angle/extensions/EGL_ANGLE_d3d_texture_clien...

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Name
ANGLE_d3d_texture_client_buffer
Name Strings
EGL_ANGLE_d3d_texture_client_buffer
Contributors
Geoff Lang
Contacts
Geoff Lang, Google Inc. (geofflang 'at' google.com)
Status
Draft
Version
Version 1, Oct 5, 2016
Number
EGL Extension #??
Dependencies
This extension is written against the wording of the EGL 1.4
Specification.
References the EGL_ANGLE_device_d3d extension.
Overview
This extension allows creating EGL surfaces from D3D texture objects.
New Types
None
New Procedures and Functions
None
New Tokens
Accepted in the <buftype> parameter of eglCreatePbufferFromClientBuffer:
EGL_D3D_TEXTURE_ANGLE 0x33A3
Additions to Chapter 3 of the EGL 1.4 Specification (EGL Functions and Errors)
Replace the last sentence of paragraph 1 of Section 3.5.3 with the
following text.
"Currently, the only client API resources which may be bound in this
fashion are OpenVG VGImage objects and Direct3D texture objects."
Replace the last sentence of paragraph 2 ("To bind a client API...") of
Section 3.5.3 with the following text.
"When <buftype> is EGL_OPENVG_IMAGE or EGL_D3D_TEXTURE_ANGLE, the width and
height of the pbuffer are determined by the width and height of <buffer>."
Replace the third paragraph of Section 3.5.3 with the following text.
"<buftype> specifies the type of buffer to be bound. The only allowed values
of <buftype> are EGL_OPENVG_IMAGE and EGL_D3D_TEXTURE_ANGLE".
Append the following text to the fourth paragraph of Section 3.5.3.
"When <buftype> is EGL_D3D_TEXTURE_ANGLE, <buffer> must be
a valid D3D texture object, cast into the type EGLClientBuffer. See table
egl.restrictions for acceptable texture object types and formats. If the
EGL_ANGLE_device_d3d extension is present, the provided D3D texture object
must have been created by the same D3D device queried from the display.
If these requirements are not met, an EGL_BAD_PARAMETER error is
generated."
---------------------------------------------------------------------------
Resource Type Resource Restrictions
---------------------------------------------------------------------------
IDirect3DTexture9 Memory pool must be D3DPOOL_DEFAULT. Format must be
D3DFMT_R8G8B8, D3DFMT_A8R8G8B8, D3DFMT_A16B16G16R16F or
D3DFMT_A32B32G32R32F.
ID3D11Texture2D Usage flags must be D3D11_USAGE_DEFAULT. Format must be
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,
DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_B8G8R8A8_UNORM_SRGB,
DXGI_FORMAT_R16G16B16A16_FLOAT or
DXGI_FORMAT_R32G32B32A32_FLOAT.
--------------------------------------------------------------------------
Table egl.restrictions - Restrictions on D3D resources that can be used
as a <buffer>.
--------------------------------------------------------------------------
Append to the end of Section 3.5.3.
"When a pbuffer is created with type EGL_D3D_TEXTURE_ANGLE, the contents
of the associcated D3D texture object are undefined while the pbuffer is
the current read surface, draw surface or bound to a client texture."
Issues
1. What renderers allow the use of a multi-sampled texture?
PROPOSED: Mutli-sampled texture support is currently limited to D3D11. Additionally,
the client is responsible for resolving the texture.
Revision History
Version 1, 2016/10/05 - first draft.