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_