Hash :
acf2f3ad
Author :
Date :
2017-11-21T19:22:44
Apply Chromium style fixes. This addresses several minor code quality issues that are validated in Chromium, but not yet applied to ANGLE: * constructors and destructors must be defined out-of-line * auto is not allowed for simple pointer types * use override everywhere instead of virtual * virtual functions must also be defined out-of-line Slightly reduces binary size for me (~2k on Win, 150k on Linux). Bug: angleproject:1569 Change-Id: I073ca3365188caf5f29fb28d9eb207903c1843e6 Reviewed-on: https://chromium-review.googlesource.com/779959 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@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.
//
// SwapChain11.h: Defines a back-end specific class for the D3D11 swap chain.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_
#include "common/angleutils.h"
#include "libANGLE/renderer/d3d/SwapChainD3D.h"
#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
namespace rx
{
class Renderer11;
class NativeWindow11;
class SwapChain11 final : public SwapChainD3D
{
public:
SwapChain11(Renderer11 *renderer,
NativeWindow11 *nativeWindow,
HANDLE shareHandle,
IUnknown *d3dTexture,
GLenum backBufferFormat,
GLenum depthBufferFormat,
EGLint orientation,
EGLint samples);
~SwapChain11() override;
EGLint resize(const gl::Context *context,
EGLint backbufferWidth,
EGLint backbufferHeight) override;
EGLint reset(const gl::Context *context,
EGLint backbufferWidth,
EGLint backbufferHeight,
EGLint swapInterval) override;
EGLint swapRect(const gl::Context *context,
EGLint x,
EGLint y,
EGLint width,
EGLint height) override;
void recreate() override;
RenderTargetD3D *getColorRenderTarget() override;
RenderTargetD3D *getDepthStencilRenderTarget() override;
const TextureHelper11 &getOffscreenTexture();
const d3d11::RenderTargetView &getRenderTarget();
const d3d11::SharedSRV &getRenderTargetShaderResource();
const TextureHelper11 &getDepthStencilTexture();
const d3d11::DepthStencilView &getDepthStencil();
const d3d11::SharedSRV &getDepthStencilShaderResource();
EGLint getWidth() const { return mWidth; }
EGLint getHeight() const { return mHeight; }
void *getKeyedMutex() override;
EGLint getSamples() const { return mEGLSamples; }
egl::Error getSyncValues(EGLuint64KHR *ust, EGLuint64KHR *msc, EGLuint64KHR *sbc) override;
private:
void release();
void initPassThroughResources();
void releaseOffscreenColorBuffer();
void releaseOffscreenDepthBuffer();
EGLint resetOffscreenBuffers(const gl::Context *context,
int backbufferWidth,
int backbufferHeight);
EGLint resetOffscreenColorBuffer(const gl::Context *context,
int backbufferWidth,
int backbufferHeight);
EGLint resetOffscreenDepthBuffer(int backbufferWidth, int backbufferHeight);
DXGI_FORMAT getSwapChainNativeFormat() const;
EGLint copyOffscreenToBackbuffer(const gl::Context *context,
EGLint x,
EGLint y,
EGLint width,
EGLint height);
EGLint present(const gl::Context *context, EGLint x, EGLint y, EGLint width, EGLint height);
UINT getD3DSamples() const;
Renderer11 *mRenderer;
EGLint mWidth;
EGLint mHeight;
const EGLint mOrientation;
bool mAppCreatedShareHandle;
unsigned int mSwapInterval;
bool mPassThroughResourcesInit;
NativeWindow11 *mNativeWindow; // Handler for the Window that the surface is created for.
bool mFirstSwap;
IDXGISwapChain *mSwapChain;
IDXGISwapChain1 *mSwapChain1;
IDXGIKeyedMutex *mKeyedMutex;
TextureHelper11 mBackBufferTexture;
d3d11::RenderTargetView mBackBufferRTView;
d3d11::SharedSRV mBackBufferSRView;
const bool mNeedsOffscreenTexture;
TextureHelper11 mOffscreenTexture;
d3d11::RenderTargetView mOffscreenRTView;
d3d11::SharedSRV mOffscreenSRView;
bool mNeedsOffscreenTextureCopy;
TextureHelper11 mOffscreenTextureCopyForSRV;
TextureHelper11 mDepthStencilTexture;
d3d11::DepthStencilView mDepthStencilDSView;
d3d11::SharedSRV mDepthStencilSRView;
d3d11::Buffer mQuadVB;
d3d11::SamplerState mPassThroughSampler;
d3d11::InputLayout mPassThroughIL;
d3d11::VertexShader mPassThroughVS;
d3d11::PixelShader mPassThroughPS;
d3d11::RasterizerState mPassThroughRS;
SurfaceRenderTarget11 mColorRenderTarget;
SurfaceRenderTarget11 mDepthStencilRenderTarget;
EGLint mEGLSamples;
LONGLONG mQPCFrequency;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_