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authorAndrew Knight <andrew.knight@digia.com>2014-02-24 11:18:33 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2014-02-26 07:56:50 +0100
commita7d093e740b1e20874b5ebeb37b5c5d76ae19e42 (patch)
tree573b63025dbaa090392e468e1a90de8104054578 /src/3rdparty/angle/src/libGLESv2/renderer/d3d11/SwapChain11.cpp
parent45e17d0cc74d3444e23c18f73d6ac155659cec55 (diff)
Upgrade ANGLE to 1.3.5bb7ec572d0a
This brings Qt's copy of ANGLE up to ANGLE master, which contains a number of bugfixes as well as restructuring for the upcoming ES 3.0 support. This version brings considerable stability improvements to the D3D11 renderer. The static translator project files have been merged to align with the ANGLE source tree. Two new patches have been applied to fix errors in upstream ANGLE: - 0011-ANGLE-Fix-compilation-error-on-MinGW-caused-by-trace.patch The event trace header in ANGLE's third_party directory has an unused template which causes a compilation error on MinGW. Disable this part of the code. - 0012-ANGLE-fix-semantic-index-lookup.patch The sorted semantic index table was returning a direct mapping to the new indices, instead of the old indices. This caused a mismatch in the GL type lookup for the translated attribute. All other patches have been rebased, removed if no longer needed, and renamed to clear up the application order: - 0001-Fix-compilation-for-MSVC-2008-and-std-tuple.patch No changes. - 0001-Fix-compilation-with-MinGW-mingw-tdm64-gcc-4.8.1.patch No changes. Renamed to 0002. - 0001-Fix-compilation-with-MinGW-gcc-64-bit.patch No changes. Renamed to 0003. - 0001-Make-it-possible-to-link-ANGLE-statically-for-single.patch Modified patch to adapt to new DLL loading structure. Renamed to 0004. - 0005-Fix-build-when-SSE2-is-not-available.patch No changes. - 0011-Fix-compilation-of-libGLESv2-with-older-MinGW-w64-he.patch No changes. Renamed to 0006. - 0006-Make-DX9-DX11-mutually-exclusive.patch Made the patch less invasive by allowing D3D9 code to run unless explicitly disabled (e.g. on WinRT, where it doesn't compile). This makes the patch smaller and allows Desktop Windows to compile both D3D9 and D3D11 codepaths. Renamed to 0007. - 0015-ANGLE-Dynamically-load-D3D-compiler-from-a-list-of-k.patch No changes. Renamed to 0008. - 0012-ANGLE-Support-WinRT.patch Made D3D11_level9 initialization only possible if D3D9 is disabled. This makes sure Desktop PCs use the old D3D9 codepath instead of the less-tested D3D11_level9 codepath. Renamed to 0009. - 0013-Enable-D3D11-for-feature-level-9-cards.patch Conveniently smaller patch due to buffer implementation improvements upstream. Renamed to 0010. - 0014-ANGLE-D3D11-Alwayls-execute-QueryInterface.patch This was a fix for patch 0009, so was integrated there. Removed. - 0016-ANGLE-D3D11-Fix-build-on-desktop-Windows.patch This was a fix for patch 0009, so it was integrated there. Removed. - 0001-ANGLE-Fix-compilation-with-MSVC2013.patch Fixed upstream. Removed. - 0007-ANGLE-Fix-typedefs-for-Win64.patch Fixed upstream. Removed. - 0004-Fix-black-screen-after-minimizing-OpenGL-window-with.patch The issue has been fixed in Qt itself. Removed. - 0008-DX11-Prevent-assert-when-view-is-minimized-or-.patch The cause of the problem was the same as patch 0004, but for the D3D11 codepath. Removed. Change-Id: Id69484ab3a3e013050741c462fb1b06dfb0fd112 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by: Kai Koehne <kai.koehne@digia.com> Reviewed-by: Oliver Wolff <oliver.wolff@digia.com>
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d11/SwapChain11.cpp')
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d11/SwapChain11.cpp700
1 files changed, 700 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/SwapChain11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/SwapChain11.cpp
new file mode 100644
index 0000000000..bd97d5cff5
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/SwapChain11.cpp
@@ -0,0 +1,700 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012-2013 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.cpp: Implements a back-end specific class for the D3D11 swap chain.
+
+#include "libGLESv2/renderer/d3d11/SwapChain11.h"
+
+#include "libGLESv2/renderer/d3d11/renderer11_utils.h"
+#include "libGLESv2/renderer/d3d11/Renderer11.h"
+
+#include "libGLESv2/renderer/d3d11/shaders/compiled/passthrough11vs.h"
+#include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrgba11ps.h"
+
+namespace rx
+{
+
+SwapChain11::SwapChain11(Renderer11 *renderer, EGLNativeWindowType window, HANDLE shareHandle,
+ GLenum backBufferFormat, GLenum depthBufferFormat)
+ : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat)
+{
+ mSwapChain = NULL;
+ mBackBufferTexture = NULL;
+ mBackBufferRTView = NULL;
+ mOffscreenTexture = NULL;
+ mOffscreenRTView = NULL;
+ mOffscreenSRView = NULL;
+ mDepthStencilTexture = NULL;
+ mDepthStencilDSView = NULL;
+ mQuadVB = NULL;
+ mPassThroughSampler = NULL;
+ mPassThroughIL = NULL;
+ mPassThroughVS = NULL;
+ mPassThroughPS = NULL;
+ mWidth = -1;
+ mHeight = -1;
+ mSwapInterval = 0;
+ mAppCreatedShareHandle = mShareHandle != NULL;
+ mPassThroughResourcesInit = false;
+}
+
+SwapChain11::~SwapChain11()
+{
+ release();
+}
+
+void SwapChain11::release()
+{
+ SafeRelease(mSwapChain);
+ SafeRelease(mBackBufferTexture);
+ SafeRelease(mBackBufferRTView);
+ SafeRelease(mOffscreenTexture);
+ SafeRelease(mOffscreenRTView);
+ SafeRelease(mOffscreenSRView);
+ SafeRelease(mDepthStencilTexture);
+ SafeRelease(mDepthStencilDSView);
+ SafeRelease(mQuadVB);
+ SafeRelease(mPassThroughSampler);
+ SafeRelease(mPassThroughIL);
+ SafeRelease(mPassThroughVS);
+ SafeRelease(mPassThroughPS);
+
+ if (!mAppCreatedShareHandle)
+ {
+ mShareHandle = NULL;
+ }
+}
+
+void SwapChain11::releaseOffscreenTexture()
+{
+ SafeRelease(mOffscreenTexture);
+ SafeRelease(mOffscreenRTView);
+ SafeRelease(mOffscreenSRView);
+ SafeRelease(mDepthStencilTexture);
+ SafeRelease(mDepthStencilDSView);
+}
+
+EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHeight)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ ASSERT(device != NULL);
+
+ // D3D11 does not allow zero size textures
+ ASSERT(backbufferWidth >= 1);
+ ASSERT(backbufferHeight >= 1);
+
+ // Preserve the render target content
+ ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture;
+ if (previousOffscreenTexture)
+ {
+ previousOffscreenTexture->AddRef();
+ }
+ const int previousWidth = mWidth;
+ const int previousHeight = mHeight;
+
+ releaseOffscreenTexture();
+
+ // If the app passed in a share handle, open the resource
+ // See EGL_ANGLE_d3d_share_handle_client_buffer
+ if (mAppCreatedShareHandle)
+ {
+ ID3D11Resource *tempResource11;
+ HRESULT result = device->OpenSharedResource(mShareHandle, __uuidof(ID3D11Resource), (void**)&tempResource11);
+
+ if (FAILED(result))
+ {
+ ERR("Failed to open the swap chain pbuffer share handle: %08lX", result);
+ release();
+ return EGL_BAD_PARAMETER;
+ }
+
+ result = tempResource11->QueryInterface(__uuidof(ID3D11Texture2D), (void**)&mOffscreenTexture);
+ tempResource11->Release();
+
+ if (FAILED(result))
+ {
+ ERR("Failed to query texture2d interface in pbuffer share handle: %08lX", result);
+ release();
+ return EGL_BAD_PARAMETER;
+ }
+
+ // Validate offscreen texture parameters
+ D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
+ mOffscreenTexture->GetDesc(&offscreenTextureDesc);
+
+ if (offscreenTextureDesc.Width != (UINT)backbufferWidth
+ || offscreenTextureDesc.Height != (UINT)backbufferHeight
+ || offscreenTextureDesc.Format != gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat)
+ || offscreenTextureDesc.MipLevels != 1
+ || offscreenTextureDesc.ArraySize != 1)
+ {
+ ERR("Invalid texture parameters in the shared offscreen texture pbuffer");
+ release();
+ return EGL_BAD_PARAMETER;
+ }
+ }
+ else
+ {
+ const bool useSharedResource = !mWindow && mRenderer->getShareHandleSupport();
+
+ D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
+ offscreenTextureDesc.Width = backbufferWidth;
+ offscreenTextureDesc.Height = backbufferHeight;
+ offscreenTextureDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
+ offscreenTextureDesc.MipLevels = 1;
+ offscreenTextureDesc.ArraySize = 1;
+ offscreenTextureDesc.SampleDesc.Count = 1;
+ offscreenTextureDesc.SampleDesc.Quality = 0;
+ offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT;
+ offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
+ offscreenTextureDesc.CPUAccessFlags = 0;
+ offscreenTextureDesc.MiscFlags = useSharedResource ? D3D11_RESOURCE_MISC_SHARED : 0;
+
+ HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture);
+
+ if (FAILED(result))
+ {
+ ERR("Could not create offscreen texture: %08lX", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ d3d11::SetDebugName(mOffscreenTexture, "Offscreen texture");
+
+ // EGL_ANGLE_surface_d3d_texture_2d_share_handle requires that we store a share handle for the client
+ if (useSharedResource)
+ {
+ IDXGIResource *offscreenTextureResource = NULL;
+ result = mOffscreenTexture->QueryInterface(__uuidof(IDXGIResource), (void**)&offscreenTextureResource);
+
+ // Fall back to no share handle on failure
+ if (FAILED(result))
+ {
+ ERR("Could not query offscreen texture resource: %08lX", result);
+ }
+ else
+ {
+ result = offscreenTextureResource->GetSharedHandle(&mShareHandle);
+ offscreenTextureResource->Release();
+
+ if (FAILED(result))
+ {
+ mShareHandle = NULL;
+ ERR("Could not get offscreen texture shared handle: %08lX", result);
+ }
+ }
+ }
+ }
+
+ HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, NULL, &mOffscreenRTView);
+
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mOffscreenRTView, "Offscreen render target");
+
+ result = device->CreateShaderResourceView(mOffscreenTexture, NULL, &mOffscreenSRView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mOffscreenSRView, "Offscreen shader resource");
+
+ if (mDepthBufferFormat != GL_NONE)
+ {
+ D3D11_TEXTURE2D_DESC depthStencilDesc = {0};
+ depthStencilDesc.Width = backbufferWidth;
+ depthStencilDesc.Height = backbufferHeight;
+ depthStencilDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mDepthBufferFormat);
+ depthStencilDesc.MipLevels = 1;
+ depthStencilDesc.ArraySize = 1;
+ depthStencilDesc.SampleDesc.Count = 1;
+ depthStencilDesc.SampleDesc.Quality = 0;
+ depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
+ depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
+ depthStencilDesc.CPUAccessFlags = 0;
+ depthStencilDesc.MiscFlags = 0;
+
+ result = device->CreateTexture2D(&depthStencilDesc, NULL, &mDepthStencilTexture);
+ if (FAILED(result))
+ {
+ ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+ d3d11::SetDebugName(mDepthStencilTexture, "Depth stencil texture");
+
+ result = device->CreateDepthStencilView(mDepthStencilTexture, NULL, &mDepthStencilDSView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthStencilDSView, "Depth stencil view");
+ }
+
+ mWidth = backbufferWidth;
+ mHeight = backbufferHeight;
+
+ if (previousOffscreenTexture != NULL)
+ {
+ D3D11_BOX sourceBox = {0};
+ sourceBox.left = 0;
+ sourceBox.right = std::min(previousWidth, mWidth);
+ sourceBox.top = std::max(previousHeight - mHeight, 0);
+ sourceBox.bottom = previousHeight;
+ sourceBox.front = 0;
+ sourceBox.back = 1;
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ const int yoffset = std::max(mHeight - previousHeight, 0);
+ deviceContext->CopySubresourceRegion(mOffscreenTexture, 0, 0, yoffset, 0, previousOffscreenTexture, 0, &sourceBox);
+
+ previousOffscreenTexture->Release();
+
+ if (mSwapChain)
+ {
+ swapRect(0, 0, mWidth, mHeight);
+ }
+ }
+
+ return EGL_SUCCESS;
+}
+
+EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ if (device == NULL)
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
+ if (backbufferWidth < 1 || backbufferHeight < 1)
+ {
+ return EGL_SUCCESS;
+ }
+
+ // Can only call resize if we have already created our swap buffer and resources
+ ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView);
+
+ SafeRelease(mBackBufferTexture);
+ SafeRelease(mBackBufferRTView);
+
+ // Resize swap chain
+ DXGI_FORMAT backbufferDXGIFormat = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
+ HRESULT result = mSwapChain->ResizeBuffers(2, backbufferWidth, backbufferHeight, backbufferDXGIFormat, 0);
+
+ if (FAILED(result))
+ {
+ ERR("Error resizing swap chain buffers: 0x%08X", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
+ ASSERT(SUCCEEDED(result));
+ if (SUCCEEDED(result))
+ {
+ d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
+ }
+
+ result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
+ ASSERT(SUCCEEDED(result));
+ if (SUCCEEDED(result))
+ {
+ d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
+ }
+
+ return resetOffscreenTexture(backbufferWidth, backbufferHeight);
+}
+
+EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ if (device == NULL)
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ // Release specific resources to free up memory for the new render target, while the
+ // old render target still exists for the purpose of preserving its contents.
+ SafeRelease(mSwapChain);
+ SafeRelease(mBackBufferTexture);
+ SafeRelease(mBackBufferRTView);
+
+ mSwapInterval = static_cast<unsigned int>(swapInterval);
+ if (mSwapInterval > 4)
+ {
+ // IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4] range
+ return EGL_BAD_PARAMETER;
+ }
+
+ // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
+ if (backbufferWidth < 1 || backbufferHeight < 1)
+ {
+ releaseOffscreenTexture();
+ return EGL_SUCCESS;
+ }
+
+ if (mWindow)
+ {
+#if !defined(ANGLE_OS_WINRT)
+ IDXGIFactory *factory = mRenderer->getDxgiFactory();
+
+ DXGI_SWAP_CHAIN_DESC swapChainDesc = {0};
+ swapChainDesc.BufferDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
+ swapChainDesc.BufferDesc.Width = backbufferWidth;
+ swapChainDesc.BufferDesc.Height = backbufferHeight;
+ swapChainDesc.BufferCount = 2;
+ swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
+ swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
+ swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
+ swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
+ swapChainDesc.Windowed = TRUE;
+ swapChainDesc.OutputWindow = mWindow;
+#else
+ IDXGIFactory2 *factory;
+ HRESULT result = mRenderer->getDxgiFactory()->QueryInterface(IID_PPV_ARGS(&factory));
+ ASSERT(SUCCEEDED(result));
+
+ DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
+ swapChainDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
+ swapChainDesc.Width = backbufferWidth;
+ swapChainDesc.Height = backbufferHeight;
+ swapChainDesc.Stereo = FALSE;
+#if !defined(ANGLE_OS_WINPHONE)
+ swapChainDesc.BufferCount = 2;
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
+#else
+ swapChainDesc.BufferCount = 1;
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+#endif
+#endif
+ swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ swapChainDesc.Flags = 0;
+ swapChainDesc.SampleDesc.Count = 1;
+ swapChainDesc.SampleDesc.Quality = 0;
+
+#if !defined(ANGLE_OS_WINRT)
+ HRESULT result = factory->CreateSwapChain(device, &swapChainDesc, &mSwapChain);
+#else
+ IDXGISwapChain1 *swapChain;
+ result = factory->CreateSwapChainForCoreWindow(device, mWindow, &swapChainDesc, NULL, &swapChain);
+ mSwapChain = swapChain;
+#endif
+
+ if (FAILED(result))
+ {
+ ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+#if !defined(ANGLE_OS_WINRT)
+ else
+ {
+ // We cannot create a swap chain for an HWND that is owned by a different process on some versions of
+ // windows
+ DWORD currentProcessId = GetCurrentProcessId();
+ DWORD wndProcessId;
+ GetWindowThreadProcessId(mWindow, &wndProcessId);
+
+ if (currentProcessId != wndProcessId)
+ {
+ ERR("Could not create swap chain, window owned by different process");
+ return EGL_BAD_NATIVE_WINDOW;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+#else
+ return EGL_BAD_ALLOC;
+#endif
+ }
+
+ result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
+
+ result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
+ }
+
+ // If we are resizing the swap chain, we don't wish to recreate all the static resources
+ if (!mPassThroughResourcesInit)
+ {
+ mPassThroughResourcesInit = true;
+ initPassThroughResources();
+ }
+
+ return resetOffscreenTexture(backbufferWidth, backbufferHeight);
+}
+
+void SwapChain11::initPassThroughResources()
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ ASSERT(device != NULL);
+
+ // Make sure our resources are all not allocated, when we create
+ ASSERT(mQuadVB == NULL && mPassThroughSampler == NULL);
+ ASSERT(mPassThroughIL == NULL && mPassThroughVS == NULL && mPassThroughPS == NULL);
+
+ D3D11_BUFFER_DESC vbDesc;
+ vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
+ vbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ vbDesc.MiscFlags = 0;
+ vbDesc.StructureByteStride = 0;
+
+ HRESULT result = device->CreateBuffer(&vbDesc, NULL, &mQuadVB);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuadVB, "Swap chain quad vertex buffer");
+
+ D3D11_SAMPLER_DESC samplerDesc;
+ samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.MipLODBias = 0.0f;
+ samplerDesc.MaxAnisotropy = 0;
+ samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ samplerDesc.BorderColor[0] = 0.0f;
+ samplerDesc.BorderColor[1] = 0.0f;
+ samplerDesc.BorderColor[2] = 0.0f;
+ samplerDesc.BorderColor[3] = 0.0f;
+ samplerDesc.MinLOD = 0;
+ samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
+
+ result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughSampler, "Swap chain pass through sampler");
+
+ D3D11_INPUT_ELEMENT_DESC quadLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mPassThroughIL);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout");
+
+ result = device->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mPassThroughVS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader");
+
+ result = device->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mPassThroughPS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader");
+}
+
+// parameters should be validated/clamped by caller
+EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
+{
+ if (!mSwapChain)
+ {
+ return EGL_SUCCESS;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
+
+ // Create a quad in homogeneous coordinates
+ float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
+ float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
+ float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
+ float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;
+
+ float u1 = x / float(mWidth);
+ float v1 = y / float(mHeight);
+ float u2 = (x + width) / float(mWidth);
+ float v2 = (y + height) / float(mHeight);
+
+ d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
+ d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2);
+
+ deviceContext->Unmap(mQuadVB, 0);
+
+ static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
+ static UINT startIdx = 0;
+ deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx);
+
+ // Apply state
+ deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
+
+ static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
+
+ deviceContext->RSSetState(NULL);
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(mPassThroughIL);
+ deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ deviceContext->VSSetShader(mPassThroughVS, NULL, 0);
+ deviceContext->PSSetShader(mPassThroughPS, NULL, 0);
+ deviceContext->GSSetShader(NULL, NULL, 0);
+
+ // Apply render targets
+ mRenderer->setOneTimeRenderTarget(mBackBufferRTView);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = mWidth;
+ viewport.Height = mHeight;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply textures
+ deviceContext->PSSetShaderResources(0, 1, &mOffscreenSRView);
+ deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);
+
+ // Draw
+ deviceContext->Draw(4, 0);
+
+#if ANGLE_FORCE_VSYNC_OFF
+ result = mSwapChain->Present(0, 0);
+#else
+ result = mSwapChain->Present(mSwapInterval, 0);
+#endif
+
+ if (result == DXGI_ERROR_DEVICE_REMOVED)
+ {
+ HRESULT removedReason = device->GetDeviceRemovedReason();
+ ERR("Present failed: the D3D11 device was removed: 0x%08X", removedReason);
+ return EGL_CONTEXT_LOST;
+ }
+ else if (result == DXGI_ERROR_DEVICE_RESET)
+ {
+ ERR("Present failed: the D3D11 device was reset from a bad command.");
+ return EGL_CONTEXT_LOST;
+ }
+ else if (FAILED(result))
+ {
+ ERR("Present failed with error code 0x%08X", result);
+ }
+
+ // Unbind
+ static ID3D11ShaderResourceView *const nullSRV = NULL;
+ deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+
+ mRenderer->unapplyRenderTargets();
+ mRenderer->markAllStateDirty();
+
+ return EGL_SUCCESS;
+}
+
+// Increments refcount on texture.
+// caller must Release() the returned texture
+ID3D11Texture2D *SwapChain11::getOffscreenTexture()
+{
+ if (mOffscreenTexture)
+ {
+ mOffscreenTexture->AddRef();
+ }
+
+ return mOffscreenTexture;
+}
+
+// Increments refcount on view.
+// caller must Release() the returned view
+ID3D11RenderTargetView *SwapChain11::getRenderTarget()
+{
+ if (mOffscreenRTView)
+ {
+ mOffscreenRTView->AddRef();
+ }
+
+ return mOffscreenRTView;
+}
+
+// Increments refcount on view.
+// caller must Release() the returned view
+ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource()
+{
+ if (mOffscreenSRView)
+ {
+ mOffscreenSRView->AddRef();
+ }
+
+ return mOffscreenSRView;
+}
+
+// Increments refcount on view.
+// caller must Release() the returned view
+ID3D11DepthStencilView *SwapChain11::getDepthStencil()
+{
+ if (mDepthStencilDSView)
+ {
+ mDepthStencilDSView->AddRef();
+ }
+
+ return mDepthStencilDSView;
+}
+
+ID3D11Texture2D *SwapChain11::getDepthStencilTexture()
+{
+ if (mDepthStencilTexture)
+ {
+ mDepthStencilTexture->AddRef();
+ }
+
+ return mDepthStencilTexture;
+}
+
+SwapChain11 *SwapChain11::makeSwapChain11(SwapChain *swapChain)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(rx::SwapChain11*, swapChain));
+ return static_cast<rx::SwapChain11*>(swapChain);
+}
+
+void SwapChain11::recreate()
+{
+ // possibly should use this method instead of reset
+}
+
+}