/* * Copyright 2008 Henri Verbeet for CodeWeavers * Copyright 2015 Józef Kucia for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #define COBJMACROS #include "initguid.h" #include "d3d11.h" #include "wine/test.h" static const D3D10_FEATURE_LEVEL1 d3d10_feature_levels[] = { D3D10_FEATURE_LEVEL_10_1, D3D10_FEATURE_LEVEL_10_0, D3D10_FEATURE_LEVEL_9_3, D3D10_FEATURE_LEVEL_9_2, D3D10_FEATURE_LEVEL_9_1 }; static ULONG get_refcount(IUnknown *iface) { IUnknown_AddRef(iface); return IUnknown_Release(iface); } static ID3D10Device1 *create_device(D3D10_FEATURE_LEVEL1 feature_level) { ID3D10Device1 *device; if (SUCCEEDED(D3D10CreateDevice1(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, feature_level, D3D10_1_SDK_VERSION, &device))) return device; if (SUCCEEDED(D3D10CreateDevice1(NULL, D3D10_DRIVER_TYPE_WARP, NULL, 0, feature_level, D3D10_1_SDK_VERSION, &device))) return device; if (SUCCEEDED(D3D10CreateDevice1(NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, feature_level, D3D10_1_SDK_VERSION, &device))) return device; return NULL; } static void test_device_interfaces(void) { IDXGIAdapter *dxgi_adapter; IDXGIDevice *dxgi_device; ID3D10Device1 *device; IUnknown *iface; ULONG refcount; unsigned int i; HRESULT hr; for (i = 0; i < sizeof(d3d10_feature_levels) / sizeof(*d3d10_feature_levels); ++i) { if (!(device = create_device(d3d10_feature_levels[i]))) { skip("Failed to create device for feature level %#x.\n", d3d10_feature_levels[i]); continue; } hr = ID3D10Device1_QueryInterface(device, &IID_IUnknown, (void **)&iface); ok(SUCCEEDED(hr), "Device should implement IUnknown interface, hr %#x.\n", hr); IUnknown_Release(iface); hr = ID3D10Device1_QueryInterface(device, &IID_IDXGIObject, (void **)&iface); ok(SUCCEEDED(hr), "Device should implement IDXGIObject interface, hr %#x.\n", hr); IUnknown_Release(iface); hr = ID3D10Device1_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device); ok(SUCCEEDED(hr), "Device should implement IDXGIDevice.\n"); hr = IDXGIDevice_GetParent(dxgi_device, &IID_IDXGIAdapter, (void **)&dxgi_adapter); ok(SUCCEEDED(hr), "Device parent should implement IDXGIAdapter.\n"); hr = IDXGIAdapter_GetParent(dxgi_adapter, &IID_IDXGIFactory, (void **)&iface); ok(SUCCEEDED(hr), "Adapter parent should implement IDXGIFactory.\n"); IUnknown_Release(iface); IDXGIAdapter_Release(dxgi_adapter); hr = IDXGIDevice_GetParent(dxgi_device, &IID_IDXGIAdapter1, (void **)&dxgi_adapter); ok(SUCCEEDED(hr), "Device parent should implement IDXGIAdapter1.\n"); hr = IDXGIAdapter_GetParent(dxgi_adapter, &IID_IDXGIFactory1, (void **)&iface); ok(hr == E_NOINTERFACE, "Adapter parent should not implement IDXGIFactory1.\n"); IDXGIAdapter_Release(dxgi_adapter); IDXGIDevice_Release(dxgi_device); hr = ID3D10Device1_QueryInterface(device, &IID_IDXGIDevice1, (void **)&iface); ok(SUCCEEDED(hr), "Device should implement IDXGIDevice1.\n"); IUnknown_Release(iface); hr = ID3D10Device1_QueryInterface(device, &IID_ID3D10Multithread, (void **)&iface); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Device should implement ID3D10Multithread interface, hr %#x.\n", hr); if (SUCCEEDED(hr)) IUnknown_Release(iface); hr = ID3D10Device1_QueryInterface(device, &IID_ID3D10Device, (void **)&iface); ok(SUCCEEDED(hr), "Device should implement ID3D10Device interface, hr %#x.\n", hr); IUnknown_Release(iface); hr = ID3D10Device1_QueryInterface(device, &IID_ID3D11Device, (void **)&iface); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Device should implement ID3D11Device interface, hr %#x.\n", hr); if (SUCCEEDED(hr)) IUnknown_Release(iface); refcount = ID3D10Device1_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } } static void test_create_shader_resource_view(void) { D3D10_SHADER_RESOURCE_VIEW_DESC1 srv_desc; D3D10_TEXTURE2D_DESC texture_desc; ULONG refcount, expected_refcount; ID3D10ShaderResourceView1 *srview; D3D10_BUFFER_DESC buffer_desc; ID3D10Texture2D *texture; ID3D10Device *tmp_device; ID3D10Device1 *device; ID3D10Buffer *buffer; IUnknown *iface; HRESULT hr; if (!(device = create_device(D3D10_FEATURE_LEVEL_10_1))) { skip("Failed to create device.\n"); return; } buffer_desc.ByteWidth = 1024; buffer_desc.Usage = D3D10_USAGE_DEFAULT; buffer_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; buffer_desc.CPUAccessFlags = 0; buffer_desc.MiscFlags = 0; hr = ID3D10Device1_CreateBuffer(device, &buffer_desc, NULL, &buffer); ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x\n", hr); hr = ID3D10Device1_CreateShaderResourceView1(device, (ID3D10Resource *)buffer, NULL, &srview); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; srv_desc.ViewDimension = D3D10_1_SRV_DIMENSION_BUFFER; U(srv_desc).Buffer.ElementOffset = 0; U(srv_desc).Buffer.ElementWidth = 64; expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D10Device1_CreateShaderResourceView1(device, (ID3D10Resource *)buffer, &srv_desc, &srview); ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); tmp_device = NULL; expected_refcount = refcount + 1; ID3D10ShaderResourceView1_GetDevice(srview, &tmp_device); ok(tmp_device == (ID3D10Device *)device, "Got unexpected device %p, expected %p.\n", tmp_device, device); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ID3D10Device_Release(tmp_device); hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface); ok(SUCCEEDED(hr), "Shader resource view should implement ID3D10ShaderResourceView.\n"); IUnknown_Release(iface); hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D11ShaderResourceView, (void **)&iface); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Shader resource view should implement ID3D11ShaderResourceView.\n"); if (SUCCEEDED(hr)) IUnknown_Release(iface); ID3D10ShaderResourceView1_Release(srview); ID3D10Buffer_Release(buffer); texture_desc.Width = 512; texture_desc.Height = 512; texture_desc.MipLevels = 0; 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_SHADER_RESOURCE; texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D10Device1_CreateTexture2D(device, &texture_desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr); hr = ID3D10Device1_CreateShaderResourceView1(device, (ID3D10Resource *)texture, NULL, &srview); ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr); ID3D10ShaderResourceView1_GetDesc1(srview, &srv_desc); ok(srv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", srv_desc.Format); ok(srv_desc.ViewDimension == D3D10_1_SRV_DIMENSION_TEXTURE2D, "Got unexpected view dimension %#x.\n", srv_desc.ViewDimension); ok(U(srv_desc).Texture2D.MostDetailedMip == 0, "Got unexpected MostDetailedMip %u.\n", U(srv_desc).Texture2D.MostDetailedMip); ok(U(srv_desc).Texture2D.MipLevels == 10, "Got unexpected MipLevels %u.\n", U(srv_desc).Texture2D.MipLevels); hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface); ok(SUCCEEDED(hr), "Shader resource view should implement ID3D10ShaderResourceView.\n"); IUnknown_Release(iface); hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D11ShaderResourceView, (void **)&iface); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Shader resource view should implement ID3D11ShaderResourceView.\n"); if (SUCCEEDED(hr)) IUnknown_Release(iface); ID3D10ShaderResourceView1_Release(srview); ID3D10Texture2D_Release(texture); refcount = ID3D10Device1_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_blend_state(void) { static const D3D10_BLEND_DESC1 desc_conversion_tests[] = { { FALSE, FALSE, { { FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD }, }, }, { FALSE, TRUE, { { TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL }, { FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_RED }, { TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL }, { FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_GREEN }, { TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL }, { TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL }, { TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL }, { TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL }, }, }, { FALSE, TRUE, { { TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL }, { TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL }, { TRUE, D3D10_BLEND_ZERO, D3D10_BLEND_ONE, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL }, { TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL }, { TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ONE, D3D10_BLEND_OP_MAX, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL }, { TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ONE, D3D10_BLEND_OP_MIN, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL }, { FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL }, { FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL }, }, }, }; ID3D10BlendState1 *blend_state1, *blend_state2; D3D10_BLEND_DESC1 desc, obtained_desc; ID3D10BlendState *d3d10_blend_state; D3D10_BLEND_DESC d3d10_blend_desc; ULONG refcount, expected_refcount; ID3D10Device1 *device; ID3D10Device *tmp; unsigned int i, j; IUnknown *iface; HRESULT hr; if (!(device = create_device(D3D10_FEATURE_LEVEL_10_1))) { skip("Failed to create device.\n"); return; } hr = ID3D10Device1_CreateBlendState1(device, NULL, &blend_state1); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); memset(&desc, 0, sizeof(desc)); desc.AlphaToCoverageEnable = FALSE; desc.IndependentBlendEnable = FALSE; desc.RenderTarget[0].BlendEnable = FALSE; desc.RenderTarget[0].SrcBlend = D3D10_BLEND_ONE; desc.RenderTarget[0].DestBlend = D3D10_BLEND_ZERO; desc.RenderTarget[0].BlendOp = D3D10_BLEND_OP_ADD; desc.RenderTarget[0].SrcBlendAlpha = D3D10_BLEND_ONE; desc.RenderTarget[0].DestBlendAlpha = D3D10_BLEND_ZERO; desc.RenderTarget[0].BlendOpAlpha = D3D10_BLEND_OP_ADD; desc.RenderTarget[0].RenderTargetWriteMask = D3D10_COLOR_WRITE_ENABLE_ALL; expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D10Device1_CreateBlendState1(device, &desc, &blend_state1); ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); hr = ID3D10Device1_CreateBlendState1(device, &desc, &blend_state2); ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); ok(blend_state1 == blend_state2, "Got different blend state objects.\n"); refcount = get_refcount((IUnknown *)device); ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); tmp = NULL; expected_refcount = refcount + 1; ID3D10BlendState1_GetDevice(blend_state1, &tmp); ok(tmp == (ID3D10Device *)device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount((IUnknown *)device); ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); ID3D10Device_Release(tmp); ID3D10BlendState1_GetDesc1(blend_state1, &obtained_desc); ok(obtained_desc.AlphaToCoverageEnable == FALSE, "Got unexpected alpha to coverage enable %#x.\n", obtained_desc.AlphaToCoverageEnable); ok(obtained_desc.IndependentBlendEnable == FALSE, "Got unexpected independent blend enable %#x.\n", obtained_desc.IndependentBlendEnable); for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) { ok(obtained_desc.RenderTarget[i].BlendEnable == FALSE, "Got unexpected blend enable %#x for render target %u.\n", obtained_desc.RenderTarget[i].BlendEnable, i); ok(obtained_desc.RenderTarget[i].SrcBlend == D3D10_BLEND_ONE, "Got unexpected src blend %u for render target %u.\n", obtained_desc.RenderTarget[i].SrcBlend, i); ok(obtained_desc.RenderTarget[i].DestBlend == D3D10_BLEND_ZERO, "Got unexpected dest blend %u for render target %u.\n", obtained_desc.RenderTarget[i].DestBlend, i); ok(obtained_desc.RenderTarget[i].BlendOp == D3D10_BLEND_OP_ADD, "Got unexpected blend op %u for render target %u.\n", obtained_desc.RenderTarget[i].BlendOp, i); ok(obtained_desc.RenderTarget[i].SrcBlendAlpha == D3D10_BLEND_ONE, "Got unexpected src blend alpha %u for render target %u.\n", obtained_desc.RenderTarget[i].SrcBlendAlpha, i); ok(obtained_desc.RenderTarget[i].DestBlendAlpha == D3D10_BLEND_ZERO, "Got unexpected dest blend alpha %u for render target %u.\n", obtained_desc.RenderTarget[i].DestBlendAlpha, i); ok(obtained_desc.RenderTarget[i].BlendOpAlpha == D3D10_BLEND_OP_ADD, "Got unexpected blend op alpha %u for render target %u.\n", obtained_desc.RenderTarget[i].BlendOpAlpha, i); ok(obtained_desc.RenderTarget[i].RenderTargetWriteMask == D3D10_COLOR_WRITE_ENABLE_ALL, "Got unexpected render target write mask %#x for render target %u.\n", obtained_desc.RenderTarget[0].RenderTargetWriteMask, i); } hr = ID3D10BlendState1_QueryInterface(blend_state1, &IID_ID3D10BlendState, (void **)&iface); ok(SUCCEEDED(hr), "Blend state should implement ID3D10BlendState.\n"); IUnknown_Release(iface); hr = ID3D10BlendState1_QueryInterface(blend_state1, &IID_ID3D11BlendState, (void **)&iface); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, "Blend state should implement ID3D11BlendState.\n"); if (SUCCEEDED(hr)) IUnknown_Release(iface); refcount = ID3D10BlendState1_Release(blend_state1); ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); refcount = ID3D10BlendState1_Release(blend_state2); ok(!refcount, "Blend state has %u references left.\n", refcount); for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i) { const D3D10_BLEND_DESC1 *current_desc = &desc_conversion_tests[i]; hr = ID3D10Device1_CreateBlendState1(device, current_desc, &blend_state1); ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); hr = ID3D10BlendState1_QueryInterface(blend_state1, &IID_ID3D10BlendState, (void **)&d3d10_blend_state); ok(SUCCEEDED(hr), "Blend state should implement ID3D10BlendState.\n"); ID3D10BlendState_GetDesc(d3d10_blend_state, &d3d10_blend_desc); ok(d3d10_blend_desc.AlphaToCoverageEnable == current_desc->AlphaToCoverageEnable, "Got unexpected alpha to coverage enable %#x for test %u.\n", d3d10_blend_desc.AlphaToCoverageEnable, i); ok(d3d10_blend_desc.SrcBlend == current_desc->RenderTarget[0].SrcBlend, "Got unexpected src blend %u for test %u.\n", d3d10_blend_desc.SrcBlend, i); ok(d3d10_blend_desc.DestBlend == current_desc->RenderTarget[0].DestBlend, "Got unexpected dest blend %u for test %u.\n", d3d10_blend_desc.DestBlend, i); ok(d3d10_blend_desc.BlendOp == current_desc->RenderTarget[0].BlendOp, "Got unexpected blend op %u for test %u.\n", d3d10_blend_desc.BlendOp, i); ok(d3d10_blend_desc.SrcBlendAlpha == current_desc->RenderTarget[0].SrcBlendAlpha, "Got unexpected src blend alpha %u for test %u.\n", d3d10_blend_desc.SrcBlendAlpha, i); ok(d3d10_blend_desc.DestBlendAlpha == current_desc->RenderTarget[0].DestBlendAlpha, "Got unexpected dest blend alpha %u for test %u.\n", d3d10_blend_desc.DestBlendAlpha, i); ok(d3d10_blend_desc.BlendOpAlpha == current_desc->RenderTarget[0].BlendOpAlpha, "Got unexpected blend op alpha %u for test %u.\n", d3d10_blend_desc.BlendOpAlpha, i); for (j = 0; j < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; j++) { unsigned int k = current_desc->IndependentBlendEnable ? j : 0; ok(d3d10_blend_desc.BlendEnable[j] == current_desc->RenderTarget[k].BlendEnable, "Got unexpected blend enable %#x for test %u, render target %u.\n", d3d10_blend_desc.BlendEnable[j], i, j); ok(d3d10_blend_desc.RenderTargetWriteMask[j] == current_desc->RenderTarget[k].RenderTargetWriteMask, "Got unexpected render target write mask %#x for test %u, render target %u.\n", d3d10_blend_desc.RenderTargetWriteMask[j], i, j); } ID3D10BlendState_Release(d3d10_blend_state); refcount = ID3D10BlendState1_Release(blend_state1); ok(!refcount, "Got unexpected refcount %u.\n", refcount); } refcount = ID3D10Device1_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } START_TEST(d3d10_1) { test_device_interfaces(); test_create_shader_resource_view(); test_create_blend_state(); }