[PATCH 2/2] d2d1: Add ID2D1DeviceContext stub.

Nikolay Sivov bunglehead at gmail.com
Tue May 29 12:39:55 CDT 2018


On Tue, 29 May 2018 at 10:01, Henri Verbeet <hverbeet at gmail.com> wrote:

> On 26 May 2018 at 11:17, Nikolay Sivov <nsivov at codeweavers.com> wrote:
> > Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
> > ---
> >  dlls/d2d1/device.c | 784 ++++++++++++++++++++++++++++++++++++++++++++-
> >  1 file changed, 782 insertions(+), 2 deletions(-)
> >
> > diff --git a/dlls/d2d1/device.c b/dlls/d2d1/device.c
> > index 67b3fab906..63941dca3d 100644
> > --- a/dlls/d2d1/device.c
> > +++ b/dlls/d2d1/device.c
> > @@ -38,11 +38,23 @@ struct d2d_draw_text_layout_ctx
> >      D2D1_DRAW_TEXT_OPTIONS options;
> >  };
> >
> > +struct d2d_device_context
> > +{
> > +    ID2D1DeviceContext ID2D1DeviceContext_iface;
> > +    LONG refcount;
> > +    struct d2d_device *device;
> > +};
> > +
> Since ID2D1DeviceContext extends ID2D1RenderTarget, should this
> implementation really be separate from the d2d_d3d_render_target
> implementation?
>

Context can render in two ways - populating command list, or rendering to a
bitmap object. I was thinking we should create a dxgi target when rendering
to a bitmap and forward calls to it. For command lists we don’t need to
create a real target.


>
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