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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 17:32:43 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 17:32:43 +0000
commit6bf0a5cb5034a7e684dcc3500e841785237ce2dd (patch)
treea68f146d7fa01f0134297619fbe7e33db084e0aa /gfx/angle/checkout/src/libANGLE/renderer/d3d/SwapChainD3D.h
parentInitial commit. (diff)
downloadthunderbird-upstream.tar.xz
thunderbird-upstream.zip
Adding upstream version 1:115.7.0.upstream/1%115.7.0upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/renderer/d3d/SwapChainD3D.h')
-rw-r--r--gfx/angle/checkout/src/libANGLE/renderer/d3d/SwapChainD3D.h83
1 files changed, 83 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/SwapChainD3D.h b/gfx/angle/checkout/src/libANGLE/renderer/d3d/SwapChainD3D.h
new file mode 100644
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+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/SwapChainD3D.h
@@ -0,0 +1,83 @@
+//
+// 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.
+//
+
+// 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 <EGL/egl.h>
+#include <EGL/eglext.h>
+#include <GLES2/gl2.h>
+
+#include "common/angleutils.h"
+#include "common/platform.h"
+#include "libANGLE/Error.h"
+
+#if !defined(ANGLE_FORCE_VSYNC_OFF)
+# define ANGLE_FORCE_VSYNC_OFF 0
+#endif
+
+namespace gl
+{
+class Context;
+} // namespace gl
+
+namespace egl
+{
+class Display;
+} // namespace egl
+
+namespace rx
+{
+class DisplayD3D;
+class RenderTargetD3D;
+
+class SwapChainD3D : angle::NonCopyable
+{
+ public:
+ SwapChainD3D(HANDLE shareHandle,
+ IUnknown *d3dTexture,
+ GLenum backBufferFormat,
+ GLenum depthBufferFormat);
+ virtual ~SwapChainD3D();
+
+ virtual EGLint resize(DisplayD3D *displayD3D,
+ EGLint backbufferWidth,
+ EGLint backbufferSize) = 0;
+ virtual EGLint reset(DisplayD3D *displayD3D,
+ EGLint backbufferWidth,
+ EGLint backbufferHeight,
+ EGLint swapInterval) = 0;
+ virtual EGLint swapRect(DisplayD3D *displayD3D,
+ 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;
+
+ virtual egl::Error getSyncValues(EGLuint64KHR *ust, EGLuint64KHR *msc, EGLuint64KHR *sbc) = 0;
+
+ protected:
+ const GLenum mOffscreenRenderTargetFormat;
+ const GLenum mDepthBufferFormat;
+
+ HANDLE mShareHandle;
+ IUnknown *mD3DTexture;
+};
+
+} // namespace rx
+#endif // LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_