Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=49395 Signed-off-by: Rémi Bernon rbernon@codeweavers.com --- dlls/d2d1/d2d1_private.h | 2 +- dlls/d2d1/device.c | 50 +++++++++++++++++++++++----------------- 2 files changed, 30 insertions(+), 22 deletions(-)
diff --git a/dlls/d2d1/d2d1_private.h b/dlls/d2d1/d2d1_private.h index e85c93ec277..0f4b52f4c3e 100644 --- a/dlls/d2d1/d2d1_private.h +++ b/dlls/d2d1/d2d1_private.h @@ -73,7 +73,7 @@ struct d2d_error_state
struct d2d_shape_resources { - ID3D10InputLayout *il; + ID3D11InputLayout *il; ID3D10VertexShader *vs; };
diff --git a/dlls/d2d1/device.c b/dlls/d2d1/device.c index c5bfa125566..e378374f7cf 100644 --- a/dlls/d2d1/device.c +++ b/dlls/d2d1/device.c @@ -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; + ID3D10InputLayout *d3d10_il = NULL; D3D10_RECT scissor_rect; unsigned int offset; D3D10_VIEWPORT vp; @@ -161,6 +162,12 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en goto error; }
+ if (shape_resources->il && FAILED(hr = ID3D11InputLayout_QueryInterface(shape_resources->il, &IID_ID3D10InputLayout, (void **)&d3d10_il))) + { + ERR("Failed to query D3D10 input layout, 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); @@ -169,7 +176,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
ID3D10Device_ClearState(device);
- ID3D10Device_IASetInputLayout(device, shape_resources->il); + ID3D10Device_IASetInputLayout(device, d3d10_il); ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D10Device_IASetIndexBuffer(device, d3d10_ib, DXGI_FORMAT_R16_UINT, 0); offset = 0; @@ -216,6 +223,7 @@ 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_il) ID3D10InputLayout_Release(d3d10_il); if (d3d10_ib) ID3D10Buffer_Release(d3d10_ib); if (d3d10_vb) ID3D10Buffer_Release(d3d10_vb); if (d3d10_vs_cb) ID3D10Buffer_Release(d3d10_vs_cb); @@ -303,7 +311,7 @@ static ULONG STDMETHODCALLTYPE d2d_device_context_inner_Release(IUnknown *iface) for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i) { ID3D10VertexShader_Release(context->shape_resources[i].vs); - ID3D10InputLayout_Release(context->shape_resources[i].il); + ID3D11InputLayout_Release(context->shape_resources[i].il); } for (i = 0; i < D2D_SAMPLER_INTERPOLATION_MODE_COUNT; ++i) { @@ -2836,29 +2844,29 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target, unsigned int i; HRESULT hr;
- static const D3D10_INPUT_ELEMENT_DESC il_desc_outline[] = + static const D3D11_INPUT_ELEMENT_DESC il_desc_outline[] = { - {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, - {"PREV", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D10_INPUT_PER_VERTEX_DATA, 0}, - {"NEXT", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0}, + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"PREV", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"NEXT", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; - static const D3D10_INPUT_ELEMENT_DESC il_desc_curve_outline[] = + static const D3D11_INPUT_ELEMENT_DESC il_desc_curve_outline[] = { - {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, - {"P", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D10_INPUT_PER_VERTEX_DATA, 0}, - {"P", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0}, - {"P", 2, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, - {"PREV", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 32, D3D10_INPUT_PER_VERTEX_DATA, 0}, - {"NEXT", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 40, D3D10_INPUT_PER_VERTEX_DATA, 0}, + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"P", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"P", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"P", 2, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"PREV", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"NEXT", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 40, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; - static const D3D10_INPUT_ELEMENT_DESC il_desc_triangle[] = + static const D3D11_INPUT_ELEMENT_DESC il_desc_triangle[] = { - {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; - static const D3D10_INPUT_ELEMENT_DESC il_desc_curve[] = + static const D3D11_INPUT_ELEMENT_DESC il_desc_curve[] = { - {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, - {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 8, D3D10_INPUT_PER_VERTEX_DATA, 0}, + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; static const DWORD vs_code_outline[] = { @@ -3852,7 +3860,7 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target, static const struct shape_info { enum d2d_shape_type shape_type; - const D3D10_INPUT_ELEMENT_DESC *il_desc; + const D3D11_INPUT_ELEMENT_DESC *il_desc; unsigned int il_element_count; const void *vs_code; size_t vs_code_size; @@ -3927,7 +3935,7 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target, { const struct shape_info *si = &shape_info[i];
- if (FAILED(hr = ID3D10Device_CreateInputLayout(render_target->d3d_device, si->il_desc, si->il_element_count, + if (FAILED(hr = ID3D11Device1_CreateInputLayout(render_target->d3d11_device, si->il_desc, si->il_element_count, si->vs_code, si->vs_code_size, &render_target->shape_resources[si->shape_type].il))) { WARN("Failed to create input layout for shape type %#x, hr %#x.\n", si->shape_type, hr); @@ -4070,7 +4078,7 @@ err: if (render_target->shape_resources[i].vs) ID3D10VertexShader_Release(render_target->shape_resources[i].vs); if (render_target->shape_resources[i].il) - ID3D10InputLayout_Release(render_target->shape_resources[i].il); + ID3D11InputLayout_Release(render_target->shape_resources[i].il); } if (render_target->stateblock) render_target->stateblock->lpVtbl->Release(render_target->stateblock);