blob: 36de8cb14682f24f14905308070e063cb7ae1500 [file] [log] [blame]
#include "precompiled.h"
//
// Copyright (c) 2012-2013 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.cpp: Implements a back-end specific class for the D3D11 swap chain.
#include "libGLESv2/renderer/SwapChain11.h"
#include "libGLESv2/renderer/renderer11_utils.h"
#include "libGLESv2/renderer/Renderer11.h"
#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
namespace rx
{
SwapChain11::SwapChain11(Renderer11 *renderer, EGLNativeWindowType window, HANDLE shareHandle,
GLenum backBufferFormat, GLenum depthBufferFormat)
: mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat)
{
mSwapChain = NULL;
mBackBufferTexture = NULL;
mBackBufferRTView = NULL;
mOffscreenTexture = NULL;
mOffscreenRTView = NULL;
mOffscreenSRView = NULL;
mDepthStencilTexture = NULL;
mDepthStencilDSView = NULL;
mQuadVB = NULL;
mPassThroughSampler = NULL;
mPassThroughIL = NULL;
mPassThroughVS = NULL;
mPassThroughPS = NULL;
mWidth = -1;
mHeight = -1;
mSwapInterval = 0;
mAppCreatedShareHandle = mShareHandle != NULL;
mPassThroughResourcesInit = false;
}
SwapChain11::~SwapChain11()
{
release();
}
void SwapChain11::release()
{
if (mSwapChain)
{
mSwapChain->Release();
mSwapChain = NULL;
}
if (mBackBufferTexture)
{
mBackBufferTexture->Release();
mBackBufferTexture = NULL;
}
if (mBackBufferRTView)
{
mBackBufferRTView->Release();
mBackBufferRTView = NULL;
}
if (mOffscreenTexture)
{
mOffscreenTexture->Release();
mOffscreenTexture = NULL;
}
if (mOffscreenRTView)
{
mOffscreenRTView->Release();
mOffscreenRTView = NULL;
}
if (mOffscreenSRView)
{
mOffscreenSRView->Release();
mOffscreenSRView = NULL;
}
if (mDepthStencilTexture)
{
mDepthStencilTexture->Release();
mDepthStencilTexture = NULL;
}
if (mDepthStencilDSView)
{
mDepthStencilDSView->Release();
mDepthStencilDSView = NULL;
}
if (mQuadVB)
{
mQuadVB->Release();
mQuadVB = NULL;
}
if (mPassThroughSampler)
{
mPassThroughSampler->Release();
mPassThroughSampler = NULL;
}
if (mPassThroughIL)
{
mPassThroughIL->Release();
mPassThroughIL = NULL;
}
if (mPassThroughVS)
{
mPassThroughVS->Release();
mPassThroughVS = NULL;
}
if (mPassThroughPS)
{
mPassThroughPS->Release();
mPassThroughPS = NULL;
}
if (!mAppCreatedShareHandle)
{
mShareHandle = NULL;
}
}
void SwapChain11::releaseOffscreenTexture()
{
if (mOffscreenTexture)
{
mOffscreenTexture->Release();
mOffscreenTexture = NULL;
}
if (mOffscreenRTView)
{
mOffscreenRTView->Release();
mOffscreenRTView = NULL;
}
if (mOffscreenSRView)
{
mOffscreenSRView->Release();
mOffscreenSRView = NULL;
}
if (mDepthStencilTexture)
{
mDepthStencilTexture->Release();
mDepthStencilTexture = NULL;
}
if (mDepthStencilDSView)
{
mDepthStencilDSView->Release();
mDepthStencilDSView = NULL;
}
}
EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHeight)
{
ID3D11Device *device = mRenderer->getDevice();
ASSERT(device != NULL);
// D3D11 does not allow zero size textures
ASSERT(backbufferWidth >= 1);
ASSERT(backbufferHeight >= 1);
// Preserve the render target content
ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture;
if (previousOffscreenTexture)
{
previousOffscreenTexture->AddRef();
}
const int previousWidth = mWidth;
const int previousHeight = mHeight;
releaseOffscreenTexture();
// If the app passed in a share handle, open the resource
// See EGL_ANGLE_d3d_share_handle_client_buffer
if (mAppCreatedShareHandle)
{
ID3D11Resource *tempResource11;
HRESULT result = device->OpenSharedResource(mShareHandle, __uuidof(ID3D11Resource), (void**)&tempResource11);
if (FAILED(result))
{
ERR("Failed to open the swap chain pbuffer share handle: %08lX", result);
release();
return EGL_BAD_PARAMETER;
}
result = tempResource11->QueryInterface(__uuidof(ID3D11Texture2D), (void**)&mOffscreenTexture);
tempResource11->Release();
if (FAILED(result))
{
ERR("Failed to query texture2d interface in pbuffer share handle: %08lX", result);
release();
return EGL_BAD_PARAMETER;
}
// Validate offscreen texture parameters
D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
mOffscreenTexture->GetDesc(&offscreenTextureDesc);
if (offscreenTextureDesc.Width != (UINT)backbufferWidth
|| offscreenTextureDesc.Height != (UINT)backbufferHeight
|| offscreenTextureDesc.Format != gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat)
|| offscreenTextureDesc.MipLevels != 1
|| offscreenTextureDesc.ArraySize != 1)
{
ERR("Invalid texture parameters in the shared offscreen texture pbuffer");
release();
return EGL_BAD_PARAMETER;
}
}
else
{
const bool useSharedResource = (mWindow == ANGLE_NO_WINDOW) && mRenderer->getShareHandleSupport();
D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
offscreenTextureDesc.Width = backbufferWidth;
offscreenTextureDesc.Height = backbufferHeight;
offscreenTextureDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
offscreenTextureDesc.MipLevels = 1;
offscreenTextureDesc.ArraySize = 1;
offscreenTextureDesc.SampleDesc.Count = 1;
offscreenTextureDesc.SampleDesc.Quality = 0;
offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT;
offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
offscreenTextureDesc.CPUAccessFlags = 0;
offscreenTextureDesc.MiscFlags = useSharedResource ? D3D11_RESOURCE_MISC_SHARED : 0;
HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture);
if (FAILED(result))
{
ERR("Could not create offscreen texture: %08lX", result);
release();
if (d3d11::isDeviceLostError(result))
{
return EGL_CONTEXT_LOST;
}
else
{
return EGL_BAD_ALLOC;
}
}
d3d11::SetDebugName(mOffscreenTexture, "Offscreen texture");
d3d11::ResourceTracker::Track(mOffscreenTexture);
// EGL_ANGLE_surface_d3d_texture_2d_share_handle requires that we store a share handle for the client
if (useSharedResource)
{
IDXGIResource *offscreenTextureResource = NULL;
result = mOffscreenTexture->QueryInterface(__uuidof(IDXGIResource), (void**)&offscreenTextureResource);
// Fall back to no share handle on failure
if (FAILED(result))
{
ERR("Could not query offscreen texture resource: %08lX", result);
}
else
{
result = offscreenTextureResource->GetSharedHandle(&mShareHandle);
if (FAILED(result))
{
mShareHandle = NULL;
ERR("Could not get offscreen texture shared handle: %08lX", result);
}
}
}
}
HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, NULL, &mOffscreenRTView);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mOffscreenRTView, "Offscreen render target");
result = device->CreateShaderResourceView(mOffscreenTexture, NULL, &mOffscreenSRView);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mOffscreenSRView, "Offscreen shader resource");
if (mDepthBufferFormat != GL_NONE)
{
D3D11_TEXTURE2D_DESC depthStencilDesc = {0};
depthStencilDesc.Width = backbufferWidth;
depthStencilDesc.Height = backbufferHeight;
depthStencilDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mDepthBufferFormat);
depthStencilDesc.MipLevels = 1;
depthStencilDesc.ArraySize = 1;
depthStencilDesc.SampleDesc.Count = 1;
depthStencilDesc.SampleDesc.Quality = 0;
depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthStencilDesc.CPUAccessFlags = 0;
depthStencilDesc.MiscFlags = 0;
result = device->CreateTexture2D(&depthStencilDesc, NULL, &mDepthStencilTexture);
if (FAILED(result))
{
ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
release();
if (d3d11::isDeviceLostError(result))
{
return EGL_CONTEXT_LOST;
}
else
{
return EGL_BAD_ALLOC;
}
}
d3d11::SetDebugName(mDepthStencilTexture, "Depth stencil texture");
d3d11::ResourceTracker::Track(mDepthStencilTexture);
result = device->CreateDepthStencilView(mDepthStencilTexture, NULL, &mDepthStencilDSView);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mDepthStencilDSView, "Depth stencil view");
}
mWidth = backbufferWidth;
mHeight = backbufferHeight;
if (previousOffscreenTexture != NULL)
{
D3D11_BOX sourceBox = {0};
sourceBox.left = 0;
sourceBox.right = std::min(previousWidth, mWidth);
sourceBox.top = std::max(previousHeight - mHeight, 0);
sourceBox.bottom = previousHeight;
sourceBox.front = 0;
sourceBox.back = 1;
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
const int yoffset = std::max(mHeight - previousHeight, 0);
deviceContext->CopySubresourceRegion(mOffscreenTexture, 0, 0, yoffset, 0, previousOffscreenTexture, 0, &sourceBox);
previousOffscreenTexture->Release();
if (mSwapChain)
{
swapRect(0, 0, mWidth, mHeight);
}
}
return EGL_SUCCESS;
}
EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
{
ID3D11Device *device = mRenderer->getDevice();
if (device == NULL)
{
return EGL_BAD_ACCESS;
}
// Can only call resize if we have already created our swap buffer and resources
ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView);
if (mBackBufferTexture)
{
mBackBufferTexture->Release();
mBackBufferTexture = NULL;
}
if (mBackBufferRTView)
{
mBackBufferRTView->Release();
mBackBufferRTView = NULL;
}
// Resize swap chain
DXGI_FORMAT backbufferDXGIFormat = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
HRESULT result = mSwapChain->ResizeBuffers(2, backbufferWidth, backbufferHeight, backbufferDXGIFormat, 0);
if (FAILED(result))
{
ERR("Error resizing swap chain buffers: 0x%08X", result);
release();
if (d3d11::isDeviceLostError(result))
{
return EGL_CONTEXT_LOST;
}
else
{
return EGL_BAD_ALLOC;
}
}
result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
}
result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
}
return resetOffscreenTexture(backbufferWidth, backbufferHeight);
}
EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
{
ID3D11Device *device = mRenderer->getDevice();
if (device == NULL)
{
return EGL_BAD_ACCESS;
}
// Release specific resources to free up memory for the new render target, while the
// old render target still exists for the purpose of preserving its contents.
if (mSwapChain)
{
mSwapChain->Release();
mSwapChain = NULL;
}
if (mBackBufferTexture)
{
mBackBufferTexture->Release();
mBackBufferTexture = NULL;
}
if (mBackBufferRTView)
{
mBackBufferRTView->Release();
mBackBufferRTView = NULL;
}
mSwapInterval = static_cast<unsigned int>(swapInterval);
if (mSwapInterval > 4)
{
// IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4] range
return EGL_BAD_PARAMETER;
}
// EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
if (backbufferWidth < 1 || backbufferHeight < 1)
{
releaseOffscreenTexture();
return EGL_SUCCESS;
}
if (mWindow != ANGLE_NO_WINDOW)
{
EGLint result = createSwapChain(backbufferWidth, backbufferHeight, &mSwapChain);
if (result != EGL_SUCCESS)
{
ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
release();
return result;
}
HRESULT hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
ASSERT(SUCCEEDED(hr));
d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
hr = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
ASSERT(SUCCEEDED(hr));
d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
}
// If we are resizing the swap chain, we don't wish to recreate all the static resources
if (!mPassThroughResourcesInit)
{
mPassThroughResourcesInit = true;
initPassThroughResources();
}
return resetOffscreenTexture(backbufferWidth, backbufferHeight);
}
void SwapChain11::initPassThroughResources()
{
ID3D11Device *device = mRenderer->getDevice();
ASSERT(device != NULL);
// Make sure our resources are all not allocated, when we create
ASSERT(mQuadVB == NULL && mPassThroughSampler == NULL);
ASSERT(mPassThroughIL == NULL && mPassThroughVS == NULL && mPassThroughPS == NULL);
D3D11_BUFFER_DESC vbDesc;
vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
vbDesc.Usage = D3D11_USAGE_DYNAMIC;
vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vbDesc.MiscFlags = 0;
vbDesc.StructureByteStride = 0;
HRESULT result = device->CreateBuffer(&vbDesc, NULL, &mQuadVB);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mQuadVB, "Swap chain quad vertex buffer");
d3d11::ResourceTracker::Track(mQuadVB);
D3D11_SAMPLER_DESC samplerDesc;
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 0;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
samplerDesc.BorderColor[0] = 0.0f;
samplerDesc.BorderColor[1] = 0.0f;
samplerDesc.BorderColor[2] = 0.0f;
samplerDesc.BorderColor[3] = 0.0f;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughSampler, "Swap chain pass through sampler");
D3D11_INPUT_ELEMENT_DESC quadLayout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mPassThroughIL);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout");
result = device->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mPassThroughVS);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader");
result = device->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mPassThroughPS);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader");
}
// parameters should be validated/clamped by caller
EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
{
if (!mSwapChain)
{
return EGL_SUCCESS;
}
ID3D11Device *device = mRenderer->getDevice();
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
// Set vertices
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return EGL_BAD_ACCESS;
}
d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
// Create a quad in homogeneous coordinates
float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;
float u1 = x / float(mWidth);
float v1 = y / float(mHeight);
float u2 = (x + width) / float(mWidth);
float v2 = (y + height) / float(mHeight);
d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1);
d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2);
deviceContext->Unmap(mQuadVB, 0);
static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
static UINT startIdx = 0;
deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx);
// Apply state
deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
deviceContext->RSSetState(NULL);
// Apply shaders
deviceContext->IASetInputLayout(mPassThroughIL);
deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
deviceContext->VSSetShader(mPassThroughVS, NULL, 0);
deviceContext->PSSetShader(mPassThroughPS, NULL, 0);
deviceContext->GSSetShader(NULL, NULL, 0);
// Apply render targets
mRenderer->setOneTimeRenderTarget(mBackBufferRTView);
// Set the viewport
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = mWidth;
viewport.Height = mHeight;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
deviceContext->RSSetViewports(1, &viewport);
// Apply textures
deviceContext->PSSetShaderResources(0, 1, &mOffscreenSRView);
deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);
// Draw
deviceContext->Draw(4, 0);
result = mSwapChain->Present(mSwapInterval, 0);
if (result == DXGI_ERROR_DEVICE_REMOVED)
{
HRESULT removedReason = device->GetDeviceRemovedReason();
ERR("Present failed: the D3D11 device was removed: 0x%08X", removedReason);
return EGL_CONTEXT_LOST;
}
else if (result == DXGI_ERROR_DEVICE_RESET)
{
ERR("Present failed: the D3D11 device was reset from a bad command.");
return EGL_CONTEXT_LOST;
}
else if (FAILED(result))
{
ERR("Present failed with error code 0x%08X", result);
}
// Unbind
static ID3D11ShaderResourceView *const nullSRV = NULL;
deviceContext->PSSetShaderResources(0, 1, &nullSRV);
mRenderer->unapplyRenderTargets();
mRenderer->markAllStateDirty();
return EGL_SUCCESS;
}
// Increments refcount on texture.
// caller must Release() the returned texture
ID3D11Texture2D *SwapChain11::getOffscreenTexture()
{
if (mOffscreenTexture)
{
mOffscreenTexture->AddRef();
}
return mOffscreenTexture;
}
// Increments refcount on view.
// caller must Release() the returned view
ID3D11RenderTargetView *SwapChain11::getRenderTarget()
{
if (mOffscreenRTView)
{
mOffscreenRTView->AddRef();
}
return mOffscreenRTView;
}
// Increments refcount on view.
// caller must Release() the returned view
ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource()
{
if (mOffscreenSRView)
{
mOffscreenSRView->AddRef();
}
return mOffscreenSRView;
}
// Increments refcount on view.
// caller must Release() the returned view
ID3D11DepthStencilView *SwapChain11::getDepthStencil()
{
if (mDepthStencilDSView)
{
mDepthStencilDSView->AddRef();
}
return mDepthStencilDSView;
}
ID3D11Texture2D *SwapChain11::getDepthStencilTexture()
{
if (mDepthStencilTexture)
{
mDepthStencilTexture->AddRef();
}
return mDepthStencilTexture;
}
SwapChain11 *SwapChain11::makeSwapChain11(SwapChain *swapChain)
{
ASSERT(HAS_DYNAMIC_TYPE(rx::SwapChain11*, swapChain));
return static_cast<rx::SwapChain11*>(swapChain);
}
void SwapChain11::recreate()
{
// possibly should use this method instead of reset
}
#if defined(ANGLE_WIN32)
SwapChain11* CreateSwapChainWin32(Renderer11 *, EGLNativeWindowType, HANDLE,
GLenum, GLenum);
#elif defined(ANGLE_WINRT)
SwapChain11* CreateSwapChainWinRT(Renderer11 *, EGLNativeWindowType, HANDLE,
GLenum, GLenum);
#endif
SwapChain11 *SwapChain11::create(
Renderer11 *renderer, EGLNativeWindowType window, HANDLE shareHandle,
GLenum backBufferFormat, GLenum depthBufferFormat)
{
#if defined(ANGLE_WIN32)
return CreateSwapChainWin32(renderer, window, shareHandle,
backBufferFormat, depthBufferFormat);
#elif defined(ANGLE_WINRT)
return CreateSwapChainWinRT(renderer, window, shareHandle,
backBufferFormat, depthBufferFormat);
#endif
return NULL;
}
} // namespace rx