driver:implement changes for Dynamic State
diff --git a/tests/image_tests.cpp b/tests/image_tests.cpp
index 221c60c..aefe657 100644
--- a/tests/image_tests.cpp
+++ b/tests/image_tests.cpp
@@ -201,13 +201,15 @@
     //            const XGL_MEMORY_ALLOC_INFO*                pAllocInfo,
     //            XGL_GPU_MEMORY*                             pMem);
     XGL_MEMORY_ALLOC_INFO mem_info;
+    XGL_UINT heapInfo[mem_req.heapCount];
 
     memset(&mem_info, 0, sizeof(mem_info));
     mem_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
     mem_info.allocationSize = mem_req.size;
     mem_info.alignment = mem_req.alignment;
     mem_info.heapCount = mem_req.heapCount;
-    memcpy(mem_info.heaps, mem_req.heaps, sizeof(XGL_UINT)*XGL_MAX_MEMORY_HEAPS);
+    mem_info.pHeaps = heapInfo;
+    memcpy(heapInfo, mem_req.pHeaps, sizeof(XGL_UINT)*mem_info.heapCount);
     mem_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
     mem_info.flags = XGL_MEMORY_ALLOC_SHAREABLE_BIT;
     err = xglAllocMemory(device(), &mem_info, &m_image_mem);
diff --git a/tests/init.cpp b/tests/init.cpp
index 75ccd5e..a97283e 100644
--- a/tests/init.cpp
+++ b/tests/init.cpp
@@ -159,12 +159,14 @@
     XGL_MEMORY_ALLOC_INFO alloc_info = {};
     XGL_GPU_MEMORY gpu_mem;
     XGL_UINT8 *pData;
+    XGL_UINT localHeap[1] = {0};
 
     alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
     alloc_info.allocationSize = 1024 * 1024; // 1MB
     alloc_info.alignment = 0;
     alloc_info.heapCount = 1;
-    alloc_info.heaps[0] = 0; // TODO: Reference other heaps
+    alloc_info.pHeaps = localHeap;
+
 
     // TODO: Pick heap properties indicated by heap info
     alloc_info.flags = XGL_MEMORY_HEAP_CPU_VISIBLE_BIT;
@@ -220,12 +222,14 @@
 
     ASSERT_NE(0, mem_req.size) << "xglGetObjectInfo (Event): Failed - expect events to require memory";
 
+    XGL_UINT heapInfo[mem_req.heapCount];
     memset(&mem_info, 0, sizeof(mem_info));
     mem_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
     mem_info.allocationSize = mem_req.size;
     mem_info.alignment = mem_req.alignment;
     mem_info.heapCount = mem_req.heapCount;
-    memcpy(mem_info.heaps, mem_req.heaps, sizeof(XGL_UINT)*XGL_MAX_MEMORY_HEAPS);
+    mem_info.pHeaps = heapInfo;
+    memcpy(heapInfo, mem_req.pHeaps, sizeof(XGL_UINT)*mem_info.heapCount);
     mem_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
     mem_info.flags = XGL_MEMORY_ALLOC_SHAREABLE_BIT;
     err = xglAllocMemory(device(), &mem_info, &event_mem);
@@ -352,13 +356,16 @@
     XGL_MEMORY_ALLOC_INFO mem_info;
     XGL_GPU_MEMORY query_mem;
 
+    XGL_UINT heapInfo[mem_req.heapCount];
+
     memset(&mem_info, 0, sizeof(mem_info));
     mem_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
     // TODO: Is a simple multiple all that's needed here?
     mem_info.allocationSize = mem_req.size * MAX_QUERY_SLOTS;
     mem_info.alignment = mem_req.alignment;
     mem_info.heapCount = mem_req.heapCount;
-    memcpy(mem_info.heaps, mem_req.heaps, sizeof(XGL_UINT)*XGL_MAX_MEMORY_HEAPS);
+    mem_info.pHeaps = heapInfo;
+    memcpy(heapInfo, mem_req.pHeaps, sizeof(XGL_UINT)*mem_info.heapCount);
     mem_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
 
     // TODO: are the flags right?
@@ -625,12 +632,14 @@
     XGL_MEMORY_ALLOC_INFO mem_info;
     XGL_GPU_MEMORY image_mem;
 
+    XGL_UINT heapInfo[mem_req.heapCount];
     memset(&mem_info, 0, sizeof(mem_info));
     mem_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
     mem_info.allocationSize = mem_req.size;
     mem_info.alignment = mem_req.alignment;
     mem_info.heapCount = mem_req.heapCount;
-    memcpy(mem_info.heaps, mem_req.heaps, sizeof(XGL_UINT)*XGL_MAX_MEMORY_HEAPS);
+    mem_info.pHeaps = heapInfo;
+    memcpy(heapInfo, mem_req.pHeaps, sizeof(XGL_UINT)*mem_info.heapCount);
     mem_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
     mem_info.flags = XGL_MEMORY_ALLOC_SHAREABLE_BIT;
     err = xglAllocMemory(device(), &mem_info, &image_mem);
diff --git a/tests/render_tests.cpp b/tests/render_tests.cpp
index 3773263..fb54b69 100644
--- a/tests/render_tests.cpp
+++ b/tests/render_tests.cpp
@@ -266,7 +266,6 @@
     cmdBuffer->BindStateObject(XGL_STATE_BIND_VIEWPORT, m_stateViewport);
     cmdBuffer->BindStateObject(XGL_STATE_BIND_COLOR_BLEND, m_colorBlend);
     cmdBuffer->BindStateObject(XGL_STATE_BIND_DEPTH_STENCIL, m_stateDepthStencil);
-    cmdBuffer->BindStateObject(XGL_STATE_BIND_MSAA, m_stateMsaa);
     pipelineobj->CreateXGLPipeline(descriptorSet);
     cmdBuffer->BindPipeline(pipelineobj->GetPipelineHandle());
     descriptorSet->CreateXGLDescriptorSet();
@@ -372,11 +371,13 @@
     ASSERT_XGL_SUCCESS(err);
     ASSERT_EQ(mem_reqs_size, sizeof(mem_reqs));
 
+    XGL_UINT heapInfo[mem_reqs.heapCount];
     mem_alloc.allocationSize = mem_reqs.size;
     mem_alloc.alignment = mem_reqs.alignment;
     mem_alloc.heapCount = mem_reqs.heapCount;
-    memcpy(mem_alloc.heaps, mem_reqs.heaps,
-           sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
+    mem_alloc.pHeaps = heapInfo;
+    memcpy(heapInfo, mem_reqs.pHeaps,
+           sizeof(mem_reqs.pHeaps) * mem_reqs.heapCount);
 
     /* allocate memory */
     err = xglAllocMemory(device(), &mem_alloc, &m_depthStencilMem);
@@ -386,22 +387,17 @@
     err = xglBindObjectMemory(m_depthStencilImage, m_depthStencilMem, 0);
     ASSERT_XGL_SUCCESS(err);
 
-    XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
-    depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
-    depthStencil.depthTestEnable        = XGL_TRUE;
-    depthStencil.depthWriteEnable       = XGL_TRUE;
-    depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
-    depthStencil.depthBoundsEnable = XGL_FALSE;
+    XGL_DYNAMIC_DS_STATE_CREATE_INFO depthStencil = {};
+    depthStencil.sType = XGL_STRUCTURE_TYPE_DYNAMIC_DS_STATE_CREATE_INFO;
+
     depthStencil.minDepth = 0.f;
     depthStencil.maxDepth = 1.f;
-    depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
-    depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
-    depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
-    depthStencil.back.stencilRef = 0x00;
-    depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS;
-    depthStencil.front = depthStencil.back;
+    depthStencil.stencilBackRef = 0;
+    depthStencil.stencilFrontRef = 0;
+    depthStencil.stencilReadMask = 0xff;
+    depthStencil.stencilWriteMask = 0xff;
 
-    err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
+    err = xglCreateDynamicDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
     ASSERT_XGL_SUCCESS( err );
 
     /* create image view */
@@ -858,7 +854,7 @@
     att.blendEnable = XGL_FALSE;
     att.format = m_render_target_fmt;
     att.channelWriteMask = 0xf;
-    pipelineobj.SetColorAttachment(1, &att);
+    pipelineobj.AddColorAttachment(1, &att);
 
     XglCommandBufferObj cmdBuffer(m_device);
 
@@ -1762,6 +1758,21 @@
     pipelineobj.AddShader(&vs);
     pipelineobj.AddShader(&ps);
 
+    XGL_PIPELINE_DS_STATE_CREATE_INFO ds_state;
+    ds_state.depthTestEnable = XGL_TRUE;
+    ds_state.depthWriteEnable = XGL_TRUE;
+    ds_state.depthFunc = XGL_COMPARE_LESS_EQUAL;
+    ds_state.depthBoundsEnable = XGL_FALSE;
+    ds_state.stencilTestEnable = XGL_FALSE;
+    ds_state.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
+    ds_state.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
+    ds_state.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
+    ds_state.back.stencilFunc = XGL_COMPARE_ALWAYS;
+    ds_state.format.channelFormat = XGL_CH_FMT_R32;
+    ds_state.format.numericFormat = XGL_NUM_FMT_DS;
+    ds_state.front = ds_state.back;
+    pipelineobj.SetDepthStencil(&ds_state);
+
     XglDescriptorSetObj descriptorSet(m_device);
     descriptorSet.AttachBufferView(&MVPBuffer);
 
@@ -2617,6 +2628,21 @@
     pipelineobj.AddVertexInputAttribs(vi_attribs,2);
     pipelineobj.AddVertexDataBuffer(&meshBuffer,0);
 
+    XGL_PIPELINE_DS_STATE_CREATE_INFO ds_state;
+    ds_state.depthTestEnable = XGL_TRUE;
+    ds_state.depthWriteEnable = XGL_TRUE;
+    ds_state.depthFunc = XGL_COMPARE_LESS_EQUAL;
+    ds_state.depthBoundsEnable = XGL_FALSE;
+    ds_state.stencilTestEnable = XGL_FALSE;
+    ds_state.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
+    ds_state.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
+    ds_state.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
+    ds_state.back.stencilFunc = XGL_COMPARE_ALWAYS;
+    ds_state.format.channelFormat = XGL_CH_FMT_R32;
+    ds_state.format.numericFormat = XGL_NUM_FMT_DS;
+    ds_state.front = ds_state.back;
+    pipelineobj.SetDepthStencil(&ds_state);
+
     ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
     XglCommandBufferObj cmdBuffer(m_device);
     cmdBuffer.AddRenderTarget(m_renderTargets[0]);
diff --git a/tests/xglrenderframework.cpp b/tests/xglrenderframework.cpp
index c144ac4..ef1a949 100644
--- a/tests/xglrenderframework.cpp
+++ b/tests/xglrenderframework.cpp
@@ -33,7 +33,6 @@
     m_colorBlend( XGL_NULL_HANDLE ),
     m_stateViewport( XGL_NULL_HANDLE ),
     m_stateDepthStencil( XGL_NULL_HANDLE ),
-    m_stateMsaa( XGL_NULL_HANDLE ),
     m_width( 256.0 ),                   // default window width
     m_height( 256.0 )                   // default window height
 {
@@ -42,7 +41,6 @@
     m_render_target_fmt.channelFormat = XGL_CH_FMT_R8G8B8A8;
     m_render_target_fmt.numericFormat = XGL_NUM_FMT_UNORM;
 
-    m_colorBindings[0].view = XGL_NULL_HANDLE;
     m_depthStencilBinding.view = XGL_NULL_HANDLE;
 }
 
@@ -67,7 +65,6 @@
 void XglRenderFramework::ShutdownFramework()
 {
     if (m_colorBlend) xglDestroyObject(m_colorBlend);
-    if (m_stateMsaa) xglDestroyObject(m_stateMsaa);
     if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil);
     if (m_stateRaster) xglDestroyObject(m_stateRaster);
     if (m_cmdBuffer) xglDestroyObject(m_cmdBuffer);
@@ -76,14 +73,6 @@
         xglDestroyObject(m_stateViewport);
     }
 
-    for (XGL_UINT i = 0; i < m_renderTargetCount; i++) {
-        if (m_renderTargets[i]) {
-        // TODO: XglImage should be able to destroy itself
-//        m_renderTarget->
-//        xglDestroyObject(*m_renderTarget);
-        }
-    }
-
     // reset the driver
     delete m_device;
     xglInitAndEnumerateGpus(&this->app_info, XGL_NULL_HANDLE, 0, &gpu_count, XGL_NULL_HANDLE);
@@ -97,43 +86,26 @@
     m_render_target_fmt.numericFormat = XGL_NUM_FMT_UNORM;
 
     // create a raster state (solid, back-face culling)
-    XGL_RASTER_STATE_CREATE_INFO raster = {};
-    raster.sType = XGL_STRUCTURE_TYPE_RASTER_STATE_CREATE_INFO;
-    raster.fillMode = XGL_FILL_SOLID;
-    raster.cullMode = XGL_CULL_NONE;
-    raster.frontFace = XGL_FRONT_FACE_CCW;
-    err = xglCreateRasterState( device(), &raster, &m_stateRaster );
+    XGL_DYNAMIC_RS_STATE_CREATE_INFO raster = {};
+    raster.sType = XGL_STRUCTURE_TYPE_DYNAMIC_RS_STATE_CREATE_INFO;
+    raster.pointSize = 1.0;
+
+    err = xglCreateDynamicRasterState( device(), &raster, &m_stateRaster );
     ASSERT_XGL_SUCCESS(err);
 
-    XGL_COLOR_BLEND_STATE_CREATE_INFO blend = {};
-    blend.sType = XGL_STRUCTURE_TYPE_COLOR_BLEND_STATE_CREATE_INFO;
-    err = xglCreateColorBlendState(device(), &blend, &m_colorBlend);
+    XGL_DYNAMIC_CB_STATE_CREATE_INFO blend = {};
+    blend.sType = XGL_STRUCTURE_TYPE_DYNAMIC_CB_STATE_CREATE_INFO;
+    err = xglCreateDynamicColorBlendState(device(), &blend, &m_colorBlend);
     ASSERT_XGL_SUCCESS( err );
 
-    XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
-    depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
-    depthStencil.depthTestEnable      = XGL_FALSE;
-    depthStencil.depthWriteEnable = XGL_FALSE;
-    depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
-    depthStencil.depthBoundsEnable = XGL_FALSE;
+    XGL_DYNAMIC_DS_STATE_CREATE_INFO depthStencil = {};
+    depthStencil.sType = XGL_STRUCTURE_TYPE_DYNAMIC_DS_STATE_CREATE_INFO;
     depthStencil.minDepth = 0.f;
     depthStencil.maxDepth = 1.f;
-    depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
-    depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
-    depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
-    depthStencil.back.stencilRef = 0x00;
-    depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS;
-    depthStencil.front = depthStencil.back;
+    depthStencil.stencilFrontRef = 0;
+    depthStencil.stencilBackRef = 0;
 
-    err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
-    ASSERT_XGL_SUCCESS( err );
-
-    XGL_MSAA_STATE_CREATE_INFO msaa = {};
-    msaa.sType = XGL_STRUCTURE_TYPE_MSAA_STATE_CREATE_INFO;
-    msaa.sampleMask = 1;
-    msaa.samples = 1;
-
-    err = xglCreateMsaaState( device(), &msaa, &m_stateMsaa );
+    err = xglCreateDynamicDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
     ASSERT_XGL_SUCCESS( err );
 
     XGL_CMD_BUFFER_CREATE_INFO cmdInfo = {};
@@ -148,17 +120,21 @@
 {
     XGL_RESULT err;
 
-    XGL_VIEWPORT_STATE_CREATE_INFO viewport = {};
-    viewport.viewportCount         = 1;
-    viewport.scissorEnable         = XGL_FALSE;
-    viewport.viewports[0].originX  = 0;
-    viewport.viewports[0].originY  = 0;
-    viewport.viewports[0].width    = 1.f * width;
-    viewport.viewports[0].height   = 1.f * height;
-    viewport.viewports[0].minDepth = 0.f;
-    viewport.viewports[0].maxDepth = 1.f;
+    XGL_VIEWPORT viewport;
 
-    err = xglCreateViewportState( device(), &viewport, &m_stateViewport );
+    XGL_DYNAMIC_VP_STATE_CREATE_INFO viewportCreate = {};
+    viewportCreate.sType = XGL_STRUCTURE_TYPE_DYNAMIC_VP_STATE_CREATE_INFO;
+    viewportCreate.viewportCount         = 1;
+    viewportCreate.scissorCount          = 0;
+    viewport.originX  = 0;
+    viewport.originY  = 0;
+    viewport.width    = 1.f * width;
+    viewport.height   = 1.f * height;
+    viewport.minDepth = 0.f;
+    viewport.maxDepth = 1.f;
+    viewportCreate.pViewports = &viewport;
+
+    err = xglCreateDynamicViewportState( device(), &viewportCreate, &m_stateViewport );
     ASSERT_XGL_SUCCESS( err );
     m_width = width;
     m_height = height;
@@ -178,9 +154,9 @@
         img->init(m_width, m_height, m_render_target_fmt,
                 XGL_IMAGE_USAGE_SHADER_ACCESS_WRITE_BIT |
                 XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
-        m_renderTargets[i] = img;
-        m_colorBindings[i].view  = m_renderTargets[i]->targetView();
+        m_colorBindings[i].view  = img->targetView();
         m_colorBindings[i].colorAttachmentState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
+        m_renderTargets.push_back(img);
     }
       // Create Framebuffer and RenderPass with color attachments and any depth/stencil attachment
     XGL_ATTACHMENT_LOAD_OP load_op = XGL_ATTACHMENT_LOAD_OP_LOAD;
@@ -722,14 +698,16 @@
     stageInfo->sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
     stageInfo->shader.stage = m_stage;
     stageInfo->shader.shader = obj();
-    stageInfo->shader.descriptorSetMapping[0].descriptorCount = 0;
+    stageInfo->shader.descriptorSetMappingCount = 1;
+    stageInfo->shader.pDescriptorSetMapping = (XGL_DESCRIPTOR_SET_MAPPING *)malloc(sizeof(XGL_DESCRIPTOR_SET_MAPPING));
+    stageInfo->shader.pDescriptorSetMapping->descriptorCount = 0;
     stageInfo->shader.linkConstBufferCount = 0;
     stageInfo->shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
     stageInfo->shader.dynamicBufferViewMapping.slotObjectType = XGL_SLOT_UNUSED;
     stageInfo->shader.dynamicBufferViewMapping.shaderEntityIndex = 0;
 
-    stageInfo->shader.descriptorSetMapping[0].descriptorCount = descriptorSet->GetTotalSlots();
-    if (stageInfo->shader.descriptorSetMapping[0].descriptorCount)
+    stageInfo->shader.pDescriptorSetMapping->descriptorCount = descriptorSet->GetTotalSlots();
+    if (stageInfo->shader.pDescriptorSetMapping->descriptorCount)
     {
         vector<int> allSlots;
         vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> allTypes;
@@ -759,7 +737,7 @@
         }
 
          slotInfo = descriptorSet->GetSlotInfo(allSlots, allTypes, allObjs);
-         stageInfo->shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
+         stageInfo->shader.pDescriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
     }
     return stageInfo;
 }
@@ -841,7 +819,6 @@
     m_ia_state.pNext = XGL_NULL_HANDLE;
     m_ia_state.topology = XGL_TOPOLOGY_TRIANGLE_LIST;
     m_ia_state.disableVertexReuse = XGL_FALSE;
-    m_ia_state.provokingVertex = XGL_PROVOKING_VERTEX_LAST;
     m_ia_state.primitiveRestartEnable = XGL_FALSE;
     m_ia_state.primitiveRestartIndex = 0;
 
@@ -849,7 +826,10 @@
     m_rs_state.pNext = &m_ia_state;
     m_rs_state.depthClipEnable = XGL_FALSE;
     m_rs_state.rasterizerDiscardEnable = XGL_FALSE;
-    m_rs_state.pointSize = 1.0;
+    m_rs_state.provokingVertex = XGL_PROVOKING_VERTEX_LAST;
+    m_rs_state.fillMode = XGL_FILL_SOLID;
+    m_rs_state.cullMode = XGL_CULL_NONE;
+    m_rs_state.frontFace = XGL_FRONT_FACE_CCW;
 
     memset(&m_cb_state,0,sizeof(m_cb_state));
     m_cb_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO;
@@ -858,16 +838,35 @@
     m_cb_state.dualSourceBlendEnable = XGL_FALSE;
     m_cb_state.logicOp = XGL_LOGIC_OP_COPY;
 
-    m_cb_state.attachment[0].blendEnable = XGL_FALSE;
-    m_cb_state.attachment[0].format.channelFormat = XGL_CH_FMT_R8G8B8A8;
-    m_cb_state.attachment[0].format.numericFormat = XGL_NUM_FMT_UNORM;
-    m_cb_state.attachment[0].channelWriteMask = 0xF;
+    m_ms_state.pNext = &m_cb_state;
+    m_ms_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_MS_STATE_CREATE_INFO;
+    m_ms_state.multisampleEnable = XGL_FALSE;
+    m_ms_state.sampleMask = 1;                // Do we have to specify MSAA even just to disable it?
+    m_ms_state.samples = 1;
+    m_ms_state.minSampleShading = 0;
+    m_ms_state.sampleShadingEnable = 0;
 
-    m_db_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
-    m_db_state.pNext = &m_cb_state,
-    m_db_state.format.channelFormat = XGL_CH_FMT_R32;
-    m_db_state.format.numericFormat = XGL_NUM_FMT_DS;
+    m_ds_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_DS_STATE_CREATE_INFO;
+    m_ds_state.pNext = &m_ms_state,
+    m_ds_state.format.channelFormat = XGL_CH_FMT_R32;
+    m_ds_state.format.numericFormat = XGL_NUM_FMT_DS;
+    m_ds_state.depthTestEnable      = XGL_FALSE;
+    m_ds_state.depthWriteEnable     = XGL_FALSE;
+    m_ds_state.depthBoundsEnable    = XGL_FALSE;
+    m_ds_state.depthFunc = XGL_COMPARE_LESS_EQUAL;
+    m_ds_state.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
+    m_ds_state.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
+    m_ds_state.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
+    m_ds_state.back.stencilFunc = XGL_COMPARE_ALWAYS;
+    m_ds_state.stencilTestEnable = XGL_FALSE;
+    m_ds_state.front = m_ds_state.back;
 
+    XGL_PIPELINE_CB_ATTACHMENT_STATE att = {};
+    att.blendEnable = XGL_FALSE;
+    att.format.channelFormat = XGL_CH_FMT_R8G8B8A8;
+    att.format.numericFormat = XGL_NUM_FMT_UNORM;
+    att.channelWriteMask = 0xf;
+    AddColorAttachment(0, &att);
 
 };
 
@@ -895,14 +894,30 @@
     m_vertexBufferCount++;
 }
 
-void XglPipelineObj::SetColorAttachment(XGL_UINT binding, const XGL_PIPELINE_CB_ATTACHMENT_STATE *att)
+void XglPipelineObj::AddColorAttachment(XGL_UINT binding, const XGL_PIPELINE_CB_ATTACHMENT_STATE *att)
 {
-    m_cb_state.attachment[binding] = *att;
+    if (binding+1 > m_colorAttachments.size())
+    {
+        m_colorAttachments.resize(binding+1);
+    }
+    m_colorAttachments[binding] = *att;
+}
+
+void XglPipelineObj::SetDepthStencil(XGL_PIPELINE_DS_STATE_CREATE_INFO *ds_state)
+{
+    m_ds_state.format = ds_state->format;
+    m_ds_state.depthTestEnable = ds_state->depthTestEnable;
+    m_ds_state.depthWriteEnable = ds_state->depthWriteEnable;
+    m_ds_state.depthBoundsEnable = ds_state->depthBoundsEnable;
+    m_ds_state.depthFunc = ds_state->depthFunc;
+    m_ds_state.stencilTestEnable = ds_state->stencilTestEnable;
+    m_ds_state.back = ds_state->back;
+    m_ds_state.front = ds_state->front;
 }
 
 void XglPipelineObj::CreateXGLPipeline(XglDescriptorSetObj *descriptorSet)
 {
-    XGL_VOID* head_ptr = &m_db_state;
+    XGL_VOID* head_ptr = &m_ds_state;
     XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
 
     XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* shaderCreateInfo;
@@ -925,6 +940,9 @@
     info.pNext = head_ptr;
     info.flags = 0;
 
+    m_cb_state.attachmentCount = m_colorAttachments.size();
+    m_cb_state.pAttachments = &m_colorAttachments[0];
+
     init(*m_device, info);
 }
 
@@ -935,7 +953,7 @@
 
 void XglPipelineObj::BindPipelineCommandBuffer(XGL_CMD_BUFFER m_cmdBuffer, XglDescriptorSetObj *descriptorSet)
 {
-    XGL_VOID* head_ptr = &m_db_state;
+    XGL_VOID* head_ptr = &m_ds_state;
     XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
 
     XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* shaderCreateInfo;
@@ -1125,9 +1143,9 @@
     }
 }
 
-void XglCommandBufferObj::BindStateObject(XGL_STATE_BIND_POINT stateBindPoint, XGL_STATE_OBJECT stateObject)
+void XglCommandBufferObj::BindStateObject(XGL_STATE_BIND_POINT stateBindPoint, XGL_DYNAMIC_STATE_OBJECT stateObject)
 {
-    xglCmdBindStateObject( obj(), stateBindPoint, stateObject);
+    xglCmdBindDynamicStateObject( obj(), stateBindPoint, stateObject);
 }
 
 void XglCommandBufferObj::AddRenderTarget(XglImage *renderTarget)
diff --git a/tests/xglrenderframework.h b/tests/xglrenderframework.h
index 421f79d..13f1eb7 100644
--- a/tests/xglrenderframework.h
+++ b/tests/xglrenderframework.h
@@ -64,24 +64,23 @@
 
 
 protected:
-    XGL_APPLICATION_INFO            app_info;
-    XGL_PHYSICAL_GPU                objs[XGL_MAX_PHYSICAL_GPUS];
-    XGL_UINT                        gpu_count;
-    XglDevice                      *m_device;
-    XGL_CMD_BUFFER                  m_cmdBuffer;
-    XGL_RENDER_PASS                 m_renderPass;
-    XGL_MEMORY_REF                  m_memRefs[5];
-    XGL_RASTER_STATE_OBJECT         m_stateRaster;
-    XGL_COLOR_BLEND_STATE_OBJECT    m_colorBlend;
-    XGL_VIEWPORT_STATE_OBJECT       m_stateViewport;
-    XGL_DEPTH_STENCIL_STATE_OBJECT  m_stateDepthStencil;
-    XGL_MSAA_STATE_OBJECT           m_stateMsaa;
-    XglImage                       *m_renderTargets[XGL_MAX_COLOR_ATTACHMENTS];
-    XGL_UINT                        m_renderTargetCount;
-    XGL_FLOAT                       m_width, m_height;
-    XGL_FORMAT                      m_render_target_fmt;
-    XGL_COLOR_ATTACHMENT_BIND_INFO  m_colorBindings[XGL_MAX_COLOR_ATTACHMENTS];
-    XGL_DEPTH_STENCIL_BIND_INFO     m_depthStencilBinding;
+    XGL_APPLICATION_INFO                    app_info;
+    XGL_PHYSICAL_GPU                        objs[XGL_MAX_PHYSICAL_GPUS];
+    XGL_UINT                                gpu_count;
+    XglDevice                              *m_device;
+    XGL_CMD_BUFFER                          m_cmdBuffer;
+    XGL_RENDER_PASS                         m_renderPass;
+    XGL_MEMORY_REF                          m_memRefs[5];
+    XGL_DYNAMIC_RS_STATE_OBJECT             m_stateRaster;
+    XGL_DYNAMIC_CB_STATE_OBJECT             m_colorBlend;
+    XGL_DYNAMIC_VP_STATE_OBJECT             m_stateViewport;
+    XGL_DYNAMIC_DS_STATE_OBJECT             m_stateDepthStencil;
+    vector<XglImage*>                       m_renderTargets;
+    XGL_UINT                                m_renderTargetCount;
+    XGL_FLOAT                               m_width, m_height;
+    XGL_FORMAT                              m_render_target_fmt;
+    XGL_COLOR_ATTACHMENT_BIND_INFO          m_colorBindings[8];
+    XGL_DEPTH_STENCIL_BIND_INFO             m_depthStencilBinding;
 
     /*
      * SetUp and TearDown are called by the Google Test framework
@@ -126,7 +125,7 @@
     void BindDescriptorSet(XGL_DESCRIPTOR_SET descriptorSet);
     void BindVertexBuffer(XglConstantBufferObj *vertexBuffer, XGL_UINT offset, XGL_UINT binding);
     void BindIndexBuffer(XglIndexBufferObj *indexBuffer, XGL_UINT offset);
-    void BindStateObject(XGL_STATE_BIND_POINT stateBindPoint, XGL_STATE_OBJECT stateObject);
+    void BindStateObject(XGL_STATE_BIND_POINT stateBindPoint, XGL_DYNAMIC_STATE_OBJECT stateObject);
     void Draw(XGL_UINT firstVertex, XGL_UINT vertexCount, XGL_UINT firstInstance, XGL_UINT instanceCount);
     void DrawIndexed(XGL_UINT firstIndex, XGL_UINT indexCount, XGL_INT vertexOffset, XGL_UINT firstInstance, XGL_UINT instanceCount);
     void QueueCommandBuffer(XGL_MEMORY_REF *memRefs, XGL_UINT32 numMemRefs);
@@ -316,7 +315,8 @@
     void AddVertexInputAttribs(XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION* vi_attrib, int count);
     void AddVertexInputBindings(XGL_VERTEX_INPUT_BINDING_DESCRIPTION* vi_binding, int count);
     void AddVertexDataBuffer(XglConstantBufferObj* vertexDataBuffer, int binding);
-    void SetColorAttachment(XGL_UINT binding, const XGL_PIPELINE_CB_ATTACHMENT_STATE *att);
+    void AddColorAttachment(XGL_UINT binding, const XGL_PIPELINE_CB_ATTACHMENT_STATE *att);
+    void SetDepthStencil(XGL_PIPELINE_DS_STATE_CREATE_INFO *);
     void CreateXGLPipeline(XglDescriptorSetObj *descriptorSet);
     XGL_PIPELINE GetPipelineHandle();
 
@@ -324,12 +324,14 @@
     XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO m_vi_state;
     XGL_PIPELINE_IA_STATE_CREATE_INFO m_ia_state;
     XGL_PIPELINE_RS_STATE_CREATE_INFO m_rs_state;
-    XGL_PIPELINE_CB_STATE m_cb_state;
-    XGL_PIPELINE_DB_STATE_CREATE_INFO m_db_state;
+    XGL_PIPELINE_CB_STATE_CREATE_INFO m_cb_state;
+    XGL_PIPELINE_DS_STATE_CREATE_INFO m_ds_state;
+    XGL_PIPELINE_MS_STATE_CREATE_INFO m_ms_state;
     XglDevice *m_device;
     vector<XglShaderObj*> m_shaderObjs;
     vector<XglConstantBufferObj*> m_vertexBufferObjs;
     vector<int> m_vertexBufferBindings;
+    vector<XGL_PIPELINE_CB_ATTACHMENT_STATE> m_colorAttachments;
     int m_vertexBufferCount;
 
 };
diff --git a/tests/xgltestbinding.cpp b/tests/xgltestbinding.cpp
index b738734..3c2b386 100644
--- a/tests/xgltestbinding.cpp
+++ b/tests/xgltestbinding.cpp
@@ -260,21 +260,25 @@
     const std::vector<XGL_MEMORY_REQUIREMENTS> mem_reqs = memory_requirements();
     for (int i = 0; i < mem_reqs.size(); i++) {
         XGL_MEMORY_ALLOC_INFO info = GpuMemory::alloc_info(mem_reqs[i]);
+        std::vector<uint32_t> heap_ids;
 
         // prefer CPU visible heaps
         std::vector<uint32_t> non_visible_heaps;
         info.heapCount = 0;
         for (uint32_t j = 0; j < mem_reqs[i].heapCount; j++) {
-            const uint32_t heap = mem_reqs[i].heaps[j];
+            const uint32_t heap = mem_reqs[i].pHeaps[j];
             const XGL_MEMORY_HEAP_PROPERTIES &props = dev.heap_properties()[heap];
 
             if (props.flags & XGL_MEMORY_HEAP_CPU_VISIBLE_BIT)
-                info.heaps[info.heapCount++] = heap;
+                heap_ids.push_back(heap);
             else
                 non_visible_heaps.push_back(heap);
         }
         for (std::vector<uint32_t>::const_iterator it = non_visible_heaps.begin(); it != non_visible_heaps.end(); it++)
-            info.heaps[info.heapCount++] = *it;
+            heap_ids.push_back(*it);
+
+        info.heapCount = heap_ids.size();
+        info.pHeaps = &heap_ids[0];
 
         primary_mem_ = &internal_mems_[i];
 
@@ -408,8 +412,6 @@
     uint32_t count;
     if (!EXPECT(xglGetMemoryHeapCount(obj(), &count) == XGL_SUCCESS && count))
         return;
-    if (count > XGL_MAX_MEMORY_HEAPS)
-        count = XGL_MAX_MEMORY_HEAPS;
 
     heap_props_.reserve(count);
     for (uint32_t i = 0; i < count; i++) {
@@ -789,33 +791,27 @@
     xglAttachNestedDescriptors(obj(), start_slot, sets.size(), &sets[0]);
 }
 
-void DynamicVpStateObject::init(const Device &dev, const XGL_VIEWPORT_STATE_CREATE_INFO &info)
+void DynamicVpStateObject::init(const Device &dev, const XGL_DYNAMIC_VP_STATE_CREATE_INFO &info)
 {
-    DERIVED_OBJECT_INIT(xglCreateViewportState, dev.obj(), &info);
+    DERIVED_OBJECT_INIT(xglCreateDynamicViewportState, dev.obj(), &info);
     alloc_memory(dev);
 }
 
-void DynamicRsStateObject::init(const Device &dev, const XGL_RASTER_STATE_CREATE_INFO &info)
+void DynamicRsStateObject::init(const Device &dev, const XGL_DYNAMIC_RS_STATE_CREATE_INFO &info)
 {
-    DERIVED_OBJECT_INIT(xglCreateRasterState, dev.obj(), &info);
+    DERIVED_OBJECT_INIT(xglCreateDynamicRasterState, dev.obj(), &info);
     alloc_memory(dev);
 }
 
-void DynamicMsaaStateObject::init(const Device &dev, const XGL_MSAA_STATE_CREATE_INFO &info)
+void DynamicCbStateObject::init(const Device &dev, const XGL_DYNAMIC_CB_STATE_CREATE_INFO &info)
 {
-    DERIVED_OBJECT_INIT(xglCreateMsaaState, dev.obj(), &info);
+    DERIVED_OBJECT_INIT(xglCreateDynamicColorBlendState, dev.obj(), &info);
     alloc_memory(dev);
 }
 
-void DynamicCbStateObject::init(const Device &dev, const XGL_COLOR_BLEND_STATE_CREATE_INFO &info)
+void DynamicDsStateObject::init(const Device &dev, const XGL_DYNAMIC_DS_STATE_CREATE_INFO &info)
 {
-    DERIVED_OBJECT_INIT(xglCreateColorBlendState, dev.obj(), &info);
-    alloc_memory(dev);
-}
-
-void DynamicDsStateObject::init(const Device &dev, const XGL_DEPTH_STENCIL_STATE_CREATE_INFO &info)
-{
-    DERIVED_OBJECT_INIT(xglCreateDepthStencilState, dev.obj(), &info);
+    DERIVED_OBJECT_INIT(xglCreateDynamicDepthStencilState, dev.obj(), &info);
     alloc_memory(dev);
 }
 
diff --git a/tests/xgltestbinding.h b/tests/xgltestbinding.h
index a06ba16..88f15ae 100644
--- a/tests/xgltestbinding.h
+++ b/tests/xgltestbinding.h
@@ -171,11 +171,11 @@
 
 class DynamicStateObject : public Object {
 public:
-    const XGL_STATE_OBJECT &obj() const { return reinterpret_cast<const XGL_STATE_OBJECT &>(Object::obj()); }
+    const XGL_DYNAMIC_STATE_OBJECT &obj() const { return reinterpret_cast<const XGL_DYNAMIC_STATE_OBJECT &>(Object::obj()); }
 
 protected:
     explicit DynamicStateObject() {}
-    explicit DynamicStateObject(XGL_STATE_OBJECT obj) : Object(obj) {}
+    explicit DynamicStateObject(XGL_DYNAMIC_STATE_OBJECT obj) : Object(obj) {}
 };
 
 template<typename T, class C>
@@ -542,34 +542,28 @@
     XGL_DESCRIPTOR_SET_CREATE_INFO info_;
 };
 
-class DynamicVpStateObject : public DerivedObject<XGL_VIEWPORT_STATE_OBJECT, DynamicStateObject> {
+class DynamicVpStateObject : public DerivedObject<XGL_DYNAMIC_VP_STATE_OBJECT, DynamicStateObject> {
 public:
-    // xglCreateViewportState()
-    void init(const Device &dev, const XGL_VIEWPORT_STATE_CREATE_INFO &info);
+    // xglCreateDynamicViewportState()
+    void init(const Device &dev, const XGL_DYNAMIC_VP_STATE_CREATE_INFO &info);
 };
 
-class DynamicRsStateObject : public DerivedObject<XGL_RASTER_STATE_OBJECT, DynamicStateObject> {
+class DynamicRsStateObject : public DerivedObject<XGL_DYNAMIC_RS_STATE_OBJECT, DynamicStateObject> {
 public:
-    // xglCreateRasterState()
-    void init(const Device &dev, const XGL_RASTER_STATE_CREATE_INFO &info);
+    // xglCreateDynamicRasterState()
+    void init(const Device &dev, const XGL_DYNAMIC_RS_STATE_CREATE_INFO &info);
 };
 
-class DynamicMsaaStateObject : public DerivedObject<XGL_MSAA_STATE_OBJECT, DynamicStateObject> {
+class DynamicCbStateObject : public DerivedObject<XGL_DYNAMIC_CB_STATE_OBJECT, DynamicStateObject> {
 public:
-    // xglCreateMsaaState()
-    void init(const Device &dev, const XGL_MSAA_STATE_CREATE_INFO &info);
+    // xglCreateDynamicColorBlendState()
+    void init(const Device &dev, const XGL_DYNAMIC_CB_STATE_CREATE_INFO &info);
 };
 
-class DynamicCbStateObject : public DerivedObject<XGL_COLOR_BLEND_STATE_OBJECT, DynamicStateObject> {
+class DynamicDsStateObject : public DerivedObject<XGL_DYNAMIC_DS_STATE_OBJECT, DynamicStateObject> {
 public:
-    // xglCreateColorBlendState()
-    void init(const Device &dev, const XGL_COLOR_BLEND_STATE_CREATE_INFO &info);
-};
-
-class DynamicDsStateObject : public DerivedObject<XGL_DEPTH_STENCIL_STATE_OBJECT, DynamicStateObject> {
-public:
-    // xglCreateDepthStencilState()
-    void init(const Device &dev, const XGL_DEPTH_STENCIL_STATE_CREATE_INFO &info);
+    // xglCreateDynamicDepthStencilState()
+    void init(const Device &dev, const XGL_DYNAMIC_DS_STATE_CREATE_INFO &info);
 };
 
 class CmdBuffer : public DerivedObject<XGL_CMD_BUFFER, Object> {
@@ -616,8 +610,7 @@
     info.allocationSize = reqs.size;
     info.alignment = reqs.alignment;
     info.heapCount = reqs.heapCount;
-    for (int i = 0; i < reqs.heapCount; i++)
-        info.heaps[i] = reqs.heaps[i];
+    info.pHeaps = reqs.pHeaps;
     info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
     return info;
 }