Hash :
0fd806f1
Author :
Date :
2017-06-01T17:11:40
D3D11: Consolidate Shader allocation. Similar to the InputLayout init, this adds a small helper type to act as a wrapper around shader init data (binary and size). This also adds error trapping to the blit shader compilation. It also removes the LazyResource2 class, and the CompileXS helper methods. BUG=angleproject:2034 Change-Id: I3fd718393c8a0250e4263890f00d0e9147ec9567 Reviewed-on: https://chromium-review.googlesource.com/506776 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116
//
// 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);
virtual ~SwapChain11();
EGLint resize(EGLint backbufferWidth, EGLint backbufferHeight);
EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval) override;
EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height) override;
void recreate() override;
RenderTargetD3D *getColorRenderTarget() override { return &mColorRenderTarget; }
RenderTargetD3D *getDepthStencilRenderTarget() override { return &mDepthStencilRenderTarget; }
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 { return mKeyedMutex; }
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(int backbufferWidth, int backbufferHeight);
EGLint resetOffscreenColorBuffer(int backbufferWidth, int backbufferHeight);
EGLint resetOffscreenDepthBuffer(int backbufferWidth, int backbufferHeight);
DXGI_FORMAT getSwapChainNativeFormat() const;
EGLint copyOffscreenToBackbuffer(EGLint x, EGLint y, EGLint width, EGLint height);
EGLint present(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;
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_