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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
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diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h
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+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Renderer11.h: Defines a back-end specific class for the D3D11 renderer.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_
+
+#include "common/angleutils.h"
+#include "common/mathutil.h"
+#include "libANGLE/AttributeMap.h"
+#include "libANGLE/angletypes.h"
+#include "libANGLE/renderer/d3d/HLSLCompiler.h"
+#include "libANGLE/renderer/d3d/ProgramD3D.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h"
+#include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h"
+#include "libANGLE/renderer/d3d/d3d11/StateManager11.h"
+
+namespace gl
+{
+class FramebufferAttachment;
+struct ImageIndex;
+}
+
+namespace rx
+{
+class Blit11;
+class Buffer11;
+class Clear11;
+class Context11;
+class IndexDataManager;
+struct PackPixelsParams;
+class PixelTransfer11;
+class RenderTarget11;
+class StreamingIndexBufferInterface;
+class Trim11;
+class VertexDataManager;
+
+struct Renderer11DeviceCaps
+{
+ D3D_FEATURE_LEVEL featureLevel;
+ bool supportsDXGI1_2; // Support for DXGI 1.2
+ bool supportsClearView; // Support for ID3D11DeviceContext1::ClearView
+ bool supportsConstantBufferOffsets; // Support for Constant buffer offset
+ UINT B5G6R5support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G6R5_UNORM
+ UINT B4G4R4A4support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B4G4R4A4_UNORM
+ UINT B5G5R5A1support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G5R5A1_UNORM
+ Optional<LARGE_INTEGER> driverVersion; // Four-part driver version number.
+};
+
+enum
+{
+ MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024,
+ MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024
+};
+
+// Possible reasons RendererD3D initialize can fail
+enum D3D11InitError
+{
+ // The renderer loaded successfully
+ D3D11_INIT_SUCCESS = 0,
+ // Failed to load the ANGLE & D3D compiler libraries
+ D3D11_INIT_COMPILER_ERROR,
+ // Failed to load a necessary DLL (non-compiler)
+ D3D11_INIT_MISSING_DEP,
+ // CreateDevice returned E_INVALIDARG
+ D3D11_INIT_CREATEDEVICE_INVALIDARG,
+ // CreateDevice failed with an error other than invalid arg
+ D3D11_INIT_CREATEDEVICE_ERROR,
+ // DXGI 1.2 required but not found
+ D3D11_INIT_INCOMPATIBLE_DXGI,
+ // Other initialization error
+ D3D11_INIT_OTHER_ERROR,
+ // CreateDevice returned E_FAIL
+ D3D11_INIT_CREATEDEVICE_FAIL,
+ // CreateDevice returned E_NOTIMPL
+ D3D11_INIT_CREATEDEVICE_NOTIMPL,
+ // CreateDevice returned E_OUTOFMEMORY
+ D3D11_INIT_CREATEDEVICE_OUTOFMEMORY,
+ // CreateDevice returned DXGI_ERROR_INVALID_CALL
+ D3D11_INIT_CREATEDEVICE_INVALIDCALL,
+ // CreateDevice returned DXGI_ERROR_SDK_COMPONENT_MISSING
+ D3D11_INIT_CREATEDEVICE_COMPONENTMISSING,
+ // CreateDevice returned DXGI_ERROR_WAS_STILL_DRAWING
+ D3D11_INIT_CREATEDEVICE_WASSTILLDRAWING,
+ // CreateDevice returned DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
+ D3D11_INIT_CREATEDEVICE_NOTAVAILABLE,
+ // CreateDevice returned DXGI_ERROR_DEVICE_HUNG
+ D3D11_INIT_CREATEDEVICE_DEVICEHUNG,
+ // CreateDevice returned NULL
+ D3D11_INIT_CREATEDEVICE_NULL,
+ NUM_D3D11_INIT_ERRORS
+};
+
+class Renderer11 : public RendererD3D
+{
+ public:
+ explicit Renderer11(egl::Display *display);
+ virtual ~Renderer11();
+
+ egl::Error initialize() override;
+ bool resetDevice() override;
+
+ egl::ConfigSet generateConfigs() override;
+ void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const override;
+
+ ContextImpl *createContext(const gl::ContextState &state) override;
+
+ gl::Error flush();
+ gl::Error finish();
+
+ bool isValidNativeWindow(EGLNativeWindowType window) const override;
+ NativeWindowD3D *createNativeWindow(EGLNativeWindowType window,
+ const egl::Config *config,
+ const egl::AttributeMap &attribs) const override;
+
+ SwapChainD3D *createSwapChain(NativeWindowD3D *nativeWindow,
+ HANDLE shareHandle,
+ IUnknown *d3dTexture,
+ GLenum backBufferFormat,
+ GLenum depthBufferFormat,
+ EGLint orientation) override;
+ egl::Error getD3DTextureInfo(IUnknown *d3dTexture,
+ EGLint *width,
+ EGLint *height,
+ GLenum *fboFormat) const override;
+ egl::Error validateShareHandle(const egl::Config *config,
+ HANDLE shareHandle,
+ const egl::AttributeMap &attribs) const override;
+
+ gl::Error setSamplerState(gl::SamplerType type,
+ int index,
+ gl::Texture *texture,
+ const gl::SamplerState &sampler) override;
+ gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture) override;
+
+ gl::Error setUniformBuffers(const gl::ContextState &data,
+ const std::vector<GLint> &vertexUniformBuffers,
+ const std::vector<GLint> &fragmentUniformBuffers) override;
+
+ gl::Error updateState(const gl::ContextState &data, GLenum drawMode);
+
+ bool applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize);
+ gl::Error applyRenderTarget(gl::Framebuffer *frameBuffer);
+ gl::Error applyUniforms(const ProgramD3D &programD3D,
+ GLenum drawMode,
+ const std::vector<D3DUniform *> &uniformArray) override;
+ gl::Error applyVertexBuffer(const gl::State &state,
+ GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instances,
+ TranslatedIndexData *indexInfo);
+ gl::Error applyIndexBuffer(const gl::ContextState &data,
+ const GLvoid *indices,
+ GLsizei count,
+ GLenum mode,
+ GLenum type,
+ TranslatedIndexData *indexInfo);
+ gl::Error applyTransformFeedbackBuffers(const gl::ContextState &data);
+
+ // lost device
+ bool testDeviceLost() override;
+ bool testDeviceResettable() override;
+
+ SIZE_T getMaxResourceSize() const;
+ std::string getRendererDescription() const;
+ DeviceIdentifier getAdapterIdentifier() const override;
+
+ unsigned int getReservedVertexUniformVectors() const;
+ unsigned int getReservedFragmentUniformVectors() const;
+ unsigned int getReservedVertexUniformBuffers() const override;
+ unsigned int getReservedFragmentUniformBuffers() const override;
+
+ bool getShareHandleSupport() const;
+
+ bool getNV12TextureSupport() const;
+
+ int getMajorShaderModel() const override;
+ int getMinorShaderModel() const override;
+ std::string getShaderModelSuffix() const override;
+
+ // Pixel operations
+ gl::Error copyImage2D(const gl::Framebuffer *framebuffer,
+ const gl::Rectangle &sourceRect,
+ GLenum destFormat,
+ const gl::Offset &destOffset,
+ TextureStorage *storage,
+ GLint level) override;
+ gl::Error copyImageCube(const gl::Framebuffer *framebuffer,
+ const gl::Rectangle &sourceRect,
+ GLenum destFormat,
+ const gl::Offset &destOffset,
+ TextureStorage *storage,
+ GLenum target,
+ GLint level) override;
+ gl::Error copyImage3D(const gl::Framebuffer *framebuffer,
+ const gl::Rectangle &sourceRect,
+ GLenum destFormat,
+ const gl::Offset &destOffset,
+ TextureStorage *storage,
+ GLint level) override;
+ gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer,
+ const gl::Rectangle &sourceRect,
+ GLenum destFormat,
+ const gl::Offset &destOffset,
+ TextureStorage *storage,
+ GLint level) override;
+
+ gl::Error copyTexture(const gl::Texture *source,
+ GLint sourceLevel,
+ const gl::Rectangle &sourceRect,
+ GLenum destFormat,
+ const gl::Offset &destOffset,
+ TextureStorage *storage,
+ GLint destLevel,
+ bool unpackFlipY,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha) override;
+ gl::Error copyCompressedTexture(const gl::Texture *source,
+ GLint sourceLevel,
+ TextureStorage *storage,
+ GLint destLevel) override;
+
+ // RenderTarget creation
+ gl::Error createRenderTarget(int width,
+ int height,
+ GLenum format,
+ GLsizei samples,
+ RenderTargetD3D **outRT) override;
+ gl::Error createRenderTargetCopy(RenderTargetD3D *source, RenderTargetD3D **outRT) override;
+
+ // Shader operations
+ gl::Error loadExecutable(const void *function,
+ size_t length,
+ ShaderType type,
+ const std::vector<D3DVarying> &streamOutVaryings,
+ bool separatedOutputBuffers,
+ ShaderExecutableD3D **outExecutable) override;
+ gl::Error compileToExecutable(gl::InfoLog &infoLog,
+ const std::string &shaderHLSL,
+ ShaderType type,
+ const std::vector<D3DVarying> &streamOutVaryings,
+ bool separatedOutputBuffers,
+ const D3DCompilerWorkarounds &workarounds,
+ ShaderExecutableD3D **outExectuable) override;
+ UniformStorageD3D *createUniformStorage(size_t storageSize) override;
+
+ // Image operations
+ ImageD3D *createImage() override;
+ gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) override;
+ gl::Error generateMipmapUsingD3D(TextureStorage *storage,
+ const gl::TextureState &textureState) override;
+ TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain) override;
+ TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage,
+ RenderTargetD3D *renderTargetD3D) override;
+ TextureStorage *createTextureStorageExternal(
+ egl::Stream *stream,
+ const egl::Stream::GLTextureDescription &desc) override;
+ TextureStorage *createTextureStorage2D(GLenum internalformat,
+ bool renderTarget,
+ GLsizei width,
+ GLsizei height,
+ int levels,
+ bool hintLevelZeroOnly) override;
+ TextureStorage *createTextureStorageCube(GLenum internalformat,
+ bool renderTarget,
+ int size,
+ int levels,
+ bool hintLevelZeroOnly) override;
+ TextureStorage *createTextureStorage3D(GLenum internalformat,
+ bool renderTarget,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ int levels) override;
+ TextureStorage *createTextureStorage2DArray(GLenum internalformat,
+ bool renderTarget,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ int levels) override;
+
+ VertexBuffer *createVertexBuffer() override;
+ IndexBuffer *createIndexBuffer() override;
+
+ // Stream Creation
+ StreamProducerImpl *createStreamProducerD3DTextureNV12(
+ egl::Stream::ConsumerType consumerType,
+ const egl::AttributeMap &attribs) override;
+
+ // D3D11-renderer specific methods
+ ID3D11Device *getDevice() { return mDevice; }
+ void *getD3DDevice() override;
+ ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
+ ID3D11DeviceContext1 *getDeviceContext1IfSupported() { return mDeviceContext1; };
+ IDXGIFactory *getDxgiFactory() { return mDxgiFactory; };
+
+ RenderStateCache &getStateCache() { return mStateCache; }
+
+ Blit11 *getBlitter() { return mBlit; }
+ Clear11 *getClearer() { return mClear; }
+ gl::DebugAnnotator *getAnnotator();
+
+ // Buffer-to-texture and Texture-to-buffer copies
+ bool supportsFastCopyBufferToTexture(GLenum internalFormat) const override;
+ gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack,
+ unsigned int offset,
+ RenderTargetD3D *destRenderTarget,
+ GLenum destinationFormat,
+ GLenum sourcePixelsType,
+ const gl::Box &destArea) override;
+
+ void markAllStateDirty();
+ gl::Error packPixels(const TextureHelper11 &textureHelper,
+ const PackPixelsParams &params,
+ uint8_t *pixelsOut);
+
+ bool getLUID(LUID *adapterLuid) const override;
+ VertexConversionType getVertexConversionType(gl::VertexFormatType vertexFormatType) const override;
+ GLenum getVertexComponentType(gl::VertexFormatType vertexFormatType) const override;
+ gl::ErrorOrResult<unsigned int> getVertexSpaceRequired(const gl::VertexAttribute &attrib,
+ GLsizei count,
+ GLsizei instances) const override;
+
+ gl::Error readFromAttachment(const gl::FramebufferAttachment &srcAttachment,
+ const gl::Rectangle &sourceArea,
+ GLenum format,
+ GLenum type,
+ GLuint outputPitch,
+ const gl::PixelPackState &pack,
+ uint8_t *pixels);
+
+ gl::Error blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTargetD3D *readRenderTarget,
+ RenderTargetD3D *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
+ bool colorBlit, bool depthBlit, bool stencilBlit);
+
+ bool isES3Capable() const;
+ const Renderer11DeviceCaps &getRenderer11DeviceCaps() const { return mRenderer11DeviceCaps; };
+
+ RendererClass getRendererClass() const override { return RENDERER_D3D11; }
+ InputLayoutCache *getInputLayoutCache() { return &mInputLayoutCache; }
+ StateManager11 *getStateManager() { return &mStateManager; }
+
+ void onSwap();
+ void onBufferCreate(const Buffer11 *created);
+ void onBufferDelete(const Buffer11 *deleted);
+
+ egl::Error getEGLDevice(DeviceImpl **device) override;
+
+ gl::Error genericDrawArrays(Context11 *context,
+ GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instances);
+
+ gl::Error genericDrawElements(Context11 *context,
+ GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ GLsizei instances,
+ const gl::IndexRange &indexRange);
+
+ // Necessary hack for default framebuffers in D3D.
+ FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) override;
+
+ gl::Error getScratchMemoryBuffer(size_t requestedSize, MemoryBuffer **bufferOut);
+
+ gl::Version getMaxSupportedESVersion() const override;
+
+ protected:
+ gl::Error clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd) override;
+
+ private:
+ gl::Error drawArraysImpl(const gl::ContextState &data,
+ GLenum mode,
+ GLint startVertex,
+ GLsizei count,
+ GLsizei instances);
+ gl::Error drawElementsImpl(const gl::ContextState &data,
+ const TranslatedIndexData &indexInfo,
+ GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ GLsizei instances);
+
+ void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps,
+ gl::Extensions *outExtensions,
+ gl::Limitations *outLimitations) const override;
+
+ WorkaroundsD3D generateWorkarounds() const override;
+
+ gl::Error drawLineLoop(const gl::ContextState &data,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ const TranslatedIndexData *indexInfo,
+ int instances);
+ gl::Error drawTriangleFan(const gl::ContextState &data,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ int minIndex,
+ int instances);
+
+ gl::Error applyShaders(const gl::ContextState &data, GLenum drawMode);
+ gl::Error generateSwizzle(gl::Texture *texture);
+ gl::Error generateSwizzles(const gl::ContextState &data, gl::SamplerType type);
+ gl::Error generateSwizzles(const gl::ContextState &data);
+
+ gl::ErrorOrResult<TextureHelper11> resolveMultisampledTexture(RenderTarget11 *renderTarget,
+ bool depth,
+ bool stencil);
+
+ void populateRenderer11DeviceCaps();
+
+ void updateHistograms();
+
+ class SamplerMetadataD3D11 final : angle::NonCopyable
+ {
+ public:
+ SamplerMetadataD3D11();
+ ~SamplerMetadataD3D11();
+
+ struct dx_SamplerMetadata
+ {
+ int baseLevel;
+ int internalFormatBits;
+ int wrapModes;
+ int padding; // This just pads the struct to 16 bytes
+ };
+ static_assert(sizeof(dx_SamplerMetadata) == 16u,
+ "Sampler metadata struct must be one 4-vec / 16 bytes.");
+
+ void initData(unsigned int samplerCount);
+ void update(unsigned int samplerIndex, const gl::Texture &texture);
+
+ const dx_SamplerMetadata *getData() const;
+ size_t sizeBytes() const;
+ bool isDirty() const { return mDirty; }
+ void markClean() { mDirty = false; }
+
+ private:
+ std::vector<dx_SamplerMetadata> mSamplerMetadata;
+ bool mDirty;
+ };
+
+ template <class TShaderConstants>
+ void applyDriverConstantsIfNeeded(TShaderConstants *appliedConstants,
+ const TShaderConstants &constants,
+ SamplerMetadataD3D11 *samplerMetadata,
+ size_t samplerMetadataReferencedBytes,
+ ID3D11Buffer *driverConstantBuffer);
+
+ gl::Error copyImageInternal(const gl::Framebuffer *framebuffer,
+ const gl::Rectangle &sourceRect,
+ GLenum destFormat,
+ const gl::Offset &destOffset,
+ RenderTargetD3D *destRenderTarget);
+
+ HMODULE mD3d11Module;
+ HMODULE mDxgiModule;
+ HMODULE mDCompModule;
+ std::vector<D3D_FEATURE_LEVEL> mAvailableFeatureLevels;
+ D3D_DRIVER_TYPE mRequestedDriverType;
+ bool mCreatedWithDeviceEXT;
+ DeviceD3D *mEGLDevice;
+
+ HLSLCompiler mCompiler;
+
+ egl::Error initializeD3DDevice();
+ void initializeDevice();
+ void releaseDeviceResources();
+ void release();
+
+ d3d11::ANGLED3D11DeviceType getDeviceType() const;
+
+ RenderStateCache mStateCache;
+
+ // Currently applied sampler states
+ std::vector<bool> mForceSetVertexSamplerStates;
+ std::vector<gl::SamplerState> mCurVertexSamplerStates;
+
+ std::vector<bool> mForceSetPixelSamplerStates;
+ std::vector<gl::SamplerState> mCurPixelSamplerStates;
+
+ StateManager11 mStateManager;
+
+ // Currently applied primitive topology
+ D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology;
+
+ // Currently applied index buffer
+ ID3D11Buffer *mAppliedIB;
+ DXGI_FORMAT mAppliedIBFormat;
+ unsigned int mAppliedIBOffset;
+ bool mAppliedIBChanged;
+
+ // Currently applied transform feedback buffers
+ uintptr_t mAppliedTFObject;
+
+ // Currently applied shaders
+ uintptr_t mAppliedVertexShader;
+ uintptr_t mAppliedGeometryShader;
+ uintptr_t mAppliedPixelShader;
+
+ dx_VertexConstants11 mAppliedVertexConstants;
+ ID3D11Buffer *mDriverConstantBufferVS;
+ SamplerMetadataD3D11 mSamplerMetadataVS;
+ ID3D11Buffer *mCurrentVertexConstantBuffer;
+ unsigned int mCurrentConstantBufferVS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
+ GLintptr mCurrentConstantBufferVSOffset[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
+ GLsizeiptr mCurrentConstantBufferVSSize[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
+
+ dx_PixelConstants11 mAppliedPixelConstants;
+ ID3D11Buffer *mDriverConstantBufferPS;
+ SamplerMetadataD3D11 mSamplerMetadataPS;
+ ID3D11Buffer *mCurrentPixelConstantBuffer;
+ unsigned int mCurrentConstantBufferPS[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
+ GLintptr mCurrentConstantBufferPSOffset[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
+ GLsizeiptr mCurrentConstantBufferPSSize[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
+
+ ID3D11Buffer *mCurrentGeometryConstantBuffer;
+
+ // Vertex, index and input layouts
+ VertexDataManager *mVertexDataManager;
+ IndexDataManager *mIndexDataManager;
+ InputLayoutCache mInputLayoutCache;
+
+ StreamingIndexBufferInterface *mLineLoopIB;
+ StreamingIndexBufferInterface *mTriangleFanIB;
+
+ // Texture copy resources
+ Blit11 *mBlit;
+ PixelTransfer11 *mPixelTransfer;
+
+ // Masked clear resources
+ Clear11 *mClear;
+
+ // Perform trim for D3D resources
+ Trim11 *mTrim;
+
+ // Sync query
+ ID3D11Query *mSyncQuery;
+
+ // Created objects state tracking
+ std::set<const Buffer11*> mAliveBuffers;
+
+ double mLastHistogramUpdateTime;
+
+ ID3D11Device *mDevice;
+ Renderer11DeviceCaps mRenderer11DeviceCaps;
+ ID3D11DeviceContext *mDeviceContext;
+ ID3D11DeviceContext1 *mDeviceContext1;
+ IDXGIAdapter *mDxgiAdapter;
+ DXGI_ADAPTER_DESC mAdapterDescription;
+ char mDescription[128];
+ IDXGIFactory *mDxgiFactory;
+ ID3D11Debug *mDebug;
+
+ std::vector<GLuint> mScratchIndexDataBuffer;
+
+ MemoryBuffer mScratchMemoryBuffer;
+ unsigned int mScratchMemoryBufferResetCounter;
+
+ gl::DebugAnnotator *mAnnotator;
+
+ mutable Optional<bool> mSupportsShareHandles;
+};
+
+} // namespace rx
+#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_