From: Ziqing Hui Subject: Re: [PATCH 1/3] d2d1: Support registering builtin effect. Message-Id: Date: Tue, 21 Jun 2022 17:24:45 +0800 In-Reply-To: <9284cf85-4f5e-a385-0dbb-285eb13baaad@codeweavers.com> References: <20220621031708.2241872-1-zhui@codeweavers.com> <9284cf85-4f5e-a385-0dbb-285eb13baaad@codeweavers.com> On 6/21/22 4:35 PM, Nikolay Sivov wrote: > > > On 6/21/22 06:17, Ziqing Hui wrote: >> @@ -616,7 +651,9 @@ struct d2d_effect >>       ID2D1Image ID2D1Image_iface; >>       LONG refcount; >>   -    const struct d2d_effect_info *info; >> +    CLSID id; >> +    UINT32 min_inputs; >> +    UINT32 max_inputs; >>         struct d2d_effect_context *effect_context; >>       ID2D1Image **inputs; > This should be a part of property system, not exposed like that. > >> @@ -554,21 +563,21 @@ static HRESULT STDMETHODCALLTYPE d2d_effect_GetValue(ID2D1Effect *iface, UINT32 >>       { >>           case D2D1_PROPERTY_CLSID: >>               if ((type != D2D1_PROPERTY_TYPE_UNKNOWN && type != D2D1_PROPERTY_TYPE_CLSID) >> -                    || value_size != sizeof(*effect->info->clsid)) >> +                    || value_size != sizeof(effect->id)) >>                   return E_INVALIDARG; >> -            src = effect->info->clsid; >> +            src = &effect->id; >>               break; >>           case D2D1_PROPERTY_MIN_INPUTS: >>               if ((type != D2D1_PROPERTY_TYPE_UNKNOWN && type != D2D1_PROPERTY_TYPE_UINT32) >> -                    || value_size != sizeof(effect->info->min_inputs)) >> +                    || value_size != sizeof(effect->min_inputs)) >>                   return E_INVALIDARG; >> -            src = &effect->info->min_inputs; >> +            src = &effect->min_inputs; >>               break; >>           case D2D1_PROPERTY_MAX_INPUTS: >>               if ((type != D2D1_PROPERTY_TYPE_UNKNOWN && type != D2D1_PROPERTY_TYPE_UINT32) >> -                    || value_size != sizeof(effect->info->max_inputs)) >> +                    || value_size != sizeof(effect->max_inputs)) >>                   return E_INVALIDARG; >> -            src = &effect->info->max_inputs; >> +            src = &effect->max_inputs; >>               break; >>           default: >>               if (index < D2D1_PROPERTY_CLSID) > Similarly, this needs rework. > OK, I'll rework the property system first. >> -static const struct d2d_effect_info builtin_effects[] = >> +struct d2d_builtin_effect_registration >>   { >> -    {&CLSID_D2D12DAffineTransform,      1, 1, 1}, >> -    {&CLSID_D2D13DPerspectiveTransform, 1, 1, 1}, >> -    {&CLSID_D2D1Composite,              2, 1, 0xffffffff}, >> -    {&CLSID_D2D1Crop,                   1, 1, 1}, >> -    {&CLSID_D2D1Shadow,                 1, 1, 1}, >> -    {&CLSID_D2D1Grayscale,              1, 1, 1}, >> +    const CLSID *id; >> +    PD2D1_EFFECT_FACTORY factory; >> +    UINT32 default_input_count; >> +    UINT32 min_inputs; >> +    UINT32 max_inputs; >> +}; > It should be possible to reuse same structure for builtin effects. > Does it means that we should reuse d2d_effect_registration for the builtin effect data here? Or we keep d2d_effect_info and ignore factory field in this patch? If use d2d_effect_registration, one problem is that CLSID is stored by itself in d2d_effect_registration, not a const pointer. So we are not able to set it statically. Then we can have something like: struct d2d_builtin_effects { const CLSID *id; struct d2d_effect_registration reg; } builtin_effects[] = {....}; Does it work? >> +HRESULT d2d_register_builtin_effects(struct d2d_factory *factory) >> +{ >> +    struct d2d_effect_registration *reg; >> +    unsigned int i; >> + >> +    for (i = 0; i < ARRAY_SIZE(builtin_effects); ++i) >> +    { >> +        const struct d2d_builtin_effect_registration *builtin_reg = &builtin_effects[i]; >> + >> +        if (!(reg = calloc(1, sizeof(*reg)))) >> +            return E_OUTOFMEMORY; >> + >> +        reg->is_builtin = TRUE; >> +        reg->factory = builtin_reg->factory; >> +        reg->registration_count = 1; >> +        reg->id = *builtin_reg->id; >> +        reg->default_input_count = builtin_reg->default_input_count; >> +        reg->min_inputs = builtin_reg->min_inputs; >> +        reg->max_inputs = builtin_reg->max_inputs; >> +        list_add_tail(&factory->effects, ®->entry); >> +    } >> + >> +    return S_OK; >> +} > I'm not sure if we want that. It should be enough to check if CLSID is for builtin in Register* call, and redirect to builtin data in CreateEffect(). > It means that, we don't register builtin effect to factory's registered effects list, and access builtin data directly in CreateEffect()?