d2d1: Create shader resource views for gradient stop collections.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2017-09-26 12:22:38 +02:00 committed by Alexandre Julliard
parent c1cba92cc0
commit 24814f8f4a
3 changed files with 72 additions and 6 deletions

View File

@ -68,6 +68,7 @@ static ULONG STDMETHODCALLTYPE d2d_gradient_Release(ID2D1GradientStopCollection
if (!refcount)
{
HeapFree(GetProcessHeap(), 0, gradient->stops);
ID3D10ShaderResourceView_Release(gradient->view);
ID2D1Factory_Release(gradient->factory);
HeapFree(GetProcessHeap(), 0, gradient);
}
@ -129,21 +130,84 @@ static const struct ID2D1GradientStopCollectionVtbl d2d_gradient_vtbl =
d2d_gradient_GetExtendMode,
};
HRESULT d2d_gradient_create(ID2D1Factory *factory, const D2D1_GRADIENT_STOP *stops,
HRESULT d2d_gradient_create(ID2D1Factory *factory, ID3D10Device *device, const D2D1_GRADIENT_STOP *stops,
UINT32 stop_count, D2D1_GAMMA gamma, D2D1_EXTEND_MODE extend_mode, struct d2d_gradient **gradient)
{
if (!(*gradient = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(**gradient))))
return E_OUTOFMEMORY;
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
D3D10_SUBRESOURCE_DATA buffer_data;
ID3D10ShaderResourceView *view;
D3D10_BUFFER_DESC buffer_desc;
struct d2d_vec4 *data;
ID3D10Buffer *buffer;
unsigned int i;
HRESULT hr;
FIXME("Ignoring gradient properties.\n");
if (!(data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 2 * stop_count * sizeof(*data))))
{
ERR("Failed to allocate data.\n");
return E_OUTOFMEMORY;
}
for (i = 0; i < stop_count; ++i)
{
data[i * 2].x = stops[i].position;
data[i * 2 + 1].x = stops[i].color.r;
data[i * 2 + 1].y = stops[i].color.g;
data[i * 2 + 1].z = stops[i].color.b;
data[i * 2 + 1].w = stops[i].color.a;
}
buffer_desc.ByteWidth = 2 * stop_count * sizeof(*data);
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
buffer_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
buffer_data.pSysMem = data;
buffer_data.SysMemPitch = 0;
buffer_data.SysMemSlicePitch = 0;
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &buffer_data, &buffer);
HeapFree(GetProcessHeap(), 0, data);
if (FAILED(hr))
{
ERR("Failed to create buffer, hr %#x.\n", hr);
return hr;
}
srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER;
srv_desc.Buffer.ElementOffset = 0;
srv_desc.Buffer.ElementWidth = 2 * stop_count;
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, &srv_desc, &view);
ID3D10Buffer_Release(buffer);
if (FAILED(hr))
{
ERR("Failed to create view, hr %#x.\n", hr);
return hr;
}
if (!(*gradient = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(**gradient))))
{
ID3D10ShaderResourceView_Release(view);
return E_OUTOFMEMORY;
}
if (gamma != D2D1_GAMMA_2_2)
FIXME("Ignoring gamma %#x.\n", gamma);
if (extend_mode != D2D1_EXTEND_MODE_CLAMP)
FIXME("Ignoring extend mode %#x.\n", extend_mode);
(*gradient)->ID2D1GradientStopCollection_iface.lpVtbl = &d2d_gradient_vtbl;
(*gradient)->refcount = 1;
ID2D1Factory_AddRef((*gradient)->factory = factory);
(*gradient)->view = view;
(*gradient)->stop_count = stop_count;
if (!((*gradient)->stops = HeapAlloc(GetProcessHeap(), 0, stop_count * sizeof(*stops))))
{
ID3D10ShaderResourceView_Release(view);
HeapFree(GetProcessHeap(), 0, *gradient);
return E_OUTOFMEMORY;
}

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@ -201,11 +201,12 @@ struct d2d_gradient
LONG refcount;
ID2D1Factory *factory;
ID3D10ShaderResourceView *view;
D2D1_GRADIENT_STOP *stops;
UINT32 stop_count;
};
HRESULT d2d_gradient_create(ID2D1Factory *factory, const D2D1_GRADIENT_STOP *stops,
HRESULT d2d_gradient_create(ID2D1Factory *factory, ID3D10Device *device, const D2D1_GRADIENT_STOP *stops,
UINT32 stop_count, D2D1_GAMMA gamma, D2D1_EXTEND_MODE extend_mode,
struct d2d_gradient **gradient) DECLSPEC_HIDDEN;

View File

@ -380,7 +380,8 @@ static HRESULT STDMETHODCALLTYPE d2d_d3d_render_target_CreateGradientStopCollect
TRACE("iface %p, stops %p, stop_count %u, gamma %#x, extend_mode %#x, gradient %p.\n",
iface, stops, stop_count, gamma, extend_mode, gradient);
if (SUCCEEDED(hr = d2d_gradient_create(render_target->factory, stops, stop_count, gamma, extend_mode, &object)))
if (SUCCEEDED(hr = d2d_gradient_create(render_target->factory, render_target->device,
stops, stop_count, gamma, extend_mode, &object)))
*gradient = &object->ID2D1GradientStopCollection_iface;
return hr;