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>
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@ -74,7 +74,7 @@ struct d2d_error_state
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struct d2d_shape_resources
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{
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ID3D11InputLayout *il;
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ID3D10VertexShader *vs;
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ID3D11VertexShader *vs;
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};
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struct d2d_brush_cb
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@ -125,6 +125,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
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ID3D10Device *device = render_target->d3d_device;
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ID3D10Buffer *d3d10_ib = NULL, *d3d10_vb = NULL, *d3d10_vs_cb = NULL, *d3d10_ps_cb = NULL;
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ID3D11Buffer *vs_cb = render_target->vs_cb, *ps_cb = render_target->ps_cb;
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ID3D10VertexShader *d3d10_vs = NULL;
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ID3D10InputLayout *d3d10_il = NULL;
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D3D10_RECT scissor_rect;
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unsigned int offset;
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@ -168,6 +169,12 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
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goto error;
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}
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if (shape_resources->vs && FAILED(hr = ID3D11VertexShader_QueryInterface(shape_resources->vs, &IID_ID3D10VertexShader, (void **)&d3d10_vs)))
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{
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ERR("Failed to query D3D10 vertex shader, hr %#x.\n", hr);
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goto error;
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}
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if (FAILED(hr = render_target->stateblock->lpVtbl->Capture(render_target->stateblock)))
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{
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WARN("Failed to capture stateblock, hr %#x.\n", hr);
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@ -182,7 +189,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
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offset = 0;
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ID3D10Device_IASetVertexBuffers(device, 0, 1, &d3d10_vb, &vb_stride, &offset);
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ID3D10Device_VSSetConstantBuffers(device, 0, 1, &d3d10_vs_cb);
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ID3D10Device_VSSetShader(device, shape_resources->vs);
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ID3D10Device_VSSetShader(device, d3d10_vs);
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ID3D10Device_PSSetConstantBuffers(device, 0, 1, &d3d10_ps_cb);
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ID3D10Device_PSSetShader(device, render_target->ps);
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ID3D10Device_RSSetViewports(device, 1, &vp);
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@ -223,6 +230,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
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WARN("Failed to apply stateblock, hr %#x.\n", hr);
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error:
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if (d3d10_vs) ID3D10VertexShader_Release(d3d10_vs);
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if (d3d10_il) ID3D10InputLayout_Release(d3d10_il);
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if (d3d10_ib) ID3D10Buffer_Release(d3d10_ib);
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if (d3d10_vb) ID3D10Buffer_Release(d3d10_vb);
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@ -310,7 +318,7 @@ static ULONG STDMETHODCALLTYPE d2d_device_context_inner_Release(IUnknown *iface)
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ID3D11Buffer_Release(context->vs_cb);
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for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)
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{
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ID3D10VertexShader_Release(context->shape_resources[i].vs);
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ID3D11VertexShader_Release(context->shape_resources[i].vs);
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ID3D11InputLayout_Release(context->shape_resources[i].il);
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}
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for (i = 0; i < D2D_SAMPLER_INTERPOLATION_MODE_COUNT; ++i)
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@ -3946,8 +3954,8 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
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goto err;
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}
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if (FAILED(hr = ID3D10Device_CreateVertexShader(render_target->d3d_device, si->vs_code,
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si->vs_code_size, &render_target->shape_resources[si->shape_type].vs)))
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if (FAILED(hr = ID3D11Device1_CreateVertexShader(render_target->d3d11_device, si->vs_code,
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si->vs_code_size, NULL, &render_target->shape_resources[si->shape_type].vs)))
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{
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WARN("Failed to create vertex shader for shape type %#x, hr %#x.\n", si->shape_type, hr);
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goto err;
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@ -4080,7 +4088,7 @@ err:
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for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)
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{
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if (render_target->shape_resources[i].vs)
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ID3D10VertexShader_Release(render_target->shape_resources[i].vs);
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ID3D11VertexShader_Release(render_target->shape_resources[i].vs);
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if (render_target->shape_resources[i].il)
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ID3D11InputLayout_Release(render_target->shape_resources[i].il);
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}
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