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-rw-r--r--gfx/angle/checkout/src/libANGLE/renderer/d3d/DeviceD3D.cpp84
1 files changed, 84 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/DeviceD3D.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/DeviceD3D.cpp
new file mode 100644
index 0000000000..79dfb094e3
--- /dev/null
+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/DeviceD3D.cpp
@@ -0,0 +1,84 @@
+//
+// Copyright 2015 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.
+//
+
+// DeviceD3D.cpp: D3D implementation of egl::Device
+
+#include "libANGLE/renderer/d3d/DeviceD3D.h"
+
+#include "libANGLE/Device.h"
+#include "libANGLE/Display.h"
+
+#include <EGL/eglext.h>
+
+namespace rx
+{
+
+DeviceD3D::DeviceD3D(GLint deviceType, void *nativeDevice)
+ : mDevice(nativeDevice), mDeviceType(deviceType), mIsInitialized(false)
+{}
+
+DeviceD3D::~DeviceD3D()
+{
+#if defined(ANGLE_ENABLE_D3D11)
+ if (mIsInitialized && mDeviceType == EGL_D3D11_DEVICE_ANGLE)
+ {
+ // DeviceD3D holds a ref to an externally-sourced D3D11 device. We must release it.
+ ID3D11Device *device = static_cast<ID3D11Device *>(mDevice);
+ device->Release();
+ }
+#endif
+}
+
+egl::Error DeviceD3D::getAttribute(const egl::Display *display, EGLint attribute, void **outValue)
+{
+ ASSERT(mIsInitialized);
+ ANGLE_UNUSED_VARIABLE(display);
+ // Validated at higher levels.
+ ASSERT(getType() == attribute);
+ *outValue = mDevice;
+ return egl::NoError();
+}
+
+egl::Error DeviceD3D::initialize()
+{
+ ASSERT(!mIsInitialized);
+
+#if defined(ANGLE_ENABLE_D3D11)
+ if (mDeviceType == EGL_D3D11_DEVICE_ANGLE)
+ {
+ // Validate the device
+ IUnknown *iunknown = static_cast<IUnknown *>(mDevice);
+
+ ID3D11Device *d3dDevice = nullptr;
+ HRESULT hr =
+ iunknown->QueryInterface(__uuidof(ID3D11Device), reinterpret_cast<void **>(&d3dDevice));
+ if (FAILED(hr))
+ {
+ return egl::EglBadAttribute() << "Invalid D3D device passed into EGLDeviceEXT";
+ }
+
+ // The QI to ID3D11Device adds a ref to the D3D11 device.
+ // Deliberately don't release the ref here, so that the DeviceD3D holds a ref to the
+ // D3D11 device.
+ }
+#endif
+
+ mIsInitialized = true;
+
+ return egl::NoError();
+}
+
+EGLint DeviceD3D::getType()
+{
+ return mDeviceType;
+}
+
+void DeviceD3D::generateExtensions(egl::DeviceExtensions *outExtensions) const
+{
+ outExtensions->deviceD3D = true;
+}
+
+} // namespace rx