WINE_DEFAULT_DEBUG_CHANNEL(d2d);
+struct d2d_bitmap_brush_cb
+{
+ float _11, _21, _31, pad0;
+ float _12, _22, _32, opacity;
+ BOOL ignore_alpha, pad1, pad2, pad3;
+};
+
static inline struct d2d_gradient *impl_from_ID2D1GradientStopCollection(ID2D1GradientStopCollection *iface)
{
return CONTAINING_RECORD(iface, struct d2d_gradient, ID2D1GradientStopCollection_iface);
}
}
-HRESULT d2d_brush_get_ps_cb(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target,
- ID3D10Buffer **ps_cb)
+static BOOL d2d_brush_fill_cb(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target, void *cb)
{
- D3D10_SUBRESOURCE_DATA buffer_data;
- D3D10_BUFFER_DESC buffer_desc;
- struct
- {
- float _11, _21, _31, pad0;
- float _12, _22, _32, opacity;
- BOOL ignore_alpha;
- } bitmap_brush_cb;
- 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;
+ struct d2d_bitmap_brush_cb *bitmap_brush_cb;
+ D2D1_COLOR_F *color;
if (brush->type == D2D_BRUSH_TYPE_SOLID)
{
- color = brush->u.solid.color;
- color.a *= brush->opacity;
- color.r *= color.a;
- color.g *= color.a;
- color.b *= color.a;
-
- buffer_desc.ByteWidth = sizeof(color);
- buffer_data.pSysMem = &color;
+ color = cb;
+
+ *color = brush->u.solid.color;
+ color->a *= brush->opacity;
+ color->r *= color->a;
+ color->g *= color->a;
+ color->b *= color->a;
+
+ return TRUE;
}
- else if (brush->type == D2D_BRUSH_TYPE_BITMAP)
+
+ 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;
+ bitmap_brush_cb = cb;
+
/* Scale for dpi. */
w = render_target->drawing_state.transform;
dpi_scale = render_target->dpi_x / 96.0f;
d = b._11 * b._22 - b._21 * b._12;
if (d != 0.0f)
{
- bitmap_brush_cb._11 = b._22 / d;
- bitmap_brush_cb._21 = -b._21 / d;
- bitmap_brush_cb._31 = (b._21 * b._32 - b._31 * b._22) / d;
- bitmap_brush_cb._12 = -b._12 / d;
- bitmap_brush_cb._22 = b._11 / d;
- bitmap_brush_cb._32 = -(b._11 * b._32 - b._31 * b._12) / d;
+ bitmap_brush_cb->_11 = b._22 / d;
+ bitmap_brush_cb->_21 = -b._21 / d;
+ bitmap_brush_cb->_31 = (b._21 * b._32 - b._31 * b._22) / d;
+ bitmap_brush_cb->_12 = -b._12 / d;
+ bitmap_brush_cb->_22 = b._11 / d;
+ bitmap_brush_cb->_32 = -(b._11 * b._32 - b._31 * b._12) / d;
}
- bitmap_brush_cb.opacity = brush->opacity;
- bitmap_brush_cb.ignore_alpha = bitmap->format.alphaMode == D2D1_ALPHA_MODE_IGNORE;
+ bitmap_brush_cb->opacity = brush->opacity;
+ bitmap_brush_cb->ignore_alpha = bitmap->format.alphaMode == D2D1_ALPHA_MODE_IGNORE;
- buffer_desc.ByteWidth = sizeof(bitmap_brush_cb);
- buffer_data.pSysMem = &bitmap_brush_cb;
+ return TRUE;
}
- else
+
+ FIXME("Unhandled brush type %#x.\n", brush->type);
+ return FALSE;
+}
+
+HRESULT d2d_brush_get_ps_cb(struct d2d_brush *brush, struct d2d_brush *opacity_brush,
+ struct d2d_d3d_render_target *render_target, ID3D10Buffer **ps_cb)
+{
+ D3D10_SUBRESOURCE_DATA buffer_data;
+ D3D10_BUFFER_DESC buffer_desc;
+ BYTE *cb_data;
+ HRESULT hr;
+
+ static const size_t brush_sizes[] =
{
- FIXME("Unhandled brush type %#x.\n", brush->type);
+ /* D2D_BRUSH_TYPE_SOLID */ sizeof(D2D1_COLOR_F),
+ /* D2D_BRUSH_TYPE_LINEAR */ 0,
+ /* D2D_BRUSH_TYPE_BITMAP */ sizeof(struct d2d_bitmap_brush_cb),
+ };
+
+ 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 >= sizeof(brush_sizes) / sizeof(*brush_sizes))
+ {
+ ERR("Unhandled brush type %#x.\n", brush->type);
+ return E_NOTIMPL;
+ }
+
+ buffer_desc.ByteWidth = brush_sizes[brush->type];
+ if (opacity_brush)
+ {
+ if (opacity_brush->type >= sizeof(brush_sizes) / sizeof(*brush_sizes))
+ {
+ ERR("Unhandled opacity brush type %#x.\n", brush->type);
+ return E_NOTIMPL;
+ }
+ buffer_desc.ByteWidth += brush_sizes[opacity_brush->type];
+ }
+
+ if (!(cb_data = HeapAlloc(GetProcessHeap(), 0, buffer_desc.ByteWidth)))
+ {
+ ERR("Failed to allocate constant buffer data.\n");
+ return E_OUTOFMEMORY;
+ }
+ buffer_data.pSysMem = cb_data;
+
+ if (!d2d_brush_fill_cb(brush, render_target, cb_data))
+ {
+ HeapFree(GetProcessHeap(), 0, cb_data);
+ return E_NOTIMPL;
+ }
+ cb_data += brush_sizes[brush->type];
+ if (opacity_brush && !d2d_brush_fill_cb(opacity_brush, render_target, cb_data))
+ {
+ HeapFree(GetProcessHeap(), 0, cb_data);
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);
+ HeapFree(GetProcessHeap(), 0, cb_data);
return hr;
}
-void d2d_brush_bind_resources(struct d2d_brush *brush, struct d2d_d3d_render_target *render_target,
- enum d2d_shape_type shape_type)
+static void d2d_brush_bind_bitmap(struct d2d_brush *brush, ID3D10Device *device,
+ unsigned int resource_idx, unsigned int sampler_idx)
+{
+ HRESULT hr;
+
+ ID3D10Device_PSSetShaderResources(device, resource_idx, 1, &brush->u.bitmap.bitmap->view);
+ if (!brush->u.bitmap.sampler_state)
+ {
+ D3D10_SAMPLER_DESC sampler_desc;
+
+ if (brush->u.bitmap.interpolation_mode == D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR)
+ sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
+ else
+ sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
+ sampler_desc.AddressU = texture_address_mode_from_extend_mode(brush->u.bitmap.extend_mode_x);
+ sampler_desc.AddressV = texture_address_mode_from_extend_mode(brush->u.bitmap.extend_mode_y);
+ sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.MipLODBias = 0.0f;
+ sampler_desc.MaxAnisotropy = 0;
+ sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
+ sampler_desc.BorderColor[0] = 0.0f;
+ sampler_desc.BorderColor[1] = 0.0f;
+ sampler_desc.BorderColor[2] = 0.0f;
+ sampler_desc.BorderColor[3] = 0.0f;
+ sampler_desc.MinLOD = 0.0f;
+ sampler_desc.MaxLOD = 0.0f;
+
+ if (FAILED(hr = ID3D10Device_CreateSamplerState(device,
+ &sampler_desc, &brush->u.bitmap.sampler_state)))
+ ERR("Failed to create sampler state, hr %#x.\n", hr);
+ }
+ ID3D10Device_PSSetSamplers(device, sampler_idx, 1, &brush->u.bitmap.sampler_state);
+}
+
+void d2d_brush_bind_resources(struct d2d_brush *brush, struct d2d_brush *opacity_brush,
+ struct d2d_d3d_render_target *render_target, enum d2d_shape_type shape_type)
{
static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ unsigned int resource_idx = 0, sampler_idx = 0;
ID3D10Device *device = render_target->device;
+ enum d2d_brush_type opacity_brush_type;
ID3D10PixelShader *ps;
- HRESULT hr;
ID3D10Device_OMSetBlendState(device, render_target->bs, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
- if (!(ps = render_target->shape_resources[shape_type].ps[brush->type]))
- FIXME("No pixel shader for shape type %#x and brush type %#x.\n", shape_type, brush->type);
+ opacity_brush_type = opacity_brush ? opacity_brush->type : D2D_BRUSH_TYPE_COUNT;
+ if (!(ps = render_target->shape_resources[shape_type].ps[brush->type][opacity_brush_type]))
+ FIXME("No pixel shader for shape type %#x and brush types %#x/%#x.\n",
+ shape_type, brush->type, opacity_brush_type);
ID3D10Device_PSSetShader(device, ps);
if (brush->type == D2D_BRUSH_TYPE_BITMAP)
- {
- ID3D10Device_PSSetShaderResources(device, 0, 1, &brush->u.bitmap.bitmap->view);
- if (!brush->u.bitmap.sampler_state)
- {
- D3D10_SAMPLER_DESC sampler_desc;
-
- if (brush->u.bitmap.interpolation_mode == D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR)
- sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
- else
- sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
- sampler_desc.AddressU = texture_address_mode_from_extend_mode(brush->u.bitmap.extend_mode_x);
- sampler_desc.AddressV = texture_address_mode_from_extend_mode(brush->u.bitmap.extend_mode_y);
- sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
- sampler_desc.MipLODBias = 0.0f;
- sampler_desc.MaxAnisotropy = 0;
- sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
- sampler_desc.BorderColor[0] = 0.0f;
- sampler_desc.BorderColor[1] = 0.0f;
- sampler_desc.BorderColor[2] = 0.0f;
- sampler_desc.BorderColor[3] = 0.0f;
- sampler_desc.MinLOD = 0.0f;
- sampler_desc.MaxLOD = 0.0f;
-
- if (FAILED(hr = ID3D10Device_CreateSamplerState(device,
- &sampler_desc, &brush->u.bitmap.sampler_state)))
- ERR("Failed to create sampler state, hr %#x.\n", hr);
- }
- ID3D10Device_PSSetSamplers(device, 0, 1, &brush->u.bitmap.sampler_state);
- }
+ d2d_brush_bind_bitmap(brush, device, resource_idx++, sampler_idx++);
else if (brush->type != D2D_BRUSH_TYPE_SOLID)
- {
FIXME("Unhandled brush type %#x.\n", brush->type);
+
+ if (opacity_brush)
+ {
+ if (opacity_brush->type == D2D_BRUSH_TYPE_BITMAP)
+ d2d_brush_bind_bitmap(opacity_brush, device, resource_idx++, sampler_idx++);
+ else if (opacity_brush->type != D2D_BRUSH_TYPE_SOLID)
+ FIXME("Unhandled opacity brush type %#x.\n", opacity_brush->type);
}
}
--stack->count;
}
-static void d2d_draw(struct d2d_d3d_render_target *render_target, enum d2d_shape_type shape_type,
+static void d2d_rt_draw(struct d2d_d3d_render_target *render_target, enum d2d_shape_type shape_type,
ID3D10Buffer *ib, unsigned int index_count, ID3D10Buffer *vb, unsigned int vb_stride,
- ID3D10Buffer *vs_cb, ID3D10Buffer *ps_cb, struct d2d_brush *brush)
+ ID3D10Buffer *vs_cb, ID3D10Buffer *ps_cb, 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->device;
ID3D10Device_RSSetState(device, render_target->rs);
ID3D10Device_OMSetRenderTargets(device, 1, &render_target->view, NULL);
if (brush)
- d2d_brush_bind_resources(brush, render_target, shape_type);
+ d2d_brush_bind_resources(brush, opacity_brush, render_target, shape_type);
else
- ID3D10Device_PSSetShader(device, shape_resources->ps[D2D_BRUSH_TYPE_SOLID]);
+ ID3D10Device_PSSetShader(device, shape_resources->ps[D2D_BRUSH_TYPE_SOLID][D2D_BRUSH_TYPE_COUNT]);
if (ib)
ID3D10Device_DrawIndexed(device, index_count, 0, 0);
if (!refcount)
{
- unsigned int i, j;
+ unsigned int i, j, k;
d2d_clip_stack_cleanup(&render_target->clip_stack);
if (render_target->text_rendering_params)
{
for (j = 0; j < D2D_BRUSH_TYPE_COUNT; ++j)
{
- if (render_target->shape_resources[i].ps[j])
- ID3D10PixelShader_Release(render_target->shape_resources[i].ps[j]);
+ for (k = 0; k < D2D_BRUSH_TYPE_COUNT + 1; ++k)
+ {
+ if (render_target->shape_resources[i].ps[j][k])
+ ID3D10PixelShader_Release(render_target->shape_resources[i].ps[j][k]);
+ }
}
ID3D10VertexShader_Release(render_target->shape_resources[i].vs);
ID3D10InputLayout_Release(render_target->shape_resources[i].il);
static void STDMETHODCALLTYPE d2d_d3d_render_target_FillGeometry(ID2D1RenderTarget *iface,
ID2D1Geometry *geometry, ID2D1Brush *brush, ID2D1Brush *opacity_brush)
{
+ struct d2d_brush *opacity_brush_impl = unsafe_impl_from_ID2D1Brush(opacity_brush);
struct d2d_d3d_render_target *render_target = impl_from_ID2D1RenderTarget(iface);
struct d2d_brush *brush_impl = unsafe_impl_from_ID2D1Brush(brush);
const struct d2d_geometry *geometry_impl;
return;
}
- if (opacity_brush)
- FIXME("Ignoring opacity brush %p.\n", opacity_brush);
-
geometry_impl = unsafe_impl_from_ID2D1Geometry(geometry);
tmp_x = (2.0f * render_target->dpi_x) / (96.0f * render_target->pixel_size.width);
return;
}
- if (FAILED(hr = d2d_brush_get_ps_cb(brush_impl, render_target, &ps_cb)))
+ if (FAILED(hr = d2d_brush_get_ps_cb(brush_impl, opacity_brush_impl, render_target, &ps_cb)))
{
WARN("Failed to get ps constant buffer, hr %#x.\n", hr);
ID3D10Buffer_Release(vs_cb);
goto done;
}
- d2d_draw(render_target, D2D_SHAPE_TYPE_TRIANGLE, ib, 3 * geometry_impl->face_count, vb,
- sizeof(*geometry_impl->vertices), vs_cb, ps_cb, brush_impl);
+ d2d_rt_draw(render_target, D2D_SHAPE_TYPE_TRIANGLE, ib, 3 * geometry_impl->face_count, vb,
+ sizeof(*geometry_impl->vertices), vs_cb, ps_cb, brush_impl, opacity_brush_impl);
ID3D10Buffer_Release(vb);
ID3D10Buffer_Release(ib);
goto done;
}
- d2d_draw(render_target, D2D_SHAPE_TYPE_BEZIER, NULL, 3 * geometry_impl->bezier_count, vb,
- sizeof(*geometry_impl->beziers->v), vs_cb, ps_cb, brush_impl);
+ d2d_rt_draw(render_target, D2D_SHAPE_TYPE_BEZIER, NULL, 3 * geometry_impl->bezier_count, vb,
+ sizeof(*geometry_impl->beziers->v), vs_cb, ps_cb, brush_impl, opacity_brush_impl);
ID3D10Buffer_Release(vb);
}
return;
}
- d2d_draw(render_target, D2D_SHAPE_TYPE_TRIANGLE, render_target->ib, 6,
- render_target->vb, render_target->vb_stride, vs_cb, ps_cb, NULL);
+ d2d_rt_draw(render_target, D2D_SHAPE_TYPE_TRIANGLE, render_target->ib, 6,
+ render_target->vb, render_target->vb_stride, vs_cb, ps_cb, NULL, NULL);
ID3D10Buffer_Release(ps_cb);
ID3D10Buffer_Release(vs_cb);
D3D10_BUFFER_DESC buffer_desc;
D3D10_BLEND_DESC blend_desc;
ID3D10Resource *resource;
- unsigned int i, j;
+ unsigned int i, j, k;
HRESULT hr;
static const D3D10_INPUT_ELEMENT_DESC il_desc_triangle[] =
if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->device,
ps_code_triangle_solid, sizeof(ps_code_triangle_solid),
- &render_target->shape_resources[D2D_SHAPE_TYPE_TRIANGLE].ps[D2D_BRUSH_TYPE_SOLID])))
+ &render_target->shape_resources[D2D_SHAPE_TYPE_TRIANGLE].ps[D2D_BRUSH_TYPE_SOLID][D2D_BRUSH_TYPE_COUNT])))
{
WARN("Failed to create triangle/solid pixel shader, hr %#x.\n", hr);
goto err;
if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->device,
ps_code_triangle_bitmap, sizeof(ps_code_triangle_bitmap),
- &render_target->shape_resources[D2D_SHAPE_TYPE_TRIANGLE].ps[D2D_BRUSH_TYPE_BITMAP])))
+ &render_target->shape_resources[D2D_SHAPE_TYPE_TRIANGLE].ps[D2D_BRUSH_TYPE_BITMAP][D2D_BRUSH_TYPE_COUNT])))
{
WARN("Failed to create triangle/bitmap pixel shader, hr %#x.\n", hr);
goto err;
if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->device,
ps_code_bezier_solid, sizeof(ps_code_bezier_solid),
- &render_target->shape_resources[D2D_SHAPE_TYPE_BEZIER].ps[D2D_BRUSH_TYPE_SOLID])))
+ &render_target->shape_resources[D2D_SHAPE_TYPE_BEZIER].ps[D2D_BRUSH_TYPE_SOLID][D2D_BRUSH_TYPE_COUNT])))
{
WARN("Failed to create bezier/solid pixel shader, hr %#x.\n", hr);
goto err;
{
for (j = 0; j < D2D_BRUSH_TYPE_COUNT; ++j)
{
- if (render_target->shape_resources[i].ps[j])
- ID3D10PixelShader_Release(render_target->shape_resources[i].ps[j]);
+ for (k = 0; k < D2D_BRUSH_TYPE_COUNT + 1; ++k)
+ {
+ if (render_target->shape_resources[i].ps[j][k])
+ ID3D10PixelShader_Release(render_target->shape_resources[i].ps[j][k]);
+ }
}
if (render_target->shape_resources[i].vs)
ID3D10VertexShader_Release(render_target->shape_resources[i].vs);