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//
// Copyright 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.
//
// SwapChainD3D.h: Defines a back-end specific class that hides the details of the
// implementation-specific swapchain.
#ifndef LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_
#define LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES2/gl2.h>
#include "common/angleutils.h"
#include "common/platform.h"
#include "libANGLE/Error.h"
#if !defined(ANGLE_FORCE_VSYNC_OFF)
# define ANGLE_FORCE_VSYNC_OFF 0
#endif
namespace gl
{
class Context;
} // namespace gl
namespace egl
{
class Display;
} // namespace egl
namespace rx
{
class DisplayD3D;
class RenderTargetD3D;
class SwapChainD3D : angle::NonCopyable
{
public:
SwapChainD3D(HANDLE shareHandle,
IUnknown *d3dTexture,
GLenum backBufferFormat,
GLenum depthBufferFormat);
virtual ~SwapChainD3D();
virtual EGLint resize(DisplayD3D *displayD3D,
EGLint backbufferWidth,
EGLint backbufferSize) = 0;
virtual EGLint reset(DisplayD3D *displayD3D,
EGLint backbufferWidth,
EGLint backbufferHeight,
EGLint swapInterval) = 0;
virtual EGLint swapRect(DisplayD3D *displayD3D,
EGLint x,
EGLint y,
EGLint width,
EGLint height) = 0;
virtual void recreate() = 0;
virtual RenderTargetD3D *getColorRenderTarget() = 0;
virtual RenderTargetD3D *getDepthStencilRenderTarget() = 0;
GLenum getRenderTargetInternalFormat() const { return mOffscreenRenderTargetFormat; }
GLenum getDepthBufferInternalFormat() const { return mDepthBufferFormat; }
HANDLE getShareHandle() { return mShareHandle; }
virtual void *getKeyedMutex() = 0;
virtual egl::Error getSyncValues(EGLuint64KHR *ust, EGLuint64KHR *msc, EGLuint64KHR *sbc) = 0;
protected:
const GLenum mOffscreenRenderTargetFormat;
const GLenum mDepthBufferFormat;
HANDLE mShareHandle;
IUnknown *mD3DTexture;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_