d2d1: Use D3DDeviceContextState instead of D3D10 state block.
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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580ef84cae
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8c93549262
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@ -237,9 +237,12 @@ static struct d2d_gradient *unsafe_impl_from_ID2D1GradientStopCollection(ID2D1Gr
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return CONTAINING_RECORD(iface, struct d2d_gradient, ID2D1GradientStopCollection_iface);
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}
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static void d2d_gradient_bind(struct d2d_gradient *gradient, ID3D10Device *device, unsigned int brush_idx)
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static void d2d_gradient_bind(struct d2d_gradient *gradient, ID3D11Device1 *device, unsigned int brush_idx)
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{
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ID3D10Device_PSSetShaderResources(device, 2 + brush_idx, 1, &gradient->view);
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ID3D11DeviceContext *context;
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ID3D11Device1_GetImmediateContext(device, &context);
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ID3D11DeviceContext_PSSetShaderResources(context, 2 + brush_idx, 1, &gradient->d3d11_view);
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ID3D11DeviceContext_Release(context);
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}
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static void d2d_brush_destroy(struct d2d_brush *brush)
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@ -1256,11 +1259,12 @@ BOOL d2d_brush_fill_cb(const struct d2d_brush *brush, struct d2d_brush_cb *cb)
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static void d2d_brush_bind_bitmap(struct d2d_brush *brush, struct d2d_device_context *context,
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unsigned int brush_idx)
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{
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ID3D10SamplerState *d3d10_sampler_state;
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ID3D11SamplerState **sampler_state;
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ID3D11DeviceContext *d3d_context;
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HRESULT hr;
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ID3D10Device_PSSetShaderResources(context->d3d_device, brush_idx, 1, &brush->u.bitmap.bitmap->srv);
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ID3D11Device1_GetImmediateContext(context->d3d11_device, &d3d_context);
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ID3D11DeviceContext_PSSetShaderResources(d3d_context, brush_idx, 1, &brush->u.bitmap.bitmap->d3d11_srv);
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sampler_state = &context->sampler_states
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[brush->u.bitmap.interpolation_mode % D2D_SAMPLER_INTERPOLATION_MODE_COUNT]
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@ -1292,11 +1296,8 @@ static void d2d_brush_bind_bitmap(struct d2d_brush *brush, struct d2d_device_con
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ERR("Failed to create sampler state, hr %#x.\n", hr);
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}
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if (FAILED(hr = ID3D11SamplerState_QueryInterface(*sampler_state, &IID_ID3D10SamplerState, (void **)&d3d10_sampler_state)))
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ERR("Failed to query D3D10 sampler state, hr %#x.\n", hr);
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ID3D10Device_PSSetSamplers(context->d3d_device, brush_idx, 1, &d3d10_sampler_state);
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ID3D10SamplerState_Release(d3d10_sampler_state);
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ID3D11DeviceContext_PSSetSamplers(d3d_context, brush_idx, 1, sampler_state);
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ID3D11DeviceContext_Release(d3d_context);
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}
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void d2d_brush_bind_resources(struct d2d_brush *brush, struct d2d_device_context *context, unsigned int brush_idx)
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@ -1307,11 +1308,11 @@ void d2d_brush_bind_resources(struct d2d_brush *brush, struct d2d_device_context
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break;
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case D2D_BRUSH_TYPE_LINEAR:
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d2d_gradient_bind(brush->u.linear.gradient, context->d3d_device, brush_idx);
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d2d_gradient_bind(brush->u.linear.gradient, context->d3d11_device, brush_idx);
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break;
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case D2D_BRUSH_TYPE_RADIAL:
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d2d_gradient_bind(brush->u.radial.gradient, context->d3d_device, brush_idx);
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d2d_gradient_bind(brush->u.radial.gradient, context->d3d11_device, brush_idx);
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break;
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case D2D_BRUSH_TYPE_BITMAP:
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@ -163,8 +163,8 @@ struct d2d_device_context
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ID2D1Device *device;
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ID3D10Device *d3d_device;
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ID3D11Device1 *d3d11_device;
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ID3DDeviceContextState *d3d_state;
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struct d2d_bitmap *target;
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ID3D10StateBlock *stateblock;
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struct d2d_shape_resources shape_resources[D2D_SHAPE_TYPE_COUNT];
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ID3D11Buffer *vs_cb;
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ID3D11PixelShader *ps;
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@ -122,18 +122,13 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
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struct d2d_brush *brush, struct d2d_brush *opacity_brush)
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{
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struct d2d_shape_resources *shape_resources = &render_target->shape_resources[shape_type];
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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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ID3DDeviceContextState *prev_state;
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ID3D11Device1 *device = render_target->d3d11_device;
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ID3D11DeviceContext1 *context;
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ID3D11Buffer *vs_cb = render_target->vs_cb, *ps_cb = render_target->ps_cb;
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ID3D10RasterizerState *d3d10_rs = NULL;
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ID3D10VertexShader *d3d10_vs = NULL;
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ID3D10PixelShader *d3d10_ps = NULL;
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ID3D10InputLayout *d3d10_il = NULL;
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ID3D10BlendState *d3d10_bs = NULL;
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D3D10_RECT scissor_rect;
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D3D11_RECT scissor_rect;
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unsigned int offset;
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D3D10_VIEWPORT vp;
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HRESULT hr;
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D3D11_VIEWPORT vp;
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vp.TopLeftX = 0;
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vp.TopLeftY = 0;
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@ -142,78 +137,20 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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if (ib && FAILED(hr = ID3D11Buffer_QueryInterface(ib, &IID_ID3D10Buffer, (void **)&d3d10_ib)))
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{
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ERR("Failed to query D3D10 index buffer, hr %#x.\n", hr);
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goto error;
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}
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ID3D11Device1_GetImmediateContext1(device, &context);
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ID3D11DeviceContext1_SwapDeviceContextState(context, render_target->d3d_state, &prev_state);
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ID3D11DeviceContext1_ClearState(context);
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if (vb && FAILED(hr = ID3D11Buffer_QueryInterface(vb, &IID_ID3D10Buffer, (void **)&d3d10_vb)))
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{
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ERR("Failed to query D3D10 vertex buffer, hr %#x.\n", hr);
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goto error;
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}
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if (vs_cb && FAILED(hr = ID3D11Buffer_QueryInterface(vs_cb, &IID_ID3D10Buffer, (void **)&d3d10_vs_cb)))
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{
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ERR("Failed to query D3D10 VS constant buffer, hr %#x.\n", hr);
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goto error;
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}
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if (ps_cb && FAILED(hr = ID3D11Buffer_QueryInterface(ps_cb, &IID_ID3D10Buffer, (void **)&d3d10_ps_cb)))
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{
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ERR("Failed to query D3D10 PS constant buffer, hr %#x.\n", hr);
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goto error;
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}
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if (shape_resources->il && FAILED(hr = ID3D11InputLayout_QueryInterface(shape_resources->il, &IID_ID3D10InputLayout, (void **)&d3d10_il)))
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{
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ERR("Failed to query D3D10 input layout, hr %#x.\n", hr);
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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 (render_target->ps && FAILED(hr = ID3D11PixelShader_QueryInterface(render_target->ps, &IID_ID3D10PixelShader, (void **)&d3d10_ps)))
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{
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ERR("Failed to query D3D10 pixel shader, hr %#x.\n", hr);
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goto error;
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}
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if (render_target->rs && FAILED(hr = ID3D11RasterizerState_QueryInterface(render_target->rs, &IID_ID3D10RasterizerState, (void **)&d3d10_rs)))
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{
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ERR("Failed to query D3D10 rasterizer state, hr %#x.\n", hr);
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goto error;
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}
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if (render_target->bs && FAILED(hr = ID3D11BlendState_QueryInterface(render_target->bs, &IID_ID3D10BlendState, (void **)&d3d10_bs)))
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{
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ERR("Failed to query D3D10 blend state, 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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goto error;
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}
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ID3D10Device_ClearState(device);
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ID3D10Device_IASetInputLayout(device, d3d10_il);
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ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D10Device_IASetIndexBuffer(device, d3d10_ib, DXGI_FORMAT_R16_UINT, 0);
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ID3D11DeviceContext1_IASetInputLayout(context, shape_resources->il);
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ID3D11DeviceContext1_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D11DeviceContext1_IASetIndexBuffer(context, ib, DXGI_FORMAT_R16_UINT, 0);
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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, d3d10_vs);
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ID3D10Device_PSSetConstantBuffers(device, 0, 1, &d3d10_ps_cb);
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ID3D10Device_PSSetShader(device, d3d10_ps);
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ID3D10Device_RSSetViewports(device, 1, &vp);
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ID3D11DeviceContext1_IASetVertexBuffers(context, 0, 1, &vb, &vb_stride, &offset);
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ID3D11DeviceContext1_VSSetConstantBuffers(context, 0, 1, &vs_cb);
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ID3D11DeviceContext1_VSSetShader(context, shape_resources->vs, NULL, 0);
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ID3D11DeviceContext1_PSSetConstantBuffers(context, 0, 1, &ps_cb);
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ID3D11DeviceContext1_PSSetShader(context, render_target->ps, NULL, 0);
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ID3D11DeviceContext1_RSSetViewports(context, 1, &vp);
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if (render_target->clip_stack.count)
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{
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const D2D1_RECT_F *clip_rect;
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@ -231,35 +168,25 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
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scissor_rect.right = render_target->pixel_size.width;
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scissor_rect.bottom = render_target->pixel_size.height;
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}
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ID3D10Device_RSSetScissorRects(device, 1, &scissor_rect);
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ID3D10Device_RSSetState(device, d3d10_rs);
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ID3D10Device_OMSetRenderTargets(device, 1, &render_target->target->rtv, NULL);
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ID3D11DeviceContext1_RSSetScissorRects(context, 1, &scissor_rect);
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ID3D11DeviceContext1_RSSetState(context, render_target->rs);
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ID3D11DeviceContext1_OMSetRenderTargets(context, 1, &render_target->target->d3d11_rtv, NULL);
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if (brush)
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{
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ID3D10Device_OMSetBlendState(device, d3d10_bs, NULL, D3D10_DEFAULT_SAMPLE_MASK);
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ID3D11DeviceContext1_OMSetBlendState(context, render_target->bs, NULL, D3D11_DEFAULT_SAMPLE_MASK);
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d2d_brush_bind_resources(brush, render_target, 0);
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}
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if (opacity_brush)
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d2d_brush_bind_resources(opacity_brush, render_target, 1);
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if (ib)
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ID3D10Device_DrawIndexed(device, index_count, 0, 0);
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ID3D11DeviceContext1_DrawIndexed(context, index_count, 0, 0);
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else
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ID3D10Device_Draw(device, index_count, 0);
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ID3D11DeviceContext1_Draw(context, index_count, 0);
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if (FAILED(hr = render_target->stateblock->lpVtbl->Apply(render_target->stateblock)))
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WARN("Failed to apply stateblock, hr %#x.\n", hr);
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error:
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if (d3d10_bs) ID3D10BlendState_Release(d3d10_bs);
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if (d3d10_rs) ID3D10RasterizerState_Release(d3d10_rs);
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if (d3d10_ps) ID3D10PixelShader_Release(d3d10_ps);
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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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if (d3d10_vs_cb) ID3D10Buffer_Release(d3d10_vs_cb);
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if (d3d10_ps_cb) ID3D10Buffer_Release(d3d10_ps_cb);
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ID3D11DeviceContext1_SwapDeviceContextState(context, prev_state, NULL);
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ID3D11DeviceContext1_Release(context);
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ID3DDeviceContextState_Release(prev_state);
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}
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static void d2d_device_context_set_error(struct d2d_device_context *context, HRESULT code)
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@ -356,7 +283,8 @@ static ULONG STDMETHODCALLTYPE d2d_device_context_inner_Release(IUnknown *iface)
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}
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}
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}
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context->stateblock->lpVtbl->Release(context->stateblock);
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if (context->d3d_state)
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ID3DDeviceContextState_Release(context->d3d_state);
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if (context->target)
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ID2D1Bitmap1_Release(&context->target->ID2D1Bitmap1_iface);
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ID3D11Device1_Release(context->d3d11_device);
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@ -2873,7 +2801,6 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
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IUnknown *outer_unknown, const struct d2d_device_context_ops *ops)
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{
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D3D11_SUBRESOURCE_DATA buffer_data;
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D3D10_STATE_BLOCK_MASK state_mask;
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struct d2d_device *device_impl;
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IDWriteFactory *dwrite_factory;
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D3D11_RASTERIZER_DESC rs_desc;
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@ -3927,6 +3854,7 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
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{ 1.0f, -1.0f},
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};
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static const UINT16 indices[] = {0, 1, 2, 2, 1, 3};
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static const D3D_FEATURE_LEVEL feature_levels = D3D_FEATURE_LEVEL_11_0;
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render_target->ID2D1DeviceContext_iface.lpVtbl = &d2d_device_context_vtbl;
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render_target->ID2D1GdiInteropRenderTarget_iface.lpVtbl = &d2d_gdi_interop_render_target_vtbl;
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@ -3956,15 +3884,11 @@ 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 = D3D10StateBlockMaskEnableAll(&state_mask)))
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if (FAILED(hr = ID3D11Device1_CreateDeviceContextState(render_target->d3d11_device,
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0, &feature_levels, 1, D3D11_SDK_VERSION, &IID_ID3D11Device1, NULL,
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&render_target->d3d_state)))
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{
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WARN("Failed to create stateblock mask, hr %#x.\n", hr);
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goto err;
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}
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if (FAILED(hr = D3D10CreateStateBlock(render_target->d3d_device, &state_mask, &render_target->stateblock)))
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{
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WARN("Failed to create stateblock, hr %#x.\n", hr);
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WARN("Failed to create device context state, hr %#x.\n", hr);
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goto err;
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}
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@ -4117,8 +4041,8 @@ err:
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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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if (render_target->stateblock)
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render_target->stateblock->lpVtbl->Release(render_target->stateblock);
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if (render_target->d3d_state)
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ID3DDeviceContextState_Release(render_target->d3d_state);
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if (render_target->d3d11_device)
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ID3D11Device1_Release(render_target->d3d11_device);
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if (render_target->d3d_device)
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