[PATCH 3/4] d2d1: Use D3D11 interfaces to create vertex shader.
Rémi Bernon
rbernon at codeweavers.com
Fri Jun 25 02:34:03 CDT 2021
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=49395
Signed-off-by: Rémi Bernon <rbernon at codeweavers.com>
---
dlls/d2d1/d2d1_private.h | 2 +-
dlls/d2d1/device.c | 18 +++++++++++++-----
2 files changed, 14 insertions(+), 6 deletions(-)
diff --git a/dlls/d2d1/d2d1_private.h b/dlls/d2d1/d2d1_private.h
index 0f4b52f4c3e..565288bc71c 100644
--- a/dlls/d2d1/d2d1_private.h
+++ b/dlls/d2d1/d2d1_private.h
@@ -74,7 +74,7 @@ struct d2d_error_state
struct d2d_shape_resources
{
ID3D11InputLayout *il;
- ID3D10VertexShader *vs;
+ ID3D11VertexShader *vs;
};
struct d2d_brush_cb
diff --git a/dlls/d2d1/device.c b/dlls/d2d1/device.c
index 10b555c080f..acb01a35868 100644
--- a/dlls/d2d1/device.c
+++ b/dlls/d2d1/device.c
@@ -125,6 +125,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
ID3D10Device *device = render_target->d3d_device;
ID3D10Buffer *d3d10_ib = NULL, *d3d10_vb = NULL, *d3d10_vs_cb = NULL, *d3d10_ps_cb = NULL;
ID3D11Buffer *vs_cb = render_target->vs_cb, *ps_cb = render_target->ps_cb;
+ ID3D10VertexShader *d3d10_vs = NULL;
ID3D10InputLayout *d3d10_il = NULL;
D3D10_RECT scissor_rect;
unsigned int offset;
@@ -168,6 +169,12 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
goto error;
}
+ if (shape_resources->vs && FAILED(hr = ID3D11VertexShader_QueryInterface(shape_resources->vs, &IID_ID3D10VertexShader, (void **)&d3d10_vs)))
+ {
+ ERR("Failed to query D3D10 vertex shader, hr %#x.\n", hr);
+ goto error;
+ }
+
if (FAILED(hr = render_target->stateblock->lpVtbl->Capture(render_target->stateblock)))
{
WARN("Failed to capture stateblock, hr %#x.\n", hr);
@@ -182,7 +189,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
offset = 0;
ID3D10Device_IASetVertexBuffers(device, 0, 1, &d3d10_vb, &vb_stride, &offset);
ID3D10Device_VSSetConstantBuffers(device, 0, 1, &d3d10_vs_cb);
- ID3D10Device_VSSetShader(device, shape_resources->vs);
+ ID3D10Device_VSSetShader(device, d3d10_vs);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &d3d10_ps_cb);
ID3D10Device_PSSetShader(device, render_target->ps);
ID3D10Device_RSSetViewports(device, 1, &vp);
@@ -223,6 +230,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
WARN("Failed to apply stateblock, hr %#x.\n", hr);
error:
+ if (d3d10_vs) ID3D10VertexShader_Release(d3d10_vs);
if (d3d10_il) ID3D10InputLayout_Release(d3d10_il);
if (d3d10_ib) ID3D10Buffer_Release(d3d10_ib);
if (d3d10_vb) ID3D10Buffer_Release(d3d10_vb);
@@ -310,7 +318,7 @@ static ULONG STDMETHODCALLTYPE d2d_device_context_inner_Release(IUnknown *iface)
ID3D11Buffer_Release(context->vs_cb);
for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)
{
- ID3D10VertexShader_Release(context->shape_resources[i].vs);
+ ID3D11VertexShader_Release(context->shape_resources[i].vs);
ID3D11InputLayout_Release(context->shape_resources[i].il);
}
for (i = 0; i < D2D_SAMPLER_INTERPOLATION_MODE_COUNT; ++i)
@@ -3946,8 +3954,8 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
goto err;
}
- if (FAILED(hr = ID3D10Device_CreateVertexShader(render_target->d3d_device, si->vs_code,
- si->vs_code_size, &render_target->shape_resources[si->shape_type].vs)))
+ if (FAILED(hr = ID3D11Device1_CreateVertexShader(render_target->d3d11_device, si->vs_code,
+ si->vs_code_size, NULL, &render_target->shape_resources[si->shape_type].vs)))
{
WARN("Failed to create vertex shader for shape type %#x, hr %#x.\n", si->shape_type, hr);
goto err;
@@ -4080,7 +4088,7 @@ err:
for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)
{
if (render_target->shape_resources[i].vs)
- ID3D10VertexShader_Release(render_target->shape_resources[i].vs);
+ ID3D11VertexShader_Release(render_target->shape_resources[i].vs);
if (render_target->shape_resources[i].il)
ID3D11InputLayout_Release(render_target->shape_resources[i].il);
}
--
2.32.0
More information about the wine-devel
mailing list