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+Name
+
+ ANGLE_device_d3d11
+
+Name Strings
+
+ EGL_ANGLE_device_d3d11
+
+Contributors
+
+ Geoff Lang (geofflang 'at' google.com)
+ Contributors of EGL_ANGLE_device_d3d
+
+Contact
+
+ Geoff Lang (geofflang 'at' google.com)
+
+Status
+
+ Draft
+
+Version
+
+ Version 1, May 21, 2024
+
+Number
+
+ EGL Extension #XXX
+
+Extension Type
+
+ EGL device extension
+
+Dependencies
+
+ This extension is written against the language of EGL 1.5 as
+ modified by EGL_EXT_device_query.
+
+ EGL_EXT_device_query is required.
+
+Overview
+
+ ANGLE has the ability to run GPU commands on a native D3D11 device.
+ This extension defines a mapping from an EGL device to a D3D11
+ device, after it's queried from an EGL display.
+
+IP Status
+
+ No known claims.
+
+New Types
+
+ None.
+
+New Procedures and Functions
+
+ None.
+
+New Tokens
+
+ Accepted as a queried <attribute> in eglQueryDeviceAttribEXT:
+
+ EGL_D3D11_DEVICE_ANGLE 0x33A1
+
+Add a new section 2.1.3 (D3D11 Devices) after 2.1.2 (Devices)
+
+ Somewhat analogous to an EGL device, a D3D11 device establishes a
+ namespace for D3D operations. In the D3D APIs, such devices are
+ represented by pointers. For more details, see the D3D11
+ documentation.
+
+Changes to section 3.2 (Devices)
+
+ Replace the paragraph immediately following the prototype for
+ eglQueryDeviceAttribEXT:
+
+ <attribute> may EGL_D3D11_DEVICE_ANGLE. On success, EGL_TRUE is
+ returned, and a valid D3D11 device pointer corresponding to the EGL
+ device is returned in <value>. This handle is compatible with D3D11
+ API functions.
+
+Issues
+
+ None
+
+Revision History
+
+ Version 1, May 21, 2024 (Geoff Lang)
+ - Initial Draft, based off of EGL_ANGLE_device_d3d