189 lines
5.5 KiB
C
189 lines
5.5 KiB
C
/*
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* Copyright 2014 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef __WINE_D2D1_PRIVATE_H
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#define __WINE_D2D1_PRIVATE_H
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#include "wine/debug.h"
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#include <assert.h>
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#include <limits.h>
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#define COBJMACROS
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#include "d2d1.h"
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#ifdef D2D1_INIT_GUID
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#include "initguid.h"
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#endif
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#include "dwrite.h"
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enum d2d_brush_type
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{
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D2D_BRUSH_TYPE_SOLID,
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D2D_BRUSH_TYPE_LINEAR,
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D2D_BRUSH_TYPE_BITMAP,
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};
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struct d2d_clip_stack
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{
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D2D1_RECT_F *stack;
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unsigned int size;
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unsigned int count;
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};
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struct d2d_d3d_render_target
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{
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ID2D1RenderTarget ID2D1RenderTarget_iface;
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IDWriteTextRenderer IDWriteTextRenderer_iface;
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LONG refcount;
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ID2D1Factory *factory;
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ID3D10Device *device;
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ID3D10RenderTargetView *view;
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ID3D10StateBlock *stateblock;
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ID3D10InputLayout *il;
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unsigned int vb_stride;
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ID3D10Buffer *vb;
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ID3D10VertexShader *vs;
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ID3D10RasterizerState *rs;
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ID3D10BlendState *bs;
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ID3D10PixelShader *rect_solid_ps;
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ID3D10PixelShader *rect_bitmap_ps;
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D2D1_DRAWING_STATE_DESCRIPTION drawing_state;
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IDWriteRenderingParams *text_rendering_params;
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D2D1_SIZE_U pixel_size;
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struct d2d_clip_stack clip_stack;
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float dpi_x;
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float dpi_y;
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};
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HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target, ID2D1Factory *factory,
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IDXGISurface *surface, const D2D1_RENDER_TARGET_PROPERTIES *desc) DECLSPEC_HIDDEN;
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struct d2d_wic_render_target
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{
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ID2D1RenderTarget ID2D1RenderTarget_iface;
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LONG refcount;
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IDXGISurface *dxgi_surface;
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ID2D1RenderTarget *dxgi_target;
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ID3D10Texture2D *readback_texture;
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IWICBitmap *bitmap;
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unsigned int width;
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unsigned int height;
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unsigned int bpp;
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};
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HRESULT d2d_wic_render_target_init(struct d2d_wic_render_target *render_target, ID2D1Factory *factory,
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IWICBitmap *bitmap, const D2D1_RENDER_TARGET_PROPERTIES *desc) DECLSPEC_HIDDEN;
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struct d2d_gradient
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{
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ID2D1GradientStopCollection ID2D1GradientStopCollection_iface;
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LONG refcount;
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D2D1_GRADIENT_STOP *stops;
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UINT32 stop_count;
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};
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HRESULT d2d_gradient_init(struct d2d_gradient *gradient, ID2D1RenderTarget *render_target,
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const D2D1_GRADIENT_STOP *stops, UINT32 stop_count, D2D1_GAMMA gamma,
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D2D1_EXTEND_MODE extend_mode) DECLSPEC_HIDDEN;
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struct d2d_brush
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{
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ID2D1Brush ID2D1Brush_iface;
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LONG refcount;
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float opacity;
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D2D1_MATRIX_3X2_F transform;
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enum d2d_brush_type type;
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union
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{
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struct
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{
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D2D1_COLOR_F color;
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} solid;
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struct
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{
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struct d2d_bitmap *bitmap;
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ID3D10SamplerState *sampler_state;
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} bitmap;
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} u;
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};
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void d2d_solid_color_brush_init(struct d2d_brush *brush, ID2D1RenderTarget *render_target,
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const D2D1_COLOR_F *color, const D2D1_BRUSH_PROPERTIES *desc) DECLSPEC_HIDDEN;
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void d2d_linear_gradient_brush_init(struct d2d_brush *brush, ID2D1RenderTarget *render_target,
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const D2D1_LINEAR_GRADIENT_BRUSH_PROPERTIES *gradient_brush_desc, const D2D1_BRUSH_PROPERTIES *brush_desc,
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ID2D1GradientStopCollection *gradient) DECLSPEC_HIDDEN;
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HRESULT d2d_bitmap_brush_init(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target,
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ID2D1Bitmap *bitmap, const D2D1_BITMAP_BRUSH_PROPERTIES *bitmap_brush_desc,
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const D2D1_BRUSH_PROPERTIES *brush_desc) DECLSPEC_HIDDEN;
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void d2d_brush_bind_resources(struct d2d_brush *brush, ID3D10Device *device) DECLSPEC_HIDDEN;
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struct d2d_brush *unsafe_impl_from_ID2D1Brush(ID2D1Brush *iface) DECLSPEC_HIDDEN;
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struct d2d_stroke_style
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{
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ID2D1StrokeStyle ID2D1StrokeStyle_iface;
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LONG refcount;
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};
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void d2d_stroke_style_init(struct d2d_stroke_style *style, ID2D1Factory *factory,
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const D2D1_STROKE_STYLE_PROPERTIES *desc, const float *dashes, UINT32 dash_count) DECLSPEC_HIDDEN;
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struct d2d_mesh
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{
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ID2D1Mesh ID2D1Mesh_iface;
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LONG refcount;
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};
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void d2d_mesh_init(struct d2d_mesh *mesh) DECLSPEC_HIDDEN;
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struct d2d_bitmap
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{
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ID2D1Bitmap ID2D1Bitmap_iface;
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LONG refcount;
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ID3D10ShaderResourceView *view;
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D2D1_SIZE_U pixel_size;
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float dpi_x;
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float dpi_y;
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};
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HRESULT d2d_bitmap_init(struct d2d_bitmap *bitmap, struct d2d_d3d_render_target *render_target,
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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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struct d2d_bitmap *unsafe_impl_from_ID2D1Bitmap(ID2D1Bitmap *iface) DECLSPEC_HIDDEN;
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struct d2d_state_block
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{
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ID2D1DrawingStateBlock ID2D1DrawingStateBlock_iface;
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LONG refcount;
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D2D1_DRAWING_STATE_DESCRIPTION drawing_state;
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IDWriteRenderingParams *text_rendering_params;
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};
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void d2d_state_block_init(struct d2d_state_block *state_block, const D2D1_DRAWING_STATE_DESCRIPTION *desc,
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IDWriteRenderingParams *text_rendering_params) DECLSPEC_HIDDEN;
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#endif /* __WINE_D2D1_PRIVATE_H */
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