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authorAndrew Knight <andrew.knight@intopalo.com>2015-08-08 21:42:03 +0300
committerAndrew Knight <andrew.knight@intopalo.com>2015-08-13 16:12:10 +0000
commit130083a7fc07fb8f98e4199832b6c20685a1ea70 (patch)
tree1a90c13d05cc75d6964223b65eb3c575c8fc2b9f /src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
parentcea03fa3e3274023f4238de7fa5139275d4737fb (diff)
ANGLE: Use pixel sizes in the XAML swap chain
This is necessary for Qt applications, as they render to GL in physical pixels. This is consistent with the CoreWindow swap chain behavior. This includes a partial revert of "ANGLE: Improve Windows Phone Support" as the modifications to SwapChain11 are incompatible with the XAML swap chain. This change only affects Windows Runtime targets. Change-Id: I401ae81028a9dfdb9da37f51c60844467c476f76 Reviewed-by: Oliver Wolff <oliver.wolff@theqtcompany.com>
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp')
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp46
1 files changed, 0 insertions, 46 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
index dc539cf66e..0af2cf12c6 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
@@ -154,14 +154,8 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
const bool useSharedResource = !mNativeWindow.getNativeWindow() && mRenderer->getShareHandleSupport();
D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
-#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
- const int textureLength = std::max(backbufferWidth, backbufferHeight);
- offscreenTextureDesc.Width = textureLength;
- offscreenTextureDesc.Height = textureLength;
-#else
offscreenTextureDesc.Width = backbufferWidth;
offscreenTextureDesc.Height = backbufferHeight;
-#endif
offscreenTextureDesc.Format = backbufferFormatInfo.texFormat;
offscreenTextureDesc.MipLevels = 1;
offscreenTextureDesc.ArraySize = 1;
@@ -241,14 +235,8 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
if (mDepthBufferFormat != GL_NONE)
{
D3D11_TEXTURE2D_DESC depthStencilTextureDesc;
-#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
- const int textureLength = std::max(backbufferWidth, backbufferHeight);
- depthStencilTextureDesc.Width = textureLength;
- depthStencilTextureDesc.Height = textureLength;
-#else
depthStencilTextureDesc.Width = backbufferWidth;
depthStencilTextureDesc.Height = backbufferHeight;
-#endif
depthStencilTextureDesc.Format = depthBufferFormatInfo.texFormat;
depthStencilTextureDesc.MipLevels = 1;
depthStencilTextureDesc.ArraySize = 1;
@@ -349,7 +337,6 @@ EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
return EGL_SUCCESS;
}
-#if !defined(ANGLE_ENABLE_WINDOWS_STORE) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
// Can only call resize if we have already created our swap buffer and resources
ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView);
@@ -392,12 +379,6 @@ EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
}
return resetOffscreenTexture(backbufferWidth, backbufferHeight);
-#else
- // Do nothing on Windows Phone apart from updating the internal buffer/width height
- mWidth = backbufferWidth;
- mHeight = backbufferHeight;
- return EGL_SUCCESS;
-#endif
}
EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
@@ -552,27 +533,6 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
-#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
- // Create a quad in homogeneous coordinates
- float x1 = -1.0f;
- float y1 = -1.0f;
- float x2 = 1.0f;
- float y2 = 1.0f;
-
- const float dim = std::max(mWidth, mHeight);
- float u1 = 0;
- float v1 = 0;
- float u2 = float(width) / dim;
- float v2 = float(height) / dim;
-
- const NativeWindow::RotationFlags flags = mNativeWindow.rotationFlags();
- const bool rotateL = flags == NativeWindow::RotateLeft;
- const bool rotateR = flags == NativeWindow::RotateRight;
- d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, rotateL ? u2 : u1, rotateR ? v2 : v1);
- d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, rotateR ? u2 : u1, rotateL ? v1 : v2);
- d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, rotateR ? u1 : u2, rotateL ? v2 : v1);
- d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, rotateL ? u1 : u2, rotateR ? v1 : v2);
-#else
// Create a quad in homogeneous coordinates
float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
@@ -588,7 +548,6 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2);
-#endif
deviceContext->Unmap(mQuadVB, 0);
@@ -618,13 +577,8 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
-#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
- viewport.Width = (rotateL || rotateR) ? height : width;
- viewport.Height = (rotateL || rotateR) ? width : height;
-#else
viewport.Width = mWidth;
viewport.Height = mHeight;
-#endif
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
deviceContext->RSSetViewports(1, &viewport);