| // |
| // 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. |
| // |
| |
| // 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 SwapChain11 : public SwapChainD3D |
| { |
| public: |
| SwapChain11(Renderer11 *renderer, |
| NativeWindow nativeWindow, |
| HANDLE shareHandle, |
| GLenum backBufferFormat, |
| GLenum depthBufferFormat, |
| EGLint orientation); |
| virtual ~SwapChain11(); |
| |
| EGLint resize(EGLint backbufferWidth, EGLint backbufferHeight); |
| virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval); |
| virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height); |
| virtual void recreate(); |
| |
| RenderTargetD3D *getColorRenderTarget() override { return &mColorRenderTarget; } |
| RenderTargetD3D *getDepthStencilRenderTarget() override { return &mDepthStencilRenderTarget; } |
| |
| virtual ID3D11Texture2D *getOffscreenTexture(); |
| virtual ID3D11RenderTargetView *getRenderTarget(); |
| virtual ID3D11ShaderResourceView *getRenderTargetShaderResource(); |
| |
| virtual ID3D11Texture2D *getDepthStencilTexture(); |
| virtual ID3D11DepthStencilView *getDepthStencil(); |
| virtual ID3D11ShaderResourceView *getDepthStencilShaderResource(); |
| |
| EGLint getWidth() const { return mWidth; } |
| EGLint getHeight() const { return mHeight; } |
| void *getKeyedMutex() override { return mKeyedMutex; } |
| |
| private: |
| void release(); |
| void initPassThroughResources(); |
| |
| void releaseOffscreenColorBuffer(); |
| void releaseOffscreenDepthBuffer(); |
| EGLint resetOffscreenBuffers(int backbufferWidth, int backbufferHeight); |
| EGLint resetOffscreenColorBuffer(int backbufferWidth, int backbufferHeight); |
| EGLint resetOffscreenDepthBuffer(int backbufferWidth, int backbufferHeight); |
| |
| DXGI_FORMAT getSwapChainNativeFormat() const; |
| |
| EGLint copyOffscreenToBackbuffer(EGLint x, EGLint y, EGLint width, EGLint height); |
| EGLint present(EGLint x, EGLint y, EGLint width, EGLint height); |
| |
| Renderer11 *mRenderer; |
| EGLint mWidth; |
| EGLint mHeight; |
| const EGLint mOrientation; |
| bool mAppCreatedShareHandle; |
| unsigned int mSwapInterval; |
| bool mPassThroughResourcesInit; |
| |
| bool mFirstSwap; |
| DXGISwapChain *mSwapChain; |
| IDXGISwapChain1 *mSwapChain1; |
| IDXGIKeyedMutex *mKeyedMutex; |
| |
| ID3D11Texture2D *mBackBufferTexture; |
| ID3D11RenderTargetView *mBackBufferRTView; |
| ID3D11ShaderResourceView *mBackBufferSRView; |
| |
| const bool mNeedsOffscreenTexture; |
| ID3D11Texture2D *mOffscreenTexture; |
| ID3D11RenderTargetView *mOffscreenRTView; |
| ID3D11ShaderResourceView *mOffscreenSRView; |
| |
| ID3D11Texture2D *mDepthStencilTexture; |
| ID3D11DepthStencilView *mDepthStencilDSView; |
| ID3D11ShaderResourceView *mDepthStencilSRView; |
| |
| ID3D11Buffer *mQuadVB; |
| ID3D11SamplerState *mPassThroughSampler; |
| ID3D11InputLayout *mPassThroughIL; |
| ID3D11VertexShader *mPassThroughVS; |
| ID3D11PixelShader *mPassThroughPS; |
| ID3D11RasterizerState *mPassThroughRS; |
| |
| SurfaceRenderTarget11 mColorRenderTarget; |
| SurfaceRenderTarget11 mDepthStencilRenderTarget; |
| }; |
| |
| } |
| #endif // LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_ |