diff --git a/dlls/d2d1/render_target.c b/dlls/d2d1/render_target.c index 5e8e4a03757..132416c0762 100644 --- a/dlls/d2d1/render_target.c +++ b/dlls/d2d1/render_target.c @@ -1663,6 +1663,66 @@ HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target, 0x00000000, 0x0020800a, 0x00000000, 0x00000002, 0x0020803a, 0x00000000, 0x00000001, 0x0010003a, 0x00000000, 0x05000036, 0x00102072, 0x00000000, 0x00100246, 0x00000000, 0x0100003e, }; + static const DWORD ps_code_triangle_bitmap_bitmap[] = + { +#if 0 + struct brush + { + float3x2 transform; + float opacity; + bool ignore_alpha; + } brush0, brush1; + + SamplerState s0, s1; + Texture2D t0, t1; + + float4 main(float4 position : SV_POSITION) : SV_Target + { + float2 texcoord; + float opacity; + float4 ret; + + texcoord.x = position.x * brush0.transform._11 + position.y * brush0.transform._21 + brush0.transform._31; + texcoord.y = position.x * brush0.transform._12 + position.y * brush0.transform._22 + brush0.transform._32; + ret = t0.Sample(s0, texcoord) * brush0.opacity; + if (brush0.ignore_alpha) + ret.a = brush0.opacity; + + texcoord.x = position.x * brush1.transform._11 + position.y * brush1.transform._21 + brush1.transform._31; + texcoord.y = position.x * brush1.transform._12 + position.y * brush1.transform._22 + brush1.transform._32; + opacity = t1.Sample(s1, texcoord).a * brush1.opacity; + if (brush1.ignore_alpha) + opacity = brush1.opacity; + + return ret * opacity; + } +#endif + 0x43425844, 0x8eee6bfc, 0x57b72708, 0xa0f7c086, 0x867c11ec, 0x00000001, 0x00000310, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000274, 0x00000040, + 0x0000009d, 0x04000059, 0x00208e46, 0x00000000, 0x00000006, 0x0300005a, 0x00106000, 0x00000000, + 0x0300005a, 0x00106000, 0x00000001, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858, + 0x00107000, 0x00000001, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, + 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0800000f, 0x00100012, 0x00000000, 0x00101046, + 0x00000000, 0x00208046, 0x00000000, 0x00000003, 0x08000000, 0x00100012, 0x00000000, 0x0010000a, + 0x00000000, 0x0020802a, 0x00000000, 0x00000003, 0x0800000f, 0x00100042, 0x00000000, 0x00101046, + 0x00000000, 0x00208046, 0x00000000, 0x00000004, 0x08000000, 0x00100022, 0x00000000, 0x0010002a, + 0x00000000, 0x0020802a, 0x00000000, 0x00000004, 0x09000045, 0x001000f2, 0x00000000, 0x00100046, + 0x00000000, 0x00107e46, 0x00000001, 0x00106000, 0x00000001, 0x08000038, 0x00100012, 0x00000000, + 0x0010003a, 0x00000000, 0x0020803a, 0x00000000, 0x00000004, 0x0b000037, 0x00100012, 0x00000000, + 0x0020800a, 0x00000000, 0x00000005, 0x0020803a, 0x00000000, 0x00000004, 0x0010000a, 0x00000000, + 0x0800000f, 0x00100022, 0x00000000, 0x00101046, 0x00000000, 0x00208046, 0x00000000, 0x00000000, + 0x08000000, 0x00100012, 0x00000001, 0x0010001a, 0x00000000, 0x0020802a, 0x00000000, 0x00000000, + 0x0800000f, 0x00100022, 0x00000000, 0x00101046, 0x00000000, 0x00208046, 0x00000000, 0x00000001, + 0x08000000, 0x00100022, 0x00000001, 0x0010001a, 0x00000000, 0x0020802a, 0x00000000, 0x00000001, + 0x09000045, 0x001000f2, 0x00000001, 0x00100046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000, + 0x00000000, 0x08000038, 0x001000f2, 0x00000001, 0x00100e46, 0x00000001, 0x00208ff6, 0x00000000, + 0x00000001, 0x0b000037, 0x00100082, 0x00000001, 0x0020800a, 0x00000000, 0x00000002, 0x0020803a, + 0x00000000, 0x00000001, 0x0010003a, 0x00000001, 0x07000038, 0x001020f2, 0x00000000, 0x00100006, + 0x00000000, 0x00100e46, 0x00000001, 0x0100003e, + }; /* The basic idea here is to evaluate the implicit form of the curve in * texture space. "t.z" determines which side of the curve is shaded. */ static const DWORD ps_code_bezier_solid[] = @@ -1689,6 +1749,25 @@ HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000000, 0x0304000d, 0x0010000a, 0x00000000, 0x06000036, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e, }; + static const struct brush_shader + { + const void *byte_code; + size_t byte_code_size; + enum d2d_shape_type shape_type; + enum d2d_brush_type brush_type; + enum d2d_brush_type opacity_brush_type; + } + brush_shaders[] = + { + {ps_code_triangle_solid, sizeof(ps_code_triangle_solid), + D2D_SHAPE_TYPE_TRIANGLE, D2D_BRUSH_TYPE_SOLID, D2D_BRUSH_TYPE_COUNT}, + {ps_code_triangle_bitmap, sizeof(ps_code_triangle_bitmap), + D2D_SHAPE_TYPE_TRIANGLE, D2D_BRUSH_TYPE_BITMAP, D2D_BRUSH_TYPE_COUNT}, + {ps_code_triangle_bitmap_bitmap, sizeof(ps_code_triangle_bitmap_bitmap), + D2D_SHAPE_TYPE_TRIANGLE, D2D_BRUSH_TYPE_BITMAP, D2D_BRUSH_TYPE_BITMAP}, + {ps_code_bezier_solid, sizeof(ps_code_bezier_solid), + D2D_SHAPE_TYPE_BEZIER, D2D_BRUSH_TYPE_SOLID, D2D_BRUSH_TYPE_COUNT}, + }; static const struct { float x, y; @@ -1784,28 +1863,16 @@ HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target, goto err; } - if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->device, - ps_code_triangle_solid, sizeof(ps_code_triangle_solid), - &render_target->shape_resources[D2D_SHAPE_TYPE_TRIANGLE].ps[D2D_BRUSH_TYPE_SOLID][D2D_BRUSH_TYPE_COUNT]))) + for (i = 0; i < sizeof(brush_shaders) / sizeof(*brush_shaders); ++i) { - WARN("Failed to create triangle/solid pixel shader, hr %#x.\n", hr); - goto err; - } - - if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->device, - ps_code_triangle_bitmap, sizeof(ps_code_triangle_bitmap), - &render_target->shape_resources[D2D_SHAPE_TYPE_TRIANGLE].ps[D2D_BRUSH_TYPE_BITMAP][D2D_BRUSH_TYPE_COUNT]))) - { - WARN("Failed to create triangle/bitmap pixel shader, hr %#x.\n", hr); - goto err; - } - - if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->device, - ps_code_bezier_solid, sizeof(ps_code_bezier_solid), - &render_target->shape_resources[D2D_SHAPE_TYPE_BEZIER].ps[D2D_BRUSH_TYPE_SOLID][D2D_BRUSH_TYPE_COUNT]))) - { - WARN("Failed to create bezier/solid pixel shader, hr %#x.\n", hr); - goto err; + const struct brush_shader *bs = &brush_shaders[i]; + if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->device, bs->byte_code, bs->byte_code_size, + &render_target->shape_resources[bs->shape_type].ps[bs->brush_type][bs->opacity_brush_type]))) + { + WARN("Failed to create pixel shader for shape type %#x and brush types %#x/%#x.\n", + bs->shape_type, bs->brush_type, bs->opacity_brush_type); + goto err; + } } buffer_desc.ByteWidth = sizeof(indices);