Commit 1f4e3765 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d2d1: Also bind the pixel shader and blend state in d2d_brush_bind_resources().

parent 391fda75
......@@ -709,12 +709,20 @@ static D3D10_TEXTURE_ADDRESS_MODE texture_addres_mode_from_extend_mode(D2D1_EXTE
}
}
void d2d_brush_bind_resources(struct d2d_brush *brush, ID3D10Device *device)
void d2d_brush_bind_resources(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target)
{
static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
ID3D10Device *device = render_target->device;
HRESULT hr;
if (brush->type == D2D_BRUSH_TYPE_BITMAP)
ID3D10Device_OMSetBlendState(device, render_target->bs, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
if (brush->type == D2D_BRUSH_TYPE_SOLID)
{
ID3D10Device_PSSetShader(device, render_target->rect_solid_ps);
}
else if (brush->type == D2D_BRUSH_TYPE_BITMAP)
{
ID3D10Device_PSSetShader(device, render_target->rect_bitmap_ps);
ID3D10Device_PSSetShaderResources(device, 0, 1, &brush->u.bitmap.bitmap->view);
if (!brush->u.bitmap.sampler_state)
{
......@@ -743,4 +751,8 @@ void d2d_brush_bind_resources(struct d2d_brush *brush, ID3D10Device *device)
}
ID3D10Device_PSSetSamplers(device, 0, 1, &brush->u.bitmap.sampler_state);
}
else
{
FIXME("Unhandled brush type %#x.\n", brush->type);
}
}
......@@ -141,7 +141,7 @@ void d2d_linear_gradient_brush_init(struct d2d_brush *brush, ID2D1RenderTarget *
HRESULT d2d_bitmap_brush_init(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target,
ID2D1Bitmap *bitmap, const D2D1_BITMAP_BRUSH_PROPERTIES *bitmap_brush_desc,
const D2D1_BRUSH_PROPERTIES *brush_desc) DECLSPEC_HIDDEN;
void d2d_brush_bind_resources(struct d2d_brush *brush, ID3D10Device *device) DECLSPEC_HIDDEN;
void d2d_brush_bind_resources(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target) DECLSPEC_HIDDEN;
struct d2d_brush *unsafe_impl_from_ID2D1Brush(ID2D1Brush *iface) DECLSPEC_HIDDEN;
struct d2d_stroke_style
......
......@@ -140,13 +140,12 @@ static void d2d_clip_stack_pop(struct d2d_clip_stack *stack)
}
static void d2d_draw(struct d2d_d3d_render_target *render_target, ID3D10Buffer *vs_cb,
ID3D10PixelShader *ps, ID3D10Buffer *ps_cb, struct d2d_brush *brush)
ID3D10Buffer *ps_cb, struct d2d_brush *brush)
{
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;
......@@ -171,7 +170,6 @@ static void d2d_draw(struct d2d_d3d_render_target *render_target, ID3D10Buffer *
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)
{
......@@ -188,10 +186,9 @@ static void d2d_draw(struct d2d_d3d_render_target *render_target, ID3D10Buffer *
}
ID3D10Device_OMSetRenderTargets(device, 1, &render_target->view, NULL);
if (brush)
{
ID3D10Device_OMSetBlendState(device, render_target->bs, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
d2d_brush_bind_resources(brush, device);
}
d2d_brush_bind_resources(brush, render_target);
else
ID3D10Device_PSSetShader(device, render_target->rect_solid_ps);
ID3D10Device_Draw(device, 4, 0);
......@@ -553,7 +550,6 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_FillRectangle(ID2D1RenderTar
D3D10_SUBRESOURCE_DATA buffer_data;
D3D10_BUFFER_DESC buffer_desc;
ID3D10Buffer *vs_cb, *ps_cb;
ID3D10PixelShader *ps;
D2D1_COLOR_F color;
float tmp_x, tmp_y;
HRESULT hr;
......@@ -619,8 +615,6 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_FillRectangle(ID2D1RenderTar
D2D_MATRIX_3X2_F w, b;
float dpi_scale, d;
ps = render_target->rect_bitmap_ps;
/* Scale for dpi. */
w = render_target->drawing_state.transform;
dpi_scale = render_target->dpi_x / 96.0f;
......@@ -663,8 +657,6 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_FillRectangle(ID2D1RenderTar
}
else
{
ps = render_target->rect_solid_ps;
color = brush_impl->u.solid.color;
color.a *= brush_impl->opacity;
......@@ -679,7 +671,7 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_FillRectangle(ID2D1RenderTar
return;
}
d2d_draw(render_target, vs_cb, ps, ps_cb, brush_impl);
d2d_draw(render_target, vs_cb, ps_cb, brush_impl);
ID3D10Buffer_Release(ps_cb);
ID3D10Buffer_Release(vs_cb);
......@@ -1145,7 +1137,7 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_Clear(ID2D1RenderTarget *ifa
return;
}
d2d_draw(render_target, vs_cb, render_target->rect_solid_ps, ps_cb, NULL);
d2d_draw(render_target, vs_cb, ps_cb, NULL);
ID3D10Buffer_Release(ps_cb);
ID3D10Buffer_Release(vs_cb);
......
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