Hash :
5c25ed2f
Author :
Date :
2013-01-25T21:49:51
Reorganized the getter methods of SwapChain11 and added a method to get the offscreen texture shader resource. TRAC #22358 Signed-off-by: Nicolas Capens Signed-off-by: Shannon Woods Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1742 736b8ea6-26fd-11df-bfd4-992fa37f6226
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71
//
// 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.
//
// SwapChain11.h: Defines a back-end specific class for the D3D11 swap chain.
#ifndef LIBGLESV2_RENDERER_SWAPCHAIN11_H_
#define LIBGLESV2_RENDERER_SWAPCHAIN11_H_
#include <d3d11.h>
#include "common/angleutils.h"
#include "libGLESv2/renderer/SwapChain.h"
namespace rx
{
class Renderer11;
class SwapChain11 : public SwapChain
{
public:
SwapChain11(Renderer11 *renderer, HWND window, HANDLE shareHandle,
GLenum backBufferFormat, GLenum depthBufferFormat);
virtual ~SwapChain11();
virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval);
virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height);
virtual ID3D11Texture2D *getOffscreenTexture();
virtual ID3D11RenderTargetView *getRenderTarget();
virtual ID3D11ShaderResourceView *getRenderTargetShaderResource();
virtual ID3D11DepthStencilView *getDepthStencil();
EGLint getWidth() const { return mWidth; }
EGLint getHeight() const { return mHeight; }
static SwapChain11 *makeSwapChain11(SwapChain *swapChain);
private:
DISALLOW_COPY_AND_ASSIGN(SwapChain11);
void release();
Renderer11 *mRenderer;
EGLint mHeight;
EGLint mWidth;
IDXGISwapChain *mSwapChain;
ID3D11Texture2D *mBackBufferTexture;
ID3D11RenderTargetView *mBackBufferRTView;
ID3D11Texture2D *mOffscreenTexture;
ID3D11RenderTargetView *mOffscreenRTView;
ID3D11ShaderResourceView *mOffscreenSRView;
ID3D11Texture2D *mDepthStencilTexture;
ID3D11DepthStencilView *mDepthStencilDSView;
ID3D11Buffer *mQuadVB;
ID3D11SamplerState *mPassThroughSampler;
ID3D11InputLayout *mPassThroughIL;
ID3D11VertexShader *mPassThroughVS;
ID3D11PixelShader *mPassThroughPS;
};
}
#endif // LIBGLESV2_RENDERER_SWAPCHAIN11_H_