d2d1: Use D3D11 interfaces to create pixel shader.

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 09:34:04 +02:00 committed by Alexandre Julliard
parent 629fa331bb
commit 5f54ff0b38
2 changed files with 14 additions and 6 deletions

View File

@ -167,7 +167,7 @@ struct d2d_device_context
ID3D10StateBlock *stateblock;
struct d2d_shape_resources shape_resources[D2D_SHAPE_TYPE_COUNT];
ID3D11Buffer *vs_cb;
ID3D10PixelShader *ps;
ID3D11PixelShader *ps;
ID3D11Buffer *ps_cb;
ID3D11Buffer *ib;
unsigned int vb_stride;

View File

@ -126,6 +126,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
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;
ID3D10VertexShader *d3d10_vs = NULL;
ID3D10PixelShader *d3d10_ps = NULL;
ID3D10InputLayout *d3d10_il = NULL;
D3D10_RECT scissor_rect;
unsigned int offset;
@ -175,6 +176,12 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
goto error;
}
if (render_target->ps && FAILED(hr = ID3D11PixelShader_QueryInterface(render_target->ps, &IID_ID3D10PixelShader, (void **)&d3d10_ps)))
{
ERR("Failed to query D3D10 pixel shader, 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);
@ -191,7 +198,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
ID3D10Device_VSSetConstantBuffers(device, 0, 1, &d3d10_vs_cb);
ID3D10Device_VSSetShader(device, d3d10_vs);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &d3d10_ps_cb);
ID3D10Device_PSSetShader(device, render_target->ps);
ID3D10Device_PSSetShader(device, d3d10_ps);
ID3D10Device_RSSetViewports(device, 1, &vp);
if (render_target->clip_stack.count)
{
@ -230,6 +237,7 @@ 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_ps) ID3D10PixelShader_Release(d3d10_ps);
if (d3d10_vs) ID3D10VertexShader_Release(d3d10_vs);
if (d3d10_il) ID3D10InputLayout_Release(d3d10_il);
if (d3d10_ib) ID3D10Buffer_Release(d3d10_ib);
@ -314,7 +322,7 @@ static ULONG STDMETHODCALLTYPE d2d_device_context_inner_Release(IUnknown *iface)
ID3D11Buffer_Release(context->vb);
ID3D11Buffer_Release(context->ib);
ID3D11Buffer_Release(context->ps_cb);
ID3D10PixelShader_Release(context->ps);
ID3D11PixelShader_Release(context->ps);
ID3D11Buffer_Release(context->vs_cb);
for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)
{
@ -3976,8 +3984,8 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
goto err;
}
if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->d3d_device,
ps_code, sizeof(ps_code), &render_target->ps)))
if (FAILED(hr = ID3D11Device1_CreatePixelShader(render_target->d3d11_device,
ps_code, sizeof(ps_code), NULL, &render_target->ps)))
{
WARN("Failed to create pixel shader, hr %#x.\n", hr);
goto err;
@ -4082,7 +4090,7 @@ err:
if (render_target->ps_cb)
ID3D11Buffer_Release(render_target->ps_cb);
if (render_target->ps)
ID3D10PixelShader_Release(render_target->ps);
ID3D11PixelShader_Release(render_target->ps);
if (render_target->vs_cb)
ID3D11Buffer_Release(render_target->vs_cb);
for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)