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tests: Use single shared implementation of wait_queue_idle().
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@ -168,7 +168,6 @@ static void destroy_event(HANDLE event)
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#endif
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#define wait_queue_idle(a, b) wait_queue_idle_(__LINE__, a, b)
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#if _WIN32
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static void wait_queue_idle_(unsigned int line, ID3D12Device *device, ID3D12CommandQueue *queue)
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{
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const UINT64 value = 1;
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@ -187,24 +186,18 @@ static void wait_queue_idle_(unsigned int line, ID3D12Device *device, ID3D12Comm
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if (ID3D12Fence_GetCompletedValue(fence) < value)
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{
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event = create_event();
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ok_(line)(!!event, "CreateEvent failed.\n");
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ok_(line)(!!event, "Failed to create event.\n");
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hr = ID3D12Fence_SetEventOnCompletion(fence, value, event);
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ok_(line)(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr);
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ret = wait_event(event, INFINITE);
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ok_(line)(ret == WAIT_OBJECT_0, "WaitForSingleObject failed, ret %#x.\n", ret);
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ok_(line)(ret == WAIT_OBJECT_0, "Failed to wait for event, ret %#x.\n", ret);
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destroy_event(event);
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}
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ID3D12Fence_Release(fence);
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}
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#else
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static void wait_queue_idle_(unsigned int line, ID3D12Device *device, ID3D12CommandQueue *queue)
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{
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todo_(line)(0, "wait_queue_idle() not implemented.\n");
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}
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#endif
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static unsigned int format_size(DXGI_FORMAT format)
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{
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