[PATCH 2/5] d2d1: Add support for opacity brushes.

Henri Verbeet hverbeet at codeweavers.com
Wed Nov 18 09:10:21 CST 2015


Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
 dlls/d2d1/brush.c         | 219 ++++++++++++++++++++++++++++++----------------
 dlls/d2d1/d2d1_private.h  |  10 +--
 dlls/d2d1/render_target.c |  50 ++++++-----
 3 files changed, 175 insertions(+), 104 deletions(-)

diff --git a/dlls/d2d1/brush.c b/dlls/d2d1/brush.c
index f450f24..2014f47 100644
--- a/dlls/d2d1/brush.c
+++ b/dlls/d2d1/brush.c
@@ -23,6 +23,13 @@
 
 WINE_DEFAULT_DEBUG_CHANNEL(d2d);
 
+struct d2d_bitmap_brush_cb
+{
+    float _11, _21, _31, pad0;
+    float _12, _22, _32, opacity;
+    BOOL ignore_alpha, pad1, pad2, pad3;
+};
+
 static inline struct d2d_gradient *impl_from_ID2D1GradientStopCollection(ID2D1GradientStopCollection *iface)
 {
     return CONTAINING_RECORD(iface, struct d2d_gradient, ID2D1GradientStopCollection_iface);
@@ -730,45 +737,32 @@ static D3D10_TEXTURE_ADDRESS_MODE texture_address_mode_from_extend_mode(D2D1_EXT
     }
 }
 
-HRESULT d2d_brush_get_ps_cb(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target,
-        ID3D10Buffer **ps_cb)
+static BOOL d2d_brush_fill_cb(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target, void *cb)
 {
-    D3D10_SUBRESOURCE_DATA buffer_data;
-    D3D10_BUFFER_DESC buffer_desc;
-    struct
-    {
-        float _11, _21, _31, pad0;
-        float _12, _22, _32, opacity;
-        BOOL ignore_alpha;
-    } bitmap_brush_cb;
-    D2D1_COLOR_F color;
-    HRESULT hr;
-
-    buffer_desc.Usage = D3D10_USAGE_DEFAULT;
-    buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
-    buffer_desc.CPUAccessFlags = 0;
-    buffer_desc.MiscFlags = 0;
-
-    buffer_data.SysMemPitch = 0;
-    buffer_data.SysMemSlicePitch = 0;
+    struct d2d_bitmap_brush_cb *bitmap_brush_cb;
+    D2D1_COLOR_F *color;
 
     if (brush->type == D2D_BRUSH_TYPE_SOLID)
     {
-        color = brush->u.solid.color;
-        color.a *= brush->opacity;
-        color.r *= color.a;
-        color.g *= color.a;
-        color.b *= color.a;
-
-        buffer_desc.ByteWidth = sizeof(color);
-        buffer_data.pSysMem = &color;
+        color = cb;
+
+        *color = brush->u.solid.color;
+        color->a *= brush->opacity;
+        color->r *= color->a;
+        color->g *= color->a;
+        color->b *= color->a;
+
+        return TRUE;
     }
-    else if (brush->type == D2D_BRUSH_TYPE_BITMAP)
+
+    if (brush->type == D2D_BRUSH_TYPE_BITMAP)
     {
         struct d2d_bitmap *bitmap = brush->u.bitmap.bitmap;
         D2D_MATRIX_3X2_F w, b;
         float dpi_scale, d;
 
+        bitmap_brush_cb = cb;
+
         /* Scale for dpi. */
         w = render_target->drawing_state.transform;
         dpi_scale = render_target->dpi_x / 96.0f;
@@ -797,76 +791,149 @@ HRESULT d2d_brush_get_ps_cb(struct d2d_brush *brush, struct d2d_d3d_render_targe
         d = b._11 * b._22 - b._21 * b._12;
         if (d != 0.0f)
         {
-            bitmap_brush_cb._11 = b._22 / d;
-            bitmap_brush_cb._21 = -b._21 / d;
-            bitmap_brush_cb._31 = (b._21 * b._32 - b._31 * b._22) / d;
-            bitmap_brush_cb._12 = -b._12 / d;
-            bitmap_brush_cb._22 = b._11 / d;
-            bitmap_brush_cb._32 = -(b._11 * b._32 - b._31 * b._12) / d;
+            bitmap_brush_cb->_11 = b._22 / d;
+            bitmap_brush_cb->_21 = -b._21 / d;
+            bitmap_brush_cb->_31 = (b._21 * b._32 - b._31 * b._22) / d;
+            bitmap_brush_cb->_12 = -b._12 / d;
+            bitmap_brush_cb->_22 = b._11 / d;
+            bitmap_brush_cb->_32 = -(b._11 * b._32 - b._31 * b._12) / d;
         }
-        bitmap_brush_cb.opacity = brush->opacity;
-        bitmap_brush_cb.ignore_alpha = bitmap->format.alphaMode == D2D1_ALPHA_MODE_IGNORE;
+        bitmap_brush_cb->opacity = brush->opacity;
+        bitmap_brush_cb->ignore_alpha = bitmap->format.alphaMode == D2D1_ALPHA_MODE_IGNORE;
 
-        buffer_desc.ByteWidth = sizeof(bitmap_brush_cb);
-        buffer_data.pSysMem = &bitmap_brush_cb;
+        return TRUE;
     }
-    else
+
+    FIXME("Unhandled brush type %#x.\n", brush->type);
+    return FALSE;
+}
+
+HRESULT d2d_brush_get_ps_cb(struct d2d_brush *brush, struct d2d_brush *opacity_brush,
+        struct d2d_d3d_render_target *render_target, ID3D10Buffer **ps_cb)
+{
+    D3D10_SUBRESOURCE_DATA buffer_data;
+    D3D10_BUFFER_DESC buffer_desc;
+    BYTE *cb_data;
+    HRESULT hr;
+
+    static const size_t brush_sizes[] =
     {
-        FIXME("Unhandled brush type %#x.\n", brush->type);
+        /* D2D_BRUSH_TYPE_SOLID */  sizeof(D2D1_COLOR_F),
+        /* D2D_BRUSH_TYPE_LINEAR */ 0,
+        /* D2D_BRUSH_TYPE_BITMAP */ sizeof(struct d2d_bitmap_brush_cb),
+    };
+
+    buffer_desc.Usage = D3D10_USAGE_DEFAULT;
+    buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
+    buffer_desc.CPUAccessFlags = 0;
+    buffer_desc.MiscFlags = 0;
+
+    buffer_data.SysMemPitch = 0;
+    buffer_data.SysMemSlicePitch = 0;
+
+    if (brush->type >= sizeof(brush_sizes) / sizeof(*brush_sizes))
+    {
+        ERR("Unhandled brush type %#x.\n", brush->type);
+        return E_NOTIMPL;
+    }
+
+    buffer_desc.ByteWidth = brush_sizes[brush->type];
+    if (opacity_brush)
+    {
+        if (opacity_brush->type >= sizeof(brush_sizes) / sizeof(*brush_sizes))
+        {
+            ERR("Unhandled opacity brush type %#x.\n", brush->type);
+            return E_NOTIMPL;
+        }
+        buffer_desc.ByteWidth += brush_sizes[opacity_brush->type];
+    }
+
+    if (!(cb_data = HeapAlloc(GetProcessHeap(), 0, buffer_desc.ByteWidth)))
+    {
+        ERR("Failed to allocate constant buffer data.\n");
+        return E_OUTOFMEMORY;
+    }
+    buffer_data.pSysMem = cb_data;
+
+    if (!d2d_brush_fill_cb(brush, render_target, cb_data))
+    {
+        HeapFree(GetProcessHeap(), 0, cb_data);
+        return E_NOTIMPL;
+    }
+    cb_data += brush_sizes[brush->type];
+    if (opacity_brush && !d2d_brush_fill_cb(opacity_brush, render_target, cb_data))
+    {
+        HeapFree(GetProcessHeap(), 0, cb_data);
         return E_NOTIMPL;
     }
 
     if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->device, &buffer_desc, &buffer_data, ps_cb)))
         ERR("Failed to create constant buffer, hr %#x.\n", hr);
+    HeapFree(GetProcessHeap(), 0, cb_data);
 
     return hr;
 }
 
-void d2d_brush_bind_resources(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target,
-        enum d2d_shape_type shape_type)
+static void d2d_brush_bind_bitmap(struct d2d_brush *brush, ID3D10Device *device,
+        unsigned int resource_idx, unsigned int sampler_idx)
+{
+    HRESULT hr;
+
+    ID3D10Device_PSSetShaderResources(device, resource_idx, 1, &brush->u.bitmap.bitmap->view);
+    if (!brush->u.bitmap.sampler_state)
+    {
+        D3D10_SAMPLER_DESC sampler_desc;
+
+        if (brush->u.bitmap.interpolation_mode == D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR)
+            sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
+        else
+            sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
+        sampler_desc.AddressU = texture_address_mode_from_extend_mode(brush->u.bitmap.extend_mode_x);
+        sampler_desc.AddressV = texture_address_mode_from_extend_mode(brush->u.bitmap.extend_mode_y);
+        sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
+        sampler_desc.MipLODBias = 0.0f;
+        sampler_desc.MaxAnisotropy = 0;
+        sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
+        sampler_desc.BorderColor[0] = 0.0f;
+        sampler_desc.BorderColor[1] = 0.0f;
+        sampler_desc.BorderColor[2] = 0.0f;
+        sampler_desc.BorderColor[3] = 0.0f;
+        sampler_desc.MinLOD = 0.0f;
+        sampler_desc.MaxLOD = 0.0f;
+
+        if (FAILED(hr = ID3D10Device_CreateSamplerState(device,
+                        &sampler_desc, &brush->u.bitmap.sampler_state)))
+            ERR("Failed to create sampler state, hr %#x.\n", hr);
+    }
+    ID3D10Device_PSSetSamplers(device, sampler_idx, 1, &brush->u.bitmap.sampler_state);
+}
+
+void d2d_brush_bind_resources(struct d2d_brush *brush, struct d2d_brush *opacity_brush,
+        struct d2d_d3d_render_target *render_target, enum d2d_shape_type shape_type)
 {
     static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
+    unsigned int resource_idx = 0, sampler_idx = 0;
     ID3D10Device *device = render_target->device;
+    enum d2d_brush_type opacity_brush_type;
     ID3D10PixelShader *ps;
-    HRESULT hr;
 
     ID3D10Device_OMSetBlendState(device, render_target->bs, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
-    if (!(ps = render_target->shape_resources[shape_type].ps[brush->type]))
-        FIXME("No pixel shader for shape type %#x and brush type %#x.\n", shape_type, brush->type);
+    opacity_brush_type = opacity_brush ? opacity_brush->type : D2D_BRUSH_TYPE_COUNT;
+    if (!(ps = render_target->shape_resources[shape_type].ps[brush->type][opacity_brush_type]))
+        FIXME("No pixel shader for shape type %#x and brush types %#x/%#x.\n",
+                shape_type, brush->type, opacity_brush_type);
     ID3D10Device_PSSetShader(device, ps);
 
     if (brush->type == D2D_BRUSH_TYPE_BITMAP)
-    {
-        ID3D10Device_PSSetShaderResources(device, 0, 1, &brush->u.bitmap.bitmap->view);
-        if (!brush->u.bitmap.sampler_state)
-        {
-            D3D10_SAMPLER_DESC sampler_desc;
-
-            if (brush->u.bitmap.interpolation_mode == D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR)
-                sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
-            else
-                sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
-            sampler_desc.AddressU = texture_address_mode_from_extend_mode(brush->u.bitmap.extend_mode_x);
-            sampler_desc.AddressV = texture_address_mode_from_extend_mode(brush->u.bitmap.extend_mode_y);
-            sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
-            sampler_desc.MipLODBias = 0.0f;
-            sampler_desc.MaxAnisotropy = 0;
-            sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
-            sampler_desc.BorderColor[0] = 0.0f;
-            sampler_desc.BorderColor[1] = 0.0f;
-            sampler_desc.BorderColor[2] = 0.0f;
-            sampler_desc.BorderColor[3] = 0.0f;
-            sampler_desc.MinLOD = 0.0f;
-            sampler_desc.MaxLOD = 0.0f;
-
-            if (FAILED(hr = ID3D10Device_CreateSamplerState(device,
-                    &sampler_desc, &brush->u.bitmap.sampler_state)))
-                ERR("Failed to create sampler state, hr %#x.\n", hr);
-        }
-        ID3D10Device_PSSetSamplers(device, 0, 1, &brush->u.bitmap.sampler_state);
-    }
+        d2d_brush_bind_bitmap(brush, device, resource_idx++, sampler_idx++);
     else if (brush->type != D2D_BRUSH_TYPE_SOLID)
-    {
         FIXME("Unhandled brush type %#x.\n", brush->type);
+
+    if (opacity_brush)
+    {
+        if (opacity_brush->type == D2D_BRUSH_TYPE_BITMAP)
+            d2d_brush_bind_bitmap(opacity_brush, device, resource_idx++, sampler_idx++);
+        else if (opacity_brush->type != D2D_BRUSH_TYPE_SOLID)
+            FIXME("Unhandled opacity brush type %#x.\n", opacity_brush->type);
     }
 }
diff --git a/dlls/d2d1/d2d1_private.h b/dlls/d2d1/d2d1_private.h
index e0aee8e..89872e5 100644
--- a/dlls/d2d1/d2d1_private.h
+++ b/dlls/d2d1/d2d1_private.h
@@ -62,7 +62,7 @@ struct d2d_shape_resources
 {
     ID3D10InputLayout *il;
     ID3D10VertexShader *vs;
-    ID3D10PixelShader *ps[D2D_BRUSH_TYPE_COUNT];
+    ID3D10PixelShader *ps[D2D_BRUSH_TYPE_COUNT][D2D_BRUSH_TYPE_COUNT + 1];
 };
 
 struct d2d_d3d_render_target
@@ -163,10 +163,10 @@ void d2d_linear_gradient_brush_init(struct d2d_brush *brush, ID2D1Factory *facto
 void d2d_bitmap_brush_init(struct d2d_brush *brush, ID2D1Factory *factory,
         ID2D1Bitmap *bitmap, const D2D1_BITMAP_BRUSH_PROPERTIES *bitmap_brush_desc,
         const D2D1_BRUSH_PROPERTIES *brush_desc) DECLSPEC_HIDDEN;
-void d2d_brush_bind_resources(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target,
-        enum d2d_shape_type shape_type) DECLSPEC_HIDDEN;
-HRESULT d2d_brush_get_ps_cb(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target,
-        ID3D10Buffer **ps_cb) DECLSPEC_HIDDEN;
+void d2d_brush_bind_resources(struct d2d_brush *brush, struct d2d_brush *opacity_brush,
+        struct d2d_d3d_render_target *render_target, enum d2d_shape_type shape_type) DECLSPEC_HIDDEN;
+HRESULT d2d_brush_get_ps_cb(struct d2d_brush *brush, struct d2d_brush *opacity_brush,
+        struct d2d_d3d_render_target *render_target, ID3D10Buffer **ps_cb) DECLSPEC_HIDDEN;
 struct d2d_brush *unsafe_impl_from_ID2D1Brush(ID2D1Brush *iface) DECLSPEC_HIDDEN;
 
 struct d2d_stroke_style
diff --git a/dlls/d2d1/render_target.c b/dlls/d2d1/render_target.c
index 6376098..5e8e4a0 100644
--- a/dlls/d2d1/render_target.c
+++ b/dlls/d2d1/render_target.c
@@ -127,9 +127,9 @@ static void d2d_clip_stack_pop(struct d2d_clip_stack *stack)
     --stack->count;
 }
 
-static void d2d_draw(struct d2d_d3d_render_target *render_target, enum d2d_shape_type shape_type,
+static void d2d_rt_draw(struct d2d_d3d_render_target *render_target, enum d2d_shape_type shape_type,
         ID3D10Buffer *ib, unsigned int index_count, ID3D10Buffer *vb, unsigned int vb_stride,
-        ID3D10Buffer *vs_cb, ID3D10Buffer *ps_cb, struct d2d_brush *brush)
+        ID3D10Buffer *vs_cb, ID3D10Buffer *ps_cb, struct d2d_brush *brush, struct d2d_brush *opacity_brush)
 {
     struct d2d_shape_resources *shape_resources = &render_target->shape_resources[shape_type];
     ID3D10Device *device = render_target->device;
@@ -183,9 +183,9 @@ static void d2d_draw(struct d2d_d3d_render_target *render_target, enum d2d_shape
     ID3D10Device_RSSetState(device, render_target->rs);
     ID3D10Device_OMSetRenderTargets(device, 1, &render_target->view, NULL);
     if (brush)
-        d2d_brush_bind_resources(brush, render_target, shape_type);
+        d2d_brush_bind_resources(brush, opacity_brush, render_target, shape_type);
     else
-        ID3D10Device_PSSetShader(device, shape_resources->ps[D2D_BRUSH_TYPE_SOLID]);
+        ID3D10Device_PSSetShader(device, shape_resources->ps[D2D_BRUSH_TYPE_SOLID][D2D_BRUSH_TYPE_COUNT]);
 
     if (ib)
         ID3D10Device_DrawIndexed(device, index_count, 0, 0);
@@ -239,7 +239,7 @@ static ULONG STDMETHODCALLTYPE d2d_d3d_render_target_Release(ID2D1RenderTarget *
 
     if (!refcount)
     {
-        unsigned int i, j;
+        unsigned int i, j, k;
 
         d2d_clip_stack_cleanup(&render_target->clip_stack);
         if (render_target->text_rendering_params)
@@ -252,8 +252,11 @@ static ULONG STDMETHODCALLTYPE d2d_d3d_render_target_Release(ID2D1RenderTarget *
         {
             for (j = 0; j < D2D_BRUSH_TYPE_COUNT; ++j)
             {
-                if (render_target->shape_resources[i].ps[j])
-                    ID3D10PixelShader_Release(render_target->shape_resources[i].ps[j]);
+                for (k = 0; k < D2D_BRUSH_TYPE_COUNT + 1; ++k)
+                {
+                    if (render_target->shape_resources[i].ps[j][k])
+                        ID3D10PixelShader_Release(render_target->shape_resources[i].ps[j][k]);
+                }
             }
             ID3D10VertexShader_Release(render_target->shape_resources[i].vs);
             ID3D10InputLayout_Release(render_target->shape_resources[i].il);
@@ -665,6 +668,7 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_DrawGeometry(ID2D1RenderTarg
 static void STDMETHODCALLTYPE d2d_d3d_render_target_FillGeometry(ID2D1RenderTarget *iface,
         ID2D1Geometry *geometry, ID2D1Brush *brush, ID2D1Brush *opacity_brush)
 {
+    struct d2d_brush *opacity_brush_impl = unsafe_impl_from_ID2D1Brush(opacity_brush);
     struct d2d_d3d_render_target *render_target = impl_from_ID2D1RenderTarget(iface);
     struct d2d_brush *brush_impl = unsafe_impl_from_ID2D1Brush(brush);
     const struct d2d_geometry *geometry_impl;
@@ -693,9 +697,6 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_FillGeometry(ID2D1RenderTarg
         return;
     }
 
-    if (opacity_brush)
-        FIXME("Ignoring opacity brush %p.\n", opacity_brush);
-
     geometry_impl = unsafe_impl_from_ID2D1Geometry(geometry);
 
     tmp_x =  (2.0f * render_target->dpi_x) / (96.0f * render_target->pixel_size.width);
@@ -736,7 +737,7 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_FillGeometry(ID2D1RenderTarg
         return;
     }
 
-    if (FAILED(hr = d2d_brush_get_ps_cb(brush_impl, render_target, &ps_cb)))
+    if (FAILED(hr = d2d_brush_get_ps_cb(brush_impl, opacity_brush_impl, render_target, &ps_cb)))
     {
         WARN("Failed to get ps constant buffer, hr %#x.\n", hr);
         ID3D10Buffer_Release(vs_cb);
@@ -766,8 +767,8 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_FillGeometry(ID2D1RenderTarg
             goto done;
         }
 
-        d2d_draw(render_target, D2D_SHAPE_TYPE_TRIANGLE, ib, 3 * geometry_impl->face_count, vb,
-                sizeof(*geometry_impl->vertices), vs_cb, ps_cb, brush_impl);
+        d2d_rt_draw(render_target, D2D_SHAPE_TYPE_TRIANGLE, ib, 3 * geometry_impl->face_count, vb,
+                sizeof(*geometry_impl->vertices), vs_cb, ps_cb, brush_impl, opacity_brush_impl);
 
         ID3D10Buffer_Release(vb);
         ID3D10Buffer_Release(ib);
@@ -784,8 +785,8 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_FillGeometry(ID2D1RenderTarg
             goto done;
         }
 
-        d2d_draw(render_target, D2D_SHAPE_TYPE_BEZIER, NULL, 3 * geometry_impl->bezier_count, vb,
-                sizeof(*geometry_impl->beziers->v), vs_cb, ps_cb, brush_impl);
+        d2d_rt_draw(render_target, D2D_SHAPE_TYPE_BEZIER, NULL, 3 * geometry_impl->bezier_count, vb,
+                sizeof(*geometry_impl->beziers->v), vs_cb, ps_cb, brush_impl, opacity_brush_impl);
 
         ID3D10Buffer_Release(vb);
     }
@@ -1228,8 +1229,8 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_Clear(ID2D1RenderTarget *ifa
         return;
     }
 
-    d2d_draw(render_target, D2D_SHAPE_TYPE_TRIANGLE, render_target->ib, 6,
-            render_target->vb, render_target->vb_stride, vs_cb, ps_cb, NULL);
+    d2d_rt_draw(render_target, D2D_SHAPE_TYPE_TRIANGLE, render_target->ib, 6,
+            render_target->vb, render_target->vb_stride, vs_cb, ps_cb, NULL, NULL);
 
     ID3D10Buffer_Release(ps_cb);
     ID3D10Buffer_Release(vs_cb);
@@ -1549,7 +1550,7 @@ HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target,
     D3D10_BUFFER_DESC buffer_desc;
     D3D10_BLEND_DESC blend_desc;
     ID3D10Resource *resource;
-    unsigned int i, j;
+    unsigned int i, j, k;
     HRESULT hr;
 
     static const D3D10_INPUT_ELEMENT_DESC il_desc_triangle[] =
@@ -1785,7 +1786,7 @@ HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target,
 
     if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->device,
             ps_code_triangle_solid, sizeof(ps_code_triangle_solid),
-            &render_target->shape_resources[D2D_SHAPE_TYPE_TRIANGLE].ps[D2D_BRUSH_TYPE_SOLID])))
+            &render_target->shape_resources[D2D_SHAPE_TYPE_TRIANGLE].ps[D2D_BRUSH_TYPE_SOLID][D2D_BRUSH_TYPE_COUNT])))
     {
         WARN("Failed to create triangle/solid pixel shader, hr %#x.\n", hr);
         goto err;
@@ -1793,7 +1794,7 @@ HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target,
 
     if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->device,
             ps_code_triangle_bitmap, sizeof(ps_code_triangle_bitmap),
-            &render_target->shape_resources[D2D_SHAPE_TYPE_TRIANGLE].ps[D2D_BRUSH_TYPE_BITMAP])))
+            &render_target->shape_resources[D2D_SHAPE_TYPE_TRIANGLE].ps[D2D_BRUSH_TYPE_BITMAP][D2D_BRUSH_TYPE_COUNT])))
     {
         WARN("Failed to create triangle/bitmap pixel shader, hr %#x.\n", hr);
         goto err;
@@ -1801,7 +1802,7 @@ HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target,
 
     if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->device,
             ps_code_bezier_solid, sizeof(ps_code_bezier_solid),
-            &render_target->shape_resources[D2D_SHAPE_TYPE_BEZIER].ps[D2D_BRUSH_TYPE_SOLID])))
+            &render_target->shape_resources[D2D_SHAPE_TYPE_BEZIER].ps[D2D_BRUSH_TYPE_SOLID][D2D_BRUSH_TYPE_COUNT])))
     {
         WARN("Failed to create bezier/solid pixel shader, hr %#x.\n", hr);
         goto err;
@@ -1917,8 +1918,11 @@ err:
     {
         for (j = 0; j < D2D_BRUSH_TYPE_COUNT; ++j)
         {
-            if (render_target->shape_resources[i].ps[j])
-                ID3D10PixelShader_Release(render_target->shape_resources[i].ps[j]);
+            for (k = 0; k < D2D_BRUSH_TYPE_COUNT + 1; ++k)
+            {
+                if (render_target->shape_resources[i].ps[j][k])
+                    ID3D10PixelShader_Release(render_target->shape_resources[i].ps[j][k]);
+            }
         }
         if (render_target->shape_resources[i].vs)
             ID3D10VertexShader_Release(render_target->shape_resources[i].vs);
-- 
2.1.4




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