Hash :
b0a53105
Author :
Date :
2016-04-01T11:43:54
Add a NativeWindowD3D abstract class to handle native window interactions. The previous NativeWindow class included D3D11 headers while being included in all D3D backds and had platform-dependent includes and members. This turns it into an abstract class that only implements the minimal functionality for each renderer. BUG=angleproject:1345 Change-Id: I8f20339dd6bba719e574a1dcb3ec859897c9228f Reviewed-on: https://chromium-review.googlesource.com/336780 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@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_