Name ANGLE_platform_angle_d3d Name Strings EGL_ANGLE_platform_angle_d3d Contributors Shannon Woods, Google Geoff Lang, Google Contacts Geoff Lang, Google (geofflang 'at' chromium 'dot' org) Status Draft Version Version 3, 2014-11-26 Number EGL Extension XXX Extension Type EGL client extension Dependencies Requires ANGLE_platform_angle. Overview This extension enables selection of D3D display types. New Types None New Procedures and Functions None New Tokens Accepted as values for the EGL_PLATFORM_ANGLE_TYPE_ANGLE attribute: EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE 0x3207 EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3208 Accepted as an attribute name in the argument of eglGetPlatformDisplayEXT: EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE 0x3209 EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE 0x320F Accepted as values for the EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE attribute: EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE 0x320A EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE 0x320B EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE 0x320C Additions to the EGL Specification None. New Behavior To request a display that is backed by Direct3D resources, the value of EGL_PLATFORM_ANGLE_TYPE_ANGLE should be: - EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE for a D3D9 display, - EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE for a D3D11 display. To request a specific maximum feature level to be used by the D3D11 display, EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE and EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE can be used. Only feature levels that are capable of supporting all available client APIs will be used unless explicitly requested. EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE and EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE have no effect when requesting a D3D9 display. If no is specified to eglGetPlatformDisplayEXT, the value of EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE is implicitly set to EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE. Otherwise, the value of EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE should be: - EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE to request a hardware accelerated device. - EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE to request an optimized software rasterizer. - EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE to request a reference rasterizer. If EGL_PLATFORM_ANGLE_TYPE_ANGLE is set to EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, the display can automatically respond to trim events from the operating system. If the attribute EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is unspecified, it is implicitly set to EGL_FALSE. Otherwise, the value of EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE should be EGL_TRUE or EGL_FALSE. If EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE is set to EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE and EGL_PLATFORM_ANGLE_TYPE_ANGLE is not set to EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, an EGL_BAD_ATTRIBUTE error is generated and EGL_NO_DISPLAY is returned. If EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is specified when EGL_PLATFORM_ANGLE_TYPE_ANGLE is not EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE or a value other than EGL_TRUE or EGL_FALSE is used, an EGL_BAD_ATTRIBUTE error is generated and EGL_NO_DISPLAY is returned. Issues 1) Some multithreaded applications can crash if the display automatically responds to trim events while the application is rendering from another thread. RESOLVED: Added an EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE enum to specify if the display should respond to trim events. Applications that do multithreaded rendering should disable automatic trim and handle the trim events on their own. Revision History Version 1, 2014-06-05 (Geoff Lang) - Initial draft Version 2, 2014-10-27 (Geoff Lang) - Separate WARP devices into a new attribute instead of a platform type. - Moved descriptions of platforms and major/minor versions from EGL_ANGLE_platform_angle spec to EGL_ANGLE_platform_angle_d3d. Version 3, 2014-11-26 (Geoff Lang) - Remove the USE_WARP bool and replace it with a DEVICE_TYPE enum. Version 4, 2015-03-11 (Geoff Lang) - Add the ENABLE_AUTOMATIC_TRIM enum.