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d2d1: Implement LoadVertexShader().
Signed-off-by: Ziqing Hui <zhui@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -568,12 +568,22 @@ struct d2d_device
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void d2d_device_init(struct d2d_device *device, ID2D1Factory1 *factory, IDXGIDevice *dxgi_device) DECLSPEC_HIDDEN;
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struct d2d_shader
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{
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const GUID *id;
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IUnknown *shader;
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};
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struct d2d_effect_context
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{
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ID2D1EffectContext ID2D1EffectContext_iface;
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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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@ -37,6 +37,15 @@ static inline struct d2d_effect_context *impl_from_ID2D1EffectContext(ID2D1Effec
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static void d2d_effect_context_cleanup(struct d2d_effect_context *effect_context)
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{
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unsigned int i;
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for (i = 0; i < effect_context->shader_count; ++i)
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{
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if (effect_context->shaders[i].shader)
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IUnknown_Release(effect_context->shaders[i].shader);
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}
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heap_free(effect_context->shaders);
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ID2D1DeviceContext_Release(&effect_context->device_context->ID2D1DeviceContext_iface);
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}
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@ -178,10 +187,37 @@ static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadPixelShader(ID2D1EffectC
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static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadVertexShader(ID2D1EffectContext *iface,
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REFGUID shader_id, const BYTE *buffer, UINT32 buffer_size)
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{
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FIXME("iface %p, shader_id %s, buffer %p, buffer_size %u stub!\n",
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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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struct d2d_shader *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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iface, debugstr_guid(shader_id), buffer, buffer_size);
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return E_NOTIMPL;
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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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{
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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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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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ERR("Failed to resize shaders array.\n");
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ID3D11VertexShader_Release(vertex_shader);
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return E_OUTOFMEMORY;
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}
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memset(effect_context->shaders + effect_context->shader_count, 0,
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sizeof(*effect_context->shaders) * (effect_context->shaders_size - effect_context->shader_count));
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effect_context->shader_count++;
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shader = &effect_context->shaders[effect_context->shader_count - 1];
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shader->id = shader_id;
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shader->shader = (IUnknown *)vertex_shader;
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return S_OK;
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}
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static HRESULT STDMETHODCALLTYPE d2d_effect_context_LoadComputeShader(ID2D1EffectContext *iface,
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