// // 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. // // SwapChainD3D.h: Defines a back-end specific class that hides the details of the // implementation-specific swapchain. #ifndef LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_ #define LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_ #include #include #include "common/angleutils.h" #include "common/platform.h" #if !defined(ANGLE_FORCE_VSYNC_OFF) #define ANGLE_FORCE_VSYNC_OFF 0 #endif namespace rx { class RenderTargetD3D; class SwapChainD3D : angle::NonCopyable { public: SwapChainD3D(HANDLE shareHandle, IUnknown *d3dTexture, GLenum backBufferFormat, GLenum depthBufferFormat); virtual ~SwapChainD3D(); virtual EGLint resize(EGLint backbufferWidth, EGLint backbufferSize) = 0; virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval) = 0; virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height) = 0; virtual void recreate() = 0; virtual RenderTargetD3D *getColorRenderTarget() = 0; virtual RenderTargetD3D *getDepthStencilRenderTarget() = 0; GLenum getRenderTargetInternalFormat() const { return mOffscreenRenderTargetFormat; } GLenum getDepthBufferInternalFormat() const { return mDepthBufferFormat; } HANDLE getShareHandle() { return mShareHandle; } virtual void *getKeyedMutex() = 0; protected: const GLenum mOffscreenRenderTargetFormat; const GLenum mDepthBufferFormat; HANDLE mShareHandle; IUnknown *mD3DTexture; }; } // namespace rx #endif // LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_