[PATCH 2/5] d3d10core/tests: Add a test for ID3D10Device_ClearState().

Henri Verbeet hverbeet at codeweavers.com
Mon Nov 3 01:59:35 CST 2014


---
 dlls/d3d10core/tests/device.c |  868 +++++++++++++++++++++++++++++++++++++++++
 1 file changed, 868 insertions(+)

diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 4b3a325..7387231 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -20,6 +20,7 @@
 #include "initguid.h"
 #include "d3d10.h"
 #include "wine/test.h"
+#include <limits.h>
 
 static ULONG get_refcount(IUnknown *iface)
 {
@@ -27,6 +28,22 @@ static ULONG get_refcount(IUnknown *iface)
     return IUnknown_Release(iface);
 }
 
+static BOOL compare_float(float f, float g, unsigned int ulps)
+{
+    int x = *(int *)&f;
+    int y = *(int *)&g;
+
+    if (x < 0)
+        x = INT_MIN - x;
+    if (y < 0)
+        y = INT_MIN - y;
+
+    if (abs(x - y) > ulps)
+        return FALSE;
+
+    return TRUE;
+}
+
 static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff)
 {
     if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
@@ -1186,6 +1203,856 @@ static void test_scissor(void)
     DestroyWindow(window);
 }
 
+static void test_clear_state(void)
+{
+    static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
+    {
+        {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
+    };
+#if 0
+float4 main(float4 pos : POSITION) : POSITION
+{
+    return pos;
+}
+#endif
+    static const DWORD simple_vs[] =
+    {
+        0x43425844, 0x66689e7c, 0x643f0971, 0xb7f67ff4, 0xabc48688, 0x00000001, 0x000000d4, 0x00000003,
+        0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
+        0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+        0x00000000, 0x0000000f, 0x49534f50, 0x4e4f4954, 0xababab00, 0x52444853, 0x00000038, 0x00010040,
+        0x0000000e, 0x0300005f, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
+        0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
+    };
+
+#if 0
+struct gs_out
+{
+    float4 pos : SV_POSITION;
+};
+
+[maxvertexcount(4)]
+void main(point float4 vin[1] : POSTION, inout TriangleStream<gs_out> vout)
+{
+    float offset = 0.1 * vin[0].w;
+    gs_out v;
+
+    v.pos = float4(vin[0].x - offset, vin[0].y - offset, vin[0].z, vin[0].w);
+    vout.Append(v);
+    v.pos = float4(vin[0].x - offset, vin[0].y + offset, vin[0].z, vin[0].w);
+    vout.Append(v);
+    v.pos = float4(vin[0].x + offset, vin[0].y - offset, vin[0].z, vin[0].w);
+    vout.Append(v);
+    v.pos = float4(vin[0].x + offset, vin[0].y + offset, vin[0].z, vin[0].w);
+    vout.Append(v);
+}
+#endif
+    static const DWORD simple_gs[] =
+    {
+        0x43425844, 0x9786dfb7, 0xad78ae61, 0x34364b9a, 0xf3b719f8, 0x00000001, 0x00000238, 0x00000003,
+        0x0000002c, 0x0000005c, 0x00000090, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x54534f50, 0x004e4f49, 0x4e47534f,
+        0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
+        0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x000001a0, 0x00020040, 0x00000068,
+        0x0400005f, 0x002010f2, 0x00000001, 0x00000000, 0x02000068, 0x00000001, 0x0100085d, 0x0100285c,
+        0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x0200005e, 0x00000004, 0x0f000032, 0x00100032,
+        0x00000000, 0x80201ff6, 0x00000041, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd, 0x3dcccccd,
+        0x00000000, 0x00000000, 0x00201046, 0x00000000, 0x00000000, 0x05000036, 0x00102032, 0x00000000,
+        0x00100046, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000,
+        0x01000013, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0e000032, 0x00100052,
+        0x00000000, 0x00201ff6, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd, 0x00000000, 0x3dcccccd,
+        0x00000000, 0x00201106, 0x00000000, 0x00000000, 0x05000036, 0x00102022, 0x00000000, 0x0010002a,
+        0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, 0x01000013,
+        0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x05000036, 0x00102022, 0x00000000,
+        0x0010001a, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000,
+        0x01000013, 0x05000036, 0x00102032, 0x00000000, 0x00100086, 0x00000000, 0x06000036, 0x001020c2,
+        0x00000000, 0x00201ea6, 0x00000000, 0x00000000, 0x01000013, 0x0100003e,
+    };
+
+#if 0
+float4 main(float4 color : COLOR) : SV_TARGET
+{
+    return color;
+}
+#endif
+    static const DWORD simple_ps[] =
+    {
+        0x43425844, 0x08c2b568, 0x17d33120, 0xb7d82948, 0x13a570fb, 0x00000001, 0x000000d0, 0x00000003,
+        0x0000002c, 0x0000005c, 0x00000090, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f,
+        0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+        0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
+        0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2,
+        0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
+    };
+
+    D3D10_VIEWPORT tmp_viewport[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+    ID3D10ShaderResourceView *tmp_srv[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
+    ID3D10ShaderResourceView *srv[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
+    ID3D10RenderTargetView *tmp_rtv[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
+    RECT tmp_rect[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+    ID3D10SamplerState *tmp_sampler[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
+    ID3D10RenderTargetView *rtv[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
+    ID3D10Texture2D *rt_texture[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
+    ID3D10Buffer *cb[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
+    ID3D10Buffer *tmp_buffer[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
+    ID3D10SamplerState *sampler[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
+    ID3D10Buffer *buffer[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
+    UINT offset[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
+    UINT stride[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
+    ID3D10Buffer *so_buffer[D3D10_SO_BUFFER_SLOT_COUNT];
+    ID3D10InputLayout *tmp_input_layout, *input_layout;
+    ID3D10DepthStencilState *tmp_ds_state, *ds_state;
+    ID3D10BlendState *tmp_blend_state, *blend_state;
+    ID3D10RasterizerState *tmp_rs_state, *rs_state;
+    ID3D10Predicate *tmp_predicate, *predicate;
+    D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
+    ID3D10DepthStencilView *tmp_dsv, *dsv;
+    D3D10_PRIMITIVE_TOPOLOGY topology;
+    D3D10_TEXTURE2D_DESC texture_desc;
+    ID3D10GeometryShader *tmp_gs, *gs;
+    D3D10_DEPTH_STENCIL_DESC ds_desc;
+    ID3D10VertexShader *tmp_vs, *vs;
+    D3D10_SAMPLER_DESC sampler_desc;
+    D3D10_QUERY_DESC predicate_desc;
+    ID3D10PixelShader *tmp_ps, *ps;
+    D3D10_RASTERIZER_DESC rs_desc;
+    D3D10_BUFFER_DESC buffer_desc;
+    D3D10_BLEND_DESC blend_desc;
+    ID3D10Texture2D *ds_texture;
+    float blend_factor[4];
+    ID3D10Device *device;
+    BOOL predicate_value;
+    DXGI_FORMAT format;
+    UINT sample_mask;
+    UINT stencil_ref;
+    ULONG refcount;
+    UINT count, i;
+    HRESULT hr;
+
+    if (!(device = create_device()))
+    {
+        skip("Failed to create device, skipping tests.\n");
+        return;
+    }
+
+    /* Verify the initial state after device creation. */
+
+    ID3D10Device_VSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
+    for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
+    }
+    ID3D10Device_VSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
+    for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
+    }
+    ID3D10Device_VSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
+    for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
+    }
+    ID3D10Device_VSGetShader(device, &tmp_vs);
+    ok(!tmp_vs, "Got unexpected vertex shader %p.\n", tmp_vs);
+
+    ID3D10Device_GSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
+    for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
+    }
+    ID3D10Device_GSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
+    for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
+    }
+    ID3D10Device_GSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
+    for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
+    }
+    ID3D10Device_GSGetShader(device, &tmp_gs);
+    ok(!tmp_gs, "Got unexpected geometry shader %p.\n", tmp_gs);
+
+    ID3D10Device_PSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
+    for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
+    }
+    ID3D10Device_PSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
+    for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
+    }
+    ID3D10Device_PSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
+    for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
+    }
+    ID3D10Device_PSGetShader(device, &tmp_ps);
+    ok(!tmp_ps, "Got unexpected pixel shader %p.\n", tmp_ps);
+
+    ID3D10Device_IAGetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, tmp_buffer, stride, offset);
+    for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_buffer[i], "Got unexpected vertex buffer %p in slot %u.\n", tmp_buffer[i], i);
+        ok(!stride[i], "Got unexpected stride %u in slot %u.\n", stride[i], i);
+        ok(!offset[i], "Got unexpected offset %u in slot %u.\n", offset[i], i);
+    }
+    ID3D10Device_IAGetIndexBuffer(device, tmp_buffer, &format, offset);
+    ok(!tmp_buffer[0], "Got unexpected index buffer %p.\n", tmp_buffer[0]);
+    ok(format == DXGI_FORMAT_UNKNOWN, "Got unexpected index buffer format %#x.\n", format);
+    ok(!offset[0], "Got unexpected index buffer offset %u.\n", offset[0]);
+    ID3D10Device_IAGetInputLayout(device, &tmp_input_layout);
+    ok(!tmp_input_layout, "Got unexpected input layout %p.\n", tmp_input_layout);
+    ID3D10Device_IAGetPrimitiveTopology(device, &topology);
+    ok(topology == D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED, "Got unexpected primitive topology %#x.\n", topology);
+
+    ID3D10Device_OMGetBlendState(device, &tmp_blend_state, blend_factor, &sample_mask);
+    ok(!tmp_blend_state, "Got unexpected blend state %p.\n", tmp_blend_state);
+    ok(blend_factor[0] == 1.0f && blend_factor[1] == 1.0f
+            && blend_factor[2] == 1.0f && blend_factor[3] == 1.0f,
+            "Got unexpected blend factor {%.8e, %.8e, %.8e, %.8e}.\n",
+            blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]);
+    ok(sample_mask == D3D10_DEFAULT_SAMPLE_MASK, "Got unexpected sample mask %#x.\n", sample_mask);
+    ID3D10Device_OMGetDepthStencilState(device, &tmp_ds_state, &stencil_ref);
+    ok(!tmp_ds_state, "Got unexpected depth stencil state %p.\n", tmp_ds_state);
+    ok(!stencil_ref, "Got unexpected stencil ref %u.\n", stencil_ref);
+    ID3D10Device_OMGetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, tmp_rtv, &tmp_dsv);
+    for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
+    {
+        ok(!tmp_rtv[i], "Got unexpected render target view %p in slot %u.\n", tmp_rtv[i], i);
+    }
+    ok(!tmp_dsv, "Got unexpected depth stencil view %p.\n", tmp_dsv);
+
+    ID3D10Device_RSGetScissorRects(device, &count, NULL);
+    todo_wine ok(!count, "Got unexpected scissor rect count %u.\n", count);
+    memset(tmp_rect, 0x55, sizeof(tmp_rect));
+    count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
+    ID3D10Device_RSGetScissorRects(device, &count, tmp_rect);
+    for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i)
+    {
+        ok(!tmp_rect[i].left && !tmp_rect[i].top && !tmp_rect[i].right && !tmp_rect[i].bottom,
+                "Got unexpected scissor rect {%d, %d, %d, %d} in slot %u.\n",
+                tmp_rect[i].left, tmp_rect[i].top, tmp_rect[i].right, tmp_rect[i].bottom, i);
+    }
+    ID3D10Device_RSGetViewports(device, &count, NULL);
+    todo_wine ok(!count, "Got unexpected viewport count %u.\n", count);
+    memset(tmp_viewport, 0x55, sizeof(tmp_viewport));
+    count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
+    ID3D10Device_RSGetViewports(device, &count, tmp_viewport);
+    for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i)
+    {
+        ok(!tmp_viewport[i].TopLeftX && !tmp_viewport[i].TopLeftY && !tmp_viewport[i].Width
+                && !tmp_viewport[i].Height && !tmp_viewport[i].MinDepth && !tmp_viewport[i].MaxDepth,
+                "Got unexpected viewport {%d, %d, %u, %u, %.8e, %.8e} in slot %u.\n",
+                tmp_viewport[i].TopLeftX, tmp_viewport[i].TopLeftY, tmp_viewport[i].Width,
+                tmp_viewport[i].Height, tmp_viewport[i].MinDepth, tmp_viewport[i].MaxDepth, i);
+    }
+    ID3D10Device_RSGetState(device, &tmp_rs_state);
+    ok(!tmp_rs_state, "Got unexpected rasterizer state %p.\n", tmp_rs_state);
+
+    ID3D10Device_SOGetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, tmp_buffer, offset);
+    for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_buffer[i], "Got unexpected stream output %p in slot %u.\n", tmp_buffer[i], i);
+        ok(!offset[i], "Got unexpected stream output offset %u in slot %u.\n", offset[i], i);
+    }
+
+    ID3D10Device_GetPredication(device, &tmp_predicate, &predicate_value);
+    ok(!tmp_predicate, "Got unexpected predicate %p.\n", tmp_predicate);
+    ok(!predicate_value, "Got unexpected predicate value %#x.\n", predicate_value);
+
+    /* Create resources. */
+
+    buffer_desc.ByteWidth = 1024;
+    buffer_desc.Usage = D3D10_USAGE_DEFAULT;
+    buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
+    buffer_desc.CPUAccessFlags = 0;
+    buffer_desc.MiscFlags = 0;
+
+    for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
+    {
+        hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb[i]);
+        ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
+    }
+
+    buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER | D3D10_BIND_INDEX_BUFFER | D3D10_BIND_SHADER_RESOURCE;
+
+    for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
+    {
+        hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer[i]);
+        ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
+
+        stride[i] = (i + 1) * 4;
+        offset[i] = (i + 1) * 16;
+    }
+
+    buffer_desc.BindFlags = D3D10_BIND_STREAM_OUTPUT;
+
+    for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
+    {
+        hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &so_buffer[i]);
+        ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
+    }
+
+    srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+    srv_desc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER;
+    U(srv_desc).Buffer.ElementOffset = 0;
+    U(srv_desc).Buffer.ElementWidth = 64;
+
+    for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
+    {
+        hr = ID3D10Device_CreateShaderResourceView(device,
+                (ID3D10Resource *)buffer[i % D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT], &srv_desc, &srv[i]);
+        ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
+    }
+
+    sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
+    sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
+    sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
+    sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
+    sampler_desc.MipLODBias = 0.0f;
+    sampler_desc.MaxAnisotropy = 16;
+    sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
+    sampler_desc.BorderColor[0] = 0.0f;
+    sampler_desc.BorderColor[1] = 0.0f;
+    sampler_desc.BorderColor[2] = 0.0f;
+    sampler_desc.BorderColor[3] = 0.0f;
+    sampler_desc.MinLOD = 0.0f;
+    sampler_desc.MaxLOD = 16.0f;
+
+    for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
+    {
+        sampler_desc.MinLOD = (float)i;
+
+        hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler[i]);
+        ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
+    }
+
+    hr = ID3D10Device_CreateVertexShader(device, simple_vs, sizeof(simple_vs), &vs);
+    ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+
+    hr = ID3D10Device_CreateGeometryShader(device, simple_gs, sizeof(simple_gs), &gs);
+    ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr);
+
+    hr = ID3D10Device_CreatePixelShader(device, simple_ps, sizeof(simple_ps), &ps);
+    ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+    hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
+            simple_vs, sizeof(simple_vs), &input_layout);
+    ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+
+    blend_desc.AlphaToCoverageEnable = FALSE;
+    blend_desc.BlendEnable[0] = FALSE;
+    blend_desc.BlendEnable[1] = FALSE;
+    blend_desc.BlendEnable[2] = FALSE;
+    blend_desc.BlendEnable[3] = FALSE;
+    blend_desc.BlendEnable[4] = FALSE;
+    blend_desc.BlendEnable[5] = FALSE;
+    blend_desc.BlendEnable[6] = FALSE;
+    blend_desc.BlendEnable[7] = FALSE;
+    blend_desc.SrcBlend = D3D10_BLEND_ONE;
+    blend_desc.DestBlend = D3D10_BLEND_ZERO;
+    blend_desc.BlendOp = D3D10_BLEND_OP_ADD;
+    blend_desc.SrcBlendAlpha = D3D10_BLEND_ONE;
+    blend_desc.DestBlendAlpha = D3D10_BLEND_ZERO;
+    blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
+    blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
+    blend_desc.RenderTargetWriteMask[1] = D3D10_COLOR_WRITE_ENABLE_ALL;
+    blend_desc.RenderTargetWriteMask[2] = D3D10_COLOR_WRITE_ENABLE_ALL;
+    blend_desc.RenderTargetWriteMask[3] = D3D10_COLOR_WRITE_ENABLE_ALL;
+    blend_desc.RenderTargetWriteMask[4] = D3D10_COLOR_WRITE_ENABLE_ALL;
+    blend_desc.RenderTargetWriteMask[5] = D3D10_COLOR_WRITE_ENABLE_ALL;
+    blend_desc.RenderTargetWriteMask[6] = D3D10_COLOR_WRITE_ENABLE_ALL;
+    blend_desc.RenderTargetWriteMask[7] = D3D10_COLOR_WRITE_ENABLE_ALL;
+
+    hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state);
+    ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
+
+    ds_desc.DepthEnable = TRUE;
+    ds_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
+    ds_desc.DepthFunc = D3D10_COMPARISON_LESS;
+    ds_desc.StencilEnable = FALSE;
+    ds_desc.StencilReadMask = D3D10_DEFAULT_STENCIL_READ_MASK;
+    ds_desc.StencilWriteMask = D3D10_DEFAULT_STENCIL_WRITE_MASK;
+    ds_desc.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
+    ds_desc.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
+    ds_desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
+    ds_desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
+    ds_desc.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
+    ds_desc.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
+    ds_desc.BackFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
+    ds_desc.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
+
+    hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state);
+    ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
+
+    texture_desc.Width = 512;
+    texture_desc.Height = 512;
+    texture_desc.MipLevels = 1;
+    texture_desc.ArraySize = 1;
+    texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+    texture_desc.SampleDesc.Count = 1;
+    texture_desc.SampleDesc.Quality = 0;
+    texture_desc.Usage = D3D10_USAGE_DEFAULT;
+    texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET;
+    texture_desc.CPUAccessFlags = 0;
+    texture_desc.MiscFlags = 0;
+
+    for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
+    {
+        hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rt_texture[i]);
+        ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+    }
+
+    texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
+    texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
+
+    hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &ds_texture);
+    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+    for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
+    {
+        hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rt_texture[i], NULL, &rtv[i]);
+        ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+    }
+
+    hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)ds_texture, NULL, &dsv);
+    ok(SUCCEEDED(hr), "Failed to create depthstencil view, hr %#x.\n", hr);
+
+    for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i)
+    {
+        tmp_rect[i].left = i;
+        tmp_rect[i].top = i * 2;
+        tmp_rect[i].right = i + 1;
+        tmp_rect[i].bottom = (i + 1) * 2;
+
+        tmp_viewport[i].TopLeftX = i * 3;
+        tmp_viewport[i].TopLeftY = i * 4;
+        tmp_viewport[i].Width = 3;
+        tmp_viewport[i].Height = 4;
+        tmp_viewport[i].MinDepth = i * 0.01f;
+        tmp_viewport[i].MaxDepth = (i + 1) * 0.01f;
+    }
+
+    rs_desc.FillMode = D3D10_FILL_SOLID;
+    rs_desc.CullMode = D3D10_CULL_BACK;
+    rs_desc.FrontCounterClockwise = FALSE;
+    rs_desc.DepthBias = 0;
+    rs_desc.DepthBiasClamp = 0.0f;
+    rs_desc.SlopeScaledDepthBias = 0.0f;
+    rs_desc.DepthClipEnable = TRUE;
+    rs_desc.ScissorEnable = FALSE;
+    rs_desc.MultisampleEnable = FALSE;
+    rs_desc.AntialiasedLineEnable = FALSE;
+
+    hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs_state);
+    ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
+
+    predicate_desc.Query = D3D10_QUERY_OCCLUSION_PREDICATE;
+    predicate_desc.MiscFlags = 0;
+
+    hr = ID3D10Device_CreatePredicate(device, &predicate_desc, &predicate);
+    ok(SUCCEEDED(hr), "Failed to create predicate, hr %#x.\n", hr);
+
+    /* Setup state. */
+    ID3D10Device_VSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, cb);
+    ID3D10Device_VSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, srv);
+    ID3D10Device_VSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler);
+    ID3D10Device_VSSetShader(device, vs);
+
+    ID3D10Device_GSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, cb);
+    ID3D10Device_GSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, srv);
+    ID3D10Device_GSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler);
+    ID3D10Device_GSSetShader(device, gs);
+
+    ID3D10Device_PSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, cb);
+    ID3D10Device_PSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, srv);
+    ID3D10Device_PSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler);
+    ID3D10Device_PSSetShader(device, ps);
+
+    ID3D10Device_IASetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, buffer, stride, offset);
+    ID3D10Device_IASetIndexBuffer(device, buffer[0], DXGI_FORMAT_R32_UINT, offset[0]);
+    ID3D10Device_IASetInputLayout(device, input_layout);
+    ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+
+    blend_factor[0] = 0.1f;
+    blend_factor[1] = 0.2f;
+    blend_factor[2] = 0.3f;
+    blend_factor[3] = 0.4f;
+    ID3D10Device_OMSetBlendState(device, blend_state, blend_factor, 0xff00ff00);
+    ID3D10Device_OMSetDepthStencilState(device, ds_state, 3);
+    ID3D10Device_OMSetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, rtv, dsv);
+
+    ID3D10Device_RSSetScissorRects(device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE, tmp_rect);
+    ID3D10Device_RSSetViewports(device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE, tmp_viewport);
+    ID3D10Device_RSSetState(device, rs_state);
+
+    ID3D10Device_SOSetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, so_buffer, offset);
+
+    ID3D10Device_SetPredication(device, predicate, TRUE);
+
+    /* Verify the set state. */
+
+    ID3D10Device_VSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
+    for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
+    {
+        ok(tmp_buffer[i] == cb[i], "Got unexpected constant buffer %p in slot %u, expected %p.\n",
+                tmp_buffer[i], i, cb[i]);
+        ID3D10Buffer_Release(tmp_buffer[i]);
+    }
+    ID3D10Device_VSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
+    for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
+    {
+        ok(tmp_srv[i] == srv[i], "Got unexpected shader resource view %p in slot %u, expected %p.\n",
+                tmp_srv[i], i, srv[i]);
+        ID3D10ShaderResourceView_Release(tmp_srv[i]);
+    }
+    ID3D10Device_VSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
+    for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
+    {
+        ok(tmp_sampler[i] == sampler[i], "Got unexpected sampler %p in slot %u, expected %p.\n",
+                tmp_sampler[i], i, sampler[i]);
+        ID3D10SamplerState_Release(tmp_sampler[i]);
+    }
+    ID3D10Device_VSGetShader(device, &tmp_vs);
+    ok(tmp_vs == vs, "Got unexpected vertex shader %p, expected %p.\n", tmp_vs, vs);
+    ID3D10VertexShader_Release(tmp_vs);
+
+    ID3D10Device_GSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
+    for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
+    {
+        ok(tmp_buffer[i] == cb[i], "Got unexpected constant buffer %p in slot %u, expected %p.\n",
+                tmp_buffer[i], i, cb[i]);
+        ID3D10Buffer_Release(tmp_buffer[i]);
+    }
+    ID3D10Device_GSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
+    for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
+    {
+        ok(tmp_srv[i] == srv[i], "Got unexpected shader resource view %p in slot %u, expected %p.\n",
+                tmp_srv[i], i, srv[i]);
+        ID3D10ShaderResourceView_Release(tmp_srv[i]);
+    }
+    ID3D10Device_GSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
+    for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
+    {
+        ok(tmp_sampler[i] == sampler[i], "Got unexpected sampler %p in slot %u, expected %p.\n",
+                tmp_sampler[i], i, sampler[i]);
+        ID3D10SamplerState_Release(tmp_sampler[i]);
+    }
+    ID3D10Device_GSGetShader(device, &tmp_gs);
+    ok(tmp_gs == gs, "Got unexpected geometry shader %p, expected %p.\n", tmp_gs, gs);
+    ID3D10GeometryShader_Release(tmp_gs);
+
+    ID3D10Device_PSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
+    for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
+    {
+        ok(tmp_buffer[i] == cb[i], "Got unexpected constant buffer %p in slot %u, expected %p.\n",
+                tmp_buffer[i], i, cb[i]);
+        ID3D10Buffer_Release(tmp_buffer[i]);
+    }
+    ID3D10Device_PSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
+    for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
+    {
+        ok(tmp_srv[i] == srv[i], "Got unexpected shader resource view %p in slot %u, expected %p.\n",
+                tmp_srv[i], i, srv[i]);
+        ID3D10ShaderResourceView_Release(tmp_srv[i]);
+    }
+    ID3D10Device_PSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
+    for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
+    {
+        ok(tmp_sampler[i] == sampler[i], "Got unexpected sampler %p in slot %u, expected %p.\n",
+                tmp_sampler[i], i, sampler[i]);
+        ID3D10SamplerState_Release(tmp_sampler[i]);
+    }
+    ID3D10Device_PSGetShader(device, &tmp_ps);
+    ok(tmp_ps == ps, "Got unexpected pixel shader %p, expected %p.\n", tmp_ps, ps);
+    ID3D10PixelShader_Release(tmp_ps);
+
+    ID3D10Device_IAGetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, tmp_buffer, stride, offset);
+    for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
+    {
+        ok(tmp_buffer[i] == buffer[i], "Got unexpected vertex buffer %p in slot %u, expected %p.\n",
+                tmp_buffer[i], i, buffer[i]);
+        ok(stride[i] == (i + 1) * 4, "Got unexpected stride %u in slot %u.\n", stride[i], i);
+        ok(offset[i] == (i + 1) * 16, "Got unexpected offset %u in slot %u.\n", offset[i], i);
+        ID3D10Buffer_Release(tmp_buffer[i]);
+    }
+    ID3D10Device_IAGetIndexBuffer(device, tmp_buffer, &format, offset);
+    ok(tmp_buffer[0] == buffer[0], "Got unexpected index buffer %p, expected %p.\n", tmp_buffer[0], buffer[0]);
+    ID3D10Buffer_Release(tmp_buffer[0]);
+    ok(format == DXGI_FORMAT_R32_UINT, "Got unexpected index buffer format %#x.\n", format);
+    todo_wine ok(offset[0] == 16, "Got unexpected index buffer offset %u.\n", offset[0]);
+    ID3D10Device_IAGetInputLayout(device, &tmp_input_layout);
+    ok(tmp_input_layout == input_layout, "Got unexpected input layout %p, expected %p.\n",
+            tmp_input_layout, input_layout);
+    ID3D10InputLayout_Release(tmp_input_layout);
+    ID3D10Device_IAGetPrimitiveTopology(device, &topology);
+    ok(topology == D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, "Got unexpected primitive topology %#x.\n", topology);
+
+    ID3D10Device_OMGetBlendState(device, &tmp_blend_state, blend_factor, &sample_mask);
+    ok(tmp_blend_state == blend_state, "Got unexpected blend state %p, expected %p.\n", tmp_blend_state, blend_state);
+    ID3D10BlendState_Release(tmp_blend_state);
+    ok(blend_factor[0] == 0.1f && blend_factor[1] == 0.2f
+            && blend_factor[2] == 0.3f && blend_factor[3] == 0.4f,
+            "Got unexpected blend factor {%.8e, %.8e, %.8e, %.8e}.\n",
+            blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]);
+    ok(sample_mask == 0xff00ff00, "Got unexpected sample mask %#x.\n", sample_mask);
+    ID3D10Device_OMGetDepthStencilState(device, &tmp_ds_state, &stencil_ref);
+    ok(tmp_ds_state == ds_state, "Got unexpected depth stencil state %p, expected %p.\n", tmp_ds_state, ds_state);
+    ID3D10DepthStencilState_Release(tmp_ds_state);
+    ok(stencil_ref == 3, "Got unexpected stencil ref %u.\n", stencil_ref);
+    ID3D10Device_OMGetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, tmp_rtv, &tmp_dsv);
+    for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
+    {
+        ok(tmp_rtv[i] == rtv[i], "Got unexpected render target view %p in slot %u, expected %p.\n",
+                tmp_rtv[i], i, rtv[i]);
+        ID3D10RenderTargetView_Release(tmp_rtv[i]);
+    }
+    ok(tmp_dsv == dsv, "Got unexpected depth stencil view %p, expected %p.\n", tmp_dsv, dsv);
+    ID3D10DepthStencilView_Release(tmp_dsv);
+
+    ID3D10Device_RSGetScissorRects(device, &count, NULL);
+    todo_wine ok(count == D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE,
+            "Got unexpected scissor rect count %u.\n", count);
+    memset(tmp_rect, 0x55, sizeof(tmp_rect));
+    ID3D10Device_RSGetScissorRects(device, &count, tmp_rect);
+    for (i = 0; i < count; ++i)
+    {
+        ok(tmp_rect[i].left == i
+                && tmp_rect[i].top == i * 2
+                && tmp_rect[i].right == i + 1
+                && tmp_rect[i].bottom == (i + 1) * 2,
+                "Got unexpected scissor rect {%d, %d, %d, %d} in slot %u.\n",
+                tmp_rect[i].left, tmp_rect[i].top, tmp_rect[i].right, tmp_rect[i].bottom, i);
+    }
+    ID3D10Device_RSGetViewports(device, &count, NULL);
+    todo_wine ok(count == D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE,
+            "Got unexpected viewport count %u.\n", count);
+    memset(tmp_viewport, 0x55, sizeof(tmp_viewport));
+    ID3D10Device_RSGetViewports(device, &count, tmp_viewport);
+    for (i = 0; i < count; ++i)
+    {
+        ok(tmp_viewport[i].TopLeftX == i * 3
+                && tmp_viewport[i].TopLeftY == i * 4
+                && tmp_viewport[i].Width == 3
+                && tmp_viewport[i].Height == 4
+                && compare_float(tmp_viewport[i].MinDepth, i * 0.01f, 16)
+                && compare_float(tmp_viewport[i].MaxDepth, (i + 1) * 0.01f, 16),
+                "Got unexpected viewport {%d, %d, %u, %u, %.8e, %.8e} in slot %u.\n",
+                tmp_viewport[i].TopLeftX, tmp_viewport[i].TopLeftY, tmp_viewport[i].Width,
+                tmp_viewport[i].Height, tmp_viewport[i].MinDepth, tmp_viewport[i].MaxDepth, i);
+    }
+    ID3D10Device_RSGetState(device, &tmp_rs_state);
+    ok(tmp_rs_state == rs_state, "Got unexpected rasterizer state %p, expected %p.\n", tmp_rs_state, rs_state);
+    ID3D10RasterizerState_Release(tmp_rs_state);
+
+    ID3D10Device_SOGetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, tmp_buffer, offset);
+    for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
+    {
+        ok(tmp_buffer[i] == so_buffer[i], "Got unexpected stream output %p in slot %u, expected %p.\n",
+                tmp_buffer[i], i, buffer[i]);
+        ID3D10Buffer_Release(tmp_buffer[i]);
+        todo_wine ok(offset[i] == ~0u, "Got unexpected stream output offset %u in slot %u.\n", offset[i], i);
+    }
+
+    ID3D10Device_GetPredication(device, &tmp_predicate, &predicate_value);
+    ok(tmp_predicate == predicate, "Got unexpected predicate %p, expected %p.\n", tmp_predicate, predicate);
+    ID3D10Predicate_Release(tmp_predicate);
+    ok(predicate_value, "Got unexpected predicate value %#x.\n", predicate_value);
+
+    /* Verify ClearState(). */
+
+    ID3D10Device_ClearState(device);
+
+    ID3D10Device_VSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
+    for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
+    }
+    ID3D10Device_VSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
+    for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
+    }
+    ID3D10Device_VSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
+    for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
+    }
+    ID3D10Device_VSGetShader(device, &tmp_vs);
+    ok(!tmp_vs, "Got unexpected vertex shader %p.\n", tmp_vs);
+
+    ID3D10Device_GSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
+    for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
+    }
+    ID3D10Device_GSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
+    for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
+    }
+    ID3D10Device_GSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
+    for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
+    }
+    ID3D10Device_GSGetShader(device, &tmp_gs);
+    ok(!tmp_gs, "Got unexpected geometry shader %p.\n", tmp_gs);
+
+    ID3D10Device_PSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
+    for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
+    }
+    ID3D10Device_PSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
+    for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
+    }
+    ID3D10Device_PSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
+    for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
+    }
+    ID3D10Device_PSGetShader(device, &tmp_ps);
+    ok(!tmp_ps, "Got unexpected pixel shader %p.\n", tmp_ps);
+
+    ID3D10Device_IAGetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, tmp_buffer, stride, offset);
+    for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_buffer[i], "Got unexpected vertex buffer %p in slot %u.\n", tmp_buffer[i], i);
+        todo_wine ok(!stride[i], "Got unexpected stride %u in slot %u.\n", stride[i], i);
+        todo_wine ok(!offset[i], "Got unexpected offset %u in slot %u.\n", offset[i], i);
+    }
+    ID3D10Device_IAGetIndexBuffer(device, tmp_buffer, &format, offset);
+    ok(!tmp_buffer[0], "Got unexpected index buffer %p.\n", tmp_buffer[0]);
+    ok(format == DXGI_FORMAT_UNKNOWN, "Got unexpected index buffer format %#x.\n", format);
+    ok(!offset[0], "Got unexpected index buffer offset %u.\n", offset[0]);
+    ID3D10Device_IAGetInputLayout(device, &tmp_input_layout);
+    ok(!tmp_input_layout, "Got unexpected input layout %p.\n", tmp_input_layout);
+    ID3D10Device_IAGetPrimitiveTopology(device, &topology);
+    ok(topology == D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED, "Got unexpected primitive topology %#x.\n", topology);
+
+    ID3D10Device_OMGetBlendState(device, &tmp_blend_state, blend_factor, &sample_mask);
+    ok(!tmp_blend_state, "Got unexpected blend state %p.\n", tmp_blend_state);
+    ok(blend_factor[0] == 1.0f && blend_factor[1] == 1.0f
+            && blend_factor[2] == 1.0f && blend_factor[3] == 1.0f,
+            "Got unexpected blend factor {%.8e, %.8e, %.8e, %.8e}.\n",
+            blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]);
+    ok(sample_mask == D3D10_DEFAULT_SAMPLE_MASK, "Got unexpected sample mask %#x.\n", sample_mask);
+    ID3D10Device_OMGetDepthStencilState(device, &tmp_ds_state, &stencil_ref);
+    ok(!tmp_ds_state, "Got unexpected depth stencil state %p.\n", tmp_ds_state);
+    ok(!stencil_ref, "Got unexpected stencil ref %u.\n", stencil_ref);
+    ID3D10Device_OMGetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, tmp_rtv, &tmp_dsv);
+    for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
+    {
+        ok(!tmp_rtv[i], "Got unexpected render target view %p in slot %u.\n", tmp_rtv[i], i);
+    }
+    ok(!tmp_dsv, "Got unexpected depth stencil view %p.\n", tmp_dsv);
+
+    ID3D10Device_RSGetScissorRects(device, &count, NULL);
+    todo_wine ok(!count, "Got unexpected scissor rect count %u.\n", count);
+    memset(tmp_rect, 0x55, sizeof(tmp_rect));
+    count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
+    ID3D10Device_RSGetScissorRects(device, &count, tmp_rect);
+    for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i)
+    {
+        if (!i)
+            todo_wine ok(!tmp_rect[i].left && !tmp_rect[i].top && !tmp_rect[i].right && !tmp_rect[i].bottom,
+                    "Got unexpected scissor rect {%d, %d, %d, %d} in slot %u.\n",
+                    tmp_rect[i].left, tmp_rect[i].top, tmp_rect[i].right, tmp_rect[i].bottom, i);
+        else
+            ok(!tmp_rect[i].left && !tmp_rect[i].top && !tmp_rect[i].right && !tmp_rect[i].bottom,
+                    "Got unexpected scissor rect {%d, %d, %d, %d} in slot %u.\n",
+                    tmp_rect[i].left, tmp_rect[i].top, tmp_rect[i].right, tmp_rect[i].bottom, i);
+    }
+    ID3D10Device_RSGetViewports(device, &count, NULL);
+    todo_wine ok(!count, "Got unexpected viewport count %u.\n", count);
+    memset(tmp_viewport, 0x55, sizeof(tmp_viewport));
+    count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
+    ID3D10Device_RSGetViewports(device, &count, tmp_viewport);
+    for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i)
+    {
+        if (!i)
+            todo_wine ok(!tmp_viewport[i].TopLeftX && !tmp_viewport[i].TopLeftY && !tmp_viewport[i].Width
+                    && !tmp_viewport[i].Height && !tmp_viewport[i].MinDepth && !tmp_viewport[i].MaxDepth,
+                    "Got unexpected viewport {%d, %d, %u, %u, %.8e, %.8e} in slot %u.\n",
+                    tmp_viewport[i].TopLeftX, tmp_viewport[i].TopLeftY, tmp_viewport[i].Width,
+                    tmp_viewport[i].Height, tmp_viewport[i].MinDepth, tmp_viewport[i].MaxDepth, i);
+        else
+            ok(!tmp_viewport[i].TopLeftX && !tmp_viewport[i].TopLeftY && !tmp_viewport[i].Width
+                    && !tmp_viewport[i].Height && !tmp_viewport[i].MinDepth && !tmp_viewport[i].MaxDepth,
+                    "Got unexpected viewport {%d, %d, %u, %u, %.8e, %.8e} in slot %u.\n",
+                    tmp_viewport[i].TopLeftX, tmp_viewport[i].TopLeftY, tmp_viewport[i].Width,
+                    tmp_viewport[i].Height, tmp_viewport[i].MinDepth, tmp_viewport[i].MaxDepth, i);
+    }
+    ID3D10Device_RSGetState(device, &tmp_rs_state);
+    ok(!tmp_rs_state, "Got unexpected rasterizer state %p.\n", tmp_rs_state);
+
+    ID3D10Device_SOGetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, tmp_buffer, offset);
+    for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
+    {
+        ok(!tmp_buffer[i], "Got unexpected stream output %p in slot %u.\n", tmp_buffer[i], i);
+        ok(!offset[i], "Got unexpected stream output offset %u in slot %u.\n", offset[i], i);
+    }
+
+    ID3D10Device_GetPredication(device, &tmp_predicate, &predicate_value);
+    ok(!tmp_predicate, "Got unexpected predicate %p.\n", tmp_predicate);
+    ok(!predicate_value, "Got unexpected predicate value %#x.\n", predicate_value);
+
+    /* Cleanup. */
+
+    ID3D10Predicate_Release(predicate);
+    ID3D10RasterizerState_Release(rs_state);
+    ID3D10DepthStencilView_Release(dsv);
+    ID3D10Texture2D_Release(ds_texture);
+
+    for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
+    {
+        ID3D10RenderTargetView_Release(rtv[i]);
+        ID3D10Texture2D_Release(rt_texture[i]);
+    }
+
+    ID3D10DepthStencilState_Release(ds_state);
+    ID3D10BlendState_Release(blend_state);
+    ID3D10InputLayout_Release(input_layout);
+    ID3D10VertexShader_Release(vs);
+    ID3D10GeometryShader_Release(gs);
+    ID3D10PixelShader_Release(ps);
+
+    for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
+    {
+        ID3D10SamplerState_Release(sampler[i]);
+    }
+
+    for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
+    {
+        ID3D10ShaderResourceView_Release(srv[i]);
+    }
+
+    for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
+    {
+        ID3D10Buffer_Release(so_buffer[i]);
+    }
+
+    for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
+    {
+        ID3D10Buffer_Release(buffer[i]);
+    }
+
+    for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
+    {
+        ID3D10Buffer_Release(cb[i]);
+    }
+
+    refcount = ID3D10Device_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+}
+
 START_TEST(device)
 {
     test_create_texture2d();
@@ -1201,4 +2068,5 @@ START_TEST(device)
     test_create_predicate();
     test_device_removed_reason();
     test_scissor();
+    test_clear_state();
 }
-- 
1.7.10.4




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