1*8975f5c5SAndroid Build Coastguard Worker // 2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2012 The ANGLE Project Authors. All rights reserved. 3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be 4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file. 5*8975f5c5SAndroid Build Coastguard Worker // 6*8975f5c5SAndroid Build Coastguard Worker 7*8975f5c5SAndroid Build Coastguard Worker // SwapChainD3D.h: Defines a back-end specific class that hides the details of the 8*8975f5c5SAndroid Build Coastguard Worker // implementation-specific swapchain. 9*8975f5c5SAndroid Build Coastguard Worker 10*8975f5c5SAndroid Build Coastguard Worker #ifndef LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_ 11*8975f5c5SAndroid Build Coastguard Worker #define LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_ 12*8975f5c5SAndroid Build Coastguard Worker 13*8975f5c5SAndroid Build Coastguard Worker #include <EGL/egl.h> 14*8975f5c5SAndroid Build Coastguard Worker #include <EGL/eglext.h> 15*8975f5c5SAndroid Build Coastguard Worker #include <GLES2/gl2.h> 16*8975f5c5SAndroid Build Coastguard Worker 17*8975f5c5SAndroid Build Coastguard Worker #include "common/angleutils.h" 18*8975f5c5SAndroid Build Coastguard Worker #include "common/platform.h" 19*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Error.h" 20*8975f5c5SAndroid Build Coastguard Worker 21*8975f5c5SAndroid Build Coastguard Worker #if !defined(ANGLE_FORCE_VSYNC_OFF) 22*8975f5c5SAndroid Build Coastguard Worker # define ANGLE_FORCE_VSYNC_OFF 0 23*8975f5c5SAndroid Build Coastguard Worker #endif 24*8975f5c5SAndroid Build Coastguard Worker 25*8975f5c5SAndroid Build Coastguard Worker namespace gl 26*8975f5c5SAndroid Build Coastguard Worker { 27*8975f5c5SAndroid Build Coastguard Worker class Context; 28*8975f5c5SAndroid Build Coastguard Worker } // namespace gl 29*8975f5c5SAndroid Build Coastguard Worker 30*8975f5c5SAndroid Build Coastguard Worker namespace egl 31*8975f5c5SAndroid Build Coastguard Worker { 32*8975f5c5SAndroid Build Coastguard Worker class Display; 33*8975f5c5SAndroid Build Coastguard Worker } // namespace egl 34*8975f5c5SAndroid Build Coastguard Worker 35*8975f5c5SAndroid Build Coastguard Worker namespace rx 36*8975f5c5SAndroid Build Coastguard Worker { 37*8975f5c5SAndroid Build Coastguard Worker class DisplayD3D; 38*8975f5c5SAndroid Build Coastguard Worker class RenderTargetD3D; 39*8975f5c5SAndroid Build Coastguard Worker 40*8975f5c5SAndroid Build Coastguard Worker class SwapChainD3D : angle::NonCopyable 41*8975f5c5SAndroid Build Coastguard Worker { 42*8975f5c5SAndroid Build Coastguard Worker public: 43*8975f5c5SAndroid Build Coastguard Worker SwapChainD3D(HANDLE shareHandle, 44*8975f5c5SAndroid Build Coastguard Worker IUnknown *d3dTexture, 45*8975f5c5SAndroid Build Coastguard Worker GLenum backBufferFormat, 46*8975f5c5SAndroid Build Coastguard Worker GLenum depthBufferFormat); 47*8975f5c5SAndroid Build Coastguard Worker virtual ~SwapChainD3D(); 48*8975f5c5SAndroid Build Coastguard Worker 49*8975f5c5SAndroid Build Coastguard Worker virtual EGLint resize(DisplayD3D *displayD3D, 50*8975f5c5SAndroid Build Coastguard Worker EGLint backbufferWidth, 51*8975f5c5SAndroid Build Coastguard Worker EGLint backbufferSize) = 0; 52*8975f5c5SAndroid Build Coastguard Worker virtual EGLint reset(DisplayD3D *displayD3D, 53*8975f5c5SAndroid Build Coastguard Worker EGLint backbufferWidth, 54*8975f5c5SAndroid Build Coastguard Worker EGLint backbufferHeight, 55*8975f5c5SAndroid Build Coastguard Worker EGLint swapInterval) = 0; 56*8975f5c5SAndroid Build Coastguard Worker virtual EGLint swapRect(DisplayD3D *displayD3D, 57*8975f5c5SAndroid Build Coastguard Worker EGLint x, 58*8975f5c5SAndroid Build Coastguard Worker EGLint y, 59*8975f5c5SAndroid Build Coastguard Worker EGLint width, 60*8975f5c5SAndroid Build Coastguard Worker EGLint height) = 0; 61*8975f5c5SAndroid Build Coastguard Worker virtual void recreate() = 0; 62*8975f5c5SAndroid Build Coastguard Worker 63*8975f5c5SAndroid Build Coastguard Worker virtual RenderTargetD3D *getColorRenderTarget() = 0; 64*8975f5c5SAndroid Build Coastguard Worker virtual RenderTargetD3D *getDepthStencilRenderTarget() = 0; 65*8975f5c5SAndroid Build Coastguard Worker getRenderTargetInternalFormat()66*8975f5c5SAndroid Build Coastguard Worker GLenum getRenderTargetInternalFormat() const { return mOffscreenRenderTargetFormat; } getDepthBufferInternalFormat()67*8975f5c5SAndroid Build Coastguard Worker GLenum getDepthBufferInternalFormat() const { return mDepthBufferFormat; } 68*8975f5c5SAndroid Build Coastguard Worker getShareHandle()69*8975f5c5SAndroid Build Coastguard Worker HANDLE getShareHandle() { return mShareHandle; } 70*8975f5c5SAndroid Build Coastguard Worker virtual void *getKeyedMutex() = 0; 71*8975f5c5SAndroid Build Coastguard Worker 72*8975f5c5SAndroid Build Coastguard Worker virtual egl::Error getSyncValues(EGLuint64KHR *ust, EGLuint64KHR *msc, EGLuint64KHR *sbc) = 0; 73*8975f5c5SAndroid Build Coastguard Worker 74*8975f5c5SAndroid Build Coastguard Worker protected: 75*8975f5c5SAndroid Build Coastguard Worker const GLenum mOffscreenRenderTargetFormat; 76*8975f5c5SAndroid Build Coastguard Worker const GLenum mDepthBufferFormat; 77*8975f5c5SAndroid Build Coastguard Worker 78*8975f5c5SAndroid Build Coastguard Worker HANDLE mShareHandle; 79*8975f5c5SAndroid Build Coastguard Worker IUnknown *mD3DTexture; 80*8975f5c5SAndroid Build Coastguard Worker }; 81*8975f5c5SAndroid Build Coastguard Worker 82*8975f5c5SAndroid Build Coastguard Worker } // namespace rx 83*8975f5c5SAndroid Build Coastguard Worker #endif // LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_ 84