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d3d11: Always initialize out shader pointer in CreateHullShader().
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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@ -3569,6 +3569,8 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateHullShader(ID3D11Device2 *if
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TRACE("iface %p, byte_code %p, byte_code_length %Iu, class_linkage %p, shader %p.\n",
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iface, byte_code, byte_code_length, class_linkage, shader);
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*shader = NULL;
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if (class_linkage)
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FIXME("Class linkage is not implemented yet.\n");
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@ -4825,6 +4825,7 @@ static void test_create_shader(const D3D_FEATURE_LEVEL feature_level)
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ID3D11GeometryShader *gs;
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ID3D11VertexShader *vs;
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ID3D11PixelShader *ps;
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ID3D11HullShader *hs;
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HRESULT hr;
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device_desc.feature_level = &feature_level;
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@ -5000,6 +5001,12 @@ static void test_create_shader(const D3D_FEATURE_LEVEL feature_level)
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ID3D11GeometryShader_Release(gs);
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}
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/* Hull shader */
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hs = (void *)0xdeadbeef;
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hr = ID3D11Device_CreateHullShader(device, gs_4_0, sizeof(gs_4_0), NULL, &hs);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr);
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ok(!hs, "Unexpected pointer %p.\n", hs);
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refcount = ID3D11Device_Release(device);
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ok(!refcount, "Device has %lu references left.\n", refcount);
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}
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