// // 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 NativeWindow11; class SwapChain11 final : public SwapChainD3D { public: SwapChain11(Renderer11 *renderer, NativeWindow11 *nativeWindow, HANDLE shareHandle, IUnknown *d3dTexture, GLenum backBufferFormat, GLenum depthBufferFormat, EGLint orientation, EGLint samples); ~SwapChain11() override; EGLint resize(const gl::Context *context, EGLint backbufferWidth, EGLint backbufferHeight) override; EGLint reset(const gl::Context *context, EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval) override; EGLint swapRect(const gl::Context *context, EGLint x, EGLint y, EGLint width, EGLint height) override; void recreate() override; RenderTargetD3D *getColorRenderTarget() override; RenderTargetD3D *getDepthStencilRenderTarget() override; const TextureHelper11 &getOffscreenTexture(); const d3d11::RenderTargetView &getRenderTarget(); const d3d11::SharedSRV &getRenderTargetShaderResource(); const TextureHelper11 &getDepthStencilTexture(); const d3d11::DepthStencilView &getDepthStencil(); const d3d11::SharedSRV &getDepthStencilShaderResource(); EGLint getWidth() const { return mWidth; } EGLint getHeight() const { return mHeight; } void *getKeyedMutex() override; EGLint getSamples() const { return mEGLSamples; } void *getDevice() override; egl::Error getSyncValues(EGLuint64KHR *ust, EGLuint64KHR *msc, EGLuint64KHR *sbc) override; private: void release(); void initPassThroughResources(); void releaseOffscreenColorBuffer(); void releaseOffscreenDepthBuffer(); EGLint resetOffscreenBuffers(const gl::Context *context, int backbufferWidth, int backbufferHeight); EGLint resetOffscreenColorBuffer(const gl::Context *context, int backbufferWidth, int backbufferHeight); EGLint resetOffscreenDepthBuffer(int backbufferWidth, int backbufferHeight); DXGI_FORMAT getSwapChainNativeFormat() const; EGLint copyOffscreenToBackbuffer(const gl::Context *context, EGLint x, EGLint y, EGLint width, EGLint height); EGLint present(const gl::Context *context, EGLint x, EGLint y, EGLint width, EGLint height); UINT getD3DSamples() const; Renderer11 *mRenderer; EGLint mWidth; EGLint mHeight; const EGLint mOrientation; bool mAppCreatedShareHandle; unsigned int mSwapInterval; bool mPassThroughResourcesInit; NativeWindow11 *mNativeWindow; // Handler for the Window that the surface is created for. bool mFirstSwap; IDXGISwapChain *mSwapChain; IDXGISwapChain1 *mSwapChain1; IDXGIKeyedMutex *mKeyedMutex; TextureHelper11 mBackBufferTexture; d3d11::RenderTargetView mBackBufferRTView; d3d11::SharedSRV mBackBufferSRView; const bool mNeedsOffscreenTexture; TextureHelper11 mOffscreenTexture; d3d11::RenderTargetView mOffscreenRTView; d3d11::SharedSRV mOffscreenSRView; bool mNeedsOffscreenTextureCopy; TextureHelper11 mOffscreenTextureCopyForSRV; TextureHelper11 mDepthStencilTexture; d3d11::DepthStencilView mDepthStencilDSView; d3d11::SharedSRV mDepthStencilSRView; d3d11::Buffer mQuadVB; d3d11::SamplerState mPassThroughSampler; d3d11::InputLayout mPassThroughIL; d3d11::VertexShader mPassThroughVS; d3d11::PixelShader mPassThroughPS; d3d11::RasterizerState mPassThroughRS; SurfaceRenderTarget11 mColorRenderTarget; SurfaceRenderTarget11 mDepthStencilRenderTarget; EGLint mEGLSamples; LONGLONG mQPCFrequency; }; } // namespace rx #endif // LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_