[PATCH v2 8/8] d2d1: Implement LoadVertexShader().

Ziqing Hui zhui at codeweavers.com
Thu Apr 28 05:40:29 CDT 2022


Signed-off-by: Ziqing Hui <zhui at codeweavers.com>
---
 dlls/d2d1/d2d1_private.h | 10 ++++++++++
 dlls/d2d1/effect.c       | 41 ++++++++++++++++++++++++++++++++++++++--
 2 files changed, 49 insertions(+), 2 deletions(-)

diff --git a/dlls/d2d1/d2d1_private.h b/dlls/d2d1/d2d1_private.h
index 8b7b0b7a3d5..cc275de47ec 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
     ID2D1Factory *factory;
     ID2D1DeviceContext *device_context;
     ID3D11Device1 *d3d_device;
+
+    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 60597919c91..fda1a64ea70 100644
--- a/dlls/d2d1/effect.c
+++ b/dlls/d2d1/effect.c
@@ -37,6 +37,15 @@ 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);
+
     ID3D11Device1_Release(effect_context->d3d_device);
     ID2D1DeviceContext_Release(effect_context->device_context);
     ID2D1Factory_Release(effect_context->factory);
@@ -180,10 +189,38 @@ 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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