HRESULT d2d_effect_init(struct d2d_effect *effect, struct d2d_effect_context *effect_context, const CLSID *effect_id)
{
- unsigned int i;
+ struct d2d_effect_registration *reg;
+ struct d2d_factory *factory;
+ HRESULT hr;
effect->ID2D1Effect_iface.lpVtbl = &d2d_effect_vtbl;
effect->ID2D1Image_iface.lpVtbl = &d2d_effect_image_vtbl;
effect->refcount = 1;
- for (i = 0; i < ARRAY_SIZE(builtin_effects); ++i)
+ factory = unsafe_impl_from_ID2D1Factory3((ID2D1Factory3 *)effect_context->device_context->factory);
+ LIST_FOR_EACH_ENTRY(reg, &factory->effects, struct d2d_effect_registration, entry)
{
- if (IsEqualGUID(effect_id, &builtin_effects[i].id))
+ if (IsEqualGUID(effect_id, ®->id))
{
- effect->min_inputs = builtin_effects[i].min_inputs;
- effect->max_inputs = builtin_effects[i].max_inputs;
- d2d_effect_SetInputCount(&effect->ID2D1Effect_iface, builtin_effects[i].default_input_count);
+ if (FAILED(hr = reg->factory((IUnknown **)&effect->impl)))
+ return hr;
+ if (FAILED(hr = ID2D1EffectImpl_Initialize(effect->impl, &effect_context->ID2D1EffectContext_iface, NULL)))
+ {
+ ID2D1EffectImpl_Release(effect->impl);
+ return hr;
+ }
+ effect->id = *effect_id;
+ effect->min_inputs = reg->min_inputs;
+ effect->max_inputs = reg->max_inputs;
+ d2d_effect_SetInputCount(&effect->ID2D1Effect_iface, reg->default_input_count);
effect->effect_context = effect_context;
ID2D1EffectContext_AddRef(&effect_context->ID2D1EffectContext_iface);
+ /* FIXME: Properties are ignored. */
return S_OK;
}
}
CreateEffect() is a single place where this would be used, so I'd
suggest to pick correct d2d_effect_registration there, and simply
pass it to this helper.
static const struct d2d_builtin_effect_registration builtin_effects[] =
{
- {&CLSID_D2D12DAffineTransform, NULL, 1, 1, 1},
- {&CLSID_D2D13DPerspectiveTransform, NULL, 1, 1, 1},
- {&CLSID_D2D1Composite, NULL, 2, 1, 0xffffffff},
- {&CLSID_D2D1Crop, NULL, 1, 1, 1},
- {&CLSID_D2D1Shadow, NULL, 1, 1, 1},
- {&CLSID_D2D1Grayscale, NULL, 1, 1, 1},
+ {&CLSID_D2D12DAffineTransform, d2d_effect_impl_create, 1, 1, 1},
+ {&CLSID_D2D13DPerspectiveTransform, d2d_effect_impl_create, 1, 1, 1},
+ {&CLSID_D2D1Composite, d2d_effect_impl_create, 2, 1, 0xffffffff},
+ {&CLSID_D2D1Crop, d2d_effect_impl_create, 1, 1, 1},
+ {&CLSID_D2D1Shadow, d2d_effect_impl_create, 1, 1, 1},
+ {&CLSID_D2D1Grayscale, d2d_effect_impl_create, 1, 1, 1},
};
I don't know how extensible this is, every _create would be
different.