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>
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@ -68,6 +68,7 @@ static ULONG STDMETHODCALLTYPE d2d_gradient_Release(ID2D1GradientStopCollection
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if (!refcount)
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{
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HeapFree(GetProcessHeap(), 0, gradient->stops);
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ID3D10ShaderResourceView_Release(gradient->view);
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ID2D1Factory_Release(gradient->factory);
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HeapFree(GetProcessHeap(), 0, gradient);
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}
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@ -129,21 +130,84 @@ static const struct ID2D1GradientStopCollectionVtbl d2d_gradient_vtbl =
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d2d_gradient_GetExtendMode,
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};
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HRESULT d2d_gradient_create(ID2D1Factory *factory, const D2D1_GRADIENT_STOP *stops,
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HRESULT d2d_gradient_create(ID2D1Factory *factory, ID3D10Device *device, const D2D1_GRADIENT_STOP *stops,
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UINT32 stop_count, D2D1_GAMMA gamma, D2D1_EXTEND_MODE extend_mode, struct d2d_gradient **gradient)
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{
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if (!(*gradient = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(**gradient))))
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return E_OUTOFMEMORY;
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D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
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D3D10_SUBRESOURCE_DATA buffer_data;
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ID3D10ShaderResourceView *view;
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D3D10_BUFFER_DESC buffer_desc;
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struct d2d_vec4 *data;
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ID3D10Buffer *buffer;
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unsigned int i;
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HRESULT hr;
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FIXME("Ignoring gradient properties.\n");
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if (!(data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 2 * stop_count * sizeof(*data))))
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{
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ERR("Failed to allocate data.\n");
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return E_OUTOFMEMORY;
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}
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for (i = 0; i < stop_count; ++i)
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{
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data[i * 2].x = stops[i].position;
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data[i * 2 + 1].x = stops[i].color.r;
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data[i * 2 + 1].y = stops[i].color.g;
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data[i * 2 + 1].z = stops[i].color.b;
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data[i * 2 + 1].w = stops[i].color.a;
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}
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buffer_desc.ByteWidth = 2 * stop_count * sizeof(*data);
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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buffer_data.pSysMem = data;
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buffer_data.SysMemPitch = 0;
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buffer_data.SysMemSlicePitch = 0;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &buffer_data, &buffer);
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HeapFree(GetProcessHeap(), 0, data);
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if (FAILED(hr))
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{
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ERR("Failed to create buffer, hr %#x.\n", hr);
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return hr;
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}
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srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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srv_desc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER;
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srv_desc.Buffer.ElementOffset = 0;
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srv_desc.Buffer.ElementWidth = 2 * stop_count;
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hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, &srv_desc, &view);
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ID3D10Buffer_Release(buffer);
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if (FAILED(hr))
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{
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ERR("Failed to create view, hr %#x.\n", hr);
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return hr;
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}
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if (!(*gradient = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(**gradient))))
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{
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ID3D10ShaderResourceView_Release(view);
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return E_OUTOFMEMORY;
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}
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if (gamma != D2D1_GAMMA_2_2)
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FIXME("Ignoring gamma %#x.\n", gamma);
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if (extend_mode != D2D1_EXTEND_MODE_CLAMP)
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FIXME("Ignoring extend mode %#x.\n", extend_mode);
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(*gradient)->ID2D1GradientStopCollection_iface.lpVtbl = &d2d_gradient_vtbl;
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(*gradient)->refcount = 1;
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ID2D1Factory_AddRef((*gradient)->factory = factory);
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(*gradient)->view = view;
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(*gradient)->stop_count = stop_count;
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if (!((*gradient)->stops = HeapAlloc(GetProcessHeap(), 0, stop_count * sizeof(*stops))))
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{
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ID3D10ShaderResourceView_Release(view);
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HeapFree(GetProcessHeap(), 0, *gradient);
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return E_OUTOFMEMORY;
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}
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@ -201,11 +201,12 @@ struct d2d_gradient
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LONG refcount;
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ID2D1Factory *factory;
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ID3D10ShaderResourceView *view;
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D2D1_GRADIENT_STOP *stops;
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UINT32 stop_count;
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};
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HRESULT d2d_gradient_create(ID2D1Factory *factory, const D2D1_GRADIENT_STOP *stops,
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HRESULT d2d_gradient_create(ID2D1Factory *factory, ID3D10Device *device, const D2D1_GRADIENT_STOP *stops,
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UINT32 stop_count, D2D1_GAMMA gamma, D2D1_EXTEND_MODE extend_mode,
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struct d2d_gradient **gradient) DECLSPEC_HIDDEN;
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@ -380,7 +380,8 @@ static HRESULT STDMETHODCALLTYPE d2d_d3d_render_target_CreateGradientStopCollect
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TRACE("iface %p, stops %p, stop_count %u, gamma %#x, extend_mode %#x, gradient %p.\n",
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iface, stops, stop_count, gamma, extend_mode, gradient);
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if (SUCCEEDED(hr = d2d_gradient_create(render_target->factory, stops, stop_count, gamma, extend_mode, &object)))
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if (SUCCEEDED(hr = d2d_gradient_create(render_target->factory, render_target->device,
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stops, stop_count, gamma, extend_mode, &object)))
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*gradient = &object->ID2D1GradientStopCollection_iface;
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return hr;
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