Commit 3bb382aa authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d2d1: Introduce a separate function to construct pixel shader constant buffers for brushes.

parent 1f4e3765
......@@ -709,6 +709,93 @@ static D3D10_TEXTURE_ADDRESS_MODE texture_addres_mode_from_extend_mode(D2D1_EXTE
}
}
HRESULT d2d_brush_get_ps_cb(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target,
ID3D10Buffer **ps_cb)
{
D3D10_SUBRESOURCE_DATA buffer_data;
D3D10_BUFFER_DESC buffer_desc;
struct
{
float _11, _21, _31, pad0;
float _12, _22, _32, pad1;
} transform;
D2D1_COLOR_F color;
HRESULT hr;
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
buffer_data.SysMemPitch = 0;
buffer_data.SysMemSlicePitch = 0;
if (brush->type == D2D_BRUSH_TYPE_SOLID)
{
color = brush->u.solid.color;
color.a *= brush->opacity;
buffer_desc.ByteWidth = sizeof(color);
buffer_data.pSysMem = &color;
}
else if (brush->type == D2D_BRUSH_TYPE_BITMAP)
{
struct d2d_bitmap *bitmap = brush->u.bitmap.bitmap;
D2D_MATRIX_3X2_F w, b;
float dpi_scale, d;
/* Scale for dpi. */
w = render_target->drawing_state.transform;
dpi_scale = render_target->dpi_x / 96.0f;
w._11 *= dpi_scale;
w._21 *= dpi_scale;
w._31 *= dpi_scale;
dpi_scale = render_target->dpi_y / 96.0f;
w._12 *= dpi_scale;
w._22 *= dpi_scale;
w._32 *= dpi_scale;
/* Scale for bitmap size and dpi. */
b = brush->transform;
dpi_scale = bitmap->pixel_size.width * (bitmap->dpi_x / 96.0f);
b._11 *= dpi_scale;
b._21 *= dpi_scale;
dpi_scale = bitmap->pixel_size.height * (bitmap->dpi_y / 96.0f);
b._12 *= dpi_scale;
b._22 *= dpi_scale;
d2d_matrix_multiply(&b, &w);
/* Invert the matrix. (Because the matrix is applied to the sampling
* coordinates. I.e., to scale the bitmap by 2 we need to divide the
* coordinates by 2.) */
d = b._11 * b._22 - b._21 * b._12;
if (d != 0.0f)
{
transform._11 = b._22 / d;
transform._21 = -b._21 / d;
transform._31 = (b._21 * b._32 - b._31 * b._22) / d;
transform._12 = -b._12 / d;
transform._22 = b._11 / d;
transform._32 = -(b._11 * b._32 - b._31 * b._12) / d;
}
transform.pad1 = brush->opacity;
buffer_desc.ByteWidth = sizeof(transform);
buffer_data.pSysMem = &transform;
}
else
{
FIXME("Unhandled brush type %#x.\n", brush->type);
return E_NOTIMPL;
}
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->device, &buffer_desc, &buffer_data, ps_cb)))
ERR("Failed to create constant buffer, hr %#x.\n", hr);
return hr;
}
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};
......
......@@ -142,6 +142,8 @@ HRESULT d2d_bitmap_brush_init(struct d2d_brush *brush, struct d2d_d3d_render_tar
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, struct d2d_d3d_render_target *render_target) DECLSPEC_HIDDEN;
HRESULT d2d_brush_get_ps_cb(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target,
ID3D10Buffer **ps_cb) DECLSPEC_HIDDEN;
struct d2d_brush *unsafe_impl_from_ID2D1Brush(ID2D1Brush *iface) DECLSPEC_HIDDEN;
struct d2d_stroke_style
......@@ -233,4 +235,16 @@ struct d2d_geometry
void d2d_path_geometry_init(struct d2d_geometry *geometry) DECLSPEC_HIDDEN;
HRESULT d2d_rectangle_geometry_init(struct d2d_geometry *geometry, const D2D1_RECT_F *rect) DECLSPEC_HIDDEN;
static inline void d2d_matrix_multiply(D2D_MATRIX_3X2_F *a, const D2D_MATRIX_3X2_F *b)
{
D2D_MATRIX_3X2_F tmp = *a;
a->_11 = tmp._11 * b->_11 + tmp._12 * b->_21;
a->_12 = tmp._11 * b->_12 + tmp._12 * b->_22;
a->_21 = tmp._21 * b->_11 + tmp._22 * b->_21;
a->_22 = tmp._21 * b->_12 + tmp._22 * b->_22;
a->_31 = tmp._31 * b->_11 + tmp._32 * b->_21 + b->_31;
a->_32 = tmp._31 * b->_12 + tmp._32 * b->_22 + b->_32;
}
#endif /* __WINE_D2D1_PRIVATE_H */
......@@ -32,18 +32,6 @@ struct d2d_draw_text_layout_ctx
D2D1_DRAW_TEXT_OPTIONS options;
};
static void d2d_matrix_multiply(D2D_MATRIX_3X2_F *a, const D2D_MATRIX_3X2_F *b)
{
D2D_MATRIX_3X2_F tmp = *a;
a->_11 = tmp._11 * b->_11 + tmp._12 * b->_21;
a->_12 = tmp._11 * b->_12 + tmp._12 * b->_22;
a->_21 = tmp._21 * b->_11 + tmp._22 * b->_21;
a->_22 = tmp._21 * b->_12 + tmp._22 * b->_22;
a->_31 = tmp._31 * b->_11 + tmp._32 * b->_21 + b->_31;
a->_32 = tmp._31 * b->_12 + tmp._32 * b->_22 + b->_32;
}
static void d2d_point_set(D2D1_POINT_2F *dst, float x, float y)
{
dst->x = x;
......@@ -550,7 +538,6 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_FillRectangle(ID2D1RenderTar
D3D10_SUBRESOURCE_DATA buffer_data;
D3D10_BUFFER_DESC buffer_desc;
ID3D10Buffer *vs_cb, *ps_cb;
D2D1_COLOR_F color;
float tmp_x, tmp_y;
HRESULT hr;
struct
......@@ -609,64 +596,9 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_FillRectangle(ID2D1RenderTar
return;
}
if (brush_impl->type == D2D_BRUSH_TYPE_BITMAP)
{
struct d2d_bitmap *bitmap = brush_impl->u.bitmap.bitmap;
D2D_MATRIX_3X2_F w, b;
float dpi_scale, d;
/* Scale for dpi. */
w = render_target->drawing_state.transform;
dpi_scale = render_target->dpi_x / 96.0f;
w._11 *= dpi_scale;
w._21 *= dpi_scale;
w._31 *= dpi_scale;
dpi_scale = render_target->dpi_y / 96.0f;
w._12 *= dpi_scale;
w._22 *= dpi_scale;
w._32 *= dpi_scale;
/* Scale for bitmap size and dpi. */
b = brush_impl->transform;
dpi_scale = bitmap->pixel_size.width * (bitmap->dpi_x / 96.0f);
b._11 *= dpi_scale;
b._21 *= dpi_scale;
dpi_scale = bitmap->pixel_size.height * (bitmap->dpi_y / 96.0f);
b._12 *= dpi_scale;
b._22 *= dpi_scale;
d2d_matrix_multiply(&b, &w);
/* Invert the matrix. (Because the matrix is applied to the sampling
* coordinates. I.e., to scale the bitmap by 2 we need to divide the
* coordinates by 2.) */
d = b._11 * b._22 - b._21 * b._12;
if (d != 0.0f)
{
transform._11 = b._22 / d;
transform._21 = -b._21 / d;
transform._31 = (b._21 * b._32 - b._31 * b._22) / d;
transform._12 = -b._12 / d;
transform._22 = b._11 / d;
transform._32 = -(b._11 * b._32 - b._31 * b._12) / d;
}
transform.pad1 = brush_impl->opacity;
buffer_desc.ByteWidth = sizeof(transform);
buffer_data.pSysMem = &transform;
}
else
{
color = brush_impl->u.solid.color;
color.a *= brush_impl->opacity;
buffer_desc.ByteWidth = sizeof(color);
buffer_data.pSysMem = &color;
}
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->device, &buffer_desc, &buffer_data, &ps_cb)))
if (FAILED(hr = d2d_brush_get_ps_cb(brush_impl, render_target, &ps_cb)))
{
WARN("Failed to create constant buffer, hr %#x.\n", hr);
WARN("Failed to get ps constant buffer, hr %#x.\n", hr);
ID3D10Buffer_Release(vs_cb);
return;
}
......
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