зеркало из https://github.com/AvaloniaUI/angle.git
93 строки
2.0 KiB
Plaintext
93 строки
2.0 KiB
Plaintext
Name
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ANGLE_device_creation_d3d11
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Name Strings
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EGL_ANGLE_device_creation_d3d11
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Contributors
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Austin Kinross (aukinros 'at' microsoft.com)
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Contact
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Austin Kinross (aukinros 'at' microsoft.com)
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Status
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Draft
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Version
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Version 1, Nov 02, 2015
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Number
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EGL Extension #XXX
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Extension Type
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EGL client extension
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Dependencies
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Requires EGL_ANGLE_device_d3d and EGL_ANGLE_device_creation.
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Written against the wording of EGL 1.5 as modified by EGL_ANGLE_device_d3d
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and EGL_ANGLE_device_creation.
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Overview
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ANGLE has the ability to run GPU commands on a native D3D device. This
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extension defines a way to create a EGL device which maps to an inputted
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Direct3D 11 device.
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This extension is intended to be used with EGL_EXT_platform_device to
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initialize a display using an existing Direct3D 11 device, but
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EGL_EXT_platform_device is not required.
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IP Status
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No known claims.
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New Types
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None.
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New Procedures and Functions
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None.
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New Tokens
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None.
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Changes to section 3.2 (Devices)
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Modify the language in section 3.2 (Devices) describing valid attribute
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names passed into eglCreateDeviceANGLE via <device_type>:
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"This specification defines one value for <device_type>:
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EGL_D3D11_DEVICE_ANGLE. If this device type is specified then
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<native_device> must be a valid pointer to a Direct3D 11 device. If
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<native_device> is not a valid pointer to a Direct3D 11 device then the
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resulting behavior is undefined."
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Append the following to the end of section 3.2 (Devices):
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"If a Direct3D 11 device used to create a device experiences a "lost device"
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then all resulting behavior of the device (and any dependent EGL objects) is
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undefined. It is the caller's responsibility to monitor for "lost device"
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and to create a new device (and dependent EGL objects) as appropriate. For
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more information on "lost device", see the Direct3D documentation."
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Issues
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None.
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Revision History
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Version 1, Nov 2, 2015 (Austin Kinross)
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- Initial Draft
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