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 : "This specification defines one value for : EGL_D3D11_DEVICE_ANGLE. If this device type is specified then must be a valid pointer to a Direct3D 11 device. If 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