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 | 18 +++++++++++++----- 2 files changed, 14 insertions(+), 6 deletions(-)
diff --git a/dlls/d2d1/d2d1_private.h b/dlls/d2d1/d2d1_private.h index 0f4b52f4c3e..565288bc71c 100644 --- a/dlls/d2d1/d2d1_private.h +++ b/dlls/d2d1/d2d1_private.h @@ -74,7 +74,7 @@ struct d2d_error_state struct d2d_shape_resources { ID3D11InputLayout *il; - ID3D10VertexShader *vs; + ID3D11VertexShader *vs; };
struct d2d_brush_cb diff --git a/dlls/d2d1/device.c b/dlls/d2d1/device.c index 10b555c080f..acb01a35868 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; + ID3D10VertexShader *d3d10_vs = NULL; ID3D10InputLayout *d3d10_il = NULL; D3D10_RECT scissor_rect; unsigned int offset; @@ -168,6 +169,12 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en goto error; }
+ if (shape_resources->vs && FAILED(hr = ID3D11VertexShader_QueryInterface(shape_resources->vs, &IID_ID3D10VertexShader, (void **)&d3d10_vs))) + { + ERR("Failed to query D3D10 vertex shader, 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); @@ -182,7 +189,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en offset = 0; ID3D10Device_IASetVertexBuffers(device, 0, 1, &d3d10_vb, &vb_stride, &offset); ID3D10Device_VSSetConstantBuffers(device, 0, 1, &d3d10_vs_cb); - ID3D10Device_VSSetShader(device, shape_resources->vs); + ID3D10Device_VSSetShader(device, d3d10_vs); ID3D10Device_PSSetConstantBuffers(device, 0, 1, &d3d10_ps_cb); ID3D10Device_PSSetShader(device, render_target->ps); ID3D10Device_RSSetViewports(device, 1, &vp); @@ -223,6 +230,7 @@ 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_vs) ID3D10VertexShader_Release(d3d10_vs); if (d3d10_il) ID3D10InputLayout_Release(d3d10_il); if (d3d10_ib) ID3D10Buffer_Release(d3d10_ib); if (d3d10_vb) ID3D10Buffer_Release(d3d10_vb); @@ -310,7 +318,7 @@ static ULONG STDMETHODCALLTYPE d2d_device_context_inner_Release(IUnknown *iface) ID3D11Buffer_Release(context->vs_cb); for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i) { - ID3D10VertexShader_Release(context->shape_resources[i].vs); + ID3D11VertexShader_Release(context->shape_resources[i].vs); ID3D11InputLayout_Release(context->shape_resources[i].il); } for (i = 0; i < D2D_SAMPLER_INTERPOLATION_MODE_COUNT; ++i) @@ -3946,8 +3954,8 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target, goto err; }
- if (FAILED(hr = ID3D10Device_CreateVertexShader(render_target->d3d_device, si->vs_code, - si->vs_code_size, &render_target->shape_resources[si->shape_type].vs))) + if (FAILED(hr = ID3D11Device1_CreateVertexShader(render_target->d3d11_device, si->vs_code, + si->vs_code_size, NULL, &render_target->shape_resources[si->shape_type].vs))) { WARN("Failed to create vertex shader for shape type %#x, hr %#x.\n", si->shape_type, hr); goto err; @@ -4080,7 +4088,7 @@ err: for (i = 0; i < D2D_SHAPE_TYPE_COUNT; ++i) { if (render_target->shape_resources[i].vs) - ID3D10VertexShader_Release(render_target->shape_resources[i].vs); + ID3D11VertexShader_Release(render_target->shape_resources[i].vs); if (render_target->shape_resources[i].il) ID3D11InputLayout_Release(render_target->shape_resources[i].il); }