d2d1: Use D3D11 interfaces to create vertex 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 09:34:03 +02:00 committed by Alexandre Julliard
parent 072d90b19f
commit 629fa331bb
2 changed files with 14 additions and 6 deletions

View File

@ -74,7 +74,7 @@ struct d2d_error_state
struct d2d_shape_resources
{
ID3D11InputLayout *il;
ID3D10VertexShader *vs;
ID3D11VertexShader *vs;
};
struct d2d_brush_cb

View File

@ -125,6 +125,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
ID3D10Device *device = render_target->d3d_device;
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;
ID3D10InputLayout *d3d10_il = NULL;
D3D10_RECT scissor_rect;
unsigned int offset;
@ -168,6 +169,12 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
goto error;
}
if (shape_resources->vs && FAILED(hr = ID3D11VertexShader_QueryInterface(shape_resources->vs, &IID_ID3D10VertexShader, (void **)&d3d10_vs)))
{
ERR("Failed to query D3D10 vertex 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);
@ -182,7 +189,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
offset = 0;
ID3D10Device_IASetVertexBuffers(device, 0, 1, &d3d10_vb, &vb_stride, &offset);
ID3D10Device_VSSetConstantBuffers(device, 0, 1, &d3d10_vs_cb);
ID3D10Device_VSSetShader(device, shape_resources->vs);
ID3D10Device_VSSetShader(device, d3d10_vs);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &d3d10_ps_cb);
ID3D10Device_PSSetShader(device, render_target->ps);
ID3D10Device_RSSetViewports(device, 1, &vp);
@ -223,6 +230,7 @@ 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_vs) ID3D10VertexShader_Release(d3d10_vs);
if (d3d10_il) ID3D10InputLayout_Release(d3d10_il);
if (d3d10_ib) ID3D10Buffer_Release(d3d10_ib);
if (d3d10_vb) ID3D10Buffer_Release(d3d10_vb);
@ -310,7 +318,7 @@ static ULONG STDMETHODCALLTYPE d2d_device_context_inner_Release(IUnknown *iface)
ID3D11Buffer_Release(context->vs_cb);
for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)
{
ID3D10VertexShader_Release(context->shape_resources[i].vs);
ID3D11VertexShader_Release(context->shape_resources[i].vs);
ID3D11InputLayout_Release(context->shape_resources[i].il);
}
for (i = 0; i < D2D_SAMPLER_INTERPOLATION_MODE_COUNT; ++i)
@ -3946,8 +3954,8 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
goto err;
}
if (FAILED(hr = ID3D10Device_CreateVertexShader(render_target->d3d_device, si->vs_code,
si->vs_code_size, &render_target->shape_resources[si->shape_type].vs)))
if (FAILED(hr = ID3D11Device1_CreateVertexShader(render_target->d3d11_device, si->vs_code,
si->vs_code_size, NULL, &render_target->shape_resources[si->shape_type].vs)))
{
WARN("Failed to create vertex shader for shape type %#x, hr %#x.\n", si->shape_type, hr);
goto err;
@ -4080,7 +4088,7 @@ err:
for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)
{
if (render_target->shape_resources[i].vs)
ID3D10VertexShader_Release(render_target->shape_resources[i].vs);
ID3D11VertexShader_Release(render_target->shape_resources[i].vs);
if (render_target->shape_resources[i].il)
ID3D11InputLayout_Release(render_target->shape_resources[i].il);
}