On Tue, 16 Jun 2020 at 16:36, Nikolay Sivov nsivov@codeweavers.com wrote:
Signed-off-by: Nikolay Sivov nsivov@codeweavers.com
dlls/d2d1/d2d1.spec | 2 +- dlls/d2d1/d2d1_private.h | 1 + dlls/d2d1/factory.c | 37 +++++++++++++++++++++++++++++++++++++ dlls/d2d1/tests/d2d1.c | 19 +++++++++++++++++++ include/d2d1_1.idl | 17 +++++++++++++++++ 5 files changed, 75 insertions(+), 1 deletion(-)
Some of these lines are fairly long, please break at 100-120 columns.
if (SUCCEEDED(IDXGIDevice_QueryInterface(dxgi_device, &IID_ID3D10Device, (void **)&d3d10_device)))
{
if (!(ID3D10Device_GetCreationFlags(d3d10_device) & D3D10_CREATE_DEVICE_SINGLETHREADED))
default_properties.threadingMode = D2D1_THREADING_MODE_MULTI_THREADED;
ID3D10Device_Release(d3d10_device);
}
else if (SUCCEEDED(IDXGIDevice_QueryInterface(dxgi_device, &IID_ID3D11Device, (void **)&d3d11_device)))
{
if (!(ID3D11Device_GetCreationFlags(d3d11_device) & D3D11_CREATE_DEVICE_SINGLETHREADED))
default_properties.threadingMode = D2D1_THREADING_MODE_MULTI_THREADED;
ID3D11Device_Release(d3d11_device);
}
Is there ever a reason to query the d3d10 device interface? The d3d10 interface may not be available on a d3d11 device, but the d3d11 interface should always be available.