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Name
ANGLE_platform_angle_d3d
Name Strings
EGL_ANGLE_platform_angle_d3d
Contributors
Shannon Woods, Google
Geoff Lang, Google
Contacts
Geoff Lang, Google (geofflang 'at' chromium 'dot' org)
Status
Draft
Version
Version 3, 2014-11-26
Number
EGL Extension XXX
Extension Type
EGL client extension
Dependencies
Requires ANGLE_platform_angle.
Overview
This extension enables selection of D3D display types.
New Types
None
New Procedures and Functions
None
New Tokens
Accepted as values for the EGL_PLATFORM_ANGLE_TYPE_ANGLE attribute:
EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE 0x3207
EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3208
Accepted as an attribute name in the <attrib_list> argument of
eglGetPlatformDisplayEXT:
EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE 0x3209
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE 0x320F
Accepted as values for the EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE attribute:
EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE 0x320A
EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE 0x320B
EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE 0x320C
Additions to the EGL Specification
None.
New Behavior
To request a display that is backed by Direct3D resources, the value of
EGL_PLATFORM_ANGLE_TYPE_ANGLE should be:
- EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE for a D3D9 display,
- EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE for a D3D11 display.
To request a specific maximum feature level to be used by the D3D11
display, EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE and
EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE can be used. Only feature
levels that are capable of supporting all available client APIs will be
used unless explicitly requested.
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE and
EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE have no effect when requesting
a D3D9 display.
If no <attrib_list> is specified to eglGetPlatformDisplayEXT, the value of
EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE is implicitly set to
EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE. Otherwise, the value of
EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE should be:
- EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE to request a hardware
accelerated device.
- EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE to request an
optimized software rasterizer.
- EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE to request a
reference rasterizer.
If EGL_PLATFORM_ANGLE_TYPE_ANGLE is set to
EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, the display can automatically respond
to trim events from the operating system. If the attribute
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is unspecified, it is
implicitly set to EGL_FALSE. Otherwise, the value of
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE should be EGL_TRUE or
EGL_FALSE.
If EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE is set to
EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE and EGL_PLATFORM_ANGLE_TYPE_ANGLE
is not set to EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, an EGL_BAD_ATTRIBUTE
error is generated and EGL_NO_DISPLAY is returned.
If EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is specified when
EGL_PLATFORM_ANGLE_TYPE_ANGLE is not EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE
or a value other than EGL_TRUE or EGL_FALSE is used, an EGL_BAD_ATTRIBUTE
error is generated and EGL_NO_DISPLAY is returned.
Issues
1) Some multithreaded applications can crash if the display automatically
responds to trim events while the application is rendering from another
thread.
RESOLVED: Added an EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE
enum to specify if the display should respond to trim events.
Applications that do multithreaded rendering should disable automatic
trim and handle the trim events on their own.
Revision History
Version 1, 2014-06-05 (Geoff Lang)
- Initial draft
Version 2, 2014-10-27 (Geoff Lang)
- Separate WARP devices into a new attribute instead of a platform type.
- Moved descriptions of platforms and major/minor versions from
EGL_ANGLE_platform_angle spec to EGL_ANGLE_platform_angle_d3d.
Version 3, 2014-11-26 (Geoff Lang)
- Remove the USE_WARP bool and replace it with a DEVICE_TYPE enum.
Version 4, 2015-03-11 (Geoff Lang)
- Add the ENABLE_AUTOMATIC_TRIM enum.