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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp713
1 files changed, 713 insertions, 0 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
new file mode 100644
index 0000000000..0341df10f9
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp
@@ -0,0 +1,713 @@
+#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
+// found in the LICENSE file.
+//
+
+// 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/renderer11_utils.h"
+#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthrough2dvs.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dps.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;
+ mDepthStencilSRView = NULL;
+ mQuadVB = NULL;
+ mPassThroughSampler = NULL;
+ mPassThroughIL = NULL;
+ mPassThroughVS = NULL;
+ mPassThroughPS = NULL;
+ mWidth = -1;
+ mHeight = -1;
+ mViewportWidth = -1;
+ mViewportHeight = -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(mDepthStencilSRView);
+ 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);
+ SafeRelease(mDepthStencilSRView);
+}
+
+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);
+
+#if !defined(ANGLE_PLATFORM_WINRT)
+ // Preserve the render target content
+ ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture;
+ if (previousOffscreenTexture)
+ {
+ previousOffscreenTexture->AddRef();
+ }
+ const int previousWidth = mWidth;
+ const int previousHeight = mHeight;
+#endif
+
+ 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);
+ SafeRelease(tempResource11);
+
+ 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::GetTexFormat(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::GetTexFormat(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 back buffer 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);
+ SafeRelease(offscreenTextureResource);
+
+ if (FAILED(result))
+ {
+ mShareHandle = NULL;
+ ERR("Could not get offscreen texture shared handle: %08lX", result);
+ }
+ }
+ }
+ }
+
+
+ D3D11_RENDER_TARGET_VIEW_DESC offscreenRTVDesc;
+ offscreenRTVDesc.Format = gl_d3d11::GetRTVFormat(mBackBufferFormat);
+ offscreenRTVDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ offscreenRTVDesc.Texture2D.MipSlice = 0;
+
+ HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, &offscreenRTVDesc, &mOffscreenRTView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mOffscreenRTView, "Offscreen back buffer render target");
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc;
+ offscreenSRVDesc.Format = gl_d3d11::GetSRVFormat(mBackBufferFormat);
+ offscreenSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ offscreenSRVDesc.Texture2D.MostDetailedMip = 0;
+ offscreenSRVDesc.Texture2D.MipLevels = -1;
+
+ result = device->CreateShaderResourceView(mOffscreenTexture, &offscreenSRVDesc, &mOffscreenSRView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mOffscreenSRView, "Offscreen back buffer shader resource");
+
+ if (mDepthBufferFormat != GL_NONE)
+ {
+ D3D11_TEXTURE2D_DESC depthStencilTextureDesc;
+ depthStencilTextureDesc.Width = backbufferWidth;
+ depthStencilTextureDesc.Height = backbufferHeight;
+ depthStencilTextureDesc.Format = gl_d3d11::GetTexFormat(mDepthBufferFormat);
+ depthStencilTextureDesc.MipLevels = 1;
+ depthStencilTextureDesc.ArraySize = 1;
+ depthStencilTextureDesc.SampleDesc.Count = 1;
+ depthStencilTextureDesc.SampleDesc.Quality = 0;
+ depthStencilTextureDesc.Usage = D3D11_USAGE_DEFAULT;
+ depthStencilTextureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
+ depthStencilTextureDesc.CPUAccessFlags = 0;
+ depthStencilTextureDesc.MiscFlags = 0;
+
+ result = device->CreateTexture2D(&depthStencilTextureDesc, 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, "Offscreen depth stencil texture");
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilDesc;
+ depthStencilDesc.Format = gl_d3d11::GetDSVFormat(mDepthBufferFormat);
+ depthStencilDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+ depthStencilDesc.Flags = 0;
+ depthStencilDesc.Texture2D.MipSlice = 0;
+
+ result = device->CreateDepthStencilView(mDepthStencilTexture, &depthStencilDesc, &mDepthStencilDSView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthStencilDSView, "Offscreen depth stencil view");
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC depthStencilSRVDesc;
+ depthStencilSRVDesc.Format = gl_d3d11::GetSRVFormat(mDepthBufferFormat);
+ depthStencilSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ depthStencilSRVDesc.Texture2D.MostDetailedMip = 0;
+ depthStencilSRVDesc.Texture2D.MipLevels = -1;
+
+ result = device->CreateShaderResourceView(mDepthStencilTexture, &depthStencilSRVDesc, &mDepthStencilSRView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthStencilSRView, "Offscreen depth stencil shader resource");
+ }
+
+ mWidth = backbufferWidth;
+ mHeight = backbufferHeight;
+#if !defined(ANGLE_PLATFORM_WINRT) || WINAPI_FAMILY==WINAPI_FAMILY_PC_APP
+ mViewportWidth = backbufferWidth;
+ mViewportHeight = backbufferHeight;
+#endif
+
+#if !defined(ANGLE_PLATFORM_WINRT)
+ 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);
+
+ SafeRelease(previousOffscreenTexture);
+
+ if (mSwapChain)
+ {
+ swapRect(0, 0, mWidth, mHeight, SWAP_NORMAL);
+ }
+ }
+#endif
+
+ 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
+ HRESULT result;
+#if !defined(ANGLE_PLATFORM_WINRT) || WINAPI_FAMILY==WINAPI_FAMILY_PC_APP // Windows phone swap chain is never resized, only the texture is
+#if !defined(ANGLE_PLATFORM_WINRT)
+ const int bufferCount = 1;
+#else
+ const int bufferCount = 2;
+#endif
+ DXGI_FORMAT backbufferDXGIFormat = gl_d3d11::GetTexFormat(mBackBufferFormat);
+ result = mSwapChain->ResizeBuffers(bufferCount, 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;
+ }
+ }
+#endif
+ 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)
+ {
+ 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.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
+ swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
+ swapChainDesc.SampleDesc.Count = 1;
+ swapChainDesc.SampleDesc.Quality = 0;
+ swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ swapChainDesc.BufferCount = 1;
+ swapChainDesc.OutputWindow = mWindow;
+ swapChainDesc.Windowed = TRUE;
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ swapChainDesc.Flags = 0;
+
+ HRESULT result = factory->CreateSwapChain(device, &swapChainDesc, &mSwapChain);
+#else
+ IDXGIFactory2 *factory2;
+ HRESULT result = factory->QueryInterface(IID_PPV_ARGS(&factory2));
+ ASSERT(SUCCEEDED(result));
+
+ DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
+ swapChainDesc.Width = 0;
+ swapChainDesc.Height = 0;
+ swapChainDesc.Format = gl_d3d11::GetTexFormat(mBackBufferFormat);
+ swapChainDesc.SampleDesc.Count = 1;
+ swapChainDesc.SampleDesc.Quality = 0;
+ swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ swapChainDesc.Stereo = FALSE;
+ swapChainDesc.Flags = 0;
+#if WINAPI_FAMILY==WINAPI_FAMILY_PC_APP
+ swapChainDesc.Scaling = DXGI_SCALING_NONE;
+ swapChainDesc.BufferCount = 2;
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
+#elif WINAPI_FAMILY==WINAPI_FAMILY_PHONE_APP
+ swapChainDesc.BufferCount = 1;
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+#endif
+
+ IDXGISwapChain1 *swapChain;
+ result = factory2->CreateSwapChainForCoreWindow(device, mWindow, &swapChainDesc, NULL, &swapChain);
+ mSwapChain = swapChain;
+ HRESULT hr = swapChain->GetDesc1(&swapChainDesc);
+ ASSERT(SUCCEEDED(hr));
+ mViewportWidth = swapChainDesc.Width;
+ mViewportHeight = swapChainDesc.Height;
+#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;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ 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_Passthrough2D, sizeof(g_VS_Passthrough2D), &mPassThroughIL);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout");
+
+ result = device->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mPassThroughVS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader");
+
+ result = device->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), 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, EGLint flags)
+{
+ 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);
+
+ const int rotateL = flags & SWAP_ROTATE_90;
+ const int rotateR = flags & SWAP_ROTATE_270;
+
+ 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);
+
+ 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 = mViewportWidth;
+ viewport.Height = mViewportHeight;
+ 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();
+ UNUSED_TRACE_VARIABLE(removedReason);
+ 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;
+}
+
+ID3D11Texture2D *SwapChain11::getOffscreenTexture()
+{
+ return mOffscreenTexture;
+}
+
+ID3D11RenderTargetView *SwapChain11::getRenderTarget()
+{
+ return mOffscreenRTView;
+}
+
+ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource()
+{
+ return mOffscreenSRView;
+}
+
+ID3D11DepthStencilView *SwapChain11::getDepthStencil()
+{
+ return mDepthStencilDSView;
+}
+
+ID3D11ShaderResourceView * SwapChain11::getDepthStencilShaderResource()
+{
+ return mDepthStencilSRView;
+}
+
+ID3D11Texture2D *SwapChain11::getDepthStencilTexture()
+{
+ 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
+}
+
+}