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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 LIBGLESV2_RENDERER_SWAPCHAIN11_H_
#define LIBGLESV2_RENDERER_SWAPCHAIN11_H_
#include "common/angleutils.h"
#include "libGLESv2/renderer/SwapChain.h"
namespace rx
{
class Renderer11;
class SwapChain11 : public SwapChain
{
public:
// Creates an instance of API specific implementation of SwapChain11
static SwapChain11 *create(Renderer11 *renderer, EGLNativeWindowType window, HANDLE shareHandle,
GLenum backBufferFormat, GLenum depthBufferFormat);
virtual ~SwapChain11();
EGLint resize(EGLint backbufferWidth, EGLint backbufferHeight);
virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval);
virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height);
virtual void recreate();
virtual ID3D11Texture2D *getOffscreenTexture();
virtual ID3D11RenderTargetView *getRenderTarget();
virtual ID3D11ShaderResourceView *getRenderTargetShaderResource();
virtual ID3D11Texture2D *getDepthStencilTexture();
virtual ID3D11DepthStencilView *getDepthStencil();
Renderer11 *getRenderer() const { return mRenderer; }
EGLint getWidth() const { return mWidth; }
EGLint getHeight() const { return mHeight; }
static SwapChain11 *makeSwapChain11(SwapChain *swapChain);
protected:
SwapChain11(Renderer11 *renderer, EGLNativeWindowType window, HANDLE shareHandle,
GLenum backBufferFormat, GLenum depthBufferFormat);
// Api specific swap chain creation
virtual EGLint createSwapChain(int backbufferWidth, int backbufferHeight, IDXGISwapChain **outSwapChain) = 0;
private:
DISALLOW_COPY_AND_ASSIGN(SwapChain11);
void release();
void initPassThroughResources();
void releaseOffscreenTexture();
EGLint resetOffscreenTexture(int backbufferWidth, int backbufferHeight);
Renderer11 *mRenderer;
EGLint mHeight;
EGLint mWidth;
bool mAppCreatedShareHandle;
unsigned int mSwapInterval;
bool mPassThroughResourcesInit;
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_