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