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//
// 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 NativeWindow11;
class SwapChain11 final : public SwapChainD3D
{
public:
SwapChain11(Renderer11 *renderer,
NativeWindow11 *nativeWindow,
HANDLE shareHandle,
GLenum backBufferFormat,
GLenum depthBufferFormat,
EGLint orientation);
virtual ~SwapChain11();
EGLint resize(EGLint backbufferWidth, EGLint backbufferHeight);
EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval) override;
EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height) override;
void recreate() override;
RenderTargetD3D *getColorRenderTarget() override { return &mColorRenderTarget; }
RenderTargetD3D *getDepthStencilRenderTarget() override { return &mDepthStencilRenderTarget; }
ID3D11Texture2D *getOffscreenTexture();
ID3D11RenderTargetView *getRenderTarget();
ID3D11ShaderResourceView *getRenderTargetShaderResource();
ID3D11Texture2D *getDepthStencilTexture();
ID3D11DepthStencilView *getDepthStencil();
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;
NativeWindow11 *mNativeWindow; // Handler for the Window that the surface is created for.
bool mFirstSwap;
IDXGISwapChain *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;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_
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