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kc3-lang/angle/src/libGLESv2/renderer/d3d11/SwapChain11.cpp

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  • Author : Jamie Madill
    Date : 2014-03-26 14:01:58
    Hash : 8b4f8f84
    Message : Fix D3D11 resource leaks. A few bugs, like missing destructors or Release calls were leaking D3D resources in a few places on exit. This patch should fix all the unreleased D3D object warnings on exit when running a sample app. BUG=angle:589 Change-Id: Ib50df3229998938cddc2859d6f2d19ddd3a4db47 Reviewed-on: https://chromium-review.googlesource.com/190079 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libGLESv2/renderer/d3d11/SwapChain11.cpp
  • #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/d3d11/SwapChain11.h"
    
    #include "libGLESv2/renderer/d3d11/renderer11_utils.h"
    #include "libGLESv2/renderer/d3d11/formatutils11.h"
    #include "libGLESv2/renderer/d3d11/Renderer11.h"
    #include "libGLESv2/renderer/d3d11/shaders/compiled/passthrough2d11vs.h"
    #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrgba2d11ps.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;
        mDepthStencilSRView = 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()
    {
        SafeRelease(mSwapChain);
        SafeRelease(mBackBufferTexture);
        SafeRelease(mBackBufferRTView);
        SafeRelease(mOffscreenTexture);
        SafeRelease(mOffscreenRTView);
        SafeRelease(mOffscreenSRView);
        SafeRelease(mDepthStencilTexture);
        SafeRelease(mDepthStencilDSView);
        SafeRelease(mDepthStencilSRView);
        SafeRelease(mQuadVB);
        SafeRelease(mPassThroughSampler);
        SafeRelease(mPassThroughIL);
        SafeRelease(mPassThroughVS);
        SafeRelease(mPassThroughPS);
    
        if (!mAppCreatedShareHandle)
        {
            mShareHandle = NULL;
        }
    }
    
    void SwapChain11::releaseOffscreenTexture()
    {
        SafeRelease(mOffscreenTexture);
        SafeRelease(mOffscreenRTView);
        SafeRelease(mOffscreenSRView);
        SafeRelease(mDepthStencilTexture);
        SafeRelease(mDepthStencilDSView);
        SafeRelease(mDepthStencilSRView);
    }
    
    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);
            SafeRelease(tempResource11);
    
            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::GetTexFormat(mBackBufferFormat, mRenderer->getCurrentClientVersion())
                || 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::GetTexFormat(mBackBufferFormat, mRenderer->getCurrentClientVersion());
            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 back buffer 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);
                    SafeRelease(offscreenTextureResource);
    
                    if (FAILED(result))
                    {
                        mShareHandle = NULL;
                        ERR("Could not get offscreen texture shared handle: %08lX", result);
                    }
                }
            }
        }
    
    
        D3D11_RENDER_TARGET_VIEW_DESC offscreenRTVDesc;
        offscreenRTVDesc.Format = gl_d3d11::GetRTVFormat(mBackBufferFormat, mRenderer->getCurrentClientVersion());
        offscreenRTVDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
        offscreenRTVDesc.Texture2D.MipSlice = 0;
    
        HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, &offscreenRTVDesc, &mOffscreenRTView);
        ASSERT(SUCCEEDED(result));
        d3d11::SetDebugName(mOffscreenRTView, "Offscreen back buffer render target");
    
        D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc;
        offscreenSRVDesc.Format = gl_d3d11::GetSRVFormat(mBackBufferFormat, mRenderer->getCurrentClientVersion());
        offscreenSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
        offscreenSRVDesc.Texture2D.MostDetailedMip = 0;
        offscreenSRVDesc.Texture2D.MipLevels = -1;
    
        result = device->CreateShaderResourceView(mOffscreenTexture, &offscreenSRVDesc, &mOffscreenSRView);
        ASSERT(SUCCEEDED(result));
        d3d11::SetDebugName(mOffscreenSRView, "Offscreen back buffer shader resource");
    
        if (mDepthBufferFormat != GL_NONE)
        {
            D3D11_TEXTURE2D_DESC depthStencilTextureDesc;
            depthStencilTextureDesc.Width = backbufferWidth;
            depthStencilTextureDesc.Height = backbufferHeight;
            depthStencilTextureDesc.Format = gl_d3d11::GetTexFormat(mDepthBufferFormat, mRenderer->getCurrentClientVersion());
            depthStencilTextureDesc.MipLevels = 1;
            depthStencilTextureDesc.ArraySize = 1;
            depthStencilTextureDesc.SampleDesc.Count = 1;
            depthStencilTextureDesc.SampleDesc.Quality = 0;
            depthStencilTextureDesc.Usage = D3D11_USAGE_DEFAULT;
            depthStencilTextureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
            depthStencilTextureDesc.CPUAccessFlags = 0;
            depthStencilTextureDesc.MiscFlags = 0;
    
            result = device->CreateTexture2D(&depthStencilTextureDesc, 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, "Offscreen depth stencil texture");
    
            D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilDesc;
            depthStencilDesc.Format = gl_d3d11::GetDSVFormat(mDepthBufferFormat, mRenderer->getCurrentClientVersion());
            depthStencilDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
            depthStencilDesc.Flags = 0;
            depthStencilDesc.Texture2D.MipSlice = 0;
    
            result = device->CreateDepthStencilView(mDepthStencilTexture, &depthStencilDesc, &mDepthStencilDSView);
            ASSERT(SUCCEEDED(result));
            d3d11::SetDebugName(mDepthStencilDSView, "Offscreen depth stencil view");
    
            D3D11_SHADER_RESOURCE_VIEW_DESC depthStencilSRVDesc;
            depthStencilSRVDesc.Format = gl_d3d11::GetSRVFormat(mDepthBufferFormat, mRenderer->getCurrentClientVersion());
            depthStencilSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
            depthStencilSRVDesc.Texture2D.MostDetailedMip = 0;
            depthStencilSRVDesc.Texture2D.MipLevels = -1;
    
            result = device->CreateShaderResourceView(mDepthStencilTexture, &depthStencilSRVDesc, &mDepthStencilSRView);
            ASSERT(SUCCEEDED(result));
            d3d11::SetDebugName(mDepthStencilSRView, "Offscreen depth stencil shader resource");
        }
    
        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);
    
            SafeRelease(previousOffscreenTexture);
    
            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;
        }
    
        // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
        if (backbufferWidth < 1 || backbufferHeight < 1)
        {
            return EGL_SUCCESS;
        }
    
        // Can only call resize if we have already created our swap buffer and resources
        ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView);
    
        SafeRelease(mBackBufferTexture);
        SafeRelease(mBackBufferRTView);
    
        // Resize swap chain
        DXGI_FORMAT backbufferDXGIFormat = gl_d3d11::GetTexFormat(mBackBufferFormat, mRenderer->getCurrentClientVersion());
        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.
        SafeRelease(mSwapChain);
        SafeRelease(mBackBufferTexture);
        SafeRelease(mBackBufferRTView);
    
        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::GetTexFormat(mBackBufferFormat, mRenderer->getCurrentClientVersion());
            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
                {
                    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_Passthrough2D, sizeof(g_VS_Passthrough2D), &mPassThroughIL);
        ASSERT(SUCCEEDED(result));
        d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout");
    
        result = device->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mPassThroughVS);
        ASSERT(SUCCEEDED(result));
        d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader");
    
        result = device->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), 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;
    }
    
    ID3D11Texture2D *SwapChain11::getOffscreenTexture()
    {
        return mOffscreenTexture;
    }
    
    ID3D11RenderTargetView *SwapChain11::getRenderTarget()
    {
        return mOffscreenRTView;
    }
    
    ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource()
    {
        return mOffscreenSRView;
    }
    
    ID3D11DepthStencilView *SwapChain11::getDepthStencil()
    {
        return mDepthStencilDSView;
    }
    
    ID3D11ShaderResourceView * SwapChain11::getDepthStencilShaderResource()
    {
        return mDepthStencilSRView;
    }
    
    ID3D11Texture2D *SwapChain11::getDepthStencilTexture()
    {
        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
    }
    
    }