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kc3-lang/angle/extensions/EGL_ANGLE_device_creation_d3d11.txt

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  • Author : Austin Kinross
    Date : 2015-12-02 12:37:10
    Hash : fc1a44a1
    Message : 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>

  • extensions/EGL_ANGLE_device_creation_d3d11.txt
  • 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