[PATCH 9/9] d2d1: Implement LoadVertexShader().
Ziqing Hui
zhui at codeweavers.com
Wed Apr 27 23:26:21 CDT 2022
Signed-off-by: Ziqing Hui <zhui at codeweavers.com>
---
dlls/d2d1/d2d1_private.h | 10 ++++++++++
dlls/d2d1/effect.c | 40 ++++++++++++++++++++++++++++++++++++++--
2 files changed, 48 insertions(+), 2 deletions(-)
diff --git a/dlls/d2d1/d2d1_private.h b/dlls/d2d1/d2d1_private.h
index de3519c76d7..1f04e797947 100644
--- a/dlls/d2d1/d2d1_private.h
+++ b/dlls/d2d1/d2d1_private.h
@@ -568,6 +568,12 @@ struct d2d_device
void d2d_device_init(struct d2d_device *device, ID2D1Factory1 *factory, IDXGIDevice *dxgi_device) DECLSPEC_HIDDEN;
+struct d2d_shader
+{
+ const GUID *id;
+ void *shader;
+};
+
struct d2d_effect_context
{
ID2D1EffectContext ID2D1EffectContext_iface;
@@ -576,6 +582,10 @@ struct d2d_effect_context
ID2D1DeviceContext *device_context;
ID3D11Device1 *d3d_device;
ID2D1Factory *factory;
+
+ struct d2d_shader *shaders;
+ size_t shaders_size;
+ size_t shader_count;
};
void d2d_effect_context_init(struct d2d_effect_context *effect_context,
diff --git a/dlls/d2d1/effect.c b/dlls/d2d1/effect.c
index 009ffd8e4df..5f2ccb4ce8f 100644
--- a/dlls/d2d1/effect.c
+++ b/dlls/d2d1/effect.c
@@ -37,6 +37,14 @@ static inline struct d2d_effect_context *impl_from_ID2D1EffectContext(ID2D1Effec
static void d2d_effect_context_cleanup(struct d2d_effect_context *effect_context)
{
+ unsigned int i;
+
+ for (i = 0; i < effect_context->shader_count; ++i)
+ {
+ if (effect_context->shaders[i].shader)
+ IUnknown_Release((IUnknown *)effect_context->shaders[i].shader);
+ }
+ heap_free(effect_context->shaders);
ID2D1Factory_Release(effect_context->factory);
ID2D1DeviceContext_Release(effect_context->device_context);
}
@@ -180,10 +188,38 @@ static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadPixelShader(ID2D1EffectC
static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadVertexShader(ID2D1EffectContext *iface,
REFGUID shader_id, const BYTE *buffer, UINT32 buffer_size)
{
- FIXME("iface %p, shader_id %s, buffer %p, buffer_size %u stub!\n",
+ struct d2d_effect_context *effect_context = impl_from_ID2D1EffectContext(iface);
+ ID3D11VertexShader *vertex_shader;
+ struct d2d_shader *shader;
+ HRESULT hr;
+
+ TRACE("iface %p, shader_id %s, buffer %p, buffer_size %u.\n",
iface, debugstr_guid(shader_id), buffer, buffer_size);
- return E_NOTIMPL;
+ if (FAILED(hr = ID3D11Device1_CreateVertexShader(effect_context->d3d_device,
+ buffer, buffer_size, NULL, &vertex_shader)))
+ {
+ WARN("Failed to create vertex shader, hr %#lx.\n", hr);
+ return hr;
+ }
+
+ effect_context->shader_count++;
+ if (effect_context->shaders_size < effect_context->shader_count)
+ {
+ if (!d2d_array_reserve((void **)&effect_context->shaders, &effect_context->shaders_size,
+ effect_context->shader_count, sizeof(*effect_context->shaders)))
+ {
+ ERR("Failed to resize shaders array.\n");
+ ID3D11VertexShader_Release(vertex_shader);
+ return E_OUTOFMEMORY;
+ }
+ }
+
+ shader = &effect_context->shaders[effect_context->shader_count - 1];
+ shader->id = shader_id;
+ shader->shader = vertex_shader;
+
+ return S_OK;
}
static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadComputeShader(ID2D1EffectContext *iface,
--
2.25.1
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