Hash :
17b10a9a
Author :
Date :
2016-08-03T14:10:06
D3D11: Store more format info by-reference. This CL stores the d3d11::TextureFormat by reference in the texture storage. Adding the internalFormat to the TextureFormat allows us to store a single ref instead of three per TextureStorage11. Also store the format sets in a d3d11::TextureFormat by-ref instead of by-pointer, making the code a bit cleaner. BUG=angleproject:1455 Change-Id: I3c0e966d948c694435577d7d45dc0cd156480cdb Reviewed-on: https://chromium-review.googlesource.com/365412 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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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"
#if !defined(ANGLE_FORCE_VSYNC_OFF)
#define ANGLE_FORCE_VSYNC_OFF 0
#endif
namespace rx
{
class RenderTargetD3D;
class SwapChainD3D : angle::NonCopyable
{
public:
SwapChainD3D(HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
: mOffscreenRenderTargetFormat(backBufferFormat),
mDepthBufferFormat(depthBufferFormat),
mShareHandle(shareHandle)
{
}
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 RenderTargetD3D *getColorRenderTarget() = 0;
virtual RenderTargetD3D *getDepthStencilRenderTarget() = 0;
GLenum getRenderTargetInternalFormat() const { return mOffscreenRenderTargetFormat; }
GLenum getDepthBufferInternalFormat() const { return mDepthBufferFormat; }
HANDLE getShareHandle() { return mShareHandle; }
virtual void *getKeyedMutex() = 0;
protected:
const GLenum mOffscreenRenderTargetFormat;
const GLenum mDepthBufferFormat;
HANDLE mShareHandle;
};
}
#endif // LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_