d2d1: Don't use render target pointer directly in bitmap initialization helpers.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -238,7 +238,7 @@ static void d2d_bitmap_init(struct d2d_bitmap *bitmap, ID2D1Factory *factory,
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}
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}
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HRESULT d2d_bitmap_init_memory(struct d2d_bitmap *bitmap, struct d2d_d3d_render_target *render_target,
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HRESULT d2d_bitmap_init_memory(struct d2d_bitmap *bitmap, ID2D1Factory *factory, ID3D10Device *device,
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D2D1_SIZE_U size, const void *src_data, UINT32 pitch, const D2D1_BITMAP_PROPERTIES *desc)
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{
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D3D10_SUBRESOURCE_DATA resource_data;
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@ -269,14 +269,14 @@ HRESULT d2d_bitmap_init_memory(struct d2d_bitmap *bitmap, struct d2d_d3d_render_
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resource_data.pSysMem = src_data;
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resource_data.SysMemPitch = pitch;
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if (FAILED(hr = ID3D10Device_CreateTexture2D(render_target->device, &texture_desc,
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if (FAILED(hr = ID3D10Device_CreateTexture2D(device, &texture_desc,
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src_data ? &resource_data : NULL, &texture)))
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{
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ERR("Failed to create texture, hr %#x.\n", hr);
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return hr;
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}
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hr = ID3D10Device_CreateShaderResourceView(render_target->device, (ID3D10Resource *)texture, NULL, &view);
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hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &view);
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ID3D10Texture2D_Release(texture);
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if (FAILED(hr))
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{
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@ -284,13 +284,13 @@ HRESULT d2d_bitmap_init_memory(struct d2d_bitmap *bitmap, struct d2d_d3d_render_
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return hr;
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}
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d2d_bitmap_init(bitmap, render_target->factory, view, size, desc);
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d2d_bitmap_init(bitmap, factory, view, size, desc);
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ID3D10ShaderResourceView_Release(view);
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return S_OK;
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}
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HRESULT d2d_bitmap_init_shared(struct d2d_bitmap *bitmap, struct d2d_d3d_render_target *render_target,
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HRESULT d2d_bitmap_init_shared(struct d2d_bitmap *bitmap, ID2D1Factory *factory, ID3D10Device *target_device,
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REFIID iid, void *data, const D2D1_BITMAP_PROPERTIES *desc)
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{
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if (IsEqualGUID(iid, &IID_ID2D1Bitmap))
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@ -299,12 +299,12 @@ HRESULT d2d_bitmap_init_shared(struct d2d_bitmap *bitmap, struct d2d_d3d_render_
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D2D1_BITMAP_PROPERTIES d;
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ID3D10Device *device;
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if (src_impl->factory != render_target->factory)
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if (src_impl->factory != factory)
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return D2DERR_WRONG_FACTORY;
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ID3D10ShaderResourceView_GetDevice(src_impl->view, &device);
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ID3D10Device_Release(device);
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if (device != render_target->device)
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if (device != target_device)
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return D2DERR_UNSUPPORTED_OPERATION;
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if (!desc)
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@ -322,7 +322,7 @@ HRESULT d2d_bitmap_init_shared(struct d2d_bitmap *bitmap, struct d2d_d3d_render_
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return D2DERR_UNSUPPORTED_PIXEL_FORMAT;
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}
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d2d_bitmap_init(bitmap, render_target->factory, src_impl->view, src_impl->pixel_size, desc);
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d2d_bitmap_init(bitmap, factory, src_impl->view, src_impl->pixel_size, desc);
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return S_OK;
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}
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@ -204,9 +204,9 @@ struct d2d_bitmap
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float dpi_y;
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};
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HRESULT d2d_bitmap_init_memory(struct d2d_bitmap *bitmap, struct d2d_d3d_render_target *render_target,
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HRESULT d2d_bitmap_init_memory(struct d2d_bitmap *bitmap, ID2D1Factory *factory, ID3D10Device *device,
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D2D1_SIZE_U size, const void *src_data, UINT32 pitch, const D2D1_BITMAP_PROPERTIES *desc) DECLSPEC_HIDDEN;
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HRESULT d2d_bitmap_init_shared(struct d2d_bitmap *bitmap, struct d2d_d3d_render_target *render_target,
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HRESULT d2d_bitmap_init_shared(struct d2d_bitmap *bitmap, ID2D1Factory *factory, ID3D10Device *device,
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REFIID iid, void *data, const D2D1_BITMAP_PROPERTIES *desc) DECLSPEC_HIDDEN;
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struct d2d_bitmap *unsafe_impl_from_ID2D1Bitmap(ID2D1Bitmap *iface) DECLSPEC_HIDDEN;
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@ -312,7 +312,7 @@ static HRESULT STDMETHODCALLTYPE d2d_d3d_render_target_CreateBitmap(ID2D1RenderT
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = d2d_bitmap_init_memory(object, render_target, size, src_data, pitch, desc)))
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if (FAILED(hr = d2d_bitmap_init_memory(object, render_target->factory, render_target->device, size, src_data, pitch, desc)))
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{
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WARN("Failed to initialize bitmap, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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@ -444,7 +444,7 @@ static HRESULT STDMETHODCALLTYPE d2d_d3d_render_target_CreateSharedBitmap(ID2D1R
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = d2d_bitmap_init_shared(object, render_target, iid, data, desc)))
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if (FAILED(hr = d2d_bitmap_init_shared(object, render_target->factory, render_target->device, iid, data, desc)))
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{
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WARN("Failed to initialize bitmap, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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