Hash :
9d737966
Author :
Date :
2019-08-14T12:25:12
Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 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(DisplayD3D *displayD3D, EGLint backbufferWidth, EGLint backbufferHeight) override;
EGLint reset(DisplayD3D *displayD3D,
EGLint backbufferWidth,
EGLint backbufferHeight,
EGLint swapInterval) override;
EGLint swapRect(DisplayD3D *displayD3D,
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(d3d::Context *context);
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; }
egl::Error getSyncValues(EGLuint64KHR *ust, EGLuint64KHR *msc, EGLuint64KHR *sbc) override;
private:
void release();
angle::Result initPassThroughResources(DisplayD3D *displayD3D);
void releaseOffscreenColorBuffer();
void releaseOffscreenDepthBuffer();
EGLint resetOffscreenBuffers(DisplayD3D *displayD3D, int backbufferWidth, int backbufferHeight);
EGLint resetOffscreenColorBuffer(DisplayD3D *displayD3D,
int backbufferWidth,
int backbufferHeight);
EGLint resetOffscreenDepthBuffer(DisplayD3D *displayD3D,
int backbufferWidth,
int backbufferHeight);
DXGI_FORMAT getSwapChainNativeFormat() const;
EGLint copyOffscreenToBackbuffer(DisplayD3D *displayD3D,
EGLint x,
EGLint y,
EGLint width,
EGLint height);
EGLint present(DisplayD3D *displayD3D, 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 mPassThroughOrResolvePS;
d3d11::RasterizerState mPassThroughRS;
SurfaceRenderTarget11 mColorRenderTarget;
SurfaceRenderTarget11 mDepthStencilRenderTarget;
EGLint mEGLSamples;
LONGLONG mQPCFrequency;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_