diff options
author | Liang Qi <liang.qi@theqtcompany.com> | 2015-04-22 09:04:29 +0200 |
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committer | Liang Qi <liang.qi@theqtcompany.com> | 2015-04-22 09:25:54 +0200 |
commit | aed5a7168354c6ae47687d20b4bd3f0adcc14f8e (patch) | |
tree | d2060479a7c12fdba8c1955e5d363754feffabb8 /src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h | |
parent | d3d10cf23d61f4a011f1a7e9abdee1a92717e80f (diff) | |
parent | 628fa13ea4d6ff0e2e2ee76c9adfc78676de3c59 (diff) |
Merge remote-tracking branch 'origin/5.5' into dev
Conflicts:
src/corelib/statemachine/qstatemachine.cpp
src/corelib/statemachine/qstatemachine_p.h
src/gui/painting/qdrawhelper.cpp
src/plugins/platforms/xcb/qxcbnativeinterface.cpp
src/plugins/platforms/xcb/qxcbwindow.cpp
src/plugins/platforms/xcb/qxcbwindow.h
src/testlib/qtestblacklist.cpp
src/tools/qdoc/node.cpp
src/tools/qdoc/node.h
tests/auto/gui/painting/qcolor/tst_qcolor.cpp
Change-Id: I6c78b7b162001712d5774293f501b06b4ff32684
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h | 87 |
1 files changed, 87 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h new file mode 100644 index 0000000000..48c808a261 --- /dev/null +++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h @@ -0,0 +1,87 @@ +// +// 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); + 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; } + + virtual void *getDevice(); + + static SwapChain11 *makeSwapChain11(SwapChainD3D *swapChain); + + private: + void release(); + void initPassThroughResources(); + void releaseOffscreenTexture(); + EGLint resetOffscreenTexture(int backbufferWidth, int backbufferHeight); + + Renderer11 *mRenderer; + EGLint mHeight; + EGLint mWidth; + bool mAppCreatedShareHandle; + unsigned int mSwapInterval; + bool mPassThroughResourcesInit; + + DXGISwapChain *mSwapChain; + + ID3D11Texture2D *mBackBufferTexture; + ID3D11RenderTargetView *mBackBufferRTView; + + ID3D11Texture2D *mOffscreenTexture; + ID3D11RenderTargetView *mOffscreenRTView; + ID3D11ShaderResourceView *mOffscreenSRView; + + ID3D11Texture2D *mDepthStencilTexture; + ID3D11DepthStencilView *mDepthStencilDSView; + ID3D11ShaderResourceView *mDepthStencilSRView; + + ID3D11Buffer *mQuadVB; + ID3D11SamplerState *mPassThroughSampler; + ID3D11InputLayout *mPassThroughIL; + ID3D11VertexShader *mPassThroughVS; + ID3D11PixelShader *mPassThroughPS; + + SurfaceRenderTarget11 mColorRenderTarget; + SurfaceRenderTarget11 mDepthStencilRenderTarget; +}; + +} +#endif // LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_ |