable[i],
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"Got unexpected blend enable %#x for render target %u.\n",
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d3d11_blend_desc.RenderTarget[i].BlendEnable, i);
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ok(d3d11_blend_desc.RenderTarget[i].SrcBlend == (D3D11_BLEND)blend_desc.SrcBlend,
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"Got unexpected src blend %u for render target %u.\n",
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d3d11_blend_desc.RenderTarget[i].SrcBlend, i);
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ok(d3d11_blend_desc.RenderTarget[i].DestBlend == (D3D11_BLEND)blend_desc.DestBlend,
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"Got unexpected dest blend %u for render target %u.\n",
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d3d11_blend_desc.RenderTarget[i].DestBlend, i);
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ok(d3d11_blend_desc.RenderTarget[i].BlendOp == (D3D11_BLEND_OP)blend_desc.BlendOp,
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"Got unexpected blend op %u for render target %u.\n",
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d3d11_blend_desc.RenderTarget[i].BlendOp, i);
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ok(d3d11_blend_desc.RenderTarget[i].SrcBlendAlpha == (D3D11_BLEND)blend_desc.SrcBlendAlpha,
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"Got unexpected src blend alpha %u for render target %u.\n",
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d3d11_blend_desc.RenderTarget[i].SrcBlendAlpha, i);
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ok(d3d11_blend_desc.RenderTarget[i].DestBlendAlpha == (D3D11_BLEND)blend_desc.DestBlendAlpha,
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"Got unexpected dest blend alpha %u for render target %u.\n",
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d3d11_blend_desc.RenderTarget[i].DestBlendAlpha, i);
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ok(d3d11_blend_desc.RenderTarget[i].BlendOpAlpha == (D3D11_BLEND_OP)blend_desc.BlendOpAlpha,
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"Got unexpected blend op alpha %u for render target %u.\n",
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d3d11_blend_desc.RenderTarget[i].BlendOpAlpha, i);
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ok(d3d11_blend_desc.RenderTarget[i].RenderTargetWriteMask == blend_desc.RenderTargetWriteMask[i],
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"Got unexpected render target write mask %#x for render target %u.\n",
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d3d11_blend_desc.RenderTarget[i].RenderTargetWriteMask, i);
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}
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refcount = ID3D11BlendState_Release(d3d11_blend_state);
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ok(refcount == 2, "Got unexpected refcount %u.\n", refcount);
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refcount = ID3D10BlendState_Release(blend_state2);
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ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
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hr = ID3D11Device_CreateBlendState(d3d11_device, &d3d11_blend_desc, &d3d11_blend_state);
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ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
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hr = ID3D11BlendState_QueryInterface(d3d11_blend_state, &IID_ID3D10BlendState, (void **)&blend_state2);
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ok(SUCCEEDED(hr), "Blend state should implement ID3D10BlendState.\n");
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ok(blend_state1 == blend_state2, "Got different blend state objects.\n");
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refcount = ID3D11BlendState_Release(d3d11_blend_state);
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ok(refcount == 2, "Got unexpected refcount %u.\n", refcount);
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refcount = ID3D10BlendState_Release(blend_state2);
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ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
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refcount = ID3D10BlendState_Release(blend_state1);
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ok(!refcount, "Got unexpected refcount %u.\n", refcount);
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blend_desc.BlendEnable[0] = TRUE;
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blend_desc.RenderTargetWriteMask[1] = D3D10_COLOR_WRITE_ENABLE_RED;
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blend_desc.RenderTargetWriteMask[2] = D3D10_COLOR_WRITE_ENABLE_GREEN;
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blend_desc.RenderTargetWriteMask[3] = D3D10_COLOR_WRITE_ENABLE_BLUE;
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hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state1);
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ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
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hr = ID3D10BlendState_QueryInterface(blend_state1, &IID_ID3D11BlendState, (void **)&d3d11_blend_state);
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ok(SUCCEEDED(hr), "Blend state should implement ID3D11BlendState.\n");
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ID3D11BlendState_GetDesc(d3d11_blend_state, &d3d11_blend_desc);
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ok(d3d11_blend_desc.AlphaToCoverageEnable == blend_desc.AlphaToCoverageEnable,
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"Got unexpected alpha to coverage %#x.\n", d3d11_blend_desc.AlphaToCoverageEnable);
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ok(d3d11_blend_desc.IndependentBlendEnable == TRUE,
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"Got unexpected independent blend enable %#x.\n", d3d11_blend_desc.IndependentBlendEnable);
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for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
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{
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ok(d3d11_blend_desc.RenderTarget[i].BlendEnable == blend_desc.BlendEnable[i],
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"Got unexpected blend enable %#x for render target %u.\n",
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d3d11_blend_desc.RenderTarget[i].BlendEnable, i);
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ok(d3d11_blend_desc.RenderTarget[i].SrcBlend == (D3D11_BLEND)blend_desc.SrcBlend,
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"Got unexpected src blend %u for render target %u.\n",
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d3d11_blend_desc.RenderTarget[i].SrcBlend, i);
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ok(d3d11_blend_desc.RenderTarget[i].DestBlend == (D3D11_BLEND)blend_desc.DestBlend,
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"Got unexpected dest blend %u for render target %u.\n",
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d3d11_blend_desc.RenderTarget[i].DestBlend, i);
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ok(d3d11_blend_desc.RenderTarget[i].BlendOp == (D3D11_BLEND_OP)blend_desc.BlendOp,
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"Got unexpected blend op %u for render target %u.\n",
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d3d11_blend_desc.RenderTarget[i].BlendOp, i);
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ok(d3d11_blend_desc.RenderTarget[i].SrcBlendAlpha == (D3D11_BLEND)blend_desc.SrcBlendAlpha,
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"Got unexpected src blend alpha %u for render target %u.\n",
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d3d11_blend_desc.RenderTarget[i].SrcBlendAlpha, i);
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ok(d3d11_blend_desc.RenderTarget[i].DestBlendAlpha == (D3D11_BLEND)blend_desc.DestBlendAlpha,
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"Got unexpected dest blend alpha %u for render target %u.\n",
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d3d11_blend_desc.RenderTarget[i].DestBlendAlpha, i);
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ok(d3d11_blend_desc.RenderTarget[i].BlendOpAlpha == (D3D11_BLEND_OP)blend_desc.BlendOpAlpha,
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"Got unexpected blend op alpha %u for render target %u.\n",
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d3d11_blend_desc.RenderTarget[i].BlendOpAlpha, i);
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ok(d3d11_blend_desc.RenderTarget[i].RenderTargetWriteMask == blend_desc.RenderTargetWriteMask[i],
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"Got unexpected render target write mask %#x for render target %u.\n",
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d3d11_blend_desc.RenderTarget[i].RenderTargetWriteMask, i);
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}
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refcount = ID3D11BlendState_Release(d3d11_blend_state);
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ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
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hr = ID3D11Device_CreateBlendState(d3d11_device, &d3d11_blend_desc, &d3d11_blend_state);
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ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
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hr = ID3D11BlendState_QueryInterface(d3d11_blend_state, &IID_ID3D10BlendState, (void **)&blend_state2);
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ok(SUCCEEDED(hr), "Blend state should implement ID3D10BlendState.\n");
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ok(blend_state1 == blend_state2, "Got different blend state objects.\n");
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refcount = ID3D11BlendState_Release(d3d11_blend_state);
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ok(refcount == 2, "Got unexpected refcount %u.\n", refcount);
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ID3D11Device_Release(d3d11_device);
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done:
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refcount = ID3D10BlendState_Release(blend_state2);
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ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
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refcount = ID3D10BlendState_Release(blend_state1);
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