Commit 63b7afb1 authored by Rémi Bernon's avatar Rémi Bernon Committed by Alexandre Julliard

d2d1: Use D3D11 interfaces to create buffers.

parent d66bd3e8
......@@ -166,12 +166,12 @@ struct d2d_device_context
struct d2d_bitmap *target;
ID3D10StateBlock *stateblock;
struct d2d_shape_resources shape_resources[D2D_SHAPE_TYPE_COUNT];
ID3D10Buffer *vs_cb;
ID3D11Buffer *vs_cb;
ID3D10PixelShader *ps;
ID3D10Buffer *ps_cb;
ID3D10Buffer *ib;
ID3D11Buffer *ps_cb;
ID3D11Buffer *ib;
unsigned int vb_stride;
ID3D10Buffer *vb;
ID3D11Buffer *vb;
ID3D10RasterizerState *rs;
ID3D10BlendState *bs;
ID3D10SamplerState *sampler_states
......
......@@ -118,11 +118,13 @@ static void d2d_clip_stack_pop(struct d2d_clip_stack *stack)
}
static void d2d_device_context_draw(struct d2d_device_context *render_target, enum d2d_shape_type shape_type,
ID3D10Buffer *ib, unsigned int index_count, ID3D10Buffer *vb, unsigned int vb_stride,
ID3D11Buffer *ib, unsigned int index_count, ID3D11Buffer *vb, unsigned int vb_stride,
struct d2d_brush *brush, struct d2d_brush *opacity_brush)
{
struct d2d_shape_resources *shape_resources = &render_target->shape_resources[shape_type];
ID3D10Device *device = render_target->d3d_device;
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;
D3D10_RECT scissor_rect;
unsigned int offset;
D3D10_VIEWPORT vp;
......@@ -135,22 +137,46 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
if (ib && FAILED(hr = ID3D11Buffer_QueryInterface(ib, &IID_ID3D10Buffer, (void **)&d3d10_ib)))
{
ERR("Failed to query D3D10 index buffer, hr %#x.\n", hr);
goto error;
}
if (vb && FAILED(hr = ID3D11Buffer_QueryInterface(vb, &IID_ID3D10Buffer, (void **)&d3d10_vb)))
{
ERR("Failed to query D3D10 vertex buffer, hr %#x.\n", hr);
goto error;
}
if (vs_cb && FAILED(hr = ID3D11Buffer_QueryInterface(vs_cb, &IID_ID3D10Buffer, (void **)&d3d10_vs_cb)))
{
ERR("Failed to query D3D10 VS constant buffer, hr %#x.\n", hr);
goto error;
}
if (ps_cb && FAILED(hr = ID3D11Buffer_QueryInterface(ps_cb, &IID_ID3D10Buffer, (void **)&d3d10_ps_cb)))
{
ERR("Failed to query D3D10 PS constant buffer, hr %#x.\n", hr);
goto error;
}
if (FAILED(hr = render_target->stateblock->lpVtbl->Capture(render_target->stateblock)))
{
WARN("Failed to capture stateblock, hr %#x.\n", hr);
return;
goto error;
}
ID3D10Device_ClearState(device);
ID3D10Device_IASetInputLayout(device, shape_resources->il);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D10Device_IASetIndexBuffer(device, ib, DXGI_FORMAT_R16_UINT, 0);
ID3D10Device_IASetIndexBuffer(device, d3d10_ib, DXGI_FORMAT_R16_UINT, 0);
offset = 0;
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &vb_stride, &offset);
ID3D10Device_VSSetConstantBuffers(device, 0, 1, &render_target->vs_cb);
ID3D10Device_IASetVertexBuffers(device, 0, 1, &d3d10_vb, &vb_stride, &offset);
ID3D10Device_VSSetConstantBuffers(device, 0, 1, &d3d10_vs_cb);
ID3D10Device_VSSetShader(device, shape_resources->vs);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &render_target->ps_cb);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &d3d10_ps_cb);
ID3D10Device_PSSetShader(device, render_target->ps);
ID3D10Device_RSSetViewports(device, 1, &vp);
if (render_target->clip_stack.count)
......@@ -188,6 +214,12 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
if (FAILED(hr = render_target->stateblock->lpVtbl->Apply(render_target->stateblock)))
WARN("Failed to apply stateblock, hr %#x.\n", hr);
error:
if (d3d10_ib) ID3D10Buffer_Release(d3d10_ib);
if (d3d10_vb) ID3D10Buffer_Release(d3d10_vb);
if (d3d10_vs_cb) ID3D10Buffer_Release(d3d10_vs_cb);
if (d3d10_ps_cb) ID3D10Buffer_Release(d3d10_ps_cb);
}
static void d2d_device_context_set_error(struct d2d_device_context *context, HRESULT code)
......@@ -263,11 +295,11 @@ static ULONG STDMETHODCALLTYPE d2d_device_context_inner_Release(IUnknown *iface)
if (context->bs)
ID3D10BlendState_Release(context->bs);
ID3D10RasterizerState_Release(context->rs);
ID3D10Buffer_Release(context->vb);
ID3D10Buffer_Release(context->ib);
ID3D10Buffer_Release(context->ps_cb);
ID3D11Buffer_Release(context->vb);
ID3D11Buffer_Release(context->ib);
ID3D11Buffer_Release(context->ps_cb);
ID3D10PixelShader_Release(context->ps);
ID3D10Buffer_Release(context->vs_cb);
ID3D11Buffer_Release(context->vs_cb);
for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)
{
ID3D10VertexShader_Release(context->shape_resources[i].vs);
......@@ -712,15 +744,22 @@ static void STDMETHODCALLTYPE d2d_device_context_FillEllipse(ID2D1DeviceContext
static HRESULT d2d_device_context_update_ps_cb(struct d2d_device_context *context,
struct d2d_brush *brush, struct d2d_brush *opacity_brush, BOOL outline, BOOL is_arc)
{
D3D11_MAPPED_SUBRESOURCE map_desc;
ID3D11DeviceContext *d3d_context;
struct d2d_ps_cb *cb_data;
HRESULT hr;
if (FAILED(hr = ID3D10Buffer_Map(context->ps_cb, D3D10_MAP_WRITE_DISCARD, 0, (void **)&cb_data)))
ID3D11Device1_GetImmediateContext(context->d3d11_device, &d3d_context);
if (FAILED(hr = ID3D11DeviceContext_Map(d3d_context, (ID3D11Resource *)context->ps_cb,
0, D3D11_MAP_WRITE_DISCARD, 0, &map_desc)))
{
WARN("Failed to map constant buffer, hr %#x.\n", hr);
ID3D11DeviceContext_Release(d3d_context);
return hr;
}
cb_data = map_desc.pData;
cb_data->outline = outline;
cb_data->is_arc = is_arc;
cb_data->pad[0] = 0;
......@@ -730,7 +769,8 @@ static HRESULT d2d_device_context_update_ps_cb(struct d2d_device_context *contex
if (!d2d_brush_fill_cb(opacity_brush, &cb_data->opacity_brush))
WARN("Failed to initialize opacity brush buffer.\n");
ID3D10Buffer_Unmap(context->ps_cb);
ID3D11DeviceContext_Unmap(d3d_context, (ID3D11Resource *)context->ps_cb, 0);
ID3D11DeviceContext_Release(d3d_context);
return hr;
}
......@@ -738,17 +778,24 @@ static HRESULT d2d_device_context_update_ps_cb(struct d2d_device_context *contex
static HRESULT d2d_device_context_update_vs_cb(struct d2d_device_context *context,
const D2D_MATRIX_3X2_F *geometry_transform, float stroke_width)
{
D3D11_MAPPED_SUBRESOURCE map_desc;
ID3D11DeviceContext *d3d_context;
const D2D1_MATRIX_3X2_F *w;
struct d2d_vs_cb *cb_data;
float tmp_x, tmp_y;
HRESULT hr;
if (FAILED(hr = ID3D10Buffer_Map(context->vs_cb, D3D10_MAP_WRITE_DISCARD, 0, (void **)&cb_data)))
ID3D11Device1_GetImmediateContext(context->d3d11_device, &d3d_context);
if (FAILED(hr = ID3D11DeviceContext_Map(d3d_context, (ID3D11Resource *)context->vs_cb,
0, D3D11_MAP_WRITE_DISCARD, 0, &map_desc)))
{
WARN("Failed to map constant buffer, hr %#x.\n", hr);
ID3D11DeviceContext_Release(d3d_context);
return hr;
}
cb_data = map_desc.pData;
cb_data->transform_geometry._11 = geometry_transform->_11;
cb_data->transform_geometry._21 = geometry_transform->_21;
cb_data->transform_geometry._31 = geometry_transform->_31;
......@@ -772,7 +819,8 @@ static HRESULT d2d_device_context_update_vs_cb(struct d2d_device_context *contex
cb_data->transform_rty.z = w->_32 * tmp_y;
cb_data->transform_rty.w = -2.0f / context->pixel_size.height;
ID3D10Buffer_Unmap(context->vs_cb);
ID3D11DeviceContext_Unmap(d3d_context, (ID3D11Resource *)context->vs_cb, 0);
ID3D11DeviceContext_Release(d3d_context);
return S_OK;
}
......@@ -780,9 +828,9 @@ static HRESULT d2d_device_context_update_vs_cb(struct d2d_device_context *contex
static void d2d_device_context_draw_geometry(struct d2d_device_context *render_target,
const struct d2d_geometry *geometry, struct d2d_brush *brush, float stroke_width)
{
D3D10_SUBRESOURCE_DATA buffer_data;
D3D10_BUFFER_DESC buffer_desc;
ID3D10Buffer *ib, *vb;
D3D11_SUBRESOURCE_DATA buffer_data;
D3D11_BUFFER_DESC buffer_desc;
ID3D11Buffer *ib, *vb;
HRESULT hr;
if (FAILED(hr = d2d_device_context_update_vs_cb(render_target, &geometry->transform, stroke_width)))
......@@ -797,7 +845,7 @@ static void d2d_device_context_draw_geometry(struct d2d_device_context *render_t
return;
}
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
......@@ -807,53 +855,53 @@ static void d2d_device_context_draw_geometry(struct d2d_device_context *render_t
if (geometry->outline.face_count)
{
buffer_desc.ByteWidth = geometry->outline.face_count * sizeof(*geometry->outline.faces);
buffer_desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
buffer_data.pSysMem = geometry->outline.faces;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->d3d_device, &buffer_desc, &buffer_data, &ib)))
if (FAILED(hr = ID3D11Device1_CreateBuffer(render_target->d3d11_device, &buffer_desc, &buffer_data, &ib)))
{
WARN("Failed to create index buffer, hr %#x.\n", hr);
return;
}
buffer_desc.ByteWidth = geometry->outline.vertex_count * sizeof(*geometry->outline.vertices);
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_data.pSysMem = geometry->outline.vertices;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->d3d_device, &buffer_desc, &buffer_data, &vb)))
if (FAILED(hr = ID3D11Device1_CreateBuffer(render_target->d3d11_device, &buffer_desc, &buffer_data, &vb)))
{
ERR("Failed to create vertex buffer, hr %#x.\n", hr);
ID3D10Buffer_Release(ib);
ID3D11Buffer_Release(ib);
return;
}
d2d_device_context_draw(render_target, D2D_SHAPE_TYPE_OUTLINE, ib, 3 * geometry->outline.face_count, vb,
sizeof(*geometry->outline.vertices), brush, NULL);
ID3D10Buffer_Release(vb);
ID3D10Buffer_Release(ib);
ID3D11Buffer_Release(vb);
ID3D11Buffer_Release(ib);
}
if (geometry->outline.bezier_face_count)
{
buffer_desc.ByteWidth = geometry->outline.bezier_face_count * sizeof(*geometry->outline.bezier_faces);
buffer_desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
buffer_data.pSysMem = geometry->outline.bezier_faces;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->d3d_device, &buffer_desc, &buffer_data, &ib)))
if (FAILED(hr = ID3D11Device1_CreateBuffer(render_target->d3d11_device, &buffer_desc, &buffer_data, &ib)))
{
WARN("Failed to create beziers index buffer, hr %#x.\n", hr);
return;
}
buffer_desc.ByteWidth = geometry->outline.bezier_count * sizeof(*geometry->outline.beziers);
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_data.pSysMem = geometry->outline.beziers;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->d3d_device, &buffer_desc, &buffer_data, &vb)))
if (FAILED(hr = ID3D11Device1_CreateBuffer(render_target->d3d11_device, &buffer_desc, &buffer_data, &vb)))
{
ERR("Failed to create beziers vertex buffer, hr %#x.\n", hr);
ID3D10Buffer_Release(ib);
ID3D11Buffer_Release(ib);
return;
}
......@@ -861,30 +909,30 @@ static void d2d_device_context_draw_geometry(struct d2d_device_context *render_t
3 * geometry->outline.bezier_face_count, vb,
sizeof(*geometry->outline.beziers), brush, NULL);
ID3D10Buffer_Release(vb);
ID3D10Buffer_Release(ib);
ID3D11Buffer_Release(vb);
ID3D11Buffer_Release(ib);
}
if (geometry->outline.arc_face_count)
{
buffer_desc.ByteWidth = geometry->outline.arc_face_count * sizeof(*geometry->outline.arc_faces);
buffer_desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
buffer_data.pSysMem = geometry->outline.arc_faces;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->d3d_device, &buffer_desc, &buffer_data, &ib)))
if (FAILED(hr = ID3D11Device1_CreateBuffer(render_target->d3d11_device, &buffer_desc, &buffer_data, &ib)))
{
WARN("Failed to create arcs index buffer, hr %#x.\n", hr);
return;
}
buffer_desc.ByteWidth = geometry->outline.arc_count * sizeof(*geometry->outline.arcs);
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_data.pSysMem = geometry->outline.arcs;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->d3d_device, &buffer_desc, &buffer_data, &vb)))
if (FAILED(hr = ID3D11Device1_CreateBuffer(render_target->d3d11_device, &buffer_desc, &buffer_data, &vb)))
{
ERR("Failed to create arcs vertex buffer, hr %#x.\n", hr);
ID3D10Buffer_Release(ib);
ID3D11Buffer_Release(ib);
return;
}
......@@ -893,8 +941,8 @@ static void d2d_device_context_draw_geometry(struct d2d_device_context *render_t
3 * geometry->outline.arc_face_count, vb,
sizeof(*geometry->outline.arcs), brush, NULL);
ID3D10Buffer_Release(vb);
ID3D10Buffer_Release(ib);
ID3D11Buffer_Release(vb);
ID3D11Buffer_Release(ib);
}
}
......@@ -917,12 +965,12 @@ static void STDMETHODCALLTYPE d2d_device_context_DrawGeometry(ID2D1DeviceContext
static void d2d_device_context_fill_geometry(struct d2d_device_context *render_target,
const struct d2d_geometry *geometry, struct d2d_brush *brush, struct d2d_brush *opacity_brush)
{
D3D10_SUBRESOURCE_DATA buffer_data;
D3D10_BUFFER_DESC buffer_desc;
ID3D10Buffer *ib, *vb;
D3D11_SUBRESOURCE_DATA buffer_data;
D3D11_BUFFER_DESC buffer_desc;
ID3D11Buffer *ib, *vb;
HRESULT hr;
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
......@@ -944,40 +992,40 @@ static void d2d_device_context_fill_geometry(struct d2d_device_context *render_t
if (geometry->fill.face_count)
{
buffer_desc.ByteWidth = geometry->fill.face_count * sizeof(*geometry->fill.faces);
buffer_desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
buffer_data.pSysMem = geometry->fill.faces;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->d3d_device, &buffer_desc, &buffer_data, &ib)))
if (FAILED(hr = ID3D11Device1_CreateBuffer(render_target->d3d11_device, &buffer_desc, &buffer_data, &ib)))
{
WARN("Failed to create index buffer, hr %#x.\n", hr);
return;
}
buffer_desc.ByteWidth = geometry->fill.vertex_count * sizeof(*geometry->fill.vertices);
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_data.pSysMem = geometry->fill.vertices;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->d3d_device, &buffer_desc, &buffer_data, &vb)))
if (FAILED(hr = ID3D11Device1_CreateBuffer(render_target->d3d11_device, &buffer_desc, &buffer_data, &vb)))
{
ERR("Failed to create vertex buffer, hr %#x.\n", hr);
ID3D10Buffer_Release(ib);
ID3D11Buffer_Release(ib);
return;
}
d2d_device_context_draw(render_target, D2D_SHAPE_TYPE_TRIANGLE, ib, 3 * geometry->fill.face_count, vb,
sizeof(*geometry->fill.vertices), brush, opacity_brush);
ID3D10Buffer_Release(vb);
ID3D10Buffer_Release(ib);
ID3D11Buffer_Release(vb);
ID3D11Buffer_Release(ib);
}
if (geometry->fill.bezier_vertex_count)
{
buffer_desc.ByteWidth = geometry->fill.bezier_vertex_count * sizeof(*geometry->fill.bezier_vertices);
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_data.pSysMem = geometry->fill.bezier_vertices;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->d3d_device, &buffer_desc, &buffer_data, &vb)))
if (FAILED(hr = ID3D11Device1_CreateBuffer(render_target->d3d11_device, &buffer_desc, &buffer_data, &vb)))
{
ERR("Failed to create beziers vertex buffer, hr %#x.\n", hr);
return;
......@@ -986,16 +1034,16 @@ static void d2d_device_context_fill_geometry(struct d2d_device_context *render_t
d2d_device_context_draw(render_target, D2D_SHAPE_TYPE_CURVE, NULL, geometry->fill.bezier_vertex_count, vb,
sizeof(*geometry->fill.bezier_vertices), brush, opacity_brush);
ID3D10Buffer_Release(vb);
ID3D11Buffer_Release(vb);
}
if (geometry->fill.arc_vertex_count)
{
buffer_desc.ByteWidth = geometry->fill.arc_vertex_count * sizeof(*geometry->fill.arc_vertices);
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_data.pSysMem = geometry->fill.arc_vertices;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->d3d_device, &buffer_desc, &buffer_data, &vb)))
if (FAILED(hr = ID3D11Device1_CreateBuffer(render_target->d3d11_device, &buffer_desc, &buffer_data, &vb)))
{
ERR("Failed to create arc vertex buffer, hr %#x.\n", hr);
return;
......@@ -1005,7 +1053,7 @@ static void d2d_device_context_fill_geometry(struct d2d_device_context *render_t
d2d_device_context_draw(render_target, D2D_SHAPE_TYPE_CURVE, NULL, geometry->fill.arc_vertex_count, vb,
sizeof(*geometry->fill.arc_vertices), brush, opacity_brush);
ID3D10Buffer_Release(vb);
ID3D11Buffer_Release(vb);
}
}
......@@ -1602,6 +1650,8 @@ static void STDMETHODCALLTYPE d2d_device_context_PopAxisAlignedClip(ID2D1DeviceC
static void STDMETHODCALLTYPE d2d_device_context_Clear(ID2D1DeviceContext *iface, const D2D1_COLOR_F *colour)
{
struct d2d_device_context *render_target = impl_from_ID2D1DeviceContext(iface);
D3D11_MAPPED_SUBRESOURCE map_desc;
ID3D11DeviceContext *d3d_context;
struct d2d_ps_cb *ps_cb_data;
struct d2d_vs_cb *vs_cb_data;
D2D1_COLOR_F *c;
......@@ -1609,13 +1659,17 @@ static void STDMETHODCALLTYPE d2d_device_context_Clear(ID2D1DeviceContext *iface
TRACE("iface %p, colour %p.\n", iface, colour);
if (FAILED(hr = ID3D10Buffer_Map(render_target->vs_cb, D3D10_MAP_WRITE_DISCARD,
0, (void **)&vs_cb_data)))
ID3D11Device1_GetImmediateContext(render_target->d3d11_device, &d3d_context);
if (FAILED(hr = ID3D11DeviceContext_Map(d3d_context, (ID3D11Resource *)render_target->vs_cb,
0, D3D11_MAP_WRITE_DISCARD, 0, &map_desc)))
{
WARN("Failed to map vs constant buffer, hr %#x.\n", hr);
ID3D11DeviceContext_Release(d3d_context);
return;
}
vs_cb_data = map_desc.pData;
vs_cb_data->transform_geometry._11 = 1.0f;
vs_cb_data->transform_geometry._21 = 0.0f;
vs_cb_data->transform_geometry._31 = 0.0f;
......@@ -1633,15 +1687,17 @@ static void STDMETHODCALLTYPE d2d_device_context_Clear(ID2D1DeviceContext *iface
vs_cb_data->transform_rty.z = 1.0f;
vs_cb_data->transform_rty.w = -1.0f;
ID3D10Buffer_Unmap(render_target->vs_cb);
ID3D11DeviceContext_Unmap(d3d_context, (ID3D11Resource *)render_target->vs_cb, 0);
if (FAILED(hr = ID3D10Buffer_Map(render_target->ps_cb, D3D10_MAP_WRITE_DISCARD,
0, (void **)&ps_cb_data)))
if (FAILED(hr = ID3D11DeviceContext_Map(d3d_context, (ID3D11Resource *)render_target->ps_cb,
0, D3D11_MAP_WRITE_DISCARD, 0, &map_desc)))
{
WARN("Failed to map ps constant buffer, hr %#x.\n", hr);
ID3D11DeviceContext_Release(d3d_context);
return;
}
ps_cb_data = map_desc.pData;
memset(ps_cb_data, 0, sizeof(*ps_cb_data));
ps_cb_data->colour_brush.type = D2D_BRUSH_TYPE_SOLID;
ps_cb_data->colour_brush.opacity = 1.0f;
......@@ -1655,7 +1711,8 @@ static void STDMETHODCALLTYPE d2d_device_context_Clear(ID2D1DeviceContext *iface
c->g *= c->a;
c->b *= c->a;
ID3D10Buffer_Unmap(render_target->ps_cb);
ID3D11DeviceContext_Unmap(d3d_context, (ID3D11Resource *)render_target->ps_cb, 0);
ID3D11DeviceContext_Release(d3d_context);
d2d_device_context_draw(render_target, D2D_SHAPE_TYPE_TRIANGLE, render_target->ib, 6,
render_target->vb, render_target->vb_stride, NULL, NULL);
......@@ -2774,12 +2831,12 @@ static const struct ID2D1GdiInteropRenderTargetVtbl d2d_gdi_interop_render_targe
static HRESULT d2d_device_context_init(struct d2d_device_context *render_target, ID2D1Device *device,
IUnknown *outer_unknown, const struct d2d_device_context_ops *ops)
{
D3D10_SUBRESOURCE_DATA buffer_data;
D3D11_SUBRESOURCE_DATA buffer_data;
D3D10_STATE_BLOCK_MASK state_mask;
struct d2d_device *device_impl;
IDWriteFactory *dwrite_factory;
D3D10_RASTERIZER_DESC rs_desc;
D3D10_BUFFER_DESC buffer_desc;
D3D11_BUFFER_DESC buffer_desc;
unsigned int i;
HRESULT hr;
......@@ -3891,12 +3948,12 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
}
buffer_desc.ByteWidth = sizeof(struct d2d_vs_cb);
buffer_desc.Usage = D3D10_USAGE_DYNAMIC;
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
buffer_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
buffer_desc.MiscFlags = 0;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->d3d_device, &buffer_desc, NULL,
if (FAILED(hr = ID3D11Device1_CreateBuffer(render_target->d3d11_device, &buffer_desc, NULL,
&render_target->vs_cb)))
{
WARN("Failed to create constant buffer, hr %#x.\n", hr);
......@@ -3911,12 +3968,12 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
}
buffer_desc.ByteWidth = sizeof(struct d2d_ps_cb);
buffer_desc.Usage = D3D10_USAGE_DYNAMIC;
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
buffer_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
buffer_desc.MiscFlags = 0;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->d3d_device, &buffer_desc, NULL,
if (FAILED(hr = ID3D11Device1_CreateBuffer(render_target->d3d11_device, &buffer_desc, NULL,
&render_target->ps_cb)))
{
WARN("Failed to create constant buffer, hr %#x.\n", hr);
......@@ -3924,8 +3981,8 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
}
buffer_desc.ByteWidth = sizeof(indices);
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
buffer_desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
......@@ -3933,7 +3990,7 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
buffer_data.SysMemPitch = 0;
buffer_data.SysMemSlicePitch = 0;
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->d3d_device,
if (FAILED(hr = ID3D11Device1_CreateBuffer(render_target->d3d11_device,
&buffer_desc, &buffer_data, &render_target->ib)))
{
WARN("Failed to create clear index buffer, hr %#x.\n", hr);
......@@ -3941,11 +3998,11 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
}
buffer_desc.ByteWidth = sizeof(quad);
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_data.pSysMem = quad;
render_target->vb_stride = sizeof(*quad);
if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->d3d_device,
if (FAILED(hr = ID3D11Device1_CreateBuffer(render_target->d3d11_device,
&buffer_desc, &buffer_data, &render_target->vb)))
{
WARN("Failed to create clear vertex buffer, hr %#x.\n", hr);
......@@ -4003,15 +4060,15 @@ err:
if (render_target->rs)
ID3D10RasterizerState_Release(render_target->rs);
if (render_target->vb)
ID3D10Buffer_Release(render_target->vb);
ID3D11Buffer_Release(render_target->vb);
if (render_target->ib)
ID3D10Buffer_Release(render_target->ib);
ID3D11Buffer_Release(render_target->ib);
if (render_target->ps_cb)
ID3D10Buffer_Release(render_target->ps_cb);
ID3D11Buffer_Release(render_target->ps_cb);
if (render_target->ps)
ID3D10PixelShader_Release(render_target->ps);
if (render_target->vs_cb)
ID3D10Buffer_Release(render_target->vs_cb);
ID3D11Buffer_Release(render_target->vs_cb);
for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i)
{
if (render_target->shape_resources[i].vs)
......
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