Commit 629fa331 authored by Rémi Bernon's avatar Rémi Bernon Committed by Alexandre Julliard

d2d1: Use D3D11 interfaces to create vertex shader.

parent 072d90b1
...@@ -74,7 +74,7 @@ struct d2d_error_state ...@@ -74,7 +74,7 @@ struct d2d_error_state
struct d2d_shape_resources struct d2d_shape_resources
{ {
ID3D11InputLayout *il; ID3D11InputLayout *il;
ID3D10VertexShader *vs; ID3D11VertexShader *vs;
}; };
struct d2d_brush_cb struct d2d_brush_cb
......
...@@ -125,6 +125,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en ...@@ -125,6 +125,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
ID3D10Device *device = render_target->d3d_device; ID3D10Device *device = render_target->d3d_device;
ID3D10Buffer *d3d10_ib = NULL, *d3d10_vb = NULL, *d3d10_vs_cb = NULL, *d3d10_ps_cb = NULL; ID3D10Buffer *d3d10_ib = NULL, *d3d10_vb = NULL, *d3d10_vs_cb = NULL, *d3d10_ps_cb = NULL;
ID3D11Buffer *vs_cb = render_target->vs_cb, *ps_cb = render_target->ps_cb; ID3D11Buffer *vs_cb = render_target->vs_cb, *ps_cb = render_target->ps_cb;
ID3D10VertexShader *d3d10_vs = NULL;
ID3D10InputLayout *d3d10_il = NULL; ID3D10InputLayout *d3d10_il = NULL;
D3D10_RECT scissor_rect; D3D10_RECT scissor_rect;
unsigned int offset; unsigned int offset;
...@@ -168,6 +169,12 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en ...@@ -168,6 +169,12 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
goto error; goto error;
} }
if (shape_resources->vs && FAILED(hr = ID3D11VertexShader_QueryInterface(shape_resources->vs, &IID_ID3D10VertexShader, (void **)&d3d10_vs)))
{
ERR("Failed to query D3D10 vertex shader, hr %#x.\n", hr);
goto error;
}
if (FAILED(hr = render_target->stateblock->lpVtbl->Capture(render_target->stateblock))) if (FAILED(hr = render_target->stateblock->lpVtbl->Capture(render_target->stateblock)))
{ {
WARN("Failed to capture stateblock, hr %#x.\n", hr); WARN("Failed to capture stateblock, hr %#x.\n", hr);
...@@ -182,7 +189,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en ...@@ -182,7 +189,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
offset = 0; offset = 0;
ID3D10Device_IASetVertexBuffers(device, 0, 1, &d3d10_vb, &vb_stride, &offset); ID3D10Device_IASetVertexBuffers(device, 0, 1, &d3d10_vb, &vb_stride, &offset);
ID3D10Device_VSSetConstantBuffers(device, 0, 1, &d3d10_vs_cb); ID3D10Device_VSSetConstantBuffers(device, 0, 1, &d3d10_vs_cb);
ID3D10Device_VSSetShader(device, shape_resources->vs); ID3D10Device_VSSetShader(device, d3d10_vs);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &d3d10_ps_cb); ID3D10Device_PSSetConstantBuffers(device, 0, 1, &d3d10_ps_cb);
ID3D10Device_PSSetShader(device, render_target->ps); ID3D10Device_PSSetShader(device, render_target->ps);
ID3D10Device_RSSetViewports(device, 1, &vp); ID3D10Device_RSSetViewports(device, 1, &vp);
...@@ -223,6 +230,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en ...@@ -223,6 +230,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
WARN("Failed to apply stateblock, hr %#x.\n", hr); WARN("Failed to apply stateblock, hr %#x.\n", hr);
error: error:
if (d3d10_vs) ID3D10VertexShader_Release(d3d10_vs);
if (d3d10_il) ID3D10InputLayout_Release(d3d10_il); if (d3d10_il) ID3D10InputLayout_Release(d3d10_il);
if (d3d10_ib) ID3D10Buffer_Release(d3d10_ib); if (d3d10_ib) ID3D10Buffer_Release(d3d10_ib);
if (d3d10_vb) ID3D10Buffer_Release(d3d10_vb); if (d3d10_vb) ID3D10Buffer_Release(d3d10_vb);
...@@ -310,7 +318,7 @@ static ULONG STDMETHODCALLTYPE d2d_device_context_inner_Release(IUnknown *iface) ...@@ -310,7 +318,7 @@ static ULONG STDMETHODCALLTYPE d2d_device_context_inner_Release(IUnknown *iface)
ID3D11Buffer_Release(context->vs_cb); ID3D11Buffer_Release(context->vs_cb);
for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i) for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)
{ {
ID3D10VertexShader_Release(context->shape_resources[i].vs); ID3D11VertexShader_Release(context->shape_resources[i].vs);
ID3D11InputLayout_Release(context->shape_resources[i].il); ID3D11InputLayout_Release(context->shape_resources[i].il);
} }
for (i = 0; i < D2D_SAMPLER_INTERPOLATION_MODE_COUNT; ++i) for (i = 0; i < D2D_SAMPLER_INTERPOLATION_MODE_COUNT; ++i)
...@@ -3946,8 +3954,8 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target, ...@@ -3946,8 +3954,8 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
goto err; goto err;
} }
if (FAILED(hr = ID3D10Device_CreateVertexShader(render_target->d3d_device, si->vs_code, if (FAILED(hr = ID3D11Device1_CreateVertexShader(render_target->d3d11_device, si->vs_code,
si->vs_code_size, &render_target->shape_resources[si->shape_type].vs))) si->vs_code_size, NULL, &render_target->shape_resources[si->shape_type].vs)))
{ {
WARN("Failed to create vertex shader for shape type %#x, hr %#x.\n", si->shape_type, hr); WARN("Failed to create vertex shader for shape type %#x, hr %#x.\n", si->shape_type, hr);
goto err; goto err;
...@@ -4080,7 +4088,7 @@ err: ...@@ -4080,7 +4088,7 @@ err:
for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i) for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)
{ {
if (render_target->shape_resources[i].vs) if (render_target->shape_resources[i].vs)
ID3D10VertexShader_Release(render_target->shape_resources[i].vs); ID3D11VertexShader_Release(render_target->shape_resources[i].vs);
if (render_target->shape_resources[i].il) if (render_target->shape_resources[i].il)
ID3D11InputLayout_Release(render_target->shape_resources[i].il); ID3D11InputLayout_Release(render_target->shape_resources[i].il);
} }
......
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