Commit 942ee931 authored by Rémi Bernon's avatar Rémi Bernon Committed by Alexandre Julliard

d2d1: Use D3D11 interfaces to create rasterizer state.

parent 08c96a48
......@@ -172,7 +172,7 @@ struct d2d_device_context
ID3D11Buffer *ib;
unsigned int vb_stride;
ID3D11Buffer *vb;
ID3D10RasterizerState *rs;
ID3D11RasterizerState *rs;
ID3D10BlendState *bs;
ID3D10SamplerState *sampler_states
[D2D_SAMPLER_INTERPOLATION_MODE_COUNT]
......
......@@ -125,6 +125,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
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;
ID3D10RasterizerState *d3d10_rs = NULL;
ID3D10VertexShader *d3d10_vs = NULL;
ID3D10PixelShader *d3d10_ps = NULL;
ID3D10InputLayout *d3d10_il = NULL;
......@@ -182,6 +183,12 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
goto error;
}
if (render_target->rs && FAILED(hr = ID3D11RasterizerState_QueryInterface(render_target->rs, &IID_ID3D10RasterizerState, (void **)&d3d10_rs)))
{
ERR("Failed to query D3D10 rasterizer state, 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);
......@@ -218,7 +225,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
scissor_rect.bottom = render_target->pixel_size.height;
}
ID3D10Device_RSSetScissorRects(device, 1, &scissor_rect);
ID3D10Device_RSSetState(device, render_target->rs);
ID3D10Device_RSSetState(device, d3d10_rs);
ID3D10Device_OMSetRenderTargets(device, 1, &render_target->target->rtv, NULL);
if (brush)
{
......@@ -237,6 +244,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
WARN("Failed to apply stateblock, hr %#x.\n", hr);
error:
if (d3d10_rs) ID3D10RasterizerState_Release(d3d10_rs);
if (d3d10_ps) ID3D10PixelShader_Release(d3d10_ps);
if (d3d10_vs) ID3D10VertexShader_Release(d3d10_vs);
if (d3d10_il) ID3D10InputLayout_Release(d3d10_il);
......@@ -318,7 +326,7 @@ static ULONG STDMETHODCALLTYPE d2d_device_context_inner_Release(IUnknown *iface)
IDWriteRenderingParams_Release(context->text_rendering_params);
if (context->bs)
ID3D10BlendState_Release(context->bs);
ID3D10RasterizerState_Release(context->rs);
ID3D11RasterizerState_Release(context->rs);
ID3D11Buffer_Release(context->vb);
ID3D11Buffer_Release(context->ib);
ID3D11Buffer_Release(context->ps_cb);
......@@ -2859,7 +2867,7 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
D3D10_STATE_BLOCK_MASK state_mask;
struct d2d_device *device_impl;
IDWriteFactory *dwrite_factory;
D3D10_RASTERIZER_DESC rs_desc;
D3D11_RASTERIZER_DESC rs_desc;
D3D11_BUFFER_DESC buffer_desc;
unsigned int i;
HRESULT hr;
......@@ -4033,8 +4041,8 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
goto err;
}
rs_desc.FillMode = D3D10_FILL_SOLID;
rs_desc.CullMode = D3D10_CULL_NONE;
rs_desc.FillMode = D3D11_FILL_SOLID;
rs_desc.CullMode = D3D11_CULL_NONE;
rs_desc.FrontCounterClockwise = FALSE;
rs_desc.DepthBias = 0;
rs_desc.DepthBiasClamp = 0.0f;
......@@ -4043,7 +4051,7 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target,
rs_desc.ScissorEnable = TRUE;
rs_desc.MultisampleEnable = FALSE;
rs_desc.AntialiasedLineEnable = FALSE;
if (FAILED(hr = ID3D10Device_CreateRasterizerState(render_target->d3d_device, &rs_desc, &render_target->rs)))
if (FAILED(hr = ID3D11Device1_CreateRasterizerState(render_target->d3d11_device, &rs_desc, &render_target->rs)))
{
WARN("Failed to create clear rasterizer state, hr %#x.\n", hr);
goto err;
......@@ -4082,7 +4090,7 @@ err:
if (render_target->default_text_rendering_params)
IDWriteRenderingParams_Release(render_target->default_text_rendering_params);
if (render_target->rs)
ID3D10RasterizerState_Release(render_target->rs);
ID3D11RasterizerState_Release(render_target->rs);
if (render_target->vb)
ID3D11Buffer_Release(render_target->vb);
if (render_target->ib)
......
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