d2d1: Add an initial d2d_d3d_render_target_FillRectangle() implementation.

This commit is contained in:
Henri Verbeet 2014-11-06 08:20:14 +01:00 committed by Alexandre Julliard
parent c8bc7ea849
commit 7a72eb2dcd
3 changed files with 269 additions and 128 deletions

View File

@ -145,10 +145,11 @@ HRESULT d2d_gradient_init(struct d2d_gradient *gradient, ID2D1RenderTarget *rend
}
static void d2d_brush_init(struct d2d_brush *brush, ID2D1RenderTarget *render_target,
const D2D1_BRUSH_PROPERTIES *desc, const struct ID2D1BrushVtbl *vtbl)
enum d2d_brush_type type, const D2D1_BRUSH_PROPERTIES *desc, const struct ID2D1BrushVtbl *vtbl)
{
brush->ID2D1Brush_iface.lpVtbl = vtbl;
brush->refcount = 1;
brush->type = type;
}
static inline struct d2d_brush *impl_from_ID2D1SolidColorBrush(ID2D1SolidColorBrush *iface)
@ -274,7 +275,9 @@ void d2d_solid_color_brush_init(struct d2d_brush *brush, ID2D1RenderTarget *rend
{
FIXME("Ignoring brush properties.\n");
d2d_brush_init(brush, render_target, desc, (ID2D1BrushVtbl *)&d2d_solid_color_brush_vtbl);
d2d_brush_init(brush, render_target, D2D_BRUSH_TYPE_SOLID, desc,
(ID2D1BrushVtbl *)&d2d_solid_color_brush_vtbl);
brush->u.solid.color = *color;
}
static inline struct d2d_brush *impl_from_ID2D1LinearGradientBrush(ID2D1LinearGradientBrush *iface)
@ -430,5 +433,15 @@ void d2d_linear_gradient_brush_init(struct d2d_brush *brush, ID2D1RenderTarget *
{
FIXME("Ignoring brush properties.\n");
d2d_brush_init(brush, render_target, brush_desc, (ID2D1BrushVtbl *)&d2d_linear_gradient_brush_vtbl);
d2d_brush_init(brush, render_target, D2D_BRUSH_TYPE_LINEAR, brush_desc,
(ID2D1BrushVtbl *)&d2d_linear_gradient_brush_vtbl);
}
struct d2d_brush *unsafe_impl_from_ID2D1Brush(ID2D1Brush *iface)
{
if (!iface)
return NULL;
assert(iface->lpVtbl == (const ID2D1BrushVtbl *)&d2d_solid_color_brush_vtbl
|| iface->lpVtbl == (const ID2D1BrushVtbl *)&d2d_linear_gradient_brush_vtbl);
return CONTAINING_RECORD(iface, struct d2d_brush, ID2D1Brush_iface);
}

View File

@ -21,6 +21,7 @@
#include "wine/debug.h"
#include <assert.h>
#include <limits.h>
#define COBJMACROS
#include "d2d1.h"
@ -29,6 +30,12 @@
#endif
#include "dwrite.h"
enum d2d_brush_type
{
D2D_BRUSH_TYPE_SOLID,
D2D_BRUSH_TYPE_LINEAR,
};
struct d2d_clip_stack
{
D2D1_RECT_F *stack;
@ -45,13 +52,14 @@ struct d2d_d3d_render_target
ID3D10Device *device;
ID3D10RenderTargetView *view;
ID3D10StateBlock *stateblock;
ID3D10InputLayout *il;
unsigned int vb_stride;
ID3D10Buffer *vb;
ID3D10VertexShader *vs;
ID3D10RasterizerState *rs;
ID3D10BlendState *bs;
ID3D10InputLayout *clear_il;
unsigned int clear_vb_stride;
ID3D10Buffer *clear_vb;
ID3D10VertexShader *clear_vs;
ID3D10PixelShader *clear_ps;
ID3D10RasterizerState *clear_rs;
ID3D10PixelShader *rect_solid_ps;
D2D1_SIZE_U pixel_size;
D2D1_MATRIX_3X2_F transform;
@ -98,6 +106,15 @@ struct d2d_brush
{
ID2D1Brush ID2D1Brush_iface;
LONG refcount;
enum d2d_brush_type type;
union
{
struct
{
D2D1_COLOR_F color;
} solid;
} u;
};
void d2d_solid_color_brush_init(struct d2d_brush *brush, ID2D1RenderTarget *render_target,
@ -105,6 +122,7 @@ void d2d_solid_color_brush_init(struct d2d_brush *brush, ID2D1RenderTarget *rend
void d2d_linear_gradient_brush_init(struct d2d_brush *brush, ID2D1RenderTarget *render_target,
const D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES *gradient_brush_desc, const D2D1_BRUSH_PROPERTIES *brush_desc,
ID2D1GradientStopCollection *gradient) DECLSPEC_HIDDEN;
struct d2d_brush *unsafe_impl_from_ID2D1Brush(ID2D1Brush *iface) DECLSPEC_HIDDEN;
struct d2d_stroke_style
{

View File

@ -121,6 +121,63 @@ static void d2d_clip_stack_pop(struct d2d_clip_stack *stack)
--stack->count;
}
static void d2d_draw(struct d2d_d3d_render_target *render_target, ID3D10Buffer *vs_cb,
ID3D10PixelShader *ps, ID3D10Buffer *ps_cb, BOOL blend)
{
ID3D10Device *device = render_target->device;
unsigned int offset;
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;
vp.Height = render_target->pixel_size.height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
if (FAILED(hr = render_target->stateblock->lpVtbl->Capture(render_target->stateblock)))
{
WARN("Failed to capture stateblock, hr %#x.\n", hr);
return;
}
ID3D10Device_ClearState(device);
ID3D10Device_IASetInputLayout(device, render_target->il);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
offset = 0;
ID3D10Device_IASetVertexBuffers(device, 0, 1, &render_target->vb,
&render_target->vb_stride, &offset);
ID3D10Device_VSSetConstantBuffers(device, 0, 1, &vs_cb);
ID3D10Device_VSSetShader(device, render_target->vs);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &ps_cb);
ID3D10Device_PSSetShader(device, ps);
ID3D10Device_RSSetViewports(device, 1, &vp);
if (render_target->clip_stack.count)
{
const D2D1_RECT_F *clip_rect;
D3D10_RECT scissor_rect;
clip_rect = &render_target->clip_stack.stack[render_target->clip_stack.count - 1];
scissor_rect.left = clip_rect->left + 0.5f;
scissor_rect.top = clip_rect->top + 0.5f;
scissor_rect.right = clip_rect->right + 0.5f;
scissor_rect.bottom = clip_rect->bottom + 0.5f;
ID3D10Device_RSSetScissorRects(device, 1, &scissor_rect);
ID3D10Device_RSSetState(device, render_target->rs);
}
ID3D10Device_OMSetRenderTargets(device, 1, &render_target->view, NULL);
if (blend)
ID3D10Device_OMSetBlendState(device, render_target->bs, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device_Draw(device, 4, 0);
if (FAILED(hr = render_target->stateblock->lpVtbl->Apply(render_target->stateblock)))
WARN("Failed to apply stateblock, hr %#x.\n", hr);
}
static inline struct d2d_d3d_render_target *impl_from_ID2D1RenderTarget(ID2D1RenderTarget *iface)
{
return CONTAINING_RECORD(iface, struct d2d_d3d_render_target, ID2D1RenderTarget_iface);
@ -165,13 +222,14 @@ static ULONG STDMETHODCALLTYPE d2d_d3d_render_target_Release(ID2D1RenderTarget *
if (!refcount)
{
d2d_clip_stack_cleanup(&render_target->clip_stack);
ID3D10RenderTargetView_Release(render_target->view);
ID3D10RasterizerState_Release(render_target->clear_rs);
ID3D10PixelShader_Release(render_target->clear_ps);
ID3D10VertexShader_Release(render_target->clear_vs);
ID3D10Buffer_Release(render_target->clear_vb);
ID3D10InputLayout_Release(render_target->clear_il);
ID3D10PixelShader_Release(render_target->rect_solid_ps);
ID3D10BlendState_Release(render_target->bs);
ID3D10RasterizerState_Release(render_target->rs);
ID3D10VertexShader_Release(render_target->vs);
ID3D10Buffer_Release(render_target->vb);
ID3D10InputLayout_Release(render_target->il);
render_target->stateblock->lpVtbl->Release(render_target->stateblock);
ID3D10RenderTargetView_Release(render_target->view);
ID3D10Device_Release(render_target->device);
HeapFree(GetProcessHeap(), 0, render_target);
}
@ -438,7 +496,82 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_DrawRectangle(ID2D1RenderTar
static void STDMETHODCALLTYPE d2d_d3d_render_target_FillRectangle(ID2D1RenderTarget *iface,
const D2D1_RECT_F *rect, ID2D1Brush *brush)
{
FIXME("iface %p, rect %p, brush %p stub!\n", iface, rect, brush);
struct d2d_d3d_render_target *render_target = impl_from_ID2D1RenderTarget(iface);
struct d2d_brush *brush_impl = unsafe_impl_from_ID2D1Brush(brush);
D3D10_SUBRESOURCE_DATA buffer_data;
D3D10_BUFFER_DESC buffer_desc;
ID3D10Buffer *vs_cb, *ps_cb;
float tmp_x, tmp_y;
HRESULT hr;
struct
{
float _11, _21, _31, pad0;
float _12, _22, _32, pad1;
} transform;
TRACE("iface %p, rect %p, brush %p.\n", iface, rect, brush);
if (brush_impl->type != D2D_BRUSH_TYPE_SOLID)
{
FIXME("Unhandled brush type %#x.\n", brush_impl->type);
return;
}
/* Translate from clip space to world (D2D rendertarget) space, taking the
* dpi and rendertarget transform into account. */
tmp_x = (2.0f * render_target->dpi_x) / (96.0f * render_target->pixel_size.width);
tmp_y = -(2.0f * render_target->dpi_y) / (96.0f * render_target->pixel_size.height);
transform._11 = render_target->transform._11 * tmp_x;
transform._21 = render_target->transform._21 * tmp_x;
transform._31 = render_target->transform._31 * tmp_x - 1.0f;
transform.pad0 = 0.0f;
transform._12 = render_target->transform._12 * tmp_y;
transform._22 = render_target->transform._22 * tmp_y;
transform._32 = render_target->transform._32 * tmp_y + 1.0f;
transform.pad1 = 0.0f;
/* Translate from world space to object space. */
tmp_x = rect->left + (rect->right - rect->left) / 2.0f;
tmp_y = rect->top + (rect->bottom - rect->top) / 2.0f;
transform._31 += tmp_x * transform._11 + tmp_y * transform._21;
transform._32 += tmp_x * transform._12 + tmp_y * transform._22;
tmp_x = (rect->right - rect->left) / 2.0f;
tmp_y = (rect->bottom - rect->top) / 2.0f;
transform._11 *= tmp_x;
transform._12 *= tmp_x;
transform._21 *= tmp_y;
transform._22 *= tmp_y;
buffer_desc.ByteWidth = sizeof(transform);
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
buffer_data.pSysMem = &transform;
buffer_data.SysMemPitch = 0;
buffer_data.SysMemSlicePitch = 0;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->device, &buffer_desc, &buffer_data, &vs_cb)))
{
WARN("Failed to create constant buffer, hr %#x.\n", hr);
return;
}
buffer_desc.ByteWidth = sizeof(brush_impl->u.solid.color);
buffer_data.pSysMem = &brush_impl->u.solid.color;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->device, &buffer_desc, &buffer_data, &ps_cb)))
{
WARN("Failed to create constant buffer, hr %#x.\n", hr);
ID3D10Buffer_Release(vs_cb);
return;
}
d2d_draw(render_target, vs_cb, render_target->rect_solid_ps, ps_cb, TRUE);
ID3D10Buffer_Release(ps_cb);
ID3D10Buffer_Release(vs_cb);
}
static void STDMETHODCALLTYPE d2d_d3d_render_target_DrawRoundedRectangle(ID2D1RenderTarget *iface,
@ -683,75 +816,47 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_Clear(ID2D1RenderTarget *ifa
struct d2d_d3d_render_target *render_target = impl_from_ID2D1RenderTarget(iface);
D3D10_SUBRESOURCE_DATA buffer_data;
D3D10_BUFFER_DESC buffer_desc;
unsigned int offset;
D3D10_VIEWPORT vp;
ID3D10Buffer *cb;
ID3D10Buffer *vs_cb, *ps_cb;
HRESULT hr;
static float transform[] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
};
TRACE("iface %p, color %p.\n", iface, color);
buffer_desc.ByteWidth = sizeof(*color);
buffer_desc.ByteWidth = sizeof(transform);
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
buffer_data.pSysMem = color;
buffer_data.pSysMem = transform;
buffer_data.SysMemPitch = 0;
buffer_data.SysMemSlicePitch = 0;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->device, &buffer_desc, &buffer_data, &cb)))
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->device, &buffer_desc, &buffer_data, &vs_cb)))
{
WARN("Failed to create constant buffer, hr %#x.\n", hr);
return;
}
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = render_target->pixel_size.width;
vp.Height = render_target->pixel_size.height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
buffer_desc.ByteWidth = sizeof(*color);
buffer_data.pSysMem = color;
if (FAILED(hr = render_target->stateblock->lpVtbl->Capture(render_target->stateblock)))
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->device, &buffer_desc, &buffer_data, &ps_cb)))
{
WARN("Failed to capture stateblock, hr %#x.\n", hr);
ID3D10Buffer_Release(cb);
WARN("Failed to create constant buffer, hr %#x.\n", hr);
ID3D10Buffer_Release(vs_cb);
return;
}
ID3D10Device_ClearState(render_target->device);
d2d_draw(render_target, vs_cb, render_target->rect_solid_ps, ps_cb, FALSE);
ID3D10Device_IASetInputLayout(render_target->device, render_target->clear_il);
ID3D10Device_IASetPrimitiveTopology(render_target->device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
offset = 0;
ID3D10Device_IASetVertexBuffers(render_target->device, 0, 1,
&render_target->clear_vb, &render_target->clear_vb_stride, &offset);
ID3D10Device_VSSetShader(render_target->device, render_target->clear_vs);
ID3D10Device_PSSetConstantBuffers(render_target->device, 0, 1, &cb);
ID3D10Device_PSSetShader(render_target->device, render_target->clear_ps);
ID3D10Device_RSSetViewports(render_target->device, 1, &vp);
if (render_target->clip_stack.count)
{
const D2D1_RECT_F *clip_rect;
D3D10_RECT scissor_rect;
clip_rect = &render_target->clip_stack.stack[render_target->clip_stack.count - 1];
scissor_rect.left = clip_rect->left + 0.5f;
scissor_rect.top = clip_rect->top + 0.5f;
scissor_rect.right = clip_rect->right + 0.5f;
scissor_rect.bottom = clip_rect->bottom + 0.5f;
ID3D10Device_RSSetScissorRects(render_target->device, 1, &scissor_rect);
ID3D10Device_RSSetState(render_target->device, render_target->clear_rs);
}
ID3D10Device_OMSetRenderTargets(render_target->device, 1, &render_target->view, NULL);
ID3D10Device_Draw(render_target->device, 4, 0);
if (FAILED(hr = render_target->stateblock->lpVtbl->Apply(render_target->stateblock)))
WARN("Failed to apply stateblock, hr %#x.\n", hr);
ID3D10Buffer_Release(cb);
ID3D10Buffer_Release(ps_cb);
ID3D10Buffer_Release(vs_cb);
}
static void STDMETHODCALLTYPE d2d_d3d_render_target_BeginDraw(ID2D1RenderTarget *iface)
@ -1032,35 +1137,34 @@ HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target,
DXGI_SURFACE_DESC surface_desc;
D3D10_RASTERIZER_DESC rs_desc;
D3D10_BUFFER_DESC buffer_desc;
D3D10_BLEND_DESC blend_desc;
ID3D10Resource *resource;
HRESULT hr;
static const D3D10_INPUT_ELEMENT_DESC clear_il_desc[] =
static const D3D10_INPUT_ELEMENT_DESC il_desc[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
};
static const DWORD clear_vs_code[] =
static const DWORD vs_code[] =
{
/* float4 main(float4 position : POSITION) : SV_POSITION
/* float3x2 transform;
*
* float4 main(float4 position : POSITION) : SV_POSITION
* {
* return position;
* return float4(mul(position.xyw, transform), position.zw);
* } */
0x43425844, 0x1fa8c27f, 0x52d2f21d, 0xc196fdb7, 0x376f283a, 0x00000001, 0x000001b4, 0x00000005,
0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000138, 0x46454452, 0x00000050, 0x00000000,
0x00000000, 0x00000000, 0x0000001c, 0xfffe0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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, 0x0000003c, 0x00010040,
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453, 0x00000074,
0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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,
0x00000000, 0x0100003e,
};
static const DWORD clear_ps_code[] =
static const DWORD rect_solid_ps_code[] =
{
/* float4 color;
*
@ -1068,35 +1172,24 @@ HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target,
* {
* return color;
* } */
0x43425844, 0xecd3cc9d, 0x0025bc77, 0x7a333165, 0x5b04c7e4, 0x00000001, 0x0000022c, 0x00000005,
0x00000034, 0x00000100, 0x00000134, 0x00000168, 0x000001b0, 0x46454452, 0x000000c4, 0x00000001,
0x00000048, 0x00000001, 0x0000001c, 0xffff0400, 0x00000100, 0x00000090, 0x0000003c, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x6f6c4724, 0x736c6162,
0xababab00, 0x0000003c, 0x00000001, 0x00000060, 0x00000010, 0x00000000, 0x00000000, 0x00000078,
0x00000000, 0x00000010, 0x00000002, 0x00000080, 0x00000000, 0x6f6c6f63, 0xabab0072, 0x00030001,
0x00040001, 0x00000000, 0x00000000, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53,
0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
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, 0x54415453, 0x00000074, 0x00000002, 0x00000000,
0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000,
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 struct
{
float x, y;
}
clear_quad[] =
quad[] =
{
{-1.0f, -1.0f},
{-1.0f, 1.0f},
{ 1.0f, -1.0f},
{-1.0f, -1.0f},
{ 1.0f, 1.0f},
{ 1.0f, -1.0f},
};
static const D2D1_MATRIX_3X2_F identity =
{
@ -1143,46 +1236,39 @@ HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target,
goto err;
}
if (FAILED(hr = ID3D10Device_CreateInputLayout(render_target->device, clear_il_desc,
sizeof(clear_il_desc) / sizeof(*clear_il_desc), clear_vs_code, sizeof(clear_vs_code),
&render_target->clear_il)))
if (FAILED(hr = ID3D10Device_CreateInputLayout(render_target->device, il_desc,
sizeof(il_desc) / sizeof(*il_desc), vs_code, sizeof(vs_code),
&render_target->il)))
{
WARN("Failed to create clear input layout, hr %#x.\n", hr);
goto err;
}
buffer_desc.ByteWidth = sizeof(clear_quad);
buffer_desc.ByteWidth = sizeof(quad);
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
buffer_data.pSysMem = clear_quad;
buffer_data.pSysMem = quad;
buffer_data.SysMemPitch = 0;
buffer_data.SysMemSlicePitch = 0;
render_target->clear_vb_stride = sizeof(*clear_quad);
render_target->vb_stride = sizeof(*quad);
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->device,
&buffer_desc, &buffer_data, &render_target->clear_vb)))
&buffer_desc, &buffer_data, &render_target->vb)))
{
WARN("Failed to create clear vertex buffer, hr %#x.\n", hr);
goto err;
}
if (FAILED(hr = ID3D10Device_CreateVertexShader(render_target->device,
clear_vs_code, sizeof(clear_vs_code), &render_target->clear_vs)))
vs_code, sizeof(vs_code), &render_target->vs)))
{
WARN("Failed to create clear vertex shader, hr %#x.\n", hr);
goto err;
}
if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->device,
clear_ps_code, sizeof(clear_ps_code), &render_target->clear_ps)))
{
WARN("Failed to create clear pixel shader, hr %#x.\n", hr);
goto err;
}
rs_desc.FillMode = D3D10_FILL_SOLID;
rs_desc.CullMode = D3D10_CULL_BACK;
rs_desc.FrontCounterClockwise = FALSE;
@ -1193,12 +1279,34 @@ HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target,
rs_desc.ScissorEnable = TRUE;
rs_desc.MultisampleEnable = FALSE;
rs_desc.AntialiasedLineEnable = FALSE;
if (FAILED(hr = ID3D10Device_CreateRasterizerState(render_target->device, &rs_desc, &render_target->clear_rs)))
if (FAILED(hr = ID3D10Device_CreateRasterizerState(render_target->device, &rs_desc, &render_target->rs)))
{
WARN("Failed to create clear rasterizer state, hr %#x.\n", hr);
goto err;
}
memset(&blend_desc, 0, sizeof(blend_desc));
blend_desc.BlendEnable[0] = TRUE;
blend_desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
blend_desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
blend_desc.BlendOp = D3D10_BLEND_OP_ADD;
blend_desc.SrcBlendAlpha = D3D10_BLEND_ZERO;
blend_desc.DestBlendAlpha = D3D10_BLEND_ONE;
blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
if (FAILED(hr = ID3D10Device_CreateBlendState(render_target->device, &blend_desc, &render_target->bs)))
{
WARN("Failed to create blend state, hr %#x.\n", hr);
goto err;
}
if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->device,
rect_solid_ps_code, sizeof(rect_solid_ps_code), &render_target->rect_solid_ps)))
{
WARN("Failed to create clear pixel shader, hr %#x.\n", hr);
goto err;
}
if (FAILED(hr = IDXGISurface_GetDesc(surface, &surface_desc)))
{
WARN("Failed to get surface desc, hr %#x.\n", hr);
@ -1228,20 +1336,22 @@ HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target,
return S_OK;
err:
if (render_target->view)
ID3D10RenderTargetView_Release(render_target->view);
if (render_target->clear_rs)
ID3D10RasterizerState_Release(render_target->clear_rs);
if (render_target->clear_ps)
ID3D10PixelShader_Release(render_target->clear_ps);
if (render_target->clear_vs)
ID3D10VertexShader_Release(render_target->clear_vs);
if (render_target->clear_vb)
ID3D10Buffer_Release(render_target->clear_vb);
if (render_target->clear_il)
ID3D10InputLayout_Release(render_target->clear_il);
if (render_target->rect_solid_ps)
ID3D10PixelShader_Release(render_target->rect_solid_ps);
if (render_target->bs)
ID3D10BlendState_Release(render_target->bs);
if (render_target->rs)
ID3D10RasterizerState_Release(render_target->rs);
if (render_target->vs)
ID3D10VertexShader_Release(render_target->vs);
if (render_target->vb)
ID3D10Buffer_Release(render_target->vb);
if (render_target->il)
ID3D10InputLayout_Release(render_target->il);
if (render_target->stateblock)
render_target->stateblock->lpVtbl->Release(render_target->stateblock);
if (render_target->view)
ID3D10RenderTargetView_Release(render_target->view);
if (render_target->device)
ID3D10Device_Release(render_target->device);
return hr;