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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h
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+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h
@@ -0,0 +1,133 @@
+//
+// Copyright 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.
+//
+
+// RenderTarget11.h: Defines a DX11-specific wrapper for ID3D11View pointers
+// retained by Renderbuffers.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERTARGET11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_RENDERTARGET11_H_
+
+#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
+
+namespace rx
+{
+class SwapChain11;
+class Renderer11;
+
+class RenderTarget11 : public RenderTargetD3D
+{
+ public:
+ RenderTarget11(const d3d11::Format &formatSet);
+ ~RenderTarget11() override;
+
+ virtual const TextureHelper11 &getTexture() const = 0;
+ virtual const d3d11::RenderTargetView &getRenderTargetView() const = 0;
+ virtual const d3d11::DepthStencilView &getDepthStencilView() const = 0;
+ virtual angle::Result getShaderResourceView(const gl::Context *context,
+ const d3d11::SharedSRV **outSRV) = 0;
+ virtual angle::Result getBlitShaderResourceView(const gl::Context *context,
+ const d3d11::SharedSRV **outSRV) = 0;
+
+ virtual unsigned int getSubresourceIndex() const = 0;
+
+ const d3d11::Format &getFormatSet() const { return mFormatSet; }
+
+ protected:
+ const d3d11::Format &mFormatSet;
+};
+
+class TextureRenderTarget11 : public RenderTarget11
+{
+ public:
+ // TextureRenderTarget11 takes ownership of any D3D11 resources it is given and will AddRef them
+ TextureRenderTarget11(d3d11::RenderTargetView &&rtv,
+ const TextureHelper11 &resource,
+ const d3d11::SharedSRV &srv,
+ const d3d11::SharedSRV &blitSRV,
+ GLenum internalFormat,
+ const d3d11::Format &formatSet,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLsizei samples);
+ TextureRenderTarget11(d3d11::DepthStencilView &&dsv,
+ const TextureHelper11 &resource,
+ const d3d11::SharedSRV &srv,
+ GLenum internalFormat,
+ const d3d11::Format &formatSet,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLsizei samples);
+ ~TextureRenderTarget11() override;
+
+ GLsizei getWidth() const override;
+ GLsizei getHeight() const override;
+ GLsizei getDepth() const override;
+ GLenum getInternalFormat() const override;
+ GLsizei getSamples() const override;
+
+ const TextureHelper11 &getTexture() const override;
+ const d3d11::RenderTargetView &getRenderTargetView() const override;
+ const d3d11::DepthStencilView &getDepthStencilView() const override;
+ angle::Result getShaderResourceView(const gl::Context *context,
+ const d3d11::SharedSRV **outSRV) override;
+ angle::Result getBlitShaderResourceView(const gl::Context *context,
+ const d3d11::SharedSRV **outSRV) override;
+
+ unsigned int getSubresourceIndex() const override;
+
+ private:
+ GLsizei mWidth;
+ GLsizei mHeight;
+ GLsizei mDepth;
+ GLenum mInternalFormat;
+ GLsizei mSamples;
+
+ unsigned int mSubresourceIndex;
+ TextureHelper11 mTexture;
+ d3d11::RenderTargetView mRenderTarget;
+ d3d11::DepthStencilView mDepthStencil;
+ d3d11::SharedSRV mShaderResource;
+
+ // Shader resource view to use with internal blit shaders. Not set for depth/stencil render
+ // targets.
+ d3d11::SharedSRV mBlitShaderResource;
+};
+
+class SurfaceRenderTarget11 : public RenderTarget11
+{
+ public:
+ SurfaceRenderTarget11(SwapChain11 *swapChain, Renderer11 *renderer, bool depth);
+ ~SurfaceRenderTarget11() override;
+
+ GLsizei getWidth() const override;
+ GLsizei getHeight() const override;
+ GLsizei getDepth() const override;
+ GLenum getInternalFormat() const override;
+ GLsizei getSamples() const override;
+
+ const TextureHelper11 &getTexture() const override;
+ const d3d11::RenderTargetView &getRenderTargetView() const override;
+ const d3d11::DepthStencilView &getDepthStencilView() const override;
+ angle::Result getShaderResourceView(const gl::Context *context,
+ const d3d11::SharedSRV **outSRV) override;
+ angle::Result getBlitShaderResourceView(const gl::Context *context,
+ const d3d11::SharedSRV **outSRV) override;
+
+ unsigned int getSubresourceIndex() const override;
+
+ private:
+ SwapChain11 *mSwapChain;
+ bool mDepth;
+};
+
+} // namespace rx
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERTARGET11_H_