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. SafeRelease(mSwapChain); SafeRelease(mBackBufferTexture); SafeRelease(mBackBufferRTView); mSwapInterval = static_cast<unsigned int>(swapInterval); if (mSwapInterval > 4) { // IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4] range return EGL_BAD_PARAMETER; } // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains if (backbufferWidth < 1 || backbufferHeight < 1) { releaseOffscreenTexture(); return EGL_SUCCESS; } if (mWindow) { #if !defined(ANGLE_OS_WINRT) IDXGIFactory *factory = mRenderer->getDxgiFactory(); DXGI_SWAP_CHAIN_DESC swapChainDesc = {0}; swapChainDesc.BufferDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat); swapChainDesc.BufferDesc.Width = backbufferWidth; swapChainDesc.BufferDesc.Height = backbufferHeight; swapChainDesc.BufferCount = 2; 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.Windowed = TRUE; swapChainDesc.OutputWindow = mWindow; #else IDXGIFactory2 *factory; HRESULT result = mRenderer->getDxgiFactory()->QueryInterface(IID_PPV_ARGS(&factory)); ASSERT(SUCCEEDED(result)); DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0}; swapChainDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat); swapChainDesc.Width = backbufferWidth; swapChainDesc.Height = backbufferHeight; swapChainDesc.Stereo = FALSE; #if !defined(ANGLE_OS_WINPHONE) swapChainDesc.BufferCount = 2; swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; #else swapChainDesc.BufferCount = 1; swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; #endif #endif swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.Flags = 0; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; #if !defined(ANGLE_OS_WINRT) HRESULT result = factory->CreateSwapChain(device, &swapChainDesc, &mSwapChain); #else IDXGISwapChain1 *swapChain; result = factory->CreateSwapChainForCoreWindow(device, mWindow, &swapChainDesc, NULL, &swapChain); mSwapChain = swapChain; #endif if (FAILED(result)) { ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result); release(); if (d3d11::isDeviceLostError(result)) { return EGL_CONTEXT_LOST; } #if !defined(ANGLE_OS_WINRT) else { // We cannot create a swap chain for an HWND that is owned by a different process on some versions of // windows DWORD currentProcessId = GetCurrentProcessId(); DWORD wndProcessId; GetWindowThreadProcessId(mWindow, &wndProcessId); if (currentProcessId != wndProcessId) { ERR("Could not create swap chain, window owned by different process"); return EGL_BAD_NATIVE_WINDOW; } else { return EGL_BAD_ALLOC; } } #else return EGL_BAD_ALLOC; #endif } result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture"); result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target"); } // If we are resizing the swap chain, we don't wish to recreate all the static resources if (!mPassThroughResourcesInit) { mPassThroughResourcesInit = true; initPassThroughResources(); } return resetOffscreenTexture(backbufferWidth, backbufferHeight); }