// // 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, EGLint orientation); 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; } void *getKeyedMutex() override { return mKeyedMutex; } virtual void *getDevice(); private: void release(); void initPassThroughResources(); void releaseOffscreenColorBuffer(); void releaseOffscreenDepthBuffer(); EGLint resetOffscreenBuffers(int backbufferWidth, int backbufferHeight); EGLint resetOffscreenColorBuffer(int backbufferWidth, int backbufferHeight); EGLint resetOffscreenDepthBuffer(int backbufferWidth, int backbufferHeight); DXGI_FORMAT getSwapChainNativeFormat() const; EGLint copyOffscreenToBackbuffer(EGLint x, EGLint y, EGLint width, EGLint height); EGLint present(EGLint x, EGLint y, EGLint width, EGLint height); Renderer11 *mRenderer; EGLint mWidth; EGLint mHeight; const EGLint mOrientation; bool mAppCreatedShareHandle; unsigned int mSwapInterval; bool mPassThroughResourcesInit; bool mFirstSwap; DXGISwapChain *mSwapChain; #if defined(ANGLE_ENABLE_D3D11_1) IDXGISwapChain1 *mSwapChain1; #endif IDXGIKeyedMutex *mKeyedMutex; ID3D11Texture2D *mBackBufferTexture; ID3D11RenderTargetView *mBackBufferRTView; ID3D11ShaderResourceView *mBackBufferSRView; const bool mNeedsOffscreenTexture; ID3D11Texture2D *mOffscreenTexture; ID3D11RenderTargetView *mOffscreenRTView; ID3D11ShaderResourceView *mOffscreenSRView; ID3D11Texture2D *mDepthStencilTexture; ID3D11DepthStencilView *mDepthStencilDSView; ID3D11ShaderResourceView *mDepthStencilSRView; ID3D11Buffer *mQuadVB; ID3D11SamplerState *mPassThroughSampler; ID3D11InputLayout *mPassThroughIL; ID3D11VertexShader *mPassThroughVS; ID3D11PixelShader *mPassThroughPS; ID3D11RasterizerState *mPassThroughRS; SurfaceRenderTarget11 mColorRenderTarget; SurfaceRenderTarget11 mDepthStencilRenderTarget; }; } #endif // LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_