d2d1: Unify the various brush pixel shaders.

Branches inside shaders aren't free, but in the long term avoiding switching
between shaders is probably worth it for D2D. As an added benefit, this makes
bitmap brushes and opacity brushes work with bezier geometry.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2017-09-23 13:36:59 +02:00 committed by Alexandre Julliard
parent 49019368c2
commit 2fafd92d88
3 changed files with 419 additions and 557 deletions

View File

@ -23,13 +23,6 @@
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);
@ -774,148 +767,118 @@ static D3D10_TEXTURE_ADDRESS_MODE texture_address_mode_from_extend_mode(D2D1_EXT
}
}
static BOOL d2d_brush_fill_cb(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target, void *cb)
static BOOL d2d_brush_fill_cb(const struct d2d_brush *brush,
const struct d2d_d3d_render_target *render_target, struct d2d_brush_cb *cb)
{
struct d2d_bitmap_brush_cb *bitmap_brush_cb;
D2D1_COLOR_F *color;
struct d2d_bitmap *bitmap;
D2D_MATRIX_3X2_F w, b;
D2D1_COLOR_F *colour;
float dpi_scale, d;
if (brush->type == D2D_BRUSH_TYPE_SOLID)
if (!brush)
{
color = cb;
*color = brush->u.solid.color;
color->a *= brush->opacity;
color->r *= color->a;
color->g *= color->a;
color->b *= color->a;
cb->type = D2D_BRUSH_TYPE_COUNT;
return TRUE;
}
if (brush->type == D2D_BRUSH_TYPE_BITMAP)
cb->type = brush->type;
cb->opacity = brush->opacity;
switch (brush->type)
{
struct d2d_bitmap *bitmap = brush->u.bitmap.bitmap;
D2D_MATRIX_3X2_F w, b;
float dpi_scale, d;
case D2D_BRUSH_TYPE_SOLID:
colour = &cb->u.solid.colour;
bitmap_brush_cb = cb;
*colour = brush->u.solid.color;
colour->r *= colour->a;
colour->g *= colour->a;
colour->b *= colour->a;
/* Scale for dpi. */
w = render_target->drawing_state.transform;
dpi_scale = render_target->desc.dpiX / 96.0f;
w._11 *= dpi_scale;
w._21 *= dpi_scale;
w._31 *= dpi_scale;
dpi_scale = render_target->desc.dpiY / 96.0f;
w._12 *= dpi_scale;
w._22 *= dpi_scale;
w._32 *= dpi_scale;
return TRUE;
/* Scale for bitmap size and dpi. */
b = brush->transform;
dpi_scale = bitmap->pixel_size.width * (96.0f / bitmap->dpi_x);
b._11 *= dpi_scale;
b._21 *= dpi_scale;
dpi_scale = bitmap->pixel_size.height * (96.0f / bitmap->dpi_y);
b._12 *= dpi_scale;
b._22 *= dpi_scale;
case D2D_BRUSH_TYPE_BITMAP:
bitmap = brush->u.bitmap.bitmap;
d2d_matrix_multiply(&b, &w);
/* Scale for dpi. */
w = render_target->drawing_state.transform;
dpi_scale = render_target->desc.dpiX / 96.0f;
w._11 *= dpi_scale;
w._21 *= dpi_scale;
w._31 *= dpi_scale;
dpi_scale = render_target->desc.dpiY / 96.0f;
w._12 *= dpi_scale;
w._22 *= dpi_scale;
w._32 *= dpi_scale;
/* Invert the matrix. (Because the matrix is applied to the sampling
* coordinates. I.e., to scale the bitmap by 2 we need to divide the
* coordinates by 2.) */
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->opacity = brush->opacity;
bitmap_brush_cb->ignore_alpha = bitmap->format.alphaMode == D2D1_ALPHA_MODE_IGNORE;
/* Scale for bitmap size and dpi. */
b = brush->transform;
dpi_scale = bitmap->pixel_size.width * (96.0f / bitmap->dpi_x);
b._11 *= dpi_scale;
b._21 *= dpi_scale;
dpi_scale = bitmap->pixel_size.height * (96.0f / bitmap->dpi_y);
b._12 *= dpi_scale;
b._22 *= dpi_scale;
return TRUE;
d2d_matrix_multiply(&b, &w);
/* Invert the matrix. (Because the matrix is applied to the
* sampling coordinates. I.e., to scale the bitmap by 2 we need to
* divide the coordinates by 2.) */
d = b._11 * b._22 - b._21 * b._12;
if (d != 0.0f)
{
cb->u.bitmap._11 = b._22 / d;
cb->u.bitmap._21 = -b._21 / d;
cb->u.bitmap._31 = (b._21 * b._32 - b._31 * b._22) / d;
cb->u.bitmap._12 = -b._12 / d;
cb->u.bitmap._22 = b._11 / d;
cb->u.bitmap._32 = -(b._11 * b._32 - b._31 * b._12) / d;
}
cb->u.bitmap.ignore_alpha = bitmap->format.alphaMode == D2D1_ALPHA_MODE_IGNORE;
return TRUE;
default:
FIXME("Unhandled brush type %#x.\n", brush->type);
return FALSE;
}
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)
{
struct d2d_brush_cb brush_cb[2] = {{0}};
D3D10_SUBRESOURCE_DATA buffer_data;
D3D10_BUFFER_DESC buffer_desc;
BYTE *cb_data;
HRESULT hr;
static const size_t brush_sizes[] =
{
/* D2D_BRUSH_TYPE_SOLID */ sizeof(D2D1_COLOR_F),
/* D2D_BRUSH_TYPE_LINEAR */ 0,
/* D2D_BRUSH_TYPE_BITMAP */ sizeof(struct d2d_bitmap_brush_cb),
};
if (!d2d_brush_fill_cb(brush, render_target, &brush_cb[0]))
return E_NOTIMPL;
if (!d2d_brush_fill_cb(opacity_brush, render_target, &brush_cb[1]))
return E_NOTIMPL;
buffer_desc.ByteWidth = sizeof(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.pSysMem = brush_cb;
buffer_data.SysMemPitch = 0;
buffer_data.SysMemSlicePitch = 0;
if (brush->type >= ARRAY_SIZE(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 >= ARRAY_SIZE(brush_sizes))
{
ERR("Unhandled opacity brush type %#x.\n", opacity_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;
}
if (opacity_brush && !d2d_brush_fill_cb(opacity_brush, render_target, cb_data + brush_sizes[brush->type]))
{
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;
}
static void d2d_brush_bind_bitmap(struct d2d_brush *brush, ID3D10Device *device,
unsigned int resource_idx, unsigned int sampler_idx)
static void d2d_brush_bind_bitmap(struct d2d_brush *brush, ID3D10Device *device, unsigned int brush_idx)
{
HRESULT hr;
ID3D10Device_PSSetShaderResources(device, resource_idx, 1, &brush->u.bitmap.bitmap->view);
ID3D10Device_PSSetShaderResources(device, brush_idx, 1, &brush->u.bitmap.bitmap->view);
if (!brush->u.bitmap.sampler_state)
{
D3D10_SAMPLER_DESC sampler_desc;
@ -941,35 +904,13 @@ static void d2d_brush_bind_bitmap(struct d2d_brush *brush, ID3D10Device *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);
ID3D10Device_PSSetSamplers(device, brush_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)
void d2d_brush_bind_resources(struct d2d_brush *brush, ID3D10Device *device, unsigned int brush_idx)
{
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;
ID3D10Device_OMSetBlendState(device, render_target->bs, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
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)
d2d_brush_bind_bitmap(brush, device, resource_idx++, sampler_idx++);
d2d_brush_bind_bitmap(brush, device, brush_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);
}
}

View File

@ -68,7 +68,27 @@ struct d2d_shape_resources
{
ID3D10InputLayout *il;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps[D2D_BRUSH_TYPE_COUNT][D2D_BRUSH_TYPE_COUNT + 1];
ID3D10PixelShader *ps;
};
struct d2d_brush_cb
{
enum d2d_brush_type type;
float opacity;
unsigned int pad[2];
union
{
struct
{
D2D1_COLOR_F colour;
} solid;
struct
{
float _11, _21, _31, pad;
float _12, _22, _32;
BOOL ignore_alpha;
} bitmap;
} u;
};
struct d2d_d3d_render_target
@ -220,8 +240,7 @@ HRESULT d2d_linear_gradient_brush_create(ID2D1Factory *factory, const D2D1_LINEA
struct d2d_brush **brush) DECLSPEC_HIDDEN;
HRESULT d2d_bitmap_brush_create(ID2D1Factory *factory, ID2D1Bitmap *bitmap, const D2D1_BITMAP_BRUSH_PROPERTIES *bitmap_brush_desc,
const D2D1_BRUSH_PROPERTIES *brush_desc, struct d2d_brush **brush) 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;
void d2d_brush_bind_resources(struct d2d_brush *brush, ID3D10Device *device, unsigned int brush_idx) 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;

View File

@ -137,6 +137,8 @@ static void d2d_rt_draw(struct d2d_d3d_render_target *render_target, enum d2d_sh
D3D10_VIEWPORT vp;
HRESULT hr;
static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = render_target->pixel_size.width;
@ -160,6 +162,7 @@ static void d2d_rt_draw(struct d2d_d3d_render_target *render_target, enum d2d_sh
ID3D10Device_VSSetConstantBuffers(device, 0, 1, &vs_cb);
ID3D10Device_VSSetShader(device, shape_resources->vs);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &ps_cb);
ID3D10Device_PSSetShader(device, shape_resources->ps);
ID3D10Device_RSSetViewports(device, 1, &vp);
if (render_target->clip_stack.count)
{
@ -182,9 +185,12 @@ static void d2d_rt_draw(struct d2d_d3d_render_target *render_target, enum d2d_sh
ID3D10Device_RSSetState(device, render_target->rs);
ID3D10Device_OMSetRenderTargets(device, 1, &render_target->view, NULL);
if (brush)
d2d_brush_bind_resources(brush, opacity_brush, render_target, shape_type);
else
ID3D10Device_PSSetShader(device, shape_resources->ps[D2D_BRUSH_TYPE_SOLID][D2D_BRUSH_TYPE_COUNT]);
{
ID3D10Device_OMSetBlendState(device, render_target->bs, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
d2d_brush_bind_resources(brush, device, 0);
}
if (opacity_brush)
d2d_brush_bind_resources(opacity_brush, device, 1);
if (ib)
ID3D10Device_DrawIndexed(device, index_count, 0, 0);
@ -246,7 +252,7 @@ static ULONG STDMETHODCALLTYPE d2d_d3d_render_target_Release(ID2D1RenderTarget *
if (!refcount)
{
unsigned int i, j, k;
unsigned int i;
d2d_clip_stack_cleanup(&render_target->clip_stack);
IDWriteRenderingParams_Release(render_target->default_text_rendering_params);
@ -258,14 +264,7 @@ static ULONG STDMETHODCALLTYPE d2d_d3d_render_target_Release(ID2D1RenderTarget *
ID3D10Buffer_Release(render_target->ib);
for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)
{
for (j = 0; j < D2D_BRUSH_TYPE_COUNT; ++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]);
}
}
ID3D10PixelShader_Release(render_target->shape_resources[i].ps);
ID3D10VertexShader_Release(render_target->shape_resources[i].vs);
ID3D10InputLayout_Release(render_target->shape_resources[i].il);
}
@ -1504,13 +1503,14 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_PopAxisAlignedClip(ID2D1Rend
d2d_clip_stack_pop(&render_target->clip_stack);
}
static void STDMETHODCALLTYPE d2d_d3d_render_target_Clear(ID2D1RenderTarget *iface, const D2D1_COLOR_F *color)
static void STDMETHODCALLTYPE d2d_d3d_render_target_Clear(ID2D1RenderTarget *iface, const D2D1_COLOR_F *colour)
{
struct d2d_d3d_render_target *render_target = impl_from_ID2D1RenderTarget(iface);
D2D1_COLOR_F c = {0.0f, 0.0f, 0.0f, 0.0f};
struct d2d_brush_cb brush_cb[2] = {{0}};
D3D10_SUBRESOURCE_DATA buffer_data;
D3D10_BUFFER_DESC buffer_desc;
ID3D10Buffer *vs_cb, *ps_cb;
D2D1_COLOR_F *c;
HRESULT hr;
static const float transform[] =
@ -1519,7 +1519,7 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_Clear(ID2D1RenderTarget *ifa
0.0f, -1.0f, 0.0f, 0.0f,
};
TRACE("iface %p, color %p.\n", iface, color);
TRACE("iface %p, colour %p.\n", iface, colour);
buffer_desc.ByteWidth = sizeof(transform);
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
@ -1537,15 +1537,21 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_Clear(ID2D1RenderTarget *ifa
return;
}
if (color)
c = *color;
brush_cb[0].type = D2D_BRUSH_TYPE_SOLID;
brush_cb[0].opacity = 1.0f;
c = &brush_cb[0].u.solid.colour;
if (colour)
*c = *colour;
if (render_target->desc.pixelFormat.alphaMode == D2D1_ALPHA_MODE_IGNORE)
c.a = 1.0f;
c.r *= c.a;
c.g *= c.a;
c.b *= c.a;
buffer_desc.ByteWidth = sizeof(c);
buffer_data.pSysMem = &c;
c->a = 1.0f;
c->r *= c->a;
c->g *= c->a;
c->b *= c->a;
brush_cb[1].type = D2D_BRUSH_TYPE_COUNT;
buffer_desc.ByteWidth = sizeof(brush_cb);
buffer_data.pSysMem = brush_cb;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->device, &buffer_desc, &buffer_data, &ps_cb)))
{
@ -2128,7 +2134,7 @@ static HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_t
D3D10_BUFFER_DESC buffer_desc;
D3D10_BLEND_DESC blend_desc;
ID3D10Resource *resource;
unsigned int i, j, k;
unsigned int i;
HRESULT hr;
static const D3D10_INPUT_ELEMENT_DESC il_desc_outline[] =
@ -2137,10 +2143,6 @@ static HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_t
{"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},
};
static const D3D10_INPUT_ELEMENT_DESC il_desc_triangle[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
};
static const D3D10_INPUT_ELEMENT_DESC il_desc_bezier_outline[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
@ -2150,6 +2152,10 @@ static HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_t
{"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},
};
static const D3D10_INPUT_ELEMENT_DESC il_desc_triangle[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
};
static const D3D10_INPUT_ELEMENT_DESC il_desc_bezier[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
@ -2172,7 +2178,8 @@ static HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_t
* q⃑ᵢ = q̂ₚᵣₑᵥ + tan(½θ) · -q̂ₚᵣₑᵥ
* θ = PₚᵣₑᵥPPₙₑₓₜ
* q⃑ₚᵣₑᵥ = P - Pₚᵣₑᵥ */
float4 main(float2 position : POSITION, float2 prev : PREV, float2 next : NEXT) : SV_POSITION
float4 main(float2 position : POSITION, float2 prev : PREV,
float2 next : NEXT, out float3 b : BEZIER) : SV_POSITION
{
float2 q_prev, q_next, v_p, q_i;
float l;
@ -2190,64 +2197,49 @@ static HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_t
q_i = l * q_prev + v_p;
position = mul(float3(position, 1.0f), transform_geometry) + stroke_width * 0.5f * q_i;
b = float3(1.0, 0.0, 1.0);
return float4(mul(float2x3(transform_rtx.xyz * transform_rtx.w, transform_rty.xyz * transform_rty.w),
float3(position.xy, 1.0f)) + float2(-1.0f, 1.0f), 0.0f, 1.0f);
}
#endif
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000303, 0x00000059, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000303, 0x0000005e, 0x00000000, 0x00000000, 0x00000003, 0x00000002,
0x00000303, 0x49534f50, 0x4e4f4954, 0x45525000, 0x454e0056, 0xab005458, 0x4e47534f, 0x0000002c,
0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f,
0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x000003a8, 0x00010040, 0x000000ea, 0x04000059,
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0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f,
0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000807, 0x505f5653, 0x5449534f,
0x004e4f49, 0x495a4542, 0xab005245, 0x52444853, 0x000003d4, 0x00010040, 0x000000f5, 0x04000059,
0x00208e46, 0x00000000, 0x00000004, 0x0300005f, 0x00101032, 0x00000000, 0x0300005f, 0x00101032,
0x00000001, 0x0300005f, 0x00101032, 0x00000002, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
0x02000068, 0x00000003, 0x0800000f, 0x00100012, 0x00000000, 0x00101046, 0x00000002, 0x00208046,
0x00000000, 0x00000000, 0x0800000f, 0x00100022, 0x00000000, 0x00101046, 0x00000002, 0x00208046,
0x00000000, 0x00000001, 0x0700000f, 0x00100042, 0x00000000, 0x00100046, 0x00000000, 0x00100046,
0x00000000, 0x05000044, 0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x07000038, 0x00100032,
0x00000000, 0x00100aa6, 0x00000000, 0x00100046, 0x00000000, 0x0800000f, 0x00100012, 0x00000001,
0x00101046, 0x00000001, 0x00208046, 0x00000000, 0x00000000, 0x0800000f, 0x00100022, 0x00000001,
0x00101046, 0x00000001, 0x00208046, 0x00000000, 0x00000001, 0x0700000f, 0x00100042, 0x00000000,
0x00100046, 0x00000001, 0x00100046, 0x00000001, 0x05000044, 0x00100042, 0x00000000, 0x0010002a,
0x00000000, 0x07000038, 0x00100032, 0x00000001, 0x00100aa6, 0x00000000, 0x00100046, 0x00000001,
0x06000036, 0x001000c2, 0x00000001, 0x80100556, 0x00000041, 0x00000001, 0x0700000f, 0x00100042,
0x00000000, 0x00100a26, 0x00000001, 0x00100046, 0x00000000, 0x0700000f, 0x00100012, 0x00000000,
0x00100046, 0x00000001, 0x00100046, 0x00000000, 0x07000000, 0x00100012, 0x00000000, 0x0010000a,
0x00000000, 0x00004001, 0x3f800000, 0x0800000e, 0x00100012, 0x00000000, 0x8010002a, 0x00000041,
0x00000000, 0x0010000a, 0x00000000, 0x09000032, 0x00100032, 0x00000000, 0x00100006, 0x00000000,
0x00100046, 0x00000001, 0x00100f36, 0x00000001, 0x08000038, 0x00100042, 0x00000000, 0x0020803a,
0x00000000, 0x00000001, 0x00004001, 0x3f000000, 0x05000036, 0x00100032, 0x00000001, 0x00101046,
0x00000000, 0x05000036, 0x00100042, 0x00000001, 0x00004001, 0x3f800000, 0x08000010, 0x00100012,
0x00000002, 0x00100246, 0x00000001, 0x00208246, 0x00000000, 0x00000000, 0x08000010, 0x00100022,
0x00000002, 0x00100246, 0x00000001, 0x00208246, 0x00000000, 0x00000001, 0x09000032, 0x00100032,
0x00000000, 0x00100aa6, 0x00000000, 0x00100046, 0x00000000, 0x00100046, 0x00000002, 0x09000038,
0x00100072, 0x00000001, 0x00208ff6, 0x00000000, 0x00000002, 0x00208246, 0x00000000, 0x00000002,
0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f800000, 0x07000010, 0x00100012, 0x00000001,
0x00100246, 0x00000001, 0x00100246, 0x00000000, 0x09000038, 0x00100072, 0x00000002, 0x00208ff6,
0x00000000, 0x00000003, 0x00208246, 0x00000000, 0x00000003, 0x07000010, 0x00100022, 0x00000001,
0x00100246, 0x00000002, 0x00100246, 0x00000000, 0x0a000000, 0x00102032, 0x00000000, 0x00100046,
0x00000001, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x00000000, 0x08000036, 0x001020c2,
0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
};
static const DWORD vs_code_triangle[] =
{
/* float3x2 transform;
*
* float4 main(float4 position : POSITION) : SV_POSITION
* {
* return float4(mul(position.xyw, transform), position.zw);
* } */
0x43425844, 0x0add3194, 0x205f74ec, 0xab527fe7, 0xbe6ad704, 0x00000001, 0x00000128, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000008c, 0x00010040,
0x00000023, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x0300005f, 0x001010f2, 0x00000000,
0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x08000010, 0x00102012, 0x00000000, 0x00101346,
0x00000000, 0x00208246, 0x00000000, 0x00000000, 0x08000010, 0x00102022, 0x00000000, 0x00101346,
0x00000000, 0x00208246, 0x00000000, 0x00000001, 0x05000036, 0x001020c2, 0x00000000, 0x00101ea6,
0x03000065, 0x00102072, 0x00000001, 0x02000068, 0x00000003, 0x0800000f, 0x00100012, 0x00000000,
0x00101046, 0x00000002, 0x00208046, 0x00000000, 0x00000000, 0x0800000f, 0x00100022, 0x00000000,
0x00101046, 0x00000002, 0x00208046, 0x00000000, 0x00000001, 0x0700000f, 0x00100042, 0x00000000,
0x00100046, 0x00000000, 0x00100046, 0x00000000, 0x05000044, 0x00100042, 0x00000000, 0x0010002a,
0x00000000, 0x07000038, 0x00100032, 0x00000000, 0x00100aa6, 0x00000000, 0x00100046, 0x00000000,
0x0800000f, 0x00100012, 0x00000001, 0x00101046, 0x00000001, 0x00208046, 0x00000000, 0x00000000,
0x0800000f, 0x00100022, 0x00000001, 0x00101046, 0x00000001, 0x00208046, 0x00000000, 0x00000001,
0x0700000f, 0x00100042, 0x00000000, 0x00100046, 0x00000001, 0x00100046, 0x00000001, 0x05000044,
0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x07000038, 0x00100032, 0x00000001, 0x00100aa6,
0x00000000, 0x00100046, 0x00000001, 0x06000036, 0x001000c2, 0x00000001, 0x80100556, 0x00000041,
0x00000001, 0x0700000f, 0x00100042, 0x00000000, 0x00100a26, 0x00000001, 0x00100046, 0x00000000,
0x0700000f, 0x00100012, 0x00000000, 0x00100046, 0x00000001, 0x00100046, 0x00000000, 0x07000000,
0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x3f800000, 0x0800000e, 0x00100012,
0x00000000, 0x8010002a, 0x00000041, 0x00000000, 0x0010000a, 0x00000000, 0x09000032, 0x00100032,
0x00000000, 0x00100006, 0x00000000, 0x00100046, 0x00000001, 0x00100f36, 0x00000001, 0x08000038,
0x00100042, 0x00000000, 0x0020803a, 0x00000000, 0x00000001, 0x00004001, 0x3f000000, 0x05000036,
0x00100032, 0x00000001, 0x00101046, 0x00000000, 0x05000036, 0x00100042, 0x00000001, 0x00004001,
0x3f800000, 0x08000010, 0x00100012, 0x00000002, 0x00100246, 0x00000001, 0x00208246, 0x00000000,
0x00000000, 0x08000010, 0x00100022, 0x00000002, 0x00100246, 0x00000001, 0x00208246, 0x00000000,
0x00000001, 0x09000032, 0x00100032, 0x00000000, 0x00100aa6, 0x00000000, 0x00100046, 0x00000000,
0x00100046, 0x00000002, 0x09000038, 0x00100072, 0x00000001, 0x00208ff6, 0x00000000, 0x00000002,
0x00208246, 0x00000000, 0x00000002, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f800000,
0x07000010, 0x00100012, 0x00000001, 0x00100246, 0x00000001, 0x00100246, 0x00000000, 0x09000038,
0x00100072, 0x00000002, 0x00208ff6, 0x00000000, 0x00000003, 0x00208246, 0x00000000, 0x00000003,
0x07000010, 0x00100022, 0x00000001, 0x00100246, 0x00000002, 0x00100246, 0x00000000, 0x0a000000,
0x00102032, 0x00000000, 0x00100046, 0x00000001, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000,
0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000,
0x3f800000, 0x08000036, 0x00102072, 0x00000001, 0x00004002, 0x3f800000, 0x00000000, 0x3f800000,
0x00000000, 0x0100003e,
};
/* ⎡p0.x p0.y 1⎤
@ -2413,6 +2405,30 @@ static HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_t
0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, 0x05000036, 0x00102032, 0x00000002, 0x00100086,
0x00000000, 0x05000036, 0x00102032, 0x00000003, 0x001005d6, 0x00000000, 0x0100003e,
};
static const DWORD vs_code_triangle[] =
{
#if 0
float3x2 transform;
float4 main(float4 position : POSITION, out float3 b : BEZIER) : SV_POSITION
{
b = float3(1.0, 0.0, 1.0);
return float4(mul(position.xyw, transform), position.zw);
}
#endif
0x43425844, 0x846013ae, 0x13dddb07, 0xbbef6d72, 0xb2dd83d5, 0x00000001, 0x00000174, 0x00000003,
0x0000002c, 0x00000060, 0x000000b4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000807,
0x505f5653, 0x5449534f, 0x004e4f49, 0x495a4542, 0xab005245, 0x52444853, 0x000000b8, 0x00010040,
0x0000002e, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x0300005f, 0x001010f2, 0x00000000,
0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102072, 0x00000001, 0x08000010,
0x00102012, 0x00000000, 0x00101346, 0x00000000, 0x00208246, 0x00000000, 0x00000000, 0x08000010,
0x00102022, 0x00000000, 0x00101346, 0x00000000, 0x00208246, 0x00000000, 0x00000001, 0x05000036,
0x001020c2, 0x00000000, 0x00101ea6, 0x00000000, 0x08000036, 0x00102072, 0x00000001, 0x00004002,
0x3f800000, 0x00000000, 0x3f800000, 0x00000000, 0x0100003e,
};
static const DWORD vs_code_bezier[] =
{
#if 0
@ -2438,314 +2454,264 @@ static HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_t
0x00208246, 0x00000000, 0x00000001, 0x05000036, 0x001020c2, 0x00000000, 0x00101ea6, 0x00000000,
0x05000036, 0x00102072, 0x00000001, 0x00101246, 0x00000001, 0x0100003e,
};
static const DWORD ps_code_triangle_solid[] =
{
/* float4 color;
*
* float4 main(float4 position : SV_POSITION) : SV_Target
* {
* return color;
* } */
0x43425844, 0x88eefcfd, 0x93d6fd47, 0x173c242f, 0x0106d07a, 0x00000001, 0x000000dc, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000040, 0x00000040,
0x00000010, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
0x06000036, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e,
};
static const DWORD ps_code_triangle_solid_bitmap[] =
static const DWORD ps_code_fill[] =
{
#if 0
float4 color;
#define BRUSH_TYPE_SOLID 0
#define BRUSH_TYPE_LINEAR 1
#define BRUSH_TYPE_BITMAP 2
#define BRUSH_TYPE_COUNT 3
float3x2 transform;
float opacity;
bool ignore_alpha;
SamplerState s;
Texture2D t;
float4 main(float4 position : SV_POSITION) : SV_Target
{
float2 texcoord;
float4 ret;
texcoord.x = position.x * transform._11 + position.y * transform._21 + transform._31;
texcoord.y = position.x * transform._12 + position.y * transform._22 + transform._32;
ret = t.Sample(s, texcoord) * opacity;
if (ignore_alpha)
ret.a = opacity;
return color * ret.a;
}
#endif
0x43425844, 0x2260a2ae, 0x81907b3e, 0xcaf27063, 0xccb83ef2, 0x00000001, 0x00000208, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000016c, 0x00000040,
0x0000005b, 0x04000059, 0x00208e46, 0x00000000, 0x00000004, 0x0300005a, 0x00106000, 0x00000000,
0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0800000f, 0x00100012, 0x00000000,
0x00101046, 0x00000000, 0x00208046, 0x00000000, 0x00000001, 0x08000000, 0x00100012, 0x00000000,
0x0010000a, 0x00000000, 0x0020802a, 0x00000000, 0x00000001, 0x0800000f, 0x00100042, 0x00000000,
0x00101046, 0x00000000, 0x00208046, 0x00000000, 0x00000002, 0x08000000, 0x00100022, 0x00000000,
0x0010002a, 0x00000000, 0x0020802a, 0x00000000, 0x00000002, 0x09000045, 0x001000f2, 0x00000000,
0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x08000038, 0x00100012,
0x00000000, 0x0010003a, 0x00000000, 0x0020803a, 0x00000000, 0x00000002, 0x0b000037, 0x00100012,
0x00000000, 0x0020800a, 0x00000000, 0x00000003, 0x0020803a, 0x00000000, 0x00000002, 0x0010000a,
0x00000000, 0x08000038, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x00208e46, 0x00000000,
0x00000000, 0x0100003e,
};
static const DWORD ps_code_triangle_bitmap[] =
{
#if 0
float3x2 transform;
float opacity;
bool ignore_alpha;
SamplerState s;
Texture2D t;
float4 main(float4 position : SV_POSITION) : SV_Target
{
float2 texcoord;
float4 ret;
texcoord.x = position.x * transform._11 + position.y * transform._21 + transform._31;
texcoord.y = position.x * transform._12 + position.y * transform._22 + transform._32;
ret = t.Sample(s, texcoord) * opacity;
if (ignore_alpha)
ret.a = opacity;
return ret;
}
#endif
0x43425844, 0xf5bb1e01, 0xe3386963, 0xcaa095bd, 0xea2887de, 0x00000001, 0x000001fc, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000160, 0x00000040,
0x00000058, 0x04000059, 0x00208e46, 0x00000000, 0x00000003, 0x0300005a, 0x00106000, 0x00000000,
0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0800000f, 0x00100012, 0x00000000,
0x00101046, 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x08000000, 0x00100012, 0x00000000,
0x0010000a, 0x00000000, 0x0020802a, 0x00000000, 0x00000000, 0x0800000f, 0x00100042, 0x00000000,
0x00101046, 0x00000000, 0x00208046, 0x00000000, 0x00000001, 0x08000000, 0x00100022, 0x00000000,
0x0010002a, 0x00000000, 0x0020802a, 0x00000000, 0x00000001, 0x09000045, 0x001000f2, 0x00000000,
0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x08000038, 0x001000f2,
0x00000000, 0x00100e46, 0x00000000, 0x00208ff6, 0x00000000, 0x00000001, 0x0b000037, 0x00102082,
0x00000000, 0x0020800a, 0x00000000, 0x00000002, 0x0020803a, 0x00000000, 0x00000001, 0x0010003a,
0x00000000, 0x05000036, 0x00102072, 0x00000000, 0x00100246, 0x00000000, 0x0100003e,
};
static const DWORD ps_code_triangle_bitmap_solid[] =
{
#if 0
float3x2 transform;
float opacity;
bool ignore_alpha;
float4 color;
SamplerState s;
Texture2D t;
float4 main(float4 position : SV_POSITION) : SV_Target
{
float2 texcoord;
float4 ret;
texcoord.x = position.x * transform._11 + position.y * transform._21 + transform._31;
texcoord.y = position.x * transform._12 + position.y * transform._22 + transform._32;
ret = t.Sample(s, texcoord) * opacity;
if (ignore_alpha)
ret.a = opacity;
return ret * color.a;
}
#endif
0x43425844, 0x45447736, 0x63a6dd80, 0x1778fc71, 0x1e6d322e, 0x00000001, 0x00000208, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000016c, 0x00000040,
0x0000005b, 0x04000059, 0x00208e46, 0x00000000, 0x00000004, 0x0300005a, 0x00106000, 0x00000000,
0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0800000f, 0x00100012, 0x00000000,
0x00101046, 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x08000000, 0x00100012, 0x00000000,
0x0010000a, 0x00000000, 0x0020802a, 0x00000000, 0x00000000, 0x0800000f, 0x00100042, 0x00000000,
0x00101046, 0x00000000, 0x00208046, 0x00000000, 0x00000001, 0x08000000, 0x00100022, 0x00000000,
0x0010002a, 0x00000000, 0x0020802a, 0x00000000, 0x00000001, 0x09000045, 0x001000f2, 0x00000000,
0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x08000038, 0x001000f2,
0x00000000, 0x00100e46, 0x00000000, 0x00208ff6, 0x00000000, 0x00000001, 0x0b000037, 0x00100082,
0x00000000, 0x0020800a, 0x00000000, 0x00000002, 0x0020803a, 0x00000000, 0x00000001, 0x0010003a,
0x00000000, 0x08000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00208ff6, 0x00000000,
0x00000003, 0x0100003e,
};
static const DWORD ps_code_triangle_bitmap_bitmap[] =
{
#if 0
struct brush
{
float3x2 transform;
uint type;
float opacity;
bool ignore_alpha;
} brush0, brush1;
float4 data[2];
} colour_brush, opacity_brush;
SamplerState s0, s1;
Texture2D t0, t1;
float4 main(float4 position : SV_POSITION) : SV_Target
float4 brush_bitmap(struct brush brush, Texture2D t, SamplerState s, float2 position)
{
float3 transform[2];
bool ignore_alpha;
float2 texcoord;
float opacity;
float4 ret;
float4 colour;
texcoord.x = position.x * brush0.transform._11 + position.y * brush0.transform._21 + brush0.transform._31;
texcoord.y = position.x * brush0.transform._12 + position.y * brush0.transform._22 + brush0.transform._32;
ret = t0.Sample(s0, texcoord) * brush0.opacity;
if (brush0.ignore_alpha)
ret.a = brush0.opacity;
transform[0] = brush.data[0].xyz;
transform[1] = brush.data[1].xyz;
ignore_alpha = asuint(brush.data[1].w);
texcoord.x = position.x * brush1.transform._11 + position.y * brush1.transform._21 + brush1.transform._31;
texcoord.y = position.x * brush1.transform._12 + position.y * brush1.transform._22 + brush1.transform._32;
opacity = t1.Sample(s1, texcoord).a * brush1.opacity;
if (brush1.ignore_alpha)
opacity = brush1.opacity;
texcoord.x = dot(position.xy, transform[0].xy) + transform[0].z;
texcoord.y = dot(position.xy, transform[1].xy) + transform[1].z;
colour = t.Sample(s, texcoord);
if (ignore_alpha)
colour.a = 1.0;
return colour;
}
return ret * opacity;
float4 sample_brush(struct brush brush, Texture2D t, SamplerState s, float2 position)
{
if (brush.type == BRUSH_TYPE_SOLID)
return brush.data[0] * brush.opacity;
if (brush.type == BRUSH_TYPE_BITMAP)
return brush_bitmap(brush, t, s, position) * brush.opacity;
return float4(0.0, 0.0, 0.0, brush.opacity);
}
float4 main(float4 position : SV_POSITION, float3 b : BEZIER) : SV_Target
{
float4 colour;
colour = sample_brush(colour_brush, t0, s0, position.xy);
if (opacity_brush.type < BRUSH_TYPE_COUNT)
colour *= sample_brush(opacity_brush, t1, s1, position.xy).a;
/* Evaluate the implicit form of the curve in texture space.
* "b.z" determines which side of the curve is shaded. */
clip((b.x * b.x - b.y) * b.z);
return colour;
}
#endif
0x43425844, 0x8eee6bfc, 0x57b72708, 0xa0f7c086, 0x867c11ec, 0x00000001, 0x00000310, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x43425844, 0xdd58588a, 0xd71e170f, 0xcc16526c, 0xbf705c92, 0x00000001, 0x00000530, 0x00000003,
0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x00000044, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000707, 0x505f5653, 0x5449534f, 0x004e4f49, 0x495a4542, 0xab005245,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000274, 0x00000040,
0x0000009d, 0x04000059, 0x00208e46, 0x00000000, 0x00000006, 0x0300005a, 0x00106000, 0x00000000,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000474, 0x00000040,
0x0000011d, 0x04000059, 0x00208e46, 0x00000000, 0x00000006, 0x0300005a, 0x00106000, 0x00000000,
0x0300005a, 0x00106000, 0x00000001, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858,
0x00107000, 0x00000001, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065,
0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0800000f, 0x00100012, 0x00000000, 0x00101046,
0x00000000, 0x00208046, 0x00000000, 0x00000003, 0x08000000, 0x00100012, 0x00000000, 0x0010000a,
0x00000000, 0x0020802a, 0x00000000, 0x00000003, 0x0800000f, 0x00100042, 0x00000000, 0x00101046,
0x00000000, 0x00208046, 0x00000000, 0x00000004, 0x08000000, 0x00100022, 0x00000000, 0x0010002a,
0x00000000, 0x0020802a, 0x00000000, 0x00000004, 0x09000045, 0x001000f2, 0x00000000, 0x00100046,
0x00000000, 0x00107e46, 0x00000001, 0x00106000, 0x00000001, 0x08000038, 0x00100012, 0x00000000,
0x0010003a, 0x00000000, 0x0020803a, 0x00000000, 0x00000004, 0x0b000037, 0x00100012, 0x00000000,
0x0020800a, 0x00000000, 0x00000005, 0x0020803a, 0x00000000, 0x00000004, 0x0010000a, 0x00000000,
0x0800000f, 0x00100022, 0x00000000, 0x00101046, 0x00000000, 0x00208046, 0x00000000, 0x00000000,
0x08000000, 0x00100012, 0x00000001, 0x0010001a, 0x00000000, 0x0020802a, 0x00000000, 0x00000000,
0x0800000f, 0x00100022, 0x00000000, 0x00101046, 0x00000000, 0x00208046, 0x00000000, 0x00000001,
0x08000000, 0x00100022, 0x00000001, 0x0010001a, 0x00000000, 0x0020802a, 0x00000000, 0x00000001,
0x09000045, 0x001000f2, 0x00000001, 0x00100046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
0x00000000, 0x08000038, 0x001000f2, 0x00000001, 0x00100e46, 0x00000001, 0x00208ff6, 0x00000000,
0x00000001, 0x0b000037, 0x00100082, 0x00000001, 0x0020800a, 0x00000000, 0x00000002, 0x0020803a,
0x00000000, 0x00000001, 0x0010003a, 0x00000001, 0x07000038, 0x001020f2, 0x00000000, 0x00100006,
0x00000000, 0x00100e46, 0x00000001, 0x0100003e,
0x00107000, 0x00000001, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03001062,
0x00101072, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000003, 0x09000038,
0x001000f2, 0x00000000, 0x00208556, 0x00000000, 0x00000000, 0x00208e46, 0x00000000, 0x00000001,
0x0404001f, 0x0020800a, 0x00000000, 0x00000000, 0x08000020, 0x00100012, 0x00000001, 0x0020800a,
0x00000000, 0x00000000, 0x00004001, 0x00000002, 0x0304001f, 0x0010000a, 0x00000001, 0x0800000f,
0x00100022, 0x00000001, 0x00101046, 0x00000000, 0x00208046, 0x00000000, 0x00000001, 0x08000000,
0x00100012, 0x00000002, 0x0010001a, 0x00000001, 0x0020802a, 0x00000000, 0x00000001, 0x0800000f,
0x00100022, 0x00000001, 0x00101046, 0x00000000, 0x00208046, 0x00000000, 0x00000002, 0x08000000,
0x00100022, 0x00000002, 0x0010001a, 0x00000001, 0x0020802a, 0x00000000, 0x00000002, 0x09000045,
0x001000f2, 0x00000002, 0x00100046, 0x00000002, 0x00107e46, 0x00000000, 0x00106000, 0x00000000,
0x0a000037, 0x00100082, 0x00000002, 0x0020803a, 0x00000000, 0x00000002, 0x00004001, 0x3f800000,
0x0010003a, 0x00000002, 0x08000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000002, 0x00208556,
0x00000000, 0x00000000, 0x01000015, 0x05000036, 0x00100012, 0x00000002, 0x00004001, 0x00000000,
0x06000036, 0x00100082, 0x00000002, 0x0020801a, 0x00000000, 0x00000000, 0x09000037, 0x001000f2,
0x00000000, 0x00100006, 0x00000001, 0x00100e46, 0x00000000, 0x00100c06, 0x00000002, 0x01000015,
0x0800004f, 0x00100012, 0x00000001, 0x0020800a, 0x00000000, 0x00000003, 0x00004001, 0x00000003,
0x0304001f, 0x0010000a, 0x00000001, 0x09000038, 0x00100012, 0x00000001, 0x0020801a, 0x00000000,
0x00000003, 0x0020803a, 0x00000000, 0x00000004, 0x0404001f, 0x0020800a, 0x00000000, 0x00000003,
0x08000020, 0x00100022, 0x00000001, 0x0020800a, 0x00000000, 0x00000003, 0x00004001, 0x00000002,
0x0304001f, 0x0010001a, 0x00000001, 0x0800000f, 0x00100042, 0x00000001, 0x00101046, 0x00000000,
0x00208046, 0x00000000, 0x00000004, 0x08000000, 0x00100012, 0x00000002, 0x0010002a, 0x00000001,
0x0020802a, 0x00000000, 0x00000004, 0x0800000f, 0x00100042, 0x00000001, 0x00101046, 0x00000000,
0x00208046, 0x00000000, 0x00000005, 0x08000000, 0x00100022, 0x00000002, 0x0010002a, 0x00000001,
0x0020802a, 0x00000000, 0x00000005, 0x09000045, 0x001000f2, 0x00000002, 0x00100046, 0x00000002,
0x00107e46, 0x00000001, 0x00106000, 0x00000001, 0x0a000037, 0x00100042, 0x00000001, 0x0020803a,
0x00000000, 0x00000005, 0x00004001, 0x3f800000, 0x0010003a, 0x00000002, 0x08000038, 0x00100012,
0x00000001, 0x0010002a, 0x00000001, 0x0020801a, 0x00000000, 0x00000003, 0x01000015, 0x0a000037,
0x00100012, 0x00000001, 0x0010001a, 0x00000001, 0x0010000a, 0x00000001, 0x0020801a, 0x00000000,
0x00000003, 0x01000015, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00100006,
0x00000001, 0x01000012, 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x01000015,
0x0a000032, 0x00100012, 0x00000000, 0x0010100a, 0x00000001, 0x0010100a, 0x00000001, 0x8010101a,
0x00000041, 0x00000001, 0x07000038, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0010102a,
0x00000001, 0x07000031, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000000,
0x0304000d, 0x0010000a, 0x00000000, 0x0100003e,
};
/* Evaluate the implicit form of the curve (u² - v = 0) in texture space,
* using the screen-space partial derivatives to convert the calculated
* distance to object space.
*
* d(x, y) = |f(x, y)| / f(x, y)
* = |f(x, y)| / ((f/x)² + (f/y)²)
* f(x, y) = u(x, y)² - v(x, y)
* f/x = 2u · u/x - v/x
* f/y = 2u · u/y - v/y */
static const DWORD ps_code_bezier_solid_outline[] =
static const DWORD ps_code_bezier_outline[] =
{
#if 0
float4 color;
#define BRUSH_TYPE_SOLID 0
#define BRUSH_TYPE_LINEAR 1
#define BRUSH_TYPE_BITMAP 2
#define BRUSH_TYPE_COUNT 3
struct brush
{
uint type;
float opacity;
float4 data[2];
} colour_brush, opacity_brush;
SamplerState s0, s1;
Texture2D t0, t1;
float4 brush_bitmap(struct brush brush, Texture2D t, SamplerState s, float2 position)
{
float3 transform[2];
bool ignore_alpha;
float2 texcoord;
float4 colour;
transform[0] = brush.data[0].xyz;
transform[1] = brush.data[1].xyz;
ignore_alpha = asuint(brush.data[1].w);
texcoord.x = dot(position.xy, transform[0].xy) + transform[0].z;
texcoord.y = dot(position.xy, transform[1].xy) + transform[1].z;
colour = t.Sample(s, texcoord);
if (ignore_alpha)
colour.a = 1.0;
return colour;
}
float4 sample_brush(struct brush brush, Texture2D t, SamplerState s, float2 position)
{
if (brush.type == BRUSH_TYPE_SOLID)
return brush.data[0] * brush.opacity;
if (brush.type == BRUSH_TYPE_BITMAP)
return brush_bitmap(brush, t, s, position) * brush.opacity;
return float4(0.0, 0.0, 0.0, brush.opacity);
}
float4 main(float4 position : SV_POSITION, float4 uv : UV,
nointerpolation float2x2 stroke_transform : STROKE_TRANSFORM) : SV_Target
{
float2 du, dv, df;
float4 colour;
colour = sample_brush(colour_brush, t0, s0, position.xy);
if (opacity_brush.type < BRUSH_TYPE_COUNT)
colour *= sample_brush(opacity_brush, t1, s1, position.xy).a;
/* Evaluate the implicit form of the curve (u² - v = 0) in texture space,
* using the screen-space partial derivatives to convert the calculated
* distance to object space.
*
* d(x, y) = |f(x, y)| / f(x, y)
* = |f(x, y)| / ((f/x)² + (f/y)²)
* f(x, y) = u(x, y)² - v(x, y)
* f/x = 2u · u/x - v/x
* f/y = 2u · u/y - v/y */
du = float2(ddx(uv.x), ddy(uv.x));
dv = float2(ddx(uv.y), ddy(uv.y));
df = 2.0f * uv.x * du - dv;
clip(dot(df, uv.zw));
clip(length(mul(stroke_transform, df)) - abs(uv.x * uv.x - uv.y));
return color;
return colour;
}
#endif
0x43425844, 0x9da521d4, 0x4c86449e, 0x4f2c1641, 0x6f798508, 0x00000001, 0x000002f4, 0x00000003,
0x43425844, 0x02d0d058, 0x91f8cb40, 0x6353fe27, 0x6e2f51f5, 0x00000001, 0x000006a8, 0x00000003,
0x0000002c, 0x000000bc, 0x000000f0, 0x4e475349, 0x00000088, 0x00000004, 0x00000008, 0x00000068,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000074, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x00000074, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000f0f, 0x00000077, 0x00000000, 0x00000000, 0x00000003, 0x00000002,
0x00000303, 0x00000077, 0x00000001, 0x00000000, 0x00000003, 0x00000003, 0x00000303, 0x505f5653,
0x5449534f, 0x004e4f49, 0x53005655, 0x4b4f5254, 0x52545f45, 0x46534e41, 0x004d524f, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000001fc, 0x00000040, 0x0000007f,
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03001062, 0x001010f2, 0x00000001, 0x03000862,
0x00101032, 0x00000002, 0x03000862, 0x00101032, 0x00000003, 0x03000065, 0x001020f2, 0x00000000,
0x02000068, 0x00000002, 0x0500000b, 0x00100032, 0x00000000, 0x00101046, 0x00000001, 0x0500000c,
0x001000c2, 0x00000000, 0x00101406, 0x00000001, 0x07000000, 0x00100012, 0x00000001, 0x0010100a,
0x00000001, 0x0010100a, 0x00000001, 0x0a000032, 0x00100032, 0x00000000, 0x00100006, 0x00000001,
0x00100086, 0x00000000, 0x801005d6, 0x00000041, 0x00000000, 0x0700000f, 0x00100042, 0x00000000,
0x00100046, 0x00000000, 0x00101ae6, 0x00000001, 0x07000031, 0x00100042, 0x00000000, 0x0010002a,
0x00000000, 0x00004001, 0x00000000, 0x0304000d, 0x0010002a, 0x00000000, 0x07000038, 0x00100062,
0x00000000, 0x00100556, 0x00000000, 0x00101106, 0x00000003, 0x09000032, 0x00100032, 0x00000000,
0x00101046, 0x00000002, 0x00100006, 0x00000000, 0x00100596, 0x00000000, 0x0700000f, 0x00100012,
0x00000000, 0x00100046, 0x00000000, 0x00100046, 0x00000000, 0x0500004b, 0x00100012, 0x00000000,
0x0010000a, 0x00000000, 0x0a000032, 0x00100022, 0x00000000, 0x0010100a, 0x00000001, 0x0010100a,
0x00000001, 0x8010101a, 0x00000041, 0x00000001, 0x08000000, 0x00100012, 0x00000000, 0x8010001a,
0x000000c1, 0x00000000, 0x0010000a, 0x00000000, 0x07000031, 0x00100012, 0x00000000, 0x0010000a,
0x00000000, 0x00004001, 0x00000000, 0x0304000d, 0x0010000a, 0x00000000, 0x06000036, 0x001020f2,
0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e,
};
/* The basic idea here is to evaluate the implicit form of the curve in
* texture space. "t.z" determines which side of the curve is shaded. */
static const DWORD ps_code_bezier_solid[] =
{
#if 0
float4 color;
float4 main(float4 position : SV_POSITION, float3 t : TEXCOORD0) : SV_Target
{
clip((t.x * t.x - t.y) * t.z);
return color;
}
#endif
0x43425844, 0x66075f9e, 0x2ffe405b, 0xb551ee63, 0xa0d9f457, 0x00000001, 0x00000180, 0x00000003,
0x0000002c, 0x00000084, 0x000000b8, 0x4e475349, 0x00000050, 0x00000002, 0x00000008, 0x00000038,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000707, 0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554, 0x44524f4f,
0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000c0,
0x00000040, 0x00000030, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03001062, 0x00101072,
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000032, 0x00100012,
0x00000000, 0x0010100a, 0x00000001, 0x0010100a, 0x00000001, 0x8010101a, 0x00000041, 0x00000001,
0x07000038, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0010102a, 0x00000001, 0x07000031,
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000005b0, 0x00000040, 0x0000016c,
0x04000059, 0x00208e46, 0x00000000, 0x00000006, 0x0300005a, 0x00106000, 0x00000000, 0x0300005a,
0x00106000, 0x00000001, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858, 0x00107000,
0x00000001, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03001062, 0x001010f2,
0x00000001, 0x03000862, 0x00101032, 0x00000002, 0x03000862, 0x00101032, 0x00000003, 0x03000065,
0x001020f2, 0x00000000, 0x02000068, 0x00000003, 0x09000038, 0x001000f2, 0x00000000, 0x00208556,
0x00000000, 0x00000000, 0x00208e46, 0x00000000, 0x00000001, 0x0404001f, 0x0020800a, 0x00000000,
0x00000000, 0x08000020, 0x00100012, 0x00000001, 0x0020800a, 0x00000000, 0x00000000, 0x00004001,
0x00000002, 0x0304001f, 0x0010000a, 0x00000001, 0x0800000f, 0x00100022, 0x00000001, 0x00101046,
0x00000000, 0x00208046, 0x00000000, 0x00000001, 0x08000000, 0x00100012, 0x00000002, 0x0010001a,
0x00000001, 0x0020802a, 0x00000000, 0x00000001, 0x0800000f, 0x00100022, 0x00000001, 0x00101046,
0x00000000, 0x00208046, 0x00000000, 0x00000002, 0x08000000, 0x00100022, 0x00000002, 0x0010001a,
0x00000001, 0x0020802a, 0x00000000, 0x00000002, 0x09000045, 0x001000f2, 0x00000002, 0x00100046,
0x00000002, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0a000037, 0x00100082, 0x00000002,
0x0020803a, 0x00000000, 0x00000002, 0x00004001, 0x3f800000, 0x0010003a, 0x00000002, 0x08000038,
0x001000f2, 0x00000000, 0x00100e46, 0x00000002, 0x00208556, 0x00000000, 0x00000000, 0x01000015,
0x05000036, 0x00100012, 0x00000002, 0x00004001, 0x00000000, 0x06000036, 0x00100082, 0x00000002,
0x0020801a, 0x00000000, 0x00000000, 0x09000037, 0x001000f2, 0x00000000, 0x00100006, 0x00000001,
0x00100e46, 0x00000000, 0x00100c06, 0x00000002, 0x01000015, 0x0800004f, 0x00100012, 0x00000001,
0x0020800a, 0x00000000, 0x00000003, 0x00004001, 0x00000003, 0x0304001f, 0x0010000a, 0x00000001,
0x09000038, 0x00100012, 0x00000001, 0x0020801a, 0x00000000, 0x00000003, 0x0020803a, 0x00000000,
0x00000004, 0x0404001f, 0x0020800a, 0x00000000, 0x00000003, 0x08000020, 0x00100022, 0x00000001,
0x0020800a, 0x00000000, 0x00000003, 0x00004001, 0x00000002, 0x0304001f, 0x0010001a, 0x00000001,
0x0800000f, 0x00100042, 0x00000001, 0x00101046, 0x00000000, 0x00208046, 0x00000000, 0x00000004,
0x08000000, 0x00100012, 0x00000002, 0x0010002a, 0x00000001, 0x0020802a, 0x00000000, 0x00000004,
0x0800000f, 0x00100042, 0x00000001, 0x00101046, 0x00000000, 0x00208046, 0x00000000, 0x00000005,
0x08000000, 0x00100022, 0x00000002, 0x0010002a, 0x00000001, 0x0020802a, 0x00000000, 0x00000005,
0x09000045, 0x001000f2, 0x00000002, 0x00100046, 0x00000002, 0x00107e46, 0x00000001, 0x00106000,
0x00000001, 0x0a000037, 0x00100042, 0x00000001, 0x0020803a, 0x00000000, 0x00000005, 0x00004001,
0x3f800000, 0x0010003a, 0x00000002, 0x08000038, 0x00100012, 0x00000001, 0x0010002a, 0x00000001,
0x0020801a, 0x00000000, 0x00000003, 0x01000015, 0x0a000037, 0x00100012, 0x00000001, 0x0010001a,
0x00000001, 0x0010000a, 0x00000001, 0x0020801a, 0x00000000, 0x00000003, 0x01000015, 0x07000038,
0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00100006, 0x00000001, 0x01000012, 0x05000036,
0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x01000015, 0x0500000b, 0x00100032, 0x00000000,
0x00101046, 0x00000001, 0x0500000c, 0x001000c2, 0x00000000, 0x00101406, 0x00000001, 0x07000000,
0x00100012, 0x00000001, 0x0010100a, 0x00000001, 0x0010100a, 0x00000001, 0x0a000032, 0x00100032,
0x00000000, 0x00100006, 0x00000001, 0x00100086, 0x00000000, 0x801005d6, 0x00000041, 0x00000000,
0x0700000f, 0x00100042, 0x00000000, 0x00100046, 0x00000000, 0x00101ae6, 0x00000001, 0x07000031,
0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x00000000, 0x0304000d, 0x0010002a,
0x00000000, 0x07000038, 0x00100062, 0x00000000, 0x00100556, 0x00000000, 0x00101106, 0x00000003,
0x09000032, 0x00100032, 0x00000000, 0x00101046, 0x00000002, 0x00100006, 0x00000000, 0x00100596,
0x00000000, 0x0700000f, 0x00100012, 0x00000000, 0x00100046, 0x00000000, 0x00100046, 0x00000000,
0x0500004b, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0a000032, 0x00100022, 0x00000000,
0x0010100a, 0x00000001, 0x0010100a, 0x00000001, 0x8010101a, 0x00000041, 0x00000001, 0x08000000,
0x00100012, 0x00000000, 0x8010001a, 0x000000c1, 0x00000000, 0x0010000a, 0x00000000, 0x07000031,
0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000000, 0x0304000d, 0x0010000a,
0x00000000, 0x06000036, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e,
0x00000000, 0x0100003e,
};
static const struct brush_shader
static const struct shape_info
{
const void *byte_code;
size_t byte_code_size;
enum d2d_shape_type shape_type;
enum d2d_brush_type brush_type;
enum d2d_brush_type opacity_brush_type;
const D3D10_INPUT_ELEMENT_DESC *il_desc;
unsigned int il_element_count;
const void *vs_code;
size_t vs_code_size;
const void *ps_code;
size_t ps_code_size;
}
brush_shaders[] =
shape_info[] =
{
{ps_code_triangle_solid, sizeof(ps_code_triangle_solid),
D2D_SHAPE_TYPE_TRIANGLE, D2D_BRUSH_TYPE_SOLID, D2D_BRUSH_TYPE_COUNT},
{ps_code_triangle_solid_bitmap, sizeof(ps_code_triangle_solid_bitmap),
D2D_SHAPE_TYPE_TRIANGLE, D2D_BRUSH_TYPE_SOLID, D2D_BRUSH_TYPE_BITMAP},
{ps_code_triangle_bitmap, sizeof(ps_code_triangle_bitmap),
D2D_SHAPE_TYPE_TRIANGLE, D2D_BRUSH_TYPE_BITMAP, D2D_BRUSH_TYPE_COUNT},
{ps_code_triangle_bitmap_solid, sizeof(ps_code_triangle_bitmap_solid),
D2D_SHAPE_TYPE_TRIANGLE, D2D_BRUSH_TYPE_BITMAP, D2D_BRUSH_TYPE_SOLID},
{ps_code_triangle_bitmap_bitmap, sizeof(ps_code_triangle_bitmap_bitmap),
D2D_SHAPE_TYPE_TRIANGLE, D2D_BRUSH_TYPE_BITMAP, D2D_BRUSH_TYPE_BITMAP},
{ps_code_bezier_solid, sizeof(ps_code_bezier_solid),
D2D_SHAPE_TYPE_BEZIER, D2D_BRUSH_TYPE_SOLID, D2D_BRUSH_TYPE_COUNT},
{ps_code_bezier_solid_outline, sizeof(ps_code_bezier_solid_outline),
D2D_SHAPE_TYPE_BEZIER_OUTLINE, D2D_BRUSH_TYPE_SOLID, D2D_BRUSH_TYPE_COUNT},
{D2D_SHAPE_TYPE_OUTLINE, il_desc_outline, ARRAY_SIZE(il_desc_outline),
vs_code_outline, sizeof(vs_code_outline),
ps_code_fill, sizeof(ps_code_fill)},
{D2D_SHAPE_TYPE_BEZIER_OUTLINE, il_desc_bezier_outline, ARRAY_SIZE(il_desc_bezier_outline),
vs_code_bezier_outline, sizeof(vs_code_bezier_outline),
ps_code_bezier_outline, sizeof(ps_code_bezier_outline)},
{D2D_SHAPE_TYPE_TRIANGLE, il_desc_triangle, ARRAY_SIZE(il_desc_triangle),
vs_code_triangle, sizeof(vs_code_triangle),
ps_code_fill, sizeof(ps_code_fill)},
{D2D_SHAPE_TYPE_BEZIER, il_desc_bezier, ARRAY_SIZE(il_desc_bezier),
vs_code_bezier, sizeof(vs_code_bezier),
ps_code_fill, sizeof(ps_code_fill)},
};
static const struct
{
@ -2822,87 +2788,29 @@ static HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_t
goto err;
}
if (FAILED(hr = ID3D10Device_CreateInputLayout(render_target->device, il_desc_outline,
ARRAY_SIZE(il_desc_outline), vs_code_outline, sizeof(vs_code_outline),
&render_target->shape_resources[D2D_SHAPE_TYPE_OUTLINE].il)))
for (i = 0; i < ARRAY_SIZE(shape_info); ++i)
{
WARN("Failed to create outline input layout, hr %#x.\n", hr);
goto err;
}
const struct shape_info *si = &shape_info[i];
if (FAILED(hr = ID3D10Device_CreateInputLayout(render_target->device, il_desc_triangle,
ARRAY_SIZE(il_desc_triangle), vs_code_triangle, sizeof(vs_code_triangle),
&render_target->shape_resources[D2D_SHAPE_TYPE_TRIANGLE].il)))
{
WARN("Failed to create triangle input layout, hr %#x.\n", hr);
goto err;
}
if (FAILED(hr = ID3D10Device_CreateInputLayout(render_target->device, il_desc_bezier_outline,
ARRAY_SIZE(il_desc_bezier_outline), vs_code_bezier_outline, sizeof(vs_code_bezier_outline),
&render_target->shape_resources[D2D_SHAPE_TYPE_BEZIER_OUTLINE].il)))
{
WARN("Failed to create bezier outline input layout, hr %#x.\n", hr);
goto err;
}
if (FAILED(hr = ID3D10Device_CreateInputLayout(render_target->device, il_desc_bezier,
ARRAY_SIZE(il_desc_bezier), vs_code_bezier, sizeof(vs_code_bezier),
&render_target->shape_resources[D2D_SHAPE_TYPE_BEZIER].il)))
{
WARN("Failed to create bezier input layout, hr %#x.\n", hr);
goto err;
}
if (FAILED(hr = ID3D10Device_CreateVertexShader(render_target->device, vs_code_outline,
sizeof(vs_code_outline), &render_target->shape_resources[D2D_SHAPE_TYPE_OUTLINE].vs)))
{
WARN("Failed to create outline vertex shader, hr %#x.\n", hr);
goto err;
}
if (FAILED(hr = ID3D10Device_CreateVertexShader(render_target->device, vs_code_bezier_outline,
sizeof(vs_code_bezier_outline), &render_target->shape_resources[D2D_SHAPE_TYPE_BEZIER_OUTLINE].vs)))
{
WARN("Failed to create bezier outline vertex shader, hr %#x.\n", hr);
goto err;
}
if (FAILED(hr = ID3D10Device_CreateVertexShader(render_target->device, vs_code_triangle,
sizeof(vs_code_triangle), &render_target->shape_resources[D2D_SHAPE_TYPE_TRIANGLE].vs)))
{
WARN("Failed to create triangle vertex shader, hr %#x.\n", hr);
goto err;
}
if (FAILED(hr = ID3D10Device_CreateVertexShader(render_target->device, vs_code_bezier,
sizeof(vs_code_bezier), &render_target->shape_resources[D2D_SHAPE_TYPE_BEZIER].vs)))
{
WARN("Failed to create bezier vertex shader, hr %#x.\n", hr);
goto err;
}
for (i = 0; i < ARRAY_SIZE(brush_shaders); ++i)
{
const struct brush_shader *bs = &brush_shaders[i];
if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->device, bs->byte_code, bs->byte_code_size,
&render_target->shape_resources[bs->shape_type].ps[bs->brush_type][bs->opacity_brush_type])))
if (FAILED(hr = ID3D10Device_CreateInputLayout(render_target->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 pixel shader for shape type %#x and brush types %#x/%#x.\n",
bs->shape_type, bs->brush_type, bs->opacity_brush_type);
WARN("Failed to create input layout for shape type %#x, hr %#x.\n", si->shape_type, hr);
goto err;
}
}
for (j = 0; j < D2D_BRUSH_TYPE_COUNT; ++j)
{
for (k = 0; k < D2D_BRUSH_TYPE_COUNT + 1; ++k)
if (FAILED(hr = ID3D10Device_CreateVertexShader(render_target->device, si->vs_code,
si->vs_code_size, &render_target->shape_resources[si->shape_type].vs)))
{
struct d2d_shape_resources *outline = &render_target->shape_resources[D2D_SHAPE_TYPE_OUTLINE];
struct d2d_shape_resources *triangle = &render_target->shape_resources[D2D_SHAPE_TYPE_TRIANGLE];
WARN("Failed to create vertex shader for shape type %#x, hr %#x.\n", si->shape_type, hr);
goto err;
}
if (triangle->ps[j][k])
ID3D10PixelShader_AddRef(outline->ps[j][k] = triangle->ps[j][k]);
if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->device, si->ps_code,
si->ps_code_size, &render_target->shape_resources[si->shape_type].ps)))
{
WARN("Failed to create pixel shader for shape type %#x, hr %#x.\n", si->shape_type, hr);
goto err;
}
}
@ -3025,14 +2933,8 @@ err:
ID3D10Buffer_Release(render_target->ib);
for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)
{
for (j = 0; j < D2D_BRUSH_TYPE_COUNT; ++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].ps)
ID3D10PixelShader_Release(render_target->shape_resources[i].ps);
if (render_target->shape_resources[i].vs)
ID3D10VertexShader_Release(render_target->shape_resources[i].vs);
if (render_target->shape_resources[i].il)