[PATCH 4/4] d2d1: Use D3D11 interfaces to create pixel shader.
Rémi Bernon
rbernon at codeweavers.com
Fri Jun 25 02:34:04 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 565288bc71c..73259835786 100644
--- a/dlls/d2d1/d2d1_private.h
+++ b/dlls/d2d1/d2d1_private.h
@@ -167,7 +167,7 @@ struct d2d_device_context
ID3D10StateBlock *stateblock;
struct d2d_shape_resources shape_resources[D2D_SHAPE_TYPE_COUNT];
ID3D11Buffer *vs_cb;
- ID3D10PixelShader *ps;
+ ID3D11PixelShader *ps;
ID3D11Buffer *ps_cb;
ID3D11Buffer *ib;
unsigned int vb_stride;
diff --git a/dlls/d2d1/device.c b/dlls/d2d1/device.c
index acb01a35868..efeeaf6aa18 100644
--- a/dlls/d2d1/device.c
+++ b/dlls/d2d1/device.c
@@ -126,6 +126,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
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;
+ ID3D10PixelShader *d3d10_ps = NULL;
ID3D10InputLayout *d3d10_il = NULL;
D3D10_RECT scissor_rect;
unsigned int offset;
@@ -175,6 +176,12 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
goto error;
}
+ if (render_target->ps && FAILED(hr = ID3D11PixelShader_QueryInterface(render_target->ps, &IID_ID3D10PixelShader, (void **)&d3d10_ps)))
+ {
+ ERR("Failed to query D3D10 pixel 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);
@@ -191,7 +198,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
ID3D10Device_VSSetConstantBuffers(device, 0, 1, &d3d10_vs_cb);
ID3D10Device_VSSetShader(device, d3d10_vs);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &d3d10_ps_cb);
- ID3D10Device_PSSetShader(device, render_target->ps);
+ ID3D10Device_PSSetShader(device, d3d10_ps);
ID3D10Device_RSSetViewports(device, 1, &vp);
if (render_target->clip_stack.count)
{
@@ -230,6 +237,7 @@ 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_ps) ID3D10PixelShader_Release(d3d10_ps);
if (d3d10_vs) ID3D10VertexShader_Release(d3d10_vs);
if (d3d10_il) ID3D10InputLayout_Release(d3d10_il);
if (d3d10_ib) ID3D10Buffer_Release(d3d10_ib);
@@ -314,7 +322,7 @@ static ULONG STDMETHODCALLTYPE d2d_device_context_inner_Release(IUnknown *iface)
ID3D11Buffer_Release(context->vb);
ID3D11Buffer_Release(context->ib);
ID3D11Buffer_Release(context->ps_cb);
- ID3D10PixelShader_Release(context->ps);
+ ID3D11PixelShader_Release(context->ps);
ID3D11Buffer_Release(context->vs_cb);
for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)
{
@@ -3976,8 +3984,8 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
goto err;
}
- if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->d3d_device,
- ps_code, sizeof(ps_code), &render_target->ps)))
+ if (FAILED(hr = ID3D11Device1_CreatePixelShader(render_target->d3d11_device,
+ ps_code, sizeof(ps_code), NULL, &render_target->ps)))
{
WARN("Failed to create pixel shader, hr %#x.\n", hr);
goto err;
@@ -4082,7 +4090,7 @@ err:
if (render_target->ps_cb)
ID3D11Buffer_Release(render_target->ps_cb);
if (render_target->ps)
- ID3D10PixelShader_Release(render_target->ps);
+ ID3D11PixelShader_Release(render_target->ps);
if (render_target->vs_cb)
ID3D11Buffer_Release(render_target->vs_cb);
for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)
--
2.32.0
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