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Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp')
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp51
1 files changed, 29 insertions, 22 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp
index 0341df10f9..4b29be055d 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp
@@ -1,4 +1,3 @@
-#include "precompiled.h"
//
// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
@@ -7,12 +6,13 @@
// SwapChain11.cpp: Implements a back-end specific class for the D3D11 swap chain.
-#include "libGLESv2/renderer/d3d/d3d11/SwapChain11.h"
-
#include "common/platform.h"
+#include "libGLESv2/renderer/d3d/d3d11/SwapChain11.h"
#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+
+// Precompiled shaders
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthrough2dvs.h"
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dps.h"
@@ -94,8 +94,8 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
ASSERT(backbufferWidth >= 1);
ASSERT(backbufferHeight >= 1);
-#if !defined(ANGLE_PLATFORM_WINRT)
// Preserve the render target content
+#if !defined(ANGLE_PLATFORM_WINRT)
ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture;
if (previousOffscreenTexture)
{
@@ -107,6 +107,8 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
releaseOffscreenTexture();
+ const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat);
+
// If the app passed in a share handle, open the resource
// See EGL_ANGLE_d3d_share_handle_client_buffer
if (mAppCreatedShareHandle)
@@ -135,11 +137,11 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
mOffscreenTexture->GetDesc(&offscreenTextureDesc);
- if (offscreenTextureDesc.Width != (UINT)backbufferWidth
- || offscreenTextureDesc.Height != (UINT)backbufferHeight
- || offscreenTextureDesc.Format != gl_d3d11::GetTexFormat(mBackBufferFormat)
- || offscreenTextureDesc.MipLevels != 1
- || offscreenTextureDesc.ArraySize != 1)
+ if (offscreenTextureDesc.Width != (UINT)backbufferWidth ||
+ offscreenTextureDesc.Height != (UINT)backbufferHeight ||
+ offscreenTextureDesc.Format != backbufferFormatInfo.texFormat ||
+ offscreenTextureDesc.MipLevels != 1 ||
+ offscreenTextureDesc.ArraySize != 1)
{
ERR("Invalid texture parameters in the shared offscreen texture pbuffer");
release();
@@ -153,7 +155,7 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
offscreenTextureDesc.Width = backbufferWidth;
offscreenTextureDesc.Height = backbufferHeight;
- offscreenTextureDesc.Format = gl_d3d11::GetTexFormat(mBackBufferFormat);
+ offscreenTextureDesc.Format = backbufferFormatInfo.texFormat;
offscreenTextureDesc.MipLevels = 1;
offscreenTextureDesc.ArraySize = 1;
offscreenTextureDesc.SampleDesc.Count = 1;
@@ -209,7 +211,7 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
D3D11_RENDER_TARGET_VIEW_DESC offscreenRTVDesc;
- offscreenRTVDesc.Format = gl_d3d11::GetRTVFormat(mBackBufferFormat);
+ offscreenRTVDesc.Format = backbufferFormatInfo.rtvFormat;
offscreenRTVDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
offscreenRTVDesc.Texture2D.MipSlice = 0;
@@ -218,7 +220,7 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
d3d11::SetDebugName(mOffscreenRTView, "Offscreen back buffer render target");
D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc;
- offscreenSRVDesc.Format = gl_d3d11::GetSRVFormat(mBackBufferFormat);
+ offscreenSRVDesc.Format = backbufferFormatInfo.srvFormat;
offscreenSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
offscreenSRVDesc.Texture2D.MostDetailedMip = 0;
offscreenSRVDesc.Texture2D.MipLevels = -1;
@@ -227,12 +229,14 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mOffscreenSRView, "Offscreen back buffer shader resource");
+ const d3d11::TextureFormat &depthBufferFormatInfo = d3d11::GetTextureFormatInfo(mDepthBufferFormat);
+
if (mDepthBufferFormat != GL_NONE)
{
D3D11_TEXTURE2D_DESC depthStencilTextureDesc;
depthStencilTextureDesc.Width = backbufferWidth;
depthStencilTextureDesc.Height = backbufferHeight;
- depthStencilTextureDesc.Format = gl_d3d11::GetTexFormat(mDepthBufferFormat);
+ depthStencilTextureDesc.Format = depthBufferFormatInfo.texFormat;
depthStencilTextureDesc.MipLevels = 1;
depthStencilTextureDesc.ArraySize = 1;
depthStencilTextureDesc.SampleDesc.Count = 1;
@@ -260,7 +264,7 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
d3d11::SetDebugName(mDepthStencilTexture, "Offscreen depth stencil texture");
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilDesc;
- depthStencilDesc.Format = gl_d3d11::GetDSVFormat(mDepthBufferFormat);
+ depthStencilDesc.Format = depthBufferFormatInfo.dsvFormat;
depthStencilDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilDesc.Flags = 0;
depthStencilDesc.Texture2D.MipSlice = 0;
@@ -270,7 +274,7 @@ EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHei
d3d11::SetDebugName(mDepthStencilDSView, "Offscreen depth stencil view");
D3D11_SHADER_RESOURCE_VIEW_DESC depthStencilSRVDesc;
- depthStencilSRVDesc.Format = gl_d3d11::GetSRVFormat(mDepthBufferFormat);
+ depthStencilSRVDesc.Format = depthBufferFormatInfo.srvFormat;
depthStencilSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
depthStencilSRVDesc.Texture2D.MostDetailedMip = 0;
depthStencilSRVDesc.Texture2D.MipLevels = -1;
@@ -343,8 +347,8 @@ EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
#else
const int bufferCount = 2;
#endif
- DXGI_FORMAT backbufferDXGIFormat = gl_d3d11::GetTexFormat(mBackBufferFormat);
- result = mSwapChain->ResizeBuffers(bufferCount, backbufferWidth, backbufferHeight, backbufferDXGIFormat, 0);
+ const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat);
+ result = mSwapChain->ResizeBuffers(bufferCount, backbufferWidth, backbufferHeight, backbufferFormatInfo.texFormat, 0);
if (FAILED(result))
{
@@ -361,6 +365,7 @@ EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
}
}
#endif
+
result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
@@ -409,14 +414,17 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
if (mWindow)
{
+ const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat);
+
IDXGIFactory *factory = mRenderer->getDxgiFactory();
+
#if !defined(ANGLE_PLATFORM_WINRT)
DXGI_SWAP_CHAIN_DESC swapChainDesc = {0};
swapChainDesc.BufferDesc.Width = backbufferWidth;
swapChainDesc.BufferDesc.Height = backbufferHeight;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
- swapChainDesc.BufferDesc.Format = gl_d3d11::GetTexFormat(mBackBufferFormat);
+ swapChainDesc.BufferDesc.Format = backbufferFormatInfo.texFormat;
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
swapChainDesc.SampleDesc.Count = 1;
@@ -437,7 +445,7 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
swapChainDesc.Width = 0;
swapChainDesc.Height = 0;
- swapChainDesc.Format = gl_d3d11::GetTexFormat(mBackBufferFormat);
+ swapChainDesc.Format = backbufferFormatInfo.texFormat;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
@@ -460,7 +468,6 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
mViewportWidth = swapChainDesc.Width;
mViewportHeight = swapChainDesc.Height;
#endif
-
if (FAILED(result))
{
ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
@@ -530,7 +537,7 @@ void SwapChain11::initPassThroughResources()
samplerDesc.BorderColor[2] = 0.0f;
samplerDesc.BorderColor[3] = 0.0f;
samplerDesc.MinLOD = 0;
- samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
+ samplerDesc.MaxLOD = FLT_MAX;
result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler);
ASSERT(SUCCEEDED(result));
@@ -636,7 +643,7 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height, EG
// Draw
deviceContext->Draw(4, 0);
-#if ANGLE_FORCE_VSYNC_OFF
+#ifdef ANGLE_FORCE_VSYNC_OFF
result = mSwapChain->Present(0, 0);
#else
result = mSwapChain->Present(mSwapInterval, 0);