Hash :
fc1a44a1
        
        Author :
  
        
        Date :
2015-12-02T12:37:10
        
      
Revert "Revert "Add and implement EGL_ANGLE_device_creation[_d3d11]"" This reverts commit dd5c5b79333fdde7858a77d39e91cc3d30b74c9e. BUG=angleproject:1190 Change-Id: I1bc1b232b6a916da6d18b546baf20e0854a2768f Reviewed-on: https://chromium-review.googlesource.com/315169 Tested-by: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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Name
    ANGLE_device_creation_d3d11
Name Strings
    EGL_ANGLE_device_creation_d3d11
Contributors
    Austin Kinross  (aukinros 'at' microsoft.com)
Contact
    Austin Kinross  (aukinros 'at' microsoft.com)
Status
    Draft
Version
    Version 1, Nov 02, 2015
Number
    EGL Extension #XXX
Extension Type
    EGL client extension
Dependencies
    Requires EGL_ANGLE_device_d3d and EGL_ANGLE_device_creation.
    Written against the wording of EGL 1.5 as modified by EGL_ANGLE_device_d3d
    and EGL_ANGLE_device_creation.
Overview
    ANGLE has the ability to run GPU commands on a native D3D device. This
    extension defines a way to create a EGL device which maps to an inputted
    Direct3D 11 device.
    This extension is intended to be used with EGL_EXT_platform_device to
    initialize a display using an existing Direct3D 11 device, but
    EGL_EXT_platform_device is not required.
IP Status
    No known claims.
New Types
    None.
New Procedures and Functions
    None.
New Tokens
    None.
Changes to section 3.2 (Devices)
    Modify the language in section 3.2 (Devices) describing valid attribute
    names passed into eglCreateDeviceANGLE via <device_type>:
    "This specification defines one value for <device_type>:
    EGL_D3D11_DEVICE_ANGLE. If this device type is specified then
    <native_device> must be a valid pointer to a Direct3D 11 device. If
    <native_device> is not a valid pointer to a Direct3D 11 device then the
    resulting behavior is undefined."
    Append the following to the end of section 3.2 (Devices):
    "If a Direct3D 11 device used to create a device experiences a "lost device"
    then all resulting behavior of the device (and any dependent EGL objects) is
    undefined. It is the caller's responsibility to monitor for "lost device"
    and to create a new device (and dependent EGL objects) as appropriate. For
    more information on "lost device", see the Direct3D documentation."
Issues
    None.
Revision History
    Version 1, Nov 2, 2015 (Austin Kinross)
        - Initial Draft