Fixes line endings on SwapChain9 and SwapChain11

TRAC #22134

Signed-off-by: Nicolas Capens
Signed-off-by: Daniel Koch

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1476 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/SwapChain11.cpp b/src/libGLESv2/renderer/SwapChain11.cpp
index 125e1ae..bb2a92e 100644
--- a/src/libGLESv2/renderer/SwapChain11.cpp
+++ b/src/libGLESv2/renderer/SwapChain11.cpp
@@ -1,319 +1,319 @@
-//

-// 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.cpp: Implements a back-end specific class for the D3D11 swap chain.

-

-#include "libGLESv2/renderer/SwapChain11.h"

-

-#include "common/debug.h"

-#include "libGLESv2/utilities.h"

-#include "libGLESv2/renderer/renderer11_utils.h"

-#include "libGLESv2/renderer/Renderer11.h"

-#include "libGLESv2/Context.h"

-#include "libGLESv2/main.h"

-

-namespace rx

-{

-

-SwapChain11::SwapChain11(Renderer11 *renderer, HWND window, HANDLE shareHandle,

-                         GLenum backBufferFormat, GLenum depthBufferFormat)

-    : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat)

-{

-    mSwapChain = NULL;

-    mBackBuffer = NULL;

-    mBackBufferView = NULL;

-    mRenderTargetView = NULL;

-    mDepthStencil = NULL;

-    mDepthStencilView = NULL;

-    mOffscreenTexture = NULL;

-    mWidth = -1;

-    mHeight = -1;

-}

-

-SwapChain11::~SwapChain11()

-{

-    release();

-}

-

-void SwapChain11::release()

-{

-    if (mSwapChain)

-    {

-        mSwapChain->Release();

-        mSwapChain = NULL;

-    }

-

-    if (mBackBuffer)

-    {

-        mBackBuffer->Release();

-        mBackBuffer = NULL;

-    }

-

-    if (mBackBufferView)

-    {

-        mBackBufferView->Release();

-        mBackBufferView = NULL;

-    }

-    

-    if (mRenderTargetView)

-    {

-        mRenderTargetView->Release();

-        mRenderTargetView = NULL;

-    }

-

-    if (mDepthStencil)

-    {

-        mDepthStencil->Release();

-        mDepthStencil = NULL;

-    }

-

-    if (mDepthStencilView)

-    {

-        mDepthStencilView->Release();

-        mDepthStencilView = NULL;

-    }

-

-    if (mOffscreenTexture)

-    {

-        mOffscreenTexture->Release();

-        mOffscreenTexture = NULL;

-    }

-

-    if (mWindow)

-        mShareHandle = NULL;

-}

-

-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 (mBackBuffer)

-    {

-        mBackBuffer->Release();

-        mBackBuffer = NULL;

-    }

-

-    if (mBackBufferView)

-    {

-        mBackBufferView->Release();

-        mBackBufferView = NULL;

-    }

-

-    if (mRenderTargetView)   // TODO: Preserve the render target content

-    {

-        mRenderTargetView->Release();

-        mRenderTargetView = NULL;

-    }

-

-    if (mOffscreenTexture)

-    {

-        mOffscreenTexture->Release();

-        mOffscreenTexture = NULL;

-    }

-

-    if (mDepthStencil)

-    {

-        mDepthStencil->Release();

-        mDepthStencil = NULL;

-    }

-

-    if (mDepthStencilView)

-    {

-        mDepthStencilView->Release();

-        mDepthStencilView = NULL;

-    }

-

-    HANDLE *pShareHandle = NULL;

-    if (!mWindow && mRenderer->getShareHandleSupport())

-    {

-        pShareHandle = &mShareHandle;

-    }

-

-    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;

-    offscreenTextureDesc.CPUAccessFlags = 0;

-    offscreenTextureDesc.MiscFlags = 0;   // D3D11_RESOURCE_MISC_SHARED

-

-    HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture);

-

-    if (FAILED(result))

-    {

-        ERR("Could not create offscreen texture: %08lX", result);

-        release();

-

-        if (isDeviceLostError(result))

-        {

-            return EGL_CONTEXT_LOST;

-        }

-        else

-        {

-            return EGL_BAD_ALLOC;

-        }

-    }

-        

-    result = device->CreateRenderTargetView(mOffscreenTexture, NULL, &mRenderTargetView);

-    ASSERT(SUCCEEDED(result));

-

-    if (mWindow)

-    {

-        IDXGIFactory *factory = mRenderer->getDxgiFactory();

-

-        DXGI_SWAP_CHAIN_DESC swapChainDesc = {0};

-        swapChainDesc.BufferCount = 2;

-        swapChainDesc.BufferDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);

-        swapChainDesc.BufferDesc.Width = 1;

-        swapChainDesc.BufferDesc.Height = 1;

-        swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

-        swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;

-        swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;

-        swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;

-        swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;

-        swapChainDesc.Flags = 0;

-        swapChainDesc.OutputWindow = mWindow;

-        swapChainDesc.SampleDesc.Count = 1;

-        swapChainDesc.SampleDesc.Quality = 0;

-        swapChainDesc.Windowed = TRUE;

-

-        result = factory->CreateSwapChain(device, &swapChainDesc, &mSwapChain);

-

-        if (FAILED(result))

-        {

-            ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);

-            release();

-

-            if (isDeviceLostError(result))

-            {

-                return EGL_CONTEXT_LOST;

-            }

-            else

-            {

-                return EGL_BAD_ALLOC;

-            }

-        }

-

-        result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBuffer);

-        ASSERT(SUCCEEDED(result));

-

-        result = device->CreateRenderTargetView(mBackBuffer, NULL, &mBackBufferView);

-        ASSERT(SUCCEEDED(result));

-    }

-

-    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, &mDepthStencil);

-

-        if (FAILED(result))

-        {

-            ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);

-            release();

-

-            if (isDeviceLostError(result))

-            {

-                return EGL_CONTEXT_LOST;

-            }

-            else

-            {

-                return EGL_BAD_ALLOC;

-            }

-        }

-

-        result = device->CreateDepthStencilView(mDepthStencil, NULL, &mDepthStencilView);

-        ASSERT(SUCCEEDED(result));

-    }

-

-    mWidth = backbufferWidth;

-    mHeight = backbufferHeight;

-

-    return EGL_SUCCESS;

-}

-

-// 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();

-

-    // TODO

-    UNIMPLEMENTED();

-

-    return EGL_SUCCESS;

-}

-

-// Increments refcount on view.

-// caller must Release() the returned view

-ID3D11RenderTargetView *SwapChain11::getRenderTarget()

-{

-    if (mRenderTargetView)

-    {

-        mRenderTargetView->AddRef();

-    }

-

-    return mRenderTargetView;

-}

-

-// Increments refcount on view.

-// caller must Release() the returned view

-ID3D11DepthStencilView *SwapChain11::getDepthStencil()

-{

-    if (mDepthStencilView)

-    {

-        mDepthStencilView->AddRef();

-    }

-

-    return mDepthStencilView;

-}

-

-// Increments refcount on texture.

-// caller must Release() the returned texture

-ID3D11Texture2D *SwapChain11::getOffscreenTexture()

-{

-    if (mOffscreenTexture)

-    {

-        mOffscreenTexture->AddRef();

-    }

-

-    return mOffscreenTexture;

-}

-

-}

+//
+// 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.cpp: Implements a back-end specific class for the D3D11 swap chain.
+
+#include "libGLESv2/renderer/SwapChain11.h"
+
+#include "common/debug.h"
+#include "libGLESv2/utilities.h"
+#include "libGLESv2/renderer/renderer11_utils.h"
+#include "libGLESv2/renderer/Renderer11.h"
+#include "libGLESv2/Context.h"
+#include "libGLESv2/main.h"
+
+namespace rx
+{
+
+SwapChain11::SwapChain11(Renderer11 *renderer, HWND window, HANDLE shareHandle,
+                         GLenum backBufferFormat, GLenum depthBufferFormat)
+    : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat)
+{
+    mSwapChain = NULL;
+    mBackBuffer = NULL;
+    mBackBufferView = NULL;
+    mRenderTargetView = NULL;
+    mDepthStencil = NULL;
+    mDepthStencilView = NULL;
+    mOffscreenTexture = NULL;
+    mWidth = -1;
+    mHeight = -1;
+}
+
+SwapChain11::~SwapChain11()
+{
+    release();
+}
+
+void SwapChain11::release()
+{
+    if (mSwapChain)
+    {
+        mSwapChain->Release();
+        mSwapChain = NULL;
+    }
+
+    if (mBackBuffer)
+    {
+        mBackBuffer->Release();
+        mBackBuffer = NULL;
+    }
+
+    if (mBackBufferView)
+    {
+        mBackBufferView->Release();
+        mBackBufferView = NULL;
+    }
+    
+    if (mRenderTargetView)
+    {
+        mRenderTargetView->Release();
+        mRenderTargetView = NULL;
+    }
+
+    if (mDepthStencil)
+    {
+        mDepthStencil->Release();
+        mDepthStencil = NULL;
+    }
+
+    if (mDepthStencilView)
+    {
+        mDepthStencilView->Release();
+        mDepthStencilView = NULL;
+    }
+
+    if (mOffscreenTexture)
+    {
+        mOffscreenTexture->Release();
+        mOffscreenTexture = NULL;
+    }
+
+    if (mWindow)
+        mShareHandle = NULL;
+}
+
+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 (mBackBuffer)
+    {
+        mBackBuffer->Release();
+        mBackBuffer = NULL;
+    }
+
+    if (mBackBufferView)
+    {
+        mBackBufferView->Release();
+        mBackBufferView = NULL;
+    }
+
+    if (mRenderTargetView)   // TODO: Preserve the render target content
+    {
+        mRenderTargetView->Release();
+        mRenderTargetView = NULL;
+    }
+
+    if (mOffscreenTexture)
+    {
+        mOffscreenTexture->Release();
+        mOffscreenTexture = NULL;
+    }
+
+    if (mDepthStencil)
+    {
+        mDepthStencil->Release();
+        mDepthStencil = NULL;
+    }
+
+    if (mDepthStencilView)
+    {
+        mDepthStencilView->Release();
+        mDepthStencilView = NULL;
+    }
+
+    HANDLE *pShareHandle = NULL;
+    if (!mWindow && mRenderer->getShareHandleSupport())
+    {
+        pShareHandle = &mShareHandle;
+    }
+
+    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;
+    offscreenTextureDesc.CPUAccessFlags = 0;
+    offscreenTextureDesc.MiscFlags = 0;   // D3D11_RESOURCE_MISC_SHARED
+
+    HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture);
+
+    if (FAILED(result))
+    {
+        ERR("Could not create offscreen texture: %08lX", result);
+        release();
+
+        if (isDeviceLostError(result))
+        {
+            return EGL_CONTEXT_LOST;
+        }
+        else
+        {
+            return EGL_BAD_ALLOC;
+        }
+    }
+        
+    result = device->CreateRenderTargetView(mOffscreenTexture, NULL, &mRenderTargetView);
+    ASSERT(SUCCEEDED(result));
+
+    if (mWindow)
+    {
+        IDXGIFactory *factory = mRenderer->getDxgiFactory();
+
+        DXGI_SWAP_CHAIN_DESC swapChainDesc = {0};
+        swapChainDesc.BufferCount = 2;
+        swapChainDesc.BufferDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
+        swapChainDesc.BufferDesc.Width = 1;
+        swapChainDesc.BufferDesc.Height = 1;
+        swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
+        swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
+        swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
+        swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
+        swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+        swapChainDesc.Flags = 0;
+        swapChainDesc.OutputWindow = mWindow;
+        swapChainDesc.SampleDesc.Count = 1;
+        swapChainDesc.SampleDesc.Quality = 0;
+        swapChainDesc.Windowed = TRUE;
+
+        result = factory->CreateSwapChain(device, &swapChainDesc, &mSwapChain);
+
+        if (FAILED(result))
+        {
+            ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
+            release();
+
+            if (isDeviceLostError(result))
+            {
+                return EGL_CONTEXT_LOST;
+            }
+            else
+            {
+                return EGL_BAD_ALLOC;
+            }
+        }
+
+        result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBuffer);
+        ASSERT(SUCCEEDED(result));
+
+        result = device->CreateRenderTargetView(mBackBuffer, NULL, &mBackBufferView);
+        ASSERT(SUCCEEDED(result));
+    }
+
+    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, &mDepthStencil);
+
+        if (FAILED(result))
+        {
+            ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
+            release();
+
+            if (isDeviceLostError(result))
+            {
+                return EGL_CONTEXT_LOST;
+            }
+            else
+            {
+                return EGL_BAD_ALLOC;
+            }
+        }
+
+        result = device->CreateDepthStencilView(mDepthStencil, NULL, &mDepthStencilView);
+        ASSERT(SUCCEEDED(result));
+    }
+
+    mWidth = backbufferWidth;
+    mHeight = backbufferHeight;
+
+    return EGL_SUCCESS;
+}
+
+// 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();
+
+    // TODO
+    UNIMPLEMENTED();
+
+    return EGL_SUCCESS;
+}
+
+// Increments refcount on view.
+// caller must Release() the returned view
+ID3D11RenderTargetView *SwapChain11::getRenderTarget()
+{
+    if (mRenderTargetView)
+    {
+        mRenderTargetView->AddRef();
+    }
+
+    return mRenderTargetView;
+}
+
+// Increments refcount on view.
+// caller must Release() the returned view
+ID3D11DepthStencilView *SwapChain11::getDepthStencil()
+{
+    if (mDepthStencilView)
+    {
+        mDepthStencilView->AddRef();
+    }
+
+    return mDepthStencilView;
+}
+
+// Increments refcount on texture.
+// caller must Release() the returned texture
+ID3D11Texture2D *SwapChain11::getOffscreenTexture()
+{
+    if (mOffscreenTexture)
+    {
+        mOffscreenTexture->AddRef();
+    }
+
+    return mOffscreenTexture;
+}
+
+}
diff --git a/src/libGLESv2/renderer/SwapChain11.h b/src/libGLESv2/renderer/SwapChain11.h
index 75cda64..a9ff7eb 100644
--- a/src/libGLESv2/renderer/SwapChain11.h
+++ b/src/libGLESv2/renderer/SwapChain11.h
@@ -1,54 +1,54 @@
-//

-// 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 <d3d11.h>

-

-#include "common/angleutils.h"

-#include "libGLESv2/renderer/SwapChain.h"

-

-namespace rx

-{

-class Renderer11;

-

-class SwapChain11 : public SwapChain

-{

-  public:

-    SwapChain11(Renderer11 *renderer, HWND window, HANDLE shareHandle,

-                GLenum backBufferFormat, GLenum depthBufferFormat);

-    virtual ~SwapChain11();

-

-    virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval);

-    virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height);

-

-    virtual ID3D11RenderTargetView *getRenderTarget();

-    virtual ID3D11DepthStencilView *getDepthStencil();

-    virtual ID3D11Texture2D *getOffscreenTexture();

-

-  private:

-    DISALLOW_COPY_AND_ASSIGN(SwapChain11);

-

-    void release();

-

-    Renderer11 *mRenderer;

-    EGLint mHeight;

-    EGLint mWidth;

-

-    IDXGISwapChain *mSwapChain;

-    ID3D11Texture2D *mBackBuffer;

-    ID3D11RenderTargetView *mBackBufferView;

-    ID3D11RenderTargetView *mRenderTargetView;

-    ID3D11Texture2D *mDepthStencil;

-    ID3D11DepthStencilView *mDepthStencilView;

-    ID3D11Texture2D *mOffscreenTexture;

-};

-

-}

-#endif // LIBGLESV2_RENDERER_SWAPCHAIN11_H_

+//
+// 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 <d3d11.h>
+
+#include "common/angleutils.h"
+#include "libGLESv2/renderer/SwapChain.h"
+
+namespace rx
+{
+class Renderer11;
+
+class SwapChain11 : public SwapChain
+{
+  public:
+    SwapChain11(Renderer11 *renderer, HWND window, HANDLE shareHandle,
+                GLenum backBufferFormat, GLenum depthBufferFormat);
+    virtual ~SwapChain11();
+
+    virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval);
+    virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height);
+
+    virtual ID3D11RenderTargetView *getRenderTarget();
+    virtual ID3D11DepthStencilView *getDepthStencil();
+    virtual ID3D11Texture2D *getOffscreenTexture();
+
+  private:
+    DISALLOW_COPY_AND_ASSIGN(SwapChain11);
+
+    void release();
+
+    Renderer11 *mRenderer;
+    EGLint mHeight;
+    EGLint mWidth;
+
+    IDXGISwapChain *mSwapChain;
+    ID3D11Texture2D *mBackBuffer;
+    ID3D11RenderTargetView *mBackBufferView;
+    ID3D11RenderTargetView *mRenderTargetView;
+    ID3D11Texture2D *mDepthStencil;
+    ID3D11DepthStencilView *mDepthStencilView;
+    ID3D11Texture2D *mOffscreenTexture;
+};
+
+}
+#endif // LIBGLESV2_RENDERER_SWAPCHAIN11_H_
diff --git a/src/libGLESv2/renderer/SwapChain9.h b/src/libGLESv2/renderer/SwapChain9.h
index 5d1f2c4..dc9d781 100644
--- a/src/libGLESv2/renderer/SwapChain9.h
+++ b/src/libGLESv2/renderer/SwapChain9.h
@@ -1,52 +1,52 @@
-//

-// 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.

-//

-

-// SwapChain9.h: Defines a back-end specific class for the D3D9 swap chain.

-

-#ifndef LIBGLESV2_RENDERER_SWAPCHAIN9_H_

-#define LIBGLESV2_RENDERER_SWAPCHAIN9_H_

-

-#include <d3d9.h>

-

-#include "common/angleutils.h"

-#include "libGLESv2/renderer/SwapChain.h"

-

-namespace rx

-{

-class Renderer9;

-

-class SwapChain9 : public SwapChain

-{

-  public:

-    SwapChain9(Renderer9 *renderer, HWND window, HANDLE shareHandle,

-               GLenum backBufferFormat, GLenum depthBufferFormat);

-    virtual ~SwapChain9();

-

-    virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval);

-    virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height);

-

-    virtual IDirect3DSurface9 *getRenderTarget();

-    virtual IDirect3DSurface9 *getDepthStencil();

-    virtual IDirect3DTexture9 *getOffscreenTexture();

-

-  private:

-    DISALLOW_COPY_AND_ASSIGN(SwapChain9);

-

-    void release();

-

-    Renderer9 *mRenderer;

-    EGLint mHeight;

-    EGLint mWidth;

-

-    IDirect3DSwapChain9 *mSwapChain;

-    IDirect3DSurface9 *mBackBuffer;

-    IDirect3DSurface9 *mRenderTarget;

-    IDirect3DSurface9 *mDepthStencil;

-    IDirect3DTexture9* mOffscreenTexture;

-};

-

-}

-#endif // LIBGLESV2_RENDERER_SWAPCHAIN9_H_

+//
+// 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.
+//
+
+// SwapChain9.h: Defines a back-end specific class for the D3D9 swap chain.
+
+#ifndef LIBGLESV2_RENDERER_SWAPCHAIN9_H_
+#define LIBGLESV2_RENDERER_SWAPCHAIN9_H_
+
+#include <d3d9.h>
+
+#include "common/angleutils.h"
+#include "libGLESv2/renderer/SwapChain.h"
+
+namespace rx
+{
+class Renderer9;
+
+class SwapChain9 : public SwapChain
+{
+  public:
+    SwapChain9(Renderer9 *renderer, HWND window, HANDLE shareHandle,
+               GLenum backBufferFormat, GLenum depthBufferFormat);
+    virtual ~SwapChain9();
+
+    virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval);
+    virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height);
+
+    virtual IDirect3DSurface9 *getRenderTarget();
+    virtual IDirect3DSurface9 *getDepthStencil();
+    virtual IDirect3DTexture9 *getOffscreenTexture();
+
+  private:
+    DISALLOW_COPY_AND_ASSIGN(SwapChain9);
+
+    void release();
+
+    Renderer9 *mRenderer;
+    EGLint mHeight;
+    EGLint mWidth;
+
+    IDirect3DSwapChain9 *mSwapChain;
+    IDirect3DSurface9 *mBackBuffer;
+    IDirect3DSurface9 *mRenderTarget;
+    IDirect3DSurface9 *mDepthStencil;
+    IDirect3DTexture9* mOffscreenTexture;
+};
+
+}
+#endif // LIBGLESV2_RENDERER_SWAPCHAIN9_H_