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//
// 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.
//
// SwapChainD3D.h: Defines a back-end specific class that hides the details of the
// implementation-specific swapchain.
#ifndef LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_
#define LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_
#include <GLES2/gl2.h>
#include <EGL/egl.h>
#include "common/angleutils.h"
#include "common/platform.h"
// TODO: move out of D3D11
#include "libANGLE/renderer/d3d/d3d11/NativeWindow.h"
#if !defined(ANGLE_FORCE_VSYNC_OFF)
#define ANGLE_FORCE_VSYNC_OFF 0
#endif
namespace rx
{
class RenderTargetD3D;
class SwapChainD3D : angle::NonCopyable
{
public:
SwapChainD3D(rx::NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
: mNativeWindow(nativeWindow), mShareHandle(shareHandle), mBackBufferFormat(backBufferFormat), mDepthBufferFormat(depthBufferFormat)
{
}
virtual ~SwapChainD3D() {};
virtual EGLint resize(EGLint backbufferWidth, EGLint backbufferSize) = 0;
virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval) = 0;
virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height) = 0;
virtual void recreate() = 0;
virtual void *getDevice() { return NULL; }
virtual RenderTargetD3D *getColorRenderTarget() = 0;
virtual RenderTargetD3D *getDepthStencilRenderTarget() = 0;
GLenum GetBackBufferInternalFormat() const { return mBackBufferFormat; }
GLenum GetDepthBufferInternalFormat() const { return mDepthBufferFormat; }
HANDLE getShareHandle() { return mShareHandle; }
protected:
rx::NativeWindow mNativeWindow; // Handler for the Window that the surface is created for.
const GLenum mBackBufferFormat;
const GLenum mDepthBufferFormat;
HANDLE mShareHandle;
};
}
#endif // LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_
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