d2d1: Use D3D11 interfaces to create input layout.

Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=49395
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Rémi Bernon 2021-06-25 09:34:02 +02:00 committed by Alexandre Julliard
parent 63b7afb154
commit 072d90b19f
2 changed files with 30 additions and 22 deletions

View File

@ -73,7 +73,7 @@ struct d2d_error_state
struct d2d_shape_resources
{
ID3D10InputLayout *il;
ID3D11InputLayout *il;
ID3D10VertexShader *vs;
};

View File

@ -125,6 +125,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
ID3D10Device *device = render_target->d3d_device;
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;
ID3D10InputLayout *d3d10_il = NULL;
D3D10_RECT scissor_rect;
unsigned int offset;
D3D10_VIEWPORT vp;
@ -161,6 +162,12 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
goto error;
}
if (shape_resources->il && FAILED(hr = ID3D11InputLayout_QueryInterface(shape_resources->il, &IID_ID3D10InputLayout, (void **)&d3d10_il)))
{
ERR("Failed to query D3D10 input layout, 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);
@ -169,7 +176,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
ID3D10Device_ClearState(device);
ID3D10Device_IASetInputLayout(device, shape_resources->il);
ID3D10Device_IASetInputLayout(device, d3d10_il);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D10Device_IASetIndexBuffer(device, d3d10_ib, DXGI_FORMAT_R16_UINT, 0);
offset = 0;
@ -216,6 +223,7 @@ 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_il) ID3D10InputLayout_Release(d3d10_il);
if (d3d10_ib) ID3D10Buffer_Release(d3d10_ib);
if (d3d10_vb) ID3D10Buffer_Release(d3d10_vb);
if (d3d10_vs_cb) ID3D10Buffer_Release(d3d10_vs_cb);
@ -303,7 +311,7 @@ static ULONG STDMETHODCALLTYPE d2d_device_context_inner_Release(IUnknown *iface)
for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)
{
ID3D10VertexShader_Release(context->shape_resources[i].vs);
ID3D10InputLayout_Release(context->shape_resources[i].il);
ID3D11InputLayout_Release(context->shape_resources[i].il);
}
for (i = 0; i < D2D_SAMPLER_INTERPOLATION_MODE_COUNT; ++i)
{
@ -2840,29 +2848,29 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
unsigned int i;
HRESULT hr;
static const D3D10_INPUT_ELEMENT_DESC il_desc_outline[] =
static const D3D11_INPUT_ELEMENT_DESC il_desc_outline[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"PREV", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"NEXT", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"PREV", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NEXT", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
static const D3D10_INPUT_ELEMENT_DESC il_desc_curve_outline[] =
static const D3D11_INPUT_ELEMENT_DESC il_desc_curve_outline[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"P", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"P", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"P", 2, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"PREV", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 32, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"NEXT", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 40, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"P", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"P", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"P", 2, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"PREV", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NEXT", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 40, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
static const D3D10_INPUT_ELEMENT_DESC il_desc_triangle[] =
static const D3D11_INPUT_ELEMENT_DESC il_desc_triangle[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
static const D3D10_INPUT_ELEMENT_DESC il_desc_curve[] =
static const D3D11_INPUT_ELEMENT_DESC il_desc_curve[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 8, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
static const DWORD vs_code_outline[] =
{
@ -3856,7 +3864,7 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
static const struct shape_info
{
enum d2d_shape_type shape_type;
const D3D10_INPUT_ELEMENT_DESC *il_desc;
const D3D11_INPUT_ELEMENT_DESC *il_desc;
unsigned int il_element_count;
const void *vs_code;
size_t vs_code_size;
@ -3931,7 +3939,7 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
{
const struct shape_info *si = &shape_info[i];
if (FAILED(hr = ID3D10Device_CreateInputLayout(render_target->d3d_device, si->il_desc, si->il_element_count,
if (FAILED(hr = ID3D11Device1_CreateInputLayout(render_target->d3d11_device, si->il_desc, si->il_element_count,
si->vs_code, si->vs_code_size, &render_target->shape_resources[si->shape_type].il)))
{
WARN("Failed to create input layout for shape type %#x, hr %#x.\n", si->shape_type, hr);
@ -4074,7 +4082,7 @@ err:
if (render_target->shape_resources[i].vs)
ID3D10VertexShader_Release(render_target->shape_resources[i].vs);
if (render_target->shape_resources[i].il)
ID3D10InputLayout_Release(render_target->shape_resources[i].il);
ID3D11InputLayout_Release(render_target->shape_resources[i].il);
}
if (render_target->stateblock)
render_target->stateblock->lpVtbl->Release(render_target->stateblock);