diff options
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h | 108 |
1 files changed, 108 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h new file mode 100755 index 000000000..1d7e57b7c --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h @@ -0,0 +1,108 @@ +// +// Copyright (c) 2012 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. +// + +// SwapChain11.h: Defines a back-end specific class for the D3D11 swap chain. + +#ifndef LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_ +#define LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_ + +#include "common/angleutils.h" +#include "libANGLE/renderer/d3d/SwapChainD3D.h" +#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" + +namespace rx +{ +class Renderer11; +class NativeWindow11; + +class SwapChain11 final : public SwapChainD3D +{ + public: + SwapChain11(Renderer11 *renderer, + NativeWindow11 *nativeWindow, + HANDLE shareHandle, + IUnknown *d3dTexture, + GLenum backBufferFormat, + GLenum depthBufferFormat, + EGLint orientation); + virtual ~SwapChain11(); + + EGLint resize(EGLint backbufferWidth, EGLint backbufferHeight); + EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval) override; + EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height) override; + void recreate() override; + + RenderTargetD3D *getColorRenderTarget() override { return &mColorRenderTarget; } + RenderTargetD3D *getDepthStencilRenderTarget() override { return &mDepthStencilRenderTarget; } + + ID3D11Texture2D *getOffscreenTexture(); + ID3D11RenderTargetView *getRenderTarget(); + ID3D11ShaderResourceView *getRenderTargetShaderResource(); + + ID3D11Texture2D *getDepthStencilTexture(); + ID3D11DepthStencilView *getDepthStencil(); + ID3D11ShaderResourceView *getDepthStencilShaderResource(); + + EGLint getWidth() const { return mWidth; } + EGLint getHeight() const { return mHeight; } + void *getKeyedMutex() override { return mKeyedMutex; } + + private: + void release(); + void initPassThroughResources(); + + void releaseOffscreenColorBuffer(); + void releaseOffscreenDepthBuffer(); + EGLint resetOffscreenBuffers(int backbufferWidth, int backbufferHeight); + EGLint resetOffscreenColorBuffer(int backbufferWidth, int backbufferHeight); + EGLint resetOffscreenDepthBuffer(int backbufferWidth, int backbufferHeight); + + DXGI_FORMAT getSwapChainNativeFormat() const; + + EGLint copyOffscreenToBackbuffer(EGLint x, EGLint y, EGLint width, EGLint height); + EGLint present(EGLint x, EGLint y, EGLint width, EGLint height); + + Renderer11 *mRenderer; + EGLint mWidth; + EGLint mHeight; + const EGLint mOrientation; + bool mAppCreatedShareHandle; + unsigned int mSwapInterval; + bool mPassThroughResourcesInit; + + NativeWindow11 *mNativeWindow; // Handler for the Window that the surface is created for. + + bool mFirstSwap; + IDXGISwapChain *mSwapChain; + IDXGISwapChain1 *mSwapChain1; + IDXGIKeyedMutex *mKeyedMutex; + + ID3D11Texture2D *mBackBufferTexture; + ID3D11RenderTargetView *mBackBufferRTView; + ID3D11ShaderResourceView *mBackBufferSRView; + + const bool mNeedsOffscreenTexture; + ID3D11Texture2D *mOffscreenTexture; + ID3D11RenderTargetView *mOffscreenRTView; + ID3D11ShaderResourceView *mOffscreenSRView; + + ID3D11Texture2D *mDepthStencilTexture; + ID3D11DepthStencilView *mDepthStencilDSView; + ID3D11ShaderResourceView *mDepthStencilSRView; + + ID3D11Buffer *mQuadVB; + ID3D11SamplerState *mPassThroughSampler; + ID3D11InputLayout *mPassThroughIL; + ID3D11VertexShader *mPassThroughVS; + ID3D11PixelShader *mPassThroughPS; + ID3D11RasterizerState *mPassThroughRS; + + SurfaceRenderTarget11 mColorRenderTarget; + SurfaceRenderTarget11 mDepthStencilRenderTarget; +}; + +} // namespace rx +#endif // LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_ |