d3d8: Test AddRef with refcount==0.
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577d5d2580
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@ -342,8 +342,14 @@ static void test_refcount(void)
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todo_wine CHECK_REFCOUNT( pRenderTarget, 2);
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todo_wine CHECK_RELEASE_REFCOUNT( pRenderTarget, 1);
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todo_wine CHECK_RELEASE_REFCOUNT( pRenderTarget, 0);
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CHECK_REFCOUNT( pDevice, --refcount);
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/* The render target is released with the device, so AddRef with refcount=0 is fine here. */
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todo_wine CHECK_ADDREF_REFCOUNT(pRenderTarget, 1);
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todo_wine CHECK_REFCOUNT(pDevice, ++refcount);
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todo_wine CHECK_RELEASE_REFCOUNT(pRenderTarget, 0);
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CHECK_REFCOUNT(pDevice, --refcount);
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}
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CHECK_REFCOUNT( pDevice, --refcount);
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/* Render target and back buffer are identical. */
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hr = IDirect3DDevice8_GetBackBuffer(pDevice, 0, 0, &pBackBuffer);
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@ -371,9 +377,15 @@ static void test_refcount(void)
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todo_wine CHECK_REFCOUNT(pDevice, refcount);
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todo_wine CHECK_RELEASE_REFCOUNT( pStencilSurface, 0);
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CHECK_REFCOUNT( pDevice, --refcount);
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/* The stencil surface is released with the device, so AddRef with refcount=0 is fine here. */
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todo_wine CHECK_ADDREF_REFCOUNT(pStencilSurface, 1);
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todo_wine CHECK_REFCOUNT(pDevice, ++refcount);
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todo_wine CHECK_RELEASE_REFCOUNT(pStencilSurface, 0);
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CHECK_REFCOUNT(pDevice, --refcount);
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pStencilSurface = NULL;
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}
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CHECK_REFCOUNT( pDevice, --refcount);
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/* Buffers */
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hr = IDirect3DDevice8_CreateIndexBuffer( pDevice, 16, 0, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &pIndexBuffer );
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@ -482,10 +494,16 @@ static void test_refcount(void)
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todo_wine CHECK_SURFACE_CONTAINER( pBackBuffer, IID_IDirect3DDevice8, pDevice);
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todo_wine CHECK_REFCOUNT( pBackBuffer, 1);
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todo_wine CHECK_RELEASE_REFCOUNT( pBackBuffer, 0);
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CHECK_REFCOUNT( pDevice, --refcount);
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/* The back buffer is released with the swapchain, so AddRef with refcount=0 is fine here. */
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todo_wine CHECK_ADDREF_REFCOUNT(pBackBuffer, 1);
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todo_wine CHECK_REFCOUNT(pDevice, ++refcount);
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todo_wine CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
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CHECK_REFCOUNT(pDevice, --refcount);
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pBackBuffer = NULL;
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}
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CHECK_REFCOUNT( pSwapChain, 1);
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CHECK_REFCOUNT( pDevice, --refcount);
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}
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if(pVertexBuffer)
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