From e2c7b442a1f28d05d9c59d32a6d8ba96692422c2 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Fri, 5 Sep 2014 15:50:58 +0200 Subject: [PATCH] d2d1: Implement d2d_d3d_render_target_Clear(). This is of course a fairly naive initial implementation. We'd probably want to batch up drawing operations, and only execute them on EndDraw() or Flush() to reduce state setup overhead. --- dlls/d2d1/Makefile.in | 2 +- dlls/d2d1/d2d1_private.h | 10 ++ dlls/d2d1/render_target.c | 227 +++++++++++++++++++++++++++++++++++++++++++++- 3 files changed, 236 insertions(+), 3 deletions(-) diff --git a/dlls/d2d1/Makefile.in b/dlls/d2d1/Makefile.in index 3c019579106..88e6e2bb77e 100644 --- a/dlls/d2d1/Makefile.in +++ b/dlls/d2d1/Makefile.in @@ -1,6 +1,6 @@ MODULE = d2d1.dll IMPORTLIB = d2d1 -IMPORTS = uuid +IMPORTS = d3d10_1 dxguid uuid C_SRCS = \ brush.c \ diff --git a/dlls/d2d1/d2d1_private.h b/dlls/d2d1/d2d1_private.h index 5bbac5cd697..04681dc28f1 100644 --- a/dlls/d2d1/d2d1_private.h +++ b/dlls/d2d1/d2d1_private.h @@ -29,6 +29,16 @@ struct d2d_d3d_render_target ID2D1RenderTarget ID2D1RenderTarget_iface; LONG refcount; + ID3D10Device *device; + ID3D10RenderTargetView *view; + ID3D10StateBlock *stateblock; + + ID3D10InputLayout *clear_il; + unsigned int clear_vb_stride; + ID3D10Buffer *clear_vb; + ID3D10VertexShader *clear_vs; + ID3D10PixelShader *clear_ps; + D2D1_SIZE_U pixel_size; D2D1_MATRIX_3X2_F transform; float dpi_x; diff --git a/dlls/d2d1/render_target.c b/dlls/d2d1/render_target.c index 6a1b963c3d2..3e590865693 100644 --- a/dlls/d2d1/render_target.c +++ b/dlls/d2d1/render_target.c @@ -65,7 +65,16 @@ static ULONG STDMETHODCALLTYPE d2d_d3d_render_target_Release(ID2D1RenderTarget * TRACE("%p decreasing refcount to %u.\n", iface, refcount); if (!refcount) + { + ID3D10RenderTargetView_Release(render_target->view); + ID3D10PixelShader_Release(render_target->clear_ps); + ID3D10VertexShader_Release(render_target->clear_vs); + ID3D10Buffer_Release(render_target->clear_vb); + ID3D10InputLayout_Release(render_target->clear_il); + render_target->stateblock->lpVtbl->Release(render_target->stateblock); + ID3D10Device_Release(render_target->device); HeapFree(GetProcessHeap(), 0, render_target); + } return refcount; } @@ -429,7 +438,65 @@ static void STDMETHODCALLTYPE d2d_d3d_render_target_PopAxisAlignedClip(ID2D1Rend static void STDMETHODCALLTYPE d2d_d3d_render_target_Clear(ID2D1RenderTarget *iface, const D2D1_COLOR_F *color) { - FIXME("iface %p, color %p stub!\n", iface, color); + struct d2d_d3d_render_target *render_target = impl_from_ID2D1RenderTarget(iface); + D3D10_SUBRESOURCE_DATA buffer_data; + D3D10_BUFFER_DESC buffer_desc; + unsigned int offset; + D3D10_VIEWPORT vp; + ID3D10Buffer *cb; + HRESULT hr; + + TRACE("iface %p, color %p.\n", iface, color); + + buffer_desc.ByteWidth = sizeof(*color); + buffer_desc.Usage = D3D10_USAGE_DEFAULT; + buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; + buffer_desc.CPUAccessFlags = 0; + buffer_desc.MiscFlags = 0; + + buffer_data.pSysMem = color; + buffer_data.SysMemPitch = 0; + buffer_data.SysMemSlicePitch = 0; + + if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->device, &buffer_desc, &buffer_data, &cb))) + { + WARN("Failed to create constant buffer, hr %#x.\n", hr); + return; + } + + vp.TopLeftX = 0; + vp.TopLeftY = 0; + vp.Width = render_target->pixel_size.width; + vp.Height = render_target->pixel_size.height; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + + if (FAILED(hr = render_target->stateblock->lpVtbl->Capture(render_target->stateblock))) + { + WARN("Failed to capture stateblock, hr %#x.\n", hr); + ID3D10Buffer_Release(cb); + return; + } + + ID3D10Device_ClearState(render_target->device); + + ID3D10Device_IASetInputLayout(render_target->device, render_target->clear_il); + ID3D10Device_IASetPrimitiveTopology(render_target->device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + offset = 0; + ID3D10Device_IASetVertexBuffers(render_target->device, 0, 1, + &render_target->clear_vb, &render_target->clear_vb_stride, &offset); + ID3D10Device_VSSetShader(render_target->device, render_target->clear_vs); + ID3D10Device_PSSetConstantBuffers(render_target->device, 0, 1, &cb); + ID3D10Device_PSSetShader(render_target->device, render_target->clear_ps); + ID3D10Device_RSSetViewports(render_target->device, 1, &vp); + ID3D10Device_OMSetRenderTargets(render_target->device, 1, &render_target->view, NULL); + + ID3D10Device_Draw(render_target->device, 4, 0); + + if (FAILED(hr = render_target->stateblock->lpVtbl->Apply(render_target->stateblock))) + WARN("Failed to apply stateblock, hr %#x.\n", hr); + + ID3D10Buffer_Release(cb); } static void STDMETHODCALLTYPE d2d_d3d_render_target_BeginDraw(ID2D1RenderTarget *iface) @@ -587,9 +654,76 @@ static const struct ID2D1RenderTargetVtbl d2d_d3d_render_target_vtbl = HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target, ID2D1Factory *factory, IDXGISurface *surface, const D2D1_RENDER_TARGET_PROPERTIES *desc) { + D3D10_SUBRESOURCE_DATA buffer_data; + D3D10_STATE_BLOCK_MASK state_mask; DXGI_SURFACE_DESC surface_desc; + D3D10_BUFFER_DESC buffer_desc; + ID3D10Resource *resource; HRESULT hr; + static const D3D10_INPUT_ELEMENT_DESC clear_il_desc[] = + { + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, + }; + static const DWORD clear_vs_code[] = + { + /* float4 main(float4 position : POSITION) : SV_POSITION + * { + * return position; + * } */ + 0x43425844, 0x1fa8c27f, 0x52d2f21d, 0xc196fdb7, 0x376f283a, 0x00000001, 0x000001b4, 0x00000005, + 0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000138, 0x46454452, 0x00000050, 0x00000000, + 0x00000000, 0x00000000, 0x0000001c, 0xfffe0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f, + 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e, + 0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040, + 0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, + 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453, 0x00000074, + 0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + }; + static const DWORD clear_ps_code[] = + { + /* float4 color; + * + * float4 main(float4 position : SV_POSITION) : SV_Target + * { + * return color; + * } */ + 0x43425844, 0xecd3cc9d, 0x0025bc77, 0x7a333165, 0x5b04c7e4, 0x00000001, 0x0000022c, 0x00000005, + 0x00000034, 0x00000100, 0x00000134, 0x00000168, 0x000001b0, 0x46454452, 0x000000c4, 0x00000001, + 0x00000048, 0x00000001, 0x0000001c, 0xffff0400, 0x00000100, 0x00000090, 0x0000003c, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x6f6c4724, 0x736c6162, + 0xababab00, 0x0000003c, 0x00000001, 0x00000060, 0x00000010, 0x00000000, 0x00000000, 0x00000078, + 0x00000000, 0x00000010, 0x00000002, 0x00000080, 0x00000000, 0x6f6c6f63, 0xabab0072, 0x00030001, + 0x00040001, 0x00000000, 0x00000000, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, + 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438, + 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, + 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, + 0x65677261, 0xabab0074, 0x52444853, 0x00000040, 0x00000040, 0x00000010, 0x04000059, 0x00208e46, + 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x06000036, 0x001020f2, 0x00000000, + 0x00208e46, 0x00000000, 0x00000000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, + 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, + }; + static const struct + { + float x, y; + } + clear_quad[] = + { + {-1.0f, -1.0f}, + {-1.0f, 1.0f}, + { 1.0f, -1.0f}, + { 1.0f, 1.0f}, + }; static const D2D1_MATRIX_3X2_F identity = { 1.0f, 0.0f, @@ -602,10 +736,82 @@ HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target, render_target->ID2D1RenderTarget_iface.lpVtbl = &d2d_d3d_render_target_vtbl; render_target->refcount = 1; + if (FAILED(hr = IDXGISurface_GetDevice(surface, &IID_ID3D10Device, (void **)&render_target->device))) + { + WARN("Failed to get device interface, hr %#x.\n", hr); + return hr; + } + + if (FAILED(hr = IDXGISurface_QueryInterface(surface, &IID_ID3D10Resource, (void **)&resource))) + { + WARN("Failed to get ID3D10Resource interface, hr %#x.\n", hr); + goto err; + } + + hr = ID3D10Device_CreateRenderTargetView(render_target->device, resource, NULL, &render_target->view); + ID3D10Resource_Release(resource); + if (FAILED(hr)) + { + WARN("Failed to create rendertarget view, hr %#x.\n", hr); + goto err; + } + + if (FAILED(hr = D3D10StateBlockMaskEnableAll(&state_mask))) + { + WARN("Failed to create stateblock mask, hr %#x.\n", hr); + goto err; + } + + if (FAILED(hr = D3D10CreateStateBlock(render_target->device, &state_mask, &render_target->stateblock))) + { + WARN("Failed to create stateblock, hr %#x.\n", hr); + goto err; + } + + if (FAILED(hr = ID3D10Device_CreateInputLayout(render_target->device, clear_il_desc, + sizeof(clear_il_desc) / sizeof(*clear_il_desc), clear_vs_code, sizeof(clear_vs_code), + &render_target->clear_il))) + { + WARN("Failed to create clear input layout, hr %#x.\n", hr); + goto err; + } + + buffer_desc.ByteWidth = sizeof(clear_quad); + buffer_desc.Usage = D3D10_USAGE_DEFAULT; + buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; + buffer_desc.CPUAccessFlags = 0; + buffer_desc.MiscFlags = 0; + + buffer_data.pSysMem = clear_quad; + buffer_data.SysMemPitch = 0; + buffer_data.SysMemSlicePitch = 0; + + render_target->clear_vb_stride = sizeof(*clear_quad); + if (FAILED(hr = ID3D10Device_CreateBuffer(render_target->device, + &buffer_desc, &buffer_data, &render_target->clear_vb))) + { + WARN("Failed to create clear vertex buffer, hr %#x.\n", hr); + goto err; + } + + if (FAILED(hr = ID3D10Device_CreateVertexShader(render_target->device, + clear_vs_code, sizeof(clear_vs_code), &render_target->clear_vs))) + { + WARN("Failed to create clear vertex shader, hr %#x.\n", hr); + goto err; + } + + if (FAILED(hr = ID3D10Device_CreatePixelShader(render_target->device, + clear_ps_code, sizeof(clear_ps_code), &render_target->clear_ps))) + { + WARN("Failed to create clear pixel shader, hr %#x.\n", hr); + goto err; + } + if (FAILED(hr = IDXGISurface_GetDesc(surface, &surface_desc))) { WARN("Failed to get surface desc, hr %#x.\n", hr); - return hr; + goto err; } render_target->pixel_size.width = surface_desc.Width; @@ -621,4 +827,21 @@ HRESULT d2d_d3d_render_target_init(struct d2d_d3d_render_target *render_target, } return S_OK; + +err: + if (render_target->view) + ID3D10RenderTargetView_Release(render_target->view); + if (render_target->clear_ps) + ID3D10PixelShader_Release(render_target->clear_ps); + if (render_target->clear_vs) + ID3D10VertexShader_Release(render_target->clear_vs); + if (render_target->clear_vb) + ID3D10Buffer_Release(render_target->clear_vb); + if (render_target->clear_il) + ID3D10InputLayout_Release(render_target->clear_il); + if (render_target->stateblock) + render_target->stateblock->lpVtbl->Release(render_target->stateblock); + if (render_target->device) + ID3D10Device_Release(render_target->device); + return hr; } -- 2.11.4.GIT