[PATCH 3/5] d2d1: Implement d2d_d3d_render_target_Clear().
Henri Verbeet
hverbeet at codeweavers.com
Fri Sep 5 08:50:58 CDT 2014
This is of course a fairly naive initial implementation. We'd probably want to
batch up drawing operations, and only execute them on EndDraw() or Flush() to
reduce state setup overhead.
---
dlls/d2d1/Makefile.in | 2 +-
dlls/d2d1/d2d1_private.h | 10 ++
dlls/d2d1/render_target.c | 227 ++++++++++++++++++++++++++++++++++++++++++++-
3 files changed, 236 insertions(+), 3 deletions(-)
diff --git a/dlls/d2d1/Makefile.in b/dlls/d2d1/Makefile.in
index 3c01957..88e6e2b 100644
--- a/dlls/d2d1/Makefile.in
+++ b/dlls/d2d1/Makefile.in
@@ -1,6 +1,6 @@
MODULE = d2d1.dll
IMPORTLIB = d2d1
-IMPORTS = uuid
+IMPORTS = d3d10_1 dxguid uuid
C_SRCS = \
brush.c \
diff --git a/dlls/d2d1/d2d1_private.h b/dlls/d2d1/d2d1_private.h
index 5bbac5c..04681dc 100644
--- a/dlls/d2d1/d2d1_private.h
+++ b/dlls/d2d1/d2d1_private.h
@@ -29,6 +29,16 @@ struct d2d_d3d_render_target
ID2D1RenderTarget ID2D1RenderTarget_iface;
LONG refcount;
+ ID3D10Device *device;
+ ID3D10RenderTargetView *view;
+ ID3D10StateBlock *stateblock;
+
+ ID3D10InputLayout *clear_il;
+ unsigned int clear_vb_stride;
+ ID3D10Buffer *clear_vb;
+ ID3D10VertexShader *clear_vs;
+ ID3D10PixelShader *clear_ps;
+
D2D1_SIZE_U pixel_size;
D2D1_MATRIX_3X2_F transform;
float dpi_x;
diff --git a/dlls/d2d1/render_target.c b/dlls/d2d1/render_target.c
index 3aa76ee..9ff61e5 100644
--- a/dlls/d2d1/render_target.c
+++ b/dlls/d2d1/render_target.c
@@ -65,7 +65,16 @@ static ULONG STDMETHODCALLTYPE d2d_d3d_render_target_Release(ID2D1RenderTarget *
TRACE("%p decreasing refcount to %u.\n", iface, refcount);
if (!refcount)
+ {
+ ID3D10RenderTargetView_Release(render_target->view);
+ ID3D10PixelShader_Release(render_target->clear_ps);
+ ID3D10VertexShader_Release(render_target->clear_vs);
+ ID3D10Buffer_Release(render_target->clear_vb);
+ ID3D10InputLayout_Release(render_target->clear_il);
+ render_target->stateblock->lpVtbl->Release(render_target->stateblock);
+ ID3D10Device_Release(render_target->device);
HeapFree(GetProcessHeap(), 0, render_target);
+ }
return refcount;
}
@@ -429,7 +438,65 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_PopAxisAlignedClip(ID2D1Rend
static void STDMETHODCALLTYPE d2d_d3d_render_target_Clear(ID2D1RenderTarget *iface, const D2D1_COLOR_F *color)
{
- FIXME("iface %p, color %p stub!\n", iface, color);
+ struct d2d_d3d_render_target *render_target = impl_from_ID2D1RenderTarget(iface);
+ D3D10_SUBRESOURCE_DATA buffer_data;
+ D3D10_BUFFER_DESC buffer_desc;
+ unsigned int offset;
+ D3D10_VIEWPORT vp;
+ ID3D10Buffer *cb;
+ HRESULT hr;
+
+ TRACE("iface %p, color %p.\n", iface, color);
+
+ buffer_desc.ByteWidth = sizeof(*color);
+ buffer_desc.Usage = D3D10_USAGE_DEFAULT;
+ buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
+ buffer_desc.CPUAccessFlags = 0;
+ buffer_desc.MiscFlags = 0;
+
+ buffer_data.pSysMem = color;
+ buffer_data.SysMemPitch = 0;
+ buffer_data.SysMemSlicePitch = 0;
+
+ if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->device, &buffer_desc, &buffer_data, &cb)))
+ {
+ WARN("Failed to create constant buffer, hr %#x.\n", hr);
+ return;
+ }
+
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ vp.Width = render_target->pixel_size.width;
+ vp.Height = render_target->pixel_size.height;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+
+ if (FAILED(hr = render_target->stateblock->lpVtbl->Capture(render_target->stateblock)))
+ {
+ WARN("Failed to capture stateblock, hr %#x.\n", hr);
+ ID3D10Buffer_Release(cb);
+ return;
+ }
+
+ ID3D10Device_ClearState(render_target->device);
+
+ ID3D10Device_IASetInputLayout(render_target->device, render_target->clear_il);
+ ID3D10Device_IASetPrimitiveTopology(render_target->device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ offset = 0;
+ ID3D10Device_IASetVertexBuffers(render_target->device, 0, 1,
+ &render_target->clear_vb, &render_target->clear_vb_stride, &offset);
+ ID3D10Device_VSSetShader(render_target->device, render_target->clear_vs);
+ ID3D10Device_PSSetConstantBuffers(render_target->device, 0, 1, &cb);
+ ID3D10Device_PSSetShader(render_target->device, render_target->clear_ps);
+ ID3D10Device_RSSetViewports(render_target->device, 1, &vp);
+ ID3D10Device_OMSetRenderTargets(render_target->device, 1, &render_target->view, NULL);
+
+ ID3D10Device_Draw(render_target->device, 4, 0);
+
+ if (FAILED(hr = render_target->stateblock->lpVtbl->Apply(render_target->stateblock)))
+ WARN("Failed to apply stateblock, hr %#x.\n", hr);
+
+ ID3D10Buffer_Release(cb);
}
static void STDMETHODCALLTYPE d2d_d3d_render_target_BeginDraw(ID2D1RenderTarget *iface)
@@ -583,9 +650,76 @@ static const struct ID2D1RenderTargetVtbl d2d_d3d_render_target_vtbl =
HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target, ID2D1Factory *factory,
IDXGISurface *surface, const D2D1_RENDER_TARGET_PROPERTIES *desc)
{
+ D3D10_SUBRESOURCE_DATA buffer_data;
+ D3D10_STATE_BLOCK_MASK state_mask;
DXGI_SURFACE_DESC surface_desc;
+ D3D10_BUFFER_DESC buffer_desc;
+ ID3D10Resource *resource;
HRESULT hr;
+ static const D3D10_INPUT_ELEMENT_DESC clear_il_desc[] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
+ };
+ static const DWORD clear_vs_code[] =
+ {
+ /* float4 main(float4 position : POSITION) : SV_POSITION
+ * {
+ * return position;
+ * } */
+ 0x43425844, 0x1fa8c27f, 0x52d2f21d, 0xc196fdb7, 0x376f283a, 0x00000001, 0x000001b4, 0x00000005,
+ 0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000138, 0x46454452, 0x00000050, 0x00000000,
+ 0x00000000, 0x00000000, 0x0000001c, 0xfffe0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
+ 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
+ 0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
+ 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
+ 0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
+ 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453, 0x00000074,
+ 0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ };
+ static const DWORD clear_ps_code[] =
+ {
+ /* float4 color;
+ *
+ * float4 main(float4 position : SV_POSITION) : SV_Target
+ * {
+ * return color;
+ * } */
+ 0x43425844, 0xecd3cc9d, 0x0025bc77, 0x7a333165, 0x5b04c7e4, 0x00000001, 0x0000022c, 0x00000005,
+ 0x00000034, 0x00000100, 0x00000134, 0x00000168, 0x000001b0, 0x46454452, 0x000000c4, 0x00000001,
+ 0x00000048, 0x00000001, 0x0000001c, 0xffff0400, 0x00000100, 0x00000090, 0x0000003c, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x6f6c4724, 0x736c6162,
+ 0xababab00, 0x0000003c, 0x00000001, 0x00000060, 0x00000010, 0x00000000, 0x00000000, 0x00000078,
+ 0x00000000, 0x00000010, 0x00000002, 0x00000080, 0x00000000, 0x6f6c6f63, 0xabab0072, 0x00030001,
+ 0x00040001, 0x00000000, 0x00000000, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53,
+ 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
+ 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
+ 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001,
+ 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653,
+ 0x65677261, 0xabab0074, 0x52444853, 0x00000040, 0x00000040, 0x00000010, 0x04000059, 0x00208e46,
+ 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x06000036, 0x001020f2, 0x00000000,
+ 0x00208e46, 0x00000000, 0x00000000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000,
+ 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000,
+ };
+ static const struct
+ {
+ float x, y;
+ }
+ clear_quad[] =
+ {
+ {-1.0f, -1.0f},
+ {-1.0f, 1.0f},
+ { 1.0f, -1.0f},
+ { 1.0f, 1.0f},
+ };
static const D2D1_MATRIX_3X2_F identity =
{
1.0f, 0.0f,
@@ -598,10 +732,82 @@ HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target,
render_target->ID2D1RenderTarget_iface.lpVtbl = &d2d_d3d_render_target_vtbl;
render_target->refcount = 1;
+ if (FAILED(hr = IDXGISurface_GetDevice(surface, &IID_ID3D10Device, (void **)&render_target->device)))
+ {
+ WARN("Failed to get device interface, hr %#x.\n", hr);
+ return hr;
+ }
+
+ if (FAILED(hr = IDXGISurface_QueryInterface(surface, &IID_ID3D10Resource, (void **)&resource)))
+ {
+ WARN("Failed to get ID3D10Resource interface, hr %#x.\n", hr);
+ goto err;
+ }
+
+ hr = ID3D10Device_CreateRenderTargetView(render_target->device, resource, NULL, &render_target->view);
+ ID3D10Resource_Release(resource);
+ if (FAILED(hr))
+ {
+ WARN("Failed to create rendertarget view, hr %#x.\n", hr);
+ goto err;
+ }
+
+ if (FAILED(hr = D3D10StateBlockMaskEnableAll(&state_mask)))
+ {
+ WARN("Failed to create stateblock mask, hr %#x.\n", hr);
+ goto err;
+ }
+
+ if (FAILED(hr = D3D10CreateStateBlock(render_target->device, &state_mask, &render_target->stateblock)))
+ {
+ WARN("Failed to create stateblock, hr %#x.\n", hr);
+ goto err;
+ }
+
+ if (FAILED(hr = ID3D10Device_CreateInputLayout(render_target->device, clear_il_desc,
+ sizeof(clear_il_desc) / sizeof(*clear_il_desc), clear_vs_code, sizeof(clear_vs_code),
+ &render_target->clear_il)))
+ {
+ WARN("Failed to create clear input layout, hr %#x.\n", hr);
+ goto err;
+ }
+
+ buffer_desc.ByteWidth = sizeof(clear_quad);
+ buffer_desc.Usage = D3D10_USAGE_DEFAULT;
+ buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
+ buffer_desc.CPUAccessFlags = 0;
+ buffer_desc.MiscFlags = 0;
+
+ buffer_data.pSysMem = clear_quad;
+ buffer_data.SysMemPitch = 0;
+ buffer_data.SysMemSlicePitch = 0;
+
+ render_target->clear_vb_stride = sizeof(*clear_quad);
+ if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->device,
+ &buffer_desc, &buffer_data, &render_target->clear_vb)))
+ {
+ WARN("Failed to create clear vertex buffer, hr %#x.\n", hr);
+ goto err;
+ }
+
+ if (FAILED(hr = ID3D10Device_CreateVertexShader(render_target->device,
+ clear_vs_code, sizeof(clear_vs_code), &render_target->clear_vs)))
+ {
+ WARN("Failed to create clear vertex shader, hr %#x.\n", hr);
+ goto err;
+ }
+
+ if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->device,
+ clear_ps_code, sizeof(clear_ps_code), &render_target->clear_ps)))
+ {
+ WARN("Failed to create clear pixel shader, hr %#x.\n", hr);
+ goto err;
+ }
+
if (FAILED(hr = IDXGISurface_GetDesc(surface, &surface_desc)))
{
WARN("Failed to get surface desc, hr %#x.\n", hr);
- return hr;
+ goto err;
}
render_target->pixel_size.width = surface_desc.Width;
@@ -617,4 +823,21 @@ HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target,
}
return S_OK;
+
+err:
+ if (render_target->view)
+ ID3D10RenderTargetView_Release(render_target->view);
+ if (render_target->clear_ps)
+ ID3D10PixelShader_Release(render_target->clear_ps);
+ if (render_target->clear_vs)
+ ID3D10VertexShader_Release(render_target->clear_vs);
+ if (render_target->clear_vb)
+ ID3D10Buffer_Release(render_target->clear_vb);
+ if (render_target->clear_il)
+ ID3D10InputLayout_Release(render_target->clear_il);
+ if (render_target->stateblock)
+ render_target->stateblock->lpVtbl->Release(render_target->stateblock);
+ if (render_target->device)
+ ID3D10Device_Release(render_target->device);
+ return hr;
}
--
1.7.10.4
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