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authorPatrick Rudolph <siro@das-labor.org>2015-06-20 20:06:11 +0200
committerAxel Davy <axel.davy@ens.fr>2016-02-04 22:12:17 +0100
commita961ec335d5f38c07181e4956341c9b4cca59fa4 (patch)
tree38b1b8729d3516591737a5b30bf4819bfc7fff38 /src/gallium/state_trackers/nine/device9.h
parente59908e57f4f6d63bbe079fde4e0180167e709c1 (diff)
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st/nine: Handle Window Occlusion
Apps can know if the window is occluded by checking for specific error messages. The behaviour is different for Device9 and Device9Ex. This allow games to release the mouse and stop rendering until the focus is restored. In case of multiple swapchain we do care only of the device one. Signed-off-by: Patrick Rudolph <siro@das-labor.org> Reviewed-by: Axel Davy <axel.davy@ens.fr>
Diffstat (limited to 'src/gallium/state_trackers/nine/device9.h')
-rw-r--r--src/gallium/state_trackers/nine/device9.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/gallium/state_trackers/nine/device9.h b/src/gallium/state_trackers/nine/device9.h
index 6a81ea9..f462bcb 100644
--- a/src/gallium/state_trackers/nine/device9.h
+++ b/src/gallium/state_trackers/nine/device9.h
@@ -137,6 +137,7 @@ struct NineDevice9
/* dummy vbo (containing 0 0 0 0) to bind if vertex shader input
* is not bound to anything by the vertex declaration */
struct pipe_resource *dummy_vbo;
+ BOOL device_needs_reset;
int minor_version_num;
};
static inline struct NineDevice9 *
@@ -176,6 +177,8 @@ void
NineDevice9_dtor( struct NineDevice9 *This );
/*** Nine private ***/
+void
+NineDevice9_SetDefaultState( struct NineDevice9 *This, boolean is_reset );
struct pipe_screen *
NineDevice9_GetScreen( struct NineDevice9 *This );