[PATCH 2/3] d2d1: Implement effect creation for registered effect.
Nikolay Sivov
nsivov at codeweavers.com
Tue Jun 21 03:45:54 CDT 2022
On 6/21/22 06:17, Ziqing Hui wrote:
> HRESULT d2d_effect_init(struct d2d_effect *effect, struct d2d_effect_context *effect_context, const CLSID *effect_id)
> {
> - unsigned int i;
> + struct d2d_effect_registration *reg;
> + struct d2d_factory *factory;
> + HRESULT hr;
>
> effect->ID2D1Effect_iface.lpVtbl = &d2d_effect_vtbl;
> effect->ID2D1Image_iface.lpVtbl = &d2d_effect_image_vtbl;
> effect->refcount = 1;
>
> - for (i = 0; i < ARRAY_SIZE(builtin_effects); ++i)
> + factory = unsafe_impl_from_ID2D1Factory3((ID2D1Factory3 *)effect_context->device_context->factory);
> + LIST_FOR_EACH_ENTRY(reg, &factory->effects, struct d2d_effect_registration, entry)
> {
> - if (IsEqualGUID(effect_id, &builtin_effects[i].id))
> + if (IsEqualGUID(effect_id, ®->id))
> {
> - effect->min_inputs = builtin_effects[i].min_inputs;
> - effect->max_inputs = builtin_effects[i].max_inputs;
> - d2d_effect_SetInputCount(&effect->ID2D1Effect_iface, builtin_effects[i].default_input_count);
> + if (FAILED(hr = reg->factory((IUnknown **)&effect->impl)))
> + return hr;
> + if (FAILED(hr = ID2D1EffectImpl_Initialize(effect->impl, &effect_context->ID2D1EffectContext_iface, NULL)))
> + {
> + ID2D1EffectImpl_Release(effect->impl);
> + return hr;
> + }
> + effect->id = *effect_id;
> + effect->min_inputs = reg->min_inputs;
> + effect->max_inputs = reg->max_inputs;
> + d2d_effect_SetInputCount(&effect->ID2D1Effect_iface, reg->default_input_count);
> effect->effect_context = effect_context;
> ID2D1EffectContext_AddRef(&effect_context->ID2D1EffectContext_iface);
> + /* FIXME: Properties are ignored. */
> return S_OK;
> }
> }
CreateEffect() is a single place where this would be used, so I'd
suggest to pick correct d2d_effect_registration there, and simply pass
it to this helper.
Using unsafe_* is normally reserved for externally provided pointers,
that's not the case here.
> static const struct d2d_builtin_effect_registration builtin_effects[] =
> {
> - {&CLSID_D2D12DAffineTransform, NULL, 1, 1, 1},
> - {&CLSID_D2D13DPerspectiveTransform, NULL, 1, 1, 1},
> - {&CLSID_D2D1Composite, NULL, 2, 1, 0xffffffff},
> - {&CLSID_D2D1Crop, NULL, 1, 1, 1},
> - {&CLSID_D2D1Shadow, NULL, 1, 1, 1},
> - {&CLSID_D2D1Grayscale, NULL, 1, 1, 1},
> + {&CLSID_D2D12DAffineTransform, d2d_effect_impl_create, 1, 1, 1},
> + {&CLSID_D2D13DPerspectiveTransform, d2d_effect_impl_create, 1, 1, 1},
> + {&CLSID_D2D1Composite, d2d_effect_impl_create, 2, 1, 0xffffffff},
> + {&CLSID_D2D1Crop, d2d_effect_impl_create, 1, 1, 1},
> + {&CLSID_D2D1Shadow, d2d_effect_impl_create, 1, 1, 1},
> + {&CLSID_D2D1Grayscale, d2d_effect_impl_create, 1, 1, 1},
> };
I don't know how extensible this is, every _create would be different.
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