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d2d1: Keep effect shader objects at device level.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
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9e4ee3e4e0
commit
e0ab89b856
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@ -592,22 +592,31 @@ HRESULT d2d_geometry_group_init(struct d2d_geometry *geometry, ID2D1Factory *fac
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D2D1_FILL_MODE fill_mode, ID2D1Geometry **src_geometries, unsigned int geometry_count);
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struct d2d_geometry *unsafe_impl_from_ID2D1Geometry(ID2D1Geometry *iface);
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struct d2d_shader
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{
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GUID id;
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IUnknown *shader;
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};
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struct d2d_device
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{
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ID2D1Device1 ID2D1Device1_iface;
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LONG refcount;
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ID2D1Factory1 *factory;
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IDXGIDevice *dxgi_device;
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struct
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{
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struct d2d_shader *objects;
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size_t size;
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size_t count;
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} shaders;
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};
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void d2d_device_init(struct d2d_device *device, ID2D1Factory1 *factory, IDXGIDevice *dxgi_device);
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struct d2d_device *unsafe_impl_from_ID2D1Device(ID2D1Device1 *iface);
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struct d2d_shader
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{
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GUID id;
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IUnknown *shader;
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};
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HRESULT d2d_device_add_shader(struct d2d_device *device, REFGUID shader_id, IUnknown *shader);
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BOOL d2d_device_is_shader_loaded(struct d2d_device *device, REFGUID shader_id);
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struct d2d_effect_context
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{
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@ -615,10 +624,6 @@ struct d2d_effect_context
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LONG refcount;
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struct d2d_device_context *device_context;
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struct d2d_shader *shaders;
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size_t shaders_size;
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size_t shader_count;
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};
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void d2d_effect_context_init(struct d2d_effect_context *effect_context,
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@ -4528,6 +4528,7 @@ static ULONG WINAPI d2d_device_Release(ID2D1Device1 *iface)
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{
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struct d2d_device *device = impl_from_ID2D1Device(iface);
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ULONG refcount = InterlockedDecrement(&device->refcount);
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size_t i;
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TRACE("%p decreasing refcount to %lu.\n", iface, refcount);
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@ -4535,6 +4536,9 @@ static ULONG WINAPI d2d_device_Release(ID2D1Device1 *iface)
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{
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IDXGIDevice_Release(device->dxgi_device);
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ID2D1Factory1_Release(device->factory);
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for (i = 0; i < device->shaders.count; ++i)
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IUnknown_Release(device->shaders.objects[i].shader);
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free(device->shaders.objects);
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free(device);
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}
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@ -4670,3 +4674,35 @@ void d2d_device_init(struct d2d_device *device, ID2D1Factory1 *iface, IDXGIDevic
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device->dxgi_device = dxgi_device;
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IDXGIDevice_AddRef(device->dxgi_device);
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}
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HRESULT d2d_device_add_shader(struct d2d_device *device, REFGUID shader_id, IUnknown *shader)
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{
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struct d2d_shader *entry;
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if (!d2d_array_reserve((void **)&device->shaders.objects, &device->shaders.size,
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device->shaders.count + 1, sizeof(*device->shaders.objects)))
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{
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WARN("Failed to resize shaders array.\n");
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return E_OUTOFMEMORY;
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}
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entry = &device->shaders.objects[device->shaders.count++];
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entry->id = *shader_id;
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entry->shader = shader;
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IUnknown_AddRef(entry->shader);
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return S_OK;
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}
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BOOL d2d_device_is_shader_loaded(struct d2d_device *device, REFGUID shader_id)
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{
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size_t i;
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for (i = 0; i < device->shaders.count; ++i)
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{
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if (IsEqualGUID(shader_id, &device->shaders.objects[i].id))
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return TRUE;
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}
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return FALSE;
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}
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@ -624,37 +624,6 @@ static inline struct d2d_effect_context *impl_from_ID2D1EffectContext(ID2D1Effec
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return CONTAINING_RECORD(iface, struct d2d_effect_context, ID2D1EffectContext_iface);
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}
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static void d2d_effect_context_cleanup(struct d2d_effect_context *effect_context)
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{
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size_t i;
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for (i = 0; i < effect_context->shader_count; ++i)
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IUnknown_Release(effect_context->shaders[i].shader);
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free(effect_context->shaders);
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ID2D1DeviceContext1_Release(&effect_context->device_context->ID2D1DeviceContext1_iface);
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}
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static HRESULT d2d_effect_context_add_shader(struct d2d_effect_context *effect_context,
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REFGUID shader_id, void *shader)
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{
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struct d2d_shader *entry;
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if (!d2d_array_reserve((void **)&effect_context->shaders, &effect_context->shaders_size,
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effect_context->shader_count + 1, sizeof(*effect_context->shaders)))
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{
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WARN("Failed to resize shaders array.\n");
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return E_OUTOFMEMORY;
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}
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entry = &effect_context->shaders[effect_context->shader_count++];
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entry->id = *shader_id;
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entry->shader = shader;
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IUnknown_AddRef(entry->shader);
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return S_OK;
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}
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static HRESULT STDMETHODCALLTYPE d2d_effect_context_QueryInterface(ID2D1EffectContext *iface, REFIID iid, void **out)
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{
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TRACE("iface %p, iid %s, out %p.\n", iface, debugstr_guid(iid), out);
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@ -692,7 +661,7 @@ static ULONG STDMETHODCALLTYPE d2d_effect_context_Release(ID2D1EffectContext *if
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if (!refcount)
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{
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d2d_effect_context_cleanup(effect_context);
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ID2D1DeviceContext1_Release(&effect_context->device_context->ID2D1DeviceContext1_iface);
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free(effect_context);
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}
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@ -787,7 +756,7 @@ static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadPixelShader(ID2D1EffectC
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return hr;
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}
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hr = d2d_effect_context_add_shader(effect_context, shader_id, shader);
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hr = d2d_device_add_shader(effect_context->device_context->device, shader_id, (IUnknown *)shader);
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ID3D11PixelShader_Release(shader);
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return hr;
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@ -797,7 +766,7 @@ static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadVertexShader(ID2D1Effect
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REFGUID shader_id, const BYTE *buffer, UINT32 buffer_size)
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{
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struct d2d_effect_context *effect_context = impl_from_ID2D1EffectContext(iface);
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ID3D11VertexShader *vertex_shader;
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ID3D11VertexShader *shader;
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HRESULT hr;
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TRACE("iface %p, shader_id %s, buffer %p, buffer_size %u.\n",
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@ -807,14 +776,14 @@ static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadVertexShader(ID2D1Effect
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return S_OK;
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if (FAILED(hr = ID3D11Device1_CreateVertexShader(effect_context->device_context->d3d_device,
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buffer, buffer_size, NULL, &vertex_shader)))
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buffer, buffer_size, NULL, &shader)))
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{
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WARN("Failed to create vertex shader, hr %#lx.\n", hr);
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return hr;
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}
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hr = d2d_effect_context_add_shader(effect_context, shader_id, vertex_shader);
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ID3D11VertexShader_Release(vertex_shader);
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hr = d2d_device_add_shader(effect_context->device_context->device, shader_id, (IUnknown *)shader);
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ID3D11VertexShader_Release(shader);
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return hr;
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}
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@ -839,7 +808,7 @@ static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadComputeShader(ID2D1Effec
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return hr;
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}
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hr = d2d_effect_context_add_shader(effect_context, shader_id, shader);
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hr = d2d_device_add_shader(effect_context->device_context->device, shader_id, (IUnknown *)shader);
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ID3D11ComputeShader_Release(shader);
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return hr;
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@ -848,17 +817,10 @@ static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadComputeShader(ID2D1Effec
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static BOOL STDMETHODCALLTYPE d2d_effect_context_IsShaderLoaded(ID2D1EffectContext *iface, REFGUID shader_id)
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{
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struct d2d_effect_context *effect_context = impl_from_ID2D1EffectContext(iface);
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size_t i;
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TRACE("iface %p, shader_id %s.\n", iface, debugstr_guid(shader_id));
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for (i = 0; i < effect_context->shader_count; ++i)
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{
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if (IsEqualGUID(shader_id, &effect_context->shaders[i].id))
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return TRUE;
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}
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return FALSE;
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return d2d_device_is_shader_loaded(effect_context->device_context->device, shader_id);
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}
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static HRESULT STDMETHODCALLTYPE d2d_effect_context_CreateResourceTexture(ID2D1EffectContext *iface,
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@ -11483,7 +11483,6 @@ static void test_effect_context(BOOL d3d11)
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ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
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loaded = ID2D1EffectContext_IsShaderLoaded(effect_context2, &GUID_TestPixelShader);
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todo_wine
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ok(loaded, "Unexpected shader loaded state.\n");
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ID2D1Effect_Release(effect2);
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@ -11524,7 +11523,6 @@ static void test_effect_context(BOOL d3d11)
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ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
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loaded = ID2D1EffectContext_IsShaderLoaded(effect_context, &GUID_TestPixelShader);
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todo_wine
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ok(loaded, "Unexpected shader loaded state.\n");
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ID2D1Effect_Release(effect);
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