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Bug=dawn:107 Change-Id: Ia88232848995d5c4c3ac0f3137ffa518e85aa0a0 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6140 Commit-Queue: Yunchao He <yunchao.he@intel.com> Commit-Queue: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
191 lines
8.2 KiB
C++
191 lines
8.2 KiB
C++
// Copyright 2019 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "tests/unittests/wire/WireTest.h"
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using namespace testing;
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using namespace dawn_wire;
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class WireOptionalTests : public WireTest {
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public:
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WireOptionalTests() : WireTest(true) {
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}
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~WireOptionalTests() override = default;
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};
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// Test passing nullptr instead of objects - object as value version
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TEST_F(WireOptionalTests, OptionalObjectValue) {
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DawnBindGroupLayoutDescriptor bglDesc;
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bglDesc.nextInChain = nullptr;
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bglDesc.bindingCount = 0;
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DawnBindGroupLayout bgl = dawnDeviceCreateBindGroupLayout(device, &bglDesc);
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DawnBindGroupLayout apiBindGroupLayout = api.GetNewBindGroupLayout();
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EXPECT_CALL(api, DeviceCreateBindGroupLayout(apiDevice, _))
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.WillOnce(Return(apiBindGroupLayout));
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// The `sampler`, `textureView` and `buffer` members of a binding are optional.
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DawnBindGroupBinding binding;
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binding.binding = 0;
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binding.sampler = nullptr;
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binding.textureView = nullptr;
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binding.buffer = nullptr;
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DawnBindGroupDescriptor bgDesc;
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bgDesc.nextInChain = nullptr;
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bgDesc.layout = bgl;
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bgDesc.bindingCount = 1;
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bgDesc.bindings = &binding;
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dawnDeviceCreateBindGroup(device, &bgDesc);
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EXPECT_CALL(api, DeviceCreateBindGroup(
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apiDevice, MatchesLambda([](const DawnBindGroupDescriptor* desc) -> bool {
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return desc->nextInChain == nullptr && desc->bindingCount == 1 &&
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desc->bindings[0].binding == 0 &&
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desc->bindings[0].sampler == nullptr &&
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desc->bindings[0].buffer == nullptr &&
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desc->bindings[0].textureView == nullptr;
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})))
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.WillOnce(Return(nullptr));
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FlushClient();
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}
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// Test that the wire is able to send optional pointers to structures
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TEST_F(WireOptionalTests, OptionalStructPointer) {
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// Create shader module
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DawnShaderModuleDescriptor vertexDescriptor;
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vertexDescriptor.nextInChain = nullptr;
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vertexDescriptor.codeSize = 0;
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DawnShaderModule vsModule = dawnDeviceCreateShaderModule(device, &vertexDescriptor);
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DawnShaderModule apiVsModule = api.GetNewShaderModule();
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EXPECT_CALL(api, DeviceCreateShaderModule(apiDevice, _)).WillOnce(Return(apiVsModule));
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// Create the color state descriptor
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DawnBlendDescriptor blendDescriptor;
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blendDescriptor.operation = DAWN_BLEND_OPERATION_ADD;
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blendDescriptor.srcFactor = DAWN_BLEND_FACTOR_ONE;
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blendDescriptor.dstFactor = DAWN_BLEND_FACTOR_ONE;
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DawnColorStateDescriptor colorStateDescriptor;
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colorStateDescriptor.nextInChain = nullptr;
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colorStateDescriptor.format = DAWN_TEXTURE_FORMAT_R8_G8_B8_A8_UNORM;
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colorStateDescriptor.alphaBlend = blendDescriptor;
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colorStateDescriptor.colorBlend = blendDescriptor;
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colorStateDescriptor.colorWriteMask = DAWN_COLOR_WRITE_MASK_ALL;
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// Create the input state
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DawnInputStateDescriptor inputState;
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inputState.nextInChain = nullptr;
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inputState.indexFormat = DAWN_INDEX_FORMAT_UINT32;
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inputState.numInputs = 0;
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inputState.inputs = nullptr;
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inputState.numAttributes = 0;
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inputState.attributes = nullptr;
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// Create the depth-stencil state
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DawnStencilStateFaceDescriptor stencilFace;
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stencilFace.compare = DAWN_COMPARE_FUNCTION_ALWAYS;
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stencilFace.failOp = DAWN_STENCIL_OPERATION_KEEP;
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stencilFace.depthFailOp = DAWN_STENCIL_OPERATION_KEEP;
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stencilFace.passOp = DAWN_STENCIL_OPERATION_KEEP;
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DawnDepthStencilStateDescriptor depthStencilState;
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depthStencilState.nextInChain = nullptr;
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depthStencilState.format = DAWN_TEXTURE_FORMAT_D32_FLOAT_S8_UINT;
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depthStencilState.depthWriteEnabled = false;
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depthStencilState.depthCompare = DAWN_COMPARE_FUNCTION_ALWAYS;
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depthStencilState.stencilBack = stencilFace;
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depthStencilState.stencilFront = stencilFace;
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depthStencilState.stencilReadMask = 0xff;
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depthStencilState.stencilWriteMask = 0xff;
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// Create the pipeline layout
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DawnPipelineLayoutDescriptor layoutDescriptor;
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layoutDescriptor.nextInChain = nullptr;
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layoutDescriptor.bindGroupLayoutCount = 0;
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layoutDescriptor.bindGroupLayouts = nullptr;
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DawnPipelineLayout layout = dawnDeviceCreatePipelineLayout(device, &layoutDescriptor);
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DawnPipelineLayout apiLayout = api.GetNewPipelineLayout();
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EXPECT_CALL(api, DeviceCreatePipelineLayout(apiDevice, _)).WillOnce(Return(apiLayout));
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// Create pipeline
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DawnRenderPipelineDescriptor pipelineDescriptor;
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pipelineDescriptor.nextInChain = nullptr;
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DawnPipelineStageDescriptor vertexStage;
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vertexStage.nextInChain = nullptr;
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vertexStage.module = vsModule;
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vertexStage.entryPoint = "main";
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pipelineDescriptor.vertexStage = &vertexStage;
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DawnPipelineStageDescriptor fragmentStage;
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fragmentStage.nextInChain = nullptr;
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fragmentStage.module = vsModule;
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fragmentStage.entryPoint = "main";
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pipelineDescriptor.fragmentStage = &fragmentStage;
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pipelineDescriptor.colorStateCount = 1;
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DawnColorStateDescriptor* colorStatesPtr[] = {&colorStateDescriptor};
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pipelineDescriptor.colorStates = colorStatesPtr;
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pipelineDescriptor.sampleCount = 1;
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pipelineDescriptor.layout = layout;
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pipelineDescriptor.inputState = &inputState;
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pipelineDescriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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// First case: depthStencilState is not null.
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pipelineDescriptor.depthStencilState = &depthStencilState;
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dawnDeviceCreateRenderPipeline(device, &pipelineDescriptor);
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EXPECT_CALL(
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api,
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DeviceCreateRenderPipeline(
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apiDevice, MatchesLambda([](const DawnRenderPipelineDescriptor* desc) -> bool {
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return desc->depthStencilState != nullptr &&
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desc->depthStencilState->nextInChain == nullptr &&
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desc->depthStencilState->depthWriteEnabled == false &&
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desc->depthStencilState->depthCompare == DAWN_COMPARE_FUNCTION_ALWAYS &&
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desc->depthStencilState->stencilBack.compare ==
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DAWN_COMPARE_FUNCTION_ALWAYS &&
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desc->depthStencilState->stencilBack.failOp == DAWN_STENCIL_OPERATION_KEEP &&
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desc->depthStencilState->stencilBack.depthFailOp ==
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DAWN_STENCIL_OPERATION_KEEP &&
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desc->depthStencilState->stencilBack.passOp == DAWN_STENCIL_OPERATION_KEEP &&
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desc->depthStencilState->stencilFront.compare ==
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DAWN_COMPARE_FUNCTION_ALWAYS &&
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desc->depthStencilState->stencilFront.failOp ==
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DAWN_STENCIL_OPERATION_KEEP &&
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desc->depthStencilState->stencilFront.depthFailOp ==
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DAWN_STENCIL_OPERATION_KEEP &&
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desc->depthStencilState->stencilFront.passOp ==
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DAWN_STENCIL_OPERATION_KEEP &&
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desc->depthStencilState->stencilReadMask == 0xff &&
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desc->depthStencilState->stencilWriteMask == 0xff;
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})))
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.WillOnce(Return(nullptr));
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FlushClient();
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// Second case: depthStencilState is null.
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pipelineDescriptor.depthStencilState = nullptr;
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dawnDeviceCreateRenderPipeline(device, &pipelineDescriptor);
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EXPECT_CALL(api,
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DeviceCreateRenderPipeline(
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apiDevice, MatchesLambda([](const DawnRenderPipelineDescriptor* desc) -> bool {
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return desc->depthStencilState == nullptr;
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})))
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.WillOnce(Return(nullptr));
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FlushClient();
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}
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