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Diffstat (limited to 'chromium/third_party/angle/src/libGLESv2/renderer/SwapChain11.cpp')
-rw-r--r--chromium/third_party/angle/src/libGLESv2/renderer/SwapChain11.cpp775
1 files changed, 0 insertions, 775 deletions
diff --git a/chromium/third_party/angle/src/libGLESv2/renderer/SwapChain11.cpp b/chromium/third_party/angle/src/libGLESv2/renderer/SwapChain11.cpp
deleted file mode 100644
index 022cfe430dd..00000000000
--- a/chromium/third_party/angle/src/libGLESv2/renderer/SwapChain11.cpp
+++ /dev/null
@@ -1,775 +0,0 @@
-#include "precompiled.h"
-//
-// Copyright (c) 2012-2013 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/SwapChain11.h"
-
-#include "libGLESv2/renderer/renderer11_utils.h"
-#include "libGLESv2/renderer/Renderer11.h"
-#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
-#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
-
-namespace rx
-{
-
-SwapChain11::SwapChain11(Renderer11 *renderer, HWND 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;
- mQuadVB = NULL;
- mPassThroughSampler = NULL;
- mPassThroughIL = NULL;
- mPassThroughVS = NULL;
- mPassThroughPS = NULL;
- mWidth = -1;
- mHeight = -1;
- mSwapInterval = 0;
- mAppCreatedShareHandle = mShareHandle != NULL;
- mPassThroughResourcesInit = false;
-}
-
-SwapChain11::~SwapChain11()
-{
- release();
-}
-
-void SwapChain11::release()
-{
- if (mSwapChain)
- {
- mSwapChain->Release();
- mSwapChain = NULL;
- }
-
- if (mBackBufferTexture)
- {
- mBackBufferTexture->Release();
- mBackBufferTexture = NULL;
- }
-
- if (mBackBufferRTView)
- {
- mBackBufferRTView->Release();
- mBackBufferRTView = NULL;
- }
-
- if (mOffscreenTexture)
- {
- mOffscreenTexture->Release();
- mOffscreenTexture = NULL;
- }
-
- if (mOffscreenRTView)
- {
- mOffscreenRTView->Release();
- mOffscreenRTView = NULL;
- }
-
- if (mOffscreenSRView)
- {
- mOffscreenSRView->Release();
- mOffscreenSRView = NULL;
- }
-
- if (mDepthStencilTexture)
- {
- mDepthStencilTexture->Release();
- mDepthStencilTexture = NULL;
- }
-
- if (mDepthStencilDSView)
- {
- mDepthStencilDSView->Release();
- mDepthStencilDSView = NULL;
- }
-
- if (mQuadVB)
- {
- mQuadVB->Release();
- mQuadVB = NULL;
- }
-
- if (mPassThroughSampler)
- {
- mPassThroughSampler->Release();
- mPassThroughSampler = NULL;
- }
-
- if (mPassThroughIL)
- {
- mPassThroughIL->Release();
- mPassThroughIL = NULL;
- }
-
- if (mPassThroughVS)
- {
- mPassThroughVS->Release();
- mPassThroughVS = NULL;
- }
-
- if (mPassThroughPS)
- {
- mPassThroughPS->Release();
- mPassThroughPS = NULL;
- }
-
- if (!mAppCreatedShareHandle)
- {
- mShareHandle = NULL;
- }
-}
-
-void SwapChain11::releaseOffscreenTexture()
-{
- if (mOffscreenTexture)
- {
- mOffscreenTexture->Release();
- mOffscreenTexture = NULL;
- }
-
- if (mOffscreenRTView)
- {
- mOffscreenRTView->Release();
- mOffscreenRTView = NULL;
- }
-
- if (mOffscreenSRView)
- {
- mOffscreenSRView->Release();
- mOffscreenSRView = NULL;
- }
-
- if (mDepthStencilTexture)
- {
- mDepthStencilTexture->Release();
- mDepthStencilTexture = NULL;
- }
-
- if (mDepthStencilDSView)
- {
- mDepthStencilDSView->Release();
- mDepthStencilDSView = NULL;
- }
-}
-
-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);
-
- // Preserve the render target content
- ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture;
- if (previousOffscreenTexture)
- {
- previousOffscreenTexture->AddRef();
- }
- const int previousWidth = mWidth;
- const int previousHeight = mHeight;
-
- 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);
- tempResource11->Release();
-
- 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::ConvertRenderbufferFormat(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::ConvertRenderbufferFormat(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 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);
- offscreenTextureResource->Release();
-
- if (FAILED(result))
- {
- mShareHandle = NULL;
- ERR("Could not get offscreen texture shared handle: %08lX", result);
- }
- }
- }
- }
-
- HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, NULL, &mOffscreenRTView);
-
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mOffscreenRTView, "Offscreen render target");
-
- result = device->CreateShaderResourceView(mOffscreenTexture, NULL, &mOffscreenSRView);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mOffscreenSRView, "Offscreen shader resource");
-
- if (mDepthBufferFormat != GL_NONE)
- {
- D3D11_TEXTURE2D_DESC depthStencilDesc = {0};
- depthStencilDesc.Width = backbufferWidth;
- depthStencilDesc.Height = backbufferHeight;
- depthStencilDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mDepthBufferFormat);
- depthStencilDesc.MipLevels = 1;
- depthStencilDesc.ArraySize = 1;
- depthStencilDesc.SampleDesc.Count = 1;
- depthStencilDesc.SampleDesc.Quality = 0;
- depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
- depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
- depthStencilDesc.CPUAccessFlags = 0;
- depthStencilDesc.MiscFlags = 0;
-
- result = device->CreateTexture2D(&depthStencilDesc, 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, "Depth stencil texture");
-
- result = device->CreateDepthStencilView(mDepthStencilTexture, NULL, &mDepthStencilDSView);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mDepthStencilDSView, "Depth stencil view");
- }
-
- mWidth = backbufferWidth;
- mHeight = backbufferHeight;
-
- 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);
-
- previousOffscreenTexture->Release();
-
- if (mSwapChain)
- {
- swapRect(0, 0, mWidth, mHeight);
- }
- }
-
- return EGL_SUCCESS;
-}
-
-EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
-{
- ID3D11Device *device = mRenderer->getDevice();
-
- if (device == NULL)
- {
- return EGL_BAD_ACCESS;
- }
-
- // Can only call resize if we have already created our swap buffer and resources
- ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView);
-
- if (mBackBufferTexture)
- {
- mBackBufferTexture->Release();
- mBackBufferTexture = NULL;
- }
-
- if (mBackBufferRTView)
- {
- mBackBufferRTView->Release();
- mBackBufferRTView = NULL;
- }
-
- // Resize swap chain
- DXGI_FORMAT backbufferDXGIFormat = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
- HRESULT result = mSwapChain->ResizeBuffers(2, 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;
- }
- }
-
- 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.
- if (mSwapChain)
- {
- mSwapChain->Release();
- mSwapChain = NULL;
- }
-
- if (mBackBufferTexture)
- {
- mBackBufferTexture->Release();
- mBackBufferTexture = NULL;
- }
-
- if (mBackBufferRTView)
- {
- mBackBufferRTView->Release();
- mBackBufferRTView = NULL;
- }
-
- 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();
-
- DXGI_SWAP_CHAIN_DESC swapChainDesc = {0};
- swapChainDesc.BufferCount = 2;
- swapChainDesc.BufferDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
- swapChainDesc.BufferDesc.Width = backbufferWidth;
- swapChainDesc.BufferDesc.Height = backbufferHeight;
- swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
- swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
- swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
- swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
- swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- swapChainDesc.Flags = 0;
- swapChainDesc.OutputWindow = mWindow;
- swapChainDesc.SampleDesc.Count = 1;
- swapChainDesc.SampleDesc.Quality = 0;
- swapChainDesc.Windowed = TRUE;
-
- HRESULT result = factory->CreateSwapChain(device, &swapChainDesc, &mSwapChain);
-
- 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
- {
- // We cannot create a swap chain for an HWND that is owned by a different process on some versions of
- // windows
- DWORD currentProcessId = GetCurrentProcessId();
- DWORD wndProcessId;
- GetWindowThreadProcessId(mWindow, &wndProcessId);
-
- if (currentProcessId != wndProcessId)
- {
- ERR("Could not create swap chain, window owned by different process");
- return EGL_BAD_NATIVE_WINDOW;
- }
- 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_Passthrough, sizeof(g_VS_Passthrough), &mPassThroughIL);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout");
-
- result = device->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mPassThroughVS);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader");
-
- result = device->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), 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)
-{
- 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);
-
- d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1);
- d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
- d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
- d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, 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 = mWidth;
- viewport.Height = mHeight;
- 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();
- 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;
-}
-
-// Increments refcount on texture.
-// caller must Release() the returned texture
-ID3D11Texture2D *SwapChain11::getOffscreenTexture()
-{
- if (mOffscreenTexture)
- {
- mOffscreenTexture->AddRef();
- }
-
- return mOffscreenTexture;
-}
-
-// Increments refcount on view.
-// caller must Release() the returned view
-ID3D11RenderTargetView *SwapChain11::getRenderTarget()
-{
- if (mOffscreenRTView)
- {
- mOffscreenRTView->AddRef();
- }
-
- return mOffscreenRTView;
-}
-
-// Increments refcount on view.
-// caller must Release() the returned view
-ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource()
-{
- if (mOffscreenSRView)
- {
- mOffscreenSRView->AddRef();
- }
-
- return mOffscreenSRView;
-}
-
-// Increments refcount on view.
-// caller must Release() the returned view
-ID3D11DepthStencilView *SwapChain11::getDepthStencil()
-{
- if (mDepthStencilDSView)
- {
- mDepthStencilDSView->AddRef();
- }
-
- return mDepthStencilDSView;
-}
-
-ID3D11Texture2D *SwapChain11::getDepthStencilTexture()
-{
- if (mDepthStencilTexture)
- {
- mDepthStencilTexture->AddRef();
- }
-
- 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
-}
-
-}