d2d1: Introduce a separate function to construct pixel shader constant buffers for brushes.
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@ -709,6 +709,93 @@ static D3D10_TEXTURE_ADDRESS_MODE texture_addres_mode_from_extend_mode(D2D1_EXTE
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}
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}
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HRESULT d2d_brush_get_ps_cb(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target,
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ID3D10Buffer **ps_cb)
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{
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D3D10_SUBRESOURCE_DATA buffer_data;
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D3D10_BUFFER_DESC buffer_desc;
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struct
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{
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float _11, _21, _31, pad0;
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float _12, _22, _32, pad1;
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} transform;
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D2D1_COLOR_F color;
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HRESULT hr;
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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buffer_data.SysMemPitch = 0;
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buffer_data.SysMemSlicePitch = 0;
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if (brush->type == D2D_BRUSH_TYPE_SOLID)
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{
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color = brush->u.solid.color;
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color.a *= brush->opacity;
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buffer_desc.ByteWidth = sizeof(color);
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buffer_data.pSysMem = &color;
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}
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else if (brush->type == D2D_BRUSH_TYPE_BITMAP)
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{
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struct d2d_bitmap *bitmap = brush->u.bitmap.bitmap;
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D2D_MATRIX_3X2_F w, b;
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float dpi_scale, d;
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/* Scale for dpi. */
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w = render_target->drawing_state.transform;
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dpi_scale = render_target->dpi_x / 96.0f;
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w._11 *= dpi_scale;
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w._21 *= dpi_scale;
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w._31 *= dpi_scale;
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dpi_scale = render_target->dpi_y / 96.0f;
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w._12 *= dpi_scale;
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w._22 *= dpi_scale;
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w._32 *= dpi_scale;
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/* Scale for bitmap size and dpi. */
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b = brush->transform;
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dpi_scale = bitmap->pixel_size.width * (bitmap->dpi_x / 96.0f);
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b._11 *= dpi_scale;
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b._21 *= dpi_scale;
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dpi_scale = bitmap->pixel_size.height * (bitmap->dpi_y / 96.0f);
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b._12 *= dpi_scale;
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b._22 *= dpi_scale;
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d2d_matrix_multiply(&b, &w);
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/* Invert the matrix. (Because the matrix is applied to the sampling
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* coordinates. I.e., to scale the bitmap by 2 we need to divide the
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* coordinates by 2.) */
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d = b._11 * b._22 - b._21 * b._12;
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if (d != 0.0f)
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{
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transform._11 = b._22 / d;
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transform._21 = -b._21 / d;
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transform._31 = (b._21 * b._32 - b._31 * b._22) / d;
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transform._12 = -b._12 / d;
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transform._22 = b._11 / d;
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transform._32 = -(b._11 * b._32 - b._31 * b._12) / d;
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}
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transform.pad1 = brush->opacity;
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buffer_desc.ByteWidth = sizeof(transform);
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buffer_data.pSysMem = &transform;
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}
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else
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{
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FIXME("Unhandled brush type %#x.\n", brush->type);
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return E_NOTIMPL;
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}
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if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->device, &buffer_desc, &buffer_data, ps_cb)))
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ERR("Failed to create constant buffer, hr %#x.\n", hr);
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return hr;
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}
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void d2d_brush_bind_resources(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target)
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{
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static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
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@ -142,6 +142,8 @@ HRESULT d2d_bitmap_brush_init(struct d2d_brush *brush, struct d2d_d3d_render_tar
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ID2D1Bitmap *bitmap, const D2D1_BITMAP_BRUSH_PROPERTIES *bitmap_brush_desc,
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const D2D1_BRUSH_PROPERTIES *brush_desc) DECLSPEC_HIDDEN;
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void d2d_brush_bind_resources(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target) DECLSPEC_HIDDEN;
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HRESULT d2d_brush_get_ps_cb(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target,
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ID3D10Buffer **ps_cb) DECLSPEC_HIDDEN;
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struct d2d_brush *unsafe_impl_from_ID2D1Brush(ID2D1Brush *iface) DECLSPEC_HIDDEN;
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struct d2d_stroke_style
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@ -233,4 +235,16 @@ struct d2d_geometry
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void d2d_path_geometry_init(struct d2d_geometry *geometry) DECLSPEC_HIDDEN;
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HRESULT d2d_rectangle_geometry_init(struct d2d_geometry *geometry, const D2D1_RECT_F *rect) DECLSPEC_HIDDEN;
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static inline void d2d_matrix_multiply(D2D_MATRIX_3X2_F *a, const D2D_MATRIX_3X2_F *b)
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{
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D2D_MATRIX_3X2_F tmp = *a;
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a->_11 = tmp._11 * b->_11 + tmp._12 * b->_21;
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a->_12 = tmp._11 * b->_12 + tmp._12 * b->_22;
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a->_21 = tmp._21 * b->_11 + tmp._22 * b->_21;
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a->_22 = tmp._21 * b->_12 + tmp._22 * b->_22;
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a->_31 = tmp._31 * b->_11 + tmp._32 * b->_21 + b->_31;
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a->_32 = tmp._31 * b->_12 + tmp._32 * b->_22 + b->_32;
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}
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#endif /* __WINE_D2D1_PRIVATE_H */
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@ -32,18 +32,6 @@ struct d2d_draw_text_layout_ctx
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D2D1_DRAW_TEXT_OPTIONS options;
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};
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static void d2d_matrix_multiply(D2D_MATRIX_3X2_F *a, const D2D_MATRIX_3X2_F *b)
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{
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D2D_MATRIX_3X2_F tmp = *a;
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a->_11 = tmp._11 * b->_11 + tmp._12 * b->_21;
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a->_12 = tmp._11 * b->_12 + tmp._12 * b->_22;
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a->_21 = tmp._21 * b->_11 + tmp._22 * b->_21;
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a->_22 = tmp._21 * b->_12 + tmp._22 * b->_22;
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a->_31 = tmp._31 * b->_11 + tmp._32 * b->_21 + b->_31;
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a->_32 = tmp._31 * b->_12 + tmp._32 * b->_22 + b->_32;
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}
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static void d2d_point_set(D2D1_POINT_2F *dst, float x, float y)
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{
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dst->x = x;
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@ -550,7 +538,6 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_FillRectangle(ID2D1RenderTar
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D3D10_SUBRESOURCE_DATA buffer_data;
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D3D10_BUFFER_DESC buffer_desc;
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ID3D10Buffer *vs_cb, *ps_cb;
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D2D1_COLOR_F color;
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float tmp_x, tmp_y;
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HRESULT hr;
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struct
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@ -609,64 +596,9 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_FillRectangle(ID2D1RenderTar
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return;
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}
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if (brush_impl->type == D2D_BRUSH_TYPE_BITMAP)
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if (FAILED(hr = d2d_brush_get_ps_cb(brush_impl, render_target, &ps_cb)))
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{
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struct d2d_bitmap *bitmap = brush_impl->u.bitmap.bitmap;
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D2D_MATRIX_3X2_F w, b;
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float dpi_scale, d;
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/* Scale for dpi. */
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w = render_target->drawing_state.transform;
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dpi_scale = render_target->dpi_x / 96.0f;
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w._11 *= dpi_scale;
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w._21 *= dpi_scale;
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w._31 *= dpi_scale;
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dpi_scale = render_target->dpi_y / 96.0f;
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w._12 *= dpi_scale;
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w._22 *= dpi_scale;
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w._32 *= dpi_scale;
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/* Scale for bitmap size and dpi. */
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b = brush_impl->transform;
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dpi_scale = bitmap->pixel_size.width * (bitmap->dpi_x / 96.0f);
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b._11 *= dpi_scale;
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b._21 *= dpi_scale;
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dpi_scale = bitmap->pixel_size.height * (bitmap->dpi_y / 96.0f);
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b._12 *= dpi_scale;
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b._22 *= dpi_scale;
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d2d_matrix_multiply(&b, &w);
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/* Invert the matrix. (Because the matrix is applied to the sampling
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* coordinates. I.e., to scale the bitmap by 2 we need to divide the
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* coordinates by 2.) */
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d = b._11 * b._22 - b._21 * b._12;
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if (d != 0.0f)
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{
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transform._11 = b._22 / d;
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transform._21 = -b._21 / d;
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transform._31 = (b._21 * b._32 - b._31 * b._22) / d;
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transform._12 = -b._12 / d;
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transform._22 = b._11 / d;
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transform._32 = -(b._11 * b._32 - b._31 * b._12) / d;
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}
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transform.pad1 = brush_impl->opacity;
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buffer_desc.ByteWidth = sizeof(transform);
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buffer_data.pSysMem = &transform;
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}
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else
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{
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color = brush_impl->u.solid.color;
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color.a *= brush_impl->opacity;
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buffer_desc.ByteWidth = sizeof(color);
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buffer_data.pSysMem = &color;
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}
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if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->device, &buffer_desc, &buffer_data, &ps_cb)))
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{
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WARN("Failed to create constant buffer, hr %#x.\n", hr);
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WARN("Failed to get ps constant buffer, hr %#x.\n", hr);
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ID3D10Buffer_Release(vs_cb);
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return;
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}
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