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-rw-r--r-- | gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h | 134 |
1 files changed, 134 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h new file mode 100644 index 0000000000..2d7f0a00ee --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h @@ -0,0 +1,134 @@ +// +// 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. +// + +// 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, + EGLint samples); + ~SwapChain11() override; + + EGLint resize(DisplayD3D *displayD3D, EGLint backbufferWidth, EGLint backbufferHeight) override; + EGLint reset(DisplayD3D *displayD3D, + EGLint backbufferWidth, + EGLint backbufferHeight, + EGLint swapInterval) override; + EGLint swapRect(DisplayD3D *displayD3D, + EGLint x, + EGLint y, + EGLint width, + EGLint height) override; + void recreate() override; + + RenderTargetD3D *getColorRenderTarget() override; + RenderTargetD3D *getDepthStencilRenderTarget() override; + + const TextureHelper11 &getOffscreenTexture(); + const d3d11::RenderTargetView &getRenderTarget(); + angle::Result getRenderTargetShaderResource(d3d::Context *context, + const d3d11::SharedSRV **outSRV); + + const TextureHelper11 &getDepthStencilTexture(); + const d3d11::DepthStencilView &getDepthStencil(); + const d3d11::SharedSRV &getDepthStencilShaderResource(); + + EGLint getWidth() const { return mWidth; } + EGLint getHeight() const { return mHeight; } + void *getKeyedMutex() override; + EGLint getSamples() const { return mEGLSamples; } + + egl::Error getSyncValues(EGLuint64KHR *ust, EGLuint64KHR *msc, EGLuint64KHR *sbc) override; + + private: + void release(); + angle::Result initPassThroughResources(DisplayD3D *displayD3D); + + void releaseOffscreenColorBuffer(); + void releaseOffscreenDepthBuffer(); + EGLint resetOffscreenBuffers(DisplayD3D *displayD3D, int backbufferWidth, int backbufferHeight); + EGLint resetOffscreenColorBuffer(DisplayD3D *displayD3D, + int backbufferWidth, + int backbufferHeight); + EGLint resetOffscreenDepthBuffer(DisplayD3D *displayD3D, + int backbufferWidth, + int backbufferHeight); + + DXGI_FORMAT getSwapChainNativeFormat() const; + + EGLint copyOffscreenToBackbuffer(DisplayD3D *displayD3D, + EGLint x, + EGLint y, + EGLint width, + EGLint height); + EGLint present(DisplayD3D *displayD3D, EGLint x, EGLint y, EGLint width, EGLint height); + UINT getD3DSamples() const; + + 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; + + TextureHelper11 mBackBufferTexture; + d3d11::RenderTargetView mBackBufferRTView; + d3d11::SharedSRV mBackBufferSRView; + + const bool mNeedsOffscreenTexture; + TextureHelper11 mOffscreenTexture; + d3d11::RenderTargetView mOffscreenRTView; + d3d11::SharedSRV mOffscreenSRView; + bool mNeedsOffscreenTextureCopy; + TextureHelper11 mOffscreenTextureCopyForSRV; + + TextureHelper11 mDepthStencilTexture; + d3d11::DepthStencilView mDepthStencilDSView; + d3d11::SharedSRV mDepthStencilSRView; + + d3d11::Buffer mQuadVB; + d3d11::SamplerState mPassThroughSampler; + d3d11::InputLayout mPassThroughIL; + d3d11::VertexShader mPassThroughVS; + d3d11::PixelShader mPassThroughOrResolvePS; + d3d11::RasterizerState mPassThroughRS; + + SurfaceRenderTarget11 mColorRenderTarget; + SurfaceRenderTarget11 mDepthStencilRenderTarget; + + EGLint mEGLSamples; + LONGLONG mQPCFrequency; +}; + +} // namespace rx +#endif // LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_ |