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authorAndrew Knight <andrew.knight@intopalo.com>2015-04-08 17:04:36 +0300
committerAndrew Knight <qt@panimo.net>2015-04-09 10:31:12 +0000
commita218a252c4200cfe7048de81a46f7e48349084d5 (patch)
treec1a82865d97e610cd0abb3a1360408363b38205b /src/3rdparty/angle/src/libANGLE/renderer/d3d
parent331ddacfca90c91c5b44484bf3c78e2aa5b85947 (diff)
Upgrade ANGLE to 2.1~99f075dade7c
This aligns with Chromium branch 2356. This version brings more complete OpenGL ES 3 support as well as various bug fixes and performance improvements. The following changes were made to earlier patches: -0000-General-fixes-for-ANGLE-2.1 Removed. All changes are now handled elsewhere. +0001-ANGLE-Improve-Windows-Phone-support Consolidated remaining parts from 0009/0010. +0002-ANGLE-Fix-compilation-with-MinGW Remaining issues from patch 0016. +0003-ANGLE-Fix-compilation-with-MSVC2010 Remaining issues from patch 0015. +0004-ANGLE-Dynamically-load-D3D-compiler-from-list Renamed from patch 0008. +0005-ANGLE-Add-support-for-querying-platform-device Renamed from patch 0013. -0004-Make-it-possible-to-link-ANGLE-statically-for-single Removed. Fixed by adding defines to project files. -0008-ANGLE-Dynamically-load-D3D-compiler-from-a-list-or-t Renamed to patch 0005. -0009-ANGLE-Support-WinRT Removed. Mostly fixed upstream; remaining parts in patch 0001. -0010-ANGLE-Enable-D3D11-for-feature-level-9-cards Removed. Mostly fixed upstream; remaining parts in patch 0001. -0012-ANGLE-fix-semantic-index-lookup Removed. Fixed upstream. -0013-ANGLE-Add-support-for-querying-platform-device Renamed to patch 0005. -0014-Let-ANGLE-use-multithreaded-devices-if-necessary Removed. No longer needed. -0015-ANGLE-Fix-angle-d3d11-on-MSVC2010 Moved remaining parts to patch 0003. -0016-ANGLE-Fix-compilation-with-MinGW-D3D11 Moved remaining parts to patch 0002. -0017-ANGLE-Fix-compilation-with-D3D9 Removed. Fixed upstream. -0018-ANGLE-Fix-releasing-textures-after-we-kill-D3D11 Removed. Fixed upstream. -0019-ANGLE-Fix-handling-of-shader-source-with-fixed-lengt Removed. Fixed upstream. -0020-ANGLE-Do-not-use-std-strlen Removed. Fixed upstream. -0020-ANGLE-Fix-compilation-with-MSVC2013-Update4 Removed. Fixed upstream. [ChangeLog][Third-party libraries] ANGLE was updated to Chromium branch 2356 (2.1~99f075dade7c). Change-Id: I32ccbfe95e10986bd94be7191dfd53445ea09158 Task-number: QTBUG-44815 Task-number: QTBUG-37660 Task-number: QTBUG-44694 Task-number: QTBUG-42443 Reviewed-by: Andrew Knight <qt@panimo.net> Reviewed-by: Friedemann Kleint <Friedemann.Kleint@theqtcompany.com>
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d')
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/BufferD3D.cpp80
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/BufferD3D.h56
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/CompilerD3D.cpp128
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/CompilerD3D.h48
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/DisplayD3D.cpp357
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/DisplayD3D.h61
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp1265
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.h99
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/FramebufferD3D.cpp463
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/FramebufferD3D.h111
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/HLSLCompiler.cpp340
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/HLSLCompiler.h54
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/ImageD3D.cpp47
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/ImageD3D.h84
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/IndexBuffer.cpp196
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/IndexBuffer.h101
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/IndexDataManager.cpp267
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/IndexDataManager.h70
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp2005
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.h244
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/RenderTargetD3D.cpp36
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/RenderTargetD3D.h42
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/RenderbufferD3D.cpp73
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/RenderbufferD3D.h43
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.cpp628
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.h241
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderD3D.cpp388
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderD3D.h89
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderExecutableD3D.cpp61
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderExecutableD3D.h54
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/SurfaceD3D.cpp396
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/SurfaceD3D.h92
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/SwapChainD3D.h63
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp2916
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.h364
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureStorage.cpp39
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureStorage.h67
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/TransformFeedbackD3D.cpp38
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/TransformFeedbackD3D.h32
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/VertexBuffer.cpp311
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/VertexBuffer.h143
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/VertexDataManager.cpp396
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/VertexDataManager.h95
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/copyimage.cpp22
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/copyimage.h35
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/copyimage.inl32
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp1059
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.h121
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp1070
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.h103
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp614
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.h86
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp119
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h39
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp231
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.h59
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.cpp270
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.h45
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp664
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.h84
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.cpp162
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.h51
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp430
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.h103
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/NativeWindow.h80
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp302
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.h89
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.cpp164
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.h42
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp452
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h111
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.cpp394
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h110
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp3585
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h400
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp110
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h59
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp711
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h87
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp2676
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.h326
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Trim11.cpp95
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Trim11.h43
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.h40
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp244
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.h58
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/copyvertex.h40
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/copyvertex.inl377
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/formatutils11.cpp1328
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/formatutils11.h93
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp1378
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h190
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl77
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl119
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl111
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl146
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl99
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/win32/NativeWindow.cpp68
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp214
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.h110
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.cpp291
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.h105
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.cpp228
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.h79
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Blit9.cpp679
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Blit9.h97
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Buffer9.cpp116
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Buffer9.h49
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/DebugAnnotator9.cpp36
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h29
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Fence9.cpp90
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Fence9.h36
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.cpp422
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.h41
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Image9.cpp788
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Image9.h73
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/IndexBuffer9.cpp173
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/IndexBuffer9.h51
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Query9.cpp144
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Query9.h41
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/RenderTarget9.cpp139
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/RenderTarget9.h84
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp2933
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h377
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/ShaderCache.h108
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/ShaderExecutable9.cpp53
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/ShaderExecutable9.h37
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp425
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/SwapChain9.h63
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/TextureStorage9.cpp472
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/TextureStorage9.h108
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexArray9.h41
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexBuffer9.cpp239
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexBuffer9.h52
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.cpp237
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.h60
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/formatutils9.cpp602
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/formatutils9.h86
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.cpp597
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.h86
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.ps33
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.vs43
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/vertexconversion.h197
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/formatutilsD3D.cpp147
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/formatutilsD3D.h50
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/generatemip.h28
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/generatemip.inl266
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/imageformats.h2031
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/loadimage.cpp662
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/loadimage.h193
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/loadimage.inl156
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/loadimageSSE2.cpp125
152 files changed, 46908 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/BufferD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/BufferD3D.cpp
new file mode 100644
index 0000000000..1af8794356
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/BufferD3D.cpp
@@ -0,0 +1,80 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// BufferD3D.cpp Defines common functionality between the Buffer9 and Buffer11 classes.
+
+#include "libANGLE/renderer/d3d/BufferD3D.h"
+
+#include "libANGLE/renderer/d3d/IndexBuffer.h"
+#include "libANGLE/renderer/d3d/VertexBuffer.h"
+
+namespace rx
+{
+
+unsigned int BufferD3D::mNextSerial = 1;
+
+BufferD3D::BufferD3D(BufferFactoryD3D *factory)
+ : BufferImpl(),
+ mFactory(factory),
+ mStaticVertexBuffer(nullptr),
+ mStaticIndexBuffer(nullptr),
+ mUnmodifiedDataUse(0)
+{
+ updateSerial();
+}
+
+BufferD3D::~BufferD3D()
+{
+ SafeDelete(mStaticVertexBuffer);
+ SafeDelete(mStaticIndexBuffer);
+}
+
+void BufferD3D::updateSerial()
+{
+ mSerial = mNextSerial++;
+}
+
+void BufferD3D::initializeStaticData()
+{
+ if (!mStaticVertexBuffer)
+ {
+ mStaticVertexBuffer = new StaticVertexBufferInterface(mFactory);
+ }
+ if (!mStaticIndexBuffer)
+ {
+ mStaticIndexBuffer = new StaticIndexBufferInterface(mFactory);
+ }
+}
+
+void BufferD3D::invalidateStaticData()
+{
+ if ((mStaticVertexBuffer && mStaticVertexBuffer->getBufferSize() != 0) || (mStaticIndexBuffer && mStaticIndexBuffer->getBufferSize() != 0))
+ {
+ SafeDelete(mStaticVertexBuffer);
+ SafeDelete(mStaticIndexBuffer);
+
+ // Re-init static data to track that we're in a static buffer
+ initializeStaticData();
+ }
+
+ mUnmodifiedDataUse = 0;
+}
+
+// Creates static buffers if sufficient used data has been left unmodified
+void BufferD3D::promoteStaticUsage(int dataSize)
+{
+ if (!mStaticVertexBuffer && !mStaticIndexBuffer)
+ {
+ mUnmodifiedDataUse += dataSize;
+
+ if (mUnmodifiedDataUse > 3 * getSize())
+ {
+ initializeStaticData();
+ }
+ }
+}
+
+} \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/BufferD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/BufferD3D.h
new file mode 100644
index 0000000000..a46398f911
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/BufferD3D.h
@@ -0,0 +1,56 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// BufferD3D.h: Defines the rx::BufferD3D class, an implementation of BufferImpl.
+
+#ifndef LIBANGLE_RENDERER_D3D_BUFFERD3D_H_
+#define LIBANGLE_RENDERER_D3D_BUFFERD3D_H_
+
+#include "libANGLE/renderer/BufferImpl.h"
+#include "libANGLE/angletypes.h"
+
+#include <stdint.h>
+
+namespace rx
+{
+class BufferFactoryD3D;
+class StaticIndexBufferInterface;
+class StaticVertexBufferInterface;
+
+class BufferD3D : public BufferImpl
+{
+ public:
+ BufferD3D(BufferFactoryD3D *factory);
+ virtual ~BufferD3D();
+
+ unsigned int getSerial() const { return mSerial; }
+
+ virtual size_t getSize() const = 0;
+ virtual bool supportsDirectBinding() const = 0;
+ virtual void markTransformFeedbackUsage() = 0;
+
+ StaticVertexBufferInterface *getStaticVertexBuffer() { return mStaticVertexBuffer; }
+ StaticIndexBufferInterface *getStaticIndexBuffer() { return mStaticIndexBuffer; }
+
+ void initializeStaticData();
+ void invalidateStaticData();
+ void promoteStaticUsage(int dataSize);
+
+ protected:
+ void updateSerial();
+
+ BufferFactoryD3D *mFactory;
+ unsigned int mSerial;
+ static unsigned int mNextSerial;
+
+ StaticVertexBufferInterface *mStaticVertexBuffer;
+ StaticIndexBufferInterface *mStaticIndexBuffer;
+ unsigned int mUnmodifiedDataUse;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_BUFFERD3D_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/CompilerD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/CompilerD3D.cpp
new file mode 100644
index 0000000000..a22757cf9f
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/CompilerD3D.cpp
@@ -0,0 +1,128 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// CompilerD3D.cpp: Implementation of the rx::CompilerD3D class.
+
+#include "libANGLE/renderer/d3d/CompilerD3D.h"
+
+#include "libANGLE/Caps.h"
+#include "libANGLE/Data.h"
+
+#include "common/debug.h"
+
+namespace rx
+{
+
+// Global count of active shader compiler handles. Needed to know when to call ShInitialize and ShFinalize.
+static size_t activeCompilerHandles = 0;
+
+CompilerD3D::CompilerD3D(const gl::Data &data, ShShaderOutput outputType)
+ : mSpec(data.clientVersion > 2 ? SH_GLES3_SPEC : SH_GLES2_SPEC),
+ mOutputType(outputType),
+ mResources(),
+ mFragmentCompiler(NULL),
+ mVertexCompiler(NULL)
+{
+ ASSERT(data.clientVersion == 2 || data.clientVersion == 3);
+
+ const gl::Caps &caps = *data.caps;
+ const gl::Extensions &extensions = *data.extensions;
+
+ ShInitBuiltInResources(&mResources);
+ mResources.MaxVertexAttribs = caps.maxVertexAttributes;
+ mResources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
+ mResources.MaxVaryingVectors = caps.maxVaryingVectors;
+ mResources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
+ mResources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
+ mResources.MaxTextureImageUnits = caps.maxTextureImageUnits;
+ mResources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
+ mResources.MaxDrawBuffers = caps.maxDrawBuffers;
+ mResources.OES_standard_derivatives = extensions.standardDerivatives;
+ mResources.EXT_draw_buffers = extensions.drawBuffers;
+ mResources.EXT_shader_texture_lod = 1;
+ // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
+ mResources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
+ mResources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
+
+ // GLSL ES 3.0 constants
+ mResources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
+ mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
+ mResources.MinProgramTexelOffset = caps.minProgramTexelOffset;
+ mResources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
+}
+
+CompilerD3D::~CompilerD3D()
+{
+ release();
+}
+
+CompilerD3D *CompilerD3D::makeCompilerD3D(CompilerImpl *compiler)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(CompilerD3D*, compiler));
+ return static_cast<CompilerD3D*>(compiler);
+}
+
+gl::Error CompilerD3D::release()
+{
+ if (mFragmentCompiler)
+ {
+ ShDestruct(mFragmentCompiler);
+ mFragmentCompiler = NULL;
+
+ ASSERT(activeCompilerHandles > 0);
+ activeCompilerHandles--;
+ }
+
+ if (mVertexCompiler)
+ {
+ ShDestruct(mVertexCompiler);
+ mVertexCompiler = NULL;
+
+ ASSERT(activeCompilerHandles > 0);
+ activeCompilerHandles--;
+ }
+
+ if (activeCompilerHandles == 0)
+ {
+ ShFinalize();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+ShHandle CompilerD3D::getCompilerHandle(GLenum type)
+{
+ ShHandle *compiler = NULL;
+ switch (type)
+ {
+ case GL_VERTEX_SHADER:
+ compiler = &mVertexCompiler;
+ break;
+
+ case GL_FRAGMENT_SHADER:
+ compiler = &mFragmentCompiler;
+ break;
+
+ default:
+ UNREACHABLE();
+ return NULL;
+ }
+
+ if (!(*compiler))
+ {
+ if (activeCompilerHandles == 0)
+ {
+ ShInitialize();
+ }
+
+ *compiler = ShConstructCompiler(type, mSpec, mOutputType, &mResources);
+ activeCompilerHandles++;
+ }
+
+ return *compiler;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/CompilerD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/CompilerD3D.h
new file mode 100644
index 0000000000..0f83e4f8c8
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/CompilerD3D.h
@@ -0,0 +1,48 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// CompilerD3D.h: Defines the rx::CompilerD3D class, an implementation of rx::CompilerImpl.
+
+#ifndef LIBANGLE_RENDERER_COMPILERD3D_H_
+#define LIBANGLE_RENDERER_COMPILERD3D_H_
+
+#include "libANGLE/renderer/CompilerImpl.h"
+#include "libANGLE/Caps.h"
+
+#include "GLSLANG/ShaderLang.h"
+
+namespace gl
+{
+struct Data;
+}
+
+namespace rx
+{
+
+class CompilerD3D : public CompilerImpl
+{
+ public:
+ CompilerD3D(const gl::Data &data, ShShaderOutput outputType);
+ virtual ~CompilerD3D();
+
+ static CompilerD3D *makeCompilerD3D(CompilerImpl *compiler);
+
+ gl::Error release() override;
+
+ ShHandle getCompilerHandle(GLenum type);
+
+ private:
+ ShShaderSpec mSpec;
+ ShShaderOutput mOutputType;
+ ShBuiltInResources mResources;
+
+ ShHandle mFragmentCompiler;
+ ShHandle mVertexCompiler;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_COMPILERD3D_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/DisplayD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/DisplayD3D.cpp
new file mode 100644
index 0000000000..add5d62fae
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/DisplayD3D.cpp
@@ -0,0 +1,357 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// DisplayD3D.cpp: D3D implementation of egl::Display
+
+#include "libANGLE/renderer/d3d/DisplayD3D.h"
+
+#include "libANGLE/Context.h"
+#include "libANGLE/Config.h"
+#include "libANGLE/Display.h"
+#include "libANGLE/Surface.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/renderer/d3d/SurfaceD3D.h"
+#include "libANGLE/renderer/d3d/SwapChainD3D.h"
+#include "platform/Platform.h"
+
+#include <EGL/eglext.h>
+
+#if defined (ANGLE_ENABLE_D3D9)
+# include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+#endif // ANGLE_ENABLE_D3D9
+
+#if defined (ANGLE_ENABLE_D3D11)
+# include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#endif // ANGLE_ENABLE_D3D11
+
+#if defined (ANGLE_TEST_CONFIG)
+# define ANGLE_DEFAULT_D3D11 1
+#endif
+
+#if !defined(ANGLE_DEFAULT_D3D11)
+// Enables use of the Direct3D 11 API for a default display, when available
+# define ANGLE_DEFAULT_D3D11 0
+#endif
+
+namespace rx
+{
+
+typedef RendererD3D *(*CreateRendererD3DFunction)(egl::Display*);
+
+template <typename RendererType>
+static RendererD3D *CreateTypedRendererD3D(egl::Display *display)
+{
+ return new RendererType(display);
+}
+
+egl::Error CreateRendererD3D(egl::Display *display, RendererD3D **outRenderer)
+{
+ ASSERT(outRenderer != nullptr);
+
+ std::vector<CreateRendererD3DFunction> rendererCreationFunctions;
+
+ const auto &attribMap = display->getAttributeMap();
+ EGLNativeDisplayType nativeDisplay = display->getNativeDisplayId();
+
+ EGLint requestedDisplayType = attribMap.get(EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE);
+
+# if defined(ANGLE_ENABLE_D3D11)
+ if (nativeDisplay == EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE ||
+ nativeDisplay == EGL_D3D11_ONLY_DISPLAY_ANGLE ||
+ requestedDisplayType == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
+ {
+ rendererCreationFunctions.push_back(CreateTypedRendererD3D<Renderer11>);
+ }
+# endif
+
+# if defined(ANGLE_ENABLE_D3D9)
+ if (nativeDisplay == EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE ||
+ requestedDisplayType == EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE)
+ {
+ rendererCreationFunctions.push_back(CreateTypedRendererD3D<Renderer9>);
+ }
+# endif
+
+ if (nativeDisplay != EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE &&
+ nativeDisplay != EGL_D3D11_ONLY_DISPLAY_ANGLE &&
+ requestedDisplayType == EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE)
+ {
+ // The default display is requested, try the D3D9 and D3D11 renderers, order them using
+ // the definition of ANGLE_DEFAULT_D3D11
+# if ANGLE_DEFAULT_D3D11
+# if defined(ANGLE_ENABLE_D3D11)
+ rendererCreationFunctions.push_back(CreateTypedRendererD3D<Renderer11>);
+# endif
+# if defined(ANGLE_ENABLE_D3D9)
+ rendererCreationFunctions.push_back(CreateTypedRendererD3D<Renderer9>);
+# endif
+# else
+# if defined(ANGLE_ENABLE_D3D9)
+ rendererCreationFunctions.push_back(CreateTypedRendererD3D<Renderer9>);
+# endif
+# if defined(ANGLE_ENABLE_D3D11)
+ rendererCreationFunctions.push_back(CreateTypedRendererD3D<Renderer11>);
+# endif
+# endif
+ }
+
+ egl::Error result(EGL_NOT_INITIALIZED, "No available renderers.");
+ for (size_t i = 0; i < rendererCreationFunctions.size(); i++)
+ {
+ RendererD3D *renderer = rendererCreationFunctions[i](display);
+ result = renderer->initialize();
+
+# if defined(ANGLE_ENABLE_D3D11)
+ if (renderer->getRendererClass() == RENDERER_D3D11)
+ {
+ ASSERT(result.getID() >= 0 && result.getID() < NUM_D3D11_INIT_ERRORS);
+
+ angle::Platform *platform = ANGLEPlatformCurrent();
+ platform->histogramEnumeration("GPU.ANGLE.D3D11InitializeResult",
+ result.getID(), NUM_D3D11_INIT_ERRORS);
+ }
+# endif
+
+# if defined(ANGLE_ENABLE_D3D9)
+ if (renderer->getRendererClass() == RENDERER_D3D9)
+ {
+ ASSERT(result.getID() >= 0 && result.getID() < NUM_D3D9_INIT_ERRORS);
+
+ angle::Platform *platform = ANGLEPlatformCurrent();
+ platform->histogramEnumeration("GPU.ANGLE.D3D9InitializeResult",
+ result.getID(), NUM_D3D9_INIT_ERRORS);
+ }
+# endif
+
+ if (!result.isError())
+ {
+ *outRenderer = renderer;
+ break;
+ }
+ else
+ {
+ // Failed to create the renderer, try the next
+ SafeDelete(renderer);
+ }
+ }
+
+ return result;
+}
+
+DisplayD3D::DisplayD3D()
+ : mRenderer(nullptr)
+{
+}
+
+egl::Error DisplayD3D::createWindowSurface(const egl::Config *configuration, EGLNativeWindowType window,
+ const egl::AttributeMap &attribs, SurfaceImpl **outSurface)
+{
+ ASSERT(mRenderer != nullptr);
+
+ EGLint width = attribs.get(EGL_WIDTH, 0);
+ EGLint height = attribs.get(EGL_HEIGHT, 0);
+ EGLint fixedSize = attribs.get(EGL_FIXED_SIZE_ANGLE, EGL_FALSE);
+
+ if (!fixedSize)
+ {
+ width = -1;
+ height = -1;
+ }
+
+ SurfaceD3D *surface = SurfaceD3D::createFromWindow(mRenderer, mDisplay, configuration, window, fixedSize,
+ width, height);
+ egl::Error error = surface->initialize();
+ if (error.isError())
+ {
+ SafeDelete(surface);
+ return error;
+ }
+
+ *outSurface = surface;
+ return egl::Error(EGL_SUCCESS);
+}
+
+egl::Error DisplayD3D::createPbufferSurface(const egl::Config *configuration, const egl::AttributeMap &attribs,
+ SurfaceImpl **outSurface)
+{
+ ASSERT(mRenderer != nullptr);
+
+ EGLint width = attribs.get(EGL_WIDTH, 0);
+ EGLint height = attribs.get(EGL_HEIGHT, 0);
+
+ SurfaceD3D *surface = SurfaceD3D::createOffscreen(mRenderer, mDisplay, configuration, NULL, width, height);
+ egl::Error error = surface->initialize();
+ if (error.isError())
+ {
+ SafeDelete(surface);
+ return error;
+ }
+
+ *outSurface = surface;
+ return egl::Error(EGL_SUCCESS);
+}
+
+egl::Error DisplayD3D::createPbufferFromClientBuffer(const egl::Config *configuration, EGLClientBuffer shareHandle,
+ const egl::AttributeMap &attribs, SurfaceImpl **outSurface)
+{
+ ASSERT(mRenderer != nullptr);
+
+ EGLint width = attribs.get(EGL_WIDTH, 0);
+ EGLint height = attribs.get(EGL_HEIGHT, 0);
+
+ SurfaceD3D *surface = SurfaceD3D::createOffscreen(mRenderer, mDisplay, configuration, shareHandle,
+ width, height);
+ egl::Error error = surface->initialize();
+ if (error.isError())
+ {
+ SafeDelete(surface);
+ return error;
+ }
+
+ *outSurface = surface;
+ return egl::Error(EGL_SUCCESS);
+}
+
+egl::Error DisplayD3D::createPixmapSurface(const egl::Config *configuration, NativePixmapType nativePixmap,
+ const egl::AttributeMap &attribs, SurfaceImpl **outSurface)
+{
+ ASSERT(mRenderer != nullptr);
+
+ UNIMPLEMENTED();
+ *outSurface = nullptr;
+ return egl::Error(EGL_BAD_DISPLAY);
+}
+
+egl::Error DisplayD3D::createContext(const egl::Config *config, const gl::Context *shareContext, const egl::AttributeMap &attribs,
+ gl::Context **outContext)
+{
+ ASSERT(mRenderer != nullptr);
+
+ EGLint clientVersion = attribs.get(EGL_CONTEXT_CLIENT_VERSION, 1);
+ bool notifyResets = (attribs.get(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT, EGL_NO_RESET_NOTIFICATION_EXT) == EGL_LOSE_CONTEXT_ON_RESET_EXT);
+ bool robustAccess = (attribs.get(EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT, EGL_FALSE) == EGL_TRUE);
+
+ *outContext = new gl::Context(config, clientVersion, shareContext, mRenderer, notifyResets, robustAccess);
+ return egl::Error(EGL_SUCCESS);
+}
+
+egl::Error DisplayD3D::makeCurrent(egl::Surface *drawSurface, egl::Surface *readSurface, gl::Context *context)
+{
+ return egl::Error(EGL_SUCCESS);
+}
+
+egl::Error DisplayD3D::initialize(egl::Display *display)
+{
+ ASSERT(mRenderer == nullptr && display != nullptr);
+ mDisplay = display;
+ return CreateRendererD3D(display, &mRenderer);
+}
+
+void DisplayD3D::terminate()
+{
+ SafeDelete(mRenderer);
+}
+
+egl::ConfigSet DisplayD3D::generateConfigs() const
+{
+ ASSERT(mRenderer != nullptr);
+ return mRenderer->generateConfigs();
+}
+
+bool DisplayD3D::isDeviceLost() const
+{
+ ASSERT(mRenderer != nullptr);
+ return mRenderer->isDeviceLost();
+}
+
+bool DisplayD3D::testDeviceLost()
+{
+ ASSERT(mRenderer != nullptr);
+ return mRenderer->testDeviceLost();
+}
+
+egl::Error DisplayD3D::restoreLostDevice()
+{
+ // Release surface resources to make the Reset() succeed
+ for (auto it = mSurfaceSet.cbegin(); it != mSurfaceSet.cend(); ++it)
+ {
+ const auto &surface = *it;
+ if (surface->getBoundTexture())
+ {
+ surface->releaseTexImage(EGL_BACK_BUFFER);
+ }
+ SurfaceD3D *surfaceD3D = GetImplAs<SurfaceD3D>(surface);
+ surfaceD3D->releaseSwapChain();
+ }
+
+ if (!mRenderer->resetDevice())
+ {
+ return egl::Error(EGL_BAD_ALLOC);
+ }
+
+ // Restore any surfaces that may have been lost
+ for (auto it = mSurfaceSet.cbegin(); it != mSurfaceSet.cend(); ++it)
+ {
+ const auto &surface = *it;
+ SurfaceD3D *surfaceD3D = GetImplAs<SurfaceD3D>(surface);
+
+ egl::Error error = surfaceD3D->resetSwapChain();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return egl::Error(EGL_SUCCESS);
+}
+
+bool DisplayD3D::isValidNativeWindow(EGLNativeWindowType window) const
+{
+ return NativeWindow::isValidNativeWindow(window);
+}
+
+void DisplayD3D::generateExtensions(egl::DisplayExtensions *outExtensions) const
+{
+ outExtensions->createContextRobustness = true;
+
+ // ANGLE-specific extensions
+ if (mRenderer->getShareHandleSupport())
+ {
+ outExtensions->d3dShareHandleClientBuffer = true;
+ outExtensions->surfaceD3DTexture2DShareHandle = true;
+ }
+
+ outExtensions->querySurfacePointer = true;
+ outExtensions->windowFixedSize = true;
+
+ if (mRenderer->getPostSubBufferSupport())
+ {
+ outExtensions->postSubBuffer = true;
+ }
+
+ outExtensions->createContext = true;
+}
+
+std::string DisplayD3D::getVendorString() const
+{
+ std::string vendorString = "Google Inc.";
+ if (mRenderer)
+ {
+ vendorString += " " + mRenderer->getVendorString();
+ }
+
+ return vendorString;
+}
+
+void DisplayD3D::generateCaps(egl::Caps *outCaps) const
+{
+ // Display must be initialized to generate caps
+ ASSERT(mRenderer != nullptr);
+
+ outCaps->textureNPOT = mRenderer->getRendererExtensions().textureNPOT;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/DisplayD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/DisplayD3D.h
new file mode 100644
index 0000000000..f007ba9a19
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/DisplayD3D.h
@@ -0,0 +1,61 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// DisplayD3D.h: D3D implementation of egl::Display
+
+#ifndef LIBANGLE_RENDERER_D3D_DISPLAYD3D_H_
+#define LIBANGLE_RENDERER_D3D_DISPLAYD3D_H_
+
+#include "libANGLE/renderer/DisplayImpl.h"
+
+namespace rx
+{
+class RendererD3D;
+
+class DisplayD3D : public DisplayImpl
+{
+ public:
+ DisplayD3D();
+
+ egl::Error initialize(egl::Display *display) override;
+ virtual void terminate() override;
+
+ egl::Error createWindowSurface(const egl::Config *configuration, EGLNativeWindowType window, const egl::AttributeMap &attribs,
+ SurfaceImpl **outSurface) override;
+ egl::Error createPbufferSurface(const egl::Config *configuration, const egl::AttributeMap &attribs,
+ SurfaceImpl **outSurface) override;
+ egl::Error createPbufferFromClientBuffer(const egl::Config *configuration, EGLClientBuffer shareHandle,
+ const egl::AttributeMap &attribs, SurfaceImpl **outSurface) override;
+ egl::Error createPixmapSurface(const egl::Config *configuration, NativePixmapType nativePixmap,
+ const egl::AttributeMap &attribs, SurfaceImpl **outSurface) override;
+
+ egl::Error createContext(const egl::Config *config, const gl::Context *shareContext, const egl::AttributeMap &attribs,
+ gl::Context **outContext) override;
+
+ egl::Error makeCurrent(egl::Surface *drawSurface, egl::Surface *readSurface, gl::Context *context) override;
+
+ egl::ConfigSet generateConfigs() const override;
+
+ bool isDeviceLost() const override;
+ bool testDeviceLost() override;
+ egl::Error restoreLostDevice() override;
+
+ bool isValidNativeWindow(EGLNativeWindowType window) const override;
+
+ std::string getVendorString() const override;
+
+ private:
+ void generateExtensions(egl::DisplayExtensions *outExtensions) const override;
+ void generateCaps(egl::Caps *outCaps) const override;
+
+ egl::Display *mDisplay;
+
+ rx::RendererD3D *mRenderer;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_DISPLAYD3D_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp
new file mode 100644
index 0000000000..0dbc30ae36
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp
@@ -0,0 +1,1265 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+// DynamicHLSL.cpp: Implementation for link and run-time HLSL generation
+//
+
+#include "libANGLE/renderer/d3d/DynamicHLSL.h"
+
+#include "common/utilities.h"
+#include "compiler/translator/blocklayoutHLSL.h"
+#include "libANGLE/renderer/d3d/ShaderD3D.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/Shader.h"
+#include "libANGLE/formatutils.h"
+
+// For use with ArrayString, see angleutils.h
+static_assert(GL_INVALID_INDEX == UINT_MAX, "GL_INVALID_INDEX must be equal to the max unsigned int.");
+
+using namespace gl;
+
+namespace rx
+{
+
+namespace
+{
+
+std::string HLSLComponentTypeString(GLenum componentType)
+{
+ switch (componentType)
+ {
+ case GL_UNSIGNED_INT: return "uint";
+ case GL_INT: return "int";
+ case GL_UNSIGNED_NORMALIZED:
+ case GL_SIGNED_NORMALIZED:
+ case GL_FLOAT: return "float";
+ default: UNREACHABLE(); return "not-component-type";
+ }
+}
+
+std::string HLSLComponentTypeString(GLenum componentType, int componentCount)
+{
+ return HLSLComponentTypeString(componentType) + (componentCount > 1 ? Str(componentCount) : "");
+}
+
+std::string HLSLMatrixTypeString(GLenum type)
+{
+ switch (type)
+ {
+ case GL_FLOAT_MAT2: return "float2x2";
+ case GL_FLOAT_MAT3: return "float3x3";
+ case GL_FLOAT_MAT4: return "float4x4";
+ case GL_FLOAT_MAT2x3: return "float2x3";
+ case GL_FLOAT_MAT3x2: return "float3x2";
+ case GL_FLOAT_MAT2x4: return "float2x4";
+ case GL_FLOAT_MAT4x2: return "float4x2";
+ case GL_FLOAT_MAT3x4: return "float3x4";
+ case GL_FLOAT_MAT4x3: return "float4x3";
+ default: UNREACHABLE(); return "not-matrix-type";
+ }
+}
+
+std::string HLSLTypeString(GLenum type)
+{
+ if (gl::IsMatrixType(type))
+ {
+ return HLSLMatrixTypeString(type);
+ }
+
+ return HLSLComponentTypeString(gl::VariableComponentType(type), gl::VariableComponentCount(type));
+}
+
+const PixelShaderOutputVariable *FindOutputAtLocation(const std::vector<PixelShaderOutputVariable> &outputVariables,
+ unsigned int location)
+{
+ for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex)
+ {
+ if (outputVariables[variableIndex].outputIndex == location)
+ {
+ return &outputVariables[variableIndex];
+ }
+ }
+
+ return NULL;
+}
+
+const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
+const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@";
+
+}
+
+DynamicHLSL::DynamicHLSL(RendererD3D *const renderer)
+ : mRenderer(renderer)
+{
+}
+
+static bool packVarying(PackedVarying *varying, const int maxVaryingVectors, VaryingPacking packing)
+{
+ // Make sure we use transposed matrix types to count registers correctly.
+ int registers = 0;
+ int elements = 0;
+
+ if (varying->isStruct())
+ {
+ registers = HLSLVariableRegisterCount(*varying, true) * varying->elementCount();
+ elements = 4;
+ }
+ else
+ {
+ GLenum transposedType = TransposeMatrixType(varying->type);
+ registers = VariableRowCount(transposedType) * varying->elementCount();
+ elements = VariableColumnCount(transposedType);
+ }
+
+ if (elements >= 2 && elements <= 4)
+ {
+ for (int r = 0; r <= maxVaryingVectors - registers; r++)
+ {
+ bool available = true;
+
+ for (int y = 0; y < registers && available; y++)
+ {
+ for (int x = 0; x < elements && available; x++)
+ {
+ if (packing[r + y][x])
+ {
+ available = false;
+ }
+ }
+ }
+
+ if (available)
+ {
+ varying->registerIndex = r;
+ varying->columnIndex = 0;
+
+ for (int y = 0; y < registers; y++)
+ {
+ for (int x = 0; x < elements; x++)
+ {
+ packing[r + y][x] = &*varying;
+ }
+ }
+
+ return true;
+ }
+ }
+
+ if (elements == 2)
+ {
+ for (int r = maxVaryingVectors - registers; r >= 0; r--)
+ {
+ bool available = true;
+
+ for (int y = 0; y < registers && available; y++)
+ {
+ for (int x = 2; x < 4 && available; x++)
+ {
+ if (packing[r + y][x])
+ {
+ available = false;
+ }
+ }
+ }
+
+ if (available)
+ {
+ varying->registerIndex = r;
+ varying->columnIndex = 2;
+
+ for (int y = 0; y < registers; y++)
+ {
+ for (int x = 2; x < 4; x++)
+ {
+ packing[r + y][x] = &*varying;
+ }
+ }
+
+ return true;
+ }
+ }
+ }
+ }
+ else if (elements == 1)
+ {
+ int space[4] = { 0 };
+
+ for (int y = 0; y < maxVaryingVectors; y++)
+ {
+ for (int x = 0; x < 4; x++)
+ {
+ space[x] += packing[y][x] ? 0 : 1;
+ }
+ }
+
+ int column = 0;
+
+ for (int x = 0; x < 4; x++)
+ {
+ if (space[x] >= registers && (space[column] < registers || space[x] < space[column]))
+ {
+ column = x;
+ }
+ }
+
+ if (space[column] >= registers)
+ {
+ for (int r = 0; r < maxVaryingVectors; r++)
+ {
+ if (!packing[r][column])
+ {
+ varying->registerIndex = r;
+ varying->columnIndex = column;
+
+ for (int y = r; y < r + registers; y++)
+ {
+ packing[y][column] = &*varying;
+ }
+
+ break;
+ }
+ }
+
+ return true;
+ }
+ }
+ else UNREACHABLE();
+
+ return false;
+}
+
+// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
+// Returns the number of used varying registers, or -1 if unsuccesful
+int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, ShaderD3D *fragmentShader,
+ ShaderD3D *vertexShader, const std::vector<std::string> &transformFeedbackVaryings)
+{
+ // TODO (geofflang): Use context's caps
+ const int maxVaryingVectors = mRenderer->getRendererCaps().maxVaryingVectors;
+
+ vertexShader->resetVaryingsRegisterAssignment();
+ fragmentShader->resetVaryingsRegisterAssignment();
+
+ std::set<std::string> packedVaryings;
+
+ std::vector<gl::PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
+ std::vector<gl::PackedVarying> &vertexVaryings = vertexShader->getVaryings();
+ for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++)
+ {
+ PackedVarying *varying = &fragmentVaryings[varyingIndex];
+
+ // Do not assign registers to built-in or unreferenced varyings
+ if (varying->isBuiltIn() || !varying->staticUse)
+ {
+ continue;
+ }
+
+ if (packVarying(varying, maxVaryingVectors, packing))
+ {
+ packedVaryings.insert(varying->name);
+ }
+ else
+ {
+ infoLog.append("Could not pack varying %s", varying->name.c_str());
+ return -1;
+ }
+ }
+
+ for (unsigned int feedbackVaryingIndex = 0; feedbackVaryingIndex < transformFeedbackVaryings.size(); feedbackVaryingIndex++)
+ {
+ const std::string &transformFeedbackVarying = transformFeedbackVaryings[feedbackVaryingIndex];
+
+ if (transformFeedbackVarying == "gl_Position" || transformFeedbackVarying == "gl_PointSize")
+ {
+ // do not pack builtin XFB varyings
+ continue;
+ }
+
+ if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end())
+ {
+ bool found = false;
+ for (unsigned int varyingIndex = 0; varyingIndex < vertexVaryings.size(); varyingIndex++)
+ {
+ PackedVarying *varying = &vertexVaryings[varyingIndex];
+ if (transformFeedbackVarying == varying->name)
+ {
+ if (!packVarying(varying, maxVaryingVectors, packing))
+ {
+ infoLog.append("Could not pack varying %s", varying->name.c_str());
+ return -1;
+ }
+
+ found = true;
+ break;
+ }
+ }
+
+ if (!found)
+ {
+ infoLog.append("Transform feedback varying %s does not exist in the vertex shader.", transformFeedbackVarying.c_str());
+ return -1;
+ }
+ }
+ }
+
+ // Return the number of used registers
+ int registers = 0;
+
+ for (int r = 0; r < maxVaryingVectors; r++)
+ {
+ if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
+ {
+ registers++;
+ }
+ }
+
+ return registers;
+}
+
+std::string DynamicHLSL::generateVaryingHLSL(const ShaderD3D *shader) const
+{
+ std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize);
+ std::string varyingHLSL;
+
+ const std::vector<gl::PackedVarying> &varyings = shader->getVaryings();
+
+ for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
+ {
+ const PackedVarying &varying = varyings[varyingIndex];
+ if (varying.registerAssigned())
+ {
+ ASSERT(!varying.isBuiltIn());
+ GLenum transposedType = TransposeMatrixType(varying.type);
+ int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
+
+ for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
+ {
+ for (int row = 0; row < variableRows; row++)
+ {
+ // TODO: Add checks to ensure D3D interpolation modifiers don't result in too many registers being used.
+ // For example, if there are N registers, and we have N vec3 varyings and 1 float varying, then D3D will pack them into N registers.
+ // If the float varying has the 'nointerpolation' modifier on it then we would need N + 1 registers, and D3D compilation will fail.
+
+ switch (varying.interpolation)
+ {
+ case sh::INTERPOLATION_SMOOTH: varyingHLSL += " "; break;
+ case sh::INTERPOLATION_FLAT: varyingHLSL += " nointerpolation "; break;
+ case sh::INTERPOLATION_CENTROID: varyingHLSL += " centroid "; break;
+ default: UNREACHABLE();
+ }
+
+ unsigned int semanticIndex = elementIndex * variableRows +
+ varying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors +
+ varying.registerIndex + row;
+ std::string n = Str(semanticIndex);
+
+ std::string typeString;
+
+ if (varying.isStruct())
+ {
+ // TODO(jmadill): pass back translated name from the shader translator
+ typeString = decorateVariable(varying.structName);
+ }
+ else
+ {
+ GLenum componentType = VariableComponentType(transposedType);
+ int columnCount = VariableColumnCount(transposedType);
+ typeString = HLSLComponentTypeString(componentType, columnCount);
+ }
+ varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n";
+ }
+ }
+ }
+ }
+
+ return varyingHLSL;
+}
+
+std::string DynamicHLSL::generateVertexShaderForInputLayout(const std::string &sourceShader,
+ const VertexFormat inputLayout[],
+ const sh::Attribute shaderAttributes[]) const
+{
+ std::string structHLSL, initHLSL;
+
+ int semanticIndex = 0;
+ unsigned int inputIndex = 0;
+
+ // If gl_PointSize is used in the shader then pointsprites rendering is expected.
+ // If the renderer does not support Geometry shaders then Instanced PointSprite emulation
+ // must be used.
+ bool usesPointSize = sourceShader.find("GL_USES_POINT_SIZE") != std::string::npos;
+ bool useInstancedPointSpriteEmulation = usesPointSize && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
+
+ // Instanced PointSprite emulation requires additional entries in the
+ // VS_INPUT structure to support the vertices that make up the quad vertices.
+ // These values must be in sync with the cooresponding values added during inputlayout creation
+ // in InputLayoutCache::applyVertexBuffers().
+ //
+ // The additional entries must appear first in the VS_INPUT layout because
+ // Windows Phone 8 era devices require per vertex data to physically come
+ // before per instance data in the shader.
+ if (useInstancedPointSpriteEmulation)
+ {
+ structHLSL += " float3 spriteVertexPos : SPRITEPOSITION0;\n";
+ structHLSL += " float2 spriteTexCoord : SPRITETEXCOORD0;\n";
+ }
+
+ for (unsigned int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
+ {
+ const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex];
+ if (!shaderAttribute.name.empty())
+ {
+ ASSERT(inputIndex < MAX_VERTEX_ATTRIBS);
+ const VertexFormat &vertexFormat = inputLayout[inputIndex];
+
+ // HLSL code for input structure
+ if (IsMatrixType(shaderAttribute.type))
+ {
+ // Matrix types are always transposed
+ structHLSL += " " + HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
+ }
+ else
+ {
+ GLenum componentType = mRenderer->getVertexComponentType(vertexFormat);
+
+ if (shaderAttribute.name == "gl_InstanceID")
+ {
+ // The input type of the instance ID in HLSL (uint) differs from the one in ESSL (int).
+ structHLSL += " uint";
+ }
+ else
+ {
+ structHLSL += " " + HLSLComponentTypeString(componentType, VariableComponentCount(shaderAttribute.type));
+ }
+ }
+
+ structHLSL += " " + decorateVariable(shaderAttribute.name) + " : ";
+
+ if (shaderAttribute.name == "gl_InstanceID")
+ {
+ structHLSL += "SV_InstanceID";
+ }
+ else
+ {
+ structHLSL += "TEXCOORD" + Str(semanticIndex);
+ semanticIndex += VariableRegisterCount(shaderAttribute.type);
+ }
+
+ structHLSL += ";\n";
+
+ // HLSL code for initialization
+ initHLSL += " " + decorateVariable(shaderAttribute.name) + " = ";
+
+ // Mismatched vertex attribute to vertex input may result in an undefined
+ // data reinterpretation (eg for pure integer->float, float->pure integer)
+ // TODO: issue warning with gl debug info extension, when supported
+ if (IsMatrixType(shaderAttribute.type) ||
+ (mRenderer->getVertexConversionType(vertexFormat) & VERTEX_CONVERT_GPU) != 0)
+ {
+ initHLSL += generateAttributeConversionHLSL(vertexFormat, shaderAttribute);
+ }
+ else
+ {
+ initHLSL += "input." + decorateVariable(shaderAttribute.name);
+ }
+
+ initHLSL += ";\n";
+
+ inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type));
+ }
+ }
+
+ std::string replacementHLSL = "struct VS_INPUT\n"
+ "{\n" +
+ structHLSL +
+ "};\n"
+ "\n"
+ "void initAttributes(VS_INPUT input)\n"
+ "{\n" +
+ initHLSL +
+ "}\n";
+
+ std::string vertexHLSL(sourceShader);
+
+ size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING);
+ vertexHLSL.replace(copyInsertionPos, VERTEX_ATTRIBUTE_STUB_STRING.length(), replacementHLSL);
+
+ return vertexHLSL;
+}
+
+std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOutputVariable> &outputVariables,
+ bool usesFragDepth, const std::vector<GLenum> &outputLayout) const
+{
+ const int shaderModel = mRenderer->getMajorShaderModel();
+ std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR";
+ std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH";
+
+ std::string declarationHLSL;
+ std::string copyHLSL;
+
+ for (size_t layoutIndex = 0; layoutIndex < outputLayout.size(); ++layoutIndex)
+ {
+ GLenum binding = outputLayout[layoutIndex];
+
+ if (binding != GL_NONE)
+ {
+ unsigned int location = (binding - GL_COLOR_ATTACHMENT0);
+
+ const PixelShaderOutputVariable *outputVariable = FindOutputAtLocation(outputVariables, location);
+
+ // OpenGL ES 3.0 spec $4.2.1
+ // If [...] not all user-defined output variables are written, the values of fragment colors
+ // corresponding to unwritten variables are similarly undefined.
+ if (outputVariable)
+ {
+ declarationHLSL += " " + HLSLTypeString(outputVariable->type) + " " + outputVariable->name +
+ " : " + targetSemantic + Str(layoutIndex) + ";\n";
+
+ copyHLSL += " output." + outputVariable->name + " = " + outputVariable->source + ";\n";
+ }
+ }
+ }
+
+ if (usesFragDepth)
+ {
+ declarationHLSL += " float gl_Depth : " + depthSemantic + ";\n";
+ copyHLSL += " output.gl_Depth = gl_Depth; \n";
+ }
+
+ std::string replacementHLSL = "struct PS_OUTPUT\n"
+ "{\n" +
+ declarationHLSL +
+ "};\n"
+ "\n"
+ "PS_OUTPUT generateOutput()\n"
+ "{\n"
+ " PS_OUTPUT output;\n" +
+ copyHLSL +
+ " return output;\n"
+ "}\n";
+
+ std::string pixelHLSL(sourceShader);
+
+ size_t outputInsertionPos = pixelHLSL.find(PIXEL_OUTPUT_STUB_STRING);
+ pixelHLSL.replace(outputInsertionPos, PIXEL_OUTPUT_STUB_STRING.length(), replacementHLSL);
+
+ return pixelHLSL;
+}
+
+std::string DynamicHLSL::getVaryingSemantic(bool pointSize) const
+{
+ // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
+ // In D3D11 we manually compute gl_PointCoord in the GS.
+ int shaderModel = mRenderer->getMajorShaderModel();
+ return ((pointSize && shaderModel < 4) ? "COLOR" : "TEXCOORD");
+}
+
+struct DynamicHLSL::SemanticInfo
+{
+ struct BuiltinInfo
+ {
+ BuiltinInfo()
+ : enabled(false),
+ index(0),
+ systemValue(false)
+ {}
+
+ bool enabled;
+ std::string semantic;
+ unsigned int index;
+ bool systemValue;
+
+ std::string str() const
+ {
+ return (systemValue ? semantic : (semantic + Str(index)));
+ }
+
+ void enableSystem(const std::string &systemValueSemantic)
+ {
+ enabled = true;
+ semantic = systemValueSemantic;
+ systemValue = true;
+ }
+
+ void enable(const std::string &semanticVal, unsigned int indexVal)
+ {
+ enabled = true;
+ semantic = semanticVal;
+ index = indexVal;
+ }
+ };
+
+ BuiltinInfo dxPosition;
+ BuiltinInfo glPosition;
+ BuiltinInfo glFragCoord;
+ BuiltinInfo glPointCoord;
+ BuiltinInfo glPointSize;
+};
+
+DynamicHLSL::SemanticInfo DynamicHLSL::getSemanticInfo(int startRegisters, bool position, bool fragCoord,
+ bool pointCoord, bool pointSize, bool pixelShader) const
+{
+ SemanticInfo info;
+ bool hlsl4 = (mRenderer->getMajorShaderModel() >= 4);
+ const std::string &varyingSemantic = getVaryingSemantic(pointSize);
+
+ int reservedRegisterIndex = startRegisters;
+
+ if (hlsl4)
+ {
+ info.dxPosition.enableSystem("SV_Position");
+ }
+ else if (pixelShader)
+ {
+ info.dxPosition.enableSystem("VPOS");
+ }
+ else
+ {
+ info.dxPosition.enableSystem("POSITION");
+ }
+
+ if (position)
+ {
+ info.glPosition.enable(varyingSemantic, reservedRegisterIndex++);
+ }
+
+ if (fragCoord)
+ {
+ info.glFragCoord.enable(varyingSemantic, reservedRegisterIndex++);
+ }
+
+ if (pointCoord)
+ {
+ // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
+ // In D3D11 we manually compute gl_PointCoord in the GS.
+ if (hlsl4)
+ {
+ info.glPointCoord.enable(varyingSemantic, reservedRegisterIndex++);
+ }
+ else
+ {
+ info.glPointCoord.enable("TEXCOORD", 0);
+ }
+ }
+
+ // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders
+ if (pointSize && (!pixelShader || hlsl4))
+ {
+ info.glPointSize.enableSystem("PSIZE");
+ }
+
+ return info;
+}
+
+std::string DynamicHLSL::generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const
+{
+ std::string linkHLSL = "{\n";
+
+ ASSERT(info.dxPosition.enabled);
+ linkHLSL += " float4 dx_Position : " + info.dxPosition.str() + ";\n";
+
+ if (info.glPosition.enabled)
+ {
+ linkHLSL += " float4 gl_Position : " + info.glPosition.str() + ";\n";
+ }
+
+ if (info.glFragCoord.enabled)
+ {
+ linkHLSL += " float4 gl_FragCoord : " + info.glFragCoord.str() + ";\n";
+ }
+
+ if (info.glPointCoord.enabled)
+ {
+ linkHLSL += " float2 gl_PointCoord : " + info.glPointCoord.str() + ";\n";
+ }
+
+ if (info.glPointSize.enabled)
+ {
+ linkHLSL += " float gl_PointSize : " + info.glPointSize.str() + ";\n";
+ }
+
+ // Do this after glPointSize, to potentially combine gl_PointCoord and gl_PointSize into the same register.
+ linkHLSL += varyingHLSL;
+
+ linkHLSL += "};\n";
+
+ return linkHLSL;
+}
+
+void DynamicHLSL::storeBuiltinLinkedVaryings(const SemanticInfo &info,
+ std::vector<LinkedVarying> *linkedVaryings) const
+{
+ if (info.glPosition.enabled)
+ {
+ linkedVaryings->push_back(LinkedVarying("gl_Position", GL_FLOAT_VEC4, 1, info.glPosition.semantic,
+ info.glPosition.index, 1));
+ }
+
+ if (info.glFragCoord.enabled)
+ {
+ linkedVaryings->push_back(LinkedVarying("gl_FragCoord", GL_FLOAT_VEC4, 1, info.glFragCoord.semantic,
+ info.glFragCoord.index, 1));
+ }
+
+ if (info.glPointSize.enabled)
+ {
+ linkedVaryings->push_back(LinkedVarying("gl_PointSize", GL_FLOAT, 1, "PSIZE", 0, 1));
+ }
+}
+
+void DynamicHLSL::storeUserLinkedVaryings(const ShaderD3D *vertexShader,
+ std::vector<LinkedVarying> *linkedVaryings) const
+{
+ const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize);
+ const std::vector<PackedVarying> &varyings = vertexShader->getVaryings();
+
+ for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
+ {
+ const PackedVarying &varying = varyings[varyingIndex];
+
+ if (varying.registerAssigned())
+ {
+ ASSERT(!varying.isBuiltIn());
+ GLenum transposedType = TransposeMatrixType(varying.type);
+ int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
+
+ linkedVaryings->push_back(LinkedVarying(varying.name, varying.type, varying.elementCount(),
+ varyingSemantic, varying.registerIndex,
+ variableRows * varying.elementCount()));
+ }
+ }
+}
+
+bool DynamicHLSL::generateShaderLinkHLSL(const gl::Data &data, InfoLog &infoLog, int registers,
+ const VaryingPacking packing,
+ std::string &pixelHLSL, std::string &vertexHLSL,
+ ShaderD3D *fragmentShader, ShaderD3D *vertexShader,
+ const std::vector<std::string> &transformFeedbackVaryings,
+ std::vector<LinkedVarying> *linkedVaryings,
+ std::map<int, VariableLocation> *programOutputVars,
+ std::vector<PixelShaderOutputVariable> *outPixelShaderKey,
+ bool *outUsesFragDepth) const
+{
+ if (pixelHLSL.empty() || vertexHLSL.empty())
+ {
+ return false;
+ }
+
+ bool usesMRT = fragmentShader->mUsesMultipleRenderTargets;
+ bool usesFragColor = fragmentShader->mUsesFragColor;
+ bool usesFragData = fragmentShader->mUsesFragData;
+ bool usesFragCoord = fragmentShader->mUsesFragCoord;
+ bool usesPointCoord = fragmentShader->mUsesPointCoord;
+ bool usesPointSize = vertexShader->mUsesPointSize;
+ bool useInstancedPointSpriteEmulation = usesPointSize && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
+
+ if (usesFragColor && usesFragData)
+ {
+ infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader.");
+ return false;
+ }
+
+ // Write the HLSL input/output declarations
+ const int shaderModel = mRenderer->getMajorShaderModel();
+ const int registersNeeded = registers + (usesFragCoord ? 1 : 0) + (usesPointCoord ? 1 : 0);
+
+ // Two cases when writing to gl_FragColor and using ESSL 1.0:
+ // - with a 3.0 context, the output color is copied to channel 0
+ // - with a 2.0 context, the output color is broadcast to all channels
+ const bool broadcast = (fragmentShader->mUsesFragColor && data.clientVersion < 3);
+ const unsigned int numRenderTargets = (broadcast || usesMRT ? data.caps->maxDrawBuffers : 1);
+
+ // gl_Position only needs to be outputted from the vertex shader if transform feedback is active.
+ // This isn't supported on D3D11 Feature Level 9_3, so we don't output gl_Position from the vertex shader in this case.
+ // This saves us 1 output vector.
+ bool outputPositionFromVS = !(shaderModel >= 4 && mRenderer->getShaderModelSuffix() != "");
+
+ int shaderVersion = vertexShader->getShaderVersion();
+
+ if (static_cast<GLuint>(registersNeeded) > data.caps->maxVaryingVectors)
+ {
+ infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord");
+ return false;
+ }
+
+ const std::string &varyingHLSL = generateVaryingHLSL(vertexShader);
+
+ // Instanced PointSprite emulation requires that gl_PointCoord is present in the vertex shader VS_OUTPUT
+ // structure to ensure compatibility with the generated PS_INPUT of the pixel shader.
+ // GeometryShader PointSprite emulation does not require this additional entry because the
+ // GS_OUTPUT of the Geometry shader contains the pointCoord value and already matches the PS_INPUT of the
+ // generated pixel shader.
+ // The Geometry Shader point sprite implementation needs gl_PointSize to be in VS_OUTPUT and GS_INPUT.
+ // Instanced point sprites doesn't need gl_PointSize in VS_OUTPUT.
+ const SemanticInfo &vertexSemantics = getSemanticInfo(registers, outputPositionFromVS,
+ usesFragCoord, (useInstancedPointSpriteEmulation && usesPointCoord),
+ (!useInstancedPointSpriteEmulation && usesPointSize), false);
+
+ storeUserLinkedVaryings(vertexShader, linkedVaryings);
+ storeBuiltinLinkedVaryings(vertexSemantics, linkedVaryings);
+
+ // Instanced PointSprite emulation requires additional entries originally generated in the
+ // GeometryShader HLSL. These include pointsize clamp values.
+ if (useInstancedPointSpriteEmulation)
+ {
+ vertexHLSL += "static float minPointSize = " + Str((int)mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n"
+ "static float maxPointSize = " + Str((int)mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n";
+ }
+
+ // Add stub string to be replaced when shader is dynamically defined by its layout
+ vertexHLSL += "\n" + VERTEX_ATTRIBUTE_STUB_STRING + "\n"
+ "struct VS_OUTPUT\n" + generateVaryingLinkHLSL(vertexSemantics, varyingHLSL) + "\n"
+ "VS_OUTPUT main(VS_INPUT input)\n"
+ "{\n"
+ " initAttributes(input);\n";
+
+ if (vertexShader->usesDeferredInit())
+ {
+ vertexHLSL += "\n"
+ " initializeDeferredGlobals();\n";
+ }
+
+ vertexHLSL += "\n"
+ " gl_main();\n"
+ "\n"
+ " VS_OUTPUT output;\n";
+
+ if (outputPositionFromVS)
+ {
+ vertexHLSL += " output.gl_Position = gl_Position;\n";
+ }
+
+ // On D3D9 or D3D11 Feature Level 9, we need to emulate large viewports using dx_ViewAdjust.
+ if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
+ {
+ vertexHLSL += " output.dx_Position.x = gl_Position.x;\n"
+ " output.dx_Position.y = -gl_Position.y;\n"
+ " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
+ " output.dx_Position.w = gl_Position.w;\n";
+ }
+ else
+ {
+ vertexHLSL += " output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n"
+ " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"
+ " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
+ " output.dx_Position.w = gl_Position.w;\n";
+ }
+
+ // We don't need to output gl_PointSize if we use are emulating point sprites via instancing.
+ if (usesPointSize && shaderModel >= 3 && !useInstancedPointSpriteEmulation)
+ {
+ vertexHLSL += " output.gl_PointSize = gl_PointSize;\n";
+ }
+
+ if (usesFragCoord)
+ {
+ vertexHLSL += " output.gl_FragCoord = gl_Position;\n";
+ }
+
+ const std::vector<PackedVarying> &vertexVaryings = vertexShader->getVaryings();
+ for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexVaryings.size(); vertVaryingIndex++)
+ {
+ const PackedVarying &varying = vertexVaryings[vertVaryingIndex];
+ if (varying.registerAssigned())
+ {
+ for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
+ {
+ int variableRows = (varying.isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying.type)));
+
+ for (int row = 0; row < variableRows; row++)
+ {
+ int r = varying.registerIndex + varying.columnIndex * data.caps->maxVaryingVectors + elementIndex * variableRows + row;
+ vertexHLSL += " output.v" + Str(r);
+
+ vertexHLSL += " = _" + varying.name;
+
+ if (varying.isArray())
+ {
+ vertexHLSL += ArrayString(elementIndex);
+ }
+
+ if (variableRows > 1)
+ {
+ vertexHLSL += ArrayString(row);
+ }
+
+ vertexHLSL += ";\n";
+ }
+ }
+ }
+ }
+
+ // Instanced PointSprite emulation requires additional entries to calculate
+ // the final output vertex positions of the quad that represents each sprite.
+ if (useInstancedPointSpriteEmulation)
+ {
+ vertexHLSL += "\n"
+ " gl_PointSize = clamp(gl_PointSize, minPointSize, maxPointSize);\n"
+ " output.dx_Position.xyz += float3(input.spriteVertexPos.x * gl_PointSize / (dx_ViewCoords.x*2), input.spriteVertexPos.y * gl_PointSize / (dx_ViewCoords.y*2), input.spriteVertexPos.z) * output.dx_Position.w;\n";
+
+ if (usesPointCoord)
+ {
+ vertexHLSL += "\n"
+ " output.gl_PointCoord = input.spriteTexCoord;\n";
+ }
+ }
+
+ vertexHLSL += "\n"
+ " return output;\n"
+ "}\n";
+
+ const SemanticInfo &pixelSemantics = getSemanticInfo(registers, outputPositionFromVS, usesFragCoord, usesPointCoord,
+ (!useInstancedPointSpriteEmulation && usesPointSize), true);
+
+ pixelHLSL += "struct PS_INPUT\n" + generateVaryingLinkHLSL(pixelSemantics, varyingHLSL) + "\n";
+
+ if (shaderVersion < 300)
+ {
+ for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++)
+ {
+ PixelShaderOutputVariable outputKeyVariable;
+ outputKeyVariable.type = GL_FLOAT_VEC4;
+ outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex);
+ outputKeyVariable.source = broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]";
+ outputKeyVariable.outputIndex = renderTargetIndex;
+
+ outPixelShaderKey->push_back(outputKeyVariable);
+ }
+
+ *outUsesFragDepth = fragmentShader->mUsesFragDepth;
+ }
+ else
+ {
+ defineOutputVariables(fragmentShader, programOutputVars);
+
+ const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables();
+ for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++)
+ {
+ const VariableLocation &outputLocation = locationIt->second;
+ const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index];
+ const std::string &variableName = "out_" + outputLocation.name;
+ const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element));
+
+ ASSERT(outputVariable.staticUse);
+
+ PixelShaderOutputVariable outputKeyVariable;
+ outputKeyVariable.type = outputVariable.type;
+ outputKeyVariable.name = variableName + elementString;
+ outputKeyVariable.source = variableName + ArrayString(outputLocation.element);
+ outputKeyVariable.outputIndex = locationIt->first;
+
+ outPixelShaderKey->push_back(outputKeyVariable);
+ }
+
+ *outUsesFragDepth = false;
+ }
+
+ pixelHLSL += PIXEL_OUTPUT_STUB_STRING + "\n";
+
+ if (fragmentShader->mUsesFrontFacing)
+ {
+ if (shaderModel >= 4)
+ {
+ pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
+ "{\n";
+ }
+ else
+ {
+ pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
+ "{\n";
+ }
+ }
+ else
+ {
+ pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n"
+ "{\n";
+ }
+
+ if (usesFragCoord)
+ {
+ pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
+
+ // Certain Shader Models (4_0+ and 3_0) allow reading from dx_Position in the pixel shader.
+ // Other Shader Models (4_0_level_9_3 and 2_x) don't support this, so we emulate it using dx_ViewCoords.
+ if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
+ {
+ pixelHLSL += " gl_FragCoord.x = input.dx_Position.x;\n"
+ " gl_FragCoord.y = input.dx_Position.y;\n";
+ }
+ else if (shaderModel == 3)
+ {
+ pixelHLSL += " gl_FragCoord.x = input.dx_Position.x + 0.5;\n"
+ " gl_FragCoord.y = input.dx_Position.y + 0.5;\n";
+ }
+ else
+ {
+ // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See Renderer::setViewport()
+ pixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + dx_ViewCoords.z;\n"
+ " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + dx_ViewCoords.w;\n";
+ }
+
+ pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n"
+ " gl_FragCoord.w = rhw;\n";
+ }
+
+ if (usesPointCoord && shaderModel >= 3)
+ {
+ pixelHLSL += " gl_PointCoord.x = input.gl_PointCoord.x;\n";
+ pixelHLSL += " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
+ }
+
+ if (fragmentShader->mUsesFrontFacing)
+ {
+ if (shaderModel <= 3)
+ {
+ pixelHLSL += " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
+ }
+ else
+ {
+ pixelHLSL += " gl_FrontFacing = isFrontFace;\n";
+ }
+ }
+
+ const std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
+ for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++)
+ {
+ const PackedVarying &varying = fragmentVaryings[varyingIndex];
+ if (varying.registerAssigned())
+ {
+ ASSERT(!varying.isBuiltIn());
+ for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
+ {
+ GLenum transposedType = TransposeMatrixType(varying.type);
+ int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
+ for (int row = 0; row < variableRows; row++)
+ {
+ std::string n = Str(varying.registerIndex + varying.columnIndex * data.caps->maxVaryingVectors + elementIndex * variableRows + row);
+ pixelHLSL += " _" + varying.name;
+
+ if (varying.isArray())
+ {
+ pixelHLSL += ArrayString(elementIndex);
+ }
+
+ if (variableRows > 1)
+ {
+ pixelHLSL += ArrayString(row);
+ }
+
+ if (varying.isStruct())
+ {
+ pixelHLSL += " = input.v" + n + ";\n"; break;
+ }
+ else
+ {
+ switch (VariableColumnCount(transposedType))
+ {
+ case 1: pixelHLSL += " = input.v" + n + ".x;\n"; break;
+ case 2: pixelHLSL += " = input.v" + n + ".xy;\n"; break;
+ case 3: pixelHLSL += " = input.v" + n + ".xyz;\n"; break;
+ case 4: pixelHLSL += " = input.v" + n + ";\n"; break;
+ default: UNREACHABLE();
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ ASSERT(varying.isBuiltIn() || !varying.staticUse);
+ }
+ }
+
+ if (fragmentShader->usesDeferredInit())
+ {
+ pixelHLSL += "\n"
+ " initializeDeferredGlobals();\n";
+ }
+
+ pixelHLSL += "\n"
+ " gl_main();\n"
+ "\n"
+ " return generateOutput();\n"
+ "}\n";
+
+ return true;
+}
+
+void DynamicHLSL::defineOutputVariables(ShaderD3D *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const
+{
+ const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables();
+
+ for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++)
+ {
+ const sh::Attribute &outputVariable = shaderOutputVars[outputVariableIndex];
+ const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location;
+
+ ASSERT(outputVariable.staticUse);
+
+ if (outputVariable.arraySize > 0)
+ {
+ for (unsigned int elementIndex = 0; elementIndex < outputVariable.arraySize; elementIndex++)
+ {
+ const int location = baseLocation + elementIndex;
+ ASSERT(programOutputVars->count(location) == 0);
+ (*programOutputVars)[location] = VariableLocation(outputVariable.name, elementIndex, outputVariableIndex);
+ }
+ }
+ else
+ {
+ ASSERT(programOutputVars->count(baseLocation) == 0);
+ (*programOutputVars)[baseLocation] = VariableLocation(outputVariable.name, GL_INVALID_INDEX, outputVariableIndex);
+ }
+ }
+}
+
+std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, ShaderD3D *fragmentShader, ShaderD3D *vertexShader) const
+{
+ // for now we only handle point sprite emulation
+ ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
+ return generatePointSpriteHLSL(registers, fragmentShader, vertexShader);
+}
+
+std::string DynamicHLSL::generatePointSpriteHLSL(int registers, ShaderD3D *fragmentShader, ShaderD3D *vertexShader) const
+{
+ ASSERT(registers >= 0);
+ ASSERT(vertexShader->mUsesPointSize);
+ ASSERT(mRenderer->getMajorShaderModel() >= 4);
+
+ std::string geomHLSL;
+
+ const SemanticInfo &inSemantics = getSemanticInfo(registers, true, fragmentShader->mUsesFragCoord,
+ false, true, false);
+ const SemanticInfo &outSemantics = getSemanticInfo(registers, true, fragmentShader->mUsesFragCoord,
+ fragmentShader->mUsesPointCoord, true, false);
+
+ std::string varyingHLSL = generateVaryingHLSL(vertexShader);
+ std::string inLinkHLSL = generateVaryingLinkHLSL(inSemantics, varyingHLSL);
+ std::string outLinkHLSL = generateVaryingLinkHLSL(outSemantics, varyingHLSL);
+
+ // TODO(geofflang): use context's caps
+ geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n"
+ "\n"
+ "struct GS_INPUT\n" + inLinkHLSL + "\n" +
+ "struct GS_OUTPUT\n" + outLinkHLSL + "\n" +
+ "\n"
+ "static float2 pointSpriteCorners[] = \n"
+ "{\n"
+ " float2( 0.5f, -0.5f),\n"
+ " float2( 0.5f, 0.5f),\n"
+ " float2(-0.5f, -0.5f),\n"
+ " float2(-0.5f, 0.5f)\n"
+ "};\n"
+ "\n"
+ "static float2 pointSpriteTexcoords[] = \n"
+ "{\n"
+ " float2(1.0f, 1.0f),\n"
+ " float2(1.0f, 0.0f),\n"
+ " float2(0.0f, 1.0f),\n"
+ " float2(0.0f, 0.0f)\n"
+ "};\n"
+ "\n"
+ "static float minPointSize = " + Str(mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n"
+ "static float maxPointSize = " + Str(mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n"
+ "\n"
+ "[maxvertexcount(4)]\n"
+ "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n"
+ "{\n"
+ " GS_OUTPUT output = (GS_OUTPUT)0;\n"
+ " output.gl_Position = input[0].gl_Position;\n"
+ " output.gl_PointSize = input[0].gl_PointSize;\n";
+
+ for (int r = 0; r < registers; r++)
+ {
+ geomHLSL += " output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n";
+ }
+
+ if (fragmentShader->mUsesFragCoord)
+ {
+ geomHLSL += " output.gl_FragCoord = input[0].gl_FragCoord;\n";
+ }
+
+ geomHLSL += " \n"
+ " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n"
+ " float4 dx_Position = input[0].dx_Position;\n"
+ " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * dx_Position.w;\n";
+
+ for (int corner = 0; corner < 4; corner++)
+ {
+ geomHLSL += " \n"
+ " output.dx_Position = dx_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
+
+ if (fragmentShader->mUsesPointCoord)
+ {
+ geomHLSL += " output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n";
+ }
+
+ geomHLSL += " outStream.Append(output);\n";
+ }
+
+ geomHLSL += " \n"
+ " outStream.RestartStrip();\n"
+ "}\n";
+
+ return geomHLSL;
+}
+
+// This method needs to match OutputHLSL::decorate
+std::string DynamicHLSL::decorateVariable(const std::string &name)
+{
+ if (name.compare(0, 3, "gl_") != 0)
+ {
+ return "_" + name;
+ }
+
+ return name;
+}
+
+std::string DynamicHLSL::generateAttributeConversionHLSL(const VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const
+{
+ std::string attribString = "input." + decorateVariable(shaderAttrib.name);
+
+ // Matrix
+ if (IsMatrixType(shaderAttrib.type))
+ {
+ return "transpose(" + attribString + ")";
+ }
+
+ GLenum shaderComponentType = VariableComponentType(shaderAttrib.type);
+ int shaderComponentCount = VariableComponentCount(shaderAttrib.type);
+
+ // Perform integer to float conversion (if necessary)
+ bool requiresTypeConversion = (shaderComponentType == GL_FLOAT && vertexFormat.mType != GL_FLOAT);
+
+ if (requiresTypeConversion)
+ {
+ // TODO: normalization for 32-bit integer formats
+ ASSERT(!vertexFormat.mNormalized && !vertexFormat.mPureInteger);
+ return "float" + Str(shaderComponentCount) + "(" + attribString + ")";
+ }
+
+ // No conversion necessary
+ return attribString;
+}
+
+void DynamicHLSL::getInputLayoutSignature(const VertexFormat inputLayout[], GLenum signature[]) const
+{
+ for (size_t inputIndex = 0; inputIndex < MAX_VERTEX_ATTRIBS; inputIndex++)
+ {
+ const VertexFormat &vertexFormat = inputLayout[inputIndex];
+
+ if (vertexFormat.mType == GL_NONE)
+ {
+ signature[inputIndex] = GL_NONE;
+ }
+ else
+ {
+ bool gpuConverted = ((mRenderer->getVertexConversionType(vertexFormat) & VERTEX_CONVERT_GPU) != 0);
+ signature[inputIndex] = (gpuConverted ? GL_TRUE : GL_FALSE);
+ }
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.h
new file mode 100644
index 0000000000..26ae13b342
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.h
@@ -0,0 +1,99 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+// DynamicHLSL.h: Interface for link and run-time HLSL generation
+//
+
+#ifndef LIBANGLE_RENDERER_D3D_DYNAMICHLSL_H_
+#define LIBANGLE_RENDERER_D3D_DYNAMICHLSL_H_
+
+#include "common/angleutils.h"
+#include "libANGLE/Constants.h"
+
+#include "angle_gl.h"
+
+#include <vector>
+#include <map>
+
+namespace sh
+{
+struct Attribute;
+struct ShaderVariable;
+}
+
+namespace gl
+{
+class InfoLog;
+struct VariableLocation;
+struct LinkedVarying;
+struct VertexAttribute;
+struct VertexFormat;
+struct PackedVarying;
+struct Data;
+}
+
+namespace rx
+{
+class RendererD3D;
+class ShaderD3D;
+
+typedef const gl::PackedVarying *VaryingPacking[gl::IMPLEMENTATION_MAX_VARYING_VECTORS][4];
+
+struct PixelShaderOutputVariable
+{
+ GLenum type;
+ std::string name;
+ std::string source;
+ size_t outputIndex;
+};
+
+class DynamicHLSL : angle::NonCopyable
+{
+ public:
+ explicit DynamicHLSL(RendererD3D *const renderer);
+
+ int packVaryings(gl::InfoLog &infoLog, VaryingPacking packing, ShaderD3D *fragmentShader,
+ ShaderD3D *vertexShader, const std::vector<std::string>& transformFeedbackVaryings);
+ std::string generateVertexShaderForInputLayout(const std::string &sourceShader, const gl::VertexFormat inputLayout[],
+ const sh::Attribute shaderAttributes[]) const;
+ std::string generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOutputVariable> &outputVariables,
+ bool usesFragDepth, const std::vector<GLenum> &outputLayout) const;
+ bool generateShaderLinkHLSL(const gl::Data &data, gl::InfoLog &infoLog, int registers,
+ const VaryingPacking packing,
+ std::string &pixelHLSL, std::string &vertexHLSL,
+ ShaderD3D *fragmentShader, ShaderD3D *vertexShader,
+ const std::vector<std::string> &transformFeedbackVaryings,
+ std::vector<gl::LinkedVarying> *linkedVaryings,
+ std::map<int, gl::VariableLocation> *programOutputVars,
+ std::vector<PixelShaderOutputVariable> *outPixelShaderKey,
+ bool *outUsesFragDepth) const;
+
+ std::string generateGeometryShaderHLSL(int registers, ShaderD3D *fragmentShader, ShaderD3D *vertexShader) const;
+ void getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const;
+
+ private:
+ RendererD3D *const mRenderer;
+
+ struct SemanticInfo;
+
+ std::string getVaryingSemantic(bool pointSize) const;
+ SemanticInfo getSemanticInfo(int startRegisters, bool position, bool fragCoord, bool pointCoord,
+ bool pointSize, bool pixelShader) const;
+ std::string generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const;
+ std::string generateVaryingHLSL(const ShaderD3D *shader) const;
+ void storeUserLinkedVaryings(const ShaderD3D *vertexShader, std::vector<gl::LinkedVarying> *linkedVaryings) const;
+ void storeBuiltinLinkedVaryings(const SemanticInfo &info, std::vector<gl::LinkedVarying> *linkedVaryings) const;
+ void defineOutputVariables(ShaderD3D *fragmentShader, std::map<int, gl::VariableLocation> *programOutputVars) const;
+ std::string generatePointSpriteHLSL(int registers, ShaderD3D *fragmentShader, ShaderD3D *vertexShader) const;
+
+ // Prepend an underscore
+ static std::string decorateVariable(const std::string &name);
+
+ std::string generateAttributeConversionHLSL(const gl::VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_DYNAMICHLSL_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/FramebufferD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/FramebufferD3D.cpp
new file mode 100644
index 0000000000..1a4734b269
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/FramebufferD3D.cpp
@@ -0,0 +1,463 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// FramebufferD3D.cpp: Implements the DefaultAttachmentD3D and FramebufferD3D classes.
+
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+
+#include "libANGLE/formatutils.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/Surface.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
+#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+#include "libANGLE/renderer/d3d/SurfaceD3D.h"
+#include "libANGLE/renderer/d3d/SwapChainD3D.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+
+namespace rx
+{
+
+namespace
+{
+
+ClearParameters GetClearParameters(const gl::State &state, GLbitfield mask)
+{
+ ClearParameters clearParams;
+ memset(&clearParams, 0, sizeof(ClearParameters));
+
+ const auto &blendState = state.getBlendState();
+
+ for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
+ {
+ clearParams.clearColor[i] = false;
+ }
+ clearParams.colorFClearValue = state.getColorClearValue();
+ clearParams.colorClearType = GL_FLOAT;
+ clearParams.colorMaskRed = blendState.colorMaskRed;
+ clearParams.colorMaskGreen = blendState.colorMaskGreen;
+ clearParams.colorMaskBlue = blendState.colorMaskBlue;
+ clearParams.colorMaskAlpha = blendState.colorMaskAlpha;
+ clearParams.clearDepth = false;
+ clearParams.depthClearValue = state.getDepthClearValue();
+ clearParams.clearStencil = false;
+ clearParams.stencilClearValue = state.getStencilClearValue();
+ clearParams.stencilWriteMask = state.getDepthStencilState().stencilWritemask;
+ clearParams.scissorEnabled = state.isScissorTestEnabled();
+ clearParams.scissor = state.getScissor();
+
+ const gl::Framebuffer *framebufferObject = state.getDrawFramebuffer();
+ if (mask & GL_COLOR_BUFFER_BIT)
+ {
+ if (framebufferObject->hasEnabledColorAttachment())
+ {
+ for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
+ {
+ clearParams.clearColor[i] = true;
+ }
+ }
+ }
+
+ if (mask & GL_DEPTH_BUFFER_BIT)
+ {
+ if (state.getDepthStencilState().depthMask && framebufferObject->getDepthbuffer() != NULL)
+ {
+ clearParams.clearDepth = true;
+ }
+ }
+
+ if (mask & GL_STENCIL_BUFFER_BIT)
+ {
+ if (framebufferObject->getStencilbuffer() != NULL &&
+ framebufferObject->getStencilbuffer()->getStencilSize() > 0)
+ {
+ clearParams.clearStencil = true;
+ }
+ }
+
+ return clearParams;
+}
+
+}
+
+FramebufferD3D::FramebufferD3D(const gl::Framebuffer::Data &data, RendererD3D *renderer)
+ : FramebufferImpl(data),
+ mRenderer(renderer),
+ mColorAttachmentsForRender(mData.mColorAttachments.size(), nullptr),
+ mInvalidateColorAttachmentCache(true)
+{
+ ASSERT(mRenderer != nullptr);
+}
+
+FramebufferD3D::~FramebufferD3D()
+{
+}
+
+void FramebufferD3D::setColorAttachment(size_t, const gl::FramebufferAttachment *)
+{
+ mInvalidateColorAttachmentCache = true;
+}
+
+void FramebufferD3D::setDepthAttachment(const gl::FramebufferAttachment *)
+{
+}
+
+void FramebufferD3D::setStencilAttachment(const gl::FramebufferAttachment *)
+{
+}
+
+void FramebufferD3D::setDepthStencilAttachment(const gl::FramebufferAttachment *)
+{
+}
+
+void FramebufferD3D::setDrawBuffers(size_t, const GLenum *)
+{
+ mInvalidateColorAttachmentCache = true;
+}
+
+void FramebufferD3D::setReadBuffer(GLenum)
+{
+}
+
+gl::Error FramebufferD3D::invalidate(size_t, const GLenum *)
+{
+ // No-op in D3D
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error FramebufferD3D::invalidateSub(size_t, const GLenum *, const gl::Rectangle &)
+{
+ // No-op in D3D
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error FramebufferD3D::clear(const gl::Data &data, GLbitfield mask)
+{
+ const gl::State &state = *data.state;
+ ClearParameters clearParams = GetClearParameters(state, mask);
+ return clear(state, clearParams);
+}
+
+gl::Error FramebufferD3D::clearBufferfv(const gl::State &state, GLenum buffer, GLint drawbuffer, const GLfloat *values)
+{
+ // glClearBufferfv can be called to clear the color buffer or depth buffer
+ ClearParameters clearParams = GetClearParameters(state, 0);
+
+ if (buffer == GL_COLOR)
+ {
+ for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
+ {
+ clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
+ }
+ clearParams.colorFClearValue = gl::ColorF(values[0], values[1], values[2], values[3]);
+ clearParams.colorClearType = GL_FLOAT;
+ }
+
+ if (buffer == GL_DEPTH)
+ {
+ clearParams.clearDepth = true;
+ clearParams.depthClearValue = values[0];
+ }
+
+ return clear(state, clearParams);
+}
+
+gl::Error FramebufferD3D::clearBufferuiv(const gl::State &state, GLenum buffer, GLint drawbuffer, const GLuint *values)
+{
+ // glClearBufferuiv can only be called to clear a color buffer
+ ClearParameters clearParams = GetClearParameters(state, 0);
+ for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
+ {
+ clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
+ }
+ clearParams.colorUIClearValue = gl::ColorUI(values[0], values[1], values[2], values[3]);
+ clearParams.colorClearType = GL_UNSIGNED_INT;
+
+ return clear(state, clearParams);
+}
+
+gl::Error FramebufferD3D::clearBufferiv(const gl::State &state, GLenum buffer, GLint drawbuffer, const GLint *values)
+{
+ // glClearBufferiv can be called to clear the color buffer or stencil buffer
+ ClearParameters clearParams = GetClearParameters(state, 0);
+
+ if (buffer == GL_COLOR)
+ {
+ for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
+ {
+ clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
+ }
+ clearParams.colorIClearValue = gl::ColorI(values[0], values[1], values[2], values[3]);
+ clearParams.colorClearType = GL_INT;
+ }
+
+ if (buffer == GL_STENCIL)
+ {
+ clearParams.clearStencil = true;
+ clearParams.stencilClearValue = values[1];
+ }
+
+ return clear(state, clearParams);
+}
+
+gl::Error FramebufferD3D::clearBufferfi(const gl::State &state, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
+{
+ // glClearBufferfi can only be called to clear a depth stencil buffer
+ ClearParameters clearParams = GetClearParameters(state, 0);
+ clearParams.clearDepth = true;
+ clearParams.depthClearValue = depth;
+ clearParams.clearStencil = true;
+ clearParams.stencilClearValue = stencil;
+
+ return clear(state, clearParams);
+}
+
+GLenum FramebufferD3D::getImplementationColorReadFormat() const
+{
+ const gl::FramebufferAttachment *readAttachment = mData.getReadAttachment();
+
+ if (readAttachment == nullptr)
+ {
+ return GL_NONE;
+ }
+
+ RenderTargetD3D *attachmentRenderTarget = NULL;
+ gl::Error error = GetAttachmentRenderTarget(readAttachment, &attachmentRenderTarget);
+ if (error.isError())
+ {
+ return GL_NONE;
+ }
+
+ GLenum implementationFormat = getRenderTargetImplementationFormat(attachmentRenderTarget);
+ const gl::InternalFormat &implementationFormatInfo = gl::GetInternalFormatInfo(implementationFormat);
+
+ return implementationFormatInfo.format;
+}
+
+GLenum FramebufferD3D::getImplementationColorReadType() const
+{
+ const gl::FramebufferAttachment *readAttachment = mData.getReadAttachment();
+
+ if (readAttachment == nullptr)
+ {
+ return GL_NONE;
+ }
+
+ RenderTargetD3D *attachmentRenderTarget = NULL;
+ gl::Error error = GetAttachmentRenderTarget(readAttachment, &attachmentRenderTarget);
+ if (error.isError())
+ {
+ return GL_NONE;
+ }
+
+ GLenum implementationFormat = getRenderTargetImplementationFormat(attachmentRenderTarget);
+ const gl::InternalFormat &implementationFormatInfo = gl::GetInternalFormatInfo(implementationFormat);
+
+ return implementationFormatInfo.type;
+}
+
+gl::Error FramebufferD3D::readPixels(const gl::State &state, const gl::Rectangle &area, GLenum format, GLenum type, GLvoid *pixels) const
+{
+ const gl::PixelPackState &packState = state.getPackState();
+
+ if (packState.rowLength != 0 || packState.skipRows != 0 || packState.skipPixels != 0)
+ {
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION, "invalid pixel store parameters in readPixels");
+ }
+
+ GLenum sizedInternalFormat = gl::GetSizedInternalFormat(format, type);
+ const gl::InternalFormat &sizedFormatInfo = gl::GetInternalFormatInfo(sizedInternalFormat);
+ GLuint outputPitch = sizedFormatInfo.computeRowPitch(type, area.width, packState.alignment, 0);
+
+ return readPixels(area, format, type, outputPitch, packState, reinterpret_cast<uint8_t*>(pixels));
+}
+
+gl::Error FramebufferD3D::blit(const gl::State &state, const gl::Rectangle &sourceArea, const gl::Rectangle &destArea,
+ GLbitfield mask, GLenum filter, const gl::Framebuffer *sourceFramebuffer)
+{
+ bool blitRenderTarget = false;
+ if ((mask & GL_COLOR_BUFFER_BIT) &&
+ sourceFramebuffer->getReadColorbuffer() != nullptr &&
+ mData.getFirstColorAttachment() != nullptr)
+ {
+ blitRenderTarget = true;
+ }
+
+ bool blitStencil = false;
+ if ((mask & GL_STENCIL_BUFFER_BIT) &&
+ sourceFramebuffer->getStencilbuffer() != nullptr &&
+ mData.mStencilAttachment != nullptr)
+ {
+ blitStencil = true;
+ }
+
+ bool blitDepth = false;
+ if ((mask & GL_DEPTH_BUFFER_BIT) &&
+ sourceFramebuffer->getDepthbuffer() != nullptr &&
+ mData.mDepthAttachment != nullptr)
+ {
+ blitDepth = true;
+ }
+
+ if (blitRenderTarget || blitDepth || blitStencil)
+ {
+ const gl::Rectangle *scissor = state.isScissorTestEnabled() ? &state.getScissor() : NULL;
+ gl::Error error = blit(sourceArea, destArea, scissor, blitRenderTarget, blitDepth, blitStencil,
+ filter, sourceFramebuffer);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+GLenum FramebufferD3D::checkStatus() const
+{
+ // D3D11 does not allow for overlapping RenderTargetViews, so ensure uniqueness
+ for (size_t colorAttachment = 0; colorAttachment < mData.mColorAttachments.size(); colorAttachment++)
+ {
+ const gl::FramebufferAttachment *attachment = mData.mColorAttachments[colorAttachment];
+ if (attachment != nullptr)
+ {
+ for (size_t prevColorAttachment = 0; prevColorAttachment < colorAttachment; prevColorAttachment++)
+ {
+ const gl::FramebufferAttachment *prevAttachment = mData.mColorAttachments[prevColorAttachment];
+ if (prevAttachment != nullptr &&
+ (attachment->id() == prevAttachment->id() &&
+ attachment->type() == prevAttachment->type()))
+ {
+ return GL_FRAMEBUFFER_UNSUPPORTED;
+ }
+ }
+ }
+ }
+
+ return GL_FRAMEBUFFER_COMPLETE;
+}
+
+const gl::AttachmentList &FramebufferD3D::getColorAttachmentsForRender(const Workarounds &workarounds) const
+{
+ if (!workarounds.mrtPerfWorkaround)
+ {
+ return mData.mColorAttachments;
+ }
+
+ if (!mInvalidateColorAttachmentCache)
+ {
+ return mColorAttachmentsForRender;
+ }
+
+ // Does not actually free memory
+ mColorAttachmentsForRender.clear();
+
+ for (size_t attachmentIndex = 0; attachmentIndex < mData.mColorAttachments.size(); ++attachmentIndex)
+ {
+ GLenum drawBufferState = mData.mDrawBufferStates[attachmentIndex];
+ gl::FramebufferAttachment *colorAttachment = mData.mColorAttachments[attachmentIndex];
+
+ if (colorAttachment != nullptr && drawBufferState != GL_NONE)
+ {
+ ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + attachmentIndex));
+ mColorAttachmentsForRender.push_back(colorAttachment);
+ }
+ }
+
+ mInvalidateColorAttachmentCache = false;
+ return mColorAttachmentsForRender;
+}
+
+gl::Error GetAttachmentRenderTarget(const gl::FramebufferAttachment *attachment, RenderTargetD3D **outRT)
+{
+ if (attachment->type() == GL_TEXTURE)
+ {
+ gl::Texture *texture = attachment->getTexture();
+ ASSERT(texture);
+ TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
+ const gl::ImageIndex *index = attachment->getTextureImageIndex();
+ ASSERT(index);
+ return textureD3D->getRenderTarget(*index, outRT);
+ }
+ else if (attachment->type() == GL_RENDERBUFFER)
+ {
+ gl::Renderbuffer *renderbuffer = attachment->getRenderbuffer();
+ ASSERT(renderbuffer);
+ RenderbufferD3D *renderbufferD3D = RenderbufferD3D::makeRenderbufferD3D(renderbuffer->getImplementation());
+ *outRT = renderbufferD3D->getRenderTarget();
+ return gl::Error(GL_NO_ERROR);
+ }
+ else if (attachment->type() == GL_FRAMEBUFFER_DEFAULT)
+ {
+ const gl::DefaultAttachment *defaultAttachment = static_cast<const gl::DefaultAttachment *>(attachment);
+ const egl::Surface *surface = defaultAttachment->getSurface();
+ ASSERT(surface);
+ const SurfaceD3D *surfaceD3D = GetImplAs<SurfaceD3D>(surface);
+ ASSERT(surfaceD3D);
+
+ if (defaultAttachment->getBinding() == GL_BACK)
+ {
+ *outRT = surfaceD3D->getSwapChain()->getColorRenderTarget();
+ }
+ else
+ {
+ *outRT = surfaceD3D->getSwapChain()->getDepthStencilRenderTarget();
+ }
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+ }
+}
+
+// Note: RenderTarget serials should ideally be in the RenderTargets themselves.
+unsigned int GetAttachmentSerial(const gl::FramebufferAttachment *attachment)
+{
+ if (attachment->type() == GL_TEXTURE)
+ {
+ gl::Texture *texture = attachment->getTexture();
+ ASSERT(texture);
+ TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
+ const gl::ImageIndex *index = attachment->getTextureImageIndex();
+ ASSERT(index);
+ return textureD3D->getRenderTargetSerial(*index);
+ }
+ else if (attachment->type() == GL_RENDERBUFFER)
+ {
+ gl::Renderbuffer *renderbuffer = attachment->getRenderbuffer();
+ ASSERT(renderbuffer);
+ RenderbufferD3D *renderbufferD3D = RenderbufferD3D::makeRenderbufferD3D(renderbuffer->getImplementation());
+ return renderbufferD3D->getRenderTargetSerial();
+ }
+ else if (attachment->type() == GL_FRAMEBUFFER_DEFAULT)
+ {
+ const gl::DefaultAttachment *defaultAttachment = static_cast<const gl::DefaultAttachment *>(attachment);
+ const egl::Surface *surface = defaultAttachment->getSurface();
+ ASSERT(surface);
+ const SurfaceD3D *surfaceD3D = GetImplAs<SurfaceD3D>(surface);
+ ASSERT(surfaceD3D);
+
+ if (defaultAttachment->getBinding() == GL_BACK)
+ {
+ return surfaceD3D->getSwapChain()->getColorRenderTarget()->getSerial();
+ }
+ else
+ {
+ return surfaceD3D->getSwapChain()->getDepthStencilRenderTarget()->getSerial();
+ }
+ }
+ else
+ {
+ UNREACHABLE();
+ return 0;
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/FramebufferD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/FramebufferD3D.h
new file mode 100644
index 0000000000..d5d2dae8bd
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/FramebufferD3D.h
@@ -0,0 +1,111 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// FramebufferD3D.h: Defines the DefaultAttachmentD3D and FramebufferD3D classes.
+
+#ifndef LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_
+#define LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_
+
+#include <vector>
+#include <cstdint>
+
+#include "libANGLE/angletypes.h"
+#include "libANGLE/renderer/FramebufferImpl.h"
+
+namespace gl
+{
+class FramebufferAttachment;
+struct PixelPackState;
+}
+
+namespace rx
+{
+class RenderTargetD3D;
+class RendererD3D;
+
+struct ClearParameters
+{
+ bool clearColor[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS];
+ gl::ColorF colorFClearValue;
+ gl::ColorI colorIClearValue;
+ gl::ColorUI colorUIClearValue;
+ GLenum colorClearType;
+ bool colorMaskRed;
+ bool colorMaskGreen;
+ bool colorMaskBlue;
+ bool colorMaskAlpha;
+
+ bool clearDepth;
+ float depthClearValue;
+
+ bool clearStencil;
+ GLint stencilClearValue;
+ GLuint stencilWriteMask;
+
+ bool scissorEnabled;
+ gl::Rectangle scissor;
+};
+
+class FramebufferD3D : public FramebufferImpl
+{
+ public:
+ FramebufferD3D(const gl::Framebuffer::Data &data, RendererD3D *renderer);
+ virtual ~FramebufferD3D();
+
+ void setColorAttachment(size_t index, const gl::FramebufferAttachment *attachment) override;
+ void setDepthAttachment(const gl::FramebufferAttachment *attachment) override;
+ void setStencilAttachment(const gl::FramebufferAttachment *attachment) override;
+ void setDepthStencilAttachment(const gl::FramebufferAttachment *attachment) override;
+
+ void setDrawBuffers(size_t count, const GLenum *buffers) override;
+ void setReadBuffer(GLenum buffer) override;
+
+ gl::Error invalidate(size_t count, const GLenum *attachments) override;
+ gl::Error invalidateSub(size_t count, const GLenum *attachments, const gl::Rectangle &area) override;
+
+ gl::Error clear(const gl::Data &data, GLbitfield mask) override;
+ gl::Error clearBufferfv(const gl::State &state, GLenum buffer, GLint drawbuffer, const GLfloat *values) override;
+ gl::Error clearBufferuiv(const gl::State &state, GLenum buffer, GLint drawbuffer, const GLuint *values) override;
+ gl::Error clearBufferiv(const gl::State &state, GLenum buffer, GLint drawbuffer, const GLint *values) override;
+ gl::Error clearBufferfi(const gl::State &state, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) override;
+
+ GLenum getImplementationColorReadFormat() const override;
+ GLenum getImplementationColorReadType() const override;
+ gl::Error readPixels(const gl::State &state, const gl::Rectangle &area, GLenum format, GLenum type, GLvoid *pixels) const override;
+
+ gl::Error blit(const gl::State &state, const gl::Rectangle &sourceArea, const gl::Rectangle &destArea,
+ GLbitfield mask, GLenum filter, const gl::Framebuffer *sourceFramebuffer) override;
+
+ GLenum checkStatus() const override;
+
+ const gl::AttachmentList &getColorAttachmentsForRender(const Workarounds &workarounds) const;
+
+ protected:
+ // Cache variable
+ mutable gl::AttachmentList mColorAttachmentsForRender;
+ mutable bool mInvalidateColorAttachmentCache;
+
+ private:
+ RendererD3D *const mRenderer;
+
+ virtual gl::Error clear(const gl::State &state, const ClearParameters &clearParams) = 0;
+
+ virtual gl::Error readPixels(const gl::Rectangle &area, GLenum format, GLenum type, size_t outputPitch,
+ const gl::PixelPackState &pack, uint8_t *pixels) const = 0;
+
+ virtual gl::Error blit(const gl::Rectangle &sourceArea, const gl::Rectangle &destArea, const gl::Rectangle *scissor,
+ bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter,
+ const gl::Framebuffer *sourceFramebuffer) = 0;
+
+ virtual GLenum getRenderTargetImplementationFormat(RenderTargetD3D *renderTarget) const = 0;
+};
+
+gl::Error GetAttachmentRenderTarget(const gl::FramebufferAttachment *attachment, RenderTargetD3D **outRT);
+unsigned int GetAttachmentSerial(const gl::FramebufferAttachment *attachment);
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/HLSLCompiler.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/HLSLCompiler.cpp
new file mode 100644
index 0000000000..8961a36ec5
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/HLSLCompiler.cpp
@@ -0,0 +1,340 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+#include "libANGLE/renderer/d3d/HLSLCompiler.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/features.h"
+
+#include "common/utilities.h"
+
+#include "third_party/trace_event/trace_event.h"
+
+#ifndef QT_D3DCOMPILER_DLL
+#define QT_D3DCOMPILER_DLL D3DCOMPILER_DLL
+#endif
+
+// Definitions local to the translation unit
+namespace
+{
+
+#ifdef CREATE_COMPILER_FLAG_INFO
+ #undef CREATE_COMPILER_FLAG_INFO
+#endif
+
+#define CREATE_COMPILER_FLAG_INFO(flag) { flag, #flag }
+
+#if defined(ANGLE_MINGW32_COMPAT)
+#ifndef D3DCOMPILE_RESERVED16
+#define D3DCOMPILE_RESERVED16 0x10000
+#endif
+#ifndef D3DCOMPILE_RESERVED17
+#define D3DCOMPILE_RESERVED17 0x20000
+#endif
+#endif
+
+struct CompilerFlagInfo
+{
+ UINT mFlag;
+ const char *mName;
+};
+
+CompilerFlagInfo CompilerFlagInfos[] =
+{
+ // NOTE: The data below is copied from d3dcompiler.h
+ // If something changes there it should be changed here as well
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_DEBUG), // (1 << 0)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_SKIP_VALIDATION), // (1 << 1)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_SKIP_OPTIMIZATION), // (1 << 2)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_PACK_MATRIX_ROW_MAJOR), // (1 << 3)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR), // (1 << 4)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_PARTIAL_PRECISION), // (1 << 5)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_FORCE_VS_SOFTWARE_NO_OPT), // (1 << 6)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_FORCE_PS_SOFTWARE_NO_OPT), // (1 << 7)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_NO_PRESHADER), // (1 << 8)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_AVOID_FLOW_CONTROL), // (1 << 9)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_PREFER_FLOW_CONTROL), // (1 << 10)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_ENABLE_STRICTNESS), // (1 << 11)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY), // (1 << 12)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_IEEE_STRICTNESS), // (1 << 13)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_OPTIMIZATION_LEVEL0), // (1 << 14)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_OPTIMIZATION_LEVEL1), // 0
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_OPTIMIZATION_LEVEL2), // ((1 << 14) | (1 << 15))
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_OPTIMIZATION_LEVEL3), // (1 << 15)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_RESERVED16), // (1 << 16)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_RESERVED17), // (1 << 17)
+ CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_WARNINGS_ARE_ERRORS) // (1 << 18)
+};
+
+#undef CREATE_COMPILER_FLAG_INFO
+
+bool IsCompilerFlagSet(UINT mask, UINT flag)
+{
+ bool isFlagSet = IsMaskFlagSet(mask, flag);
+
+ switch(flag)
+ {
+ case D3DCOMPILE_OPTIMIZATION_LEVEL0:
+ return isFlagSet && !IsMaskFlagSet(mask, UINT(D3DCOMPILE_OPTIMIZATION_LEVEL3));
+
+ case D3DCOMPILE_OPTIMIZATION_LEVEL1:
+ return (mask & D3DCOMPILE_OPTIMIZATION_LEVEL2) == UINT(0);
+
+ case D3DCOMPILE_OPTIMIZATION_LEVEL3:
+ return isFlagSet && !IsMaskFlagSet(mask, UINT(D3DCOMPILE_OPTIMIZATION_LEVEL0));
+
+ default:
+ return isFlagSet;
+ }
+}
+
+const char *GetCompilerFlagName(UINT mask, size_t flagIx)
+{
+ const CompilerFlagInfo &flagInfo = CompilerFlagInfos[flagIx];
+ if (IsCompilerFlagSet(mask, flagInfo.mFlag))
+ {
+ return flagInfo.mName;
+ }
+
+ return nullptr;
+}
+
+}
+
+namespace rx
+{
+
+CompileConfig::CompileConfig()
+ : flags(0),
+ name()
+{
+}
+
+CompileConfig::CompileConfig(UINT flags, const std::string &name)
+ : flags(flags),
+ name(name)
+{
+}
+
+HLSLCompiler::HLSLCompiler()
+ : mD3DCompilerModule(NULL),
+ mD3DCompileFunc(NULL),
+ mD3DDisassembleFunc(NULL)
+{
+}
+
+HLSLCompiler::~HLSLCompiler()
+{
+ release();
+}
+
+bool HLSLCompiler::initialize()
+{
+ TRACE_EVENT0("gpu", "initializeCompiler");
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+#if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES)
+ // Find a D3DCompiler module that had already been loaded based on a predefined list of versions.
+ static const char *d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES;
+
+ for (size_t i = 0; i < ArraySize(d3dCompilerNames); ++i)
+ {
+ if (GetModuleHandleExA(0, d3dCompilerNames[i], &mD3DCompilerModule))
+ {
+ break;
+ }
+ }
+#endif // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES
+
+ // Load the compiler DLL specified by the environment, or default to QT_D3DCOMPILER_DLL
+ const wchar_t *defaultCompiler = _wgetenv(L"QT_D3DCOMPILER_DLL");
+ if (!defaultCompiler)
+ defaultCompiler = QT_D3DCOMPILER_DLL;
+
+ const wchar_t *compilerDlls[] = {
+ defaultCompiler,
+ L"d3dcompiler_47.dll",
+ L"d3dcompiler_46.dll",
+ L"d3dcompiler_43.dll",
+ 0
+ };
+
+ // Load the first available known compiler DLL
+ for (int i = 0; compilerDlls[i]; ++i)
+ {
+ mD3DCompilerModule = LoadLibrary(compilerDlls[i]);
+ if (mD3DCompilerModule)
+ break;
+ }
+
+ if (!mD3DCompilerModule)
+ {
+ // Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was built with.
+ mD3DCompilerModule = LoadLibrary(D3DCOMPILER_DLL);
+ }
+
+ if (!mD3DCompilerModule)
+ {
+ ERR("No D3D compiler module found - aborting!\n");
+ return false;
+ }
+
+ mD3DCompileFunc = reinterpret_cast<pD3DCompile>(GetProcAddress(mD3DCompilerModule, "D3DCompile"));
+ ASSERT(mD3DCompileFunc);
+
+ mD3DDisassembleFunc = reinterpret_cast<pD3DDisassemble>(GetProcAddress(mD3DCompilerModule, "D3DDisassemble"));
+ ASSERT(mD3DDisassembleFunc);
+
+#else
+ // D3D Shader compiler is linked already into this module, so the export
+ // can be directly assigned.
+ mD3DCompilerModule = NULL;
+ mD3DCompileFunc = reinterpret_cast<pD3DCompile>(D3DCompile);
+ mD3DDisassembleFunc = reinterpret_cast<pD3DDisassemble>(D3DDisassemble);
+#endif
+
+ return mD3DCompileFunc != NULL;
+}
+
+void HLSLCompiler::release()
+{
+ if (mD3DCompilerModule)
+ {
+ FreeLibrary(mD3DCompilerModule);
+ mD3DCompilerModule = NULL;
+ mD3DCompileFunc = NULL;
+ mD3DDisassembleFunc = NULL;
+ }
+}
+
+gl::Error HLSLCompiler::compileToBinary(gl::InfoLog &infoLog, const std::string &hlsl, const std::string &profile,
+ const std::vector<CompileConfig> &configs, const D3D_SHADER_MACRO *overrideMacros,
+ ID3DBlob **outCompiledBlob, std::string *outDebugInfo) const
+{
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+ ASSERT(mD3DCompilerModule);
+#endif
+ ASSERT(mD3DCompileFunc);
+
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+ if (gl::DebugAnnotationsActive())
+ {
+ std::string sourcePath = getTempPath();
+ std::string sourceText = FormatString("#line 2 \"%s\"\n\n%s", sourcePath.c_str(), hlsl.c_str());
+ writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
+ }
+#endif
+
+ const D3D_SHADER_MACRO *macros = overrideMacros ? overrideMacros : NULL;
+
+ for (size_t i = 0; i < configs.size(); ++i)
+ {
+ ID3DBlob *errorMessage = NULL;
+ ID3DBlob *binary = NULL;
+
+ HRESULT result = mD3DCompileFunc(hlsl.c_str(), hlsl.length(), gl::g_fakepath, macros, NULL, "main", profile.c_str(),
+ configs[i].flags, 0, &binary, &errorMessage);
+
+ if (errorMessage)
+ {
+ std::string message = reinterpret_cast<const char*>(errorMessage->GetBufferPointer());
+ SafeRelease(errorMessage);
+
+ infoLog.appendSanitized(message.c_str());
+ TRACE("\n%s", hlsl.c_str());
+ TRACE("\n%s", message.c_str());
+
+ if (message.find("error X3531:") != std::string::npos || // "can't unroll loops marked with loop attribute"
+ message.find("error X4014:") != std::string::npos) // "cannot have gradient operations inside loops with divergent flow control",
+ // even though it is counter-intuitive to disable unrolling for this error,
+ // some very long shaders have trouble deciding which loops to unroll and
+ // turning off forced unrolls allows them to compile properly.
+ {
+ macros = NULL; // Disable [loop] and [flatten]
+
+ // Retry without changing compiler flags
+ i--;
+ continue;
+ }
+ }
+
+ if (SUCCEEDED(result))
+ {
+ *outCompiledBlob = binary;
+
+#if ANGLE_SHADER_DEBUG_INFO == ANGLE_ENABLED
+ (*outDebugInfo) += "// COMPILER INPUT HLSL BEGIN\n\n" + hlsl + "\n// COMPILER INPUT HLSL END\n";
+ (*outDebugInfo) += "\n\n// ASSEMBLY BEGIN\n\n";
+ (*outDebugInfo) += "// Compiler configuration: " + configs[i].name + "\n// Flags:\n";
+ for (size_t fIx = 0; fIx < ArraySize(CompilerFlagInfos); ++fIx)
+ {
+ const char *flagName = GetCompilerFlagName(configs[i].flags, fIx);
+ if (flagName != nullptr)
+ {
+ (*outDebugInfo) += std::string("// ") + flagName + "\n";
+ }
+ }
+
+ (*outDebugInfo) += "// Macros:\n";
+ if (macros == nullptr)
+ {
+ (*outDebugInfo) += "// - : -\n";
+ }
+ else
+ {
+ for (const D3D_SHADER_MACRO *mIt = macros; mIt->Name != nullptr; ++mIt)
+ {
+ (*outDebugInfo) += std::string("// ") + mIt->Name + " : " + mIt->Definition + "\n";
+ }
+ }
+
+ (*outDebugInfo) += "\n" + disassembleBinary(binary) + "\n// ASSEMBLY END\n";
+#endif
+
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ if (result == E_OUTOFMEMORY)
+ {
+ *outCompiledBlob = NULL;
+ return gl::Error(GL_OUT_OF_MEMORY, "HLSL compiler had an unexpected failure, result: 0x%X.", result);
+ }
+
+ infoLog.append("Warning: D3D shader compilation failed with %s flags.", configs[i].name.c_str());
+
+ if (i + 1 < configs.size())
+ {
+ infoLog.append(" Retrying with %s.\n", configs[i + 1].name.c_str());
+ }
+ }
+ }
+
+ // None of the configurations succeeded in compiling this shader but the compiler is still intact
+ *outCompiledBlob = NULL;
+ return gl::Error(GL_NO_ERROR);
+}
+
+std::string HLSLCompiler::disassembleBinary(ID3DBlob *shaderBinary) const
+{
+ // Retrieve disassembly
+ UINT flags = D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTS | D3D_DISASM_ENABLE_INSTRUCTION_NUMBERING;
+ ID3DBlob *disassembly = NULL;
+ pD3DDisassemble disassembleFunc = reinterpret_cast<pD3DDisassemble>(mD3DDisassembleFunc);
+ LPCVOID buffer = shaderBinary->GetBufferPointer();
+ SIZE_T bufSize = shaderBinary->GetBufferSize();
+ HRESULT result = disassembleFunc(buffer, bufSize, flags, "", &disassembly);
+
+ std::string asmSrc;
+ if (SUCCEEDED(result))
+ {
+ asmSrc = reinterpret_cast<const char*>(disassembly->GetBufferPointer());
+ }
+
+ SafeRelease(disassembly);
+
+ return asmSrc;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/HLSLCompiler.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/HLSLCompiler.h
new file mode 100644
index 0000000000..a824952553
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/HLSLCompiler.h
@@ -0,0 +1,54 @@
+#ifndef LIBANGLE_RENDERER_D3D_HLSLCOMPILER_H_
+#define LIBANGLE_RENDERER_D3D_HLSLCOMPILER_H_
+
+#include "libANGLE/Error.h"
+
+#include "common/angleutils.h"
+#include "common/platform.h"
+
+#include <vector>
+#include <string>
+
+namespace gl
+{
+class InfoLog;
+}
+
+namespace rx
+{
+
+struct CompileConfig
+{
+ UINT flags;
+ std::string name;
+
+ CompileConfig();
+ CompileConfig(UINT flags, const std::string &name);
+};
+
+class HLSLCompiler : angle::NonCopyable
+{
+ public:
+ HLSLCompiler();
+ ~HLSLCompiler();
+
+ bool initialize();
+ void release();
+
+ // Attempt to compile a HLSL shader using the supplied configurations, may output a NULL compiled blob
+ // even if no GL errors are returned.
+ gl::Error compileToBinary(gl::InfoLog &infoLog, const std::string &hlsl, const std::string &profile,
+ const std::vector<CompileConfig> &configs, const D3D_SHADER_MACRO *overrideMacros,
+ ID3DBlob **outCompiledBlob, std::string *outDebugInfo) const;
+
+ std::string disassembleBinary(ID3DBlob* shaderBinary) const;
+
+ private:
+ HMODULE mD3DCompilerModule;
+ pD3DCompile mD3DCompileFunc;
+ pD3DDisassemble mD3DDisassembleFunc;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_HLSLCOMPILER_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ImageD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ImageD3D.cpp
new file mode 100644
index 0000000000..4e6f61150a
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ImageD3D.cpp
@@ -0,0 +1,47 @@
+//
+// Copyright (c) 2002-2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Image.h: Implements the rx::Image class, an abstract base class for the
+// renderer-specific classes which will define the interface to the underlying
+// surfaces or resources.
+
+#include "libANGLE/renderer/d3d/ImageD3D.h"
+
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+
+namespace rx
+{
+
+ImageD3D::ImageD3D()
+ : mWidth(0),
+ mHeight(0),
+ mDepth(0),
+ mInternalFormat(GL_NONE),
+ mTarget(GL_NONE),
+ mRenderable(false),
+ mDirty(false)
+{
+}
+
+gl::Error ImageD3D::copy(const gl::Offset &destOffset, const gl::Rectangle &sourceArea, const gl::Framebuffer *source)
+{
+ gl::FramebufferAttachment *colorbuffer = source->getReadColorbuffer();
+ ASSERT(colorbuffer);
+
+ RenderTargetD3D *renderTarget = NULL;
+ gl::Error error = GetAttachmentRenderTarget(colorbuffer, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(renderTarget);
+ return copy(destOffset, sourceArea, renderTarget);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ImageD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ImageD3D.h
new file mode 100644
index 0000000000..0fe88a8f59
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ImageD3D.h
@@ -0,0 +1,84 @@
+//
+// Copyright (c) 2002-2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ImageD3D.h: Defines the rx::ImageD3D class, an abstract base class for the
+// renderer-specific classes which will define the interface to the underlying
+// surfaces or resources.
+
+#ifndef LIBANGLE_RENDERER_D3D_IMAGED3D_H_
+#define LIBANGLE_RENDERER_D3D_IMAGED3D_H_
+
+#include "common/debug.h"
+
+#include "libANGLE/Error.h"
+
+namespace gl
+{
+class Framebuffer;
+struct ImageIndex;
+struct Box;
+struct Extents;
+struct Offset;
+struct Rectangle;
+struct PixelUnpackState;
+}
+
+namespace rx
+{
+class TextureStorage;
+class RendererD3D;
+class RenderTargetD3D;
+
+class ImageD3D : angle::NonCopyable
+{
+ public:
+ ImageD3D();
+ virtual ~ImageD3D() {};
+
+ GLsizei getWidth() const { return mWidth; }
+ GLsizei getHeight() const { return mHeight; }
+ GLsizei getDepth() const { return mDepth; }
+ GLenum getInternalFormat() const { return mInternalFormat; }
+ GLenum getTarget() const { return mTarget; }
+ bool isRenderableFormat() const { return mRenderable; }
+
+ void markDirty() { mDirty = true; }
+ void markClean() { mDirty = false; }
+ virtual bool isDirty() const = 0;
+
+ virtual bool redefine(GLenum target, GLenum internalformat, const gl::Extents &size, bool forceRelease) = 0;
+
+ virtual gl::Error loadData(const gl::Box &area, const gl::PixelUnpackState &unpack, GLenum type, const void *input) = 0;
+ virtual gl::Error loadCompressedData(const gl::Box &area, const void *input) = 0;
+
+ virtual gl::Error setManagedSurface2D(TextureStorage *storage, int level) { return gl::Error(GL_NO_ERROR); };
+ virtual gl::Error setManagedSurfaceCube(TextureStorage *storage, int face, int level) { return gl::Error(GL_NO_ERROR); };
+ virtual gl::Error setManagedSurface3D(TextureStorage *storage, int level) { return gl::Error(GL_NO_ERROR); };
+ virtual gl::Error setManagedSurface2DArray(TextureStorage *storage, int layer, int level) { return gl::Error(GL_NO_ERROR); };
+ virtual gl::Error copyToStorage(TextureStorage *storage, const gl::ImageIndex &index, const gl::Box &region) = 0;
+
+ virtual gl::Error copy(const gl::Offset &destOffset, const gl::Box &sourceArea,
+ const gl::ImageIndex &sourceIndex, TextureStorage *source) = 0;
+
+ gl::Error copy(const gl::Offset &destOffset, const gl::Rectangle &sourceArea, const gl::Framebuffer *source);
+
+ protected:
+ GLsizei mWidth;
+ GLsizei mHeight;
+ GLsizei mDepth;
+ GLenum mInternalFormat;
+ bool mRenderable;
+ GLenum mTarget;
+
+ bool mDirty;
+
+ private:
+ virtual gl::Error copy(const gl::Offset &destOffset, const gl::Rectangle &sourceArea, RenderTargetD3D *source) = 0;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_IMAGED3D_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/IndexBuffer.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/IndexBuffer.cpp
new file mode 100644
index 0000000000..677b8bb240
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/IndexBuffer.cpp
@@ -0,0 +1,196 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// IndexBuffer.cpp: Defines the abstract IndexBuffer class and IndexBufferInterface
+// class with derivations, classes that perform graphics API agnostic index buffer operations.
+
+#include "libANGLE/renderer/d3d/IndexBuffer.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+
+namespace rx
+{
+
+unsigned int IndexBuffer::mNextSerial = 1;
+
+IndexBuffer::IndexBuffer()
+{
+ updateSerial();
+}
+
+IndexBuffer::~IndexBuffer()
+{
+}
+
+unsigned int IndexBuffer::getSerial() const
+{
+ return mSerial;
+}
+
+void IndexBuffer::updateSerial()
+{
+ mSerial = mNextSerial++;
+}
+
+
+IndexBufferInterface::IndexBufferInterface(BufferFactoryD3D *factory, bool dynamic)
+{
+ mIndexBuffer = factory->createIndexBuffer();
+
+ mDynamic = dynamic;
+ mWritePosition = 0;
+}
+
+IndexBufferInterface::~IndexBufferInterface()
+{
+ if (mIndexBuffer)
+ {
+ delete mIndexBuffer;
+ }
+}
+
+GLenum IndexBufferInterface::getIndexType() const
+{
+ return mIndexBuffer->getIndexType();
+}
+
+unsigned int IndexBufferInterface::getBufferSize() const
+{
+ return mIndexBuffer->getBufferSize();
+}
+
+unsigned int IndexBufferInterface::getSerial() const
+{
+ return mIndexBuffer->getSerial();
+}
+
+gl::Error IndexBufferInterface::mapBuffer(unsigned int size, void **outMappedMemory, unsigned int *streamOffset)
+{
+ // Protect against integer overflow
+ if (mWritePosition + size < mWritePosition)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Mapping of internal index buffer would cause an integer overflow.");
+ }
+
+ gl::Error error = mIndexBuffer->mapBuffer(mWritePosition, size, outMappedMemory);
+ if (error.isError())
+ {
+ if (outMappedMemory)
+ {
+ *outMappedMemory = NULL;
+ }
+ return error;
+ }
+
+ if (streamOffset)
+ {
+ *streamOffset = mWritePosition;
+ }
+
+ mWritePosition += size;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error IndexBufferInterface::unmapBuffer()
+{
+ return mIndexBuffer->unmapBuffer();
+}
+
+IndexBuffer * IndexBufferInterface::getIndexBuffer() const
+{
+ return mIndexBuffer;
+}
+
+unsigned int IndexBufferInterface::getWritePosition() const
+{
+ return mWritePosition;
+}
+
+void IndexBufferInterface::setWritePosition(unsigned int writePosition)
+{
+ mWritePosition = writePosition;
+}
+
+gl::Error IndexBufferInterface::discard()
+{
+ return mIndexBuffer->discard();
+}
+
+gl::Error IndexBufferInterface::setBufferSize(unsigned int bufferSize, GLenum indexType)
+{
+ if (mIndexBuffer->getBufferSize() == 0)
+ {
+ return mIndexBuffer->initialize(bufferSize, indexType, mDynamic);
+ }
+ else
+ {
+ return mIndexBuffer->setSize(bufferSize, indexType);
+ }
+}
+
+StreamingIndexBufferInterface::StreamingIndexBufferInterface(BufferFactoryD3D *factory)
+ : IndexBufferInterface(factory, true)
+{
+}
+
+StreamingIndexBufferInterface::~StreamingIndexBufferInterface()
+{
+}
+
+gl::Error StreamingIndexBufferInterface::reserveBufferSpace(unsigned int size, GLenum indexType)
+{
+ unsigned int curBufferSize = getBufferSize();
+ unsigned int writePos = getWritePosition();
+ if (size > curBufferSize)
+ {
+ gl::Error error = setBufferSize(std::max(size, 2 * curBufferSize), indexType);
+ if (error.isError())
+ {
+ return error;
+ }
+ setWritePosition(0);
+ }
+ else if (writePos + size > curBufferSize || writePos + size < writePos)
+ {
+ gl::Error error = discard();
+ if (error.isError())
+ {
+ return error;
+ }
+ setWritePosition(0);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+
+StaticIndexBufferInterface::StaticIndexBufferInterface(BufferFactoryD3D *factory)
+ : IndexBufferInterface(factory, false)
+{
+}
+
+StaticIndexBufferInterface::~StaticIndexBufferInterface()
+{
+}
+
+gl::Error StaticIndexBufferInterface::reserveBufferSpace(unsigned int size, GLenum indexType)
+{
+ unsigned int curSize = getBufferSize();
+ if (curSize == 0)
+ {
+ return setBufferSize(size, indexType);
+ }
+ else if (curSize >= size && indexType == getIndexType())
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION, "Internal static index buffers can't be resized");
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/IndexBuffer.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/IndexBuffer.h
new file mode 100644
index 0000000000..36262f1d09
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/IndexBuffer.h
@@ -0,0 +1,101 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// IndexBuffer.h: Defines the abstract IndexBuffer class and IndexBufferInterface
+// class with derivations, classes that perform graphics API agnostic index buffer operations.
+
+#ifndef LIBANGLE_RENDERER_D3D_INDEXBUFFER_H_
+#define LIBANGLE_RENDERER_D3D_INDEXBUFFER_H_
+
+#include "common/angleutils.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/renderer/IndexRangeCache.h"
+
+namespace rx
+{
+class BufferFactoryD3D;
+
+class IndexBuffer : angle::NonCopyable
+{
+ public:
+ IndexBuffer();
+ virtual ~IndexBuffer();
+
+ virtual gl::Error initialize(unsigned int bufferSize, GLenum indexType, bool dynamic) = 0;
+
+ virtual gl::Error mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory) = 0;
+ virtual gl::Error unmapBuffer() = 0;
+
+ virtual gl::Error discard() = 0;
+
+ virtual GLenum getIndexType() const = 0;
+ virtual unsigned int getBufferSize() const = 0;
+ virtual gl::Error setSize(unsigned int bufferSize, GLenum indexType) = 0;
+
+ unsigned int getSerial() const;
+
+ protected:
+ void updateSerial();
+
+ private:
+ unsigned int mSerial;
+ static unsigned int mNextSerial;
+};
+
+class IndexBufferInterface : angle::NonCopyable
+{
+ public:
+ IndexBufferInterface(BufferFactoryD3D *factory, bool dynamic);
+ virtual ~IndexBufferInterface();
+
+ virtual gl::Error reserveBufferSpace(unsigned int size, GLenum indexType) = 0;
+
+ GLenum getIndexType() const;
+ unsigned int getBufferSize() const;
+
+ unsigned int getSerial() const;
+
+ gl::Error mapBuffer(unsigned int size, void** outMappedMemory, unsigned int *streamOffset);
+ gl::Error unmapBuffer();
+
+ IndexBuffer *getIndexBuffer() const;
+
+ protected:
+ unsigned int getWritePosition() const;
+ void setWritePosition(unsigned int writePosition);
+
+ gl::Error discard();
+
+ gl::Error setBufferSize(unsigned int bufferSize, GLenum indexType);
+
+ private:
+ IndexBuffer *mIndexBuffer;
+
+ unsigned int mWritePosition;
+ bool mDynamic;
+};
+
+class StreamingIndexBufferInterface : public IndexBufferInterface
+{
+ public:
+ explicit StreamingIndexBufferInterface(BufferFactoryD3D *factory);
+ ~StreamingIndexBufferInterface();
+
+ gl::Error reserveBufferSpace(unsigned int size, GLenum indexType) override;
+};
+
+class StaticIndexBufferInterface : public IndexBufferInterface
+{
+ public:
+ explicit StaticIndexBufferInterface(BufferFactoryD3D *factory);
+ ~StaticIndexBufferInterface();
+
+ gl::Error reserveBufferSpace(unsigned int size, GLenum indexType) override;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_INDEXBUFFER_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/IndexDataManager.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/IndexDataManager.cpp
new file mode 100644
index 0000000000..7dad269435
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/IndexDataManager.cpp
@@ -0,0 +1,267 @@
+//
+// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// IndexDataManager.cpp: Defines the IndexDataManager, a class that
+// runs the Buffer translation process for index buffers.
+
+#include "libANGLE/renderer/d3d/IndexDataManager.h"
+#include "libANGLE/renderer/d3d/BufferD3D.h"
+#include "libANGLE/renderer/d3d/IndexBuffer.h"
+#include "libANGLE/Buffer.h"
+#include "libANGLE/formatutils.h"
+
+namespace rx
+{
+
+static void ConvertIndices(GLenum sourceType, GLenum destinationType, const void *input, GLsizei count, void *output)
+{
+ if (sourceType == GL_UNSIGNED_BYTE)
+ {
+ ASSERT(destinationType == GL_UNSIGNED_SHORT);
+ const GLubyte *in = static_cast<const GLubyte*>(input);
+ GLushort *out = static_cast<GLushort*>(output);
+
+ for (GLsizei i = 0; i < count; i++)
+ {
+ out[i] = in[i];
+ }
+ }
+ else if (sourceType == GL_UNSIGNED_INT)
+ {
+ ASSERT(destinationType == GL_UNSIGNED_INT);
+ memcpy(output, input, count * sizeof(GLuint));
+ }
+ else if (sourceType == GL_UNSIGNED_SHORT)
+ {
+ if (destinationType == GL_UNSIGNED_SHORT)
+ {
+ memcpy(output, input, count * sizeof(GLushort));
+ }
+ else if (destinationType == GL_UNSIGNED_INT)
+ {
+ const GLushort *in = static_cast<const GLushort*>(input);
+ GLuint *out = static_cast<GLuint*>(output);
+
+ for (GLsizei i = 0; i < count; i++)
+ {
+ out[i] = in[i];
+ }
+ }
+ else UNREACHABLE();
+ }
+ else UNREACHABLE();
+}
+
+IndexDataManager::IndexDataManager(BufferFactoryD3D *factory, RendererClass rendererClass)
+ : mFactory(factory),
+ mRendererClass(rendererClass),
+ mStreamingBufferShort(nullptr),
+ mStreamingBufferInt(nullptr)
+{
+}
+
+IndexDataManager::~IndexDataManager()
+{
+ SafeDelete(mStreamingBufferShort);
+ SafeDelete(mStreamingBufferInt);
+}
+
+gl::Error IndexDataManager::prepareIndexData(GLenum type, GLsizei count, gl::Buffer *buffer, const GLvoid *indices, TranslatedIndexData *translated)
+{
+ const gl::Type &typeInfo = gl::GetTypeInfo(type);
+
+ GLenum destinationIndexType = (type == GL_UNSIGNED_INT) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT;
+
+ unsigned int offset = 0;
+ bool alignedOffset = false;
+
+ BufferD3D *storage = NULL;
+
+ if (buffer != NULL)
+ {
+ offset = static_cast<unsigned int>(reinterpret_cast<uintptr_t>(indices));
+
+ storage = GetImplAs<BufferD3D>(buffer);
+
+ // We'll trust that the compiler will optimize the % below:
+ // the operands are unsigned and the divisor is a constant.
+ switch (type)
+ {
+ case GL_UNSIGNED_BYTE: alignedOffset = (offset % sizeof(GLubyte) == 0); break;
+ case GL_UNSIGNED_SHORT: alignedOffset = (offset % sizeof(GLushort) == 0); break;
+ case GL_UNSIGNED_INT: alignedOffset = (offset % sizeof(GLuint) == 0); break;
+ default: UNREACHABLE(); alignedOffset = false;
+ }
+
+ ASSERT(typeInfo.bytes * static_cast<unsigned int>(count) + offset <= storage->getSize());
+
+ const uint8_t *bufferData = NULL;
+ gl::Error error = storage->getData(&bufferData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ indices = bufferData + offset;
+ }
+
+ StaticIndexBufferInterface *staticBuffer = storage ? storage->getStaticIndexBuffer() : NULL;
+ IndexBufferInterface *indexBuffer = NULL;
+ bool directStorage = alignedOffset && storage && storage->supportsDirectBinding() &&
+ destinationIndexType == type;
+ unsigned int streamOffset = 0;
+
+ if (directStorage)
+ {
+ streamOffset = offset;
+ }
+ else if (staticBuffer && staticBuffer->getBufferSize() != 0 && staticBuffer->getIndexType() == type && alignedOffset)
+ {
+ indexBuffer = staticBuffer;
+
+ // Using bit-shift here is faster than using division.
+ streamOffset = (offset >> typeInfo.bytesShift) << gl::GetTypeInfo(destinationIndexType).bytesShift;
+ }
+
+ // Avoid D3D11's primitive restart index value
+ // see http://msdn.microsoft.com/en-us/library/windows/desktop/bb205124(v=vs.85).aspx
+ if (translated->indexRange.end == 0xFFFF && type == GL_UNSIGNED_SHORT && mRendererClass == RENDERER_D3D11)
+ {
+ destinationIndexType = GL_UNSIGNED_INT;
+ directStorage = false;
+ indexBuffer = NULL;
+ }
+
+ const gl::Type &destTypeInfo = gl::GetTypeInfo(destinationIndexType);
+
+ if (!directStorage && !indexBuffer)
+ {
+ gl::Error error = getStreamingIndexBuffer(destinationIndexType, &indexBuffer);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ unsigned int convertCount = count;
+
+ if (staticBuffer)
+ {
+ if (staticBuffer->getBufferSize() == 0 && alignedOffset)
+ {
+ indexBuffer = staticBuffer;
+ // Using bit-shift here is faster than using division.
+ convertCount = storage->getSize() >> typeInfo.bytesShift;
+ }
+ else
+ {
+ storage->invalidateStaticData();
+ staticBuffer = NULL;
+ }
+ }
+
+ ASSERT(indexBuffer);
+
+ // Using bit-shift here is faster than using division.
+ if (convertCount > (std::numeric_limits<unsigned int>::max() >> destTypeInfo.bytesShift))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Reserving %u indices of %u bytes each exceeds the maximum buffer size.",
+ convertCount, destTypeInfo.bytes);
+ }
+
+ unsigned int bufferSizeRequired = convertCount << destTypeInfo.bytesShift;
+ error = indexBuffer->reserveBufferSpace(bufferSizeRequired, type);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ void* output = NULL;
+ error = indexBuffer->mapBuffer(bufferSizeRequired, &output, &streamOffset);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ const uint8_t *dataPointer = reinterpret_cast<const uint8_t*>(indices);
+ if (staticBuffer)
+ {
+ error = storage->getData(&dataPointer);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ ConvertIndices(type, destinationIndexType, dataPointer, convertCount, output);
+
+ error = indexBuffer->unmapBuffer();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (staticBuffer)
+ {
+ // Using bit-shift here is faster than using division.
+ streamOffset = (offset >> typeInfo.bytesShift) << destTypeInfo.bytesShift;
+ }
+ }
+
+ translated->storage = directStorage ? storage : NULL;
+ translated->indexBuffer = indexBuffer ? indexBuffer->getIndexBuffer() : NULL;
+ translated->serial = directStorage ? storage->getSerial() : indexBuffer->getSerial();
+ // Using bit-shift here is faster than using division.
+ translated->startIndex = (streamOffset >> destTypeInfo.bytesShift);
+ translated->startOffset = streamOffset;
+ translated->indexType = destinationIndexType;
+
+ if (storage)
+ {
+ storage->promoteStaticUsage(count << typeInfo.bytesShift);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error IndexDataManager::getStreamingIndexBuffer(GLenum destinationIndexType, IndexBufferInterface **outBuffer)
+{
+ ASSERT(outBuffer);
+ if (destinationIndexType == GL_UNSIGNED_INT)
+ {
+ if (!mStreamingBufferInt)
+ {
+ mStreamingBufferInt = new StreamingIndexBufferInterface(mFactory);
+ gl::Error error = mStreamingBufferInt->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT);
+ if (error.isError())
+ {
+ SafeDelete(mStreamingBufferInt);
+ return error;
+ }
+ }
+
+ *outBuffer = mStreamingBufferInt;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ ASSERT(destinationIndexType == GL_UNSIGNED_SHORT);
+
+ if (!mStreamingBufferShort)
+ {
+ mStreamingBufferShort = new StreamingIndexBufferInterface(mFactory);
+ gl::Error error = mStreamingBufferShort->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT);
+ if (error.isError())
+ {
+ SafeDelete(mStreamingBufferShort);
+ return error;
+ }
+ }
+
+ *outBuffer = mStreamingBufferShort;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/IndexDataManager.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/IndexDataManager.h
new file mode 100644
index 0000000000..275b3720c5
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/IndexDataManager.h
@@ -0,0 +1,70 @@
+//
+// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// IndexDataManager.h: Defines the IndexDataManager, a class that
+// runs the Buffer translation process for index buffers.
+
+#ifndef LIBANGLE_INDEXDATAMANAGER_H_
+#define LIBANGLE_INDEXDATAMANAGER_H_
+
+#include <GLES2/gl2.h>
+
+#include "common/angleutils.h"
+#include "common/mathutil.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+
+namespace
+{
+ enum { INITIAL_INDEX_BUFFER_SIZE = 4096 * sizeof(GLuint) };
+}
+
+namespace gl
+{
+class Buffer;
+}
+
+namespace rx
+{
+class IndexBufferInterface;
+class StaticIndexBufferInterface;
+class StreamingIndexBufferInterface;
+class IndexBuffer;
+class BufferD3D;
+class RendererD3D;
+
+struct TranslatedIndexData
+{
+ RangeUI indexRange;
+ unsigned int startIndex;
+ unsigned int startOffset; // In bytes
+
+ IndexBuffer *indexBuffer;
+ BufferD3D *storage;
+ GLenum indexType;
+ unsigned int serial;
+};
+
+class IndexDataManager : angle::NonCopyable
+{
+ public:
+ explicit IndexDataManager(BufferFactoryD3D *factory, RendererClass rendererClass);
+ virtual ~IndexDataManager();
+
+ gl::Error prepareIndexData(GLenum type, GLsizei count, gl::Buffer *arrayElementBuffer, const GLvoid *indices, TranslatedIndexData *translated);
+
+ private:
+ gl::Error getStreamingIndexBuffer(GLenum destinationIndexType, IndexBufferInterface **outBuffer);
+
+ BufferFactoryD3D *const mFactory;
+ RendererClass mRendererClass;
+ StreamingIndexBufferInterface *mStreamingBufferShort;
+ StreamingIndexBufferInterface *mStreamingBufferInt;
+};
+
+}
+
+#endif // LIBANGLE_INDEXDATAMANAGER_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp
new file mode 100644
index 0000000000..9ce9a27cd3
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -0,0 +1,2005 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ProgramD3D.cpp: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
+
+#include "libANGLE/renderer/d3d/ProgramD3D.h"
+
+#include "common/utilities.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/features.h"
+#include "libANGLE/renderer/d3d/DynamicHLSL.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/renderer/d3d/ShaderD3D.h"
+#include "libANGLE/renderer/d3d/ShaderExecutableD3D.h"
+#include "libANGLE/renderer/d3d/VertexDataManager.h"
+
+namespace rx
+{
+
+namespace
+{
+
+GLenum GetTextureType(GLenum samplerType)
+{
+ switch (samplerType)
+ {
+ case GL_SAMPLER_2D:
+ case GL_INT_SAMPLER_2D:
+ case GL_UNSIGNED_INT_SAMPLER_2D:
+ case GL_SAMPLER_2D_SHADOW:
+ return GL_TEXTURE_2D;
+ case GL_SAMPLER_3D:
+ case GL_INT_SAMPLER_3D:
+ case GL_UNSIGNED_INT_SAMPLER_3D:
+ return GL_TEXTURE_3D;
+ case GL_SAMPLER_CUBE:
+ case GL_SAMPLER_CUBE_SHADOW:
+ return GL_TEXTURE_CUBE_MAP;
+ case GL_INT_SAMPLER_CUBE:
+ case GL_UNSIGNED_INT_SAMPLER_CUBE:
+ return GL_TEXTURE_CUBE_MAP;
+ case GL_SAMPLER_2D_ARRAY:
+ case GL_INT_SAMPLER_2D_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
+ case GL_SAMPLER_2D_ARRAY_SHADOW:
+ return GL_TEXTURE_2D_ARRAY;
+ default: UNREACHABLE();
+ }
+
+ return GL_TEXTURE_2D;
+}
+
+void GetDefaultInputLayoutFromShader(const std::vector<sh::Attribute> &shaderAttributes, gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS])
+{
+ size_t layoutIndex = 0;
+ for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); attributeIndex++)
+ {
+ ASSERT(layoutIndex < gl::MAX_VERTEX_ATTRIBS);
+
+ const sh::Attribute &shaderAttr = shaderAttributes[attributeIndex];
+
+ if (shaderAttr.type != GL_NONE)
+ {
+ GLenum transposedType = gl::TransposeMatrixType(shaderAttr.type);
+
+ for (size_t rowIndex = 0; static_cast<int>(rowIndex) < gl::VariableRowCount(transposedType); rowIndex++, layoutIndex++)
+ {
+ gl::VertexFormat *defaultFormat = &inputLayout[layoutIndex];
+
+ defaultFormat->mType = gl::VariableComponentType(transposedType);
+ defaultFormat->mNormalized = false;
+ defaultFormat->mPureInteger = (defaultFormat->mType != GL_FLOAT); // note: inputs can not be bool
+ defaultFormat->mComponents = gl::VariableColumnCount(transposedType);
+ }
+ }
+ }
+}
+
+std::vector<GLenum> GetDefaultOutputLayoutFromShader(const std::vector<PixelShaderOutputVariable> &shaderOutputVars)
+{
+ std::vector<GLenum> defaultPixelOutput;
+
+ if (!shaderOutputVars.empty())
+ {
+ defaultPixelOutput.push_back(GL_COLOR_ATTACHMENT0 + shaderOutputVars[0].outputIndex);
+ }
+
+ return defaultPixelOutput;
+}
+
+bool IsRowMajorLayout(const sh::InterfaceBlockField &var)
+{
+ return var.isRowMajorLayout;
+}
+
+bool IsRowMajorLayout(const sh::ShaderVariable &var)
+{
+ return false;
+}
+
+struct AttributeSorter
+{
+ AttributeSorter(const ProgramImpl::SemanticIndexArray &semanticIndices)
+ : originalIndices(&semanticIndices)
+ {
+ }
+
+ bool operator()(int a, int b)
+ {
+ int indexA = (*originalIndices)[a];
+ int indexB = (*originalIndices)[b];
+
+ if (indexA == -1) return false;
+ if (indexB == -1) return true;
+ return (indexA < indexB);
+ }
+
+ const ProgramImpl::SemanticIndexArray *originalIndices;
+};
+
+}
+
+ProgramD3D::VertexExecutable::VertexExecutable(const gl::VertexFormat inputLayout[],
+ const GLenum signature[],
+ ShaderExecutableD3D *shaderExecutable)
+ : mShaderExecutable(shaderExecutable)
+{
+ for (size_t attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
+ {
+ mInputs[attributeIndex] = inputLayout[attributeIndex];
+ mSignature[attributeIndex] = signature[attributeIndex];
+ }
+}
+
+ProgramD3D::VertexExecutable::~VertexExecutable()
+{
+ SafeDelete(mShaderExecutable);
+}
+
+bool ProgramD3D::VertexExecutable::matchesSignature(const GLenum signature[]) const
+{
+ for (size_t attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
+ {
+ if (mSignature[attributeIndex] != signature[attributeIndex])
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+ProgramD3D::PixelExecutable::PixelExecutable(const std::vector<GLenum> &outputSignature, ShaderExecutableD3D *shaderExecutable)
+ : mOutputSignature(outputSignature),
+ mShaderExecutable(shaderExecutable)
+{
+}
+
+ProgramD3D::PixelExecutable::~PixelExecutable()
+{
+ SafeDelete(mShaderExecutable);
+}
+
+ProgramD3D::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureType(GL_TEXTURE_2D)
+{
+}
+
+unsigned int ProgramD3D::mCurrentSerial = 1;
+
+ProgramD3D::ProgramD3D(RendererD3D *renderer)
+ : ProgramImpl(),
+ mRenderer(renderer),
+ mDynamicHLSL(NULL),
+ mGeometryExecutable(NULL),
+ mUsesPointSize(false),
+ mVertexUniformStorage(NULL),
+ mFragmentUniformStorage(NULL),
+ mUsedVertexSamplerRange(0),
+ mUsedPixelSamplerRange(0),
+ mDirtySamplerMapping(true),
+ mTextureUnitTypesCache(renderer->getRendererCaps().maxCombinedTextureImageUnits),
+ mShaderVersion(100),
+ mSerial(issueSerial())
+{
+ mDynamicHLSL = new DynamicHLSL(renderer);
+}
+
+ProgramD3D::~ProgramD3D()
+{
+ reset();
+ SafeDelete(mDynamicHLSL);
+}
+
+bool ProgramD3D::usesPointSpriteEmulation() const
+{
+ return mUsesPointSize && mRenderer->getMajorShaderModel() >= 4;
+}
+
+bool ProgramD3D::usesGeometryShader() const
+{
+ return usesPointSpriteEmulation() && !usesInstancedPointSpriteEmulation();
+}
+
+bool ProgramD3D::usesInstancedPointSpriteEmulation() const
+{
+ return mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
+}
+
+GLint ProgramD3D::getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const
+{
+ GLint logicalTextureUnit = -1;
+
+ switch (type)
+ {
+ case gl::SAMPLER_PIXEL:
+ ASSERT(samplerIndex < caps.maxTextureImageUnits);
+ if (samplerIndex < mSamplersPS.size() && mSamplersPS[samplerIndex].active)
+ {
+ logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit;
+ }
+ break;
+ case gl::SAMPLER_VERTEX:
+ ASSERT(samplerIndex < caps.maxVertexTextureImageUnits);
+ if (samplerIndex < mSamplersVS.size() && mSamplersVS[samplerIndex].active)
+ {
+ logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit;
+ }
+ break;
+ default: UNREACHABLE();
+ }
+
+ if (logicalTextureUnit >= 0 && logicalTextureUnit < static_cast<GLint>(caps.maxCombinedTextureImageUnits))
+ {
+ return logicalTextureUnit;
+ }
+
+ return -1;
+}
+
+// Returns the texture type for a given Direct3D 9 sampler type and
+// index (0-15 for the pixel shader and 0-3 for the vertex shader).
+GLenum ProgramD3D::getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const
+{
+ switch (type)
+ {
+ case gl::SAMPLER_PIXEL:
+ ASSERT(samplerIndex < mSamplersPS.size());
+ ASSERT(mSamplersPS[samplerIndex].active);
+ return mSamplersPS[samplerIndex].textureType;
+ case gl::SAMPLER_VERTEX:
+ ASSERT(samplerIndex < mSamplersVS.size());
+ ASSERT(mSamplersVS[samplerIndex].active);
+ return mSamplersVS[samplerIndex].textureType;
+ default: UNREACHABLE();
+ }
+
+ return GL_TEXTURE_2D;
+}
+
+GLint ProgramD3D::getUsedSamplerRange(gl::SamplerType type) const
+{
+ switch (type)
+ {
+ case gl::SAMPLER_PIXEL:
+ return mUsedPixelSamplerRange;
+ case gl::SAMPLER_VERTEX:
+ return mUsedVertexSamplerRange;
+ default:
+ UNREACHABLE();
+ return 0;
+ }
+}
+
+void ProgramD3D::updateSamplerMapping()
+{
+ if (!mDirtySamplerMapping)
+ {
+ return;
+ }
+
+ mDirtySamplerMapping = false;
+
+ // Retrieve sampler uniform values
+ for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
+ {
+ gl::LinkedUniform *targetUniform = mUniforms[uniformIndex];
+
+ if (targetUniform->dirty)
+ {
+ if (gl::IsSamplerType(targetUniform->type))
+ {
+ int count = targetUniform->elementCount();
+ GLint (*v)[4] = reinterpret_cast<GLint(*)[4]>(targetUniform->data);
+
+ if (targetUniform->isReferencedByFragmentShader())
+ {
+ unsigned int firstIndex = targetUniform->psRegisterIndex;
+
+ for (int i = 0; i < count; i++)
+ {
+ unsigned int samplerIndex = firstIndex + i;
+
+ if (samplerIndex < mSamplersPS.size())
+ {
+ ASSERT(mSamplersPS[samplerIndex].active);
+ mSamplersPS[samplerIndex].logicalTextureUnit = v[i][0];
+ }
+ }
+ }
+
+ if (targetUniform->isReferencedByVertexShader())
+ {
+ unsigned int firstIndex = targetUniform->vsRegisterIndex;
+
+ for (int i = 0; i < count; i++)
+ {
+ unsigned int samplerIndex = firstIndex + i;
+
+ if (samplerIndex < mSamplersVS.size())
+ {
+ ASSERT(mSamplersVS[samplerIndex].active);
+ mSamplersVS[samplerIndex].logicalTextureUnit = v[i][0];
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+bool ProgramD3D::validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps)
+{
+ // if any two active samplers in a program are of different types, but refer to the same
+ // texture image unit, and this is the current program, then ValidateProgram will fail, and
+ // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
+ updateSamplerMapping();
+
+ std::fill(mTextureUnitTypesCache.begin(), mTextureUnitTypesCache.end(), GL_NONE);
+
+ for (unsigned int i = 0; i < mUsedPixelSamplerRange; ++i)
+ {
+ if (mSamplersPS[i].active)
+ {
+ unsigned int unit = mSamplersPS[i].logicalTextureUnit;
+
+ if (unit >= caps.maxCombinedTextureImageUnits)
+ {
+ if (infoLog)
+ {
+ infoLog->append("Sampler uniform (%d) exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, caps.maxCombinedTextureImageUnits);
+ }
+
+ return false;
+ }
+
+ if (mTextureUnitTypesCache[unit] != GL_NONE)
+ {
+ if (mSamplersPS[i].textureType != mTextureUnitTypesCache[unit])
+ {
+ if (infoLog)
+ {
+ infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
+ }
+
+ return false;
+ }
+ }
+ else
+ {
+ mTextureUnitTypesCache[unit] = mSamplersPS[i].textureType;
+ }
+ }
+ }
+
+ for (unsigned int i = 0; i < mUsedVertexSamplerRange; ++i)
+ {
+ if (mSamplersVS[i].active)
+ {
+ unsigned int unit = mSamplersVS[i].logicalTextureUnit;
+
+ if (unit >= caps.maxCombinedTextureImageUnits)
+ {
+ if (infoLog)
+ {
+ infoLog->append("Sampler uniform (%d) exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, caps.maxCombinedTextureImageUnits);
+ }
+
+ return false;
+ }
+
+ if (mTextureUnitTypesCache[unit] != GL_NONE)
+ {
+ if (mSamplersVS[i].textureType != mTextureUnitTypesCache[unit])
+ {
+ if (infoLog)
+ {
+ infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
+ }
+
+ return false;
+ }
+ }
+ else
+ {
+ mTextureUnitTypesCache[unit] = mSamplersVS[i].textureType;
+ }
+ }
+ }
+
+ return true;
+}
+
+LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
+{
+ int compileFlags = stream->readInt<int>();
+ if (compileFlags != ANGLE_COMPILE_OPTIMIZATION_LEVEL)
+ {
+ infoLog.append("Mismatched compilation flags.");
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
+ }
+
+ stream->readInt(&mShaderVersion);
+
+ const unsigned int psSamplerCount = stream->readInt<unsigned int>();
+ for (unsigned int i = 0; i < psSamplerCount; ++i)
+ {
+ Sampler sampler;
+ stream->readBool(&sampler.active);
+ stream->readInt(&sampler.logicalTextureUnit);
+ stream->readInt(&sampler.textureType);
+ mSamplersPS.push_back(sampler);
+ }
+ const unsigned int vsSamplerCount = stream->readInt<unsigned int>();
+ for (unsigned int i = 0; i < vsSamplerCount; ++i)
+ {
+ Sampler sampler;
+ stream->readBool(&sampler.active);
+ stream->readInt(&sampler.logicalTextureUnit);
+ stream->readInt(&sampler.textureType);
+ mSamplersVS.push_back(sampler);
+ }
+
+ stream->readInt(&mUsedVertexSamplerRange);
+ stream->readInt(&mUsedPixelSamplerRange);
+
+ const unsigned int uniformCount = stream->readInt<unsigned int>();
+ if (stream->error())
+ {
+ infoLog.append("Invalid program binary.");
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
+ }
+
+ mUniforms.resize(uniformCount);
+ for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; uniformIndex++)
+ {
+ GLenum type = stream->readInt<GLenum>();
+ GLenum precision = stream->readInt<GLenum>();
+ std::string name = stream->readString();
+ unsigned int arraySize = stream->readInt<unsigned int>();
+ int blockIndex = stream->readInt<int>();
+
+ int offset = stream->readInt<int>();
+ int arrayStride = stream->readInt<int>();
+ int matrixStride = stream->readInt<int>();
+ bool isRowMajorMatrix = stream->readBool();
+
+ const sh::BlockMemberInfo blockInfo(offset, arrayStride, matrixStride, isRowMajorMatrix);
+
+ gl::LinkedUniform *uniform = new gl::LinkedUniform(type, precision, name, arraySize, blockIndex, blockInfo);
+
+ stream->readInt(&uniform->psRegisterIndex);
+ stream->readInt(&uniform->vsRegisterIndex);
+ stream->readInt(&uniform->registerCount);
+ stream->readInt(&uniform->registerElement);
+
+ mUniforms[uniformIndex] = uniform;
+ }
+
+ const unsigned int uniformIndexCount = stream->readInt<unsigned int>();
+ if (stream->error())
+ {
+ infoLog.append("Invalid program binary.");
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
+ }
+
+ mUniformIndex.resize(uniformIndexCount);
+ for (unsigned int uniformIndexIndex = 0; uniformIndexIndex < uniformIndexCount; uniformIndexIndex++)
+ {
+ stream->readString(&mUniformIndex[uniformIndexIndex].name);
+ stream->readInt(&mUniformIndex[uniformIndexIndex].element);
+ stream->readInt(&mUniformIndex[uniformIndexIndex].index);
+ }
+
+ unsigned int uniformBlockCount = stream->readInt<unsigned int>();
+ if (stream->error())
+ {
+ infoLog.append("Invalid program binary.");
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
+ }
+
+ mUniformBlocks.resize(uniformBlockCount);
+ for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < uniformBlockCount; ++uniformBlockIndex)
+ {
+ std::string name = stream->readString();
+ unsigned int elementIndex = stream->readInt<unsigned int>();
+ unsigned int dataSize = stream->readInt<unsigned int>();
+
+ gl::UniformBlock *uniformBlock = new gl::UniformBlock(name, elementIndex, dataSize);
+
+ stream->readInt(&uniformBlock->psRegisterIndex);
+ stream->readInt(&uniformBlock->vsRegisterIndex);
+
+ unsigned int numMembers = stream->readInt<unsigned int>();
+ uniformBlock->memberUniformIndexes.resize(numMembers);
+ for (unsigned int blockMemberIndex = 0; blockMemberIndex < numMembers; blockMemberIndex++)
+ {
+ stream->readInt(&uniformBlock->memberUniformIndexes[blockMemberIndex]);
+ }
+
+ mUniformBlocks[uniformBlockIndex] = uniformBlock;
+ }
+
+ stream->readInt(&mTransformFeedbackBufferMode);
+ const unsigned int transformFeedbackVaryingCount = stream->readInt<unsigned int>();
+ mTransformFeedbackLinkedVaryings.resize(transformFeedbackVaryingCount);
+ for (unsigned int varyingIndex = 0; varyingIndex < transformFeedbackVaryingCount; varyingIndex++)
+ {
+ gl::LinkedVarying &varying = mTransformFeedbackLinkedVaryings[varyingIndex];
+
+ stream->readString(&varying.name);
+ stream->readInt(&varying.type);
+ stream->readInt(&varying.size);
+ stream->readString(&varying.semanticName);
+ stream->readInt(&varying.semanticIndex);
+ stream->readInt(&varying.semanticIndexCount);
+ }
+
+ stream->readString(&mVertexHLSL);
+ stream->readBytes(reinterpret_cast<unsigned char*>(&mVertexWorkarounds), sizeof(D3DCompilerWorkarounds));
+ stream->readString(&mPixelHLSL);
+ stream->readBytes(reinterpret_cast<unsigned char*>(&mPixelWorkarounds), sizeof(D3DCompilerWorkarounds));
+ stream->readBool(&mUsesFragDepth);
+ stream->readBool(&mUsesPointSize);
+
+ const size_t pixelShaderKeySize = stream->readInt<unsigned int>();
+ mPixelShaderKey.resize(pixelShaderKeySize);
+ for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKeySize; pixelShaderKeyIndex++)
+ {
+ stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].type);
+ stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].name);
+ stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].source);
+ stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].outputIndex);
+ }
+
+ const unsigned char* binary = reinterpret_cast<const unsigned char*>(stream->data());
+
+ const unsigned int vertexShaderCount = stream->readInt<unsigned int>();
+ for (unsigned int vertexShaderIndex = 0; vertexShaderIndex < vertexShaderCount; vertexShaderIndex++)
+ {
+ gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS];
+
+ for (size_t inputIndex = 0; inputIndex < gl::MAX_VERTEX_ATTRIBS; inputIndex++)
+ {
+ gl::VertexFormat *vertexInput = &inputLayout[inputIndex];
+ stream->readInt(&vertexInput->mType);
+ stream->readInt(&vertexInput->mNormalized);
+ stream->readInt(&vertexInput->mComponents);
+ stream->readBool(&vertexInput->mPureInteger);
+ }
+
+ unsigned int vertexShaderSize = stream->readInt<unsigned int>();
+ const unsigned char *vertexShaderFunction = binary + stream->offset();
+
+ ShaderExecutableD3D *shaderExecutable = NULL;
+ gl::Error error = mRenderer->loadExecutable(vertexShaderFunction, vertexShaderSize,
+ SHADER_VERTEX,
+ mTransformFeedbackLinkedVaryings,
+ (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
+ &shaderExecutable);
+ if (error.isError())
+ {
+ return LinkResult(false, error);
+ }
+
+ if (!shaderExecutable)
+ {
+ infoLog.append("Could not create vertex shader.");
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
+ }
+
+ // generated converted input layout
+ GLenum signature[gl::MAX_VERTEX_ATTRIBS];
+ getInputLayoutSignature(inputLayout, signature);
+
+ // add new binary
+ mVertexExecutables.push_back(new VertexExecutable(inputLayout, signature, shaderExecutable));
+
+ stream->skip(vertexShaderSize);
+ }
+
+ const size_t pixelShaderCount = stream->readInt<unsigned int>();
+ for (size_t pixelShaderIndex = 0; pixelShaderIndex < pixelShaderCount; pixelShaderIndex++)
+ {
+ const size_t outputCount = stream->readInt<unsigned int>();
+ std::vector<GLenum> outputs(outputCount);
+ for (size_t outputIndex = 0; outputIndex < outputCount; outputIndex++)
+ {
+ stream->readInt(&outputs[outputIndex]);
+ }
+
+ const size_t pixelShaderSize = stream->readInt<unsigned int>();
+ const unsigned char *pixelShaderFunction = binary + stream->offset();
+ ShaderExecutableD3D *shaderExecutable = NULL;
+ gl::Error error = mRenderer->loadExecutable(pixelShaderFunction, pixelShaderSize, SHADER_PIXEL,
+ mTransformFeedbackLinkedVaryings,
+ (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
+ &shaderExecutable);
+ if (error.isError())
+ {
+ return LinkResult(false, error);
+ }
+
+ if (!shaderExecutable)
+ {
+ infoLog.append("Could not create pixel shader.");
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
+ }
+
+ // add new binary
+ mPixelExecutables.push_back(new PixelExecutable(outputs, shaderExecutable));
+
+ stream->skip(pixelShaderSize);
+ }
+
+ unsigned int geometryShaderSize = stream->readInt<unsigned int>();
+
+ if (geometryShaderSize > 0)
+ {
+ const unsigned char *geometryShaderFunction = binary + stream->offset();
+ gl::Error error = mRenderer->loadExecutable(geometryShaderFunction, geometryShaderSize, SHADER_GEOMETRY,
+ mTransformFeedbackLinkedVaryings,
+ (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
+ &mGeometryExecutable);
+ if (error.isError())
+ {
+ return LinkResult(false, error);
+ }
+
+ if (!mGeometryExecutable)
+ {
+ infoLog.append("Could not create geometry shader.");
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
+ }
+ stream->skip(geometryShaderSize);
+ }
+
+ GUID binaryIdentifier = {0};
+ stream->readBytes(reinterpret_cast<unsigned char*>(&binaryIdentifier), sizeof(GUID));
+
+ GUID identifier = mRenderer->getAdapterIdentifier();
+ if (memcmp(&identifier, &binaryIdentifier, sizeof(GUID)) != 0)
+ {
+ infoLog.append("Invalid program binary.");
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
+ }
+
+ initializeUniformStorage();
+ initAttributesByLayout();
+
+ return LinkResult(true, gl::Error(GL_NO_ERROR));
+}
+
+gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
+{
+ stream->writeInt(ANGLE_COMPILE_OPTIMIZATION_LEVEL);
+
+ stream->writeInt(mShaderVersion);
+
+ stream->writeInt(mSamplersPS.size());
+ for (unsigned int i = 0; i < mSamplersPS.size(); ++i)
+ {
+ stream->writeInt(mSamplersPS[i].active);
+ stream->writeInt(mSamplersPS[i].logicalTextureUnit);
+ stream->writeInt(mSamplersPS[i].textureType);
+ }
+
+ stream->writeInt(mSamplersVS.size());
+ for (unsigned int i = 0; i < mSamplersVS.size(); ++i)
+ {
+ stream->writeInt(mSamplersVS[i].active);
+ stream->writeInt(mSamplersVS[i].logicalTextureUnit);
+ stream->writeInt(mSamplersVS[i].textureType);
+ }
+
+ stream->writeInt(mUsedVertexSamplerRange);
+ stream->writeInt(mUsedPixelSamplerRange);
+
+ stream->writeInt(mUniforms.size());
+ for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); ++uniformIndex)
+ {
+ const gl::LinkedUniform &uniform = *mUniforms[uniformIndex];
+
+ stream->writeInt(uniform.type);
+ stream->writeInt(uniform.precision);
+ stream->writeString(uniform.name);
+ stream->writeInt(uniform.arraySize);
+ stream->writeInt(uniform.blockIndex);
+
+ stream->writeInt(uniform.blockInfo.offset);
+ stream->writeInt(uniform.blockInfo.arrayStride);
+ stream->writeInt(uniform.blockInfo.matrixStride);
+ stream->writeInt(uniform.blockInfo.isRowMajorMatrix);
+
+ stream->writeInt(uniform.psRegisterIndex);
+ stream->writeInt(uniform.vsRegisterIndex);
+ stream->writeInt(uniform.registerCount);
+ stream->writeInt(uniform.registerElement);
+ }
+
+ stream->writeInt(mUniformIndex.size());
+ for (size_t i = 0; i < mUniformIndex.size(); ++i)
+ {
+ stream->writeString(mUniformIndex[i].name);
+ stream->writeInt(mUniformIndex[i].element);
+ stream->writeInt(mUniformIndex[i].index);
+ }
+
+ stream->writeInt(mUniformBlocks.size());
+ for (size_t uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); ++uniformBlockIndex)
+ {
+ const gl::UniformBlock& uniformBlock = *mUniformBlocks[uniformBlockIndex];
+
+ stream->writeString(uniformBlock.name);
+ stream->writeInt(uniformBlock.elementIndex);
+ stream->writeInt(uniformBlock.dataSize);
+
+ stream->writeInt(uniformBlock.memberUniformIndexes.size());
+ for (unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size(); blockMemberIndex++)
+ {
+ stream->writeInt(uniformBlock.memberUniformIndexes[blockMemberIndex]);
+ }
+
+ stream->writeInt(uniformBlock.psRegisterIndex);
+ stream->writeInt(uniformBlock.vsRegisterIndex);
+ }
+
+ stream->writeInt(mTransformFeedbackBufferMode);
+ stream->writeInt(mTransformFeedbackLinkedVaryings.size());
+ for (size_t i = 0; i < mTransformFeedbackLinkedVaryings.size(); i++)
+ {
+ const gl::LinkedVarying &varying = mTransformFeedbackLinkedVaryings[i];
+
+ stream->writeString(varying.name);
+ stream->writeInt(varying.type);
+ stream->writeInt(varying.size);
+ stream->writeString(varying.semanticName);
+ stream->writeInt(varying.semanticIndex);
+ stream->writeInt(varying.semanticIndexCount);
+ }
+
+ stream->writeString(mVertexHLSL);
+ stream->writeBytes(reinterpret_cast<unsigned char*>(&mVertexWorkarounds), sizeof(D3DCompilerWorkarounds));
+ stream->writeString(mPixelHLSL);
+ stream->writeBytes(reinterpret_cast<unsigned char*>(&mPixelWorkarounds), sizeof(D3DCompilerWorkarounds));
+ stream->writeInt(mUsesFragDepth);
+ stream->writeInt(mUsesPointSize);
+
+ const std::vector<PixelShaderOutputVariable> &pixelShaderKey = mPixelShaderKey;
+ stream->writeInt(pixelShaderKey.size());
+ for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKey.size(); pixelShaderKeyIndex++)
+ {
+ const PixelShaderOutputVariable &variable = pixelShaderKey[pixelShaderKeyIndex];
+ stream->writeInt(variable.type);
+ stream->writeString(variable.name);
+ stream->writeString(variable.source);
+ stream->writeInt(variable.outputIndex);
+ }
+
+ stream->writeInt(mVertexExecutables.size());
+ for (size_t vertexExecutableIndex = 0; vertexExecutableIndex < mVertexExecutables.size(); vertexExecutableIndex++)
+ {
+ VertexExecutable *vertexExecutable = mVertexExecutables[vertexExecutableIndex];
+
+ for (size_t inputIndex = 0; inputIndex < gl::MAX_VERTEX_ATTRIBS; inputIndex++)
+ {
+ const gl::VertexFormat &vertexInput = vertexExecutable->inputs()[inputIndex];
+ stream->writeInt(vertexInput.mType);
+ stream->writeInt(vertexInput.mNormalized);
+ stream->writeInt(vertexInput.mComponents);
+ stream->writeInt(vertexInput.mPureInteger);
+ }
+
+ size_t vertexShaderSize = vertexExecutable->shaderExecutable()->getLength();
+ stream->writeInt(vertexShaderSize);
+
+ const uint8_t *vertexBlob = vertexExecutable->shaderExecutable()->getFunction();
+ stream->writeBytes(vertexBlob, vertexShaderSize);
+ }
+
+ stream->writeInt(mPixelExecutables.size());
+ for (size_t pixelExecutableIndex = 0; pixelExecutableIndex < mPixelExecutables.size(); pixelExecutableIndex++)
+ {
+ PixelExecutable *pixelExecutable = mPixelExecutables[pixelExecutableIndex];
+
+ const std::vector<GLenum> outputs = pixelExecutable->outputSignature();
+ stream->writeInt(outputs.size());
+ for (size_t outputIndex = 0; outputIndex < outputs.size(); outputIndex++)
+ {
+ stream->writeInt(outputs[outputIndex]);
+ }
+
+ size_t pixelShaderSize = pixelExecutable->shaderExecutable()->getLength();
+ stream->writeInt(pixelShaderSize);
+
+ const uint8_t *pixelBlob = pixelExecutable->shaderExecutable()->getFunction();
+ stream->writeBytes(pixelBlob, pixelShaderSize);
+ }
+
+ size_t geometryShaderSize = (mGeometryExecutable != NULL) ? mGeometryExecutable->getLength() : 0;
+ stream->writeInt(geometryShaderSize);
+
+ if (mGeometryExecutable != NULL && geometryShaderSize > 0)
+ {
+ const uint8_t *geometryBlob = mGeometryExecutable->getFunction();
+ stream->writeBytes(geometryBlob, geometryShaderSize);
+ }
+
+ GUID binaryIdentifier = mRenderer->getAdapterIdentifier();
+ stream->writeBytes(reinterpret_cast<unsigned char*>(&binaryIdentifier), sizeof(GUID));
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error ProgramD3D::getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo, ShaderExecutableD3D **outExecutable)
+{
+ mPixelShaderOutputFormatCache.clear();
+
+ const FramebufferD3D *fboD3D = GetImplAs<FramebufferD3D>(fbo);
+ const gl::AttachmentList &colorbuffers = fboD3D->getColorAttachmentsForRender(mRenderer->getWorkarounds());
+
+ for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
+ {
+ const gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment];
+
+ if (colorbuffer)
+ {
+ mPixelShaderOutputFormatCache.push_back(colorbuffer->getBinding() == GL_BACK ? GL_COLOR_ATTACHMENT0 : colorbuffer->getBinding());
+ }
+ else
+ {
+ mPixelShaderOutputFormatCache.push_back(GL_NONE);
+ }
+ }
+
+ return getPixelExecutableForOutputLayout(mPixelShaderOutputFormatCache, outExecutable, nullptr);
+}
+
+gl::Error ProgramD3D::getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputSignature,
+ ShaderExecutableD3D **outExectuable,
+ gl::InfoLog *infoLog)
+{
+ for (size_t executableIndex = 0; executableIndex < mPixelExecutables.size(); executableIndex++)
+ {
+ if (mPixelExecutables[executableIndex]->matchesSignature(outputSignature))
+ {
+ *outExectuable = mPixelExecutables[executableIndex]->shaderExecutable();
+ return gl::Error(GL_NO_ERROR);
+ }
+ }
+
+ std::string finalPixelHLSL = mDynamicHLSL->generatePixelShaderForOutputSignature(mPixelHLSL, mPixelShaderKey, mUsesFragDepth,
+ outputSignature);
+
+ // Generate new pixel executable
+ ShaderExecutableD3D *pixelExecutable = NULL;
+
+ gl::InfoLog tempInfoLog;
+ gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
+
+ gl::Error error = mRenderer->compileToExecutable(*currentInfoLog, finalPixelHLSL, SHADER_PIXEL,
+ mTransformFeedbackLinkedVaryings,
+ (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
+ mPixelWorkarounds, &pixelExecutable);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (pixelExecutable)
+ {
+ mPixelExecutables.push_back(new PixelExecutable(outputSignature, pixelExecutable));
+ }
+ else if (!infoLog)
+ {
+ std::vector<char> tempCharBuffer(tempInfoLog.getLength() + 3);
+ tempInfoLog.getLog(tempInfoLog.getLength(), NULL, &tempCharBuffer[0]);
+ ERR("Error compiling dynamic pixel executable:\n%s\n", &tempCharBuffer[0]);
+ }
+
+ *outExectuable = pixelExecutable;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error ProgramD3D::getVertexExecutableForInputLayout(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS],
+ ShaderExecutableD3D **outExectuable,
+ gl::InfoLog *infoLog)
+{
+ GLenum signature[gl::MAX_VERTEX_ATTRIBS];
+ getInputLayoutSignature(inputLayout, signature);
+
+ for (size_t executableIndex = 0; executableIndex < mVertexExecutables.size(); executableIndex++)
+ {
+ if (mVertexExecutables[executableIndex]->matchesSignature(signature))
+ {
+ *outExectuable = mVertexExecutables[executableIndex]->shaderExecutable();
+ return gl::Error(GL_NO_ERROR);
+ }
+ }
+
+ // Generate new dynamic layout with attribute conversions
+ std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(mVertexHLSL, inputLayout, mShaderAttributes);
+
+ // Generate new vertex executable
+ ShaderExecutableD3D *vertexExecutable = NULL;
+
+ gl::InfoLog tempInfoLog;
+ gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
+
+ gl::Error error = mRenderer->compileToExecutable(*currentInfoLog, finalVertexHLSL, SHADER_VERTEX,
+ mTransformFeedbackLinkedVaryings,
+ (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
+ mVertexWorkarounds, &vertexExecutable);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (vertexExecutable)
+ {
+ mVertexExecutables.push_back(new VertexExecutable(inputLayout, signature, vertexExecutable));
+ }
+ else if (!infoLog)
+ {
+ std::vector<char> tempCharBuffer(tempInfoLog.getLength() + 3);
+ tempInfoLog.getLog(tempInfoLog.getLength(), NULL, &tempCharBuffer[0]);
+ ERR("Error compiling dynamic vertex executable:\n%s\n", &tempCharBuffer[0]);
+ }
+
+ *outExectuable = vertexExecutable;
+ return gl::Error(GL_NO_ERROR);
+}
+
+LinkResult ProgramD3D::compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
+ int registers)
+{
+ ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader->getImplementation());
+ ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader->getImplementation());
+
+ gl::VertexFormat defaultInputLayout[gl::MAX_VERTEX_ATTRIBS];
+ GetDefaultInputLayoutFromShader(vertexShader->getActiveAttributes(), defaultInputLayout);
+ ShaderExecutableD3D *defaultVertexExecutable = NULL;
+ gl::Error error = getVertexExecutableForInputLayout(defaultInputLayout, &defaultVertexExecutable, &infoLog);
+ if (error.isError())
+ {
+ return LinkResult(false, error);
+ }
+
+ std::vector<GLenum> defaultPixelOutput = GetDefaultOutputLayoutFromShader(getPixelShaderKey());
+ ShaderExecutableD3D *defaultPixelExecutable = NULL;
+ error = getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable, &infoLog);
+ if (error.isError())
+ {
+ return LinkResult(false, error);
+ }
+
+ if (usesGeometryShader())
+ {
+ std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(registers, fragmentShaderD3D, vertexShaderD3D);
+
+
+ error = mRenderer->compileToExecutable(infoLog, geometryHLSL, SHADER_GEOMETRY, mTransformFeedbackLinkedVaryings,
+ (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
+ D3DCompilerWorkarounds(), &mGeometryExecutable);
+ if (error.isError())
+ {
+ return LinkResult(false, error);
+ }
+ }
+
+#if ANGLE_SHADER_DEBUG_INFO == ANGLE_ENABLED
+ if (usesGeometryShader() && mGeometryExecutable)
+ {
+ // Geometry shaders are currently only used internally, so there is no corresponding shader object at the interface level
+ // For now the geometry shader debug info is pre-pended to the vertex shader, this is a bit of a clutch
+ vertexShaderD3D->appendDebugInfo("// GEOMETRY SHADER BEGIN\n\n");
+ vertexShaderD3D->appendDebugInfo(mGeometryExecutable->getDebugInfo());
+ vertexShaderD3D->appendDebugInfo("\nGEOMETRY SHADER END\n\n\n");
+ }
+
+ if (defaultVertexExecutable)
+ {
+ vertexShaderD3D->appendDebugInfo(defaultVertexExecutable->getDebugInfo());
+ }
+
+ if (defaultPixelExecutable)
+ {
+ fragmentShaderD3D->appendDebugInfo(defaultPixelExecutable->getDebugInfo());
+ }
+#endif
+
+ bool linkSuccess = (defaultVertexExecutable && defaultPixelExecutable && (!usesGeometryShader() || mGeometryExecutable));
+ return LinkResult(linkSuccess, gl::Error(GL_NO_ERROR));
+}
+
+LinkResult ProgramD3D::link(const gl::Data &data, gl::InfoLog &infoLog,
+ gl::Shader *fragmentShader, gl::Shader *vertexShader,
+ const std::vector<std::string> &transformFeedbackVaryings,
+ GLenum transformFeedbackBufferMode,
+ int *registers, std::vector<gl::LinkedVarying> *linkedVaryings,
+ std::map<int, gl::VariableLocation> *outputVariables)
+{
+ ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader->getImplementation());
+ ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader->getImplementation());
+
+ mSamplersPS.resize(data.caps->maxTextureImageUnits);
+ mSamplersVS.resize(data.caps->maxVertexTextureImageUnits);
+
+ mTransformFeedbackBufferMode = transformFeedbackBufferMode;
+
+ mPixelHLSL = fragmentShaderD3D->getTranslatedSource();
+ fragmentShaderD3D->generateWorkarounds(&mPixelWorkarounds);
+
+ mVertexHLSL = vertexShaderD3D->getTranslatedSource();
+ vertexShaderD3D->generateWorkarounds(&mVertexWorkarounds);
+ mShaderVersion = vertexShaderD3D->getShaderVersion();
+
+ // Map the varyings to the register file
+ VaryingPacking packing = { NULL };
+ *registers = mDynamicHLSL->packVaryings(infoLog, packing, fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings);
+
+ if (*registers < 0)
+ {
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
+ }
+
+ if (!gl::Program::linkVaryings(infoLog, fragmentShader, vertexShader))
+ {
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
+ }
+
+ if (!mDynamicHLSL->generateShaderLinkHLSL(data, infoLog, *registers, packing, mPixelHLSL, mVertexHLSL,
+ fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings,
+ linkedVaryings, outputVariables, &mPixelShaderKey, &mUsesFragDepth))
+ {
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
+ }
+
+ mUsesPointSize = vertexShaderD3D->usesPointSize();
+
+ initAttributesByLayout();
+
+ return LinkResult(true, gl::Error(GL_NO_ERROR));
+}
+
+void ProgramD3D::getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const
+{
+ mDynamicHLSL->getInputLayoutSignature(inputLayout, signature);
+}
+
+void ProgramD3D::initializeUniformStorage()
+{
+ // Compute total default block size
+ unsigned int vertexRegisters = 0;
+ unsigned int fragmentRegisters = 0;
+ for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
+ {
+ const gl::LinkedUniform &uniform = *mUniforms[uniformIndex];
+
+ if (!gl::IsSamplerType(uniform.type))
+ {
+ if (uniform.isReferencedByVertexShader())
+ {
+ vertexRegisters = std::max(vertexRegisters, uniform.vsRegisterIndex + uniform.registerCount);
+ }
+ if (uniform.isReferencedByFragmentShader())
+ {
+ fragmentRegisters = std::max(fragmentRegisters, uniform.psRegisterIndex + uniform.registerCount);
+ }
+ }
+ }
+
+ mVertexUniformStorage = mRenderer->createUniformStorage(vertexRegisters * 16u);
+ mFragmentUniformStorage = mRenderer->createUniformStorage(fragmentRegisters * 16u);
+}
+
+gl::Error ProgramD3D::applyUniforms()
+{
+ updateSamplerMapping();
+
+ gl::Error error = mRenderer->applyUniforms(*this, mUniforms);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
+ {
+ mUniforms[uniformIndex]->dirty = false;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error ProgramD3D::applyUniformBuffers(const gl::Data &data, GLuint uniformBlockBindings[])
+{
+ GLint vertexUniformBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
+ GLint fragmentUniformBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
+
+ for (unsigned int registerIndex = 0; registerIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; ++registerIndex)
+ {
+ vertexUniformBuffers[registerIndex] = -1;
+ }
+
+ for (unsigned int registerIndex = 0; registerIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; ++registerIndex)
+ {
+ fragmentUniformBuffers[registerIndex] = -1;
+ }
+
+ const unsigned int reservedBuffersInVS = mRenderer->getReservedVertexUniformBuffers();
+ const unsigned int reservedBuffersInFS = mRenderer->getReservedFragmentUniformBuffers();
+
+ for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); uniformBlockIndex++)
+ {
+ gl::UniformBlock *uniformBlock = mUniformBlocks[uniformBlockIndex];
+ GLuint blockBinding = uniformBlockBindings[uniformBlockIndex];
+
+ ASSERT(uniformBlock);
+
+ // Unnecessary to apply an unreferenced standard or shared UBO
+ if (!uniformBlock->isReferencedByVertexShader() && !uniformBlock->isReferencedByFragmentShader())
+ {
+ continue;
+ }
+
+ if (uniformBlock->isReferencedByVertexShader())
+ {
+ unsigned int registerIndex = uniformBlock->vsRegisterIndex - reservedBuffersInVS;
+ ASSERT(vertexUniformBuffers[registerIndex] == -1);
+ ASSERT(registerIndex < data.caps->maxVertexUniformBlocks);
+ vertexUniformBuffers[registerIndex] = blockBinding;
+ }
+
+ if (uniformBlock->isReferencedByFragmentShader())
+ {
+ unsigned int registerIndex = uniformBlock->psRegisterIndex - reservedBuffersInFS;
+ ASSERT(fragmentUniformBuffers[registerIndex] == -1);
+ ASSERT(registerIndex < data.caps->maxFragmentUniformBlocks);
+ fragmentUniformBuffers[registerIndex] = blockBinding;
+ }
+ }
+
+ return mRenderer->setUniformBuffers(data, vertexUniformBuffers, fragmentUniformBuffers);
+}
+
+bool ProgramD3D::assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
+ unsigned int registerIndex, const gl::Caps &caps)
+{
+ if (shader == GL_VERTEX_SHADER)
+ {
+ uniformBlock->vsRegisterIndex = registerIndex;
+ if (registerIndex - mRenderer->getReservedVertexUniformBuffers() >= caps.maxVertexUniformBlocks)
+ {
+ infoLog.append("Vertex shader uniform block count exceed GL_MAX_VERTEX_UNIFORM_BLOCKS (%u)", caps.maxVertexUniformBlocks);
+ return false;
+ }
+ }
+ else if (shader == GL_FRAGMENT_SHADER)
+ {
+ uniformBlock->psRegisterIndex = registerIndex;
+ if (registerIndex - mRenderer->getReservedFragmentUniformBuffers() >= caps.maxFragmentUniformBlocks)
+ {
+ infoLog.append("Fragment shader uniform block count exceed GL_MAX_FRAGMENT_UNIFORM_BLOCKS (%u)", caps.maxFragmentUniformBlocks);
+ return false;
+ }
+ }
+ else UNREACHABLE();
+
+ return true;
+}
+
+void ProgramD3D::dirtyAllUniforms()
+{
+ unsigned int numUniforms = mUniforms.size();
+ for (unsigned int index = 0; index < numUniforms; index++)
+ {
+ mUniforms[index]->dirty = true;
+ }
+}
+
+void ProgramD3D::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
+{
+ setUniform(location, count, v, GL_FLOAT);
+}
+
+void ProgramD3D::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
+{
+ setUniform(location, count, v, GL_FLOAT_VEC2);
+}
+
+void ProgramD3D::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
+{
+ setUniform(location, count, v, GL_FLOAT_VEC3);
+}
+
+void ProgramD3D::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
+{
+ setUniform(location, count, v, GL_FLOAT_VEC4);
+}
+
+void ProgramD3D::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ setUniformMatrixfv<2, 2>(location, count, transpose, value, GL_FLOAT_MAT2);
+}
+
+void ProgramD3D::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ setUniformMatrixfv<3, 3>(location, count, transpose, value, GL_FLOAT_MAT3);
+}
+
+void ProgramD3D::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ setUniformMatrixfv<4, 4>(location, count, transpose, value, GL_FLOAT_MAT4);
+}
+
+void ProgramD3D::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ setUniformMatrixfv<2, 3>(location, count, transpose, value, GL_FLOAT_MAT2x3);
+}
+
+void ProgramD3D::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ setUniformMatrixfv<3, 2>(location, count, transpose, value, GL_FLOAT_MAT3x2);
+}
+
+void ProgramD3D::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ setUniformMatrixfv<2, 4>(location, count, transpose, value, GL_FLOAT_MAT2x4);
+}
+
+void ProgramD3D::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ setUniformMatrixfv<4, 2>(location, count, transpose, value, GL_FLOAT_MAT4x2);
+}
+
+void ProgramD3D::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ setUniformMatrixfv<3, 4>(location, count, transpose, value, GL_FLOAT_MAT3x4);
+}
+
+void ProgramD3D::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+ setUniformMatrixfv<4, 3>(location, count, transpose, value, GL_FLOAT_MAT4x3);
+}
+
+void ProgramD3D::setUniform1iv(GLint location, GLsizei count, const GLint *v)
+{
+ setUniform(location, count, v, GL_INT);
+}
+
+void ProgramD3D::setUniform2iv(GLint location, GLsizei count, const GLint *v)
+{
+ setUniform(location, count, v, GL_INT_VEC2);
+}
+
+void ProgramD3D::setUniform3iv(GLint location, GLsizei count, const GLint *v)
+{
+ setUniform(location, count, v, GL_INT_VEC3);
+}
+
+void ProgramD3D::setUniform4iv(GLint location, GLsizei count, const GLint *v)
+{
+ setUniform(location, count, v, GL_INT_VEC4);
+}
+
+void ProgramD3D::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
+{
+ setUniform(location, count, v, GL_UNSIGNED_INT);
+}
+
+void ProgramD3D::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
+{
+ setUniform(location, count, v, GL_UNSIGNED_INT_VEC2);
+}
+
+void ProgramD3D::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
+{
+ setUniform(location, count, v, GL_UNSIGNED_INT_VEC3);
+}
+
+void ProgramD3D::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
+{
+ setUniform(location, count, v, GL_UNSIGNED_INT_VEC4);
+}
+
+void ProgramD3D::getUniformfv(GLint location, GLfloat *params)
+{
+ getUniformv(location, params, GL_FLOAT);
+}
+
+void ProgramD3D::getUniformiv(GLint location, GLint *params)
+{
+ getUniformv(location, params, GL_INT);
+}
+
+void ProgramD3D::getUniformuiv(GLint location, GLuint *params)
+{
+ getUniformv(location, params, GL_UNSIGNED_INT);
+}
+
+bool ProgramD3D::linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
+ const gl::Caps &caps)
+{
+ const ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader.getImplementation());
+ const ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader.getImplementation());
+
+ const std::vector<sh::Uniform> &vertexUniforms = vertexShader.getUniforms();
+ const std::vector<sh::Uniform> &fragmentUniforms = fragmentShader.getUniforms();
+
+ // Check that uniforms defined in the vertex and fragment shaders are identical
+ typedef std::map<std::string, const sh::Uniform*> UniformMap;
+ UniformMap linkedUniforms;
+
+ for (unsigned int vertexUniformIndex = 0; vertexUniformIndex < vertexUniforms.size(); vertexUniformIndex++)
+ {
+ const sh::Uniform &vertexUniform = vertexUniforms[vertexUniformIndex];
+ linkedUniforms[vertexUniform.name] = &vertexUniform;
+ }
+
+ for (unsigned int fragmentUniformIndex = 0; fragmentUniformIndex < fragmentUniforms.size(); fragmentUniformIndex++)
+ {
+ const sh::Uniform &fragmentUniform = fragmentUniforms[fragmentUniformIndex];
+ UniformMap::const_iterator entry = linkedUniforms.find(fragmentUniform.name);
+ if (entry != linkedUniforms.end())
+ {
+ const sh::Uniform &vertexUniform = *entry->second;
+ const std::string &uniformName = "uniform '" + vertexUniform.name + "'";
+ if (!gl::Program::linkValidateUniforms(infoLog, uniformName, vertexUniform, fragmentUniform))
+ {
+ return false;
+ }
+ }
+ }
+
+ for (unsigned int uniformIndex = 0; uniformIndex < vertexUniforms.size(); uniformIndex++)
+ {
+ const sh::Uniform &uniform = vertexUniforms[uniformIndex];
+
+ if (uniform.staticUse)
+ {
+ defineUniformBase(vertexShaderD3D, uniform, vertexShaderD3D->getUniformRegister(uniform.name));
+ }
+ }
+
+ for (unsigned int uniformIndex = 0; uniformIndex < fragmentUniforms.size(); uniformIndex++)
+ {
+ const sh::Uniform &uniform = fragmentUniforms[uniformIndex];
+
+ if (uniform.staticUse)
+ {
+ defineUniformBase(fragmentShaderD3D, uniform, fragmentShaderD3D->getUniformRegister(uniform.name));
+ }
+ }
+
+ if (!indexUniforms(infoLog, caps))
+ {
+ return false;
+ }
+
+ initializeUniformStorage();
+
+ // special case for gl_DepthRange, the only built-in uniform (also a struct)
+ if (vertexShaderD3D->usesDepthRange() || fragmentShaderD3D->usesDepthRange())
+ {
+ const sh::BlockMemberInfo &defaultInfo = sh::BlockMemberInfo::getDefaultBlockInfo();
+
+ mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.near", 0, -1, defaultInfo));
+ mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.far", 0, -1, defaultInfo));
+ mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.diff", 0, -1, defaultInfo));
+ }
+
+ return true;
+}
+
+void ProgramD3D::defineUniformBase(const ShaderD3D *shader, const sh::Uniform &uniform, unsigned int uniformRegister)
+{
+ ShShaderOutput outputType = shader->getCompilerOutputType();
+ sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType));
+ encoder.skipRegisters(uniformRegister);
+
+ defineUniform(shader, uniform, uniform.name, &encoder);
+}
+
+void ProgramD3D::defineUniform(const ShaderD3D *shader, const sh::ShaderVariable &uniform,
+ const std::string &fullName, sh::HLSLBlockEncoder *encoder)
+{
+ if (uniform.isStruct())
+ {
+ for (unsigned int elementIndex = 0; elementIndex < uniform.elementCount(); elementIndex++)
+ {
+ const std::string &elementString = (uniform.isArray() ? ArrayString(elementIndex) : "");
+
+ encoder->enterAggregateType();
+
+ for (size_t fieldIndex = 0; fieldIndex < uniform.fields.size(); fieldIndex++)
+ {
+ const sh::ShaderVariable &field = uniform.fields[fieldIndex];
+ const std::string &fieldFullName = (fullName + elementString + "." + field.name);
+
+ defineUniform(shader, field, fieldFullName, encoder);
+ }
+
+ encoder->exitAggregateType();
+ }
+ }
+ else // Not a struct
+ {
+ // Arrays are treated as aggregate types
+ if (uniform.isArray())
+ {
+ encoder->enterAggregateType();
+ }
+
+ gl::LinkedUniform *linkedUniform = getUniformByName(fullName);
+
+ // Advance the uniform offset, to track registers allocation for structs
+ sh::BlockMemberInfo blockInfo = encoder->encodeType(uniform.type, uniform.arraySize, false);
+
+ if (!linkedUniform)
+ {
+ linkedUniform = new gl::LinkedUniform(uniform.type, uniform.precision, fullName, uniform.arraySize,
+ -1, sh::BlockMemberInfo::getDefaultBlockInfo());
+ ASSERT(linkedUniform);
+ linkedUniform->registerElement = sh::HLSLBlockEncoder::getBlockRegisterElement(blockInfo);
+ mUniforms.push_back(linkedUniform);
+ }
+
+ if (shader->getShaderType() == GL_FRAGMENT_SHADER)
+ {
+ linkedUniform->psRegisterIndex = sh::HLSLBlockEncoder::getBlockRegister(blockInfo);
+ }
+ else if (shader->getShaderType() == GL_VERTEX_SHADER)
+ {
+ linkedUniform->vsRegisterIndex = sh::HLSLBlockEncoder::getBlockRegister(blockInfo);
+ }
+ else UNREACHABLE();
+
+ // Arrays are treated as aggregate types
+ if (uniform.isArray())
+ {
+ encoder->exitAggregateType();
+ }
+ }
+}
+
+template <typename T>
+static inline void SetIfDirty(T *dest, const T& source, bool *dirtyFlag)
+{
+ ASSERT(dest != NULL);
+ ASSERT(dirtyFlag != NULL);
+
+ *dirtyFlag = *dirtyFlag || (memcmp(dest, &source, sizeof(T)) != 0);
+ *dest = source;
+}
+
+template <typename T>
+void ProgramD3D::setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType)
+{
+ const int components = gl::VariableComponentCount(targetUniformType);
+ const GLenum targetBoolType = gl::VariableBoolVectorType(targetUniformType);
+
+ gl::LinkedUniform *targetUniform = getUniformByLocation(location);
+
+ int elementCount = targetUniform->elementCount();
+
+ count = std::min(elementCount - (int)mUniformIndex[location].element, count);
+
+ if (targetUniform->type == targetUniformType)
+ {
+ T *target = reinterpret_cast<T*>(targetUniform->data) + mUniformIndex[location].element * 4;
+
+ for (int i = 0; i < count; i++)
+ {
+ T *dest = target + (i * 4);
+ const T *source = v + (i * components);
+
+ for (int c = 0; c < components; c++)
+ {
+ SetIfDirty(dest + c, source[c], &targetUniform->dirty);
+ }
+ for (int c = components; c < 4; c++)
+ {
+ SetIfDirty(dest + c, T(0), &targetUniform->dirty);
+ }
+ }
+ }
+ else if (targetUniform->type == targetBoolType)
+ {
+ GLint *boolParams = reinterpret_cast<GLint*>(targetUniform->data) + mUniformIndex[location].element * 4;
+
+ for (int i = 0; i < count; i++)
+ {
+ GLint *dest = boolParams + (i * 4);
+ const T *source = v + (i * components);
+
+ for (int c = 0; c < components; c++)
+ {
+ SetIfDirty(dest + c, (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE, &targetUniform->dirty);
+ }
+ for (int c = components; c < 4; c++)
+ {
+ SetIfDirty(dest + c, GL_FALSE, &targetUniform->dirty);
+ }
+ }
+ }
+ else if (gl::IsSamplerType(targetUniform->type))
+ {
+ ASSERT(targetUniformType == GL_INT);
+
+ GLint *target = reinterpret_cast<GLint*>(targetUniform->data) + mUniformIndex[location].element * 4;
+
+ bool wasDirty = targetUniform->dirty;
+
+ for (int i = 0; i < count; i++)
+ {
+ GLint *dest = target + (i * 4);
+ const GLint *source = reinterpret_cast<const GLint*>(v) + (i * components);
+
+ SetIfDirty(dest + 0, source[0], &targetUniform->dirty);
+ SetIfDirty(dest + 1, 0, &targetUniform->dirty);
+ SetIfDirty(dest + 2, 0, &targetUniform->dirty);
+ SetIfDirty(dest + 3, 0, &targetUniform->dirty);
+ }
+
+ if (!wasDirty && targetUniform->dirty)
+ {
+ mDirtySamplerMapping = true;
+ }
+ }
+ else UNREACHABLE();
+}
+
+template<typename T>
+bool transposeMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight)
+{
+ bool dirty = false;
+ int copyWidth = std::min(targetHeight, srcWidth);
+ int copyHeight = std::min(targetWidth, srcHeight);
+
+ for (int x = 0; x < copyWidth; x++)
+ {
+ for (int y = 0; y < copyHeight; y++)
+ {
+ SetIfDirty(target + (x * targetWidth + y), static_cast<T>(value[y * srcWidth + x]), &dirty);
+ }
+ }
+ // clear unfilled right side
+ for (int y = 0; y < copyWidth; y++)
+ {
+ for (int x = copyHeight; x < targetWidth; x++)
+ {
+ SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
+ }
+ }
+ // clear unfilled bottom.
+ for (int y = copyWidth; y < targetHeight; y++)
+ {
+ for (int x = 0; x < targetWidth; x++)
+ {
+ SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
+ }
+ }
+
+ return dirty;
+}
+
+template<typename T>
+bool expandMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight)
+{
+ bool dirty = false;
+ int copyWidth = std::min(targetWidth, srcWidth);
+ int copyHeight = std::min(targetHeight, srcHeight);
+
+ for (int y = 0; y < copyHeight; y++)
+ {
+ for (int x = 0; x < copyWidth; x++)
+ {
+ SetIfDirty(target + (y * targetWidth + x), static_cast<T>(value[y * srcWidth + x]), &dirty);
+ }
+ }
+ // clear unfilled right side
+ for (int y = 0; y < copyHeight; y++)
+ {
+ for (int x = copyWidth; x < targetWidth; x++)
+ {
+ SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
+ }
+ }
+ // clear unfilled bottom.
+ for (int y = copyHeight; y < targetHeight; y++)
+ {
+ for (int x = 0; x < targetWidth; x++)
+ {
+ SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
+ }
+ }
+
+ return dirty;
+}
+
+template <int cols, int rows>
+void ProgramD3D::setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType)
+{
+ gl::LinkedUniform *targetUniform = getUniformByLocation(location);
+
+ int elementCount = targetUniform->elementCount();
+
+ count = std::min(elementCount - (int)mUniformIndex[location].element, count);
+ const unsigned int targetMatrixStride = (4 * rows);
+ GLfloat *target = (GLfloat*)(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * targetMatrixStride);
+
+ for (int i = 0; i < count; i++)
+ {
+ // Internally store matrices as transposed versions to accomodate HLSL matrix indexing
+ if (transpose == GL_FALSE)
+ {
+ targetUniform->dirty = transposeMatrix<GLfloat>(target, value, 4, rows, rows, cols) || targetUniform->dirty;
+ }
+ else
+ {
+ targetUniform->dirty = expandMatrix<GLfloat>(target, value, 4, rows, cols, rows) || targetUniform->dirty;
+ }
+ target += targetMatrixStride;
+ value += cols * rows;
+ }
+}
+
+template <typename T>
+void ProgramD3D::getUniformv(GLint location, T *params, GLenum uniformType)
+{
+ gl::LinkedUniform *targetUniform = mUniforms[mUniformIndex[location].index];
+
+ if (gl::IsMatrixType(targetUniform->type))
+ {
+ const int rows = gl::VariableRowCount(targetUniform->type);
+ const int cols = gl::VariableColumnCount(targetUniform->type);
+ transposeMatrix(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4 * rows, rows, cols, 4, rows);
+ }
+ else if (uniformType == gl::VariableComponentType(targetUniform->type))
+ {
+ unsigned int size = gl::VariableComponentCount(targetUniform->type);
+ memcpy(params, targetUniform->data + mUniformIndex[location].element * 4 * sizeof(T),
+ size * sizeof(T));
+ }
+ else
+ {
+ unsigned int size = gl::VariableComponentCount(targetUniform->type);
+ switch (gl::VariableComponentType(targetUniform->type))
+ {
+ case GL_BOOL:
+ {
+ GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
+
+ for (unsigned int i = 0; i < size; i++)
+ {
+ params[i] = (boolParams[i] == GL_FALSE) ? static_cast<T>(0) : static_cast<T>(1);
+ }
+ }
+ break;
+
+ case GL_FLOAT:
+ {
+ GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
+
+ for (unsigned int i = 0; i < size; i++)
+ {
+ params[i] = static_cast<T>(floatParams[i]);
+ }
+ }
+ break;
+
+ case GL_INT:
+ {
+ GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
+
+ for (unsigned int i = 0; i < size; i++)
+ {
+ params[i] = static_cast<T>(intParams[i]);
+ }
+ }
+ break;
+
+ case GL_UNSIGNED_INT:
+ {
+ GLuint *uintParams = (GLuint*)targetUniform->data + mUniformIndex[location].element * 4;
+
+ for (unsigned int i = 0; i < size; i++)
+ {
+ params[i] = static_cast<T>(uintParams[i]);
+ }
+ }
+ break;
+
+ default: UNREACHABLE();
+ }
+ }
+}
+
+template <typename VarT>
+void ProgramD3D::defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
+ sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
+ bool inRowMajorLayout)
+{
+ for (unsigned int uniformIndex = 0; uniformIndex < fields.size(); uniformIndex++)
+ {
+ const VarT &field = fields[uniformIndex];
+ const std::string &fieldName = (prefix.empty() ? field.name : prefix + "." + field.name);
+
+ if (field.isStruct())
+ {
+ bool rowMajorLayout = (inRowMajorLayout || IsRowMajorLayout(field));
+
+ for (unsigned int arrayElement = 0; arrayElement < field.elementCount(); arrayElement++)
+ {
+ encoder->enterAggregateType();
+
+ const std::string uniformElementName = fieldName + (field.isArray() ? ArrayString(arrayElement) : "");
+ defineUniformBlockMembers(field.fields, uniformElementName, blockIndex, encoder, blockUniformIndexes, rowMajorLayout);
+
+ encoder->exitAggregateType();
+ }
+ }
+ else
+ {
+ bool isRowMajorMatrix = (gl::IsMatrixType(field.type) && inRowMajorLayout);
+
+ sh::BlockMemberInfo memberInfo = encoder->encodeType(field.type, field.arraySize, isRowMajorMatrix);
+
+ gl::LinkedUniform *newUniform = new gl::LinkedUniform(field.type, field.precision, fieldName, field.arraySize,
+ blockIndex, memberInfo);
+
+ // add to uniform list, but not index, since uniform block uniforms have no location
+ blockUniformIndexes->push_back(mUniforms.size());
+ mUniforms.push_back(newUniform);
+ }
+ }
+}
+
+bool ProgramD3D::defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock,
+ const gl::Caps &caps)
+{
+ const ShaderD3D* shaderD3D = ShaderD3D::makeShaderD3D(shader.getImplementation());
+
+ // create uniform block entries if they do not exist
+ if (getUniformBlockIndex(interfaceBlock.name) == GL_INVALID_INDEX)
+ {
+ std::vector<unsigned int> blockUniformIndexes;
+ const unsigned int blockIndex = mUniformBlocks.size();
+
+ // define member uniforms
+ sh::BlockLayoutEncoder *encoder = NULL;
+
+ if (interfaceBlock.layout == sh::BLOCKLAYOUT_STANDARD)
+ {
+ encoder = new sh::Std140BlockEncoder;
+ }
+ else
+ {
+ encoder = new sh::HLSLBlockEncoder(sh::HLSLBlockEncoder::ENCODE_PACKED);
+ }
+ ASSERT(encoder);
+
+ defineUniformBlockMembers(interfaceBlock.fields, "", blockIndex, encoder, &blockUniformIndexes, interfaceBlock.isRowMajorLayout);
+
+ size_t dataSize = encoder->getBlockSize();
+
+ // create all the uniform blocks
+ if (interfaceBlock.arraySize > 0)
+ {
+ for (unsigned int uniformBlockElement = 0; uniformBlockElement < interfaceBlock.arraySize; uniformBlockElement++)
+ {
+ gl::UniformBlock *newUniformBlock = new gl::UniformBlock(interfaceBlock.name, uniformBlockElement, dataSize);
+ newUniformBlock->memberUniformIndexes = blockUniformIndexes;
+ mUniformBlocks.push_back(newUniformBlock);
+ }
+ }
+ else
+ {
+ gl::UniformBlock *newUniformBlock = new gl::UniformBlock(interfaceBlock.name, GL_INVALID_INDEX, dataSize);
+ newUniformBlock->memberUniformIndexes = blockUniformIndexes;
+ mUniformBlocks.push_back(newUniformBlock);
+ }
+ }
+
+ if (interfaceBlock.staticUse)
+ {
+ // Assign registers to the uniform blocks
+ const GLuint blockIndex = getUniformBlockIndex(interfaceBlock.name);
+ const unsigned int elementCount = std::max(1u, interfaceBlock.arraySize);
+ ASSERT(blockIndex != GL_INVALID_INDEX);
+ ASSERT(blockIndex + elementCount <= mUniformBlocks.size());
+
+ unsigned int interfaceBlockRegister = shaderD3D->getInterfaceBlockRegister(interfaceBlock.name);
+
+ for (unsigned int uniformBlockElement = 0; uniformBlockElement < elementCount; uniformBlockElement++)
+ {
+ gl::UniformBlock *uniformBlock = mUniformBlocks[blockIndex + uniformBlockElement];
+ ASSERT(uniformBlock->name == interfaceBlock.name);
+
+ if (!assignUniformBlockRegister(infoLog, uniformBlock, shader.getType(),
+ interfaceBlockRegister + uniformBlockElement, caps))
+ {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+bool ProgramD3D::assignSamplers(unsigned int startSamplerIndex,
+ GLenum samplerType,
+ unsigned int samplerCount,
+ std::vector<Sampler> &outSamplers,
+ GLuint *outUsedRange)
+{
+ unsigned int samplerIndex = startSamplerIndex;
+
+ do
+ {
+ if (samplerIndex < outSamplers.size())
+ {
+ Sampler& sampler = outSamplers[samplerIndex];
+ sampler.active = true;
+ sampler.textureType = GetTextureType(samplerType);
+ sampler.logicalTextureUnit = 0;
+ *outUsedRange = std::max(samplerIndex + 1, *outUsedRange);
+ }
+ else
+ {
+ return false;
+ }
+
+ samplerIndex++;
+ } while (samplerIndex < startSamplerIndex + samplerCount);
+
+ return true;
+}
+
+bool ProgramD3D::indexSamplerUniform(const gl::LinkedUniform &uniform, gl::InfoLog &infoLog, const gl::Caps &caps)
+{
+ ASSERT(gl::IsSamplerType(uniform.type));
+ ASSERT(uniform.vsRegisterIndex != GL_INVALID_INDEX || uniform.psRegisterIndex != GL_INVALID_INDEX);
+
+ if (uniform.vsRegisterIndex != GL_INVALID_INDEX)
+ {
+ if (!assignSamplers(uniform.vsRegisterIndex, uniform.type, uniform.arraySize, mSamplersVS,
+ &mUsedVertexSamplerRange))
+ {
+ infoLog.append("Vertex shader sampler count exceeds the maximum vertex texture units (%d).",
+ mSamplersVS.size());
+ return false;
+ }
+
+ unsigned int maxVertexVectors = mRenderer->getReservedVertexUniformVectors() + caps.maxVertexUniformVectors;
+ if (uniform.vsRegisterIndex + uniform.registerCount > maxVertexVectors)
+ {
+ infoLog.append("Vertex shader active uniforms exceed GL_MAX_VERTEX_UNIFORM_VECTORS (%u)",
+ caps.maxVertexUniformVectors);
+ return false;
+ }
+ }
+
+ if (uniform.psRegisterIndex != GL_INVALID_INDEX)
+ {
+ if (!assignSamplers(uniform.psRegisterIndex, uniform.type, uniform.arraySize, mSamplersPS,
+ &mUsedPixelSamplerRange))
+ {
+ infoLog.append("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).",
+ mSamplersPS.size());
+ return false;
+ }
+
+ unsigned int maxFragmentVectors = mRenderer->getReservedFragmentUniformVectors() + caps.maxFragmentUniformVectors;
+ if (uniform.psRegisterIndex + uniform.registerCount > maxFragmentVectors)
+ {
+ infoLog.append("Fragment shader active uniforms exceed GL_MAX_FRAGMENT_UNIFORM_VECTORS (%u)",
+ caps.maxFragmentUniformVectors);
+ return false;
+ }
+ }
+
+ return true;
+}
+
+bool ProgramD3D::indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps)
+{
+ for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
+ {
+ const gl::LinkedUniform &uniform = *mUniforms[uniformIndex];
+
+ if (gl::IsSamplerType(uniform.type))
+ {
+ if (!indexSamplerUniform(uniform, infoLog, caps))
+ {
+ return false;
+ }
+ }
+
+ for (unsigned int arrayElementIndex = 0; arrayElementIndex < uniform.elementCount(); arrayElementIndex++)
+ {
+ mUniformIndex.push_back(gl::VariableLocation(uniform.name, arrayElementIndex, uniformIndex));
+ }
+ }
+
+ return true;
+}
+
+void ProgramD3D::reset()
+{
+ ProgramImpl::reset();
+
+ SafeDeleteContainer(mVertexExecutables);
+ SafeDeleteContainer(mPixelExecutables);
+ SafeDelete(mGeometryExecutable);
+
+ mTransformFeedbackBufferMode = GL_NONE;
+
+ mVertexHLSL.clear();
+ mVertexWorkarounds.reset();
+ mShaderVersion = 100;
+
+ mPixelHLSL.clear();
+ mPixelWorkarounds.reset();
+ mUsesFragDepth = false;
+ mPixelShaderKey.clear();
+ mUsesPointSize = false;
+
+ SafeDelete(mVertexUniformStorage);
+ SafeDelete(mFragmentUniformStorage);
+
+ mSamplersPS.clear();
+ mSamplersVS.clear();
+
+ mUsedVertexSamplerRange = 0;
+ mUsedPixelSamplerRange = 0;
+ mDirtySamplerMapping = true;
+
+ std::fill(mAttributesByLayout, mAttributesByLayout + ArraySize(mAttributesByLayout), -1);
+}
+
+unsigned int ProgramD3D::getSerial() const
+{
+ return mSerial;
+}
+
+unsigned int ProgramD3D::issueSerial()
+{
+ return mCurrentSerial++;
+}
+
+void ProgramD3D::initAttributesByLayout()
+{
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mAttributesByLayout[i] = i;
+ }
+
+ std::sort(&mAttributesByLayout[0], &mAttributesByLayout[gl::MAX_VERTEX_ATTRIBS], AttributeSorter(mSemanticIndex));
+}
+
+void ProgramD3D::sortAttributesByLayout(rx::TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
+ int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS]) const
+{
+ rx::TranslatedAttribute oldTranslatedAttributes[gl::MAX_VERTEX_ATTRIBS];
+
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ oldTranslatedAttributes[i] = attributes[i];
+ }
+
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ int oldIndex = mAttributesByLayout[i];
+ sortedSemanticIndices[i] = mSemanticIndex[oldIndex];
+ attributes[i] = oldTranslatedAttributes[oldIndex];
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.h
new file mode 100644
index 0000000000..6f3eade81d
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.h
@@ -0,0 +1,244 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ProgramD3D.h: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
+
+#ifndef LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
+#define LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
+
+#include "compiler/translator/blocklayoutHLSL.h"
+#include "libANGLE/Constants.h"
+#include "libANGLE/renderer/ProgramImpl.h"
+#include "libANGLE/renderer/Workarounds.h"
+#include "libANGLE/renderer/d3d/DynamicHLSL.h"
+
+#include <string>
+#include <vector>
+
+namespace gl
+{
+struct LinkedUniform;
+struct VariableLocation;
+struct VertexFormat;
+}
+
+namespace rx
+{
+class RendererD3D;
+class UniformStorageD3D;
+class ShaderExecutableD3D;
+
+#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
+// WARNING: D3DCOMPILE_OPTIMIZATION_LEVEL3 may lead to a DX9 shader compiler hang.
+// It should only be used selectively to work around specific bugs.
+#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1
+#endif
+
+class ProgramD3D : public ProgramImpl
+{
+ public:
+ ProgramD3D(RendererD3D *renderer);
+ virtual ~ProgramD3D();
+
+ const std::vector<PixelShaderOutputVariable> &getPixelShaderKey() { return mPixelShaderKey; }
+ int getShaderVersion() const { return mShaderVersion; }
+ GLenum getTransformFeedbackBufferMode() const { return mTransformFeedbackBufferMode; }
+
+ GLint getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const;
+ GLenum getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const;
+ GLint getUsedSamplerRange(gl::SamplerType type) const;
+ void updateSamplerMapping();
+ bool validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps);
+
+ bool usesPointSize() const { return mUsesPointSize; }
+ bool usesPointSpriteEmulation() const;
+ bool usesGeometryShader() const;
+ bool usesInstancedPointSpriteEmulation() const;
+
+ GLenum getBinaryFormat() { return GL_PROGRAM_BINARY_ANGLE; }
+ LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream);
+ gl::Error save(gl::BinaryOutputStream *stream);
+
+ gl::Error getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo, ShaderExecutableD3D **outExectuable);
+ gl::Error getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputLayout, ShaderExecutableD3D **outExectuable, gl::InfoLog *infoLog);
+ gl::Error getVertexExecutableForInputLayout(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS], ShaderExecutableD3D **outExectuable, gl::InfoLog *infoLog);
+ ShaderExecutableD3D *getGeometryExecutable() const { return mGeometryExecutable; }
+
+ LinkResult compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
+ int registers);
+
+ LinkResult link(const gl::Data &data, gl::InfoLog &infoLog,
+ gl::Shader *fragmentShader, gl::Shader *vertexShader,
+ const std::vector<std::string> &transformFeedbackVaryings,
+ GLenum transformFeedbackBufferMode,
+ int *registers, std::vector<gl::LinkedVarying> *linkedVaryings,
+ std::map<int, gl::VariableLocation> *outputVariables);
+
+ void getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const;
+
+ void initializeUniformStorage();
+ gl::Error applyUniforms();
+ gl::Error applyUniformBuffers(const gl::Data &data, GLuint uniformBlockBindings[]) override;
+ bool assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
+ unsigned int registerIndex, const gl::Caps &caps);
+ void dirtyAllUniforms();
+
+ void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
+ void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
+ void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
+ void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
+ void setUniform1iv(GLint location, GLsizei count, const GLint *v);
+ void setUniform2iv(GLint location, GLsizei count, const GLint *v);
+ void setUniform3iv(GLint location, GLsizei count, const GLint *v);
+ void setUniform4iv(GLint location, GLsizei count, const GLint *v);
+ void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
+ void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
+ void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
+ void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
+ void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+
+ void getUniformfv(GLint location, GLfloat *params);
+ void getUniformiv(GLint location, GLint *params);
+ void getUniformuiv(GLint location, GLuint *params);
+
+ const UniformStorageD3D &getVertexUniformStorage() const { return *mVertexUniformStorage; }
+ const UniformStorageD3D &getFragmentUniformStorage() const { return *mFragmentUniformStorage; }
+
+ bool linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
+ const gl::Caps &caps);
+ bool defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock, const gl::Caps &caps);
+
+ void reset();
+
+ unsigned int getSerial() const;
+
+ void initAttributesByLayout();
+ void sortAttributesByLayout(rx::TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
+ int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS]) const;
+
+ private:
+ class VertexExecutable
+ {
+ public:
+ VertexExecutable(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS],
+ const GLenum signature[gl::MAX_VERTEX_ATTRIBS],
+ ShaderExecutableD3D *shaderExecutable);
+ ~VertexExecutable();
+
+ bool matchesSignature(const GLenum convertedLayout[gl::MAX_VERTEX_ATTRIBS]) const;
+
+ const gl::VertexFormat *inputs() const { return mInputs; }
+ const GLenum *signature() const { return mSignature; }
+ ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
+
+ private:
+ gl::VertexFormat mInputs[gl::MAX_VERTEX_ATTRIBS];
+ GLenum mSignature[gl::MAX_VERTEX_ATTRIBS];
+ ShaderExecutableD3D *mShaderExecutable;
+ };
+
+ class PixelExecutable
+ {
+ public:
+ PixelExecutable(const std::vector<GLenum> &outputSignature, ShaderExecutableD3D *shaderExecutable);
+ ~PixelExecutable();
+
+ bool matchesSignature(const std::vector<GLenum> &signature) const { return mOutputSignature == signature; }
+
+ const std::vector<GLenum> &outputSignature() const { return mOutputSignature; }
+ ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
+
+ private:
+ std::vector<GLenum> mOutputSignature;
+ ShaderExecutableD3D *mShaderExecutable;
+ };
+
+ struct Sampler
+ {
+ Sampler();
+
+ bool active;
+ GLint logicalTextureUnit;
+ GLenum textureType;
+ };
+
+ void defineUniformBase(const ShaderD3D *shader, const sh::Uniform &uniform, unsigned int uniformRegister);
+ void defineUniform(const ShaderD3D *shader, const sh::ShaderVariable &uniform, const std::string &fullName,
+ sh::HLSLBlockEncoder *encoder);
+ bool indexSamplerUniform(const gl::LinkedUniform &uniform, gl::InfoLog &infoLog, const gl::Caps &caps);
+ bool indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps);
+ static bool assignSamplers(unsigned int startSamplerIndex, GLenum samplerType, unsigned int samplerCount,
+ std::vector<Sampler> &outSamplers, GLuint *outUsedRange);
+
+ template <typename T>
+ void setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);
+
+ template <int cols, int rows>
+ void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);
+
+ template <typename T>
+ void getUniformv(GLint location, T *params, GLenum uniformType);
+
+ template <typename VarT>
+ void defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
+ sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
+ bool inRowMajorLayout);
+
+ RendererD3D *mRenderer;
+ DynamicHLSL *mDynamicHLSL;
+
+ std::vector<VertexExecutable *> mVertexExecutables;
+ std::vector<PixelExecutable *> mPixelExecutables;
+ ShaderExecutableD3D *mGeometryExecutable;
+
+ std::string mVertexHLSL;
+ D3DCompilerWorkarounds mVertexWorkarounds;
+
+ std::string mPixelHLSL;
+ D3DCompilerWorkarounds mPixelWorkarounds;
+ bool mUsesFragDepth;
+ std::vector<PixelShaderOutputVariable> mPixelShaderKey;
+
+ bool mUsesPointSize;
+
+ UniformStorageD3D *mVertexUniformStorage;
+ UniformStorageD3D *mFragmentUniformStorage;
+
+ GLenum mTransformFeedbackBufferMode;
+
+ std::vector<Sampler> mSamplersPS;
+ std::vector<Sampler> mSamplersVS;
+ GLuint mUsedVertexSamplerRange;
+ GLuint mUsedPixelSamplerRange;
+ bool mDirtySamplerMapping;
+
+ // Cache for validateSamplers
+ std::vector<GLenum> mTextureUnitTypesCache;
+
+ // Cache for getPixelExecutableForFramebuffer
+ std::vector<GLenum> mPixelShaderOutputFormatCache;
+
+ int mShaderVersion;
+
+ int mAttributesByLayout[gl::MAX_VERTEX_ATTRIBS];
+
+ unsigned int mSerial;
+
+ static unsigned int issueSerial();
+ static unsigned int mCurrentSerial;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/RenderTargetD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/RenderTargetD3D.cpp
new file mode 100644
index 0000000000..84b30aa106
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/RenderTargetD3D.cpp
@@ -0,0 +1,36 @@
+//
+// Copyright (c) 2012-2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderTargetD3D.cpp: Implements serial handling for rx::RenderTargetD3D
+
+#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+
+namespace rx
+{
+unsigned int RenderTargetD3D::mCurrentSerial = 1;
+
+RenderTargetD3D::RenderTargetD3D()
+ : mSerial(issueSerials(1))
+{
+}
+
+RenderTargetD3D::~RenderTargetD3D()
+{
+}
+
+unsigned int RenderTargetD3D::getSerial() const
+{
+ return mSerial;
+}
+
+unsigned int RenderTargetD3D::issueSerials(unsigned int count)
+{
+ unsigned int firstSerial = mCurrentSerial;
+ mCurrentSerial += count;
+ return firstSerial;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/RenderTargetD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/RenderTargetD3D.h
new file mode 100644
index 0000000000..fe6afcecae
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/RenderTargetD3D.h
@@ -0,0 +1,42 @@
+//
+// Copyright (c) 2012-2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderTargetD3D.h: Defines an abstract wrapper class to manage IDirect3DSurface9
+// and ID3D11View objects belonging to renderbuffers and renderable textures.
+
+#ifndef LIBANGLE_RENDERER_D3D_RENDERTARGETD3D_H_
+#define LIBANGLE_RENDERER_D3D_RENDERTARGETD3D_H_
+
+#include "common/angleutils.h"
+#include "libANGLE/angletypes.h"
+
+namespace rx
+{
+
+class RenderTargetD3D : angle::NonCopyable
+{
+ public:
+ RenderTargetD3D();
+ virtual ~RenderTargetD3D();
+
+ virtual GLsizei getWidth() const = 0;
+ virtual GLsizei getHeight() const = 0;
+ virtual GLsizei getDepth() const = 0;
+ virtual GLenum getInternalFormat() const = 0;
+ virtual GLsizei getSamples() const = 0;
+ gl::Extents getExtents() const { return gl::Extents(getWidth(), getHeight(), getDepth()); }
+
+ virtual unsigned int getSerial() const;
+ static unsigned int issueSerials(unsigned int count);
+
+ private:
+ const unsigned int mSerial;
+ static unsigned int mCurrentSerial;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_RENDERTARGETD3D_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/RenderbufferD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/RenderbufferD3D.cpp
new file mode 100644
index 0000000000..c91fedff06
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/RenderbufferD3D.cpp
@@ -0,0 +1,73 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderbufferD3d.cpp: Implements the RenderbufferD3D class, a specialization of RenderbufferImpl
+
+
+#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
+
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+
+namespace rx
+{
+RenderbufferD3D::RenderbufferD3D(RendererD3D *renderer) : mRenderer(renderer)
+{
+ mRenderTarget = NULL;
+}
+
+RenderbufferD3D::~RenderbufferD3D()
+{
+ SafeDelete(mRenderTarget);
+}
+
+RenderbufferD3D *RenderbufferD3D::makeRenderbufferD3D(RenderbufferImpl *renderbuffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(RenderbufferD3D*, renderbuffer));
+ return static_cast<RenderbufferD3D*>(renderbuffer);
+}
+
+gl::Error RenderbufferD3D::setStorage(GLenum internalformat, size_t width, size_t height)
+{
+ return setStorageMultisample(0, internalformat, width, height);
+}
+
+gl::Error RenderbufferD3D::setStorageMultisample(size_t samples, GLenum internalformat, size_t width, size_t height)
+{
+ // If the renderbuffer parameters are queried, the calling function
+ // will expect one of the valid renderbuffer formats for use in
+ // glRenderbufferStorage, but we should create depth and stencil buffers
+ // as DEPTH24_STENCIL8
+ GLenum creationFormat = internalformat;
+ if (internalformat == GL_DEPTH_COMPONENT16 || internalformat == GL_STENCIL_INDEX8)
+ {
+ creationFormat = GL_DEPTH24_STENCIL8_OES;
+ }
+
+ RenderTargetD3D *newRT = NULL;
+ gl::Error error = mRenderer->createRenderTarget(width, height, creationFormat, samples, &newRT);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ SafeDelete(mRenderTarget);
+ mRenderTarget = newRT;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+RenderTargetD3D *RenderbufferD3D::getRenderTarget()
+{
+ return mRenderTarget;
+}
+
+unsigned int RenderbufferD3D::getRenderTargetSerial() const
+{
+ return (mRenderTarget ? mRenderTarget->getSerial() : 0);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/RenderbufferD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/RenderbufferD3D.h
new file mode 100644
index 0000000000..4c4b998683
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/RenderbufferD3D.h
@@ -0,0 +1,43 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderbufferD3d.h: Defines the RenderbufferD3D class which implements RenderbufferImpl.
+
+#ifndef LIBANGLE_RENDERER_D3D_RENDERBUFFERD3D_H_
+#define LIBANGLE_RENDERER_D3D_RENDERBUFFERD3D_H_
+
+#include "angle_gl.h"
+
+#include "common/angleutils.h"
+#include "libANGLE/renderer/RenderbufferImpl.h"
+
+namespace rx
+{
+class RendererD3D;
+class RenderTargetD3D;
+class SwapChainD3D;
+
+class RenderbufferD3D : public RenderbufferImpl
+{
+ public:
+ RenderbufferD3D(RendererD3D *renderer);
+ virtual ~RenderbufferD3D();
+
+ static RenderbufferD3D *makeRenderbufferD3D(RenderbufferImpl *renderbuffer);
+
+ virtual gl::Error setStorage(GLenum internalformat, size_t width, size_t height) override;
+ virtual gl::Error setStorageMultisample(size_t samples, GLenum internalformat, size_t width, size_t height) override;
+
+ RenderTargetD3D *getRenderTarget();
+ unsigned int getRenderTargetSerial() const;
+
+ private:
+ RendererD3D *mRenderer;
+ RenderTargetD3D *mRenderTarget;
+};
+}
+
+#endif // LIBANGLE_RENDERER_D3D_RENDERBUFFERD3D_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.cpp
new file mode 100644
index 0000000000..2ce0ce5a1b
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.cpp
@@ -0,0 +1,628 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RendererD3D.cpp: Implementation of the base D3D Renderer.
+
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+
+#include "common/MemoryBuffer.h"
+#include "common/utilities.h"
+#include "libANGLE/Display.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/ResourceManager.h"
+#include "libANGLE/State.h"
+#include "libANGLE/VertexArray.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/BufferD3D.h"
+#include "libANGLE/renderer/d3d/DisplayD3D.h"
+#include "libANGLE/renderer/d3d/IndexDataManager.h"
+
+namespace rx
+{
+
+namespace
+{
+// If we request a scratch buffer requesting a smaller size this many times,
+// release and recreate the scratch buffer. This ensures we don't have a
+// degenerate case where we are stuck hogging memory.
+const int ScratchMemoryBufferLifetime = 1000;
+}
+
+RendererD3D::RendererD3D(egl::Display *display)
+ : mDisplay(display),
+ mDeviceLost(false),
+ mScratchMemoryBufferResetCounter(0)
+{
+}
+
+RendererD3D::~RendererD3D()
+{
+ cleanup();
+}
+
+void RendererD3D::cleanup()
+{
+ mScratchMemoryBuffer.resize(0);
+ for (auto it = mIncompleteTextures.begin(); it != mIncompleteTextures.end(); ++it)
+ {
+ it->second.set(NULL);
+ }
+ mIncompleteTextures.clear();
+}
+
+// static
+RendererD3D *RendererD3D::makeRendererD3D(Renderer *renderer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(RendererD3D*, renderer));
+ return static_cast<RendererD3D*>(renderer);
+}
+
+gl::Error RendererD3D::drawElements(const gl::Data &data,
+ GLenum mode, GLsizei count, GLenum type,
+ const GLvoid *indices, GLsizei instances,
+ const RangeUI &indexRange)
+{
+ if (data.state->isPrimitiveRestartEnabled())
+ {
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION, "Primitive restart not implemented");
+ }
+
+ gl::Program *program = data.state->getProgram();
+ ASSERT(program != NULL);
+
+ program->updateSamplerMapping();
+
+ gl::Error error = generateSwizzles(data);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!applyPrimitiveType(mode, count, program->usesPointSize()))
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ error = applyRenderTarget(data, mode, false);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = applyState(data, mode);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ gl::VertexArray *vao = data.state->getVertexArray();
+ TranslatedIndexData indexInfo;
+ indexInfo.indexRange = indexRange;
+ error = applyIndexBuffer(indices, vao->getElementArrayBuffer(), count, mode, type, &indexInfo);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ applyTransformFeedbackBuffers(*data.state);
+ // Transform feedback is not allowed for DrawElements, this error should have been caught at the API validation
+ // layer.
+ ASSERT(!data.state->isTransformFeedbackActiveUnpaused());
+
+ GLsizei vertexCount = indexInfo.indexRange.length() + 1;
+ error = applyVertexBuffer(*data.state, mode, indexInfo.indexRange.start, vertexCount, instances);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = applyShaders(data);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = applyTextures(data);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = program->applyUniformBuffers(data);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!skipDraw(data, mode))
+ {
+ error = drawElements(mode, count, type, indices, vao->getElementArrayBuffer(), indexInfo, instances);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error RendererD3D::drawArrays(const gl::Data &data,
+ GLenum mode, GLint first,
+ GLsizei count, GLsizei instances)
+{
+ gl::Program *program = data.state->getProgram();
+ ASSERT(program != NULL);
+
+ program->updateSamplerMapping();
+
+ gl::Error error = generateSwizzles(data);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!applyPrimitiveType(mode, count, program->usesPointSize()))
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ error = applyRenderTarget(data, mode, false);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = applyState(data, mode);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ applyTransformFeedbackBuffers(*data.state);
+
+ error = applyVertexBuffer(*data.state, mode, first, count, instances);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = applyShaders(data);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = applyTextures(data);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = program->applyUniformBuffers(data);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!skipDraw(data, mode))
+ {
+ error = drawArrays(data, mode, count, instances, program->usesPointSize());
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (data.state->isTransformFeedbackActiveUnpaused())
+ {
+ markTransformFeedbackUsage(data);
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error RendererD3D::generateSwizzles(const gl::Data &data, gl::SamplerType type)
+{
+ gl::Program *program = data.state->getProgram();
+
+ size_t samplerRange = program->getUsedSamplerRange(type);
+
+ for (size_t i = 0; i < samplerRange; i++)
+ {
+ GLenum textureType = program->getSamplerTextureType(type, i);
+ GLint textureUnit = program->getSamplerMapping(type, i, *data.caps);
+ if (textureUnit != -1)
+ {
+ gl::Texture *texture = data.state->getSamplerTexture(textureUnit, textureType);
+ ASSERT(texture);
+ if (texture->getSamplerState().swizzleRequired())
+ {
+ gl::Error error = generateSwizzle(texture);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error RendererD3D::generateSwizzles(const gl::Data &data)
+{
+ gl::Error error = generateSwizzles(data, gl::SAMPLER_VERTEX);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = generateSwizzles(data, gl::SAMPLER_PIXEL);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+// Applies the render target surface, depth stencil surface, viewport rectangle and
+// scissor rectangle to the renderer
+gl::Error RendererD3D::applyRenderTarget(const gl::Data &data, GLenum drawMode, bool ignoreViewport)
+{
+ const gl::Framebuffer *framebufferObject = data.state->getDrawFramebuffer();
+ ASSERT(framebufferObject && framebufferObject->checkStatus(data) == GL_FRAMEBUFFER_COMPLETE);
+
+ gl::Error error = applyRenderTarget(framebufferObject);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ float nearZ, farZ;
+ data.state->getDepthRange(&nearZ, &farZ);
+ setViewport(data.state->getViewport(), nearZ, farZ, drawMode,
+ data.state->getRasterizerState().frontFace, ignoreViewport);
+
+ setScissorRectangle(data.state->getScissor(), data.state->isScissorTestEnabled());
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D device
+gl::Error RendererD3D::applyState(const gl::Data &data, GLenum drawMode)
+{
+ const gl::Framebuffer *framebufferObject = data.state->getDrawFramebuffer();
+ int samples = framebufferObject->getSamples(data);
+
+ gl::RasterizerState rasterizer = data.state->getRasterizerState();
+ rasterizer.pointDrawMode = (drawMode == GL_POINTS);
+ rasterizer.multiSample = (samples != 0);
+
+ gl::Error error = setRasterizerState(rasterizer);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ unsigned int mask = 0;
+ if (data.state->isSampleCoverageEnabled())
+ {
+ GLclampf coverageValue;
+ bool coverageInvert = false;
+ data.state->getSampleCoverageParams(&coverageValue, &coverageInvert);
+ if (coverageValue != 0)
+ {
+ float threshold = 0.5f;
+
+ for (int i = 0; i < samples; ++i)
+ {
+ mask <<= 1;
+
+ if ((i + 1) * coverageValue >= threshold)
+ {
+ threshold += 1.0f;
+ mask |= 1;
+ }
+ }
+ }
+
+ if (coverageInvert)
+ {
+ mask = ~mask;
+ }
+ }
+ else
+ {
+ mask = 0xFFFFFFFF;
+ }
+ error = setBlendState(framebufferObject, data.state->getBlendState(), data.state->getBlendColor(), mask);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = setDepthStencilState(data.state->getDepthStencilState(), data.state->getStencilRef(),
+ data.state->getStencilBackRef(), rasterizer.frontFace == GL_CCW);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+// Applies the shaders and shader constants to the Direct3D device
+gl::Error RendererD3D::applyShaders(const gl::Data &data)
+{
+ gl::Program *program = data.state->getProgram();
+
+ gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS];
+ gl::VertexFormat::GetInputLayout(inputLayout, program, *data.state);
+
+ const gl::Framebuffer *fbo = data.state->getDrawFramebuffer();
+
+ gl::Error error = applyShaders(program, inputLayout, fbo, data.state->getRasterizerState().rasterizerDiscard, data.state->isTransformFeedbackActiveUnpaused());
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return program->applyUniforms();
+}
+
+// For each Direct3D sampler of either the pixel or vertex stage,
+// looks up the corresponding OpenGL texture image unit and texture type,
+// and sets the texture and its addressing/filtering state (or NULL when inactive).
+gl::Error RendererD3D::applyTextures(const gl::Data &data, gl::SamplerType shaderType,
+ const FramebufferTextureSerialArray &framebufferSerials, size_t framebufferSerialCount)
+{
+ gl::Program *program = data.state->getProgram();
+
+ size_t samplerRange = program->getUsedSamplerRange(shaderType);
+ for (size_t samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
+ {
+ GLenum textureType = program->getSamplerTextureType(shaderType, samplerIndex);
+ GLint textureUnit = program->getSamplerMapping(shaderType, samplerIndex, *data.caps);
+ if (textureUnit != -1)
+ {
+ gl::Texture *texture = data.state->getSamplerTexture(textureUnit, textureType);
+ ASSERT(texture);
+ gl::SamplerState sampler = texture->getSamplerState();
+
+ gl::Sampler *samplerObject = data.state->getSampler(textureUnit);
+ if (samplerObject)
+ {
+ samplerObject->getState(&sampler);
+ }
+
+ // TODO: std::binary_search may become unavailable using older versions of GCC
+ if (texture->isSamplerComplete(sampler, data) &&
+ !std::binary_search(framebufferSerials.begin(), framebufferSerials.begin() + framebufferSerialCount, texture->getTextureSerial()))
+ {
+ gl::Error error = setSamplerState(shaderType, samplerIndex, texture, sampler);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = setTexture(shaderType, samplerIndex, texture);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ else
+ {
+ // Texture is not sampler complete or it is in use by the framebuffer. Bind the incomplete texture.
+ gl::Texture *incompleteTexture = getIncompleteTexture(textureType);
+ gl::Error error = setTexture(shaderType, samplerIndex, incompleteTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ else
+ {
+ // No texture bound to this slot even though it is used by the shader, bind a NULL texture
+ gl::Error error = setTexture(shaderType, samplerIndex, NULL);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ // Set all the remaining textures to NULL
+ size_t samplerCount = (shaderType == gl::SAMPLER_PIXEL) ? data.caps->maxTextureImageUnits
+ : data.caps->maxVertexTextureImageUnits;
+ for (size_t samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
+ {
+ gl::Error error = setTexture(shaderType, samplerIndex, NULL);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error RendererD3D::applyTextures(const gl::Data &data)
+{
+ FramebufferTextureSerialArray framebufferSerials;
+ size_t framebufferSerialCount = getBoundFramebufferTextureSerials(data, &framebufferSerials);
+
+ gl::Error error = applyTextures(data, gl::SAMPLER_VERTEX, framebufferSerials, framebufferSerialCount);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = applyTextures(data, gl::SAMPLER_PIXEL, framebufferSerials, framebufferSerialCount);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool RendererD3D::skipDraw(const gl::Data &data, GLenum drawMode)
+{
+ if (drawMode == GL_POINTS)
+ {
+ // ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
+ // which affects varying interpolation. Since the value of gl_PointSize is
+ // undefined when not written, just skip drawing to avoid unexpected results.
+ if (!data.state->getProgram()->usesPointSize() && !data.state->isTransformFeedbackActiveUnpaused())
+ {
+ // This is stictly speaking not an error, but developers should be
+ // notified of risking undefined behavior.
+ ERR("Point rendering without writing to gl_PointSize.");
+
+ return true;
+ }
+ }
+ else if (gl::IsTriangleMode(drawMode))
+ {
+ if (data.state->getRasterizerState().cullFace && data.state->getRasterizerState().cullMode == GL_FRONT_AND_BACK)
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void RendererD3D::markTransformFeedbackUsage(const gl::Data &data)
+{
+ for (size_t i = 0; i < data.caps->maxTransformFeedbackSeparateAttributes; i++)
+ {
+ gl::Buffer *buffer = data.state->getIndexedTransformFeedbackBuffer(i);
+ if (buffer)
+ {
+ BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);
+ bufferD3D->markTransformFeedbackUsage();
+ }
+ }
+}
+
+size_t RendererD3D::getBoundFramebufferTextureSerials(const gl::Data &data,
+ FramebufferTextureSerialArray *outSerialArray)
+{
+ size_t serialCount = 0;
+
+ const gl::Framebuffer *drawFramebuffer = data.state->getDrawFramebuffer();
+ for (unsigned int i = 0; i < data.caps->maxColorAttachments; i++)
+ {
+ gl::FramebufferAttachment *attachment = drawFramebuffer->getColorbuffer(i);
+ if (attachment && attachment->type() == GL_TEXTURE)
+ {
+ gl::Texture *texture = attachment->getTexture();
+ (*outSerialArray)[serialCount++] = texture->getTextureSerial();
+ }
+ }
+
+ gl::FramebufferAttachment *depthStencilAttachment = drawFramebuffer->getDepthOrStencilbuffer();
+ if (depthStencilAttachment && depthStencilAttachment->type() == GL_TEXTURE)
+ {
+ gl::Texture *depthStencilTexture = depthStencilAttachment->getTexture();
+ (*outSerialArray)[serialCount++] = depthStencilTexture->getTextureSerial();
+ }
+
+ std::sort(outSerialArray->begin(), outSerialArray->begin() + serialCount);
+
+ return serialCount;
+}
+
+gl::Texture *RendererD3D::getIncompleteTexture(GLenum type)
+{
+ if (mIncompleteTextures.find(type) == mIncompleteTextures.end())
+ {
+ const GLubyte color[] = { 0, 0, 0, 255 };
+ const gl::Extents colorSize(1, 1, 1);
+ const gl::PixelUnpackState incompleteUnpackState(1, 0);
+
+ gl::Texture* t = new gl::Texture(createTexture(type), gl::Texture::INCOMPLETE_TEXTURE_ID, type);
+
+ if (type == GL_TEXTURE_CUBE_MAP)
+ {
+ for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; face++)
+ {
+ t->setImage(face, 0, GL_RGBA, colorSize, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+ }
+ }
+ else
+ {
+ t->setImage(type, 0, GL_RGBA, colorSize, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
+ }
+
+ mIncompleteTextures[type].set(t);
+ }
+
+ return mIncompleteTextures[type].get();
+}
+
+bool RendererD3D::isDeviceLost() const
+{
+ return mDeviceLost;
+}
+
+void RendererD3D::notifyDeviceLost()
+{
+ mDeviceLost = true;
+ mDisplay->notifyDeviceLost();
+}
+
+std::string RendererD3D::getVendorString() const
+{
+ LUID adapterLuid = { 0 };
+
+ if (getLUID(&adapterLuid))
+ {
+ char adapterLuidString[64];
+ sprintf_s(adapterLuidString, sizeof(adapterLuidString), "(adapter LUID: %08x%08x)", adapterLuid.HighPart, adapterLuid.LowPart);
+ return std::string(adapterLuidString);
+ }
+
+ return std::string("");
+}
+
+gl::Error RendererD3D::getScratchMemoryBuffer(size_t requestedSize, MemoryBuffer **bufferOut)
+{
+ if (mScratchMemoryBuffer.size() == requestedSize)
+ {
+ mScratchMemoryBufferResetCounter = ScratchMemoryBufferLifetime;
+ *bufferOut = &mScratchMemoryBuffer;
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ if (mScratchMemoryBuffer.size() > requestedSize)
+ {
+ mScratchMemoryBufferResetCounter--;
+ }
+
+ if (mScratchMemoryBufferResetCounter <= 0 || mScratchMemoryBuffer.size() < requestedSize)
+ {
+ mScratchMemoryBuffer.resize(0);
+ if (!mScratchMemoryBuffer.resize(requestedSize))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal buffer.");
+ }
+ mScratchMemoryBufferResetCounter = ScratchMemoryBufferLifetime;
+ }
+
+ ASSERT(mScratchMemoryBuffer.size() >= requestedSize);
+
+ *bufferOut = &mScratchMemoryBuffer;
+ return gl::Error(GL_NO_ERROR);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.h
new file mode 100644
index 0000000000..3de6c20886
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.h
@@ -0,0 +1,241 @@
+
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RendererD3D.h: Defines a back-end specific class for the DirectX renderer.
+
+#ifndef LIBANGLE_RENDERER_D3D_RENDERERD3D_H_
+#define LIBANGLE_RENDERER_D3D_RENDERERD3D_H_
+
+#include "common/MemoryBuffer.h"
+#include "libANGLE/Data.h"
+#include "libANGLE/renderer/Renderer.h"
+#include "libANGLE/renderer/d3d/formatutilsD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/NativeWindow.h"
+
+//FIXME(jmadill): std::array is currently prohibited by Chromium style guide
+#include <array>
+
+namespace egl
+{
+class ConfigSet;
+}
+
+namespace gl
+{
+class InfoLog;
+struct LinkedVarying;
+class Texture;
+}
+
+namespace rx
+{
+class ImageD3D;
+class IndexBuffer;
+class RenderTargetD3D;
+class ShaderExecutableD3D;
+class SwapChainD3D;
+class TextureStorage;
+class UniformStorageD3D;
+class VertexBuffer;
+
+enum ShaderType
+{
+ SHADER_VERTEX,
+ SHADER_PIXEL,
+ SHADER_GEOMETRY
+};
+
+enum RendererClass
+{
+ RENDERER_D3D11,
+ RENDERER_D3D9,
+};
+
+// Useful for unit testing
+class BufferFactoryD3D
+{
+ public:
+ BufferFactoryD3D() {}
+ virtual ~BufferFactoryD3D() {}
+
+ virtual VertexBuffer *createVertexBuffer() = 0;
+ virtual IndexBuffer *createIndexBuffer() = 0;
+
+ // TODO(jmadill): add VertexFormatCaps
+ virtual VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const = 0;
+ virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const = 0;
+};
+
+class RendererD3D : public Renderer, public BufferFactoryD3D
+{
+ public:
+ explicit RendererD3D(egl::Display *display);
+ virtual ~RendererD3D();
+
+ virtual egl::Error initialize() = 0;
+
+ static RendererD3D *makeRendererD3D(Renderer *renderer);
+
+ virtual egl::ConfigSet generateConfigs() const = 0;
+
+ gl::Error drawArrays(const gl::Data &data,
+ GLenum mode, GLint first,
+ GLsizei count, GLsizei instances) override;
+
+ gl::Error drawElements(const gl::Data &data,
+ GLenum mode, GLsizei count, GLenum type,
+ const GLvoid *indices, GLsizei instances,
+ const RangeUI &indexRange) override;
+
+ bool isDeviceLost() const override;
+ std::string getVendorString() const override;
+
+ virtual int getMinorShaderModel() const = 0;
+ virtual std::string getShaderModelSuffix() const = 0;
+
+ // Direct3D Specific methods
+ virtual GUID getAdapterIdentifier() const = 0;
+
+ virtual SwapChainD3D *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) = 0;
+
+ virtual gl::Error generateSwizzle(gl::Texture *texture) = 0;
+ virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &sampler) = 0;
+ virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0;
+
+ virtual gl::Error setUniformBuffers(const gl::Data &data,
+ const GLint vertexUniformBuffers[],
+ const GLint fragmentUniformBuffers[]) = 0;
+
+ virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState) = 0;
+ virtual gl::Error setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+ unsigned int sampleMask) = 0;
+ virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW) = 0;
+
+ virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled) = 0;
+ virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport) = 0;
+
+ virtual gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) = 0;
+ virtual gl::Error applyShaders(gl::Program *program, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
+ bool rasterizerDiscard, bool transformFeedbackActive) = 0;
+ virtual gl::Error applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray) = 0;
+ virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount, bool usesPointSize) = 0;
+ virtual gl::Error applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances) = 0;
+ virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) = 0;
+ virtual void applyTransformFeedbackBuffers(const gl::State& state) = 0;
+
+ virtual void markAllStateDirty() = 0;
+
+ virtual unsigned int getReservedVertexUniformVectors() const = 0;
+ virtual unsigned int getReservedFragmentUniformVectors() const = 0;
+ virtual unsigned int getReservedVertexUniformBuffers() const = 0;
+ virtual unsigned int getReservedFragmentUniformBuffers() const = 0;
+ virtual bool getShareHandleSupport() const = 0;
+ virtual bool getPostSubBufferSupport() const = 0;
+
+ virtual int getMajorShaderModel() const = 0;
+
+ // Pixel operations
+ virtual gl::Error copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0;
+ virtual gl::Error copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level) = 0;
+ virtual gl::Error copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0;
+ virtual gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0;
+
+ // RenderTarget creation
+ virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT) = 0;
+
+ // Shader operations
+ virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable) = 0;
+ virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds,
+ ShaderExecutableD3D **outExectuable) = 0;
+ virtual UniformStorageD3D *createUniformStorage(size_t storageSize) = 0;
+
+ // Image operations
+ virtual ImageD3D *createImage() = 0;
+ virtual gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) = 0;
+ virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain) = 0;
+ virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly) = 0;
+ virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly) = 0;
+ virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0;
+ virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0;
+
+ // Buffer-to-texture and Texture-to-buffer copies
+ virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const = 0;
+ virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) = 0;
+
+ // Device lost
+ void notifyDeviceLost() override;
+ virtual bool resetDevice() = 0;
+
+ virtual RendererClass getRendererClass() const = 0;
+
+ gl::Error getScratchMemoryBuffer(size_t requestedSize, MemoryBuffer **bufferOut);
+
+ protected:
+ virtual gl::Error drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize) = 0;
+ virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
+ gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) = 0;
+
+ virtual bool getLUID(LUID *adapterLuid) const = 0;
+
+ void cleanup();
+
+ egl::Display *mDisplay;
+ bool mDeviceLost;
+
+ private:
+ //FIXME(jmadill): std::array is currently prohibited by Chromium style guide
+ typedef std::array<unsigned int, gl::IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS> FramebufferTextureSerialArray;
+
+ gl::Error generateSwizzles(const gl::Data &data, gl::SamplerType type);
+ gl::Error generateSwizzles(const gl::Data &data);
+
+ gl::Error applyRenderTarget(const gl::Data &data, GLenum drawMode, bool ignoreViewport);
+ gl::Error applyState(const gl::Data &data, GLenum drawMode);
+ gl::Error applyShaders(const gl::Data &data);
+ gl::Error applyTextures(const gl::Data &data, gl::SamplerType shaderType,
+ const FramebufferTextureSerialArray &framebufferSerials, size_t framebufferSerialCount);
+ gl::Error applyTextures(const gl::Data &data);
+
+ bool skipDraw(const gl::Data &data, GLenum drawMode);
+ void markTransformFeedbackUsage(const gl::Data &data);
+
+ size_t getBoundFramebufferTextureSerials(const gl::Data &data,
+ FramebufferTextureSerialArray *outSerialArray);
+ gl::Texture *getIncompleteTexture(GLenum type);
+
+ gl::TextureMap mIncompleteTextures;
+ MemoryBuffer mScratchMemoryBuffer;
+ unsigned int mScratchMemoryBufferResetCounter;
+};
+
+struct dx_VertexConstants
+{
+ float depthRange[4];
+ float viewAdjust[4];
+ float viewCoords[4];
+};
+
+struct dx_PixelConstants
+{
+ float depthRange[4];
+ float viewCoords[4];
+ float depthFront[4];
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_RENDERERD3D_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderD3D.cpp
new file mode 100644
index 0000000000..7d522a95d4
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderD3D.cpp
@@ -0,0 +1,388 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ShaderD3D.cpp: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
+
+#include "libANGLE/Shader.h"
+#include "libANGLE/Compiler.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/renderer/d3d/ShaderD3D.h"
+#include "libANGLE/renderer/d3d/CompilerD3D.h"
+#include "libANGLE/features.h"
+
+#include "common/utilities.h"
+
+// Definitions local to the translation unit
+namespace
+{
+
+const char *GetShaderTypeString(GLenum type)
+{
+ switch (type)
+ {
+ case GL_VERTEX_SHADER:
+ return "VERTEX";
+
+ case GL_FRAGMENT_SHADER:
+ return "FRAGMENT";
+
+ default:
+ UNREACHABLE();
+ return "";
+ }
+}
+
+}
+
+namespace rx
+{
+
+template <typename VarT>
+void FilterInactiveVariables(std::vector<VarT> *variableList)
+{
+ ASSERT(variableList);
+
+ for (size_t varIndex = 0; varIndex < variableList->size();)
+ {
+ if (!(*variableList)[varIndex].staticUse)
+ {
+ variableList->erase(variableList->begin() + varIndex);
+ }
+ else
+ {
+ varIndex++;
+ }
+ }
+}
+
+template <typename VarT>
+const std::vector<VarT> *GetShaderVariables(const std::vector<VarT> *variableList)
+{
+ ASSERT(variableList);
+ return variableList;
+}
+
+ShaderD3D::ShaderD3D(GLenum type)
+ : mShaderType(type),
+ mShaderVersion(100)
+{
+ uncompile();
+}
+
+ShaderD3D::~ShaderD3D()
+{
+}
+
+ShaderD3D *ShaderD3D::makeShaderD3D(ShaderImpl *impl)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(ShaderD3D*, impl));
+ return static_cast<ShaderD3D*>(impl);
+}
+
+const ShaderD3D *ShaderD3D::makeShaderD3D(const ShaderImpl *impl)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(const ShaderD3D*, impl));
+ return static_cast<const ShaderD3D*>(impl);
+}
+
+std::string ShaderD3D::getDebugInfo() const
+{
+ return mDebugInfo + std::string("\n// ") + GetShaderTypeString(mShaderType) + " SHADER END\n";
+}
+
+
+void ShaderD3D::parseVaryings(ShHandle compiler)
+{
+ if (!mTranslatedSource.empty())
+ {
+ const std::vector<sh::Varying> *varyings = ShGetVaryings(compiler);
+ ASSERT(varyings);
+
+ for (size_t varyingIndex = 0; varyingIndex < varyings->size(); varyingIndex++)
+ {
+ mVaryings.push_back(gl::PackedVarying((*varyings)[varyingIndex]));
+ }
+
+ mUsesMultipleRenderTargets = mTranslatedSource.find("GL_USES_MRT") != std::string::npos;
+ mUsesFragColor = mTranslatedSource.find("GL_USES_FRAG_COLOR") != std::string::npos;
+ mUsesFragData = mTranslatedSource.find("GL_USES_FRAG_DATA") != std::string::npos;
+ mUsesFragCoord = mTranslatedSource.find("GL_USES_FRAG_COORD") != std::string::npos;
+ mUsesFrontFacing = mTranslatedSource.find("GL_USES_FRONT_FACING") != std::string::npos;
+ mUsesPointSize = mTranslatedSource.find("GL_USES_POINT_SIZE") != std::string::npos;
+ mUsesPointCoord = mTranslatedSource.find("GL_USES_POINT_COORD") != std::string::npos;
+ mUsesDepthRange = mTranslatedSource.find("GL_USES_DEPTH_RANGE") != std::string::npos;
+ mUsesFragDepth = mTranslatedSource.find("GL_USES_FRAG_DEPTH") != std::string::npos;
+ mUsesDiscardRewriting = mTranslatedSource.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
+ mUsesNestedBreak = mTranslatedSource.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
+ mUsesDeferredInit = mTranslatedSource.find("ANGLE_USES_DEFERRED_INIT") != std::string::npos;
+ mRequiresIEEEStrictCompiling = mTranslatedSource.find("ANGLE_REQUIRES_IEEE_STRICT_COMPILING") != std::string::npos;
+ }
+}
+
+void ShaderD3D::resetVaryingsRegisterAssignment()
+{
+ for (size_t varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
+ {
+ mVaryings[varyingIndex].resetRegisterAssignment();
+ }
+}
+
+// initialize/clean up previous state
+void ShaderD3D::uncompile()
+{
+ // set by compileToHLSL
+ mCompilerOutputType = SH_ESSL_OUTPUT;
+ mTranslatedSource.clear();
+ mInfoLog.clear();
+
+ mUsesMultipleRenderTargets = false;
+ mUsesFragColor = false;
+ mUsesFragData = false;
+ mUsesFragCoord = false;
+ mUsesFrontFacing = false;
+ mUsesPointSize = false;
+ mUsesPointCoord = false;
+ mUsesDepthRange = false;
+ mUsesFragDepth = false;
+ mShaderVersion = 100;
+ mUsesDiscardRewriting = false;
+ mUsesNestedBreak = false;
+ mUsesDeferredInit = false;
+ mRequiresIEEEStrictCompiling = false;
+
+ mVaryings.clear();
+ mUniforms.clear();
+ mInterfaceBlocks.clear();
+ mActiveAttributes.clear();
+ mActiveOutputVariables.clear();
+ mDebugInfo.clear();
+}
+
+void ShaderD3D::compileToHLSL(ShHandle compiler, const std::string &source)
+{
+ int compileOptions = (SH_OBJECT_CODE | SH_VARIABLES);
+ std::string sourcePath;
+
+#if !defined (ANGLE_ENABLE_WINDOWS_STORE)
+ if (gl::DebugAnnotationsActive())
+ {
+ sourcePath = getTempPath();
+ writeFile(sourcePath.c_str(), source.c_str(), source.length());
+ compileOptions |= SH_LINE_DIRECTIVES;
+ }
+#endif
+
+ int result;
+ if (sourcePath.empty())
+ {
+ const char* sourceStrings[] =
+ {
+ source.c_str(),
+ };
+
+ result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
+ }
+ else
+ {
+ const char* sourceStrings[] =
+ {
+ sourcePath.c_str(),
+ source.c_str(),
+ };
+
+ result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
+ }
+
+ mShaderVersion = ShGetShaderVersion(compiler);
+
+ if (result)
+ {
+ mTranslatedSource = ShGetObjectCode(compiler);
+
+#ifdef _DEBUG
+ // Prefix hlsl shader with commented out glsl shader
+ // Useful in diagnostics tools like pix which capture the hlsl shaders
+ std::ostringstream hlslStream;
+ hlslStream << "// GLSL\n";
+ hlslStream << "//\n";
+
+ size_t curPos = 0;
+ while (curPos != std::string::npos)
+ {
+ size_t nextLine = source.find("\n", curPos);
+ size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
+
+ hlslStream << "// " << source.substr(curPos, len);
+
+ curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
+ }
+ hlslStream << "\n\n";
+ hlslStream << mTranslatedSource;
+ mTranslatedSource = hlslStream.str();
+#endif
+
+ mUniforms = *GetShaderVariables(ShGetUniforms(compiler));
+
+ for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
+ {
+ const sh::Uniform &uniform = mUniforms[uniformIndex];
+
+ if (uniform.staticUse)
+ {
+ unsigned int index = static_cast<unsigned int>(-1);
+ bool getUniformRegisterResult = ShGetUniformRegister(compiler, uniform.name, &index);
+ UNUSED_ASSERTION_VARIABLE(getUniformRegisterResult);
+ ASSERT(getUniformRegisterResult);
+
+ mUniformRegisterMap[uniform.name] = index;
+ }
+ }
+
+ mInterfaceBlocks = *GetShaderVariables(ShGetInterfaceBlocks(compiler));
+
+ for (size_t blockIndex = 0; blockIndex < mInterfaceBlocks.size(); blockIndex++)
+ {
+ const sh::InterfaceBlock &interfaceBlock = mInterfaceBlocks[blockIndex];
+
+ if (interfaceBlock.staticUse)
+ {
+ unsigned int index = static_cast<unsigned int>(-1);
+ bool blockRegisterResult = ShGetInterfaceBlockRegister(compiler, interfaceBlock.name, &index);
+ UNUSED_ASSERTION_VARIABLE(blockRegisterResult);
+ ASSERT(blockRegisterResult);
+
+ mInterfaceBlockRegisterMap[interfaceBlock.name] = index;
+ }
+ }
+ }
+ else
+ {
+ mInfoLog = ShGetInfoLog(compiler);
+
+ TRACE("\n%s", mInfoLog.c_str());
+ }
+}
+
+void ShaderD3D::generateWorkarounds(D3DCompilerWorkarounds *workarounds) const
+{
+ if (mUsesDiscardRewriting)
+ {
+ // ANGLE issue 486:
+ // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
+ workarounds->skipOptimization = true;
+ }
+ else if (mUsesNestedBreak)
+ {
+ // ANGLE issue 603:
+ // Work-around a D3D9 compiler bug that presents itself when using break in a nested loop, by maximizing optimization
+ // We want to keep the use of ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes precedence
+ workarounds->useMaxOptimization = true;
+ }
+
+ if (mRequiresIEEEStrictCompiling)
+ {
+ // IEEE Strictness for D3D compiler needs to be enabled for NaNs to work.
+ workarounds->enableIEEEStrictness = true;
+ }
+}
+
+// true if varying x has a higher priority in packing than y
+bool ShaderD3D::compareVarying(const gl::PackedVarying &x, const gl::PackedVarying &y)
+{
+ if (x.type == y.type)
+ {
+ return x.arraySize > y.arraySize;
+ }
+
+ // Special case for handling structs: we sort these to the end of the list
+ if (x.type == GL_STRUCT_ANGLEX)
+ {
+ return false;
+ }
+
+ if (y.type == GL_STRUCT_ANGLEX)
+ {
+ return true;
+ }
+
+ return gl::VariableSortOrder(x.type) < gl::VariableSortOrder(y.type);
+}
+
+unsigned int ShaderD3D::getUniformRegister(const std::string &uniformName) const
+{
+ ASSERT(mUniformRegisterMap.count(uniformName) > 0);
+ return mUniformRegisterMap.find(uniformName)->second;
+}
+
+unsigned int ShaderD3D::getInterfaceBlockRegister(const std::string &blockName) const
+{
+ ASSERT(mInterfaceBlockRegisterMap.count(blockName) > 0);
+ return mInterfaceBlockRegisterMap.find(blockName)->second;
+}
+
+GLenum ShaderD3D::getShaderType() const
+{
+ return mShaderType;
+}
+
+ShShaderOutput ShaderD3D::getCompilerOutputType() const
+{
+ return mCompilerOutputType;
+}
+
+bool ShaderD3D::compile(gl::Compiler *compiler, const std::string &source)
+{
+ uncompile();
+
+ CompilerD3D *compilerD3D = CompilerD3D::makeCompilerD3D(compiler->getImplementation());
+ ShHandle compilerHandle = compilerD3D->getCompilerHandle(mShaderType);
+
+ mCompilerOutputType = ShGetShaderOutputType(compilerHandle);
+
+ compileToHLSL(compilerHandle, source);
+
+ if (mShaderType == GL_VERTEX_SHADER)
+ {
+ parseAttributes(compilerHandle);
+ }
+
+ parseVaryings(compilerHandle);
+
+ if (mShaderType == GL_FRAGMENT_SHADER)
+ {
+ std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
+
+ const std::string &hlsl = getTranslatedSource();
+ if (!hlsl.empty())
+ {
+ mActiveOutputVariables = *GetShaderVariables(ShGetOutputVariables(compilerHandle));
+ FilterInactiveVariables(&mActiveOutputVariables);
+ }
+ }
+
+#if ANGLE_SHADER_DEBUG_INFO == ANGLE_ENABLED
+ mDebugInfo += std::string("// ") + GetShaderTypeString(mShaderType) + " SHADER BEGIN\n";
+ mDebugInfo += "\n// GLSL BEGIN\n\n" + source + "\n\n// GLSL END\n\n\n";
+ mDebugInfo += "// INITIAL HLSL BEGIN\n\n" + getTranslatedSource() + "\n// INITIAL HLSL END\n\n\n";
+ // Successive steps will append more info
+#else
+ mDebugInfo += getTranslatedSource();
+#endif
+
+ return !getTranslatedSource().empty();
+}
+
+void ShaderD3D::parseAttributes(ShHandle compiler)
+{
+ const std::string &hlsl = getTranslatedSource();
+ if (!hlsl.empty())
+ {
+ mActiveAttributes = *GetShaderVariables(ShGetAttributes(compiler));
+ FilterInactiveVariables(&mActiveAttributes);
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderD3D.h
new file mode 100644
index 0000000000..d0237b5985
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderD3D.h
@@ -0,0 +1,89 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ShaderD3D.h: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
+
+#ifndef LIBANGLE_RENDERER_D3D_SHADERD3D_H_
+#define LIBANGLE_RENDERER_D3D_SHADERD3D_H_
+
+#include "libANGLE/renderer/ShaderImpl.h"
+#include "libANGLE/renderer/Workarounds.h"
+#include "libANGLE/Shader.h"
+
+#include <map>
+
+namespace rx
+{
+class DynamicHLSL;
+class RendererD3D;
+
+class ShaderD3D : public ShaderImpl
+{
+ friend class DynamicHLSL;
+
+ public:
+ ShaderD3D(GLenum type);
+ virtual ~ShaderD3D();
+
+ static ShaderD3D *makeShaderD3D(ShaderImpl *impl);
+ static const ShaderD3D *makeShaderD3D(const ShaderImpl *impl);
+
+ // ShaderImpl implementation
+ virtual std::string getDebugInfo() const;
+
+ // D3D-specific methods
+ virtual void uncompile();
+ void resetVaryingsRegisterAssignment();
+ unsigned int getUniformRegister(const std::string &uniformName) const;
+ unsigned int getInterfaceBlockRegister(const std::string &blockName) const;
+ void appendDebugInfo(const std::string &info) { mDebugInfo += info; }
+
+ void generateWorkarounds(D3DCompilerWorkarounds *workarounds) const;
+ int getShaderVersion() const { return mShaderVersion; }
+ bool usesDepthRange() const { return mUsesDepthRange; }
+ bool usesPointSize() const { return mUsesPointSize; }
+ bool usesDeferredInit() const { return mUsesDeferredInit; }
+
+ GLenum getShaderType() const;
+ ShShaderOutput getCompilerOutputType() const;
+
+ virtual bool compile(gl::Compiler *compiler, const std::string &source);
+
+ private:
+ void compileToHLSL(ShHandle compiler, const std::string &source);
+ void parseVaryings(ShHandle compiler);
+
+ void parseAttributes(ShHandle compiler);
+
+ static bool compareVarying(const gl::PackedVarying &x, const gl::PackedVarying &y);
+
+ GLenum mShaderType;
+
+ int mShaderVersion;
+
+ bool mUsesMultipleRenderTargets;
+ bool mUsesFragColor;
+ bool mUsesFragData;
+ bool mUsesFragCoord;
+ bool mUsesFrontFacing;
+ bool mUsesPointSize;
+ bool mUsesPointCoord;
+ bool mUsesDepthRange;
+ bool mUsesFragDepth;
+ bool mUsesDiscardRewriting;
+ bool mUsesNestedBreak;
+ bool mUsesDeferredInit;
+ bool mRequiresIEEEStrictCompiling;
+
+ ShShaderOutput mCompilerOutputType;
+ std::string mDebugInfo;
+ std::map<std::string, unsigned int> mUniformRegisterMap;
+ std::map<std::string, unsigned int> mInterfaceBlockRegisterMap;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_SHADERD3D_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderExecutableD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderExecutableD3D.cpp
new file mode 100644
index 0000000000..97ffdf5094
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderExecutableD3D.cpp
@@ -0,0 +1,61 @@
+//
+// Copyright (c) 2012-2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ShaderExecutable.cpp: Implements a class to contain D3D shader executable
+// implementation details.
+
+#include "libANGLE/renderer/d3d/ShaderExecutableD3D.h"
+
+#include "common/angleutils.h"
+
+namespace rx
+{
+
+ShaderExecutableD3D::ShaderExecutableD3D(const void *function, size_t length)
+ : mFunctionBuffer(length)
+{
+ memcpy(mFunctionBuffer.data(), function, length);
+}
+
+ShaderExecutableD3D::~ShaderExecutableD3D()
+{
+}
+
+const uint8_t *ShaderExecutableD3D::getFunction() const
+{
+ return mFunctionBuffer.data();
+}
+
+size_t ShaderExecutableD3D::getLength() const
+{
+ return mFunctionBuffer.size();
+}
+
+const std::string &ShaderExecutableD3D::getDebugInfo() const
+{
+ return mDebugInfo;
+}
+
+void ShaderExecutableD3D::appendDebugInfo(const std::string &info)
+{
+ mDebugInfo += info;
+}
+
+
+UniformStorageD3D::UniformStorageD3D(size_t initialSize) : mSize(initialSize)
+{
+}
+
+UniformStorageD3D::~UniformStorageD3D()
+{
+}
+
+size_t UniformStorageD3D::size() const
+{
+ return mSize;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderExecutableD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderExecutableD3D.h
new file mode 100644
index 0000000000..71b83b7954
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderExecutableD3D.h
@@ -0,0 +1,54 @@
+//
+// Copyright (c) 2012-2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ShaderExecutable.h: Defines a class to contain D3D shader executable
+// implementation details.
+
+#ifndef LIBANGLE_RENDERER_D3D_SHADEREXECUTABLED3D_H_
+#define LIBANGLE_RENDERER_D3D_SHADEREXECUTABLED3D_H_
+
+#include "common/debug.h"
+
+#include <vector>
+#include <cstdint>
+
+namespace rx
+{
+
+class ShaderExecutableD3D : angle::NonCopyable
+{
+ public:
+ ShaderExecutableD3D(const void *function, size_t length);
+ virtual ~ShaderExecutableD3D();
+
+ const uint8_t *getFunction() const;
+
+ size_t getLength() const;
+
+ const std::string &getDebugInfo() const;
+
+ void appendDebugInfo(const std::string &info);
+
+ private:
+ std::vector<uint8_t> mFunctionBuffer;
+ std::string mDebugInfo;
+};
+
+class UniformStorageD3D : angle::NonCopyable
+{
+ public:
+ UniformStorageD3D(size_t initialSize);
+ virtual ~UniformStorageD3D();
+
+ size_t size() const;
+
+ private:
+ size_t mSize;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_SHADEREXECUTABLED3D_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/SurfaceD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/SurfaceD3D.cpp
new file mode 100644
index 0000000000..4fde295443
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/SurfaceD3D.cpp
@@ -0,0 +1,396 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SurfaceD3D.cpp: D3D implementation of an EGL surface
+
+#include "libANGLE/renderer/d3d/SurfaceD3D.h"
+
+#include "libANGLE/Display.h"
+#include "libANGLE/Surface.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/renderer/d3d/SwapChainD3D.h"
+
+#include <tchar.h>
+#include <EGL/eglext.h>
+#include <algorithm>
+
+namespace rx
+{
+
+SurfaceD3D *SurfaceD3D::createOffscreen(RendererD3D *renderer, egl::Display *display, const egl::Config *config, EGLClientBuffer shareHandle,
+ EGLint width, EGLint height)
+{
+ return new SurfaceD3D(renderer, display, config, width, height, EGL_TRUE, shareHandle, NULL);
+}
+
+SurfaceD3D *SurfaceD3D::createFromWindow(RendererD3D *renderer, egl::Display *display, const egl::Config *config, EGLNativeWindowType window,
+ EGLint fixedSize, EGLint width, EGLint height)
+{
+ return new SurfaceD3D(renderer, display, config, width, height, fixedSize, static_cast<EGLClientBuffer>(0), window);
+}
+
+SurfaceD3D::SurfaceD3D(RendererD3D *renderer, egl::Display *display, const egl::Config *config, EGLint width, EGLint height, EGLint fixedSize,
+ EGLClientBuffer shareHandle, EGLNativeWindowType window)
+ : SurfaceImpl(),
+ mRenderer(renderer),
+ mDisplay(display),
+ mFixedSize(fixedSize == EGL_TRUE),
+ mRenderTargetFormat(config->renderTargetFormat),
+ mDepthStencilFormat(config->depthStencilFormat),
+ mSwapChain(nullptr),
+ mSwapIntervalDirty(true),
+ mWindowSubclassed(false),
+ mNativeWindow(window),
+ mWidth(width),
+ mHeight(height),
+ mSwapInterval(1),
+ mShareHandle(reinterpret_cast<HANDLE*>(shareHandle))
+{
+ subclassWindow();
+}
+
+SurfaceD3D::~SurfaceD3D()
+{
+ unsubclassWindow();
+ releaseSwapChain();
+}
+
+void SurfaceD3D::releaseSwapChain()
+{
+ SafeDelete(mSwapChain);
+}
+
+egl::Error SurfaceD3D::initialize()
+{
+ if (mNativeWindow.getNativeWindow())
+ {
+ if (!mNativeWindow.initialize())
+ {
+ return egl::Error(EGL_BAD_SURFACE);
+ }
+ }
+
+ egl::Error error = resetSwapChain();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return egl::Error(EGL_SUCCESS);
+}
+
+egl::Error SurfaceD3D::bindTexImage(EGLint)
+{
+ return egl::Error(EGL_SUCCESS);
+}
+
+egl::Error SurfaceD3D::releaseTexImage(EGLint)
+{
+ return egl::Error(EGL_SUCCESS);
+}
+
+egl::Error SurfaceD3D::resetSwapChain()
+{
+ ASSERT(!mSwapChain);
+
+ int width;
+ int height;
+
+ if (!mFixedSize)
+ {
+ RECT windowRect;
+ if (!mNativeWindow.getClientRect(&windowRect))
+ {
+ ASSERT(false);
+
+ return egl::Error(EGL_BAD_SURFACE, "Could not retrieve the window dimensions");
+ }
+
+ width = windowRect.right - windowRect.left;
+ height = windowRect.bottom - windowRect.top;
+ }
+ else
+ {
+ // non-window surface - size is determined at creation
+ width = mWidth;
+ height = mHeight;
+ }
+
+ mSwapChain = mRenderer->createSwapChain(mNativeWindow, mShareHandle, mRenderTargetFormat, mDepthStencilFormat);
+ if (!mSwapChain)
+ {
+ return egl::Error(EGL_BAD_ALLOC);
+ }
+
+ egl::Error error = resetSwapChain(width, height);
+ if (error.isError())
+ {
+ SafeDelete(mSwapChain);
+ return error;
+ }
+
+ return egl::Error(EGL_SUCCESS);
+}
+
+egl::Error SurfaceD3D::resizeSwapChain(int backbufferWidth, int backbufferHeight)
+{
+ ASSERT(backbufferWidth >= 0 && backbufferHeight >= 0);
+ ASSERT(mSwapChain);
+
+ EGLint status = mSwapChain->resize(std::max(1, backbufferWidth), std::max(1, backbufferHeight));
+
+ if (status == EGL_CONTEXT_LOST)
+ {
+ mDisplay->notifyDeviceLost();
+ return egl::Error(status);
+ }
+ else if (status != EGL_SUCCESS)
+ {
+ return egl::Error(status);
+ }
+
+ mWidth = backbufferWidth;
+ mHeight = backbufferHeight;
+
+ return egl::Error(EGL_SUCCESS);
+}
+
+egl::Error SurfaceD3D::resetSwapChain(int backbufferWidth, int backbufferHeight)
+{
+ ASSERT(backbufferWidth >= 0 && backbufferHeight >= 0);
+ ASSERT(mSwapChain);
+
+ EGLint status = mSwapChain->reset(std::max(1, backbufferWidth), std::max(1, backbufferHeight), mSwapInterval);
+
+ if (status == EGL_CONTEXT_LOST)
+ {
+ mRenderer->notifyDeviceLost();
+ return egl::Error(status);
+ }
+ else if (status != EGL_SUCCESS)
+ {
+ return egl::Error(status);
+ }
+
+ mWidth = backbufferWidth;
+ mHeight = backbufferHeight;
+ mSwapIntervalDirty = false;
+
+ return egl::Error(EGL_SUCCESS);
+}
+
+egl::Error SurfaceD3D::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
+{
+ if (!mSwapChain)
+ {
+ return egl::Error(EGL_SUCCESS);
+ }
+
+ if (x + width > mWidth)
+ {
+ width = mWidth - x;
+ }
+
+ if (y + height > mHeight)
+ {
+ height = mHeight - y;
+ }
+
+ if (width == 0 || height == 0)
+ {
+ return egl::Error(EGL_SUCCESS);
+ }
+
+ EGLint status = mSwapChain->swapRect(x, y, width, height);
+
+ if (status == EGL_CONTEXT_LOST)
+ {
+ mRenderer->notifyDeviceLost();
+ return egl::Error(status);
+ }
+ else if (status != EGL_SUCCESS)
+ {
+ return egl::Error(status);
+ }
+
+ checkForOutOfDateSwapChain();
+
+ return egl::Error(EGL_SUCCESS);
+}
+
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+#define kSurfaceProperty _TEXT("Egl::SurfaceOwner")
+#define kParentWndProc _TEXT("Egl::SurfaceParentWndProc")
+
+static LRESULT CALLBACK SurfaceWindowProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam)
+{
+ if (message == WM_SIZE)
+ {
+ SurfaceD3D* surf = reinterpret_cast<SurfaceD3D*>(GetProp(hwnd, kSurfaceProperty));
+ if(surf)
+ {
+ surf->checkForOutOfDateSwapChain();
+ }
+ }
+ WNDPROC prevWndFunc = reinterpret_cast<WNDPROC >(GetProp(hwnd, kParentWndProc));
+ return CallWindowProc(prevWndFunc, hwnd, message, wparam, lparam);
+}
+#endif
+
+void SurfaceD3D::subclassWindow()
+{
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+ HWND window = mNativeWindow.getNativeWindow();
+ if (!window)
+ {
+ return;
+ }
+
+ DWORD processId;
+ DWORD threadId = GetWindowThreadProcessId(window, &processId);
+ if (processId != GetCurrentProcessId() || threadId != GetCurrentThreadId())
+ {
+ return;
+ }
+
+ SetLastError(0);
+ LONG_PTR oldWndProc = SetWindowLongPtr(window, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(SurfaceWindowProc));
+ if(oldWndProc == 0 && GetLastError() != ERROR_SUCCESS)
+ {
+ mWindowSubclassed = false;
+ return;
+ }
+
+ SetProp(window, kSurfaceProperty, reinterpret_cast<HANDLE>(this));
+ SetProp(window, kParentWndProc, reinterpret_cast<HANDLE>(oldWndProc));
+ mWindowSubclassed = true;
+#endif
+}
+
+void SurfaceD3D::unsubclassWindow()
+{
+ if (!mWindowSubclassed)
+ {
+ return;
+ }
+
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+ HWND window = mNativeWindow.getNativeWindow();
+ if (!window)
+ {
+ return;
+ }
+
+ // un-subclass
+ LONG_PTR parentWndFunc = reinterpret_cast<LONG_PTR>(GetProp(window, kParentWndProc));
+
+ // Check the windowproc is still SurfaceWindowProc.
+ // If this assert fails, then it is likely the application has subclassed the
+ // hwnd as well and did not unsubclass before destroying its EGL context. The
+ // application should be modified to either subclass before initializing the
+ // EGL context, or to unsubclass before destroying the EGL context.
+ if(parentWndFunc)
+ {
+ LONG_PTR prevWndFunc = SetWindowLongPtr(window, GWLP_WNDPROC, parentWndFunc);
+ UNUSED_ASSERTION_VARIABLE(prevWndFunc);
+ ASSERT(prevWndFunc == reinterpret_cast<LONG_PTR>(SurfaceWindowProc));
+ }
+
+ RemoveProp(window, kSurfaceProperty);
+ RemoveProp(window, kParentWndProc);
+#endif
+ mWindowSubclassed = false;
+}
+
+bool SurfaceD3D::checkForOutOfDateSwapChain()
+{
+ RECT client;
+ int clientWidth = getWidth();
+ int clientHeight = getHeight();
+ bool sizeDirty = false;
+ if (!mFixedSize && !mNativeWindow.isIconic())
+ {
+ // The window is automatically resized to 150x22 when it's minimized, but the swapchain shouldn't be resized
+ // because that's not a useful size to render to.
+ if (!mNativeWindow.getClientRect(&client))
+ {
+ ASSERT(false);
+ return false;
+ }
+
+ // Grow the buffer now, if the window has grown. We need to grow now to avoid losing information.
+ clientWidth = client.right - client.left;
+ clientHeight = client.bottom - client.top;
+ sizeDirty = clientWidth != getWidth() || clientHeight != getHeight();
+ }
+
+ bool wasDirty = (mSwapIntervalDirty || sizeDirty);
+
+ if (mSwapIntervalDirty)
+ {
+ resetSwapChain(clientWidth, clientHeight);
+ }
+ else if (sizeDirty)
+ {
+ resizeSwapChain(clientWidth, clientHeight);
+ }
+
+ return wasDirty;
+}
+
+egl::Error SurfaceD3D::swap()
+{
+ return swapRect(0, 0, mWidth, mHeight);
+}
+
+egl::Error SurfaceD3D::postSubBuffer(EGLint x, EGLint y, EGLint width, EGLint height)
+{
+ return swapRect(x, y, width, height);
+}
+
+rx::SwapChainD3D *SurfaceD3D::getSwapChain() const
+{
+ return mSwapChain;
+}
+
+void SurfaceD3D::setSwapInterval(EGLint interval)
+{
+ if (mSwapInterval == interval)
+ {
+ return;
+ }
+
+ mSwapInterval = interval;
+ mSwapIntervalDirty = true;
+}
+
+EGLint SurfaceD3D::getWidth() const
+{
+ return mWidth;
+}
+
+EGLint SurfaceD3D::getHeight() const
+{
+ return mHeight;
+}
+
+EGLint SurfaceD3D::isPostSubBufferSupported() const
+{
+ // post sub buffer is always possible on D3D surfaces
+ return EGL_TRUE;
+}
+
+egl::Error SurfaceD3D::querySurfacePointerANGLE(EGLint attribute, void **value)
+{
+ ASSERT(attribute == EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE || attribute == EGL_DEVICE_EXT);
+ if (attribute == EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE)
+ *value = mSwapChain->getShareHandle();
+ else if (attribute == EGL_DEVICE_EXT)
+ *value = mSwapChain->getDevice();
+ return egl::Error(EGL_SUCCESS);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/SurfaceD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/SurfaceD3D.h
new file mode 100644
index 0000000000..070b7cdbc4
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/SurfaceD3D.h
@@ -0,0 +1,92 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SurfaceD3D.h: D3D implementation of an EGL surface
+
+#ifndef LIBANGLE_RENDERER_D3D_SURFACED3D_H_
+#define LIBANGLE_RENDERER_D3D_SURFACED3D_H_
+
+#include "libANGLE/renderer/SurfaceImpl.h"
+#include "libANGLE/renderer/d3d/d3d11/NativeWindow.h"
+
+namespace egl
+{
+class Surface;
+}
+
+namespace rx
+{
+class SwapChainD3D;
+class RendererD3D;
+
+class SurfaceD3D : public SurfaceImpl
+{
+ public:
+ static SurfaceD3D *createFromWindow(RendererD3D *renderer, egl::Display *display, const egl::Config *config,
+ EGLNativeWindowType window, EGLint fixedSize, EGLint width, EGLint height);
+ static SurfaceD3D *createOffscreen(RendererD3D *renderer, egl::Display *display, const egl::Config *config,
+ EGLClientBuffer shareHandle, EGLint width, EGLint height);
+ ~SurfaceD3D() override;
+ void releaseSwapChain();
+
+ egl::Error initialize() override;
+
+ egl::Error swap() override;
+ egl::Error postSubBuffer(EGLint x, EGLint y, EGLint width, EGLint height) override;
+ egl::Error querySurfacePointerANGLE(EGLint attribute, void **value) override;
+ egl::Error bindTexImage(EGLint buffer) override;
+ egl::Error releaseTexImage(EGLint buffer) override;
+ void setSwapInterval(EGLint interval) override;
+
+ EGLint getWidth() const override;
+ EGLint getHeight() const override;
+
+ EGLint isPostSubBufferSupported() const override;
+
+ // D3D implementations
+ SwapChainD3D *getSwapChain() const;
+
+ egl::Error resetSwapChain();
+
+ // Returns true if swapchain changed due to resize or interval update
+ bool checkForOutOfDateSwapChain();
+
+ private:
+ SurfaceD3D(RendererD3D *renderer, egl::Display *display, const egl::Config *config, EGLint width, EGLint height,
+ EGLint fixedSize, EGLClientBuffer shareHandle, EGLNativeWindowType window);
+
+ egl::Error swapRect(EGLint x, EGLint y, EGLint width, EGLint height);
+ egl::Error resetSwapChain(int backbufferWidth, int backbufferHeight);
+ egl::Error resizeSwapChain(int backbufferWidth, int backbufferHeight);
+
+ void subclassWindow();
+ void unsubclassWindow();
+
+ RendererD3D *mRenderer;
+ egl::Display *mDisplay;
+
+ bool mFixedSize;
+
+ GLenum mRenderTargetFormat;
+ GLenum mDepthStencilFormat;
+
+ SwapChainD3D *mSwapChain;
+ bool mSwapIntervalDirty;
+ bool mWindowSubclassed; // Indicates whether we successfully subclassed mWindow for WM_RESIZE hooking
+
+ NativeWindow mNativeWindow; // Handler for the Window that the surface is created for.
+ EGLint mWidth;
+ EGLint mHeight;
+
+ EGLint mSwapInterval;
+
+ HANDLE mShareHandle;
+};
+
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_SURFACED3D_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/SwapChainD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/SwapChainD3D.h
new file mode 100644
index 0000000000..da36e52ea7
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/SwapChainD3D.h
@@ -0,0 +1,63 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SwapChainD3D.h: Defines a back-end specific class that hides the details of the
+// implementation-specific swapchain.
+
+#ifndef LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_
+#define LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_
+
+#include <GLES2/gl2.h>
+#include <EGL/egl.h>
+
+#include "common/angleutils.h"
+#include "common/platform.h"
+
+// TODO: move out of D3D11
+#include "libANGLE/renderer/d3d/d3d11/NativeWindow.h"
+
+#if !defined(ANGLE_FORCE_VSYNC_OFF)
+#define ANGLE_FORCE_VSYNC_OFF 0
+#endif
+
+namespace rx
+{
+class RenderTargetD3D;
+
+class SwapChainD3D : angle::NonCopyable
+{
+ public:
+ SwapChainD3D(rx::NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
+ : mNativeWindow(nativeWindow), mShareHandle(shareHandle), mBackBufferFormat(backBufferFormat), mDepthBufferFormat(depthBufferFormat)
+ {
+ }
+
+ virtual ~SwapChainD3D() {};
+
+ virtual EGLint resize(EGLint backbufferWidth, EGLint backbufferSize) = 0;
+ virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval) = 0;
+ virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height) = 0;
+ virtual void recreate() = 0;
+ virtual void *getDevice() { return NULL; }
+
+ virtual RenderTargetD3D *getColorRenderTarget() = 0;
+ virtual RenderTargetD3D *getDepthStencilRenderTarget() = 0;
+
+ GLenum GetBackBufferInternalFormat() const { return mBackBufferFormat; }
+ GLenum GetDepthBufferInternalFormat() const { return mDepthBufferFormat; }
+
+ HANDLE getShareHandle() { return mShareHandle; }
+
+ protected:
+ rx::NativeWindow mNativeWindow; // Handler for the Window that the surface is created for.
+ const GLenum mBackBufferFormat;
+ const GLenum mDepthBufferFormat;
+
+ HANDLE mShareHandle;
+};
+
+}
+#endif // LIBANGLE_RENDERER_D3D_SWAPCHAIND3D_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp
new file mode 100644
index 0000000000..78b03f2283
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp
@@ -0,0 +1,2916 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureD3D.cpp: Implementations of the Texture interfaces shared betweeen the D3D backends.
+
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+
+#include "common/mathutil.h"
+#include "common/utilities.h"
+#include "libANGLE/Buffer.h"
+#include "libANGLE/Config.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/Surface.h"
+#include "libANGLE/Texture.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/BufferImpl.h"
+#include "libANGLE/renderer/d3d/BufferD3D.h"
+#include "libANGLE/renderer/d3d/ImageD3D.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+#include "libANGLE/renderer/d3d/SurfaceD3D.h"
+#include "libANGLE/renderer/d3d/TextureStorage.h"
+
+namespace rx
+{
+
+namespace
+{
+
+gl::Error GetUnpackPointer(const gl::PixelUnpackState &unpack, const uint8_t *pixels,
+ ptrdiff_t layerOffset, const uint8_t **pointerOut)
+{
+ if (unpack.pixelBuffer.id() != 0)
+ {
+ // Do a CPU readback here, if we have an unpack buffer bound and the fast GPU path is not supported
+ gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
+ ptrdiff_t offset = reinterpret_cast<ptrdiff_t>(pixels);
+
+ // TODO: this is the only place outside of renderer that asks for a buffers raw data.
+ // This functionality should be moved into renderer and the getData method of BufferImpl removed.
+ BufferD3D *bufferD3D = GetImplAs<BufferD3D>(pixelBuffer);
+ ASSERT(bufferD3D);
+ const uint8_t *bufferData = NULL;
+ gl::Error error = bufferD3D->getData(&bufferData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *pointerOut = bufferData + offset;
+ }
+ else
+ {
+ *pointerOut = pixels;
+ }
+
+ // Offset the pointer for 2D array layer (if it's valid)
+ if (*pointerOut != nullptr)
+ {
+ *pointerOut += layerOffset;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool IsRenderTargetUsage(GLenum usage)
+{
+ return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
+}
+
+}
+
+TextureD3D::TextureD3D(RendererD3D *renderer)
+ : mRenderer(renderer),
+ mUsage(GL_NONE),
+ mDirtyImages(true),
+ mImmutable(false),
+ mTexStorage(NULL)
+{
+}
+
+TextureD3D::~TextureD3D()
+{
+}
+
+gl::Error TextureD3D::getNativeTexture(TextureStorage **outStorage)
+{
+ // ensure the underlying texture is created
+ gl::Error error = initializeStorage(false);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (mTexStorage)
+ {
+ error = updateStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ ASSERT(outStorage);
+
+ *outStorage = mTexStorage;
+ return gl::Error(GL_NO_ERROR);
+}
+
+GLint TextureD3D::getBaseLevelWidth() const
+{
+ const ImageD3D *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getWidth() : 0);
+}
+
+GLint TextureD3D::getBaseLevelHeight() const
+{
+ const ImageD3D *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getHeight() : 0);
+}
+
+GLint TextureD3D::getBaseLevelDepth() const
+{
+ const ImageD3D *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getDepth() : 0);
+}
+
+// Note: "base level image" is loosely defined to be any image from the base level,
+// where in the base of 2D array textures and cube maps there are several. Don't use
+// the base level image for anything except querying texture format and size.
+GLenum TextureD3D::getBaseLevelInternalFormat() const
+{
+ const ImageD3D *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
+}
+
+bool TextureD3D::shouldUseSetData(const ImageD3D *image) const
+{
+ if (!mRenderer->getWorkarounds().setDataFasterThanImageUpload)
+ {
+ return false;
+ }
+
+ gl::InternalFormat internalFormat = gl::GetInternalFormatInfo(image->getInternalFormat());
+
+ // We can only handle full updates for depth-stencil textures, so to avoid complications
+ // disable them entirely.
+ if (internalFormat.depthBits > 0 || internalFormat.stencilBits > 0)
+ {
+ return false;
+ }
+
+ // TODO(jmadill): Handle compressed internal formats
+ return (mTexStorage && !internalFormat.compressed);
+}
+
+gl::Error TextureD3D::setImage(const gl::ImageIndex &index, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels,
+ ptrdiff_t layerOffset)
+{
+ if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || unpack.skipImages != 0)
+ {
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION, "unimplemented pixel store state");
+ }
+
+ ImageD3D *image = getImage(index);
+ ASSERT(image);
+
+ // No-op
+ if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ // We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains.
+ // From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components.
+ const uint8_t *pixelData = NULL;
+ gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (pixelData != NULL)
+ {
+ if (shouldUseSetData(image))
+ {
+ error = mTexStorage->setData(index, image, NULL, type, unpack, pixelData);
+ }
+ else
+ {
+ gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth());
+ error = image->loadData(fullImageArea, unpack, type, pixelData);
+ }
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D::subImage(const gl::ImageIndex &index, const gl::Box &area, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset)
+{
+ // CPU readback & copy where direct GPU copy is not supported
+ const uint8_t *pixelData = NULL;
+ gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (pixelData != NULL)
+ {
+ ImageD3D *image = getImage(index);
+ ASSERT(image);
+
+ if (shouldUseSetData(image))
+ {
+ return mTexStorage->setData(index, image, &area, type, unpack, pixelData);
+ }
+
+ error = image->loadData(area, unpack, type, pixelData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = commitRegion(index, area);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D::setCompressedImage(const gl::ImageIndex &index, const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels, ptrdiff_t layerOffset)
+{
+ if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || unpack.skipImages != 0)
+ {
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION, "unimplemented pixel store state");
+ }
+
+ // We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains.
+ // From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components.
+ const uint8_t *pixelData = NULL;
+ gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (pixelData != NULL)
+ {
+ ImageD3D *image = getImage(index);
+ ASSERT(image);
+
+ gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth());
+ error = image->loadCompressedData(fullImageArea, pixelData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D::subImageCompressed(const gl::ImageIndex &index, const gl::Box &area, GLenum format,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels,
+ ptrdiff_t layerOffset)
+{
+ if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || unpack.skipImages != 0)
+ {
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION, "unimplemented pixel store state");
+ }
+
+ const uint8_t *pixelData = NULL;
+ gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (pixelData != NULL)
+ {
+ ImageD3D *image = getImage(index);
+ ASSERT(image);
+
+ error = image->loadCompressedData(area, pixelData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D::isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat)
+{
+ return unpack.pixelBuffer.id() != 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat);
+}
+
+gl::Error TextureD3D::fastUnpackPixels(const gl::PixelUnpackState &unpack, const uint8_t *pixels, const gl::Box &destArea,
+ GLenum sizedInternalFormat, GLenum type, RenderTargetD3D *destRenderTarget)
+{
+ // No-op
+ if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ // In order to perform the fast copy through the shader, we must have the right format, and be able
+ // to create a render target.
+ ASSERT(mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat));
+
+ uintptr_t offset = reinterpret_cast<uintptr_t>(pixels);
+
+ gl::Error error = mRenderer->fastCopyBufferToTexture(unpack, offset, destRenderTarget, sizedInternalFormat, type, destArea);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+GLint TextureD3D::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const
+{
+ if ((gl::isPow2(width) && gl::isPow2(height) && gl::isPow2(depth)) || mRenderer->getRendererExtensions().textureNPOT)
+ {
+ // Maximum number of levels
+ return gl::log2(std::max(std::max(width, height), depth)) + 1;
+ }
+ else
+ {
+ // OpenGL ES 2.0 without GL_OES_texture_npot does not permit NPOT mipmaps.
+ return 1;
+ }
+}
+
+int TextureD3D::mipLevels() const
+{
+ return gl::log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
+}
+
+TextureStorage *TextureD3D::getStorage()
+{
+ ASSERT(mTexStorage);
+ return mTexStorage;
+}
+
+ImageD3D *TextureD3D::getBaseLevelImage() const
+{
+ return getImage(getImageIndex(0, 0));
+}
+
+gl::Error TextureD3D::generateMipmaps()
+{
+ GLint mipCount = mipLevels();
+
+ if (mipCount == 1)
+ {
+ return gl::Error(GL_NO_ERROR); // no-op
+ }
+
+ if (mTexStorage && mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ // Switch to using the mipmapped texture.
+ TextureStorage *textureStorage = NULL;
+ gl::Error error = getNativeTexture(&textureStorage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = textureStorage->useLevelZeroWorkaroundTexture(false);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ // Set up proper mipmap chain in our Image array.
+ initMipmapsImages();
+
+ // We know that all layers have the same dimension, for the texture to be complete
+ GLint layerCount = static_cast<GLint>(getLayerCount(0));
+
+ // When making mipmaps with the setData workaround enabled, the texture storage has
+ // the image data already. For non-render-target storage, we have to pull it out into
+ // an image layer.
+ if (mRenderer->getWorkarounds().setDataFasterThanImageUpload && mTexStorage)
+ {
+ if (!mTexStorage->isRenderTarget())
+ {
+ // Copy from the storage mip 0 to Image mip 0
+ for (GLint layer = 0; layer < layerCount; ++layer)
+ {
+ gl::ImageIndex srcIndex = getImageIndex(0, layer);
+
+ ImageD3D *image = getImage(srcIndex);
+ gl::Box area(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth());
+ gl::Offset offset(0, 0, 0);
+ gl::Error error = image->copy(offset, area, srcIndex, mTexStorage);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ else
+ {
+ gl::Error error = updateStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ // TODO: Decouple this from zeroMaxLodWorkaround. This is a 9_3 restriction, unrelated to zeroMaxLodWorkaround.
+ // The restriction is because Feature Level 9_3 can't create SRVs on individual levels of the texture.
+ // As a result, even if the storage is a rendertarget, we can't use the GPU to generate the mipmaps without further work.
+ // The D3D9 renderer works around this by copying each level of the texture into its own single-layer GPU texture (in Blit9::boxFilter).
+ // Feature Level 9_3 could do something similar, or it could continue to use CPU-side mipmap generation, or something else.
+ bool renderableStorage = (mTexStorage && mTexStorage->isRenderTarget() && !(mRenderer->getWorkarounds().zeroMaxLodWorkaround));
+
+ for (GLint layer = 0; layer < layerCount; ++layer)
+ {
+ for (GLint mip = 1; mip < mipCount; ++mip)
+ {
+ ASSERT(getLayerCount(mip) == layerCount);
+
+ gl::ImageIndex sourceIndex = getImageIndex(mip - 1, layer);
+ gl::ImageIndex destIndex = getImageIndex(mip, layer);
+
+ if (renderableStorage)
+ {
+ // GPU-side mipmapping
+ gl::Error error = mTexStorage->generateMipmap(sourceIndex, destIndex);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ else
+ {
+ // CPU-side mipmapping
+ gl::Error error = mRenderer->generateMipmap(getImage(destIndex), getImage(sourceIndex));
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ if (mTexStorage)
+ {
+ updateStorage();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D::isBaseImageZeroSize() const
+{
+ ImageD3D *baseImage = getBaseLevelImage();
+
+ if (!baseImage || baseImage->getWidth() <= 0)
+ {
+ return true;
+ }
+
+ if (!gl::IsCubeMapTextureTarget(baseImage->getTarget()) && baseImage->getHeight() <= 0)
+ {
+ return true;
+ }
+
+ if (baseImage->getTarget() == GL_TEXTURE_3D && baseImage->getDepth() <= 0)
+ {
+ return true;
+ }
+
+ if (baseImage->getTarget() == GL_TEXTURE_2D_ARRAY && getLayerCount(0) <= 0)
+ {
+ return true;
+ }
+
+ return false;
+}
+
+gl::Error TextureD3D::ensureRenderTarget()
+{
+ gl::Error error = initializeStorage(true);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!isBaseImageZeroSize())
+ {
+ ASSERT(mTexStorage);
+ if (!mTexStorage->isRenderTarget())
+ {
+ TextureStorage *newRenderTargetStorage = NULL;
+ error = createCompleteStorage(true, &newRenderTargetStorage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = mTexStorage->copyToStorage(newRenderTargetStorage);
+ if (error.isError())
+ {
+ SafeDelete(newRenderTargetStorage);
+ return error;
+ }
+
+ error = setCompleteTexStorage(newRenderTargetStorage);
+ if (error.isError())
+ {
+ SafeDelete(newRenderTargetStorage);
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D::canCreateRenderTargetForImage(const gl::ImageIndex &index) const
+{
+ ImageD3D *image = getImage(index);
+ bool levelsComplete = (isImageComplete(index) && isImageComplete(getImageIndex(0, 0)));
+ return (image->isRenderableFormat() && levelsComplete);
+}
+
+gl::Error TextureD3D::commitRegion(const gl::ImageIndex &index, const gl::Box &region)
+{
+ if (mTexStorage)
+ {
+ ASSERT(isValidIndex(index));
+ ImageD3D *image = getImage(index);
+ gl::Error error = image->copyToStorage(mTexStorage, index, region);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ image->markClean();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+TextureD3D_2D::TextureD3D_2D(RendererD3D *renderer)
+ : TextureD3D(renderer)
+{
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ mImageArray[i] = renderer->createImage();
+ }
+}
+
+TextureD3D_2D::~TextureD3D_2D()
+{
+ // Delete the Images before the TextureStorage.
+ // Images might be relying on the TextureStorage for some of their data.
+ // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ delete mImageArray[i];
+ }
+
+ SafeDelete(mTexStorage);
+}
+
+ImageD3D *TextureD3D_2D::getImage(int level, int layer) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(layer == 0);
+ return mImageArray[level];
+}
+
+ImageD3D *TextureD3D_2D::getImage(const gl::ImageIndex &index) const
+{
+ ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(!index.hasLayer());
+ ASSERT(index.type == GL_TEXTURE_2D);
+ return mImageArray[index.mipIndex];
+}
+
+GLsizei TextureD3D_2D::getLayerCount(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return 1;
+}
+
+GLsizei TextureD3D_2D::getWidth(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getWidth();
+ else
+ return 0;
+}
+
+GLsizei TextureD3D_2D::getHeight(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getHeight();
+ else
+ return 0;
+}
+
+GLenum TextureD3D_2D::getInternalFormat(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getInternalFormat();
+ else
+ return GL_NONE;
+}
+
+bool TextureD3D_2D::isDepth(GLint level) const
+{
+ return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+}
+
+gl::Error TextureD3D_2D::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_2D && size.depth == 1);
+
+ GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
+
+ bool fastUnpacked = false;
+
+ redefineImage(level, sizedInternalFormat, size);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+
+ // Attempt a fast gpu copy of the pixel data to the surface
+ if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
+ {
+ // Will try to create RT storage if it does not exist
+ RenderTargetD3D *destRenderTarget = NULL;
+ gl::Error error = getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
+
+ error = fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Ensure we don't overwrite our newly initialized data
+ mImageArray[level]->markClean();
+
+ fastUnpacked = true;
+ }
+
+ if (!fastUnpacked)
+ {
+ gl::Error error = TextureD3D::setImage(index, type, unpack, pixels, 0);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_2D && area.depth == 1 && area.z == 0);
+
+ if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || unpack.skipImages != 0)
+ {
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION, "unimplemented pixel store state");
+ }
+
+ gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+ if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
+ {
+ RenderTargetD3D *renderTarget = NULL;
+ gl::Error error = getRenderTarget(index, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(!mImageArray[level]->isDirty());
+
+ return fastUnpackPixels(unpack, pixels, area, getInternalFormat(level), type, renderTarget);
+ }
+ else
+ {
+ return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0);
+ }
+}
+
+
+gl::Error TextureD3D_2D::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_2D && size.depth == 1);
+
+ // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+ redefineImage(level, internalFormat, size);
+
+ return TextureD3D::setCompressedImage(gl::ImageIndex::Make2D(level), unpack, pixels, 0);
+}
+
+gl::Error TextureD3D_2D::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_2D && area.depth == 1 && area.z == 0);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+ gl::Error error = TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return commitRegion(index, area);
+}
+
+gl::Error TextureD3D_2D::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
+ const gl::Framebuffer *source)
+{
+ ASSERT(target == GL_TEXTURE_2D);
+
+ GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, GL_UNSIGNED_BYTE);
+ redefineImage(level, sizedInternalFormat, gl::Extents(sourceArea.width, sourceArea.height, 1));
+
+ gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+ gl::Offset destOffset(0, 0, 0);
+
+ // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders,
+ // so we should use the non-rendering copy path.
+ if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ gl::Error error = mImageArray[level]->copy(destOffset, sourceArea, source);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+ else
+ {
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mImageArray[level]->markClean();
+
+ if (sourceArea.width != 0 && sourceArea.height != 0 && isValidLevel(level))
+ {
+ error = mRenderer->copyImage2D(source, sourceArea, internalFormat, destOffset, mTexStorage, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
+ const gl::Framebuffer *source)
+{
+ ASSERT(target == GL_TEXTURE_2D && destOffset.z == 0);
+
+ // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
+ // the current level we're copying to is defined (with appropriate format, width & height)
+
+ gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+
+ // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders,
+ // so we should use the non-rendering copy path.
+ if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ gl::Error error = mImageArray[level]->copy(destOffset, sourceArea, source);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+ else
+ {
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (isValidLevel(level))
+ {
+ error = updateStorageLevel(level);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = mRenderer->copyImage2D(source, sourceArea,
+ gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
+ destOffset, mTexStorage, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
+{
+ ASSERT(GL_TEXTURE_2D && size.depth == 1);
+
+ for (size_t level = 0; level < levels; level++)
+ {
+ gl::Extents levelSize(std::max(1, size.width >> level),
+ std::max(1, size.height >> level),
+ 1);
+ mImageArray[level]->redefine(GL_TEXTURE_2D, internalFormat, levelSize, true);
+ }
+
+ for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mImageArray[level]->redefine(GL_TEXTURE_2D, GL_NONE, gl::Extents(0, 0, 0), true);
+ }
+
+ // TODO(geofflang): Verify storage creation had no errors
+ bool renderTarget = IsRenderTargetUsage(mUsage);
+ TextureStorage *storage = mRenderer->createTextureStorage2D(internalFormat, renderTarget, size.width, size.height, levels, false);
+
+ gl::Error error = setCompleteTexStorage(storage);
+ if (error.isError())
+ {
+ SafeDelete(storage);
+ return error;
+ }
+
+ error = updateStorage();
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mImmutable = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_2D::bindTexImage(egl::Surface *surface)
+{
+ GLenum internalformat = surface->getConfig()->renderTargetFormat;
+
+ gl::Extents size(surface->getWidth(), surface->getHeight(), 1);
+ mImageArray[0]->redefine(GL_TEXTURE_2D, internalformat, size, true);
+
+ if (mTexStorage)
+ {
+ SafeDelete(mTexStorage);
+ }
+
+ SurfaceD3D *surfaceD3D = GetImplAs<SurfaceD3D>(surface);
+ ASSERT(surfaceD3D);
+
+ mTexStorage = mRenderer->createTextureStorage2D(surfaceD3D->getSwapChain());
+
+ mDirtyImages = true;
+}
+
+void TextureD3D_2D::releaseTexImage()
+{
+ if (mTexStorage)
+ {
+ SafeDelete(mTexStorage);
+ }
+
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mImageArray[i]->redefine(GL_TEXTURE_2D, GL_NONE, gl::Extents(0, 0, 0), true);
+ }
+}
+
+void TextureD3D_2D::initMipmapsImages()
+{
+ // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+ int levelCount = mipLevels();
+ for (int level = 1; level < levelCount; level++)
+ {
+ gl::Extents levelSize(std::max(getBaseLevelWidth() >> level, 1),
+ std::max(getBaseLevelHeight() >> level, 1),
+ 1);
+
+ redefineImage(level, getBaseLevelInternalFormat(), levelSize);
+ }
+}
+
+unsigned int TextureD3D_2D::getRenderTargetSerial(const gl::ImageIndex &index)
+{
+ ASSERT(!index.hasLayer());
+ return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0);
+}
+
+gl::Error TextureD3D_2D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ ASSERT(!index.hasLayer());
+
+ // ensure the underlying texture is created
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = updateStorageLevel(index.mipIndex);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return mTexStorage->getRenderTarget(index, outRT);
+}
+
+bool TextureD3D_2D::isValidLevel(int level) const
+{
+ return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : false);
+}
+
+bool TextureD3D_2D::isLevelComplete(int level) const
+{
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ const ImageD3D *baseImage = getBaseLevelImage();
+
+ GLsizei width = baseImage->getWidth();
+ GLsizei height = baseImage->getHeight();
+
+ if (width <= 0 || height <= 0)
+ {
+ return false;
+ }
+
+ // The base image level is complete if the width and height are positive
+ if (level == 0)
+ {
+ return true;
+ }
+
+ ASSERT(level >= 1 && level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+ ImageD3D *image = mImageArray[level];
+
+ if (image->getInternalFormat() != baseImage->getInternalFormat())
+ {
+ return false;
+ }
+
+ if (image->getWidth() != std::max(1, width >> level))
+ {
+ return false;
+ }
+
+ if (image->getHeight() != std::max(1, height >> level))
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureD3D_2D::isImageComplete(const gl::ImageIndex &index) const
+{
+ return isLevelComplete(index.mipIndex);
+}
+
+// Constructs a native texture resource from the texture images
+gl::Error TextureD3D_2D::initializeStorage(bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isLevelComplete(0))
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+
+ TextureStorage *storage = NULL;
+ gl::Error error = createCompleteStorage(createRenderTarget, &storage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = setCompleteTexStorage(storage);
+ if (error.isError())
+ {
+ SafeDelete(storage);
+ return error;
+ }
+
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ error = updateStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLenum internalFormat = getBaseLevelInternalFormat();
+
+ ASSERT(width > 0 && height > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
+
+ bool hintLevelZeroOnly = false;
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ // If any of the CPU images (levels >= 1) are dirty, then the textureStorage2D should use the mipped texture to begin with.
+ // Otherwise, it should use the level-zero-only texture.
+ hintLevelZeroOnly = true;
+ for (int level = 1; level < levels && hintLevelZeroOnly; level++)
+ {
+ hintLevelZeroOnly = !(mImageArray[level]->isDirty() && isLevelComplete(level));
+ }
+ }
+
+ // TODO(geofflang): Determine if the texture creation succeeded
+ *outTexStorage = mRenderer->createTextureStorage2D(internalFormat, renderTarget, width, height, levels, hintLevelZeroOnly);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
+{
+ if (newCompleteTexStorage && newCompleteTexStorage->isManaged())
+ {
+ for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++)
+ {
+ gl::Error error = mImageArray[level]->setManagedSurface2D(newCompleteTexStorage, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ SafeDelete(mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+
+ mDirtyImages = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::updateStorage()
+{
+ ASSERT(mTexStorage != NULL);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (mImageArray[level]->isDirty() && isLevelComplete(level))
+ {
+ gl::Error error = updateStorageLevel(level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::updateStorageLevel(int level)
+{
+ ASSERT(level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+ ASSERT(isLevelComplete(level));
+
+ if (mImageArray[level]->isDirty())
+ {
+ gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+ gl::Box region(0, 0, 0, getWidth(level), getHeight(level), 1);
+ gl::Error error = commitRegion(index, region);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_2D::redefineImage(GLint level, GLenum internalformat, const gl::Extents &size)
+{
+ ASSERT(size.depth == 1);
+
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+ const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ mImageArray[level]->redefine(GL_TEXTURE_2D, internalformat, size, false);
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ size.width != storageWidth ||
+ size.height != storageHeight ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mImageArray[i]->markDirty();
+ }
+
+ SafeDelete(mTexStorage);
+ mDirtyImages = true;
+ }
+ }
+}
+
+gl::ImageIndexIterator TextureD3D_2D::imageIterator() const
+{
+ return gl::ImageIndexIterator::Make2D(0, mTexStorage->getLevelCount());
+}
+
+gl::ImageIndex TextureD3D_2D::getImageIndex(GLint mip, GLint /*layer*/) const
+{
+ // "layer" does not apply to 2D Textures.
+ return gl::ImageIndex::Make2D(mip);
+}
+
+bool TextureD3D_2D::isValidIndex(const gl::ImageIndex &index) const
+{
+ return (mTexStorage && index.type == GL_TEXTURE_2D &&
+ index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount());
+}
+
+TextureD3D_Cube::TextureD3D_Cube(RendererD3D *renderer)
+ : TextureD3D(renderer)
+{
+ for (int i = 0; i < 6; i++)
+ {
+ for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
+ {
+ mImageArray[i][j] = renderer->createImage();
+ }
+ }
+}
+
+TextureD3D_Cube::~TextureD3D_Cube()
+{
+ // Delete the Images before the TextureStorage.
+ // Images might be relying on the TextureStorage for some of their data.
+ // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
+ for (int i = 0; i < 6; i++)
+ {
+ for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
+ {
+ SafeDelete(mImageArray[i][j]);
+ }
+ }
+
+ SafeDelete(mTexStorage);
+}
+
+ImageD3D *TextureD3D_Cube::getImage(int level, int layer) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(layer >= 0 && layer < 6);
+ return mImageArray[layer][level];
+}
+
+ImageD3D *TextureD3D_Cube::getImage(const gl::ImageIndex &index) const
+{
+ ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(index.layerIndex >= 0 && index.layerIndex < 6);
+ return mImageArray[index.layerIndex][index.mipIndex];
+}
+
+GLsizei TextureD3D_Cube::getLayerCount(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return 6;
+}
+
+GLenum TextureD3D_Cube::getInternalFormat(GLint level, GLint layer) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[layer][level]->getInternalFormat();
+ else
+ return GL_NONE;
+}
+
+bool TextureD3D_Cube::isDepth(GLint level, GLint layer) const
+{
+ return gl::GetInternalFormatInfo(getInternalFormat(level, layer)).depthBits > 0;
+}
+
+gl::Error TextureD3D_Cube::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(size.depth == 1);
+
+ GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
+ gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+
+ redefineImage(index.layerIndex, level, sizedInternalFormat, size);
+
+ return TextureD3D::setImage(index, type, unpack, pixels, 0);
+}
+
+gl::Error TextureD3D_Cube::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(area.depth == 1 && area.z == 0);
+
+ gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+ return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0);
+}
+
+gl::Error TextureD3D_Cube::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(size.depth == 1);
+
+ // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+ size_t faceIndex = gl::CubeMapTextureTargetToLayerIndex(target);
+
+ redefineImage(faceIndex, level, internalFormat, size);
+
+ gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+ return TextureD3D::setCompressedImage(index, unpack, pixels, 0);
+}
+
+gl::Error TextureD3D_Cube::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(area.depth == 1 && area.z == 0);
+
+ gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+
+ gl::Error error = TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return commitRegion(index, area);
+}
+
+gl::Error TextureD3D_Cube::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
+ const gl::Framebuffer *source)
+{
+ size_t faceIndex = gl::CubeMapTextureTargetToLayerIndex(target);
+ GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, GL_UNSIGNED_BYTE);
+
+ gl::Extents size(sourceArea.width, sourceArea.height, 1);
+ redefineImage(faceIndex, level, sizedInternalFormat, size);
+
+ gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+ gl::Offset destOffset(0, 0, 0);
+
+ // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders,
+ // so we should use the non-rendering copy path.
+ if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ gl::Error error = mImageArray[faceIndex][level]->copy(destOffset, sourceArea, source);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+ else
+ {
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mImageArray[faceIndex][level]->markClean();
+
+ ASSERT(size.width == size.height);
+
+ if (size.width > 0 && isValidFaceLevel(faceIndex, level))
+ {
+ error = mRenderer->copyImageCube(source, sourceArea, internalFormat, destOffset, mTexStorage, target, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_Cube::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
+ const gl::Framebuffer *source)
+{
+ size_t faceIndex = gl::CubeMapTextureTargetToLayerIndex(target);
+
+ gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+
+ // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders,
+ // so we should use the non-rendering copy path.
+ if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ gl::Error error = mImageArray[faceIndex][level]->copy(destOffset, sourceArea, source);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+ else
+ {
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (isValidFaceLevel(faceIndex, level))
+ {
+ error = updateStorageFaceLevel(faceIndex, level);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = mRenderer->copyImageCube(source, sourceArea, gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
+ destOffset, mTexStorage, target, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_Cube::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
+{
+ ASSERT(size.width == size.height);
+ ASSERT(size.depth == 1);
+
+ for (size_t level = 0; level < levels; level++)
+ {
+ GLsizei mipSize = std::max(1, size.width >> level);
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ mImageArray[faceIndex][level]->redefine(GL_TEXTURE_CUBE_MAP, internalFormat, gl::Extents(mipSize, mipSize, 1), true);
+ }
+ }
+
+ for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ mImageArray[faceIndex][level]->redefine(GL_TEXTURE_CUBE_MAP, GL_NONE, gl::Extents(0, 0, 0), true);
+ }
+ }
+
+ // TODO(geofflang): Verify storage creation had no errors
+ bool renderTarget = IsRenderTargetUsage(mUsage);
+
+ TextureStorage *storage = mRenderer->createTextureStorageCube(internalFormat, renderTarget, size.width, levels, false);
+
+ gl::Error error = setCompleteTexStorage(storage);
+ if (error.isError())
+ {
+ SafeDelete(storage);
+ return error;
+ }
+
+ error = updateStorage();
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mImmutable = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+// Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
+bool TextureD3D_Cube::isCubeComplete() const
+{
+ int baseWidth = getBaseLevelWidth();
+ int baseHeight = getBaseLevelHeight();
+ GLenum baseFormat = getBaseLevelInternalFormat();
+
+ if (baseWidth <= 0 || baseWidth != baseHeight)
+ {
+ return false;
+ }
+
+ for (int faceIndex = 1; faceIndex < 6; faceIndex++)
+ {
+ const ImageD3D &faceBaseImage = *mImageArray[faceIndex][0];
+
+ if (faceBaseImage.getWidth() != baseWidth ||
+ faceBaseImage.getHeight() != baseHeight ||
+ faceBaseImage.getInternalFormat() != baseFormat )
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+void TextureD3D_Cube::bindTexImage(egl::Surface *surface)
+{
+ UNREACHABLE();
+}
+
+void TextureD3D_Cube::releaseTexImage()
+{
+ UNREACHABLE();
+}
+
+
+void TextureD3D_Cube::initMipmapsImages()
+{
+ // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+ int levelCount = mipLevels();
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ int faceLevelSize = (std::max(mImageArray[faceIndex][0]->getWidth() >> level, 1));
+ redefineImage(faceIndex, level, mImageArray[faceIndex][0]->getInternalFormat(),
+ gl::Extents(faceLevelSize, faceLevelSize, 1));
+ }
+ }
+}
+
+unsigned int TextureD3D_Cube::getRenderTargetSerial(const gl::ImageIndex &index)
+{
+ return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0);
+}
+
+gl::Error TextureD3D_Cube::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ ASSERT(gl::IsCubeMapTextureTarget(index.type));
+
+ // ensure the underlying texture is created
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = updateStorageFaceLevel(index.layerIndex, index.mipIndex);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return mTexStorage->getRenderTarget(index, outRT);
+}
+
+gl::Error TextureD3D_Cube::initializeStorage(bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isFaceLevelComplete(0, 0))
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+
+ TextureStorage *storage = NULL;
+ gl::Error error = createCompleteStorage(createRenderTarget, &storage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = setCompleteTexStorage(storage);
+ if (error.isError())
+ {
+ SafeDelete(storage);
+ return error;
+ }
+
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ error = updateStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_Cube::createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const
+{
+ GLsizei size = getBaseLevelWidth();
+
+ ASSERT(size > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(size, size, 1));
+
+ bool hintLevelZeroOnly = false;
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ // If any of the CPU images (levels >= 1) are dirty, then the textureStorage should use the mipped texture to begin with.
+ // Otherwise, it should use the level-zero-only texture.
+ hintLevelZeroOnly = true;
+ for (int faceIndex = 0; faceIndex < 6 && hintLevelZeroOnly; faceIndex++)
+ {
+ for (int level = 1; level < levels && hintLevelZeroOnly; level++)
+ {
+ hintLevelZeroOnly = !(mImageArray[faceIndex][level]->isDirty() && isFaceLevelComplete(faceIndex, level));
+ }
+ }
+ }
+
+ // TODO (geofflang): detect if storage creation succeeded
+ *outTexStorage = mRenderer->createTextureStorageCube(getBaseLevelInternalFormat(), renderTarget, size, levels, hintLevelZeroOnly);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_Cube::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
+{
+ if (newCompleteTexStorage && newCompleteTexStorage->isManaged())
+ {
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++)
+ {
+ gl::Error error = mImageArray[faceIndex][level]->setManagedSurfaceCube(newCompleteTexStorage, faceIndex, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ SafeDelete(mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+
+ mDirtyImages = true;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_Cube::updateStorage()
+{
+ ASSERT(mTexStorage != NULL);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int face = 0; face < 6; face++)
+ {
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (mImageArray[face][level]->isDirty() && isFaceLevelComplete(face, level))
+ {
+ gl::Error error = updateStorageFaceLevel(face, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D_Cube::isValidFaceLevel(int faceIndex, int level) const
+{
+ return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
+}
+
+bool TextureD3D_Cube::isFaceLevelComplete(int faceIndex, int level) const
+{
+ ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
+
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ int baseSize = getBaseLevelWidth();
+
+ if (baseSize <= 0)
+ {
+ return false;
+ }
+
+ // "isCubeComplete" checks for base level completeness and we must call that
+ // to determine if any face at level 0 is complete. We omit that check here
+ // to avoid re-checking cube-completeness for every face at level 0.
+ if (level == 0)
+ {
+ return true;
+ }
+
+ // Check that non-zero levels are consistent with the base level.
+ const ImageD3D *faceLevelImage = mImageArray[faceIndex][level];
+
+ if (faceLevelImage->getInternalFormat() != getBaseLevelInternalFormat())
+ {
+ return false;
+ }
+
+ if (faceLevelImage->getWidth() != std::max(1, baseSize >> level))
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureD3D_Cube::isImageComplete(const gl::ImageIndex &index) const
+{
+ return isFaceLevelComplete(index.layerIndex, index.mipIndex);
+}
+
+gl::Error TextureD3D_Cube::updateStorageFaceLevel(int faceIndex, int level)
+{
+ ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
+ ImageD3D *image = mImageArray[faceIndex][level];
+
+ if (image->isDirty())
+ {
+ GLenum faceTarget = gl::LayerIndexToCubeMapTextureTarget(faceIndex);
+ gl::ImageIndex index = gl::ImageIndex::MakeCube(faceTarget, level);
+ gl::Box region(0, 0, 0, image->getWidth(), image->getHeight(), 1);
+ gl::Error error = commitRegion(index, region);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_Cube::redefineImage(int faceIndex, GLint level, GLenum internalformat, const gl::Extents &size)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+ const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ mImageArray[faceIndex][level]->redefine(GL_TEXTURE_CUBE_MAP, internalformat, size, false);
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ size.width != storageWidth ||
+ size.height != storageHeight ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++)
+ {
+ for (int dirtyFace = 0; dirtyFace < 6; dirtyFace++)
+ {
+ mImageArray[dirtyFace][dirtyLevel]->markDirty();
+ }
+ }
+
+ SafeDelete(mTexStorage);
+
+ mDirtyImages = true;
+ }
+ }
+}
+
+gl::ImageIndexIterator TextureD3D_Cube::imageIterator() const
+{
+ return gl::ImageIndexIterator::MakeCube(0, mTexStorage->getLevelCount());
+}
+
+gl::ImageIndex TextureD3D_Cube::getImageIndex(GLint mip, GLint layer) const
+{
+ // The "layer" of the image index corresponds to the cube face
+ return gl::ImageIndex::MakeCube(gl::LayerIndexToCubeMapTextureTarget(layer), mip);
+}
+
+bool TextureD3D_Cube::isValidIndex(const gl::ImageIndex &index) const
+{
+ return (mTexStorage && gl::IsCubeMapTextureTarget(index.type) &&
+ index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount());
+}
+
+TextureD3D_3D::TextureD3D_3D(RendererD3D *renderer)
+ : TextureD3D(renderer)
+{
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ mImageArray[i] = renderer->createImage();
+ }
+}
+
+TextureD3D_3D::~TextureD3D_3D()
+{
+ // Delete the Images before the TextureStorage.
+ // Images might be relying on the TextureStorage for some of their data.
+ // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ delete mImageArray[i];
+ }
+
+ SafeDelete(mTexStorage);
+}
+
+ImageD3D *TextureD3D_3D::getImage(int level, int layer) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(layer == 0);
+ return mImageArray[level];
+}
+
+ImageD3D *TextureD3D_3D::getImage(const gl::ImageIndex &index) const
+{
+ ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(!index.hasLayer());
+ ASSERT(index.type == GL_TEXTURE_3D);
+ return mImageArray[index.mipIndex];
+}
+
+GLsizei TextureD3D_3D::getLayerCount(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return 1;
+}
+
+GLsizei TextureD3D_3D::getWidth(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getWidth();
+ else
+ return 0;
+}
+
+GLsizei TextureD3D_3D::getHeight(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getHeight();
+ else
+ return 0;
+}
+
+GLsizei TextureD3D_3D::getDepth(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getDepth();
+ else
+ return 0;
+}
+
+GLenum TextureD3D_3D::getInternalFormat(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getInternalFormat();
+ else
+ return GL_NONE;
+}
+
+bool TextureD3D_3D::isDepth(GLint level) const
+{
+ return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+}
+
+gl::Error TextureD3D_3D::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_3D);
+ GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
+
+ redefineImage(level, sizedInternalFormat, size);
+
+ bool fastUnpacked = false;
+
+ gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+
+ // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
+ if (isFastUnpackable(unpack, sizedInternalFormat) && !size.empty())
+ {
+ // Will try to create RT storage if it does not exist
+ RenderTargetD3D *destRenderTarget = NULL;
+ gl::Error error = getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
+
+ error = fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Ensure we don't overwrite our newly initialized data
+ mImageArray[level]->markClean();
+
+ fastUnpacked = true;
+ }
+
+ if (!fastUnpacked)
+ {
+ gl::Error error = TextureD3D::setImage(index, type, unpack, pixels, 0);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_3D::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_3D);
+
+ gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+
+ // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
+ if (isFastUnpackable(unpack, getInternalFormat(level)))
+ {
+ RenderTargetD3D *destRenderTarget = NULL;
+ gl::Error error = getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(!mImageArray[level]->isDirty());
+
+ return fastUnpackPixels(unpack, pixels, area, getInternalFormat(level), type, destRenderTarget);
+ }
+ else
+ {
+ return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0);
+ }
+}
+
+gl::Error TextureD3D_3D::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_3D);
+
+ // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+ redefineImage(level, internalFormat, size);
+
+ gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+ return TextureD3D::setCompressedImage(index, unpack, pixels, 0);
+}
+
+gl::Error TextureD3D_3D::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_3D);
+
+ gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+ gl::Error error = TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return commitRegion(index, area);
+}
+
+gl::Error TextureD3D_3D::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
+ const gl::Framebuffer *source)
+{
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION, "Copying 3D textures is unimplemented.");
+}
+
+gl::Error TextureD3D_3D::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
+ const gl::Framebuffer *source)
+{
+ ASSERT(target == GL_TEXTURE_3D);
+
+ gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+
+ if (canCreateRenderTargetForImage(index))
+ {
+ gl::Error error = mImageArray[level]->copy(destOffset, sourceArea, source);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+ else
+ {
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (isValidLevel(level))
+ {
+ error = updateStorageLevel(level);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = mRenderer->copyImage3D(source, sourceArea,
+ gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
+ destOffset, mTexStorage, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_3D::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
+{
+ ASSERT(target == GL_TEXTURE_3D);
+
+ for (size_t level = 0; level < levels; level++)
+ {
+ gl::Extents levelSize(std::max(1, size.width >> level),
+ std::max(1, size.height >> level),
+ std::max(1, size.depth >> level));
+ mImageArray[level]->redefine(GL_TEXTURE_3D, internalFormat, levelSize, true);
+ }
+
+ for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mImageArray[level]->redefine(GL_TEXTURE_3D, GL_NONE, gl::Extents(0, 0, 0), true);
+ }
+
+ // TODO(geofflang): Verify storage creation had no errors
+ bool renderTarget = IsRenderTargetUsage(mUsage);
+ TextureStorage *storage = mRenderer->createTextureStorage3D(internalFormat, renderTarget, size.width, size.height, size.depth, levels);
+
+ gl::Error error = setCompleteTexStorage(storage);
+ if (error.isError())
+ {
+ SafeDelete(storage);
+ return error;
+ }
+
+ error = updateStorage();
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mImmutable = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_3D::bindTexImage(egl::Surface *surface)
+{
+ UNREACHABLE();
+}
+
+void TextureD3D_3D::releaseTexImage()
+{
+ UNREACHABLE();
+}
+
+
+void TextureD3D_3D::initMipmapsImages()
+{
+ // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+ int levelCount = mipLevels();
+ for (int level = 1; level < levelCount; level++)
+ {
+ gl::Extents levelSize(std::max(getBaseLevelWidth() >> level, 1),
+ std::max(getBaseLevelHeight() >> level, 1),
+ std::max(getBaseLevelDepth() >> level, 1));
+ redefineImage(level, getBaseLevelInternalFormat(), levelSize);
+ }
+}
+
+unsigned int TextureD3D_3D::getRenderTargetSerial(const gl::ImageIndex &index)
+{
+ return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0);
+}
+
+gl::Error TextureD3D_3D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ // ensure the underlying texture is created
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (index.hasLayer())
+ {
+ error = updateStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ else
+ {
+ error = updateStorageLevel(index.mipIndex);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return mTexStorage->getRenderTarget(index, outRT);
+}
+
+gl::Error TextureD3D_3D::initializeStorage(bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isLevelComplete(0))
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+
+ TextureStorage *storage = NULL;
+ gl::Error error = createCompleteStorage(createRenderTarget, &storage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = setCompleteTexStorage(storage);
+ if (error.isError())
+ {
+ SafeDelete(storage);
+ return error;
+ }
+
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ error = updateStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_3D::createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getBaseLevelDepth();
+ GLenum internalFormat = getBaseLevelInternalFormat();
+
+ ASSERT(width > 0 && height > 0 && depth > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, depth));
+
+ // TODO: Verify creation of the storage succeeded
+ *outStorage = mRenderer->createTextureStorage3D(internalFormat, renderTarget, width, height, depth, levels);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_3D::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
+{
+ SafeDelete(mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+ mDirtyImages = true;
+
+ // We do not support managed 3D storage, as that is D3D9/ES2-only
+ ASSERT(!mTexStorage->isManaged());
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_3D::updateStorage()
+{
+ ASSERT(mTexStorage != NULL);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (mImageArray[level]->isDirty() && isLevelComplete(level))
+ {
+ gl::Error error = updateStorageLevel(level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D_3D::isValidLevel(int level) const
+{
+ return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
+}
+
+bool TextureD3D_3D::isLevelComplete(int level) const
+{
+ ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getBaseLevelDepth();
+
+ if (width <= 0 || height <= 0 || depth <= 0)
+ {
+ return false;
+ }
+
+ if (level == 0)
+ {
+ return true;
+ }
+
+ ImageD3D *levelImage = mImageArray[level];
+
+ if (levelImage->getInternalFormat() != getBaseLevelInternalFormat())
+ {
+ return false;
+ }
+
+ if (levelImage->getWidth() != std::max(1, width >> level))
+ {
+ return false;
+ }
+
+ if (levelImage->getHeight() != std::max(1, height >> level))
+ {
+ return false;
+ }
+
+ if (levelImage->getDepth() != std::max(1, depth >> level))
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureD3D_3D::isImageComplete(const gl::ImageIndex &index) const
+{
+ return isLevelComplete(index.mipIndex);
+}
+
+gl::Error TextureD3D_3D::updateStorageLevel(int level)
+{
+ ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+ ASSERT(isLevelComplete(level));
+
+ if (mImageArray[level]->isDirty())
+ {
+ gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+ gl::Box region(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
+ gl::Error error = commitRegion(index, region);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_3D::redefineImage(GLint level, GLenum internalformat, const gl::Extents &size)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+ const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const int storageDepth = std::max(1, getBaseLevelDepth() >> level);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ mImageArray[level]->redefine(GL_TEXTURE_3D, internalformat, size, false);
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ size.width != storageWidth ||
+ size.height != storageHeight ||
+ size.depth != storageDepth ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mImageArray[i]->markDirty();
+ }
+
+ SafeDelete(mTexStorage);
+ mDirtyImages = true;
+ }
+ }
+}
+
+gl::ImageIndexIterator TextureD3D_3D::imageIterator() const
+{
+ return gl::ImageIndexIterator::Make3D(0, mTexStorage->getLevelCount(),
+ gl::ImageIndex::ENTIRE_LEVEL, gl::ImageIndex::ENTIRE_LEVEL);
+}
+
+gl::ImageIndex TextureD3D_3D::getImageIndex(GLint mip, GLint /*layer*/) const
+{
+ // The "layer" here does not apply to 3D images. We use one Image per mip.
+ return gl::ImageIndex::Make3D(mip);
+}
+
+bool TextureD3D_3D::isValidIndex(const gl::ImageIndex &index) const
+{
+ return (mTexStorage && index.type == GL_TEXTURE_3D &&
+ index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount());
+}
+
+TextureD3D_2DArray::TextureD3D_2DArray(RendererD3D *renderer)
+ : TextureD3D(renderer)
+{
+ for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
+ {
+ mLayerCounts[level] = 0;
+ mImageArray[level] = NULL;
+ }
+}
+
+TextureD3D_2DArray::~TextureD3D_2DArray()
+{
+ // Delete the Images before the TextureStorage.
+ // Images might be relying on the TextureStorage for some of their data.
+ // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
+ deleteImages();
+ SafeDelete(mTexStorage);
+}
+
+ImageD3D *TextureD3D_2DArray::getImage(int level, int layer) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT((layer == 0 && mLayerCounts[level] == 0) ||
+ layer < mLayerCounts[level]);
+ return (mImageArray[level] ? mImageArray[level][layer] : NULL);
+}
+
+ImageD3D *TextureD3D_2DArray::getImage(const gl::ImageIndex &index) const
+{
+ ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT((index.layerIndex == 0 && mLayerCounts[index.mipIndex] == 0) ||
+ index.layerIndex < mLayerCounts[index.mipIndex]);
+ ASSERT(index.type == GL_TEXTURE_2D_ARRAY);
+ return (mImageArray[index.mipIndex] ? mImageArray[index.mipIndex][index.layerIndex] : NULL);
+}
+
+GLsizei TextureD3D_2DArray::getLayerCount(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return mLayerCounts[level];
+}
+
+GLsizei TextureD3D_2DArray::getWidth(GLint level) const
+{
+ return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getWidth() : 0;
+}
+
+GLsizei TextureD3D_2DArray::getHeight(GLint level) const
+{
+ return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getHeight() : 0;
+}
+
+GLenum TextureD3D_2DArray::getInternalFormat(GLint level) const
+{
+ return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getInternalFormat() : GL_NONE;
+}
+
+bool TextureD3D_2DArray::isDepth(GLint level) const
+{
+ return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+}
+
+gl::Error TextureD3D_2DArray::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+ GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
+
+ redefineImage(level, sizedInternalFormat, size);
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(sizedInternalFormat);
+ GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, size.width, size.height, unpack.alignment, unpack.rowLength);
+
+ for (int i = 0; i < size.depth; i++)
+ {
+ const ptrdiff_t layerOffset = (inputDepthPitch * i);
+ gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, i);
+ gl::Error error = TextureD3D::setImage(index, type, unpack, pixels, layerOffset);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(getInternalFormat(level));
+ GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, area.width, area.height, unpack.alignment, unpack.rowLength);
+
+ for (int i = 0; i < area.depth; i++)
+ {
+ int layer = area.z + i;
+ const ptrdiff_t layerOffset = (inputDepthPitch * i);
+
+ gl::Box layerArea(area.x, area.y, 0, area.width, area.height, 1);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
+ gl::Error error = TextureD3D::subImage(index, layerArea, format, type, unpack, pixels, layerOffset);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+ // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+ redefineImage(level, internalFormat, size);
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat);
+ GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, size.width, size.height, 1, 0);
+
+ for (int i = 0; i < size.depth; i++)
+ {
+ const ptrdiff_t layerOffset = (inputDepthPitch * i);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, i);
+ gl::Error error = TextureD3D::setCompressedImage(index, unpack, pixels, layerOffset);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format);
+ GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, area.width, area.height, 1, 0);
+
+ for (int i = 0; i < area.depth; i++)
+ {
+ int layer = area.z + i;
+ const ptrdiff_t layerOffset = (inputDepthPitch * i);
+
+ gl::Box layerArea(area.x, area.y, 0, area.width, area.height, 1);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
+ gl::Error error = TextureD3D::subImageCompressed(index, layerArea, format, unpack, pixels, layerOffset);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = commitRegion(index, layerArea);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
+ const gl::Framebuffer *source)
+{
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION, "Copying 2D array textures is unimplemented.");
+}
+
+gl::Error TextureD3D_2DArray::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
+ const gl::Framebuffer *source)
+{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, destOffset.z);
+
+ if (canCreateRenderTargetForImage(index))
+ {
+ gl::Offset destLayerOffset(destOffset.x, destOffset.y, 0);
+ gl::Error error = mImageArray[level][destOffset.z]->copy(destLayerOffset, sourceArea, source);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+ else
+ {
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (isValidLevel(level))
+ {
+ error = updateStorageLevel(level);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = mRenderer->copyImage2DArray(source, sourceArea, gl::GetInternalFormatInfo(getInternalFormat(0)).format,
+ destOffset, mTexStorage, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
+{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+ deleteImages();
+
+ for (size_t level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ gl::Extents levelLayerSize(std::max(1, size.width >> level),
+ std::max(1, size.height >> level),
+ 1);
+
+ mLayerCounts[level] = (level < levels ? size.depth : 0);
+
+ if (mLayerCounts[level] > 0)
+ {
+ // Create new images for this level
+ mImageArray[level] = new ImageD3D*[mLayerCounts[level]];
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer] = mRenderer->createImage();
+ mImageArray[level][layer]->redefine(GL_TEXTURE_2D_ARRAY, internalFormat, levelLayerSize, true);
+ }
+ }
+ }
+
+ // TODO(geofflang): Verify storage creation had no errors
+ bool renderTarget = IsRenderTargetUsage(mUsage);
+ TextureStorage *storage = mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, size.width, size.height, size.depth, levels);
+
+ gl::Error error = setCompleteTexStorage(storage);
+ if (error.isError())
+ {
+ SafeDelete(storage);
+ return error;
+ }
+
+ error = updateStorage();
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mImmutable = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_2DArray::bindTexImage(egl::Surface *surface)
+{
+ UNREACHABLE();
+}
+
+void TextureD3D_2DArray::releaseTexImage()
+{
+ UNREACHABLE();
+}
+
+
+void TextureD3D_2DArray::initMipmapsImages()
+{
+ int baseWidth = getBaseLevelWidth();
+ int baseHeight = getBaseLevelHeight();
+ int baseDepth = getLayerCount(0);
+ GLenum baseFormat = getBaseLevelInternalFormat();
+
+ // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+ int levelCount = mipLevels();
+ for (int level = 1; level < levelCount; level++)
+ {
+ gl::Extents levelLayerSize(std::max(baseWidth >> level, 1),
+ std::max(baseHeight >> level, 1),
+ baseDepth);
+ redefineImage(level, baseFormat, levelLayerSize);
+ }
+}
+
+unsigned int TextureD3D_2DArray::getRenderTargetSerial(const gl::ImageIndex &index)
+{
+ return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0);
+}
+
+gl::Error TextureD3D_2DArray::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ // ensure the underlying texture is created
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = updateStorageLevel(index.mipIndex);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return mTexStorage->getRenderTarget(index, outRT);
+}
+
+gl::Error TextureD3D_2DArray::initializeStorage(bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isLevelComplete(0))
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+
+ TextureStorage *storage = NULL;
+ gl::Error error = createCompleteStorage(createRenderTarget, &storage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = setCompleteTexStorage(storage);
+ if (error.isError())
+ {
+ SafeDelete(storage);
+ return error;
+ }
+
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ error = updateStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getLayerCount(0);
+ GLenum internalFormat = getBaseLevelInternalFormat();
+
+ ASSERT(width > 0 && height > 0 && depth > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
+
+ // TODO(geofflang): Verify storage creation succeeds
+ *outStorage = mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, width, height, depth, levels);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
+{
+ SafeDelete(mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+ mDirtyImages = true;
+
+ // We do not support managed 2D array storage, as managed storage is ES2/D3D9 only
+ ASSERT(!mTexStorage->isManaged());
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::updateStorage()
+{
+ ASSERT(mTexStorage != NULL);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (isLevelComplete(level))
+ {
+ gl::Error error = updateStorageLevel(level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D_2DArray::isValidLevel(int level) const
+{
+ return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
+}
+
+bool TextureD3D_2DArray::isLevelComplete(int level) const
+{
+ ASSERT(level >= 0 && level < (int)ArraySize(mImageArray));
+
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei layers = getLayerCount(0);
+
+ if (width <= 0 || height <= 0 || layers <= 0)
+ {
+ return false;
+ }
+
+ if (level == 0)
+ {
+ return true;
+ }
+
+ if (getInternalFormat(level) != getInternalFormat(0))
+ {
+ return false;
+ }
+
+ if (getWidth(level) != std::max(1, width >> level))
+ {
+ return false;
+ }
+
+ if (getHeight(level) != std::max(1, height >> level))
+ {
+ return false;
+ }
+
+ if (getLayerCount(level) != layers)
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureD3D_2DArray::isImageComplete(const gl::ImageIndex &index) const
+{
+ return isLevelComplete(index.mipIndex);
+}
+
+gl::Error TextureD3D_2DArray::updateStorageLevel(int level)
+{
+ ASSERT(level >= 0 && level < (int)ArraySize(mLayerCounts));
+ ASSERT(isLevelComplete(level));
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ ASSERT(mImageArray[level] != NULL && mImageArray[level][layer] != NULL);
+ if (mImageArray[level][layer]->isDirty())
+ {
+ gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
+ gl::Box region(0, 0, 0, getWidth(level), getHeight(level), 1);
+ gl::Error error = commitRegion(index, region);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_2DArray::deleteImages()
+{
+ for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
+ {
+ for (int layer = 0; layer < mLayerCounts[level]; ++layer)
+ {
+ delete mImageArray[level][layer];
+ }
+ delete[] mImageArray[level];
+ mImageArray[level] = NULL;
+ mLayerCounts[level] = 0;
+ }
+}
+
+void TextureD3D_2DArray::redefineImage(GLint level, GLenum internalformat, const gl::Extents &size)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+ const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const int storageDepth = getLayerCount(0);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ delete mImageArray[level][layer];
+ }
+ delete[] mImageArray[level];
+ mImageArray[level] = NULL;
+ mLayerCounts[level] = size.depth;
+
+ if (size.depth > 0)
+ {
+ mImageArray[level] = new ImageD3D*[size.depth]();
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer] = mRenderer->createImage();
+ mImageArray[level][layer]->redefine(GL_TEXTURE_2D_ARRAY, internalformat,
+ gl::Extents(size.width, size.height, 1), false);
+ }
+ }
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ size.width != storageWidth ||
+ size.height != storageHeight ||
+ size.depth != storageDepth ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++)
+ {
+ for (int dirtyLayer = 0; dirtyLayer < mLayerCounts[dirtyLevel]; dirtyLayer++)
+ {
+ mImageArray[dirtyLevel][dirtyLayer]->markDirty();
+ }
+ }
+
+ delete mTexStorage;
+ mTexStorage = NULL;
+ mDirtyImages = true;
+ }
+ }
+}
+
+gl::ImageIndexIterator TextureD3D_2DArray::imageIterator() const
+{
+ return gl::ImageIndexIterator::Make2DArray(0, mTexStorage->getLevelCount(), mLayerCounts);
+}
+
+gl::ImageIndex TextureD3D_2DArray::getImageIndex(GLint mip, GLint layer) const
+{
+ return gl::ImageIndex::Make2DArray(mip, layer);
+}
+
+bool TextureD3D_2DArray::isValidIndex(const gl::ImageIndex &index) const
+{
+ // Check for having a storage and the right type of index
+ if (!mTexStorage || index.type != GL_TEXTURE_2D_ARRAY)
+ {
+ return false;
+ }
+
+ // Check the mip index
+ if (index.mipIndex < 0 || index.mipIndex >= mTexStorage->getLevelCount())
+ {
+ return false;
+ }
+
+ // Check the layer index
+ return (!index.hasLayer() || (index.layerIndex >= 0 && index.layerIndex < mLayerCounts[index.mipIndex]));
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.h
new file mode 100644
index 0000000000..d94be49a08
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.h
@@ -0,0 +1,364 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureD3D.h: Implementations of the Texture interfaces shared betweeen the D3D backends.
+
+#ifndef LIBANGLE_RENDERER_D3D_TEXTURED3D_H_
+#define LIBANGLE_RENDERER_D3D_TEXTURED3D_H_
+
+#include "libANGLE/renderer/TextureImpl.h"
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Constants.h"
+
+namespace gl
+{
+class Framebuffer;
+}
+
+namespace rx
+{
+
+class ImageD3D;
+class ImageD3D;
+class RendererD3D;
+class RenderTargetD3D;
+class TextureStorage;
+
+class TextureD3D : public TextureImpl
+{
+ public:
+ TextureD3D(RendererD3D *renderer);
+ virtual ~TextureD3D();
+
+ gl::Error getNativeTexture(TextureStorage **outStorage);
+
+ virtual void setUsage(GLenum usage) { mUsage = usage; }
+ bool hasDirtyImages() const { return mDirtyImages; }
+ void resetDirty() { mDirtyImages = false; }
+
+ virtual ImageD3D *getImage(const gl::ImageIndex &index) const = 0;
+ virtual GLsizei getLayerCount(int level) const = 0;
+
+ GLint getBaseLevelWidth() const;
+ GLint getBaseLevelHeight() const;
+ GLint getBaseLevelDepth() const;
+ GLenum getBaseLevelInternalFormat() const;
+
+ bool isImmutable() const { return mImmutable; }
+
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) = 0;
+ virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index) = 0;
+
+ // Returns an iterator over all "Images" for this particular Texture.
+ virtual gl::ImageIndexIterator imageIterator() const = 0;
+
+ // Returns an ImageIndex for a particular "Image". 3D Textures do not have images for
+ // slices of their depth texures, so 3D textures ignore the layer parameter.
+ virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const = 0;
+ virtual bool isValidIndex(const gl::ImageIndex &index) const = 0;
+
+ virtual gl::Error generateMipmaps();
+ TextureStorage *getStorage();
+ ImageD3D *getBaseLevelImage() const;
+
+ protected:
+ gl::Error setImage(const gl::ImageIndex &index, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels,
+ ptrdiff_t layerOffset);
+ gl::Error subImage(const gl::ImageIndex &index, const gl::Box &area, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset);
+ gl::Error setCompressedImage(const gl::ImageIndex &index, const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels, ptrdiff_t layerOffset);
+ gl::Error subImageCompressed(const gl::ImageIndex &index, const gl::Box &area, GLenum format,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset);
+ bool isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat);
+ gl::Error fastUnpackPixels(const gl::PixelUnpackState &unpack, const uint8_t *pixels, const gl::Box &destArea,
+ GLenum sizedInternalFormat, GLenum type, RenderTargetD3D *destRenderTarget);
+
+ GLint creationLevels(GLsizei width, GLsizei height, GLsizei depth) const;
+ int mipLevels() const;
+ virtual void initMipmapsImages() = 0;
+ bool isBaseImageZeroSize() const;
+ virtual bool isImageComplete(const gl::ImageIndex &index) const = 0;
+
+ bool canCreateRenderTargetForImage(const gl::ImageIndex &index) const;
+ virtual gl::Error ensureRenderTarget();
+
+ virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const = 0;
+ virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage) = 0;
+ gl::Error commitRegion(const gl::ImageIndex &index, const gl::Box &region);
+
+ RendererD3D *mRenderer;
+
+ GLenum mUsage;
+
+ bool mDirtyImages;
+
+ bool mImmutable;
+ TextureStorage *mTexStorage;
+
+ private:
+ virtual gl::Error initializeStorage(bool renderTarget) = 0;
+
+ virtual gl::Error updateStorage() = 0;
+
+ bool shouldUseSetData(const ImageD3D *image) const;
+};
+
+class TextureD3D_2D : public TextureD3D
+{
+ public:
+ TextureD3D_2D(RendererD3D *renderer);
+ virtual ~TextureD3D_2D();
+
+ virtual ImageD3D *getImage(int level, int layer) const;
+ virtual ImageD3D *getImage(const gl::ImageIndex &index) const;
+ virtual GLsizei getLayerCount(int level) const;
+
+ GLsizei getWidth(GLint level) const;
+ GLsizei getHeight(GLint level) const;
+ GLenum getInternalFormat(GLint level) const;
+ bool isDepth(GLint level) const;
+
+ gl::Error setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
+ gl::Error setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
+
+ gl::Error setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
+ gl::Error setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
+
+ gl::Error copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
+ const gl::Framebuffer *source) override;
+ gl::Error copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
+ const gl::Framebuffer *source) override;
+
+ gl::Error setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) override;
+
+ virtual void bindTexImage(egl::Surface *surface);
+ virtual void releaseTexImage();
+
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
+ virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index);
+
+ virtual gl::ImageIndexIterator imageIterator() const;
+ virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const;
+ virtual bool isValidIndex(const gl::ImageIndex &index) const;
+
+ private:
+ virtual gl::Error initializeStorage(bool renderTarget);
+ virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const;
+ virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
+
+ virtual gl::Error updateStorage();
+ virtual void initMipmapsImages();
+
+ bool isValidLevel(int level) const;
+ bool isLevelComplete(int level) const;
+ virtual bool isImageComplete(const gl::ImageIndex &index) const;
+
+ gl::Error updateStorageLevel(int level);
+
+ void redefineImage(GLint level, GLenum internalformat, const gl::Extents &size);
+
+ ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureD3D_Cube : public TextureD3D
+{
+ public:
+ TextureD3D_Cube(RendererD3D *renderer);
+ virtual ~TextureD3D_Cube();
+
+ virtual ImageD3D *getImage(int level, int layer) const;
+ virtual ImageD3D *getImage(const gl::ImageIndex &index) const;
+ virtual GLsizei getLayerCount(int level) const;
+
+ virtual bool hasDirtyImages() const { return mDirtyImages; }
+ virtual void resetDirty() { mDirtyImages = false; }
+ virtual void setUsage(GLenum usage) { mUsage = usage; }
+
+ GLenum getInternalFormat(GLint level, GLint layer) const;
+ bool isDepth(GLint level, GLint layer) const;
+
+ gl::Error setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
+ gl::Error setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
+
+ gl::Error setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
+ gl::Error setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
+
+ gl::Error copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
+ const gl::Framebuffer *source) override;
+ gl::Error copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
+ const gl::Framebuffer *source) override;
+
+ gl::Error setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) override;
+
+ virtual void bindTexImage(egl::Surface *surface);
+ virtual void releaseTexImage();
+
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
+ virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index);
+
+ virtual gl::ImageIndexIterator imageIterator() const;
+ virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const;
+ virtual bool isValidIndex(const gl::ImageIndex &index) const;
+
+ private:
+ virtual gl::Error initializeStorage(bool renderTarget);
+ virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const;
+ virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
+
+ virtual gl::Error updateStorage();
+ virtual void initMipmapsImages();
+
+ bool isValidFaceLevel(int faceIndex, int level) const;
+ bool isFaceLevelComplete(int faceIndex, int level) const;
+ bool isCubeComplete() const;
+ virtual bool isImageComplete(const gl::ImageIndex &index) const;
+ gl::Error updateStorageFaceLevel(int faceIndex, int level);
+
+ void redefineImage(int faceIndex, GLint level, GLenum internalformat, const gl::Extents &size);
+
+ ImageD3D *mImageArray[6][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureD3D_3D : public TextureD3D
+{
+ public:
+ TextureD3D_3D(RendererD3D *renderer);
+ virtual ~TextureD3D_3D();
+
+ virtual ImageD3D *getImage(int level, int layer) const;
+ virtual ImageD3D *getImage(const gl::ImageIndex &index) const;
+ virtual GLsizei getLayerCount(int level) const;
+
+ GLsizei getWidth(GLint level) const;
+ GLsizei getHeight(GLint level) const;
+ GLsizei getDepth(GLint level) const;
+ GLenum getInternalFormat(GLint level) const;
+ bool isDepth(GLint level) const;
+
+ gl::Error setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
+ gl::Error setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
+
+ gl::Error setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
+ gl::Error setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
+
+ gl::Error copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
+ const gl::Framebuffer *source) override;
+ gl::Error copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
+ const gl::Framebuffer *source) override;
+
+ gl::Error setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) override;
+
+ virtual void bindTexImage(egl::Surface *surface);
+ virtual void releaseTexImage();
+
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
+ virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index);
+
+ virtual gl::ImageIndexIterator imageIterator() const;
+ virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const;
+ virtual bool isValidIndex(const gl::ImageIndex &index) const;
+
+ private:
+ virtual gl::Error initializeStorage(bool renderTarget);
+ virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const;
+ virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
+
+ virtual gl::Error updateStorage();
+ virtual void initMipmapsImages();
+
+ bool isValidLevel(int level) const;
+ bool isLevelComplete(int level) const;
+ virtual bool isImageComplete(const gl::ImageIndex &index) const;
+ gl::Error updateStorageLevel(int level);
+
+ void redefineImage(GLint level, GLenum internalformat, const gl::Extents &size);
+
+ ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureD3D_2DArray : public TextureD3D
+{
+ public:
+ TextureD3D_2DArray(RendererD3D *renderer);
+ virtual ~TextureD3D_2DArray();
+
+ virtual ImageD3D *getImage(int level, int layer) const;
+ virtual ImageD3D *getImage(const gl::ImageIndex &index) const;
+ virtual GLsizei getLayerCount(int level) const;
+
+ GLsizei getWidth(GLint level) const;
+ GLsizei getHeight(GLint level) const;
+ GLenum getInternalFormat(GLint level) const;
+ bool isDepth(GLint level) const;
+
+ gl::Error setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
+ gl::Error setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
+
+ gl::Error setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
+ gl::Error setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels) override;
+
+ gl::Error copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
+ const gl::Framebuffer *source) override;
+ gl::Error copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
+ const gl::Framebuffer *source) override;
+
+ gl::Error setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size) override;
+
+ virtual void bindTexImage(egl::Surface *surface);
+ virtual void releaseTexImage();
+
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
+ virtual unsigned int getRenderTargetSerial(const gl::ImageIndex &index);
+
+ virtual gl::ImageIndexIterator imageIterator() const;
+ virtual gl::ImageIndex getImageIndex(GLint mip, GLint layer) const;
+ virtual bool isValidIndex(const gl::ImageIndex &index) const;
+
+ private:
+ virtual gl::Error initializeStorage(bool renderTarget);
+ virtual gl::Error createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const;
+ virtual gl::Error setCompleteTexStorage(TextureStorage *newCompleteTexStorage);
+
+ virtual gl::Error updateStorage();
+ virtual void initMipmapsImages();
+
+ bool isValidLevel(int level) const;
+ bool isLevelComplete(int level) const;
+ virtual bool isImageComplete(const gl::ImageIndex &index) const;
+ gl::Error updateStorageLevel(int level);
+
+ void deleteImages();
+ void redefineImage(GLint level, GLenum internalformat, const gl::Extents &size);
+
+ // Storing images as an array of single depth textures since D3D11 treats each array level of a
+ // Texture2D object as a separate subresource. Each layer would have to be looped over
+ // to update all the texture layers since they cannot all be updated at once and it makes the most
+ // sense for the Image class to not have to worry about layer subresource as well as mip subresources.
+ GLsizei mLayerCounts[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+ ImageD3D **mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_TEXTURED3D_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureStorage.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureStorage.cpp
new file mode 100644
index 0000000000..abb83a14d5
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureStorage.cpp
@@ -0,0 +1,39 @@
+//
+// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage.cpp: Shared members of abstract rx::TextureStorage class.
+
+#include "libANGLE/renderer/d3d/TextureStorage.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+#include "libANGLE/renderer/Renderer.h"
+#include "libANGLE/Renderbuffer.h"
+#include "libANGLE/Texture.h"
+
+#include "common/debug.h"
+#include "common/mathutil.h"
+
+namespace rx
+{
+
+TextureStorage::TextureStorage()
+ : mFirstRenderTargetSerial(0),
+ mRenderTargetSerialsLayerStride(0)
+{}
+
+void TextureStorage::initializeSerials(unsigned int rtSerialsToReserve, unsigned int rtSerialsLayerStride)
+{
+ mFirstRenderTargetSerial = RenderTargetD3D::issueSerials(rtSerialsToReserve);
+ mRenderTargetSerialsLayerStride = rtSerialsLayerStride;
+}
+
+unsigned int TextureStorage::getRenderTargetSerial(const gl::ImageIndex &index) const
+{
+ unsigned int layerOffset = (index.hasLayer() ? (static_cast<unsigned int>(index.layerIndex) * mRenderTargetSerialsLayerStride) : 0);
+ return mFirstRenderTargetSerial + static_cast<unsigned int>(index.mipIndex) + layerOffset;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureStorage.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureStorage.h
new file mode 100644
index 0000000000..ae2d42ca8a
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureStorage.h
@@ -0,0 +1,67 @@
+//
+// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage.h: Defines the abstract rx::TextureStorage class.
+
+#ifndef LIBANGLE_RENDERER_D3D_TEXTURESTORAGE_H_
+#define LIBANGLE_RENDERER_D3D_TEXTURESTORAGE_H_
+
+#include "libANGLE/Error.h"
+
+#include "common/debug.h"
+#include "libANGLE/Error.h"
+
+#include <GLES2/gl2.h>
+#include <stdint.h>
+
+namespace gl
+{
+struct ImageIndex;
+struct Box;
+struct PixelUnpackState;
+}
+
+namespace rx
+{
+class SwapChainD3D;
+class RenderTargetD3D;
+class ImageD3D;
+
+class TextureStorage : angle::NonCopyable
+{
+ public:
+ TextureStorage();
+ virtual ~TextureStorage() {};
+
+ virtual int getTopLevel() const = 0;
+ virtual bool isRenderTarget() const = 0;
+ virtual bool isManaged() const = 0;
+ virtual int getLevelCount() const = 0;
+
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) = 0;
+ virtual gl::Error generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex) = 0;
+
+ virtual gl::Error copyToStorage(TextureStorage *destStorage) = 0;
+ virtual gl::Error setData(const gl::ImageIndex &index, ImageD3D *image, const gl::Box *destBox, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixelData) = 0;
+
+ unsigned int getRenderTargetSerial(const gl::ImageIndex &index) const;
+ unsigned int getTextureSerial() const;
+
+ // This is a no-op for most implementations of TextureStorage. Some (e.g. TextureStorage11_2D) might override it.
+ virtual gl::Error useLevelZeroWorkaroundTexture(bool useLevelZeroTexture) { return gl::Error(GL_NO_ERROR); }
+
+ protected:
+ void initializeSerials(unsigned int rtSerialsToReserve, unsigned int rtSerialsLayerStride);
+
+ private:
+ unsigned int mFirstRenderTargetSerial;
+ unsigned int mRenderTargetSerialsLayerStride;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_TEXTURESTORAGE_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/TransformFeedbackD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TransformFeedbackD3D.cpp
new file mode 100644
index 0000000000..5c0bfdcd5b
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TransformFeedbackD3D.cpp
@@ -0,0 +1,38 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TransformFeedbackD3D.cpp is a no-op implementation for both the D3D9 and D3D11 renderers.
+
+#include "libANGLE/renderer/d3d/TransformFeedbackD3D.h"
+
+namespace rx
+{
+
+TransformFeedbackD3D::TransformFeedbackD3D()
+{
+}
+
+TransformFeedbackD3D::~TransformFeedbackD3D()
+{
+}
+
+void TransformFeedbackD3D::begin(GLenum primitiveMode)
+{
+}
+
+void TransformFeedbackD3D::end()
+{
+}
+
+void TransformFeedbackD3D::pause()
+{
+}
+
+void TransformFeedbackD3D::resume()
+{
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/TransformFeedbackD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TransformFeedbackD3D.h
new file mode 100644
index 0000000000..6b255b4a2b
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TransformFeedbackD3D.h
@@ -0,0 +1,32 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TransformFeedbackD3D.h: Implements the abstract rx::TransformFeedbackImpl class.
+
+#ifndef LIBANGLE_RENDERER_D3D_TRANSFORMFEEDBACKD3D_H_
+#define LIBANGLE_RENDERER_D3D_TRANSFORMFEEDBACKD3D_H_
+
+#include "libANGLE/renderer/TransformFeedbackImpl.h"
+#include "libANGLE/angletypes.h"
+
+namespace rx
+{
+
+class TransformFeedbackD3D : public TransformFeedbackImpl
+{
+ public:
+ TransformFeedbackD3D();
+ virtual ~TransformFeedbackD3D();
+
+ virtual void begin(GLenum primitiveMode);
+ virtual void end();
+ virtual void pause();
+ virtual void resume();
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_TRANSFORMFEEDBACKD3D_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/VertexBuffer.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/VertexBuffer.cpp
new file mode 100644
index 0000000000..19bd548fce
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/VertexBuffer.cpp
@@ -0,0 +1,311 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexBuffer.cpp: Defines the abstract VertexBuffer class and VertexBufferInterface
+// class with derivations, classes that perform graphics API agnostic vertex buffer operations.
+
+#include "libANGLE/renderer/d3d/VertexBuffer.h"
+#include "libANGLE/renderer/d3d/BufferD3D.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/VertexAttribute.h"
+
+#include "common/mathutil.h"
+
+namespace rx
+{
+
+unsigned int VertexBuffer::mNextSerial = 1;
+
+VertexBuffer::VertexBuffer()
+{
+ updateSerial();
+}
+
+VertexBuffer::~VertexBuffer()
+{
+}
+
+void VertexBuffer::updateSerial()
+{
+ mSerial = mNextSerial++;
+}
+
+unsigned int VertexBuffer::getSerial() const
+{
+ return mSerial;
+}
+
+VertexBufferInterface::VertexBufferInterface(BufferFactoryD3D *factory, bool dynamic)
+ : mFactory(factory)
+{
+ mDynamic = dynamic;
+ mWritePosition = 0;
+ mReservedSpace = 0;
+
+ mVertexBuffer = factory->createVertexBuffer();
+}
+
+VertexBufferInterface::~VertexBufferInterface()
+{
+ delete mVertexBuffer;
+}
+
+unsigned int VertexBufferInterface::getSerial() const
+{
+ return mVertexBuffer->getSerial();
+}
+
+unsigned int VertexBufferInterface::getBufferSize() const
+{
+ return mVertexBuffer->getBufferSize();
+}
+
+gl::Error VertexBufferInterface::setBufferSize(unsigned int size)
+{
+ if (mVertexBuffer->getBufferSize() == 0)
+ {
+ return mVertexBuffer->initialize(size, mDynamic);
+ }
+ else
+ {
+ return mVertexBuffer->setBufferSize(size);
+ }
+}
+
+unsigned int VertexBufferInterface::getWritePosition() const
+{
+ return mWritePosition;
+}
+
+void VertexBufferInterface::setWritePosition(unsigned int writePosition)
+{
+ mWritePosition = writePosition;
+}
+
+gl::Error VertexBufferInterface::discard()
+{
+ return mVertexBuffer->discard();
+}
+
+gl::Error VertexBufferInterface::storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int *outStreamOffset)
+{
+ gl::Error error(GL_NO_ERROR);
+
+ unsigned int spaceRequired;
+ error = mVertexBuffer->getSpaceRequired(attrib, count, instances, &spaceRequired);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (mWritePosition + spaceRequired < mWritePosition)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal error, new vertex buffer write position would overflow.");
+ }
+
+ error = reserveSpace(mReservedSpace);
+ if (error.isError())
+ {
+ return error;
+ }
+ mReservedSpace = 0;
+
+ error = mVertexBuffer->storeVertexAttributes(attrib, currentValue, start, count, instances, mWritePosition);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (outStreamOffset)
+ {
+ *outStreamOffset = mWritePosition;
+ }
+
+ mWritePosition += spaceRequired;
+
+ // Align to 16-byte boundary
+ mWritePosition = roundUp(mWritePosition, 16u);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error VertexBufferInterface::reserveVertexSpace(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances)
+{
+ gl::Error error(GL_NO_ERROR);
+
+ unsigned int requiredSpace;
+ error = mVertexBuffer->getSpaceRequired(attrib, count, instances, &requiredSpace);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Protect against integer overflow
+ if (mReservedSpace + requiredSpace < mReservedSpace)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Unable to reserve %u extra bytes in internal vertex buffer, "
+ "it would result in an overflow.", requiredSpace);
+ }
+
+ mReservedSpace += requiredSpace;
+
+ // Align to 16-byte boundary
+ mReservedSpace = roundUp(mReservedSpace, 16u);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+VertexBuffer* VertexBufferInterface::getVertexBuffer() const
+{
+ return mVertexBuffer;
+}
+
+bool VertexBufferInterface::directStoragePossible(const gl::VertexAttribute &attrib,
+ const gl::VertexAttribCurrentValueData &currentValue) const
+{
+ gl::Buffer *buffer = attrib.buffer.get();
+ BufferD3D *storage = buffer ? GetImplAs<BufferD3D>(buffer) : NULL;
+
+ if (!storage || !storage->supportsDirectBinding())
+ {
+ return false;
+ }
+
+ // Alignment restrictions: In D3D, vertex data must be aligned to
+ // the format stride, or to a 4-byte boundary, whichever is smaller.
+ // (Undocumented, and experimentally confirmed)
+ size_t alignment = 4;
+ bool requiresConversion = false;
+
+ if (attrib.type != GL_FLOAT)
+ {
+ gl::VertexFormat vertexFormat(attrib, currentValue.Type);
+
+ unsigned int outputElementSize;
+ getVertexBuffer()->getSpaceRequired(attrib, 1, 0, &outputElementSize);
+ alignment = std::min<size_t>(outputElementSize, 4);
+
+ // TODO(jmadill): add VertexFormatCaps
+ requiresConversion = (mFactory->getVertexConversionType(vertexFormat) & VERTEX_CONVERT_CPU) != 0;
+ }
+
+ bool isAligned = (static_cast<size_t>(ComputeVertexAttributeStride(attrib)) % alignment == 0) &&
+ (static_cast<size_t>(attrib.offset) % alignment == 0);
+
+ return !requiresConversion && isAligned;
+}
+
+StreamingVertexBufferInterface::StreamingVertexBufferInterface(BufferFactoryD3D *factory, std::size_t initialSize)
+ : VertexBufferInterface(factory, true)
+{
+ setBufferSize(initialSize);
+}
+
+StreamingVertexBufferInterface::~StreamingVertexBufferInterface()
+{
+}
+
+gl::Error StreamingVertexBufferInterface::reserveSpace(unsigned int size)
+{
+ unsigned int curBufferSize = getBufferSize();
+ if (size > curBufferSize)
+ {
+ gl::Error error = setBufferSize(std::max(size, 3 * curBufferSize / 2));
+ if (error.isError())
+ {
+ return error;
+ }
+ setWritePosition(0);
+ }
+ else if (getWritePosition() + size > curBufferSize)
+ {
+ gl::Error error = discard();
+ if (error.isError())
+ {
+ return error;
+ }
+ setWritePosition(0);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+StaticVertexBufferInterface::StaticVertexBufferInterface(BufferFactoryD3D *factory)
+ : VertexBufferInterface(factory, false)
+{
+}
+
+StaticVertexBufferInterface::~StaticVertexBufferInterface()
+{
+}
+
+bool StaticVertexBufferInterface::lookupAttribute(const gl::VertexAttribute &attrib, unsigned int *outStreamOffset)
+{
+ for (unsigned int element = 0; element < mCache.size(); element++)
+ {
+ if (mCache[element].type == attrib.type &&
+ mCache[element].size == attrib.size &&
+ mCache[element].stride == ComputeVertexAttributeStride(attrib) &&
+ mCache[element].normalized == attrib.normalized &&
+ mCache[element].pureInteger == attrib.pureInteger)
+ {
+ size_t offset = (static_cast<size_t>(attrib.offset) % ComputeVertexAttributeStride(attrib));
+ if (mCache[element].attributeOffset == offset)
+ {
+ if (outStreamOffset)
+ {
+ *outStreamOffset = mCache[element].streamOffset;
+ }
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+gl::Error StaticVertexBufferInterface::reserveSpace(unsigned int size)
+{
+ unsigned int curSize = getBufferSize();
+ if (curSize == 0)
+ {
+ return setBufferSize(size);
+ }
+ else if (curSize >= size)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION, "Internal error, Static vertex buffers can't be resized.");
+ }
+}
+
+gl::Error StaticVertexBufferInterface::storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int *outStreamOffset)
+{
+ unsigned int streamOffset;
+ gl::Error error = VertexBufferInterface::storeVertexAttributes(attrib, currentValue, start, count, instances, &streamOffset);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ size_t attributeOffset = static_cast<size_t>(attrib.offset) % ComputeVertexAttributeStride(attrib);
+ VertexElement element = { attrib.type, attrib.size, static_cast<GLuint>(ComputeVertexAttributeStride(attrib)), attrib.normalized, attrib.pureInteger, attributeOffset, streamOffset };
+ mCache.push_back(element);
+
+ if (outStreamOffset)
+ {
+ *outStreamOffset = streamOffset;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/VertexBuffer.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/VertexBuffer.h
new file mode 100644
index 0000000000..5cb03fe3a1
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/VertexBuffer.h
@@ -0,0 +1,143 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexBuffer.h: Defines the abstract VertexBuffer class and VertexBufferInterface
+// class with derivations, classes that perform graphics API agnostic vertex buffer operations.
+
+#ifndef LIBANGLE_RENDERER_D3D_VERTEXBUFFER_H_
+#define LIBANGLE_RENDERER_D3D_VERTEXBUFFER_H_
+
+#include "common/angleutils.h"
+#include "libANGLE/Error.h"
+
+#include <GLES2/gl2.h>
+
+#include <cstddef>
+#include <vector>
+
+namespace gl
+{
+struct VertexAttribute;
+struct VertexAttribCurrentValueData;
+}
+
+namespace rx
+{
+class BufferFactoryD3D;
+
+class VertexBuffer : angle::NonCopyable
+{
+ public:
+ VertexBuffer();
+ virtual ~VertexBuffer();
+
+ virtual gl::Error initialize(unsigned int size, bool dynamicUsage) = 0;
+
+ virtual gl::Error storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int offset) = 0;
+ virtual gl::Error getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances,
+ unsigned int *outSpaceRequired) const = 0;
+
+ virtual unsigned int getBufferSize() const = 0;
+ virtual gl::Error setBufferSize(unsigned int size) = 0;
+ virtual gl::Error discard() = 0;
+
+ unsigned int getSerial() const;
+
+ // This may be overridden (e.g. by VertexBuffer11) if necessary.
+ virtual void hintUnmapResource() { };
+
+ protected:
+ void updateSerial();
+
+ private:
+ unsigned int mSerial;
+ static unsigned int mNextSerial;
+};
+
+class VertexBufferInterface : angle::NonCopyable
+{
+ public:
+ VertexBufferInterface(BufferFactoryD3D *factory, bool dynamic);
+ virtual ~VertexBufferInterface();
+
+ gl::Error reserveVertexSpace(const gl::VertexAttribute &attribute, GLsizei count, GLsizei instances);
+
+ unsigned int getBufferSize() const;
+
+ unsigned int getSerial() const;
+
+ virtual gl::Error storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int *outStreamOffset);
+
+ bool directStoragePossible(const gl::VertexAttribute &attrib,
+ const gl::VertexAttribCurrentValueData &currentValue) const;
+
+ VertexBuffer* getVertexBuffer() const;
+
+ protected:
+ virtual gl::Error reserveSpace(unsigned int size) = 0;
+
+ unsigned int getWritePosition() const;
+ void setWritePosition(unsigned int writePosition);
+
+ gl::Error discard();
+
+ gl::Error setBufferSize(unsigned int size);
+
+ private:
+ BufferFactoryD3D *const mFactory;
+
+ VertexBuffer* mVertexBuffer;
+
+ unsigned int mWritePosition;
+ unsigned int mReservedSpace;
+ bool mDynamic;
+};
+
+class StreamingVertexBufferInterface : public VertexBufferInterface
+{
+ public:
+ StreamingVertexBufferInterface(BufferFactoryD3D *factory, std::size_t initialSize);
+ ~StreamingVertexBufferInterface();
+
+ protected:
+ gl::Error reserveSpace(unsigned int size);
+};
+
+class StaticVertexBufferInterface : public VertexBufferInterface
+{
+ public:
+ explicit StaticVertexBufferInterface(BufferFactoryD3D *factory);
+ ~StaticVertexBufferInterface();
+
+ gl::Error storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int *outStreamOffset);
+
+ bool lookupAttribute(const gl::VertexAttribute &attribute, unsigned int* outStreamFffset);
+
+ protected:
+ gl::Error reserveSpace(unsigned int size);
+
+ private:
+ struct VertexElement
+ {
+ GLenum type;
+ GLuint size;
+ GLuint stride;
+ bool normalized;
+ bool pureInteger;
+ size_t attributeOffset;
+
+ unsigned int streamOffset;
+ };
+
+ std::vector<VertexElement> mCache;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_VERTEXBUFFER_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/VertexDataManager.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/VertexDataManager.cpp
new file mode 100644
index 0000000000..cb70b9e4ef
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/VertexDataManager.cpp
@@ -0,0 +1,396 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexDataManager.h: Defines the VertexDataManager, a class that
+// runs the Buffer translation process.
+
+#include "libANGLE/renderer/d3d/VertexDataManager.h"
+
+#include "libANGLE/Buffer.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/State.h"
+#include "libANGLE/VertexAttribute.h"
+#include "libANGLE/VertexArray.h"
+#include "libANGLE/renderer/d3d/BufferD3D.h"
+#include "libANGLE/renderer/d3d/VertexBuffer.h"
+
+namespace
+{
+ enum { INITIAL_STREAM_BUFFER_SIZE = 1024*1024 };
+ // This has to be at least 4k or else it fails on ATI cards.
+ enum { CONSTANT_VERTEX_BUFFER_SIZE = 4096 };
+}
+
+namespace rx
+{
+
+static int ElementsInBuffer(const gl::VertexAttribute &attrib, unsigned int size)
+{
+ // Size cannot be larger than a GLsizei
+ if (size > static_cast<unsigned int>(std::numeric_limits<int>::max()))
+ {
+ size = static_cast<unsigned int>(std::numeric_limits<int>::max());
+ }
+
+ GLsizei stride = ComputeVertexAttributeStride(attrib);
+ return (size - attrib.offset % stride + (stride - ComputeVertexAttributeTypeSize(attrib))) / stride;
+}
+
+static int StreamingBufferElementCount(const gl::VertexAttribute &attrib, int vertexDrawCount, int instanceDrawCount)
+{
+ // For instanced rendering, we draw "instanceDrawCount" sets of "vertexDrawCount" vertices.
+ //
+ // A vertex attribute with a positive divisor loads one instanced vertex for every set of
+ // non-instanced vertices, and the instanced vertex index advances once every "mDivisor" instances.
+ if (instanceDrawCount > 0 && attrib.divisor > 0)
+ {
+ // When instanceDrawCount is not a multiple attrib.divisor, the division must round up.
+ // For instance, with 5 non-instanced vertices and a divisor equal to 3, we need 2 instanced vertices.
+ return (instanceDrawCount + attrib.divisor - 1) / attrib.divisor;
+ }
+
+ return vertexDrawCount;
+}
+
+VertexDataManager::VertexDataManager(BufferFactoryD3D *factory)
+ : mFactory(factory)
+{
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mCurrentValue[i].FloatValues[0] = std::numeric_limits<float>::quiet_NaN();
+ mCurrentValue[i].FloatValues[1] = std::numeric_limits<float>::quiet_NaN();
+ mCurrentValue[i].FloatValues[2] = std::numeric_limits<float>::quiet_NaN();
+ mCurrentValue[i].FloatValues[3] = std::numeric_limits<float>::quiet_NaN();
+ mCurrentValue[i].Type = GL_FLOAT;
+ mCurrentValueBuffer[i] = NULL;
+ mCurrentValueOffsets[i] = 0;
+ }
+
+ mStreamingBuffer = new StreamingVertexBufferInterface(factory, INITIAL_STREAM_BUFFER_SIZE);
+
+ if (!mStreamingBuffer)
+ {
+ ERR("Failed to allocate the streaming vertex buffer.");
+ }
+}
+
+VertexDataManager::~VertexDataManager()
+{
+ delete mStreamingBuffer;
+
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ delete mCurrentValueBuffer[i];
+ }
+}
+
+void VertexDataManager::hintUnmapAllResources(const std::vector<gl::VertexAttribute> &vertexAttributes)
+{
+ mStreamingBuffer->getVertexBuffer()->hintUnmapResource();
+
+ for (size_t i = 0; i < vertexAttributes.size(); i++)
+ {
+ const gl::VertexAttribute &attrib = vertexAttributes[i];
+ if (attrib.enabled)
+ {
+ gl::Buffer *buffer = attrib.buffer.get();
+ BufferD3D *storage = buffer ? GetImplAs<BufferD3D>(buffer) : NULL;
+ StaticVertexBufferInterface *staticBuffer = storage ? storage->getStaticVertexBuffer() : NULL;
+
+ if (staticBuffer)
+ {
+ staticBuffer->getVertexBuffer()->hintUnmapResource();
+ }
+ }
+ }
+
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (mCurrentValueBuffer[i] != NULL)
+ {
+ mCurrentValueBuffer[i]->getVertexBuffer()->hintUnmapResource();
+ }
+ }
+}
+
+gl::Error VertexDataManager::prepareVertexData(const gl::State &state, GLint start, GLsizei count,
+ TranslatedAttribute *translated, GLsizei instances)
+{
+ if (!mStreamingBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal streaming vertex buffer is unexpectedly NULL.");
+ }
+
+ const gl::VertexArray *vertexArray = state.getVertexArray();
+ const std::vector<gl::VertexAttribute> &vertexAttributes = vertexArray->getVertexAttributes();
+
+ // Invalidate static buffers that don't contain matching attributes
+ for (int attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
+ {
+ translated[attributeIndex].active = (state.getProgram()->getSemanticIndex(attributeIndex) != -1);
+ if (translated[attributeIndex].active && vertexAttributes[attributeIndex].enabled)
+ {
+ invalidateMatchingStaticData(vertexAttributes[attributeIndex], state.getVertexAttribCurrentValue(attributeIndex));
+ }
+ }
+
+ // Reserve the required space in the buffers
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (translated[i].active && vertexAttributes[i].enabled)
+ {
+ gl::Error error = reserveSpaceForAttrib(vertexAttributes[i], state.getVertexAttribCurrentValue(i), count, instances);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ // Perform the vertex data translations
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ const gl::VertexAttribute &curAttrib = vertexAttributes[i];
+ if (translated[i].active)
+ {
+ if (curAttrib.enabled)
+ {
+ gl::Error error = storeAttribute(curAttrib, state.getVertexAttribCurrentValue(i),
+ &translated[i], start, count, instances);
+
+ if (error.isError())
+ {
+ hintUnmapAllResources(vertexAttributes);
+ return error;
+ }
+ }
+ else
+ {
+ if (!mCurrentValueBuffer[i])
+ {
+ mCurrentValueBuffer[i] = new StreamingVertexBufferInterface(mFactory, CONSTANT_VERTEX_BUFFER_SIZE);
+ }
+
+ gl::Error error = storeCurrentValue(curAttrib, state.getVertexAttribCurrentValue(i), &translated[i],
+ &mCurrentValue[i], &mCurrentValueOffsets[i],
+ mCurrentValueBuffer[i]);
+ if (error.isError())
+ {
+ hintUnmapAllResources(vertexAttributes);
+ return error;
+ }
+ }
+ }
+ }
+
+ // Hint to unmap all the resources
+ hintUnmapAllResources(vertexAttributes);
+
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ const gl::VertexAttribute &curAttrib = vertexAttributes[i];
+ if (translated[i].active && curAttrib.enabled)
+ {
+ gl::Buffer *buffer = curAttrib.buffer.get();
+
+ if (buffer)
+ {
+ BufferD3D *bufferImpl = GetImplAs<BufferD3D>(buffer);
+ bufferImpl->promoteStaticUsage(count * ComputeVertexAttributeTypeSize(curAttrib));
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void VertexDataManager::invalidateMatchingStaticData(const gl::VertexAttribute &attrib,
+ const gl::VertexAttribCurrentValueData &currentValue) const
+{
+ gl::Buffer *buffer = attrib.buffer.get();
+
+ if (buffer)
+ {
+ BufferD3D *bufferImpl = GetImplAs<BufferD3D>(buffer);
+ StaticVertexBufferInterface *staticBuffer = bufferImpl->getStaticVertexBuffer();
+
+ if (staticBuffer &&
+ staticBuffer->getBufferSize() > 0 &&
+ !staticBuffer->lookupAttribute(attrib, NULL) &&
+ !staticBuffer->directStoragePossible(attrib, currentValue))
+ {
+ bufferImpl->invalidateStaticData();
+ }
+ }
+}
+
+gl::Error VertexDataManager::reserveSpaceForAttrib(const gl::VertexAttribute &attrib,
+ const gl::VertexAttribCurrentValueData &currentValue,
+ GLsizei count,
+ GLsizei instances) const
+{
+ gl::Buffer *buffer = attrib.buffer.get();
+ BufferD3D *bufferImpl = buffer ? GetImplAs<BufferD3D>(buffer) : NULL;
+ StaticVertexBufferInterface *staticBuffer = bufferImpl ? bufferImpl->getStaticVertexBuffer() : NULL;
+ VertexBufferInterface *vertexBuffer = staticBuffer ? staticBuffer : static_cast<VertexBufferInterface*>(mStreamingBuffer);
+
+ if (!vertexBuffer->directStoragePossible(attrib, currentValue))
+ {
+ if (staticBuffer)
+ {
+ if (staticBuffer->getBufferSize() == 0)
+ {
+ int totalCount = ElementsInBuffer(attrib, bufferImpl->getSize());
+ gl::Error error = staticBuffer->reserveVertexSpace(attrib, totalCount, 0);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ else
+ {
+ int totalCount = StreamingBufferElementCount(attrib, count, instances);
+ ASSERT(!bufferImpl || ElementsInBuffer(attrib, bufferImpl->getSize()) >= totalCount);
+
+ gl::Error error = mStreamingBuffer->reserveVertexSpace(attrib, totalCount, instances);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error VertexDataManager::storeAttribute(const gl::VertexAttribute &attrib,
+ const gl::VertexAttribCurrentValueData &currentValue,
+ TranslatedAttribute *translated,
+ GLint start,
+ GLsizei count,
+ GLsizei instances)
+{
+ gl::Buffer *buffer = attrib.buffer.get();
+ ASSERT(buffer || attrib.pointer);
+
+ BufferD3D *storage = buffer ? GetImplAs<BufferD3D>(buffer) : NULL;
+ StaticVertexBufferInterface *staticBuffer = storage ? storage->getStaticVertexBuffer() : NULL;
+ VertexBufferInterface *vertexBuffer = staticBuffer ? staticBuffer : static_cast<VertexBufferInterface*>(mStreamingBuffer);
+ bool directStorage = vertexBuffer->directStoragePossible(attrib, currentValue);
+
+ unsigned int streamOffset = 0;
+ unsigned int outputElementSize = 0;
+
+ // Instanced vertices do not apply the 'start' offset
+ GLint firstVertexIndex = (instances > 0 && attrib.divisor > 0 ? 0 : start);
+
+ if (directStorage)
+ {
+ outputElementSize = ComputeVertexAttributeStride(attrib);
+ streamOffset = attrib.offset + outputElementSize * firstVertexIndex;
+ }
+ else if (staticBuffer)
+ {
+ gl::Error error = staticBuffer->getVertexBuffer()->getSpaceRequired(attrib, 1, 0, &outputElementSize);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!staticBuffer->lookupAttribute(attrib, &streamOffset))
+ {
+ // Convert the entire buffer
+ int totalCount = ElementsInBuffer(attrib, storage->getSize());
+ int startIndex = attrib.offset / ComputeVertexAttributeStride(attrib);
+
+ error = staticBuffer->storeVertexAttributes(attrib, currentValue, -startIndex, totalCount,
+ 0, &streamOffset);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ unsigned int firstElementOffset = (attrib.offset / ComputeVertexAttributeStride(attrib)) * outputElementSize;
+ unsigned int startOffset = (instances == 0 || attrib.divisor == 0) ? firstVertexIndex * outputElementSize : 0;
+ if (streamOffset + firstElementOffset + startOffset < streamOffset)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY);
+ }
+
+ streamOffset += firstElementOffset + startOffset;
+ }
+ else
+ {
+ int totalCount = StreamingBufferElementCount(attrib, count, instances);
+ gl::Error error = mStreamingBuffer->getVertexBuffer()->getSpaceRequired(attrib, 1, 0, &outputElementSize);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = mStreamingBuffer->storeVertexAttributes(attrib, currentValue, firstVertexIndex,
+ totalCount, instances, &streamOffset);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ translated->storage = directStorage ? storage : NULL;
+ translated->vertexBuffer = vertexBuffer->getVertexBuffer();
+ translated->serial = directStorage ? storage->getSerial() : vertexBuffer->getSerial();
+ translated->divisor = attrib.divisor;
+
+ translated->attribute = &attrib;
+ translated->currentValueType = currentValue.Type;
+ translated->stride = outputElementSize;
+ translated->offset = streamOffset;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error VertexDataManager::storeCurrentValue(const gl::VertexAttribute &attrib,
+ const gl::VertexAttribCurrentValueData &currentValue,
+ TranslatedAttribute *translated,
+ gl::VertexAttribCurrentValueData *cachedValue,
+ size_t *cachedOffset,
+ StreamingVertexBufferInterface *buffer)
+{
+ if (*cachedValue != currentValue)
+ {
+ gl::Error error = buffer->reserveVertexSpace(attrib, 1, 0);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ unsigned int streamOffset;
+ error = buffer->storeVertexAttributes(attrib, currentValue, 0, 1, 0, &streamOffset);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *cachedValue = currentValue;
+ *cachedOffset = streamOffset;
+ }
+
+ translated->storage = NULL;
+ translated->vertexBuffer = buffer->getVertexBuffer();
+ translated->serial = buffer->getSerial();
+ translated->divisor = 0;
+
+ translated->attribute = &attrib;
+ translated->currentValueType = currentValue.Type;
+ translated->stride = 0;
+ translated->offset = *cachedOffset;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/VertexDataManager.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/VertexDataManager.h
new file mode 100644
index 0000000000..898ed340b8
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/VertexDataManager.h
@@ -0,0 +1,95 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexDataManager.h: Defines the VertexDataManager, a class that
+// runs the Buffer translation process.
+
+#ifndef LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_
+#define LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_
+
+#include "libANGLE/Constants.h"
+#include "libANGLE/VertexAttribute.h"
+#include "common/angleutils.h"
+
+namespace gl
+{
+class State;
+struct VertexAttribute;
+struct VertexAttribCurrentValueData;
+}
+
+namespace rx
+{
+class BufferD3D;
+class BufferFactoryD3D;
+class StreamingVertexBufferInterface;
+class VertexBuffer;
+
+struct TranslatedAttribute
+{
+ TranslatedAttribute() : active(false), attribute(NULL), currentValueType(GL_NONE),
+ offset(0), stride(0), vertexBuffer(NULL), storage(NULL),
+ serial(0), divisor(0) {};
+ bool active;
+
+ const gl::VertexAttribute *attribute;
+ GLenum currentValueType;
+ unsigned int offset;
+ unsigned int stride; // 0 means not to advance the read pointer at all
+
+ VertexBuffer *vertexBuffer;
+ BufferD3D *storage;
+ unsigned int serial;
+ unsigned int divisor;
+};
+
+class VertexDataManager : angle::NonCopyable
+{
+ public:
+ VertexDataManager(BufferFactoryD3D *factory);
+ virtual ~VertexDataManager();
+
+ gl::Error prepareVertexData(const gl::State &state, GLint start, GLsizei count,
+ TranslatedAttribute *outAttribs, GLsizei instances);
+
+ private:
+ gl::Error reserveSpaceForAttrib(const gl::VertexAttribute &attrib,
+ const gl::VertexAttribCurrentValueData &currentValue,
+ GLsizei count,
+ GLsizei instances) const;
+
+ void invalidateMatchingStaticData(const gl::VertexAttribute &attrib,
+ const gl::VertexAttribCurrentValueData &currentValue) const;
+
+ gl::Error storeAttribute(const gl::VertexAttribute &attrib,
+ const gl::VertexAttribCurrentValueData &currentValue,
+ TranslatedAttribute *translated,
+ GLint start,
+ GLsizei count,
+ GLsizei instances);
+
+ gl::Error storeCurrentValue(const gl::VertexAttribute &attrib,
+ const gl::VertexAttribCurrentValueData &currentValue,
+ TranslatedAttribute *translated,
+ gl::VertexAttribCurrentValueData *cachedValue,
+ size_t *cachedOffset,
+ StreamingVertexBufferInterface *buffer);
+
+ void hintUnmapAllResources(const std::vector<gl::VertexAttribute> &vertexAttributes);
+
+ BufferFactoryD3D *const mFactory;
+
+ StreamingVertexBufferInterface *mStreamingBuffer;
+
+ gl::VertexAttribCurrentValueData mCurrentValue[gl::MAX_VERTEX_ATTRIBS];
+
+ StreamingVertexBufferInterface *mCurrentValueBuffer[gl::MAX_VERTEX_ATTRIBS];
+ std::size_t mCurrentValueOffsets[gl::MAX_VERTEX_ATTRIBS];
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_VERTEXDATAMANAGER_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/copyimage.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/copyimage.cpp
new file mode 100644
index 0000000000..b1798454ca
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/copyimage.cpp
@@ -0,0 +1,22 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// copyimage.cpp: Defines image copying functions
+
+#include "libANGLE/renderer/d3d/copyimage.h"
+
+namespace rx
+{
+
+void CopyBGRA8ToRGBA8(const uint8_t *source, uint8_t *dest)
+{
+ uint32_t argb = *reinterpret_cast<const uint32_t*>(source);
+ *reinterpret_cast<uint32_t*>(dest) = (argb & 0xFF00FF00) | // Keep alpha and green
+ (argb & 0x00FF0000) >> 16 | // Move red to blue
+ (argb & 0x000000FF) << 16; // Move blue to red
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/copyimage.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/copyimage.h
new file mode 100644
index 0000000000..189654ca39
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/copyimage.h
@@ -0,0 +1,35 @@
+//
+// Copyright (c) 2013-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// copyimage.h: Defines image copying functions
+
+#ifndef LIBANGLE_RENDERER_D3D_COPYIMAGE_H_
+#define LIBANGLE_RENDERER_D3D_COPYIMAGE_H_
+
+#include "common/mathutil.h"
+#include "libANGLE/angletypes.h"
+
+#include <stdint.h>
+
+namespace rx
+{
+
+template <typename sourceType, typename colorDataType>
+void ReadColor(const uint8_t *source, uint8_t *dest);
+
+template <typename destType, typename colorDataType>
+void WriteColor(const uint8_t *source, uint8_t *dest);
+
+template <typename sourceType, typename destType, typename colorDataType>
+void CopyPixel(const uint8_t *source, uint8_t *dest);
+
+void CopyBGRA8ToRGBA8(const uint8_t *source, uint8_t *dest);
+
+}
+
+#include "copyimage.inl"
+
+#endif // LIBANGLE_RENDERER_D3D_COPYIMAGE_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/copyimage.inl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/copyimage.inl
new file mode 100644
index 0000000000..0498cf7750
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/copyimage.inl
@@ -0,0 +1,32 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// copyimage.inl: Defines image copying functions
+
+namespace rx
+{
+
+template <typename sourceType, typename colorDataType>
+inline void ReadColor(const uint8_t *source, uint8_t *dest)
+{
+ sourceType::readColor(reinterpret_cast<gl::Color<colorDataType>*>(dest), reinterpret_cast<const sourceType*>(source));
+}
+
+template <typename destType, typename colorDataType>
+inline void WriteColor(const uint8_t *source, uint8_t *dest)
+{
+ destType::writeColor(reinterpret_cast<destType*>(dest), reinterpret_cast<const gl::Color<colorDataType>*>(source));
+}
+
+template <typename sourceType, typename destType, typename colorDataType>
+inline void CopyPixel(const uint8_t *source, uint8_t *dest)
+{
+ colorDataType temp;
+ ReadColor<sourceType, colorDataType>(source, &temp);
+ WriteColor<destType, colorDataType>(&temp, dest);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp
new file mode 100644
index 0000000000..e38b61709f
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp
@@ -0,0 +1,1059 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Blit11.cpp: Texture copy utility class.
+
+#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
+
+#include <float.h>
+
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/formatutils.h"
+
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughdepth2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h"
+
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11gs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum3d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha3d11ps.h"
+
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2dps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2dps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2dps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef3dps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei3dps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui3dps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2darrayps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2darrayps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2darrayps.h"
+
+namespace rx
+{
+
+static DXGI_FORMAT GetTextureFormat(ID3D11Resource *resource)
+{
+ ID3D11Texture2D *texture = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource);
+ if (!texture)
+ {
+ return DXGI_FORMAT_UNKNOWN;
+ }
+
+ D3D11_TEXTURE2D_DESC desc;
+ texture->GetDesc(&desc);
+
+ SafeRelease(texture);
+
+ return desc.Format;
+}
+
+static ID3D11Resource *CreateStagingTexture(ID3D11Device *device, ID3D11DeviceContext *context,
+ ID3D11Resource *source, unsigned int subresource,
+ const gl::Extents &size, unsigned int cpuAccessFlags)
+{
+ D3D11_TEXTURE2D_DESC stagingDesc;
+ stagingDesc.Width = size.width;
+ stagingDesc.Height = size.height;
+ stagingDesc.MipLevels = 1;
+ stagingDesc.ArraySize = 1;
+ stagingDesc.Format = GetTextureFormat(source);
+ stagingDesc.SampleDesc.Count = 1;
+ stagingDesc.SampleDesc.Quality = 0;
+ stagingDesc.Usage = D3D11_USAGE_STAGING;
+ stagingDesc.CPUAccessFlags = cpuAccessFlags;
+ stagingDesc.MiscFlags = 0;
+ stagingDesc.BindFlags = 0;
+
+ ID3D11Texture2D *stagingTexture = NULL;
+ HRESULT result = device->CreateTexture2D(&stagingDesc, NULL, &stagingTexture);
+ if (FAILED(result))
+ {
+ ERR("Failed to create staging texture for depth stencil blit. HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ context->CopySubresourceRegion(stagingTexture, 0, 0, 0, 0, source, subresource, NULL);
+
+ return stagingTexture;
+}
+
+inline static void GenerateVertexCoords(const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ const gl::Box &destArea, const gl::Extents &destSize,
+ float *x1, float *y1, float *x2, float *y2,
+ float *u1, float *v1, float *u2, float *v2)
+{
+ *x1 = (destArea.x / float(destSize.width)) * 2.0f - 1.0f;
+ *y1 = ((destSize.height - destArea.y - destArea.height) / float(destSize.height)) * 2.0f - 1.0f;
+ *x2 = ((destArea.x + destArea.width) / float(destSize.width)) * 2.0f - 1.0f;
+ *y2 = ((destSize.height - destArea.y) / float(destSize.height)) * 2.0f - 1.0f;
+
+ *u1 = sourceArea.x / float(sourceSize.width);
+ *v1 = sourceArea.y / float(sourceSize.height);
+ *u2 = (sourceArea.x + sourceArea.width) / float(sourceSize.width);
+ *v2 = (sourceArea.y + sourceArea.height) / float(sourceSize.height);
+}
+
+static void Write2DVertices(const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ const gl::Box &destArea, const gl::Extents &destSize,
+ void *outVertices, unsigned int *outStride, unsigned int *outVertexCount,
+ D3D11_PRIMITIVE_TOPOLOGY *outTopology)
+{
+ float x1, y1, x2, y2, u1, v1, u2, v2;
+ GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2);
+
+ d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(outVertices);
+
+ d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
+ d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
+ d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
+
+ *outStride = sizeof(d3d11::PositionTexCoordVertex);
+ *outVertexCount = 4;
+ *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
+}
+
+static void Write3DVertices(const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ const gl::Box &destArea, const gl::Extents &destSize,
+ void *outVertices, unsigned int *outStride, unsigned int *outVertexCount,
+ D3D11_PRIMITIVE_TOPOLOGY *outTopology)
+{
+ ASSERT(sourceSize.depth > 0 && destSize.depth > 0);
+
+ float x1, y1, x2, y2, u1, v1, u2, v2;
+ GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2);
+
+ d3d11::PositionLayerTexCoord3DVertex *vertices = static_cast<d3d11::PositionLayerTexCoord3DVertex*>(outVertices);
+
+ for (int i = 0; i < destSize.depth; i++)
+ {
+ float readDepth = (float)i / std::max(destSize.depth - 1, 1);
+
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 0], x1, y1, i, u1, v2, readDepth);
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 1], x1, y2, i, u1, v1, readDepth);
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 2], x2, y1, i, u2, v2, readDepth);
+
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 3], x1, y2, i, u1, v1, readDepth);
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 4], x2, y2, i, u2, v1, readDepth);
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 5], x2, y1, i, u2, v2, readDepth);
+ }
+
+ *outStride = sizeof(d3d11::PositionLayerTexCoord3DVertex);
+ *outVertexCount = destSize.depth * 6;
+ *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
+}
+
+Blit11::Blit11(Renderer11 *renderer)
+ : mRenderer(renderer), mBlitShaderMap(compareBlitParameters), mSwizzleShaderMap(compareSwizzleParameters),
+ mVertexBuffer(NULL), mPointSampler(NULL), mLinearSampler(NULL), mScissorEnabledRasterizerState(NULL),
+ mScissorDisabledRasterizerState(NULL), mDepthStencilState(NULL),
+ mQuad2DIL(NULL), mQuad2DVS(NULL), mDepthPS(NULL),
+ mQuad3DIL(NULL), mQuad3DVS(NULL), mQuad3DGS(NULL),
+ mSwizzleCB(NULL)
+{
+ HRESULT result;
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_BUFFER_DESC vbDesc;
+ vbDesc.ByteWidth = std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex), sizeof(d3d11::PositionTexCoordVertex)) *
+ 6 * renderer->getRendererCaps().max3DTextureSize;
+ vbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ vbDesc.MiscFlags = 0;
+ vbDesc.StructureByteStride = 0;
+
+ result = device->CreateBuffer(&vbDesc, NULL, &mVertexBuffer);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mVertexBuffer, "Blit11 vertex buffer");
+
+ D3D11_SAMPLER_DESC pointSamplerDesc;
+ pointSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
+ pointSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ pointSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ pointSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ pointSamplerDesc.MipLODBias = 0.0f;
+ pointSamplerDesc.MaxAnisotropy = 0;
+ pointSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ pointSamplerDesc.BorderColor[0] = 0.0f;
+ pointSamplerDesc.BorderColor[1] = 0.0f;
+ pointSamplerDesc.BorderColor[2] = 0.0f;
+ pointSamplerDesc.BorderColor[3] = 0.0f;
+ pointSamplerDesc.MinLOD = 0.0f;
+ pointSamplerDesc.MaxLOD = FLT_MAX;
+
+ result = device->CreateSamplerState(&pointSamplerDesc, &mPointSampler);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPointSampler, "Blit11 point sampler");
+
+ D3D11_SAMPLER_DESC linearSamplerDesc;
+ linearSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ linearSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ linearSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ linearSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ linearSamplerDesc.MipLODBias = 0.0f;
+ linearSamplerDesc.MaxAnisotropy = 0;
+ linearSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ linearSamplerDesc.BorderColor[0] = 0.0f;
+ linearSamplerDesc.BorderColor[1] = 0.0f;
+ linearSamplerDesc.BorderColor[2] = 0.0f;
+ linearSamplerDesc.BorderColor[3] = 0.0f;
+ linearSamplerDesc.MinLOD = 0.0f;
+ linearSamplerDesc.MaxLOD = FLT_MAX;
+
+ result = device->CreateSamplerState(&linearSamplerDesc, &mLinearSampler);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mLinearSampler, "Blit11 linear sampler");
+
+ // Use a rasterizer state that will not cull so that inverted quads will not be culled
+ D3D11_RASTERIZER_DESC rasterDesc;
+ rasterDesc.FillMode = D3D11_FILL_SOLID;
+ rasterDesc.CullMode = D3D11_CULL_NONE;
+ rasterDesc.FrontCounterClockwise = FALSE;
+ rasterDesc.DepthBias = 0;
+ rasterDesc.SlopeScaledDepthBias = 0.0f;
+ rasterDesc.DepthBiasClamp = 0.0f;
+ rasterDesc.DepthClipEnable = TRUE;
+ rasterDesc.MultisampleEnable = FALSE;
+ rasterDesc.AntialiasedLineEnable = FALSE;
+
+ rasterDesc.ScissorEnable = TRUE;
+ result = device->CreateRasterizerState(&rasterDesc, &mScissorEnabledRasterizerState);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mScissorEnabledRasterizerState, "Blit11 scissoring rasterizer state");
+
+ rasterDesc.ScissorEnable = FALSE;
+ result = device->CreateRasterizerState(&rasterDesc, &mScissorDisabledRasterizerState);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mScissorDisabledRasterizerState, "Blit11 no scissoring rasterizer state");
+
+ D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
+ depthStencilDesc.DepthEnable = true;
+ depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.StencilEnable = FALSE;
+ depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
+ depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
+ depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+
+ result = device->CreateDepthStencilState(&depthStencilDesc, &mDepthStencilState);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthStencilState, "Blit11 depth stencil state");
+
+ D3D11_INPUT_ELEMENT_DESC quad2DLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ result = device->CreateInputLayout(quad2DLayout, ArraySize(quad2DLayout), g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), &mQuad2DIL);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuad2DIL, "Blit11 2D input layout");
+
+ result = device->CreateVertexShader(g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), NULL, &mQuad2DVS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuad2DVS, "Blit11 2D vertex shader");
+
+ if (renderer->isES3Capable())
+ {
+ result = device->CreatePixelShader(g_PS_PassthroughDepth2D, ArraySize(g_PS_PassthroughDepth2D), NULL, &mDepthPS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthPS, "Blit11 2D depth pixel shader");
+
+ D3D11_INPUT_ELEMENT_DESC quad3DLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ result = device->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), &mQuad3DIL);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuad3DIL, "Blit11 3D input layout");
+
+ result = device->CreateVertexShader(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), NULL, &mQuad3DVS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuad3DVS, "Blit11 3D vertex shader");
+
+ result = device->CreateGeometryShader(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), NULL, &mQuad3DGS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuad3DGS, "Renderer11 copy 3D texture geometry shader");
+ }
+
+ buildShaderMap();
+
+ D3D11_BUFFER_DESC swizzleBufferDesc;
+ swizzleBufferDesc.ByteWidth = sizeof(unsigned int) * 4;
+ swizzleBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ swizzleBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ swizzleBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ swizzleBufferDesc.MiscFlags = 0;
+ swizzleBufferDesc.StructureByteStride = 0;
+
+ result = device->CreateBuffer(&swizzleBufferDesc, NULL, &mSwizzleCB);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mSwizzleCB, "Blit11 swizzle constant buffer");
+}
+
+Blit11::~Blit11()
+{
+ SafeRelease(mVertexBuffer);
+ SafeRelease(mPointSampler);
+ SafeRelease(mLinearSampler);
+ SafeRelease(mScissorEnabledRasterizerState);
+ SafeRelease(mScissorDisabledRasterizerState);
+ SafeRelease(mDepthStencilState);
+
+ SafeRelease(mQuad2DIL);
+ SafeRelease(mQuad2DVS);
+ SafeRelease(mDepthPS);
+
+ SafeRelease(mQuad3DIL);
+ SafeRelease(mQuad3DVS);
+ SafeRelease(mQuad3DGS);
+
+ SafeRelease(mSwizzleCB);
+
+ clearShaderMap();
+}
+
+static inline unsigned int GetSwizzleIndex(GLenum swizzle)
+{
+ unsigned int colorIndex = 0;
+
+ switch (swizzle)
+ {
+ case GL_RED: colorIndex = 0; break;
+ case GL_GREEN: colorIndex = 1; break;
+ case GL_BLUE: colorIndex = 2; break;
+ case GL_ALPHA: colorIndex = 3; break;
+ case GL_ZERO: colorIndex = 4; break;
+ case GL_ONE: colorIndex = 5; break;
+ default: UNREACHABLE(); break;
+ }
+
+ return colorIndex;
+}
+
+gl::Error Blit11::swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderTargetView *dest, const gl::Extents &size,
+ GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
+{
+ HRESULT result;
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc;
+ source->GetDesc(&sourceSRVDesc);
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format);
+ const gl::InternalFormat &sourceFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat);
+
+ GLenum shaderType = GL_NONE;
+ switch (sourceFormatInfo.componentType)
+ {
+ case GL_UNSIGNED_NORMALIZED:
+ case GL_SIGNED_NORMALIZED:
+ case GL_FLOAT:
+ shaderType = GL_FLOAT;
+ break;
+ case GL_INT:
+ shaderType = GL_INT;
+ break;
+ case GL_UNSIGNED_INT:
+ shaderType = GL_UNSIGNED_INT;
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ SwizzleParameters parameters = { 0 };
+ parameters.mDestinationType = shaderType;
+ parameters.mViewDimension = sourceSRVDesc.ViewDimension;
+
+ SwizzleShaderMap::const_iterator i = mSwizzleShaderMap.find(parameters);
+ if (i == mSwizzleShaderMap.end())
+ {
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION, "Internal error, missing swizzle shader.");
+ }
+
+ const Shader &shader = i->second;
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for swizzle, HRESULT: 0x%X.", result);
+ }
+
+ UINT stride = 0;
+ UINT startIdx = 0;
+ UINT drawCount = 0;
+ D3D11_PRIMITIVE_TOPOLOGY topology;
+
+ gl::Box area(0, 0, 0, size.width, size.height, size.depth);
+ shader.mVertexWriteFunction(area, size, area, size, mappedResource.pData, &stride, &drawCount, &topology);
+
+ deviceContext->Unmap(mVertexBuffer, 0);
+
+ // Set constant buffer
+ result = deviceContext->Map(mSwizzleCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal constant buffer for swizzle, HRESULT: 0x%X.", result);
+ }
+
+ unsigned int *swizzleIndices = reinterpret_cast<unsigned int*>(mappedResource.pData);
+ swizzleIndices[0] = GetSwizzleIndex(swizzleRed);
+ swizzleIndices[1] = GetSwizzleIndex(swizzleGreen);
+ swizzleIndices[2] = GetSwizzleIndex(swizzleBlue);
+ swizzleIndices[3] = GetSwizzleIndex(swizzleAlpha);
+
+ deviceContext->Unmap(mSwizzleCB, 0);
+
+ // Apply vertex buffer
+ deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
+
+ // Apply constant buffer
+ deviceContext->PSSetConstantBuffers(0, 1, &mSwizzleCB);
+
+ // Apply state
+ deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
+ deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
+ deviceContext->RSSetState(mScissorDisabledRasterizerState);
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(shader.mInputLayout);
+ deviceContext->IASetPrimitiveTopology(topology);
+ deviceContext->VSSetShader(shader.mVertexShader, NULL, 0);
+
+ deviceContext->PSSetShader(shader.mPixelShader, NULL, 0);
+ deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0);
+
+ // Unset the currently bound shader resource to avoid conflicts
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+
+ // Apply render target
+ mRenderer->setOneTimeRenderTarget(dest);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = size.width;
+ viewport.Height = size.height;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply textures
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, source);
+
+ // Apply samplers
+ deviceContext->PSSetSamplers(0, 1, &mPointSampler);
+
+ // Draw the quad
+ deviceContext->Draw(drawCount, 0);
+
+ // Unbind textures and render targets and vertex buffer
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+
+ mRenderer->unapplyRenderTargets();
+
+ UINT zero = 0;
+ ID3D11Buffer *const nullBuffer = NULL;
+ deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
+
+ mRenderer->markAllStateDirty();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor, GLenum destFormat, GLenum filter)
+{
+ HRESULT result;
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ // Determine if the source format is a signed integer format, the destFormat will already
+ // be GL_XXXX_INTEGER but it does not tell us if it is signed or unsigned.
+ D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc;
+ source->GetDesc(&sourceSRVDesc);
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format);
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat);
+
+ BlitParameters parameters = { 0 };
+ parameters.mDestinationFormat = destFormat;
+ parameters.mSignedInteger = (internalFormatInfo.componentType == GL_INT);
+ parameters.m3DBlit = sourceSRVDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE3D;
+
+ BlitShaderMap::const_iterator i = mBlitShaderMap.find(parameters);
+ if (i == mBlitShaderMap.end())
+ {
+ UNREACHABLE();
+ return gl::Error(GL_OUT_OF_MEMORY, "Could not find appropriate shader for internal texture blit.");
+ }
+
+ const Shader& shader = i->second;
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for texture copy, HRESULT: 0x%X.", result);
+ }
+
+ UINT stride = 0;
+ UINT startIdx = 0;
+ UINT drawCount = 0;
+ D3D11_PRIMITIVE_TOPOLOGY topology;
+
+ shader.mVertexWriteFunction(sourceArea, sourceSize, destArea, destSize, mappedResource.pData,
+ &stride, &drawCount, &topology);
+
+ deviceContext->Unmap(mVertexBuffer, 0);
+
+ // Apply vertex buffer
+ deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
+
+ // Apply state
+ deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
+ deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
+
+ if (scissor)
+ {
+ D3D11_RECT scissorRect;
+ scissorRect.left = scissor->x;
+ scissorRect.right = scissor->x + scissor->width;
+ scissorRect.top = scissor->y;
+ scissorRect.bottom = scissor->y + scissor->height;
+
+ deviceContext->RSSetScissorRects(1, &scissorRect);
+ deviceContext->RSSetState(mScissorEnabledRasterizerState);
+ }
+ else
+ {
+ deviceContext->RSSetState(mScissorDisabledRasterizerState);
+ }
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(shader.mInputLayout);
+ deviceContext->IASetPrimitiveTopology(topology);
+ deviceContext->VSSetShader(shader.mVertexShader, NULL, 0);
+
+ deviceContext->PSSetShader(shader.mPixelShader, NULL, 0);
+ deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0);
+
+ // Unset the currently bound shader resource to avoid conflicts
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+
+ // Apply render target
+ mRenderer->setOneTimeRenderTarget(dest);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = destSize.width;
+ viewport.Height = destSize.height;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply textures
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, source);
+
+ // Apply samplers
+ ID3D11SamplerState *sampler = NULL;
+ switch (filter)
+ {
+ case GL_NEAREST: sampler = mPointSampler; break;
+ case GL_LINEAR: sampler = mLinearSampler; break;
+
+ default:
+ UNREACHABLE();
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal error, unknown blit filter mode.");
+ }
+ deviceContext->PSSetSamplers(0, 1, &sampler);
+
+ // Draw the quad
+ deviceContext->Draw(drawCount, 0);
+
+ // Unbind textures and render targets and vertex buffer
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+
+ mRenderer->unapplyRenderTargets();
+
+ UINT zero = 0;
+ ID3D11Buffer *const nullBuffer = NULL;
+ deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
+
+ mRenderer->markAllStateDirty();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Blit11::copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor)
+{
+ return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize,
+ dest, destSubresource, destArea, destSize,
+ scissor, true);
+}
+
+gl::Error Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor)
+{
+ HRESULT result;
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for texture copy, HRESULT: 0x%X.", result);
+ }
+
+ UINT stride = 0;
+ UINT startIdx = 0;
+ UINT drawCount = 0;
+ D3D11_PRIMITIVE_TOPOLOGY topology;
+
+ Write2DVertices(sourceArea, sourceSize, destArea, destSize, mappedResource.pData,
+ &stride, &drawCount, &topology);
+
+ deviceContext->Unmap(mVertexBuffer, 0);
+
+ // Apply vertex buffer
+ deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
+
+ // Apply state
+ deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
+ deviceContext->OMSetDepthStencilState(mDepthStencilState, 0xFFFFFFFF);
+
+ if (scissor)
+ {
+ D3D11_RECT scissorRect;
+ scissorRect.left = scissor->x;
+ scissorRect.right = scissor->x + scissor->width;
+ scissorRect.top = scissor->y;
+ scissorRect.bottom = scissor->y + scissor->height;
+
+ deviceContext->RSSetScissorRects(1, &scissorRect);
+ deviceContext->RSSetState(mScissorEnabledRasterizerState);
+ }
+ else
+ {
+ deviceContext->RSSetState(mScissorDisabledRasterizerState);
+ }
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(mQuad2DIL);
+ deviceContext->IASetPrimitiveTopology(topology);
+ deviceContext->VSSetShader(mQuad2DVS, NULL, 0);
+
+ deviceContext->PSSetShader(mDepthPS, NULL, 0);
+ deviceContext->GSSetShader(NULL, NULL, 0);
+
+ // Unset the currently bound shader resource to avoid conflicts
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+
+ // Apply render target
+ deviceContext->OMSetRenderTargets(0, NULL, dest);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = destSize.width;
+ viewport.Height = destSize.height;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply textures
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, source);
+
+ // Apply samplers
+ deviceContext->PSSetSamplers(0, 1, &mPointSampler);
+
+ // Draw the quad
+ deviceContext->Draw(drawCount, 0);
+
+ // Unbind textures and render targets and vertex buffer
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+
+ mRenderer->unapplyRenderTargets();
+
+ UINT zero = 0;
+ ID3D11Buffer *const nullBuffer = NULL;
+ deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
+
+ mRenderer->markAllStateDirty();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor)
+{
+ return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize,
+ dest, destSubresource, destArea, destSize,
+ scissor, false);
+}
+
+gl::Error Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor, bool stencilOnly)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ ID3D11Resource *sourceStaging = CreateStagingTexture(device, deviceContext, source, sourceSubresource, sourceSize, D3D11_CPU_ACCESS_READ);
+ // HACK: Create the destination staging buffer as a read/write texture so ID3D11DevicContext::UpdateSubresource can be called
+ // using it's mapped data as a source
+ ID3D11Resource *destStaging = CreateStagingTexture(device, deviceContext, dest, destSubresource, destSize, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
+
+ if (!sourceStaging || !destStaging)
+ {
+ SafeRelease(sourceStaging);
+ SafeRelease(destStaging);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal staging textures for depth stencil blit.");
+ }
+
+ DXGI_FORMAT format = GetTextureFormat(source);
+ ASSERT(format == GetTextureFormat(dest));
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format);
+ unsigned int pixelSize = dxgiFormatInfo.pixelBytes;
+ unsigned int copyOffset = 0;
+ unsigned int copySize = pixelSize;
+ if (stencilOnly)
+ {
+ copyOffset = dxgiFormatInfo.depthBits / 8;
+ copySize = dxgiFormatInfo.stencilBits / 8;
+
+ // It would be expensive to have non-byte sized stencil sizes since it would
+ // require reading from the destination, currently there aren't any though.
+ ASSERT(dxgiFormatInfo.stencilBits % 8 == 0 &&
+ dxgiFormatInfo.depthBits % 8 == 0);
+ }
+
+ D3D11_MAPPED_SUBRESOURCE sourceMapping;
+ HRESULT result = deviceContext->Map(sourceStaging, 0, D3D11_MAP_READ, 0, &sourceMapping);
+ if (FAILED(result))
+ {
+ SafeRelease(sourceStaging);
+ SafeRelease(destStaging);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal source staging texture for depth stencil blit, HRESULT: 0x%X.", result);
+ }
+
+ D3D11_MAPPED_SUBRESOURCE destMapping;
+ result = deviceContext->Map(destStaging, 0, D3D11_MAP_WRITE, 0, &destMapping);
+ if (FAILED(result))
+ {
+ deviceContext->Unmap(sourceStaging, 0);
+ SafeRelease(sourceStaging);
+ SafeRelease(destStaging);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal destination staging texture for depth stencil blit, HRESULT: 0x%X.", result);
+ }
+
+ gl::Rectangle clippedDestArea(destArea.x, destArea.y, destArea.width, destArea.height);
+
+ // Clip dest area to the destination size
+ gl::ClipRectangle(clippedDestArea, gl::Rectangle(0, 0, destSize.width, destSize.height), &clippedDestArea);
+
+ // Clip dest area to the scissor
+ if (scissor)
+ {
+ gl::ClipRectangle(clippedDestArea, *scissor, &clippedDestArea);
+ }
+
+ // Determine if entire rows can be copied at once instead of each individual pixel, requires that there is
+ // no out of bounds lookups required, the entire pixel is copied and no stretching
+ bool wholeRowCopy = sourceArea.width == clippedDestArea.width &&
+ sourceArea.x >= 0 && sourceArea.x + sourceArea.width <= sourceSize.width &&
+ copySize == pixelSize;
+
+ for (int y = clippedDestArea.y; y < clippedDestArea.y + clippedDestArea.height; y++)
+ {
+ float yPerc = static_cast<float>(y - destArea.y) / (destArea.height - 1);
+
+ // Interpolate using the original source rectangle to determine which row to sample from while clamping to the edges
+ unsigned int readRow = gl::clamp(sourceArea.y + floor(yPerc * (sourceArea.height - 1) + 0.5f), 0, sourceSize.height - 1);
+ unsigned int writeRow = y;
+
+ if (wholeRowCopy)
+ {
+ void *sourceRow = reinterpret_cast<char*>(sourceMapping.pData) +
+ readRow * sourceMapping.RowPitch +
+ sourceArea.x * pixelSize;
+
+ void *destRow = reinterpret_cast<char*>(destMapping.pData) +
+ writeRow * destMapping.RowPitch +
+ destArea.x * pixelSize;
+
+ memcpy(destRow, sourceRow, pixelSize * destArea.width);
+ }
+ else
+ {
+ for (int x = clippedDestArea.x; x < clippedDestArea.x + clippedDestArea.width; x++)
+ {
+ float xPerc = static_cast<float>(x - destArea.x) / (destArea.width - 1);
+
+ // Interpolate the original source rectangle to determine which column to sample from while clamping to the edges
+ unsigned int readColumn = gl::clamp(sourceArea.x + floor(xPerc * (sourceArea.width - 1) + 0.5f), 0, sourceSize.width - 1);
+ unsigned int writeColumn = x;
+
+ void *sourcePixel = reinterpret_cast<char*>(sourceMapping.pData) +
+ readRow * sourceMapping.RowPitch +
+ readColumn * pixelSize +
+ copyOffset;
+
+ void *destPixel = reinterpret_cast<char*>(destMapping.pData) +
+ writeRow * destMapping.RowPitch +
+ writeColumn * pixelSize +
+ copyOffset;
+
+ memcpy(destPixel, sourcePixel, copySize);
+ }
+ }
+ }
+
+ // HACK: Use ID3D11DevicContext::UpdateSubresource which causes an extra copy compared to ID3D11DevicContext::CopySubresourceRegion
+ // according to MSDN.
+ deviceContext->UpdateSubresource(dest, destSubresource, NULL, destMapping.pData, destMapping.RowPitch, destMapping.DepthPitch);
+
+ deviceContext->Unmap(sourceStaging, 0);
+ deviceContext->Unmap(destStaging, 0);
+
+ // TODO: Determine why this call to ID3D11DevicContext::CopySubresourceRegion causes a TDR timeout on some
+ // systems when called repeatedly.
+ // deviceContext->CopySubresourceRegion(dest, destSubresource, 0, 0, 0, destStaging, 0, NULL);
+
+ SafeRelease(sourceStaging);
+ SafeRelease(destStaging);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool Blit11::compareBlitParameters(const Blit11::BlitParameters &a, const Blit11::BlitParameters &b)
+{
+ return memcmp(&a, &b, sizeof(Blit11::BlitParameters)) < 0;
+}
+
+bool Blit11::compareSwizzleParameters(const SwizzleParameters &a, const SwizzleParameters &b)
+{
+ return memcmp(&a, &b, sizeof(Blit11::SwizzleParameters)) < 0;
+}
+
+void Blit11::add2DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps)
+{
+ BlitParameters params = { 0 };
+ params.mDestinationFormat = destFormat;
+ params.mSignedInteger = signedInteger;
+ params.m3DBlit = false;
+
+ ASSERT(mBlitShaderMap.find(params) == mBlitShaderMap.end());
+ ASSERT(ps);
+
+ Shader shader;
+ shader.mVertexWriteFunction = Write2DVertices;
+ shader.mInputLayout = mQuad2DIL;
+ shader.mVertexShader = mQuad2DVS;
+ shader.mGeometryShader = NULL;
+ shader.mPixelShader = ps;
+
+ mBlitShaderMap[params] = shader;
+}
+
+void Blit11::add3DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps)
+{
+ BlitParameters params = { 0 };
+ params.mDestinationFormat = destFormat;
+ params.mSignedInteger = signedInteger;
+ params.m3DBlit = true;
+
+ ASSERT(mBlitShaderMap.find(params) == mBlitShaderMap.end());
+ ASSERT(ps);
+
+ Shader shader;
+ shader.mVertexWriteFunction = Write3DVertices;
+ shader.mInputLayout = mQuad3DIL;
+ shader.mVertexShader = mQuad3DVS;
+ shader.mGeometryShader = mQuad3DGS;
+ shader.mPixelShader = ps;
+
+ mBlitShaderMap[params] = shader;
+}
+
+void Blit11::addSwizzleShaderToMap(GLenum destType, D3D11_SRV_DIMENSION viewDimension, ID3D11PixelShader *ps)
+{
+ SwizzleParameters params = { 0 };
+ params.mDestinationType = destType;
+ params.mViewDimension = viewDimension;
+
+ ASSERT(mSwizzleShaderMap.find(params) == mSwizzleShaderMap.end());
+ ASSERT(ps);
+
+ Shader shader;
+ switch (viewDimension)
+ {
+ case D3D_SRV_DIMENSION_TEXTURE2D:
+ shader.mVertexWriteFunction = Write2DVertices;
+ shader.mInputLayout = mQuad2DIL;
+ shader.mVertexShader = mQuad2DVS;
+ shader.mGeometryShader = NULL;
+ break;
+
+ case D3D_SRV_DIMENSION_TEXTURE3D:
+ case D3D_SRV_DIMENSION_TEXTURE2DARRAY:
+ case D3D_SRV_DIMENSION_TEXTURECUBE:
+ shader.mVertexWriteFunction = Write3DVertices;
+ shader.mInputLayout = mQuad3DIL;
+ shader.mVertexShader = mQuad3DVS;
+ shader.mGeometryShader = mQuad3DGS;
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+ shader.mPixelShader = ps;
+
+ mSwizzleShaderMap[params] = shader;
+}
+
+void Blit11::buildShaderMap()
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ // 2D shaders (OpenGL ES 2+)
+ add2DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader" ));
+ add2DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader" ));
+ add2DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader" ));
+ add2DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader" ));
+ add2DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader" ));
+ add2DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader" ));
+ add2DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader" ));
+ add2DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader"));
+
+ // 2D shaders (OpenGL ES 3+)
+ if (mRenderer->isES3Capable())
+ {
+ add2DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader" ));
+ add2DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader" ));
+ add2DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader" ));
+ add2DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader" ));
+ add2DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader" ));
+ add2DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader" ));
+ add2DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader" ));
+ add2DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader" ));
+ }
+
+ // 3D shaders (OpenGL ES 3+)
+ if (mRenderer->isES3Capable())
+ {
+ add3DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader" ));
+ add3DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DUI, "Blit11 3D UI RGBA pixel shader" ));
+ add3DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader" ));
+ add3DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader" ));
+ add3DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader" ));
+ add3DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3DUI, "Blit11 3D RGB UI pixel shader" ));
+ add3DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB3DI, "Blit11 3D RGB I pixel shader" ));
+ add3DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader" ));
+ add3DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG3DUI, "Blit11 3D RG UI pixel shader" ));
+ add3DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG3DI, "Blit11 3D RG I pixel shader" ));
+ add3DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader" ));
+ add3DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR3DUI, "Blit11 3D R UI pixel shader" ));
+ add3DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR3DI, "Blit11 3D R I pixel shader" ));
+ add3DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader" ));
+ add3DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader" ));
+ add3DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader"));
+ }
+
+ // Swizzling shaders (OpenGL ES 3+)
+ if (mRenderer->isES3Capable())
+ {
+ addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleF2D, "Blit11 2D F swizzle pixel shader" ));
+ addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleUI2D, "Blit11 2D UI swizzle pixel shader"));
+ addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleI2D, "Blit11 2D I swizzle pixel shader" ));
+
+ addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Cube F swizzle pixel shader" ));
+ addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Cube UI swizzle pixel shader"));
+ addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Cube I swizzle pixel shader" ));
+
+ addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleF3D, "Blit11 3D F swizzle pixel shader" ));
+ addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleUI3D, "Blit11 3D UI swizzle pixel shader"));
+ addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleI3D, "Blit11 3D I swizzle pixel shader" ));
+
+ addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Array F swizzle pixel shader" ));
+ addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Array UI swizzle pixel shader"));
+ addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Array I swizzle pixel shader" ));
+ }
+}
+
+void Blit11::clearShaderMap()
+{
+ for (BlitShaderMap::iterator i = mBlitShaderMap.begin(); i != mBlitShaderMap.end(); ++i)
+ {
+ Shader &shader = i->second;
+ SafeRelease(shader.mPixelShader);
+ }
+ mBlitShaderMap.clear();
+
+ for (SwizzleShaderMap::iterator i = mSwizzleShaderMap.begin(); i != mSwizzleShaderMap.end(); ++i)
+ {
+ Shader &shader = i->second;
+ SafeRelease(shader.mPixelShader);
+ }
+ mSwizzleShaderMap.clear();
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.h
new file mode 100644
index 0000000000..d3a8c2c8a3
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.h
@@ -0,0 +1,121 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Blit11.cpp: Texture copy utility class.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_BLIT11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_BLIT11_H_
+
+#include "common/angleutils.h"
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Error.h"
+
+#include <map>
+
+namespace rx
+{
+class Renderer11;
+
+class Blit11 : angle::NonCopyable
+{
+ public:
+ explicit Blit11(Renderer11 *renderer);
+ ~Blit11();
+
+ gl::Error swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderTargetView *dest, const gl::Extents &size,
+ GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha);
+
+ gl::Error copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor, GLenum destFormat, GLenum filter);
+
+ gl::Error copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor);
+
+ gl::Error copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor);
+
+ gl::Error copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor);
+
+ private:
+ Renderer11 *mRenderer;
+
+ struct BlitParameters
+ {
+ GLenum mDestinationFormat;
+ bool mSignedInteger;
+ bool m3DBlit;
+ };
+
+ gl::Error copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor, bool stencilOnly);
+
+ static bool compareBlitParameters(const BlitParameters &a, const BlitParameters &b);
+
+ typedef void (*WriteVertexFunction)(const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ const gl::Box &destArea, const gl::Extents &destSize,
+ void *outVertices, unsigned int *outStride, unsigned int *outVertexCount,
+ D3D11_PRIMITIVE_TOPOLOGY *outTopology);
+
+ struct Shader
+ {
+ WriteVertexFunction mVertexWriteFunction;
+ ID3D11InputLayout *mInputLayout;
+ ID3D11VertexShader *mVertexShader;
+ ID3D11GeometryShader *mGeometryShader;
+ ID3D11PixelShader *mPixelShader;
+ };
+
+ typedef bool (*BlitParametersComparisonFunction)(const BlitParameters&, const BlitParameters &);
+ typedef std::map<BlitParameters, Shader, BlitParametersComparisonFunction> BlitShaderMap;
+ BlitShaderMap mBlitShaderMap;
+
+ void add2DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps);
+ void add3DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps);
+
+ struct SwizzleParameters
+ {
+ GLenum mDestinationType;
+ D3D11_SRV_DIMENSION mViewDimension;
+ };
+
+ static bool compareSwizzleParameters(const SwizzleParameters &a, const SwizzleParameters &b);
+
+ typedef bool (*SwizzleParametersComparisonFunction)(const SwizzleParameters&, const SwizzleParameters &);
+ typedef std::map<SwizzleParameters, Shader, SwizzleParametersComparisonFunction> SwizzleShaderMap;
+ SwizzleShaderMap mSwizzleShaderMap;
+
+ void addSwizzleShaderToMap(GLenum destType, D3D11_SRV_DIMENSION viewDimension, ID3D11PixelShader *ps);
+
+ void buildShaderMap();
+ void clearShaderMap();
+
+ ID3D11Buffer *mVertexBuffer;
+ ID3D11SamplerState *mPointSampler;
+ ID3D11SamplerState *mLinearSampler;
+ ID3D11RasterizerState *mScissorEnabledRasterizerState;
+ ID3D11RasterizerState *mScissorDisabledRasterizerState;
+ ID3D11DepthStencilState *mDepthStencilState;
+
+ ID3D11InputLayout *mQuad2DIL;
+ ID3D11VertexShader *mQuad2DVS;
+ ID3D11PixelShader *mDepthPS;
+
+ ID3D11InputLayout *mQuad3DIL;
+ ID3D11VertexShader *mQuad3DVS;
+ ID3D11GeometryShader *mQuad3DGS;
+
+ ID3D11Buffer *mSwizzleCB;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_BLIT11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp
new file mode 100644
index 0000000000..d56b0ea7ad
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp
@@ -0,0 +1,1070 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Buffer11.cpp Defines the Buffer11 class.
+
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+
+#include "common/MemoryBuffer.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+
+#if defined(ANGLE_MINGW32_COMPAT)
+typedef enum D3D11_MAP_FLAG {
+ D3D11_MAP_FLAG_DO_NOT_WAIT = 0x100000
+} D3D11_MAP_FLAG;
+#endif
+
+namespace rx
+{
+
+PackPixelsParams::PackPixelsParams()
+ : format(GL_NONE),
+ type(GL_NONE),
+ outputPitch(0),
+ packBuffer(NULL),
+ offset(0)
+{}
+
+PackPixelsParams::PackPixelsParams(const gl::Rectangle &areaIn, GLenum formatIn, GLenum typeIn, GLuint outputPitchIn,
+ const gl::PixelPackState &packIn, ptrdiff_t offsetIn)
+ : area(areaIn),
+ format(formatIn),
+ type(typeIn),
+ outputPitch(outputPitchIn),
+ packBuffer(packIn.pixelBuffer.get()),
+ pack(packIn.alignment, packIn.reverseRowOrder),
+ offset(offsetIn)
+{}
+
+namespace gl_d3d11
+{
+
+D3D11_MAP GetD3DMapTypeFromBits(GLbitfield access)
+{
+ bool readBit = ((access & GL_MAP_READ_BIT) != 0);
+ bool writeBit = ((access & GL_MAP_WRITE_BIT) != 0);
+
+ ASSERT(readBit || writeBit);
+
+ // Note : we ignore the discard bit, because in D3D11, staging buffers
+ // don't accept the map-discard flag (discard only works for DYNAMIC usage)
+
+ if (readBit && !writeBit)
+ {
+ return D3D11_MAP_READ;
+ }
+ else if (writeBit && !readBit)
+ {
+ return D3D11_MAP_WRITE;
+ }
+ else if (writeBit && readBit)
+ {
+ return D3D11_MAP_READ_WRITE;
+ }
+ else
+ {
+ UNREACHABLE();
+ return D3D11_MAP_READ;
+ }
+}
+
+}
+
+// Each instance of Buffer11::BufferStorage is specialized for a class of D3D binding points
+// - vertex/transform feedback buffers
+// - index buffers
+// - pixel unpack buffers
+// - uniform buffers
+class Buffer11::BufferStorage : angle::NonCopyable
+{
+ public:
+ virtual ~BufferStorage() {}
+
+ DataRevision getDataRevision() const { return mRevision; }
+ BufferUsage getUsage() const { return mUsage; }
+ size_t getSize() const { return mBufferSize; }
+ void setDataRevision(DataRevision rev) { mRevision = rev; }
+
+ virtual bool isMappable() const = 0;
+
+ virtual bool copyFromStorage(BufferStorage *source, size_t sourceOffset,
+ size_t size, size_t destOffset) = 0;
+ virtual gl::Error resize(size_t size, bool preserveData) = 0;
+
+ virtual uint8_t *map(size_t offset, size_t length, GLbitfield access) = 0;
+ virtual void unmap() = 0;
+
+ gl::Error setData(const uint8_t *data, size_t offset, size_t size);
+
+ protected:
+ BufferStorage(Renderer11 *renderer, BufferUsage usage);
+
+ Renderer11 *mRenderer;
+ DataRevision mRevision;
+ const BufferUsage mUsage;
+ size_t mBufferSize;
+};
+
+// A native buffer storage represents an underlying D3D11 buffer for a particular
+// type of storage.
+class Buffer11::NativeStorage : public Buffer11::BufferStorage
+{
+ public:
+ NativeStorage(Renderer11 *renderer, BufferUsage usage);
+ ~NativeStorage() override;
+
+ bool isMappable() const override { return mUsage == BUFFER_USAGE_STAGING; }
+
+ ID3D11Buffer *getNativeStorage() const { return mNativeStorage; }
+
+ bool copyFromStorage(BufferStorage *source, size_t sourceOffset,
+ size_t size, size_t destOffset) override;
+ gl::Error resize(size_t size, bool preserveData) override;
+
+ uint8_t *map(size_t offset, size_t length, GLbitfield access) override;
+ void unmap() override;
+
+ private:
+ static void fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Renderer11 *renderer, BufferUsage usage, unsigned int bufferSize);
+
+ ID3D11Buffer *mNativeStorage;
+};
+
+// Pack storage represents internal storage for pack buffers. We implement pack buffers
+// as CPU memory, tied to a staging texture, for asynchronous texture readback.
+class Buffer11::PackStorage : public Buffer11::BufferStorage
+{
+ public:
+ explicit PackStorage(Renderer11 *renderer);
+ ~PackStorage() override;
+
+ bool isMappable() const override { return true; }
+
+ bool copyFromStorage(BufferStorage *source, size_t sourceOffset,
+ size_t size, size_t destOffset) override;
+ gl::Error resize(size_t size, bool preserveData) override;
+
+ uint8_t *map(size_t offset, size_t length, GLbitfield access) override;
+ void unmap() override;
+
+ gl::Error packPixels(ID3D11Texture2D *srcTexure, UINT srcSubresource, const PackPixelsParams &params);
+
+ private:
+ gl::Error flushQueuedPackCommand();
+
+ ID3D11Texture2D *mStagingTexture;
+ DXGI_FORMAT mTextureFormat;
+ gl::Extents mTextureSize;
+ MemoryBuffer mMemoryBuffer;
+ PackPixelsParams *mQueuedPackCommand;
+ PackPixelsParams mPackParams;
+ bool mDataModified;
+};
+
+// System memory storage stores a CPU memory buffer with our buffer data.
+// For dynamic data, it's much faster to update the CPU memory buffer than
+// it is to update a D3D staging buffer and read it back later.
+class Buffer11::SystemMemoryStorage : public Buffer11::BufferStorage
+{
+ public:
+ explicit SystemMemoryStorage(Renderer11 *renderer);
+ ~SystemMemoryStorage() override {}
+
+ bool isMappable() const override { return true; }
+
+ bool copyFromStorage(BufferStorage *source, size_t sourceOffset,
+ size_t size, size_t destOffset) override;
+ gl::Error resize(size_t size, bool preserveData) override;
+
+ uint8_t *map(size_t offset, size_t length, GLbitfield access) override;
+ void unmap() override;
+
+ MemoryBuffer *getSystemCopy() { return &mSystemCopy; }
+
+ protected:
+ MemoryBuffer mSystemCopy;
+};
+
+Buffer11::Buffer11(Renderer11 *renderer)
+ : BufferD3D(renderer),
+ mRenderer(renderer),
+ mSize(0),
+ mMappedStorage(NULL),
+ mReadUsageCount(0),
+ mHasSystemMemoryStorage(false)
+{}
+
+Buffer11::~Buffer11()
+{
+ for (auto it = mBufferStorages.begin(); it != mBufferStorages.end(); it++)
+ {
+ SafeDelete(it->second);
+ }
+}
+
+Buffer11 *Buffer11::makeBuffer11(BufferImpl *buffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(Buffer11*, buffer));
+ return static_cast<Buffer11*>(buffer);
+}
+
+gl::Error Buffer11::setData(const void *data, size_t size, GLenum usage)
+{
+ gl::Error error = setSubData(data, size, 0);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (usage == GL_STATIC_DRAW)
+ {
+ initializeStaticData();
+ }
+
+ return error;
+}
+
+gl::Error Buffer11::getData(const uint8_t **outData)
+{
+ SystemMemoryStorage *systemMemoryStorage = nullptr;
+ gl::Error error = getSystemMemoryStorage(&systemMemoryStorage);
+
+ if (error.isError())
+ {
+ *outData = nullptr;
+ return error;
+ }
+
+ mReadUsageCount = 0;
+
+ ASSERT(systemMemoryStorage->getSize() >= mSize);
+
+ *outData = systemMemoryStorage->getSystemCopy()->data();
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Buffer11::getSystemMemoryStorage(SystemMemoryStorage **storageOut)
+{
+ BufferStorage *memStorageUntyped = getBufferStorage(BUFFER_USAGE_SYSTEM_MEMORY);
+
+ if (memStorageUntyped == nullptr)
+ {
+ // TODO(jmadill): convert all to errors
+ return gl::Error(GL_OUT_OF_MEMORY);
+ }
+
+ *storageOut = GetAs<SystemMemoryStorage>(memStorageUntyped);
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Buffer11::setSubData(const void *data, size_t size, size_t offset)
+{
+ size_t requiredSize = size + offset;
+
+ if (data && size > 0)
+ {
+ // Use system memory storage for dynamic buffers.
+
+ BufferStorage *writeBuffer = nullptr;
+ if (supportsDirectBinding())
+ {
+ writeBuffer = getStagingStorage();
+
+ if (!writeBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal buffer.");
+ }
+ }
+ else
+ {
+ SystemMemoryStorage *systemMemoryStorage = nullptr;
+ gl::Error error = getSystemMemoryStorage(&systemMemoryStorage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ writeBuffer = systemMemoryStorage;
+ }
+
+ ASSERT(writeBuffer);
+
+ // Explicitly resize the staging buffer, preserving data if the new data will not
+ // completely fill the buffer
+ if (writeBuffer->getSize() < requiredSize)
+ {
+ bool preserveData = (offset > 0);
+ gl::Error error = writeBuffer->resize(requiredSize, preserveData);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ writeBuffer->setData(static_cast<const uint8_t *>(data), offset, size);
+ writeBuffer->setDataRevision(writeBuffer->getDataRevision() + 1);
+ }
+
+ mSize = std::max(mSize, requiredSize);
+ invalidateStaticData();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Buffer11::copySubData(BufferImpl* source, GLintptr sourceOffset, GLintptr destOffset, GLsizeiptr size)
+{
+ Buffer11 *sourceBuffer = makeBuffer11(source);
+ ASSERT(sourceBuffer != NULL);
+
+ BufferStorage *copyDest = getLatestBufferStorage();
+ if (!copyDest)
+ {
+ copyDest = getStagingStorage();
+ }
+
+ BufferStorage *copySource = sourceBuffer->getLatestBufferStorage();
+
+ if (!copySource || !copyDest)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal staging buffer.");
+ }
+
+ // If copying to/from a pixel pack buffer, we must have a staging or
+ // pack buffer partner, because other native buffers can't be mapped
+ if (copyDest->getUsage() == BUFFER_USAGE_PIXEL_PACK && !copySource->isMappable())
+ {
+ copySource = sourceBuffer->getStagingStorage();
+ }
+ else if (copySource->getUsage() == BUFFER_USAGE_PIXEL_PACK && !copyDest->isMappable())
+ {
+ copyDest = getStagingStorage();
+ }
+
+ // D3D11 does not allow overlapped copies until 11.1, and only if the
+ // device supports D3D11_FEATURE_DATA_D3D11_OPTIONS::CopyWithOverlap
+ // Get around this via a different source buffer
+ if (copySource == copyDest)
+ {
+ if (copySource->getUsage() == BUFFER_USAGE_STAGING)
+ {
+ copySource = getBufferStorage(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
+ }
+ else
+ {
+ copySource = getStagingStorage();
+ }
+ }
+
+ copyDest->copyFromStorage(copySource, sourceOffset, size, destOffset);
+ copyDest->setDataRevision(copyDest->getDataRevision() + 1);
+
+ mSize = std::max<size_t>(mSize, destOffset + size);
+ invalidateStaticData();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Buffer11::map(size_t offset, size_t length, GLbitfield access, GLvoid **mapPtr)
+{
+ ASSERT(!mMappedStorage);
+
+ BufferStorage *latestStorage = getLatestBufferStorage();
+ if (latestStorage &&
+ (latestStorage->getUsage() == BUFFER_USAGE_PIXEL_PACK ||
+ latestStorage->getUsage() == BUFFER_USAGE_STAGING))
+ {
+ // Latest storage is mappable.
+ mMappedStorage = latestStorage;
+ }
+ else
+ {
+ // Fall back to using the staging buffer if the latest storage does
+ // not exist or is not CPU-accessible.
+ mMappedStorage = getStagingStorage();
+ }
+
+ if (!mMappedStorage)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate mappable internal buffer.");
+ }
+
+ if ((access & GL_MAP_WRITE_BIT) > 0)
+ {
+ // Update the data revision immediately, since the data might be changed at any time
+ mMappedStorage->setDataRevision(mMappedStorage->getDataRevision() + 1);
+ }
+
+ uint8_t *mappedBuffer = mMappedStorage->map(offset, length, access);
+ if (!mappedBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal buffer.");
+ }
+
+ *mapPtr = static_cast<GLvoid *>(mappedBuffer);
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Buffer11::unmap()
+{
+ ASSERT(mMappedStorage);
+ mMappedStorage->unmap();
+ mMappedStorage = NULL;
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Buffer11::markTransformFeedbackUsage()
+{
+ BufferStorage *transformFeedbackStorage = getBufferStorage(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
+
+ if (transformFeedbackStorage)
+ {
+ transformFeedbackStorage->setDataRevision(transformFeedbackStorage->getDataRevision() + 1);
+ }
+
+ invalidateStaticData();
+}
+
+void Buffer11::markBufferUsage()
+{
+ mReadUsageCount++;
+
+ // Free the system memory storage if we decide it isn't being used very often.
+ const unsigned int usageLimit = 5;
+
+ if (mReadUsageCount > usageLimit && mHasSystemMemoryStorage)
+ {
+ auto systemMemoryStorageIt = mBufferStorages.find(BUFFER_USAGE_SYSTEM_MEMORY);
+ ASSERT(systemMemoryStorageIt != mBufferStorages.end());
+
+ SafeDelete(systemMemoryStorageIt->second);
+ mBufferStorages.erase(systemMemoryStorageIt);
+ mHasSystemMemoryStorage = false;
+ }
+}
+
+ID3D11Buffer *Buffer11::getBuffer(BufferUsage usage)
+{
+ markBufferUsage();
+
+ BufferStorage *bufferStorage = getBufferStorage(usage);
+
+ if (!bufferStorage)
+ {
+ // Storage out-of-memory
+ return NULL;
+ }
+
+ ASSERT(HAS_DYNAMIC_TYPE(NativeStorage*, bufferStorage));
+
+ return static_cast<NativeStorage*>(bufferStorage)->getNativeStorage();
+}
+
+ID3D11ShaderResourceView *Buffer11::getSRV(DXGI_FORMAT srvFormat)
+{
+ BufferStorage *storage = getBufferStorage(BUFFER_USAGE_PIXEL_UNPACK);
+
+ if (!storage)
+ {
+ // Storage out-of-memory
+ return NULL;
+ }
+
+ ASSERT(HAS_DYNAMIC_TYPE(NativeStorage*, storage));
+ ID3D11Buffer *buffer = static_cast<NativeStorage*>(storage)->getNativeStorage();
+
+ auto bufferSRVIt = mBufferResourceViews.find(srvFormat);
+
+ if (bufferSRVIt != mBufferResourceViews.end())
+ {
+ if (bufferSRVIt->second.first == buffer)
+ {
+ return bufferSRVIt->second.second;
+ }
+ else
+ {
+ // The underlying buffer has changed since the SRV was created: recreate the SRV.
+ SafeRelease(bufferSRVIt->second.second);
+ }
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11ShaderResourceView *bufferSRV = NULL;
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(srvFormat);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC bufferSRVDesc;
+ bufferSRVDesc.Buffer.ElementOffset = 0;
+ bufferSRVDesc.Buffer.ElementWidth = mSize / dxgiFormatInfo.pixelBytes;
+ bufferSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
+ bufferSRVDesc.Format = srvFormat;
+
+ HRESULT result = device->CreateShaderResourceView(buffer, &bufferSRVDesc, &bufferSRV);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+
+ mBufferResourceViews[srvFormat] = BufferSRVPair(buffer, bufferSRV);
+
+ return bufferSRV;
+}
+
+gl::Error Buffer11::packPixels(ID3D11Texture2D *srcTexture, UINT srcSubresource, const PackPixelsParams &params)
+{
+ PackStorage *packStorage = getPackStorage();
+ BufferStorage *latestStorage = getLatestBufferStorage();
+
+ if (packStorage)
+ {
+ gl::Error error = packStorage->packPixels(srcTexture, srcSubresource, params);
+ if (error.isError())
+ {
+ return error;
+ }
+ packStorage->setDataRevision(latestStorage ? latestStorage->getDataRevision() + 1 : 1);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+Buffer11::BufferStorage *Buffer11::getBufferStorage(BufferUsage usage)
+{
+ BufferStorage *newStorage = NULL;
+ auto directBufferIt = mBufferStorages.find(usage);
+ if (directBufferIt != mBufferStorages.end())
+ {
+ newStorage = directBufferIt->second;
+ }
+
+ if (!newStorage)
+ {
+ if (usage == BUFFER_USAGE_PIXEL_PACK)
+ {
+ newStorage = new PackStorage(mRenderer);
+ }
+ else if (usage == BUFFER_USAGE_SYSTEM_MEMORY)
+ {
+ newStorage = new SystemMemoryStorage(mRenderer);
+ mHasSystemMemoryStorage = true;
+ }
+ else
+ {
+ // buffer is not allocated, create it
+ newStorage = new NativeStorage(mRenderer, usage);
+ }
+
+ mBufferStorages.insert(std::make_pair(usage, newStorage));
+ }
+
+ // resize buffer
+ if (newStorage->getSize() < mSize)
+ {
+ if (newStorage->resize(mSize, true).isError())
+ {
+ // Out of memory error
+ return NULL;
+ }
+ }
+
+ BufferStorage *latestBuffer = getLatestBufferStorage();
+ if (latestBuffer && latestBuffer->getDataRevision() > newStorage->getDataRevision())
+ {
+ // Copy through a staging buffer if we're copying from or to a non-staging, mappable
+ // buffer storage. This is because we can't map a GPU buffer, and copy CPU
+ // data directly. If we're already using a staging buffer we're fine.
+ if (latestBuffer->getUsage() != BUFFER_USAGE_STAGING &&
+ newStorage->getUsage() != BUFFER_USAGE_STAGING &&
+ (!latestBuffer->isMappable() || !newStorage->isMappable()))
+ {
+ NativeStorage *stagingBuffer = getStagingStorage();
+
+ stagingBuffer->copyFromStorage(latestBuffer, 0, latestBuffer->getSize(), 0);
+ stagingBuffer->setDataRevision(latestBuffer->getDataRevision());
+
+ latestBuffer = stagingBuffer;
+ }
+
+ // if copyFromStorage returns true, the D3D buffer has been recreated
+ // and we should update our serial
+ if (newStorage->copyFromStorage(latestBuffer, 0, latestBuffer->getSize(), 0))
+ {
+ updateSerial();
+ }
+ newStorage->setDataRevision(latestBuffer->getDataRevision());
+ }
+
+ return newStorage;
+}
+
+Buffer11::BufferStorage *Buffer11::getLatestBufferStorage() const
+{
+ // Even though we iterate over all the direct buffers, it is expected that only
+ // 1 or 2 will be present.
+ BufferStorage *latestStorage = NULL;
+ DataRevision latestRevision = 0;
+ for (auto it = mBufferStorages.begin(); it != mBufferStorages.end(); it++)
+ {
+ BufferStorage *storage = it->second;
+ if (!latestStorage || storage->getDataRevision() > latestRevision)
+ {
+ latestStorage = storage;
+ latestRevision = storage->getDataRevision();
+ }
+ }
+
+ // resize buffer
+ if (latestStorage && latestStorage->getSize() < mSize)
+ {
+ if (latestStorage->resize(mSize, true).isError())
+ {
+ // Out of memory error
+ return NULL;
+ }
+ }
+
+ return latestStorage;
+}
+
+Buffer11::NativeStorage *Buffer11::getStagingStorage()
+{
+ BufferStorage *stagingStorage = getBufferStorage(BUFFER_USAGE_STAGING);
+
+ if (!stagingStorage)
+ {
+ // Out-of-memory
+ return NULL;
+ }
+
+ ASSERT(HAS_DYNAMIC_TYPE(NativeStorage*, stagingStorage));
+ return static_cast<NativeStorage*>(stagingStorage);
+}
+
+Buffer11::PackStorage *Buffer11::getPackStorage()
+{
+ BufferStorage *packStorage = getBufferStorage(BUFFER_USAGE_PIXEL_PACK);
+
+ if (!packStorage)
+ {
+ // Out-of-memory
+ return NULL;
+ }
+
+ ASSERT(HAS_DYNAMIC_TYPE(PackStorage*, packStorage));
+ return static_cast<PackStorage*>(packStorage);
+}
+
+bool Buffer11::supportsDirectBinding() const
+{
+ // Do not support direct buffers for dynamic data. The streaming buffer
+ // offers better performance for data which changes every frame.
+ // Check for absence of static buffer interfaces to detect dynamic data.
+ return (mStaticVertexBuffer && mStaticIndexBuffer);
+}
+
+Buffer11::BufferStorage::BufferStorage(Renderer11 *renderer, BufferUsage usage)
+ : mRenderer(renderer),
+ mUsage(usage),
+ mRevision(0),
+ mBufferSize(0)
+{
+}
+
+gl::Error Buffer11::BufferStorage::setData(const uint8_t *data, size_t offset, size_t size)
+{
+ ASSERT(isMappable());
+
+ uint8_t *writePointer = map(offset, size, GL_MAP_WRITE_BIT);
+ if (!writePointer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal buffer.");
+ }
+
+ memcpy(writePointer, data, size);
+
+ unmap();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+Buffer11::NativeStorage::NativeStorage(Renderer11 *renderer, BufferUsage usage)
+ : BufferStorage(renderer, usage),
+ mNativeStorage(NULL)
+{
+}
+
+Buffer11::NativeStorage::~NativeStorage()
+{
+ SafeRelease(mNativeStorage);
+}
+
+// Returns true if it recreates the direct buffer
+bool Buffer11::NativeStorage::copyFromStorage(BufferStorage *source, size_t sourceOffset,
+ size_t size, size_t destOffset)
+{
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ size_t requiredSize = sourceOffset + size;
+ bool createBuffer = !mNativeStorage || mBufferSize < requiredSize;
+
+ // (Re)initialize D3D buffer if needed
+ if (createBuffer)
+ {
+ bool preserveData = (destOffset > 0);
+ resize(source->getSize(), preserveData);
+ }
+
+ if (source->getUsage() == BUFFER_USAGE_PIXEL_PACK ||
+ source->getUsage() == BUFFER_USAGE_SYSTEM_MEMORY)
+ {
+ ASSERT(source->isMappable());
+
+ uint8_t *sourcePointer = source->map(sourceOffset, size, GL_MAP_READ_BIT);
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT hr = context->Map(mNativeStorage, 0, D3D11_MAP_WRITE, 0, &mappedResource);
+ UNUSED_ASSERTION_VARIABLE(hr);
+ ASSERT(SUCCEEDED(hr));
+
+ uint8_t *destPointer = static_cast<uint8_t *>(mappedResource.pData) + destOffset;
+
+ // Offset bounds are validated at the API layer
+ ASSERT(sourceOffset + size <= destOffset + mBufferSize);
+ memcpy(destPointer, sourcePointer, size);
+
+ context->Unmap(mNativeStorage, 0);
+ source->unmap();
+ }
+ else
+ {
+ ASSERT(HAS_DYNAMIC_TYPE(NativeStorage*, source));
+
+ D3D11_BOX srcBox;
+ srcBox.left = sourceOffset;
+ srcBox.right = sourceOffset + size;
+ srcBox.top = 0;
+ srcBox.bottom = 1;
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ ASSERT(HAS_DYNAMIC_TYPE(NativeStorage*, source));
+ ID3D11Buffer *sourceBuffer = static_cast<NativeStorage*>(source)->getNativeStorage();
+
+ context->CopySubresourceRegion(mNativeStorage, 0, destOffset, 0, 0, sourceBuffer, 0, &srcBox);
+ }
+
+ return createBuffer;
+}
+
+gl::Error Buffer11::NativeStorage::resize(size_t size, bool preserveData)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ D3D11_BUFFER_DESC bufferDesc;
+ fillBufferDesc(&bufferDesc, mRenderer, mUsage, size);
+
+ ID3D11Buffer *newBuffer;
+ HRESULT result = device->CreateBuffer(&bufferDesc, NULL, &newBuffer);
+
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer, result: 0x%X.", result);
+ }
+
+ if (mNativeStorage && preserveData)
+ {
+ // We don't call resize if the buffer is big enough already.
+ ASSERT(mBufferSize <= size);
+
+ D3D11_BOX srcBox;
+ srcBox.left = 0;
+ srcBox.right = mBufferSize;
+ srcBox.top = 0;
+ srcBox.bottom = 1;
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ context->CopySubresourceRegion(newBuffer, 0, 0, 0, 0, mNativeStorage, 0, &srcBox);
+ }
+
+ // No longer need the old buffer
+ SafeRelease(mNativeStorage);
+ mNativeStorage = newBuffer;
+
+ mBufferSize = bufferDesc.ByteWidth;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Buffer11::NativeStorage::fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Renderer11 *renderer,
+ BufferUsage usage, unsigned int bufferSize)
+{
+ bufferDesc->ByteWidth = bufferSize;
+ bufferDesc->MiscFlags = 0;
+ bufferDesc->StructureByteStride = 0;
+
+ switch (usage)
+ {
+ case BUFFER_USAGE_STAGING:
+ bufferDesc->Usage = D3D11_USAGE_STAGING;
+ bufferDesc->BindFlags = 0;
+ bufferDesc->CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ break;
+
+ case BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK:
+ bufferDesc->Usage = D3D11_USAGE_DEFAULT;
+ bufferDesc->BindFlags = D3D11_BIND_VERTEX_BUFFER;
+
+ if (renderer->isES3Capable())
+ {
+ bufferDesc->BindFlags |= D3D11_BIND_STREAM_OUTPUT;
+ }
+
+ bufferDesc->CPUAccessFlags = 0;
+ break;
+
+ case BUFFER_USAGE_INDEX:
+ bufferDesc->Usage = D3D11_USAGE_DEFAULT;
+ bufferDesc->BindFlags = D3D11_BIND_INDEX_BUFFER;
+ bufferDesc->CPUAccessFlags = 0;
+ break;
+
+ case BUFFER_USAGE_PIXEL_UNPACK:
+ bufferDesc->Usage = D3D11_USAGE_DEFAULT;
+ bufferDesc->BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ bufferDesc->CPUAccessFlags = 0;
+ break;
+
+ case BUFFER_USAGE_UNIFORM:
+ bufferDesc->Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc->BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ bufferDesc->CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+
+ // Constant buffers must be of a limited size, and aligned to 16 byte boundaries
+ // For our purposes we ignore any buffer data past the maximum constant buffer size
+ bufferDesc->ByteWidth = roundUp(bufferDesc->ByteWidth, 16u);
+ bufferDesc->ByteWidth = std::min<UINT>(bufferDesc->ByteWidth, renderer->getRendererCaps().maxUniformBlockSize);
+ break;
+
+ default:
+ UNREACHABLE();
+ }
+}
+
+uint8_t *Buffer11::NativeStorage::map(size_t offset, size_t length, GLbitfield access)
+{
+ ASSERT(mUsage == BUFFER_USAGE_STAGING);
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ D3D11_MAP d3dMapType = gl_d3d11::GetD3DMapTypeFromBits(access);
+ UINT d3dMapFlag = ((access & GL_MAP_UNSYNCHRONIZED_BIT) != 0 ? D3D11_MAP_FLAG_DO_NOT_WAIT : 0);
+
+ HRESULT result = context->Map(mNativeStorage, 0, d3dMapType, d3dMapFlag, &mappedResource);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+
+ return static_cast<uint8_t*>(mappedResource.pData) + offset;
+}
+
+void Buffer11::NativeStorage::unmap()
+{
+ ASSERT(mUsage == BUFFER_USAGE_STAGING);
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ context->Unmap(mNativeStorage, 0);
+}
+
+Buffer11::PackStorage::PackStorage(Renderer11 *renderer)
+ : BufferStorage(renderer, BUFFER_USAGE_PIXEL_PACK),
+ mStagingTexture(NULL),
+ mTextureFormat(DXGI_FORMAT_UNKNOWN),
+ mQueuedPackCommand(NULL),
+ mDataModified(false)
+{
+}
+
+Buffer11::PackStorage::~PackStorage()
+{
+ SafeRelease(mStagingTexture);
+ SafeDelete(mQueuedPackCommand);
+}
+
+bool Buffer11::PackStorage::copyFromStorage(BufferStorage *source, size_t sourceOffset,
+ size_t size, size_t destOffset)
+{
+ // We copy through a staging buffer when drawing with a pack buffer,
+ // or for other cases where we access the pack buffer
+ UNREACHABLE();
+ return false;
+}
+
+gl::Error Buffer11::PackStorage::resize(size_t size, bool preserveData)
+{
+ if (size != mBufferSize)
+ {
+ if (!mMemoryBuffer.resize(size))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to resize internal buffer storage.");
+ }
+ mBufferSize = size;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+uint8_t *Buffer11::PackStorage::map(size_t offset, size_t length, GLbitfield access)
+{
+ ASSERT(offset + length <= getSize());
+ // TODO: fast path
+ // We might be able to optimize out one or more memcpy calls by detecting when
+ // and if D3D packs the staging texture memory identically to how we would fill
+ // the pack buffer according to the current pack state.
+
+ gl::Error error = flushQueuedPackCommand();
+ if (error.isError())
+ {
+ return NULL;
+ }
+
+ mDataModified = (mDataModified || (access & GL_MAP_WRITE_BIT) != 0);
+
+ return mMemoryBuffer.data() + offset;
+}
+
+void Buffer11::PackStorage::unmap()
+{
+ // No-op
+}
+
+gl::Error Buffer11::PackStorage::packPixels(ID3D11Texture2D *srcTexure, UINT srcSubresource, const PackPixelsParams &params)
+{
+ gl::Error error = flushQueuedPackCommand();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mQueuedPackCommand = new PackPixelsParams(params);
+
+ D3D11_TEXTURE2D_DESC textureDesc;
+ srcTexure->GetDesc(&textureDesc);
+
+ if (mStagingTexture != NULL &&
+ (mTextureFormat != textureDesc.Format ||
+ mTextureSize.width != params.area.width ||
+ mTextureSize.height != params.area.height))
+ {
+ SafeRelease(mStagingTexture);
+ mTextureSize.width = 0;
+ mTextureSize.height = 0;
+ mTextureFormat = DXGI_FORMAT_UNKNOWN;
+ }
+
+ if (mStagingTexture == NULL)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT hr;
+
+ mTextureSize.width = params.area.width;
+ mTextureSize.height = params.area.height;
+ mTextureFormat = textureDesc.Format;
+
+ D3D11_TEXTURE2D_DESC stagingDesc;
+ stagingDesc.Width = params.area.width;
+ stagingDesc.Height = params.area.height;
+ stagingDesc.MipLevels = 1;
+ stagingDesc.ArraySize = 1;
+ stagingDesc.Format = mTextureFormat;
+ stagingDesc.SampleDesc.Count = 1;
+ stagingDesc.SampleDesc.Quality = 0;
+ stagingDesc.Usage = D3D11_USAGE_STAGING;
+ stagingDesc.BindFlags = 0;
+ stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
+ stagingDesc.MiscFlags = 0;
+
+ hr = device->CreateTexture2D(&stagingDesc, NULL, &mStagingTexture);
+ if (FAILED(hr))
+ {
+ ASSERT(hr == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal staging texture.");
+ }
+ }
+
+ // ReadPixels from multisampled FBOs isn't supported in current GL
+ ASSERT(textureDesc.SampleDesc.Count <= 1);
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ D3D11_BOX srcBox;
+ srcBox.left = params.area.x;
+ srcBox.right = params.area.x + params.area.width;
+ srcBox.top = params.area.y;
+ srcBox.bottom = params.area.y + params.area.height;
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ // Asynchronous copy
+ immediateContext->CopySubresourceRegion(mStagingTexture, 0, 0, 0, 0, srcTexure, srcSubresource, &srcBox);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Buffer11::PackStorage::flushQueuedPackCommand()
+{
+ ASSERT(mMemoryBuffer.size() > 0);
+
+ if (mQueuedPackCommand)
+ {
+ gl::Error error = mRenderer->packPixels(mStagingTexture, *mQueuedPackCommand, mMemoryBuffer.data());
+ SafeDelete(mQueuedPackCommand);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+Buffer11::SystemMemoryStorage::SystemMemoryStorage(Renderer11 *renderer)
+ : Buffer11::BufferStorage(renderer, BUFFER_USAGE_SYSTEM_MEMORY)
+{}
+
+bool Buffer11::SystemMemoryStorage::copyFromStorage(BufferStorage *source, size_t sourceOffset,
+ size_t size, size_t destOffset)
+{
+ ASSERT(source->isMappable());
+ const uint8_t *sourceData = source->map(sourceOffset, size, GL_MAP_READ_BIT);
+ ASSERT(destOffset + size <= mSystemCopy.size());
+ memcpy(mSystemCopy.data() + destOffset, sourceData, size);
+ source->unmap();
+ return true;
+}
+
+gl::Error Buffer11::SystemMemoryStorage::resize(size_t size, bool preserveData)
+{
+ if (mSystemCopy.size() < size)
+ {
+ if (!mSystemCopy.resize(size))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to resize SystemMemoryStorage");
+ }
+ mBufferSize = size;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+uint8_t *Buffer11::SystemMemoryStorage::map(size_t offset, size_t length, GLbitfield access)
+{
+ ASSERT(!mSystemCopy.empty() && offset + length <= mSystemCopy.size());
+ return mSystemCopy.data() + offset;
+}
+
+void Buffer11::SystemMemoryStorage::unmap()
+{
+ // No-op
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.h
new file mode 100644
index 0000000000..39bafe880e
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.h
@@ -0,0 +1,103 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Buffer11.h: Defines the rx::Buffer11 class which implements rx::BufferImpl via rx::BufferD3D.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_BUFFER11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_BUFFER11_H_
+
+#include "libANGLE/angletypes.h"
+#include "libANGLE/renderer/d3d/BufferD3D.h"
+
+namespace rx
+{
+class Renderer11;
+
+enum BufferUsage
+{
+ BUFFER_USAGE_STAGING,
+ BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK,
+ BUFFER_USAGE_INDEX,
+ BUFFER_USAGE_PIXEL_UNPACK,
+ BUFFER_USAGE_PIXEL_PACK,
+ BUFFER_USAGE_UNIFORM,
+ BUFFER_USAGE_SYSTEM_MEMORY,
+};
+
+struct PackPixelsParams
+{
+ PackPixelsParams();
+ PackPixelsParams(const gl::Rectangle &area, GLenum format, GLenum type, GLuint outputPitch,
+ const gl::PixelPackState &pack, ptrdiff_t offset);
+
+ gl::Rectangle area;
+ GLenum format;
+ GLenum type;
+ GLuint outputPitch;
+ gl::Buffer *packBuffer;
+ gl::PixelPackState pack;
+ ptrdiff_t offset;
+};
+
+typedef size_t DataRevision;
+
+class Buffer11 : public BufferD3D
+{
+ public:
+ Buffer11(Renderer11 *renderer);
+ virtual ~Buffer11();
+
+ static Buffer11 *makeBuffer11(BufferImpl *buffer);
+
+ ID3D11Buffer *getBuffer(BufferUsage usage);
+ ID3D11ShaderResourceView *getSRV(DXGI_FORMAT srvFormat);
+ bool isMapped() const { return mMappedStorage != NULL; }
+ gl::Error packPixels(ID3D11Texture2D *srcTexure, UINT srcSubresource, const PackPixelsParams &params);
+
+ // BufferD3D implementation
+ virtual size_t getSize() const { return mSize; }
+ virtual bool supportsDirectBinding() const;
+
+ // BufferImpl implementation
+ virtual gl::Error setData(const void* data, size_t size, GLenum usage);
+ gl::Error getData(const uint8_t **outData) override;
+ virtual gl::Error setSubData(const void* data, size_t size, size_t offset);
+ virtual gl::Error copySubData(BufferImpl* source, GLintptr sourceOffset, GLintptr destOffset, GLsizeiptr size);
+ virtual gl::Error map(size_t offset, size_t length, GLbitfield access, GLvoid **mapPtr);
+ virtual gl::Error unmap();
+ virtual void markTransformFeedbackUsage();
+
+ private:
+ class BufferStorage;
+ class NativeStorage;
+ class PackStorage;
+ class SystemMemoryStorage;
+
+ Renderer11 *mRenderer;
+ size_t mSize;
+
+ BufferStorage *mMappedStorage;
+
+ std::map<BufferUsage, BufferStorage*> mBufferStorages;
+
+ typedef std::pair<ID3D11Buffer *, ID3D11ShaderResourceView *> BufferSRVPair;
+ std::map<DXGI_FORMAT, BufferSRVPair> mBufferResourceViews;
+
+ unsigned int mReadUsageCount;
+ bool mHasSystemMemoryStorage;
+
+ void markBufferUsage();
+ NativeStorage *getStagingStorage();
+ PackStorage *getPackStorage();
+ gl::Error getSystemMemoryStorage(SystemMemoryStorage **storageOut);
+
+ BufferStorage *getBufferStorage(BufferUsage usage);
+ BufferStorage *getLatestBufferStorage() const;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_BUFFER11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp
new file mode 100644
index 0000000000..057c3bed42
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp
@@ -0,0 +1,614 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Clear11.cpp: Framebuffer clear utility class.
+
+#include "libANGLE/renderer/d3d/d3d11/Clear11.h"
+
+#include <algorithm>
+
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+
+// Precompiled shaders
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11_fl9ps.h"
+
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps.h"
+
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps.h"
+
+namespace rx
+{
+
+template <typename T>
+static void ApplyVertices(const gl::Extents &framebufferSize, const gl::Rectangle *scissor, const gl::Color<T> &color, float depth, void *buffer)
+{
+ d3d11::PositionDepthColorVertex<T> *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex<T>*>(buffer);
+
+ float depthClear = gl::clamp01(depth);
+ float left = -1.0f;
+ float right = 1.0f;
+ float top = -1.0f;
+ float bottom = 1.0f;
+
+ // Clip the quad coordinates to the scissor if needed
+ if (scissor != NULL)
+ {
+ left = std::max(left, (scissor->x / float(framebufferSize.width)) * 2.0f - 1.0f);
+ right = std::min(right, ((scissor->x + scissor->width) / float(framebufferSize.width)) * 2.0f - 1.0f);
+ top = std::max(top, ((framebufferSize.height - scissor->y - scissor->height) / float(framebufferSize.height)) * 2.0f - 1.0f);
+ bottom = std::min(bottom, ((framebufferSize.height - scissor->y) / float(framebufferSize.height)) * 2.0f - 1.0f);
+ }
+
+ d3d11::SetPositionDepthColorVertex<T>(vertices + 0, left, bottom, depthClear, color);
+ d3d11::SetPositionDepthColorVertex<T>(vertices + 1, left, top, depthClear, color);
+ d3d11::SetPositionDepthColorVertex<T>(vertices + 2, right, bottom, depthClear, color);
+ d3d11::SetPositionDepthColorVertex<T>(vertices + 3, right, top, depthClear, color);
+}
+
+template <unsigned int vsSize, unsigned int psSize>
+Clear11::ClearShader Clear11::CreateClearShader(ID3D11Device *device, DXGI_FORMAT colorType, const BYTE (&vsByteCode)[vsSize], const BYTE (&psByteCode)[psSize])
+{
+ HRESULT result;
+
+ ClearShader shader = { 0 };
+
+ D3D11_INPUT_ELEMENT_DESC quadLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, colorType, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ result = device->CreateInputLayout(quadLayout, ArraySize(quadLayout), vsByteCode, vsSize, &shader.inputLayout);
+ ASSERT(SUCCEEDED(result));
+
+ result = device->CreateVertexShader(vsByteCode, vsSize, NULL, &shader.vertexShader);
+ ASSERT(SUCCEEDED(result));
+
+ result = device->CreatePixelShader(psByteCode, psSize, NULL, &shader.pixelShader);
+ ASSERT(SUCCEEDED(result));
+
+ return shader;
+}
+
+Clear11::Clear11(Renderer11 *renderer)
+ : mRenderer(renderer), mClearBlendStates(StructLessThan<ClearBlendInfo>), mClearDepthStencilStates(StructLessThan<ClearDepthStencilInfo>),
+ mVertexBuffer(NULL), mRasterizerState(NULL), mSupportsClearView(false)
+{
+ HRESULT result;
+ ID3D11Device *device = renderer->getDevice();
+
+ D3D11_BUFFER_DESC vbDesc;
+ vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex<float>) * 4;
+ vbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ vbDesc.MiscFlags = 0;
+ vbDesc.StructureByteStride = 0;
+
+ result = device->CreateBuffer(&vbDesc, NULL, &mVertexBuffer);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mVertexBuffer, "Clear11 masked clear vertex buffer");
+
+ D3D11_RASTERIZER_DESC rsDesc;
+ rsDesc.FillMode = D3D11_FILL_SOLID;
+ rsDesc.CullMode = D3D11_CULL_NONE;
+ rsDesc.FrontCounterClockwise = FALSE;
+ rsDesc.DepthBias = 0;
+ rsDesc.DepthBiasClamp = 0.0f;
+ rsDesc.SlopeScaledDepthBias = 0.0f;
+ rsDesc.DepthClipEnable = TRUE;
+ rsDesc.ScissorEnable = FALSE;
+ rsDesc.MultisampleEnable = FALSE;
+ rsDesc.AntialiasedLineEnable = FALSE;
+
+ result = device->CreateRasterizerState(&rsDesc, &mRasterizerState);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mRasterizerState, "Clear11 masked clear rasterizer state");
+
+ if (renderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3)
+ {
+ mFloatClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_FLOAT, g_VS_ClearFloat, g_PS_ClearFloat_FL9);
+ }
+ else
+ {
+ mFloatClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_FLOAT, g_VS_ClearFloat, g_PS_ClearFloat);
+ }
+
+ if (renderer->isES3Capable())
+ {
+ mUintClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_UINT, g_VS_ClearUint, g_PS_ClearUint );
+ mIntClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_SINT, g_VS_ClearSint, g_PS_ClearSint );
+ }
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ if (renderer->getDeviceContext1IfSupported())
+ {
+ D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options;
+ device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
+ mSupportsClearView = (d3d11Options.ClearView != FALSE);
+ }
+#endif
+}
+
+Clear11::~Clear11()
+{
+ for (ClearBlendStateMap::iterator i = mClearBlendStates.begin(); i != mClearBlendStates.end(); i++)
+ {
+ SafeRelease(i->second);
+ }
+ mClearBlendStates.clear();
+
+ SafeRelease(mFloatClearShader.inputLayout);
+ SafeRelease(mFloatClearShader.vertexShader);
+ SafeRelease(mFloatClearShader.pixelShader);
+
+ if (mRenderer->isES3Capable())
+ {
+ SafeRelease(mUintClearShader.inputLayout);
+ SafeRelease(mUintClearShader.vertexShader);
+ SafeRelease(mUintClearShader.pixelShader);
+
+ SafeRelease(mIntClearShader.inputLayout);
+ SafeRelease(mIntClearShader.vertexShader);
+ SafeRelease(mIntClearShader.pixelShader);
+ }
+
+ for (ClearDepthStencilStateMap::iterator i = mClearDepthStencilStates.begin(); i != mClearDepthStencilStates.end(); i++)
+ {
+ SafeRelease(i->second);
+ }
+ mClearDepthStencilStates.clear();
+
+ SafeRelease(mVertexBuffer);
+ SafeRelease(mRasterizerState);
+}
+
+gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams, const gl::Framebuffer::Data &fboData)
+{
+ const auto &colorAttachments = fboData.mColorAttachments;
+ const auto &drawBufferStates = fboData.mDrawBufferStates;
+ const auto *depthAttachment = fboData.mDepthAttachment;
+ const auto *stencilAttachment = fboData.mStencilAttachment;
+
+ ASSERT(colorAttachments.size() == drawBufferStates.size());
+
+ // Iterate over the color buffers which require clearing and determine if they can be
+ // cleared with ID3D11DeviceContext::ClearRenderTargetView or ID3D11DeviceContext1::ClearView.
+ // This requires:
+ // 1) The render target is being cleared to a float value (will be cast to integer when clearing integer
+ // render targets as expected but does not work the other way around)
+ // 2) The format of the render target has no color channels that are currently masked out.
+ // Clear the easy-to-clear buffers on the spot and accumulate the ones that require special work.
+ //
+ // If these conditions are met, and:
+ // - No scissored clear is needed, then clear using ID3D11DeviceContext::ClearRenderTargetView.
+ // - A scissored clear is needed then clear using ID3D11DeviceContext1::ClearView if available.
+ // Otherwise draw a quad.
+ //
+ // Also determine if the depth stencil can be cleared with ID3D11DeviceContext::ClearDepthStencilView
+ // by checking if the stencil write mask covers the entire stencil.
+ //
+ // To clear the remaining buffers, quads must be drawn containing an int, uint or float vertex color
+ // attribute.
+
+ gl::Extents framebufferSize;
+
+ auto iter = std::find_if(colorAttachments.begin(), colorAttachments.end(), [](const gl::FramebufferAttachment *attachment) { return attachment != nullptr; });
+ if (iter != colorAttachments.end())
+ {
+ framebufferSize.width = (*iter)->getWidth();
+ framebufferSize.height = (*iter)->getHeight();
+ framebufferSize.depth = 1;
+ }
+ else if (depthAttachment != nullptr)
+ {
+ framebufferSize.width = depthAttachment->getWidth();
+ framebufferSize.height = depthAttachment->getHeight();
+ framebufferSize.depth = 1;
+ }
+ else if (stencilAttachment != nullptr)
+ {
+ framebufferSize.width = stencilAttachment->getWidth();
+ framebufferSize.height = stencilAttachment->getHeight();
+ framebufferSize.depth = 1;
+ }
+ else
+ {
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+ }
+
+ if (clearParams.scissorEnabled && (clearParams.scissor.x >= framebufferSize.width ||
+ clearParams.scissor.y >= framebufferSize.height ||
+ clearParams.scissor.x + clearParams.scissor.width <= 0 ||
+ clearParams.scissor.y + clearParams.scissor.height <= 0))
+ {
+ // Scissor is enabled and the scissor rectangle is outside the renderbuffer
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ bool needScissoredClear = clearParams.scissorEnabled && (clearParams.scissor.x > 0 || clearParams.scissor.y > 0 ||
+ clearParams.scissor.x + clearParams.scissor.width < framebufferSize.width ||
+ clearParams.scissor.y + clearParams.scissor.height < framebufferSize.height);
+
+ std::vector<MaskedRenderTarget> maskedClearRenderTargets;
+ RenderTarget11* maskedClearDepthStencil = NULL;
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ ID3D11DeviceContext1 *deviceContext1 = mRenderer->getDeviceContext1IfSupported();
+
+ for (size_t colorAttachment = 0; colorAttachment < colorAttachments.size(); colorAttachment++)
+ {
+ if (clearParams.clearColor[colorAttachment] &&
+ colorAttachments[colorAttachment] != nullptr &&
+ drawBufferStates[colorAttachment] != GL_NONE)
+ {
+ const gl::FramebufferAttachment *attachment = colorAttachments[colorAttachment];
+
+ RenderTarget11 *renderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(attachment, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(attachment->getInternalFormat());
+
+ if (clearParams.colorClearType == GL_FLOAT &&
+ !(formatInfo.componentType == GL_FLOAT || formatInfo.componentType == GL_UNSIGNED_NORMALIZED || formatInfo.componentType == GL_SIGNED_NORMALIZED))
+ {
+ ERR("It is undefined behaviour to clear a render buffer which is not normalized fixed point or floating-"
+ "point to floating point values (color attachment %u has internal format 0x%X).", colorAttachment,
+ attachment->getInternalFormat());
+ }
+
+ if ((formatInfo.redBits == 0 || !clearParams.colorMaskRed) &&
+ (formatInfo.greenBits == 0 || !clearParams.colorMaskGreen) &&
+ (formatInfo.blueBits == 0 || !clearParams.colorMaskBlue) &&
+ (formatInfo.alphaBits == 0 || !clearParams.colorMaskAlpha))
+ {
+ // Every channel either does not exist in the render target or is masked out
+ continue;
+ }
+ else if ((!mSupportsClearView && needScissoredClear) || clearParams.colorClearType != GL_FLOAT ||
+ (formatInfo.redBits > 0 && !clearParams.colorMaskRed) ||
+ (formatInfo.greenBits > 0 && !clearParams.colorMaskGreen) ||
+ (formatInfo.blueBits > 0 && !clearParams.colorMaskBlue) ||
+ (formatInfo.alphaBits > 0 && !clearParams.colorMaskAlpha))
+ {
+ // A masked clear is required, or a scissored clear is required and ID3D11DeviceContext1::ClearView is unavailable
+ MaskedRenderTarget maskAndRt;
+ bool clearColor = clearParams.clearColor[colorAttachment];
+ maskAndRt.colorMask[0] = (clearColor && clearParams.colorMaskRed);
+ maskAndRt.colorMask[1] = (clearColor && clearParams.colorMaskGreen);
+ maskAndRt.colorMask[2] = (clearColor && clearParams.colorMaskBlue);
+ maskAndRt.colorMask[3] = (clearColor && clearParams.colorMaskAlpha);
+ maskAndRt.renderTarget = renderTarget;
+ maskedClearRenderTargets.push_back(maskAndRt);
+ }
+ else
+ {
+ // ID3D11DeviceContext::ClearRenderTargetView or ID3D11DeviceContext1::ClearView is possible
+
+ ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
+ if (!framebufferRTV)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal render target view pointer unexpectedly null.");
+ }
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(renderTarget->getDXGIFormat());
+
+ // Check if the actual format has a channel that the internal format does not and set them to the
+ // default values
+ const float clearValues[4] =
+ {
+ ((formatInfo.redBits == 0 && dxgiFormatInfo.redBits > 0) ? 0.0f : clearParams.colorFClearValue.red),
+ ((formatInfo.greenBits == 0 && dxgiFormatInfo.greenBits > 0) ? 0.0f : clearParams.colorFClearValue.green),
+ ((formatInfo.blueBits == 0 && dxgiFormatInfo.blueBits > 0) ? 0.0f : clearParams.colorFClearValue.blue),
+ ((formatInfo.alphaBits == 0 && dxgiFormatInfo.alphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha),
+ };
+
+ if (needScissoredClear)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ // We shouldn't reach here if deviceContext1 is unavailable.
+ ASSERT(deviceContext1);
+
+ D3D11_RECT rect;
+ rect.left = clearParams.scissor.x;
+ rect.right = clearParams.scissor.x + clearParams.scissor.width;
+ rect.top = clearParams.scissor.y;
+ rect.bottom = clearParams.scissor.y + clearParams.scissor.height;
+
+ deviceContext1->ClearView(framebufferRTV, clearValues, &rect, 1);
+#endif
+ }
+ else
+ {
+ deviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
+ }
+ }
+ }
+ }
+
+ if (clearParams.clearDepth || clearParams.clearStencil)
+ {
+ const gl::FramebufferAttachment *attachment = (depthAttachment != nullptr) ? depthAttachment : stencilAttachment;
+ ASSERT(attachment != nullptr);
+
+ RenderTarget11 *renderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(attachment, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(renderTarget->getDXGIFormat());
+
+ unsigned int stencilUnmasked = (stencilAttachment != nullptr) ? (1 << dxgiFormatInfo.stencilBits) - 1 : 0;
+ bool needMaskedStencilClear = clearParams.clearStencil && (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
+
+ if (needScissoredClear || needMaskedStencilClear)
+ {
+ maskedClearDepthStencil = renderTarget;
+ }
+ else
+ {
+ ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
+ if (!framebufferDSV)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal depth stencil view pointer unexpectedly null.");
+ }
+
+ UINT clearFlags = (clearParams.clearDepth ? D3D11_CLEAR_DEPTH : 0) |
+ (clearParams.clearStencil ? D3D11_CLEAR_STENCIL : 0);
+ FLOAT depthClear = gl::clamp01(clearParams.depthClearValue);
+ UINT8 stencilClear = clearParams.stencilClearValue & 0xFF;
+
+ deviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
+ }
+ }
+
+ if (maskedClearRenderTargets.size() > 0 || maskedClearDepthStencil)
+ {
+ // To clear the render targets and depth stencil in one pass:
+ //
+ // Render a quad clipped to the scissor rectangle which draws the clear color and a blend
+ // state that will perform the required color masking.
+ //
+ // The quad's depth is equal to the depth clear value with a depth stencil state that
+ // will enable or disable depth test/writes if the depth buffer should be cleared or not.
+ //
+ // The rasterizer state's stencil is set to always pass or fail based on if the stencil
+ // should be cleared or not with a stencil write mask of the stencil clear value.
+ //
+ // ======================================================================================
+ //
+ // Luckily, the gl spec (ES 3.0.2 pg 183) states that the results of clearing a render-
+ // buffer that is not normalized fixed point or floating point with floating point values
+ // are undefined so we can just write floats to them and D3D11 will bit cast them to
+ // integers.
+ //
+ // Also, we don't have to worry about attempting to clear a normalized fixed/floating point
+ // buffer with integer values because there is no gl API call which would allow it,
+ // glClearBuffer* calls only clear a single renderbuffer at a time which is verified to
+ // be a compatible clear type.
+
+ // Bind all the render targets which need clearing
+ ASSERT(maskedClearRenderTargets.size() <= mRenderer->getRendererCaps().maxDrawBuffers);
+ std::vector<ID3D11RenderTargetView*> rtvs(maskedClearRenderTargets.size());
+ for (unsigned int i = 0; i < maskedClearRenderTargets.size(); i++)
+ {
+ RenderTarget11 *renderTarget = maskedClearRenderTargets[i].renderTarget;
+ ID3D11RenderTargetView *rtv = renderTarget->getRenderTargetView();
+ if (!rtv)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal render target view pointer unexpectedly null.");
+ }
+
+ rtvs[i] = rtv;
+ }
+ ID3D11DepthStencilView *dsv = maskedClearDepthStencil ? maskedClearDepthStencil->getDepthStencilView() : NULL;
+
+ ID3D11BlendState *blendState = getBlendState(maskedClearRenderTargets);
+ const FLOAT blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ const UINT sampleMask = 0xFFFFFFFF;
+
+ ID3D11DepthStencilState *dsState = getDepthStencilState(clearParams);
+ const UINT stencilClear = clearParams.stencilClearValue & 0xFF;
+
+ // Set the vertices
+ UINT vertexStride = 0;
+ const UINT startIdx = 0;
+ const ClearShader* shader = NULL;
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal masked clear vertex buffer, HRESULT: 0x%X.", result);
+ }
+
+ const gl::Rectangle *scissorPtr = clearParams.scissorEnabled ? &clearParams.scissor : NULL;
+ switch (clearParams.colorClearType)
+ {
+ case GL_FLOAT:
+ ApplyVertices(framebufferSize, scissorPtr, clearParams.colorFClearValue, clearParams.depthClearValue, mappedResource.pData);
+ vertexStride = sizeof(d3d11::PositionDepthColorVertex<float>);
+ shader = &mFloatClearShader;
+ break;
+
+ case GL_UNSIGNED_INT:
+ ApplyVertices(framebufferSize, scissorPtr, clearParams.colorUIClearValue, clearParams.depthClearValue, mappedResource.pData);
+ vertexStride = sizeof(d3d11::PositionDepthColorVertex<unsigned int>);
+ shader = &mUintClearShader;
+ break;
+
+ case GL_INT:
+ ApplyVertices(framebufferSize, scissorPtr, clearParams.colorIClearValue, clearParams.depthClearValue, mappedResource.pData);
+ vertexStride = sizeof(d3d11::PositionDepthColorVertex<int>);
+ shader = &mIntClearShader;
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ deviceContext->Unmap(mVertexBuffer, 0);
+
+ // Set the viewport to be the same size as the framebuffer
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = framebufferSize.width;
+ viewport.Height = framebufferSize.height;
+ viewport.MinDepth = 0;
+ viewport.MaxDepth = 1;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply state
+ deviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
+ deviceContext->OMSetDepthStencilState(dsState, stencilClear);
+ deviceContext->RSSetState(mRasterizerState);
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(shader->inputLayout);
+ deviceContext->VSSetShader(shader->vertexShader, NULL, 0);
+ deviceContext->PSSetShader(shader->pixelShader, NULL, 0);
+ deviceContext->GSSetShader(NULL, NULL, 0);
+
+ // Apply vertex buffer
+ deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &vertexStride, &startIdx);
+ deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+
+ // Apply render targets
+ deviceContext->OMSetRenderTargets(rtvs.size(), (rtvs.empty() ? NULL : &rtvs[0]), dsv);
+
+ // Draw the clear quad
+ deviceContext->Draw(4, 0);
+
+ // Clean up
+ mRenderer->markAllStateDirty();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+ID3D11BlendState *Clear11::getBlendState(const std::vector<MaskedRenderTarget>& rts)
+{
+ ClearBlendInfo blendKey = { 0 };
+ for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
+ {
+ if (i < rts.size())
+ {
+ RenderTarget11 *rt = rts[i].renderTarget;
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(rt->getInternalFormat());
+
+ blendKey.maskChannels[i][0] = (rts[i].colorMask[0] && formatInfo.redBits > 0);
+ blendKey.maskChannels[i][1] = (rts[i].colorMask[1] && formatInfo.greenBits > 0);
+ blendKey.maskChannels[i][2] = (rts[i].colorMask[2] && formatInfo.blueBits > 0);
+ blendKey.maskChannels[i][3] = (rts[i].colorMask[3] && formatInfo.alphaBits > 0);
+ }
+ else
+ {
+ blendKey.maskChannels[i][0] = false;
+ blendKey.maskChannels[i][1] = false;
+ blendKey.maskChannels[i][2] = false;
+ blendKey.maskChannels[i][3] = false;
+ }
+ }
+
+ ClearBlendStateMap::const_iterator i = mClearBlendStates.find(blendKey);
+ if (i != mClearBlendStates.end())
+ {
+ return i->second;
+ }
+ else
+ {
+ D3D11_BLEND_DESC blendDesc = { 0 };
+ blendDesc.AlphaToCoverageEnable = FALSE;
+ blendDesc.IndependentBlendEnable = (rts.size() > 1) ? TRUE : FALSE;
+
+ for (unsigned int j = 0; j < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; j++)
+ {
+ blendDesc.RenderTarget[j].BlendEnable = FALSE;
+ blendDesc.RenderTarget[j].RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendKey.maskChannels[j][0],
+ blendKey.maskChannels[j][1],
+ blendKey.maskChannels[j][2],
+ blendKey.maskChannels[j][3]);
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11BlendState* blendState = NULL;
+ HRESULT result = device->CreateBlendState(&blendDesc, &blendState);
+ if (FAILED(result) || !blendState)
+ {
+ ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ mClearBlendStates[blendKey] = blendState;
+
+ return blendState;
+ }
+}
+
+ID3D11DepthStencilState *Clear11::getDepthStencilState(const ClearParameters &clearParams)
+{
+ ClearDepthStencilInfo dsKey = { 0 };
+ dsKey.clearDepth = clearParams.clearDepth;
+ dsKey.clearStencil = clearParams.clearStencil;
+ dsKey.stencilWriteMask = clearParams.stencilWriteMask & 0xFF;
+
+ ClearDepthStencilStateMap::const_iterator i = mClearDepthStencilStates.find(dsKey);
+ if (i != mClearDepthStencilStates.end())
+ {
+ return i->second;
+ }
+ else
+ {
+ D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
+ dsDesc.DepthEnable = dsKey.clearDepth ? TRUE : FALSE;
+ dsDesc.DepthWriteMask = dsKey.clearDepth ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
+ dsDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ dsDesc.StencilEnable = dsKey.clearStencil ? TRUE : FALSE;
+ dsDesc.StencilReadMask = 0;
+ dsDesc.StencilWriteMask = dsKey.stencilWriteMask;
+ dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DepthStencilState* dsState = NULL;
+ HRESULT result = device->CreateDepthStencilState(&dsDesc, &dsState);
+ if (FAILED(result) || !dsState)
+ {
+ ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ mClearDepthStencilStates[dsKey] = dsState;
+
+ return dsState;
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.h
new file mode 100644
index 0000000000..4797ca1aa0
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.h
@@ -0,0 +1,86 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Clear11.h: Framebuffer clear utility class.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
+
+#include <map>
+#include <vector>
+
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/Framebuffer.h"
+
+namespace rx
+{
+class Renderer11;
+class RenderTarget11;
+struct ClearParameters;
+
+class Clear11 : angle::NonCopyable
+{
+ public:
+ explicit Clear11(Renderer11 *renderer);
+ ~Clear11();
+
+ // Clears the framebuffer with the supplied clear parameters, assumes that the framebuffer is currently applied.
+ gl::Error clearFramebuffer(const ClearParameters &clearParams, const gl::Framebuffer::Data &fboData);
+
+ private:
+ struct MaskedRenderTarget
+ {
+ bool colorMask[4];
+ RenderTarget11 *renderTarget;
+ };
+
+ ID3D11BlendState *getBlendState(const std::vector<MaskedRenderTarget> &rts);
+ ID3D11DepthStencilState *getDepthStencilState(const ClearParameters &clearParams);
+
+ struct ClearShader
+ {
+ ID3D11InputLayout *inputLayout;
+ ID3D11VertexShader *vertexShader;
+ ID3D11PixelShader *pixelShader;
+ };
+
+ template <unsigned int vsSize, unsigned int psSize>
+ static ClearShader CreateClearShader(ID3D11Device *device, DXGI_FORMAT colorType, const BYTE(&vsByteCode)[vsSize], const BYTE(&psByteCode)[psSize]);
+
+ Renderer11 *mRenderer;
+
+ struct ClearBlendInfo
+ {
+ bool maskChannels[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT][4];
+ };
+ typedef bool(*ClearBlendInfoComparisonFunction)(const ClearBlendInfo&, const ClearBlendInfo &);
+ typedef std::map<ClearBlendInfo, ID3D11BlendState*, ClearBlendInfoComparisonFunction> ClearBlendStateMap;
+ ClearBlendStateMap mClearBlendStates;
+
+ ClearShader mFloatClearShader;
+ ClearShader mUintClearShader;
+ ClearShader mIntClearShader;
+
+ struct ClearDepthStencilInfo
+ {
+ bool clearDepth;
+ bool clearStencil;
+ UINT8 stencilWriteMask;
+ };
+ typedef bool (*ClearDepthStencilInfoComparisonFunction)(const ClearDepthStencilInfo&, const ClearDepthStencilInfo &);
+ typedef std::map<ClearDepthStencilInfo, ID3D11DepthStencilState*, ClearDepthStencilInfoComparisonFunction> ClearDepthStencilStateMap;
+ ClearDepthStencilStateMap mClearDepthStencilStates;
+
+ ID3D11Buffer *mVertexBuffer;
+ ID3D11RasterizerState *mRasterizerState;
+
+ bool mSupportsClearView;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp
new file mode 100644
index 0000000000..f1fe2bb2c7
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp
@@ -0,0 +1,119 @@
+//
+// Copyright 2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+// DebugAnnotator11.cpp: D3D11 helpers for adding trace annotations.
+//
+
+#include "libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h"
+
+#include "common/debug.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+namespace rx
+{
+
+DebugAnnotator11::DebugAnnotator11()
+ : mInitialized(false),
+ mD3d11Module(nullptr),
+ mUserDefinedAnnotation(nullptr)
+{
+ // D3D11 devices can't be created during DllMain.
+ // We defer device creation until the object is actually used.
+}
+
+DebugAnnotator11::~DebugAnnotator11()
+{
+ if (mInitialized)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ SafeRelease(mUserDefinedAnnotation);
+#endif
+
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+ FreeLibrary(mD3d11Module);
+#endif // !ANGLE_ENABLE_WINDOWS_STORE
+ }
+}
+
+void DebugAnnotator11::beginEvent(const std::wstring &eventName)
+{
+ initializeDevice();
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ mUserDefinedAnnotation->BeginEvent(eventName.c_str());
+#endif
+}
+
+void DebugAnnotator11::endEvent()
+{
+ initializeDevice();
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ mUserDefinedAnnotation->EndEvent();
+#endif
+}
+
+void DebugAnnotator11::setMarker(const std::wstring &markerName)
+{
+ initializeDevice();
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ mUserDefinedAnnotation->SetMarker(markerName.c_str());
+#endif
+}
+
+bool DebugAnnotator11::getStatus()
+{
+ // ID3DUserDefinedAnnotation::GetStatus doesn't work with the Graphics Diagnostics tools in Visual Studio 2013.
+
+#if defined(_DEBUG) && defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
+ // In the Windows Store, we can use IDXGraphicsAnalysis. The call to GetDebugInterface1 only succeeds if the app is under capture.
+ // This should only be called in DEBUG mode.
+ // If an app links against DXGIGetDebugInterface1 in release mode then it will fail Windows Store ingestion checks.
+ IDXGraphicsAnalysis *graphicsAnalysis;
+ DXGIGetDebugInterface1(0, IID_PPV_ARGS(&graphicsAnalysis));
+ bool underCapture = (graphicsAnalysis != nullptr);
+ SafeRelease(graphicsAnalysis);
+ return underCapture;
+#endif // _DEBUG && !ANGLE_ENABLE_WINDOWS_STORE
+
+ // Otherwise, we have to return true here.
+ return true;
+}
+
+void DebugAnnotator11::initializeDevice()
+{
+ if (!mInitialized)
+ {
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+ mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
+ ASSERT(mD3d11Module);
+
+ PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
+ ASSERT(D3D11CreateDevice != nullptr);
+#endif // !ANGLE_ENABLE_WINDOWS_STORE
+
+ ID3D11Device *device = nullptr;
+ ID3D11DeviceContext *context = nullptr;
+
+ HRESULT hr = E_FAIL;
+
+ // Create a D3D_DRIVER_TYPE_NULL device, which is much cheaper than other types of device.
+ hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_NULL, nullptr, 0, nullptr, 0, D3D11_SDK_VERSION, &device, nullptr, &context);
+ ASSERT(SUCCEEDED(hr));
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ mUserDefinedAnnotation = d3d11::DynamicCastComObject<ID3DUserDefinedAnnotation>(context);
+ ASSERT(mUserDefinedAnnotation != nullptr);
+#endif
+
+ SafeRelease(device);
+ SafeRelease(context);
+
+ mInitialized = true;
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h
new file mode 100644
index 0000000000..3df62b015c
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h
@@ -0,0 +1,39 @@
+//
+// Copyright 2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+// DebugAnnotator11.h: D3D11 helpers for adding trace annotations.
+//
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_DEBUGANNOTATOR11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_DEBUGANNOTATOR11_H_
+
+#include "common/debug.h"
+
+struct ID3DUserDefinedAnnotation;
+
+namespace rx
+{
+
+class DebugAnnotator11 : public gl::DebugAnnotator
+{
+ public:
+ DebugAnnotator11();
+ ~DebugAnnotator11() override;
+ void beginEvent(const std::wstring &eventName) override;
+ void endEvent() override;
+ void setMarker(const std::wstring &markerName) override;
+ bool getStatus() override;
+
+ private:
+ void initializeDevice();
+
+ bool mInitialized;
+ HMODULE mD3d11Module;
+ ID3DUserDefinedAnnotation *mUserDefinedAnnotation;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_DEBUGANNOTATOR11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp
new file mode 100644
index 0000000000..8552bc2beb
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp
@@ -0,0 +1,231 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Fence11.cpp: Defines the rx::FenceNV11 and rx::FenceSync11 classes which implement rx::FenceNVImpl and rx::FenceSyncImpl.
+
+#include "libANGLE/renderer/d3d/d3d11/Fence11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+
+#include "common/utilities.h"
+
+namespace rx
+{
+
+//
+// Template helpers for set and test operations.
+//
+
+template<class FenceClass>
+gl::Error FenceSetHelper(FenceClass *fence)
+{
+ if (!fence->mQuery)
+ {
+ D3D11_QUERY_DESC queryDesc;
+ queryDesc.Query = D3D11_QUERY_EVENT;
+ queryDesc.MiscFlags = 0;
+
+ HRESULT result = fence->mRenderer->getDevice()->CreateQuery(&queryDesc, &fence->mQuery);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create event query, result: 0x%X.", result);
+ }
+ }
+
+ fence->mRenderer->getDeviceContext()->End(fence->mQuery);
+ return gl::Error(GL_NO_ERROR);
+}
+
+template <class FenceClass>
+gl::Error FenceTestHelper(FenceClass *fence, bool flushCommandBuffer, GLboolean *outFinished)
+{
+ ASSERT(fence->mQuery);
+
+ UINT getDataFlags = (flushCommandBuffer ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
+ HRESULT result = fence->mRenderer->getDeviceContext()->GetData(fence->mQuery, NULL, 0, getDataFlags);
+
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get query data, result: 0x%X.", result);
+ }
+ else if (fence->mRenderer->isDeviceLost())
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Device was lost while querying result of an event query.");
+ }
+
+ ASSERT(result == S_OK || result == S_FALSE);
+ *outFinished = ((result == S_OK) ? GL_TRUE : GL_FALSE);
+ return gl::Error(GL_NO_ERROR);
+}
+
+//
+// FenceNV11
+//
+
+FenceNV11::FenceNV11(Renderer11 *renderer)
+ : FenceNVImpl(),
+ mRenderer(renderer),
+ mQuery(NULL)
+{
+}
+
+FenceNV11::~FenceNV11()
+{
+ SafeRelease(mQuery);
+}
+
+gl::Error FenceNV11::set()
+{
+ return FenceSetHelper(this);
+}
+
+gl::Error FenceNV11::test(bool flushCommandBuffer, GLboolean *outFinished)
+{
+ return FenceTestHelper(this, flushCommandBuffer, outFinished);
+}
+
+gl::Error FenceNV11::finishFence(GLboolean *outFinished)
+{
+ ASSERT(outFinished);
+
+ while (*outFinished != GL_TRUE)
+ {
+ gl::Error error = test(true, outFinished);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ScheduleYield();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+//
+// FenceSync11
+//
+
+// Important note on accurate timers in Windows:
+//
+// QueryPerformanceCounter has a few major issues, including being 10x as expensive to call
+// as timeGetTime on laptops and "jumping" during certain hardware events.
+//
+// See the comments at the top of the Chromium source file "chromium/src/base/time/time_win.cc"
+// https://code.google.com/p/chromium/codesearch#chromium/src/base/time/time_win.cc
+//
+// We still opt to use QPC. In the present and moving forward, most newer systems will not suffer
+// from buggy implementations.
+
+FenceSync11::FenceSync11(Renderer11 *renderer)
+ : FenceSyncImpl(),
+ mRenderer(renderer),
+ mQuery(NULL)
+{
+ LARGE_INTEGER counterFreqency = { 0 };
+ BOOL success = QueryPerformanceFrequency(&counterFreqency);
+ UNUSED_ASSERTION_VARIABLE(success);
+ ASSERT(success);
+
+ mCounterFrequency = counterFreqency.QuadPart;
+}
+
+FenceSync11::~FenceSync11()
+{
+ SafeRelease(mQuery);
+}
+
+gl::Error FenceSync11::set()
+{
+ return FenceSetHelper(this);
+}
+
+gl::Error FenceSync11::clientWait(GLbitfield flags, GLuint64 timeout, GLenum *outResult)
+{
+ ASSERT(outResult);
+
+ bool flushCommandBuffer = ((flags & GL_SYNC_FLUSH_COMMANDS_BIT) != 0);
+
+ GLboolean result = GL_FALSE;
+ gl::Error error = FenceTestHelper(this, flushCommandBuffer, &result);
+ if (error.isError())
+ {
+ *outResult = GL_WAIT_FAILED;
+ return error;
+ }
+
+ if (result == GL_TRUE)
+ {
+ *outResult = GL_ALREADY_SIGNALED;
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ if (timeout == 0)
+ {
+ *outResult = GL_TIMEOUT_EXPIRED;
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ LARGE_INTEGER currentCounter = { 0 };
+ BOOL success = QueryPerformanceCounter(&currentCounter);
+ UNUSED_ASSERTION_VARIABLE(success);
+ ASSERT(success);
+
+ LONGLONG timeoutInSeconds = static_cast<LONGLONG>(timeout) * static_cast<LONGLONG>(1000000ll);
+ LONGLONG endCounter = currentCounter.QuadPart + mCounterFrequency * timeoutInSeconds;
+
+ while (currentCounter.QuadPart < endCounter && !result)
+ {
+ ScheduleYield();
+ success = QueryPerformanceCounter(&currentCounter);
+ UNUSED_ASSERTION_VARIABLE(success);
+ ASSERT(success);
+
+ error = FenceTestHelper(this, flushCommandBuffer, &result);
+ if (error.isError())
+ {
+ *outResult = GL_WAIT_FAILED;
+ return error;
+ }
+ }
+
+ if (currentCounter.QuadPart >= endCounter)
+ {
+ *outResult = GL_TIMEOUT_EXPIRED;
+ }
+ else
+ {
+ *outResult = GL_CONDITION_SATISFIED;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error FenceSync11::serverWait(GLbitfield flags, GLuint64 timeout)
+{
+ // Because our API is currently designed to be called from a single thread, we don't need to do
+ // extra work for a server-side fence. GPU commands issued after the fence is created will always
+ // be processed after the fence is signaled.
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error FenceSync11::getStatus(GLint *outResult)
+{
+ GLboolean result = GL_FALSE;
+ gl::Error error = FenceTestHelper(this, false, &result);
+ if (error.isError())
+ {
+ // The spec does not specify any way to report errors during the status test (e.g. device lost)
+ // so we report the fence is unblocked in case of error or signaled.
+ *outResult = GL_SIGNALED;
+
+ return error;
+ }
+
+ *outResult = (result ? GL_SIGNALED : GL_UNSIGNALED);
+ return gl::Error(GL_NO_ERROR);
+}
+
+} // namespace rx
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.h
new file mode 100644
index 0000000000..2d87f43e76
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.h
@@ -0,0 +1,59 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Fence11.h: Defines the rx::FenceNV11 and rx::FenceSync11 classes which implement rx::FenceNVImpl and rx::FenceSyncImpl.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_FENCE11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_FENCE11_H_
+
+#include "libANGLE/renderer/FenceNVImpl.h"
+#include "libANGLE/renderer/FenceSyncImpl.h"
+
+namespace rx
+{
+class Renderer11;
+
+class FenceNV11 : public FenceNVImpl
+{
+ public:
+ explicit FenceNV11(Renderer11 *renderer);
+ virtual ~FenceNV11();
+
+ gl::Error set();
+ gl::Error test(bool flushCommandBuffer, GLboolean *outFinished);
+ gl::Error finishFence(GLboolean *outFinished);
+
+ private:
+ template<class T> friend gl::Error FenceSetHelper(T *fence);
+ template<class T> friend gl::Error FenceTestHelper(T *fence, bool flushCommandBuffer, GLboolean *outFinished);
+
+ Renderer11 *mRenderer;
+ ID3D11Query *mQuery;
+};
+
+class FenceSync11 : public FenceSyncImpl
+{
+ public:
+ explicit FenceSync11(Renderer11 *renderer);
+ virtual ~FenceSync11();
+
+ gl::Error set();
+ gl::Error clientWait(GLbitfield flags, GLuint64 timeout, GLenum *outResult);
+ gl::Error serverWait(GLbitfield flags, GLuint64 timeout);
+ gl::Error getStatus(GLint *outResult);
+
+ private:
+ template<class T> friend gl::Error FenceSetHelper(T *fence);
+ template<class T> friend gl::Error FenceTestHelper(T *fence, bool flushCommandBuffer, GLboolean *outFinished);
+
+ Renderer11 *mRenderer;
+ ID3D11Query *mQuery;
+ LONGLONG mCounterFrequency;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_FENCE11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.cpp
new file mode 100644
index 0000000000..da01f320c0
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.cpp
@@ -0,0 +1,270 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Framebuffer11.cpp: Implements the Framebuffer11 class.
+
+#include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h"
+
+#include "common/debug.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Clear11.h"
+#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/Texture.h"
+
+namespace rx
+{
+
+Framebuffer11::Framebuffer11(const gl::Framebuffer::Data &data, Renderer11 *renderer)
+ : FramebufferD3D(data, renderer),
+ mRenderer(renderer)
+{
+ ASSERT(mRenderer != nullptr);
+}
+
+Framebuffer11::~Framebuffer11()
+{
+}
+
+static gl::Error InvalidateAttachmentSwizzles(const gl::FramebufferAttachment *attachment)
+{
+ if (attachment && attachment->type() == GL_TEXTURE)
+ {
+ gl::Texture *texture = attachment->getTexture();
+
+ TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
+
+ TextureStorage *texStorage = NULL;
+ gl::Error error = textureD3D->getNativeTexture(&texStorage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (texStorage)
+ {
+ TextureStorage11 *texStorage11 = TextureStorage11::makeTextureStorage11(texStorage);
+ ASSERT(texStorage11);
+
+ texStorage11->invalidateSwizzleCacheLevel(attachment->mipLevel());
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Framebuffer11::invalidateSwizzles() const
+{
+ for (auto it = mData.mColorAttachments.cbegin(); it != mData.mColorAttachments.cend(); ++it)
+ {
+ gl::FramebufferAttachment *colorAttachment = *it;
+ gl::Error error = InvalidateAttachmentSwizzles(colorAttachment);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ gl::Error error = InvalidateAttachmentSwizzles(mData.mDepthAttachment);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = InvalidateAttachmentSwizzles(mData.mStencilAttachment);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Framebuffer11::clear(const gl::State &state, const ClearParameters &clearParams)
+{
+ Clear11 *clearer = mRenderer->getClearer();
+ gl::Error error = clearer->clearFramebuffer(clearParams, mData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = invalidateSwizzles();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+static gl::Error getRenderTargetResource(const gl::FramebufferAttachment *colorbuffer, unsigned int *subresourceIndexOut,
+ ID3D11Texture2D **texture2DOut)
+{
+ ASSERT(colorbuffer);
+
+ RenderTarget11 *renderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *renderTargetResource = renderTarget->getTexture();
+ ASSERT(renderTargetResource);
+
+ *subresourceIndexOut = renderTarget->getSubresourceIndex();
+ *texture2DOut = d3d11::DynamicCastComObject<ID3D11Texture2D>(renderTargetResource);
+
+ if (!(*texture2DOut))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to query the ID3D11Texture2D from a RenderTarget");
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Framebuffer11::readPixels(const gl::Rectangle &area, GLenum format, GLenum type, size_t outputPitch, const gl::PixelPackState &pack, uint8_t *pixels) const
+{
+ ID3D11Texture2D *colorBufferTexture = NULL;
+ unsigned int subresourceIndex = 0;
+
+ const gl::FramebufferAttachment *colorbuffer = mData.getReadAttachment();
+ ASSERT(colorbuffer);
+
+ gl::Error error = getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ gl::Buffer *packBuffer = pack.pixelBuffer.get();
+ if (packBuffer != NULL)
+ {
+ Buffer11 *packBufferStorage = Buffer11::makeBuffer11(packBuffer->getImplementation());
+ PackPixelsParams packParams(area, format, type, outputPitch, pack, reinterpret_cast<ptrdiff_t>(pixels));
+
+ error = packBufferStorage->packPixels(colorBufferTexture, subresourceIndex, packParams);
+ if (error.isError())
+ {
+ SafeRelease(colorBufferTexture);
+ return error;
+ }
+
+ packBuffer->getIndexRangeCache()->clear();
+ }
+ else
+ {
+ error = mRenderer->readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, pack, pixels);
+ if (error.isError())
+ {
+ SafeRelease(colorBufferTexture);
+ return error;
+ }
+ }
+
+ SafeRelease(colorBufferTexture);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Framebuffer11::blit(const gl::Rectangle &sourceArea, const gl::Rectangle &destArea, const gl::Rectangle *scissor,
+ bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter,
+ const gl::Framebuffer *sourceFramebuffer)
+{
+ if (blitRenderTarget)
+ {
+ const gl::FramebufferAttachment *readBuffer = sourceFramebuffer->getReadColorbuffer();
+ ASSERT(readBuffer);
+
+ RenderTargetD3D *readRenderTarget = NULL;
+ gl::Error error = GetAttachmentRenderTarget(readBuffer, &readRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(readRenderTarget);
+
+ for (size_t colorAttachment = 0; colorAttachment < mData.mColorAttachments.size(); colorAttachment++)
+ {
+ if (mData.mColorAttachments[colorAttachment] != nullptr &&
+ mData.mDrawBufferStates[colorAttachment] != GL_NONE)
+ {
+ const gl::FramebufferAttachment *drawBuffer = mData.mColorAttachments[colorAttachment];
+
+ RenderTargetD3D *drawRenderTarget = NULL;
+ error = GetAttachmentRenderTarget(drawBuffer, &drawRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(drawRenderTarget);
+
+ error = mRenderer->blitRenderbufferRect(sourceArea, destArea, readRenderTarget, drawRenderTarget,
+ filter, scissor, blitRenderTarget, false, false);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ if (blitDepth || blitStencil)
+ {
+ gl::FramebufferAttachment *readBuffer = sourceFramebuffer->getDepthOrStencilbuffer();
+ ASSERT(readBuffer);
+
+ RenderTargetD3D *readRenderTarget = NULL;
+ gl::Error error = GetAttachmentRenderTarget(readBuffer, &readRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(readRenderTarget);
+
+ const gl::FramebufferAttachment *drawBuffer = mData.getDepthOrStencilAttachment();
+ ASSERT(drawBuffer);
+
+ RenderTargetD3D *drawRenderTarget = NULL;
+ error = GetAttachmentRenderTarget(drawBuffer, &drawRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(drawRenderTarget);
+
+ error = mRenderer->blitRenderbufferRect(sourceArea, destArea, readRenderTarget, drawRenderTarget, filter, scissor,
+ false, blitDepth, blitStencil);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ gl::Error error = invalidateSwizzles();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+GLenum Framebuffer11::getRenderTargetImplementationFormat(RenderTargetD3D *renderTarget) const
+{
+ RenderTarget11 *renderTarget11 = RenderTarget11::makeRenderTarget11(renderTarget);
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(renderTarget11->getDXGIFormat());
+ return dxgiFormatInfo.internalFormat;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.h
new file mode 100644
index 0000000000..07fa480fa2
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.h
@@ -0,0 +1,45 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Framebuffer11.h: Defines the Framebuffer11 class.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_FRAMBUFFER11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_FRAMBUFFER11_H_
+
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+
+namespace rx
+{
+class Renderer11;
+
+class Framebuffer11 : public FramebufferD3D
+{
+ public:
+ Framebuffer11(const gl::Framebuffer::Data &data, Renderer11 *renderer);
+ virtual ~Framebuffer11();
+
+ // Invalidate the cached swizzles of all bound texture attachments.
+ gl::Error invalidateSwizzles() const;
+
+ private:
+ gl::Error clear(const gl::State &state, const ClearParameters &clearParams) override;
+
+ gl::Error readPixels(const gl::Rectangle &area, GLenum format, GLenum type, size_t outputPitch,
+ const gl::PixelPackState &pack, uint8_t *pixels) const override;
+
+ gl::Error blit(const gl::Rectangle &sourceArea, const gl::Rectangle &destArea, const gl::Rectangle *scissor,
+ bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter,
+ const gl::Framebuffer *sourceFramebuffer) override;
+
+
+ GLenum getRenderTargetImplementationFormat(RenderTargetD3D *renderTarget) const override;
+
+ Renderer11 *const mRenderer;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_FRAMBUFFER11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp
new file mode 100644
index 0000000000..956b78b5a6
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp
@@ -0,0 +1,664 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Image11.h: Implements the rx::Image11 class, which acts as the interface to
+// the actual underlying resources of a Texture
+
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Image11.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/formatutils.h"
+
+#include "common/utilities.h"
+
+namespace rx
+{
+
+Image11::Image11(Renderer11 *renderer)
+ : mRenderer(renderer),
+ mDXGIFormat(DXGI_FORMAT_UNKNOWN),
+ mStagingTexture(NULL),
+ mStagingSubresource(0),
+ mRecoverFromStorage(false),
+ mAssociatedStorage(NULL),
+ mAssociatedImageIndex(gl::ImageIndex::MakeInvalid()),
+ mRecoveredFromStorageCount(0)
+{
+ // mRenderer should remain unchanged during the lifetime of the Image11 object.
+ // This lets us safely use mRenderer (and its Feature Level) in Image11's methods.
+ mFeatureLevel = renderer->getFeatureLevel();
+}
+
+Image11::~Image11()
+{
+ disassociateStorage();
+ releaseStagingTexture();
+}
+
+Image11 *Image11::makeImage11(ImageD3D *img)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(Image11*, img));
+ return static_cast<Image11*>(img);
+}
+
+gl::Error Image11::generateMipmap(Image11 *dest, Image11 *src)
+{
+ ASSERT(src->getDXGIFormat() == dest->getDXGIFormat());
+ ASSERT(src->getWidth() == 1 || src->getWidth() / 2 == dest->getWidth());
+ ASSERT(src->getHeight() == 1 || src->getHeight() / 2 == dest->getHeight());
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(src->getDXGIFormat());
+ ASSERT(dxgiFormatInfo.mipGenerationFunction != NULL);
+
+ D3D11_MAPPED_SUBRESOURCE destMapped;
+ gl::Error error = dest->map(D3D11_MAP_WRITE, &destMapped);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ D3D11_MAPPED_SUBRESOURCE srcMapped;
+ error = src->map(D3D11_MAP_READ, &srcMapped);
+ if (error.isError())
+ {
+ dest->unmap();
+ return error;
+ }
+
+ const uint8_t *sourceData = reinterpret_cast<const uint8_t*>(srcMapped.pData);
+ uint8_t *destData = reinterpret_cast<uint8_t*>(destMapped.pData);
+
+ dxgiFormatInfo.mipGenerationFunction(src->getWidth(), src->getHeight(), src->getDepth(),
+ sourceData, srcMapped.RowPitch, srcMapped.DepthPitch,
+ destData, destMapped.RowPitch, destMapped.DepthPitch);
+
+ dest->unmap();
+ src->unmap();
+
+ dest->markDirty();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool Image11::isDirty() const
+{
+ // If mDirty is true
+ // AND mStagingTexture doesn't exist AND mStagingTexture doesn't need to be recovered from TextureStorage
+ // AND the texture doesn't require init data (i.e. a blank new texture will suffice)
+ // then isDirty should still return false.
+ if (mDirty && !mStagingTexture && !mRecoverFromStorage && !(d3d11::GetTextureFormatInfo(mInternalFormat, mFeatureLevel).dataInitializerFunction != NULL))
+ {
+ return false;
+ }
+
+ return mDirty;
+}
+
+gl::Error Image11::copyToStorage(TextureStorage *storage, const gl::ImageIndex &index, const gl::Box &region)
+{
+ TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(storage);
+
+ // If an app's behavior results in an Image11 copying its data to/from to a TextureStorage multiple times,
+ // then we should just keep the staging texture around to prevent the copying from impacting perf.
+ // We allow the Image11 to copy its data to/from TextureStorage once.
+ // This accounts for an app making a late call to glGenerateMipmap.
+ bool attemptToReleaseStagingTexture = (mRecoveredFromStorageCount < 2);
+
+ if (attemptToReleaseStagingTexture)
+ {
+ // If another image is relying on this Storage for its data, then we must let it recover its data before we overwrite it.
+ gl::Error error = storage11->releaseAssociatedImage(index, this);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ ID3D11Resource *stagingTexture = NULL;
+ unsigned int stagingSubresourceIndex = 0;
+ gl::Error error = getStagingTexture(&stagingTexture, &stagingSubresourceIndex);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = storage11->updateSubresourceLevel(stagingTexture, stagingSubresourceIndex, index, region);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Once the image data has been copied into the Storage, we can release it locally.
+ if (attemptToReleaseStagingTexture)
+ {
+ storage11->associateImage(this, index);
+ releaseStagingTexture();
+ mRecoverFromStorage = true;
+ mAssociatedStorage = storage11;
+ mAssociatedImageIndex = index;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool Image11::isAssociatedStorageValid(TextureStorage11* textureStorage) const
+{
+ return (mAssociatedStorage == textureStorage);
+}
+
+gl::Error Image11::recoverFromAssociatedStorage()
+{
+ if (mRecoverFromStorage)
+ {
+ gl::Error error = createStagingTexture();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ bool textureStorageCorrect = mAssociatedStorage->isAssociatedImageValid(mAssociatedImageIndex, this);
+
+ // This means that the cached TextureStorage has been modified after this Image11 released its copy of its data.
+ // This should not have happened. The TextureStorage should have told this Image11 to recover its data before it was overwritten.
+ ASSERT(textureStorageCorrect);
+
+ if (textureStorageCorrect)
+ {
+ // CopySubResource from the Storage to the Staging texture
+ gl::Box region(0, 0, 0, mWidth, mHeight, mDepth);
+ error = mAssociatedStorage->copySubresourceLevel(mStagingTexture, mStagingSubresource, mAssociatedImageIndex, region);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mRecoveredFromStorageCount += 1;
+ }
+
+ // Reset all the recovery parameters, even if the texture storage association is broken.
+ disassociateStorage();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Image11::disassociateStorage()
+{
+ if (mRecoverFromStorage)
+ {
+ // Make the texturestorage release the Image11 too
+ mAssociatedStorage->disassociateImage(mAssociatedImageIndex, this);
+
+ mRecoverFromStorage = false;
+ mAssociatedStorage = NULL;
+ mAssociatedImageIndex = gl::ImageIndex::MakeInvalid();
+ }
+}
+
+bool Image11::redefine(GLenum target, GLenum internalformat, const gl::Extents &size, bool forceRelease)
+{
+ if (mWidth != size.width ||
+ mHeight != size.height ||
+ mInternalFormat != internalformat ||
+ forceRelease)
+ {
+ // End the association with the TextureStorage, since that data will be out of date.
+ // Also reset mRecoveredFromStorageCount since this Image is getting completely redefined.
+ disassociateStorage();
+ mRecoveredFromStorageCount = 0;
+
+ mWidth = size.width;
+ mHeight = size.height;
+ mDepth = size.depth;
+ mInternalFormat = internalformat;
+ mTarget = target;
+
+ // compute the d3d format that will be used
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, mFeatureLevel);
+ mDXGIFormat = formatInfo.texFormat;
+ mRenderable = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
+
+ releaseStagingTexture();
+ mDirty = (formatInfo.dataInitializerFunction != NULL);
+
+ return true;
+ }
+
+ return false;
+}
+
+DXGI_FORMAT Image11::getDXGIFormat() const
+{
+ // this should only happen if the image hasn't been redefined first
+ // which would be a bug by the caller
+ ASSERT(mDXGIFormat != DXGI_FORMAT_UNKNOWN);
+
+ return mDXGIFormat;
+}
+
+// Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input
+// into the target pixel rectangle.
+gl::Error Image11::loadData(const gl::Box &area, const gl::PixelUnpackState &unpack, GLenum type, const void *input)
+{
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
+ GLsizei inputRowPitch = formatInfo.computeRowPitch(type, area.width, unpack.alignment, unpack.rowLength);
+ GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, area.width, area.height, unpack.alignment, unpack.rowLength);
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mDXGIFormat);
+ GLuint outputPixelSize = dxgiFormatInfo.pixelBytes;
+
+ const d3d11::TextureFormat &d3dFormatInfo = d3d11::GetTextureFormatInfo(mInternalFormat, mFeatureLevel);
+ LoadImageFunction loadFunction = d3dFormatInfo.loadFunctions.at(type);
+
+ D3D11_MAPPED_SUBRESOURCE mappedImage;
+ gl::Error error = map(D3D11_MAP_WRITE, &mappedImage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ uint8_t *offsetMappedData = (reinterpret_cast<uint8_t*>(mappedImage.pData) + (area.y * mappedImage.RowPitch + area.x * outputPixelSize + area.z * mappedImage.DepthPitch));
+ loadFunction(area.width, area.height, area.depth,
+ reinterpret_cast<const uint8_t*>(input), inputRowPitch, inputDepthPitch,
+ offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);
+
+ unmap();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Image11::loadCompressedData(const gl::Box &area, const void *input)
+{
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
+ GLsizei inputRowPitch = formatInfo.computeRowPitch(GL_UNSIGNED_BYTE, area.width, 1, 0);
+ GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, area.width, area.height, 1, 0);
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mDXGIFormat);
+ GLuint outputPixelSize = dxgiFormatInfo.pixelBytes;
+ GLuint outputBlockWidth = dxgiFormatInfo.blockWidth;
+ GLuint outputBlockHeight = dxgiFormatInfo.blockHeight;
+
+ ASSERT(area.x % outputBlockWidth == 0);
+ ASSERT(area.y % outputBlockHeight == 0);
+
+ const d3d11::TextureFormat &d3dFormatInfo = d3d11::GetTextureFormatInfo(mInternalFormat, mFeatureLevel);
+ LoadImageFunction loadFunction = d3dFormatInfo.loadFunctions.at(GL_UNSIGNED_BYTE);
+
+ D3D11_MAPPED_SUBRESOURCE mappedImage;
+ gl::Error error = map(D3D11_MAP_WRITE, &mappedImage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ uint8_t* offsetMappedData = reinterpret_cast<uint8_t*>(mappedImage.pData) + ((area.y / outputBlockHeight) * mappedImage.RowPitch +
+ (area.x / outputBlockWidth) * outputPixelSize +
+ area.z * mappedImage.DepthPitch);
+
+ loadFunction(area.width, area.height, area.depth,
+ reinterpret_cast<const uint8_t*>(input), inputRowPitch, inputDepthPitch,
+ offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);
+
+ unmap();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Image11::copy(const gl::Offset &destOffset, const gl::Rectangle &sourceArea, RenderTargetD3D *source)
+{
+ RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(source);
+ ASSERT(sourceRenderTarget->getTexture());
+
+ ID3D11Resource *resource = sourceRenderTarget->getTexture();
+ UINT subresourceIndex = sourceRenderTarget->getSubresourceIndex();
+
+ gl::Box sourceBox(sourceArea.x, sourceArea.y, 0, sourceArea.width, sourceArea.height, 1);
+ gl::Error error = copy(destOffset, sourceBox, resource, subresourceIndex);
+
+ SafeRelease(resource);
+
+ return error;
+}
+
+gl::Error Image11::copy(const gl::Offset &destOffset, const gl::Box &sourceArea, const gl::ImageIndex &sourceIndex, TextureStorage *source)
+{
+ TextureStorage11 *sourceStorage11 = TextureStorage11::makeTextureStorage11(source);
+
+ UINT subresourceIndex = sourceStorage11->getSubresourceIndex(sourceIndex);
+ ID3D11Resource *resource = NULL;
+ gl::Error error = sourceStorage11->getResource(&resource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = copy(destOffset, sourceArea, resource, subresourceIndex);
+
+ SafeRelease(resource);
+
+ return error;
+}
+
+gl::Error Image11::copy(const gl::Offset &destOffset, const gl::Box &sourceArea, ID3D11Resource *source, UINT sourceSubResource)
+{
+ D3D11_RESOURCE_DIMENSION dim;
+ source->GetType(&dim);
+
+ DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
+ gl::Extents extents;
+ UINT sampleCount = 0;
+
+ ID3D11Texture2D *source2D = NULL;
+
+ if (dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D)
+ {
+ D3D11_TEXTURE2D_DESC textureDesc2D;
+ source2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(source);
+ ASSERT(source2D);
+ source2D->GetDesc(&textureDesc2D);
+
+ format = textureDesc2D.Format;
+ extents = gl::Extents(textureDesc2D.Width, textureDesc2D.Height, 1);
+ sampleCount = textureDesc2D.SampleDesc.Count;
+ }
+ else if (dim == D3D11_RESOURCE_DIMENSION_TEXTURE3D)
+ {
+ D3D11_TEXTURE3D_DESC textureDesc3D;
+ ID3D11Texture3D *source3D = d3d11::DynamicCastComObject<ID3D11Texture3D>(source);
+ ASSERT(source3D);
+ source3D->GetDesc(&textureDesc3D);
+
+ format = textureDesc3D.Format;
+ extents = gl::Extents(textureDesc3D.Width, textureDesc3D.Height, textureDesc3D.Depth);
+ sampleCount = 1;
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+
+ if (format == mDXGIFormat)
+ {
+ // No conversion needed-- use copyback fastpath
+ ID3D11Resource *stagingTexture = NULL;
+ unsigned int stagingSubresourceIndex = 0;
+ gl::Error error = getStagingTexture(&stagingTexture, &stagingSubresourceIndex);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ UINT subresourceAfterResolve = sourceSubResource;
+
+ ID3D11Resource *srcTex = NULL;
+
+ bool needResolve = (dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D && sampleCount > 1);
+
+ if (needResolve)
+ {
+ D3D11_TEXTURE2D_DESC resolveDesc;
+ resolveDesc.Width = extents.width;
+ resolveDesc.Height = extents.height;
+ resolveDesc.MipLevels = 1;
+ resolveDesc.ArraySize = 1;
+ resolveDesc.Format = format;
+ resolveDesc.SampleDesc.Count = 1;
+ resolveDesc.SampleDesc.Quality = 0;
+ resolveDesc.Usage = D3D11_USAGE_DEFAULT;
+ resolveDesc.BindFlags = 0;
+ resolveDesc.CPUAccessFlags = 0;
+ resolveDesc.MiscFlags = 0;
+
+ ID3D11Texture2D *srcTex2D = NULL;
+ HRESULT result = device->CreateTexture2D(&resolveDesc, NULL, &srcTex2D);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create resolve texture for Image11::copy, HRESULT: 0x%X.", result);
+ }
+ srcTex = srcTex2D;
+
+ deviceContext->ResolveSubresource(srcTex, 0, source, sourceSubResource, format);
+ subresourceAfterResolve = 0;
+ }
+ else
+ {
+ srcTex = source;
+ }
+
+ D3D11_BOX srcBox;
+ srcBox.left = sourceArea.x;
+ srcBox.right = sourceArea.x + sourceArea.width;
+ srcBox.top = sourceArea.y;
+ srcBox.bottom = sourceArea.y + sourceArea.height;
+ srcBox.front = sourceArea.z;
+ srcBox.back = sourceArea.z + sourceArea.depth;
+
+ deviceContext->CopySubresourceRegion(stagingTexture, stagingSubresourceIndex, destOffset.x, destOffset.y,
+ destOffset.z, srcTex, subresourceAfterResolve, &srcBox);
+
+ if (needResolve)
+ {
+ SafeRelease(srcTex);
+ }
+ }
+ else
+ {
+ // This format requires conversion, so we must copy the texture to staging and manually convert via readPixels
+ D3D11_MAPPED_SUBRESOURCE mappedImage;
+ gl::Error error = map(D3D11_MAP_WRITE, &mappedImage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // determine the offset coordinate into the destination buffer
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mDXGIFormat);
+ GLsizei rowOffset = dxgiFormatInfo.pixelBytes * destOffset.x;
+ uint8_t *dataOffset = static_cast<uint8_t*>(mappedImage.pData) + mappedImage.RowPitch * destOffset.y + rowOffset + destOffset.z * mappedImage.DepthPitch;
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
+
+ // Currently in ANGLE, the source data may only need to be converted if the source is the current framebuffer
+ // and OpenGL ES framebuffers must be 2D textures therefore we should not need to convert 3D textures between different formats.
+ ASSERT(dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D);
+ ASSERT(sourceArea.z == 0 && sourceArea.depth == 1);
+ gl::Rectangle sourceRect(sourceArea.x, sourceArea.y, sourceArea.width, sourceArea.height);
+ error = mRenderer->readTextureData(source2D, sourceSubResource, sourceRect, formatInfo.format, formatInfo.type, mappedImage.RowPitch, gl::PixelPackState(), dataOffset);
+
+ unmap();
+
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ mDirty = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Image11::getStagingTexture(ID3D11Resource **outStagingTexture, unsigned int *outSubresourceIndex)
+{
+ gl::Error error = createStagingTexture();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outStagingTexture = mStagingTexture;
+ *outSubresourceIndex = mStagingSubresource;
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Image11::releaseStagingTexture()
+{
+ SafeRelease(mStagingTexture);
+}
+
+gl::Error Image11::createStagingTexture()
+{
+ if (mStagingTexture)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ ASSERT(mWidth > 0 && mHeight > 0 && mDepth > 0);
+
+ const DXGI_FORMAT dxgiFormat = getDXGIFormat();
+
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ int lodOffset = 1;
+ GLsizei width = mWidth;
+ GLsizei height = mHeight;
+
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, dxgiFormat, &width, &height, &lodOffset);
+
+ if (mTarget == GL_TEXTURE_3D)
+ {
+ ID3D11Texture3D *newTexture = NULL;
+
+ D3D11_TEXTURE3D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.Depth = mDepth;
+ desc.MipLevels = lodOffset + 1;
+ desc.Format = dxgiFormat;
+ desc.Usage = D3D11_USAGE_STAGING;
+ desc.BindFlags = 0;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+
+ if (d3d11::GetTextureFormatInfo(mInternalFormat, mFeatureLevel).dataInitializerFunction != NULL)
+ {
+ std::vector<D3D11_SUBRESOURCE_DATA> initialData;
+ std::vector< std::vector<BYTE> > textureData;
+ d3d11::GenerateInitialTextureData(mInternalFormat, mFeatureLevel, width, height, mDepth,
+ lodOffset + 1, &initialData, &textureData);
+
+ result = device->CreateTexture3D(&desc, initialData.data(), &newTexture);
+ }
+ else
+ {
+ result = device->CreateTexture3D(&desc, NULL, &newTexture);
+ }
+
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create staging texture, result: 0x%X.", result);
+ }
+
+ mStagingTexture = newTexture;
+ mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
+ }
+ else if (mTarget == GL_TEXTURE_2D || mTarget == GL_TEXTURE_2D_ARRAY || mTarget == GL_TEXTURE_CUBE_MAP)
+ {
+ ID3D11Texture2D *newTexture = NULL;
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = lodOffset + 1;
+ desc.ArraySize = 1;
+ desc.Format = dxgiFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_STAGING;
+ desc.BindFlags = 0;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+
+ if (d3d11::GetTextureFormatInfo(mInternalFormat, mFeatureLevel).dataInitializerFunction != NULL)
+ {
+ std::vector<D3D11_SUBRESOURCE_DATA> initialData;
+ std::vector< std::vector<BYTE> > textureData;
+ d3d11::GenerateInitialTextureData(mInternalFormat, mFeatureLevel, width, height, 1,
+ lodOffset + 1, &initialData, &textureData);
+
+ result = device->CreateTexture2D(&desc, initialData.data(), &newTexture);
+ }
+ else
+ {
+ result = device->CreateTexture2D(&desc, NULL, &newTexture);
+ }
+
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create staging texture, result: 0x%X.", result);
+ }
+
+ mStagingTexture = newTexture;
+ mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+
+ mDirty = false;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Image11::map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map)
+{
+ // We must recover from the TextureStorage if necessary, even for D3D11_MAP_WRITE.
+ gl::Error error = recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *stagingTexture = NULL;
+ unsigned int subresourceIndex = 0;
+ error = getStagingTexture(&stagingTexture, &subresourceIndex);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ ASSERT(mStagingTexture);
+ HRESULT result = deviceContext->Map(stagingTexture, subresourceIndex, mapType, 0, map);
+
+ // this can fail if the device is removed (from TDR)
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ }
+ else if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map staging texture, result: 0x%X.", result);
+ }
+
+ mDirty = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Image11::unmap()
+{
+ if (mStagingTexture)
+ {
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ deviceContext->Unmap(mStagingTexture, mStagingSubresource);
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.h
new file mode 100644
index 0000000000..5734f73b15
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.h
@@ -0,0 +1,84 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Image11.h: Defines the rx::Image11 class, which acts as the interface to
+// the actual underlying resources of a Texture
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_IMAGE11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_IMAGE11_H_
+
+#include "libANGLE/renderer/d3d/ImageD3D.h"
+#include "libANGLE/ImageIndex.h"
+
+#include "common/debug.h"
+
+namespace gl
+{
+class Framebuffer;
+}
+
+namespace rx
+{
+class Renderer11;
+class TextureStorage11;
+
+class Image11 : public ImageD3D
+{
+ public:
+ Image11(Renderer11 *renderer);
+ virtual ~Image11();
+
+ static Image11 *makeImage11(ImageD3D *img);
+
+ static gl::Error generateMipmap(Image11 *dest, Image11 *src);
+
+ virtual bool isDirty() const;
+
+ virtual gl::Error copyToStorage(TextureStorage *storage, const gl::ImageIndex &index, const gl::Box &region);
+
+ bool redefine(GLenum target, GLenum internalformat, const gl::Extents &size, bool forceRelease) override;
+
+ DXGI_FORMAT getDXGIFormat() const;
+
+ virtual gl::Error loadData(const gl::Box &area, const gl::PixelUnpackState &unpack, GLenum type, const void *input);
+ virtual gl::Error loadCompressedData(const gl::Box &area, const void *input);
+
+ virtual gl::Error copy(const gl::Offset &destOffset, const gl::Rectangle &sourceArea, RenderTargetD3D *source);
+ virtual gl::Error copy(const gl::Offset &destOffset, const gl::Box &sourceArea,
+ const gl::ImageIndex &sourceIndex, TextureStorage *source);
+
+ gl::Error recoverFromAssociatedStorage();
+ bool isAssociatedStorageValid(TextureStorage11* textureStorage) const;
+ void disassociateStorage();
+
+ protected:
+ gl::Error map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map);
+ void unmap();
+
+ private:
+ gl::Error copyToStorageImpl(TextureStorage11 *storage11, const gl::ImageIndex &index, const gl::Box &region);
+ gl::Error copy(const gl::Offset &destOffset, const gl::Box &sourceArea, ID3D11Resource *source, UINT sourceSubResource);
+
+ gl::Error getStagingTexture(ID3D11Resource **outStagingTexture, unsigned int *outSubresourceIndex);
+ gl::Error createStagingTexture();
+ void releaseStagingTexture();
+
+ Renderer11 *mRenderer;
+ D3D_FEATURE_LEVEL mFeatureLevel;
+
+ DXGI_FORMAT mDXGIFormat;
+ ID3D11Resource *mStagingTexture;
+ unsigned int mStagingSubresource;
+
+ bool mRecoverFromStorage;
+ TextureStorage11 *mAssociatedStorage;
+ gl::ImageIndex mAssociatedImageIndex;
+ unsigned int mRecoveredFromStorageCount;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_IMAGE11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.cpp
new file mode 100644
index 0000000000..99c199f2b9
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.cpp
@@ -0,0 +1,162 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// IndexBuffer11.cpp: Defines the D3D11 IndexBuffer implementation.
+
+#include "libANGLE/renderer/d3d/d3d11/IndexBuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+
+namespace rx
+{
+
+IndexBuffer11::IndexBuffer11(Renderer11 *const renderer) : mRenderer(renderer)
+{
+ mBuffer = NULL;
+ mBufferSize = 0;
+ mDynamicUsage = false;
+}
+
+IndexBuffer11::~IndexBuffer11()
+{
+ SafeRelease(mBuffer);
+}
+
+gl::Error IndexBuffer11::initialize(unsigned int bufferSize, GLenum indexType, bool dynamic)
+{
+ SafeRelease(mBuffer);
+
+ updateSerial();
+
+ if (bufferSize > 0)
+ {
+ ID3D11Device* dxDevice = mRenderer->getDevice();
+
+ D3D11_BUFFER_DESC bufferDesc;
+ bufferDesc.ByteWidth = bufferSize;
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.StructureByteStride = 0;
+
+ HRESULT result = dxDevice->CreateBuffer(&bufferDesc, NULL, &mBuffer);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal index buffer of size, %lu.", bufferSize);
+ }
+ }
+
+ mBufferSize = bufferSize;
+ mIndexType = indexType;
+ mDynamicUsage = dynamic;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+IndexBuffer11 *IndexBuffer11::makeIndexBuffer11(IndexBuffer *indexBuffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(IndexBuffer11*, indexBuffer));
+ return static_cast<IndexBuffer11*>(indexBuffer);
+}
+
+gl::Error IndexBuffer11::mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory)
+{
+ if (!mBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal index buffer is not initialized.");
+ }
+
+ // Check for integer overflows and out-out-bounds map requests
+ if (offset + size < offset || offset + size > mBufferSize)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Index buffer map range is not inside the buffer.");
+ }
+
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal index buffer, HRESULT: 0x%08x.", result);
+ }
+
+ *outMappedMemory = reinterpret_cast<char*>(mappedResource.pData) + offset;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error IndexBuffer11::unmapBuffer()
+{
+ if (!mBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal index buffer is not initialized.");
+ }
+
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+ dxContext->Unmap(mBuffer, 0);
+ return gl::Error(GL_NO_ERROR);
+}
+
+GLenum IndexBuffer11::getIndexType() const
+{
+ return mIndexType;
+}
+
+unsigned int IndexBuffer11::getBufferSize() const
+{
+ return mBufferSize;
+}
+
+gl::Error IndexBuffer11::setSize(unsigned int bufferSize, GLenum indexType)
+{
+ if (bufferSize > mBufferSize || indexType != mIndexType)
+ {
+ return initialize(bufferSize, indexType, mDynamicUsage);
+ }
+ else
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error IndexBuffer11::discard()
+{
+ if (!mBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal index buffer is not initialized.");
+ }
+
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal index buffer, HRESULT: 0x%08x.", result);
+ }
+
+ dxContext->Unmap(mBuffer, 0);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+DXGI_FORMAT IndexBuffer11::getIndexFormat() const
+{
+ switch (mIndexType)
+ {
+ case GL_UNSIGNED_BYTE: return DXGI_FORMAT_R16_UINT;
+ case GL_UNSIGNED_SHORT: return DXGI_FORMAT_R16_UINT;
+ case GL_UNSIGNED_INT: return DXGI_FORMAT_R32_UINT;
+ default: UNREACHABLE(); return DXGI_FORMAT_UNKNOWN;
+ }
+}
+
+ID3D11Buffer *IndexBuffer11::getBuffer() const
+{
+ return mBuffer;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.h
new file mode 100644
index 0000000000..eadd03eb76
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.h
@@ -0,0 +1,51 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// IndexBuffer11.h: Defines the D3D11 IndexBuffer implementation.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_INDEXBUFFER11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_INDEXBUFFER11_H_
+
+#include "libANGLE/renderer/d3d/IndexBuffer.h"
+
+namespace rx
+{
+class Renderer11;
+
+class IndexBuffer11 : public IndexBuffer
+{
+ public:
+ explicit IndexBuffer11(Renderer11 *const renderer);
+ virtual ~IndexBuffer11();
+
+ virtual gl::Error initialize(unsigned int bufferSize, GLenum indexType, bool dynamic);
+
+ static IndexBuffer11 *makeIndexBuffer11(IndexBuffer *indexBuffer);
+
+ virtual gl::Error mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory);
+ virtual gl::Error unmapBuffer();
+
+ virtual GLenum getIndexType() const;
+ virtual unsigned int getBufferSize() const;
+ virtual gl::Error setSize(unsigned int bufferSize, GLenum indexType);
+
+ virtual gl::Error discard();
+
+ DXGI_FORMAT getIndexFormat() const;
+ ID3D11Buffer *getBuffer() const;
+
+ private:
+ Renderer11 *const mRenderer;
+
+ ID3D11Buffer *mBuffer;
+ unsigned int mBufferSize;
+ GLenum mIndexType;
+ bool mDynamicUsage;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_INDEXBUFFER11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
new file mode 100644
index 0000000000..242c09d6ce
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
@@ -0,0 +1,430 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// InputLayoutCache.cpp: Defines InputLayoutCache, a class that builds and caches
+// D3D11 input layouts.
+
+#include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h"
+#include "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/ProgramD3D.h"
+#include "libANGLE/renderer/d3d/VertexDataManager.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/VertexAttribute.h"
+
+#include "third_party/murmurhash/MurmurHash3.h"
+
+namespace rx
+{
+
+static void GetInputLayout(const TranslatedAttribute translatedAttributes[gl::MAX_VERTEX_ATTRIBS],
+ gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS])
+{
+ for (unsigned int attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
+ {
+ const TranslatedAttribute &translatedAttribute = translatedAttributes[attributeIndex];
+
+ if (translatedAttributes[attributeIndex].active)
+ {
+ inputLayout[attributeIndex] = gl::VertexFormat(*translatedAttribute.attribute,
+ translatedAttribute.currentValueType);
+ }
+ }
+}
+
+const unsigned int InputLayoutCache::kMaxInputLayouts = 1024;
+
+InputLayoutCache::InputLayoutCache() : mInputLayoutMap(kMaxInputLayouts, hashInputLayout, compareInputLayouts)
+{
+ mCounter = 0;
+ mDevice = NULL;
+ mDeviceContext = NULL;
+ mCurrentIL = NULL;
+ for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mCurrentBuffers[i] = NULL;
+ mCurrentVertexStrides[i] = static_cast<UINT>(-1);
+ mCurrentVertexOffsets[i] = static_cast<UINT>(-1);
+ }
+ mPointSpriteVertexBuffer = NULL;
+ mPointSpriteIndexBuffer = NULL;
+}
+
+InputLayoutCache::~InputLayoutCache()
+{
+ clear();
+}
+
+void InputLayoutCache::initialize(ID3D11Device *device, ID3D11DeviceContext *context)
+{
+ clear();
+ mDevice = device;
+ mDeviceContext = context;
+ mFeatureLevel = device->GetFeatureLevel();
+}
+
+void InputLayoutCache::clear()
+{
+ for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
+ {
+ SafeRelease(i->second.inputLayout);
+ }
+ mInputLayoutMap.clear();
+ SafeRelease(mPointSpriteVertexBuffer);
+ SafeRelease(mPointSpriteIndexBuffer);
+ markDirty();
+}
+
+void InputLayoutCache::markDirty()
+{
+ mCurrentIL = NULL;
+ for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mCurrentBuffers[i] = NULL;
+ mCurrentVertexStrides[i] = static_cast<UINT>(-1);
+ mCurrentVertexOffsets[i] = static_cast<UINT>(-1);
+ }
+}
+
+gl::Error InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
+ GLenum mode, gl::Program *program)
+{
+ ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
+
+ int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS];
+ programD3D->sortAttributesByLayout(attributes, sortedSemanticIndices);
+ bool programUsesInstancedPointSprites = programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation();
+ bool instancedPointSpritesActive = programUsesInstancedPointSprites && (mode == GL_POINTS);
+
+ if (!mDevice || !mDeviceContext)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal input layout cache is not initialized.");
+ }
+
+ InputLayoutKey ilKey = { 0 };
+
+ static const char* semanticName = "TEXCOORD";
+
+ unsigned int firstIndexedElement = gl::MAX_VERTEX_ATTRIBS;
+ unsigned int firstInstancedElement = gl::MAX_VERTEX_ATTRIBS;
+ unsigned int nextAvailableInputSlot = 0;
+
+ for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (attributes[i].active)
+ {
+ D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;
+ // If rendering points and instanced pointsprite emulation is being used, the inputClass is required to be configured as per instance data
+ inputClass = instancedPointSpritesActive ? D3D11_INPUT_PER_INSTANCE_DATA : inputClass;
+
+ gl::VertexFormat vertexFormat(*attributes[i].attribute, attributes[i].currentValueType);
+ const d3d11::VertexFormat &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormat, mFeatureLevel);
+
+ // Record the type of the associated vertex shader vector in our key
+ // This will prevent mismatched vertex shaders from using the same input layout
+ GLint attributeSize;
+ program->getActiveAttribute(ilKey.elementCount, 0, NULL, &attributeSize, &ilKey.elements[ilKey.elementCount].glslElementType, NULL);
+
+ ilKey.elements[ilKey.elementCount].desc.SemanticName = semanticName;
+ ilKey.elements[ilKey.elementCount].desc.SemanticIndex = sortedSemanticIndices[i];
+ ilKey.elements[ilKey.elementCount].desc.Format = vertexFormatInfo.nativeFormat;
+ ilKey.elements[ilKey.elementCount].desc.InputSlot = i;
+ ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = 0;
+ ilKey.elements[ilKey.elementCount].desc.InputSlotClass = inputClass;
+ ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = instancedPointSpritesActive ? 1 : attributes[i].divisor;
+
+ if (inputClass == D3D11_INPUT_PER_VERTEX_DATA && firstIndexedElement == gl::MAX_VERTEX_ATTRIBS)
+ {
+ firstIndexedElement = ilKey.elementCount;
+ }
+ else if (inputClass == D3D11_INPUT_PER_INSTANCE_DATA && firstInstancedElement == gl::MAX_VERTEX_ATTRIBS)
+ {
+ firstInstancedElement = ilKey.elementCount;
+ }
+
+ ilKey.elementCount++;
+ nextAvailableInputSlot = i + 1;
+ }
+ }
+
+ // Instanced PointSprite emulation requires additional entries in the
+ // inputlayout to support the vertices that make up the pointsprite quad.
+ // We do this even if mode != GL_POINTS, since the shader signature has these inputs, and the input layout must match the shader
+ if (programUsesInstancedPointSprites)
+ {
+ ilKey.elements[ilKey.elementCount].desc.SemanticName = "SPRITEPOSITION";
+ ilKey.elements[ilKey.elementCount].desc.SemanticIndex = 0;
+ ilKey.elements[ilKey.elementCount].desc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
+ ilKey.elements[ilKey.elementCount].desc.InputSlot = nextAvailableInputSlot;
+ ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = 0;
+ ilKey.elements[ilKey.elementCount].desc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = 0;
+
+ // The new elements are D3D11_INPUT_PER_VERTEX_DATA data so the indexed element
+ // tracking must be applied. This ensures that the instancing specific
+ // buffer swapping logic continues to work.
+ if (firstIndexedElement == gl::MAX_VERTEX_ATTRIBS)
+ {
+ firstIndexedElement = ilKey.elementCount;
+ }
+
+ ilKey.elementCount++;
+
+ ilKey.elements[ilKey.elementCount].desc.SemanticName = "SPRITETEXCOORD";
+ ilKey.elements[ilKey.elementCount].desc.SemanticIndex = 0;
+ ilKey.elements[ilKey.elementCount].desc.Format = DXGI_FORMAT_R32G32_FLOAT;
+ ilKey.elements[ilKey.elementCount].desc.InputSlot = nextAvailableInputSlot;
+ ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = sizeof(float) * 3;
+ ilKey.elements[ilKey.elementCount].desc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = 0;
+
+ ilKey.elementCount++;
+ }
+
+ // On 9_3, we must ensure that slot 0 contains non-instanced data.
+ // If slot 0 currently contains instanced data then we swap it with a non-instanced element.
+ // Note that instancing is only available on 9_3 via ANGLE_instanced_arrays, since 9_3 doesn't support OpenGL ES 3.0.
+ // As per the spec for ANGLE_instanced_arrays, not all attributes can be instanced simultaneously, so a non-instanced element must exist.
+ ASSERT(!(mFeatureLevel <= D3D_FEATURE_LEVEL_9_3 && firstIndexedElement == gl::MAX_VERTEX_ATTRIBS));
+ bool moveFirstIndexedIntoSlotZero = mFeatureLevel <= D3D_FEATURE_LEVEL_9_3 && firstInstancedElement == 0 && firstIndexedElement != gl::MAX_VERTEX_ATTRIBS;
+
+ if (moveFirstIndexedIntoSlotZero)
+ {
+ ilKey.elements[firstInstancedElement].desc.InputSlot = ilKey.elements[firstIndexedElement].desc.InputSlot;
+ ilKey.elements[firstIndexedElement].desc.InputSlot = 0;
+
+ // Instanced PointSprite emulation uses multiple layout entries across a single vertex buffer.
+ // If an index swap is performed, we need to ensure that all elements get the proper InputSlot.
+ if (programUsesInstancedPointSprites)
+ {
+ ilKey.elements[firstIndexedElement + 1].desc.InputSlot = 0;
+ }
+ }
+
+ ID3D11InputLayout *inputLayout = NULL;
+
+ InputLayoutMap::iterator keyIter = mInputLayoutMap.find(ilKey);
+ if (keyIter != mInputLayoutMap.end())
+ {
+ inputLayout = keyIter->second.inputLayout;
+ keyIter->second.lastUsedTime = mCounter++;
+ }
+ else
+ {
+ gl::VertexFormat shaderInputLayout[gl::MAX_VERTEX_ATTRIBS];
+ GetInputLayout(attributes, shaderInputLayout);
+
+ ShaderExecutableD3D *shader = NULL;
+ gl::Error error = programD3D->getVertexExecutableForInputLayout(shaderInputLayout, &shader, nullptr);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ShaderExecutableD3D *shader11 = ShaderExecutable11::makeShaderExecutable11(shader);
+
+ D3D11_INPUT_ELEMENT_DESC descs[gl::MAX_VERTEX_ATTRIBS];
+ for (unsigned int j = 0; j < ilKey.elementCount; ++j)
+ {
+ descs[j] = ilKey.elements[j].desc;
+ }
+
+ HRESULT result = mDevice->CreateInputLayout(descs, ilKey.elementCount, shader11->getFunction(), shader11->getLength(), &inputLayout);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal input layout, HRESULT: 0x%08x", result);
+ }
+
+ if (mInputLayoutMap.size() >= kMaxInputLayouts)
+ {
+ TRACE("Overflowed the limit of %u input layouts, removing the least recently used "
+ "to make room.", kMaxInputLayouts);
+
+ InputLayoutMap::iterator leastRecentlyUsed = mInputLayoutMap.begin();
+ for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
+ {
+ if (i->second.lastUsedTime < leastRecentlyUsed->second.lastUsedTime)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.inputLayout);
+ mInputLayoutMap.erase(leastRecentlyUsed);
+ }
+
+ InputLayoutCounterPair inputCounterPair;
+ inputCounterPair.inputLayout = inputLayout;
+ inputCounterPair.lastUsedTime = mCounter++;
+
+ mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair));
+ }
+
+ if (inputLayout != mCurrentIL)
+ {
+ mDeviceContext->IASetInputLayout(inputLayout);
+ mCurrentIL = inputLayout;
+ }
+
+ bool dirtyBuffers = false;
+ size_t minDiff = gl::MAX_VERTEX_ATTRIBS;
+ size_t maxDiff = 0;
+ unsigned int nextAvailableIndex = 0;
+
+ for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ ID3D11Buffer *buffer = NULL;
+
+ if (attributes[i].active)
+ {
+ VertexBuffer11 *vertexBuffer = VertexBuffer11::makeVertexBuffer11(attributes[i].vertexBuffer);
+ Buffer11 *bufferStorage = attributes[i].storage ? Buffer11::makeBuffer11(attributes[i].storage) : NULL;
+
+ buffer = bufferStorage ? bufferStorage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK)
+ : vertexBuffer->getBuffer();
+ }
+
+ UINT vertexStride = attributes[i].stride;
+ UINT vertexOffset = attributes[i].offset;
+
+ if (buffer != mCurrentBuffers[i] || vertexStride != mCurrentVertexStrides[i] ||
+ vertexOffset != mCurrentVertexOffsets[i])
+ {
+ dirtyBuffers = true;
+ minDiff = std::min(minDiff, static_cast<size_t>(i));
+ maxDiff = std::max(maxDiff, static_cast<size_t>(i));
+
+ mCurrentBuffers[i] = buffer;
+ mCurrentVertexStrides[i] = vertexStride;
+ mCurrentVertexOffsets[i] = vertexOffset;
+
+ // If a non null ID3D11Buffer is being assigned to mCurrentBuffers,
+ // then the next available index needs to be tracked to ensure
+ // that any instanced pointsprite emulation buffers will be properly packed.
+ if (buffer)
+ {
+ nextAvailableIndex = i + 1;
+ }
+ }
+ }
+
+ // Instanced PointSprite emulation requires two additional ID3D11Buffers.
+ // A vertex buffer needs to be created and added to the list of current buffers,
+ // strides and offsets collections. This buffer contains the vertices for a single
+ // PointSprite quad.
+ // An index buffer also needs to be created and applied because rendering instanced
+ // data on D3D11 FL9_3 requires DrawIndexedInstanced() to be used.
+ if (instancedPointSpritesActive)
+ {
+ HRESULT result = S_OK;
+ const UINT pointSpriteVertexStride = sizeof(float) * 5;
+
+ if (!mPointSpriteVertexBuffer)
+ {
+ static const float pointSpriteVertices[] =
+ {
+ // Position // TexCoord
+ -1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 0.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ };
+
+ D3D11_SUBRESOURCE_DATA vertexBufferData = { pointSpriteVertices, 0, 0 };
+ D3D11_BUFFER_DESC vertexBufferDesc;
+ vertexBufferDesc.ByteWidth = sizeof(pointSpriteVertices);
+ vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
+ vertexBufferDesc.CPUAccessFlags = 0;
+ vertexBufferDesc.MiscFlags = 0;
+ vertexBufferDesc.StructureByteStride = 0;
+
+ result = mDevice->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &mPointSpriteVertexBuffer);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create instanced pointsprite emulation vertex buffer, HRESULT: 0x%08x", result);
+ }
+ }
+
+ mCurrentBuffers[nextAvailableIndex] = mPointSpriteVertexBuffer;
+ mCurrentVertexStrides[nextAvailableIndex] = pointSpriteVertexStride;
+ mCurrentVertexOffsets[nextAvailableIndex] = 0;
+
+ if (!mPointSpriteIndexBuffer)
+ {
+ // Create an index buffer and set it for pointsprite rendering
+ static const unsigned short pointSpriteIndices[] =
+ {
+ 0, 1, 2, 3, 4, 5,
+ };
+
+ D3D11_SUBRESOURCE_DATA indexBufferData = { pointSpriteIndices, 0, 0 };
+ D3D11_BUFFER_DESC indexBufferDesc;
+ indexBufferDesc.ByteWidth = sizeof(pointSpriteIndices);
+ indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ indexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
+ indexBufferDesc.CPUAccessFlags = 0;
+ indexBufferDesc.MiscFlags = 0;
+ indexBufferDesc.StructureByteStride = 0;
+
+ result = mDevice->CreateBuffer(&indexBufferDesc, &indexBufferData, &mPointSpriteIndexBuffer);
+ if (FAILED(result))
+ {
+ SafeRelease(mPointSpriteVertexBuffer);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create instanced pointsprite emulation index buffer, HRESULT: 0x%08x", result);
+ }
+ }
+
+ // The index buffer is applied here because Instanced PointSprite emulation uses
+ // the a non-indexed rendering path in ANGLE (DrawArrays). This means that applyIndexBuffer()
+ // on the renderer will not be called and setting this buffer here ensures that the rendering
+ // path will contain the correct index buffers.
+ mDeviceContext->IASetIndexBuffer(mPointSpriteIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
+ }
+
+ if (moveFirstIndexedIntoSlotZero)
+ {
+ // In this case, we swapped the slots of the first instanced element and the first indexed element, to ensure
+ // that the first slot contains non-instanced data (required by Feature Level 9_3).
+ // We must also swap the corresponding buffers sent to IASetVertexBuffers so that the correct data is sent to each slot.
+ std::swap(mCurrentBuffers[firstIndexedElement], mCurrentBuffers[firstInstancedElement]);
+ std::swap(mCurrentVertexStrides[firstIndexedElement], mCurrentVertexStrides[firstInstancedElement]);
+ std::swap(mCurrentVertexOffsets[firstIndexedElement], mCurrentVertexOffsets[firstInstancedElement]);
+ }
+
+ if (dirtyBuffers)
+ {
+ ASSERT(minDiff <= maxDiff && maxDiff < gl::MAX_VERTEX_ATTRIBS);
+ mDeviceContext->IASetVertexBuffers(minDiff, maxDiff - minDiff + 1, mCurrentBuffers + minDiff,
+ mCurrentVertexStrides + minDiff, mCurrentVertexOffsets + minDiff);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+std::size_t InputLayoutCache::hashInputLayout(const InputLayoutKey &inputLayout)
+{
+ static const unsigned int seed = 0xDEADBEEF;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(inputLayout.begin(), inputLayout.end() - inputLayout.begin(), seed, &hash);
+ return hash;
+}
+
+bool InputLayoutCache::compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b)
+{
+ if (a.elementCount != b.elementCount)
+ {
+ return false;
+ }
+
+ return std::equal(a.begin(), a.end(), b.begin());
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.h
new file mode 100644
index 0000000000..2c94c57595
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.h
@@ -0,0 +1,103 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// InputLayoutCache.h: Defines InputLayoutCache, a class that builds and caches
+// D3D11 input layouts.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_INPUTLAYOUTCACHE_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_INPUTLAYOUTCACHE_H_
+
+#include "libANGLE/Constants.h"
+#include "libANGLE/Error.h"
+#include "common/angleutils.h"
+
+#include <GLES2/gl2.h>
+
+#include <cstddef>
+#include <unordered_map>
+
+namespace gl
+{
+class Program;
+}
+
+namespace rx
+{
+struct TranslatedAttribute;
+
+class InputLayoutCache : angle::NonCopyable
+{
+ public:
+ InputLayoutCache();
+ virtual ~InputLayoutCache();
+
+ void initialize(ID3D11Device *device, ID3D11DeviceContext *context);
+ void clear();
+ void markDirty();
+
+ gl::Error applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
+ GLenum mode, gl::Program *program);
+
+ private:
+ struct InputLayoutElement
+ {
+ D3D11_INPUT_ELEMENT_DESC desc;
+ GLenum glslElementType;
+ };
+
+ struct InputLayoutKey
+ {
+ unsigned int elementCount;
+ InputLayoutElement elements[gl::MAX_VERTEX_ATTRIBS];
+
+ const char *begin() const
+ {
+ return reinterpret_cast<const char*>(&elementCount);
+ }
+
+ const char *end() const
+ {
+ return reinterpret_cast<const char*>(&elements[elementCount]);
+ }
+ };
+
+ struct InputLayoutCounterPair
+ {
+ ID3D11InputLayout *inputLayout;
+ unsigned long long lastUsedTime;
+ };
+
+ ID3D11InputLayout *mCurrentIL;
+ ID3D11Buffer *mCurrentBuffers[gl::MAX_VERTEX_ATTRIBS];
+ UINT mCurrentVertexStrides[gl::MAX_VERTEX_ATTRIBS];
+ UINT mCurrentVertexOffsets[gl::MAX_VERTEX_ATTRIBS];
+
+ ID3D11Buffer *mPointSpriteVertexBuffer;
+ ID3D11Buffer *mPointSpriteIndexBuffer;
+
+ static std::size_t hashInputLayout(const InputLayoutKey &inputLayout);
+ static bool compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b);
+
+ typedef std::size_t (*InputLayoutHashFunction)(const InputLayoutKey &);
+ typedef bool (*InputLayoutEqualityFunction)(const InputLayoutKey &, const InputLayoutKey &);
+ typedef std::unordered_map<InputLayoutKey,
+ InputLayoutCounterPair,
+ InputLayoutHashFunction,
+ InputLayoutEqualityFunction> InputLayoutMap;
+ InputLayoutMap mInputLayoutMap;
+
+ static const unsigned int kMaxInputLayouts;
+
+ unsigned long long mCounter;
+
+ ID3D11Device *mDevice;
+ ID3D11DeviceContext *mDeviceContext;
+ D3D_FEATURE_LEVEL mFeatureLevel;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_INPUTLAYOUTCACHE_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/NativeWindow.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/NativeWindow.h
new file mode 100644
index 0000000000..81b9ea748d
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/NativeWindow.h
@@ -0,0 +1,80 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// NativeWindow.h: Defines NativeWindow, a class for managing and
+// performing operations on an EGLNativeWindowType.
+// It is used for HWND (Desktop Windows) and IInspectable objects
+//(Windows Store Applications).
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_NATIVEWINDOW_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_NATIVEWINDOW_H_
+
+#include "common/debug.h"
+#include "common/platform.h"
+
+#include <EGL/eglplatform.h>
+
+// DXGISwapChain and DXGIFactory are typedef'd to specific required
+// types. The HWND NativeWindow implementation requires IDXGISwapChain
+// and IDXGIFactory and the Windows Store NativeWindow
+// implementation requires IDXGISwapChain1 and IDXGIFactory2.
+#if defined(ANGLE_ENABLE_WINDOWS_STORE)
+typedef IDXGISwapChain1 DXGISwapChain;
+typedef IDXGIFactory2 DXGIFactory;
+
+#include <wrl.h>
+#include <wrl/wrappers/corewrappers.h>
+#include <windows.applicationmodel.core.h>
+#include <memory>
+
+namespace rx
+{
+class InspectableNativeWindow;
+}
+
+using namespace Microsoft::WRL;
+using namespace Microsoft::WRL::Wrappers;
+
+#else
+typedef IDXGISwapChain DXGISwapChain;
+typedef IDXGIFactory DXGIFactory;
+#endif
+
+namespace rx
+{
+
+class NativeWindow
+{
+ public:
+ enum RotationFlags { RotateNone = 0, RotateLeft = 1, RotateRight = 2 };
+ explicit NativeWindow(EGLNativeWindowType window);
+
+ bool initialize();
+ bool getClientRect(LPRECT rect);
+ bool isIconic();
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ RotationFlags rotationFlags() const;
+#endif
+ static bool isValidNativeWindow(EGLNativeWindowType window);
+
+ HRESULT createSwapChain(ID3D11Device* device, DXGIFactory* factory,
+ DXGI_FORMAT format, UINT width, UINT height,
+ DXGISwapChain** swapChain);
+
+ inline EGLNativeWindowType getNativeWindow() const { return mWindow; }
+
+ private:
+ EGLNativeWindowType mWindow;
+
+#if defined(ANGLE_ENABLE_WINDOWS_STORE)
+ std::shared_ptr<InspectableNativeWindow> mImpl;
+#endif
+
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_NATIVEWINDOW_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp
new file mode 100644
index 0000000000..5fd5237d90
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp
@@ -0,0 +1,302 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// PixelTransfer11.cpp:
+// Implementation for buffer-to-texture and texture-to-buffer copies.
+// Used to implement pixel transfers from unpack and to pack buffers.
+//
+
+#include "libANGLE/renderer/d3d/d3d11/PixelTransfer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/Texture.h"
+#include "libANGLE/Buffer.h"
+#include "libANGLE/Context.h"
+
+// Precompiled shaders
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_gs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4f.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4i.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4ui.h"
+
+namespace rx
+{
+
+PixelTransfer11::PixelTransfer11(Renderer11 *renderer)
+ : mRenderer(renderer),
+ mResourcesLoaded(false),
+ mBufferToTextureVS(NULL),
+ mBufferToTextureGS(NULL),
+ mParamsConstantBuffer(NULL),
+ mCopyRasterizerState(NULL),
+ mCopyDepthStencilState(NULL)
+{
+}
+
+PixelTransfer11::~PixelTransfer11()
+{
+ for (auto shaderMapIt = mBufferToTexturePSMap.begin(); shaderMapIt != mBufferToTexturePSMap.end(); shaderMapIt++)
+ {
+ SafeRelease(shaderMapIt->second);
+ }
+
+ mBufferToTexturePSMap.clear();
+
+ SafeRelease(mBufferToTextureVS);
+ SafeRelease(mBufferToTextureGS);
+ SafeRelease(mParamsConstantBuffer);
+ SafeRelease(mCopyRasterizerState);
+ SafeRelease(mCopyDepthStencilState);
+}
+
+gl::Error PixelTransfer11::loadResources()
+{
+ if (mResourcesLoaded)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ HRESULT result = S_OK;
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RASTERIZER_DESC rasterDesc;
+ rasterDesc.FillMode = D3D11_FILL_SOLID;
+ rasterDesc.CullMode = D3D11_CULL_NONE;
+ rasterDesc.FrontCounterClockwise = FALSE;
+ rasterDesc.DepthBias = 0;
+ rasterDesc.SlopeScaledDepthBias = 0.0f;
+ rasterDesc.DepthBiasClamp = 0.0f;
+ rasterDesc.DepthClipEnable = TRUE;
+ rasterDesc.ScissorEnable = FALSE;
+ rasterDesc.MultisampleEnable = FALSE;
+ rasterDesc.AntialiasedLineEnable = FALSE;
+
+ result = device->CreateRasterizerState(&rasterDesc, &mCopyRasterizerState);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer rasterizer state, result: 0x%X.", result);
+ }
+
+ D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
+ depthStencilDesc.DepthEnable = true;
+ depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.StencilEnable = FALSE;
+ depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
+ depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
+ depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+
+ result = device->CreateDepthStencilState(&depthStencilDesc, &mCopyDepthStencilState);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer depth stencil state, result: 0x%X.", result);
+ }
+
+ D3D11_BUFFER_DESC constantBufferDesc = { 0 };
+ constantBufferDesc.ByteWidth = roundUp<UINT>(sizeof(CopyShaderParams), 32u);
+ constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ constantBufferDesc.MiscFlags = 0;
+ constantBufferDesc.StructureByteStride = 0;
+
+ result = device->CreateBuffer(&constantBufferDesc, NULL, &mParamsConstantBuffer);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer constant buffer, result: 0x%X.", result);
+ }
+ d3d11::SetDebugName(mParamsConstantBuffer, "PixelTransfer11 constant buffer");
+
+ // init shaders
+ mBufferToTextureVS = d3d11::CompileVS(device, g_VS_BufferToTexture, "BufferToTexture VS");
+ if (!mBufferToTextureVS)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture vertex shader.");
+ }
+
+ mBufferToTextureGS = d3d11::CompileGS(device, g_GS_BufferToTexture, "BufferToTexture GS");
+ if (!mBufferToTextureGS)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture geometry shader.");
+ }
+
+ gl::Error error = buildShaderMap();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ StructZero(&mParamsData);
+
+ mResourcesLoaded = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void PixelTransfer11::setBufferToTextureCopyParams(const gl::Box &destArea, const gl::Extents &destSize, GLenum internalFormat,
+ const gl::PixelUnpackState &unpack, unsigned int offset, CopyShaderParams *parametersOut)
+{
+ StructZero(parametersOut);
+
+ float texelCenterX = 0.5f / static_cast<float>(destSize.width - 1);
+ float texelCenterY = 0.5f / static_cast<float>(destSize.height - 1);
+
+ unsigned int bytesPerPixel = gl::GetInternalFormatInfo(internalFormat).pixelBytes;
+ unsigned int alignmentBytes = static_cast<unsigned int>(unpack.alignment);
+ unsigned int alignmentPixels = (alignmentBytes <= bytesPerPixel ? 1 : alignmentBytes / bytesPerPixel);
+
+ parametersOut->FirstPixelOffset = offset / bytesPerPixel;
+ parametersOut->PixelsPerRow = static_cast<unsigned int>((unpack.rowLength > 0) ? unpack.rowLength : destArea.width);
+ parametersOut->RowStride = roundUp(parametersOut->PixelsPerRow, alignmentPixels);
+ parametersOut->RowsPerSlice = static_cast<unsigned int>(destArea.height);
+ parametersOut->PositionOffset[0] = texelCenterX + (destArea.x / float(destSize.width)) * 2.0f - 1.0f;
+ parametersOut->PositionOffset[1] = texelCenterY + ((destSize.height - destArea.y - 1) / float(destSize.height)) * 2.0f - 1.0f;
+ parametersOut->PositionScale[0] = 2.0f / static_cast<float>(destSize.width);
+ parametersOut->PositionScale[1] = -2.0f / static_cast<float>(destSize.height);
+ parametersOut->FirstSlice = destArea.z;
+}
+
+gl::Error PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
+{
+ gl::Error error = loadResources();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ gl::Extents destSize = destRenderTarget->getExtents();
+
+ ASSERT(destArea.x >= 0 && destArea.x + destArea.width <= destSize.width &&
+ destArea.y >= 0 && destArea.y + destArea.height <= destSize.height &&
+ destArea.z >= 0 && destArea.z + destArea.depth <= destSize.depth );
+
+ const gl::Buffer &sourceBuffer = *unpack.pixelBuffer.get();
+
+ ASSERT(mRenderer->supportsFastCopyBufferToTexture(destinationFormat));
+
+ ID3D11PixelShader *pixelShader = findBufferToTexturePS(destinationFormat);
+ ASSERT(pixelShader);
+
+ // The SRV must be in the proper read format, which may be different from the destination format
+ // EG: for half float data, we can load full precision floats with implicit conversion
+ GLenum unsizedFormat = gl::GetInternalFormatInfo(destinationFormat).format;
+ GLenum sourceFormat = gl::GetSizedInternalFormat(unsizedFormat, sourcePixelsType);
+
+ const d3d11::TextureFormat &sourceFormatInfo = d3d11::GetTextureFormatInfo(sourceFormat, mRenderer->getFeatureLevel());
+ DXGI_FORMAT srvFormat = sourceFormatInfo.srvFormat;
+ ASSERT(srvFormat != DXGI_FORMAT_UNKNOWN);
+ Buffer11 *bufferStorage11 = Buffer11::makeBuffer11(sourceBuffer.getImplementation());
+ ID3D11ShaderResourceView *bufferSRV = bufferStorage11->getSRV(srvFormat);
+ ASSERT(bufferSRV != NULL);
+
+ ID3D11RenderTargetView *textureRTV = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(textureRTV != NULL);
+
+ CopyShaderParams shaderParams;
+ setBufferToTextureCopyParams(destArea, destSize, sourceFormat, unpack, offset, &shaderParams);
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ ID3D11Buffer *nullBuffer = NULL;
+ UINT zero = 0;
+
+ // Are we doing a 2D or 3D copy?
+ ID3D11GeometryShader *geometryShader = ((destSize.depth > 1) ? mBufferToTextureGS : NULL);
+
+ deviceContext->VSSetShader(mBufferToTextureVS, NULL, 0);
+ deviceContext->GSSetShader(geometryShader, NULL, 0);
+ deviceContext->PSSetShader(pixelShader, NULL, 0);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, bufferSRV);
+ deviceContext->IASetInputLayout(NULL);
+ deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
+
+ deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
+ deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
+ deviceContext->OMSetDepthStencilState(mCopyDepthStencilState, 0xFFFFFFFF);
+ deviceContext->RSSetState(mCopyRasterizerState);
+
+ mRenderer->setOneTimeRenderTarget(textureRTV);
+
+ if (!StructEquals(mParamsData, shaderParams))
+ {
+ d3d11::SetBufferData(deviceContext, mParamsConstantBuffer, shaderParams);
+ mParamsData = shaderParams;
+ }
+
+ deviceContext->VSSetConstantBuffers(0, 1, &mParamsConstantBuffer);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = destSize.width;
+ viewport.Height = destSize.height;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ UINT numPixels = (destArea.width * destArea.height * destArea.depth);
+ deviceContext->Draw(numPixels, 0);
+
+ // Unbind textures and render targets and vertex buffer
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+ deviceContext->VSSetConstantBuffers(0, 1, &nullBuffer);
+
+ mRenderer->markAllStateDirty();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error PixelTransfer11::buildShaderMap()
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ mBufferToTexturePSMap[GL_FLOAT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4F, "BufferToTexture RGBA ps");
+ mBufferToTexturePSMap[GL_INT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4I, "BufferToTexture RGBA-I ps");
+ mBufferToTexturePSMap[GL_UNSIGNED_INT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4UI, "BufferToTexture RGBA-UI ps");
+
+ // Check that all the shaders were created successfully
+ for (auto shaderMapIt = mBufferToTexturePSMap.begin(); shaderMapIt != mBufferToTexturePSMap.end(); shaderMapIt++)
+ {
+ if (shaderMapIt->second == NULL)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture pixel shader.");
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+ID3D11PixelShader *PixelTransfer11::findBufferToTexturePS(GLenum internalFormat) const
+{
+ GLenum componentType = gl::GetInternalFormatInfo(internalFormat).componentType;
+ if (componentType == GL_SIGNED_NORMALIZED || componentType == GL_UNSIGNED_NORMALIZED)
+ {
+ componentType = GL_FLOAT;
+ }
+
+ auto shaderMapIt = mBufferToTexturePSMap.find(componentType);
+ return (shaderMapIt == mBufferToTexturePSMap.end() ? NULL : shaderMapIt->second);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.h
new file mode 100644
index 0000000000..1672121ec7
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.h
@@ -0,0 +1,89 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// PixelTransfer11.h:
+// Buffer-to-Texture and Texture-to-Buffer data transfers.
+// Used to implement pixel unpack and pixel pack buffers in ES3.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_PIXELTRANSFER11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_PIXELTRANSFER11_H_
+
+#include "libANGLE/Error.h"
+
+#include "common/platform.h"
+
+#include <GLES2/gl2.h>
+
+#include <map>
+
+namespace gl
+{
+
+class Buffer;
+struct Box;
+struct Extents;
+struct PixelUnpackState;
+
+}
+
+namespace rx
+{
+class Renderer11;
+class RenderTargetD3D;
+
+class PixelTransfer11
+{
+ public:
+ explicit PixelTransfer11(Renderer11 *renderer);
+ ~PixelTransfer11();
+
+ // unpack: the source buffer is stored in the unpack state, and buffer strides
+ // offset: the start of the data within the unpack buffer
+ // destRenderTarget: individual slice/layer of a target texture
+ // destinationFormat/sourcePixelsType: determines shaders + shader parameters
+ // destArea: the sub-section of destRenderTarget to copy to
+ gl::Error copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
+
+ private:
+
+ struct CopyShaderParams
+ {
+ unsigned int FirstPixelOffset;
+ unsigned int PixelsPerRow;
+ unsigned int RowStride;
+ unsigned int RowsPerSlice;
+ float PositionOffset[2];
+ float PositionScale[2];
+ int TexLocationOffset[2];
+ int TexLocationScale[2];
+ unsigned int FirstSlice;
+ };
+
+ static void setBufferToTextureCopyParams(const gl::Box &destArea, const gl::Extents &destSize, GLenum internalFormat,
+ const gl::PixelUnpackState &unpack, unsigned int offset, CopyShaderParams *parametersOut);
+
+ gl::Error loadResources();
+ gl::Error buildShaderMap();
+ ID3D11PixelShader *findBufferToTexturePS(GLenum internalFormat) const;
+
+ Renderer11 *mRenderer;
+
+ bool mResourcesLoaded;
+ std::map<GLenum, ID3D11PixelShader *> mBufferToTexturePSMap;
+ ID3D11VertexShader *mBufferToTextureVS;
+ ID3D11GeometryShader *mBufferToTextureGS;
+ ID3D11Buffer *mParamsConstantBuffer;
+ CopyShaderParams mParamsData;
+
+ ID3D11RasterizerState *mCopyRasterizerState;
+ ID3D11DepthStencilState *mCopyDepthStencilState;
+
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_PIXELTRANSFER11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.cpp
new file mode 100644
index 0000000000..4979ff51a9
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.cpp
@@ -0,0 +1,164 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Query11.cpp: Defines the rx::Query11 class which implements rx::QueryImpl.
+
+#include "libANGLE/renderer/d3d/d3d11/Query11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "common/utilities.h"
+
+#include <GLES2/gl2ext.h>
+
+#if defined(ANGLE_MINGW32_COMPAT)
+typedef struct D3D11_QUERY_DATA_SO_STATISTICS {
+ UINT64 NumPrimitivesWritten;
+ UINT64 PrimitivesStorageNeeded;
+} D3D11_QUERY_DATA_SO_STATISTICS;
+#endif
+
+namespace rx
+{
+
+Query11::Query11(Renderer11 *renderer, GLenum type)
+ : QueryImpl(type),
+ mResult(0),
+ mQueryFinished(false),
+ mRenderer(renderer),
+ mQuery(NULL)
+{
+}
+
+Query11::~Query11()
+{
+ SafeRelease(mQuery);
+}
+
+gl::Error Query11::begin()
+{
+ if (mQuery == NULL)
+ {
+ D3D11_QUERY_DESC queryDesc;
+ queryDesc.Query = gl_d3d11::ConvertQueryType(getType());
+ queryDesc.MiscFlags = 0;
+
+ HRESULT result = mRenderer->getDevice()->CreateQuery(&queryDesc, &mQuery);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal query creation failed, result: 0x%X.", result);
+ }
+ }
+
+ mRenderer->getDeviceContext()->Begin(mQuery);
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Query11::end()
+{
+ ASSERT(mQuery);
+ mRenderer->getDeviceContext()->End(mQuery);
+
+ mQueryFinished = false;
+ mResult = GL_FALSE;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Query11::getResult(GLuint *params)
+{
+ while (!mQueryFinished)
+ {
+ gl::Error error = testQuery();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!mQueryFinished)
+ {
+ ScheduleYield();
+ }
+ }
+
+ ASSERT(mQueryFinished);
+ *params = mResult;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Query11::isResultAvailable(GLuint *available)
+{
+ gl::Error error = testQuery();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *available = (mQueryFinished ? GL_TRUE : GL_FALSE);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Query11::testQuery()
+{
+ if (!mQueryFinished)
+ {
+ ASSERT(mQuery);
+
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ switch (getType())
+ {
+ case GL_ANY_SAMPLES_PASSED_EXT:
+ case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
+ {
+ UINT64 numPixels = 0;
+ HRESULT result = context->GetData(mQuery, &numPixels, sizeof(numPixels), 0);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get the data of an internal query, result: 0x%X.", result);
+ }
+
+ if (result == S_OK)
+ {
+ mQueryFinished = true;
+ mResult = (numPixels > 0) ? GL_TRUE : GL_FALSE;
+ }
+ }
+ break;
+
+ case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
+ {
+ D3D11_QUERY_DATA_SO_STATISTICS soStats = { 0 };
+ HRESULT result = context->GetData(mQuery, &soStats, sizeof(soStats), 0);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get the data of an internal query, result: 0x%X.", result);
+ }
+
+ if (result == S_OK)
+ {
+ mQueryFinished = true;
+ mResult = static_cast<GLuint>(soStats.NumPrimitivesWritten);
+ }
+ }
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ if (!mQueryFinished && mRenderer->testDeviceLost())
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to test get query result, device is lost.");
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.h
new file mode 100644
index 0000000000..bd53fed250
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.h
@@ -0,0 +1,42 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Query11.h: Defines the rx::Query11 class which implements rx::QueryImpl.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_QUERY11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_QUERY11_H_
+
+#include "libANGLE/renderer/QueryImpl.h"
+
+namespace rx
+{
+class Renderer11;
+
+class Query11 : public QueryImpl
+{
+ public:
+ Query11(Renderer11 *renderer, GLenum type);
+ virtual ~Query11();
+
+ virtual gl::Error begin();
+ virtual gl::Error end();
+ virtual gl::Error getResult(GLuint *params);
+ virtual gl::Error isResultAvailable(GLuint *available);
+
+ private:
+ gl::Error testQuery();
+
+ GLuint mResult;
+
+ bool mQueryFinished;
+
+ Renderer11 *mRenderer;
+ ID3D11Query *mQuery;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_QUERY11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp
new file mode 100644
index 0000000000..4990e6bc6e
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp
@@ -0,0 +1,452 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderStateCache.cpp: Defines rx::RenderStateCache, a cache of Direct3D render
+// state objects.
+
+#include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h"
+
+#include <float.h>
+
+#include "common/debug.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "third_party/murmurhash/MurmurHash3.h"
+
+namespace rx
+{
+
+template <typename mapType>
+static void ClearStateMap(mapType &map)
+{
+ for (typename mapType::iterator i = map.begin(); i != map.end(); i++)
+ {
+ SafeRelease(i->second.first);
+ }
+ map.clear();
+}
+
+// MSDN's documentation of ID3D11Device::CreateBlendState, ID3D11Device::CreateRasterizerState,
+// ID3D11Device::CreateDepthStencilState and ID3D11Device::CreateSamplerState claims the maximum
+// number of unique states of each type an application can create is 4096
+const unsigned int RenderStateCache::kMaxBlendStates = 4096;
+const unsigned int RenderStateCache::kMaxRasterizerStates = 4096;
+const unsigned int RenderStateCache::kMaxDepthStencilStates = 4096;
+const unsigned int RenderStateCache::kMaxSamplerStates = 4096;
+
+RenderStateCache::RenderStateCache(Renderer11 *renderer)
+ : mRenderer(renderer),
+ mDevice(NULL),
+ mCounter(0),
+ mBlendStateCache(kMaxBlendStates, hashBlendState, compareBlendStates),
+ mRasterizerStateCache(kMaxRasterizerStates, hashRasterizerState, compareRasterizerStates),
+ mDepthStencilStateCache(kMaxDepthStencilStates, hashDepthStencilState, compareDepthStencilStates),
+ mSamplerStateCache(kMaxSamplerStates, hashSamplerState, compareSamplerStates)
+{
+}
+
+RenderStateCache::~RenderStateCache()
+{
+ clear();
+}
+
+void RenderStateCache::initialize(ID3D11Device *device)
+{
+ clear();
+ mDevice = device;
+}
+
+void RenderStateCache::clear()
+{
+ ClearStateMap(mBlendStateCache);
+ ClearStateMap(mRasterizerStateCache);
+ ClearStateMap(mDepthStencilStateCache);
+ ClearStateMap(mSamplerStateCache);
+}
+
+std::size_t RenderStateCache::hashBlendState(const BlendStateKey &blendState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&blendState, sizeof(gl::BlendState), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareBlendStates(const BlendStateKey &a, const BlendStateKey &b)
+{
+ return memcmp(&a, &b, sizeof(BlendStateKey)) == 0;
+}
+
+gl::Error RenderStateCache::getBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState,
+ ID3D11BlendState **outBlendState)
+{
+ if (!mDevice)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized.");
+ }
+
+ bool mrt = false;
+
+ const FramebufferD3D *framebufferD3D = GetImplAs<FramebufferD3D>(framebuffer);
+ const gl::AttachmentList &colorbuffers = framebufferD3D->getColorAttachmentsForRender(mRenderer->getWorkarounds());
+
+ BlendStateKey key = { 0 };
+ key.blendState = blendState;
+ for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
+ {
+ const gl::FramebufferAttachment *attachment = colorbuffers[colorAttachment];
+
+ auto rtChannels = key.rtChannels[colorAttachment];
+
+ if (attachment)
+ {
+ if (colorAttachment > 0)
+ {
+ mrt = true;
+ }
+
+ rtChannels[0] = attachment->getRedSize() > 0;
+ rtChannels[1] = attachment->getGreenSize() > 0;
+ rtChannels[2] = attachment->getBlueSize() > 0;
+ rtChannels[3] = attachment->getAlphaSize() > 0;
+ }
+ }
+
+ BlendStateMap::iterator keyIter = mBlendStateCache.find(key);
+ if (keyIter != mBlendStateCache.end())
+ {
+ BlendStateCounterPair &state = keyIter->second;
+ state.second = mCounter++;
+ *outBlendState = state.first;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ if (mBlendStateCache.size() >= kMaxBlendStates)
+ {
+ TRACE("Overflowed the limit of %u blend states, removing the least recently used "
+ "to make room.", kMaxBlendStates);
+
+ BlendStateMap::iterator leastRecentlyUsed = mBlendStateCache.begin();
+ for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.first);
+ mBlendStateCache.erase(leastRecentlyUsed);
+ }
+
+ // Create a new blend state and insert it into the cache
+ D3D11_BLEND_DESC blendDesc = { 0 };
+ blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage;
+ blendDesc.IndependentBlendEnable = mrt ? TRUE : FALSE;
+
+ for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
+ {
+ D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = blendDesc.RenderTarget[i];
+
+ rtBlend.BlendEnable = blendState.blend;
+ if (blendState.blend)
+ {
+ rtBlend.SrcBlend = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendRGB, false);
+ rtBlend.DestBlend = gl_d3d11::ConvertBlendFunc(blendState.destBlendRGB, false);
+ rtBlend.BlendOp = gl_d3d11::ConvertBlendOp(blendState.blendEquationRGB);
+
+ rtBlend.SrcBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendAlpha, true);
+ rtBlend.DestBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.destBlendAlpha, true);
+ rtBlend.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha);
+ }
+
+ rtBlend.RenderTargetWriteMask = gl_d3d11::ConvertColorMask(key.rtChannels[i][0] && blendState.colorMaskRed,
+ key.rtChannels[i][1] && blendState.colorMaskGreen,
+ key.rtChannels[i][2] && blendState.colorMaskBlue,
+ key.rtChannels[i][3] && blendState.colorMaskAlpha);
+ }
+
+ ID3D11BlendState *dx11BlendState = NULL;
+ HRESULT result = mDevice->CreateBlendState(&blendDesc, &dx11BlendState);
+ if (FAILED(result) || !dx11BlendState)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result);
+ }
+
+ mBlendStateCache.insert(std::make_pair(key, std::make_pair(dx11BlendState, mCounter++)));
+
+ *outBlendState = dx11BlendState;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+std::size_t RenderStateCache::hashRasterizerState(const RasterizerStateKey &rasterState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&rasterState, sizeof(RasterizerStateKey), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b)
+{
+ return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0;
+}
+
+gl::Error RenderStateCache::getRasterizerState(const gl::RasterizerState &rasterState, bool scissorEnabled,
+ ID3D11RasterizerState **outRasterizerState)
+{
+ if (!mDevice)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized.");
+ }
+
+ RasterizerStateKey key = { 0 };
+ key.rasterizerState = rasterState;
+ key.scissorEnabled = scissorEnabled;
+
+ RasterizerStateMap::iterator keyIter = mRasterizerStateCache.find(key);
+ if (keyIter != mRasterizerStateCache.end())
+ {
+ RasterizerStateCounterPair &state = keyIter->second;
+ state.second = mCounter++;
+ *outRasterizerState = state.first;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ if (mRasterizerStateCache.size() >= kMaxRasterizerStates)
+ {
+ TRACE("Overflowed the limit of %u rasterizer states, removing the least recently used "
+ "to make room.", kMaxRasterizerStates);
+
+ RasterizerStateMap::iterator leastRecentlyUsed = mRasterizerStateCache.begin();
+ for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.first);
+ mRasterizerStateCache.erase(leastRecentlyUsed);
+ }
+
+ D3D11_CULL_MODE cullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode);
+
+ // Disable culling if drawing points
+ if (rasterState.pointDrawMode)
+ {
+ cullMode = D3D11_CULL_NONE;
+ }
+
+ D3D11_RASTERIZER_DESC rasterDesc;
+ rasterDesc.FillMode = D3D11_FILL_SOLID;
+ rasterDesc.CullMode = cullMode;
+ rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE: TRUE;
+ rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though.
+ rasterDesc.DepthClipEnable = TRUE;
+ rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE;
+ rasterDesc.MultisampleEnable = rasterState.multiSample;
+ rasterDesc.AntialiasedLineEnable = FALSE;
+
+ if (rasterState.polygonOffsetFill)
+ {
+ rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor;
+ rasterDesc.DepthBias = (INT)rasterState.polygonOffsetUnits;
+ }
+ else
+ {
+ rasterDesc.SlopeScaledDepthBias = 0.0f;
+ rasterDesc.DepthBias = 0;
+ }
+
+ ID3D11RasterizerState *dx11RasterizerState = NULL;
+ HRESULT result = mDevice->CreateRasterizerState(&rasterDesc, &dx11RasterizerState);
+ if (FAILED(result) || !dx11RasterizerState)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Unable to create a ID3D11RasterizerState, HRESULT: 0x%X.", result);
+ }
+
+ mRasterizerStateCache.insert(std::make_pair(key, std::make_pair(dx11RasterizerState, mCounter++)));
+
+ *outRasterizerState = dx11RasterizerState;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+std::size_t RenderStateCache::hashDepthStencilState(const gl::DepthStencilState &dsState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&dsState, sizeof(gl::DepthStencilState), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b)
+{
+ return memcmp(&a, &b, sizeof(gl::DepthStencilState)) == 0;
+}
+
+gl::Error RenderStateCache::getDepthStencilState(const gl::DepthStencilState &dsState, ID3D11DepthStencilState **outDSState)
+{
+ if (!mDevice)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized.");
+ }
+
+ DepthStencilStateMap::iterator keyIter = mDepthStencilStateCache.find(dsState);
+ if (keyIter != mDepthStencilStateCache.end())
+ {
+ DepthStencilStateCounterPair &state = keyIter->second;
+ state.second = mCounter++;
+ *outDSState = state.first;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ if (mDepthStencilStateCache.size() >= kMaxDepthStencilStates)
+ {
+ TRACE("Overflowed the limit of %u depth stencil states, removing the least recently used "
+ "to make room.", kMaxDepthStencilStates);
+
+ DepthStencilStateMap::iterator leastRecentlyUsed = mDepthStencilStateCache.begin();
+ for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.first);
+ mDepthStencilStateCache.erase(leastRecentlyUsed);
+ }
+
+ D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
+ dsDesc.DepthEnable = dsState.depthTest ? TRUE : FALSE;
+ dsDesc.DepthWriteMask = gl_d3d11::ConvertDepthMask(dsState.depthMask);
+ dsDesc.DepthFunc = gl_d3d11::ConvertComparison(dsState.depthFunc);
+ dsDesc.StencilEnable = dsState.stencilTest ? TRUE : FALSE;
+ dsDesc.StencilReadMask = gl_d3d11::ConvertStencilMask(dsState.stencilMask);
+ dsDesc.StencilWriteMask = gl_d3d11::ConvertStencilMask(dsState.stencilWritemask);
+ dsDesc.FrontFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilFail);
+ dsDesc.FrontFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthFail);
+ dsDesc.FrontFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthPass);
+ dsDesc.FrontFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilFunc);
+ dsDesc.BackFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackFail);
+ dsDesc.BackFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthFail);
+ dsDesc.BackFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthPass);
+ dsDesc.BackFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilBackFunc);
+
+ ID3D11DepthStencilState *dx11DepthStencilState = NULL;
+ HRESULT result = mDevice->CreateDepthStencilState(&dsDesc, &dx11DepthStencilState);
+ if (FAILED(result) || !dx11DepthStencilState)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
+ }
+
+ mDepthStencilStateCache.insert(std::make_pair(dsState, std::make_pair(dx11DepthStencilState, mCounter++)));
+
+ *outDSState = dx11DepthStencilState;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+std::size_t RenderStateCache::hashSamplerState(const gl::SamplerState &samplerState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&samplerState, sizeof(gl::SamplerState), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareSamplerStates(const gl::SamplerState &a, const gl::SamplerState &b)
+{
+ return memcmp(&a, &b, sizeof(gl::SamplerState)) == 0;
+}
+
+gl::Error RenderStateCache::getSamplerState(const gl::SamplerState &samplerState, ID3D11SamplerState **outSamplerState)
+{
+ if (!mDevice)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized.");
+ }
+
+ SamplerStateMap::iterator keyIter = mSamplerStateCache.find(samplerState);
+ if (keyIter != mSamplerStateCache.end())
+ {
+ SamplerStateCounterPair &state = keyIter->second;
+ state.second = mCounter++;
+ *outSamplerState = state.first;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ if (mSamplerStateCache.size() >= kMaxSamplerStates)
+ {
+ TRACE("Overflowed the limit of %u sampler states, removing the least recently used "
+ "to make room.", kMaxSamplerStates);
+
+ SamplerStateMap::iterator leastRecentlyUsed = mSamplerStateCache.begin();
+ for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.first);
+ mSamplerStateCache.erase(leastRecentlyUsed);
+ }
+
+ D3D11_SAMPLER_DESC samplerDesc;
+ samplerDesc.Filter = gl_d3d11::ConvertFilter(samplerState.minFilter, samplerState.magFilter,
+ samplerState.maxAnisotropy, samplerState.compareMode);
+ samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.wrapS);
+ samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.wrapT);
+ samplerDesc.AddressW = gl_d3d11::ConvertTextureWrap(samplerState.wrapR);
+ samplerDesc.MipLODBias = 0;
+ samplerDesc.MaxAnisotropy = samplerState.maxAnisotropy;
+ samplerDesc.ComparisonFunc = gl_d3d11::ConvertComparison(samplerState.compareFunc);
+ samplerDesc.BorderColor[0] = 0.0f;
+ samplerDesc.BorderColor[1] = 0.0f;
+ samplerDesc.BorderColor[2] = 0.0f;
+ samplerDesc.BorderColor[3] = 0.0f;
+ samplerDesc.MinLOD = samplerState.minLod;
+ samplerDesc.MaxLOD = samplerState.maxLod;
+
+ if (mRenderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3)
+ {
+ // Check that maxLOD is nearly FLT_MAX (1000.0f is the default), since 9_3 doesn't support anything other than FLT_MAX.
+ // Note that Feature Level 9_* only supports GL ES 2.0, so the consumer of ANGLE can't modify the Max LOD themselves.
+ ASSERT(samplerState.maxLod >= 999.9f);
+
+ // Now just set MaxLOD to FLT_MAX. Other parts of the renderer (e.g. the non-zero max LOD workaround) should take account of this.
+ samplerDesc.MaxLOD = FLT_MAX;
+ }
+
+ ID3D11SamplerState *dx11SamplerState = NULL;
+ HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState);
+ if (FAILED(result) || !dx11SamplerState)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Unable to create a ID3D11SamplerState, HRESULT: 0x%X.", result);
+ }
+
+ mSamplerStateCache.insert(std::make_pair(samplerState, std::make_pair(dx11SamplerState, mCounter++)));
+
+ *outSamplerState = dx11SamplerState;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h
new file mode 100644
index 0000000000..0099b94a04
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h
@@ -0,0 +1,111 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderStateCache.h: Defines rx::RenderStateCache, a cache of Direct3D render
+// state objects.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERSTATECACHE_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_RENDERSTATECACHE_H_
+
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Error.h"
+#include "common/angleutils.h"
+
+#include <unordered_map>
+
+namespace gl
+{
+class Framebuffer;
+}
+
+namespace rx
+{
+class Renderer11;
+
+class RenderStateCache : angle::NonCopyable
+{
+ public:
+ RenderStateCache(Renderer11 *renderer);
+ virtual ~RenderStateCache();
+
+ void initialize(ID3D11Device *device);
+ void clear();
+
+ gl::Error getBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, ID3D11BlendState **outBlendState);
+ gl::Error getRasterizerState(const gl::RasterizerState &rasterState, bool scissorEnabled, ID3D11RasterizerState **outRasterizerState);
+ gl::Error getDepthStencilState(const gl::DepthStencilState &dsState, ID3D11DepthStencilState **outDSState);
+ gl::Error getSamplerState(const gl::SamplerState &samplerState, ID3D11SamplerState **outSamplerState);
+
+ private:
+ Renderer11 *mRenderer;
+ unsigned long long mCounter;
+
+ // Blend state cache
+ struct BlendStateKey
+ {
+ gl::BlendState blendState;
+ bool rtChannels[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT][4];
+ };
+ static std::size_t hashBlendState(const BlendStateKey &blendState);
+ static bool compareBlendStates(const BlendStateKey &a, const BlendStateKey &b);
+ static const unsigned int kMaxBlendStates;
+
+ typedef std::size_t (*BlendStateHashFunction)(const BlendStateKey &);
+ typedef bool (*BlendStateEqualityFunction)(const BlendStateKey &, const BlendStateKey &);
+ typedef std::pair<ID3D11BlendState*, unsigned long long> BlendStateCounterPair;
+ typedef std::unordered_map<BlendStateKey, BlendStateCounterPair, BlendStateHashFunction, BlendStateEqualityFunction> BlendStateMap;
+ BlendStateMap mBlendStateCache;
+
+ // Rasterizer state cache
+ struct RasterizerStateKey
+ {
+ gl::RasterizerState rasterizerState;
+ bool scissorEnabled;
+ };
+ static std::size_t hashRasterizerState(const RasterizerStateKey &rasterState);
+ static bool compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b);
+ static const unsigned int kMaxRasterizerStates;
+
+ typedef std::size_t (*RasterizerStateHashFunction)(const RasterizerStateKey &);
+ typedef bool (*RasterizerStateEqualityFunction)(const RasterizerStateKey &, const RasterizerStateKey &);
+ typedef std::pair<ID3D11RasterizerState*, unsigned long long> RasterizerStateCounterPair;
+ typedef std::unordered_map<RasterizerStateKey, RasterizerStateCounterPair, RasterizerStateHashFunction, RasterizerStateEqualityFunction> RasterizerStateMap;
+ RasterizerStateMap mRasterizerStateCache;
+
+ // Depth stencil state cache
+ static std::size_t hashDepthStencilState(const gl::DepthStencilState &dsState);
+ static bool compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b);
+ static const unsigned int kMaxDepthStencilStates;
+
+ typedef std::size_t (*DepthStencilStateHashFunction)(const gl::DepthStencilState &);
+ typedef bool (*DepthStencilStateEqualityFunction)(const gl::DepthStencilState &, const gl::DepthStencilState &);
+ typedef std::pair<ID3D11DepthStencilState*, unsigned long long> DepthStencilStateCounterPair;
+ typedef std::unordered_map<gl::DepthStencilState,
+ DepthStencilStateCounterPair,
+ DepthStencilStateHashFunction,
+ DepthStencilStateEqualityFunction> DepthStencilStateMap;
+ DepthStencilStateMap mDepthStencilStateCache;
+
+ // Sample state cache
+ static std::size_t hashSamplerState(const gl::SamplerState &samplerState);
+ static bool compareSamplerStates(const gl::SamplerState &a, const gl::SamplerState &b);
+ static const unsigned int kMaxSamplerStates;
+
+ typedef std::size_t (*SamplerStateHashFunction)(const gl::SamplerState &);
+ typedef bool (*SamplerStateEqualityFunction)(const gl::SamplerState &, const gl::SamplerState &);
+ typedef std::pair<ID3D11SamplerState*, unsigned long long> SamplerStateCounterPair;
+ typedef std::unordered_map<gl::SamplerState,
+ SamplerStateCounterPair,
+ SamplerStateHashFunction,
+ SamplerStateEqualityFunction> SamplerStateMap;
+ SamplerStateMap mSamplerStateCache;
+
+ ID3D11Device *mDevice;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERSTATECACHE_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.cpp
new file mode 100644
index 0000000000..ecd9e13c90
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.cpp
@@ -0,0 +1,394 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderTarget11.cpp: Implements a DX11-specific wrapper for ID3D11View pointers
+// retained by Renderbuffers.
+
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+
+namespace rx
+{
+
+static bool getTextureProperties(ID3D11Resource *resource, unsigned int *mipLevels, unsigned int *samples)
+{
+ ID3D11Texture1D *texture1D = d3d11::DynamicCastComObject<ID3D11Texture1D>(resource);
+ if (texture1D)
+ {
+ D3D11_TEXTURE1D_DESC texDesc;
+ texture1D->GetDesc(&texDesc);
+ SafeRelease(texture1D);
+
+ *mipLevels = texDesc.MipLevels;
+ *samples = 0;
+
+ return true;
+ }
+
+ ID3D11Texture2D *texture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource);
+ if (texture2D)
+ {
+ D3D11_TEXTURE2D_DESC texDesc;
+ texture2D->GetDesc(&texDesc);
+ SafeRelease(texture2D);
+
+ *mipLevels = texDesc.MipLevels;
+ *samples = texDesc.SampleDesc.Count > 1 ? texDesc.SampleDesc.Count : 0;
+
+ return true;
+ }
+
+ ID3D11Texture3D *texture3D = d3d11::DynamicCastComObject<ID3D11Texture3D>(resource);
+ if (texture3D)
+ {
+ D3D11_TEXTURE3D_DESC texDesc;
+ texture3D->GetDesc(&texDesc);
+ SafeRelease(texture3D);
+
+ *mipLevels = texDesc.MipLevels;
+ *samples = 0;
+
+ return true;
+ }
+
+ return false;
+}
+
+static unsigned int getRTVSubresourceIndex(ID3D11Resource *resource, ID3D11RenderTargetView *view)
+{
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ view->GetDesc(&rtvDesc);
+
+ unsigned int mipSlice = 0;
+ unsigned int arraySlice = 0;
+
+ switch (rtvDesc.ViewDimension)
+ {
+ case D3D11_RTV_DIMENSION_TEXTURE1D:
+ mipSlice = rtvDesc.Texture1D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE1DARRAY:
+ mipSlice = rtvDesc.Texture1DArray.MipSlice;
+ arraySlice = rtvDesc.Texture1DArray.FirstArraySlice;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE2D:
+ mipSlice = rtvDesc.Texture2D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE2DARRAY:
+ mipSlice = rtvDesc.Texture2DArray.MipSlice;
+ arraySlice = rtvDesc.Texture2DArray.FirstArraySlice;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE2DMS:
+ mipSlice = 0;
+ arraySlice = 0;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY:
+ mipSlice = 0;
+ arraySlice = rtvDesc.Texture2DMSArray.FirstArraySlice;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE3D:
+ mipSlice = rtvDesc.Texture3D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_RTV_DIMENSION_UNKNOWN:
+ case D3D11_RTV_DIMENSION_BUFFER:
+ UNIMPLEMENTED();
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ unsigned int mipLevels, samples;
+ getTextureProperties(resource, &mipLevels, &samples);
+
+ return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
+}
+
+static unsigned int getDSVSubresourceIndex(ID3D11Resource *resource, ID3D11DepthStencilView *view)
+{
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ view->GetDesc(&dsvDesc);
+
+ unsigned int mipSlice = 0;
+ unsigned int arraySlice = 0;
+
+ switch (dsvDesc.ViewDimension)
+ {
+ case D3D11_DSV_DIMENSION_TEXTURE1D:
+ mipSlice = dsvDesc.Texture1D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE1DARRAY:
+ mipSlice = dsvDesc.Texture1DArray.MipSlice;
+ arraySlice = dsvDesc.Texture1DArray.FirstArraySlice;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE2D:
+ mipSlice = dsvDesc.Texture2D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE2DARRAY:
+ mipSlice = dsvDesc.Texture2DArray.MipSlice;
+ arraySlice = dsvDesc.Texture2DArray.FirstArraySlice;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE2DMS:
+ mipSlice = 0;
+ arraySlice = 0;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY:
+ mipSlice = 0;
+ arraySlice = dsvDesc.Texture2DMSArray.FirstArraySlice;
+ break;
+
+ case D3D11_DSV_DIMENSION_UNKNOWN:
+ UNIMPLEMENTED();
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ unsigned int mipLevels, samples;
+ getTextureProperties(resource, &mipLevels, &samples);
+
+ return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
+}
+
+RenderTarget11 *RenderTarget11::makeRenderTarget11(RenderTargetD3D *target)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(RenderTarget11*, target));
+ return static_cast<RenderTarget11*>(target);
+}
+
+TextureRenderTarget11::TextureRenderTarget11(ID3D11RenderTargetView *rtv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv,
+ GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei samples)
+ : mWidth(width),
+ mHeight(height),
+ mDepth(depth),
+ mInternalFormat(internalFormat),
+ mDXGIFormat(DXGI_FORMAT_UNKNOWN),
+ mSamples(samples),
+ mSubresourceIndex(0),
+ mTexture(resource),
+ mRenderTarget(rtv),
+ mDepthStencil(NULL),
+ mShaderResource(srv)
+{
+ if (mTexture)
+ {
+ mTexture->AddRef();
+ }
+
+ if (mRenderTarget)
+ {
+ mRenderTarget->AddRef();
+ }
+
+ if (mShaderResource)
+ {
+ mShaderResource->AddRef();
+ }
+
+ if (mRenderTarget && mTexture)
+ {
+ mSubresourceIndex = getRTVSubresourceIndex(mTexture, mRenderTarget);
+
+ D3D11_RENDER_TARGET_VIEW_DESC desc;
+ mRenderTarget->GetDesc(&desc);
+ mDXGIFormat = desc.Format;
+ }
+}
+
+TextureRenderTarget11::TextureRenderTarget11(ID3D11DepthStencilView *dsv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv,
+ GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei samples)
+ : mWidth(width),
+ mHeight(height),
+ mDepth(depth),
+ mInternalFormat(internalFormat),
+ mDXGIFormat(DXGI_FORMAT_UNKNOWN),
+ mSamples(samples),
+ mSubresourceIndex(0),
+ mTexture(resource),
+ mRenderTarget(NULL),
+ mDepthStencil(dsv),
+ mShaderResource(srv)
+{
+ if (mTexture)
+ {
+ mTexture->AddRef();
+ }
+
+ if (mDepthStencil)
+ {
+ mDepthStencil->AddRef();
+ }
+
+ if (mShaderResource)
+ {
+ mShaderResource->AddRef();
+ }
+
+ if (mDepthStencil && mTexture)
+ {
+ mSubresourceIndex = getDSVSubresourceIndex(mTexture, mDepthStencil);
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC desc;
+ mDepthStencil->GetDesc(&desc);
+ mDXGIFormat = desc.Format;
+ }
+}
+
+TextureRenderTarget11::~TextureRenderTarget11()
+{
+ SafeRelease(mTexture);
+ SafeRelease(mRenderTarget);
+ SafeRelease(mDepthStencil);
+ SafeRelease(mShaderResource);
+}
+
+ID3D11Resource *TextureRenderTarget11::getTexture() const
+{
+ return mTexture;
+}
+
+ID3D11RenderTargetView *TextureRenderTarget11::getRenderTargetView() const
+{
+ return mRenderTarget;
+}
+
+ID3D11DepthStencilView *TextureRenderTarget11::getDepthStencilView() const
+{
+ return mDepthStencil;
+}
+
+ID3D11ShaderResourceView *TextureRenderTarget11::getShaderResourceView() const
+{
+ return mShaderResource;
+}
+
+GLsizei TextureRenderTarget11::getWidth() const
+{
+ return mWidth;
+}
+
+GLsizei TextureRenderTarget11::getHeight() const
+{
+ return mHeight;
+}
+
+GLsizei TextureRenderTarget11::getDepth() const
+{
+ return mDepth;
+}
+
+GLenum TextureRenderTarget11::getInternalFormat() const
+{
+ return mInternalFormat;
+}
+
+GLsizei TextureRenderTarget11::getSamples() const
+{
+ return mSamples;
+}
+
+unsigned int TextureRenderTarget11::getSubresourceIndex() const
+{
+ return mSubresourceIndex;
+}
+
+DXGI_FORMAT TextureRenderTarget11::getDXGIFormat() const
+{
+ return mDXGIFormat;
+}
+
+SurfaceRenderTarget11::SurfaceRenderTarget11(SwapChain11 *swapChain, Renderer11 *renderer, bool depth)
+ : mSwapChain(swapChain),
+ mRenderer(renderer),
+ mDepth(depth)
+{
+ ASSERT(mSwapChain);
+}
+
+SurfaceRenderTarget11::~SurfaceRenderTarget11()
+{
+}
+
+GLsizei SurfaceRenderTarget11::getWidth() const
+{
+ return mSwapChain->getWidth();
+}
+
+GLsizei SurfaceRenderTarget11::getHeight() const
+{
+ return mSwapChain->getHeight();
+}
+
+GLsizei SurfaceRenderTarget11::getDepth() const
+{
+ return 1;
+}
+
+GLenum SurfaceRenderTarget11::getInternalFormat() const
+{
+ return (mDepth ? mSwapChain->GetDepthBufferInternalFormat() : mSwapChain->GetBackBufferInternalFormat());
+}
+
+GLsizei SurfaceRenderTarget11::getSamples() const
+{
+ // Our EGL surfaces do not support multisampling.
+ return 0;
+}
+
+ID3D11Resource *SurfaceRenderTarget11::getTexture() const
+{
+ return (mDepth ? mSwapChain->getDepthStencilTexture() : mSwapChain->getOffscreenTexture());
+}
+
+ID3D11RenderTargetView *SurfaceRenderTarget11::getRenderTargetView() const
+{
+ return (mDepth ? NULL : mSwapChain->getRenderTarget());
+}
+
+ID3D11DepthStencilView *SurfaceRenderTarget11::getDepthStencilView() const
+{
+ return (mDepth ? mSwapChain->getDepthStencil() : NULL);
+}
+
+ID3D11ShaderResourceView *SurfaceRenderTarget11::getShaderResourceView() const
+{
+ return (mDepth ? mSwapChain->getDepthStencilShaderResource() : mSwapChain->getRenderTargetShaderResource());
+}
+
+unsigned int SurfaceRenderTarget11::getSubresourceIndex() const
+{
+ return 0;
+}
+
+DXGI_FORMAT SurfaceRenderTarget11::getDXGIFormat() const
+{
+ return d3d11::GetTextureFormatInfo(getInternalFormat(), mRenderer->getFeatureLevel()).texFormat;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h
new file mode 100644
index 0000000000..4472a56175
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h
@@ -0,0 +1,110 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderTarget11.h: Defines a DX11-specific wrapper for ID3D11View pointers
+// retained by Renderbuffers.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERTARGET11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_RENDERTARGET11_H_
+
+#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+
+namespace rx
+{
+class SwapChain11;
+class Renderer11;
+
+class RenderTarget11 : public RenderTargetD3D
+{
+ public:
+ RenderTarget11() { }
+ virtual ~RenderTarget11() { }
+
+ static RenderTarget11 *makeRenderTarget11(RenderTargetD3D *renderTarget);
+
+ virtual ID3D11Resource *getTexture() const = 0;
+ virtual ID3D11RenderTargetView *getRenderTargetView() const = 0;
+ virtual ID3D11DepthStencilView *getDepthStencilView() const = 0;
+ virtual ID3D11ShaderResourceView *getShaderResourceView() const = 0;
+
+ virtual unsigned int getSubresourceIndex() const = 0;
+
+ virtual DXGI_FORMAT getDXGIFormat() const = 0;
+
+ private:
+ D3D_FEATURE_LEVEL mFeatureLevel;
+};
+
+class TextureRenderTarget11 : public RenderTarget11
+{
+ public:
+ // TextureRenderTarget11 takes ownership of any D3D11 resources it is given and will AddRef them
+ TextureRenderTarget11(ID3D11RenderTargetView *rtv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv,
+ GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei samples);
+ TextureRenderTarget11(ID3D11DepthStencilView *dsv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv,
+ GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei samples);
+ virtual ~TextureRenderTarget11();
+
+ GLsizei getWidth() const override;
+ GLsizei getHeight() const override;
+ GLsizei getDepth() const override;
+ GLenum getInternalFormat() const override;
+ GLsizei getSamples() const override;
+
+ ID3D11Resource *getTexture() const override;
+ ID3D11RenderTargetView *getRenderTargetView() const override;
+ ID3D11DepthStencilView *getDepthStencilView() const override;
+ ID3D11ShaderResourceView *getShaderResourceView() const override;
+
+ unsigned int getSubresourceIndex() const override;
+
+ DXGI_FORMAT getDXGIFormat() const override;
+
+ private:
+ GLsizei mWidth;
+ GLsizei mHeight;
+ GLsizei mDepth;
+ GLenum mInternalFormat;
+ DXGI_FORMAT mDXGIFormat;
+ GLsizei mSamples;
+
+ unsigned int mSubresourceIndex;
+ ID3D11Resource *mTexture;
+ ID3D11RenderTargetView *mRenderTarget;
+ ID3D11DepthStencilView *mDepthStencil;
+ ID3D11ShaderResourceView *mShaderResource;
+};
+
+class SurfaceRenderTarget11 : public RenderTarget11
+{
+ public:
+ SurfaceRenderTarget11(SwapChain11 *swapChain, Renderer11 *renderer, bool depth);
+ virtual ~SurfaceRenderTarget11();
+
+ GLsizei getWidth() const override;
+ GLsizei getHeight() const override;
+ GLsizei getDepth() const override;
+ GLenum getInternalFormat() const override;
+ GLsizei getSamples() const override;
+
+ ID3D11Resource *getTexture() const override;
+ ID3D11RenderTargetView *getRenderTargetView() const override;
+ ID3D11DepthStencilView *getDepthStencilView() const override;
+ ID3D11ShaderResourceView *getShaderResourceView() const override;
+
+ unsigned int getSubresourceIndex() const override;
+
+ DXGI_FORMAT getDXGIFormat() const override;
+
+ private:
+ SwapChain11 *mSwapChain;
+ Renderer11 *mRenderer;
+ bool mDepth;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERTARGET11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp
new file mode 100644
index 0000000000..5291a3a086
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp
@@ -0,0 +1,3585 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
+
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+
+#include "common/utilities.h"
+#include "common/tls.h"
+#include "libANGLE/Buffer.h"
+#include "libANGLE/Display.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/State.h"
+#include "libANGLE/Surface.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/CompilerD3D.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+#include "libANGLE/renderer/d3d/IndexDataManager.h"
+#include "libANGLE/renderer/d3d/ProgramD3D.h"
+#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
+#include "libANGLE/renderer/d3d/ShaderD3D.h"
+#include "libANGLE/renderer/d3d/SurfaceD3D.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/renderer/d3d/TransformFeedbackD3D.h"
+#include "libANGLE/renderer/d3d/VertexDataManager.h"
+#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Clear11.h"
+#include "libANGLE/renderer/d3d/d3d11/Fence11.h"
+#include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Image11.h"
+#include "libANGLE/renderer/d3d/d3d11/IndexBuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/PixelTransfer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Query11.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
+#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
+#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+#include "libANGLE/renderer/d3d/d3d11/Trim11.h"
+#include "libANGLE/renderer/d3d/d3d11/VertexArray11.h"
+#include "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+#include <sstream>
+#include <EGL/eglext.h>
+
+// Enable ANGLE_SKIP_DXGI_1_2_CHECK if there is not a possibility of using cross-process
+// HWNDs or the Windows 7 Platform Update (KB2670838) is expected to be installed.
+#ifndef ANGLE_SKIP_DXGI_1_2_CHECK
+#define ANGLE_SKIP_DXGI_1_2_CHECK 0
+#endif
+
+#ifdef _DEBUG
+// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
+// and conformance tests. to enable all warnings, remove this define.
+#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
+#endif
+
+#ifndef __d3d11sdklayers_h__
+#define D3D11_MESSAGE_CATEGORY UINT
+#define D3D11_MESSAGE_SEVERITY UINT
+#define D3D11_MESSAGE_ID UINT
+struct D3D11_MESSAGE;
+typedef struct D3D11_INFO_QUEUE_FILTER_DESC
+{
+ UINT NumCategories;
+ D3D11_MESSAGE_CATEGORY *pCategoryList;
+ UINT NumSeverities;
+ D3D11_MESSAGE_SEVERITY *pSeverityList;
+ UINT NumIDs;
+ D3D11_MESSAGE_ID *pIDList;
+} D3D11_INFO_QUEUE_FILTER_DESC;
+typedef struct D3D11_INFO_QUEUE_FILTER
+{
+ D3D11_INFO_QUEUE_FILTER_DESC AllowList;
+ D3D11_INFO_QUEUE_FILTER_DESC DenyList;
+} D3D11_INFO_QUEUE_FILTER;
+static const IID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 };
+MIDL_INTERFACE("6543dbb6-1b48-42f5-ab82-e97ec74326f6") ID3D11InfoQueue : public IUnknown
+{
+public:
+ virtual HRESULT __stdcall SetMessageCountLimit(UINT64) = 0;
+ virtual void __stdcall ClearStoredMessages() = 0;
+ virtual HRESULT __stdcall GetMessage(UINT64, D3D11_MESSAGE *, SIZE_T *) = 0;
+ virtual UINT64 __stdcall GetNumMessagesAllowedByStorageFilter() = 0;
+ virtual UINT64 __stdcall GetNumMessagesDeniedByStorageFilter() = 0;
+ virtual UINT64 __stdcall GetNumStoredMessages() = 0;
+ virtual UINT64 __stdcall GetNumStoredMessagesAllowedByRetrievalFilter() = 0;
+ virtual UINT64 __stdcall GetNumMessagesDiscardedByMessageCountLimit() = 0;
+ virtual UINT64 __stdcall GetMessageCountLimit() = 0;
+ virtual HRESULT __stdcall AddStorageFilterEntries(D3D11_INFO_QUEUE_FILTER *) = 0;
+ virtual HRESULT __stdcall GetStorageFilter(D3D11_INFO_QUEUE_FILTER *, SIZE_T *) = 0;
+ virtual void __stdcall ClearStorageFilter() = 0;
+ virtual HRESULT __stdcall PushEmptyStorageFilter() = 0;
+ virtual HRESULT __stdcall PushCopyOfStorageFilter() = 0;
+ virtual HRESULT __stdcall PushStorageFilter(D3D11_INFO_QUEUE_FILTER *) = 0;
+ virtual void __stdcall PopStorageFilter() = 0;
+ virtual UINT __stdcall GetStorageFilterStackSize() = 0;
+ virtual HRESULT __stdcall AddRetrievalFilterEntries(D3D11_INFO_QUEUE_FILTER *) = 0;
+ virtual HRESULT __stdcall GetRetrievalFilter(D3D11_INFO_QUEUE_FILTER *, SIZE_T *) = 0;
+ virtual void __stdcall ClearRetrievalFilter() = 0;
+ virtual HRESULT __stdcall PushEmptyRetrievalFilter() = 0;
+ virtual HRESULT __stdcall PushCopyOfRetrievalFilter() = 0;
+ virtual HRESULT __stdcall PushRetrievalFilter(D3D11_INFO_QUEUE_FILTER *) = 0;
+ virtual void __stdcall PopRetrievalFilter() = 0;
+ virtual UINT __stdcall GetRetrievalFilterStackSize() = 0;
+ virtual HRESULT __stdcall AddMessage(D3D11_MESSAGE_CATEGORY, D3D11_MESSAGE_SEVERITY, D3D11_MESSAGE_ID, LPCSTR) = 0;
+ virtual HRESULT __stdcall AddApplicationMessage(D3D11_MESSAGE_SEVERITY, LPCSTR) = 0;
+ virtual HRESULT __stdcall SetBreakOnCategory(D3D11_MESSAGE_CATEGORY, BOOL) = 0;
+ virtual HRESULT __stdcall SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY, BOOL) = 0;
+ virtual HRESULT __stdcall SetBreakOnID(D3D11_MESSAGE_ID, BOOL) = 0;
+ virtual BOOL __stdcall GetBreakOnCategory(D3D11_MESSAGE_CATEGORY) = 0;
+ virtual BOOL __stdcall GetBreakOnSeverity(D3D11_MESSAGE_SEVERITY) = 0;
+ virtual BOOL __stdcall GetBreakOnID(D3D11_MESSAGE_ID) = 0;
+ virtual void __stdcall SetMuteDebugOutput(BOOL) = 0;
+ virtual BOOL __stdcall GetMuteDebugOutput() = 0;
+};
+#endif
+
+namespace rx
+{
+
+namespace
+{
+
+enum
+{
+ MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
+};
+
+// dirtyPointer is a special value that will make the comparison with any valid pointer fail and force the renderer to re-apply the state.
+static const uintptr_t DirtyPointer = static_cast<uintptr_t>(-1);
+
+static bool ImageIndexConflictsWithSRV(const gl::ImageIndex *index, D3D11_SHADER_RESOURCE_VIEW_DESC desc)
+{
+ unsigned mipLevel = index->mipIndex;
+ unsigned layerIndex = index->layerIndex;
+ GLenum type = index->type;
+
+ switch (desc.ViewDimension)
+ {
+ case D3D11_SRV_DIMENSION_TEXTURE2D:
+ {
+ unsigned maxSrvMip = desc.Texture2D.MipLevels + desc.Texture2D.MostDetailedMip;
+ maxSrvMip = (desc.Texture2D.MipLevels == -1) ? INT_MAX : maxSrvMip;
+
+ unsigned mipMin = index->mipIndex;
+ unsigned mipMax = (layerIndex == -1) ? INT_MAX : layerIndex;
+
+ return type == GL_TEXTURE_2D && RangeUI(mipMin, mipMax).intersects(RangeUI(desc.Texture2D.MostDetailedMip, maxSrvMip));
+ }
+
+ case D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
+ {
+ unsigned maxSrvMip = desc.Texture2DArray.MipLevels + desc.Texture2DArray.MostDetailedMip;
+ maxSrvMip = (desc.Texture2DArray.MipLevels == -1) ? INT_MAX : maxSrvMip;
+
+ unsigned maxSlice = desc.Texture2DArray.FirstArraySlice + desc.Texture2DArray.ArraySize;
+
+ // Cube maps can be mapped to Texture2DArray SRVs
+ return (type == GL_TEXTURE_2D_ARRAY || gl::IsCubeMapTextureTarget(type)) &&
+ desc.Texture2DArray.MostDetailedMip <= mipLevel && mipLevel < maxSrvMip &&
+ desc.Texture2DArray.FirstArraySlice <= layerIndex && layerIndex < maxSlice;
+ }
+
+ case D3D11_SRV_DIMENSION_TEXTURECUBE:
+ {
+ unsigned maxSrvMip = desc.TextureCube.MipLevels + desc.TextureCube.MostDetailedMip;
+ maxSrvMip = (desc.TextureCube.MipLevels == -1) ? INT_MAX : maxSrvMip;
+
+ return gl::IsCubeMapTextureTarget(type) &&
+ desc.TextureCube.MostDetailedMip <= mipLevel && mipLevel < maxSrvMip;
+ }
+
+ case D3D11_SRV_DIMENSION_TEXTURE3D:
+ {
+ unsigned maxSrvMip = desc.Texture3D.MipLevels + desc.Texture3D.MostDetailedMip;
+ maxSrvMip = (desc.Texture3D.MipLevels == -1) ? INT_MAX : maxSrvMip;
+
+ return type == GL_TEXTURE_3D &&
+ desc.Texture3D.MostDetailedMip <= mipLevel && mipLevel < maxSrvMip;
+ }
+ default:
+ // We only handle the cases corresponding to valid image indexes
+ UNIMPLEMENTED();
+ }
+
+ return false;
+}
+
+// Does *not* increment the resource ref count!!
+ID3D11Resource *GetViewResource(ID3D11View *view)
+{
+ ID3D11Resource *resource = NULL;
+ ASSERT(view);
+ view->GetResource(&resource);
+ resource->Release();
+ return resource;
+}
+
+void CalculateConstantBufferParams(GLintptr offset, GLsizeiptr size, UINT *outFirstConstant, UINT *outNumConstants)
+{
+ // The offset must be aligned to 256 bytes (should have been enforced by glBindBufferRange).
+ ASSERT(offset % 256 == 0);
+
+ // firstConstant and numConstants are expressed in constants of 16-bytes. Furthermore they must be a multiple of 16 constants.
+ *outFirstConstant = offset / 16;
+
+ // The GL size is not required to be aligned to a 256 bytes boundary.
+ // Round the size up to a 256 bytes boundary then express the results in constants of 16-bytes.
+ *outNumConstants = rx::roundUp(size, static_cast<GLsizeiptr>(256)) / 16;
+
+ // Since the size is rounded up, firstConstant + numConstants may be bigger than the actual size of the buffer.
+ // This behaviour is explictly allowed according to the documentation on ID3D11DeviceContext1::PSSetConstantBuffers1
+ // https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649%28v=vs.85%29.aspx
+}
+
+}
+
+Renderer11::Renderer11(egl::Display *display)
+ : RendererD3D(display),
+ mStateCache(this)
+{
+ // Initialize global annotator
+ gl::InitializeDebugAnnotations(&mAnnotator);
+
+ mVertexDataManager = NULL;
+ mIndexDataManager = NULL;
+
+ mLineLoopIB = NULL;
+ mTriangleFanIB = NULL;
+
+ mBlit = NULL;
+ mPixelTransfer = NULL;
+
+ mClear = NULL;
+
+ mTrim = NULL;
+
+ mSyncQuery = NULL;
+
+ mSupportsConstantBufferOffsets = false;
+
+ mD3d11Module = NULL;
+ mDxgiModule = NULL;
+
+ mDevice = NULL;
+ mDeviceContext = NULL;
+ mDeviceContext1 = NULL;
+ mDxgiAdapter = NULL;
+ mDxgiFactory = NULL;
+
+ mDriverConstantBufferVS = NULL;
+ mDriverConstantBufferPS = NULL;
+
+ mAppliedVertexShader = NULL;
+ mAppliedGeometryShader = NULL;
+ mAppliedPixelShader = NULL;
+
+ mAppliedNumXFBBindings = static_cast<size_t>(-1);
+
+ const auto &attributes = mDisplay->getAttributeMap();
+
+ EGLint requestedMajorVersion = attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, EGL_DONT_CARE);
+ EGLint requestedMinorVersion = attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, EGL_DONT_CARE);
+
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 11)
+ {
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_11_0);
+ }
+ }
+
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 10)
+ {
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_1);
+ }
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_0);
+ }
+ }
+
+#if defined(ANGLE_ENABLE_WINDOWS_STORE)
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 9)
+#else
+ if (requestedMajorVersion == 9 && requestedMinorVersion == 3)
+#endif
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_3);
+ }
+
+ EGLint requestedDeviceType = attributes.get(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE,
+ EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
+ switch (requestedDeviceType)
+ {
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE:
+ mDriverType = D3D_DRIVER_TYPE_HARDWARE;
+ break;
+
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE:
+ mDriverType = D3D_DRIVER_TYPE_WARP;
+ break;
+
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE:
+ mDriverType = D3D_DRIVER_TYPE_REFERENCE;
+ break;
+
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE:
+ mDriverType = D3D_DRIVER_TYPE_NULL;
+ break;
+
+ default:
+ UNREACHABLE();
+ }
+}
+
+Renderer11::~Renderer11()
+{
+ release();
+
+ gl::UninitializeDebugAnnotations();
+}
+
+Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(Renderer11*, renderer));
+ return static_cast<Renderer11*>(renderer);
+}
+
+#ifndef __d3d11_1_h__
+#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
+#endif
+
+egl::Error Renderer11::initialize()
+{
+ if (!mCompiler.initialize())
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_COMPILER_ERROR,
+ "Failed to initialize compiler.");
+ }
+
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+ mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
+ mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
+
+ if (mD3d11Module == NULL || mDxgiModule == NULL)
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_MISSING_DEP,
+ "Could not load D3D11 or DXGI library.");
+ }
+
+ // create the D3D11 device
+ ASSERT(mDevice == NULL);
+ PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
+
+ if (D3D11CreateDevice == NULL)
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_MISSING_DEP,
+ "Could not retrieve D3D11CreateDevice address.");
+ }
+#endif
+
+ HRESULT result = S_OK;
+#ifdef _DEBUG
+ result = D3D11CreateDevice(NULL,
+ mDriverType,
+ NULL,
+ D3D11_CREATE_DEVICE_DEBUG,
+ mAvailableFeatureLevels.data(),
+ mAvailableFeatureLevels.size(),
+ D3D11_SDK_VERSION,
+ &mDevice,
+ &mFeatureLevel,
+ &mDeviceContext);
+
+ if (!mDevice || FAILED(result))
+ {
+ ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
+ }
+
+ if (!mDevice || FAILED(result))
+#endif
+ {
+ result = D3D11CreateDevice(NULL,
+ mDriverType,
+ NULL,
+ 0,
+ mAvailableFeatureLevels.data(),
+ mAvailableFeatureLevels.size(),
+ D3D11_SDK_VERSION,
+ &mDevice,
+ &mFeatureLevel,
+ &mDeviceContext);
+
+ if (result == E_INVALIDARG)
+ {
+ // Cleanup done by destructor through glDestroyRenderer
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_CREATEDEVICE_INVALIDARG,
+ "Could not create D3D11 device.");
+ }
+
+ if (!mDevice || FAILED(result))
+ {
+ // Cleanup done by destructor through glDestroyRenderer
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_CREATEDEVICE_ERROR,
+ "Could not create D3D11 device.");
+ }
+ }
+
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+#if !ANGLE_SKIP_DXGI_1_2_CHECK
+ // In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is required.
+ // The easiest way to check is to query for a IDXGIDevice2.
+ bool requireDXGI1_2 = false;
+ HWND hwnd = WindowFromDC(mDisplay->getNativeDisplayId());
+ if (hwnd)
+ {
+ DWORD currentProcessId = GetCurrentProcessId();
+ DWORD wndProcessId;
+ GetWindowThreadProcessId(hwnd, &wndProcessId);
+ requireDXGI1_2 = (currentProcessId != wndProcessId);
+ }
+ else
+ {
+ requireDXGI1_2 = true;
+ }
+
+ if (requireDXGI1_2)
+ {
+ IDXGIDevice2 *dxgiDevice2 = NULL;
+ result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void**)&dxgiDevice2);
+ if (FAILED(result))
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_INCOMPATIBLE_DXGI,
+ "DXGI 1.2 required to present to HWNDs owned by another process.");
+ }
+ SafeRelease(dxgiDevice2);
+ }
+#endif
+#endif
+
+ // Cast the DeviceContext to a DeviceContext1.
+ // This could fail on Windows 7 without the Platform Update.
+ // Don't error in this case- just don't use mDeviceContext1.
+#if defined(ANGLE_ENABLE_D3D11_1)
+ mDeviceContext1 = d3d11::DynamicCastComObject<ID3D11DeviceContext1>(mDeviceContext);
+#endif
+
+ IDXGIDevice *dxgiDevice = NULL;
+ result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
+
+ if (FAILED(result))
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_OTHER_ERROR,
+ "Could not query DXGI device.");
+ }
+
+ result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
+
+ if (FAILED(result))
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_OTHER_ERROR,
+ "Could not retrieve DXGI adapter");
+ }
+
+ SafeRelease(dxgiDevice);
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter);
+
+ // On D3D_FEATURE_LEVEL_9_*, IDXGIAdapter::GetDesc returns "Software Adapter" for the description string.
+ // If DXGI1.2 is available then IDXGIAdapter2::GetDesc2 can be used to get the actual hardware values.
+ if (mFeatureLevel <= D3D_FEATURE_LEVEL_9_3 && dxgiAdapter2 != NULL)
+ {
+ DXGI_ADAPTER_DESC2 adapterDesc2 = {0};
+ dxgiAdapter2->GetDesc2(&adapterDesc2);
+
+ // Copy the contents of the DXGI_ADAPTER_DESC2 into mAdapterDescription (a DXGI_ADAPTER_DESC).
+ memcpy(mAdapterDescription.Description, adapterDesc2.Description, sizeof(mAdapterDescription.Description));
+ mAdapterDescription.VendorId = adapterDesc2.VendorId;
+ mAdapterDescription.DeviceId = adapterDesc2.DeviceId;
+ mAdapterDescription.SubSysId = adapterDesc2.SubSysId;
+ mAdapterDescription.Revision = adapterDesc2.Revision;
+ mAdapterDescription.DedicatedVideoMemory = adapterDesc2.DedicatedVideoMemory;
+ mAdapterDescription.DedicatedSystemMemory = adapterDesc2.DedicatedSystemMemory;
+ mAdapterDescription.SharedSystemMemory = adapterDesc2.SharedSystemMemory;
+ mAdapterDescription.AdapterLuid = adapterDesc2.AdapterLuid;
+ }
+ else
+ {
+ mDxgiAdapter->GetDesc(&mAdapterDescription);
+ }
+
+ SafeRelease(dxgiAdapter2);
+#endif
+
+ memset(mDescription, 0, sizeof(mDescription));
+ wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
+
+ result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
+
+ if (!mDxgiFactory || FAILED(result))
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_OTHER_ERROR,
+ "Could not create DXGI factory.");
+ }
+
+ // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
+#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
+ ID3D11InfoQueue *infoQueue;
+ result = mDevice->QueryInterface(IID_ID3D11InfoQueue, (void **)&infoQueue);
+
+ if (SUCCEEDED(result))
+ {
+ D3D11_MESSAGE_ID hideMessages[] =
+ {
+ D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
+ };
+
+ D3D11_INFO_QUEUE_FILTER filter = {0};
+ filter.DenyList.NumIDs = ArraySize(hideMessages);
+ filter.DenyList.pIDList = hideMessages;
+
+ infoQueue->AddStorageFilterEntries(&filter);
+ SafeRelease(infoQueue);
+ }
+#endif
+
+ initializeDevice();
+
+ return egl::Error(EGL_SUCCESS);
+}
+
+// do any one-time device initialization
+// NOTE: this is also needed after a device lost/reset
+// to reset the scene status and ensure the default states are reset.
+void Renderer11::initializeDevice()
+{
+ mStateCache.initialize(mDevice);
+ mInputLayoutCache.initialize(mDevice, mDeviceContext);
+
+ ASSERT(!mVertexDataManager && !mIndexDataManager);
+ mVertexDataManager = new VertexDataManager(this);
+ mIndexDataManager = new IndexDataManager(this, getRendererClass());
+
+ ASSERT(!mBlit);
+ mBlit = new Blit11(this);
+
+ ASSERT(!mClear);
+ mClear = new Clear11(this);
+
+ const auto &attributes = mDisplay->getAttributeMap();
+ // If automatic trim is enabled, DXGIDevice3::Trim( ) is called for the application
+ // automatically when an application is suspended by the OS. This feature is currently
+ // only supported for Windows Store applications.
+ EGLint enableAutoTrim = attributes.get(EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_FALSE);
+
+ if (enableAutoTrim == EGL_TRUE)
+ {
+ ASSERT(!mTrim);
+ mTrim = new Trim11(this);
+ }
+
+ ASSERT(!mPixelTransfer);
+ mPixelTransfer = new PixelTransfer11(this);
+
+ const gl::Caps &rendererCaps = getRendererCaps();
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ if (getDeviceContext1IfSupported())
+ {
+ D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options;
+ mDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
+ mSupportsConstantBufferOffsets = (d3d11Options.ConstantBufferOffsetting != FALSE);
+ }
+#endif
+
+ mForceSetVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);
+ mCurVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);
+
+ mForceSetPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits);
+ mCurPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits);
+
+ mCurVertexSRVs.resize(rendererCaps.maxVertexTextureImageUnits);
+ mCurPixelSRVs.resize(rendererCaps.maxTextureImageUnits);
+
+ markAllStateDirty();
+}
+
+egl::ConfigSet Renderer11::generateConfigs() const
+{
+ static const GLenum colorBufferFormats[] =
+ {
+ GL_BGRA8_EXT,
+ GL_RGBA8_OES,
+ };
+
+ static const GLenum depthStencilBufferFormats[] =
+ {
+ GL_NONE,
+ GL_DEPTH24_STENCIL8_OES,
+ GL_DEPTH_COMPONENT16,
+ };
+
+ const gl::Caps &rendererCaps = getRendererCaps();
+ const gl::TextureCapsMap &rendererTextureCaps = getRendererTextureCaps();
+
+ egl::ConfigSet configs;
+ for (size_t formatIndex = 0; formatIndex < ArraySize(colorBufferFormats); formatIndex++)
+ {
+ GLenum colorBufferInternalFormat = colorBufferFormats[formatIndex];
+ const gl::TextureCaps &colorBufferFormatCaps = rendererTextureCaps.get(colorBufferInternalFormat);
+ if (colorBufferFormatCaps.renderable)
+ {
+ for (size_t depthStencilIndex = 0; depthStencilIndex < ArraySize(depthStencilBufferFormats); depthStencilIndex++)
+ {
+ GLenum depthStencilBufferInternalFormat = depthStencilBufferFormats[depthStencilIndex];
+ const gl::TextureCaps &depthStencilBufferFormatCaps = rendererTextureCaps.get(depthStencilBufferInternalFormat);
+ if (depthStencilBufferFormatCaps.renderable || depthStencilBufferInternalFormat == GL_NONE)
+ {
+ const gl::InternalFormat &colorBufferFormatInfo = gl::GetInternalFormatInfo(colorBufferInternalFormat);
+ const gl::InternalFormat &depthStencilBufferFormatInfo = gl::GetInternalFormatInfo(depthStencilBufferInternalFormat);
+
+ egl::Config config;
+ config.renderTargetFormat = colorBufferInternalFormat;
+ config.depthStencilFormat = depthStencilBufferInternalFormat;
+ config.bufferSize = colorBufferFormatInfo.pixelBytes * 8;
+ config.redSize = colorBufferFormatInfo.redBits;
+ config.greenSize = colorBufferFormatInfo.greenBits;
+ config.blueSize = colorBufferFormatInfo.blueBits;
+ config.luminanceSize = colorBufferFormatInfo.luminanceBits;
+ config.alphaSize = colorBufferFormatInfo.alphaBits;
+ config.alphaMaskSize = 0;
+ config.bindToTextureRGB = (colorBufferFormatInfo.format == GL_RGB);
+ config.bindToTextureRGBA = (colorBufferFormatInfo.format == GL_RGBA || colorBufferFormatInfo.format == GL_BGRA_EXT);
+ config.colorBufferType = EGL_RGB_BUFFER;
+ config.configID = static_cast<EGLint>(configs.size() + 1);
+ // Can only support a conformant ES2 with feature level greater than 10.0.
+ config.conformant = (mFeatureLevel >= D3D_FEATURE_LEVEL_10_0) ? (EGL_OPENGL_ES2_BIT | EGL_OPENGL_ES3_BIT_KHR) : EGL_NONE;
+ config.configCaveat = config.conformant == EGL_NONE ? EGL_NON_CONFORMANT_CONFIG : EGL_NONE;
+ config.depthSize = depthStencilBufferFormatInfo.depthBits;
+ config.level = 0;
+ config.matchNativePixmap = EGL_NONE;
+ config.maxPBufferWidth = rendererCaps.max2DTextureSize;
+ config.maxPBufferHeight = rendererCaps.max2DTextureSize;
+ config.maxPBufferPixels = rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize;
+ config.maxSwapInterval = 4;
+ config.minSwapInterval = 0;
+ config.nativeRenderable = EGL_FALSE;
+ config.nativeVisualID = 0;
+ config.nativeVisualType = EGL_NONE;
+ // Can't support ES3 at all without feature level 10.0
+ config.renderableType = EGL_OPENGL_ES2_BIT | ((mFeatureLevel >= D3D_FEATURE_LEVEL_10_0) ? EGL_OPENGL_ES3_BIT_KHR : 0);
+ config.sampleBuffers = 0; // FIXME: enumerate multi-sampling
+ config.samples = 0;
+ config.stencilSize = depthStencilBufferFormatInfo.stencilBits;
+ config.surfaceType = EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT;
+ config.transparentType = EGL_NONE;
+ config.transparentRedValue = 0;
+ config.transparentGreenValue = 0;
+ config.transparentBlueValue = 0;
+
+ configs.add(config);
+ }
+ }
+ }
+ }
+
+ ASSERT(configs.size() > 0);
+ return configs;
+}
+
+gl::Error Renderer11::flush()
+{
+ mDeviceContext->Flush();
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::finish()
+{
+ HRESULT result;
+
+ if (!mSyncQuery)
+ {
+ D3D11_QUERY_DESC queryDesc;
+ queryDesc.Query = D3D11_QUERY_EVENT;
+ queryDesc.MiscFlags = 0;
+
+ result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create event query, result: 0x%X.", result);
+ }
+ }
+
+ mDeviceContext->End(mSyncQuery);
+ mDeviceContext->Flush();
+
+ do
+ {
+ result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result);
+ }
+
+ // Keep polling, but allow other threads to do something useful first
+ ScheduleYield();
+
+ if (testDeviceLost())
+ {
+ mDisplay->notifyDeviceLost();
+ return gl::Error(GL_OUT_OF_MEMORY, "Device was lost while waiting for sync.");
+ }
+ }
+ while (result == S_FALSE);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+SwapChainD3D *Renderer11::createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
+{
+ return new SwapChain11(this, nativeWindow, shareHandle, backBufferFormat, depthBufferFormat);
+}
+
+gl::Error Renderer11::generateSwizzle(gl::Texture *texture)
+{
+ if (texture)
+ {
+ TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
+ ASSERT(textureD3D);
+
+ TextureStorage *texStorage = nullptr;
+ gl::Error error = textureD3D->getNativeTexture(&texStorage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (texStorage)
+ {
+ TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage);
+ error = storage11->generateSwizzles(texture->getSamplerState().swizzleRed,
+ texture->getSamplerState().swizzleGreen,
+ texture->getSamplerState().swizzleBlue,
+ texture->getSamplerState().swizzleAlpha);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &samplerStateParam)
+{
+ // Make sure to add the level offset for our tiny compressed texture workaround
+ TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
+ gl::SamplerState samplerStateInternal = samplerStateParam;
+
+ TextureStorage *storage = nullptr;
+ gl::Error error = textureD3D->getNativeTexture(&storage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Storage should exist, texture should be complete
+ ASSERT(storage);
+
+ samplerStateInternal.baseLevel += storage->getTopLevel();
+
+ if (type == gl::SAMPLER_PIXEL)
+ {
+ ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxTextureImageUnits);
+
+ if (mForceSetPixelSamplerStates[index] || memcmp(&samplerStateInternal, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
+ {
+ ID3D11SamplerState *dxSamplerState = NULL;
+ error = mStateCache.getSamplerState(samplerStateInternal, &dxSamplerState);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(dxSamplerState != NULL);
+ mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
+
+ mCurPixelSamplerStates[index] = samplerStateInternal;
+ }
+
+ mForceSetPixelSamplerStates[index] = false;
+ }
+ else if (type == gl::SAMPLER_VERTEX)
+ {
+ ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxVertexTextureImageUnits);
+
+ if (mForceSetVertexSamplerStates[index] || memcmp(&samplerStateInternal, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
+ {
+ ID3D11SamplerState *dxSamplerState = NULL;
+ error = mStateCache.getSamplerState(samplerStateInternal, &dxSamplerState);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(dxSamplerState != NULL);
+ mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
+
+ mCurVertexSamplerStates[index] = samplerStateInternal;
+ }
+
+ mForceSetVertexSamplerStates[index] = false;
+ }
+ else UNREACHABLE();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
+{
+ ID3D11ShaderResourceView *textureSRV = NULL;
+
+ if (texture)
+ {
+ TextureD3D *textureImpl = GetImplAs<TextureD3D>(texture);
+
+ TextureStorage *texStorage = nullptr;
+ gl::Error error = textureImpl->getNativeTexture(&texStorage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Texture should be complete and have a storage
+ ASSERT(texStorage);
+
+ TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage);
+
+ // Make sure to add the level offset for our tiny compressed texture workaround
+ gl::SamplerState samplerState = texture->getSamplerState();
+ samplerState.baseLevel += storage11->getTopLevel();
+
+ error = storage11->getSRV(samplerState, &textureSRV);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
+ // missing the shader resource view
+ ASSERT(textureSRV != NULL);
+
+ textureImpl->resetDirty();
+ }
+
+ ASSERT((type == gl::SAMPLER_PIXEL && static_cast<unsigned int>(index) < getRendererCaps().maxTextureImageUnits) ||
+ (type == gl::SAMPLER_VERTEX && static_cast<unsigned int>(index) < getRendererCaps().maxVertexTextureImageUnits));
+
+ setShaderResource(type, index, textureSRV);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::setUniformBuffers(const gl::Data &data,
+ const GLint vertexUniformBuffers[],
+ const GLint fragmentUniformBuffers[])
+{
+ for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < data.caps->maxVertexUniformBlocks; uniformBufferIndex++)
+ {
+ GLint binding = vertexUniformBuffers[uniformBufferIndex];
+
+ if (binding == -1)
+ {
+ continue;
+ }
+
+ gl::Buffer *uniformBuffer = data.state->getIndexedUniformBuffer(binding);
+ GLintptr uniformBufferOffset = data.state->getIndexedUniformBufferOffset(binding);
+ GLsizeiptr uniformBufferSize = data.state->getIndexedUniformBufferSize(binding);
+
+ if (uniformBuffer)
+ {
+ Buffer11 *bufferStorage = Buffer11::makeBuffer11(uniformBuffer->getImplementation());
+ ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
+
+ if (!constantBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY);
+ }
+
+ if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial() ||
+ mCurrentConstantBufferVSOffset[uniformBufferIndex] != uniformBufferOffset ||
+ mCurrentConstantBufferVSSize[uniformBufferIndex] != uniformBufferSize)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ if (mSupportsConstantBufferOffsets && uniformBufferSize != 0)
+ {
+ UINT firstConstant = 0, numConstants = 0;
+ CalculateConstantBufferParams(uniformBufferOffset, uniformBufferSize, &firstConstant, &numConstants);
+ mDeviceContext1->VSSetConstantBuffers1(getReservedVertexUniformBuffers() + uniformBufferIndex,
+ 1, &constantBuffer, &firstConstant, &numConstants);
+ }
+ else
+#endif
+ {
+ ASSERT(uniformBufferOffset == 0);
+ mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
+ 1, &constantBuffer);
+ }
+
+ mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
+ mCurrentConstantBufferVSOffset[uniformBufferIndex] = uniformBufferOffset;
+ mCurrentConstantBufferVSSize[uniformBufferIndex] = uniformBufferSize;
+ }
+ }
+ }
+
+ for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < data.caps->maxFragmentUniformBlocks; uniformBufferIndex++)
+ {
+ GLint binding = fragmentUniformBuffers[uniformBufferIndex];
+
+ if (binding == -1)
+ {
+ continue;
+ }
+
+ gl::Buffer *uniformBuffer = data.state->getIndexedUniformBuffer(binding);
+ GLintptr uniformBufferOffset = data.state->getIndexedUniformBufferOffset(binding);
+ GLsizeiptr uniformBufferSize = data.state->getIndexedUniformBufferSize(binding);
+
+ if (uniformBuffer)
+ {
+ Buffer11 *bufferStorage = Buffer11::makeBuffer11(uniformBuffer->getImplementation());
+ ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
+
+ if (!constantBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY);
+ }
+
+ if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial() ||
+ mCurrentConstantBufferPSOffset[uniformBufferIndex] != uniformBufferOffset ||
+ mCurrentConstantBufferPSSize[uniformBufferIndex] != uniformBufferSize)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ if (mSupportsConstantBufferOffsets && uniformBufferSize != 0)
+ {
+ UINT firstConstant = 0, numConstants = 0;
+ CalculateConstantBufferParams(uniformBufferOffset, uniformBufferSize, &firstConstant, &numConstants);
+ mDeviceContext1->PSSetConstantBuffers1(getReservedFragmentUniformBuffers() + uniformBufferIndex,
+ 1, &constantBuffer, &firstConstant, &numConstants);
+ }
+ else
+#endif
+ {
+ ASSERT(uniformBufferOffset == 0);
+ mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
+ 1, &constantBuffer);
+ }
+
+ mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
+ mCurrentConstantBufferPSOffset[uniformBufferIndex] = uniformBufferOffset;
+ mCurrentConstantBufferPSSize[uniformBufferIndex] = uniformBufferSize;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
+{
+ if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
+ {
+ ID3D11RasterizerState *dxRasterState = NULL;
+ gl::Error error = mStateCache.getRasterizerState(rasterState, mScissorEnabled, &dxRasterState);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDeviceContext->RSSetState(dxRasterState);
+
+ mCurRasterState = rasterState;
+ }
+
+ mForceSetRasterState = false;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+ unsigned int sampleMask)
+{
+ if (mForceSetBlendState ||
+ memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
+ memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
+ sampleMask != mCurSampleMask)
+ {
+ ID3D11BlendState *dxBlendState = NULL;
+ gl::Error error = mStateCache.getBlendState(framebuffer, blendState, &dxBlendState);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(dxBlendState != NULL);
+
+ float blendColors[4] = {0.0f};
+ if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
+ blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
+ {
+ blendColors[0] = blendColor.red;
+ blendColors[1] = blendColor.green;
+ blendColors[2] = blendColor.blue;
+ blendColors[3] = blendColor.alpha;
+ }
+ else
+ {
+ blendColors[0] = blendColor.alpha;
+ blendColors[1] = blendColor.alpha;
+ blendColors[2] = blendColor.alpha;
+ blendColors[3] = blendColor.alpha;
+ }
+
+ mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
+
+ mCurBlendState = blendState;
+ mCurBlendColor = blendColor;
+ mCurSampleMask = sampleMask;
+ }
+
+ mForceSetBlendState = false;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW)
+{
+ if (mForceSetDepthStencilState ||
+ memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
+ stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
+ {
+ ASSERT(depthStencilState.stencilWritemask == depthStencilState.stencilBackWritemask);
+ ASSERT(stencilRef == stencilBackRef);
+ ASSERT(depthStencilState.stencilMask == depthStencilState.stencilBackMask);
+
+ ID3D11DepthStencilState *dxDepthStencilState = NULL;
+ gl::Error error = mStateCache.getDepthStencilState(depthStencilState, &dxDepthStencilState);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(dxDepthStencilState);
+
+ // Max D3D11 stencil reference value is 0xFF, corresponding to the max 8 bits in a stencil buffer
+ // GL specifies we should clamp the ref value to the nearest bit depth when doing stencil ops
+ static_assert(D3D11_DEFAULT_STENCIL_READ_MASK == 0xFF, "Unexpected value of D3D11_DEFAULT_STENCIL_READ_MASK");
+ static_assert(D3D11_DEFAULT_STENCIL_WRITE_MASK == 0xFF, "Unexpected value of D3D11_DEFAULT_STENCIL_WRITE_MASK");
+ UINT dxStencilRef = std::min<UINT>(stencilRef, 0xFFu);
+
+ mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, dxStencilRef);
+
+ mCurDepthStencilState = depthStencilState;
+ mCurStencilRef = stencilRef;
+ mCurStencilBackRef = stencilBackRef;
+ }
+
+ mForceSetDepthStencilState = false;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
+{
+ if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
+ enabled != mScissorEnabled)
+ {
+ if (enabled)
+ {
+ D3D11_RECT rect;
+ rect.left = std::max(0, scissor.x);
+ rect.top = std::max(0, scissor.y);
+ rect.right = scissor.x + std::max(0, scissor.width);
+ rect.bottom = scissor.y + std::max(0, scissor.height);
+
+ mDeviceContext->RSSetScissorRects(1, &rect);
+ }
+
+ if (enabled != mScissorEnabled)
+ {
+ mForceSetRasterState = true;
+ }
+
+ mCurScissor = scissor;
+ mScissorEnabled = enabled;
+ }
+
+ mForceSetScissor = false;
+}
+
+void Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport)
+{
+ gl::Rectangle actualViewport = viewport;
+ float actualZNear = gl::clamp01(zNear);
+ float actualZFar = gl::clamp01(zFar);
+ if (ignoreViewport)
+ {
+ actualViewport.x = 0;
+ actualViewport.y = 0;
+ actualViewport.width = mRenderTargetDesc.width;
+ actualViewport.height = mRenderTargetDesc.height;
+ actualZNear = 0.0f;
+ actualZFar = 1.0f;
+ }
+
+ bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
+ actualZNear != mCurNear || actualZFar != mCurFar;
+
+ if (viewportChanged)
+ {
+ const gl::Caps& caps = getRendererCaps();
+
+ int dxMaxViewportBoundsX = static_cast<int>(caps.maxViewportWidth);
+ int dxMaxViewportBoundsY = static_cast<int>(caps.maxViewportHeight);
+ int dxMinViewportBoundsX = -dxMaxViewportBoundsX;
+ int dxMinViewportBoundsY = -dxMaxViewportBoundsY;
+
+ if (mFeatureLevel <= D3D_FEATURE_LEVEL_9_3)
+ {
+ // Feature Level 9 viewports shouldn't exceed the dimensions of the rendertarget.
+ dxMaxViewportBoundsX = mRenderTargetDesc.width;
+ dxMaxViewportBoundsY = mRenderTargetDesc.height;
+ dxMinViewportBoundsX = 0;
+ dxMinViewportBoundsY = 0;
+ }
+
+ int dxViewportTopLeftX = gl::clamp(actualViewport.x, dxMinViewportBoundsX, dxMaxViewportBoundsX);
+ int dxViewportTopLeftY = gl::clamp(actualViewport.y, dxMinViewportBoundsY, dxMaxViewportBoundsY);
+ int dxViewportWidth = gl::clamp(actualViewport.width, 0, dxMaxViewportBoundsX - dxViewportTopLeftX);
+ int dxViewportHeight = gl::clamp(actualViewport.height, 0, dxMaxViewportBoundsY - dxViewportTopLeftY);
+
+ D3D11_VIEWPORT dxViewport;
+ dxViewport.TopLeftX = static_cast<float>(dxViewportTopLeftX);
+ dxViewport.TopLeftY = static_cast<float>(dxViewportTopLeftY);
+ dxViewport.Width = static_cast<float>(dxViewportWidth);
+ dxViewport.Height = static_cast<float>(dxViewportHeight);
+ dxViewport.MinDepth = actualZNear;
+ dxViewport.MaxDepth = actualZFar;
+
+ mDeviceContext->RSSetViewports(1, &dxViewport);
+
+ mCurViewport = actualViewport;
+ mCurNear = actualZNear;
+ mCurFar = actualZFar;
+
+ // On Feature Level 9_*, we must emulate large and/or negative viewports in the shaders using viewAdjust (like the D3D9 renderer).
+ if (mFeatureLevel <= D3D_FEATURE_LEVEL_9_3)
+ {
+ mVertexConstants.viewAdjust[0] = static_cast<float>((actualViewport.width - dxViewportWidth) + 2 * (actualViewport.x - dxViewportTopLeftX)) / dxViewport.Width;
+ mVertexConstants.viewAdjust[1] = static_cast<float>((actualViewport.height - dxViewportHeight) + 2 * (actualViewport.y - dxViewportTopLeftY)) / dxViewport.Height;
+ mVertexConstants.viewAdjust[2] = static_cast<float>(actualViewport.width) / dxViewport.Width;
+ mVertexConstants.viewAdjust[3] = static_cast<float>(actualViewport.height) / dxViewport.Height;
+ }
+
+ mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
+ mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
+ mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
+ mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
+
+ // Instanced pointsprite emulation requires ViewCoords to be defined in the
+ // the vertex shader.
+ mVertexConstants.viewCoords[0] = mPixelConstants.viewCoords[0];
+ mVertexConstants.viewCoords[1] = mPixelConstants.viewCoords[1];
+ mVertexConstants.viewCoords[2] = mPixelConstants.viewCoords[2];
+ mVertexConstants.viewCoords[3] = mPixelConstants.viewCoords[3];
+
+ mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
+ mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
+
+ mVertexConstants.depthRange[0] = actualZNear;
+ mVertexConstants.depthRange[1] = actualZFar;
+ mVertexConstants.depthRange[2] = actualZFar - actualZNear;
+
+ mPixelConstants.depthRange[0] = actualZNear;
+ mPixelConstants.depthRange[1] = actualZFar;
+ mPixelConstants.depthRange[2] = actualZFar - actualZNear;
+ }
+
+ mForceSetViewport = false;
+}
+
+bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize)
+{
+ D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
+
+ GLsizei minCount = 0;
+
+ switch (mode)
+ {
+ case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break;
+ case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break;
+ case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
+ case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
+ case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
+ case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break;
+ // emulate fans via rewriting index buffer
+ case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
+ default:
+ UNREACHABLE();
+ return false;
+ }
+
+ // If instanced pointsprite emulation is being used and If gl_PointSize is used in the shader,
+ // GL_POINTS mode is expected to render pointsprites.
+ // Instanced PointSprite emulation requires that the topology to be D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST.
+ if (mode == GL_POINTS && usesPointSize && getWorkarounds().useInstancedPointSpriteEmulation)
+ {
+ primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
+ }
+
+ if (primitiveTopology != mCurrentPrimitiveTopology)
+ {
+ mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
+ mCurrentPrimitiveTopology = primitiveTopology;
+ }
+
+ return count >= minCount;
+}
+
+void Renderer11::unsetConflictingSRVs(gl::SamplerType samplerType, uintptr_t resource, const gl::ImageIndex *index)
+{
+ auto &currentSRVs = (samplerType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs);
+
+ for (size_t resourceIndex = 0; resourceIndex < currentSRVs.size(); ++resourceIndex)
+ {
+ auto &record = currentSRVs[resourceIndex];
+
+ if (record.srv && record.resource == resource && ImageIndexConflictsWithSRV(index, record.desc))
+ {
+ setShaderResource(samplerType, static_cast<UINT>(resourceIndex), NULL);
+ }
+ }
+}
+
+gl::Error Renderer11::applyRenderTarget(const gl::Framebuffer *framebuffer)
+{
+ // Get the color render buffer and serial
+ // Also extract the render target dimensions and view
+ unsigned int renderTargetWidth = 0;
+ unsigned int renderTargetHeight = 0;
+ DXGI_FORMAT renderTargetFormat = DXGI_FORMAT_UNKNOWN;
+ ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
+ bool missingColorRenderTarget = true;
+
+ const FramebufferD3D *framebufferD3D = GetImplAs<FramebufferD3D>(framebuffer);
+ const gl::AttachmentList &colorbuffers = framebufferD3D->getColorAttachmentsForRender(getWorkarounds());
+
+ for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
+ {
+ gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment];
+
+ if (colorbuffer)
+ {
+ // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
+
+ // check for zero-sized default framebuffer, which is a special case.
+ // in this case we do not wish to modify any state and just silently return false.
+ // this will not report any gl error but will cause the calling method to return.
+ if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ // Extract the render target dimensions and view
+ RenderTarget11 *renderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(renderTarget);
+
+ framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
+ ASSERT(framebufferRTVs[colorAttachment]);
+
+ if (missingColorRenderTarget)
+ {
+ renderTargetWidth = renderTarget->getWidth();
+ renderTargetHeight = renderTarget->getHeight();
+ renderTargetFormat = renderTarget->getDXGIFormat();
+ missingColorRenderTarget = false;
+ }
+
+ // Unbind render target SRVs from the shader here to prevent D3D11 warnings.
+ if (colorbuffer->type() == GL_TEXTURE)
+ {
+ uintptr_t rtResource = reinterpret_cast<uintptr_t>(GetViewResource(framebufferRTVs[colorAttachment]));
+ const gl::ImageIndex *index = colorbuffer->getTextureImageIndex();
+ ASSERT(index);
+ // The index doesn't need to be corrected for the small compressed texture workaround
+ // because a rendertarget is never compressed.
+ unsetConflictingSRVs(gl::SAMPLER_VERTEX, rtResource, index);
+ unsetConflictingSRVs(gl::SAMPLER_PIXEL, rtResource, index);
+ }
+ }
+ }
+
+ // Get the depth stencil buffers
+ ID3D11DepthStencilView* framebufferDSV = NULL;
+ gl::FramebufferAttachment *depthStencil = framebuffer->getDepthOrStencilbuffer();
+ if (depthStencil)
+ {
+ RenderTarget11 *depthStencilRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(depthStencil, &depthStencilRenderTarget);
+ if (error.isError())
+ {
+ SafeRelease(framebufferRTVs);
+ return error;
+ }
+ ASSERT(depthStencilRenderTarget);
+
+ framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
+ ASSERT(framebufferDSV);
+
+ // If there is no render buffer, the width, height and format values come from
+ // the depth stencil
+ if (missingColorRenderTarget)
+ {
+ renderTargetWidth = depthStencilRenderTarget->getWidth();
+ renderTargetHeight = depthStencilRenderTarget->getHeight();
+ renderTargetFormat = depthStencilRenderTarget->getDXGIFormat();
+ }
+
+ // Unbind render target SRVs from the shader here to prevent D3D11 warnings.
+ if (depthStencil->type() == GL_TEXTURE)
+ {
+ uintptr_t depthStencilResource = reinterpret_cast<uintptr_t>(GetViewResource(framebufferDSV));
+ const gl::ImageIndex *index = depthStencil->getTextureImageIndex();
+ ASSERT(index);
+ // The index doesn't need to be corrected for the small compressed texture workaround
+ // because a rendertarget is never compressed.
+ unsetConflictingSRVs(gl::SAMPLER_VERTEX, depthStencilResource, index);
+ unsetConflictingSRVs(gl::SAMPLER_PIXEL, depthStencilResource, index);
+ }
+ }
+
+ // Apply the render target and depth stencil
+ if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
+ memcmp(framebufferRTVs, mAppliedRTVs, sizeof(framebufferRTVs)) != 0 ||
+ reinterpret_cast<uintptr_t>(framebufferDSV) != mAppliedDSV)
+ {
+ mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, framebufferRTVs, framebufferDSV);
+
+ mRenderTargetDesc.width = renderTargetWidth;
+ mRenderTargetDesc.height = renderTargetHeight;
+ mRenderTargetDesc.format = renderTargetFormat;
+ mForceSetViewport = true;
+ mForceSetScissor = true;
+ mForceSetBlendState = true;
+
+ if (!mDepthStencilInitialized)
+ {
+ mForceSetRasterState = true;
+ }
+
+ for (size_t rtIndex = 0; rtIndex < ArraySize(framebufferRTVs); rtIndex++)
+ {
+ mAppliedRTVs[rtIndex] = reinterpret_cast<uintptr_t>(framebufferRTVs[rtIndex]);
+ }
+ mAppliedDSV = reinterpret_cast<uintptr_t>(framebufferDSV);
+ mRenderTargetDescInitialized = true;
+ mDepthStencilInitialized = true;
+ }
+
+ const Framebuffer11 *framebuffer11 = GetImplAs<Framebuffer11>(framebuffer);
+ gl::Error error = framebuffer11->invalidateSwizzles();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances)
+{
+ TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
+ gl::Error error = mVertexDataManager->prepareVertexData(state, first, count, attributes, instances);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return mInputLayoutCache.applyVertexBuffers(attributes, mode, state.getProgram());
+}
+
+gl::Error Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
+{
+ gl::Error error = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Buffer *buffer = NULL;
+ DXGI_FORMAT bufferFormat = (indexInfo->indexType == GL_UNSIGNED_INT) ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT;
+
+ if (indexInfo->storage)
+ {
+ Buffer11 *storage = Buffer11::makeBuffer11(indexInfo->storage);
+ buffer = storage->getBuffer(BUFFER_USAGE_INDEX);
+ }
+ else
+ {
+ IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
+ buffer = indexBuffer->getBuffer();
+ }
+
+ if (buffer != mAppliedIB || bufferFormat != mAppliedIBFormat || indexInfo->startOffset != mAppliedIBOffset)
+ {
+ mDeviceContext->IASetIndexBuffer(buffer, bufferFormat, indexInfo->startOffset);
+
+ mAppliedIB = buffer;
+ mAppliedIBFormat = bufferFormat;
+ mAppliedIBOffset = indexInfo->startOffset;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer11::applyTransformFeedbackBuffers(const gl::State &state)
+{
+ size_t numXFBBindings = 0;
+ bool requiresUpdate = false;
+
+ if (state.isTransformFeedbackActiveUnpaused())
+ {
+ numXFBBindings = state.getTransformFeedbackBufferIndexRange();
+ ASSERT(numXFBBindings <= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
+
+ for (size_t i = 0; i < numXFBBindings; i++)
+ {
+ gl::Buffer *curXFBBuffer = state.getIndexedTransformFeedbackBuffer(i);
+ GLintptr curXFBOffset = state.getIndexedTransformFeedbackBufferOffset(i);
+ ID3D11Buffer *d3dBuffer = NULL;
+ if (curXFBBuffer)
+ {
+ Buffer11 *storage = Buffer11::makeBuffer11(curXFBBuffer->getImplementation());
+ d3dBuffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
+ }
+
+ // TODO: mAppliedTFBuffers and friends should also be kept in a vector.
+ if (d3dBuffer != mAppliedTFBuffers[i] || curXFBOffset != mAppliedTFOffsets[i])
+ {
+ requiresUpdate = true;
+ }
+ }
+ }
+
+ if (requiresUpdate || numXFBBindings != mAppliedNumXFBBindings)
+ {
+ for (size_t i = 0; i < numXFBBindings; ++i)
+ {
+ gl::Buffer *curXFBBuffer = state.getIndexedTransformFeedbackBuffer(i);
+ GLintptr curXFBOffset = state.getIndexedTransformFeedbackBufferOffset(i);
+
+ if (curXFBBuffer)
+ {
+ Buffer11 *storage = Buffer11::makeBuffer11(curXFBBuffer->getImplementation());
+ ID3D11Buffer *d3dBuffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
+
+ mCurrentD3DOffsets[i] = (mAppliedTFBuffers[i] != d3dBuffer || mAppliedTFOffsets[i] != curXFBOffset) ?
+ static_cast<UINT>(curXFBOffset) : -1;
+ mAppliedTFBuffers[i] = d3dBuffer;
+ }
+ else
+ {
+ mAppliedTFBuffers[i] = NULL;
+ mCurrentD3DOffsets[i] = 0;
+ }
+ mAppliedTFOffsets[i] = curXFBOffset;
+ }
+
+ mAppliedNumXFBBindings = numXFBBindings;
+
+ mDeviceContext->SOSetTargets(numXFBBindings, mAppliedTFBuffers, mCurrentD3DOffsets);
+ }
+}
+
+gl::Error Renderer11::drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize)
+{
+ bool useInstancedPointSpriteEmulation = usesPointSize && getWorkarounds().useInstancedPointSpriteEmulation;
+ if (mode == GL_POINTS && data.state->isTransformFeedbackActiveUnpaused())
+ {
+ // Since point sprites are generated with a geometry shader, too many vertices will
+ // be written if transform feedback is active. To work around this, draw only the points
+ // with the stream out shader and no pixel shader to feed the stream out buffers and then
+ // draw again with the point sprite geometry shader to rasterize the point sprites.
+
+ mDeviceContext->PSSetShader(NULL, NULL, 0);
+
+ if (instances > 0)
+ {
+ mDeviceContext->DrawInstanced(count, instances, 0, 0);
+ }
+ else
+ {
+ mDeviceContext->Draw(count, 0);
+ }
+
+ ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.state->getProgram());
+
+ rx::ShaderExecutableD3D *pixelExe = NULL;
+ gl::Error error = programD3D->getPixelExecutableForFramebuffer(data.state->getDrawFramebuffer(), &pixelExe);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Skip this step if we're doing rasterizer discard.
+ if (pixelExe && !data.state->getRasterizerState().rasterizerDiscard && usesPointSize)
+ {
+ ID3D11PixelShader *pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
+ ASSERT(reinterpret_cast<uintptr_t>(pixelShader) == mAppliedPixelShader);
+ mDeviceContext->PSSetShader(pixelShader, NULL, 0);
+
+ // Retrieve the point sprite geometry shader
+ rx::ShaderExecutableD3D *geometryExe = programD3D->getGeometryExecutable();
+ ID3D11GeometryShader *geometryShader = (geometryExe ? ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader() : NULL);
+ mAppliedGeometryShader = reinterpret_cast<uintptr_t>(geometryShader);
+ ASSERT(geometryShader);
+ mDeviceContext->GSSetShader(geometryShader, NULL, 0);
+
+ if (instances > 0)
+ {
+ mDeviceContext->DrawInstanced(count, instances, 0, 0);
+ }
+ else
+ {
+ mDeviceContext->Draw(count, 0);
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+ }
+ else if (mode == GL_LINE_LOOP)
+ {
+ return drawLineLoop(count, GL_NONE, NULL, 0, NULL);
+ }
+ else if (mode == GL_TRIANGLE_FAN)
+ {
+ return drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
+ }
+ else if (instances > 0)
+ {
+ mDeviceContext->DrawInstanced(count, instances, 0, 0);
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ // If gl_PointSize is used and GL_POINTS is specified, then it is expected to render pointsprites.
+ // If instanced pointsprite emulation is being used the topology is expexted to be
+ // D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST and DrawIndexedInstanced must be used.
+ if (mode == GL_POINTS && useInstancedPointSpriteEmulation)
+ {
+ mDeviceContext->DrawIndexedInstanced(6, count, 0, 0, 0);
+ }
+ else
+ {
+ mDeviceContext->Draw(count, 0);
+ }
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
+ gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
+{
+ int minIndex = static_cast<int>(indexInfo.indexRange.start);
+
+ if (mode == GL_LINE_LOOP)
+ {
+ return drawLineLoop(count, type, indices, minIndex, elementArrayBuffer);
+ }
+ else if (mode == GL_TRIANGLE_FAN)
+ {
+ return drawTriangleFan(count, type, indices, minIndex, elementArrayBuffer, instances);
+ }
+ else if (instances > 0)
+ {
+ mDeviceContext->DrawIndexedInstanced(count, instances, 0, -minIndex, 0);
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ mDeviceContext->DrawIndexed(count, 0, -minIndex);
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
+{
+ // Get the raw indices for an indexed draw
+ if (type != GL_NONE && elementArrayBuffer)
+ {
+ BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+
+ const uint8_t *bufferData = NULL;
+ gl::Error error = storage->getData(&bufferData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ indices = bufferData + offset;
+ }
+
+ if (!mLineLoopIB)
+ {
+ mLineLoopIB = new StreamingIndexBufferInterface(this);
+ gl::Error error = mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT);
+ if (error.isError())
+ {
+ SafeDelete(mLineLoopIB);
+ return error;
+ }
+ }
+
+ // Checked by Renderer11::applyPrimitiveType
+ ASSERT(count >= 0);
+
+ if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
+ }
+
+ const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
+ gl::Error error = mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ void* mappedMemory = NULL;
+ unsigned int offset;
+ error = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+ unsigned int indexBufferOffset = offset;
+
+ switch (type)
+ {
+ case GL_NONE: // Non-indexed draw
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = i;
+ }
+ data[count] = 0;
+ break;
+ case GL_UNSIGNED_BYTE:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLubyte*>(indices)[i];
+ }
+ data[count] = static_cast<const GLubyte*>(indices)[0];
+ break;
+ case GL_UNSIGNED_SHORT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLushort*>(indices)[i];
+ }
+ data[count] = static_cast<const GLushort*>(indices)[0];
+ break;
+ case GL_UNSIGNED_INT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLuint*>(indices)[i];
+ }
+ data[count] = static_cast<const GLuint*>(indices)[0];
+ break;
+ default: UNREACHABLE();
+ }
+
+ error = mLineLoopIB->unmapBuffer();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
+ ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
+ DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
+
+ if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
+ {
+ mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, indexBufferOffset);
+ mAppliedIB = d3dIndexBuffer;
+ mAppliedIBFormat = indexFormat;
+ mAppliedIBOffset = indexBufferOffset;
+ }
+
+ mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
+{
+ // Get the raw indices for an indexed draw
+ if (type != GL_NONE && elementArrayBuffer)
+ {
+ BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+
+ const uint8_t *bufferData = NULL;
+ gl::Error error = storage->getData(&bufferData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ indices = bufferData + offset;
+ }
+
+ if (!mTriangleFanIB)
+ {
+ mTriangleFanIB = new StreamingIndexBufferInterface(this);
+ gl::Error error = mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT);
+ if (error.isError())
+ {
+ SafeDelete(mTriangleFanIB);
+ return error;
+ }
+ }
+
+ // Checked by Renderer11::applyPrimitiveType
+ ASSERT(count >= 3);
+
+ const unsigned int numTris = count - 2;
+
+ if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
+ }
+
+ const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
+ gl::Error error = mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ void* mappedMemory = NULL;
+ unsigned int offset;
+ error = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+ unsigned int indexBufferOffset = offset;
+
+ switch (type)
+ {
+ case GL_NONE: // Non-indexed draw
+ for (unsigned int i = 0; i < numTris; i++)
+ {
+ data[i*3 + 0] = 0;
+ data[i*3 + 1] = i + 1;
+ data[i*3 + 2] = i + 2;
+ }
+ break;
+ case GL_UNSIGNED_BYTE:
+ for (unsigned int i = 0; i < numTris; i++)
+ {
+ data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
+ data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
+ data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
+ }
+ break;
+ case GL_UNSIGNED_SHORT:
+ for (unsigned int i = 0; i < numTris; i++)
+ {
+ data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
+ data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
+ data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
+ }
+ break;
+ case GL_UNSIGNED_INT:
+ for (unsigned int i = 0; i < numTris; i++)
+ {
+ data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
+ data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
+ data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
+ }
+ break;
+ default: UNREACHABLE();
+ }
+
+ error = mTriangleFanIB->unmapBuffer();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
+ ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
+ DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
+
+ if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
+ {
+ mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, indexBufferOffset);
+ mAppliedIB = d3dIndexBuffer;
+ mAppliedIBFormat = indexFormat;
+ mAppliedIBOffset = indexBufferOffset;
+ }
+
+ if (instances > 0)
+ {
+ mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
+ }
+ else
+ {
+ mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::applyShaders(gl::Program *program, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
+ bool rasterizerDiscard, bool transformFeedbackActive)
+{
+ ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
+
+ ShaderExecutableD3D *vertexExe = NULL;
+ gl::Error error = programD3D->getVertexExecutableForInputLayout(inputLayout, &vertexExe, nullptr);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ShaderExecutableD3D *pixelExe = NULL;
+ error = programD3D->getPixelExecutableForFramebuffer(framebuffer, &pixelExe);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ShaderExecutableD3D *geometryExe = programD3D->getGeometryExecutable();
+
+ ID3D11VertexShader *vertexShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader() : NULL);
+
+ ID3D11PixelShader *pixelShader = NULL;
+ // Skip pixel shader if we're doing rasterizer discard.
+ if (!rasterizerDiscard)
+ {
+ pixelShader = (pixelExe ? ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader() : NULL);
+ }
+
+ ID3D11GeometryShader *geometryShader = NULL;
+ if (transformFeedbackActive)
+ {
+ geometryShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getStreamOutShader() : NULL);
+ }
+ else if (mCurRasterState.pointDrawMode)
+ {
+ geometryShader = (geometryExe ? ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader() : NULL);
+ }
+
+ bool dirtyUniforms = false;
+
+ if (reinterpret_cast<uintptr_t>(vertexShader) != mAppliedVertexShader)
+ {
+ mDeviceContext->VSSetShader(vertexShader, NULL, 0);
+ mAppliedVertexShader = reinterpret_cast<uintptr_t>(vertexShader);
+ dirtyUniforms = true;
+ }
+
+ if (reinterpret_cast<uintptr_t>(geometryShader) != mAppliedGeometryShader)
+ {
+ mDeviceContext->GSSetShader(geometryShader, NULL, 0);
+ mAppliedGeometryShader = reinterpret_cast<uintptr_t>(geometryShader);
+ dirtyUniforms = true;
+ }
+
+ if (reinterpret_cast<uintptr_t>(pixelShader) != mAppliedPixelShader)
+ {
+ mDeviceContext->PSSetShader(pixelShader, NULL, 0);
+ mAppliedPixelShader = reinterpret_cast<uintptr_t>(pixelShader);
+ dirtyUniforms = true;
+ }
+
+ if (dirtyUniforms)
+ {
+ programD3D->dirtyAllUniforms();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray)
+{
+ unsigned int totalRegisterCountVS = 0;
+ unsigned int totalRegisterCountPS = 0;
+
+ bool vertexUniformsDirty = false;
+ bool pixelUniformsDirty = false;
+
+ for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
+ {
+ const gl::LinkedUniform &uniform = *uniformArray[uniformIndex];
+
+ if (uniform.isReferencedByVertexShader() && !uniform.isSampler())
+ {
+ totalRegisterCountVS += uniform.registerCount;
+ vertexUniformsDirty = (vertexUniformsDirty || uniform.dirty);
+ }
+
+ if (uniform.isReferencedByFragmentShader() && !uniform.isSampler())
+ {
+ totalRegisterCountPS += uniform.registerCount;
+ pixelUniformsDirty = (pixelUniformsDirty || uniform.dirty);
+ }
+ }
+
+ const ProgramD3D *programD3D = GetAs<ProgramD3D>(&program);
+ const UniformStorage11 *vertexUniformStorage = UniformStorage11::makeUniformStorage11(&programD3D->getVertexUniformStorage());
+ const UniformStorage11 *fragmentUniformStorage = UniformStorage11::makeUniformStorage11(&programD3D->getFragmentUniformStorage());
+ ASSERT(vertexUniformStorage);
+ ASSERT(fragmentUniformStorage);
+
+ ID3D11Buffer *vertexConstantBuffer = vertexUniformStorage->getConstantBuffer();
+ ID3D11Buffer *pixelConstantBuffer = fragmentUniformStorage->getConstantBuffer();
+
+ float (*mapVS)[4] = NULL;
+ float (*mapPS)[4] = NULL;
+
+ if (totalRegisterCountVS > 0 && vertexUniformsDirty)
+ {
+ D3D11_MAPPED_SUBRESOURCE map = {0};
+ HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ mapVS = (float(*)[4])map.pData;
+ }
+
+ if (totalRegisterCountPS > 0 && pixelUniformsDirty)
+ {
+ D3D11_MAPPED_SUBRESOURCE map = {0};
+ HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ mapPS = (float(*)[4])map.pData;
+ }
+
+ for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
+ {
+ gl::LinkedUniform *uniform = uniformArray[uniformIndex];
+
+ if (!uniform->isSampler())
+ {
+ unsigned int componentCount = (4 - uniform->registerElement);
+
+ // we assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would
+ // overwrite previously written regions of memory.
+
+ if (uniform->isReferencedByVertexShader() && mapVS)
+ {
+ memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
+ }
+
+ if (uniform->isReferencedByFragmentShader() && mapPS)
+ {
+ memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
+ }
+ }
+ }
+
+ if (mapVS)
+ {
+ mDeviceContext->Unmap(vertexConstantBuffer, 0);
+ }
+
+ if (mapPS)
+ {
+ mDeviceContext->Unmap(pixelConstantBuffer, 0);
+ }
+
+ if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
+ {
+ mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
+ mCurrentVertexConstantBuffer = vertexConstantBuffer;
+ }
+
+ if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
+ {
+ mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
+ mCurrentPixelConstantBuffer = pixelConstantBuffer;
+ }
+
+ // Driver uniforms
+ if (!mDriverConstantBufferVS)
+ {
+ D3D11_BUFFER_DESC constantBufferDescription = {0};
+ constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
+ constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
+ constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ constantBufferDescription.CPUAccessFlags = 0;
+ constantBufferDescription.MiscFlags = 0;
+ constantBufferDescription.StructureByteStride = 0;
+
+ HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+
+ mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
+ }
+
+ if (!mDriverConstantBufferPS)
+ {
+ D3D11_BUFFER_DESC constantBufferDescription = {0};
+ constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
+ constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
+ constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ constantBufferDescription.CPUAccessFlags = 0;
+ constantBufferDescription.MiscFlags = 0;
+ constantBufferDescription.StructureByteStride = 0;
+
+ HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+
+ mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
+ }
+
+ if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
+ {
+ mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
+ memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
+ }
+
+ if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
+ {
+ mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
+ memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
+ }
+
+ // GSSetConstantBuffers triggers device removal on 9_3, so we should only call it if necessary
+ if (programD3D->usesGeometryShader())
+ {
+ // needed for the point sprite geometry shader
+ if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
+ {
+ mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
+ mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer11::markAllStateDirty()
+{
+ for (size_t rtIndex = 0; rtIndex < ArraySize(mAppliedRTVs); rtIndex++)
+ {
+ mAppliedRTVs[rtIndex] = DirtyPointer;
+ }
+ mAppliedDSV = DirtyPointer;
+ mDepthStencilInitialized = false;
+ mRenderTargetDescInitialized = false;
+
+ // We reset the current SRV data because it might not be in sync with D3D's state
+ // anymore. For example when a currently used SRV is used as an RTV, D3D silently
+ // remove it from its state.
+ memset(mCurVertexSRVs.data(), 0, sizeof(SRVRecord) * mCurVertexSRVs.size());
+ memset(mCurPixelSRVs.data(), 0, sizeof(SRVRecord) * mCurPixelSRVs.size());
+
+ ASSERT(mForceSetVertexSamplerStates.size() == mCurVertexSRVs.size());
+ for (size_t vsamplerId = 0; vsamplerId < mForceSetVertexSamplerStates.size(); ++vsamplerId)
+ {
+ mForceSetVertexSamplerStates[vsamplerId] = true;
+ }
+
+ ASSERT(mForceSetPixelSamplerStates.size() == mCurPixelSRVs.size());
+ for (size_t fsamplerId = 0; fsamplerId < mForceSetPixelSamplerStates.size(); ++fsamplerId)
+ {
+ mForceSetPixelSamplerStates[fsamplerId] = true;
+ }
+
+ mForceSetBlendState = true;
+ mForceSetRasterState = true;
+ mForceSetDepthStencilState = true;
+ mForceSetScissor = true;
+ mForceSetViewport = true;
+
+ mAppliedIB = NULL;
+ mAppliedIBFormat = DXGI_FORMAT_UNKNOWN;
+ mAppliedIBOffset = 0;
+
+ mAppliedVertexShader = DirtyPointer;
+ mAppliedGeometryShader = DirtyPointer;
+ mAppliedPixelShader = DirtyPointer;
+
+ mAppliedNumXFBBindings = static_cast<size_t>(-1);
+
+ for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
+ {
+ mAppliedTFBuffers[i] = NULL;
+ mAppliedTFOffsets[i] = 0;
+ }
+
+ memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
+ memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
+
+ mInputLayoutCache.markDirty();
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
+ {
+ mCurrentConstantBufferVS[i] = static_cast<unsigned int>(-1);
+ mCurrentConstantBufferVSOffset[i] = 0;
+ mCurrentConstantBufferVSSize[i] = 0;
+ mCurrentConstantBufferPS[i] = static_cast<unsigned int>(-1);
+ mCurrentConstantBufferPSOffset[i] = 0;
+ mCurrentConstantBufferPSSize[i] = 0;
+ }
+
+ mCurrentVertexConstantBuffer = NULL;
+ mCurrentPixelConstantBuffer = NULL;
+ mCurrentGeometryConstantBuffer = NULL;
+
+ mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
+}
+
+void Renderer11::releaseDeviceResources()
+{
+ mStateCache.clear();
+ mInputLayoutCache.clear();
+
+ SafeDelete(mVertexDataManager);
+ SafeDelete(mIndexDataManager);
+ SafeDelete(mLineLoopIB);
+ SafeDelete(mTriangleFanIB);
+ SafeDelete(mBlit);
+ SafeDelete(mClear);
+ SafeDelete(mTrim);
+ SafeDelete(mPixelTransfer);
+
+ SafeRelease(mDriverConstantBufferVS);
+ SafeRelease(mDriverConstantBufferPS);
+ SafeRelease(mSyncQuery);
+}
+
+// set notify to true to broadcast a message to all contexts of the device loss
+bool Renderer11::testDeviceLost()
+{
+ bool isLost = false;
+
+ // GetRemovedReason is used to test if the device is removed
+ HRESULT result = mDevice->GetDeviceRemovedReason();
+ isLost = d3d11::isDeviceLostError(result);
+
+ if (isLost)
+ {
+ // Log error if this is a new device lost event
+ if (mDeviceLost == false)
+ {
+ ERR("The D3D11 device was removed: 0x%08X", result);
+ }
+
+ // ensure we note the device loss --
+ // we'll probably get this done again by notifyDeviceLost
+ // but best to remember it!
+ // Note that we don't want to clear the device loss status here
+ // -- this needs to be done by resetDevice
+ mDeviceLost = true;
+ }
+
+ return isLost;
+}
+
+bool Renderer11::testDeviceResettable()
+{
+ // determine if the device is resettable by creating a dummy device
+ PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
+
+ if (D3D11CreateDevice == NULL)
+ {
+ return false;
+ }
+
+ ID3D11Device* dummyDevice;
+ D3D_FEATURE_LEVEL dummyFeatureLevel;
+ ID3D11DeviceContext* dummyContext;
+
+ HRESULT result = D3D11CreateDevice(NULL,
+ mDriverType,
+ NULL,
+ #if defined(_DEBUG)
+ D3D11_CREATE_DEVICE_DEBUG,
+ #else
+ 0,
+ #endif
+ mAvailableFeatureLevels.data(),
+ mAvailableFeatureLevels.size(),
+ D3D11_SDK_VERSION,
+ &dummyDevice,
+ &dummyFeatureLevel,
+ &dummyContext);
+
+ if (!mDevice || FAILED(result))
+ {
+ return false;
+ }
+
+ SafeRelease(dummyContext);
+ SafeRelease(dummyDevice);
+
+ return true;
+}
+
+void Renderer11::release()
+{
+ RendererD3D::cleanup();
+
+ releaseDeviceResources();
+
+ SafeRelease(mDxgiFactory);
+ SafeRelease(mDxgiAdapter);
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ SafeRelease(mDeviceContext1);
+#endif
+
+ if (mDeviceContext)
+ {
+ mDeviceContext->ClearState();
+ mDeviceContext->Flush();
+ SafeRelease(mDeviceContext);
+ }
+
+ SafeRelease(mDevice);
+
+ if (mD3d11Module)
+ {
+ FreeLibrary(mD3d11Module);
+ mD3d11Module = NULL;
+ }
+
+ if (mDxgiModule)
+ {
+ FreeLibrary(mDxgiModule);
+ mDxgiModule = NULL;
+ }
+
+ mCompiler.release();
+}
+
+bool Renderer11::resetDevice()
+{
+ // recreate everything
+ release();
+ egl::Error result = initialize();
+
+ if (result.isError())
+ {
+ ERR("Could not reinitialize D3D11 device: %08X", result.getCode());
+ return false;
+ }
+
+ mDeviceLost = false;
+
+ return true;
+}
+
+VendorID Renderer11::getVendorId() const
+{
+ return static_cast<VendorID>(mAdapterDescription.VendorId);
+}
+
+std::string Renderer11::getRendererDescription() const
+{
+ std::ostringstream rendererString;
+
+ rendererString << mDescription;
+ rendererString << " Direct3D11";
+
+ rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel() << getShaderModelSuffix();
+ rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel() << getShaderModelSuffix();
+
+ return rendererString.str();
+}
+
+GUID Renderer11::getAdapterIdentifier() const
+{
+ // Use the adapter LUID as our adapter ID
+ // This number is local to a machine is only guaranteed to be unique between restarts
+ static_assert(sizeof(LUID) <= sizeof(GUID), "Size of GUID must be at least as large as LUID.");
+ GUID adapterId = {0};
+ memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
+ return adapterId;
+}
+
+unsigned int Renderer11::getReservedVertexUniformVectors() const
+{
+ return 0; // Driver uniforms are stored in a separate constant buffer
+}
+
+unsigned int Renderer11::getReservedFragmentUniformVectors() const
+{
+ return 0; // Driver uniforms are stored in a separate constant buffer
+}
+
+unsigned int Renderer11::getReservedVertexUniformBuffers() const
+{
+ // we reserve one buffer for the application uniforms, and one for driver uniforms
+ return 2;
+}
+
+unsigned int Renderer11::getReservedFragmentUniformBuffers() const
+{
+ // we reserve one buffer for the application uniforms, and one for driver uniforms
+ return 2;
+}
+
+bool Renderer11::getShareHandleSupport() const
+{
+ // We only currently support share handles with BGRA surfaces, because
+ // chrome needs BGRA. Once chrome fixes this, we should always support them.
+ // PIX doesn't seem to support using share handles, so disable them.
+ // Also disable share handles on Feature Level 9_3, since it doesn't support share handles on RGBA8 textures/swapchains.
+ return getRendererExtensions().textureFormatBGRA8888 && !gl::DebugAnnotationsActive();// && !(mFeatureLevel <= D3D_FEATURE_LEVEL_9_3); Qt: we don't care about the 9_3 limitation
+}
+
+bool Renderer11::getPostSubBufferSupport() const
+{
+ // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
+ return false;
+}
+
+int Renderer11::getMajorShaderModel() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
+ case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
+ case D3D_FEATURE_LEVEL_9_3: return D3D10_SHADER_MAJOR_VERSION; // 4
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+int Renderer11::getMinorShaderModel() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
+ case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
+ case D3D_FEATURE_LEVEL_9_3: return D3D10_SHADER_MINOR_VERSION; // 0
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+std::string Renderer11::getShaderModelSuffix() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0: return "";
+ case D3D_FEATURE_LEVEL_10_1: return "";
+ case D3D_FEATURE_LEVEL_10_0: return "";
+ case D3D_FEATURE_LEVEL_9_3: return "_level_9_3";
+ default: UNREACHABLE(); return "";
+ }
+}
+
+gl::Error Renderer11::copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level)
+{
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ ASSERT(colorbuffer);
+
+ RenderTarget11 *sourceRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(sourceRenderTarget);
+
+ ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
+ ASSERT(source);
+
+ TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage);
+ ASSERT(storage11);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+ RenderTargetD3D *destRenderTarget = NULL;
+ error = storage11->getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(destRenderTarget);
+
+ ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest);
+
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ storage11->invalidateSwizzleCacheLevel(level);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level)
+{
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ ASSERT(colorbuffer);
+
+ RenderTarget11 *sourceRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(sourceRenderTarget);
+
+ ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
+ ASSERT(source);
+
+ TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage);
+ ASSERT(storage11);
+
+ gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+ RenderTargetD3D *destRenderTarget = NULL;
+ error = storage11->getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(destRenderTarget);
+
+ ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest);
+
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ storage11->invalidateSwizzleCacheLevel(level);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level)
+{
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ ASSERT(colorbuffer);
+
+ RenderTarget11 *sourceRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(sourceRenderTarget);
+
+ ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
+ ASSERT(source);
+
+ TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage);
+ ASSERT(storage11);
+
+ gl::ImageIndex index = gl::ImageIndex::Make3D(level, destOffset.z);
+ RenderTargetD3D *destRenderTarget = NULL;
+ error = storage11->getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(destRenderTarget);
+
+ ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest);
+
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ storage11->invalidateSwizzleCacheLevel(level);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level)
+{
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ ASSERT(colorbuffer);
+
+ RenderTarget11 *sourceRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(sourceRenderTarget);
+
+ ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
+ ASSERT(source);
+
+ TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage);
+ ASSERT(storage11);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, destOffset.z);
+ RenderTargetD3D *destRenderTarget = NULL;
+ error = storage11->getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(destRenderTarget);
+
+ ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest);
+
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ storage11->invalidateSwizzleCacheLevel(level);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer11::unapplyRenderTargets()
+{
+ setOneTimeRenderTarget(NULL);
+}
+
+// When finished with this rendertarget, markAllStateDirty must be called.
+void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
+{
+ ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
+
+ rtvArray[0] = renderTargetView;
+
+ mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, rtvArray, NULL);
+
+ // Do not preserve the serial for this one-time-use render target
+ for (size_t rtIndex = 0; rtIndex < ArraySize(mAppliedRTVs); rtIndex++)
+ {
+ mAppliedRTVs[rtIndex] = DirtyPointer;
+ }
+ mAppliedDSV = DirtyPointer;
+}
+
+gl::Error Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT)
+{
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(format, mFeatureLevel);
+
+ const gl::TextureCaps &textureCaps = getRendererTextureCaps().get(format);
+ GLuint supportedSamples = textureCaps.getNearestSamples(samples);
+
+ if (width > 0 && height > 0)
+ {
+ // Create texture resource
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = formatInfo.texFormat;
+ desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ // If a rendertarget or depthstencil format exists for this texture format,
+ // we'll flag it to allow binding that way. Shader resource views are a little
+ // more complicated.
+ bool bindRTV = false, bindDSV = false, bindSRV = false;
+ bindRTV = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
+ bindDSV = (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
+ if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ // Multisample targets flagged for binding as depth stencil cannot also be
+ // flagged for binding as SRV, so make certain not to add the SRV flag for
+ // these targets.
+ bindSRV = !(formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN && desc.SampleDesc.Count > 1);
+ }
+
+ desc.BindFlags = (bindRTV ? D3D11_BIND_RENDER_TARGET : 0) |
+ (bindDSV ? D3D11_BIND_DEPTH_STENCIL : 0) |
+ (bindSRV ? D3D11_BIND_SHADER_RESOURCE : 0);
+
+ // The format must be either an RTV or a DSV
+ ASSERT(bindRTV != bindDSV);
+
+ ID3D11Texture2D *texture = NULL;
+ HRESULT result = mDevice->CreateTexture2D(&desc, NULL, &texture);
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target texture, result: 0x%X.", result);
+ }
+
+ ID3D11ShaderResourceView *srv = NULL;
+ if (bindSRV)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = formatInfo.srvFormat;
+ srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ srvDesc.Texture2D.MipLevels = 1;
+
+ result = mDevice->CreateShaderResourceView(texture, &srvDesc, &srv);
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ SafeRelease(texture);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target shader resource view, result: 0x%X.", result);
+ }
+ }
+
+ if (bindDSV)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = formatInfo.dsvFormat;
+ dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS;
+ dsvDesc.Texture2D.MipSlice = 0;
+ dsvDesc.Flags = 0;
+
+ ID3D11DepthStencilView *dsv = NULL;
+ result = mDevice->CreateDepthStencilView(texture, &dsvDesc, &dsv);
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ SafeRelease(texture);
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target depth stencil view, result: 0x%X.", result);
+ }
+
+ *outRT = new TextureRenderTarget11(dsv, texture, srv, format, width, height, 1, supportedSamples);
+
+ SafeRelease(dsv);
+ }
+ else if (bindRTV)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = formatInfo.rtvFormat;
+ rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS;
+ rtvDesc.Texture2D.MipSlice = 0;
+
+ ID3D11RenderTargetView *rtv = NULL;
+ result = mDevice->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ SafeRelease(texture);
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target render target view, result: 0x%X.", result);
+ }
+
+ if (formatInfo.dataInitializerFunction != NULL)
+ {
+ const float clearValues[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ mDeviceContext->ClearRenderTargetView(rtv, clearValues);
+ }
+
+ *outRT = new TextureRenderTarget11(rtv, texture, srv, format, width, height, 1, supportedSamples);
+
+ SafeRelease(rtv);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+
+ SafeRelease(texture);
+ SafeRelease(srv);
+ }
+ else
+ {
+ *outRT = new TextureRenderTarget11(reinterpret_cast<ID3D11RenderTargetView*>(NULL), NULL, NULL, format, width, height, 1, supportedSamples);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+FramebufferImpl *Renderer11::createDefaultFramebuffer(const gl::Framebuffer::Data &data)
+{
+ return createFramebuffer(data);
+}
+
+FramebufferImpl *Renderer11::createFramebuffer(const gl::Framebuffer::Data &data)
+{
+ return new Framebuffer11(data, this);
+}
+
+CompilerImpl *Renderer11::createCompiler(const gl::Data &data)
+{
+ return new CompilerD3D(data, SH_HLSL11_OUTPUT);
+}
+
+ShaderImpl *Renderer11::createShader(GLenum type)
+{
+ return new ShaderD3D(type);
+}
+
+ProgramImpl *Renderer11::createProgram()
+{
+ return new ProgramD3D(this);
+}
+
+gl::Error Renderer11::loadExecutable(const void *function, size_t length, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable)
+{
+ switch (type)
+ {
+ case SHADER_VERTEX:
+ {
+ ID3D11VertexShader *vertexShader = NULL;
+ ID3D11GeometryShader *streamOutShader = NULL;
+
+ HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create vertex shader, result: 0x%X.", result);
+ }
+
+ if (transformFeedbackVaryings.size() > 0)
+ {
+ std::vector<D3D11_SO_DECLARATION_ENTRY> soDeclaration;
+ for (size_t i = 0; i < transformFeedbackVaryings.size(); i++)
+ {
+ const gl::LinkedVarying &varying = transformFeedbackVaryings[i];
+ GLenum transposedType = gl::TransposeMatrixType(varying.type);
+
+ for (size_t j = 0; j < varying.semanticIndexCount; j++)
+ {
+ D3D11_SO_DECLARATION_ENTRY entry = { 0 };
+ entry.Stream = 0;
+ entry.SemanticName = varying.semanticName.c_str();
+ entry.SemanticIndex = varying.semanticIndex + j;
+ entry.StartComponent = 0;
+ entry.ComponentCount = gl::VariableColumnCount(transposedType);
+ entry.OutputSlot = (separatedOutputBuffers ? i : 0);
+ soDeclaration.push_back(entry);
+ }
+ }
+
+ result = mDevice->CreateGeometryShaderWithStreamOutput(function, length, soDeclaration.data(), soDeclaration.size(),
+ NULL, 0, 0, NULL, &streamOutShader);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create steam output shader, result: 0x%X.", result);
+ }
+ }
+
+ *outExecutable = new ShaderExecutable11(function, length, vertexShader, streamOutShader);
+ }
+ break;
+ case SHADER_PIXEL:
+ {
+ ID3D11PixelShader *pixelShader = NULL;
+
+ HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pixelShader);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create pixel shader, result: 0x%X.", result);
+ }
+
+ *outExecutable = new ShaderExecutable11(function, length, pixelShader);
+ }
+ break;
+ case SHADER_GEOMETRY:
+ {
+ ID3D11GeometryShader *geometryShader = NULL;
+
+ HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &geometryShader);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create geometry shader, result: 0x%X.", result);
+ }
+
+ *outExecutable = new ShaderExecutable11(function, length, geometryShader);
+ }
+ break;
+ default:
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds,
+ ShaderExecutableD3D **outExectuable)
+{
+ const char *profileType = NULL;
+ switch (type)
+ {
+ case SHADER_VERTEX:
+ profileType = "vs";
+ break;
+ case SHADER_PIXEL:
+ profileType = "ps";
+ break;
+ case SHADER_GEOMETRY:
+ profileType = "gs";
+ break;
+ default:
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+ }
+
+ std::string profile = FormatString("%s_%d_%d%s", profileType, getMajorShaderModel(), getMinorShaderModel(), getShaderModelSuffix().c_str());
+
+ UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL2;
+
+ if (gl::DebugAnnotationsActive())
+ {
+#ifndef NDEBUG
+ flags = D3DCOMPILE_SKIP_OPTIMIZATION;
+#endif
+
+ flags |= D3DCOMPILE_DEBUG;
+ }
+
+ if (workarounds.enableIEEEStrictness)
+ flags |= D3DCOMPILE_IEEE_STRICTNESS;
+
+ // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
+ // Try the default flags first and if compilation fails, try some alternatives.
+ std::vector<CompileConfig> configs;
+ configs.push_back(CompileConfig(flags, "default" ));
+ configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_VALIDATION, "skip validation" ));
+ configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_OPTIMIZATION, "skip optimization"));
+
+ D3D_SHADER_MACRO loopMacros[] = { {"ANGLE_ENABLE_LOOP_FLATTEN", "1"}, {0, 0} };
+
+ ID3DBlob *binary = NULL;
+ std::string debugInfo;
+ gl::Error error = mCompiler.compileToBinary(infoLog, shaderHLSL, profile, configs, loopMacros, &binary, &debugInfo);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // It's possible that binary is NULL if the compiler failed in all configurations. Set the executable to NULL
+ // and return GL_NO_ERROR to signify that there was a link error but the internal state is still OK.
+ if (!binary)
+ {
+ *outExectuable = NULL;
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ error = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type,
+ transformFeedbackVaryings, separatedOutputBuffers, outExectuable);
+
+ SafeRelease(binary);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!debugInfo.empty())
+ {
+ (*outExectuable)->appendDebugInfo(debugInfo);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+UniformStorageD3D *Renderer11::createUniformStorage(size_t storageSize)
+{
+ return new UniformStorage11(this, storageSize);
+}
+
+VertexBuffer *Renderer11::createVertexBuffer()
+{
+ return new VertexBuffer11(this);
+}
+
+IndexBuffer *Renderer11::createIndexBuffer()
+{
+ return new IndexBuffer11(this);
+}
+
+BufferImpl *Renderer11::createBuffer()
+{
+ return new Buffer11(this);
+}
+
+VertexArrayImpl *Renderer11::createVertexArray()
+{
+ return new VertexArray11(this);
+}
+
+QueryImpl *Renderer11::createQuery(GLenum type)
+{
+ return new Query11(this, type);
+}
+
+FenceNVImpl *Renderer11::createFenceNV()
+{
+ return new FenceNV11(this);
+}
+
+FenceSyncImpl *Renderer11::createFenceSync()
+{
+ return new FenceSync11(this);
+}
+
+TransformFeedbackImpl* Renderer11::createTransformFeedback()
+{
+ return new TransformFeedbackD3D();
+}
+
+bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
+{
+ ASSERT(getRendererExtensions().pixelBufferObject);
+
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat);
+ const d3d11::TextureFormat &d3d11FormatInfo = d3d11::GetTextureFormatInfo(internalFormat, mFeatureLevel);
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3d11FormatInfo.texFormat);
+
+ // sRGB formats do not work with D3D11 buffer SRVs
+ if (internalFormatInfo.colorEncoding == GL_SRGB)
+ {
+ return false;
+ }
+
+ // We cannot support direct copies to non-color-renderable formats
+ if (d3d11FormatInfo.rtvFormat == DXGI_FORMAT_UNKNOWN)
+ {
+ return false;
+ }
+
+ // We skip all 3-channel formats since sometimes format support is missing
+ if (internalFormatInfo.componentCount == 3)
+ {
+ return false;
+ }
+
+ // We don't support formats which we can't represent without conversion
+ if (dxgiFormatInfo.internalFormat != internalFormat)
+ {
+ return false;
+ }
+
+ return true;
+}
+
+gl::Error Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
+{
+ ASSERT(supportsFastCopyBufferToTexture(destinationFormat));
+ return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, sourcePixelsType, destArea);
+}
+
+ImageD3D *Renderer11::createImage()
+{
+ return new Image11(this);
+}
+
+gl::Error Renderer11::generateMipmap(ImageD3D *dest, ImageD3D *src)
+{
+ Image11 *dest11 = Image11::makeImage11(dest);
+ Image11 *src11 = Image11::makeImage11(src);
+ return Image11::generateMipmap(dest11, src11);
+}
+
+TextureStorage *Renderer11::createTextureStorage2D(SwapChainD3D *swapChain)
+{
+ SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
+ return new TextureStorage11_2D(this, swapChain11);
+}
+
+TextureStorage *Renderer11::createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly)
+{
+ return new TextureStorage11_2D(this, internalformat, renderTarget, width, height, levels, hintLevelZeroOnly);
+}
+
+TextureStorage *Renderer11::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly)
+{
+ return new TextureStorage11_Cube(this, internalformat, renderTarget, size, levels, hintLevelZeroOnly);
+}
+
+TextureStorage *Renderer11::createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
+{
+ return new TextureStorage11_3D(this, internalformat, renderTarget, width, height, depth, levels);
+}
+
+TextureStorage *Renderer11::createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
+{
+ return new TextureStorage11_2DArray(this, internalformat, renderTarget, width, height, depth, levels);
+}
+
+TextureImpl *Renderer11::createTexture(GLenum target)
+{
+ switch(target)
+ {
+ case GL_TEXTURE_2D: return new TextureD3D_2D(this);
+ case GL_TEXTURE_CUBE_MAP: return new TextureD3D_Cube(this);
+ case GL_TEXTURE_3D: return new TextureD3D_3D(this);
+ case GL_TEXTURE_2D_ARRAY: return new TextureD3D_2DArray(this);
+ default:
+ UNREACHABLE();
+ }
+
+ return NULL;
+}
+
+RenderbufferImpl *Renderer11::createRenderbuffer()
+{
+ RenderbufferD3D *renderbuffer = new RenderbufferD3D(this);
+ return renderbuffer;
+}
+
+gl::Error Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
+ GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels)
+{
+ ASSERT(area.width >= 0);
+ ASSERT(area.height >= 0);
+
+ D3D11_TEXTURE2D_DESC textureDesc;
+ texture->GetDesc(&textureDesc);
+
+ // Clamp read region to the defined texture boundaries, preventing out of bounds reads
+ // and reads of uninitialized data.
+ gl::Rectangle safeArea;
+ safeArea.x = gl::clamp(area.x, 0, static_cast<int>(textureDesc.Width));
+ safeArea.y = gl::clamp(area.y, 0, static_cast<int>(textureDesc.Height));
+ safeArea.width = gl::clamp(area.width + std::min(area.x, 0), 0,
+ static_cast<int>(textureDesc.Width) - safeArea.x);
+ safeArea.height = gl::clamp(area.height + std::min(area.y, 0), 0,
+ static_cast<int>(textureDesc.Height) - safeArea.y);
+
+ ASSERT(safeArea.x >= 0 && safeArea.y >= 0);
+ ASSERT(safeArea.x + safeArea.width <= static_cast<int>(textureDesc.Width));
+ ASSERT(safeArea.y + safeArea.height <= static_cast<int>(textureDesc.Height));
+
+ if (safeArea.width == 0 || safeArea.height == 0)
+ {
+ // no work to do
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ D3D11_TEXTURE2D_DESC stagingDesc;
+ stagingDesc.Width = safeArea.width;
+ stagingDesc.Height = safeArea.height;
+ stagingDesc.MipLevels = 1;
+ stagingDesc.ArraySize = 1;
+ stagingDesc.Format = textureDesc.Format;
+ stagingDesc.SampleDesc.Count = 1;
+ stagingDesc.SampleDesc.Quality = 0;
+ stagingDesc.Usage = D3D11_USAGE_STAGING;
+ stagingDesc.BindFlags = 0;
+ stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
+ stagingDesc.MiscFlags = 0;
+
+ ID3D11Texture2D* stagingTex = NULL;
+ HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal staging texture for ReadPixels, HRESULT: 0x%X.", result);
+ }
+
+ ID3D11Texture2D* srcTex = NULL;
+ if (textureDesc.SampleDesc.Count > 1)
+ {
+ D3D11_TEXTURE2D_DESC resolveDesc;
+ resolveDesc.Width = textureDesc.Width;
+ resolveDesc.Height = textureDesc.Height;
+ resolveDesc.MipLevels = 1;
+ resolveDesc.ArraySize = 1;
+ resolveDesc.Format = textureDesc.Format;
+ resolveDesc.SampleDesc.Count = 1;
+ resolveDesc.SampleDesc.Quality = 0;
+ resolveDesc.Usage = D3D11_USAGE_DEFAULT;
+ resolveDesc.BindFlags = 0;
+ resolveDesc.CPUAccessFlags = 0;
+ resolveDesc.MiscFlags = 0;
+
+ result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
+ if (FAILED(result))
+ {
+ SafeRelease(stagingTex);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal resolve texture for ReadPixels, HRESULT: 0x%X.", result);
+ }
+
+ mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
+ subResource = 0;
+ }
+ else
+ {
+ srcTex = texture;
+ srcTex->AddRef();
+ }
+
+ D3D11_BOX srcBox;
+ srcBox.left = static_cast<UINT>(safeArea.x);
+ srcBox.right = static_cast<UINT>(safeArea.x + safeArea.width);
+ srcBox.top = static_cast<UINT>(safeArea.y);
+ srcBox.bottom = static_cast<UINT>(safeArea.y + safeArea.height);
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
+
+ SafeRelease(srcTex);
+
+ PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0);
+ gl::Error error = packPixels(stagingTex, packParams, pixels);
+
+ SafeRelease(stagingTex);
+
+ return error;
+}
+
+gl::Error Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, uint8_t *pixelsOut)
+{
+ D3D11_TEXTURE2D_DESC textureDesc;
+ readTexture->GetDesc(&textureDesc);
+
+ D3D11_MAPPED_SUBRESOURCE mapping;
+ HRESULT hr = mDeviceContext->Map(readTexture, 0, D3D11_MAP_READ, 0, &mapping);
+ if (FAILED(hr))
+ {
+ ASSERT(hr == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal texture for reading, result: 0x%X.", hr);
+ }
+
+ uint8_t *source;
+ int inputPitch;
+ if (params.pack.reverseRowOrder)
+ {
+ source = static_cast<uint8_t*>(mapping.pData) + mapping.RowPitch * (params.area.height - 1);
+ inputPitch = -static_cast<int>(mapping.RowPitch);
+ }
+ else
+ {
+ source = static_cast<uint8_t*>(mapping.pData);
+ inputPitch = static_cast<int>(mapping.RowPitch);
+ }
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(textureDesc.Format);
+ const gl::InternalFormat &sourceFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat);
+ if (sourceFormatInfo.format == params.format && sourceFormatInfo.type == params.type)
+ {
+ uint8_t *dest = pixelsOut + params.offset;
+ for (int y = 0; y < params.area.height; y++)
+ {
+ memcpy(dest + y * params.outputPitch, source + y * inputPitch, params.area.width * sourceFormatInfo.pixelBytes);
+ }
+ }
+ else
+ {
+ const d3d11::DXGIFormat &sourceDXGIFormatInfo = d3d11::GetDXGIFormatInfo(textureDesc.Format);
+ ColorCopyFunction fastCopyFunc = sourceDXGIFormatInfo.getFastCopyFunction(params.format, params.type);
+
+ GLenum sizedDestInternalFormat = gl::GetSizedInternalFormat(params.format, params.type);
+ const gl::InternalFormat &destFormatInfo = gl::GetInternalFormatInfo(sizedDestInternalFormat);
+
+ if (fastCopyFunc)
+ {
+ // Fast copy is possible through some special function
+ for (int y = 0; y < params.area.height; y++)
+ {
+ for (int x = 0; x < params.area.width; x++)
+ {
+ uint8_t *dest = pixelsOut + params.offset + y * params.outputPitch + x * destFormatInfo.pixelBytes;
+ const uint8_t *src = source + y * inputPitch + x * sourceFormatInfo.pixelBytes;
+
+ fastCopyFunc(src, dest);
+ }
+ }
+ }
+ else
+ {
+ ColorReadFunction colorReadFunction = sourceDXGIFormatInfo.colorReadFunction;
+ ColorWriteFunction colorWriteFunction = GetColorWriteFunction(params.format, params.type);
+
+ uint8_t temp[16]; // Maximum size of any Color<T> type used.
+ static_assert(sizeof(temp) >= sizeof(gl::ColorF) &&
+ sizeof(temp) >= sizeof(gl::ColorUI) &&
+ sizeof(temp) >= sizeof(gl::ColorI),
+ "Unexpected size of gl::Color struct.");
+
+ for (int y = 0; y < params.area.height; y++)
+ {
+ for (int x = 0; x < params.area.width; x++)
+ {
+ uint8_t *dest = pixelsOut + params.offset + y * params.outputPitch + x * destFormatInfo.pixelBytes;
+ const uint8_t *src = source + y * inputPitch + x * sourceFormatInfo.pixelBytes;
+
+ // readFunc and writeFunc will be using the same type of color, CopyTexImage
+ // will not allow the copy otherwise.
+ colorReadFunction(src, temp);
+ colorWriteFunction(temp, dest);
+ }
+ }
+ }
+ }
+
+ mDeviceContext->Unmap(readTexture, 0);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTargetD3D *readRenderTarget,
+ RenderTargetD3D *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
+ bool colorBlit, bool depthBlit, bool stencilBlit)
+{
+ // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
+ // it should never be the case that both color and depth/stencil need to be blitted at
+ // at the same time.
+ ASSERT(colorBlit != (depthBlit || stencilBlit));
+
+ RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
+ if (!drawRenderTarget)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal draw render target from the draw framebuffer.");
+ }
+
+ ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
+ unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
+ ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
+ ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
+
+ RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
+ if (!readRenderTarget)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal read render target from the read framebuffer.");
+ }
+
+ ID3D11Resource *readTexture = NULL;
+ ID3D11ShaderResourceView *readSRV = NULL;
+ unsigned int readSubresource = 0;
+ if (readRenderTarget->getSamples() > 0)
+ {
+ ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
+ ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
+
+ if (unresolvedTexture)
+ {
+ readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
+ readSubresource = 0;
+
+ SafeRelease(unresolvedTexture);
+
+ HRESULT hresult = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
+ if (FAILED(hresult))
+ {
+ SafeRelease(readTexture);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create shader resource view to resolve multisampled framebuffer.");
+ }
+ }
+ }
+ else
+ {
+ readTexture = readRenderTarget11->getTexture();
+ readTexture->AddRef();
+ readSubresource = readRenderTarget11->getSubresourceIndex();
+ readSRV = readRenderTarget11->getShaderResourceView();
+ readSRV->AddRef();
+ }
+
+ if (!readTexture || !readSRV)
+ {
+ SafeRelease(readTexture);
+ SafeRelease(readSRV);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal read render target view from the read render target.");
+ }
+
+ gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
+ gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
+
+ bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, NULL);
+
+ bool wholeBufferCopy = !scissorNeeded &&
+ readRect.x == 0 && readRect.width == readSize.width &&
+ readRect.y == 0 && readRect.height == readSize.height &&
+ drawRect.x == 0 && drawRect.width == drawSize.width &&
+ drawRect.y == 0 && drawRect.height == drawSize.height;
+
+ bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
+
+ bool flipRequired = readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || drawRect.height < 0;
+
+ bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width ||
+ readRect.y < 0 || readRect.y + readRect.height > readSize.height ||
+ drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width ||
+ drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height;
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(drawRenderTarget11->getDXGIFormat());
+ bool partialDSBlit = (dxgiFormatInfo.depthBits > 0 && depthBlit) != (dxgiFormatInfo.stencilBits > 0 && stencilBlit);
+
+ gl::Error result(GL_NO_ERROR);
+
+ if (readRenderTarget11->getDXGIFormat() == drawRenderTarget11->getDXGIFormat() &&
+ !stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
+ (!(depthBlit || stencilBlit) || wholeBufferCopy))
+ {
+ UINT dstX = drawRect.x;
+ UINT dstY = drawRect.y;
+
+ D3D11_BOX readBox;
+ readBox.left = readRect.x;
+ readBox.right = readRect.x + readRect.width;
+ readBox.top = readRect.y;
+ readBox.bottom = readRect.y + readRect.height;
+ readBox.front = 0;
+ readBox.back = 1;
+
+ if (scissorNeeded)
+ {
+ // drawRect is guaranteed to have positive width and height because stretchRequired is false.
+ ASSERT(drawRect.width >= 0 || drawRect.height >= 0);
+
+ if (drawRect.x < scissor->x)
+ {
+ dstX = scissor->x;
+ readBox.left += (scissor->x - drawRect.x);
+ }
+ if (drawRect.y < scissor->y)
+ {
+ dstY = scissor->y;
+ readBox.top += (scissor->y - drawRect.y);
+ }
+ if (drawRect.x + drawRect.width > scissor->x + scissor->width)
+ {
+ readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width));
+ }
+ if (drawRect.y + drawRect.height > scissor->y + scissor->height)
+ {
+ readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height));
+ }
+ }
+
+ // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
+ // We also require complete framebuffer copies for depth-stencil blit.
+ D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
+
+ mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, dstX, dstY, 0,
+ readTexture, readSubresource, pSrcBox);
+ result = gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
+ gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
+
+ if (depthBlit && stencilBlit)
+ {
+ result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
+ drawTexture, drawSubresource, drawArea, drawSize,
+ scissor);
+ }
+ else if (depthBlit)
+ {
+ result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize,
+ scissor);
+ }
+ else if (stencilBlit)
+ {
+ result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
+ drawTexture, drawSubresource, drawArea, drawSize,
+ scissor);
+ }
+ else
+ {
+ GLenum format = gl::GetInternalFormatInfo(drawRenderTarget->getInternalFormat()).format;
+ result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize,
+ scissor, format, filter);
+ }
+ }
+
+ SafeRelease(readTexture);
+ SafeRelease(readSRV);
+
+ return result;
+}
+
+bool Renderer11::isES3Capable() const
+{
+ return (d3d11_gl::GetMaximumClientVersion(mFeatureLevel) > 2);
+};
+
+ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
+{
+ D3D11_TEXTURE2D_DESC textureDesc;
+ source->GetDesc(&textureDesc);
+
+ if (textureDesc.SampleDesc.Count > 1)
+ {
+ D3D11_TEXTURE2D_DESC resolveDesc;
+ resolveDesc.Width = textureDesc.Width;
+ resolveDesc.Height = textureDesc.Height;
+ resolveDesc.MipLevels = 1;
+ resolveDesc.ArraySize = 1;
+ resolveDesc.Format = textureDesc.Format;
+ resolveDesc.SampleDesc.Count = 1;
+ resolveDesc.SampleDesc.Quality = 0;
+ resolveDesc.Usage = textureDesc.Usage;
+ resolveDesc.BindFlags = textureDesc.BindFlags;
+ resolveDesc.CPUAccessFlags = 0;
+ resolveDesc.MiscFlags = 0;
+
+ ID3D11Texture2D *resolveTexture = NULL;
+ HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
+ if (FAILED(result))
+ {
+ ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
+ return resolveTexture;
+ }
+ else
+ {
+ source->AddRef();
+ return source;
+ }
+}
+
+bool Renderer11::getLUID(LUID *adapterLuid) const
+{
+ adapterLuid->HighPart = 0;
+ adapterLuid->LowPart = 0;
+
+ if (!mDxgiAdapter)
+ {
+ return false;
+ }
+
+ DXGI_ADAPTER_DESC adapterDesc;
+ if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
+ {
+ return false;
+ }
+
+ *adapterLuid = adapterDesc.AdapterLuid;
+ return true;
+}
+
+VertexConversionType Renderer11::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
+{
+ return d3d11::GetVertexFormatInfo(vertexFormat, mFeatureLevel).conversionType;
+}
+
+GLenum Renderer11::getVertexComponentType(const gl::VertexFormat &vertexFormat) const
+{
+ return d3d11::GetDXGIFormatInfo(d3d11::GetVertexFormatInfo(vertexFormat, mFeatureLevel).nativeFormat).componentType;
+}
+
+void Renderer11::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const
+{
+ d3d11_gl::GenerateCaps(mDevice, mDeviceContext, outCaps, outTextureCaps, outExtensions);
+}
+
+Workarounds Renderer11::generateWorkarounds() const
+{
+ return d3d11::GenerateWorkarounds(mFeatureLevel);
+}
+
+void Renderer11::setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv)
+{
+ auto &currentSRVs = (shaderType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs);
+
+ ASSERT(static_cast<size_t>(resourceSlot) < currentSRVs.size());
+ auto &record = currentSRVs[resourceSlot];
+
+ if (record.srv != reinterpret_cast<uintptr_t>(srv))
+ {
+ if (shaderType == gl::SAMPLER_VERTEX)
+ {
+ mDeviceContext->VSSetShaderResources(resourceSlot, 1, &srv);
+ }
+ else
+ {
+ mDeviceContext->PSSetShaderResources(resourceSlot, 1, &srv);
+ }
+
+ record.srv = reinterpret_cast<uintptr_t>(srv);
+ if (srv)
+ {
+ record.resource = reinterpret_cast<uintptr_t>(GetViewResource(srv));
+ srv->GetDesc(&record.desc);
+ }
+ else
+ {
+ record.resource = 0;
+ }
+ }
+}
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h
new file mode 100644
index 0000000000..cc7d6c237b
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h
@@ -0,0 +1,400 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Renderer11.h: Defines a back-end specific class for the D3D11 renderer.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_
+
+#include "common/angleutils.h"
+#include "common/mathutil.h"
+#include "libANGLE/AttributeMap.h"
+#include "libANGLE/angletypes.h"
+#include "libANGLE/renderer/d3d/HLSLCompiler.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h"
+#include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h"
+
+struct ID3D11DeviceContext1;
+
+namespace gl
+{
+class FramebufferAttachment;
+struct ImageIndex;
+}
+
+namespace rx
+{
+
+class VertexDataManager;
+class IndexDataManager;
+class StreamingIndexBufferInterface;
+class Blit11;
+class Clear11;
+class PixelTransfer11;
+class RenderTarget11;
+class Trim11;
+struct PackPixelsParams;
+
+enum
+{
+ MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024,
+ MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024
+};
+
+// Possible reasons RendererD3D initialize can fail
+enum D3D11InitError
+{
+ // The renderer loaded successfully
+ D3D11_INIT_SUCCESS = 0,
+ // Failed to load the ANGLE & D3D compiler libraries
+ D3D11_INIT_COMPILER_ERROR,
+ // Failed to load a necessary DLL (non-compiler)
+ D3D11_INIT_MISSING_DEP,
+ // CreateDevice returned E_INVALIDARG
+ D3D11_INIT_CREATEDEVICE_INVALIDARG,
+ // CreateDevice failed with an error other than invalid arg
+ D3D11_INIT_CREATEDEVICE_ERROR,
+ // DXGI 1.2 required but not found
+ D3D11_INIT_INCOMPATIBLE_DXGI,
+ // Other initialization error
+ D3D11_INIT_OTHER_ERROR,
+ NUM_D3D11_INIT_ERRORS
+};
+
+class Renderer11 : public RendererD3D
+{
+ public:
+ explicit Renderer11(egl::Display *display);
+ virtual ~Renderer11();
+
+ static Renderer11 *makeRenderer11(Renderer *renderer);
+
+ egl::Error initialize() override;
+ virtual bool resetDevice();
+
+ egl::ConfigSet generateConfigs() const override;
+
+ gl::Error flush() override;
+ gl::Error finish() override;
+
+ virtual SwapChainD3D *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
+
+ virtual gl::Error generateSwizzle(gl::Texture *texture);
+ virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &sampler);
+ virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture);
+
+ gl::Error setUniformBuffers(const gl::Data &data,
+ const GLint vertexUniformBuffers[],
+ const GLint fragmentUniformBuffers[]) override;
+
+ virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState);
+ gl::Error setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+ unsigned int sampleMask) override;
+ virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW);
+
+ virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
+ virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport);
+
+ virtual bool applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize);
+ gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) override;
+ virtual gl::Error applyShaders(gl::Program *program, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
+ bool rasterizerDiscard, bool transformFeedbackActive);
+
+ virtual gl::Error applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray);
+ virtual gl::Error applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances);
+ virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
+ void applyTransformFeedbackBuffers(const gl::State &state) override;
+
+ gl::Error drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize) override;
+ virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
+ gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
+
+ virtual void markAllStateDirty();
+
+ // lost device
+ bool testDeviceLost() override;
+ bool testDeviceResettable() override;
+
+ VendorID getVendorId() const override;
+ std::string getRendererDescription() const override;
+ GUID getAdapterIdentifier() const override;
+
+ virtual unsigned int getReservedVertexUniformVectors() const;
+ virtual unsigned int getReservedFragmentUniformVectors() const;
+ virtual unsigned int getReservedVertexUniformBuffers() const;
+ virtual unsigned int getReservedFragmentUniformBuffers() const;
+ virtual bool getShareHandleSupport() const;
+ virtual bool getPostSubBufferSupport() const;
+
+ virtual int getMajorShaderModel() const;
+ int getMinorShaderModel() const override;
+ std::string getShaderModelSuffix() const override;
+
+ // Pixel operations
+ virtual gl::Error copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level);
+ virtual gl::Error copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level);
+ virtual gl::Error copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level);
+ virtual gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level);
+
+ // RenderTarget creation
+ virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT);
+
+ // Framebuffer creation
+ FramebufferImpl *createDefaultFramebuffer(const gl::Framebuffer::Data &data) override;
+ FramebufferImpl *createFramebuffer(const gl::Framebuffer::Data &data) override;
+
+ // Shader creation
+ virtual CompilerImpl *createCompiler(const gl::Data &data);
+ virtual ShaderImpl *createShader(GLenum type);
+ virtual ProgramImpl *createProgram();
+
+ // Shader operations
+ virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable);
+ virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds,
+ ShaderExecutableD3D **outExectuable);
+ virtual UniformStorageD3D *createUniformStorage(size_t storageSize);
+
+ // Image operations
+ virtual ImageD3D *createImage();
+ gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) override;
+ virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain);
+ virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly);
+ virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly);
+ virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
+ virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
+
+ // Texture creation
+ virtual TextureImpl *createTexture(GLenum target);
+
+ // Renderbuffer creation
+ virtual RenderbufferImpl *createRenderbuffer();
+
+ // Buffer creation
+ virtual BufferImpl *createBuffer();
+ virtual VertexBuffer *createVertexBuffer();
+ virtual IndexBuffer *createIndexBuffer();
+
+ // Vertex Array creation
+ virtual VertexArrayImpl *createVertexArray();
+
+ // Query and Fence creation
+ virtual QueryImpl *createQuery(GLenum type);
+ virtual FenceNVImpl *createFenceNV();
+ virtual FenceSyncImpl *createFenceSync();
+
+ // Transform Feedback creation
+ virtual TransformFeedbackImpl* createTransformFeedback();
+
+ // D3D11-renderer specific methods
+ ID3D11Device *getDevice() { return mDevice; }
+ ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
+ ID3D11DeviceContext1 *getDeviceContext1IfSupported() { return mDeviceContext1; };
+ DXGIFactory *getDxgiFactory() { return mDxgiFactory; };
+
+ Blit11 *getBlitter() { return mBlit; }
+ Clear11 *getClearer() { return mClear; }
+
+ // Buffer-to-texture and Texture-to-buffer copies
+ virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const;
+ virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
+
+ void unapplyRenderTargets();
+ void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView);
+ gl::Error packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, uint8_t *pixelsOut);
+
+ bool getLUID(LUID *adapterLuid) const override;
+ virtual VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const;
+ virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const;
+
+ gl::Error readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
+ GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels);
+
+ void setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv);
+
+ gl::Error blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTargetD3D *readRenderTarget,
+ RenderTargetD3D *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
+ bool colorBlit, bool depthBlit, bool stencilBlit);
+
+ bool isES3Capable() const;
+ D3D_FEATURE_LEVEL getFeatureLevel() const { return mFeatureLevel; };
+
+ RendererClass getRendererClass() const override { return RENDERER_D3D11; }
+
+ private:
+ void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const override;
+ Workarounds generateWorkarounds() const override;
+
+ gl::Error drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
+ gl::Error drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances);
+
+ ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource);
+ void unsetConflictingSRVs(gl::SamplerType shaderType, uintptr_t resource, const gl::ImageIndex *index);
+
+ HMODULE mD3d11Module;
+ HMODULE mDxgiModule;
+ std::vector<D3D_FEATURE_LEVEL> mAvailableFeatureLevels;
+ D3D_DRIVER_TYPE mDriverType;
+
+ HLSLCompiler mCompiler;
+
+ void initializeDevice();
+ void releaseDeviceResources();
+ void release();
+
+ RenderStateCache mStateCache;
+
+ // current render target states
+ uintptr_t mAppliedRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS];
+ uintptr_t mAppliedDSV;
+ bool mDepthStencilInitialized;
+ bool mRenderTargetDescInitialized;
+
+ struct RenderTargetDesc
+ {
+ size_t width;
+ size_t height;
+ DXGI_FORMAT format;
+ };
+ RenderTargetDesc mRenderTargetDesc;
+
+ // Currently applied sampler states
+ std::vector<bool> mForceSetVertexSamplerStates;
+ std::vector<gl::SamplerState> mCurVertexSamplerStates;
+
+ std::vector<bool> mForceSetPixelSamplerStates;
+ std::vector<gl::SamplerState> mCurPixelSamplerStates;
+
+ // Currently applied textures
+ struct SRVRecord
+ {
+ uintptr_t srv;
+ uintptr_t resource;
+ D3D11_SHADER_RESOURCE_VIEW_DESC desc;
+ };
+ std::vector<SRVRecord> mCurVertexSRVs;
+ std::vector<SRVRecord> mCurPixelSRVs;
+
+ // Currently applied blend state
+ bool mForceSetBlendState;
+ gl::BlendState mCurBlendState;
+ gl::ColorF mCurBlendColor;
+ unsigned int mCurSampleMask;
+
+ // Currently applied rasterizer state
+ bool mForceSetRasterState;
+ gl::RasterizerState mCurRasterState;
+
+ // Currently applied depth stencil state
+ bool mForceSetDepthStencilState;
+ gl::DepthStencilState mCurDepthStencilState;
+ int mCurStencilRef;
+ int mCurStencilBackRef;
+
+ // Currently applied scissor rectangle
+ bool mForceSetScissor;
+ bool mScissorEnabled;
+ gl::Rectangle mCurScissor;
+
+ // Currently applied viewport
+ bool mForceSetViewport;
+ gl::Rectangle mCurViewport;
+ float mCurNear;
+ float mCurFar;
+
+ // Currently applied primitive topology
+ D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology;
+
+ // Currently applied index buffer
+ ID3D11Buffer *mAppliedIB;
+ DXGI_FORMAT mAppliedIBFormat;
+ unsigned int mAppliedIBOffset;
+
+ // Currently applied transform feedback buffers
+ size_t mAppliedNumXFBBindings;
+ ID3D11Buffer *mAppliedTFBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the current D3D buffers
+ // in use for streamout
+ GLintptr mAppliedTFOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the current GL-specified
+ // buffer offsets to transform feedback
+ // buffers
+ UINT mCurrentD3DOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the D3D buffer offsets,
+ // which may differ from GLs, due
+ // to different append behavior
+
+ // Currently applied shaders
+ uintptr_t mAppliedVertexShader;
+ uintptr_t mAppliedGeometryShader;
+ uintptr_t mAppliedPixelShader;
+
+ dx_VertexConstants mVertexConstants;
+ dx_VertexConstants mAppliedVertexConstants;
+ ID3D11Buffer *mDriverConstantBufferVS;
+ ID3D11Buffer *mCurrentVertexConstantBuffer;
+ unsigned int mCurrentConstantBufferVS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
+ GLintptr mCurrentConstantBufferVSOffset[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
+ GLsizeiptr mCurrentConstantBufferVSSize[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
+
+ dx_PixelConstants mPixelConstants;
+ dx_PixelConstants mAppliedPixelConstants;
+ ID3D11Buffer *mDriverConstantBufferPS;
+ ID3D11Buffer *mCurrentPixelConstantBuffer;
+ unsigned int mCurrentConstantBufferPS[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
+ GLintptr mCurrentConstantBufferPSOffset[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
+ GLsizeiptr mCurrentConstantBufferPSSize[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
+
+ ID3D11Buffer *mCurrentGeometryConstantBuffer;
+
+ // Vertex, index and input layouts
+ VertexDataManager *mVertexDataManager;
+ IndexDataManager *mIndexDataManager;
+ InputLayoutCache mInputLayoutCache;
+
+ StreamingIndexBufferInterface *mLineLoopIB;
+ StreamingIndexBufferInterface *mTriangleFanIB;
+
+ // Texture copy resources
+ Blit11 *mBlit;
+ PixelTransfer11 *mPixelTransfer;
+
+ // Masked clear resources
+ Clear11 *mClear;
+
+ // Perform trim for D3D resources
+ Trim11 *mTrim;
+
+ // Sync query
+ ID3D11Query *mSyncQuery;
+
+ // Constant buffer offset support
+ bool mSupportsConstantBufferOffsets;
+
+ ID3D11Device *mDevice;
+ D3D_FEATURE_LEVEL mFeatureLevel;
+ ID3D11DeviceContext *mDeviceContext;
+ ID3D11DeviceContext1 *mDeviceContext1;
+ IDXGIAdapter *mDxgiAdapter;
+ DXGI_ADAPTER_DESC mAdapterDescription;
+ char mDescription[128];
+ DXGIFactory *mDxgiFactory;
+
+ DebugAnnotator11 mAnnotator;
+};
+
+}
+#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp
new file mode 100644
index 0000000000..7e64c3183d
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp
@@ -0,0 +1,110 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ShaderExecutable11.cpp: Implements a D3D11-specific class to contain shader
+// executable implementation details.
+
+#include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+
+namespace rx
+{
+
+ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable)
+ : ShaderExecutableD3D(function, length)
+{
+ mPixelExecutable = executable;
+ mVertexExecutable = NULL;
+ mGeometryExecutable = NULL;
+ mStreamOutExecutable = NULL;
+}
+
+ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable, ID3D11GeometryShader *streamOut)
+ : ShaderExecutableD3D(function, length)
+{
+ mVertexExecutable = executable;
+ mPixelExecutable = NULL;
+ mGeometryExecutable = NULL;
+ mStreamOutExecutable = streamOut;
+}
+
+ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable)
+ : ShaderExecutableD3D(function, length)
+{
+ mGeometryExecutable = executable;
+ mVertexExecutable = NULL;
+ mPixelExecutable = NULL;
+ mStreamOutExecutable = NULL;
+}
+
+ShaderExecutable11::~ShaderExecutable11()
+{
+ SafeRelease(mVertexExecutable);
+ SafeRelease(mPixelExecutable);
+ SafeRelease(mGeometryExecutable);
+ SafeRelease(mStreamOutExecutable);
+}
+
+ShaderExecutable11 *ShaderExecutable11::makeShaderExecutable11(ShaderExecutableD3D *executable)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(ShaderExecutable11*, executable));
+ return static_cast<ShaderExecutable11*>(executable);
+}
+
+ID3D11VertexShader *ShaderExecutable11::getVertexShader() const
+{
+ return mVertexExecutable;
+}
+
+ID3D11PixelShader *ShaderExecutable11::getPixelShader() const
+{
+ return mPixelExecutable;
+}
+
+ID3D11GeometryShader *ShaderExecutable11::getGeometryShader() const
+{
+ return mGeometryExecutable;
+}
+
+ID3D11GeometryShader *ShaderExecutable11::getStreamOutShader() const
+{
+ return mStreamOutExecutable;
+}
+
+UniformStorage11::UniformStorage11(Renderer11 *renderer, size_t initialSize)
+ : UniformStorageD3D(initialSize),
+ mConstantBuffer(NULL)
+{
+ ID3D11Device *d3d11Device = renderer->getDevice();
+
+ if (initialSize > 0)
+ {
+ D3D11_BUFFER_DESC constantBufferDescription = {0};
+ constantBufferDescription.ByteWidth = initialSize;
+ constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
+ constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ constantBufferDescription.MiscFlags = 0;
+ constantBufferDescription.StructureByteStride = 0;
+
+ HRESULT result = d3d11Device->CreateBuffer(&constantBufferDescription, NULL, &mConstantBuffer);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ }
+}
+
+UniformStorage11::~UniformStorage11()
+{
+ SafeRelease(mConstantBuffer);
+}
+
+const UniformStorage11 *UniformStorage11::makeUniformStorage11(const UniformStorageD3D *uniformStorage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(const UniformStorage11*, uniformStorage));
+ return static_cast<const UniformStorage11*>(uniformStorage);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h
new file mode 100644
index 0000000000..02558ee4dc
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h
@@ -0,0 +1,59 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ShaderExecutable11.h: Defines a D3D11-specific class to contain shader
+// executable implementation details.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_SHADEREXECUTABLE11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_SHADEREXECUTABLE11_H_
+
+#include "libANGLE/renderer/d3d/ShaderExecutableD3D.h"
+
+namespace rx
+{
+class Renderer11;
+class UniformStorage11;
+
+class ShaderExecutable11 : public ShaderExecutableD3D
+{
+ public:
+ ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable);
+ ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable, ID3D11GeometryShader *streamOut);
+ ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable);
+
+ virtual ~ShaderExecutable11();
+
+ static ShaderExecutable11 *makeShaderExecutable11(ShaderExecutableD3D *executable);
+
+ ID3D11PixelShader *getPixelShader() const;
+ ID3D11VertexShader *getVertexShader() const;
+ ID3D11GeometryShader *getGeometryShader() const;
+ ID3D11GeometryShader *getStreamOutShader() const;
+
+ private:
+ ID3D11PixelShader *mPixelExecutable;
+ ID3D11VertexShader *mVertexExecutable;
+ ID3D11GeometryShader *mGeometryExecutable;
+ ID3D11GeometryShader *mStreamOutExecutable;
+};
+
+class UniformStorage11 : public UniformStorageD3D
+{
+ public:
+ UniformStorage11(Renderer11 *renderer, size_t initialSize);
+ virtual ~UniformStorage11();
+
+ static const UniformStorage11 *makeUniformStorage11(const UniformStorageD3D *uniformStorage);
+
+ ID3D11Buffer *getConstantBuffer() const { return mConstantBuffer; }
+
+ private:
+ ID3D11Buffer *mConstantBuffer;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_SHADEREXECUTABLE11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
new file mode 100644
index 0000000000..298f3ccbd2
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
@@ -0,0 +1,711 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SwapChain11.cpp: Implements a back-end specific class for the D3D11 swap chain.
+
+#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/NativeWindow.h"
+#include "libANGLE/features.h"
+
+// Precompiled shaders
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h"
+
+
+namespace rx
+{
+
+SwapChain11::SwapChain11(Renderer11 *renderer, NativeWindow nativeWindow, HANDLE shareHandle,
+ GLenum backBufferFormat, GLenum depthBufferFormat)
+ : mRenderer(renderer),
+ SwapChainD3D(nativeWindow, shareHandle, backBufferFormat, depthBufferFormat),
+ mColorRenderTarget(this, renderer, false),
+ mDepthStencilRenderTarget(this, renderer, true)
+{
+ mSwapChain = NULL;
+ mBackBufferTexture = NULL;
+ mBackBufferRTView = NULL;
+ mOffscreenTexture = NULL;
+ mOffscreenRTView = NULL;
+ mOffscreenSRView = NULL;
+ mDepthStencilTexture = NULL;
+ mDepthStencilDSView = NULL;
+ mDepthStencilSRView = NULL;
+ mQuadVB = NULL;
+ mPassThroughSampler = NULL;
+ mPassThroughIL = NULL;
+ mPassThroughVS = NULL;
+ mPassThroughPS = NULL;
+ mWidth = -1;
+ mHeight = -1;
+ mSwapInterval = 0;
+ mAppCreatedShareHandle = mShareHandle != NULL;
+ mPassThroughResourcesInit = false;
+}
+
+SwapChain11::~SwapChain11()
+{
+ release();
+}
+
+void SwapChain11::release()
+{
+ SafeRelease(mSwapChain);
+ SafeRelease(mBackBufferTexture);
+ SafeRelease(mBackBufferRTView);
+ SafeRelease(mOffscreenTexture);
+ SafeRelease(mOffscreenRTView);
+ SafeRelease(mOffscreenSRView);
+ SafeRelease(mDepthStencilTexture);
+ SafeRelease(mDepthStencilDSView);
+ SafeRelease(mDepthStencilSRView);
+ SafeRelease(mQuadVB);
+ SafeRelease(mPassThroughSampler);
+ SafeRelease(mPassThroughIL);
+ SafeRelease(mPassThroughVS);
+ SafeRelease(mPassThroughPS);
+
+ if (!mAppCreatedShareHandle)
+ {
+ mShareHandle = NULL;
+ }
+}
+
+void SwapChain11::releaseOffscreenTexture()
+{
+ SafeRelease(mOffscreenTexture);
+ SafeRelease(mOffscreenRTView);
+ SafeRelease(mOffscreenSRView);
+ SafeRelease(mDepthStencilTexture);
+ SafeRelease(mDepthStencilDSView);
+ SafeRelease(mDepthStencilSRView);
+}
+
+EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHeight)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ ASSERT(device != NULL);
+
+ // D3D11 does not allow zero size textures
+ ASSERT(backbufferWidth >= 1);
+ ASSERT(backbufferHeight >= 1);
+
+ // Preserve the render target content
+ ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture;
+ if (previousOffscreenTexture)
+ {
+ previousOffscreenTexture->AddRef();
+ }
+ const int previousWidth = mWidth;
+ const int previousHeight = mHeight;
+
+ releaseOffscreenTexture();
+
+ const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat, mRenderer->getFeatureLevel());
+
+ // If the app passed in a share handle, open the resource
+ // See EGL_ANGLE_d3d_share_handle_client_buffer
+ if (mAppCreatedShareHandle)
+ {
+ ID3D11Resource *tempResource11;
+ HRESULT result = device->OpenSharedResource(mShareHandle, __uuidof(ID3D11Resource), (void**)&tempResource11);
+
+ if (FAILED(result))
+ {
+ ERR("Failed to open the swap chain pbuffer share handle: %08lX", result);
+ release();
+ return EGL_BAD_PARAMETER;
+ }
+
+ result = tempResource11->QueryInterface(__uuidof(ID3D11Texture2D), (void**)&mOffscreenTexture);
+ SafeRelease(tempResource11);
+
+ if (FAILED(result))
+ {
+ ERR("Failed to query texture2d interface in pbuffer share handle: %08lX", result);
+ release();
+ return EGL_BAD_PARAMETER;
+ }
+
+ // Validate offscreen texture parameters
+ D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
+ mOffscreenTexture->GetDesc(&offscreenTextureDesc);
+
+ if (offscreenTextureDesc.Width != (UINT)backbufferWidth ||
+ offscreenTextureDesc.Height != (UINT)backbufferHeight ||
+ offscreenTextureDesc.Format != backbufferFormatInfo.texFormat ||
+ offscreenTextureDesc.MipLevels != 1 ||
+ offscreenTextureDesc.ArraySize != 1)
+ {
+ ERR("Invalid texture parameters in the shared offscreen texture pbuffer");
+ release();
+ return EGL_BAD_PARAMETER;
+ }
+ }
+ else
+ {
+ const bool useSharedResource = !mNativeWindow.getNativeWindow() && mRenderer->getShareHandleSupport();
+
+ D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ const int textureLength = std::max(backbufferWidth, backbufferHeight);
+ offscreenTextureDesc.Width = textureLength;
+ offscreenTextureDesc.Height = textureLength;
+#else
+ offscreenTextureDesc.Width = backbufferWidth;
+ offscreenTextureDesc.Height = backbufferHeight;
+#endif
+ offscreenTextureDesc.Format = backbufferFormatInfo.texFormat;
+ offscreenTextureDesc.MipLevels = 1;
+ offscreenTextureDesc.ArraySize = 1;
+ offscreenTextureDesc.SampleDesc.Count = 1;
+ offscreenTextureDesc.SampleDesc.Quality = 0;
+ offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT;
+ offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
+ offscreenTextureDesc.CPUAccessFlags = 0;
+ offscreenTextureDesc.MiscFlags = useSharedResource ? D3D11_RESOURCE_MISC_SHARED : 0;
+
+ HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture);
+
+ if (FAILED(result))
+ {
+ ERR("Could not create offscreen texture: %08lX", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ d3d11::SetDebugName(mOffscreenTexture, "Offscreen back buffer texture");
+
+ // EGL_ANGLE_surface_d3d_texture_2d_share_handle requires that we store a share handle for the client
+ if (useSharedResource)
+ {
+ IDXGIResource *offscreenTextureResource = NULL;
+ result = mOffscreenTexture->QueryInterface(__uuidof(IDXGIResource), (void**)&offscreenTextureResource);
+
+ // Fall back to no share handle on failure
+ if (FAILED(result))
+ {
+ ERR("Could not query offscreen texture resource: %08lX", result);
+ }
+ else
+ {
+ result = offscreenTextureResource->GetSharedHandle(&mShareHandle);
+ SafeRelease(offscreenTextureResource);
+
+ if (FAILED(result))
+ {
+ mShareHandle = NULL;
+ ERR("Could not get offscreen texture shared handle: %08lX", result);
+ }
+ }
+ }
+ }
+
+
+ D3D11_RENDER_TARGET_VIEW_DESC offscreenRTVDesc;
+ offscreenRTVDesc.Format = backbufferFormatInfo.rtvFormat;
+ offscreenRTVDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ offscreenRTVDesc.Texture2D.MipSlice = 0;
+
+ HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, &offscreenRTVDesc, &mOffscreenRTView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mOffscreenRTView, "Offscreen back buffer render target");
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc;
+ offscreenSRVDesc.Format = backbufferFormatInfo.srvFormat;
+ offscreenSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ offscreenSRVDesc.Texture2D.MostDetailedMip = 0;
+ offscreenSRVDesc.Texture2D.MipLevels = static_cast<UINT>(-1);
+
+ result = device->CreateShaderResourceView(mOffscreenTexture, &offscreenSRVDesc, &mOffscreenSRView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mOffscreenSRView, "Offscreen back buffer shader resource");
+
+ const d3d11::TextureFormat &depthBufferFormatInfo = d3d11::GetTextureFormatInfo(mDepthBufferFormat, mRenderer->getFeatureLevel());
+
+ if (mDepthBufferFormat != GL_NONE)
+ {
+ D3D11_TEXTURE2D_DESC depthStencilTextureDesc;
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ const int textureLength = std::max(backbufferWidth, backbufferHeight);
+ depthStencilTextureDesc.Width = textureLength;
+ depthStencilTextureDesc.Height = textureLength;
+#else
+ depthStencilTextureDesc.Width = backbufferWidth;
+ depthStencilTextureDesc.Height = backbufferHeight;
+#endif
+ depthStencilTextureDesc.Format = depthBufferFormatInfo.texFormat;
+ depthStencilTextureDesc.MipLevels = 1;
+ depthStencilTextureDesc.ArraySize = 1;
+ depthStencilTextureDesc.SampleDesc.Count = 1;
+ depthStencilTextureDesc.SampleDesc.Quality = 0;
+ depthStencilTextureDesc.Usage = D3D11_USAGE_DEFAULT;
+ depthStencilTextureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
+
+ if (depthBufferFormatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ depthStencilTextureDesc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
+ }
+
+ depthStencilTextureDesc.CPUAccessFlags = 0;
+ depthStencilTextureDesc.MiscFlags = 0;
+
+ result = device->CreateTexture2D(&depthStencilTextureDesc, NULL, &mDepthStencilTexture);
+ if (FAILED(result))
+ {
+ ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+ d3d11::SetDebugName(mDepthStencilTexture, "Offscreen depth stencil texture");
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilDesc;
+ depthStencilDesc.Format = depthBufferFormatInfo.dsvFormat;
+ depthStencilDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+ depthStencilDesc.Flags = 0;
+ depthStencilDesc.Texture2D.MipSlice = 0;
+
+ result = device->CreateDepthStencilView(mDepthStencilTexture, &depthStencilDesc, &mDepthStencilDSView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthStencilDSView, "Offscreen depth stencil view");
+
+ if (depthBufferFormatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC depthStencilSRVDesc;
+ depthStencilSRVDesc.Format = depthBufferFormatInfo.srvFormat;
+ depthStencilSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ depthStencilSRVDesc.Texture2D.MostDetailedMip = 0;
+ depthStencilSRVDesc.Texture2D.MipLevels = static_cast<UINT>(-1);
+
+ result = device->CreateShaderResourceView(mDepthStencilTexture, &depthStencilSRVDesc, &mDepthStencilSRView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthStencilSRView, "Offscreen depth stencil shader resource");
+ }
+ }
+
+ mWidth = backbufferWidth;
+ mHeight = backbufferHeight;
+
+ if (previousOffscreenTexture != NULL)
+ {
+ D3D11_BOX sourceBox = {0};
+ sourceBox.left = 0;
+ sourceBox.right = std::min(previousWidth, mWidth);
+ sourceBox.top = std::max(previousHeight - mHeight, 0);
+ sourceBox.bottom = previousHeight;
+ sourceBox.front = 0;
+ sourceBox.back = 1;
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ const int yoffset = std::max(mHeight - previousHeight, 0);
+ deviceContext->CopySubresourceRegion(mOffscreenTexture, 0, 0, yoffset, 0, previousOffscreenTexture, 0, &sourceBox);
+
+ SafeRelease(previousOffscreenTexture);
+
+ if (mSwapChain)
+ {
+ swapRect(0, 0, mWidth, mHeight);
+ }
+ }
+
+ return EGL_SUCCESS;
+}
+
+EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ if (device == NULL)
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
+ if (backbufferWidth < 1 || backbufferHeight < 1)
+ {
+ return EGL_SUCCESS;
+ }
+
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
+ // Can only call resize if we have already created our swap buffer and resources
+ ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView);
+
+ SafeRelease(mBackBufferTexture);
+ SafeRelease(mBackBufferRTView);
+
+ // Resize swap chain
+ DXGI_SWAP_CHAIN_DESC desc;
+ mSwapChain->GetDesc(&desc);
+ const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat, mRenderer->getFeatureLevel());
+ HRESULT result = mSwapChain->ResizeBuffers(desc.BufferCount, backbufferWidth, backbufferHeight, backbufferFormatInfo.texFormat, 0);
+
+ if (FAILED(result))
+ {
+ ERR("Error resizing swap chain buffers: 0x%08X", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
+ ASSERT(SUCCEEDED(result));
+ if (SUCCEEDED(result))
+ {
+ d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
+ }
+
+ result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
+ ASSERT(SUCCEEDED(result));
+ if (SUCCEEDED(result))
+ {
+ d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
+ }
+
+ return resetOffscreenTexture(backbufferWidth, backbufferHeight);
+#else
+ // Do nothing on Windows Phone apart from updating the internal buffer/width height
+ mWidth = backbufferWidth;
+ mHeight = backbufferHeight;
+ return EGL_SUCCESS;
+#endif
+}
+
+EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ if (device == NULL)
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ // Release specific resources to free up memory for the new render target, while the
+ // old render target still exists for the purpose of preserving its contents.
+ SafeRelease(mSwapChain);
+ SafeRelease(mBackBufferTexture);
+ SafeRelease(mBackBufferRTView);
+
+ mSwapInterval = static_cast<unsigned int>(swapInterval);
+ if (mSwapInterval > 4)
+ {
+ // IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4] range
+ return EGL_BAD_PARAMETER;
+ }
+
+ // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
+ if (backbufferWidth < 1 || backbufferHeight < 1)
+ {
+ releaseOffscreenTexture();
+ return EGL_SUCCESS;
+ }
+
+ if (mNativeWindow.getNativeWindow())
+ {
+ const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat, mRenderer->getFeatureLevel());
+
+ HRESULT result = mNativeWindow.createSwapChain(device, mRenderer->getDxgiFactory(),
+ backbufferFormatInfo.texFormat,
+ backbufferWidth, backbufferHeight, &mSwapChain);
+
+ if (FAILED(result))
+ {
+ ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
+
+ result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
+ }
+
+ // If we are resizing the swap chain, we don't wish to recreate all the static resources
+ if (!mPassThroughResourcesInit)
+ {
+ mPassThroughResourcesInit = true;
+ initPassThroughResources();
+ }
+
+ return resetOffscreenTexture(backbufferWidth, backbufferHeight);
+}
+
+void SwapChain11::initPassThroughResources()
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ ASSERT(device != NULL);
+
+ // Make sure our resources are all not allocated, when we create
+ ASSERT(mQuadVB == NULL && mPassThroughSampler == NULL);
+ ASSERT(mPassThroughIL == NULL && mPassThroughVS == NULL && mPassThroughPS == NULL);
+
+ D3D11_BUFFER_DESC vbDesc;
+ vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
+ vbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ vbDesc.MiscFlags = 0;
+ vbDesc.StructureByteStride = 0;
+
+ HRESULT result = device->CreateBuffer(&vbDesc, NULL, &mQuadVB);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuadVB, "Swap chain quad vertex buffer");
+
+ D3D11_SAMPLER_DESC samplerDesc;
+ samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.MipLODBias = 0.0f;
+ samplerDesc.MaxAnisotropy = 0;
+ samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ samplerDesc.BorderColor[0] = 0.0f;
+ samplerDesc.BorderColor[1] = 0.0f;
+ samplerDesc.BorderColor[2] = 0.0f;
+ samplerDesc.BorderColor[3] = 0.0f;
+ samplerDesc.MinLOD = 0;
+ samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
+
+ result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughSampler, "Swap chain pass through sampler");
+
+ D3D11_INPUT_ELEMENT_DESC quadLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), &mPassThroughIL);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout");
+
+ result = device->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mPassThroughVS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader");
+
+ result = device->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), NULL, &mPassThroughPS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader");
+}
+
+// parameters should be validated/clamped by caller
+EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
+{
+ if (!mSwapChain)
+ {
+ return EGL_SUCCESS;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
+
+ // Create a quad in homogeneous coordinates
+ float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
+ float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
+ float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
+ float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;
+
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ const float dim = std::max(mWidth, mHeight);
+ float u1 = x / dim;
+ float v1 = y / dim;
+ float u2 = (x + width) / dim;
+ float v2 = (y + height) / dim;
+
+ const NativeWindow::RotationFlags flags = mNativeWindow.rotationFlags();
+ const bool rotateL = flags == NativeWindow::RotateLeft;
+ const bool rotateR = flags == NativeWindow::RotateRight;
+ d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, rotateL ? u2 : u1, rotateR ? v2 : v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, rotateR ? u2 : u1, rotateL ? v1 : v2);
+ d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, rotateR ? u1 : u2, rotateL ? v2 : v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, rotateL ? u1 : u2, rotateR ? v1 : v2);
+#else
+ float u1 = x / float(mWidth);
+ float v1 = y / float(mHeight);
+ float u2 = (x + width) / float(mWidth);
+ float v2 = (y + height) / float(mHeight);
+
+ d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
+ d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2);
+#endif
+
+ deviceContext->Unmap(mQuadVB, 0);
+
+ static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
+ static UINT startIdx = 0;
+ deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx);
+
+ // Apply state
+ deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
+
+ static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
+
+ deviceContext->RSSetState(NULL);
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(mPassThroughIL);
+ deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ deviceContext->VSSetShader(mPassThroughVS, NULL, 0);
+ deviceContext->PSSetShader(mPassThroughPS, NULL, 0);
+ deviceContext->GSSetShader(NULL, NULL, 0);
+
+ // Apply render targets
+ mRenderer->setOneTimeRenderTarget(mBackBufferRTView);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ viewport.Width = (rotateL || rotateR) ? mHeight : mWidth;
+ viewport.Height = (rotateL || rotateR) ? mWidth : mHeight;
+#else
+ viewport.Width = mWidth;
+ viewport.Height = mHeight;
+#endif
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply textures
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, mOffscreenSRView);
+ deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);
+
+ // Draw
+ deviceContext->Draw(4, 0);
+
+#if ANGLE_VSYNC == ANGLE_DISABLED
+ result = mSwapChain->Present(0, 0);
+#else
+ result = mSwapChain->Present(mSwapInterval, 0);
+#endif
+
+ if (result == DXGI_ERROR_DEVICE_REMOVED)
+ {
+ HRESULT removedReason = device->GetDeviceRemovedReason();
+ UNUSED_TRACE_VARIABLE(removedReason);
+ ERR("Present failed: the D3D11 device was removed: 0x%08X", removedReason);
+ return EGL_CONTEXT_LOST;
+ }
+ else if (result == DXGI_ERROR_DEVICE_RESET)
+ {
+ ERR("Present failed: the D3D11 device was reset from a bad command.");
+ return EGL_CONTEXT_LOST;
+ }
+ else if (FAILED(result))
+ {
+ ERR("Present failed with error code 0x%08X", result);
+ }
+
+ // Unbind
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+
+ mRenderer->unapplyRenderTargets();
+ mRenderer->markAllStateDirty();
+
+ return EGL_SUCCESS;
+}
+
+ID3D11Texture2D *SwapChain11::getOffscreenTexture()
+{
+ return mOffscreenTexture;
+}
+
+ID3D11RenderTargetView *SwapChain11::getRenderTarget()
+{
+ return mOffscreenRTView;
+}
+
+ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource()
+{
+ return mOffscreenSRView;
+}
+
+ID3D11DepthStencilView *SwapChain11::getDepthStencil()
+{
+ return mDepthStencilDSView;
+}
+
+ID3D11ShaderResourceView * SwapChain11::getDepthStencilShaderResource()
+{
+ return mDepthStencilSRView;
+}
+
+ID3D11Texture2D *SwapChain11::getDepthStencilTexture()
+{
+ return mDepthStencilTexture;
+}
+
+SwapChain11 *SwapChain11::makeSwapChain11(SwapChainD3D *swapChain)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(SwapChain11*, swapChain));
+ return static_cast<SwapChain11*>(swapChain);
+}
+
+void SwapChain11::recreate()
+{
+ // possibly should use this method instead of reset
+}
+
+void *rx::SwapChain11::getDevice()
+{
+ return mRenderer->getDevice();
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h
new file mode 100644
index 0000000000..48c808a261
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h
@@ -0,0 +1,87 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SwapChain11.h: Defines a back-end specific class for the D3D11 swap chain.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_
+
+#include "common/angleutils.h"
+#include "libANGLE/renderer/d3d/SwapChainD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+
+namespace rx
+{
+class Renderer11;
+
+class SwapChain11 : public SwapChainD3D
+{
+ public:
+ SwapChain11(Renderer11 *renderer, NativeWindow nativeWindow, HANDLE shareHandle,
+ GLenum backBufferFormat, GLenum depthBufferFormat);
+ virtual ~SwapChain11();
+
+ EGLint resize(EGLint backbufferWidth, EGLint backbufferHeight);
+ virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval);
+ virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height);
+ virtual void recreate();
+
+ RenderTargetD3D *getColorRenderTarget() override { return &mColorRenderTarget; }
+ RenderTargetD3D *getDepthStencilRenderTarget() override { return &mDepthStencilRenderTarget; }
+
+ virtual ID3D11Texture2D *getOffscreenTexture();
+ virtual ID3D11RenderTargetView *getRenderTarget();
+ virtual ID3D11ShaderResourceView *getRenderTargetShaderResource();
+
+ virtual ID3D11Texture2D *getDepthStencilTexture();
+ virtual ID3D11DepthStencilView *getDepthStencil();
+ virtual ID3D11ShaderResourceView *getDepthStencilShaderResource();
+
+ EGLint getWidth() const { return mWidth; }
+ EGLint getHeight() const { return mHeight; }
+
+ virtual void *getDevice();
+
+ static SwapChain11 *makeSwapChain11(SwapChainD3D *swapChain);
+
+ private:
+ void release();
+ void initPassThroughResources();
+ void releaseOffscreenTexture();
+ EGLint resetOffscreenTexture(int backbufferWidth, int backbufferHeight);
+
+ Renderer11 *mRenderer;
+ EGLint mHeight;
+ EGLint mWidth;
+ bool mAppCreatedShareHandle;
+ unsigned int mSwapInterval;
+ bool mPassThroughResourcesInit;
+
+ DXGISwapChain *mSwapChain;
+
+ ID3D11Texture2D *mBackBufferTexture;
+ ID3D11RenderTargetView *mBackBufferRTView;
+
+ ID3D11Texture2D *mOffscreenTexture;
+ ID3D11RenderTargetView *mOffscreenRTView;
+ ID3D11ShaderResourceView *mOffscreenSRView;
+
+ ID3D11Texture2D *mDepthStencilTexture;
+ ID3D11DepthStencilView *mDepthStencilDSView;
+ ID3D11ShaderResourceView *mDepthStencilSRView;
+
+ ID3D11Buffer *mQuadVB;
+ ID3D11SamplerState *mPassThroughSampler;
+ ID3D11InputLayout *mPassThroughIL;
+ ID3D11VertexShader *mPassThroughVS;
+ ID3D11PixelShader *mPassThroughPS;
+
+ SurfaceRenderTarget11 mColorRenderTarget;
+ SurfaceRenderTarget11 mDepthStencilRenderTarget;
+};
+
+}
+#endif // LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
new file mode 100644
index 0000000000..103e90fed3
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
@@ -0,0 +1,2676 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived
+// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
+
+#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+
+#include <tuple>
+
+#include "common/MemoryBuffer.h"
+#include "common/utilities.h"
+#include "libANGLE/ImageIndex.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
+#include "libANGLE/renderer/d3d/d3d11/Image11.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+namespace rx
+{
+
+TextureStorage11::SwizzleCacheValue::SwizzleCacheValue()
+ : swizzleRed(GL_NONE), swizzleGreen(GL_NONE), swizzleBlue(GL_NONE), swizzleAlpha(GL_NONE)
+{
+}
+
+TextureStorage11::SwizzleCacheValue::SwizzleCacheValue(GLenum red, GLenum green, GLenum blue, GLenum alpha)
+ : swizzleRed(red), swizzleGreen(green), swizzleBlue(blue), swizzleAlpha(alpha)
+{
+}
+
+bool TextureStorage11::SwizzleCacheValue::operator==(const SwizzleCacheValue &other) const
+{
+ return swizzleRed == other.swizzleRed &&
+ swizzleGreen == other.swizzleGreen &&
+ swizzleBlue == other.swizzleBlue &&
+ swizzleAlpha == other.swizzleAlpha;
+}
+
+bool TextureStorage11::SwizzleCacheValue::operator!=(const SwizzleCacheValue &other) const
+{
+ return !(*this == other);
+}
+
+TextureStorage11::SRVKey::SRVKey(int baseLevel, int mipLevels, bool swizzle)
+ : baseLevel(baseLevel), mipLevels(mipLevels), swizzle(swizzle)
+{
+}
+
+bool TextureStorage11::SRVKey::operator<(const SRVKey &rhs) const
+{
+ return std::tie(baseLevel, mipLevels, swizzle) < std::tie(rhs.baseLevel, rhs.mipLevels, rhs.swizzle);
+}
+
+TextureStorage11::TextureStorage11(Renderer11 *renderer, UINT bindFlags)
+ : mBindFlags(bindFlags),
+ mTopLevel(0),
+ mMipLevels(0),
+ mInternalFormat(GL_NONE),
+ mTextureFormat(DXGI_FORMAT_UNKNOWN),
+ mShaderResourceFormat(DXGI_FORMAT_UNKNOWN),
+ mRenderTargetFormat(DXGI_FORMAT_UNKNOWN),
+ mDepthStencilFormat(DXGI_FORMAT_UNKNOWN),
+ mTextureWidth(0),
+ mTextureHeight(0),
+ mTextureDepth(0)
+{
+ mRenderer = Renderer11::makeRenderer11(renderer);
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mLevelSRVs[i] = NULL;
+ }
+}
+
+TextureStorage11::~TextureStorage11()
+{
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ SafeRelease(mLevelSRVs[level]);
+ }
+
+ for (SRVCache::iterator i = mSrvCache.begin(); i != mSrvCache.end(); i++)
+ {
+ SafeRelease(i->second);
+ }
+ mSrvCache.clear();
+}
+
+TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11*, storage));
+ return static_cast<TextureStorage11*>(storage);
+}
+
+DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat, D3D_FEATURE_LEVEL featureLevel, bool renderTarget)
+{
+ UINT bindFlags = 0;
+
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat, featureLevel);
+ if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ bindFlags |= D3D11_BIND_SHADER_RESOURCE;
+ }
+ if (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ bindFlags |= D3D11_BIND_DEPTH_STENCIL;
+ }
+ if (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN && renderTarget)
+ {
+ bindFlags |= D3D11_BIND_RENDER_TARGET;
+ }
+
+ return bindFlags;
+}
+
+UINT TextureStorage11::getBindFlags() const
+{
+ return mBindFlags;
+}
+
+int TextureStorage11::getTopLevel() const
+{
+ return mTopLevel;
+}
+
+bool TextureStorage11::isRenderTarget() const
+{
+ return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
+}
+
+bool TextureStorage11::isManaged() const
+{
+ return false;
+}
+
+int TextureStorage11::getLevelCount() const
+{
+ return mMipLevels - mTopLevel;
+}
+
+int TextureStorage11::getLevelWidth(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureWidth) >> mipLevel, 1);
+}
+
+int TextureStorage11::getLevelHeight(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureHeight) >> mipLevel, 1);
+}
+
+int TextureStorage11::getLevelDepth(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureDepth) >> mipLevel, 1);
+}
+
+UINT TextureStorage11::getSubresourceIndex(const gl::ImageIndex &index) const
+{
+ UINT mipSlice = static_cast<UINT>(index.mipIndex + mTopLevel);
+ UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
+ UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
+ ASSERT(subresource != std::numeric_limits<UINT>::max());
+ return subresource;
+}
+
+gl::Error TextureStorage11::getSRV(const gl::SamplerState &samplerState, ID3D11ShaderResourceView **outSRV)
+{
+ bool swizzleRequired = samplerState.swizzleRequired();
+ bool mipmapping = gl::IsMipmapFiltered(samplerState);
+ unsigned int mipLevels = mipmapping ? (samplerState.maxLevel - samplerState.baseLevel + 1) : 1;
+
+ // Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level, which corresponds to GL level 0)
+ mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - samplerState.baseLevel);
+
+ if (mRenderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3)
+ {
+ ASSERT(!swizzleRequired);
+ ASSERT(mipLevels == 1 || mipLevels == mMipLevels);
+ }
+
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ // We must ensure that the level zero texture is in sync with mipped texture.
+ gl::Error error = useLevelZeroWorkaroundTexture(mipLevels == 1);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ if (swizzleRequired)
+ {
+ verifySwizzleExists(samplerState.swizzleRed, samplerState.swizzleGreen, samplerState.swizzleBlue, samplerState.swizzleAlpha);
+ }
+
+ SRVKey key(samplerState.baseLevel, mipLevels, swizzleRequired);
+ SRVCache::const_iterator iter = mSrvCache.find(key);
+ if (iter != mSrvCache.end())
+ {
+ *outSRV = iter->second;
+ }
+ else
+ {
+ ID3D11Resource *texture = NULL;
+ if (swizzleRequired)
+ {
+ gl::Error error = getSwizzleTexture(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ else
+ {
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ ID3D11ShaderResourceView *srv = NULL;
+ DXGI_FORMAT format = (swizzleRequired ? mSwizzleShaderResourceFormat : mShaderResourceFormat);
+ gl::Error error = createSRV(samplerState.baseLevel, mipLevels, format, texture, &srv);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mSrvCache.insert(std::make_pair(key, srv));
+ *outSRV = srv;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11::getSRVLevel(int mipLevel, ID3D11ShaderResourceView **outSRV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ if (!mLevelSRVs[mipLevel])
+ {
+ ID3D11Resource *resource = NULL;
+ gl::Error error = getResource(&resource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = createSRV(mipLevel, 1, mShaderResourceFormat, resource, &mLevelSRVs[mipLevel]);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ *outSRV = mLevelSRVs[mipLevel];
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11::generateSwizzles(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
+{
+ SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
+ for (int level = 0; level < getLevelCount(); level++)
+ {
+ // Check if the swizzle for this level is out of date
+ if (mSwizzleCache[level] != swizzleTarget)
+ {
+ // Need to re-render the swizzle for this level
+ ID3D11ShaderResourceView *sourceSRV = NULL;
+ gl::Error error = getSRVLevel(level, &sourceSRV);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11RenderTargetView *destRTV = NULL;
+ error = getSwizzleRenderTarget(level, &destRTV);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ gl::Extents size(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
+
+ Blit11 *blitter = mRenderer->getBlitter();
+
+ error = blitter->swizzleTexture(sourceSRV, destRTV, size, swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mSwizzleCache[level] = swizzleTarget;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureStorage11::invalidateSwizzleCacheLevel(int mipLevel)
+{
+ if (mipLevel >= 0 && static_cast<unsigned int>(mipLevel) < ArraySize(mSwizzleCache))
+ {
+ // The default constructor of SwizzleCacheValue has GL_NONE for all channels which is not a
+ // valid swizzle combination
+ mSwizzleCache[mipLevel] = SwizzleCacheValue();
+ }
+}
+
+void TextureStorage11::invalidateSwizzleCache()
+{
+ for (unsigned int mipLevel = 0; mipLevel < ArraySize(mSwizzleCache); mipLevel++)
+ {
+ invalidateSwizzleCacheLevel(mipLevel);
+ }
+}
+
+gl::Error TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture, unsigned int sourceSubresource,
+ const gl::ImageIndex &index, const gl::Box &copyArea)
+{
+ ASSERT(srcTexture);
+
+ GLint level = index.mipIndex;
+
+ invalidateSwizzleCacheLevel(level);
+
+ gl::Extents texSize(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
+
+ bool fullCopy = copyArea.x == 0 &&
+ copyArea.y == 0 &&
+ copyArea.z == 0 &&
+ copyArea.width == texSize.width &&
+ copyArea.height == texSize.height &&
+ copyArea.depth == texSize.depth;
+
+ ID3D11Resource *dstTexture = NULL;
+ gl::Error error(GL_NO_ERROR);
+
+ // If the zero-LOD workaround is active and we want to update a level greater than zero, then we should
+ // update the mipmapped texture, even if mapmaps are currently disabled.
+ if (index.mipIndex > 0 && mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ error = getMippedResource(&dstTexture);
+ }
+ else
+ {
+ error = getResource(&dstTexture);
+ }
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ unsigned int dstSubresource = getSubresourceIndex(index);
+
+ ASSERT(dstTexture);
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
+ if (!fullCopy && (dxgiFormatInfo.depthBits > 0 || dxgiFormatInfo.stencilBits > 0))
+ {
+ // CopySubresourceRegion cannot copy partial depth stencils, use the blitter instead
+ Blit11 *blitter = mRenderer->getBlitter();
+
+ return blitter->copyDepthStencil(srcTexture, sourceSubresource, copyArea, texSize,
+ dstTexture, dstSubresource, copyArea, texSize,
+ NULL);
+ }
+ else
+ {
+ D3D11_BOX srcBox;
+ srcBox.left = copyArea.x;
+ srcBox.top = copyArea.y;
+ srcBox.right = copyArea.x + roundUp(static_cast<UINT>(copyArea.width), dxgiFormatInfo.blockWidth);
+ srcBox.bottom = copyArea.y + roundUp(static_cast<UINT>(copyArea.height), dxgiFormatInfo.blockHeight);
+ srcBox.front = copyArea.z;
+ srcBox.back = copyArea.z + copyArea.depth;
+
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ context->CopySubresourceRegion(dstTexture, dstSubresource, copyArea.x, copyArea.y, copyArea.z,
+ srcTexture, sourceSubresource, fullCopy ? NULL : &srcBox);
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error TextureStorage11::copySubresourceLevel(ID3D11Resource* dstTexture, unsigned int dstSubresource,
+ const gl::ImageIndex &index, const gl::Box &region)
+{
+ ASSERT(dstTexture);
+
+ ID3D11Resource *srcTexture = NULL;
+ gl::Error error(GL_NO_ERROR);
+
+ // If the zero-LOD workaround is active and we want to update a level greater than zero, then we should
+ // update the mipmapped texture, even if mapmaps are currently disabled.
+ if (index.mipIndex > 0 && mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ error = getMippedResource(&srcTexture);
+ }
+ else
+ {
+ error = getResource(&srcTexture);
+ }
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(srcTexture);
+
+ unsigned int srcSubresource = getSubresourceIndex(index);
+
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ // D3D11 can't perform partial CopySubresourceRegion on depth/stencil textures, so pSrcBox should be NULL.
+ D3D11_BOX srcBox;
+ D3D11_BOX *pSrcBox = NULL;
+ if (mRenderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3)
+ {
+ // However, D3D10Level9 doesn't always perform CopySubresourceRegion correctly unless the source box
+ // is specified. This is okay, since we don't perform CopySubresourceRegion on depth/stencil
+ // textures on 9_3.
+ ASSERT(d3d11::GetDXGIFormatInfo(mTextureFormat).depthBits == 0);
+ ASSERT(d3d11::GetDXGIFormatInfo(mTextureFormat).stencilBits == 0);
+ srcBox.left = region.x;
+ srcBox.right = region.x + region.width;
+ srcBox.top = region.y;
+ srcBox.bottom = region.y + region.height;
+ srcBox.front = region.z;
+ srcBox.back = region.z + region.depth;
+ pSrcBox = &srcBox;
+ }
+
+ context->CopySubresourceRegion(dstTexture, dstSubresource, region.x, region.y, region.z,
+ srcTexture, srcSubresource, pSrcBox);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11::generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex)
+{
+ ASSERT(sourceIndex.layerIndex == destIndex.layerIndex);
+
+ invalidateSwizzleCacheLevel(destIndex.mipIndex);
+
+ RenderTargetD3D *source = NULL;
+ gl::Error error = getRenderTarget(sourceIndex, &source);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ RenderTargetD3D *dest = NULL;
+ error = getRenderTarget(destIndex, &dest);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11ShaderResourceView *sourceSRV = RenderTarget11::makeRenderTarget11(source)->getShaderResourceView();
+ ID3D11RenderTargetView *destRTV = RenderTarget11::makeRenderTarget11(dest)->getRenderTargetView();
+
+ gl::Box sourceArea(0, 0, 0, source->getWidth(), source->getHeight(), source->getDepth());
+ gl::Extents sourceSize(source->getWidth(), source->getHeight(), source->getDepth());
+
+ gl::Box destArea(0, 0, 0, dest->getWidth(), dest->getHeight(), dest->getDepth());
+ gl::Extents destSize(dest->getWidth(), dest->getHeight(), dest->getDepth());
+
+ Blit11 *blitter = mRenderer->getBlitter();
+ return blitter->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize, NULL,
+ gl::GetInternalFormatInfo(source->getInternalFormat()).format, GL_LINEAR);
+}
+
+void TextureStorage11::verifySwizzleExists(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
+{
+ SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
+ for (unsigned int level = 0; level < mMipLevels; level++)
+ {
+ ASSERT(mSwizzleCache[level] == swizzleTarget);
+ }
+}
+
+gl::Error TextureStorage11::copyToStorage(TextureStorage *destStorage)
+{
+ ASSERT(destStorage);
+
+ ID3D11Resource *sourceResouce = NULL;
+ gl::Error error = getResource(&sourceResouce);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ TextureStorage11 *dest11 = TextureStorage11::makeTextureStorage11(destStorage);
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ immediateContext->CopyResource(destResource, sourceResouce);
+
+ dest11->invalidateSwizzleCache();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11::setData(const gl::ImageIndex &index, ImageD3D *image, const gl::Box *destBox, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixelData)
+{
+ ASSERT(!image->isDirty());
+
+ ID3D11Resource *resource = NULL;
+ gl::Error error = getResource(&resource);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(resource);
+
+ UINT destSubresource = getSubresourceIndex(index);
+
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(image->getInternalFormat());
+
+ gl::Box levelBox(0, 0, 0, getLevelWidth(index.mipIndex), getLevelHeight(index.mipIndex), getLevelDepth(index.mipIndex));
+ bool fullUpdate = (destBox == NULL || *destBox == levelBox);
+ ASSERT(internalFormatInfo.depthBits == 0 || fullUpdate);
+
+ // TODO(jmadill): Handle compressed formats
+ // Compressed formats have different load syntax, so we'll have to handle them with slightly
+ // different logic. Will implemnent this in a follow-up patch, and ensure we do not use SetData
+ // with compressed formats in the calling logic.
+ ASSERT(!internalFormatInfo.compressed);
+
+ int width = destBox ? destBox->width : static_cast<int>(image->getWidth());
+ int height = destBox ? destBox->height : static_cast<int>(image->getHeight());
+ int depth = destBox ? destBox->depth : static_cast<int>(image->getDepth());
+ UINT srcRowPitch = internalFormatInfo.computeRowPitch(type, width, unpack.alignment, unpack.rowLength);
+ UINT srcDepthPitch = internalFormatInfo.computeDepthPitch(type, width, height, unpack.alignment, unpack.rowLength);
+
+ const d3d11::TextureFormat &d3d11Format = d3d11::GetTextureFormatInfo(image->getInternalFormat(), mRenderer->getFeatureLevel());
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3d11Format.texFormat);
+
+ size_t outputPixelSize = dxgiFormatInfo.pixelBytes;
+
+ UINT bufferRowPitch = outputPixelSize * width;
+ UINT bufferDepthPitch = bufferRowPitch * height;
+
+ size_t neededSize = bufferDepthPitch * depth;
+ MemoryBuffer *conversionBuffer = NULL;
+ error = mRenderer->getScratchMemoryBuffer(neededSize, &conversionBuffer);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // TODO: fast path
+ LoadImageFunction loadFunction = d3d11Format.loadFunctions.at(type);
+ loadFunction(width, height, depth,
+ pixelData, srcRowPitch, srcDepthPitch,
+ conversionBuffer->data(), bufferRowPitch, bufferDepthPitch);
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+
+ if (!fullUpdate)
+ {
+ ASSERT(destBox);
+
+ D3D11_BOX destD3DBox;
+ destD3DBox.left = destBox->x;
+ destD3DBox.right = destBox->x + destBox->width;
+ destD3DBox.top = destBox->y;
+ destD3DBox.bottom = destBox->y + destBox->height;
+ destD3DBox.front = destBox->z;
+ destD3DBox.back = destBox->z + destBox->depth;
+
+ immediateContext->UpdateSubresource(resource, destSubresource,
+ &destD3DBox, conversionBuffer->data(),
+ bufferRowPitch, bufferDepthPitch);
+ }
+ else
+ {
+ immediateContext->UpdateSubresource(resource, destSubresource,
+ NULL, conversionBuffer->data(),
+ bufferRowPitch, bufferDepthPitch);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, SwapChain11 *swapchain)
+ : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE),
+ mTexture(swapchain->getOffscreenTexture()),
+ mSwizzleTexture(NULL),
+ mLevelZeroTexture(NULL),
+ mLevelZeroRenderTarget(NULL),
+ mUseLevelZeroTexture(false)
+{
+ mTexture->AddRef();
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mAssociatedImages[i] = NULL;
+ mRenderTarget[i] = NULL;
+ mSwizzleRenderTargets[i] = NULL;
+ }
+
+ D3D11_TEXTURE2D_DESC texDesc;
+ mTexture->GetDesc(&texDesc);
+ mMipLevels = texDesc.MipLevels;
+ mTextureFormat = texDesc.Format;
+ mTextureWidth = texDesc.Width;
+ mTextureHeight = texDesc.Height;
+ mTextureDepth = 1;
+
+ mInternalFormat = swapchain->GetBackBufferInternalFormat();
+
+ ID3D11ShaderResourceView *srv = swapchain->getRenderTargetShaderResource();
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srv->GetDesc(&srvDesc);
+ mShaderResourceFormat = srvDesc.Format;
+
+ ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget();
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ offscreenRTV->GetDesc(&rtvDesc);
+ mRenderTargetFormat = rtvDesc.Format;
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(dxgiFormatInfo.internalFormat, mRenderer->getFeatureLevel());
+ mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
+ mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
+ mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
+
+ mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
+
+ initializeSerials(1, 1);
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly)
+ : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderer->getFeatureLevel(), renderTarget)),
+ mTexture(NULL),
+ mSwizzleTexture(NULL),
+ mLevelZeroTexture(NULL),
+ mLevelZeroRenderTarget(NULL),
+ mUseLevelZeroTexture(false)
+{
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mAssociatedImages[i] = NULL;
+ mRenderTarget[i] = NULL;
+ mSwizzleRenderTargets[i] = NULL;
+ }
+
+ mInternalFormat = internalformat;
+
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getFeatureLevel());
+ mTextureFormat = formatInfo.texFormat;
+ mShaderResourceFormat = formatInfo.srvFormat;
+ mDepthStencilFormat = formatInfo.dsvFormat;
+ mRenderTargetFormat = formatInfo.rtvFormat;
+ mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
+ mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
+ mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
+
+ d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = 1;
+
+ if (hintLevelZeroOnly && levels > 1)
+ {
+ //The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
+ ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
+ mUseLevelZeroTexture = true;
+ }
+
+ initializeSerials(getLevelCount(), 1);
+}
+
+TextureStorage11_2D::~TextureStorage11_2D()
+{
+ for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ if (mAssociatedImages[i] != NULL)
+ {
+ bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // We must let the Images recover their data before we delete it from the TextureStorage.
+ gl::Error error = mAssociatedImages[i]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ // TODO: Find a way to report this back to the context
+ }
+ }
+ }
+ }
+
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+
+ SafeRelease(mLevelZeroTexture);
+ SafeDelete(mLevelZeroRenderTarget);
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ SafeDelete(mRenderTarget[i]);
+ SafeRelease(mSwizzleRenderTargets[i]);
+ }
+}
+
+TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage));
+ return static_cast<TextureStorage11_2D*>(storage);
+}
+
+gl::Error TextureStorage11_2D::copyToStorage(TextureStorage *destStorage)
+{
+ ASSERT(destStorage);
+
+ TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(destStorage);
+
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+
+ // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the corresponding textures in destStorage.
+ if (mTexture)
+ {
+ gl::Error error = dest11->useLevelZeroWorkaroundTexture(false);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ immediateContext->CopyResource(destResource, mTexture);
+ }
+
+ if (mLevelZeroTexture)
+ {
+ gl::Error error = dest11->useLevelZeroWorkaroundTexture(true);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ immediateContext->CopyResource(destResource, mLevelZeroTexture);
+ }
+ }
+ else
+ {
+ ID3D11Resource *sourceResouce = NULL;
+ gl::Error error = getResource(&sourceResouce);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ immediateContext->CopyResource(destResource, sourceResouce);
+ }
+
+ dest11->invalidateSwizzleCache();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture)
+{
+ if (useLevelZeroTexture && mMipLevels > 1)
+ {
+ if (!mUseLevelZeroTexture && mTexture)
+ {
+ gl::Error error = ensureTextureExists(1);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Pull data back from the mipped texture if necessary.
+ ASSERT(mLevelZeroTexture);
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ context->CopySubresourceRegion(mLevelZeroTexture, 0, 0, 0, 0, mTexture, 0, NULL);
+ }
+
+ mUseLevelZeroTexture = true;
+ }
+ else
+ {
+ if (mUseLevelZeroTexture && mLevelZeroTexture)
+ {
+ gl::Error error = ensureTextureExists(mMipLevels);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Pull data back from the level zero texture if necessary.
+ ASSERT(mTexture);
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ context->CopySubresourceRegion(mTexture, 0, 0, 0, 0, mLevelZeroTexture, 0, NULL);
+ }
+
+ mUseLevelZeroTexture = false;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureStorage11_2D::associateImage(Image11* image, const gl::ImageIndex &index)
+{
+ GLint level = index.mipIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ mAssociatedImages[level] = image;
+ }
+}
+
+bool TextureStorage11_2D::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ // This validation check should never return false. It means the Image/TextureStorage association is broken.
+ bool retValue = (mAssociatedImages[level] == expectedImage);
+ ASSERT(retValue);
+ return retValue;
+ }
+
+ return false;
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_2D::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ ASSERT(mAssociatedImages[level] == expectedImage);
+
+ if (mAssociatedImages[level] == expectedImage)
+ {
+ mAssociatedImages[level] = NULL;
+ }
+ }
+}
+
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
+gl::Error TextureStorage11_2D::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
+{
+ GLint level = index.mipIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ // No need to let the old Image recover its data, if it is also the incoming Image.
+ if (mAssociatedImages[level] != NULL && mAssociatedImages[level] != incomingImage)
+ {
+ // Ensure that the Image is still associated with this TextureStorage. This should be true.
+ bool imageAssociationCorrect = mAssociatedImages[level]->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // Force the image to recover from storage before its data is overwritten.
+ // This will reset mAssociatedImages[level] to NULL too.
+ gl::Error error = mAssociatedImages[level]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::getResource(ID3D11Resource **outResource)
+{
+ if (mUseLevelZeroTexture && mMipLevels > 1)
+ {
+ gl::Error error = ensureTextureExists(1);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outResource = mLevelZeroTexture;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ gl::Error error = ensureTextureExists(mMipLevels);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error TextureStorage11_2D::getMippedResource(ID3D11Resource **outResource)
+{
+ // This shouldn't be called unless the zero max LOD workaround is active.
+ ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
+
+ gl::Error error = ensureTextureExists(mMipLevels);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::ensureTextureExists(int mipLevels)
+{
+ // If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture.
+ bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround ? (mipLevels == 1) && (mMipLevels > 1) : false;
+ ID3D11Texture2D **outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture;
+
+ // if the width or height is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (*outputTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0)
+ {
+ ASSERT(mipLevels > 0);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth; // Compressed texture size constraints?
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mipLevels;
+ desc.ArraySize = 1;
+ desc.Format = mTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, outputTexture);
+
+ // this can happen from windows TDR
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.", result);
+ }
+ else if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.", result);
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ ASSERT(!index.hasLayer());
+
+ int level = index.mipIndex;
+ ASSERT(level >= 0 && level < getLevelCount());
+
+ // In GL ES 2.0, the application can only render to level zero of the texture (Section 4.4.3 of the GLES 2.0 spec, page 113 of version 2.0.25).
+ // Other parts of TextureStorage11_2D could create RTVs on non-zero levels of the texture (e.g. generateMipmap).
+ // On Feature Level 9_3, this is unlikely to be useful. The renderer can't create SRVs on the individual levels of the texture,
+ // so methods like generateMipmap can't do anything useful with non-zero-level RTVs.
+ // Therefore if level > 0 on 9_3 then there's almost certainly something wrong.
+ ASSERT(!(mRenderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3 && level > 0));
+
+ if (!mRenderTarget[level])
+ {
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11ShaderResourceView *srv = NULL;
+ error = getSRVLevel(level, &srv);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (mUseLevelZeroTexture)
+ {
+ if (!mLevelZeroRenderTarget)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + level;
+
+ ID3D11RenderTargetView *rtv;
+ HRESULT result = device->CreateRenderTargetView(mLevelZeroTexture, &rtvDesc, &rtv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ }
+ ASSERT(SUCCEEDED(result));
+
+ mLevelZeroRenderTarget = new TextureRenderTarget11(rtv, mLevelZeroTexture, NULL, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelZeroRenderTarget;
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + level;
+
+ ID3D11RenderTargetView *rtv;
+ HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ }
+
+ mRenderTarget[level] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+ else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mDepthStencilFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+ dsvDesc.Texture2D.MipSlice = mTopLevel + level;
+ dsvDesc.Flags = 0;
+
+ ID3D11DepthStencilView *dsv;
+ HRESULT result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY,"Failed to create internal depth stencil view for texture storage, result: 0x%X.", result);
+ }
+
+ mRenderTarget[level] = new TextureRenderTarget11(dsv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(dsv);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTarget[level];
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ ASSERT(outSRV);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2D.MipLevels = mipLevels;
+
+ ID3D11Resource *srvTexture = texture;
+
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ ASSERT(mTopLevel == 0);
+ ASSERT(baseLevel == 0);
+ // This code also assumes that the incoming texture equals either mLevelZeroTexture or mTexture.
+
+ if (mipLevels == 1 && mMipLevels > 1)
+ {
+ // We must use a SRV on the level-zero-only texture.
+ ASSERT(mLevelZeroTexture != NULL && texture == mLevelZeroTexture);
+ srvTexture = mLevelZeroTexture;
+ }
+ else
+ {
+ ASSERT(mipLevels == static_cast<int>(mMipLevels));
+ ASSERT(mTexture != NULL && texture == mTexture);
+ srvTexture = mTexture;
+ }
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = 1;
+ desc.Format = mSwizzleTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
+ }
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = NULL;
+ gl::Error error = getSwizzleTexture(&swizzleTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mSwizzleRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel;
+
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
+ }
+ }
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
+}
+
+TextureStorage11_Cube::TextureStorage11_Cube(Renderer11 *renderer, GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly)
+ : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderer->getFeatureLevel(), renderTarget))
+{
+ mTexture = NULL;
+ mSwizzleTexture = NULL;
+
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mSwizzleRenderTargets[level] = NULL;
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ mAssociatedImages[face][level] = NULL;
+ mRenderTarget[face][level] = NULL;
+ }
+ }
+
+ mLevelZeroTexture = NULL;
+ mUseLevelZeroTexture = false;
+
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ mLevelZeroRenderTarget[face] = NULL;
+ }
+
+ mInternalFormat = internalformat;
+
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getFeatureLevel());
+ mTextureFormat = formatInfo.texFormat;
+ mShaderResourceFormat = formatInfo.srvFormat;
+ mDepthStencilFormat = formatInfo.dsvFormat;
+ mRenderTargetFormat = formatInfo.rtvFormat;
+ mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
+ mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
+ mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
+
+ // adjust size if needed for compressed textures
+ int height = size;
+ d3d11::MakeValidSize(false, mTextureFormat, &size, &height, &mTopLevel);
+
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = size;
+ mTextureHeight = size;
+ mTextureDepth = 1;
+
+ if (hintLevelZeroOnly && levels > 1)
+ {
+ //The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
+ ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
+ mUseLevelZeroTexture = true;
+ }
+
+ initializeSerials(getLevelCount() * CUBE_FACE_COUNT, CUBE_FACE_COUNT);
+}
+
+TextureStorage11_Cube::~TextureStorage11_Cube()
+{
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ if (mAssociatedImages[face][level] != NULL)
+ {
+ bool imageAssociationCorrect = mAssociatedImages[face][level]->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // We must let the Images recover their data before we delete it from the TextureStorage.
+ mAssociatedImages[face][level]->recoverFromAssociatedStorage();
+ }
+ }
+ }
+ }
+
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+ SafeRelease(mLevelZeroTexture);
+
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ SafeDelete(mLevelZeroRenderTarget[face]);
+ }
+
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ SafeRelease(mSwizzleRenderTargets[level]);
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ SafeDelete(mRenderTarget[face][level]);
+ }
+ }
+}
+
+TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage));
+ return static_cast<TextureStorage11_Cube*>(storage);
+}
+
+UINT TextureStorage11_Cube::getSubresourceIndex(const gl::ImageIndex &index) const
+{
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround && mUseLevelZeroTexture && index.mipIndex == 0)
+ {
+ UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
+ UINT subresource = D3D11CalcSubresource(0, arraySlice, 1);
+ ASSERT(subresource != std::numeric_limits<UINT>::max());
+ return subresource;
+ }
+ else
+ {
+ UINT mipSlice = static_cast<UINT>(index.mipIndex + mTopLevel);
+ UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
+ UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
+ ASSERT(subresource != std::numeric_limits<UINT>::max());
+ return subresource;
+ }
+}
+
+gl::Error TextureStorage11_Cube::copyToStorage(TextureStorage *destStorage)
+{
+ ASSERT(destStorage);
+
+ TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(destStorage);
+
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+
+ // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the corresponding textures in destStorage.
+ if (mTexture)
+ {
+ gl::Error error = dest11->useLevelZeroWorkaroundTexture(false);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ immediateContext->CopyResource(destResource, mTexture);
+ }
+
+ if (mLevelZeroTexture)
+ {
+ gl::Error error = dest11->useLevelZeroWorkaroundTexture(true);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ immediateContext->CopyResource(destResource, mLevelZeroTexture);
+ }
+ }
+ else
+ {
+ ID3D11Resource *sourceResouce = NULL;
+ gl::Error error = getResource(&sourceResouce);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ immediateContext->CopyResource(destResource, sourceResouce);
+ }
+
+ dest11->invalidateSwizzleCache();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture)
+{
+ if (useLevelZeroTexture && mMipLevels > 1)
+ {
+ if (!mUseLevelZeroTexture && mTexture)
+ {
+ gl::Error error = ensureTextureExists(1);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Pull data back from the mipped texture if necessary.
+ ASSERT(mLevelZeroTexture);
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ for (int face = 0; face < 6; face++)
+ {
+ context->CopySubresourceRegion(mLevelZeroTexture, D3D11CalcSubresource(0, face, 1), 0, 0, 0, mTexture, face * mMipLevels, NULL);
+ }
+ }
+
+ mUseLevelZeroTexture = true;
+ }
+ else
+ {
+ if (mUseLevelZeroTexture && mLevelZeroTexture)
+ {
+ gl::Error error = ensureTextureExists(mMipLevels);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Pull data back from the level zero texture if necessary.
+ ASSERT(mTexture);
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ for (int face = 0; face < 6; face++)
+ {
+ context->CopySubresourceRegion(mTexture, D3D11CalcSubresource(0, face, mMipLevels), 0, 0, 0, mLevelZeroTexture, face, NULL);
+ }
+ }
+
+ mUseLevelZeroTexture = false;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureStorage11_Cube::associateImage(Image11* image, const gl::ImageIndex &index)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
+ {
+ mAssociatedImages[layerTarget][level] = image;
+ }
+ }
+}
+
+bool TextureStorage11_Cube::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
+ {
+ // This validation check should never return false. It means the Image/TextureStorage association is broken.
+ bool retValue = (mAssociatedImages[layerTarget][level] == expectedImage);
+ ASSERT(retValue);
+ return retValue;
+ }
+ }
+
+ return false;
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_Cube::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
+ {
+ ASSERT(mAssociatedImages[layerTarget][level] == expectedImage);
+
+ if (mAssociatedImages[layerTarget][level] == expectedImage)
+ {
+ mAssociatedImages[layerTarget][level] = NULL;
+ }
+ }
+ }
+}
+
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
+gl::Error TextureStorage11_Cube::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
+
+ if ((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS))
+ {
+ if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
+ {
+ // No need to let the old Image recover its data, if it is also the incoming Image.
+ if (mAssociatedImages[layerTarget][level] != NULL && mAssociatedImages[layerTarget][level] != incomingImage)
+ {
+ // Ensure that the Image is still associated with this TextureStorage. This should be true.
+ bool imageAssociationCorrect = mAssociatedImages[layerTarget][level]->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // Force the image to recover from storage before its data is overwritten.
+ // This will reset mAssociatedImages[level] to NULL too.
+ gl::Error error = mAssociatedImages[layerTarget][level]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::getResource(ID3D11Resource **outResource)
+{
+ if (mUseLevelZeroTexture && mMipLevels > 1)
+ {
+ gl::Error error = ensureTextureExists(1);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outResource = mLevelZeroTexture;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ gl::Error error = ensureTextureExists(mMipLevels);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error TextureStorage11_Cube::getMippedResource(ID3D11Resource **outResource)
+{
+ // This shouldn't be called unless the zero max LOD workaround is active.
+ ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
+
+ gl::Error error = ensureTextureExists(mMipLevels);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::ensureTextureExists(int mipLevels)
+{
+ // If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture.
+ bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround ? (mipLevels == 1) && (mMipLevels > 1) : false;
+ ID3D11Texture2D **outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture;
+
+ // if the size is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (*outputTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0)
+ {
+ ASSERT(mMipLevels > 0);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mipLevels;
+ desc.ArraySize = CUBE_FACE_COUNT;
+ desc.Format = mTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, outputTexture);
+
+ // this can happen from windows TDR
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create cube texture storage, result: 0x%X.", result);
+ }
+ else if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create cube texture storage, result: 0x%X.", result);
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ int faceIndex = index.layerIndex;
+ int level = index.mipIndex;
+
+ ASSERT(level >= 0 && level < getLevelCount());
+ ASSERT(faceIndex >= 0 && faceIndex < CUBE_FACE_COUNT);
+
+ if (!mRenderTarget[faceIndex][level])
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (mUseLevelZeroTexture)
+ {
+ if (!mLevelZeroRenderTarget[faceIndex])
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ rtvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(mLevelZeroTexture, &rtvDesc, &rtv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ }
+ ASSERT(SUCCEEDED(result));
+
+ mLevelZeroRenderTarget[faceIndex] = new TextureRenderTarget11(rtv, mLevelZeroTexture, NULL, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelZeroRenderTarget[faceIndex];
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = mShaderResourceFormat;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ srvDesc.Texture2DArray.ArraySize = 1;
+
+ if (mRenderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3)
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ }
+ else
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; // Will be used with Texture2D sampler, not TextureCube
+ }
+
+ ID3D11ShaderResourceView *srv;
+ result = device->CreateShaderResourceView(texture, &srvDesc, &srv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal shader resource view for texture storage, result: 0x%X.", result);
+ }
+
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ rtvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ }
+
+ mRenderTarget[faceIndex][level] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ SafeRelease(srv);
+ }
+ else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mDepthStencilFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
+ dsvDesc.Flags = 0;
+ dsvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ dsvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ dsvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11DepthStencilView *dsv;
+ result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal depth stencil view for texture storage, result: 0x%X.", result);
+ }
+
+ mRenderTarget[faceIndex][level] = new TextureRenderTarget11(dsv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(dsv);
+ SafeRelease(srv);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTarget[faceIndex][level];
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ ASSERT(outSRV);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+
+ // Unnormalized integer cube maps are not supported by DX11; we emulate them as an array of six 2D textures
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format);
+ if (dxgiFormatInfo.componentType == GL_INT || dxgiFormatInfo.componentType == GL_UNSIGNED_INT)
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = 0;
+ srvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT;
+ }
+ else
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ srvDesc.TextureCube.MipLevels = mipLevels;
+ srvDesc.TextureCube.MostDetailedMip = mTopLevel + baseLevel;
+ }
+
+ ID3D11Resource *srvTexture = texture;
+
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ ASSERT(mTopLevel == 0);
+ ASSERT(baseLevel == 0);
+ // This code also assumes that the incoming texture equals either mLevelZeroTexture or mTexture.
+
+ if (mipLevels == 1 && mMipLevels > 1)
+ {
+ // We must use a SRV on the level-zero-only texture.
+ ASSERT(mLevelZeroTexture != NULL && texture == mLevelZeroTexture);
+ srvTexture = mLevelZeroTexture;
+ }
+ else
+ {
+ ASSERT(mipLevels == static_cast<int>(mMipLevels));
+ ASSERT(mTexture != NULL && texture == mTexture);
+ srvTexture = mTexture;
+ }
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = CUBE_FACE_COUNT;
+ desc.Format = mSwizzleTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
+ }
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = NULL;
+ gl::Error error = getSwizzleTexture(&swizzleTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mSwizzleRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = 0;
+ rtvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT;
+
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
+ }
+ }
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
+}
+
+TextureStorage11_3D::TextureStorage11_3D(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels)
+ : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderer->getFeatureLevel(), renderTarget))
+{
+ mTexture = NULL;
+ mSwizzleTexture = NULL;
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mAssociatedImages[i] = NULL;
+ mLevelRenderTargets[i] = NULL;
+ mSwizzleRenderTargets[i] = NULL;
+ }
+
+ mInternalFormat = internalformat;
+
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getFeatureLevel());
+ mTextureFormat = formatInfo.texFormat;
+ mShaderResourceFormat = formatInfo.srvFormat;
+ mDepthStencilFormat = formatInfo.dsvFormat;
+ mRenderTargetFormat = formatInfo.rtvFormat;
+ mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
+ mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
+ mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
+
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
+
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = depth;
+
+ initializeSerials(getLevelCount() * depth, depth);
+}
+
+TextureStorage11_3D::~TextureStorage11_3D()
+{
+ for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ if (mAssociatedImages[i] != NULL)
+ {
+ bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // We must let the Images recover their data before we delete it from the TextureStorage.
+ mAssociatedImages[i]->recoverFromAssociatedStorage();
+ }
+ }
+ }
+
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+
+ for (RenderTargetMap::iterator i = mLevelLayerRenderTargets.begin(); i != mLevelLayerRenderTargets.end(); i++)
+ {
+ SafeDelete(i->second);
+ }
+ mLevelLayerRenderTargets.clear();
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ SafeDelete(mLevelRenderTargets[i]);
+ SafeRelease(mSwizzleRenderTargets[i]);
+ }
+}
+
+TextureStorage11_3D *TextureStorage11_3D::makeTextureStorage11_3D(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_3D*, storage));
+ return static_cast<TextureStorage11_3D*>(storage);
+}
+
+void TextureStorage11_3D::associateImage(Image11* image, const gl::ImageIndex &index)
+{
+ GLint level = index.mipIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ mAssociatedImages[level] = image;
+ }
+}
+
+bool TextureStorage11_3D::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ // This validation check should never return false. It means the Image/TextureStorage association is broken.
+ bool retValue = (mAssociatedImages[level] == expectedImage);
+ ASSERT(retValue);
+ return retValue;
+ }
+
+ return false;
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_3D::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ ASSERT(mAssociatedImages[level] == expectedImage);
+
+ if (mAssociatedImages[level] == expectedImage)
+ {
+ mAssociatedImages[level] = NULL;
+ }
+ }
+}
+
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
+gl::Error TextureStorage11_3D::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
+{
+ GLint level = index.mipIndex;
+
+ ASSERT((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS));
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ // No need to let the old Image recover its data, if it is also the incoming Image.
+ if (mAssociatedImages[level] != NULL && mAssociatedImages[level] != incomingImage)
+ {
+ // Ensure that the Image is still associated with this TextureStorage. This should be true.
+ bool imageAssociationCorrect = mAssociatedImages[level]->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // Force the image to recover from storage before its data is overwritten.
+ // This will reset mAssociatedImages[level] to NULL too.
+ gl::Error error = mAssociatedImages[level]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_3D::getResource(ID3D11Resource **outResource)
+{
+ // If the width, height or depth are not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (mTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
+ {
+ ASSERT(mMipLevels > 0);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE3D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.Depth = mTextureDepth;
+ desc.MipLevels = mMipLevels;
+ desc.Format = mTextureFormat;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture3D(&desc, NULL, &mTexture);
+
+ // this can happen from windows TDR
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.", result);
+ }
+ else if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.", result);
+ }
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_3D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ ASSERT(outSRV);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
+ srvDesc.Texture3D.MostDetailedMip = baseLevel;
+ srvDesc.Texture3D.MipLevels = mipLevels;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ int mipLevel = index.mipIndex;
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ ASSERT(mRenderTargetFormat != DXGI_FORMAT_UNKNOWN);
+
+ if (!index.hasLayer())
+ {
+ if (!mLevelRenderTargets[mipLevel])
+ {
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11ShaderResourceView *srv = NULL;
+ error = getSRVLevel(mipLevel, &srv);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture3D.FirstWSlice = 0;
+ rtvDesc.Texture3D.WSize = static_cast<UINT>(-1);
+
+ ID3D11RenderTargetView *rtv;
+ HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ }
+
+ mLevelRenderTargets[mipLevel] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), getLevelDepth(mipLevel), 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ int layer = index.layerIndex;
+
+ LevelLayerKey key(mipLevel, layer);
+ if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // TODO, what kind of SRV is expected here?
+ ID3D11ShaderResourceView *srv = NULL;
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture3D.FirstWSlice = layer;
+ rtvDesc.Texture3D.WSize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ SafeRelease(srv); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ }
+ ASSERT(SUCCEEDED(result));
+
+ mLevelLayerRenderTargets[key] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelLayerRenderTargets[key];
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error TextureStorage11_3D::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE3D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.Depth = mTextureDepth;
+ desc.MipLevels = mMipLevels;
+ desc.Format = mSwizzleTextureFormat;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture3D(&desc, NULL, &mSwizzleTexture);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
+ }
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = NULL;
+ gl::Error error = getSwizzleTexture(&swizzleTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mSwizzleRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture3D.FirstWSlice = 0;
+ rtvDesc.Texture3D.WSize = static_cast<UINT>(-1);
+
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
+ }
+ }
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
+}
+
+TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels)
+ : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderer->getFeatureLevel(), renderTarget))
+{
+ mTexture = NULL;
+ mSwizzleTexture = NULL;
+
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mSwizzleRenderTargets[level] = NULL;
+ }
+
+ mInternalFormat = internalformat;
+
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getFeatureLevel());
+ mTextureFormat = formatInfo.texFormat;
+ mShaderResourceFormat = formatInfo.srvFormat;
+ mDepthStencilFormat = formatInfo.dsvFormat;
+ mRenderTargetFormat = formatInfo.rtvFormat;
+ mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
+ mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
+ mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
+
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
+
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = depth;
+
+ initializeSerials(getLevelCount() * depth, depth);
+}
+
+TextureStorage11_2DArray::~TextureStorage11_2DArray()
+{
+ for (ImageMap::iterator i = mAssociatedImages.begin(); i != mAssociatedImages.end(); i++)
+ {
+ if (i->second)
+ {
+ bool imageAssociationCorrect = i->second->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // We must let the Images recover their data before we delete it from the TextureStorage.
+ i->second->recoverFromAssociatedStorage();
+ }
+ }
+ }
+ mAssociatedImages.clear();
+
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ SafeRelease(mSwizzleRenderTargets[level]);
+ }
+
+ for (RenderTargetMap::iterator i = mRenderTargets.begin(); i != mRenderTargets.end(); i++)
+ {
+ SafeDelete(i->second);
+ }
+ mRenderTargets.clear();
+}
+
+TextureStorage11_2DArray *TextureStorage11_2DArray::makeTextureStorage11_2DArray(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2DArray*, storage));
+ return static_cast<TextureStorage11_2DArray*>(storage);
+}
+
+void TextureStorage11_2DArray::associateImage(Image11* image, const gl::ImageIndex &index)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ ASSERT(0 <= level && level < getLevelCount());
+
+ if (0 <= level && level < getLevelCount())
+ {
+ LevelLayerKey key(level, layerTarget);
+ mAssociatedImages[key] = image;
+ }
+}
+
+bool TextureStorage11_2DArray::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ LevelLayerKey key(level, layerTarget);
+
+ // This validation check should never return false. It means the Image/TextureStorage association is broken.
+ bool retValue = (mAssociatedImages.find(key) != mAssociatedImages.end() && (mAssociatedImages[key] == expectedImage));
+ ASSERT(retValue);
+ return retValue;
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_2DArray::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ LevelLayerKey key(level, layerTarget);
+
+ bool imageAssociationCorrect = (mAssociatedImages.find(key) != mAssociatedImages.end() && (mAssociatedImages[key] == expectedImage));
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ mAssociatedImages[key] = NULL;
+ }
+}
+
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
+gl::Error TextureStorage11_2DArray::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ LevelLayerKey key(level, layerTarget);
+
+ if (mAssociatedImages.find(key) != mAssociatedImages.end())
+ {
+ if (mAssociatedImages[key] != NULL && mAssociatedImages[key] != incomingImage)
+ {
+ // Ensure that the Image is still associated with this TextureStorage. This should be true.
+ bool imageAssociationCorrect = mAssociatedImages[key]->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // Force the image to recover from storage before its data is overwritten.
+ // This will reset mAssociatedImages[level] to NULL too.
+ gl::Error error = mAssociatedImages[key]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::getResource(ID3D11Resource **outResource)
+{
+ // if the width, height or depth is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (mTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
+ {
+ ASSERT(mMipLevels > 0);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = mTextureDepth;
+ desc.Format = mTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
+
+ // this can happen from windows TDR
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D array texture storage, result: 0x%X.", result);
+ }
+ else if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D array texture storage, result: 0x%X.", result);
+ }
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2DArray.MipLevels = mipLevels;
+ srvDesc.Texture2DArray.FirstArraySlice = 0;
+ srvDesc.Texture2DArray.ArraySize = mTextureDepth;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ ASSERT(index.hasLayer());
+
+ int mipLevel = index.mipIndex;
+ int layer = index.layerIndex;
+
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ LevelLayerKey key(mipLevel, layer);
+ if (mRenderTargets.find(key) == mRenderTargets.end())
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = mShaderResourceFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + mipLevel;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = layer;
+ srvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11ShaderResourceView *srv;
+ result = device->CreateShaderResourceView(texture, &srvDesc, &srv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal shader resource view for texture storage, result: 0x%X.", result);
+ }
+
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = layer;
+ rtvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ }
+
+ mRenderTargets[key] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ SafeRelease(srv);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTargets[key];
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = mTextureDepth;
+ desc.Format = mSwizzleTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
+ }
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = NULL;
+ gl::Error error = getSwizzleTexture(&swizzleTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mSwizzleRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = 0;
+ rtvDesc.Texture2DArray.ArraySize = mTextureDepth;
+
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
+ }
+ }
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.h
new file mode 100644
index 0000000000..456e2660f9
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.h
@@ -0,0 +1,326 @@
+//
+// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage11.h: Defines the abstract rx::TextureStorage11 class and its concrete derived
+// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_TEXTURESTORAGE11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_TEXTURESTORAGE11_H_
+
+#include "libANGLE/Texture.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/renderer/d3d/TextureStorage.h"
+
+#include <map>
+
+namespace gl
+{
+struct ImageIndex;
+}
+
+namespace rx
+{
+class RenderTargetD3D;
+class RenderTarget11;
+class Renderer11;
+class SwapChain11;
+class Image11;
+
+class TextureStorage11 : public TextureStorage
+{
+ public:
+ virtual ~TextureStorage11();
+
+ static TextureStorage11 *makeTextureStorage11(TextureStorage *storage);
+
+ static DWORD GetTextureBindFlags(GLenum internalFormat, D3D_FEATURE_LEVEL featureLevel, bool renderTarget);
+
+ UINT getBindFlags() const;
+
+ virtual gl::Error getResource(ID3D11Resource **outResource) = 0;
+ virtual gl::Error getSRV(const gl::SamplerState &samplerState, ID3D11ShaderResourceView **outSRV);
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) = 0;
+
+ virtual gl::Error generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex);
+
+ virtual int getTopLevel() const;
+ virtual bool isRenderTarget() const;
+ virtual bool isManaged() const;
+ virtual int getLevelCount() const;
+ virtual UINT getSubresourceIndex(const gl::ImageIndex &index) const;
+
+ gl::Error generateSwizzles(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha);
+ void invalidateSwizzleCacheLevel(int mipLevel);
+ void invalidateSwizzleCache();
+
+ gl::Error updateSubresourceLevel(ID3D11Resource *texture, unsigned int sourceSubresource,
+ const gl::ImageIndex &index, const gl::Box &copyArea);
+
+ gl::Error copySubresourceLevel(ID3D11Resource* dstTexture, unsigned int dstSubresource,
+ const gl::ImageIndex &index, const gl::Box &region);
+
+ virtual void associateImage(Image11* image, const gl::ImageIndex &index) = 0;
+ virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage) = 0;
+ virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage) = 0;
+ virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage) = 0;
+
+ virtual gl::Error copyToStorage(TextureStorage *destStorage);
+ virtual gl::Error setData(const gl::ImageIndex &index, ImageD3D *image, const gl::Box *destBox, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixelData);
+
+ protected:
+ TextureStorage11(Renderer11 *renderer, UINT bindFlags);
+ int getLevelWidth(int mipLevel) const;
+ int getLevelHeight(int mipLevel) const;
+ int getLevelDepth(int mipLevel) const;
+
+ // Some classes (e.g. TextureStorage11_2D) will override getMippedResource.
+ virtual gl::Error getMippedResource(ID3D11Resource **outResource) { return getResource(outResource); }
+
+ virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture) = 0;
+ virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV) = 0;
+ gl::Error getSRVLevel(int mipLevel, ID3D11ShaderResourceView **outSRV);
+
+ virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const = 0;
+
+ void verifySwizzleExists(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha);
+
+ Renderer11 *mRenderer;
+ int mTopLevel;
+ unsigned int mMipLevels;
+
+ GLenum mInternalFormat;
+ DXGI_FORMAT mTextureFormat;
+ DXGI_FORMAT mShaderResourceFormat;
+ DXGI_FORMAT mRenderTargetFormat;
+ DXGI_FORMAT mDepthStencilFormat;
+ DXGI_FORMAT mSwizzleTextureFormat;
+ DXGI_FORMAT mSwizzleShaderResourceFormat;
+ DXGI_FORMAT mSwizzleRenderTargetFormat;
+ unsigned int mTextureWidth;
+ unsigned int mTextureHeight;
+ unsigned int mTextureDepth;
+
+ struct SwizzleCacheValue
+ {
+ GLenum swizzleRed;
+ GLenum swizzleGreen;
+ GLenum swizzleBlue;
+ GLenum swizzleAlpha;
+
+ SwizzleCacheValue();
+ SwizzleCacheValue(GLenum red, GLenum green, GLenum blue, GLenum alpha);
+
+ bool operator ==(const SwizzleCacheValue &other) const;
+ bool operator !=(const SwizzleCacheValue &other) const;
+ };
+ SwizzleCacheValue mSwizzleCache[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ private:
+ const UINT mBindFlags;
+
+ struct SRVKey
+ {
+ SRVKey(int baseLevel = 0, int mipLevels = 0, bool swizzle = false);
+
+ bool operator<(const SRVKey &rhs) const;
+
+ int baseLevel;
+ int mipLevels;
+ bool swizzle;
+ };
+ typedef std::map<SRVKey, ID3D11ShaderResourceView *> SRVCache;
+
+ SRVCache mSrvCache;
+ ID3D11ShaderResourceView *mLevelSRVs[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureStorage11_2D : public TextureStorage11
+{
+ public:
+ TextureStorage11_2D(Renderer11 *renderer, SwapChain11 *swapchain);
+ TextureStorage11_2D(Renderer11 *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly = false);
+ virtual ~TextureStorage11_2D();
+
+ static TextureStorage11_2D *makeTextureStorage11_2D(TextureStorage *storage);
+
+ virtual gl::Error getResource(ID3D11Resource **outResource);
+ virtual gl::Error getMippedResource(ID3D11Resource **outResource);
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
+
+ virtual gl::Error copyToStorage(TextureStorage *destStorage);
+
+ virtual void associateImage(Image11* image, const gl::ImageIndex &index);
+ virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);
+
+ virtual gl::Error useLevelZeroWorkaroundTexture(bool useLevelZeroTexture);
+
+ protected:
+ virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
+ virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);
+
+ gl::Error ensureTextureExists(int mipLevels);
+
+ private:
+ virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const;
+
+ ID3D11Texture2D *mTexture;
+ RenderTarget11 *mRenderTarget[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ // These are members related to the zero max-LOD workaround.
+ // D3D11 Feature Level 9_3 can't disable mipmaps on a mipmapped texture (i.e. solely sample from level zero).
+ // These members are used to work around this limitation.
+ // Usually only mTexture XOR mLevelZeroTexture will exist.
+ // For example, if an app creates a texture with only one level, then 9_3 will only create mLevelZeroTexture.
+ // However, in some scenarios, both textures have to be created. This incurs additional memory overhead.
+ // One example of this is an application that creates a texture, calls glGenerateMipmap, and then disables mipmaps on the texture.
+ // A more likely example is an app that creates an empty texture, renders to it, and then calls glGenerateMipmap
+ // TODO: In this rendering scenario, release the mLevelZeroTexture after mTexture has been created to save memory.
+ ID3D11Texture2D *mLevelZeroTexture;
+ RenderTarget11 *mLevelZeroRenderTarget;
+ bool mUseLevelZeroTexture;
+
+ // Swizzle-related variables
+ ID3D11Texture2D *mSwizzleTexture;
+ ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ Image11 *mAssociatedImages[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureStorage11_Cube : public TextureStorage11
+{
+ public:
+ TextureStorage11_Cube(Renderer11 *renderer, GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly);
+ virtual ~TextureStorage11_Cube();
+
+ static TextureStorage11_Cube *makeTextureStorage11_Cube(TextureStorage *storage);
+
+ virtual UINT getSubresourceIndex(const gl::ImageIndex &index) const;
+
+ virtual gl::Error getResource(ID3D11Resource **outResource);
+ virtual gl::Error getMippedResource(ID3D11Resource **outResource);
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
+
+ virtual gl::Error copyToStorage(TextureStorage *destStorage);
+
+ virtual void associateImage(Image11* image, const gl::ImageIndex &index);
+ virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);
+
+ virtual gl::Error useLevelZeroWorkaroundTexture(bool useLevelZeroTexture);
+
+ protected:
+ virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
+ virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);
+
+ gl::Error ensureTextureExists(int mipLevels);
+
+ private:
+ virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const;
+
+ static const size_t CUBE_FACE_COUNT = 6;
+
+ ID3D11Texture2D *mTexture;
+ RenderTarget11 *mRenderTarget[CUBE_FACE_COUNT][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ // Level-zero workaround members. See TextureStorage11_2D's workaround members for a description.
+ ID3D11Texture2D *mLevelZeroTexture;
+ RenderTarget11 *mLevelZeroRenderTarget[CUBE_FACE_COUNT];
+ bool mUseLevelZeroTexture;
+
+ ID3D11Texture2D *mSwizzleTexture;
+ ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ Image11 *mAssociatedImages[CUBE_FACE_COUNT][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureStorage11_3D : public TextureStorage11
+{
+ public:
+ TextureStorage11_3D(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels);
+ virtual ~TextureStorage11_3D();
+
+ static TextureStorage11_3D *makeTextureStorage11_3D(TextureStorage *storage);
+
+ virtual gl::Error getResource(ID3D11Resource **outResource);
+
+ // Handles both layer and non-layer RTs
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
+
+ virtual void associateImage(Image11* image, const gl::ImageIndex &index);
+ virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);
+
+ protected:
+ virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
+ virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);
+
+ private:
+ virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const;
+
+ typedef std::pair<int, int> LevelLayerKey;
+ typedef std::map<LevelLayerKey, RenderTarget11*> RenderTargetMap;
+ RenderTargetMap mLevelLayerRenderTargets;
+
+ RenderTarget11 *mLevelRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ ID3D11Texture3D *mTexture;
+ ID3D11Texture3D *mSwizzleTexture;
+ ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ Image11 *mAssociatedImages[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureStorage11_2DArray : public TextureStorage11
+{
+ public:
+ TextureStorage11_2DArray(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels);
+ virtual ~TextureStorage11_2DArray();
+
+ static TextureStorage11_2DArray *makeTextureStorage11_2DArray(TextureStorage *storage);
+
+ virtual gl::Error getResource(ID3D11Resource **outResource);
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
+
+ virtual void associateImage(Image11* image, const gl::ImageIndex &index);
+ virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);
+
+ protected:
+ virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
+ virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);
+
+ private:
+ virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const;
+
+ typedef std::pair<int, int> LevelLayerKey;
+ typedef std::map<LevelLayerKey, RenderTarget11*> RenderTargetMap;
+ RenderTargetMap mRenderTargets;
+
+ ID3D11Texture2D *mTexture;
+
+ ID3D11Texture2D *mSwizzleTexture;
+ ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ typedef std::map<LevelLayerKey, Image11*> ImageMap;
+ ImageMap mAssociatedImages;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_TEXTURESTORAGE11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Trim11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Trim11.cpp
new file mode 100644
index 0000000000..213ce31817
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Trim11.cpp
@@ -0,0 +1,95 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Trim11.cpp: Trim support utility class.
+
+#include "libANGLE/renderer/d3d/d3d11/Trim11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+#if defined (ANGLE_ENABLE_WINDOWS_STORE)
+using namespace ABI::Windows::Foundation;
+using namespace ABI::Windows::ApplicationModel;
+using namespace ABI::Windows::ApplicationModel::Core;
+#endif
+
+namespace rx
+{
+
+Trim11::Trim11(rx::Renderer11 *renderer)
+ : mRenderer(renderer)
+{
+ bool result = true;
+ result = registerForRendererTrimRequest();
+ ASSERT(result);
+}
+
+Trim11::~Trim11()
+{
+ unregisterForRendererTrimRequest();
+}
+
+void Trim11::trim()
+{
+ if (!mRenderer)
+ {
+ return;
+ }
+
+#if defined (ANGLE_ENABLE_WINDOWS_STORE)
+ ID3D11Device* device = mRenderer->getDevice();
+ // IDXGIDevice3 is only supported on Windows 8.1 and Windows Phone 8.1 and above.
+ IDXGIDevice3 *dxgiDevice3 = d3d11::DynamicCastComObject<IDXGIDevice3>(device);
+ if (dxgiDevice3)
+ {
+ dxgiDevice3->Trim();
+ }
+ SafeRelease(dxgiDevice3);
+#endif
+}
+
+bool Trim11::registerForRendererTrimRequest()
+{
+#if defined (ANGLE_ENABLE_WINDOWS_STORE)
+ ICoreApplication* coreApplication = nullptr;
+ HRESULT result = GetActivationFactory(HStringReference(RuntimeClass_Windows_ApplicationModel_Core_CoreApplication).Get(), &coreApplication);
+ if (SUCCEEDED(result))
+ {
+ auto suspendHandler = Callback<IEventHandler<SuspendingEventArgs*>>(
+ [this](IInspectable*, ISuspendingEventArgs*) -> HRESULT
+ {
+ trim();
+ return S_OK;
+ });
+ result = coreApplication->add_Suspending(suspendHandler.Get(), &mApplicationSuspendedEventToken);
+ }
+ SafeRelease(coreApplication);
+
+ if (FAILED(result))
+ {
+ return false;
+ }
+#endif
+ return true;
+}
+
+void Trim11::unregisterForRendererTrimRequest()
+{
+#if defined (ANGLE_ENABLE_WINDOWS_STORE)
+ if (mApplicationSuspendedEventToken.value != 0)
+ {
+ ICoreApplication* coreApplication = nullptr;
+ if (SUCCEEDED(GetActivationFactory(HStringReference(RuntimeClass_Windows_ApplicationModel_Core_CoreApplication).Get(), &coreApplication)))
+ {
+ coreApplication->remove_Suspending(mApplicationSuspendedEventToken);
+ }
+ mApplicationSuspendedEventToken.value = 0;
+ SafeRelease(coreApplication);
+ }
+#endif
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Trim11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Trim11.h
new file mode 100644
index 0000000000..f232ad7e8e
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Trim11.h
@@ -0,0 +1,43 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Trim11.h: Trim support utility class.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_TRIM11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_TRIM11_H_
+
+#include "common/angleutils.h"
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Error.h"
+
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+typedef void* EventRegistrationToken;
+#else
+#include <EventToken.h>
+#endif
+
+namespace rx
+{
+class Renderer11;
+
+class Trim11 : angle::NonCopyable
+{
+ public:
+ explicit Trim11(Renderer11 *renderer);
+ ~Trim11();
+
+ private:
+ Renderer11 *mRenderer;
+ EventRegistrationToken mApplicationSuspendedEventToken;
+
+ void trim();
+ bool registerForRendererTrimRequest();
+ void unregisterForRendererTrimRequest();
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_TRIM11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.h
new file mode 100644
index 0000000000..78aad7d106
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.h
@@ -0,0 +1,40 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexArray11.h: Defines the rx::VertexArray11 class which implements rx::VertexArrayImpl.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_
+
+#include "libANGLE/renderer/VertexArrayImpl.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+
+namespace rx
+{
+class Renderer11;
+
+class VertexArray11 : public VertexArrayImpl
+{
+ public:
+ VertexArray11(Renderer11 *renderer)
+ : VertexArrayImpl(),
+ mRenderer(renderer)
+ {
+ }
+ virtual ~VertexArray11() { }
+
+ virtual void setElementArrayBuffer(const gl::Buffer *buffer) { }
+ virtual void setAttribute(size_t idx, const gl::VertexAttribute &attr) { }
+ virtual void setAttributeDivisor(size_t idx, GLuint divisor) { }
+ virtual void enableAttribute(size_t idx, bool enabledState) { }
+
+ private:
+ Renderer11 *mRenderer;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp
new file mode 100644
index 0000000000..adc64cef5e
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp
@@ -0,0 +1,244 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexBuffer11.cpp: Defines the D3D11 VertexBuffer implementation.
+
+#include "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/Buffer.h"
+#include "libANGLE/VertexAttribute.h"
+
+namespace rx
+{
+
+VertexBuffer11::VertexBuffer11(Renderer11 *const renderer) : mRenderer(renderer)
+{
+ mBuffer = NULL;
+ mBufferSize = 0;
+ mDynamicUsage = false;
+ mMappedResourceData = NULL;
+}
+
+VertexBuffer11::~VertexBuffer11()
+{
+ ASSERT(mMappedResourceData == NULL);
+ SafeRelease(mBuffer);
+}
+
+gl::Error VertexBuffer11::initialize(unsigned int size, bool dynamicUsage)
+{
+ SafeRelease(mBuffer);
+
+ updateSerial();
+
+ if (size > 0)
+ {
+ ID3D11Device* dxDevice = mRenderer->getDevice();
+
+ D3D11_BUFFER_DESC bufferDesc;
+ bufferDesc.ByteWidth = size;
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.StructureByteStride = 0;
+
+ HRESULT result = dxDevice->CreateBuffer(&bufferDesc, NULL, &mBuffer);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal vertex buffer of size, %lu.", size);
+ }
+ }
+
+ mBufferSize = size;
+ mDynamicUsage = dynamicUsage;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+VertexBuffer11 *VertexBuffer11::makeVertexBuffer11(VertexBuffer *vetexBuffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(VertexBuffer11*, vetexBuffer));
+ return static_cast<VertexBuffer11*>(vetexBuffer);
+}
+
+gl::Error VertexBuffer11::mapResource()
+{
+ if (mMappedResourceData == NULL)
+ {
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+
+ HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer, HRESULT: 0x%08x.", result);
+ }
+
+ mMappedResourceData = reinterpret_cast<uint8_t*>(mappedResource.pData);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void VertexBuffer11::hintUnmapResource()
+{
+ if (mMappedResourceData != NULL)
+ {
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+ dxContext->Unmap(mBuffer, 0);
+
+ mMappedResourceData = NULL;
+ }
+}
+
+gl::Error VertexBuffer11::storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int offset)
+{
+ if (!mBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal vertex buffer is not initialized.");
+ }
+
+ gl::Buffer *buffer = attrib.buffer.get();
+ int inputStride = ComputeVertexAttributeStride(attrib);
+
+ // This will map the resource if it isn't already mapped.
+ gl::Error error = mapResource();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ uint8_t *output = mMappedResourceData + offset;
+
+ const uint8_t *input = NULL;
+ if (attrib.enabled)
+ {
+ if (buffer)
+ {
+ BufferD3D *storage = GetImplAs<BufferD3D>(buffer);
+ error = storage->getData(&input);
+ if (error.isError())
+ {
+ return error;
+ }
+ input += static_cast<int>(attrib.offset);
+ }
+ else
+ {
+ input = static_cast<const uint8_t*>(attrib.pointer);
+ }
+ }
+ else
+ {
+ input = reinterpret_cast<const uint8_t*>(currentValue.FloatValues);
+ }
+
+ if (instances == 0 || attrib.divisor == 0)
+ {
+ input += inputStride * start;
+ }
+
+ gl::VertexFormat vertexFormat(attrib, currentValue.Type);
+ const d3d11::VertexFormat &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormat, mRenderer->getFeatureLevel());
+ ASSERT(vertexFormatInfo.copyFunction != NULL);
+ vertexFormatInfo.copyFunction(input, inputStride, count, output);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error VertexBuffer11::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count,
+ GLsizei instances, unsigned int *outSpaceRequired) const
+{
+ unsigned int elementCount = 0;
+ if (attrib.enabled)
+ {
+ if (instances == 0 || attrib.divisor == 0)
+ {
+ elementCount = count;
+ }
+ else
+ {
+ // Round up to divisor, if possible
+ elementCount = UnsignedCeilDivide(static_cast<unsigned int>(instances), attrib.divisor);
+ }
+
+ gl::VertexFormat vertexFormat(attrib);
+ const d3d11::VertexFormat &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormat, mRenderer->getFeatureLevel());
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(vertexFormatInfo.nativeFormat);
+ unsigned int elementSize = dxgiFormatInfo.pixelBytes;
+ if (elementSize <= std::numeric_limits<unsigned int>::max() / elementCount)
+ {
+ if (outSpaceRequired)
+ {
+ *outSpaceRequired = elementSize * elementCount;
+ }
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "New vertex buffer size would result in an overflow.");
+ }
+ }
+ else
+ {
+ const unsigned int elementSize = 4;
+ if (outSpaceRequired)
+ {
+ *outSpaceRequired = elementSize * 4;
+ }
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+unsigned int VertexBuffer11::getBufferSize() const
+{
+ return mBufferSize;
+}
+
+gl::Error VertexBuffer11::setBufferSize(unsigned int size)
+{
+ if (size > mBufferSize)
+ {
+ return initialize(size, mDynamicUsage);
+ }
+ else
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error VertexBuffer11::discard()
+{
+ if (!mBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal vertex buffer is not initialized.");
+ }
+
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal buffer for discarding, HRESULT: 0x%08x", result);
+ }
+
+ dxContext->Unmap(mBuffer, 0);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+ID3D11Buffer *VertexBuffer11::getBuffer() const
+{
+ return mBuffer;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.h
new file mode 100644
index 0000000000..2450e8955c
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.h
@@ -0,0 +1,58 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexBuffer11.h: Defines the D3D11 VertexBuffer implementation.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_VERTEXBUFFER11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_VERTEXBUFFER11_H_
+
+#include <stdint.h>
+
+#include "libANGLE/renderer/d3d/VertexBuffer.h"
+
+namespace rx
+{
+class Renderer11;
+
+class VertexBuffer11 : public VertexBuffer
+{
+ public:
+ explicit VertexBuffer11(Renderer11 *const renderer);
+ virtual ~VertexBuffer11();
+
+ virtual gl::Error initialize(unsigned int size, bool dynamicUsage);
+
+ static VertexBuffer11 *makeVertexBuffer11(VertexBuffer *vetexBuffer);
+
+ virtual gl::Error storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int offset);
+
+ virtual gl::Error getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances,
+ unsigned int *outSpaceRequired) const;
+
+ virtual unsigned int getBufferSize() const;
+ virtual gl::Error setBufferSize(unsigned int size);
+ virtual gl::Error discard();
+
+ virtual void hintUnmapResource();
+
+ ID3D11Buffer *getBuffer() const;
+
+ private:
+ gl::Error mapResource();
+
+ Renderer11 *const mRenderer;
+
+ ID3D11Buffer *mBuffer;
+ unsigned int mBufferSize;
+ bool mDynamicUsage;
+
+ uint8_t *mMappedResourceData;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_VERTEXBUFFER11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/copyvertex.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/copyvertex.h
new file mode 100644
index 0000000000..5501e361f1
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/copyvertex.h
@@ -0,0 +1,40 @@
+//
+// Copyright (c) 2013-2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// copyvertex.h: Defines D3D11 vertex buffer copying and conversion functions
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_COPYVERTEX_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_COPYVERTEX_H_
+
+#include "common/mathutil.h"
+
+namespace rx
+{
+
+// 'alphaDefaultValueBits' gives the default value for the alpha channel (4th component)
+template <typename T, size_t inputComponentCount, size_t outputComponentCount, uint32_t alphaDefaultValueBits>
+inline void CopyNativeVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output);
+
+template <size_t inputComponentCount, size_t outputComponentCount>
+inline void Copy8SintTo16SintVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output);
+
+template <size_t componentCount>
+inline void Copy8SnormTo16SnormVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output);
+
+template <size_t inputComponentCount, size_t outputComponentCount>
+inline void Copy32FixedTo32FVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output);
+
+template <typename T, size_t inputComponentCount, size_t outputComponentCount, bool normalized>
+inline void CopyTo32FVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output);
+
+template <bool isSigned, bool normalized, bool toFloat>
+inline void CopyXYZ10W2ToXYZW32FVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output);
+
+}
+
+#include "copyvertex.inl"
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_COPYVERTEX_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/copyvertex.inl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/copyvertex.inl
new file mode 100644
index 0000000000..60678d7b9f
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/copyvertex.inl
@@ -0,0 +1,377 @@
+//
+// Copyright (c) 2014-2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+namespace rx
+{
+
+template <typename T, size_t inputComponentCount, size_t outputComponentCount, uint32_t alphaDefaultValueBits>
+inline void CopyNativeVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output)
+{
+ const size_t attribSize = sizeof(T)* inputComponentCount;
+
+ if (attribSize == stride && inputComponentCount == outputComponentCount)
+ {
+ memcpy(output, input, count * attribSize);
+ }
+ else
+ {
+ const T defaultAlphaValue = gl::bitCast<T>(alphaDefaultValueBits);
+ const size_t lastNonAlphaOutputComponent = std::min<size_t>(outputComponentCount, 3);
+
+ for (size_t i = 0; i < count; i++)
+ {
+ const T *offsetInput = reinterpret_cast<const T*>(input + (i * stride));
+ T *offsetOutput = reinterpret_cast<T*>(output) + i * outputComponentCount;
+
+ for (size_t j = 0; j < inputComponentCount; j++)
+ {
+ offsetOutput[j] = offsetInput[j];
+ }
+
+ for (size_t j = inputComponentCount; j < lastNonAlphaOutputComponent; j++)
+ {
+ // Set the remaining G/B channels to 0.
+ offsetOutput[j] = 0;
+ }
+
+ if (inputComponentCount < outputComponentCount && outputComponentCount == 4)
+ {
+ // Set the remaining alpha channel to the defaultAlphaValue.
+ offsetOutput[3] = defaultAlphaValue;
+ }
+ }
+ }
+}
+
+template <size_t inputComponentCount, size_t outputComponentCount>
+inline void Copy8SintTo16SintVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output)
+{
+ const size_t lastNonAlphaOutputComponent = std::min<size_t>(outputComponentCount, 3);
+
+ for (size_t i = 0; i < count; i++)
+ {
+ const GLbyte *offsetInput = reinterpret_cast<const GLbyte*>(input + i * stride);
+ GLshort *offsetOutput = reinterpret_cast<GLshort*>(output)+i * outputComponentCount;
+
+ for (size_t j = 0; j < inputComponentCount; j++)
+ {
+ offsetOutput[j] = static_cast<GLshort>(offsetInput[j]);
+ }
+
+ for (size_t j = inputComponentCount; j < lastNonAlphaOutputComponent; j++)
+ {
+ // Set remaining G/B channels to 0.
+ offsetOutput[j] = 0;
+ }
+
+ if (inputComponentCount < outputComponentCount && outputComponentCount == 4)
+ {
+ // On integer formats, we must set the Alpha channel to 1 if it's unused.
+ offsetOutput[3] = 1;
+ }
+ }
+}
+
+template <size_t inputComponentCount, size_t outputComponentCount>
+inline void Copy8SnormTo16SnormVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output)
+{
+ for (size_t i = 0; i < count; i++)
+ {
+ const GLbyte *offsetInput = reinterpret_cast<const GLbyte*>(input + i * stride);
+ GLshort *offsetOutput = reinterpret_cast<GLshort*>(output) + i * outputComponentCount;
+
+ for (size_t j = 0; j < inputComponentCount; j++)
+ {
+ // The original GLbyte value ranges from -128 to +127 (INT8_MAX).
+ // When converted to GLshort, the value must be scaled to between -32768 and +32767 (INT16_MAX).
+ if (offsetInput[j] > 0)
+ {
+ offsetOutput[j] = offsetInput[j] << 8 | offsetInput[j] << 1 | ((offsetInput[j] & 0x40) >> 6);
+ }
+ else
+ {
+ offsetOutput[j] = offsetInput[j] << 8;
+ }
+ }
+
+ for (size_t j = inputComponentCount; j < std::min<size_t>(outputComponentCount, 3); j++)
+ {
+ // Set remaining G/B channels to 0.
+ offsetOutput[j] = 0;
+ }
+
+ if (inputComponentCount < outputComponentCount && outputComponentCount == 4)
+ {
+ // On normalized formats, we must set the Alpha channel to the max value if it's unused.
+ offsetOutput[3] = INT16_MAX;
+ }
+ }
+}
+
+template <size_t inputComponentCount, size_t outputComponentCount>
+inline void Copy32FixedTo32FVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output)
+{
+ static const float divisor = 1.0f / (1 << 16);
+
+ for (size_t i = 0; i < count; i++)
+ {
+ const GLfixed* offsetInput = reinterpret_cast<const GLfixed*>(input + (stride * i));
+ float* offsetOutput = reinterpret_cast<float*>(output) + i * outputComponentCount;
+
+ for (size_t j = 0; j < inputComponentCount; j++)
+ {
+ offsetOutput[j] = static_cast<float>(offsetInput[j]) * divisor;
+ }
+
+ // 4-component output formats would need special padding in the alpha channel.
+ static_assert(!(inputComponentCount < 4 && outputComponentCount == 4),
+ "An inputComponentCount less than 4 and an outputComponentCount equal to 4 is not supported.");
+
+ for (size_t j = inputComponentCount; j < outputComponentCount; j++)
+ {
+ offsetOutput[j] = 0.0f;
+ }
+ }
+}
+
+template <typename T, size_t inputComponentCount, size_t outputComponentCount, bool normalized>
+inline void CopyTo32FVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output)
+{
+ typedef std::numeric_limits<T> NL;
+
+ for (size_t i = 0; i < count; i++)
+ {
+ const T *offsetInput = reinterpret_cast<const T*>(input + (stride * i));
+ float *offsetOutput = reinterpret_cast<float*>(output) + i * outputComponentCount;
+
+ for (size_t j = 0; j < inputComponentCount; j++)
+ {
+ if (normalized)
+ {
+ if (NL::is_signed)
+ {
+ const float divisor = 1.0f / (2 * static_cast<float>(NL::max()) + 1);
+ offsetOutput[j] = (2 * static_cast<float>(offsetInput[j]) + 1) * divisor;
+ }
+ else
+ {
+ offsetOutput[j] = static_cast<float>(offsetInput[j]) / NL::max();
+ }
+ }
+ else
+ {
+ offsetOutput[j] = static_cast<float>(offsetInput[j]);
+ }
+ }
+
+ // This would require special padding.
+ static_assert(!(inputComponentCount < 4 && outputComponentCount == 4),
+ "An inputComponentCount less than 4 and an outputComponentCount equal to 4 is not supported.");
+
+ for (size_t j = inputComponentCount; j < outputComponentCount; j++)
+ {
+ offsetOutput[j] = 0.0f;
+ }
+ }
+}
+
+namespace priv
+{
+
+template <bool isSigned, bool normalized, bool toFloat>
+static inline void CopyPackedRGB(uint32_t data, uint8_t *output)
+{
+ const uint32_t rgbSignMask = 0x200; // 1 set at the 9 bit
+ const uint32_t negativeMask = 0xFFFFFC00; // All bits from 10 to 31 set to 1
+
+ if (toFloat)
+ {
+ GLfloat *floatOutput = reinterpret_cast<GLfloat*>(output);
+ if (isSigned)
+ {
+ GLfloat finalValue = 0;
+ if (data & rgbSignMask)
+ {
+ int negativeNumber = data | negativeMask;
+ finalValue = static_cast<GLfloat>(negativeNumber);
+ }
+ else
+ {
+ finalValue = static_cast<GLfloat>(data);
+ }
+
+ if (normalized)
+ {
+ const int32_t maxValue = 0x1FF; // 1 set in bits 0 through 8
+ const int32_t minValue = 0xFFFFFE01; // Inverse of maxValue
+
+ // A 10-bit two's complement number has the possibility of being minValue - 1 but
+ // OpenGL's normalization rules dictate that it should be clamped to minValue in this
+ // case.
+ if (finalValue < minValue)
+ {
+ finalValue = minValue;
+ }
+
+ const int32_t halfRange = (maxValue - minValue) >> 1;
+ *floatOutput = ((finalValue - minValue) / halfRange) - 1.0f;
+ }
+ else
+ {
+ *floatOutput = finalValue;
+ }
+ }
+ else
+ {
+ if (normalized)
+ {
+ const uint32_t maxValue = 0x3FF; // 1 set in bits 0 through 9
+ *floatOutput = static_cast<GLfloat>(data) / static_cast<GLfloat>(maxValue);
+ }
+ else
+ {
+ *floatOutput = static_cast<GLfloat>(data);
+ }
+ }
+ }
+ else
+ {
+ if (isSigned)
+ {
+ GLshort *intOutput = reinterpret_cast<GLshort*>(output);
+
+ if (data & rgbSignMask)
+ {
+ *intOutput = data | negativeMask;
+ }
+ else
+ {
+ *intOutput = data;
+ }
+ }
+ else
+ {
+ GLushort *uintOutput = reinterpret_cast<GLushort*>(output);
+ *uintOutput = data;
+ }
+ }
+}
+
+template <bool isSigned, bool normalized, bool toFloat>
+inline void CopyPackedAlpha(uint32_t data, uint8_t *output)
+{
+ if (toFloat)
+ {
+ GLfloat *floatOutput = reinterpret_cast<GLfloat*>(output);
+ if (isSigned)
+ {
+ if (normalized)
+ {
+ switch (data)
+ {
+ case 0x0: *floatOutput = 0.0f; break;
+ case 0x1: *floatOutput = 1.0f; break;
+ case 0x2: *floatOutput = -1.0f; break;
+ case 0x3: *floatOutput = -1.0f; break;
+ default: UNREACHABLE();
+ }
+ }
+ else
+ {
+ switch (data)
+ {
+ case 0x0: *floatOutput = 0.0f; break;
+ case 0x1: *floatOutput = 1.0f; break;
+ case 0x2: *floatOutput = -2.0f; break;
+ case 0x3: *floatOutput = -1.0f; break;
+ default: UNREACHABLE();
+ }
+ }
+ }
+ else
+ {
+ if (normalized)
+ {
+ switch (data)
+ {
+ case 0x0: *floatOutput = 0.0f / 3.0f; break;
+ case 0x1: *floatOutput = 1.0f / 3.0f; break;
+ case 0x2: *floatOutput = 2.0f / 3.0f; break;
+ case 0x3: *floatOutput = 3.0f / 3.0f; break;
+ default: UNREACHABLE();
+ }
+ }
+ else
+ {
+ switch (data)
+ {
+ case 0x0: *floatOutput = 0.0f; break;
+ case 0x1: *floatOutput = 1.0f; break;
+ case 0x2: *floatOutput = 2.0f; break;
+ case 0x3: *floatOutput = 3.0f; break;
+ default: UNREACHABLE();
+ }
+ }
+ }
+ }
+ else
+ {
+ if (isSigned)
+ {
+ GLshort *intOutput = reinterpret_cast<GLshort*>(output);
+ switch (data)
+ {
+ case 0x0: *intOutput = 0; break;
+ case 0x1: *intOutput = 1; break;
+ case 0x2: *intOutput = -2; break;
+ case 0x3: *intOutput = -1; break;
+ default: UNREACHABLE();
+ }
+ }
+ else
+ {
+ GLushort *uintOutput = reinterpret_cast<GLushort*>(output);
+ switch (data)
+ {
+ case 0x0: *uintOutput = 0; break;
+ case 0x1: *uintOutput = 1; break;
+ case 0x2: *uintOutput = 2; break;
+ case 0x3: *uintOutput = 3; break;
+ default: UNREACHABLE();
+ }
+ }
+ }
+}
+
+}
+
+template <bool isSigned, bool normalized, bool toFloat>
+inline void CopyXYZ10W2ToXYZW32FVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output)
+{
+ const size_t outputComponentSize = toFloat ? 4 : 2;
+ const size_t componentCount = 4;
+
+ const uint32_t rgbMask = 0x3FF; // 1 set in bits 0 through 9
+ const size_t redShift = 0; // red is bits 0 through 9
+ const size_t greenShift = 10; // green is bits 10 through 19
+ const size_t blueShift = 20; // blue is bits 20 through 29
+
+ const uint32_t alphaMask = 0x3; // 1 set in bits 0 and 1
+ const size_t alphaShift = 30; // Alpha is the 30 and 31 bits
+
+ for (size_t i = 0; i < count; i++)
+ {
+ GLuint packedValue = *reinterpret_cast<const GLuint*>(input + (i * stride));
+ uint8_t *offsetOutput = output + (i * outputComponentSize * componentCount);
+
+ priv::CopyPackedRGB<isSigned, normalized, toFloat>( (packedValue >> redShift) & rgbMask, offsetOutput + (0 * outputComponentSize));
+ priv::CopyPackedRGB<isSigned, normalized, toFloat>( (packedValue >> greenShift) & rgbMask, offsetOutput + (1 * outputComponentSize));
+ priv::CopyPackedRGB<isSigned, normalized, toFloat>( (packedValue >> blueShift) & rgbMask, offsetOutput + (2 * outputComponentSize));
+ priv::CopyPackedAlpha<isSigned, normalized, toFloat>((packedValue >> alphaShift) & alphaMask, offsetOutput + (3 * outputComponentSize));
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/formatutils11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/formatutils11.cpp
new file mode 100644
index 0000000000..2f81d6d608
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/formatutils11.cpp
@@ -0,0 +1,1328 @@
+//
+// Copyright (c) 2013-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// formatutils11.cpp: Queries for GL image formats and their translations to D3D11
+// formats.
+
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/Renderer.h"
+#include "libANGLE/renderer/d3d/copyimage.h"
+#include "libANGLE/renderer/d3d/generatemip.h"
+#include "libANGLE/renderer/d3d/loadimage.h"
+#include "libANGLE/renderer/d3d/d3d11/copyvertex.h"
+
+namespace rx
+{
+
+namespace d3d11
+{
+
+typedef std::map<DXGI_FORMAT, GLenum> DXGIToESFormatMap;
+
+inline void AddDXGIToESEntry(DXGIToESFormatMap *map, DXGI_FORMAT key, GLenum value)
+{
+ map->insert(std::make_pair(key, value));
+}
+
+static DXGIToESFormatMap BuildDXGIToESFormatMap()
+{
+ DXGIToESFormatMap map;
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_UNKNOWN, GL_NONE);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_A8_UNORM, GL_ALPHA8_EXT);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8_UNORM, GL_R8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8_UNORM, GL_RG8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8B8A8_UNORM, GL_RGBA8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, GL_SRGB8_ALPHA8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_B8G8R8A8_UNORM, GL_BGRA8_EXT);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8_SNORM, GL_R8_SNORM);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8_SNORM, GL_RG8_SNORM);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8B8A8_SNORM, GL_RGBA8_SNORM);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8_UINT, GL_R8UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16_UINT, GL_R16UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32_UINT, GL_R32UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8_UINT, GL_RG8UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16_UINT, GL_RG16UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32_UINT, GL_RG32UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32_UINT, GL_RGB32UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8B8A8_UINT, GL_RGBA8UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16B16A16_UINT, GL_RGBA16UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32A32_UINT, GL_RGBA32UI);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8_SINT, GL_R8I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16_SINT, GL_R16I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32_SINT, GL_R32I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8_SINT, GL_RG8I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16_SINT, GL_RG16I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32_SINT, GL_RG32I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32_SINT, GL_RGB32I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8B8A8_SINT, GL_RGBA8I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16B16A16_SINT, GL_RGBA16I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32A32_SINT, GL_RGBA32I);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R10G10B10A2_UNORM, GL_RGB10_A2);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R10G10B10A2_UINT, GL_RGB10_A2UI);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16_FLOAT, GL_R16F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16_FLOAT, GL_RG16F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16B16A16_FLOAT, GL_RGBA16F);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32_FLOAT, GL_R32F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32_FLOAT, GL_RG32F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32_FLOAT, GL_RGB32F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32A32_FLOAT, GL_RGBA32F);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, GL_RGB9_E5);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R11G11B10_FLOAT, GL_R11F_G11F_B10F);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16_TYPELESS, GL_DEPTH_COMPONENT16);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16_UNORM, GL_DEPTH_COMPONENT16);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_D16_UNORM, GL_DEPTH_COMPONENT16);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R24G8_TYPELESS, GL_DEPTH24_STENCIL8_OES);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, GL_DEPTH24_STENCIL8_OES);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_OES);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G8X24_TYPELESS, GL_DEPTH32F_STENCIL8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, GL_DEPTH32F_STENCIL8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, GL_DEPTH32F_STENCIL8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32_TYPELESS, GL_DEPTH_COMPONENT32F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_D32_FLOAT, GL_DEPTH_COMPONENT32F);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE);
+
+ return map;
+}
+
+struct D3D11FastCopyFormat
+{
+ GLenum destFormat;
+ GLenum destType;
+ ColorCopyFunction copyFunction;
+
+ D3D11FastCopyFormat(GLenum destFormat, GLenum destType, ColorCopyFunction copyFunction)
+ : destFormat(destFormat), destType(destType), copyFunction(copyFunction)
+ { }
+
+ bool operator<(const D3D11FastCopyFormat& other) const
+ {
+ return memcmp(this, &other, sizeof(D3D11FastCopyFormat)) < 0;
+ }
+};
+
+typedef std::multimap<DXGI_FORMAT, D3D11FastCopyFormat> D3D11FastCopyMap;
+
+static D3D11FastCopyMap BuildFastCopyMap()
+{
+ D3D11FastCopyMap map;
+
+ map.insert(std::make_pair(DXGI_FORMAT_B8G8R8A8_UNORM, D3D11FastCopyFormat(GL_RGBA, GL_UNSIGNED_BYTE, CopyBGRA8ToRGBA8)));
+
+ return map;
+}
+
+struct DXGIColorFormatInfo
+{
+ size_t redBits;
+ size_t greenBits;
+ size_t blueBits;
+
+ size_t luminanceBits;
+
+ size_t alphaBits;
+ size_t sharedBits;
+};
+
+typedef std::map<DXGI_FORMAT, DXGIColorFormatInfo> ColorFormatInfoMap;
+typedef std::pair<DXGI_FORMAT, DXGIColorFormatInfo> ColorFormatInfoPair;
+
+static inline void InsertDXGIColorFormatInfo(ColorFormatInfoMap *map, DXGI_FORMAT format, size_t redBits, size_t greenBits,
+ size_t blueBits, size_t alphaBits, size_t sharedBits)
+{
+ DXGIColorFormatInfo info;
+ info.redBits = redBits;
+ info.greenBits = greenBits;
+ info.blueBits = blueBits;
+ info.alphaBits = alphaBits;
+ info.sharedBits = sharedBits;
+
+ map->insert(std::make_pair(format, info));
+}
+
+static ColorFormatInfoMap BuildColorFormatInfoMap()
+{
+ ColorFormatInfoMap map;
+
+ // | DXGI format | R | G | B | A | S |
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_A8_UNORM, 0, 0, 0, 8, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8_UNORM, 8, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8_UNORM, 8, 8, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8B8A8_UNORM, 8, 8, 8, 8, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, 8, 8, 8, 8, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_B8G8R8A8_UNORM, 8, 8, 8, 8, 0);
+
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8_SNORM, 8, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8_SNORM, 8, 8, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0);
+
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8_UINT, 8, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16_UINT, 16, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32_UINT, 32, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8_UINT, 8, 8, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16G16_UINT, 16, 16, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32_UINT, 32, 32, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32B32_UINT, 32, 32, 32, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8B8A8_UINT, 8, 8, 8, 8, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16G16B16A16_UINT, 16, 16, 16, 16, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32B32A32_UINT, 32, 32, 32, 32, 0);
+
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8_SINT, 8, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16_SINT, 16, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32_SINT, 32, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8_SINT, 8, 8, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16G16_SINT, 16, 16, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32_SINT, 32, 32, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32B32_SINT, 32, 32, 32, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8B8A8_SINT, 8, 8, 8, 8, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16G16B16A16_SINT, 16, 16, 16, 16, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32B32A32_SINT, 32, 32, 32, 32, 0);
+
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R10G10B10A2_UNORM, 10, 10, 10, 2, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R10G10B10A2_UINT, 10, 10, 10, 2, 0);
+
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16_FLOAT, 16, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16G16_FLOAT, 16, 16, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16G16B16A16_FLOAT, 16, 16, 16, 16, 0);
+
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32_FLOAT, 32, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32_FLOAT, 32, 32, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32B32_FLOAT, 32, 32, 32, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32B32A32_FLOAT, 32, 32, 32, 32, 0);
+
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, 9, 9, 9, 0, 5);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R11G11B10_FLOAT, 11, 11, 10, 0, 0);
+
+ return map;
+}
+
+struct DXGIDepthStencilInfo
+{
+ unsigned int depthBits;
+ unsigned int depthOffset;
+ unsigned int stencilBits;
+ unsigned int stencilOffset;
+};
+
+typedef std::map<DXGI_FORMAT, DXGIDepthStencilInfo> DepthStencilInfoMap;
+typedef std::pair<DXGI_FORMAT, DXGIDepthStencilInfo> DepthStencilInfoPair;
+
+static inline void InsertDXGIDepthStencilInfo(DepthStencilInfoMap *map, DXGI_FORMAT format, unsigned int depthBits,
+ unsigned int depthOffset, unsigned int stencilBits, unsigned int stencilOffset)
+{
+ DXGIDepthStencilInfo info;
+ info.depthBits = depthBits;
+ info.depthOffset = depthOffset;
+ info.stencilBits = stencilBits;
+ info.stencilOffset = stencilOffset;
+
+ map->insert(std::make_pair(format, info));
+}
+
+static DepthStencilInfoMap BuildDepthStencilInfoMap()
+{
+ DepthStencilInfoMap map;
+
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_R16_TYPELESS, 16, 0, 0, 0);
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_R16_UNORM, 16, 0, 0, 0);
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_D16_UNORM, 16, 0, 0, 0);
+
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_R24G8_TYPELESS, 24, 0, 8, 24);
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, 24, 0, 8, 24);
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_D24_UNORM_S8_UINT, 24, 0, 8, 24);
+
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_R32_TYPELESS, 32, 0, 0, 0);
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_R32_FLOAT, 32, 0, 0, 0);
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_D32_FLOAT, 32, 0, 0, 0);
+
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_R32G8X24_TYPELESS, 32, 0, 8, 32);
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, 32, 0, 8, 32);
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 32, 0, 8, 32);
+
+ return map;
+}
+
+typedef std::map<DXGI_FORMAT, DXGIFormat> DXGIFormatInfoMap;
+
+DXGIFormat::DXGIFormat()
+ : pixelBytes(0),
+ blockWidth(0),
+ blockHeight(0),
+ redBits(0),
+ greenBits(0),
+ blueBits(0),
+ alphaBits(0),
+ sharedBits(0),
+ depthBits(0),
+ depthOffset(0),
+ stencilBits(0),
+ stencilOffset(0),
+ internalFormat(GL_NONE),
+ componentType(GL_NONE),
+ mipGenerationFunction(NULL),
+ colorReadFunction(NULL),
+ fastCopyFunctions()
+{
+}
+
+ColorCopyFunction DXGIFormat::getFastCopyFunction(GLenum format, GLenum type) const
+{
+ FastCopyFunctionMap::const_iterator iter = fastCopyFunctions.find(std::make_pair(format, type));
+ return (iter != fastCopyFunctions.end()) ? iter->second : NULL;
+}
+
+void AddDXGIFormat(DXGIFormatInfoMap *map, DXGI_FORMAT dxgiFormat, GLuint pixelBits, GLuint blockWidth, GLuint blockHeight,
+ GLenum componentType, MipGenerationFunction mipFunc, ColorReadFunction readFunc)
+{
+ DXGIFormat info;
+ info.pixelBytes = pixelBits / 8;
+ info.blockWidth = blockWidth;
+ info.blockHeight = blockHeight;
+
+ static const ColorFormatInfoMap colorInfoMap = BuildColorFormatInfoMap();
+ ColorFormatInfoMap::const_iterator colorInfoIter = colorInfoMap.find(dxgiFormat);
+ if (colorInfoIter != colorInfoMap.end())
+ {
+ const DXGIColorFormatInfo &colorInfo = colorInfoIter->second;
+ info.redBits = colorInfo.redBits;
+ info.greenBits = colorInfo.greenBits;
+ info.blueBits = colorInfo.blueBits;
+ info.alphaBits = colorInfo.alphaBits;
+ info.sharedBits = colorInfo.sharedBits;
+ }
+
+ static const DepthStencilInfoMap dsInfoMap = BuildDepthStencilInfoMap();
+ DepthStencilInfoMap::const_iterator dsInfoIter = dsInfoMap.find(dxgiFormat);
+ if (dsInfoIter != dsInfoMap.end())
+ {
+ const DXGIDepthStencilInfo &dsInfo = dsInfoIter->second;
+ info.depthBits = dsInfo.depthBits;
+ info.depthOffset = dsInfo.depthOffset;
+ info.stencilBits = dsInfo.stencilBits;
+ info.stencilOffset = dsInfo.stencilOffset;
+ }
+
+ static const DXGIToESFormatMap dxgiToESMap = BuildDXGIToESFormatMap();
+ DXGIToESFormatMap::const_iterator dxgiToESIter = dxgiToESMap.find(dxgiFormat);
+ info.internalFormat = (dxgiToESIter != dxgiToESMap.end()) ? dxgiToESIter->second : GL_NONE;
+
+ info.componentType = componentType;
+
+ info.mipGenerationFunction = mipFunc;
+ info.colorReadFunction = readFunc;
+
+ static const D3D11FastCopyMap fastCopyMap = BuildFastCopyMap();
+ std::pair<D3D11FastCopyMap::const_iterator, D3D11FastCopyMap::const_iterator> fastCopyIter = fastCopyMap.equal_range(dxgiFormat);
+ for (D3D11FastCopyMap::const_iterator i = fastCopyIter.first; i != fastCopyIter.second; i++)
+ {
+ info.fastCopyFunctions.insert(std::make_pair(std::make_pair(i->second.destFormat, i->second.destType), i->second.copyFunction));
+ }
+
+ map->insert(std::make_pair(dxgiFormat, info));
+}
+
+// A map to determine the pixel size and mipmap generation function of a given DXGI format
+static DXGIFormatInfoMap BuildDXGIFormatInfoMap()
+{
+ DXGIFormatInfoMap map;
+
+ // | DXGI format |S |W |H |Component Type | Mip generation function | Color read function
+ AddDXGIFormat(&map, DXGI_FORMAT_UNKNOWN, 0, 0, 0, GL_NONE, NULL, NULL);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_A8_UNORM, 8, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<A8>, ReadColor<A8, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8_UNORM, 8, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<R8>, ReadColor<R8, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8_UNORM, 16, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<R8G8>, ReadColor<R8G8, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8B8A8_UNORM, 32, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<R8G8B8A8>, ReadColor<R8G8B8A8, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, 32, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<R8G8B8A8>, ReadColor<R8G8B8A8, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_B8G8R8A8_UNORM, 32, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<B8G8R8A8>, ReadColor<B8G8R8A8, GLfloat>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R8_SNORM, 8, 1, 1, GL_SIGNED_NORMALIZED, GenerateMip<R8S>, ReadColor<R8S, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8_SNORM, 16, 1, 1, GL_SIGNED_NORMALIZED, GenerateMip<R8G8S>, ReadColor<R8G8S, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8B8A8_SNORM, 32, 1, 1, GL_SIGNED_NORMALIZED, GenerateMip<R8G8B8A8S>, ReadColor<R8G8B8A8S, GLfloat>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R8_UINT, 8, 1, 1, GL_UNSIGNED_INT, GenerateMip<R8>, ReadColor<R8, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_UINT, 16, 1, 1, GL_UNSIGNED_INT, GenerateMip<R16>, ReadColor<R16, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32_UINT, 32, 1, 1, GL_UNSIGNED_INT, GenerateMip<R32>, ReadColor<R32, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8_UINT, 16, 1, 1, GL_UNSIGNED_INT, GenerateMip<R8G8>, ReadColor<R8G8, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16_UINT, 32, 1, 1, GL_UNSIGNED_INT, GenerateMip<R16G16>, ReadColor<R16G16, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32_UINT, 64, 1, 1, GL_UNSIGNED_INT, GenerateMip<R32G32>, ReadColor<R32G32, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32_UINT, 96, 1, 1, GL_UNSIGNED_INT, GenerateMip<R32G32B32>, ReadColor<R32G32B32, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8B8A8_UINT, 32, 1, 1, GL_UNSIGNED_INT, GenerateMip<R8G8B8A8>, ReadColor<R8G8B8A8, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16B16A16_UINT, 64, 1, 1, GL_UNSIGNED_INT, GenerateMip<R16G16B16A16>, ReadColor<R16G16B16A16, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32A32_UINT, 128, 1, 1, GL_UNSIGNED_INT, GenerateMip<R32G32B32A32>, ReadColor<R32G32B32A32, GLuint>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R8_SINT, 8, 1, 1, GL_INT, GenerateMip<R8S>, ReadColor<R8S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_SINT, 16, 1, 1, GL_INT, GenerateMip<R16S>, ReadColor<R16S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32_SINT, 32, 1, 1, GL_INT, GenerateMip<R32S>, ReadColor<R32S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8_SINT, 16, 1, 1, GL_INT, GenerateMip<R8G8S>, ReadColor<R8G8S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16_SINT, 32, 1, 1, GL_INT, GenerateMip<R16G16S>, ReadColor<R16G16S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32_SINT, 64, 1, 1, GL_INT, GenerateMip<R32G32S>, ReadColor<R32G32S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32_SINT, 96, 1, 1, GL_INT, GenerateMip<R32G32B32S>, ReadColor<R32G32B32S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8B8A8_SINT, 32, 1, 1, GL_INT, GenerateMip<R8G8B8A8S>, ReadColor<R8G8B8A8S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16B16A16_SINT, 64, 1, 1, GL_INT, GenerateMip<R16G16B16A16S>, ReadColor<R16G16B16A16S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32A32_SINT, 128, 1, 1, GL_INT, GenerateMip<R32G32B32A32S>, ReadColor<R32G32B32A32S, GLint>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R10G10B10A2_UNORM, 32, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<R10G10B10A2>, ReadColor<R10G10B10A2, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R10G10B10A2_UINT, 32, 1, 1, GL_UNSIGNED_INT, GenerateMip<R10G10B10A2>, ReadColor<R10G10B10A2, GLuint>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_FLOAT, 16, 1, 1, GL_FLOAT, GenerateMip<R16F>, ReadColor<R16F, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16_FLOAT, 32, 1, 1, GL_FLOAT, GenerateMip<R16G16F>, ReadColor<R16G16F, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16B16A16_FLOAT, 64, 1, 1, GL_FLOAT, GenerateMip<R16G16B16A16F>, ReadColor<R16G16B16A16F, GLfloat>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R32_FLOAT, 32, 1, 1, GL_FLOAT, GenerateMip<R32F>, ReadColor<R32F, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32_FLOAT, 64, 1, 1, GL_FLOAT, GenerateMip<R32G32F>, ReadColor<R32G32F, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32_FLOAT, 96, 1, 1, GL_FLOAT, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32A32_FLOAT, 128, 1, 1, GL_FLOAT, GenerateMip<R32G32B32A32F>, ReadColor<R32G32B32A32F, GLfloat>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, 32, 1, 1, GL_FLOAT, GenerateMip<R9G9B9E5>, ReadColor<R9G9B9E5, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R11G11B10_FLOAT, 32, 1, 1, GL_FLOAT, GenerateMip<R11G11B10F>, ReadColor<R11G11B10F, GLfloat>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_TYPELESS, 16, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_UNORM, 16, 1, 1, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_D16_UNORM, 16, 1, 1, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R24G8_TYPELESS, 32, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, 32, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_D24_UNORM_S8_UINT, 32, 1, 1, GL_UNSIGNED_INT, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G8X24_TYPELESS, 64, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, 64, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 64, 1, 1, GL_UNSIGNED_INT, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32_TYPELESS, 32, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_D32_FLOAT, 32, 1, 1, GL_FLOAT, NULL, NULL);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_BC1_UNORM, 64, 4, 4, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_BC2_UNORM, 128, 4, 4, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_BC3_UNORM, 128, 4, 4, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+
+ // Useful formats for vertex buffers
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_UNORM, 16, 1, 1, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_SNORM, 16, 1, 1, GL_SIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16_UNORM, 32, 1, 1, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16_SNORM, 32, 1, 1, GL_SIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16B16A16_UNORM, 64, 1, 1, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16B16A16_SNORM, 64, 1, 1, GL_SIGNED_NORMALIZED, NULL, NULL);
+
+ return map;
+}
+
+const DXGIFormat &GetDXGIFormatInfo(DXGI_FORMAT format)
+{
+ static const DXGIFormatInfoMap infoMap = BuildDXGIFormatInfoMap();
+ DXGIFormatInfoMap::const_iterator iter = infoMap.find(format);
+ if (iter != infoMap.end())
+ {
+ return iter->second;
+ }
+ else
+ {
+ static DXGIFormat defaultInfo;
+ return defaultInfo;
+ }
+}
+
+struct SwizzleSizeType
+{
+ size_t maxComponentSize;
+ GLenum componentType;
+
+ SwizzleSizeType()
+ : maxComponentSize(0), componentType(GL_NONE)
+ { }
+
+ SwizzleSizeType(size_t maxComponentSize, GLenum componentType)
+ : maxComponentSize(maxComponentSize), componentType(componentType)
+ { }
+
+ bool operator<(const SwizzleSizeType& other) const
+ {
+ return (maxComponentSize != other.maxComponentSize) ? (maxComponentSize < other.maxComponentSize)
+ : (componentType < other.componentType);
+ }
+};
+
+struct SwizzleFormatInfo
+{
+ DXGI_FORMAT mTexFormat;
+ DXGI_FORMAT mSRVFormat;
+ DXGI_FORMAT mRTVFormat;
+
+ SwizzleFormatInfo()
+ : mTexFormat(DXGI_FORMAT_UNKNOWN), mSRVFormat(DXGI_FORMAT_UNKNOWN), mRTVFormat(DXGI_FORMAT_UNKNOWN)
+ { }
+
+ SwizzleFormatInfo(DXGI_FORMAT texFormat, DXGI_FORMAT srvFormat, DXGI_FORMAT rtvFormat)
+ : mTexFormat(texFormat), mSRVFormat(srvFormat), mRTVFormat(rtvFormat)
+ { }
+};
+
+typedef std::map<SwizzleSizeType, SwizzleFormatInfo> SwizzleInfoMap;
+typedef std::pair<SwizzleSizeType, SwizzleFormatInfo> SwizzleInfoPair;
+
+static SwizzleInfoMap BuildSwizzleInfoMap()
+{
+ SwizzleInfoMap map;
+
+ map.insert(SwizzleInfoPair(SwizzleSizeType( 8, GL_UNSIGNED_NORMALIZED), SwizzleFormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM )));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(16, GL_UNSIGNED_NORMALIZED), SwizzleFormatInfo(DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM)));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(24, GL_UNSIGNED_NORMALIZED), SwizzleFormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT)));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(32, GL_UNSIGNED_NORMALIZED), SwizzleFormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT)));
+
+ map.insert(SwizzleInfoPair(SwizzleSizeType( 8, GL_SIGNED_NORMALIZED ), SwizzleFormatInfo(DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM )));
+
+ map.insert(SwizzleInfoPair(SwizzleSizeType(16, GL_FLOAT ), SwizzleFormatInfo(DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT)));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(32, GL_FLOAT ), SwizzleFormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT)));
+
+ map.insert(SwizzleInfoPair(SwizzleSizeType( 8, GL_UNSIGNED_INT ), SwizzleFormatInfo(DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT )));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(16, GL_UNSIGNED_INT ), SwizzleFormatInfo(DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT )));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(32, GL_UNSIGNED_INT ), SwizzleFormatInfo(DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT )));
+
+ map.insert(SwizzleInfoPair(SwizzleSizeType( 8, GL_INT ), SwizzleFormatInfo(DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT )));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(16, GL_INT ), SwizzleFormatInfo(DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT )));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(32, GL_INT ), SwizzleFormatInfo(DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT )));
+
+ return map;
+}
+
+typedef std::pair<GLint, InitializeTextureDataFunction> InternalFormatInitializerPair;
+typedef std::map<GLint, InitializeTextureDataFunction> InternalFormatInitializerMap;
+
+static InternalFormatInitializerMap BuildInternalFormatInitializerMap()
+{
+ InternalFormatInitializerMap map;
+
+ map.insert(InternalFormatInitializerPair(GL_RGB8, Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0xFF> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB565, Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0xFF> ));
+ map.insert(InternalFormatInitializerPair(GL_SRGB8, Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0xFF> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB16F, Initialize4ComponentData<GLhalf, 0x0000, 0x0000, 0x0000, gl::Float16One>));
+ map.insert(InternalFormatInitializerPair(GL_RGB32F, Initialize4ComponentData<GLfloat, 0x00000000, 0x00000000, 0x00000000, gl::Float32One>));
+ map.insert(InternalFormatInitializerPair(GL_RGB8UI, Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0x01> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB8I, Initialize4ComponentData<GLbyte, 0x00, 0x00, 0x00, 0x01> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB16UI, Initialize4ComponentData<GLushort, 0x0000, 0x0000, 0x0000, 0x0001> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB16I, Initialize4ComponentData<GLshort, 0x0000, 0x0000, 0x0000, 0x0001> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB32UI, Initialize4ComponentData<GLuint, 0x00000000, 0x00000000, 0x00000000, 0x00000001> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB32I, Initialize4ComponentData<GLint, 0x00000000, 0x00000000, 0x00000000, 0x00000001> ));
+
+ return map;
+}
+
+// ES3 image loading functions vary based on the internal format and data type given,
+// this map type determines the loading function from the internal format and type supplied
+// to glTex*Image*D and the destination DXGI_FORMAT. Source formats and types are taken from
+// Tables 3.2 and 3.3 of the ES 3 spec.
+typedef std::pair<GLenum, LoadImageFunction> TypeLoadFunctionPair;
+typedef std::map<GLenum, std::vector<TypeLoadFunctionPair> > D3D11LoadFunctionMap;
+
+static void UnimplementedLoadFunction(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ UNIMPLEMENTED();
+}
+
+static void UnreachableLoadFunction(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ UNREACHABLE();
+}
+
+// A helper function to insert data into the D3D11LoadFunctionMap with fewer characters.
+static inline void InsertLoadFunction(D3D11LoadFunctionMap *map, GLenum internalFormat, GLenum type,
+ LoadImageFunction loadFunc)
+{
+ (*map)[internalFormat].push_back(TypeLoadFunctionPair(type, loadFunc));
+}
+
+D3D11LoadFunctionMap BuildD3D11_FL9_3_LoadFunctionMap()
+{
+ D3D11LoadFunctionMap map;
+
+ // From GL_EXT_texture_storage. Also used by GL_ALPHA8
+ // On feature level 9_3, A8_UNORM doesn't support mipmaps, so we must use RGBA8 instead
+ InsertLoadFunction(&map, GL_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadA8ToRGBA8);
+
+ return map;
+}
+
+D3D11LoadFunctionMap BuildD3D11_FL10_0Plus_LoadFunctionMap()
+{
+ D3D11LoadFunctionMap map;
+
+ // From GL_EXT_texture_storage. Also used by GL_ALPHA8
+ InsertLoadFunction(&map, GL_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 1>);
+
+ return map;
+}
+
+D3D11LoadFunctionMap BuildBaseD3D11LoadFunctionMap()
+{
+ D3D11LoadFunctionMap map;
+
+ // | Internal format | Type | Load function |
+ InsertLoadFunction(&map, GL_RGBA8, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ InsertLoadFunction(&map, GL_RGB5_A1, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ InsertLoadFunction(&map, GL_RGBA4, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ InsertLoadFunction(&map, GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ InsertLoadFunction(&map, GL_RGBA8_SNORM, GL_BYTE, LoadToNative<GLbyte, 4> );
+ InsertLoadFunction(&map, GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4, LoadRGBA4ToRGBA8 );
+ InsertLoadFunction(&map, GL_RGB10_A2, GL_UNSIGNED_INT_2_10_10_10_REV, LoadToNative<GLuint, 1> );
+ InsertLoadFunction(&map, GL_RGB5_A1, GL_UNSIGNED_SHORT_5_5_5_1, LoadRGB5A1ToRGBA8 );
+ InsertLoadFunction(&map, GL_RGB5_A1, GL_UNSIGNED_INT_2_10_10_10_REV, LoadRGB10A2ToRGBA8 );
+ InsertLoadFunction(&map, GL_RGBA16F, GL_HALF_FLOAT, LoadToNative<GLhalf, 4> );
+ InsertLoadFunction(&map, GL_RGBA16F, GL_HALF_FLOAT_OES, LoadToNative<GLhalf, 4> );
+ InsertLoadFunction(&map, GL_RGBA32F, GL_FLOAT, LoadToNative<GLfloat, 4> );
+ InsertLoadFunction(&map, GL_RGBA16F, GL_FLOAT, Load32FTo16F<4> );
+ InsertLoadFunction(&map, GL_RGBA8UI, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ InsertLoadFunction(&map, GL_RGBA8I, GL_BYTE, LoadToNative<GLbyte, 4> );
+ InsertLoadFunction(&map, GL_RGBA16UI, GL_UNSIGNED_SHORT, LoadToNative<GLushort, 4> );
+ InsertLoadFunction(&map, GL_RGBA16I, GL_SHORT, LoadToNative<GLshort, 4> );
+ InsertLoadFunction(&map, GL_RGBA32UI, GL_UNSIGNED_INT, LoadToNative<GLuint, 4> );
+ InsertLoadFunction(&map, GL_RGBA32I, GL_INT, LoadToNative<GLint, 4> );
+ InsertLoadFunction(&map, GL_RGB10_A2UI, GL_UNSIGNED_INT_2_10_10_10_REV, LoadToNative<GLuint, 1> );
+ InsertLoadFunction(&map, GL_RGB8, GL_UNSIGNED_BYTE, LoadToNative3To4<GLubyte, 0xFF> );
+ InsertLoadFunction(&map, GL_RGB565, GL_UNSIGNED_BYTE, LoadToNative3To4<GLubyte, 0xFF> );
+ InsertLoadFunction(&map, GL_SRGB8, GL_UNSIGNED_BYTE, LoadToNative3To4<GLubyte, 0xFF> );
+ InsertLoadFunction(&map, GL_RGB8_SNORM, GL_BYTE, LoadToNative3To4<GLbyte, 0x7F> );
+ InsertLoadFunction(&map, GL_RGB565, GL_UNSIGNED_SHORT_5_6_5, LoadR5G6B5ToRGBA8 );
+ InsertLoadFunction(&map, GL_R11F_G11F_B10F, GL_UNSIGNED_INT_10F_11F_11F_REV, LoadToNative<GLuint, 1> );
+ InsertLoadFunction(&map, GL_RGB9_E5, GL_UNSIGNED_INT_5_9_9_9_REV, LoadToNative<GLuint, 1> );
+ InsertLoadFunction(&map, GL_RGB16F, GL_HALF_FLOAT, LoadToNative3To4<GLhalf, gl::Float16One>);
+ InsertLoadFunction(&map, GL_RGB16F, GL_HALF_FLOAT_OES, LoadToNative3To4<GLhalf, gl::Float16One>);
+ InsertLoadFunction(&map, GL_R11F_G11F_B10F, GL_HALF_FLOAT, LoadRGB16FToRG11B10F );
+ InsertLoadFunction(&map, GL_R11F_G11F_B10F, GL_HALF_FLOAT_OES, LoadRGB16FToRG11B10F );
+ InsertLoadFunction(&map, GL_RGB9_E5, GL_HALF_FLOAT, LoadRGB16FToRGB9E5 );
+ InsertLoadFunction(&map, GL_RGB9_E5, GL_HALF_FLOAT_OES, LoadRGB16FToRGB9E5 );
+ InsertLoadFunction(&map, GL_RGB32F, GL_FLOAT, LoadToNative3To4<GLfloat, gl::Float32One>);
+ InsertLoadFunction(&map, GL_RGB16F, GL_FLOAT, LoadRGB32FToRGBA16F );
+ InsertLoadFunction(&map, GL_R11F_G11F_B10F, GL_FLOAT, LoadRGB32FToRG11B10F );
+ InsertLoadFunction(&map, GL_RGB9_E5, GL_FLOAT, LoadRGB32FToRGB9E5 );
+ InsertLoadFunction(&map, GL_RGB8UI, GL_UNSIGNED_BYTE, LoadToNative3To4<GLubyte, 0x01> );
+ InsertLoadFunction(&map, GL_RGB8I, GL_BYTE, LoadToNative3To4<GLbyte, 0x01> );
+ InsertLoadFunction(&map, GL_RGB16UI, GL_UNSIGNED_SHORT, LoadToNative3To4<GLushort, 0x0001> );
+ InsertLoadFunction(&map, GL_RGB16I, GL_SHORT, LoadToNative3To4<GLshort, 0x0001> );
+ InsertLoadFunction(&map, GL_RGB32UI, GL_UNSIGNED_INT, LoadToNative3To4<GLuint, 0x00000001> );
+ InsertLoadFunction(&map, GL_RGB32I, GL_INT, LoadToNative3To4<GLint, 0x00000001> );
+ InsertLoadFunction(&map, GL_RG8, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 2> );
+ InsertLoadFunction(&map, GL_RG8_SNORM, GL_BYTE, LoadToNative<GLbyte, 2> );
+ InsertLoadFunction(&map, GL_RG16F, GL_HALF_FLOAT, LoadToNative<GLhalf, 2> );
+ InsertLoadFunction(&map, GL_RG16F, GL_HALF_FLOAT_OES, LoadToNative<GLhalf, 2> );
+ InsertLoadFunction(&map, GL_RG32F, GL_FLOAT, LoadToNative<GLfloat, 2> );
+ InsertLoadFunction(&map, GL_RG16F, GL_FLOAT, Load32FTo16F<2> );
+ InsertLoadFunction(&map, GL_RG8UI, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 2> );
+ InsertLoadFunction(&map, GL_RG8I, GL_BYTE, LoadToNative<GLbyte, 2> );
+ InsertLoadFunction(&map, GL_RG16UI, GL_UNSIGNED_SHORT, LoadToNative<GLushort, 2> );
+ InsertLoadFunction(&map, GL_RG16I, GL_SHORT, LoadToNative<GLshort, 2> );
+ InsertLoadFunction(&map, GL_RG32UI, GL_UNSIGNED_INT, LoadToNative<GLuint, 2> );
+ InsertLoadFunction(&map, GL_RG32I, GL_INT, LoadToNative<GLint, 2> );
+ InsertLoadFunction(&map, GL_R8, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 1> );
+ InsertLoadFunction(&map, GL_R8_SNORM, GL_BYTE, LoadToNative<GLbyte, 1> );
+ InsertLoadFunction(&map, GL_R16F, GL_HALF_FLOAT, LoadToNative<GLhalf, 1> );
+ InsertLoadFunction(&map, GL_R16F, GL_HALF_FLOAT_OES, LoadToNative<GLhalf, 1> );
+ InsertLoadFunction(&map, GL_R32F, GL_FLOAT, LoadToNative<GLfloat, 1> );
+ InsertLoadFunction(&map, GL_R16F, GL_FLOAT, Load32FTo16F<1> );
+ InsertLoadFunction(&map, GL_R8UI, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 1> );
+ InsertLoadFunction(&map, GL_R8I, GL_BYTE, LoadToNative<GLbyte, 1> );
+ InsertLoadFunction(&map, GL_R16UI, GL_UNSIGNED_SHORT, LoadToNative<GLushort, 1> );
+ InsertLoadFunction(&map, GL_R16I, GL_SHORT, LoadToNative<GLshort, 1> );
+ InsertLoadFunction(&map, GL_R32UI, GL_UNSIGNED_INT, LoadToNative<GLuint, 1> );
+ InsertLoadFunction(&map, GL_R32I, GL_INT, LoadToNative<GLint, 1> );
+ InsertLoadFunction(&map, GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, LoadToNative<GLushort, 1> );
+ InsertLoadFunction(&map, GL_DEPTH_COMPONENT24, GL_UNSIGNED_INT, LoadR32ToR24G8 );
+ InsertLoadFunction(&map, GL_DEPTH_COMPONENT16, GL_UNSIGNED_INT, LoadR32ToR16 );
+ InsertLoadFunction(&map, GL_DEPTH_COMPONENT32F, GL_FLOAT, LoadToNative<GLfloat, 1> );
+ InsertLoadFunction(&map, GL_DEPTH24_STENCIL8, GL_UNSIGNED_INT_24_8, LoadR32ToR24G8 );
+ InsertLoadFunction(&map, GL_DEPTH32F_STENCIL8, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, LoadToNative<GLuint, 2> );
+
+ // Unsized formats
+ // Load functions are unreachable because they are converted to sized internal formats based on
+ // the format and type before loading takes place.
+ InsertLoadFunction(&map, GL_RGBA, GL_UNSIGNED_BYTE, UnreachableLoadFunction );
+ InsertLoadFunction(&map, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, UnreachableLoadFunction );
+ InsertLoadFunction(&map, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, UnreachableLoadFunction );
+ InsertLoadFunction(&map, GL_RGB, GL_UNSIGNED_BYTE, UnreachableLoadFunction );
+ InsertLoadFunction(&map, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, UnreachableLoadFunction );
+ InsertLoadFunction(&map, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, UnreachableLoadFunction );
+ InsertLoadFunction(&map, GL_LUMINANCE, GL_UNSIGNED_BYTE, UnreachableLoadFunction );
+ InsertLoadFunction(&map, GL_ALPHA, GL_UNSIGNED_BYTE, UnreachableLoadFunction );
+
+ // From GL_OES_texture_float
+ InsertLoadFunction(&map, GL_LUMINANCE_ALPHA, GL_FLOAT, LoadLA32FToRGBA32F );
+ InsertLoadFunction(&map, GL_LUMINANCE, GL_FLOAT, LoadL32FToRGBA32F );
+ InsertLoadFunction(&map, GL_ALPHA, GL_FLOAT, LoadA32FToRGBA32F );
+
+ // From GL_OES_texture_half_float
+ InsertLoadFunction(&map, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT, LoadLA16FToRGBA16F );
+ InsertLoadFunction(&map, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES, LoadLA16FToRGBA16F );
+ InsertLoadFunction(&map, GL_LUMINANCE, GL_HALF_FLOAT, LoadL16FToRGBA16F );
+ InsertLoadFunction(&map, GL_LUMINANCE, GL_HALF_FLOAT_OES, LoadL16FToRGBA16F );
+ InsertLoadFunction(&map, GL_ALPHA, GL_HALF_FLOAT, LoadA16FToRGBA16F );
+ InsertLoadFunction(&map, GL_ALPHA, GL_HALF_FLOAT_OES, LoadA16FToRGBA16F );
+
+ // From GL_EXT_texture_storage
+ // GL_ALPHA8_EXT GL_UNSIGNED_BYTE is in the feature-level-specific load function maps, due to differences between 9_3 and 10_0+
+ InsertLoadFunction(&map, GL_LUMINANCE8_EXT, GL_UNSIGNED_BYTE, LoadL8ToRGBA8 );
+ InsertLoadFunction(&map, GL_LUMINANCE8_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadLA8ToRGBA8 );
+ InsertLoadFunction(&map, GL_ALPHA32F_EXT, GL_FLOAT, LoadA32FToRGBA32F );
+ InsertLoadFunction(&map, GL_LUMINANCE32F_EXT, GL_FLOAT, LoadL32FToRGBA32F );
+ InsertLoadFunction(&map, GL_LUMINANCE_ALPHA32F_EXT, GL_FLOAT, LoadLA32FToRGBA32F );
+ InsertLoadFunction(&map, GL_ALPHA16F_EXT, GL_HALF_FLOAT, LoadA16FToRGBA16F );
+ InsertLoadFunction(&map, GL_ALPHA16F_EXT, GL_HALF_FLOAT_OES, LoadA16FToRGBA16F );
+ InsertLoadFunction(&map, GL_LUMINANCE16F_EXT, GL_HALF_FLOAT, LoadL16FToRGBA16F );
+ InsertLoadFunction(&map, GL_LUMINANCE16F_EXT, GL_HALF_FLOAT_OES, LoadL16FToRGBA16F );
+ InsertLoadFunction(&map, GL_LUMINANCE_ALPHA16F_EXT, GL_HALF_FLOAT, LoadLA16FToRGBA16F );
+ InsertLoadFunction(&map, GL_LUMINANCE_ALPHA16F_EXT, GL_HALF_FLOAT_OES, LoadLA16FToRGBA16F );
+
+ // From GL_ANGLE_depth_texture
+ InsertLoadFunction(&map, GL_DEPTH_COMPONENT32_OES, GL_UNSIGNED_INT, LoadR32ToR24G8 );
+
+ // From GL_EXT_texture_format_BGRA8888
+ InsertLoadFunction(&map, GL_BGRA8_EXT, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ InsertLoadFunction(&map, GL_BGRA4_ANGLEX, GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT, LoadRGBA4ToRGBA8 );
+ InsertLoadFunction(&map, GL_BGRA4_ANGLEX, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ InsertLoadFunction(&map, GL_BGR5_A1_ANGLEX, GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT, LoadRGB5A1ToRGBA8 );
+ InsertLoadFunction(&map, GL_BGR5_A1_ANGLEX, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+
+ // Compressed formats
+ // From ES 3.0.1 spec, table 3.16
+ // | Internal format | Type | Load function |
+ InsertLoadFunction(&map, GL_COMPRESSED_R11_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_R11_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_SIGNED_R11_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_RG11_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_SIGNED_RG11_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_RGB8_ETC2, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_SRGB8_ETC2, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_RGBA8_ETC2_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+
+ // From GL_EXT_texture_compression_dxt1
+ InsertLoadFunction(&map, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_UNSIGNED_BYTE, LoadCompressedToNative<4, 4, 8>);
+ InsertLoadFunction(&map, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_UNSIGNED_BYTE, LoadCompressedToNative<4, 4, 8>);
+
+ // From GL_ANGLE_texture_compression_dxt3
+ InsertLoadFunction(&map, GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, GL_UNSIGNED_BYTE, LoadCompressedToNative<4, 4, 16>);
+
+ // From GL_ANGLE_texture_compression_dxt5
+ InsertLoadFunction(&map, GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, GL_UNSIGNED_BYTE, LoadCompressedToNative<4, 4, 16>);
+
+ return map;
+}
+
+// For sized GL internal formats, there is only one corresponding D3D11 format. This map type allows
+// querying for the DXGI texture formats to use for textures, SRVs, RTVs and DSVs given a GL internal
+// format.
+typedef std::map<GLenum, TextureFormat> D3D11ES3FormatMap;
+
+TextureFormat::TextureFormat()
+ : texFormat(DXGI_FORMAT_UNKNOWN),
+ srvFormat(DXGI_FORMAT_UNKNOWN),
+ rtvFormat(DXGI_FORMAT_UNKNOWN),
+ dsvFormat(DXGI_FORMAT_UNKNOWN),
+ renderFormat(DXGI_FORMAT_UNKNOWN),
+ swizzleTexFormat(DXGI_FORMAT_UNKNOWN),
+ swizzleSRVFormat(DXGI_FORMAT_UNKNOWN),
+ swizzleRTVFormat(DXGI_FORMAT_UNKNOWN),
+ dataInitializerFunction(NULL),
+ loadFunctions()
+{
+}
+
+static inline void InsertD3D11FormatInfoBase(D3D11ES3FormatMap *formatMap, const D3D11LoadFunctionMap &flLoadFunctions, GLenum internalFormat, DXGI_FORMAT texFormat,
+ DXGI_FORMAT srvFormat, DXGI_FORMAT rtvFormat, DXGI_FORMAT dsvFormat)
+{
+ TextureFormat info;
+ info.texFormat = texFormat;
+ info.srvFormat = srvFormat;
+ info.rtvFormat = rtvFormat;
+ info.dsvFormat = dsvFormat;
+
+ // Given a GL internal format, the renderFormat is the DSV format if it is depth- or stencil-renderable,
+ // the RTV format if it is color-renderable, and the (nonrenderable) texture format otherwise.
+ if (dsvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ info.renderFormat = dsvFormat;
+ }
+ else if (rtvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ info.renderFormat = rtvFormat;
+ }
+ else if (texFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ info.renderFormat = texFormat;
+ }
+ else
+ {
+ info.renderFormat = DXGI_FORMAT_UNKNOWN;
+ }
+
+ // Compute the swizzle formats
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat);
+ if (internalFormat != GL_NONE && formatInfo.pixelBytes > 0)
+ {
+ if (formatInfo.componentCount != 4 || texFormat == DXGI_FORMAT_UNKNOWN ||
+ srvFormat == DXGI_FORMAT_UNKNOWN || rtvFormat == DXGI_FORMAT_UNKNOWN)
+ {
+ // Get the maximum sized component
+ unsigned int maxBits = 1;
+ if (formatInfo.compressed)
+ {
+ unsigned int compressedBitsPerBlock = formatInfo.pixelBytes * 8;
+ unsigned int blockSize = formatInfo.compressedBlockWidth * formatInfo.compressedBlockHeight;
+ maxBits = std::max(compressedBitsPerBlock / blockSize, maxBits);
+ }
+ else
+ {
+ maxBits = std::max(maxBits, formatInfo.alphaBits);
+ maxBits = std::max(maxBits, formatInfo.redBits);
+ maxBits = std::max(maxBits, formatInfo.greenBits);
+ maxBits = std::max(maxBits, formatInfo.blueBits);
+ maxBits = std::max(maxBits, formatInfo.luminanceBits);
+ maxBits = std::max(maxBits, formatInfo.depthBits);
+ }
+
+ maxBits = roundUp(maxBits, 8U);
+
+ static const SwizzleInfoMap swizzleMap = BuildSwizzleInfoMap();
+ SwizzleInfoMap::const_iterator swizzleIter = swizzleMap.find(SwizzleSizeType(maxBits, formatInfo.componentType));
+ ASSERT(swizzleIter != swizzleMap.end());
+
+ const SwizzleFormatInfo &swizzleInfo = swizzleIter->second;
+ info.swizzleTexFormat = swizzleInfo.mTexFormat;
+ info.swizzleSRVFormat = swizzleInfo.mSRVFormat;
+ info.swizzleRTVFormat = swizzleInfo.mRTVFormat;
+ }
+ else
+ {
+ // The original texture format is suitable for swizzle operations
+ info.swizzleTexFormat = texFormat;
+ info.swizzleSRVFormat = srvFormat;
+ info.swizzleRTVFormat = rtvFormat;
+ }
+ }
+ else
+ {
+ // Not possible to swizzle with this texture format since it is either unsized or GL_NONE
+ info.swizzleTexFormat = DXGI_FORMAT_UNKNOWN;
+ info.swizzleSRVFormat = DXGI_FORMAT_UNKNOWN;
+ info.swizzleRTVFormat = DXGI_FORMAT_UNKNOWN;
+ }
+
+ // Check if there is an initialization function for this texture format
+ static const InternalFormatInitializerMap initializerMap = BuildInternalFormatInitializerMap();
+ InternalFormatInitializerMap::const_iterator initializerIter = initializerMap.find(internalFormat);
+ info.dataInitializerFunction = (initializerIter != initializerMap.end()) ? initializerIter->second : NULL;
+
+ // Gather all the load functions for this internal format from the base list
+ static const D3D11LoadFunctionMap loadFunctions = BuildBaseD3D11LoadFunctionMap();
+ D3D11LoadFunctionMap::const_iterator loadFunctionIter = loadFunctions.find(internalFormat);
+ if (loadFunctionIter != loadFunctions.end())
+ {
+ const std::vector<TypeLoadFunctionPair> &loadFunctionVector = loadFunctionIter->second;
+ for (size_t i = 0; i < loadFunctionVector.size(); i++)
+ {
+ GLenum type = loadFunctionVector[i].first;
+ LoadImageFunction function = loadFunctionVector[i].second;
+ info.loadFunctions.insert(std::make_pair(type, function));
+ }
+ }
+
+ // Gather load functions for this internal format from the feature-level-specific list
+ D3D11LoadFunctionMap::const_iterator flLoadFunctionIter = flLoadFunctions.find(internalFormat);
+ if (flLoadFunctionIter != flLoadFunctions.end())
+ {
+ const std::vector<TypeLoadFunctionPair> &flLoadFunctionVector = flLoadFunctionIter->second;
+ for (size_t i = 0; i < flLoadFunctionVector.size(); i++)
+ {
+ GLenum type = flLoadFunctionVector[i].first;
+ LoadImageFunction function = flLoadFunctionVector[i].second;
+ info.loadFunctions.insert(std::make_pair(type, function));
+ }
+ }
+
+ formatMap->insert(std::make_pair(internalFormat, info));
+}
+
+static inline void InsertD3D11_FL9_3_FormatInfo(D3D11ES3FormatMap *map, GLenum internalFormat, DXGI_FORMAT texFormat,
+ DXGI_FORMAT srvFormat, DXGI_FORMAT rtvFormat, DXGI_FORMAT dsvFormat)
+{
+ static const D3D11LoadFunctionMap flLoadFunctions = BuildD3D11_FL9_3_LoadFunctionMap();
+ InsertD3D11FormatInfoBase(map, flLoadFunctions, internalFormat, texFormat, srvFormat, rtvFormat, dsvFormat);
+}
+
+static inline void InsertD3D11FormatInfo(D3D11ES3FormatMap *map, GLenum internalFormat, DXGI_FORMAT texFormat,
+ DXGI_FORMAT srvFormat, DXGI_FORMAT rtvFormat, DXGI_FORMAT dsvFormat)
+{
+ static const D3D11LoadFunctionMap flLoadFunctions = BuildD3D11_FL10_0Plus_LoadFunctionMap();
+ InsertD3D11FormatInfoBase(map, flLoadFunctions, internalFormat, texFormat, srvFormat, rtvFormat, dsvFormat);
+}
+
+static D3D11ES3FormatMap BuildD3D11_FL9_3FormatOverrideMap()
+{
+ // D3D11 Feature Level 9_3 doesn't support as many texture formats as Feature Level 10_0+.
+ // In particular, it doesn't support:
+ // - mipmaps on DXGI_FORMAT_A8_NORM
+ // - *_TYPELESS formats
+ // - DXGI_FORMAT_D32_FLOAT_S8X24_UINT or DXGI_FORMAT_D32_FLOAT
+
+ D3D11ES3FormatMap map;
+
+ // | GL internal format | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format
+ InsertD3D11_FL9_3_FormatInfo(&map, GL_ALPHA, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11_FL9_3_FormatInfo(&map, GL_ALPHA8_EXT, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11_FL9_3_FormatInfo(&map, GL_DEPTH_COMPONENT16, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D16_UNORM);
+ InsertD3D11_FL9_3_FormatInfo(&map, GL_DEPTH_COMPONENT24, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT);
+ InsertD3D11_FL9_3_FormatInfo(&map, GL_DEPTH_COMPONENT32F, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11_FL9_3_FormatInfo(&map, GL_DEPTH24_STENCIL8, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT);
+ InsertD3D11_FL9_3_FormatInfo(&map, GL_DEPTH32F_STENCIL8, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11_FL9_3_FormatInfo(&map, GL_STENCIL_INDEX8, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT);
+
+ return map;
+}
+
+static D3D11ES3FormatMap BuildD3D11FormatMap()
+{
+ D3D11ES3FormatMap map;
+
+ // | GL internal format | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format |
+ InsertD3D11FormatInfo(&map, GL_NONE, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R8, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG8, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB8, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB565, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA4, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB5_A1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA8, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB10_A2, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB10_A2UI, DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_SRGB8, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_SRGB8_ALPHA8, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R16F, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG16F, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB16F, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA16F, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R32F, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG32F, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB32F, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA32F, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R11F_G11F_B10F, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB9_E5, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R8I, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R8UI, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R16I, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R16UI, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R32I, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R32UI, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG8I, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG8UI, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG16I, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG16UI, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG32I, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG32UI, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB8I, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB8UI, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB16I, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB16UI, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB32I, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB32UI, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA8I, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA8UI, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA16I, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA16UI, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA32I, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA32UI, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN);
+
+ // Unsized formats, TODO: Are types of float and half float allowed for the unsized types? Would it change the DXGI format?
+ InsertD3D11FormatInfo(&map, GL_ALPHA, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_LUMINANCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_LUMINANCE_ALPHA, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_BGRA_EXT, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+
+ // From GL_EXT_texture_storage
+ // | GL internal format | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format |
+ InsertD3D11FormatInfo(&map, GL_ALPHA8_EXT, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_LUMINANCE8_EXT, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_ALPHA32F_EXT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_LUMINANCE32F_EXT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_ALPHA16F_EXT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_LUMINANCE16F_EXT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_LUMINANCE8_ALPHA8_EXT, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_LUMINANCE_ALPHA32F_EXT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_LUMINANCE_ALPHA16F_EXT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_BGRA8_EXT, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_BGRA4_ANGLEX, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_BGR5_A1_ANGLEX, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN );
+
+ // Depth stencil formats
+ InsertD3D11FormatInfo(&map, GL_DEPTH_COMPONENT16, DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D16_UNORM );
+ InsertD3D11FormatInfo(&map, GL_DEPTH_COMPONENT24, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT );
+ InsertD3D11FormatInfo(&map, GL_DEPTH_COMPONENT32F, DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D32_FLOAT );
+ InsertD3D11FormatInfo(&map, GL_DEPTH24_STENCIL8, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT );
+ InsertD3D11FormatInfo(&map, GL_DEPTH32F_STENCIL8, DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
+ InsertD3D11FormatInfo(&map, GL_STENCIL_INDEX8, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_X24_TYPELESS_G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT );
+
+ // From GL_ANGLE_depth_texture
+ // Since D3D11 doesn't have a D32_UNORM format, use D24S8 which has comparable precision and matches the ES3 format.
+ InsertD3D11FormatInfo(&map, GL_DEPTH_COMPONENT32_OES, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT);
+
+ // Compressed formats, From ES 3.0.1 spec, table 3.16
+ // | GL internal format | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format |
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_R11_EAC, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_SIGNED_R11_EAC, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_RG11_EAC, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_SIGNED_RG11_EAC, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_RGB8_ETC2, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_SRGB8_ETC2, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_RGBA8_ETC2_EAC, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+
+ // From GL_EXT_texture_compression_dxt1
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+
+ // From GL_ANGLE_texture_compression_dxt3
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+
+ // From GL_ANGLE_texture_compression_dxt5
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+
+ return map;
+}
+
+const TextureFormat &GetTextureFormatInfo(GLenum internalFormat, D3D_FEATURE_LEVEL featureLevel)
+{
+ static const D3D11ES3FormatMap formatMap = BuildD3D11FormatMap();
+ static const D3D11ES3FormatMap formatMapFL9_3Override = BuildD3D11_FL9_3FormatOverrideMap();
+
+ if (featureLevel == D3D_FEATURE_LEVEL_9_3)
+ {
+ // First see if the internalFormat has a special map for FL9_3
+ D3D11ES3FormatMap::const_iterator fl9_3Iter = formatMapFL9_3Override.find(internalFormat);
+ if (fl9_3Iter != formatMapFL9_3Override.end())
+ {
+ return fl9_3Iter->second;
+ }
+ }
+
+ D3D11ES3FormatMap::const_iterator iter = formatMap.find(internalFormat);
+ if (iter != formatMap.end())
+ {
+ return iter->second;
+ }
+ else
+ {
+ static const TextureFormat defaultInfo;
+ return defaultInfo;
+ }
+}
+
+typedef std::map<gl::VertexFormat, VertexFormat> D3D11VertexFormatInfoMap;
+typedef std::pair<gl::VertexFormat, VertexFormat> D3D11VertexFormatPair;
+
+VertexFormat::VertexFormat()
+ : conversionType(VERTEX_CONVERT_NONE),
+ nativeFormat(DXGI_FORMAT_UNKNOWN),
+ copyFunction(NULL)
+{
+}
+
+static void AddVertexFormatInfo(D3D11VertexFormatInfoMap *map, GLenum inputType, GLboolean normalized, GLuint componentCount,
+ VertexConversionType conversionType, DXGI_FORMAT nativeFormat, VertexCopyFunction copyFunction)
+{
+ gl::VertexFormat inputFormat(inputType, normalized, componentCount, false);
+
+ VertexFormat info;
+ info.conversionType = conversionType;
+ info.nativeFormat = nativeFormat;
+ info.copyFunction = copyFunction;
+
+ map->insert(D3D11VertexFormatPair(inputFormat, info));
+}
+
+static void AddIntegerVertexFormatInfo(D3D11VertexFormatInfoMap *map, GLenum inputType, GLuint componentCount,
+ VertexConversionType conversionType, DXGI_FORMAT nativeFormat, VertexCopyFunction copyFunction)
+{
+ gl::VertexFormat inputFormat(inputType, GL_FALSE, componentCount, true);
+
+ VertexFormat info;
+ info.conversionType = conversionType;
+ info.nativeFormat = nativeFormat;
+ info.copyFunction = copyFunction;
+
+ map->insert(D3D11VertexFormatPair(inputFormat, info));
+}
+
+static D3D11VertexFormatInfoMap BuildD3D11_FL9_3VertexFormatInfoOverrideMap()
+{
+ // D3D11 Feature Level 9_3 doesn't support as many formats for vertex buffer resource as Feature Level 10_0+.
+ // http://msdn.microsoft.com/en-us/library/windows/desktop/ff471324(v=vs.85).aspx
+
+ D3D11VertexFormatInfoMap map;
+
+ // GL_BYTE -- unnormalized
+ AddVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 1, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R16G16_SINT, &Copy8SintTo16SintVertexData<1, 2>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 2, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R16G16_SINT, &Copy8SintTo16SintVertexData<2, 2>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 3, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R16G16B16A16_SINT, &Copy8SintTo16SintVertexData<3, 4>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 4, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R16G16B16A16_SINT, &Copy8SintTo16SintVertexData<4, 4>);
+
+ // GL_BYTE -- normalized
+ AddVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16_SNORM, &Copy8SnormTo16SnormVertexData<1, 2>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16_SNORM, &Copy8SnormTo16SnormVertexData<2, 2>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_SNORM, &Copy8SnormTo16SnormVertexData<3, 4>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_SNORM, &Copy8SnormTo16SnormVertexData<4, 4>);
+
+ // GL_UNSIGNED_BYTE -- unnormalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 1, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R8G8B8A8_UINT, &CopyNativeVertexData<GLubyte, 1, 4, 1>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 2, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R8G8B8A8_UINT, &CopyNativeVertexData<GLubyte, 2, 4, 1>);
+ // NOTE: 3 and 4 component unnormalized GL_UNSIGNED_BYTE should use the default format table.
+
+ // GL_UNSIGNED_BYTE -- normalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_UNORM, &CopyNativeVertexData<GLubyte, 1, 4, UINT8_MAX>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_UNORM, &CopyNativeVertexData<GLubyte, 2, 4, UINT8_MAX>);
+ // NOTE: 3 and 4 component normalized GL_UNSIGNED_BYTE should use the default format table.
+
+ // GL_SHORT -- unnormalized
+ AddVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 1, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R16G16_SINT, &CopyNativeVertexData<GLshort, 1, 2, 0>);
+ // NOTE: 2, 3 and 4 component unnormalized GL_SHORT should use the default format table.
+
+ // GL_SHORT -- normalized
+ AddVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16_SNORM, &CopyNativeVertexData<GLshort, 1, 2, 0>);
+ // NOTE: 2, 3 and 4 component normalized GL_SHORT should use the default format table.
+
+ // GL_UNSIGNED_SHORT -- unnormalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &CopyTo32FVertexData<GLushort, 1, 2, false>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &CopyTo32FVertexData<GLushort, 2, 2, false>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &CopyTo32FVertexData<GLushort, 3, 3, false>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &CopyTo32FVertexData<GLushort, 4, 4, false>);
+
+ // GL_UNSIGNED_SHORT -- normalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &CopyTo32FVertexData<GLushort, 1, 2, true>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &CopyTo32FVertexData<GLushort, 2, 2, true>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &CopyTo32FVertexData<GLushort, 3, 3, true>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &CopyTo32FVertexData<GLushort, 4, 4, true>);
+
+ // GL_FIXED
+ // TODO: Add test to verify that this works correctly.
+ AddVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &Copy32FixedTo32FVertexData<1, 2>);
+ // NOTE: 2, 3 and 4 component GL_FIXED should use the default format table.
+
+ // GL_FLOAT
+ // TODO: Add test to verify that this works correctly.
+ AddVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &CopyNativeVertexData<GLfloat, 1, 2, 0>);
+ // NOTE: 2, 3 and 4 component GL_FLOAT should use the default format table.
+
+ return map;
+}
+
+static D3D11VertexFormatInfoMap BuildD3D11VertexFormatInfoMap()
+{
+ D3D11VertexFormatInfoMap map;
+
+ // TODO: column legend
+
+ //
+ // Float formats
+ //
+
+ // GL_BYTE -- un-normalized
+ AddVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8_SINT, &CopyNativeVertexData<GLbyte, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8G8_SINT, &CopyNativeVertexData<GLbyte, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 3, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R8G8B8A8_SINT, &CopyNativeVertexData<GLbyte, 3, 4, 1>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8G8B8A8_SINT, &CopyNativeVertexData<GLbyte, 4, 4, 0>);
+
+ // GL_BYTE -- normalized
+ AddVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8_SNORM, &CopyNativeVertexData<GLbyte, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8_SNORM, &CopyNativeVertexData<GLbyte, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_SNORM, &CopyNativeVertexData<GLbyte, 3, 4, INT8_MAX>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8B8A8_SNORM, &CopyNativeVertexData<GLbyte, 4, 4, 0>);
+
+ // GL_UNSIGNED_BYTE -- un-normalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8_UINT, &CopyNativeVertexData<GLubyte, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8G8_UINT, &CopyNativeVertexData<GLubyte, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 3, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R8G8B8A8_UINT, &CopyNativeVertexData<GLubyte, 3, 4, 1>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8G8B8A8_UINT, &CopyNativeVertexData<GLubyte, 4, 4, 0>);
+
+ // GL_UNSIGNED_BYTE -- normalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8_UNORM, &CopyNativeVertexData<GLubyte, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8_UNORM, &CopyNativeVertexData<GLubyte, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_UNORM, &CopyNativeVertexData<GLubyte, 3, 4, UINT8_MAX>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8B8A8_UNORM, &CopyNativeVertexData<GLubyte, 4, 4, 0>);
+
+ // GL_SHORT -- un-normalized
+ AddVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16_SINT, &CopyNativeVertexData<GLshort, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16G16_SINT, &CopyNativeVertexData<GLshort, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 3, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R16G16B16A16_SINT, &CopyNativeVertexData<GLshort, 3, 4, 1>);
+ AddVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16G16B16A16_SINT, &CopyNativeVertexData<GLshort, 4, 4, 0>);
+
+ // GL_SHORT -- normalized
+ AddVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_SNORM, &CopyNativeVertexData<GLshort, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_SNORM, &CopyNativeVertexData<GLshort, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_SNORM, &CopyNativeVertexData<GLshort, 3, 4, INT16_MAX>);
+ AddVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_SNORM, &CopyNativeVertexData<GLshort, 4, 4, 0>);
+
+ // GL_UNSIGNED_SHORT -- un-normalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16_UINT, &CopyNativeVertexData<GLushort, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16G16_UINT, &CopyNativeVertexData<GLushort, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 3, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R16G16B16A16_UINT, &CopyNativeVertexData<GLushort, 3, 4, 1>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16G16B16A16_UINT, &CopyNativeVertexData<GLushort, 4, 4, 0>);
+
+ // GL_UNSIGNED_SHORT -- normalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_UNORM, &CopyNativeVertexData<GLushort, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_UNORM, &CopyNativeVertexData<GLushort, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_UNORM, &CopyNativeVertexData<GLushort, 3, 4, UINT16_MAX>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_UNORM, &CopyNativeVertexData<GLushort, 4, 4, 0>);
+
+ // GL_INT -- un-normalized
+ AddVertexFormatInfo(&map, GL_INT, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32_SINT, &CopyNativeVertexData<GLint, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_INT, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32_SINT, &CopyNativeVertexData<GLint, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_INT, GL_FALSE, 3, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32B32_SINT, &CopyNativeVertexData<GLint, 3, 3, 0>);
+ AddVertexFormatInfo(&map, GL_INT, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32B32A32_SINT, &CopyNativeVertexData<GLint, 4, 4, 0>);
+
+ // GL_INT -- normalized
+ AddVertexFormatInfo(&map, GL_INT, GL_TRUE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32_FLOAT, &CopyTo32FVertexData<GLint, 1, 1, true>);
+ AddVertexFormatInfo(&map, GL_INT, GL_TRUE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &CopyTo32FVertexData<GLint, 2, 2, true>);
+ AddVertexFormatInfo(&map, GL_INT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &CopyTo32FVertexData<GLint, 3, 3, true>);
+ AddVertexFormatInfo(&map, GL_INT, GL_TRUE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &CopyTo32FVertexData<GLint, 4, 4, true>);
+
+ // GL_UNSIGNED_INT -- un-normalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32_UINT, &CopyNativeVertexData<GLuint, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32_UINT, &CopyNativeVertexData<GLuint, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_FALSE, 3, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32B32_UINT, &CopyNativeVertexData<GLuint, 3, 3, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32B32A32_UINT, &CopyNativeVertexData<GLuint, 4, 4, 0>);
+
+ // GL_UNSIGNED_INT -- normalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32_FLOAT, &CopyTo32FVertexData<GLuint, 1, 1, true>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32_FLOAT, &CopyTo32FVertexData<GLuint, 2, 2, true>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &CopyTo32FVertexData<GLuint, 3, 3, true>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32A32_FLOAT, &CopyTo32FVertexData<GLuint, 4, 4, true>);
+
+ // GL_FIXED
+ AddVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32_FLOAT, &Copy32FixedTo32FVertexData<1, 1>);
+ AddVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &Copy32FixedTo32FVertexData<2, 2>);
+ AddVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &Copy32FixedTo32FVertexData<3, 3>);
+ AddVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &Copy32FixedTo32FVertexData<4, 4>);
+
+ // GL_HALF_FLOAT
+ AddVertexFormatInfo(&map, GL_HALF_FLOAT, GL_FALSE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_FLOAT, &CopyNativeVertexData<GLhalf, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_HALF_FLOAT, GL_FALSE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_FLOAT, &CopyNativeVertexData<GLhalf, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_HALF_FLOAT, GL_FALSE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_FLOAT, &CopyNativeVertexData<GLhalf, 3, 4, gl::Float16One>);
+ AddVertexFormatInfo(&map, GL_HALF_FLOAT, GL_FALSE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_FLOAT, &CopyNativeVertexData<GLhalf, 4, 4, 0>);
+
+ // GL_FLOAT
+ AddVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32_FLOAT, &CopyNativeVertexData<GLfloat, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32_FLOAT, &CopyNativeVertexData<GLfloat, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 3, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32_FLOAT, &CopyNativeVertexData<GLfloat, 3, 3, 0>);
+ AddVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32A32_FLOAT, &CopyNativeVertexData<GLfloat, 4, 4, 0>);
+
+ // GL_INT_2_10_10_10_REV
+ AddVertexFormatInfo(&map, GL_INT_2_10_10_10_REV, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &CopyXYZ10W2ToXYZW32FVertexData<true, false, true>);
+ AddVertexFormatInfo(&map, GL_INT_2_10_10_10_REV, GL_TRUE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &CopyXYZ10W2ToXYZW32FVertexData<true, true, true>);
+
+ // GL_UNSIGNED_INT_2_10_10_10_REV
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT_2_10_10_10_REV, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &CopyXYZ10W2ToXYZW32FVertexData<false, false, true>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT_2_10_10_10_REV, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R10G10B10A2_UNORM, &CopyNativeVertexData<GLuint, 1, 1, 0>);
+
+ //
+ // Integer Formats
+ //
+
+ // GL_BYTE
+ AddIntegerVertexFormatInfo(&map, GL_BYTE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8_SINT, &CopyNativeVertexData<GLbyte, 1, 1, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_BYTE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8_SINT, &CopyNativeVertexData<GLbyte, 2, 2, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_BYTE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_SINT, &CopyNativeVertexData<GLbyte, 3, 4, 1>);
+ AddIntegerVertexFormatInfo(&map, GL_BYTE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8B8A8_SINT, &CopyNativeVertexData<GLbyte, 4, 4, 0>);
+
+ // GL_UNSIGNED_BYTE
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_BYTE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8_UINT, &CopyNativeVertexData<GLubyte, 1, 1, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_BYTE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8_UINT, &CopyNativeVertexData<GLubyte, 2, 2, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_BYTE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_UINT, &CopyNativeVertexData<GLubyte, 3, 4, 1>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_BYTE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8B8A8_UINT, &CopyNativeVertexData<GLubyte, 4, 4, 0>);
+
+ // GL_SHORT
+ AddIntegerVertexFormatInfo(&map, GL_SHORT, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_SINT, &CopyNativeVertexData<GLshort, 1, 1, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_SHORT, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_SINT, &CopyNativeVertexData<GLshort, 2, 2, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_SHORT, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_SINT, &CopyNativeVertexData<GLshort, 3, 4, 1>);
+ AddIntegerVertexFormatInfo(&map, GL_SHORT, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_SINT, &CopyNativeVertexData<GLshort, 4, 4, 0>);
+
+ // GL_UNSIGNED_SHORT
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_SHORT, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_UINT, &CopyNativeVertexData<GLushort, 1, 1, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_SHORT, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_UINT, &CopyNativeVertexData<GLushort, 2, 2, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_SHORT, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_UINT, &CopyNativeVertexData<GLushort, 3, 4, 1>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_SHORT, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_UINT, &CopyNativeVertexData<GLushort, 4, 4, 0>);
+
+ // GL_INT
+ AddIntegerVertexFormatInfo(&map, GL_INT, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32_SINT, &CopyNativeVertexData<GLint, 1, 1, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_INT, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32_SINT, &CopyNativeVertexData<GLint, 2, 2, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_INT, 3, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32_SINT, &CopyNativeVertexData<GLint, 3, 3, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_INT, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32A32_SINT, &CopyNativeVertexData<GLint, 4, 4, 0>);
+
+ // GL_UNSIGNED_INT
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32_SINT, &CopyNativeVertexData<GLuint, 1, 1, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32_SINT, &CopyNativeVertexData<GLuint, 2, 2, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT, 3, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32_SINT, &CopyNativeVertexData<GLuint, 3, 3, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32A32_SINT, &CopyNativeVertexData<GLuint, 4, 4, 0>);
+
+ // GL_INT_2_10_10_10_REV
+ AddIntegerVertexFormatInfo(&map, GL_INT_2_10_10_10_REV, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_SINT, &CopyXYZ10W2ToXYZW32FVertexData<true, true, false>);
+
+ // GL_UNSIGNED_INT_2_10_10_10_REV
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT_2_10_10_10_REV, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R10G10B10A2_UINT, &CopyNativeVertexData<GLuint, 1, 1, 0>);
+
+ return map;
+}
+
+const VertexFormat &GetVertexFormatInfo(const gl::VertexFormat &vertexFormat, D3D_FEATURE_LEVEL featureLevel)
+{
+ static const D3D11VertexFormatInfoMap vertexFormatMap = BuildD3D11VertexFormatInfoMap();
+ static const D3D11VertexFormatInfoMap vertexFormatMapFL9_3Override = BuildD3D11_FL9_3VertexFormatInfoOverrideMap();
+
+ if (featureLevel == D3D_FEATURE_LEVEL_9_3)
+ {
+ // First see if the format has a special mapping for FL9_3
+ D3D11VertexFormatInfoMap::const_iterator iter = vertexFormatMapFL9_3Override.find(vertexFormat);
+ if (iter != vertexFormatMapFL9_3Override.end())
+ {
+ return iter->second;
+ }
+ }
+
+ D3D11VertexFormatInfoMap::const_iterator iter = vertexFormatMap.find(vertexFormat);
+ if (iter != vertexFormatMap.end())
+ {
+ return iter->second;
+ }
+ else
+ {
+ static const VertexFormat defaultInfo;
+ return defaultInfo;
+ }
+}
+
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/formatutils11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/formatutils11.h
new file mode 100644
index 0000000000..33fe29dc39
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/formatutils11.h
@@ -0,0 +1,93 @@
+//
+// Copyright (c) 2013-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// formatutils11.h: Queries for GL image formats and their translations to D3D11
+// formats.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_FORMATUTILS11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_FORMATUTILS11_H_
+
+#include "libANGLE/renderer/d3d/formatutilsD3D.h"
+#include "libANGLE/angletypes.h"
+
+#include "common/platform.h"
+
+#include <map>
+
+namespace rx
+{
+
+namespace d3d11
+{
+
+typedef std::map<std::pair<GLenum, GLenum>, ColorCopyFunction> FastCopyFunctionMap;
+
+struct DXGIFormat
+{
+ DXGIFormat();
+
+ GLuint pixelBytes;
+ GLuint blockWidth;
+ GLuint blockHeight;
+
+ GLuint redBits;
+ GLuint greenBits;
+ GLuint blueBits;
+ GLuint alphaBits;
+ GLuint sharedBits;
+
+ GLuint depthBits;
+ GLuint depthOffset;
+ GLuint stencilBits;
+ GLuint stencilOffset;
+
+ GLenum internalFormat;
+ GLenum componentType;
+
+ MipGenerationFunction mipGenerationFunction;
+ ColorReadFunction colorReadFunction;
+
+ FastCopyFunctionMap fastCopyFunctions;
+ ColorCopyFunction getFastCopyFunction(GLenum format, GLenum type) const;
+};
+const DXGIFormat &GetDXGIFormatInfo(DXGI_FORMAT format);
+
+struct TextureFormat
+{
+ TextureFormat();
+
+ DXGI_FORMAT texFormat;
+ DXGI_FORMAT srvFormat;
+ DXGI_FORMAT rtvFormat;
+ DXGI_FORMAT dsvFormat;
+ DXGI_FORMAT renderFormat;
+
+ DXGI_FORMAT swizzleTexFormat;
+ DXGI_FORMAT swizzleSRVFormat;
+ DXGI_FORMAT swizzleRTVFormat;
+
+ InitializeTextureDataFunction dataInitializerFunction;
+
+ typedef std::map<GLenum, LoadImageFunction> LoadFunctionMap;
+ LoadFunctionMap loadFunctions;
+};
+const TextureFormat &GetTextureFormatInfo(GLenum internalFormat, D3D_FEATURE_LEVEL featureLevel);
+
+struct VertexFormat
+{
+ VertexFormat();
+
+ VertexConversionType conversionType;
+ DXGI_FORMAT nativeFormat;
+ VertexCopyFunction copyFunction;
+};
+const VertexFormat &GetVertexFormatInfo(const gl::VertexFormat &vertexFormat, D3D_FEATURE_LEVEL featureLevel);
+
+}
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_FORMATUTILS11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp
new file mode 100644
index 0000000000..63085f497f
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp
@@ -0,0 +1,1378 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// renderer11_utils.cpp: Conversion functions and other utility routines
+// specific to the D3D11 renderer.
+
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+#include "libANGLE/renderer/Workarounds.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/Framebuffer.h"
+
+#include "common/debug.h"
+
+#include <algorithm>
+
+#ifndef D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
+# define D3D_FL9_1_DEFAULT_MAX_ANISOTROPY 2
+#endif
+#ifndef D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT
+# define D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT 1
+#endif
+#ifndef D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT
+# define D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT 4
+#endif
+#ifndef D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT
+# define D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT 65535
+#endif
+#ifndef D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT
+# define D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT 1048575
+#endif
+#ifndef D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION
+# define D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION 512
+#endif
+#ifndef D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION
+# define D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION 4096
+#endif
+#ifndef D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION
+# define D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION 2048
+#endif
+#ifndef D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION
+# define D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION 256
+#endif
+#ifndef D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION
+# define D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION 4096
+#endif
+#ifndef D3D11_REQ_TEXTURECUBE_DIMENSION
+# define D3D11_REQ_TEXTURECUBE_DIMENSION 16384
+#endif
+#ifndef D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION
+# define D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION 2048
+#endif
+#ifndef D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION
+# define D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION 2048
+#endif
+#ifndef D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP
+# define D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP 32
+#endif
+#ifndef D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP
+# define D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP 32
+#endif
+#ifndef D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT
+# define D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT 32
+#endif
+#ifndef D3D11_STANDARD_VERTEX_ELEMENT_COUNT
+# define D3D11_STANDARD_VERTEX_ELEMENT_COUNT 32
+#endif
+#ifndef D3D10_1_SO_BUFFER_SLOT_COUNT
+# define D3D10_1_SO_BUFFER_SLOT_COUNT 4
+#endif
+#ifndef D3D11_SO_BUFFER_SLOT_COUNT
+# define D3D11_SO_BUFFER_SLOT_COUNT 4
+#endif
+#ifndef D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT
+# define D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 14
+#endif
+#ifndef D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT
+# define D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 16
+#endif
+#ifndef D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE
+# define D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE -8
+#endif
+#ifndef D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE
+# define D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE 7
+#endif
+#ifndef D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT
+# define D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT 4096
+#endif
+#ifndef D3D11_PS_INPUT_REGISTER_COUNT
+# define D3D11_PS_INPUT_REGISTER_COUNT 32
+#endif
+#ifndef D3D10_1_VS_OUTPUT_REGISTER_COUNT
+# define D3D10_1_VS_OUTPUT_REGISTER_COUNT 32
+#endif
+#if defined(ANGLE_MINGW32_COMPAT)
+static const IID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 };
+#endif
+
+namespace rx
+{
+
+namespace gl_d3d11
+{
+
+D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha)
+{
+ D3D11_BLEND d3dBlend = D3D11_BLEND_ZERO;
+
+ switch (glBlend)
+ {
+ case GL_ZERO: d3dBlend = D3D11_BLEND_ZERO; break;
+ case GL_ONE: d3dBlend = D3D11_BLEND_ONE; break;
+ case GL_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_SRC_ALPHA : D3D11_BLEND_SRC_COLOR); break;
+ case GL_ONE_MINUS_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC_ALPHA : D3D11_BLEND_INV_SRC_COLOR); break;
+ case GL_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_DEST_COLOR); break;
+ case GL_ONE_MINUS_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_INV_DEST_COLOR); break;
+ case GL_SRC_ALPHA: d3dBlend = D3D11_BLEND_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3D11_BLEND_INV_SRC_ALPHA; break;
+ case GL_DST_ALPHA: d3dBlend = D3D11_BLEND_DEST_ALPHA; break;
+ case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3D11_BLEND_INV_DEST_ALPHA; break;
+ case GL_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break;
+ case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break;
+ case GL_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break;
+ case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break;
+ case GL_SRC_ALPHA_SATURATE: d3dBlend = D3D11_BLEND_SRC_ALPHA_SAT; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dBlend;
+}
+
+D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp)
+{
+ D3D11_BLEND_OP d3dBlendOp = D3D11_BLEND_OP_ADD;
+
+ switch (glBlendOp)
+ {
+ case GL_FUNC_ADD: d3dBlendOp = D3D11_BLEND_OP_ADD; break;
+ case GL_FUNC_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_SUBTRACT; break;
+ case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_REV_SUBTRACT; break;
+ case GL_MIN: d3dBlendOp = D3D11_BLEND_OP_MIN; break;
+ case GL_MAX: d3dBlendOp = D3D11_BLEND_OP_MAX; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dBlendOp;
+}
+
+UINT8 ConvertColorMask(bool red, bool green, bool blue, bool alpha)
+{
+ UINT8 mask = 0;
+ if (red)
+ {
+ mask |= D3D11_COLOR_WRITE_ENABLE_RED;
+ }
+ if (green)
+ {
+ mask |= D3D11_COLOR_WRITE_ENABLE_GREEN;
+ }
+ if (blue)
+ {
+ mask |= D3D11_COLOR_WRITE_ENABLE_BLUE;
+ }
+ if (alpha)
+ {
+ mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
+ }
+ return mask;
+}
+
+D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode)
+{
+ D3D11_CULL_MODE cull = D3D11_CULL_NONE;
+
+ if (cullEnabled)
+ {
+ switch (cullMode)
+ {
+ case GL_FRONT: cull = D3D11_CULL_FRONT; break;
+ case GL_BACK: cull = D3D11_CULL_BACK; break;
+ case GL_FRONT_AND_BACK: cull = D3D11_CULL_NONE; break;
+ default: UNREACHABLE();
+ }
+ }
+ else
+ {
+ cull = D3D11_CULL_NONE;
+ }
+
+ return cull;
+}
+
+D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison)
+{
+ D3D11_COMPARISON_FUNC d3dComp = D3D11_COMPARISON_NEVER;
+ switch (comparison)
+ {
+ case GL_NEVER: d3dComp = D3D11_COMPARISON_NEVER; break;
+ case GL_ALWAYS: d3dComp = D3D11_COMPARISON_ALWAYS; break;
+ case GL_LESS: d3dComp = D3D11_COMPARISON_LESS; break;
+ case GL_LEQUAL: d3dComp = D3D11_COMPARISON_LESS_EQUAL; break;
+ case GL_EQUAL: d3dComp = D3D11_COMPARISON_EQUAL; break;
+ case GL_GREATER: d3dComp = D3D11_COMPARISON_GREATER; break;
+ case GL_GEQUAL: d3dComp = D3D11_COMPARISON_GREATER_EQUAL; break;
+ case GL_NOTEQUAL: d3dComp = D3D11_COMPARISON_NOT_EQUAL; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dComp;
+}
+
+D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled)
+{
+ return depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
+}
+
+UINT8 ConvertStencilMask(GLuint stencilmask)
+{
+ return static_cast<UINT8>(stencilmask);
+}
+
+D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp)
+{
+ D3D11_STENCIL_OP d3dStencilOp = D3D11_STENCIL_OP_KEEP;
+
+ switch (stencilOp)
+ {
+ case GL_ZERO: d3dStencilOp = D3D11_STENCIL_OP_ZERO; break;
+ case GL_KEEP: d3dStencilOp = D3D11_STENCIL_OP_KEEP; break;
+ case GL_REPLACE: d3dStencilOp = D3D11_STENCIL_OP_REPLACE; break;
+ case GL_INCR: d3dStencilOp = D3D11_STENCIL_OP_INCR_SAT; break;
+ case GL_DECR: d3dStencilOp = D3D11_STENCIL_OP_DECR_SAT; break;
+ case GL_INVERT: d3dStencilOp = D3D11_STENCIL_OP_INVERT; break;
+ case GL_INCR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_INCR; break;
+ case GL_DECR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_DECR; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dStencilOp;
+}
+
+D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode)
+{
+ bool comparison = comparisonMode != GL_NONE;
+
+ if (maxAnisotropy > 1.0f)
+ {
+ return D3D11_ENCODE_ANISOTROPIC_FILTER(static_cast<D3D11_COMPARISON_FUNC>(comparison));
+ }
+ else
+ {
+ D3D11_FILTER_TYPE dxMin = D3D11_FILTER_TYPE_POINT;
+ D3D11_FILTER_TYPE dxMip = D3D11_FILTER_TYPE_POINT;
+ switch (minFilter)
+ {
+ case GL_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_POINT; break;
+ case GL_LINEAR: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT; break;
+ case GL_NEAREST_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_POINT; break;
+ case GL_LINEAR_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT; break;
+ case GL_NEAREST_MIPMAP_LINEAR: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_LINEAR; break;
+ case GL_LINEAR_MIPMAP_LINEAR: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_LINEAR; break;
+ default: UNREACHABLE();
+ }
+
+ D3D11_FILTER_TYPE dxMag = D3D11_FILTER_TYPE_POINT;
+ switch (magFilter)
+ {
+ case GL_NEAREST: dxMag = D3D11_FILTER_TYPE_POINT; break;
+ case GL_LINEAR: dxMag = D3D11_FILTER_TYPE_LINEAR; break;
+ default: UNREACHABLE();
+ }
+
+ return D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip, static_cast<D3D11_COMPARISON_FUNC>(comparison));
+ }
+}
+
+D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap)
+{
+ switch (wrap)
+ {
+ case GL_REPEAT: return D3D11_TEXTURE_ADDRESS_WRAP;
+ case GL_CLAMP_TO_EDGE: return D3D11_TEXTURE_ADDRESS_CLAMP;
+ case GL_MIRRORED_REPEAT: return D3D11_TEXTURE_ADDRESS_MIRROR;
+ default: UNREACHABLE();
+ }
+
+ return D3D11_TEXTURE_ADDRESS_WRAP;
+}
+
+D3D11_QUERY ConvertQueryType(GLenum queryType)
+{
+ switch (queryType)
+ {
+ case GL_ANY_SAMPLES_PASSED_EXT:
+ case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: return D3D11_QUERY_OCCLUSION;
+ case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: return D3D11_QUERY_SO_STATISTICS;
+ default: UNREACHABLE(); return D3D11_QUERY_EVENT;
+ }
+}
+
+}
+
+
+namespace d3d11_gl
+{
+
+GLint GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return 3;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 2;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static gl::TextureCaps GenerateTextureFormatCaps(GLint maxClientVersion, GLenum internalFormat, ID3D11Device *device)
+{
+ gl::TextureCaps textureCaps;
+
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat, device->GetFeatureLevel());
+
+ UINT formatSupport;
+ if (SUCCEEDED(device->CheckFormatSupport(formatInfo.texFormat, &formatSupport)))
+ {
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat);
+ if (internalFormatInfo.depthBits > 0 || internalFormatInfo.stencilBits > 0)
+ {
+ textureCaps.texturable = ((formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0);
+ }
+ else
+ {
+ UINT formatSupportMask = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
+ if (maxClientVersion > 2)
+ {
+ formatSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURE3D;
+ }
+ textureCaps.texturable = ((formatSupport & formatSupportMask) == formatSupportMask);
+ }
+ }
+
+ if (SUCCEEDED(device->CheckFormatSupport(formatInfo.renderFormat, &formatSupport)) &&
+ ((formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET) != 0))
+ {
+ for (size_t sampleCount = 1; sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; sampleCount++)
+ {
+ UINT qualityCount = 0;
+ if (SUCCEEDED(device->CheckMultisampleQualityLevels(formatInfo.renderFormat, sampleCount, &qualityCount)) &&
+ qualityCount > 0)
+ {
+ textureCaps.sampleCounts.insert(sampleCount);
+ }
+ }
+ }
+
+ textureCaps.filterable = SUCCEEDED(device->CheckFormatSupport(formatInfo.srvFormat, &formatSupport)) &&
+ ((formatSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE)) != 0;
+ textureCaps.renderable = (SUCCEEDED(device->CheckFormatSupport(formatInfo.rtvFormat, &formatSupport)) &&
+ ((formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) != 0) ||
+ (SUCCEEDED(device->CheckFormatSupport(formatInfo.dsvFormat, &formatSupport)) &&
+ ((formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL) != 0));
+
+ return textureCaps;
+}
+
+static bool GetNPOTTextureSupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return true;
+
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return false;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static float GetMaximumAnisotropy(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_MAX_MAXANISOTROPY;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_MAX_MAXANISOTROPY;
+
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2: return 16;
+
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_DEFAULT_MAX_ANISOTROPY;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static bool GetOcclusionQuerySupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return true;
+
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateQuery
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2: return true;
+ case D3D_FEATURE_LEVEL_9_1: return false;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static bool GetEventQuerySupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateQuery
+
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return true;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static bool GetInstancingSupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateInputLayout
+
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return true;
+
+ // Feature Level 9_3 supports instancing, but slot 0 in the input layout must not be instanced.
+ // D3D9 has a similar restriction, where stream 0 must not be instanced.
+ // This restriction can be worked around by remapping any non-instanced slot to slot 0.
+ // This works because HLSL uses shader semantics to match the vertex inputs to the elements in the input layout, rather than the slots.
+ // Note that we only support instancing via ANGLE_instanced_array on 9_3, since 9_3 doesn't support OpenGL ES 3.0
+ case D3D_FEATURE_LEVEL_9_3: return true;
+
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return false;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static bool GetFramebufferMultisampleSupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return true;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return false;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static bool GetFramebufferBlitSupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return true;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return false;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static bool GetDerivativeInstructionSupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ // http://msdn.microsoft.com/en-us/library/windows/desktop/bb509588.aspx states that shader model
+ // ps_2_x is required for the ddx (and other derivative functions).
+
+ // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx states that feature level
+ // 9.3 supports shader model ps_2_x.
+
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ case D3D_FEATURE_LEVEL_9_3: return true;
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return false;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static bool GetShaderTextureLODSupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return true;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return false;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static size_t GetMaximumSimultaneousRenderTargets(D3D_FEATURE_LEVEL featureLevel)
+{
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateInputLayout
+
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT;
+
+ case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT;
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximum2DTextureSize(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+
+ case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumCubeMapTextureSize(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURECUBE_DIMENSION;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURECUBE_DIMENSION;
+
+ case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION;
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximum2DTextureArraySize(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximum3DTextureSize(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumViewportSize(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_VIEWPORT_BOUNDS_MAX;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_VIEWPORT_BOUNDS_MAX;
+
+ // No constants for D3D11 Feature Level 9 viewport size limits, use the maximum texture sizes
+ case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumDrawIndexedIndexCount(D3D_FEATURE_LEVEL featureLevel)
+{
+ // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since that's what's
+ // returned from glGetInteger
+ static_assert(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value.");
+ static_assert(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value.");
+
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return std::numeric_limits<GLint>::max();
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2: return D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT;
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumDrawVertexCount(D3D_FEATURE_LEVEL featureLevel)
+{
+ // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since that's what's
+ // returned from glGetInteger
+ static_assert(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value.");
+ static_assert(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value.");
+
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return std::numeric_limits<GLint>::max();
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2: return D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT;
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumVertexInputSlots(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_STANDARD_VERTEX_ELEMENT_COUNT;
+
+ case D3D_FEATURE_LEVEL_10_1: return D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT;
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_STANDARD_VERTEX_ELEMENT_COUNT;
+
+ // From http://http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx "Max Input Slots"
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 16;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel)
+{
+ // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return 1024; // D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
+
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx ID3D11DeviceContext::VSSetConstantBuffers
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 255;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetReservedVertexUniformBuffers()
+{
+ // Reserve one buffer for the application uniforms, and one for driver uniforms
+ return 2;
+}
+
+static size_t GetMaximumVertexUniformBlocks(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedVertexUniformBuffers();
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedVertexUniformBuffers();
+
+ // Uniform blocks not supported on D3D11 Feature Level 9
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetReservedVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel)
+{
+ // According to The OpenGL ES Shading Language specifications
+ // (Language Version 1.00 section 10.16, Language Version 3.10 section 12.21)
+ // built-in special variables (e.g. gl_FragCoord, or gl_PointCoord)
+ // which are statically used in the shader should be included in the variable packing algorithm.
+ // Therefore, we should not reserve output vectors for them.
+
+ switch (featureLevel)
+ {
+ // We must reserve one output vector for dx_Position.
+ // We also reserve one for gl_Position, which we unconditionally output on Feature Levels 10_0+,
+ // even if it's unused in the shader (e.g. for transform feedback). TODO: This could be improved.
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return 2;
+
+ // Just reserve dx_Position on Feature Level 9, since we don't ever need to output gl_Position.
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 1;
+
+ default: UNREACHABLE(); return 0;
+ }
+
+ return 1;
+}
+
+static size_t GetMaximumVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel)
+{
+ static_assert(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT, "Unexpected D3D11 constant value.");
+
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
+
+ case D3D_FEATURE_LEVEL_10_1: return D3D10_1_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
+
+ // Use Shader Model 2.X limits
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 8 - GetReservedVertexOutputVectors(featureLevel);
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumVertexTextureUnits(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT;
+
+ // Vertex textures not supported on D3D11 Feature Level 9 according to
+ // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx
+ // ID3D11DeviceContext::VSSetSamplers and ID3D11DeviceContext::VSSetShaderResources
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumPixelUniformVectors(D3D_FEATURE_LEVEL featureLevel)
+{
+ // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return 1024; // D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
+
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx ID3D11DeviceContext::PSSetConstantBuffers
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 32;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetReservedPixelUniformBuffers()
+{
+ // Reserve one buffer for the application uniforms, and one for driver uniforms
+ return 2;
+}
+
+static size_t GetMaximumPixelUniformBlocks(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedPixelUniformBuffers();
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedPixelUniformBuffers();
+
+ // Uniform blocks not supported on D3D11 Feature Level 9
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumPixelInputVectors(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
+
+ // Use Shader Model 2.X limits
+ case D3D_FEATURE_LEVEL_9_3: return 8 - GetReservedVertexOutputVectors(featureLevel);
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 8 - GetReservedVertexOutputVectors(featureLevel);
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumPixelTextureUnits(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT;
+
+ // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx ID3D11DeviceContext::PSSetShaderResources
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 16;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static int GetMinimumTexelOffset(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE;
+
+ // Sampling functions with offsets are not available below shader model 4.0.
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static int GetMaximumTexelOffset(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE;
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE;
+
+ // Sampling functions with offsets are not available below shader model 4.0.
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumConstantBufferSize(D3D_FEATURE_LEVEL featureLevel)
+{
+ // Returns a size_t despite the limit being a GLuint64 because size_t is the maximum size of
+ // any buffer that could be allocated.
+
+ const size_t bytesPerComponent = 4 * sizeof(float);
+
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
+
+ // Limits from http://msdn.microsoft.com/en-us/library/windows/desktop/ff476501.aspx remarks section
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 4096 * bytesPerComponent;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumStreamOutputBuffers(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_SO_BUFFER_SLOT_COUNT;
+
+ case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SO_BUFFER_SLOT_COUNT;
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_SO_BUFFER_SLOT_COUNT;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumStreamOutputInterleavedComponents(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return GetMaximumVertexOutputVectors(featureLevel) * 4;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumStreamOutputSeparateComponents(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return GetMaximumStreamOutputInterleavedComponents(featureLevel) /
+ GetMaximumStreamOutputBuffers(featureLevel);
+
+
+ // D3D 10 and 10.1 only allow one output per output slot if an output slot other than zero is used.
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return 4;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions)
+{
+ D3D_FEATURE_LEVEL featureLevel = device->GetFeatureLevel();
+
+ GLuint maxSamples = 0;
+ const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats();
+ for (gl::FormatSet::const_iterator internalFormat = allFormats.begin(); internalFormat != allFormats.end(); ++internalFormat)
+ {
+ gl::TextureCaps textureCaps = GenerateTextureFormatCaps(GetMaximumClientVersion(featureLevel), *internalFormat, device);
+ textureCapsMap->insert(*internalFormat, textureCaps);
+
+ maxSamples = std::max(maxSamples, textureCaps.getMaxSamples());
+
+ if (gl::GetInternalFormatInfo(*internalFormat).compressed)
+ {
+ caps->compressedTextureFormats.push_back(*internalFormat);
+ }
+ }
+
+ // GL core feature limits
+ caps->maxElementIndex = static_cast<GLint64>(std::numeric_limits<unsigned int>::max());
+ caps->max3DTextureSize = GetMaximum3DTextureSize(featureLevel);
+ caps->max2DTextureSize = GetMaximum2DTextureSize(featureLevel);
+ caps->maxCubeMapTextureSize = GetMaximumCubeMapTextureSize(featureLevel);
+ caps->maxArrayTextureLayers = GetMaximum2DTextureArraySize(featureLevel);
+
+ // Unimplemented, set to minimum required
+ caps->maxLODBias = 2.0f;
+
+ // No specific limits on render target size, maximum 2D texture size is equivalent
+ caps->maxRenderbufferSize = caps->max2DTextureSize;
+
+ // Maximum draw buffers and color attachments are the same, max color attachments could eventually be
+ // increased to 16
+ caps->maxDrawBuffers = GetMaximumSimultaneousRenderTargets(featureLevel);
+ caps->maxColorAttachments = GetMaximumSimultaneousRenderTargets(featureLevel);
+
+ // D3D11 has the same limit for viewport width and height
+ caps->maxViewportWidth = GetMaximumViewportSize(featureLevel);
+ caps->maxViewportHeight = caps->maxViewportWidth;
+
+ // Choose a reasonable maximum, enforced in the shader.
+ caps->minAliasedPointSize = 1.0f;
+ caps->maxAliasedPointSize = 1024.0f;
+
+ // Wide lines not supported
+ caps->minAliasedLineWidth = 1.0f;
+ caps->maxAliasedLineWidth = 1.0f;
+
+ // Primitive count limits
+ caps->maxElementsIndices = GetMaximumDrawIndexedIndexCount(featureLevel);
+ caps->maxElementsVertices = GetMaximumDrawVertexCount(featureLevel);
+
+ // Program and shader binary formats (no supported shader binary formats)
+ caps->programBinaryFormats.push_back(GL_PROGRAM_BINARY_ANGLE);
+
+ caps->vertexHighpFloat.setIEEEFloat();
+ caps->vertexMediumpFloat.setIEEEFloat();
+ caps->vertexLowpFloat.setIEEEFloat();
+ caps->fragmentHighpFloat.setIEEEFloat();
+ caps->fragmentMediumpFloat.setIEEEFloat();
+ caps->fragmentLowpFloat.setIEEEFloat();
+
+ // 32-bit integers are natively supported
+ caps->vertexHighpInt.setTwosComplementInt(32);
+ caps->vertexMediumpInt.setTwosComplementInt(32);
+ caps->vertexLowpInt.setTwosComplementInt(32);
+ caps->fragmentHighpInt.setTwosComplementInt(32);
+ caps->fragmentMediumpInt.setTwosComplementInt(32);
+ caps->fragmentLowpInt.setTwosComplementInt(32);
+
+ // We do not wait for server fence objects internally, so report a max timeout of zero.
+ caps->maxServerWaitTimeout = 0;
+
+ // Vertex shader limits
+ caps->maxVertexAttributes = GetMaximumVertexInputSlots(featureLevel);
+ caps->maxVertexUniformComponents = GetMaximumVertexUniformVectors(featureLevel) * 4;
+ caps->maxVertexUniformVectors = GetMaximumVertexUniformVectors(featureLevel);
+ caps->maxVertexUniformBlocks = GetMaximumVertexUniformBlocks(featureLevel);
+ caps->maxVertexOutputComponents = GetMaximumVertexOutputVectors(featureLevel) * 4;
+ caps->maxVertexTextureImageUnits = GetMaximumVertexTextureUnits(featureLevel);
+
+ // Fragment shader limits
+ caps->maxFragmentUniformComponents = GetMaximumPixelUniformVectors(featureLevel) * 4;
+ caps->maxFragmentUniformVectors = GetMaximumPixelUniformVectors(featureLevel);
+ caps->maxFragmentUniformBlocks = GetMaximumPixelUniformBlocks(featureLevel);
+ caps->maxFragmentInputComponents = GetMaximumPixelInputVectors(featureLevel) * 4;
+ caps->maxTextureImageUnits = GetMaximumPixelTextureUnits(featureLevel);
+ caps->minProgramTexelOffset = GetMinimumTexelOffset(featureLevel);
+ caps->maxProgramTexelOffset = GetMaximumTexelOffset(featureLevel);
+
+ // Aggregate shader limits
+ caps->maxUniformBufferBindings = caps->maxVertexUniformBlocks + caps->maxFragmentUniformBlocks;
+ caps->maxUniformBlockSize = GetMaximumConstantBufferSize(featureLevel);
+
+ // Setting a large alignment forces uniform buffers to bind with zero offset
+ caps->uniformBufferOffsetAlignment = static_cast<GLuint>(std::numeric_limits<GLint>::max());
+#if defined(ANGLE_ENABLE_D3D11_1)
+ ID3D11DeviceContext1 *deviceContext1 = d3d11::DynamicCastComObject<ID3D11DeviceContext1>(deviceContext);
+
+ if (deviceContext1)
+ {
+ D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options;
+ device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
+
+ if (d3d11Options.ConstantBufferOffsetting)
+ {
+ // With DirectX 11.1, constant buffer offset and size must be a multiple of 16 constants of 16 bytes each.
+ // https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649%28v=vs.85%29.aspx
+ caps->uniformBufferOffsetAlignment = 256;
+ }
+
+ SafeRelease(deviceContext1);
+ }
+#endif
+
+ caps->maxCombinedUniformBlocks = caps->maxVertexUniformBlocks + caps->maxFragmentUniformBlocks;
+ caps->maxCombinedVertexUniformComponents = (static_cast<GLint64>(caps->maxVertexUniformBlocks) * static_cast<GLint64>(caps->maxUniformBlockSize / 4)) +
+ static_cast<GLint64>(caps->maxVertexUniformComponents);
+ caps->maxCombinedFragmentUniformComponents = (static_cast<GLint64>(caps->maxFragmentUniformBlocks) * static_cast<GLint64>(caps->maxUniformBlockSize / 4)) +
+ static_cast<GLint64>(caps->maxFragmentUniformComponents);
+ caps->maxVaryingComponents = GetMaximumVertexOutputVectors(featureLevel) * 4;
+ caps->maxVaryingVectors = GetMaximumVertexOutputVectors(featureLevel);
+ caps->maxCombinedTextureImageUnits = caps->maxVertexTextureImageUnits + caps->maxTextureImageUnits;
+
+ // Transform feedback limits
+ caps->maxTransformFeedbackInterleavedComponents = GetMaximumStreamOutputInterleavedComponents(featureLevel);
+ caps->maxTransformFeedbackSeparateAttributes = GetMaximumStreamOutputBuffers(featureLevel);
+ caps->maxTransformFeedbackSeparateComponents = GetMaximumStreamOutputSeparateComponents(featureLevel);
+
+ // GL extension support
+ extensions->setTextureExtensionSupport(*textureCapsMap);
+ extensions->elementIndexUint = true;
+ extensions->packedDepthStencil = true;
+ extensions->getProgramBinary = true;
+ extensions->rgb8rgba8 = true;
+ extensions->readFormatBGRA = true;
+ extensions->pixelBufferObject = true;
+ extensions->mapBuffer = true;
+ extensions->mapBufferRange = true;
+ extensions->textureNPOT = GetNPOTTextureSupport(featureLevel);
+ extensions->drawBuffers = GetMaximumSimultaneousRenderTargets(featureLevel) > 1;
+ extensions->textureStorage = true;
+ extensions->textureFilterAnisotropic = true;
+ extensions->maxTextureAnisotropy = GetMaximumAnisotropy(featureLevel);
+ extensions->occlusionQueryBoolean = GetOcclusionQuerySupport(featureLevel);
+ extensions->fence = GetEventQuerySupport(featureLevel);
+ extensions->timerQuery = false; // Unimplemented
+ extensions->robustness = true;
+ extensions->blendMinMax = true;
+ extensions->framebufferBlit = GetFramebufferBlitSupport(featureLevel);
+ extensions->framebufferMultisample = GetFramebufferMultisampleSupport(featureLevel);
+ extensions->maxSamples = maxSamples;
+ extensions->instancedArrays = GetInstancingSupport(featureLevel);
+ extensions->packReverseRowOrder = true;
+ extensions->standardDerivatives = GetDerivativeInstructionSupport(featureLevel);
+ extensions->shaderTextureLOD = GetShaderTextureLODSupport(featureLevel);
+ extensions->fragDepth = true;
+ extensions->textureUsage = true; // This could be false since it has no effect in D3D11
+ extensions->translatedShaderSource = true;
+}
+
+}
+
+namespace d3d11
+{
+
+void MakeValidSize(bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset)
+{
+ const DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format);
+
+ int upsampleCount = 0;
+ // Don't expand the size of full textures that are at least (blockWidth x blockHeight) already.
+ if (isImage || *requestWidth < static_cast<GLsizei>(dxgiFormatInfo.blockWidth) ||
+ *requestHeight < static_cast<GLsizei>(dxgiFormatInfo.blockHeight))
+ {
+ while (*requestWidth % dxgiFormatInfo.blockWidth != 0 || *requestHeight % dxgiFormatInfo.blockHeight != 0)
+ {
+ *requestWidth <<= 1;
+ *requestHeight <<= 1;
+ upsampleCount++;
+ }
+ }
+ *levelOffset = upsampleCount;
+}
+
+void GenerateInitialTextureData(GLint internalFormat, D3D_FEATURE_LEVEL featureLevel, GLuint width, GLuint height, GLuint depth,
+ GLuint mipLevels, std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData,
+ std::vector< std::vector<BYTE> > *outData)
+{
+ const d3d11::TextureFormat &d3dFormatInfo = d3d11::GetTextureFormatInfo(internalFormat, featureLevel);
+ ASSERT(d3dFormatInfo.dataInitializerFunction != NULL);
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3dFormatInfo.texFormat);
+
+ outSubresourceData->resize(mipLevels);
+ outData->resize(mipLevels);
+
+ for (unsigned int i = 0; i < mipLevels; i++)
+ {
+ unsigned int mipWidth = std::max(width >> i, 1U);
+ unsigned int mipHeight = std::max(height >> i, 1U);
+ unsigned int mipDepth = std::max(depth >> i, 1U);
+
+ unsigned int rowWidth = dxgiFormatInfo.pixelBytes * mipWidth;
+ unsigned int imageSize = rowWidth * height;
+
+ outData->at(i).resize(rowWidth * mipHeight * mipDepth);
+ d3dFormatInfo.dataInitializerFunction(mipWidth, mipHeight, mipDepth, outData->at(i).data(), rowWidth, imageSize);
+
+ outSubresourceData->at(i).pSysMem = outData->at(i).data();
+ outSubresourceData->at(i).SysMemPitch = rowWidth;
+ outSubresourceData->at(i).SysMemSlicePitch = imageSize;
+ }
+}
+
+void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v)
+{
+ vertex->x = x;
+ vertex->y = y;
+ vertex->u = u;
+ vertex->v = v;
+}
+
+void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y,
+ unsigned int layer, float u, float v, float s)
+{
+ vertex->x = x;
+ vertex->y = y;
+ vertex->l = layer;
+ vertex->u = u;
+ vertex->v = v;
+ vertex->s = s;
+}
+
+HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name)
+{
+#if defined(_DEBUG)
+ return resource->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name);
+#else
+ return S_OK;
+#endif
+}
+
+gl::Error GetAttachmentRenderTarget(const gl::FramebufferAttachment *attachment, RenderTarget11 **outRT)
+{
+ RenderTargetD3D *renderTarget = NULL;
+ gl::Error error = rx::GetAttachmentRenderTarget(attachment, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ *outRT = RenderTarget11::makeRenderTarget11(renderTarget);
+ return gl::Error(GL_NO_ERROR);
+}
+
+Workarounds GenerateWorkarounds(D3D_FEATURE_LEVEL featureLevel)
+{
+ Workarounds workarounds;
+ workarounds.mrtPerfWorkaround = true;
+ workarounds.setDataFasterThanImageUpload = true;
+ workarounds.zeroMaxLodWorkaround = (featureLevel <= D3D_FEATURE_LEVEL_9_3);
+ workarounds.useInstancedPointSpriteEmulation = (featureLevel <= D3D_FEATURE_LEVEL_9_3);
+ return workarounds;
+}
+
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h
new file mode 100644
index 0000000000..207e6b5404
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h
@@ -0,0 +1,190 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// renderer11_utils.h: Conversion functions and other utility routines
+// specific to the D3D11 renderer.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
+
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Caps.h"
+#include "libANGLE/Error.h"
+
+#include <vector>
+
+namespace gl
+{
+class FramebufferAttachment;
+}
+
+namespace rx
+{
+class RenderTarget11;
+struct Workarounds;
+
+namespace gl_d3d11
+{
+
+D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha);
+D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp);
+UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha);
+
+D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode);
+
+D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison);
+D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled);
+UINT8 ConvertStencilMask(GLuint stencilmask);
+D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp);
+
+D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode);
+D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap);
+
+D3D11_QUERY ConvertQueryType(GLenum queryType);
+
+}
+
+namespace d3d11_gl
+{
+
+GLint GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel);
+void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions);
+
+}
+
+namespace d3d11
+{
+
+void MakeValidSize(bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset);
+
+void GenerateInitialTextureData(GLint internalFormat, D3D_FEATURE_LEVEL featureLevel, GLuint width, GLuint height, GLuint depth,
+ GLuint mipLevels, std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData,
+ std::vector< std::vector<BYTE> > *outData);
+
+struct PositionTexCoordVertex
+{
+ float x, y;
+ float u, v;
+};
+void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v);
+
+struct PositionLayerTexCoord3DVertex
+{
+ float x, y;
+ unsigned int l;
+ float u, v, s;
+};
+void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y,
+ unsigned int layer, float u, float v, float s);
+
+template <typename T>
+struct PositionDepthColorVertex
+{
+ float x, y, z;
+ T r, g, b, a;
+};
+
+template <typename T>
+void SetPositionDepthColorVertex(PositionDepthColorVertex<T>* vertex, float x, float y, float z,
+ const gl::Color<T> &color)
+{
+ vertex->x = x;
+ vertex->y = y;
+ vertex->z = z;
+ vertex->r = color.red;
+ vertex->g = color.green;
+ vertex->b = color.blue;
+ vertex->a = color.alpha;
+}
+
+HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name);
+
+template <typename outType>
+outType* DynamicCastComObject(IUnknown* object)
+{
+ outType *outObject = NULL;
+ HRESULT result = object->QueryInterface(__uuidof(outType), reinterpret_cast<void**>(&outObject));
+ if (SUCCEEDED(result))
+ {
+ return outObject;
+ }
+ else
+ {
+ SafeRelease(outObject);
+ return NULL;
+ }
+}
+
+inline bool isDeviceLostError(HRESULT errorCode)
+{
+ switch (errorCode)
+ {
+ case DXGI_ERROR_DEVICE_HUNG:
+ case DXGI_ERROR_DEVICE_REMOVED:
+ case DXGI_ERROR_DEVICE_RESET:
+ case DXGI_ERROR_DRIVER_INTERNAL_ERROR:
+ case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE:
+ return true;
+ default:
+ return false;
+ }
+}
+
+template <unsigned int N>
+inline ID3D11VertexShader *CompileVS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name)
+{
+ ID3D11VertexShader *vs = NULL;
+ HRESULT result = device->CreateVertexShader(byteCode, N, NULL, &vs);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ SetDebugName(vs, name);
+ return vs;
+}
+
+template <unsigned int N>
+inline ID3D11GeometryShader *CompileGS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name)
+{
+ ID3D11GeometryShader *gs = NULL;
+ HRESULT result = device->CreateGeometryShader(byteCode, N, NULL, &gs);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ SetDebugName(gs, name);
+ return gs;
+}
+
+template <unsigned int N>
+inline ID3D11PixelShader *CompilePS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name)
+{
+ ID3D11PixelShader *ps = NULL;
+ HRESULT result = device->CreatePixelShader(byteCode, N, NULL, &ps);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ SetDebugName(ps, name);
+ return ps;
+}
+
+// Copy data to small D3D11 buffers, such as for small constant buffers, which use one struct to
+// represent an entire buffer.
+template <class T>
+inline void SetBufferData(ID3D11DeviceContext *context, ID3D11Buffer *constantBuffer, const T &value)
+{
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ context->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+
+ memcpy(mappedResource.pData, &value, sizeof(T));
+
+ context->Unmap(constantBuffer, 0);
+}
+
+gl::Error GetAttachmentRenderTarget(const gl::FramebufferAttachment *attachment, RenderTarget11 **outRT);
+
+Workarounds GenerateWorkarounds(D3D_FEATURE_LEVEL featureLevel);
+
+}
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl
new file mode 100644
index 0000000000..c43734f6a3
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl
@@ -0,0 +1,77 @@
+Buffer<float4> Buffer4F : register(t0);
+Buffer<int4> Buffer4I : register(t0);
+Buffer<uint4> Buffer4UI : register(t0);
+
+struct VS_OUTPUT
+{
+ float4 position : SV_Position;
+ uint index : TEXCOORD0;
+ uint slice : LAYER;
+};
+
+struct GS_OUTPUT
+{
+ float4 position : SV_Position;
+ uint index : TEXCOORD0;
+ uint slice : SV_RenderTargetArrayIndex;
+};
+
+cbuffer BufferCopyParams : register(b0)
+{
+ uint FirstPixelOffset;
+ uint PixelsPerRow;
+ uint RowStride;
+ uint RowsPerSlice;
+ float2 PositionOffset;
+ float2 PositionScale;
+ int2 TexLocationOffset;
+ int2 TexLocationScale;
+ uint FirstSlice;
+}
+
+void ComputePositionAndIndex(uint vertexID, out VS_OUTPUT outVertex)
+{
+ uint PixelsPerSlice = PixelsPerRow * RowsPerSlice;
+ uint SliceStride = RowStride * RowsPerSlice;
+
+ uint slice = vertexID / PixelsPerSlice;
+ uint sliceOffset = slice * PixelsPerSlice;
+ uint row = (vertexID - sliceOffset) / PixelsPerRow;
+ uint col = vertexID - sliceOffset - (row * PixelsPerRow);
+
+ float2 coords = float2(float(col), float(row));
+
+ outVertex.position = float4(PositionOffset + PositionScale * coords, 0.0f, 1.0f);
+ outVertex.index = FirstPixelOffset + slice * SliceStride + row * RowStride + col;
+ outVertex.slice = FirstSlice + slice;
+}
+
+void VS_BufferToTexture(in uint vertexID : SV_VertexID, out VS_OUTPUT outVertex)
+{
+ ComputePositionAndIndex(vertexID, outVertex);
+}
+
+[maxvertexcount(1)]
+void GS_BufferToTexture(point VS_OUTPUT inVertex[1], inout PointStream<GS_OUTPUT> outStream)
+{
+ GS_OUTPUT outVertex;
+ outVertex.position = inVertex[0].position;
+ outVertex.index = inVertex[0].index;
+ outVertex.slice = inVertex[0].slice;
+ outStream.Append(outVertex);
+}
+
+float4 PS_BufferToTexture_4F(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
+{
+ return Buffer4F.Load(inIndex);
+}
+
+int4 PS_BufferToTexture_4I(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
+{
+ return Buffer4I.Load(inIndex);
+}
+
+uint4 PS_BufferToTexture_4UI(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
+{
+ return Buffer4UI.Load(inIndex);
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl
new file mode 100644
index 0000000000..2b3e1ebe4c
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl
@@ -0,0 +1,119 @@
+// Assume we are in SM4+, which has 8 color outputs
+
+void VS_ClearFloat( in float3 inPosition : POSITION, in float4 inColor : COLOR,
+ out float4 outPosition : SV_POSITION, out float4 outColor : COLOR)
+{
+ outPosition = float4(inPosition, 1.0f);
+ outColor = inColor;
+}
+
+struct PS_OutputFloat
+{
+ float4 color0 : SV_TARGET0;
+ float4 color1 : SV_TARGET1;
+ float4 color2 : SV_TARGET2;
+ float4 color3 : SV_TARGET3;
+ float4 color4 : SV_TARGET4;
+ float4 color5 : SV_TARGET5;
+ float4 color6 : SV_TARGET6;
+ float4 color7 : SV_TARGET7;
+};
+
+PS_OutputFloat PS_ClearFloat(in float4 inPosition : SV_POSITION, in float4 inColor : COLOR)
+{
+ PS_OutputFloat outColor;
+ outColor.color0 = inColor;
+ outColor.color1 = inColor;
+ outColor.color2 = inColor;
+ outColor.color3 = inColor;
+ outColor.color4 = inColor;
+ outColor.color5 = inColor;
+ outColor.color6 = inColor;
+ outColor.color7 = inColor;
+ return outColor;
+}
+
+struct PS_OutputFloat_FL9
+{
+ float4 color0 : SV_TARGET0;
+ float4 color1 : SV_TARGET1;
+ float4 color2 : SV_TARGET2;
+ float4 color3 : SV_TARGET3;
+};
+
+PS_OutputFloat_FL9 PS_ClearFloat_FL9(in float4 inPosition : SV_POSITION, in float4 inColor : COLOR)
+{
+ PS_OutputFloat_FL9 outColor;
+ outColor.color0 = inColor;
+ outColor.color1 = inColor;
+ outColor.color2 = inColor;
+ outColor.color3 = inColor;
+ return outColor;
+}
+
+void VS_ClearUint( in float3 inPosition : POSITION, in uint4 inColor : COLOR,
+ out float4 outPosition : SV_POSITION, out uint4 outColor : COLOR)
+{
+ outPosition = float4(inPosition, 1.0f);
+ outColor = inColor;
+}
+
+struct PS_OutputUint
+{
+ uint4 color0 : SV_TARGET0;
+ uint4 color1 : SV_TARGET1;
+ uint4 color2 : SV_TARGET2;
+ uint4 color3 : SV_TARGET3;
+ uint4 color4 : SV_TARGET4;
+ uint4 color5 : SV_TARGET5;
+ uint4 color6 : SV_TARGET6;
+ uint4 color7 : SV_TARGET7;
+};
+
+PS_OutputUint PS_ClearUint(in float4 inPosition : SV_POSITION, in uint4 inColor : COLOR)
+{
+ PS_OutputUint outColor;
+ outColor.color0 = inColor;
+ outColor.color1 = inColor;
+ outColor.color2 = inColor;
+ outColor.color3 = inColor;
+ outColor.color4 = inColor;
+ outColor.color5 = inColor;
+ outColor.color6 = inColor;
+ outColor.color7 = inColor;
+ return outColor;
+}
+
+
+void VS_ClearSint( in float3 inPosition : POSITION, in int4 inColor : COLOR,
+ out float4 outPosition : SV_POSITION, out int4 outColor : COLOR)
+{
+ outPosition = float4(inPosition, 1.0f);
+ outColor = inColor;
+}
+
+struct PS_OutputSint
+{
+ int4 color0 : SV_TARGET0;
+ int4 color1 : SV_TARGET1;
+ int4 color2 : SV_TARGET2;
+ int4 color3 : SV_TARGET3;
+ int4 color4 : SV_TARGET4;
+ int4 color5 : SV_TARGET5;
+ int4 color6 : SV_TARGET6;
+ int4 color7 : SV_TARGET7;
+};
+
+PS_OutputSint PS_ClearSint(in float4 inPosition : SV_POSITION, in int4 inColor : COLOR)
+{
+ PS_OutputSint outColor;
+ outColor.color0 = inColor;
+ outColor.color1 = inColor;
+ outColor.color2 = inColor;
+ outColor.color3 = inColor;
+ outColor.color4 = inColor;
+ outColor.color5 = inColor;
+ outColor.color6 = inColor;
+ outColor.color7 = inColor;
+ return outColor;
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl
new file mode 100644
index 0000000000..8671c39fb7
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl
@@ -0,0 +1,111 @@
+Texture2D<float4> TextureF : register(t0);
+Texture2D<uint4> TextureUI : register(t0);
+Texture2D<int4> TextureI : register(t0);
+
+SamplerState Sampler : register(s0);
+
+void VS_Passthrough2D( in float2 inPosition : POSITION, in float2 inTexCoord : TEXCOORD0,
+ out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0)
+{
+ outPosition = float4(inPosition, 0.0f, 1.0f);
+ outTexCoord = inTexCoord;
+}
+
+float PS_PassthroughDepth2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_DEPTH
+{
+ return TextureF.Sample(Sampler, inTexCoord).r;
+}
+
+float4 PS_PassthroughRGBA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return TextureF.Sample(Sampler, inTexCoord).rgba;
+}
+
+uint4 PS_PassthroughRGBA2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureUI.GetDimensions(size.x, size.y);
+
+ return TextureUI.Load(int3(size * inTexCoord, 0)).rgba;
+}
+
+int4 PS_PassthroughRGBA2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureI.GetDimensions(size.x, size.y);
+
+ return TextureI.Load(int3(size * inTexCoord, 0)).rgba;
+}
+
+float4 PS_PassthroughRGB2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, inTexCoord).rgb, 1.0f);
+}
+
+uint4 PS_PassthroughRGB2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureUI.GetDimensions(size.x, size.y);
+
+ return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).rgb, 0);
+}
+
+int4 PS_PassthroughRGB2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureI.GetDimensions(size.x, size.y);
+
+ return int4(TextureI.Load(int3(size * inTexCoord, 0)).rgb, 0);
+}
+
+float4 PS_PassthroughRG2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, inTexCoord).rg, 0.0f, 1.0f);
+}
+
+uint4 PS_PassthroughRG2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureUI.GetDimensions(size.x, size.y);
+
+ return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).rg, 0, 0);
+}
+
+int4 PS_PassthroughRG2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureI.GetDimensions(size.x, size.y);
+
+ return int4(TextureI.Load(int3(size * inTexCoord, 0)).rg, 0, 0);
+}
+
+float4 PS_PassthroughR2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, inTexCoord).r, 0.0f, 0.0f, 1.0f);
+}
+
+uint4 PS_PassthroughR2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureUI.GetDimensions(size.x, size.y);
+
+ return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).r, 0, 0, 0);
+}
+
+int4 PS_PassthroughR2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureI.GetDimensions(size.x, size.y);
+
+ return int4(TextureI.Load(int3(size * inTexCoord, 0)).r, 0, 0, 0);
+}
+
+float4 PS_PassthroughLum2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, inTexCoord).rrr, 1.0f);
+}
+
+float4 PS_PassthroughLumAlpha2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return TextureF.Sample(Sampler, inTexCoord).rrra;
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl
new file mode 100644
index 0000000000..c23c9032ec
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl
@@ -0,0 +1,146 @@
+Texture3D<float4> TextureF : register(t0);
+Texture3D<uint4> TextureUI : register(t0);
+Texture3D<int4> TextureI : register(t0);
+
+SamplerState Sampler : register(s0);
+
+struct VS_INPUT
+{
+ float2 Position : POSITION;
+ uint Layer : LAYER;
+ float3 TexCoord : TEXCOORD;
+};
+
+struct VS_OUTPUT
+{
+ float4 Position : SV_POSITION;
+ uint Layer : LAYER;
+ float3 TexCoord : TEXCOORD;
+};
+
+struct GS_OUTPUT
+{
+ float4 Position : SV_POSITION;
+ uint Layer : SV_RENDERTARGETARRAYINDEX;
+ float3 TexCoord : TEXCOORD;
+};
+
+VS_OUTPUT VS_Passthrough3D(VS_INPUT input)
+{
+ VS_OUTPUT output;
+
+ output.Position = float4(input.Position, 0.0f, 1.0f);
+ output.Layer = input.Layer;
+ output.TexCoord = input.TexCoord;
+
+ return output;
+}
+
+[maxvertexcount(3)]
+void GS_Passthrough3D(triangle VS_OUTPUT input[3], inout TriangleStream<GS_OUTPUT> outputStream)
+{
+ GS_OUTPUT output;
+
+ for (int i = 0; i < 3; i++)
+ {
+ output.Position = input[i].Position;
+ output.Layer = input[i].Layer;
+ output.TexCoord = input[i].TexCoord;
+
+ outputStream.Append(output);
+ }
+}
+
+float4 PS_PassthroughRGBA3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return TextureF.Sample(Sampler, input.TexCoord).rgba;
+}
+
+uint4 PS_PassthroughRGBA3DUI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI.GetDimensions(size.x, size.y, size.z);
+
+ return TextureUI.Load(int4(size * input.TexCoord, 0)).rgba;
+}
+
+int4 PS_PassthroughRGBA3DI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureI.GetDimensions(size.x, size.y, size.z);
+
+ return TextureI.Load(int4(size * input.TexCoord, 0)).rgba;
+}
+
+float4 PS_PassthroughRGB3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, input.TexCoord).rgb, 1.0f);
+}
+
+uint4 PS_PassthroughRGB3DUI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI.GetDimensions(size.x, size.y, size.z);
+
+ return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).rgb, 0);
+}
+
+int4 PS_PassthroughRGB3DI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureI.GetDimensions(size.x, size.y, size.z);
+
+ return int4(TextureI.Load(int4(size * input.TexCoord, 0)).rgb, 0);
+}
+
+float4 PS_PassthroughRG3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, input.TexCoord).rg, 0.0f, 1.0f);
+}
+
+uint4 PS_PassthroughRG3DUI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI.GetDimensions(size.x, size.y, size.z);
+
+ return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).rg, 0, 0);
+}
+
+int4 PS_PassthroughRG3DI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureI.GetDimensions(size.x, size.y, size.z);
+
+ return int4(TextureI.Load(int4(size * input.TexCoord, 0)).rg, 0, 0);
+}
+
+float4 PS_PassthroughR3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, input.TexCoord).r, 0.0f, 0.0f, 1.0f);
+}
+
+uint4 PS_PassthroughR3DUI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI.GetDimensions(size.x, size.y, size.z);
+
+ return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).r, 0, 0, 0);
+}
+
+int4 PS_PassthroughR3DI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureI.GetDimensions(size.x, size.y, size.z);
+
+ return int4(TextureI.Load(int4(size * input.TexCoord, 0)).r, 0, 0, 0);
+}
+
+float4 PS_PassthroughLum3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, input.TexCoord).rrr, 1.0f);
+}
+
+float4 PS_PassthroughLumAlpha3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return TextureF.Sample(Sampler, input.TexCoord).rrra;
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl
new file mode 100644
index 0000000000..505e222137
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl
@@ -0,0 +1,99 @@
+Texture2D<float4> TextureF2D : register(t0);
+Texture2D<uint4> TextureUI2D : register(t0);
+Texture2D<int4> TextureI2D : register(t0);
+
+Texture3D<float4> TextureF3D : register(t0);
+Texture3D<uint4> TextureUI3D : register(t0);
+Texture3D<int4> TextureI3D : register(t0);
+
+Texture2DArray<float4> TextureF2DArray : register(t0);
+Texture2DArray<uint4> TextureUI2DArray : register(t0);
+Texture2DArray<int4> TextureI2DArray : register(t0);
+
+SamplerState Sampler : register(s0);
+
+cbuffer SwizzleProperties : register(b0)
+{
+ uint4 SwizzleIndices : packoffset(c0);
+}
+
+float4 SwizzleLookup(in float4 sample)
+{
+ float lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f };
+ return float4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]);
+}
+
+int4 SwizzleLookup(in int4 sample)
+{
+ int lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f };
+ return int4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]);
+}
+
+uint4 SwizzleLookup(in uint4 sample)
+{
+ uint lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f };
+ return uint4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]);
+}
+
+float4 PS_SwizzleF2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return SwizzleLookup(TextureF2D.Sample(Sampler, inTexCoord));
+}
+
+int4 PS_SwizzleI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureI2D.GetDimensions(size.x, size.y);
+
+ return SwizzleLookup(TextureI2D.Load(int3(size * inTexCoord, 0)));
+}
+
+uint4 PS_SwizzleUI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureUI2D.GetDimensions(size.x, size.y);
+
+ return SwizzleLookup(TextureUI2D.Load(int3(size * inTexCoord, 0)));
+}
+
+float4 PS_SwizzleF3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return SwizzleLookup(TextureF3D.Sample(Sampler, inTexCoord));
+}
+
+int4 PS_SwizzleI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint3 size;
+ TextureI3D.GetDimensions(size.x, size.y, size.z);
+
+ return SwizzleLookup(TextureI3D.Load(int4(size * inTexCoord, 0)));
+}
+
+uint4 PS_SwizzleUI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI3D.GetDimensions(size.x, size.y, size.z);
+
+ return SwizzleLookup(TextureUI3D.Load(int4(size * inTexCoord, 0)));
+}
+
+float4 PS_SwizzleF2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return SwizzleLookup(TextureF2DArray.Sample(Sampler, float3(inTexCoord.xy, inLayer)));
+}
+
+int4 PS_SwizzleI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint3 size;
+ TextureI2DArray.GetDimensions(size.x, size.y, size.z);
+
+ return SwizzleLookup(TextureI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0)));
+}
+
+uint4 PS_SwizzleUI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI2DArray.GetDimensions(size.x, size.y, size.z);
+
+ return SwizzleLookup(TextureUI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0)));
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/win32/NativeWindow.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/win32/NativeWindow.cpp
new file mode 100644
index 0000000000..9d8f0bb96c
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/win32/NativeWindow.cpp
@@ -0,0 +1,68 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// NativeWindow.cpp: Handler for managing HWND native window types.
+
+#include "libANGLE/renderer/d3d/d3d11/NativeWindow.h"
+
+#include "common/debug.h"
+
+namespace rx
+{
+
+NativeWindow::NativeWindow(EGLNativeWindowType window) : mWindow(window)
+{
+}
+
+bool NativeWindow::initialize()
+{
+ return true;
+}
+
+bool NativeWindow::getClientRect(LPRECT rect)
+{
+ return GetClientRect(mWindow, rect) == TRUE;
+}
+
+bool NativeWindow::isIconic()
+{
+ return IsIconic(mWindow) == TRUE;
+}
+
+bool NativeWindow::isValidNativeWindow(EGLNativeWindowType window)
+{
+ return IsWindow(window) == TRUE;
+}
+
+HRESULT NativeWindow::createSwapChain(ID3D11Device* device, DXGIFactory* factory,
+ DXGI_FORMAT format, unsigned int width, unsigned int height,
+ DXGISwapChain** swapChain)
+{
+ if (device == NULL || factory == NULL || swapChain == NULL || width == 0 || height == 0)
+ {
+ return E_INVALIDARG;
+ }
+
+ DXGI_SWAP_CHAIN_DESC swapChainDesc = { 0 };
+ swapChainDesc.BufferCount = 1;
+ swapChainDesc.BufferDesc.Format = format;
+ swapChainDesc.BufferDesc.Width = width;
+ swapChainDesc.BufferDesc.Height = height;
+ swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
+ swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
+ swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
+ swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
+ swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_BACK_BUFFER;
+ swapChainDesc.Flags = 0;
+ swapChainDesc.OutputWindow = mWindow;
+ swapChainDesc.SampleDesc.Count = 1;
+ swapChainDesc.SampleDesc.Quality = 0;
+ swapChainDesc.Windowed = TRUE;
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+ return factory->CreateSwapChain(device, &swapChainDesc, swapChain);
+}
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp
new file mode 100644
index 0000000000..350526c867
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp
@@ -0,0 +1,214 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// CoreWindowNativeWindow.cpp: NativeWindow for managing ICoreWindow native window types.
+
+#include "libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.h"
+
+using namespace ABI::Windows::Foundation::Collections;
+
+namespace rx
+{
+CoreWindowNativeWindow::~CoreWindowNativeWindow()
+{
+ unregisterForSizeChangeEvents();
+}
+
+bool CoreWindowNativeWindow::initialize(EGLNativeWindowType window, IPropertySet *propertySet)
+{
+ mOrientationChangedEventToken.value = 0;
+ ComPtr<IPropertySet> props = propertySet;
+ ComPtr<IInspectable> win = window;
+ SIZE swapChainSize = {};
+ bool swapChainSizeSpecified = false;
+ HRESULT result = S_OK;
+
+ // IPropertySet is an optional parameter and can be null.
+ // If one is specified, cache as an IMap and read the properties
+ // used for initial host initialization.
+ if (propertySet)
+ {
+ result = props.As(&mPropertyMap);
+ if (SUCCEEDED(result))
+ {
+ // The EGLRenderSurfaceSizeProperty is optional and may be missing. The IPropertySet
+ // was prevalidated to contain the EGLNativeWindowType before being passed to
+ // this host.
+ result = GetOptionalSizePropertyValue(mPropertyMap, EGLRenderSurfaceSizeProperty, &swapChainSize, &swapChainSizeSpecified);
+ }
+ }
+
+ if (SUCCEEDED(result))
+ {
+ result = win.As(&mCoreWindow);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ // If a swapchain size is specfied, then the automatic resize
+ // behaviors implemented by the host should be disabled. The swapchain
+ // will be still be scaled when being rendered to fit the bounds
+ // of the host.
+ // Scaling of the swapchain output occurs automatically because if
+ // the scaling mode setting DXGI_SCALING_STRETCH on the swapchain.
+ if (swapChainSizeSpecified)
+ {
+ mClientRect = { 0, 0, swapChainSize.cx, swapChainSize.cy };
+ mSupportsSwapChainResize = false;
+ }
+ else
+ {
+ result = GetCoreWindowSizeInPixels(mCoreWindow, &mClientRect);
+ }
+ }
+
+ if (SUCCEEDED(result))
+ {
+ ComPtr<ABI::Windows::Graphics::Display::IDisplayInformationStatics> displayInformation;
+ result = GetActivationFactory(HStringReference(RuntimeClass_Windows_Graphics_Display_DisplayInformation).Get(), &displayInformation);
+ if (SUCCEEDED(result))
+ {
+ result = displayInformation->GetForCurrentView(&mDisplayInformation);
+ }
+ }
+
+ if (SUCCEEDED(result))
+ {
+ mNewClientRect = mClientRect;
+ mClientRectChanged = false;
+ return registerForSizeChangeEvents();
+ }
+
+ return false;
+}
+
+bool CoreWindowNativeWindow::registerForSizeChangeEvents()
+{
+ ComPtr<IWindowSizeChangedEventHandler> sizeChangedHandler;
+ HRESULT result = Microsoft::WRL::MakeAndInitialize<CoreWindowSizeChangedHandler>(sizeChangedHandler.ReleaseAndGetAddressOf(), this->shared_from_this());
+ if (SUCCEEDED(result))
+ {
+ result = mCoreWindow->add_SizeChanged(sizeChangedHandler.Get(), &mSizeChangedEventToken);
+ }
+
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ ComPtr<IDisplayOrientationEventHandler> orientationChangedHandler;
+ result = sizeChangedHandler.As(&orientationChangedHandler);
+ if (SUCCEEDED(result))
+ {
+ result = mDisplayInformation->add_OrientationChanged(orientationChangedHandler.Get(), &mOrientationChangedEventToken);
+ }
+#endif
+
+ if (SUCCEEDED(result))
+ {
+ return true;
+ }
+
+ return false;
+}
+
+void CoreWindowNativeWindow::unregisterForSizeChangeEvents()
+{
+ if (mCoreWindow)
+ {
+ (void)mCoreWindow->remove_SizeChanged(mSizeChangedEventToken);
+ }
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ if (mDisplayInformation)
+ {
+ (void)mDisplayInformation->remove_OrientationChanged(mOrientationChangedEventToken);
+ }
+#endif
+ mSizeChangedEventToken.value = 0;
+ mOrientationChangedEventToken.value = 0;
+}
+
+HRESULT CoreWindowNativeWindow::createSwapChain(ID3D11Device *device, DXGIFactory *factory, DXGI_FORMAT format, unsigned int width, unsigned int height, DXGISwapChain **swapChain)
+{
+ if (device == NULL || factory == NULL || swapChain == NULL || width == 0 || height == 0)
+ {
+ return E_INVALIDARG;
+ }
+
+ DXGI_SWAP_CHAIN_DESC1 swapChainDesc = { 0 };
+ swapChainDesc.Width = width;
+ swapChainDesc.Height = height;
+ swapChainDesc.Format = format;
+ swapChainDesc.Stereo = FALSE;
+ swapChainDesc.SampleDesc.Count = 1;
+ swapChainDesc.SampleDesc.Quality = 0;
+ swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_BACK_BUFFER;
+ swapChainDesc.BufferCount = 2;
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
+ swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
+
+ *swapChain = nullptr;
+
+ ComPtr<IDXGISwapChain1> newSwapChain;
+ HRESULT result = factory->CreateSwapChainForCoreWindow(device, mCoreWindow.Get(), &swapChainDesc, nullptr, newSwapChain.ReleaseAndGetAddressOf());
+ if (SUCCEEDED(result))
+ {
+
+#if 0 //(WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) // Qt: allow Windows Phone to resize, but don't modify the backing texture in the swap chain.
+ // Test if swapchain supports resize. On Windows Phone devices, this will return DXGI_ERROR_UNSUPPORTED. On
+ // other devices DXGI_ERROR_INVALID_CALL should be returned because the combination of flags passed
+ // (DXGI_SWAP_CHAIN_FLAG_NONPREROTATED | DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE) are invalid flag combinations.
+ if (newSwapChain->ResizeBuffers(swapChainDesc.BufferCount, swapChainDesc.Width, swapChainDesc.Height, swapChainDesc.Format, DXGI_SWAP_CHAIN_FLAG_NONPREROTATED | DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE) == DXGI_ERROR_UNSUPPORTED)
+ {
+ mSupportsSwapChainResize = false;
+ }
+#endif // (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+
+ result = newSwapChain.CopyTo(swapChain);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ // If automatic swapchain resize behaviors have been disabled, then
+ // unregister for the resize change events.
+ if (mSupportsSwapChainResize == false)
+ {
+ unregisterForSizeChangeEvents();
+ }
+ }
+
+ return result;
+}
+
+HRESULT GetCoreWindowSizeInPixels(const ComPtr<ABI::Windows::UI::Core::ICoreWindow>& coreWindow, RECT *windowSize)
+{
+ ABI::Windows::Foundation::Rect bounds;
+ HRESULT result = coreWindow->get_Bounds(&bounds);
+ if (SUCCEEDED(result))
+ {
+ *windowSize = { 0, 0, ConvertDipsToPixels(bounds.Width), ConvertDipsToPixels(bounds.Height) };
+ }
+
+ return result;
+}
+
+static float GetLogicalDpi()
+{
+ ComPtr<ABI::Windows::Graphics::Display::IDisplayPropertiesStatics> displayProperties;
+ float dpi = 96.0f;
+
+ if (SUCCEEDED(GetActivationFactory(HStringReference(RuntimeClass_Windows_Graphics_Display_DisplayProperties).Get(), displayProperties.GetAddressOf())))
+ {
+ if (SUCCEEDED(displayProperties->get_LogicalDpi(&dpi)))
+ {
+ return dpi;
+ }
+ }
+ return dpi;
+}
+
+long ConvertDipsToPixels(float dips)
+{
+ static const float dipsPerInch = 96.0f;
+ return lround((dips * GetLogicalDpi() / dipsPerInch));
+}
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.h
new file mode 100644
index 0000000000..59df9d5a6c
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.h
@@ -0,0 +1,110 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// CoreWindowNativeWindow.h: NativeWindow for managing ICoreWindow native window types.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_WINRT_COREWINDOWNATIVEWINDOW_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_WINRT_COREWINDOWNATIVEWINDOW_H_
+
+#include "libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.h"
+
+#include <memory>
+#include <windows.graphics.display.h>
+
+typedef ABI::Windows::Foundation::__FITypedEventHandler_2_Windows__CUI__CCore__CCoreWindow_Windows__CUI__CCore__CWindowSizeChangedEventArgs_t IWindowSizeChangedEventHandler;
+typedef ABI::Windows::Foundation::__FITypedEventHandler_2_Windows__CGraphics__CDisplay__CDisplayInformation_IInspectable_t IDisplayOrientationEventHandler;
+
+namespace rx
+{
+long ConvertDipsToPixels(float dips);
+
+class CoreWindowNativeWindow : public InspectableNativeWindow, public std::enable_shared_from_this<CoreWindowNativeWindow>
+{
+ public:
+ ~CoreWindowNativeWindow();
+
+ bool initialize(EGLNativeWindowType window, IPropertySet *propertySet);
+ bool registerForSizeChangeEvents();
+ void unregisterForSizeChangeEvents();
+ HRESULT createSwapChain(ID3D11Device *device, DXGIFactory *factory, DXGI_FORMAT format, unsigned int width, unsigned int height, DXGISwapChain **swapChain);
+
+ private:
+ ComPtr<ABI::Windows::UI::Core::ICoreWindow> mCoreWindow;
+ ComPtr<IMap<HSTRING, IInspectable*>> mPropertyMap;
+ ComPtr<ABI::Windows::Graphics::Display::IDisplayInformation> mDisplayInformation;
+ EventRegistrationToken mOrientationChangedEventToken;
+};
+
+[uuid(7F924F66-EBAE-40E5-A10B-B8F35E245190)]
+class CoreWindowSizeChangedHandler :
+ public Microsoft::WRL::RuntimeClass<Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::ClassicCom>, IWindowSizeChangedEventHandler, IDisplayOrientationEventHandler>
+{
+ public:
+ CoreWindowSizeChangedHandler() { }
+ HRESULT RuntimeClassInitialize(std::shared_ptr<InspectableNativeWindow> host)
+ {
+ if (!host)
+ {
+ return E_INVALIDARG;
+ }
+
+ mHost = host;
+ return S_OK;
+ }
+
+ // IWindowSizeChangedEventHandler
+ IFACEMETHOD(Invoke)(ABI::Windows::UI::Core::ICoreWindow *sender, ABI::Windows::UI::Core::IWindowSizeChangedEventArgs *sizeChangedEventArgs)
+ {
+ std::shared_ptr<InspectableNativeWindow> host = mHost.lock();
+ if (host)
+ {
+ ABI::Windows::Foundation::Size windowSize;
+ if (SUCCEEDED(sizeChangedEventArgs->get_Size(&windowSize)))
+ {
+ SIZE windowSizeInPixels = { ConvertDipsToPixels(windowSize.Width), ConvertDipsToPixels(windowSize.Height) };
+ host->setNewClientSize(windowSizeInPixels);
+ }
+ }
+
+ return S_OK;
+ }
+
+ IFACEMETHOD(Invoke)(ABI::Windows::Graphics::Display::IDisplayInformation *displayInformation, IInspectable *)
+ {
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ NativeWindow::RotationFlags flags = NativeWindow::RotateNone;
+ ABI::Windows::Graphics::Display::DisplayOrientations orientation;
+ if (SUCCEEDED(displayInformation->get_CurrentOrientation(&orientation)))
+ {
+ switch (orientation)
+ {
+ case ABI::Windows::Graphics::Display::DisplayOrientations_Landscape:
+ flags = NativeWindow::RotateLeft;
+ break;
+ case ABI::Windows::Graphics::Display::DisplayOrientations_LandscapeFlipped:
+ flags = NativeWindow::RotateRight;
+ break;
+ default:
+ break;
+ }
+ }
+ std::shared_ptr<InspectableNativeWindow> host = mHost.lock();
+ if (host)
+ {
+ host->setRotationFlags(flags);
+ }
+#endif
+ return S_OK;
+ }
+
+ private:
+ std::weak_ptr<InspectableNativeWindow> mHost;
+};
+
+HRESULT GetCoreWindowSizeInPixels(const ComPtr<ABI::Windows::UI::Core::ICoreWindow>& coreWindow, RECT *windowSize);
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_WINRT_COREWINDOWNATIVEWINDOW_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.cpp
new file mode 100644
index 0000000000..2bf48c5d94
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.cpp
@@ -0,0 +1,291 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// InspectableNativeWindow.cpp: NativeWindow base class for managing IInspectable native window types.
+
+#include "libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.h"
+#include "libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.h"
+
+namespace rx
+{
+NativeWindow::NativeWindow(EGLNativeWindowType window)
+{
+ mWindow = window;
+}
+
+bool NativeWindow::initialize()
+{
+ // If the native window type is a IPropertySet, extract the
+ // EGLNativeWindowType (IInspectable) and initialize the
+ // proper host with this IPropertySet.
+ ComPtr<ABI::Windows::Foundation::Collections::IPropertySet> propertySet;
+ ComPtr<IInspectable> eglNativeWindow;
+ if (IsEGLConfiguredPropertySet(mWindow, &propertySet, &eglNativeWindow))
+ {
+ // A property set was found and the EGLNativeWindowType was
+ // retrieved. The mWindow member of the host to must be updated
+ // to use the EGLNativeWindowType specified in the property set.
+ // mWindow is treated as a raw pointer not an AddRef'd interface, so
+ // the old mWindow does not need a Release() before this assignment.
+ mWindow = eglNativeWindow.Get();
+ }
+
+ ComPtr<ABI::Windows::UI::Core::ICoreWindow> coreWindow;
+ ComPtr<ABI::Windows::UI::Xaml::Controls::ISwapChainPanel> swapChainPanel;
+ if (IsCoreWindow(mWindow, &coreWindow))
+ {
+ mImpl = std::make_shared<CoreWindowNativeWindow>();
+ if (mImpl)
+ {
+ return mImpl->initialize(mWindow, propertySet.Get());
+ }
+ }
+ else if (IsSwapChainPanel(mWindow, &swapChainPanel))
+ {
+ mImpl = std::make_shared<SwapChainPanelNativeWindow>();
+ if (mImpl)
+ {
+ return mImpl->initialize(mWindow, propertySet.Get());
+ }
+ }
+ else
+ {
+ ERR("Invalid IInspectable EGLNativeWindowType detected. Valid IInspectables include ICoreWindow, ISwapChainPanel and IPropertySet");
+ }
+
+ return false;
+}
+
+bool NativeWindow::getClientRect(RECT *rect)
+{
+ if (mImpl)
+ {
+ return mImpl->getClientRect(rect);
+ }
+
+ return false;
+}
+
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+NativeWindow::RotationFlags NativeWindow::rotationFlags() const
+{
+ if (mImpl)
+ {
+ return mImpl->rotationFlags();
+ }
+
+ return NativeWindow::RotateNone;
+}
+#endif
+
+bool NativeWindow::isIconic()
+{
+ return false;
+}
+
+bool NativeWindow::isValidNativeWindow(EGLNativeWindowType window)
+{
+ return IsValidEGLNativeWindowType(window);
+}
+
+HRESULT NativeWindow::createSwapChain(ID3D11Device *device, DXGIFactory *factory, DXGI_FORMAT format, unsigned int width, unsigned int height, DXGISwapChain **swapChain)
+{
+ if (mImpl)
+ {
+ return mImpl->createSwapChain(device, factory, format, width, height, swapChain);
+ }
+
+ return E_UNEXPECTED;
+}
+
+bool IsCoreWindow(EGLNativeWindowType window, ComPtr<ABI::Windows::UI::Core::ICoreWindow> *coreWindow)
+{
+ if (!window)
+ {
+ return false;
+ }
+
+ ComPtr<IInspectable> win = window;
+ ComPtr<ABI::Windows::UI::Core::ICoreWindow> coreWin;
+ if (SUCCEEDED(win.As(&coreWin)))
+ {
+ if (coreWindow != nullptr)
+ {
+ *coreWindow = coreWin.Detach();
+ }
+ return true;
+ }
+
+ return false;
+}
+
+bool IsSwapChainPanel(EGLNativeWindowType window, ComPtr<ABI::Windows::UI::Xaml::Controls::ISwapChainPanel> *swapChainPanel)
+{
+ if (!window)
+ {
+ return false;
+ }
+
+ ComPtr<IInspectable> win = window;
+ ComPtr<ABI::Windows::UI::Xaml::Controls::ISwapChainPanel> panel;
+ if (SUCCEEDED(win.As(&panel)))
+ {
+ if (swapChainPanel != nullptr)
+ {
+ *swapChainPanel = panel.Detach();
+ }
+ return true;
+ }
+
+ return false;
+}
+
+bool IsEGLConfiguredPropertySet(EGLNativeWindowType window, ABI::Windows::Foundation::Collections::IPropertySet **propertySet, IInspectable **eglNativeWindow)
+{
+ if (!window)
+ {
+ return false;
+ }
+
+ ComPtr<IInspectable> props = window;
+ ComPtr<IPropertySet> propSet;
+ ComPtr<IInspectable> nativeWindow;
+ ComPtr<ABI::Windows::Foundation::Collections::IMap<HSTRING, IInspectable*>> propMap;
+ boolean hasEglNativeWindowPropertyKey = false;
+
+ HRESULT result = props.As(&propSet);
+ if (SUCCEEDED(result))
+ {
+ result = propSet.As(&propMap);
+ }
+
+ // Look for the presence of the EGLNativeWindowType in the property set
+ if (SUCCEEDED(result))
+ {
+ result = propMap->HasKey(HStringReference(EGLNativeWindowTypeProperty).Get(), &hasEglNativeWindowPropertyKey);
+ }
+
+ // If the IPropertySet does not contain the required EglNativeWindowType key, the property set is
+ // considered invalid.
+ if (SUCCEEDED(result) && !hasEglNativeWindowPropertyKey)
+ {
+ ERR("Could not find EGLNativeWindowTypeProperty in IPropertySet. Valid EGLNativeWindowTypeProperty values include ICoreWindow");
+ return false;
+ }
+
+ // The EglNativeWindowType property exists, so retreive the IInspectable that represents the EGLNativeWindowType
+ if (SUCCEEDED(result) && hasEglNativeWindowPropertyKey)
+ {
+ result = propMap->Lookup(HStringReference(EGLNativeWindowTypeProperty).Get(), &nativeWindow);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ if (propertySet != nullptr)
+ {
+ result = propSet.CopyTo(propertySet);
+ }
+ }
+
+ if (SUCCEEDED(result))
+ {
+ if (eglNativeWindow != nullptr)
+ {
+ result = nativeWindow.CopyTo(eglNativeWindow);
+ }
+ }
+
+ if (SUCCEEDED(result))
+ {
+ return true;
+ }
+
+ return false;
+}
+
+// A Valid EGLNativeWindowType IInspectable can only be:
+//
+// ICoreWindow
+// IPropertySet
+//
+// Anything else will be rejected as an invalid IInspectable.
+bool IsValidEGLNativeWindowType(EGLNativeWindowType window)
+{
+ return IsCoreWindow(window) || IsSwapChainPanel(window) || IsEGLConfiguredPropertySet(window);
+}
+
+// Attempts to read an optional SIZE property value that is assumed to be in the form of
+// an ABI::Windows::Foundation::Size. This function validates the Size value before returning
+// it to the caller.
+//
+// Possible return values are:
+// S_OK, valueExists == true - optional SIZE value was successfully retrieved and validated
+// S_OK, valueExists == false - optional SIZE value was not found
+// E_INVALIDARG, valueExists = false - optional SIZE value was malformed in the property set.
+// * Incorrect property type ( must be PropertyType_Size)
+// * Invalid property value (width/height must be > 0)
+// Additional errors may be returned from IMap or IPropertyValue
+//
+HRESULT GetOptionalSizePropertyValue(const ComPtr<ABI::Windows::Foundation::Collections::IMap<HSTRING, IInspectable*>>& propertyMap, const wchar_t *propertyName, SIZE *value, bool *valueExists)
+{
+ if (!propertyMap || !propertyName || !value || !valueExists)
+ {
+ return false;
+ }
+
+ // Assume that the value does not exist
+ *valueExists = false;
+ *value = { 0, 0 };
+
+ ComPtr<ABI::Windows::Foundation::IPropertyValue> propertyValue;
+ ABI::Windows::Foundation::PropertyType propertyType = ABI::Windows::Foundation::PropertyType::PropertyType_Empty;
+ Size sizeValue = { 0, 0 };
+ boolean hasKey = false;
+
+ HRESULT result = propertyMap->HasKey(HStringReference(propertyName).Get(), &hasKey);
+ if (SUCCEEDED(result) && !hasKey)
+ {
+ // Value does not exist, so return S_OK and set the exists parameter to false to indicate
+ // that a the optional property does not exist.
+ *valueExists = false;
+ return S_OK;
+ }
+
+ if (SUCCEEDED(result))
+ {
+ result = propertyMap->Lookup(HStringReference(propertyName).Get(), &propertyValue);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ result = propertyValue->get_Type(&propertyType);
+ }
+
+ // Check if the expected Size property is of PropertyType_Size type.
+ if (SUCCEEDED(result) && propertyType == ABI::Windows::Foundation::PropertyType::PropertyType_Size)
+ {
+ if (SUCCEEDED(propertyValue->GetSize(&sizeValue)) && (sizeValue.Width > 0 && sizeValue.Height > 0))
+ {
+ // A valid property value exists
+ *value = { static_cast<long>(sizeValue.Width), static_cast<long>(sizeValue.Height) };
+ *valueExists = true;
+ result = S_OK;
+ }
+ else
+ {
+ // An invalid Size property was detected. Width/Height values must > 0
+ result = E_INVALIDARG;
+ }
+ }
+ else
+ {
+ // An invalid property type was detected. Size property must be of PropertyType_Size
+ result = E_INVALIDARG;
+ }
+
+ return result;
+}
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.h
new file mode 100644
index 0000000000..575bdf8a58
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.h
@@ -0,0 +1,105 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// InspectableNativeWindow.h: Host specific implementation interface for
+// managing IInspectable native window types.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_WINRT_INSPECTABLENATIVEWINDOW_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_WINRT_INSPECTABLENATIVEWINDOW_H_
+
+#include "libANGLE/renderer/d3d/d3d11/NativeWindow.h"
+
+#include "common/platform.h"
+
+#include "angle_windowsstore.h"
+
+#include <windows.ui.xaml.h>
+#include <windows.ui.xaml.media.dxinterop.h>
+
+using namespace Microsoft::WRL;
+using namespace Microsoft::WRL::Wrappers;
+using namespace ABI::Windows::Foundation;
+using namespace ABI::Windows::Foundation::Collections;
+
+namespace rx
+{
+class InspectableNativeWindow
+{
+ public:
+ InspectableNativeWindow() :
+ mSupportsSwapChainResize(true),
+ mRequiresSwapChainScaling(false),
+ mClientRectChanged(false),
+ mClientRect({0,0,0,0}),
+ mNewClientRect({0,0,0,0}),
+ mRotationFlags(NativeWindow::RotateNone)
+ {
+ mSizeChangedEventToken.value = 0;
+ }
+ virtual ~InspectableNativeWindow(){}
+
+ virtual bool initialize(EGLNativeWindowType window, IPropertySet *propertySet) = 0;
+ virtual HRESULT createSwapChain(ID3D11Device *device, DXGIFactory *factory, DXGI_FORMAT format, unsigned int width, unsigned int height, DXGISwapChain **swapChain) = 0;
+ virtual bool registerForSizeChangeEvents() = 0;
+ virtual void unregisterForSizeChangeEvents() = 0;
+ virtual HRESULT scaleSwapChain(const SIZE& newSize) { return S_OK; }
+
+ bool getClientRect(RECT *rect)
+ {
+ if (mClientRectChanged && mSupportsSwapChainResize)
+ {
+ mClientRect = mNewClientRect;
+ }
+
+ *rect = mClientRect;
+
+ return true;
+ }
+
+ void setNewClientSize(const SIZE &newSize)
+ {
+ if (mSupportsSwapChainResize && !mRequiresSwapChainScaling)
+ {
+ mNewClientRect = { 0, 0, newSize.cx, newSize.cy };
+ mClientRectChanged = true;
+ }
+
+ if (mRequiresSwapChainScaling)
+ {
+ scaleSwapChain(newSize);
+ }
+ }
+
+ NativeWindow::RotationFlags rotationFlags() const
+ {
+ return mRotationFlags;
+ }
+
+ void setRotationFlags(NativeWindow::RotationFlags flags)
+ {
+ mRotationFlags = flags;
+ }
+
+protected:
+ bool mSupportsSwapChainResize;
+ bool mRequiresSwapChainScaling;
+ RECT mClientRect;
+ RECT mNewClientRect;
+ bool mClientRectChanged;
+ NativeWindow::RotationFlags mRotationFlags;
+
+ EventRegistrationToken mSizeChangedEventToken;
+};
+
+bool IsValidEGLNativeWindowType(EGLNativeWindowType window);
+bool IsCoreWindow(EGLNativeWindowType window, ComPtr<ABI::Windows::UI::Core::ICoreWindow> *coreWindow = nullptr);
+bool IsSwapChainPanel(EGLNativeWindowType window, ComPtr<ABI::Windows::UI::Xaml::Controls::ISwapChainPanel> *swapChainPanel = nullptr);
+bool IsEGLConfiguredPropertySet(EGLNativeWindowType window, ABI::Windows::Foundation::Collections::IPropertySet **propertySet = nullptr, IInspectable **inspectable = nullptr);
+HRESULT GetOptionalSizePropertyValue(const ComPtr<ABI::Windows::Foundation::Collections::IMap<HSTRING, IInspectable*>>& propertyMap, const wchar_t *propertyName, SIZE *value, bool *valueExists);
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_WINRT_INSPECTABLENATIVEWINDOW_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.cpp
new file mode 100644
index 0000000000..53899dbb30
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.cpp
@@ -0,0 +1,228 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SwapChainPanelNativeWindow.cpp: NativeWindow for managing ISwapChainPanel native window types.
+
+#include "libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.h"
+
+#include <algorithm>
+#include <math.h>
+
+using namespace ABI::Windows::Foundation::Collections;
+
+namespace rx
+{
+SwapChainPanelNativeWindow::~SwapChainPanelNativeWindow()
+{
+ unregisterForSizeChangeEvents();
+}
+
+bool SwapChainPanelNativeWindow::initialize(EGLNativeWindowType window, IPropertySet *propertySet)
+{
+ ComPtr<IPropertySet> props = propertySet;
+ ComPtr<IInspectable> win = window;
+ SIZE swapChainSize = {};
+ bool swapChainSizeSpecified = false;
+ HRESULT result = S_OK;
+
+ // IPropertySet is an optional parameter and can be null.
+ // If one is specified, cache as an IMap and read the properties
+ // used for initial host initialization.
+ if (propertySet)
+ {
+ result = props.As(&mPropertyMap);
+ if (SUCCEEDED(result))
+ {
+ // The EGLRenderSurfaceSizeProperty is optional and may be missing. The IPropertySet
+ // was prevalidated to contain the EGLNativeWindowType before being passed to
+ // this host.
+ result = GetOptionalSizePropertyValue(mPropertyMap, EGLRenderSurfaceSizeProperty, &swapChainSize, &swapChainSizeSpecified);
+ }
+ }
+
+ if (SUCCEEDED(result))
+ {
+ result = win.As(&mSwapChainPanel);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ // If a swapchain size is specfied, then the automatic resize
+ // behaviors implemented by the host should be disabled. The swapchain
+ // will be still be scaled when being rendered to fit the bounds
+ // of the host.
+ // Scaling of the swapchain output needs to be handled by the
+ // host for swapchain panels even though the scaling mode setting
+ // DXGI_SCALING_STRETCH is configured on the swapchain.
+ if (swapChainSizeSpecified)
+ {
+ mClientRect = { 0, 0, swapChainSize.cx, swapChainSize.cy };
+
+ // Enable host swapchain scaling
+ mRequiresSwapChainScaling = true;
+ }
+ else
+ {
+ result = GetSwapChainPanelSize(mSwapChainPanel, &mClientRect);
+ }
+ }
+
+ if (SUCCEEDED(result))
+ {
+ mNewClientRect = mClientRect;
+ mClientRectChanged = false;
+ return registerForSizeChangeEvents();
+ }
+
+ return false;
+}
+
+bool SwapChainPanelNativeWindow::registerForSizeChangeEvents()
+{
+ ComPtr<ABI::Windows::UI::Xaml::ISizeChangedEventHandler> sizeChangedHandler;
+ ComPtr<ABI::Windows::UI::Xaml::IFrameworkElement> frameworkElement;
+ HRESULT result = Microsoft::WRL::MakeAndInitialize<SwapChainPanelSizeChangedHandler>(sizeChangedHandler.ReleaseAndGetAddressOf(), this->shared_from_this());
+
+ if (SUCCEEDED(result))
+ {
+ result = mSwapChainPanel.As(&frameworkElement);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ result = frameworkElement->add_SizeChanged(sizeChangedHandler.Get(), &mSizeChangedEventToken);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ return true;
+ }
+
+ return false;
+}
+
+void SwapChainPanelNativeWindow::unregisterForSizeChangeEvents()
+{
+ ComPtr<ABI::Windows::UI::Xaml::IFrameworkElement> frameworkElement;
+ if (SUCCEEDED(mSwapChainPanel.As(&frameworkElement)))
+ {
+ (void)frameworkElement->remove_SizeChanged(mSizeChangedEventToken);
+ }
+
+ mSizeChangedEventToken.value = 0;
+}
+
+HRESULT SwapChainPanelNativeWindow::createSwapChain(ID3D11Device *device, DXGIFactory *factory, DXGI_FORMAT format, unsigned int width, unsigned int height, DXGISwapChain **swapChain)
+{
+ if (device == NULL || factory == NULL || swapChain == NULL || width == 0 || height == 0)
+ {
+ return E_INVALIDARG;
+ }
+
+ DXGI_SWAP_CHAIN_DESC1 swapChainDesc = { 0 };
+ swapChainDesc.Width = width;
+ swapChainDesc.Height = height;
+ swapChainDesc.Format = format;
+ swapChainDesc.Stereo = FALSE;
+ swapChainDesc.SampleDesc.Count = 1;
+ swapChainDesc.SampleDesc.Quality = 0;
+ swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_BACK_BUFFER;
+ swapChainDesc.BufferCount = 2;
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
+ swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
+ swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
+
+ *swapChain = nullptr;
+
+ ComPtr<IDXGISwapChain1> newSwapChain;
+ ComPtr<ISwapChainPanelNative> swapChainPanelNative;
+ RECT currentPanelSize = {};
+
+ HRESULT result = factory->CreateSwapChainForComposition(device, &swapChainDesc, nullptr, newSwapChain.ReleaseAndGetAddressOf());
+
+ if (SUCCEEDED(result))
+ {
+ result = mSwapChainPanel.As(&swapChainPanelNative);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ result = swapChainPanelNative->SetSwapChain(newSwapChain.Get());
+ }
+
+ if (SUCCEEDED(result))
+ {
+ // The swapchain panel host requires an instance of the swapchain set on the SwapChainPanel
+ // to perform the runtime-scale behavior. This swapchain is cached here because there are
+ // no methods for retreiving the currently configured on from ISwapChainPanelNative.
+ mSwapChain = newSwapChain;
+ result = newSwapChain.CopyTo(swapChain);
+ }
+
+ // If the host is responsible for scaling the output of the swapchain, then
+ // scale it now before returning an instance to the caller. This is done by
+ // first reading the current size of the swapchain panel, then scaling
+ if (SUCCEEDED(result) && mRequiresSwapChainScaling)
+ {
+ result = GetSwapChainPanelSize(mSwapChainPanel, &currentPanelSize);
+ }
+
+ // Scale the swapchain to fit inside the contents of the panel.
+ if (SUCCEEDED(result) && mRequiresSwapChainScaling)
+ {
+ SIZE currentSize = { currentPanelSize.right, currentPanelSize.bottom };
+ result = scaleSwapChain(currentSize);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ // If automatic swapchain resize behaviors have been disabled, then
+ // unregister for the resize change events.
+ if (mSupportsSwapChainResize == false)
+ {
+ unregisterForSizeChangeEvents();
+ }
+ }
+
+ return result;
+}
+
+HRESULT SwapChainPanelNativeWindow::scaleSwapChain(const SIZE &newSize)
+{
+ ABI::Windows::Foundation::Size renderScale = { (float)newSize.cx/(float)mClientRect.right, (float)newSize.cy/(float)mClientRect.bottom };
+ // Setup a scale matrix for the swap chain
+ DXGI_MATRIX_3X2_F scaleMatrix = {};
+ scaleMatrix._11 = renderScale.Width;
+ scaleMatrix._22 = renderScale.Height;
+
+ ComPtr<IDXGISwapChain2> swapChain2;
+ HRESULT result = mSwapChain.As(&swapChain2);
+ if (SUCCEEDED(result))
+ {
+ result = swapChain2->SetMatrixTransform(&scaleMatrix);
+ }
+
+ return result;
+}
+
+HRESULT GetSwapChainPanelSize(const ComPtr<ABI::Windows::UI::Xaml::Controls::ISwapChainPanel> &swapChainPanel, RECT *windowSize)
+{
+ ComPtr<ABI::Windows::UI::Xaml::IUIElement> uiElement;
+ ABI::Windows::Foundation::Size renderSize = { 0, 0 };
+ HRESULT result = swapChainPanel.As(&uiElement);
+ if (SUCCEEDED(result))
+ {
+ result = uiElement->get_RenderSize(&renderSize);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ *windowSize = { 0, 0, lround(renderSize.Width), lround(renderSize.Height) };
+ }
+
+ return result;
+}
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.h
new file mode 100644
index 0000000000..caf327d913
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.h
@@ -0,0 +1,79 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SwapChainPanelNativeWindow.h: NativeWindow for managing ISwapChainPanel native window types.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_WINRT_SWAPCHAINPANELNATIVEWINDOW_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_WINRT_SWAPCHAINPANELNATIVEWINDOW_H_
+
+#include "libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.h"
+
+namespace rx
+{
+class SwapChainPanelNativeWindow : public InspectableNativeWindow, public std::enable_shared_from_this<SwapChainPanelNativeWindow>
+{
+ public:
+ ~SwapChainPanelNativeWindow();
+
+ bool initialize(EGLNativeWindowType window, IPropertySet *propertySet);
+ bool registerForSizeChangeEvents();
+ void unregisterForSizeChangeEvents();
+ HRESULT createSwapChain(ID3D11Device *device, DXGIFactory *factory, DXGI_FORMAT format, unsigned int width, unsigned int height, DXGISwapChain **swapChain);
+ HRESULT scaleSwapChain(const SIZE &newSize);
+
+ private:
+ ComPtr<ABI::Windows::UI::Xaml::Controls::ISwapChainPanel> mSwapChainPanel;
+ ComPtr<IMap<HSTRING, IInspectable*>> mPropertyMap;
+ ComPtr<DXGISwapChain> mSwapChain;
+};
+
+[uuid(8ACBD974-8187-4508-AD80-AEC77F93CF36)]
+class SwapChainPanelSizeChangedHandler :
+ public Microsoft::WRL::RuntimeClass<Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::ClassicCom>, ABI::Windows::UI::Xaml::ISizeChangedEventHandler>
+{
+ public:
+ SwapChainPanelSizeChangedHandler() { }
+ HRESULT RuntimeClassInitialize(std::shared_ptr<InspectableNativeWindow> host)
+ {
+ if (!host)
+ {
+ return E_INVALIDARG;
+ }
+
+ mHost = host;
+ return S_OK;
+ }
+
+ // ISizeChangedEventHandler
+ IFACEMETHOD(Invoke)(IInspectable *sender, ABI::Windows::UI::Xaml::ISizeChangedEventArgs *sizeChangedEventArgs)
+ {
+ std::shared_ptr<InspectableNativeWindow> host = mHost.lock();
+ if (host)
+ {
+ // The size of the ISwapChainPanel control is returned in DIPs.
+ // We are keeping these in dips because the swapchain created for composition
+ // also uses dip units. This keeps dimensions, viewports, etc in the same unit.
+ // XAML Clients of the ISwapChainPanel are required to use dips to define their
+ // layout sizes as well.
+ ABI::Windows::Foundation::Size newSize;
+ HRESULT result = sizeChangedEventArgs->get_NewSize(&newSize);
+ if (SUCCEEDED(result))
+ {
+ SIZE windowSize = { lround(newSize.Width), lround(newSize.Height) };
+ host->setNewClientSize(windowSize);
+ }
+ }
+
+ return S_OK;
+ }
+
+ private:
+ std::weak_ptr<InspectableNativeWindow> mHost;
+};
+
+HRESULT GetSwapChainPanelSize(const ComPtr<ABI::Windows::UI::Xaml::Controls::ISwapChainPanel> &swapChainPanel, RECT *windowSize);
+}
+#endif // LIBANGLE_RENDERER_D3D_D3D11_WINRT_SWAPCHAINPANELNATIVEWINDOW_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Blit9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Blit9.cpp
new file mode 100644
index 0000000000..a0bc2960b7
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Blit9.cpp
@@ -0,0 +1,679 @@
+//
+// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Blit9.cpp: Surface copy utility class.
+
+#include "libANGLE/renderer/d3d/d3d9/Blit9.h"
+#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
+#include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h"
+#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
+#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+
+namespace
+{
+// Precompiled shaders
+#include "libANGLE/renderer/d3d/d3d9/shaders/compiled/standardvs.h"
+#include "libANGLE/renderer/d3d/d3d9/shaders/compiled/flipyvs.h"
+#include "libANGLE/renderer/d3d/d3d9/shaders/compiled/passthroughps.h"
+#include "libANGLE/renderer/d3d/d3d9/shaders/compiled/luminanceps.h"
+#include "libANGLE/renderer/d3d/d3d9/shaders/compiled/componentmaskps.h"
+
+const BYTE* const g_shaderCode[] =
+{
+ g_vs20_standardvs,
+ g_vs20_flipyvs,
+ g_ps20_passthroughps,
+ g_ps20_luminanceps,
+ g_ps20_componentmaskps
+};
+
+const size_t g_shaderSize[] =
+{
+ sizeof(g_vs20_standardvs),
+ sizeof(g_vs20_flipyvs),
+ sizeof(g_ps20_passthroughps),
+ sizeof(g_ps20_luminanceps),
+ sizeof(g_ps20_componentmaskps)
+};
+}
+
+namespace rx
+{
+
+Blit9::Blit9(Renderer9 *renderer)
+ : mRenderer(renderer),
+ mGeometryLoaded(false),
+ mQuadVertexBuffer(NULL),
+ mQuadVertexDeclaration(NULL),
+ mSavedStateBlock(NULL),
+ mSavedRenderTarget(NULL),
+ mSavedDepthStencil(NULL)
+{
+ memset(mCompiledShaders, 0, sizeof(mCompiledShaders));
+}
+
+Blit9::~Blit9()
+{
+ SafeRelease(mSavedStateBlock);
+ SafeRelease(mQuadVertexBuffer);
+ SafeRelease(mQuadVertexDeclaration);
+
+ for (int i = 0; i < SHADER_COUNT; i++)
+ {
+ SafeRelease(mCompiledShaders[i]);
+ }
+}
+
+gl::Error Blit9::initialize()
+{
+ if (mGeometryLoaded)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ static const float quad[] =
+ {
+ -1, -1,
+ -1, 1,
+ 1, -1,
+ 1, 1
+ };
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ HRESULT result = device->CreateVertexBuffer(sizeof(quad), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &mQuadVertexBuffer, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal blit vertex shader, result: 0x%X.", result);
+ }
+
+ void *lockPtr = NULL;
+ result = mQuadVertexBuffer->Lock(0, 0, &lockPtr, 0);
+
+ if (FAILED(result) || lockPtr == NULL)
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ SafeRelease(mQuadVertexBuffer);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock internal blit vertex shader, result: 0x%X.", result);
+ }
+
+ memcpy(lockPtr, quad, sizeof(quad));
+ mQuadVertexBuffer->Unlock();
+
+ static const D3DVERTEXELEMENT9 elements[] =
+ {
+ { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
+ D3DDECL_END()
+ };
+
+ result = device->CreateVertexDeclaration(elements, &mQuadVertexDeclaration);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ SafeRelease(mQuadVertexBuffer);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock internal blit vertex declaration, result: 0x%X.", result);
+ }
+
+ mGeometryLoaded = true;
+ return gl::Error(GL_NO_ERROR);
+}
+
+template <class D3DShaderType>
+gl::Error Blit9::setShader(ShaderId source, const char *profile,
+ gl::Error (Renderer9::*createShader)(const DWORD *, size_t length, D3DShaderType **outShader),
+ HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*))
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ D3DShaderType *shader;
+
+ if (mCompiledShaders[source] != NULL)
+ {
+ shader = static_cast<D3DShaderType*>(mCompiledShaders[source]);
+ }
+ else
+ {
+ const BYTE* shaderCode = g_shaderCode[source];
+ size_t shaderSize = g_shaderSize[source];
+
+ gl::Error error = (mRenderer->*createShader)(reinterpret_cast<const DWORD*>(shaderCode), shaderSize, &shader);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mCompiledShaders[source] = shader;
+ }
+
+ HRESULT hr = (device->*setShader)(shader);
+ if (FAILED(hr))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to set shader for blit operation, result: 0x%X.", hr);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Blit9::setVertexShader(ShaderId shader)
+{
+ return setShader<IDirect3DVertexShader9>(shader, "vs_2_0", &Renderer9::createVertexShader, &IDirect3DDevice9::SetVertexShader);
+}
+
+gl::Error Blit9::setPixelShader(ShaderId shader)
+{
+ return setShader<IDirect3DPixelShader9>(shader, "ps_2_0", &Renderer9::createPixelShader, &IDirect3DDevice9::SetPixelShader);
+}
+
+RECT Blit9::getSurfaceRect(IDirect3DSurface9 *surface) const
+{
+ D3DSURFACE_DESC desc;
+ surface->GetDesc(&desc);
+
+ RECT rect;
+ rect.left = 0;
+ rect.top = 0;
+ rect.right = desc.Width;
+ rect.bottom = desc.Height;
+
+ return rect;
+}
+
+gl::Error Blit9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
+{
+ gl::Error error = initialize();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IDirect3DTexture9 *texture = NULL;
+ error = copySurfaceToTexture(source, getSurfaceRect(source), &texture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ saveState();
+
+ device->SetTexture(0, texture);
+ device->SetRenderTarget(0, dest);
+
+ setVertexShader(SHADER_VS_STANDARD);
+ setPixelShader(SHADER_PS_PASSTHROUGH);
+
+ setCommonBlitState();
+ device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
+ device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
+
+ setViewport(getSurfaceRect(dest), gl::Offset(0, 0, 0));
+
+ render();
+
+ SafeRelease(texture);
+
+ restoreState();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Blit9::copy2D(const gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level)
+{
+ gl::Error error = initialize();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getColorbuffer(0);
+ ASSERT(colorbuffer);
+
+ RenderTarget9 *renderTarget9 = NULL;
+ error = d3d9::GetAttachmentRenderTarget(colorbuffer, &renderTarget9);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(renderTarget9);
+
+ IDirect3DSurface9 *source = renderTarget9->getSurface();
+ ASSERT(source);
+
+ IDirect3DSurface9 *destSurface = NULL;
+ TextureStorage9_2D *storage9 = TextureStorage9_2D::makeTextureStorage9_2D(storage);
+ error = storage9->getSurfaceLevel(level, true, &destSurface);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(destSurface);
+
+ gl::Error result = copy(source, sourceRect, destFormat, destOffset, destSurface);
+
+ SafeRelease(destSurface);
+ SafeRelease(source);
+
+ return result;
+}
+
+gl::Error Blit9::copyCube(const gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level)
+{
+ gl::Error error = initialize();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getColorbuffer(0);
+ ASSERT(colorbuffer);
+
+ RenderTarget9 *renderTarget9 = NULL;
+ error = d3d9::GetAttachmentRenderTarget(colorbuffer, &renderTarget9);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(renderTarget9);
+
+ IDirect3DSurface9 *source = renderTarget9->getSurface();
+ ASSERT(source);
+
+ IDirect3DSurface9 *destSurface = NULL;
+ TextureStorage9_Cube *storage9 = TextureStorage9_Cube::makeTextureStorage9_Cube(storage);
+ error = storage9->getCubeMapSurface(target, level, true, &destSurface);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(destSurface);
+
+ gl::Error result = copy(source, sourceRect, destFormat, destOffset, destSurface);
+
+ SafeRelease(destSurface);
+ SafeRelease(source);
+
+ return result;
+}
+
+gl::Error Blit9::copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, const gl::Offset &destOffset, IDirect3DSurface9 *dest)
+{
+ ASSERT(source != NULL && dest != NULL);
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ D3DSURFACE_DESC sourceDesc;
+ D3DSURFACE_DESC destDesc;
+ source->GetDesc(&sourceDesc);
+ dest->GetDesc(&destDesc);
+
+ if (sourceDesc.Format == destDesc.Format && destDesc.Usage & D3DUSAGE_RENDERTARGET &&
+ d3d9_gl::IsFormatChannelEquivalent(destDesc.Format, destFormat)) // Can use StretchRect
+ {
+ RECT destRect = { destOffset.x, destOffset.y, destOffset.x + (sourceRect.right - sourceRect.left), destOffset.y + (sourceRect.bottom - sourceRect.top)};
+ HRESULT result = device->StretchRect(source, &sourceRect, dest, &destRect, D3DTEXF_POINT);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to blit between textures, StretchRect result: 0x%X.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ return formatConvert(source, sourceRect, destFormat, destOffset, dest);
+ }
+}
+
+gl::Error Blit9::formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, const gl::Offset &destOffset, IDirect3DSurface9 *dest)
+{
+ gl::Error error = initialize();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IDirect3DTexture9 *texture = NULL;
+ error = copySurfaceToTexture(source, sourceRect, &texture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ saveState();
+
+ device->SetTexture(0, texture);
+ device->SetRenderTarget(0, dest);
+
+ setViewport(sourceRect, destOffset);
+
+ setCommonBlitState();
+
+ error = setFormatConvertShaders(destFormat);
+ if (!error.isError())
+ {
+ render();
+ }
+
+ SafeRelease(texture);
+
+ restoreState();
+
+ return error;
+}
+
+gl::Error Blit9::setFormatConvertShaders(GLenum destFormat)
+{
+ gl::Error error = setVertexShader(SHADER_VS_STANDARD);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ switch (destFormat)
+ {
+ default: UNREACHABLE();
+ case GL_RGBA:
+ case GL_BGRA_EXT:
+ case GL_RGB:
+ case GL_RG_EXT:
+ case GL_RED_EXT:
+ case GL_ALPHA:
+ error = setPixelShader(SHADER_PS_COMPONENTMASK);
+ break;
+
+ case GL_LUMINANCE:
+ case GL_LUMINANCE_ALPHA:
+ error = setPixelShader(SHADER_PS_LUMINANCE);
+ break;
+ }
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ enum { X = 0, Y = 1, Z = 2, W = 3 };
+
+ // The meaning of this constant depends on the shader that was selected.
+ // See the shader assembly code above for details.
+ // Allocate one array for both registers and split it into two float4's.
+ float psConst[8] = { 0 };
+ float *multConst = &psConst[0];
+ float *addConst = &psConst[4];
+
+ switch (destFormat)
+ {
+ default: UNREACHABLE();
+ case GL_RGBA:
+ case GL_BGRA_EXT:
+ multConst[X] = 1;
+ multConst[Y] = 1;
+ multConst[Z] = 1;
+ multConst[W] = 1;
+ addConst[X] = 0;
+ addConst[Y] = 0;
+ addConst[Z] = 0;
+ addConst[W] = 0;
+ break;
+
+ case GL_RGB:
+ multConst[X] = 1;
+ multConst[Y] = 1;
+ multConst[Z] = 1;
+ multConst[W] = 0;
+ addConst[X] = 0;
+ addConst[Y] = 0;
+ addConst[Z] = 0;
+ addConst[W] = 1;
+ break;
+
+ case GL_RG_EXT:
+ multConst[X] = 1;
+ multConst[Y] = 1;
+ multConst[Z] = 0;
+ multConst[W] = 0;
+ addConst[X] = 0;
+ addConst[Y] = 0;
+ addConst[Z] = 0;
+ addConst[W] = 1;
+ break;
+
+ case GL_RED_EXT:
+ multConst[X] = 1;
+ multConst[Y] = 0;
+ multConst[Z] = 0;
+ multConst[W] = 0;
+ addConst[X] = 0;
+ addConst[Y] = 0;
+ addConst[Z] = 0;
+ addConst[W] = 1;
+ break;
+
+ case GL_ALPHA:
+ multConst[X] = 0;
+ multConst[Y] = 0;
+ multConst[Z] = 0;
+ multConst[W] = 1;
+ addConst[X] = 0;
+ addConst[Y] = 0;
+ addConst[Z] = 0;
+ addConst[W] = 0;
+ break;
+
+ case GL_LUMINANCE:
+ multConst[X] = 1;
+ multConst[Y] = 0;
+ multConst[Z] = 0;
+ multConst[W] = 0;
+ addConst[X] = 0;
+ addConst[Y] = 0;
+ addConst[Z] = 0;
+ addConst[W] = 1;
+ break;
+
+ case GL_LUMINANCE_ALPHA:
+ multConst[X] = 1;
+ multConst[Y] = 0;
+ multConst[Z] = 0;
+ multConst[W] = 1;
+ addConst[X] = 0;
+ addConst[Y] = 0;
+ addConst[Z] = 0;
+ addConst[W] = 0;
+ break;
+ }
+
+ mRenderer->getDevice()->SetPixelShaderConstantF(0, psConst, 2);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Blit9::copySurfaceToTexture(IDirect3DSurface9 *surface, const RECT &sourceRect, IDirect3DTexture9 **outTexture)
+{
+ ASSERT(surface);
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ D3DSURFACE_DESC sourceDesc;
+ surface->GetDesc(&sourceDesc);
+
+ // Copy the render target into a texture
+ IDirect3DTexture9 *texture;
+ HRESULT result = device->CreateTexture(sourceRect.right - sourceRect.left, sourceRect.bottom - sourceRect.top, 1, D3DUSAGE_RENDERTARGET, sourceDesc.Format, D3DPOOL_DEFAULT, &texture, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal texture for blit, result: 0x%X.", result);
+ }
+
+ IDirect3DSurface9 *textureSurface;
+ result = texture->GetSurfaceLevel(0, &textureSurface);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ SafeRelease(texture);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to query surface of internal blit texture, result: 0x%X.", result);
+ }
+
+ mRenderer->endScene();
+ result = device->StretchRect(surface, &sourceRect, textureSurface, NULL, D3DTEXF_NONE);
+
+ SafeRelease(textureSurface);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ SafeRelease(texture);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to copy between internal blit textures, result: 0x%X.", result);
+ }
+
+ *outTexture = texture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Blit9::setViewport(const RECT &sourceRect, const gl::Offset &offset)
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ D3DVIEWPORT9 vp;
+ vp.X = offset.x;
+ vp.Y = offset.y;
+ vp.Width = sourceRect.right - sourceRect.left;
+ vp.Height = sourceRect.bottom - sourceRect.top;
+ vp.MinZ = 0.0f;
+ vp.MaxZ = 1.0f;
+ device->SetViewport(&vp);
+
+ float halfPixelAdjust[4] = { -1.0f/vp.Width, 1.0f/vp.Height, 0, 0 };
+ device->SetVertexShaderConstantF(0, halfPixelAdjust, 1);
+}
+
+void Blit9::setCommonBlitState()
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ device->SetDepthStencilSurface(NULL);
+
+ device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
+ device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
+ device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
+ device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+
+ device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
+ device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
+ device->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, FALSE);
+ device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
+ device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
+
+ RECT scissorRect = {0}; // Scissoring is disabled for flipping, but we need this to capture and restore the old rectangle
+ device->SetScissorRect(&scissorRect);
+
+ for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ device->SetStreamSourceFreq(i, 1);
+ }
+}
+
+void Blit9::render()
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ HRESULT hr = device->SetStreamSource(0, mQuadVertexBuffer, 0, 2 * sizeof(float));
+ hr = device->SetVertexDeclaration(mQuadVertexDeclaration);
+
+ mRenderer->startScene();
+ hr = device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
+}
+
+void Blit9::saveState()
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ HRESULT hr;
+
+ device->GetDepthStencilSurface(&mSavedDepthStencil);
+ device->GetRenderTarget(0, &mSavedRenderTarget);
+
+ if (mSavedStateBlock == NULL)
+ {
+ hr = device->BeginStateBlock();
+ ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+
+ setCommonBlitState();
+
+ static const float dummyConst[8] = { 0 };
+
+ device->SetVertexShader(NULL);
+ device->SetVertexShaderConstantF(0, dummyConst, 2);
+ device->SetPixelShader(NULL);
+ device->SetPixelShaderConstantF(0, dummyConst, 2);
+
+ D3DVIEWPORT9 dummyVp;
+ dummyVp.X = 0;
+ dummyVp.Y = 0;
+ dummyVp.Width = 1;
+ dummyVp.Height = 1;
+ dummyVp.MinZ = 0;
+ dummyVp.MaxZ = 1;
+
+ device->SetViewport(&dummyVp);
+
+ device->SetTexture(0, NULL);
+
+ device->SetStreamSource(0, mQuadVertexBuffer, 0, 0);
+
+ device->SetVertexDeclaration(mQuadVertexDeclaration);
+
+ hr = device->EndStateBlock(&mSavedStateBlock);
+ ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+ }
+
+ ASSERT(mSavedStateBlock != NULL);
+
+ if (mSavedStateBlock != NULL)
+ {
+ hr = mSavedStateBlock->Capture();
+ ASSERT(SUCCEEDED(hr));
+ }
+}
+
+void Blit9::restoreState()
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ device->SetDepthStencilSurface(mSavedDepthStencil);
+ SafeRelease(mSavedDepthStencil);
+
+ device->SetRenderTarget(0, mSavedRenderTarget);
+ SafeRelease(mSavedRenderTarget);
+
+ ASSERT(mSavedStateBlock != NULL);
+
+ if (mSavedStateBlock != NULL)
+ {
+ mSavedStateBlock->Apply();
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Blit9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Blit9.h
new file mode 100644
index 0000000000..586abd2580
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Blit9.h
@@ -0,0 +1,97 @@
+//
+// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Blit9.cpp: Surface copy utility class.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_BLIT9_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_BLIT9_H_
+
+#include "common/angleutils.h"
+#include "libANGLE/Error.h"
+
+#include <GLES2/gl2.h>
+
+namespace gl
+{
+class Framebuffer;
+struct Offset;
+}
+
+namespace rx
+{
+class Renderer9;
+class TextureStorage;
+
+class Blit9 : angle::NonCopyable
+{
+ public:
+ explicit Blit9(Renderer9 *renderer);
+ ~Blit9();
+
+ gl::Error initialize();
+
+ // Copy from source surface to dest surface.
+ // sourceRect, xoffset, yoffset are in D3D coordinates (0,0 in upper-left)
+ gl::Error copy2D(const gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level);
+ gl::Error copyCube(const gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level);
+
+ // Copy from source surface to dest surface.
+ // sourceRect, xoffset, yoffset are in D3D coordinates (0,0 in upper-left)
+ // source is interpreted as RGBA and destFormat specifies the desired result format. For example, if destFormat = GL_RGB, the alpha channel will be forced to 0.
+ gl::Error formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, const gl::Offset &destOffset, IDirect3DSurface9 *dest);
+
+ // 2x2 box filter sample from source to dest.
+ // Requires that source is RGB(A) and dest has the same format as source.
+ gl::Error boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
+
+ private:
+ Renderer9 *mRenderer;
+
+ bool mGeometryLoaded;
+ IDirect3DVertexBuffer9 *mQuadVertexBuffer;
+ IDirect3DVertexDeclaration9 *mQuadVertexDeclaration;
+
+ gl::Error setFormatConvertShaders(GLenum destFormat);
+
+ gl::Error copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, const gl::Offset &destOffset, IDirect3DSurface9 *dest);
+ gl::Error copySurfaceToTexture(IDirect3DSurface9 *surface, const RECT &sourceRect, IDirect3DTexture9 **outTexture);
+ void setViewport(const RECT &sourceRect, const gl::Offset &offset);
+ void setCommonBlitState();
+ RECT getSurfaceRect(IDirect3DSurface9 *surface) const;
+
+ // This enum is used to index mCompiledShaders and mShaderSource.
+ enum ShaderId
+ {
+ SHADER_VS_STANDARD,
+ SHADER_VS_FLIPY,
+ SHADER_PS_PASSTHROUGH,
+ SHADER_PS_LUMINANCE,
+ SHADER_PS_COMPONENTMASK,
+ SHADER_COUNT
+ };
+
+ // This actually contains IDirect3DVertexShader9 or IDirect3DPixelShader9 casted to IUnknown.
+ IUnknown *mCompiledShaders[SHADER_COUNT];
+
+ template <class D3DShaderType>
+ gl::Error setShader(ShaderId source, const char *profile,
+ gl::Error (Renderer9::*createShader)(const DWORD *, size_t length, D3DShaderType **outShader),
+ HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*));
+
+ gl::Error setVertexShader(ShaderId shader);
+ gl::Error setPixelShader(ShaderId shader);
+ void render();
+
+ void saveState();
+ void restoreState();
+ IDirect3DStateBlock9 *mSavedStateBlock;
+ IDirect3DSurface9 *mSavedRenderTarget;
+ IDirect3DSurface9 *mSavedDepthStencil;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_BLIT9_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Buffer9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Buffer9.cpp
new file mode 100644
index 0000000000..b051c81aa8
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Buffer9.cpp
@@ -0,0 +1,116 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Buffer9.cpp Defines the Buffer9 class.
+
+#include "libANGLE/renderer/d3d/d3d9/Buffer9.h"
+#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+
+namespace rx
+{
+
+Buffer9::Buffer9(Renderer9 *renderer)
+ : BufferD3D(renderer),
+ mRenderer(renderer),
+ mSize(0)
+{}
+
+Buffer9::~Buffer9()
+{
+ mSize = 0;
+}
+
+Buffer9 *Buffer9::makeBuffer9(BufferImpl *buffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(Buffer9*, buffer));
+ return static_cast<Buffer9*>(buffer);
+}
+
+gl::Error Buffer9::setData(const void* data, size_t size, GLenum usage)
+{
+ if (size > mMemory.size())
+ {
+ if (!mMemory.resize(size))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to resize internal buffer.");
+ }
+ }
+
+ mSize = size;
+ if (data && size > 0)
+ {
+ memcpy(mMemory.data(), data, size);
+ }
+
+ invalidateStaticData();
+
+ if (usage == GL_STATIC_DRAW)
+ {
+ initializeStaticData();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Buffer9::getData(const uint8_t **outData)
+{
+ *outData = mMemory.data();
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Buffer9::setSubData(const void* data, size_t size, size_t offset)
+{
+ if (offset + size > mMemory.size())
+ {
+ if (!mMemory.resize(offset + size))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to resize internal buffer.");
+ }
+ }
+
+ mSize = std::max(mSize, offset + size);
+ if (data && size > 0)
+ {
+ memcpy(mMemory.data() + offset, data, size);
+ }
+
+ invalidateStaticData();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Buffer9::copySubData(BufferImpl* source, GLintptr sourceOffset, GLintptr destOffset, GLsizeiptr size)
+{
+ // Note: this method is currently unreachable
+ Buffer9* sourceBuffer = makeBuffer9(source);
+ ASSERT(sourceBuffer);
+
+ memcpy(mMemory.data() + destOffset, sourceBuffer->mMemory.data() + sourceOffset, size);
+
+ invalidateStaticData();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+// We do not support buffer mapping in D3D9
+gl::Error Buffer9::map(size_t offset, size_t length, GLbitfield access, GLvoid **mapPtr)
+{
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+gl::Error Buffer9::unmap()
+{
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+void Buffer9::markTransformFeedbackUsage()
+{
+ UNREACHABLE();
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Buffer9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Buffer9.h
new file mode 100644
index 0000000000..c1984146fc
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Buffer9.h
@@ -0,0 +1,49 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Buffer9.h: Defines the rx::Buffer9 class which implements rx::BufferImpl via rx::BufferD3D.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_BUFFER9_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_BUFFER9_H_
+
+#include "common/MemoryBuffer.h"
+#include "libANGLE/angletypes.h"
+#include "libANGLE/renderer/d3d/BufferD3D.h"
+
+namespace rx
+{
+class Renderer9;
+
+class Buffer9 : public BufferD3D
+{
+ public:
+ Buffer9(Renderer9 *renderer);
+ virtual ~Buffer9();
+
+ static Buffer9 *makeBuffer9(BufferImpl *buffer);
+
+ // BufferD3D implementation
+ virtual size_t getSize() const { return mSize; }
+ virtual bool supportsDirectBinding() const { return false; }
+
+ // BufferImpl implementation
+ virtual gl::Error setData(const void* data, size_t size, GLenum usage);
+ gl::Error getData(const uint8_t **outData) override;
+ virtual gl::Error setSubData(const void* data, size_t size, size_t offset);
+ virtual gl::Error copySubData(BufferImpl* source, GLintptr sourceOffset, GLintptr destOffset, GLsizeiptr size);
+ virtual gl::Error map(size_t offset, size_t length, GLbitfield access, GLvoid **mapPtr);
+ virtual gl::Error unmap();
+ virtual void markTransformFeedbackUsage();
+
+ private:
+ Renderer9 *mRenderer;
+ MemoryBuffer mMemory;
+ size_t mSize;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_BUFFER9_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/DebugAnnotator9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/DebugAnnotator9.cpp
new file mode 100644
index 0000000000..09b229bcb1
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/DebugAnnotator9.cpp
@@ -0,0 +1,36 @@
+//
+// Copyright 2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+// DebugAnnotator9.h: D3D9 helpers for adding trace annotations.
+//
+
+#include "libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h"
+
+#include "common/platform.h"
+
+namespace rx
+{
+
+void DebugAnnotator9::beginEvent(const std::wstring &eventName)
+{
+ D3DPERF_BeginEvent(0, eventName.c_str());
+}
+
+void DebugAnnotator9::endEvent()
+{
+ D3DPERF_EndEvent();
+}
+
+void DebugAnnotator9::setMarker(const std::wstring &markerName)
+{
+ D3DPERF_SetMarker(0, markerName.c_str());
+}
+
+bool DebugAnnotator9::getStatus()
+{
+ return !!D3DPERF_GetStatus();
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h
new file mode 100644
index 0000000000..02956f7183
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h
@@ -0,0 +1,29 @@
+//
+// Copyright 2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+// DebugAnnotator9.h: D3D9 helpers for adding trace annotations.
+//
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_DEBUGANNOTATOR9_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_DEBUGANNOTATOR9_H_
+
+#include "common/debug.h"
+
+namespace rx
+{
+
+class DebugAnnotator9 : public gl::DebugAnnotator
+{
+ public:
+ DebugAnnotator9() {}
+ void beginEvent(const std::wstring &eventName) override;
+ void endEvent() override;
+ void setMarker(const std::wstring &markerName) override;
+ bool getStatus() override;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_DEBUGANNOTATOR9_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Fence9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Fence9.cpp
new file mode 100644
index 0000000000..27c265e28d
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Fence9.cpp
@@ -0,0 +1,90 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Fence9.cpp: Defines the rx::FenceNV9 class.
+
+#include "libANGLE/renderer/d3d/d3d9/Fence9.h"
+#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+
+namespace rx
+{
+
+FenceNV9::FenceNV9(Renderer9 *renderer)
+ : FenceNVImpl(),
+ mRenderer(renderer),
+ mQuery(NULL)
+{
+}
+
+FenceNV9::~FenceNV9()
+{
+ SafeRelease(mQuery);
+}
+
+gl::Error FenceNV9::set()
+{
+ if (!mQuery)
+ {
+ gl::Error error = mRenderer->allocateEventQuery(&mQuery);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ HRESULT result = mQuery->Issue(D3DISSUE_END);
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ SafeRelease(mQuery);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to end event query, result: 0x%X.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error FenceNV9::test(bool flushCommandBuffer, GLboolean *outFinished)
+{
+ ASSERT(mQuery);
+
+ DWORD getDataFlags = (flushCommandBuffer ? D3DGETDATA_FLUSH : 0);
+ HRESULT result = mQuery->GetData(NULL, 0, getDataFlags);
+
+ if (d3d9::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::Error(GL_OUT_OF_MEMORY, "Device was lost while querying result of an event query.");
+ }
+ else if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get query data, result: 0x%X.", result);
+ }
+
+ ASSERT(result == S_OK || result == S_FALSE);
+ *outFinished = ((result == S_OK) ? GL_TRUE : GL_FALSE);
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error FenceNV9::finishFence(GLboolean *outFinished)
+{
+ ASSERT(outFinished);
+
+ while (*outFinished != GL_TRUE)
+ {
+ gl::Error error = test(true, outFinished);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ Sleep(0);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Fence9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Fence9.h
new file mode 100644
index 0000000000..4b86747396
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Fence9.h
@@ -0,0 +1,36 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Fence9.h: Defines the rx::FenceNV9 class which implements rx::FenceNVImpl.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_FENCE9_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_FENCE9_H_
+
+#include "libANGLE/renderer/FenceNVImpl.h"
+#include "libANGLE/renderer/FenceSyncImpl.h"
+
+namespace rx
+{
+class Renderer9;
+
+class FenceNV9 : public FenceNVImpl
+{
+ public:
+ explicit FenceNV9(Renderer9 *renderer);
+ virtual ~FenceNV9();
+
+ gl::Error set();
+ gl::Error test(bool flushCommandBuffer, GLboolean *outFinished);
+ gl::Error finishFence(GLboolean *outFinished);
+
+ private:
+ Renderer9 *mRenderer;
+ IDirect3DQuery9 *mQuery;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_FENCE9_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.cpp
new file mode 100644
index 0000000000..dbdfc6d6de
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.cpp
@@ -0,0 +1,422 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Framebuffer9.cpp: Implements the Framebuffer9 class.
+
+#include "libANGLE/renderer/d3d/d3d9/Framebuffer9.h"
+#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
+#include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h"
+#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/Texture.h"
+
+namespace rx
+{
+
+Framebuffer9::Framebuffer9(const gl::Framebuffer::Data &data, Renderer9 *renderer)
+ : FramebufferD3D(data, renderer),
+ mRenderer(renderer)
+{
+ ASSERT(mRenderer != nullptr);
+}
+
+Framebuffer9::~Framebuffer9()
+{
+}
+
+gl::Error Framebuffer9::clear(const gl::State &state, const ClearParameters &clearParams)
+{
+ const gl::FramebufferAttachment *colorAttachment = mData.mColorAttachments[0];
+ const gl::FramebufferAttachment *depthStencilAttachment = mData.getDepthOrStencilAttachment();
+
+ gl::Error error = mRenderer->applyRenderTarget(colorAttachment, depthStencilAttachment);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ float nearZ, farZ;
+ state.getDepthRange(&nearZ, &farZ);
+ mRenderer->setViewport(state.getViewport(), nearZ, farZ, GL_TRIANGLES, state.getRasterizerState().frontFace, true);
+
+ mRenderer->setScissorRectangle(state.getScissor(), state.isScissorTestEnabled());
+
+ return mRenderer->clear(clearParams, colorAttachment, depthStencilAttachment);
+}
+
+gl::Error Framebuffer9::readPixels(const gl::Rectangle &area, GLenum format, GLenum type, size_t outputPitch, const gl::PixelPackState &pack, uint8_t *pixels) const
+{
+ ASSERT(pack.pixelBuffer.get() == NULL);
+
+ const gl::FramebufferAttachment *colorbuffer = mData.mColorAttachments[0];
+ ASSERT(colorbuffer);
+
+ RenderTarget9 *renderTarget = NULL;
+ gl::Error error = d3d9::GetAttachmentRenderTarget(colorbuffer, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(renderTarget);
+
+ IDirect3DSurface9 *surface = renderTarget->getSurface();
+ ASSERT(surface);
+
+ D3DSURFACE_DESC desc;
+ surface->GetDesc(&desc);
+
+ if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
+ {
+ UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
+ SafeRelease(surface);
+ return gl::Error(GL_OUT_OF_MEMORY, "ReadPixels is unimplemented for multisampled framebuffer attachments.");
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+ ASSERT(device);
+
+ HRESULT result;
+ IDirect3DSurface9 *systemSurface = NULL;
+ bool directToPixels = !pack.reverseRowOrder && pack.alignment <= 4 && mRenderer->getShareHandleSupport() &&
+ area.x == 0 && area.y == 0 &&
+ static_cast<UINT>(area.width) == desc.Width && static_cast<UINT>(area.height) == desc.Height &&
+ desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
+ if (directToPixels)
+ {
+ // Use the pixels ptr as a shared handle to write directly into client's memory
+ result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
+ D3DPOOL_SYSTEMMEM, &systemSurface, reinterpret_cast<void**>(&pixels));
+ if (FAILED(result))
+ {
+ // Try again without the shared handle
+ directToPixels = false;
+ }
+ }
+
+ if (!directToPixels)
+ {
+ result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
+ D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ SafeRelease(surface);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal texture for ReadPixels.");
+ }
+ }
+
+ result = device->GetRenderTargetData(surface, systemSurface);
+ SafeRelease(surface);
+
+ if (FAILED(result))
+ {
+ SafeRelease(systemSurface);
+
+ // It turns out that D3D will sometimes produce more error
+ // codes than those documented.
+ if (d3d9::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to read internal render target data.");
+ }
+
+ if (directToPixels)
+ {
+ SafeRelease(systemSurface);
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ RECT rect;
+ rect.left = gl::clamp(area.x, 0L, static_cast<LONG>(desc.Width));
+ rect.top = gl::clamp(area.y, 0L, static_cast<LONG>(desc.Height));
+ rect.right = gl::clamp(area.x + area.width, 0L, static_cast<LONG>(desc.Width));
+ rect.bottom = gl::clamp(area.y + area.height, 0L, static_cast<LONG>(desc.Height));
+
+ D3DLOCKED_RECT lock;
+ result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
+
+ if (FAILED(result))
+ {
+ UNREACHABLE();
+ SafeRelease(systemSurface);
+
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock internal render target.");
+ }
+
+ uint8_t *source;
+ int inputPitch;
+ if (pack.reverseRowOrder)
+ {
+ source = reinterpret_cast<uint8_t*>(lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
+ inputPitch = -lock.Pitch;
+ }
+ else
+ {
+ source = reinterpret_cast<uint8_t*>(lock.pBits);
+ inputPitch = lock.Pitch;
+ }
+
+ const d3d9::D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(desc.Format);
+ const gl::InternalFormat &sourceFormatInfo = gl::GetInternalFormatInfo(d3dFormatInfo.internalFormat);
+ if (sourceFormatInfo.format == format && sourceFormatInfo.type == type)
+ {
+ // Direct copy possible
+ for (int y = 0; y < rect.bottom - rect.top; y++)
+ {
+ memcpy(pixels + y * outputPitch, source + y * inputPitch, (rect.right - rect.left) * sourceFormatInfo.pixelBytes);
+ }
+ }
+ else
+ {
+ const d3d9::D3DFormat &sourceD3DFormatInfo = d3d9::GetD3DFormatInfo(desc.Format);
+ ColorCopyFunction fastCopyFunc = sourceD3DFormatInfo.getFastCopyFunction(format, type);
+
+ GLenum sizedDestInternalFormat = gl::GetSizedInternalFormat(format, type);
+ const gl::InternalFormat &destFormatInfo = gl::GetInternalFormatInfo(sizedDestInternalFormat);
+
+ if (fastCopyFunc)
+ {
+ // Fast copy is possible through some special function
+ for (int y = 0; y < rect.bottom - rect.top; y++)
+ {
+ for (int x = 0; x < rect.right - rect.left; x++)
+ {
+ uint8_t *dest = pixels + y * outputPitch + x * destFormatInfo.pixelBytes;
+ const uint8_t *src = source + y * inputPitch + x * sourceFormatInfo.pixelBytes;
+
+ fastCopyFunc(src, dest);
+ }
+ }
+ }
+ else
+ {
+ ColorReadFunction colorReadFunction = sourceD3DFormatInfo.colorReadFunction;
+ ColorWriteFunction colorWriteFunction = GetColorWriteFunction(format, type);
+
+ uint8_t temp[sizeof(gl::ColorF)];
+ for (int y = 0; y < rect.bottom - rect.top; y++)
+ {
+ for (int x = 0; x < rect.right - rect.left; x++)
+ {
+ uint8_t *dest = pixels + y * outputPitch + x * destFormatInfo.pixelBytes;
+ const uint8_t *src = source + y * inputPitch + x * sourceFormatInfo.pixelBytes;
+
+ // readFunc and writeFunc will be using the same type of color, CopyTexImage
+ // will not allow the copy otherwise.
+ colorReadFunction(src, temp);
+ colorWriteFunction(temp, dest);
+ }
+ }
+ }
+ }
+
+ systemSurface->UnlockRect();
+ SafeRelease(systemSurface);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Framebuffer9::blit(const gl::Rectangle &sourceArea, const gl::Rectangle &destArea, const gl::Rectangle *scissor,
+ bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter,
+ const gl::Framebuffer *sourceFramebuffer)
+{
+ ASSERT(filter == GL_NEAREST);
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+ ASSERT(device);
+
+ mRenderer->endScene();
+
+ if (blitRenderTarget)
+ {
+ const gl::FramebufferAttachment *readBuffer = sourceFramebuffer->getColorbuffer(0);
+ ASSERT(readBuffer);
+
+ RenderTarget9 *readRenderTarget = NULL;
+ gl::Error error = d3d9::GetAttachmentRenderTarget(readBuffer, &readRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(readRenderTarget);
+
+ const gl::FramebufferAttachment *drawBuffer = mData.mColorAttachments[0];
+ ASSERT(drawBuffer);
+
+ RenderTarget9 *drawRenderTarget = NULL;
+ error = d3d9::GetAttachmentRenderTarget(drawBuffer, &drawRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(drawRenderTarget);
+
+ // The getSurface calls do an AddRef so save them until after no errors are possible
+ IDirect3DSurface9* readSurface = readRenderTarget->getSurface();
+ ASSERT(readSurface);
+
+ IDirect3DSurface9* drawSurface = drawRenderTarget->getSurface();
+ ASSERT(drawSurface);
+
+ gl::Extents srcSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
+ gl::Extents dstSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
+
+ RECT srcRect;
+ srcRect.left = sourceArea.x;
+ srcRect.right = sourceArea.x + sourceArea.width;
+ srcRect.top = sourceArea.y;
+ srcRect.bottom = sourceArea.y + sourceArea.height;
+
+ RECT dstRect;
+ dstRect.left = destArea.x;
+ dstRect.right = destArea.x + destArea.width;
+ dstRect.top = destArea.y;
+ dstRect.bottom = destArea.y + destArea.height;
+
+ // Clip the rectangles to the scissor rectangle
+ if (scissor)
+ {
+ if (dstRect.left < scissor->x)
+ {
+ srcRect.left += (scissor->x - dstRect.left);
+ dstRect.left = scissor->x;
+ }
+ if (dstRect.top < scissor->y)
+ {
+ srcRect.top += (scissor->y - dstRect.top);
+ dstRect.top = scissor->y;
+ }
+ if (dstRect.right > scissor->x + scissor->width)
+ {
+ srcRect.right -= (dstRect.right - (scissor->x + scissor->width));
+ dstRect.right = scissor->x + scissor->width;
+ }
+ if (dstRect.bottom > scissor->y + scissor->height)
+ {
+ srcRect.bottom -= (dstRect.bottom - (scissor->y + scissor->height));
+ dstRect.bottom = scissor->y + scissor->height;
+ }
+ }
+
+ // Clip the rectangles to the destination size
+ if (dstRect.left < 0)
+ {
+ srcRect.left += -dstRect.left;
+ dstRect.left = 0;
+ }
+ if (dstRect.right > dstSize.width)
+ {
+ srcRect.right -= (dstRect.right - dstSize.width);
+ dstRect.right = dstSize.width;
+ }
+ if (dstRect.top < 0)
+ {
+ srcRect.top += -dstRect.top;
+ dstRect.top = 0;
+ }
+ if (dstRect.bottom > dstSize.height)
+ {
+ srcRect.bottom -= (dstRect.bottom - dstSize.height);
+ dstRect.bottom = dstSize.height;
+ }
+
+ // Clip the rectangles to the source size
+ if (srcRect.left < 0)
+ {
+ dstRect.left += -srcRect.left;
+ srcRect.left = 0;
+ }
+ if (srcRect.right > srcSize.width)
+ {
+ dstRect.right -= (srcRect.right - srcSize.width);
+ srcRect.right = srcSize.width;
+ }
+ if (srcRect.top < 0)
+ {
+ dstRect.top += -srcRect.top;
+ srcRect.top = 0;
+ }
+ if (srcRect.bottom > srcSize.height)
+ {
+ dstRect.bottom -= (srcRect.bottom - srcSize.height);
+ srcRect.bottom = srcSize.height;
+ }
+
+ HRESULT result = device->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
+
+ SafeRelease(readSurface);
+ SafeRelease(drawSurface);
+
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal blit failed, StretchRect returned 0x%X.", result);
+ }
+ }
+
+ if (blitDepth || blitStencil)
+ {
+ const gl::FramebufferAttachment *readBuffer = sourceFramebuffer->getDepthOrStencilbuffer();
+ ASSERT(readBuffer);
+
+ RenderTarget9 *readDepthStencil = NULL;
+ gl::Error error = d3d9::GetAttachmentRenderTarget(readBuffer, &readDepthStencil);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(readDepthStencil);
+
+ const gl::FramebufferAttachment *drawBuffer = mData.getDepthOrStencilAttachment();
+ ASSERT(drawBuffer);
+
+ RenderTarget9 *drawDepthStencil = NULL;
+ error = d3d9::GetAttachmentRenderTarget(drawBuffer, &drawDepthStencil);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(drawDepthStencil);
+
+ // The getSurface calls do an AddRef so save them until after no errors are possible
+ IDirect3DSurface9* readSurface = readDepthStencil->getSurface();
+ ASSERT(readDepthStencil);
+
+ IDirect3DSurface9* drawSurface = drawDepthStencil->getSurface();
+ ASSERT(drawDepthStencil);
+
+ HRESULT result = device->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
+
+ SafeRelease(readSurface);
+ SafeRelease(drawSurface);
+
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal blit failed, StretchRect returned 0x%X.", result);
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+GLenum Framebuffer9::getRenderTargetImplementationFormat(RenderTargetD3D *renderTarget) const
+{
+ RenderTarget9 *renderTarget9 = RenderTarget9::makeRenderTarget9(renderTarget);
+ const d3d9::D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(renderTarget9->getD3DFormat());
+ return d3dFormatInfo.internalFormat;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.h
new file mode 100644
index 0000000000..292118e6db
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Framebuffer9.h
@@ -0,0 +1,41 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Framebuffer9.h: Defines the Framebuffer9 class.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_FRAMBUFFER9_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_FRAMBUFFER9_H_
+
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+
+namespace rx
+{
+class Renderer9;
+
+class Framebuffer9 : public FramebufferD3D
+{
+ public:
+ Framebuffer9(const gl::Framebuffer::Data &data, Renderer9 *renderer);
+ virtual ~Framebuffer9();
+
+ private:
+ gl::Error clear(const gl::State &state, const ClearParameters &clearParams) override;
+
+ gl::Error readPixels(const gl::Rectangle &area, GLenum format, GLenum type, size_t outputPitch,
+ const gl::PixelPackState &pack, uint8_t *pixels) const override;
+
+ gl::Error blit(const gl::Rectangle &sourceArea, const gl::Rectangle &destArea, const gl::Rectangle *scissor,
+ bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter,
+ const gl::Framebuffer *sourceFramebuffer) override;
+
+ GLenum getRenderTargetImplementationFormat(RenderTargetD3D *renderTarget) const override;
+
+ Renderer9 *const mRenderer;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_FRAMBUFFER9_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Image9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Image9.cpp
new file mode 100644
index 0000000000..d149f7a806
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Image9.cpp
@@ -0,0 +1,788 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Image9.cpp: Implements the rx::Image9 class, which acts as the interface to
+// the actual underlying surfaces of a Texture.
+
+#include "libANGLE/renderer/d3d/d3d9/Image9.h"
+#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
+#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
+#include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/Renderbuffer.h"
+#include "common/utilities.h"
+
+namespace rx
+{
+
+Image9::Image9(Renderer9 *renderer)
+{
+ mSurface = NULL;
+ mRenderer = NULL;
+
+ mD3DPool = D3DPOOL_SYSTEMMEM;
+ mD3DFormat = D3DFMT_UNKNOWN;
+
+ mRenderer = renderer;
+}
+
+Image9::~Image9()
+{
+ SafeRelease(mSurface);
+}
+
+gl::Error Image9::generateMip(IDirect3DSurface9 *destSurface, IDirect3DSurface9 *sourceSurface)
+{
+ D3DSURFACE_DESC destDesc;
+ HRESULT result = destSurface->GetDesc(&destDesc);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to query the source surface description for mipmap generation, result: 0x%X.", result);
+ }
+
+ D3DSURFACE_DESC sourceDesc;
+ result = sourceSurface->GetDesc(&sourceDesc);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to query the destination surface description for mipmap generation, result: 0x%X.", result);
+ }
+
+ ASSERT(sourceDesc.Format == destDesc.Format);
+ ASSERT(sourceDesc.Width == 1 || sourceDesc.Width / 2 == destDesc.Width);
+ ASSERT(sourceDesc.Height == 1 || sourceDesc.Height / 2 == destDesc.Height);
+
+ const d3d9::D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(sourceDesc.Format);
+ ASSERT(d3dFormatInfo.mipGenerationFunction != NULL);
+
+ D3DLOCKED_RECT sourceLocked = {0};
+ result = sourceSurface->LockRect(&sourceLocked, NULL, D3DLOCK_READONLY);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock the source surface for mipmap generation, result: 0x%X.", result);
+ }
+
+ D3DLOCKED_RECT destLocked = {0};
+ result = destSurface->LockRect(&destLocked, NULL, 0);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ sourceSurface->UnlockRect();
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock the destination surface for mipmap generation, result: 0x%X.", result);
+ }
+
+ const uint8_t *sourceData = reinterpret_cast<const uint8_t*>(sourceLocked.pBits);
+ uint8_t *destData = reinterpret_cast<uint8_t*>(destLocked.pBits);
+
+ ASSERT(sourceData && destData);
+
+ d3dFormatInfo.mipGenerationFunction(sourceDesc.Width, sourceDesc.Height, 1, sourceData, sourceLocked.Pitch, 0,
+ destData, destLocked.Pitch, 0);
+
+ destSurface->UnlockRect();
+ sourceSurface->UnlockRect();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+Image9 *Image9::makeImage9(ImageD3D *img)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(Image9*, img));
+ return static_cast<Image9*>(img);
+}
+
+gl::Error Image9::generateMipmap(Image9 *dest, Image9 *source)
+{
+ IDirect3DSurface9 *sourceSurface = NULL;
+ gl::Error error = source->getSurface(&sourceSurface);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IDirect3DSurface9 *destSurface = NULL;
+ error = dest->getSurface(&destSurface);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = generateMip(destSurface, sourceSurface);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ dest->markDirty();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Image9::copyLockableSurfaces(IDirect3DSurface9 *dest, IDirect3DSurface9 *source)
+{
+ D3DLOCKED_RECT sourceLock = {0};
+ D3DLOCKED_RECT destLock = {0};
+
+ HRESULT result;
+
+ result = source->LockRect(&sourceLock, NULL, 0);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock source surface for copy, result: 0x%X.", result);
+ }
+
+ result = dest->LockRect(&destLock, NULL, 0);
+ if (FAILED(result))
+ {
+ source->UnlockRect();
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock source surface for copy, result: 0x%X.", result);
+ }
+
+ ASSERT(sourceLock.pBits && destLock.pBits);
+
+ D3DSURFACE_DESC desc;
+ source->GetDesc(&desc);
+
+ const d3d9::D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(desc.Format);
+ unsigned int rows = desc.Height / d3dFormatInfo.blockHeight;
+
+ unsigned int bytes = d3d9::ComputeBlockSize(desc.Format, desc.Width, d3dFormatInfo.blockHeight);
+ ASSERT(bytes <= static_cast<unsigned int>(sourceLock.Pitch) &&
+ bytes <= static_cast<unsigned int>(destLock.Pitch));
+
+ for(unsigned int i = 0; i < rows; i++)
+ {
+ memcpy((char*)destLock.pBits + destLock.Pitch * i, (char*)sourceLock.pBits + sourceLock.Pitch * i, bytes);
+ }
+
+ source->UnlockRect();
+ dest->UnlockRect();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool Image9::redefine(GLenum target, GLenum internalformat, const gl::Extents &size, bool forceRelease)
+{
+ // 3D textures are not supported by the D3D9 backend.
+ ASSERT(size.depth <= 1);
+
+ // Only 2D and cube texture are supported by the D3D9 backend.
+ ASSERT(target == GL_TEXTURE_2D || target == GL_TEXTURE_CUBE_MAP);
+
+ if (mWidth != size.width ||
+ mHeight != size.height ||
+ mDepth != size.depth ||
+ mInternalFormat != internalformat ||
+ forceRelease)
+ {
+ mWidth = size.width;
+ mHeight = size.height;
+ mDepth = size.depth;
+ mInternalFormat = internalformat;
+
+ // compute the d3d format that will be used
+ const d3d9::TextureFormat &d3d9FormatInfo = d3d9::GetTextureFormatInfo(internalformat);
+ mD3DFormat = d3d9FormatInfo.texFormat;
+ mRenderable = (d3d9FormatInfo.renderFormat != D3DFMT_UNKNOWN);
+
+ SafeRelease(mSurface);
+ mDirty = (d3d9FormatInfo.dataInitializerFunction != NULL);
+
+ return true;
+ }
+
+ return false;
+}
+
+gl::Error Image9::createSurface()
+{
+ if (mSurface)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ IDirect3DTexture9 *newTexture = NULL;
+ IDirect3DSurface9 *newSurface = NULL;
+ const D3DPOOL poolToUse = D3DPOOL_SYSTEMMEM;
+ const D3DFORMAT d3dFormat = getD3DFormat();
+
+ if (mWidth != 0 && mHeight != 0)
+ {
+ int levelToFetch = 0;
+ GLsizei requestWidth = mWidth;
+ GLsizei requestHeight = mHeight;
+ d3d9::MakeValidSize(true, d3dFormat, &requestWidth, &requestHeight, &levelToFetch);
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ HRESULT result = device->CreateTexture(requestWidth, requestHeight, levelToFetch + 1, 0, d3dFormat,
+ poolToUse, &newTexture, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create image surface, result: 0x%X.", result);
+ }
+
+ newTexture->GetSurfaceLevel(levelToFetch, &newSurface);
+ SafeRelease(newTexture);
+
+ const d3d9::TextureFormat &d3dFormatInfo = d3d9::GetTextureFormatInfo(mInternalFormat);
+ if (d3dFormatInfo.dataInitializerFunction != NULL)
+ {
+ RECT entireRect;
+ entireRect.left = 0;
+ entireRect.right = mWidth;
+ entireRect.top = 0;
+ entireRect.bottom = mHeight;
+
+ D3DLOCKED_RECT lockedRect;
+ result = newSurface->LockRect(&lockedRect, &entireRect, 0);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock image surface, result: 0x%X.", result);
+ }
+
+ d3dFormatInfo.dataInitializerFunction(mWidth, mHeight, 1, reinterpret_cast<uint8_t*>(lockedRect.pBits),
+ lockedRect.Pitch, 0);
+
+ result = newSurface->UnlockRect();
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to unlock image surface, result: 0x%X.", result);
+ }
+ }
+ }
+
+ mSurface = newSurface;
+ mDirty = false;
+ mD3DPool = poolToUse;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Image9::lock(D3DLOCKED_RECT *lockedRect, const RECT &rect)
+{
+ gl::Error error = createSurface();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (mSurface)
+ {
+ HRESULT result = mSurface->LockRect(lockedRect, &rect, 0);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock image surface, result: 0x%X.", result);
+ }
+
+ mDirty = true;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Image9::unlock()
+{
+ if (mSurface)
+ {
+ HRESULT result = mSurface->UnlockRect();
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ }
+}
+
+D3DFORMAT Image9::getD3DFormat() const
+{
+ // this should only happen if the image hasn't been redefined first
+ // which would be a bug by the caller
+ ASSERT(mD3DFormat != D3DFMT_UNKNOWN);
+
+ return mD3DFormat;
+}
+
+bool Image9::isDirty() const
+{
+ // Make sure to that this image is marked as dirty even if the staging texture hasn't been created yet
+ // if initialization is required before use.
+ return (mSurface || d3d9::GetTextureFormatInfo(mInternalFormat).dataInitializerFunction != NULL) && mDirty;
+}
+
+gl::Error Image9::getSurface(IDirect3DSurface9 **outSurface)
+{
+ gl::Error error = createSurface();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outSurface = mSurface;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Image9::setManagedSurface2D(TextureStorage *storage, int level)
+{
+ IDirect3DSurface9 *surface = NULL;
+ TextureStorage9_2D *storage9 = TextureStorage9_2D::makeTextureStorage9_2D(storage);
+ gl::Error error = storage9->getSurfaceLevel(level, false, &surface);
+ if (error.isError())
+ {
+ return error;
+ }
+ return setManagedSurface(surface);
+}
+
+gl::Error Image9::setManagedSurfaceCube(TextureStorage *storage, int face, int level)
+{
+ IDirect3DSurface9 *surface = NULL;
+ TextureStorage9_Cube *storage9 = TextureStorage9_Cube::makeTextureStorage9_Cube(storage);
+ gl::Error error = storage9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level, false, &surface);
+ if (error.isError())
+ {
+ return error;
+ }
+ return setManagedSurface(surface);
+}
+
+gl::Error Image9::setManagedSurface(IDirect3DSurface9 *surface)
+{
+ D3DSURFACE_DESC desc;
+ surface->GetDesc(&desc);
+ ASSERT(desc.Pool == D3DPOOL_MANAGED);
+
+ if ((GLsizei)desc.Width == mWidth && (GLsizei)desc.Height == mHeight)
+ {
+ if (mSurface)
+ {
+ gl::Error error = copyLockableSurfaces(surface, mSurface);
+ SafeRelease(mSurface);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ mSurface = surface;
+ mD3DPool = desc.Pool;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Image9::copyToStorage(TextureStorage *storage, const gl::ImageIndex &index, const gl::Box &region)
+{
+ gl::Error error = createSurface();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IDirect3DSurface9 *destSurface = NULL;
+
+ if (index.type == GL_TEXTURE_2D)
+ {
+ TextureStorage9_2D *storage9 = TextureStorage9_2D::makeTextureStorage9_2D(storage);
+ error = storage9->getSurfaceLevel(index.mipIndex, true, &destSurface);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ else
+ {
+ ASSERT(gl::IsCubeMapTextureTarget(index.type));
+ TextureStorage9_Cube *storage9 = TextureStorage9_Cube::makeTextureStorage9_Cube(storage);
+ error = storage9->getCubeMapSurface(index.type, index.mipIndex, true, &destSurface);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ error = copyToSurface(destSurface, region);
+ SafeRelease(destSurface);
+ return error;
+}
+
+gl::Error Image9::copyToSurface(IDirect3DSurface9 *destSurface, const gl::Box &area)
+{
+ ASSERT(area.width > 0 && area.height > 0 && area.depth == 1);
+ ASSERT(destSurface);
+
+ IDirect3DSurface9 *sourceSurface = NULL;
+ gl::Error error = getSurface(&sourceSurface);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(sourceSurface && sourceSurface != destSurface);
+
+ RECT rect;
+ rect.left = area.x;
+ rect.top = area.y;
+ rect.right = area.x + area.width;
+ rect.bottom = area.y + area.height;
+
+ POINT point = {rect.left, rect.top};
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ if (mD3DPool == D3DPOOL_MANAGED)
+ {
+ D3DSURFACE_DESC desc;
+ sourceSurface->GetDesc(&desc);
+
+ IDirect3DSurface9 *surf = 0;
+ HRESULT result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal CreateOffscreenPlainSurface call failed, result: 0x%X.", result);
+ }
+
+ copyLockableSurfaces(surf, sourceSurface);
+ result = device->UpdateSurface(surf, &rect, destSurface, &point);
+ SafeRelease(surf);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal UpdateSurface call failed, result: 0x%X.", result);
+ }
+ }
+ else
+ {
+ // UpdateSurface: source must be SYSTEMMEM, dest must be DEFAULT pools
+ HRESULT result = device->UpdateSurface(sourceSurface, &rect, destSurface, &point);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal UpdateSurface call failed, result: 0x%X.", result);
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+// Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input
+// into the target pixel rectangle.
+gl::Error Image9::loadData(const gl::Box &area, const gl::PixelUnpackState &unpack, GLenum type, const void *input)
+{
+ // 3D textures are not supported by the D3D9 backend.
+ ASSERT(area.z == 0 && area.depth == 1);
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
+ GLsizei inputRowPitch = formatInfo.computeRowPitch(type, area.width, unpack.alignment, unpack.rowLength);
+
+ const d3d9::TextureFormat &d3dFormatInfo = d3d9::GetTextureFormatInfo(mInternalFormat);
+ ASSERT(d3dFormatInfo.loadFunction != NULL);
+
+ RECT lockRect =
+ {
+ area.x, area.y,
+ area.x + area.width, area.y + area.height
+ };
+
+ D3DLOCKED_RECT locked;
+ gl::Error error = lock(&locked, lockRect);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ d3dFormatInfo.loadFunction(area.width, area.height, area.depth,
+ reinterpret_cast<const uint8_t*>(input), inputRowPitch, 0,
+ reinterpret_cast<uint8_t*>(locked.pBits), locked.Pitch, 0);
+
+ unlock();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Image9::loadCompressedData(const gl::Box &area, const void *input)
+{
+ // 3D textures are not supported by the D3D9 backend.
+ ASSERT(area.z == 0 && area.depth == 1);
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
+ GLsizei inputRowPitch = formatInfo.computeRowPitch(GL_UNSIGNED_BYTE, area.width, 1, 0);
+ GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, area.width, area.height, 1, 0);
+
+ const d3d9::TextureFormat &d3d9FormatInfo = d3d9::GetTextureFormatInfo(mInternalFormat);
+
+ ASSERT(area.x % d3d9::GetD3DFormatInfo(d3d9FormatInfo.texFormat).blockWidth == 0);
+ ASSERT(area.y % d3d9::GetD3DFormatInfo(d3d9FormatInfo.texFormat).blockHeight == 0);
+
+ ASSERT(d3d9FormatInfo.loadFunction != NULL);
+
+ RECT lockRect =
+ {
+ area.x, area.y,
+ area.x + area.width, area.y + area.height
+ };
+
+ D3DLOCKED_RECT locked;
+ gl::Error error = lock(&locked, lockRect);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ d3d9FormatInfo.loadFunction(area.width, area.height, area.depth,
+ reinterpret_cast<const uint8_t*>(input), inputRowPitch, inputDepthPitch,
+ reinterpret_cast<uint8_t*>(locked.pBits), locked.Pitch, 0);
+
+ unlock();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+// This implements glCopyTex[Sub]Image2D for non-renderable internal texture formats and incomplete textures
+gl::Error Image9::copy(const gl::Offset &destOffset, const gl::Rectangle &sourceArea, RenderTargetD3D *source)
+{
+ ASSERT(source);
+
+ // ES3.0 only behaviour to copy into a 3d texture
+ ASSERT(destOffset.z == 0);
+
+ RenderTarget9 *renderTarget = RenderTarget9::makeRenderTarget9(source);
+
+ IDirect3DSurface9 *surface = renderTarget->getSurface();
+ ASSERT(surface);
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ IDirect3DSurface9 *renderTargetData = NULL;
+ D3DSURFACE_DESC description;
+ surface->GetDesc(&description);
+
+ HRESULT result = device->CreateOffscreenPlainSurface(description.Width, description.Height, description.Format, D3DPOOL_SYSTEMMEM, &renderTargetData, NULL);
+
+ if (FAILED(result))
+ {
+ SafeRelease(surface);
+ return gl::Error(GL_OUT_OF_MEMORY, "Could not create matching destination surface, result: 0x%X.", result);
+ }
+
+ result = device->GetRenderTargetData(surface, renderTargetData);
+
+ if (FAILED(result))
+ {
+ SafeRelease(renderTargetData);
+ SafeRelease(surface);
+ return gl::Error(GL_OUT_OF_MEMORY, "GetRenderTargetData unexpectedly failed, result: 0x%X.", result);
+ }
+
+ int width = sourceArea.width;
+ int height = sourceArea.height;
+
+ RECT sourceRect = { sourceArea.x, sourceArea.y, sourceArea.x + width, sourceArea.y + height };
+ RECT destRect = { destOffset.x, destOffset.y, destOffset.x + width, destOffset.y + height };
+
+ D3DLOCKED_RECT sourceLock = {0};
+ result = renderTargetData->LockRect(&sourceLock, &sourceRect, 0);
+
+ if (FAILED(result))
+ {
+ SafeRelease(renderTargetData);
+ SafeRelease(surface);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock the source surface (rectangle might be invalid), result: 0x%X.", result);
+ }
+
+ D3DLOCKED_RECT destLock = {0};
+ gl::Error error = lock(&destLock, destRect);
+ if (error.isError())
+ {
+ renderTargetData->UnlockRect();
+ SafeRelease(renderTargetData);
+ SafeRelease(surface);
+ return error;
+ }
+
+ ASSERT(destLock.pBits && sourceLock.pBits);
+
+ unsigned char *sourcePixels = (unsigned char*)sourceLock.pBits;
+ unsigned char *destPixels = (unsigned char*)destLock.pBits;
+
+ switch (description.Format)
+ {
+ case D3DFMT_X8R8G8B8:
+ case D3DFMT_A8R8G8B8:
+ switch (getD3DFormat())
+ {
+ case D3DFMT_X8R8G8B8:
+ case D3DFMT_A8R8G8B8:
+ for (int y = 0; y < height; y++)
+ {
+ memcpy(destPixels, sourcePixels, 4 * width);
+ sourcePixels += sourceLock.Pitch;
+ destPixels += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_L8:
+ for (int y = 0; y < height; y++)
+ {
+ for (int x = 0; x < width; x++)
+ {
+ destPixels[x] = sourcePixels[x * 4 + 2];
+ }
+ sourcePixels += sourceLock.Pitch;
+ destPixels += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_A8L8:
+ for (int y = 0; y < height; y++)
+ {
+ for (int x = 0; x < width; x++)
+ {
+ destPixels[x * 2 + 0] = sourcePixels[x * 4 + 2];
+ destPixels[x * 2 + 1] = sourcePixels[x * 4 + 3];
+ }
+ sourcePixels += sourceLock.Pitch;
+ destPixels += destLock.Pitch;
+ }
+ break;
+ default:
+ UNREACHABLE();
+ }
+ break;
+ case D3DFMT_R5G6B5:
+ switch (getD3DFormat())
+ {
+ case D3DFMT_X8R8G8B8:
+ for (int y = 0; y < height; y++)
+ {
+ for (int x = 0; x < width; x++)
+ {
+ unsigned short rgb = ((unsigned short*)sourcePixels)[x];
+ unsigned char red = (rgb & 0xF800) >> 8;
+ unsigned char green = (rgb & 0x07E0) >> 3;
+ unsigned char blue = (rgb & 0x001F) << 3;
+ destPixels[x + 0] = blue | (blue >> 5);
+ destPixels[x + 1] = green | (green >> 6);
+ destPixels[x + 2] = red | (red >> 5);
+ destPixels[x + 3] = 0xFF;
+ }
+ sourcePixels += sourceLock.Pitch;
+ destPixels += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_L8:
+ for (int y = 0; y < height; y++)
+ {
+ for (int x = 0; x < width; x++)
+ {
+ unsigned char red = sourcePixels[x * 2 + 1] & 0xF8;
+ destPixels[x] = red | (red >> 5);
+ }
+ sourcePixels += sourceLock.Pitch;
+ destPixels += destLock.Pitch;
+ }
+ break;
+ default:
+ UNREACHABLE();
+ }
+ break;
+ case D3DFMT_A1R5G5B5:
+ switch (getD3DFormat())
+ {
+ case D3DFMT_X8R8G8B8:
+ for (int y = 0; y < height; y++)
+ {
+ for (int x = 0; x < width; x++)
+ {
+ unsigned short argb = ((unsigned short*)sourcePixels)[x];
+ unsigned char red = (argb & 0x7C00) >> 7;
+ unsigned char green = (argb & 0x03E0) >> 2;
+ unsigned char blue = (argb & 0x001F) << 3;
+ destPixels[x + 0] = blue | (blue >> 5);
+ destPixels[x + 1] = green | (green >> 5);
+ destPixels[x + 2] = red | (red >> 5);
+ destPixels[x + 3] = 0xFF;
+ }
+ sourcePixels += sourceLock.Pitch;
+ destPixels += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_A8R8G8B8:
+ for (int y = 0; y < height; y++)
+ {
+ for (int x = 0; x < width; x++)
+ {
+ unsigned short argb = ((unsigned short*)sourcePixels)[x];
+ unsigned char red = (argb & 0x7C00) >> 7;
+ unsigned char green = (argb & 0x03E0) >> 2;
+ unsigned char blue = (argb & 0x001F) << 3;
+ unsigned char alpha = (signed short)argb >> 15;
+ destPixels[x + 0] = blue | (blue >> 5);
+ destPixels[x + 1] = green | (green >> 5);
+ destPixels[x + 2] = red | (red >> 5);
+ destPixels[x + 3] = alpha;
+ }
+ sourcePixels += sourceLock.Pitch;
+ destPixels += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_L8:
+ for (int y = 0; y < height; y++)
+ {
+ for (int x = 0; x < width; x++)
+ {
+ unsigned char red = sourcePixels[x * 2 + 1] & 0x7C;
+ destPixels[x] = (red << 1) | (red >> 4);
+ }
+ sourcePixels += sourceLock.Pitch;
+ destPixels += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_A8L8:
+ for (int y = 0; y < height; y++)
+ {
+ for (int x = 0; x < width; x++)
+ {
+ unsigned char red = sourcePixels[x * 2 + 1] & 0x7C;
+ destPixels[x * 2 + 0] = (red << 1) | (red >> 4);
+ destPixels[x * 2 + 1] = (signed char)sourcePixels[x * 2 + 1] >> 7;
+ }
+ sourcePixels += sourceLock.Pitch;
+ destPixels += destLock.Pitch;
+ }
+ break;
+ default:
+ UNREACHABLE();
+ }
+ break;
+ default:
+ UNREACHABLE();
+ }
+
+ unlock();
+ renderTargetData->UnlockRect();
+
+ SafeRelease(renderTargetData);
+ SafeRelease(surface);
+
+ mDirty = true;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Image9::copy(const gl::Offset &destOffset, const gl::Box &area, const gl::ImageIndex &srcIndex, TextureStorage *srcStorage)
+{
+ // Currently unreachable, due to only being used in a D3D11-only workaround
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Image9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Image9.h
new file mode 100644
index 0000000000..8cbfbbebf6
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Image9.h
@@ -0,0 +1,73 @@
+//
+// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Image9.h: Defines the rx::Image9 class, which acts as the interface to
+// the actual underlying surfaces of a Texture.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_IMAGE9_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_IMAGE9_H_
+
+#include "libANGLE/renderer/d3d/ImageD3D.h"
+#include "common/debug.h"
+
+namespace gl
+{
+class Framebuffer;
+}
+
+namespace rx
+{
+class Renderer9;
+
+class Image9 : public ImageD3D
+{
+ public:
+ Image9(Renderer9 *renderer);
+ ~Image9();
+
+ static Image9 *makeImage9(ImageD3D *img);
+
+ static gl::Error generateMipmap(Image9 *dest, Image9 *source);
+ static gl::Error generateMip(IDirect3DSurface9 *destSurface, IDirect3DSurface9 *sourceSurface);
+ static gl::Error copyLockableSurfaces(IDirect3DSurface9 *dest, IDirect3DSurface9 *source);
+
+ bool redefine(GLenum target, GLenum internalformat, const gl::Extents &size, bool forceRelease) override;
+
+ D3DFORMAT getD3DFormat() const;
+
+ virtual bool isDirty() const;
+
+ virtual gl::Error setManagedSurface2D(TextureStorage *storage, int level);
+ virtual gl::Error setManagedSurfaceCube(TextureStorage *storage, int face, int level);
+ virtual gl::Error copyToStorage(TextureStorage *storage, const gl::ImageIndex &index, const gl::Box &region);
+
+ virtual gl::Error loadData(const gl::Box &area, const gl::PixelUnpackState &unpack, GLenum type, const void *input);
+ virtual gl::Error loadCompressedData(const gl::Box &area, const void *input);
+
+ virtual gl::Error copy(const gl::Offset &destOffset, const gl::Rectangle &sourceArea, RenderTargetD3D *source);
+ virtual gl::Error copy(const gl::Offset &destOffset, const gl::Box &sourceArea,
+ const gl::ImageIndex &sourceIndex, TextureStorage *source);
+
+ private:
+ gl::Error getSurface(IDirect3DSurface9 **outSurface);
+
+ gl::Error createSurface();
+ gl::Error setManagedSurface(IDirect3DSurface9 *surface);
+ gl::Error copyToSurface(IDirect3DSurface9 *dest, const gl::Box &area);
+
+ gl::Error lock(D3DLOCKED_RECT *lockedRect, const RECT &rect);
+ void unlock();
+
+ Renderer9 *mRenderer;
+
+ D3DPOOL mD3DPool; // can only be D3DPOOL_SYSTEMMEM or D3DPOOL_MANAGED since it needs to be lockable.
+ D3DFORMAT mD3DFormat;
+
+ IDirect3DSurface9 *mSurface;
+};
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_IMAGE9_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/IndexBuffer9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/IndexBuffer9.cpp
new file mode 100644
index 0000000000..c5d72e6a50
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/IndexBuffer9.cpp
@@ -0,0 +1,173 @@
+//
+// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Indexffer9.cpp: Defines the D3D9 IndexBuffer implementation.
+
+#include "libANGLE/renderer/d3d/d3d9/IndexBuffer9.h"
+#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+
+namespace rx
+{
+
+IndexBuffer9::IndexBuffer9(Renderer9 *const renderer) : mRenderer(renderer)
+{
+ mIndexBuffer = NULL;
+ mBufferSize = 0;
+ mIndexType = 0;
+ mDynamic = false;
+}
+
+IndexBuffer9::~IndexBuffer9()
+{
+ SafeRelease(mIndexBuffer);
+}
+
+gl::Error IndexBuffer9::initialize(unsigned int bufferSize, GLenum indexType, bool dynamic)
+{
+ SafeRelease(mIndexBuffer);
+
+ updateSerial();
+
+ if (bufferSize > 0)
+ {
+ D3DFORMAT format = D3DFMT_UNKNOWN;
+ if (indexType == GL_UNSIGNED_SHORT || indexType == GL_UNSIGNED_BYTE)
+ {
+ format = D3DFMT_INDEX16;
+ }
+ else if (indexType == GL_UNSIGNED_INT)
+ {
+ ASSERT(mRenderer->getRendererExtensions().elementIndexUint);
+ format = D3DFMT_INDEX32;
+ }
+ else UNREACHABLE();
+
+ DWORD usageFlags = D3DUSAGE_WRITEONLY;
+ if (dynamic)
+ {
+ usageFlags |= D3DUSAGE_DYNAMIC;
+ }
+
+ HRESULT result = mRenderer->createIndexBuffer(bufferSize, usageFlags, format, &mIndexBuffer);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal index buffer of size, %lu.", bufferSize);
+ }
+ }
+
+ mBufferSize = bufferSize;
+ mIndexType = indexType;
+ mDynamic = dynamic;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+IndexBuffer9 *IndexBuffer9::makeIndexBuffer9(IndexBuffer *indexBuffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(IndexBuffer9*, indexBuffer));
+ return static_cast<IndexBuffer9*>(indexBuffer);
+}
+
+gl::Error IndexBuffer9::mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory)
+{
+ if (!mIndexBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal index buffer is not initialized.");
+ }
+
+ DWORD lockFlags = mDynamic ? D3DLOCK_NOOVERWRITE : 0;
+
+ void *mapPtr = NULL;
+ HRESULT result = mIndexBuffer->Lock(offset, size, &mapPtr, lockFlags);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock internal index buffer, HRESULT: 0x%08x.", result);
+ }
+
+ *outMappedMemory = mapPtr;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error IndexBuffer9::unmapBuffer()
+{
+ if (!mIndexBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal index buffer is not initialized.");
+ }
+
+ HRESULT result = mIndexBuffer->Unlock();
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to unlock internal index buffer, HRESULT: 0x%08x.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+GLenum IndexBuffer9::getIndexType() const
+{
+ return mIndexType;
+}
+
+unsigned int IndexBuffer9::getBufferSize() const
+{
+ return mBufferSize;
+}
+
+gl::Error IndexBuffer9::setSize(unsigned int bufferSize, GLenum indexType)
+{
+ if (bufferSize > mBufferSize || indexType != mIndexType)
+ {
+ return initialize(bufferSize, indexType, mDynamic);
+ }
+ else
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error IndexBuffer9::discard()
+{
+ if (!mIndexBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal index buffer is not initialized.");
+ }
+
+ void *dummy;
+ HRESULT result;
+
+ result = mIndexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock internal index buffer, HRESULT: 0x%08x.", result);
+ }
+
+ result = mIndexBuffer->Unlock();
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to unlock internal index buffer, HRESULT: 0x%08x.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+D3DFORMAT IndexBuffer9::getIndexFormat() const
+{
+ switch (mIndexType)
+ {
+ case GL_UNSIGNED_BYTE: return D3DFMT_INDEX16;
+ case GL_UNSIGNED_SHORT: return D3DFMT_INDEX16;
+ case GL_UNSIGNED_INT: return D3DFMT_INDEX32;
+ default: UNREACHABLE(); return D3DFMT_UNKNOWN;
+ }
+}
+
+IDirect3DIndexBuffer9 * IndexBuffer9::getBuffer() const
+{
+ return mIndexBuffer;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/IndexBuffer9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/IndexBuffer9.h
new file mode 100644
index 0000000000..61f8b11566
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/IndexBuffer9.h
@@ -0,0 +1,51 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Indexffer9.h: Defines the D3D9 IndexBuffer implementation.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_INDEXBUFFER9_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_INDEXBUFFER9_H_
+
+#include "libANGLE/renderer/d3d/IndexBuffer.h"
+
+namespace rx
+{
+class Renderer9;
+
+class IndexBuffer9 : public IndexBuffer
+{
+ public:
+ explicit IndexBuffer9(Renderer9 *const renderer);
+ virtual ~IndexBuffer9();
+
+ virtual gl::Error initialize(unsigned int bufferSize, GLenum indexType, bool dynamic);
+
+ static IndexBuffer9 *makeIndexBuffer9(IndexBuffer *indexBuffer);
+
+ virtual gl::Error mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory);
+ virtual gl::Error unmapBuffer();
+
+ virtual GLenum getIndexType() const;
+ virtual unsigned int getBufferSize() const;
+ virtual gl::Error setSize(unsigned int bufferSize, GLenum indexType);
+
+ virtual gl::Error discard();
+
+ D3DFORMAT getIndexFormat() const;
+ IDirect3DIndexBuffer9 *getBuffer() const;
+
+ private:
+ Renderer9 *const mRenderer;
+
+ IDirect3DIndexBuffer9 *mIndexBuffer;
+ unsigned int mBufferSize;
+ GLenum mIndexType;
+ bool mDynamic;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_INDEXBUFFER9_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Query9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Query9.cpp
new file mode 100644
index 0000000000..96f12d7868
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Query9.cpp
@@ -0,0 +1,144 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Query9.cpp: Defines the rx::Query9 class which implements rx::QueryImpl.
+
+#include "libANGLE/renderer/d3d/d3d9/Query9.h"
+#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+
+#include <GLES2/gl2ext.h>
+
+namespace rx
+{
+Query9::Query9(Renderer9 *renderer, GLenum type)
+ : QueryImpl(type),
+ mResult(GL_FALSE),
+ mQueryFinished(false),
+ mRenderer(renderer),
+ mQuery(NULL)
+{
+}
+
+Query9::~Query9()
+{
+ SafeRelease(mQuery);
+}
+
+gl::Error Query9::begin()
+{
+ if (mQuery == NULL)
+ {
+ HRESULT result = mRenderer->getDevice()->CreateQuery(D3DQUERYTYPE_OCCLUSION, &mQuery);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal query creation failed, result: 0x%X.", result);
+ }
+ }
+
+ HRESULT result = mQuery->Issue(D3DISSUE_BEGIN);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to begin internal query, result: 0x%X.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Query9::end()
+{
+ ASSERT(mQuery);
+
+ HRESULT result = mQuery->Issue(D3DISSUE_END);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to end internal query, result: 0x%X.", result);
+ }
+
+ mQueryFinished = false;
+ mResult = GL_FALSE;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Query9::getResult(GLuint *params)
+{
+ while (!mQueryFinished)
+ {
+ gl::Error error = testQuery();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!mQueryFinished)
+ {
+ Sleep(0);
+ }
+ }
+
+ ASSERT(mQueryFinished);
+ *params = mResult;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Query9::isResultAvailable(GLuint *available)
+{
+ gl::Error error = testQuery();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *available = (mQueryFinished ? GL_TRUE : GL_FALSE);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Query9::testQuery()
+{
+ if (!mQueryFinished)
+ {
+ ASSERT(mQuery);
+
+ DWORD numPixels = 0;
+
+ HRESULT hres = mQuery->GetData(&numPixels, sizeof(DWORD), D3DGETDATA_FLUSH);
+ if (hres == S_OK)
+ {
+ mQueryFinished = true;
+
+ switch (getType())
+ {
+ case GL_ANY_SAMPLES_PASSED_EXT:
+ case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
+ mResult = (numPixels > 0) ? GL_TRUE : GL_FALSE;
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+ }
+ else if (d3d9::isDeviceLostError(hres))
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to test get query result, device is lost.");
+ }
+ else if (mRenderer->testDeviceLost())
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to test get query result, device is lost.");
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Query9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Query9.h
new file mode 100644
index 0000000000..399da2ed83
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Query9.h
@@ -0,0 +1,41 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Query9.h: Defines the rx::Query9 class which implements rx::QueryImpl.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_QUERY9_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_QUERY9_H_
+
+#include "libANGLE/renderer/QueryImpl.h"
+
+namespace rx
+{
+class Renderer9;
+
+class Query9 : public QueryImpl
+{
+ public:
+ Query9(Renderer9 *renderer, GLenum type);
+ virtual ~Query9();
+
+ virtual gl::Error begin();
+ virtual gl::Error end();
+ virtual gl::Error getResult(GLuint *params);
+ virtual gl::Error isResultAvailable(GLuint *available);
+
+ private:
+ gl::Error testQuery();
+
+ GLuint mResult;
+ bool mQueryFinished;
+
+ Renderer9 *mRenderer;
+ IDirect3DQuery9 *mQuery;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_QUERY9_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/RenderTarget9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/RenderTarget9.cpp
new file mode 100644
index 0000000000..412c0109f5
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/RenderTarget9.cpp
@@ -0,0 +1,139 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderTarget9.cpp: Implements a D3D9-specific wrapper for IDirect3DSurface9
+// pointers retained by renderbuffers.
+
+#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
+#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libANGLE/renderer/d3d/d3d9/SwapChain9.h"
+#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
+
+namespace rx
+{
+
+RenderTarget9 *RenderTarget9::makeRenderTarget9(RenderTargetD3D *target)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(RenderTarget9*, target));
+ return static_cast<RenderTarget9*>(target);
+}
+
+// TODO: AddRef the incoming surface to take ownership instead of expecting that its ref is being given.
+TextureRenderTarget9::TextureRenderTarget9(IDirect3DSurface9 *surface, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth,
+ GLsizei samples)
+ : mWidth(width),
+ mHeight(height),
+ mDepth(depth),
+ mInternalFormat(internalFormat),
+ mD3DFormat(D3DFMT_UNKNOWN),
+ mSamples(samples),
+ mRenderTarget(surface)
+{
+ ASSERT(mDepth == 1);
+
+ if (mRenderTarget)
+ {
+ D3DSURFACE_DESC description;
+ mRenderTarget->GetDesc(&description);
+ mD3DFormat = description.Format;
+ }
+}
+
+TextureRenderTarget9::~TextureRenderTarget9()
+{
+ SafeRelease(mRenderTarget);
+}
+
+GLsizei TextureRenderTarget9::getWidth() const
+{
+ return mWidth;
+}
+
+GLsizei TextureRenderTarget9::getHeight() const
+{
+ return mHeight;
+}
+
+GLsizei TextureRenderTarget9::getDepth() const
+{
+ return mDepth;
+}
+
+GLenum TextureRenderTarget9::getInternalFormat() const
+{
+ return mInternalFormat;
+}
+
+GLsizei TextureRenderTarget9::getSamples() const
+{
+ return mSamples;
+}
+
+IDirect3DSurface9 *TextureRenderTarget9::getSurface()
+{
+ // Caller is responsible for releasing the returned surface reference.
+ // TODO: remove the AddRef to match RenderTarget11
+ if (mRenderTarget)
+ {
+ mRenderTarget->AddRef();
+ }
+
+ return mRenderTarget;
+}
+
+D3DFORMAT TextureRenderTarget9::getD3DFormat() const
+{
+ return mD3DFormat;
+}
+
+SurfaceRenderTarget9::SurfaceRenderTarget9(SwapChain9 *swapChain, bool depth)
+ : mSwapChain(swapChain),
+ mDepth(depth)
+{
+}
+
+SurfaceRenderTarget9::~SurfaceRenderTarget9()
+{
+}
+
+GLsizei SurfaceRenderTarget9::getWidth() const
+{
+ return mSwapChain->getWidth();
+}
+
+GLsizei SurfaceRenderTarget9::getHeight() const
+{
+ return mSwapChain->getHeight();
+}
+
+GLsizei SurfaceRenderTarget9::getDepth() const
+{
+ return 1;
+}
+
+GLenum SurfaceRenderTarget9::getInternalFormat() const
+{
+ return (mDepth ? mSwapChain->GetDepthBufferInternalFormat() : mSwapChain->GetBackBufferInternalFormat());
+}
+
+GLsizei SurfaceRenderTarget9::getSamples() const
+{
+ // Our EGL surfaces do not support multisampling.
+ return 0;
+}
+
+IDirect3DSurface9 *SurfaceRenderTarget9::getSurface()
+{
+ return (mDepth ? mSwapChain->getDepthStencil() : mSwapChain->getRenderTarget());
+}
+
+D3DFORMAT SurfaceRenderTarget9::getD3DFormat() const
+{
+ return d3d9::GetTextureFormatInfo(getInternalFormat()).texFormat;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/RenderTarget9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/RenderTarget9.h
new file mode 100644
index 0000000000..32c7dfa09c
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/RenderTarget9.h
@@ -0,0 +1,84 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderTarget9.h: Defines a D3D9-specific wrapper for IDirect3DSurface9 pointers
+// retained by Renderbuffers.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_RENDERTARGET9_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_RENDERTARGET9_H_
+
+#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+
+namespace rx
+{
+class Renderer9;
+class SwapChain9;
+
+class RenderTarget9 : public RenderTargetD3D
+{
+ public:
+ RenderTarget9() { }
+ virtual ~RenderTarget9() { }
+
+ static RenderTarget9 *makeRenderTarget9(RenderTargetD3D *renderTarget);
+
+ virtual IDirect3DSurface9 *getSurface() = 0;
+
+ virtual D3DFORMAT getD3DFormat() const = 0;
+};
+
+class TextureRenderTarget9 : public RenderTarget9
+{
+ public:
+ TextureRenderTarget9(IDirect3DSurface9 *surface, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth,
+ GLsizei samples);
+ virtual ~TextureRenderTarget9();
+
+ GLsizei getWidth() const override;
+ GLsizei getHeight() const override;
+ GLsizei getDepth() const override;
+ GLenum getInternalFormat() const override;
+ GLsizei getSamples() const override;
+
+ IDirect3DSurface9 *getSurface() override;
+
+ D3DFORMAT getD3DFormat() const override;
+
+ private:
+ GLsizei mWidth;
+ GLsizei mHeight;
+ GLsizei mDepth;
+ GLenum mInternalFormat;
+ D3DFORMAT mD3DFormat;
+ GLsizei mSamples;
+
+ IDirect3DSurface9 *mRenderTarget;
+};
+
+class SurfaceRenderTarget9 : public RenderTarget9
+{
+ public:
+ SurfaceRenderTarget9(SwapChain9 *swapChain, bool depth);
+ virtual ~SurfaceRenderTarget9();
+
+ GLsizei getWidth() const override;
+ GLsizei getHeight() const override;
+ GLsizei getDepth() const override;
+ GLenum getInternalFormat() const override;
+ GLsizei getSamples() const override;
+
+ IDirect3DSurface9 *getSurface() override;
+
+ D3DFORMAT getD3DFormat() const override;
+
+ private:
+ SwapChain9 *mSwapChain;
+ bool mDepth;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_RENDERTARGET9_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp
new file mode 100644
index 0000000000..bf1c367693
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp
@@ -0,0 +1,2933 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
+
+#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+
+#include "common/utilities.h"
+#include "libANGLE/Buffer.h"
+#include "libANGLE/Display.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/Renderbuffer.h"
+#include "libANGLE/State.h"
+#include "libANGLE/Surface.h"
+#include "libANGLE/Texture.h"
+#include "libANGLE/angletypes.h"
+#include "libANGLE/features.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/CompilerD3D.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+#include "libANGLE/renderer/d3d/IndexDataManager.h"
+#include "libANGLE/renderer/d3d/ProgramD3D.h"
+#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
+#include "libANGLE/renderer/d3d/ShaderD3D.h"
+#include "libANGLE/renderer/d3d/SurfaceD3D.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/renderer/d3d/TransformFeedbackD3D.h"
+#include "libANGLE/renderer/d3d/d3d9/Blit9.h"
+#include "libANGLE/renderer/d3d/d3d9/Buffer9.h"
+#include "libANGLE/renderer/d3d/d3d9/Fence9.h"
+#include "libANGLE/renderer/d3d/d3d9/Framebuffer9.h"
+#include "libANGLE/renderer/d3d/d3d9/Image9.h"
+#include "libANGLE/renderer/d3d/d3d9/IndexBuffer9.h"
+#include "libANGLE/renderer/d3d/d3d9/Query9.h"
+#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
+#include "libANGLE/renderer/d3d/d3d9/ShaderExecutable9.h"
+#include "libANGLE/renderer/d3d/d3d9/SwapChain9.h"
+#include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h"
+#include "libANGLE/renderer/d3d/d3d9/VertexArray9.h"
+#include "libANGLE/renderer/d3d/d3d9/VertexBuffer9.h"
+#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
+
+#include "third_party/trace_event/trace_event.h"
+
+#include <sstream>
+
+#include <EGL/eglext.h>
+
+#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
+#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
+#endif
+
+// Enable ANGLE_SUPPORT_SHADER_MODEL_2 if you wish devices with only shader model 2.
+// Such a device would not be conformant.
+#ifndef ANGLE_SUPPORT_SHADER_MODEL_2
+#define ANGLE_SUPPORT_SHADER_MODEL_2 0
+#endif
+
+namespace rx
+{
+
+enum
+{
+ MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
+ MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32,
+ MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224,
+ MAX_VARYING_VECTORS_SM2 = 8,
+ MAX_VARYING_VECTORS_SM3 = 10,
+
+ MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
+};
+
+Renderer9::Renderer9(egl::Display *display)
+ : RendererD3D(display)
+{
+ // Initialize global annotator
+ gl::InitializeDebugAnnotations(&mAnnotator);
+
+ mD3d9Module = NULL;
+
+ mD3d9 = NULL;
+ mD3d9Ex = NULL;
+ mDevice = NULL;
+ mDeviceEx = NULL;
+ mDeviceWindow = NULL;
+ mBlit = NULL;
+
+ mAdapter = D3DADAPTER_DEFAULT;
+
+ const egl::AttributeMap &attributes = display->getAttributeMap();
+ EGLint requestedDeviceType = attributes.get(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE,
+ EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
+ switch (requestedDeviceType)
+ {
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE:
+ mDeviceType = D3DDEVTYPE_HAL;
+ break;
+
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE:
+ mDeviceType = D3DDEVTYPE_REF;
+ break;
+
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE:
+ mDeviceType = D3DDEVTYPE_NULLREF;
+ break;
+
+ default:
+ UNREACHABLE();
+ }
+
+ mMaskedClearSavedState = NULL;
+
+ mVertexDataManager = NULL;
+ mIndexDataManager = NULL;
+ mLineLoopIB = NULL;
+ mCountingIB = NULL;
+
+ mMaxNullColorbufferLRU = 0;
+ for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
+ {
+ mNullColorbufferCache[i].lruCount = 0;
+ mNullColorbufferCache[i].width = 0;
+ mNullColorbufferCache[i].height = 0;
+ mNullColorbufferCache[i].buffer = NULL;
+ }
+
+ mAppliedVertexShader = NULL;
+ mAppliedPixelShader = NULL;
+ mAppliedProgramSerial = 0;
+}
+
+Renderer9::~Renderer9()
+{
+ if (mDevice)
+ {
+ // If the device is lost, reset it first to prevent leaving the driver in an unstable state
+ if (testDeviceLost())
+ {
+ resetDevice();
+ }
+ }
+
+ release();
+
+ gl::UninitializeDebugAnnotations();
+}
+
+void Renderer9::release()
+{
+ RendererD3D::cleanup();
+
+ releaseDeviceResources();
+
+ SafeRelease(mDevice);
+ SafeRelease(mDeviceEx);
+ SafeRelease(mD3d9);
+ SafeRelease(mD3d9Ex);
+
+ mCompiler.release();
+
+ if (mDeviceWindow)
+ {
+ DestroyWindow(mDeviceWindow);
+ mDeviceWindow = NULL;
+ }
+
+ mD3d9Module = NULL;
+}
+
+Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(Renderer9*, renderer));
+ return static_cast<Renderer9*>(renderer);
+}
+
+egl::Error Renderer9::initialize()
+{
+ if (!mCompiler.initialize())
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D9_INIT_COMPILER_ERROR,
+ "Compiler failed to initialize.");
+ }
+
+ TRACE_EVENT0("gpu", "GetModuleHandle_d3d9");
+ mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
+
+ if (mD3d9Module == NULL)
+ {
+ return egl::Error(EGL_NOT_INITIALIZED, D3D9_INIT_MISSING_DEP, "No D3D9 module found.");
+ }
+
+ typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
+ Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
+
+ // Use Direct3D9Ex if available. Among other things, this version is less
+ // inclined to report a lost context, for example when the user switches
+ // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
+ if (ANGLE_D3D9EX == ANGLE_ENABLED && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
+ {
+ TRACE_EVENT0("gpu", "D3d9Ex_QueryInterface");
+ ASSERT(mD3d9Ex);
+ mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
+ ASSERT(mD3d9);
+ }
+ else
+ {
+ TRACE_EVENT0("gpu", "Direct3DCreate9");
+ mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
+ }
+
+ if (!mD3d9)
+ {
+ return egl::Error(EGL_NOT_INITIALIZED, D3D9_INIT_MISSING_DEP, "Could not create D3D9 device.");
+ }
+
+ if (mDisplay->getNativeDisplayId() != nullptr)
+ {
+ // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
+ }
+
+ HRESULT result;
+
+ // Give up on getting device caps after about one second.
+ {
+ TRACE_EVENT0("gpu", "GetDeviceCaps");
+ for (int i = 0; i < 10; ++i)
+ {
+ result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
+ if (SUCCEEDED(result))
+ {
+ break;
+ }
+ else if (result == D3DERR_NOTAVAILABLE)
+ {
+ Sleep(100); // Give the driver some time to initialize/recover
+ }
+ else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D9_INIT_OTHER_ERROR,
+ "Failed to get device caps: Error code 0x%x\n", result);
+ }
+ }
+ }
+
+#if ANGLE_SUPPORT_SHADER_MODEL_2
+ size_t minShaderModel = 2;
+#else
+ size_t minShaderModel = 3;
+#endif
+
+ if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(minShaderModel, 0))
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D9_INIT_UNSUPPORTED_VERSION,
+ "Renderer does not support PS %u.%u.aborting!", minShaderModel, 0);
+ }
+
+ // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
+ // This is required by Texture2D::ensureRenderTarget.
+ if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D9_INIT_UNSUPPORTED_STRETCHRECT,
+ "Renderer does not support StretctRect from textures.");
+ }
+
+ {
+ TRACE_EVENT0("gpu", "GetAdapterIdentifier");
+ mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
+ }
+
+ static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
+ static const TCHAR className[] = TEXT("STATIC");
+
+ {
+ TRACE_EVENT0("gpu", "CreateWindowEx");
+ mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
+ }
+
+ D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
+ DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES | D3DCREATE_MULTITHREADED;
+
+ {
+ TRACE_EVENT0("gpu", "D3d9_CreateDevice");
+ result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
+ }
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
+ {
+ return egl::Error(EGL_BAD_ALLOC, D3D9_INIT_OUT_OF_MEMORY,
+ "CreateDevice failed: device lost of out of memory");
+ }
+
+ if (FAILED(result))
+ {
+ TRACE_EVENT0("gpu", "D3d9_CreateDevice2");
+ result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
+ return egl::Error(EGL_BAD_ALLOC, D3D9_INIT_OUT_OF_MEMORY,
+ "CreateDevice2 failed: device lost, not available, or of out of memory");
+ }
+ }
+
+ if (mD3d9Ex)
+ {
+ TRACE_EVENT0("gpu", "mDevice_QueryInterface");
+ result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**)&mDeviceEx);
+ ASSERT(SUCCEEDED(result));
+ }
+
+ {
+ TRACE_EVENT0("gpu", "ShaderCache initialize");
+ mVertexShaderCache.initialize(mDevice);
+ mPixelShaderCache.initialize(mDevice);
+ }
+
+ D3DDISPLAYMODE currentDisplayMode;
+ mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
+
+ // Check vertex texture support
+ // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
+ // We test this using D3D9 by checking support for the R16F format.
+ mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
+ D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
+
+ initializeDevice();
+
+ return egl::Error(EGL_SUCCESS);
+}
+
+// do any one-time device initialization
+// NOTE: this is also needed after a device lost/reset
+// to reset the scene status and ensure the default states are reset.
+void Renderer9::initializeDevice()
+{
+ // Permanent non-default states
+ mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
+ mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
+
+ if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
+ {
+ mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
+ }
+
+ const gl::Caps &rendererCaps = getRendererCaps();
+
+ mForceSetVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);
+ mCurVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);
+
+ mForceSetPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits);
+ mCurPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits);
+
+ mCurVertexTextureSerials.resize(rendererCaps.maxVertexTextureImageUnits);
+ mCurPixelTextureSerials.resize(rendererCaps.maxTextureImageUnits);
+
+ markAllStateDirty();
+
+ mSceneStarted = false;
+
+ ASSERT(!mBlit);
+ mBlit = new Blit9(this);
+ mBlit->initialize();
+
+ ASSERT(!mVertexDataManager && !mIndexDataManager);
+ mVertexDataManager = new VertexDataManager(this);
+ mIndexDataManager = new IndexDataManager(this, getRendererClass());
+}
+
+D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
+{
+ D3DPRESENT_PARAMETERS presentParameters = {0};
+
+ // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
+ presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
+ presentParameters.BackBufferCount = 1;
+ presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
+ presentParameters.BackBufferWidth = 1;
+ presentParameters.BackBufferHeight = 1;
+ presentParameters.EnableAutoDepthStencil = FALSE;
+ presentParameters.Flags = 0;
+ presentParameters.hDeviceWindow = mDeviceWindow;
+ presentParameters.MultiSampleQuality = 0;
+ presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
+ presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
+ presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
+ presentParameters.Windowed = TRUE;
+
+ return presentParameters;
+}
+
+egl::ConfigSet Renderer9::generateConfigs() const
+{
+ static const GLenum colorBufferFormats[] =
+ {
+ GL_BGR5_A1_ANGLEX,
+ GL_BGRA8_EXT,
+ GL_RGB565,
+
+ };
+
+ static const GLenum depthStencilBufferFormats[] =
+ {
+ GL_NONE,
+ GL_DEPTH_COMPONENT32_OES,
+ GL_DEPTH24_STENCIL8_OES,
+ GL_DEPTH_COMPONENT24_OES,
+ GL_DEPTH_COMPONENT16,
+ };
+
+ const gl::Caps &rendererCaps = getRendererCaps();
+ const gl::TextureCapsMap &rendererTextureCaps = getRendererTextureCaps();
+
+ D3DDISPLAYMODE currentDisplayMode;
+ mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
+
+ // Determine the min and max swap intervals
+ int minSwapInterval = 4;
+ int maxSwapInterval = 0;
+
+ if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
+ {
+ minSwapInterval = std::min(minSwapInterval, 0);
+ maxSwapInterval = std::max(maxSwapInterval, 0);
+ }
+ if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
+ {
+ minSwapInterval = std::min(minSwapInterval, 1);
+ maxSwapInterval = std::max(maxSwapInterval, 1);
+ }
+ if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
+ {
+ minSwapInterval = std::min(minSwapInterval, 2);
+ maxSwapInterval = std::max(maxSwapInterval, 2);
+ }
+ if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
+ {
+ minSwapInterval = std::min(minSwapInterval, 3);
+ maxSwapInterval = std::max(maxSwapInterval, 3);
+ }
+ if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
+ {
+ minSwapInterval = std::min(minSwapInterval, 4);
+ maxSwapInterval = std::max(maxSwapInterval, 4);
+ }
+
+ egl::ConfigSet configs;
+ for (size_t formatIndex = 0; formatIndex < ArraySize(colorBufferFormats); formatIndex++)
+ {
+ GLenum colorBufferInternalFormat = colorBufferFormats[formatIndex];
+ const gl::TextureCaps &colorBufferFormatCaps = rendererTextureCaps.get(colorBufferInternalFormat);
+ if (colorBufferFormatCaps.renderable)
+ {
+ for (size_t depthStencilIndex = 0; depthStencilIndex < ArraySize(depthStencilBufferFormats); depthStencilIndex++)
+ {
+ GLenum depthStencilBufferInternalFormat = depthStencilBufferFormats[depthStencilIndex];
+ const gl::TextureCaps &depthStencilBufferFormatCaps = rendererTextureCaps.get(depthStencilBufferInternalFormat);
+ if (depthStencilBufferFormatCaps.renderable || depthStencilBufferInternalFormat == GL_NONE)
+ {
+ const gl::InternalFormat &colorBufferFormatInfo = gl::GetInternalFormatInfo(colorBufferInternalFormat);
+ const gl::InternalFormat &depthStencilBufferFormatInfo = gl::GetInternalFormatInfo(depthStencilBufferInternalFormat);
+ const d3d9::TextureFormat &d3d9ColorBufferFormatInfo = d3d9::GetTextureFormatInfo(colorBufferInternalFormat);
+
+ egl::Config config;
+ config.renderTargetFormat = colorBufferInternalFormat;
+ config.depthStencilFormat = depthStencilBufferInternalFormat;
+ config.bufferSize = colorBufferFormatInfo.pixelBytes * 8;
+ config.redSize = colorBufferFormatInfo.redBits;
+ config.greenSize = colorBufferFormatInfo.greenBits;
+ config.blueSize = colorBufferFormatInfo.blueBits;
+ config.luminanceSize = colorBufferFormatInfo.luminanceBits;
+ config.alphaSize = colorBufferFormatInfo.alphaBits;
+ config.alphaMaskSize = 0;
+ config.bindToTextureRGB = (colorBufferFormatInfo.format == GL_RGB);
+ config.bindToTextureRGBA = (colorBufferFormatInfo.format == GL_RGBA || colorBufferFormatInfo.format == GL_BGRA_EXT);
+ config.colorBufferType = EGL_RGB_BUFFER;
+ // Mark as slow if blits to the back-buffer won't be straight forward
+ config.configCaveat = (currentDisplayMode.Format == d3d9ColorBufferFormatInfo.renderFormat) ? EGL_NONE : EGL_SLOW_CONFIG;
+ config.configID = static_cast<EGLint>(configs.size() + 1);
+ config.conformant = EGL_OPENGL_ES2_BIT;
+ config.depthSize = depthStencilBufferFormatInfo.depthBits;
+ config.level = 0;
+ config.matchNativePixmap = EGL_NONE;
+ config.maxPBufferWidth = rendererCaps.max2DTextureSize;
+ config.maxPBufferHeight = rendererCaps.max2DTextureSize;
+ config.maxPBufferPixels = rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize;
+ config.maxSwapInterval = maxSwapInterval;
+ config.minSwapInterval = minSwapInterval;
+ config.nativeRenderable = EGL_FALSE;
+ config.nativeVisualID = 0;
+ config.nativeVisualType = EGL_NONE;
+ config.renderableType = EGL_OPENGL_ES2_BIT;
+ config.sampleBuffers = 0; // FIXME: enumerate multi-sampling
+ config.samples = 0;
+ config.stencilSize = depthStencilBufferFormatInfo.stencilBits;
+ config.surfaceType = EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT;
+ config.transparentType = EGL_NONE;
+ config.transparentRedValue = 0;
+ config.transparentGreenValue = 0;
+ config.transparentBlueValue = 0;
+
+ configs.add(config);
+ }
+ }
+ }
+ }
+
+ ASSERT(configs.size() > 0);
+ return configs;
+}
+
+void Renderer9::startScene()
+{
+ if (!mSceneStarted)
+ {
+ long result = mDevice->BeginScene();
+ if (SUCCEEDED(result)) {
+ // This is defensive checking against the device being
+ // lost at unexpected times.
+ mSceneStarted = true;
+ }
+ }
+}
+
+void Renderer9::endScene()
+{
+ if (mSceneStarted)
+ {
+ // EndScene can fail if the device was lost, for example due
+ // to a TDR during a draw call.
+ mDevice->EndScene();
+ mSceneStarted = false;
+ }
+}
+
+gl::Error Renderer9::flush()
+{
+ IDirect3DQuery9* query = NULL;
+ gl::Error error = allocateEventQuery(&query);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ HRESULT result = query->Issue(D3DISSUE_END);
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to issue event query, result: 0x%X.", result);
+ }
+
+ // Grab the query data once
+ result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
+ freeEventQuery(query);
+ if (FAILED(result))
+ {
+ if (d3d9::isDeviceLostError(result))
+ {
+ notifyDeviceLost();
+ }
+
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::finish()
+{
+ IDirect3DQuery9* query = NULL;
+ gl::Error error = allocateEventQuery(&query);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ HRESULT result = query->Issue(D3DISSUE_END);
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to issue event query, result: 0x%X.", result);
+ }
+
+ // Grab the query data once
+ result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
+ if (FAILED(result))
+ {
+ if (d3d9::isDeviceLostError(result))
+ {
+ notifyDeviceLost();
+ }
+
+ freeEventQuery(query);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result);
+ }
+
+ // Loop until the query completes
+ while (result == S_FALSE)
+ {
+ // Keep polling, but allow other threads to do something useful first
+ Sleep(0);
+
+ result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
+
+ // explicitly check for device loss
+ // some drivers seem to return S_FALSE even if the device is lost
+ // instead of D3DERR_DEVICELOST like they should
+ if (result == S_FALSE && testDeviceLost())
+ {
+ result = D3DERR_DEVICELOST;
+ }
+
+ if (FAILED(result))
+ {
+ if (d3d9::isDeviceLostError(result))
+ {
+ notifyDeviceLost();
+ }
+
+ freeEventQuery(query);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result);
+ }
+
+ }
+
+ freeEventQuery(query);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+SwapChainD3D *Renderer9::createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
+{
+ return new SwapChain9(this, nativeWindow, shareHandle, backBufferFormat, depthBufferFormat);
+}
+
+gl::Error Renderer9::allocateEventQuery(IDirect3DQuery9 **outQuery)
+{
+ if (mEventQueryPool.empty())
+ {
+ HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, outQuery);
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate event query, result: 0x%X.", result);
+ }
+ }
+ else
+ {
+ *outQuery = mEventQueryPool.back();
+ mEventQueryPool.pop_back();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer9::freeEventQuery(IDirect3DQuery9* query)
+{
+ if (mEventQueryPool.size() > 1000)
+ {
+ SafeRelease(query);
+ }
+ else
+ {
+ mEventQueryPool.push_back(query);
+ }
+}
+
+gl::Error Renderer9::createVertexShader(const DWORD *function, size_t length, IDirect3DVertexShader9 **outShader)
+{
+ return mVertexShaderCache.create(function, length, outShader);
+}
+
+gl::Error Renderer9::createPixelShader(const DWORD *function, size_t length, IDirect3DPixelShader9 **outShader)
+{
+ return mPixelShaderCache.create(function, length, outShader);
+}
+
+HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
+{
+ D3DPOOL Pool = getBufferPool(Usage);
+ return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
+}
+
+VertexBuffer *Renderer9::createVertexBuffer()
+{
+ return new VertexBuffer9(this);
+}
+
+HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
+{
+ D3DPOOL Pool = getBufferPool(Usage);
+ return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
+}
+
+IndexBuffer *Renderer9::createIndexBuffer()
+{
+ return new IndexBuffer9(this);
+}
+
+BufferImpl *Renderer9::createBuffer()
+{
+ return new Buffer9(this);
+}
+
+VertexArrayImpl *Renderer9::createVertexArray()
+{
+ return new VertexArray9(this);
+}
+
+QueryImpl *Renderer9::createQuery(GLenum type)
+{
+ return new Query9(this, type);
+}
+
+FenceNVImpl *Renderer9::createFenceNV()
+{
+ return new FenceNV9(this);
+}
+
+FenceSyncImpl *Renderer9::createFenceSync()
+{
+ // Renderer9 doesn't support ES 3.0 and its sync objects.
+ UNREACHABLE();
+ return NULL;
+}
+
+TransformFeedbackImpl* Renderer9::createTransformFeedback()
+{
+ return new TransformFeedbackD3D();
+}
+
+bool Renderer9::supportsFastCopyBufferToTexture(GLenum internalFormat) const
+{
+ // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3.
+ return false;
+}
+
+gl::Error Renderer9::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
+{
+ // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3.
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+gl::Error Renderer9::generateSwizzle(gl::Texture *texture)
+{
+ // Swizzled textures are not available in ES2 or D3D9
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+gl::Error Renderer9::setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &samplerState)
+{
+ std::vector<bool> &forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
+ std::vector<gl::SamplerState> &appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
+
+ if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
+ {
+ int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
+ int d3dSampler = index + d3dSamplerOffset;
+
+ // Make sure to add the level offset for our tiny compressed texture workaround
+ TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
+
+ TextureStorage *storage = nullptr;
+ gl::Error error = textureD3D->getNativeTexture(&storage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Storage should exist, texture should be complete
+ ASSERT(storage);
+
+ DWORD baseLevel = samplerState.baseLevel + storage->getTopLevel();
+
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
+
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
+ D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
+ gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, baseLevel);
+ if (getRendererExtensions().textureFilterAnisotropic)
+ {
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
+ }
+ }
+
+ forceSetSamplers[index] = false;
+ appliedSamplers[index] = samplerState;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
+{
+ int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
+ int d3dSampler = index + d3dSamplerOffset;
+ IDirect3DBaseTexture9 *d3dTexture = NULL;
+ unsigned int serial = 0;
+ bool forceSetTexture = false;
+
+ std::vector<unsigned int> &appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
+
+ if (texture)
+ {
+ TextureD3D *textureImpl = GetImplAs<TextureD3D>(texture);
+
+ TextureStorage *texStorage = nullptr;
+ gl::Error error = textureImpl->getNativeTexture(&texStorage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Texture should be complete and have a storage
+ ASSERT(texStorage);
+
+ TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage);
+ error = storage9->getBaseTexture(&d3dTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // If we get NULL back from getBaseTexture here, something went wrong
+ // in the texture class and we're unexpectedly missing the d3d texture
+ ASSERT(d3dTexture != NULL);
+
+ serial = texture->getTextureSerial();
+ forceSetTexture = textureImpl->hasDirtyImages();
+ textureImpl->resetDirty();
+ }
+
+ if (forceSetTexture || appliedSerials[index] != serial)
+ {
+ mDevice->SetTexture(d3dSampler, d3dTexture);
+ }
+
+ appliedSerials[index] = serial;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::setUniformBuffers(const gl::Data &/*data*/,
+ const GLint /*vertexUniformBuffers*/[],
+ const GLint /*fragmentUniformBuffers*/[])
+{
+ // No effect in ES2/D3D9
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
+{
+ bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
+
+ if (rasterStateChanged)
+ {
+ // Set the cull mode
+ if (rasterState.cullFace)
+ {
+ mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ }
+
+ if (rasterState.polygonOffsetFill)
+ {
+ if (mCurDepthSize > 0)
+ {
+ mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
+
+ float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
+ mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
+ }
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
+ mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
+ }
+
+ mCurRasterState = rasterState;
+ }
+
+ mForceSetRasterState = false;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+ unsigned int sampleMask)
+{
+ bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
+ bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0;
+ bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
+
+ if (blendStateChanged || blendColorChanged)
+ {
+ if (blendState.blend)
+ {
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+
+ if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
+ blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
+ {
+ mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
+ gl::unorm<8>(blendColor.alpha),
+ gl::unorm<8>(blendColor.alpha),
+ gl::unorm<8>(blendColor.alpha)));
+ }
+
+ mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
+ mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
+ mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
+
+ if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
+ blendState.destBlendRGB != blendState.destBlendAlpha ||
+ blendState.blendEquationRGB != blendState.blendEquationAlpha)
+ {
+ mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+
+ mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
+ mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
+ mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
+ }
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ }
+
+ if (blendState.sampleAlphaToCoverage)
+ {
+ FIXME("Sample alpha to coverage is unimplemented.");
+ }
+
+ gl::FramebufferAttachment *attachment = framebuffer->getFirstColorbuffer();
+ GLenum internalFormat = attachment ? attachment->getInternalFormat() : GL_NONE;
+
+ // Set the color mask
+ bool zeroColorMaskAllowed = getVendorId() != VENDOR_ID_AMD;
+ // Apparently some ATI cards have a bug where a draw with a zero color
+ // write mask can cause later draws to have incorrect results. Instead,
+ // set a nonzero color write mask but modify the blend state so that no
+ // drawing is done.
+ // http://code.google.com/p/angleproject/issues/detail?id=169
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat);
+ DWORD colorMask = gl_d3d9::ConvertColorMask(formatInfo.redBits > 0 && blendState.colorMaskRed,
+ formatInfo.greenBits > 0 && blendState.colorMaskGreen,
+ formatInfo.blueBits > 0 && blendState.colorMaskBlue,
+ formatInfo.alphaBits > 0 && blendState.colorMaskAlpha);
+ if (colorMask == 0 && !zeroColorMaskAllowed)
+ {
+ // Enable green channel, but set blending so nothing will be drawn.
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+
+ mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
+ mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
+ mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
+ }
+
+ mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
+
+ mCurBlendState = blendState;
+ mCurBlendColor = blendColor;
+ }
+
+ if (sampleMaskChanged)
+ {
+ // Set the multisample mask
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
+
+ mCurSampleMask = sampleMask;
+ }
+
+ mForceSetBlendState = false;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW)
+{
+ bool depthStencilStateChanged = mForceSetDepthStencilState ||
+ memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
+ bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
+ stencilBackRef != mCurStencilBackRef;
+ bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
+
+ if (depthStencilStateChanged)
+ {
+ if (depthStencilState.depthTest)
+ {
+ mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
+ mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
+ }
+
+ mCurDepthStencilState = depthStencilState;
+ }
+
+ if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
+ {
+ if (depthStencilState.stencilTest && mCurStencilSize > 0)
+ {
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
+ mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
+
+ // FIXME: Unsupported by D3D9
+ const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
+ const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
+ const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
+
+ ASSERT(depthStencilState.stencilWritemask == depthStencilState.stencilBackWritemask);
+ ASSERT(stencilRef == stencilBackRef);
+ ASSERT(depthStencilState.stencilMask == depthStencilState.stencilBackMask);
+
+ // get the maximum size of the stencil ref
+ unsigned int maxStencil = (1 << mCurStencilSize) - 1;
+
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
+ depthStencilState.stencilWritemask);
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
+ gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
+
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
+ (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
+ depthStencilState.stencilMask);
+
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
+
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
+ depthStencilState.stencilBackWritemask);
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
+ gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
+
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
+ (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
+ depthStencilState.stencilBackMask);
+
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ }
+
+ mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
+
+ mCurStencilRef = stencilRef;
+ mCurStencilBackRef = stencilBackRef;
+ mCurFrontFaceCCW = frontFaceCCW;
+ }
+
+ mForceSetDepthStencilState = false;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
+{
+ bool scissorChanged = mForceSetScissor ||
+ memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
+ enabled != mScissorEnabled;
+
+ if (scissorChanged)
+ {
+ if (enabled)
+ {
+ RECT rect;
+ rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
+ rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
+ rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
+ rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
+ mDevice->SetScissorRect(&rect);
+ }
+
+ mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
+
+ mScissorEnabled = enabled;
+ mCurScissor = scissor;
+ }
+
+ mForceSetScissor = false;
+}
+
+void Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport)
+{
+ gl::Rectangle actualViewport = viewport;
+ float actualZNear = gl::clamp01(zNear);
+ float actualZFar = gl::clamp01(zFar);
+ if (ignoreViewport)
+ {
+ actualViewport.x = 0;
+ actualViewport.y = 0;
+ actualViewport.width = mRenderTargetDesc.width;
+ actualViewport.height = mRenderTargetDesc.height;
+ actualZNear = 0.0f;
+ actualZFar = 1.0f;
+ }
+
+ D3DVIEWPORT9 dxViewport;
+ dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
+ dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
+ dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
+ dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
+ dxViewport.MinZ = actualZNear;
+ dxViewport.MaxZ = actualZFar;
+
+ float depthFront = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
+
+ bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
+ actualZNear != mCurNear || actualZFar != mCurFar || mCurDepthFront != depthFront;
+ if (viewportChanged)
+ {
+ mDevice->SetViewport(&dxViewport);
+
+ mCurViewport = actualViewport;
+ mCurNear = actualZNear;
+ mCurFar = actualZFar;
+ mCurDepthFront = depthFront;
+
+ dx_VertexConstants vc = {0};
+ dx_PixelConstants pc = {0};
+
+ vc.viewAdjust[0] = (float)((actualViewport.width - (int)dxViewport.Width) + 2 * (actualViewport.x - (int)dxViewport.X) - 1) / dxViewport.Width;
+ vc.viewAdjust[1] = (float)((actualViewport.height - (int)dxViewport.Height) + 2 * (actualViewport.y - (int)dxViewport.Y) - 1) / dxViewport.Height;
+ vc.viewAdjust[2] = (float)actualViewport.width / dxViewport.Width;
+ vc.viewAdjust[3] = (float)actualViewport.height / dxViewport.Height;
+
+ pc.viewCoords[0] = actualViewport.width * 0.5f;
+ pc.viewCoords[1] = actualViewport.height * 0.5f;
+ pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
+ pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
+
+ pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
+ pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
+ pc.depthFront[2] = depthFront;
+
+ vc.depthRange[0] = actualZNear;
+ vc.depthRange[1] = actualZFar;
+ vc.depthRange[2] = actualZFar - actualZNear;
+
+ pc.depthRange[0] = actualZNear;
+ pc.depthRange[1] = actualZFar;
+ pc.depthRange[2] = actualZFar - actualZNear;
+
+ if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
+ {
+ mVertexConstants = vc;
+ mDxUniformsDirty = true;
+ }
+
+ if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
+ {
+ mPixelConstants = pc;
+ mDxUniformsDirty = true;
+ }
+ }
+
+ mForceSetViewport = false;
+}
+
+bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize)
+{
+ switch (mode)
+ {
+ case GL_POINTS:
+ mPrimitiveType = D3DPT_POINTLIST;
+ mPrimitiveCount = count;
+ break;
+ case GL_LINES:
+ mPrimitiveType = D3DPT_LINELIST;
+ mPrimitiveCount = count / 2;
+ break;
+ case GL_LINE_LOOP:
+ mPrimitiveType = D3DPT_LINESTRIP;
+ mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
+ break;
+ case GL_LINE_STRIP:
+ mPrimitiveType = D3DPT_LINESTRIP;
+ mPrimitiveCount = count - 1;
+ break;
+ case GL_TRIANGLES:
+ mPrimitiveType = D3DPT_TRIANGLELIST;
+ mPrimitiveCount = count / 3;
+ break;
+ case GL_TRIANGLE_STRIP:
+ mPrimitiveType = D3DPT_TRIANGLESTRIP;
+ mPrimitiveCount = count - 2;
+ break;
+ case GL_TRIANGLE_FAN:
+ mPrimitiveType = D3DPT_TRIANGLEFAN;
+ mPrimitiveCount = count - 2;
+ break;
+ default:
+ UNREACHABLE();
+ return false;
+ }
+
+ return mPrimitiveCount > 0;
+}
+
+
+gl::Error Renderer9::getNullColorbuffer(const gl::FramebufferAttachment *depthbuffer, const gl::FramebufferAttachment **outColorBuffer)
+{
+ ASSERT(depthbuffer);
+
+ GLsizei width = depthbuffer->getWidth();
+ GLsizei height = depthbuffer->getHeight();
+
+ // search cached nullcolorbuffers
+ for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
+ {
+ if (mNullColorbufferCache[i].buffer != NULL &&
+ mNullColorbufferCache[i].width == width &&
+ mNullColorbufferCache[i].height == height)
+ {
+ mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
+ *outColorBuffer = mNullColorbufferCache[i].buffer;
+ return gl::Error(GL_NO_ERROR);
+ }
+ }
+
+ gl::Renderbuffer *nullRenderbuffer = new gl::Renderbuffer(createRenderbuffer(), 0);
+ gl::Error error = nullRenderbuffer->setStorage(GL_NONE, width, height);
+ if (error.isError())
+ {
+ SafeDelete(nullRenderbuffer);
+ return error;
+ }
+
+ gl::RenderbufferAttachment *nullbuffer = new gl::RenderbufferAttachment(GL_NONE, nullRenderbuffer);
+
+ // add nullbuffer to the cache
+ NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
+ for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
+ {
+ if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
+ {
+ oldest = &mNullColorbufferCache[i];
+ }
+ }
+
+ delete oldest->buffer;
+ oldest->buffer = nullbuffer;
+ oldest->lruCount = ++mMaxNullColorbufferLRU;
+ oldest->width = width;
+ oldest->height = height;
+
+ *outColorBuffer = nullbuffer;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::applyRenderTarget(const gl::FramebufferAttachment *colorBuffer, const gl::FramebufferAttachment *depthStencilBuffer)
+{
+ // if there is no color attachment we must synthesize a NULL colorattachment
+ // to keep the D3D runtime happy. This should only be possible if depth texturing.
+ if (!colorBuffer)
+ {
+ gl::Error error = getNullColorbuffer(depthStencilBuffer, &colorBuffer);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ ASSERT(colorBuffer);
+
+ size_t renderTargetWidth = 0;
+ size_t renderTargetHeight = 0;
+ D3DFORMAT renderTargetFormat = D3DFMT_UNKNOWN;
+
+ bool renderTargetChanged = false;
+ unsigned int renderTargetSerial = GetAttachmentSerial(colorBuffer);
+ if (renderTargetSerial != mAppliedRenderTargetSerial)
+ {
+ // Apply the render target on the device
+ RenderTarget9 *renderTarget = NULL;
+ gl::Error error = d3d9::GetAttachmentRenderTarget(colorBuffer, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(renderTarget);
+
+ IDirect3DSurface9 *renderTargetSurface = renderTarget->getSurface();
+ ASSERT(renderTargetSurface);
+
+ mDevice->SetRenderTarget(0, renderTargetSurface);
+ SafeRelease(renderTargetSurface);
+
+ renderTargetWidth = renderTarget->getWidth();
+ renderTargetHeight = renderTarget->getHeight();
+ renderTargetFormat = renderTarget->getD3DFormat();
+
+ mAppliedRenderTargetSerial = renderTargetSerial;
+ renderTargetChanged = true;
+ }
+
+ unsigned int depthStencilSerial = (depthStencilBuffer != nullptr) ? GetAttachmentSerial(depthStencilBuffer) : 0;
+ if (depthStencilSerial != mAppliedDepthStencilSerial || !mDepthStencilInitialized)
+ {
+ unsigned int depthSize = 0;
+ unsigned int stencilSize = 0;
+
+ // Apply the depth stencil on the device
+ if (depthStencilBuffer)
+ {
+ RenderTarget9 *depthStencilRenderTarget = NULL;
+ gl::Error error = d3d9::GetAttachmentRenderTarget(depthStencilBuffer, &depthStencilRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(depthStencilRenderTarget);
+
+ IDirect3DSurface9 *depthStencilSurface = depthStencilRenderTarget->getSurface();
+ ASSERT(depthStencilSurface);
+
+ mDevice->SetDepthStencilSurface(depthStencilSurface);
+ SafeRelease(depthStencilSurface);
+
+ depthSize = depthStencilBuffer->getDepthSize();
+ stencilSize = depthStencilBuffer->getStencilSize();
+ }
+ else
+ {
+ mDevice->SetDepthStencilSurface(NULL);
+ }
+
+ if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
+ {
+ mCurDepthSize = depthSize;
+ mForceSetRasterState = true;
+ }
+
+ if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
+ {
+ mCurStencilSize = stencilSize;
+ mForceSetDepthStencilState = true;
+ }
+
+ mAppliedDepthStencilSerial = depthStencilSerial;
+ mDepthStencilInitialized = true;
+ }
+
+ if (renderTargetChanged || !mRenderTargetDescInitialized)
+ {
+ mForceSetScissor = true;
+ mForceSetViewport = true;
+ mForceSetBlendState = true;
+
+ mRenderTargetDesc.width = renderTargetWidth;
+ mRenderTargetDesc.height = renderTargetHeight;
+ mRenderTargetDesc.format = renderTargetFormat;
+ mRenderTargetDescInitialized = true;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::applyRenderTarget(const gl::Framebuffer *framebuffer)
+{
+ return applyRenderTarget(framebuffer->getColorbuffer(0), framebuffer->getDepthOrStencilbuffer());
+}
+
+gl::Error Renderer9::applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances)
+{
+ TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
+ gl::Error error = mVertexDataManager->prepareVertexData(state, first, count, attributes, instances);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, state.getProgram(), instances, &mRepeatDraw);
+}
+
+// Applies the indices and element array bindings to the Direct3D 9 device
+gl::Error Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
+{
+ gl::Error error = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Directly binding the storage buffer is not supported for d3d9
+ ASSERT(indexInfo->storage == NULL);
+
+ if (indexInfo->serial != mAppliedIBSerial)
+ {
+ IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
+
+ mDevice->SetIndices(indexBuffer->getBuffer());
+ mAppliedIBSerial = indexInfo->serial;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer9::applyTransformFeedbackBuffers(const gl::State& state)
+{
+ ASSERT(!state.isTransformFeedbackActiveUnpaused());
+}
+
+gl::Error Renderer9::drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize)
+{
+ ASSERT(!data.state->isTransformFeedbackActiveUnpaused());
+
+ startScene();
+
+ if (mode == GL_LINE_LOOP)
+ {
+ return drawLineLoop(count, GL_NONE, NULL, 0, NULL);
+ }
+ else if (instances > 0)
+ {
+ StaticIndexBufferInterface *countingIB = NULL;
+ gl::Error error = getCountingIB(count, &countingIB);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (mAppliedIBSerial != countingIB->getSerial())
+ {
+ IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
+
+ mDevice->SetIndices(indexBuffer->getBuffer());
+ mAppliedIBSerial = countingIB->getSerial();
+ }
+
+ for (int i = 0; i < mRepeatDraw; i++)
+ {
+ mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+ }
+ else // Regular case
+ {
+ mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
+ gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei /*instances*/)
+{
+ startScene();
+
+ int minIndex = static_cast<int>(indexInfo.indexRange.start);
+
+ if (mode == GL_POINTS)
+ {
+ return drawIndexedPoints(count, type, indices, minIndex, elementArrayBuffer);
+ }
+ else if (mode == GL_LINE_LOOP)
+ {
+ return drawLineLoop(count, type, indices, minIndex, elementArrayBuffer);
+ }
+ else
+ {
+ for (int i = 0; i < mRepeatDraw; i++)
+ {
+ GLsizei vertexCount = static_cast<int>(indexInfo.indexRange.length()) + 1;
+ mDevice->DrawIndexedPrimitive(mPrimitiveType, -minIndex, minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
+ }
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
+{
+ // Get the raw indices for an indexed draw
+ if (type != GL_NONE && elementArrayBuffer)
+ {
+ BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+ const uint8_t *bufferData = NULL;
+ gl::Error error = storage->getData(&bufferData);
+ if (error.isError())
+ {
+ return error;
+ }
+ indices = bufferData + offset;
+ }
+
+ unsigned int startIndex = 0;
+
+ if (getRendererExtensions().elementIndexUint)
+ {
+ if (!mLineLoopIB)
+ {
+ mLineLoopIB = new StreamingIndexBufferInterface(this);
+ gl::Error error = mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT);
+ if (error.isError())
+ {
+ SafeDelete(mLineLoopIB);
+ return error;
+ }
+ }
+
+ // Checked by Renderer9::applyPrimitiveType
+ ASSERT(count >= 0);
+
+ if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
+ }
+
+ const unsigned int spaceNeeded = (static_cast<unsigned int>(count)+1) * sizeof(unsigned int);
+ gl::Error error = mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ void* mappedMemory = NULL;
+ unsigned int offset = 0;
+ error = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ startIndex = static_cast<unsigned int>(offset) / 4;
+ unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+
+ switch (type)
+ {
+ case GL_NONE: // Non-indexed draw
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = i;
+ }
+ data[count] = 0;
+ break;
+ case GL_UNSIGNED_BYTE:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLubyte*>(indices)[i];
+ }
+ data[count] = static_cast<const GLubyte*>(indices)[0];
+ break;
+ case GL_UNSIGNED_SHORT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLushort*>(indices)[i];
+ }
+ data[count] = static_cast<const GLushort*>(indices)[0];
+ break;
+ case GL_UNSIGNED_INT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLuint*>(indices)[i];
+ }
+ data[count] = static_cast<const GLuint*>(indices)[0];
+ break;
+ default: UNREACHABLE();
+ }
+
+ error = mLineLoopIB->unmapBuffer();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ else
+ {
+ if (!mLineLoopIB)
+ {
+ mLineLoopIB = new StreamingIndexBufferInterface(this);
+ gl::Error error = mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT);
+ if (error.isError())
+ {
+ SafeDelete(mLineLoopIB);
+ return error;
+ }
+ }
+
+ // Checked by Renderer9::applyPrimitiveType
+ ASSERT(count >= 0);
+
+ if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned short>::max() / sizeof(unsigned short)))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a 16-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
+ }
+
+ const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned short);
+ gl::Error error = mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ void* mappedMemory = NULL;
+ unsigned int offset;
+ error = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ startIndex = static_cast<unsigned int>(offset) / 2;
+ unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
+
+ switch (type)
+ {
+ case GL_NONE: // Non-indexed draw
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = i;
+ }
+ data[count] = 0;
+ break;
+ case GL_UNSIGNED_BYTE:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLubyte*>(indices)[i];
+ }
+ data[count] = static_cast<const GLubyte*>(indices)[0];
+ break;
+ case GL_UNSIGNED_SHORT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLushort*>(indices)[i];
+ }
+ data[count] = static_cast<const GLushort*>(indices)[0];
+ break;
+ case GL_UNSIGNED_INT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLuint*>(indices)[i];
+ }
+ data[count] = static_cast<const GLuint*>(indices)[0];
+ break;
+ default: UNREACHABLE();
+ }
+
+ error = mLineLoopIB->unmapBuffer();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ if (mAppliedIBSerial != mLineLoopIB->getSerial())
+ {
+ IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
+
+ mDevice->SetIndices(indexBuffer->getBuffer());
+ mAppliedIBSerial = mLineLoopIB->getSerial();
+ }
+
+ mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+template <typename T>
+static gl::Error drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices, int minIndex)
+{
+ for (int i = 0; i < count; i++)
+ {
+ unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]) - minIndex;
+ device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
+{
+ // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
+ // for each individual point. This call is not expected to happen often.
+
+ if (elementArrayBuffer)
+ {
+ BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+
+ const uint8_t *bufferData = NULL;
+ gl::Error error = storage->getData(&bufferData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ indices = bufferData + offset;
+ }
+
+ switch (type)
+ {
+ case GL_UNSIGNED_BYTE: return drawPoints<GLubyte>(mDevice, count, indices, minIndex);
+ case GL_UNSIGNED_SHORT: return drawPoints<GLushort>(mDevice, count, indices, minIndex);
+ case GL_UNSIGNED_INT: return drawPoints<GLuint>(mDevice, count, indices, minIndex);
+ default: UNREACHABLE(); return gl::Error(GL_INVALID_OPERATION);
+ }
+}
+
+gl::Error Renderer9::getCountingIB(size_t count, StaticIndexBufferInterface **outIB)
+{
+ // Update the counting index buffer if it is not large enough or has not been created yet.
+ if (count <= 65536) // 16-bit indices
+ {
+ const unsigned int spaceNeeded = count * sizeof(unsigned short);
+
+ if (!mCountingIB || mCountingIB->getBufferSize() < spaceNeeded)
+ {
+ SafeDelete(mCountingIB);
+ mCountingIB = new StaticIndexBufferInterface(this);
+ mCountingIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT);
+
+ void *mappedMemory = NULL;
+ gl::Error error = mCountingIB->mapBuffer(spaceNeeded, &mappedMemory, NULL);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
+ for (size_t i = 0; i < count; i++)
+ {
+ data[i] = i;
+ }
+
+ error = mCountingIB->unmapBuffer();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ else if (getRendererExtensions().elementIndexUint)
+ {
+ const unsigned int spaceNeeded = count * sizeof(unsigned int);
+
+ if (!mCountingIB || mCountingIB->getBufferSize() < spaceNeeded)
+ {
+ SafeDelete(mCountingIB);
+ mCountingIB = new StaticIndexBufferInterface(this);
+ mCountingIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT);
+
+ void *mappedMemory = NULL;
+ gl::Error error = mCountingIB->mapBuffer(spaceNeeded, &mappedMemory, NULL);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+ for (size_t i = 0; i < count; i++)
+ {
+ data[i] = i;
+ }
+
+ error = mCountingIB->unmapBuffer();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ else
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Could not create a counting index buffer for glDrawArraysInstanced.");
+ }
+
+ *outIB = mCountingIB;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::applyShaders(gl::Program *program, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
+ bool rasterizerDiscard, bool transformFeedbackActive)
+{
+ ASSERT(!transformFeedbackActive);
+ ASSERT(!rasterizerDiscard);
+
+ ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
+
+ ShaderExecutableD3D *vertexExe = NULL;
+ gl::Error error = programD3D->getVertexExecutableForInputLayout(inputLayout, &vertexExe, nullptr);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ShaderExecutableD3D *pixelExe = NULL;
+ error = programD3D->getPixelExecutableForFramebuffer(framebuffer, &pixelExe);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IDirect3DVertexShader9 *vertexShader = (vertexExe ? ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader() : NULL);
+ IDirect3DPixelShader9 *pixelShader = (pixelExe ? ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader() : NULL);
+
+ if (vertexShader != mAppliedVertexShader)
+ {
+ mDevice->SetVertexShader(vertexShader);
+ mAppliedVertexShader = vertexShader;
+ }
+
+ if (pixelShader != mAppliedPixelShader)
+ {
+ mDevice->SetPixelShader(pixelShader);
+ mAppliedPixelShader = pixelShader;
+ }
+
+ // D3D9 has a quirk where creating multiple shaders with the same content
+ // can return the same shader pointer. Because GL programs store different data
+ // per-program, checking the program serial guarantees we upload fresh
+ // uniform data even if our shader pointers are the same.
+ // https://code.google.com/p/angleproject/issues/detail?id=661
+ unsigned int programSerial = programD3D->getSerial();
+ if (programSerial != mAppliedProgramSerial)
+ {
+ programD3D->dirtyAllUniforms();
+ mDxUniformsDirty = true;
+ mAppliedProgramSerial = programSerial;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray)
+{
+ for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
+ {
+ gl::LinkedUniform *targetUniform = uniformArray[uniformIndex];
+
+ if (targetUniform->dirty)
+ {
+ GLfloat *f = (GLfloat*)targetUniform->data;
+ GLint *i = (GLint*)targetUniform->data;
+
+ switch (targetUniform->type)
+ {
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_CUBE:
+ break;
+ case GL_BOOL:
+ case GL_BOOL_VEC2:
+ case GL_BOOL_VEC3:
+ case GL_BOOL_VEC4:
+ applyUniformnbv(targetUniform, i);
+ break;
+ case GL_FLOAT:
+ case GL_FLOAT_VEC2:
+ case GL_FLOAT_VEC3:
+ case GL_FLOAT_VEC4:
+ case GL_FLOAT_MAT2:
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT4:
+ applyUniformnfv(targetUniform, f);
+ break;
+ case GL_INT:
+ case GL_INT_VEC2:
+ case GL_INT_VEC3:
+ case GL_INT_VEC4:
+ applyUniformniv(targetUniform, i);
+ break;
+ default:
+ UNREACHABLE();
+ }
+ }
+ }
+
+ // Driver uniforms
+ if (mDxUniformsDirty)
+ {
+ mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
+ mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
+ mDxUniformsDirty = false;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer9::applyUniformnfv(gl::LinkedUniform *targetUniform, const GLfloat *v)
+{
+ if (targetUniform->isReferencedByFragmentShader())
+ {
+ mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
+ }
+
+ if (targetUniform->isReferencedByVertexShader())
+ {
+ mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
+ }
+}
+
+void Renderer9::applyUniformniv(gl::LinkedUniform *targetUniform, const GLint *v)
+{
+ ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
+ GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
+
+ for (unsigned int i = 0; i < targetUniform->registerCount; i++)
+ {
+ vector[i][0] = (GLfloat)v[4 * i + 0];
+ vector[i][1] = (GLfloat)v[4 * i + 1];
+ vector[i][2] = (GLfloat)v[4 * i + 2];
+ vector[i][3] = (GLfloat)v[4 * i + 3];
+ }
+
+ applyUniformnfv(targetUniform, (GLfloat*)vector);
+}
+
+void Renderer9::applyUniformnbv(gl::LinkedUniform *targetUniform, const GLint *v)
+{
+ ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
+ GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
+
+ for (unsigned int i = 0; i < targetUniform->registerCount; i++)
+ {
+ vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
+ vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
+ vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
+ vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
+ }
+
+ applyUniformnfv(targetUniform, (GLfloat*)vector);
+}
+
+gl::Error Renderer9::clear(const ClearParameters &clearParams,
+ const gl::FramebufferAttachment *colorBuffer,
+ const gl::FramebufferAttachment *depthStencilBuffer)
+{
+ if (clearParams.colorClearType != GL_FLOAT)
+ {
+ // Clearing buffers with non-float values is not supported by Renderer9 and ES 2.0
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+ }
+
+ bool clearColor = clearParams.clearColor[0];
+ for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
+ {
+ if (clearParams.clearColor[i] != clearColor)
+ {
+ // Clearing individual buffers other than buffer zero is not supported by Renderer9 and ES 2.0
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+ }
+ }
+
+ float depth = gl::clamp01(clearParams.depthClearValue);
+ DWORD stencil = clearParams.stencilClearValue & 0x000000FF;
+
+ unsigned int stencilUnmasked = 0x0;
+ if (clearParams.clearStencil && depthStencilBuffer->getStencilSize() > 0)
+ {
+ RenderTargetD3D *stencilRenderTarget = NULL;
+ gl::Error error = GetAttachmentRenderTarget(depthStencilBuffer, &stencilRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ RenderTarget9 *stencilRenderTarget9 = RenderTarget9::makeRenderTarget9(stencilRenderTarget);
+ ASSERT(stencilRenderTarget9);
+
+ const d3d9::D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(stencilRenderTarget9->getD3DFormat());
+ stencilUnmasked = (0x1 << d3dFormatInfo.stencilBits) - 1;
+ }
+
+ const bool needMaskedStencilClear = clearParams.clearStencil &&
+ (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
+
+ bool needMaskedColorClear = false;
+ D3DCOLOR color = D3DCOLOR_ARGB(255, 0, 0, 0);
+ if (clearColor)
+ {
+ RenderTargetD3D *colorRenderTarget = NULL;
+ gl::Error error = GetAttachmentRenderTarget(colorBuffer, &colorRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ RenderTarget9 *colorRenderTarget9 = RenderTarget9::makeRenderTarget9(colorRenderTarget);
+ ASSERT(colorRenderTarget9);
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(colorBuffer->getInternalFormat());
+ const d3d9::D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(colorRenderTarget9->getD3DFormat());
+
+ color = D3DCOLOR_ARGB(gl::unorm<8>((formatInfo.alphaBits == 0 && d3dFormatInfo.alphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha),
+ gl::unorm<8>((formatInfo.redBits == 0 && d3dFormatInfo.redBits > 0) ? 0.0f : clearParams.colorFClearValue.red),
+ gl::unorm<8>((formatInfo.greenBits == 0 && d3dFormatInfo.greenBits > 0) ? 0.0f : clearParams.colorFClearValue.green),
+ gl::unorm<8>((formatInfo.blueBits == 0 && d3dFormatInfo.blueBits > 0) ? 0.0f : clearParams.colorFClearValue.blue));
+
+ if ((formatInfo.redBits > 0 && !clearParams.colorMaskRed) ||
+ (formatInfo.greenBits > 0 && !clearParams.colorMaskGreen) ||
+ (formatInfo.blueBits > 0 && !clearParams.colorMaskBlue) ||
+ (formatInfo.alphaBits > 0 && !clearParams.colorMaskAlpha))
+ {
+ needMaskedColorClear = true;
+ }
+ }
+
+ if (needMaskedColorClear || needMaskedStencilClear)
+ {
+ // State which is altered in all paths from this point to the clear call is saved.
+ // State which is altered in only some paths will be flagged dirty in the case that
+ // that path is taken.
+ HRESULT hr;
+ if (mMaskedClearSavedState == NULL)
+ {
+ hr = mDevice->BeginStateBlock();
+ ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+
+ mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
+ mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ mDevice->SetPixelShader(NULL);
+ mDevice->SetVertexShader(NULL);
+ mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
+ mDevice->SetStreamSource(0, NULL, 0, 0);
+ mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+ mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+ mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
+ mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
+ mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
+ mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
+
+ for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mDevice->SetStreamSourceFreq(i, 1);
+ }
+
+ hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
+ ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+ }
+
+ ASSERT(mMaskedClearSavedState != NULL);
+
+ if (mMaskedClearSavedState != NULL)
+ {
+ hr = mMaskedClearSavedState->Capture();
+ ASSERT(SUCCEEDED(hr));
+ }
+
+ mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
+ mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
+
+ if (clearColor)
+ {
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
+ gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
+ clearParams.colorMaskGreen,
+ clearParams.colorMaskBlue,
+ clearParams.colorMaskAlpha));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
+ }
+
+ if (stencilUnmasked != 0x0 && clearParams.clearStencil)
+ {
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
+ mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
+ mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
+ mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
+ mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
+ mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
+ mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
+ mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ }
+
+ mDevice->SetPixelShader(NULL);
+ mDevice->SetVertexShader(NULL);
+ mDevice->SetFVF(D3DFVF_XYZRHW);
+ mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+ mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+ mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
+ mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
+ mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
+ mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
+
+ for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mDevice->SetStreamSourceFreq(i, 1);
+ }
+
+ float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
+ quad[0][0] = -0.5f;
+ quad[0][1] = mRenderTargetDesc.height - 0.5f;
+ quad[0][2] = 0.0f;
+ quad[0][3] = 1.0f;
+
+ quad[1][0] = mRenderTargetDesc.width - 0.5f;
+ quad[1][1] = mRenderTargetDesc.height - 0.5f;
+ quad[1][2] = 0.0f;
+ quad[1][3] = 1.0f;
+
+ quad[2][0] = -0.5f;
+ quad[2][1] = -0.5f;
+ quad[2][2] = 0.0f;
+ quad[2][3] = 1.0f;
+
+ quad[3][0] = mRenderTargetDesc.width - 0.5f;
+ quad[3][1] = -0.5f;
+ quad[3][2] = 0.0f;
+ quad[3][3] = 1.0f;
+
+ startScene();
+ mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
+
+ if (clearParams.clearDepth)
+ {
+ mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
+ mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
+ mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
+ }
+
+ if (mMaskedClearSavedState != NULL)
+ {
+ mMaskedClearSavedState->Apply();
+ }
+ }
+ else if (clearColor || clearParams.clearDepth || clearParams.clearStencil)
+ {
+ DWORD dxClearFlags = 0;
+ if (clearColor)
+ {
+ dxClearFlags |= D3DCLEAR_TARGET;
+ }
+ if (clearParams.clearDepth)
+ {
+ dxClearFlags |= D3DCLEAR_ZBUFFER;
+ }
+ if (clearParams.clearStencil)
+ {
+ dxClearFlags |= D3DCLEAR_STENCIL;
+ }
+
+ mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer9::markAllStateDirty()
+{
+ mAppliedRenderTargetSerial = 0;
+ mAppliedDepthStencilSerial = 0;
+ mDepthStencilInitialized = false;
+ mRenderTargetDescInitialized = false;
+
+ mForceSetDepthStencilState = true;
+ mForceSetRasterState = true;
+ mForceSetScissor = true;
+ mForceSetViewport = true;
+ mForceSetBlendState = true;
+
+ ASSERT(mForceSetVertexSamplerStates.size() == mCurVertexTextureSerials.size());
+ for (unsigned int i = 0; i < mForceSetVertexSamplerStates.size(); i++)
+ {
+ mForceSetVertexSamplerStates[i] = true;
+ mCurVertexTextureSerials[i] = 0;
+ }
+
+ ASSERT(mForceSetPixelSamplerStates.size() == mCurPixelTextureSerials.size());
+ for (unsigned int i = 0; i < mForceSetPixelSamplerStates.size(); i++)
+ {
+ mForceSetPixelSamplerStates[i] = true;
+ mCurPixelTextureSerials[i] = 0;
+ }
+
+ mAppliedIBSerial = 0;
+ mAppliedVertexShader = NULL;
+ mAppliedPixelShader = NULL;
+ mAppliedProgramSerial = 0;
+ mDxUniformsDirty = true;
+
+ mVertexDeclarationCache.markStateDirty();
+}
+
+void Renderer9::releaseDeviceResources()
+{
+ for (size_t i = 0; i < mEventQueryPool.size(); i++)
+ {
+ SafeRelease(mEventQueryPool[i]);
+ }
+ mEventQueryPool.clear();
+
+ SafeRelease(mMaskedClearSavedState);
+
+ mVertexShaderCache.clear();
+ mPixelShaderCache.clear();
+
+ SafeDelete(mBlit);
+ SafeDelete(mVertexDataManager);
+ SafeDelete(mIndexDataManager);
+ SafeDelete(mLineLoopIB);
+ SafeDelete(mCountingIB);
+
+ for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
+ {
+ SafeDelete(mNullColorbufferCache[i].buffer);
+ }
+}
+
+// set notify to true to broadcast a message to all contexts of the device loss
+bool Renderer9::testDeviceLost()
+{
+ HRESULT status = getDeviceStatusCode();
+ bool isLost = FAILED(status);
+
+ if (isLost)
+ {
+ // ensure we note the device loss --
+ // we'll probably get this done again by notifyDeviceLost
+ // but best to remember it!
+ // Note that we don't want to clear the device loss status here
+ // -- this needs to be done by resetDevice
+ mDeviceLost = true;
+ }
+
+ return isLost;
+}
+
+HRESULT Renderer9::getDeviceStatusCode()
+{
+ HRESULT status = D3D_OK;
+
+ if (mDeviceEx)
+ {
+ status = mDeviceEx->CheckDeviceState(NULL);
+ }
+ else if (mDevice)
+ {
+ status = mDevice->TestCooperativeLevel();
+ }
+
+ return status;
+}
+
+bool Renderer9::testDeviceResettable()
+{
+ // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
+ // DEVICEREMOVED indicates the device has been stopped and must be recreated
+ switch (getDeviceStatusCode())
+ {
+ case D3DERR_DEVICENOTRESET:
+ case D3DERR_DEVICEHUNG:
+ return true;
+ case D3DERR_DEVICELOST:
+ return (mDeviceEx != NULL);
+ case D3DERR_DEVICEREMOVED:
+ ASSERT(mDeviceEx != NULL);
+ return isRemovedDeviceResettable();
+ default:
+ return false;
+ }
+}
+
+bool Renderer9::resetDevice()
+{
+ releaseDeviceResources();
+
+ D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
+
+ HRESULT result = D3D_OK;
+ bool lost = testDeviceLost();
+ bool removedDevice = (getDeviceStatusCode() == D3DERR_DEVICEREMOVED);
+
+ // Device Removed is a feature which is only present with D3D9Ex
+ ASSERT(mDeviceEx != NULL || !removedDevice);
+
+ for (int attempts = 3; lost && attempts > 0; attempts--)
+ {
+ if (removedDevice)
+ {
+ // Device removed, which may trigger on driver reinstallation,
+ // may cause a longer wait other reset attempts before the
+ // system is ready to handle creating a new device.
+ Sleep(800);
+ lost = !resetRemovedDevice();
+ }
+ else if (mDeviceEx)
+ {
+ Sleep(500); // Give the graphics driver some CPU time
+ result = mDeviceEx->ResetEx(&presentParameters, NULL);
+ lost = testDeviceLost();
+ }
+ else
+ {
+ result = mDevice->TestCooperativeLevel();
+ while (result == D3DERR_DEVICELOST)
+ {
+ Sleep(100); // Give the graphics driver some CPU time
+ result = mDevice->TestCooperativeLevel();
+ }
+
+ if (result == D3DERR_DEVICENOTRESET)
+ {
+ result = mDevice->Reset(&presentParameters);
+ }
+ lost = testDeviceLost();
+ }
+ }
+
+ if (FAILED(result))
+ {
+ ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
+ return false;
+ }
+
+ if (removedDevice && lost)
+ {
+ ERR("Device lost reset failed multiple times");
+ return false;
+ }
+
+ // If the device was removed, we already finished re-initialization in resetRemovedDevice
+ if (!removedDevice)
+ {
+ // reset device defaults
+ initializeDevice();
+ }
+
+ mDeviceLost = false;
+
+ return true;
+}
+
+bool Renderer9::isRemovedDeviceResettable() const
+{
+ bool success = false;
+
+#if ANGLE_D3D9EX == ANGLE_ENABLED
+ IDirect3D9Ex *d3d9Ex = NULL;
+ typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
+ Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
+
+ if (Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &d3d9Ex)))
+ {
+ D3DCAPS9 deviceCaps;
+ HRESULT result = d3d9Ex->GetDeviceCaps(mAdapter, mDeviceType, &deviceCaps);
+ success = SUCCEEDED(result);
+ }
+
+ SafeRelease(d3d9Ex);
+#else
+ ASSERT(UNREACHABLE());
+#endif
+
+ return success;
+}
+
+bool Renderer9::resetRemovedDevice()
+{
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/bb172554(v=vs.85).aspx:
+ // The hardware adapter has been removed. Application must destroy the device, do enumeration of
+ // adapters and create another Direct3D device. If application continues rendering without
+ // calling Reset, the rendering calls will succeed. Applies to Direct3D 9Ex only.
+ release();
+ return !initialize().isError();
+}
+
+VendorID Renderer9::getVendorId() const
+{
+ return static_cast<VendorID>(mAdapterIdentifier.VendorId);
+}
+
+std::string Renderer9::getRendererDescription() const
+{
+ std::ostringstream rendererString;
+
+ rendererString << mAdapterIdentifier.Description;
+ if (getShareHandleSupport())
+ {
+ rendererString << " Direct3D9Ex";
+ }
+ else
+ {
+ rendererString << " Direct3D9";
+ }
+
+ rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
+ rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
+
+ return rendererString.str();
+}
+
+GUID Renderer9::getAdapterIdentifier() const
+{
+ return mAdapterIdentifier.DeviceIdentifier;
+}
+
+unsigned int Renderer9::getReservedVertexUniformVectors() const
+{
+ return 2; // dx_ViewAdjust and dx_DepthRange.
+}
+
+unsigned int Renderer9::getReservedFragmentUniformVectors() const
+{
+ return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
+}
+
+unsigned int Renderer9::getReservedVertexUniformBuffers() const
+{
+ return 0;
+}
+
+unsigned int Renderer9::getReservedFragmentUniformBuffers() const
+{
+ return 0;
+}
+
+bool Renderer9::getShareHandleSupport() const
+{
+ // PIX doesn't seem to support using share handles, so disable them.
+ return (mD3d9Ex != NULL) && !gl::DebugAnnotationsActive();
+}
+
+bool Renderer9::getPostSubBufferSupport() const
+{
+ return true;
+}
+
+int Renderer9::getMajorShaderModel() const
+{
+ return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
+}
+
+int Renderer9::getMinorShaderModel() const
+{
+ return D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
+}
+
+std::string Renderer9::getShaderModelSuffix() const
+{
+ return "";
+}
+
+DWORD Renderer9::getCapsDeclTypes() const
+{
+ return mDeviceCaps.DeclTypes;
+}
+
+D3DPOOL Renderer9::getBufferPool(DWORD usage) const
+{
+ if (mD3d9Ex != NULL)
+ {
+ return D3DPOOL_DEFAULT;
+ }
+ else
+ {
+ if (!(usage & D3DUSAGE_DYNAMIC))
+ {
+ return D3DPOOL_MANAGED;
+ }
+ }
+
+ return D3DPOOL_DEFAULT;
+}
+
+gl::Error Renderer9::copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level)
+{
+ RECT rect;
+ rect.left = sourceRect.x;
+ rect.top = sourceRect.y;
+ rect.right = sourceRect.x + sourceRect.width;
+ rect.bottom = sourceRect.y + sourceRect.height;
+
+ return mBlit->copy2D(framebuffer, rect, destFormat, destOffset, storage, level);
+}
+
+gl::Error Renderer9::copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level)
+{
+ RECT rect;
+ rect.left = sourceRect.x;
+ rect.top = sourceRect.y;
+ rect.right = sourceRect.x + sourceRect.width;
+ rect.bottom = sourceRect.y + sourceRect.height;
+
+ return mBlit->copyCube(framebuffer, rect, destFormat, destOffset, storage, target, level);
+}
+
+gl::Error Renderer9::copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level)
+{
+ // 3D textures are not available in the D3D9 backend.
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+gl::Error Renderer9::copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level)
+{
+ // 2D array textures are not available in the D3D9 backend.
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+gl::Error Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT)
+{
+ const d3d9::TextureFormat &d3d9FormatInfo = d3d9::GetTextureFormatInfo(format);
+
+ const gl::TextureCaps &textureCaps = getRendererTextureCaps().get(format);
+ GLuint supportedSamples = textureCaps.getNearestSamples(samples);
+
+ IDirect3DSurface9 *renderTarget = NULL;
+ if (width > 0 && height > 0)
+ {
+ bool requiresInitialization = false;
+ HRESULT result = D3DERR_INVALIDCALL;
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format);
+ if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0)
+ {
+ result = mDevice->CreateDepthStencilSurface(width, height, d3d9FormatInfo.renderFormat,
+ gl_d3d9::GetMultisampleType(supportedSamples),
+ 0, FALSE, &renderTarget, NULL);
+ }
+ else
+ {
+ requiresInitialization = (d3d9FormatInfo.dataInitializerFunction != NULL);
+ result = mDevice->CreateRenderTarget(width, height, d3d9FormatInfo.renderFormat,
+ gl_d3d9::GetMultisampleType(supportedSamples),
+ 0, FALSE, &renderTarget, NULL);
+ }
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target, result: 0x%X.", result);
+ }
+
+ if (requiresInitialization)
+ {
+ // This format requires that the data be initialized before the render target can be used
+ // Unfortunately this requires a Get call on the d3d device but it is far better than having
+ // to mark the render target as lockable and copy data to the gpu.
+ IDirect3DSurface9 *prevRenderTarget = NULL;
+ mDevice->GetRenderTarget(0, &prevRenderTarget);
+ mDevice->SetRenderTarget(0, renderTarget);
+ mDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 255), 0.0f, 0);
+ mDevice->SetRenderTarget(0, prevRenderTarget);
+ }
+ }
+
+ *outRT = new TextureRenderTarget9(renderTarget, format, width, height, 1, supportedSamples);
+ return gl::Error(GL_NO_ERROR);
+}
+
+FramebufferImpl *Renderer9::createDefaultFramebuffer(const gl::Framebuffer::Data &data)
+{
+ return createFramebuffer(data);
+}
+
+FramebufferImpl *Renderer9::createFramebuffer(const gl::Framebuffer::Data &data)
+{
+ return new Framebuffer9(data, this);
+}
+
+CompilerImpl *Renderer9::createCompiler(const gl::Data &data)
+{
+ return new CompilerD3D(data, SH_HLSL9_OUTPUT);
+}
+
+ShaderImpl *Renderer9::createShader(GLenum type)
+{
+ return new ShaderD3D(type);
+}
+
+ProgramImpl *Renderer9::createProgram()
+{
+ return new ProgramD3D(this);
+}
+
+gl::Error Renderer9::loadExecutable(const void *function, size_t length, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable)
+{
+ // Transform feedback is not supported in ES2 or D3D9
+ ASSERT(transformFeedbackVaryings.size() == 0);
+
+ switch (type)
+ {
+ case SHADER_VERTEX:
+ {
+ IDirect3DVertexShader9 *vshader = NULL;
+ gl::Error error = createVertexShader((DWORD*)function, length, &vshader);
+ if (error.isError())
+ {
+ return error;
+ }
+ *outExecutable = new ShaderExecutable9(function, length, vshader);
+ }
+ break;
+ case SHADER_PIXEL:
+ {
+ IDirect3DPixelShader9 *pshader = NULL;
+ gl::Error error = createPixelShader((DWORD*)function, length, &pshader);
+ if (error.isError())
+ {
+ return error;
+ }
+ *outExecutable = new ShaderExecutable9(function, length, pshader);
+ }
+ break;
+ default:
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds,
+ ShaderExecutableD3D **outExectuable)
+{
+ // Transform feedback is not supported in ES2 or D3D9
+ ASSERT(transformFeedbackVaryings.size() == 0);
+
+ const char *profileType = NULL;
+ switch (type)
+ {
+ case SHADER_VERTEX:
+ profileType = "vs";
+ break;
+ case SHADER_PIXEL:
+ profileType = "ps";
+ break;
+ default:
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+ }
+ unsigned int profileMajorVersion = (getMajorShaderModel() >= 3) ? 3 : 2;
+ unsigned int profileMinorVersion = 0;
+ std::string profile = FormatString("%s_%u_%u", profileType, profileMajorVersion, profileMinorVersion);
+
+ UINT flags = ANGLE_COMPILE_OPTIMIZATION_LEVEL;
+
+ if (workarounds.skipOptimization)
+ {
+ flags = D3DCOMPILE_SKIP_OPTIMIZATION;
+ }
+ else if (workarounds.useMaxOptimization)
+ {
+ flags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
+ }
+
+ if (gl::DebugAnnotationsActive())
+ {
+#ifndef NDEBUG
+ flags = D3DCOMPILE_SKIP_OPTIMIZATION;
+#endif
+
+ flags |= D3DCOMPILE_DEBUG;
+ }
+
+ // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
+ // Try the default flags first and if compilation fails, try some alternatives.
+ std::vector<CompileConfig> configs;
+ configs.push_back(CompileConfig(flags, "default" ));
+ configs.push_back(CompileConfig(flags | D3DCOMPILE_AVOID_FLOW_CONTROL, "avoid flow control" ));
+ configs.push_back(CompileConfig(flags | D3DCOMPILE_PREFER_FLOW_CONTROL, "prefer flow control"));
+
+ ID3DBlob *binary = NULL;
+ std::string debugInfo;
+ gl::Error error = mCompiler.compileToBinary(infoLog, shaderHLSL, profile, configs, NULL, &binary, &debugInfo);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // It's possible that binary is NULL if the compiler failed in all configurations. Set the executable to NULL
+ // and return GL_NO_ERROR to signify that there was a link error but the internal state is still OK.
+ if (!binary)
+ {
+ *outExectuable = NULL;
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ error = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type,
+ transformFeedbackVaryings, separatedOutputBuffers, outExectuable);
+
+ SafeRelease(binary);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!debugInfo.empty())
+ {
+ (*outExectuable)->appendDebugInfo(debugInfo);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+UniformStorageD3D *Renderer9::createUniformStorage(size_t storageSize)
+{
+ return new UniformStorageD3D(storageSize);
+}
+
+gl::Error Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
+{
+ return mBlit->boxFilter(source, dest);
+}
+
+D3DPOOL Renderer9::getTexturePool(DWORD usage) const
+{
+ if (mD3d9Ex != NULL)
+ {
+ return D3DPOOL_DEFAULT;
+ }
+ else
+ {
+ if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
+ {
+ return D3DPOOL_MANAGED;
+ }
+ }
+
+ return D3DPOOL_DEFAULT;
+}
+
+gl::Error Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
+{
+ ASSERT(source && dest);
+
+ HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
+
+ if (fromManaged)
+ {
+ D3DSURFACE_DESC desc;
+ source->GetDesc(&desc);
+
+ IDirect3DSurface9 *surf = 0;
+ result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
+
+ if (SUCCEEDED(result))
+ {
+ Image9::copyLockableSurfaces(surf, source);
+ result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
+ SafeRelease(surf);
+ }
+ }
+ else
+ {
+ endScene();
+ result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
+ }
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to blit internal texture, result: 0x%X.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+ImageD3D *Renderer9::createImage()
+{
+ return new Image9(this);
+}
+
+gl::Error Renderer9::generateMipmap(ImageD3D *dest, ImageD3D *src)
+{
+ Image9 *src9 = Image9::makeImage9(src);
+ Image9 *dst9 = Image9::makeImage9(dest);
+ return Image9::generateMipmap(dst9, src9);
+}
+
+TextureStorage *Renderer9::createTextureStorage2D(SwapChainD3D *swapChain)
+{
+ SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
+ return new TextureStorage9_2D(this, swapChain9);
+}
+
+TextureStorage *Renderer9::createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly)
+{
+ return new TextureStorage9_2D(this, internalformat, renderTarget, width, height, levels);
+}
+
+TextureStorage *Renderer9::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly)
+{
+ return new TextureStorage9_Cube(this, internalformat, renderTarget, size, levels, hintLevelZeroOnly);
+}
+
+TextureStorage *Renderer9::createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
+{
+ // 3D textures are not supported by the D3D9 backend.
+ UNREACHABLE();
+
+ return NULL;
+}
+
+TextureStorage *Renderer9::createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
+{
+ // 2D array textures are not supported by the D3D9 backend.
+ UNREACHABLE();
+
+ return NULL;
+}
+
+TextureImpl *Renderer9::createTexture(GLenum target)
+{
+ switch(target)
+ {
+ case GL_TEXTURE_2D: return new TextureD3D_2D(this);
+ case GL_TEXTURE_CUBE_MAP: return new TextureD3D_Cube(this);
+ default: UNREACHABLE();
+ }
+
+ return NULL;
+}
+
+RenderbufferImpl *Renderer9::createRenderbuffer()
+{
+ RenderbufferD3D *renderbuffer = new RenderbufferD3D(this);
+ return renderbuffer;
+}
+
+bool Renderer9::getLUID(LUID *adapterLuid) const
+{
+ adapterLuid->HighPart = 0;
+ adapterLuid->LowPart = 0;
+
+ if (mD3d9Ex)
+ {
+ mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid);
+ return true;
+ }
+
+ return false;
+}
+
+VertexConversionType Renderer9::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
+{
+ return d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormat).conversionType;
+}
+
+GLenum Renderer9::getVertexComponentType(const gl::VertexFormat &vertexFormat) const
+{
+ return d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormat).componentType;
+}
+
+void Renderer9::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const
+{
+ d3d9_gl::GenerateCaps(mD3d9, mDevice, mDeviceType, mAdapter, outCaps, outTextureCaps, outExtensions);
+}
+
+Workarounds Renderer9::generateWorkarounds() const
+{
+ return d3d9::GenerateWorkarounds();
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h
new file mode 100644
index 0000000000..19bea3eb35
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h
@@ -0,0 +1,377 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Renderer9.h: Defines a back-end specific class for the D3D9 renderer.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_
+
+#include "common/angleutils.h"
+#include "common/mathutil.h"
+#include "libANGLE/renderer/d3d/HLSLCompiler.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+#include "libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h"
+#include "libANGLE/renderer/d3d/d3d9/ShaderCache.h"
+#include "libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.h"
+
+namespace gl
+{
+class FramebufferAttachment;
+}
+
+namespace egl
+{
+class AttributeMap;
+}
+
+namespace rx
+{
+class Blit9;
+class IndexDataManager;
+class StreamingIndexBufferInterface;
+class StaticIndexBufferInterface;
+class VertexDataManager;
+struct ClearParameters;
+struct TranslatedAttribute;
+
+enum D3D9InitError
+{
+ D3D9_INIT_SUCCESS = 0,
+ // Failed to load the D3D or ANGLE compiler
+ D3D9_INIT_COMPILER_ERROR,
+ // Failed to load a necessary DLL
+ D3D9_INIT_MISSING_DEP,
+ // Device creation error
+ D3D9_INIT_CREATE_DEVICE_ERROR,
+ // System does not meet minimum shader spec
+ D3D9_INIT_UNSUPPORTED_VERSION,
+ // System does not support stretchrect from textures
+ D3D9_INIT_UNSUPPORTED_STRETCHRECT,
+ // A call returned out of memory or device lost
+ D3D9_INIT_OUT_OF_MEMORY,
+ // Other unspecified error
+ D3D9_INIT_OTHER_ERROR,
+ NUM_D3D9_INIT_ERRORS
+};
+
+class Renderer9 : public RendererD3D
+{
+ public:
+ explicit Renderer9(egl::Display *display);
+ virtual ~Renderer9();
+
+ static Renderer9 *makeRenderer9(Renderer *renderer);
+
+ egl::Error initialize() override;
+ virtual bool resetDevice();
+
+ egl::ConfigSet generateConfigs() const override;
+
+ void startScene();
+ void endScene();
+
+ gl::Error flush() override;
+ gl::Error finish() override;
+
+ virtual SwapChainD3D *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
+
+ gl::Error allocateEventQuery(IDirect3DQuery9 **outQuery);
+ void freeEventQuery(IDirect3DQuery9* query);
+
+ // resource creation
+ gl::Error createVertexShader(const DWORD *function, size_t length, IDirect3DVertexShader9 **outShader);
+ gl::Error createPixelShader(const DWORD *function, size_t length, IDirect3DPixelShader9 **outShader);
+ HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer);
+ HRESULT createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer);
+ virtual gl::Error generateSwizzle(gl::Texture *texture);
+ virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &sampler);
+ virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture);
+
+ gl::Error setUniformBuffers(const gl::Data &data,
+ const GLint vertexUniformBuffers[],
+ const GLint fragmentUniformBuffers[]) override;
+
+ virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState);
+ gl::Error setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+ unsigned int sampleMask) override;
+ virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW);
+
+ virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
+ virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport);
+
+ gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) override;
+ gl::Error applyRenderTarget(const gl::FramebufferAttachment *colorBuffer, const gl::FramebufferAttachment *depthStencilBuffer);
+ virtual gl::Error applyShaders(gl::Program *program, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
+ bool rasterizerDiscard, bool transformFeedbackActive);
+ virtual gl::Error applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray);
+ virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount, bool usesPointSize);
+ virtual gl::Error applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances);
+ virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
+
+ void applyTransformFeedbackBuffers(const gl::State &state) override;
+
+ gl::Error drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize) override;
+ virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
+ gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
+
+ gl::Error clear(const ClearParameters &clearParams,
+ const gl::FramebufferAttachment *colorBuffer,
+ const gl::FramebufferAttachment *depthStencilBuffer);
+
+ virtual void markAllStateDirty();
+
+ // lost device
+ bool testDeviceLost() override;
+ bool testDeviceResettable() override;
+
+ VendorID getVendorId() const override;
+ std::string getRendererDescription() const override;
+ GUID getAdapterIdentifier() const override;
+
+ IDirect3DDevice9 *getDevice() { return mDevice; }
+
+ virtual unsigned int getReservedVertexUniformVectors() const;
+ virtual unsigned int getReservedFragmentUniformVectors() const;
+ virtual unsigned int getReservedVertexUniformBuffers() const;
+ virtual unsigned int getReservedFragmentUniformBuffers() const;
+ virtual bool getShareHandleSupport() const;
+ virtual bool getPostSubBufferSupport() const;
+
+ virtual int getMajorShaderModel() const;
+ int getMinorShaderModel() const override;
+ std::string getShaderModelSuffix() const override;
+
+ DWORD getCapsDeclTypes() const;
+
+ // Pixel operations
+ virtual gl::Error copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level);
+ virtual gl::Error copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level);
+ virtual gl::Error copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level);
+ virtual gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level);
+
+ // RenderTarget creation
+ virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT);
+
+ // Framebuffer creation
+ FramebufferImpl *createDefaultFramebuffer(const gl::Framebuffer::Data &data) override;
+ FramebufferImpl *createFramebuffer(const gl::Framebuffer::Data &data) override;
+
+ // Shader creation
+ virtual CompilerImpl *createCompiler(const gl::Data &data);
+ virtual ShaderImpl *createShader(GLenum type);
+ virtual ProgramImpl *createProgram();
+
+ // Shader operations
+ virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable);
+ virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds,
+ ShaderExecutableD3D **outExectuable);
+ virtual UniformStorageD3D *createUniformStorage(size_t storageSize);
+
+ // Image operations
+ virtual ImageD3D *createImage();
+ gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) override;
+ virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain);
+ virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly);
+ virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly);
+ virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
+ virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
+
+ // Texture creation
+ virtual TextureImpl *createTexture(GLenum target);
+
+ // Renderbuffer creation
+ virtual RenderbufferImpl *createRenderbuffer();
+
+ // Buffer creation
+ virtual BufferImpl *createBuffer();
+ virtual VertexBuffer *createVertexBuffer();
+ virtual IndexBuffer *createIndexBuffer();
+
+ // Vertex Array creation
+ virtual VertexArrayImpl *createVertexArray();
+
+ // Query and Fence creation
+ virtual QueryImpl *createQuery(GLenum type);
+ virtual FenceNVImpl *createFenceNV();
+ virtual FenceSyncImpl *createFenceSync();
+
+ // Transform Feedback creation
+ virtual TransformFeedbackImpl* createTransformFeedback();
+
+ // Buffer-to-texture and Texture-to-buffer copies
+ virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const;
+ virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
+
+ // D3D9-renderer specific methods
+ gl::Error boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
+
+ D3DPOOL getTexturePool(DWORD usage) const;
+
+ bool getLUID(LUID *adapterLuid) const override;
+ virtual VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const;
+ virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const;
+
+ gl::Error copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged);
+
+ RendererClass getRendererClass() const override { return RENDERER_D3D9; }
+
+ D3DDEVTYPE getD3D9DeviceType() const { return mDeviceType; }
+
+ private:
+ void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const override;
+ Workarounds generateWorkarounds() const override;
+
+ void release();
+
+ void applyUniformnfv(gl::LinkedUniform *targetUniform, const GLfloat *v);
+ void applyUniformniv(gl::LinkedUniform *targetUniform, const GLint *v);
+ void applyUniformnbv(gl::LinkedUniform *targetUniform, const GLint *v);
+
+ gl::Error drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
+ gl::Error drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
+
+ gl::Error getCountingIB(size_t count, StaticIndexBufferInterface **outIB);
+
+ gl::Error getNullColorbuffer(const gl::FramebufferAttachment *depthbuffer, const gl::FramebufferAttachment **outColorBuffer);
+
+ D3DPOOL getBufferPool(DWORD usage) const;
+
+ HMODULE mD3d9Module;
+
+ void initializeDevice();
+ D3DPRESENT_PARAMETERS getDefaultPresentParameters();
+ void releaseDeviceResources();
+
+ HRESULT getDeviceStatusCode();
+ bool isRemovedDeviceResettable() const;
+ bool resetRemovedDevice();
+
+ UINT mAdapter;
+ D3DDEVTYPE mDeviceType;
+ IDirect3D9 *mD3d9; // Always valid after successful initialization.
+ IDirect3D9Ex *mD3d9Ex; // Might be null if D3D9Ex is not supported.
+ IDirect3DDevice9 *mDevice;
+ IDirect3DDevice9Ex *mDeviceEx; // Might be null if D3D9Ex is not supported.
+
+ HLSLCompiler mCompiler;
+
+ Blit9 *mBlit;
+
+ HWND mDeviceWindow;
+
+ D3DCAPS9 mDeviceCaps;
+ D3DADAPTER_IDENTIFIER9 mAdapterIdentifier;
+
+ D3DPRIMITIVETYPE mPrimitiveType;
+ int mPrimitiveCount;
+ GLsizei mRepeatDraw;
+
+ bool mSceneStarted;
+
+ bool mVertexTextureSupport;
+
+ // current render target states
+ unsigned int mAppliedRenderTargetSerial;
+ unsigned int mAppliedDepthStencilSerial;
+ bool mDepthStencilInitialized;
+ bool mRenderTargetDescInitialized;
+ unsigned int mCurStencilSize;
+ unsigned int mCurDepthSize;
+
+ struct RenderTargetDesc
+ {
+ size_t width;
+ size_t height;
+ D3DFORMAT format;
+ };
+ RenderTargetDesc mRenderTargetDesc;
+
+ IDirect3DStateBlock9 *mMaskedClearSavedState;
+
+ // previously set render states
+ bool mForceSetDepthStencilState;
+ gl::DepthStencilState mCurDepthStencilState;
+ int mCurStencilRef;
+ int mCurStencilBackRef;
+ bool mCurFrontFaceCCW;
+
+ bool mForceSetRasterState;
+ gl::RasterizerState mCurRasterState;
+
+ bool mForceSetScissor;
+ gl::Rectangle mCurScissor;
+ bool mScissorEnabled;
+
+ bool mForceSetViewport;
+ gl::Rectangle mCurViewport;
+ float mCurNear;
+ float mCurFar;
+ float mCurDepthFront;
+
+ bool mForceSetBlendState;
+ gl::BlendState mCurBlendState;
+ gl::ColorF mCurBlendColor;
+ GLuint mCurSampleMask;
+
+ // Currently applied sampler states
+ std::vector<bool> mForceSetVertexSamplerStates;
+ std::vector<gl::SamplerState> mCurVertexSamplerStates;
+
+ std::vector<bool> mForceSetPixelSamplerStates;
+ std::vector<gl::SamplerState> mCurPixelSamplerStates;
+
+ // Currently applied textures
+ std::vector<unsigned int> mCurVertexTextureSerials;
+ std::vector<unsigned int> mCurPixelTextureSerials;
+
+ unsigned int mAppliedIBSerial;
+ IDirect3DVertexShader9 *mAppliedVertexShader;
+ IDirect3DPixelShader9 *mAppliedPixelShader;
+ unsigned int mAppliedProgramSerial;
+
+ dx_VertexConstants mVertexConstants;
+ dx_PixelConstants mPixelConstants;
+ bool mDxUniformsDirty;
+
+ // A pool of event queries that are currently unused.
+ std::vector<IDirect3DQuery9*> mEventQueryPool;
+ VertexShaderCache mVertexShaderCache;
+ PixelShaderCache mPixelShaderCache;
+
+ VertexDataManager *mVertexDataManager;
+ VertexDeclarationCache mVertexDeclarationCache;
+
+ IndexDataManager *mIndexDataManager;
+ StreamingIndexBufferInterface *mLineLoopIB;
+ StaticIndexBufferInterface *mCountingIB;
+
+ enum { NUM_NULL_COLORBUFFER_CACHE_ENTRIES = 12 };
+ struct NullColorbufferCacheEntry
+ {
+ UINT lruCount;
+ int width;
+ int height;
+ gl::FramebufferAttachment *buffer;
+ } mNullColorbufferCache[NUM_NULL_COLORBUFFER_CACHE_ENTRIES];
+ UINT mMaxNullColorbufferLRU;
+
+ DebugAnnotator9 mAnnotator;
+};
+
+}
+#endif // LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/ShaderCache.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/ShaderCache.h
new file mode 100644
index 0000000000..cf831c62fa
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/ShaderCache.h
@@ -0,0 +1,108 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ShaderCache: Defines rx::ShaderCache, a cache of Direct3D shader objects
+// keyed by their byte code.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_SHADERCACHE_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_SHADERCACHE_H_
+
+#include "libANGLE/Error.h"
+
+#include "common/debug.h"
+
+#include <cstddef>
+#include <unordered_map>
+#include <string>
+
+namespace rx
+{
+template <typename ShaderObject>
+class ShaderCache : angle::NonCopyable
+{
+ public:
+ ShaderCache() : mDevice(NULL)
+ {
+ }
+
+ ~ShaderCache()
+ {
+ // Call clear while the device is still valid.
+ ASSERT(mMap.empty());
+ }
+
+ void initialize(IDirect3DDevice9* device)
+ {
+ mDevice = device;
+ }
+
+ gl::Error create(const DWORD *function, size_t length, ShaderObject **outShaderObject)
+ {
+ std::string key(reinterpret_cast<const char*>(function), length);
+ typename Map::iterator it = mMap.find(key);
+ if (it != mMap.end())
+ {
+ it->second->AddRef();
+ *outShaderObject = it->second;
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ ShaderObject *shader;
+ HRESULT result = createShader(function, &shader);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create shader, result: 0x%X.", result);
+ }
+
+ // Random eviction policy.
+ if (mMap.size() >= kMaxMapSize)
+ {
+ SafeRelease(mMap.begin()->second);
+ mMap.erase(mMap.begin());
+ }
+
+ shader->AddRef();
+ mMap[key] = shader;
+
+ *outShaderObject = shader;
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ void clear()
+ {
+ for (typename Map::iterator it = mMap.begin(); it != mMap.end(); ++it)
+ {
+ SafeRelease(it->second);
+ }
+
+ mMap.clear();
+ }
+
+ private:
+ const static size_t kMaxMapSize = 100;
+
+ HRESULT createShader(const DWORD *function, IDirect3DVertexShader9 **shader)
+ {
+ return mDevice->CreateVertexShader(function, shader);
+ }
+
+ HRESULT createShader(const DWORD *function, IDirect3DPixelShader9 **shader)
+ {
+ return mDevice->CreatePixelShader(function, shader);
+ }
+
+ typedef std::unordered_map<std::string, ShaderObject*> Map;
+ Map mMap;
+
+ IDirect3DDevice9 *mDevice;
+};
+
+typedef ShaderCache<IDirect3DVertexShader9> VertexShaderCache;
+typedef ShaderCache<IDirect3DPixelShader9> PixelShaderCache;
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_SHADERCACHE_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/ShaderExecutable9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/ShaderExecutable9.cpp
new file mode 100644
index 0000000000..280e80930b
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/ShaderExecutable9.cpp
@@ -0,0 +1,53 @@
+//
+// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ShaderExecutable9.cpp: Implements a D3D9-specific class to contain shader
+// executable implementation details.
+
+#include "libANGLE/renderer/d3d/d3d9/ShaderExecutable9.h"
+
+#include "common/debug.h"
+
+namespace rx
+{
+
+ShaderExecutable9::ShaderExecutable9(const void *function, size_t length, IDirect3DPixelShader9 *executable)
+ : ShaderExecutableD3D(function, length)
+{
+ mPixelExecutable = executable;
+ mVertexExecutable = NULL;
+}
+
+ShaderExecutable9::ShaderExecutable9(const void *function, size_t length, IDirect3DVertexShader9 *executable)
+ : ShaderExecutableD3D(function, length)
+{
+ mVertexExecutable = executable;
+ mPixelExecutable = NULL;
+}
+
+ShaderExecutable9::~ShaderExecutable9()
+{
+ SafeRelease(mVertexExecutable);
+ SafeRelease(mPixelExecutable);
+}
+
+ShaderExecutable9 *ShaderExecutable9::makeShaderExecutable9(ShaderExecutableD3D *executable)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(ShaderExecutable9*, executable));
+ return static_cast<ShaderExecutable9*>(executable);
+}
+
+IDirect3DVertexShader9 *ShaderExecutable9::getVertexShader() const
+{
+ return mVertexExecutable;
+}
+
+IDirect3DPixelShader9 *ShaderExecutable9::getPixelShader() const
+{
+ return mPixelExecutable;
+}
+
+} \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/ShaderExecutable9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/ShaderExecutable9.h
new file mode 100644
index 0000000000..561f7defc8
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/ShaderExecutable9.h
@@ -0,0 +1,37 @@
+//
+// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ShaderExecutable9.h: Defines a D3D9-specific class to contain shader
+// executable implementation details.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_SHADEREXECUTABLE9_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_SHADEREXECUTABLE9_H_
+
+#include "libANGLE/renderer/d3d/ShaderExecutableD3D.h"
+
+namespace rx
+{
+
+class ShaderExecutable9 : public ShaderExecutableD3D
+{
+ public:
+ ShaderExecutable9(const void *function, size_t length, IDirect3DPixelShader9 *executable);
+ ShaderExecutable9(const void *function, size_t length, IDirect3DVertexShader9 *executable);
+ virtual ~ShaderExecutable9();
+
+ static ShaderExecutable9 *makeShaderExecutable9(ShaderExecutableD3D *executable);
+
+ IDirect3DPixelShader9 *getPixelShader() const;
+ IDirect3DVertexShader9 *getVertexShader() const;
+
+ private:
+ IDirect3DPixelShader9 *mPixelExecutable;
+ IDirect3DVertexShader9 *mVertexExecutable;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_SHADEREXECUTABLE9_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp
new file mode 100644
index 0000000000..1620668166
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/SwapChain9.cpp
@@ -0,0 +1,425 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SwapChain9.cpp: Implements a back-end specific class for the D3D9 swap chain.
+
+#include "libANGLE/renderer/d3d/d3d9/SwapChain9.h"
+#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
+#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+#include "libANGLE/features.h"
+
+namespace rx
+{
+
+SwapChain9::SwapChain9(Renderer9 *renderer, NativeWindow nativeWindow, HANDLE shareHandle,
+ GLenum backBufferFormat, GLenum depthBufferFormat)
+ : mRenderer(renderer),
+ SwapChainD3D(nativeWindow, shareHandle, backBufferFormat, depthBufferFormat),
+ mColorRenderTarget(this, false),
+ mDepthStencilRenderTarget(this, true)
+{
+ mSwapChain = NULL;
+ mBackBuffer = NULL;
+ mDepthStencil = NULL;
+ mRenderTarget = NULL;
+ mOffscreenTexture = NULL;
+ mWidth = -1;
+ mHeight = -1;
+ mSwapInterval = -1;
+}
+
+SwapChain9::~SwapChain9()
+{
+ release();
+}
+
+void SwapChain9::release()
+{
+ SafeRelease(mSwapChain);
+ SafeRelease(mBackBuffer);
+ SafeRelease(mDepthStencil);
+ SafeRelease(mRenderTarget);
+ SafeRelease(mOffscreenTexture);
+
+ if (mNativeWindow.getNativeWindow())
+ {
+ mShareHandle = NULL;
+ }
+}
+
+static DWORD convertInterval(EGLint interval)
+{
+#if ANGLE_VSYNC == ANGLE_DISABLED
+ return D3DPRESENT_INTERVAL_IMMEDIATE;
+#else
+ switch(interval)
+ {
+ case 0: return D3DPRESENT_INTERVAL_IMMEDIATE;
+ case 1: return D3DPRESENT_INTERVAL_ONE;
+ case 2: return D3DPRESENT_INTERVAL_TWO;
+ case 3: return D3DPRESENT_INTERVAL_THREE;
+ case 4: return D3DPRESENT_INTERVAL_FOUR;
+ default: UNREACHABLE();
+ }
+
+ return D3DPRESENT_INTERVAL_DEFAULT;
+#endif
+}
+
+EGLint SwapChain9::resize(int backbufferWidth, int backbufferHeight)
+{
+ // D3D9 does not support resizing swap chains without recreating them
+ return reset(backbufferWidth, backbufferHeight, mSwapInterval);
+}
+
+EGLint SwapChain9::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ if (device == NULL)
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ // Evict all non-render target textures to system memory and release all resources
+ // before reallocating them to free up as much video memory as possible.
+ device->EvictManagedResources();
+
+ HRESULT result;
+
+ // Release specific resources to free up memory for the new render target, while the
+ // old render target still exists for the purpose of preserving its contents.
+ SafeRelease(mSwapChain);
+ SafeRelease(mBackBuffer);
+ SafeRelease(mOffscreenTexture);
+ SafeRelease(mDepthStencil);
+
+ HANDLE *pShareHandle = NULL;
+ if (!mNativeWindow.getNativeWindow() && mRenderer->getShareHandleSupport())
+ {
+ pShareHandle = &mShareHandle;
+ }
+
+ const d3d9::TextureFormat &backBufferd3dFormatInfo = d3d9::GetTextureFormatInfo(mBackBufferFormat);
+ result = device->CreateTexture(backbufferWidth, backbufferHeight, 1, D3DUSAGE_RENDERTARGET,
+ backBufferd3dFormatInfo.texFormat, D3DPOOL_DEFAULT, &mOffscreenTexture,
+ pShareHandle);
+ if (FAILED(result))
+ {
+ ERR("Could not create offscreen texture: %08lX", result);
+ release();
+
+ if (d3d9::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ IDirect3DSurface9 *oldRenderTarget = mRenderTarget;
+
+ result = mOffscreenTexture->GetSurfaceLevel(0, &mRenderTarget);
+ ASSERT(SUCCEEDED(result));
+
+ if (oldRenderTarget)
+ {
+ RECT rect =
+ {
+ 0, 0,
+ mWidth, mHeight
+ };
+
+ if (rect.right > static_cast<LONG>(backbufferWidth))
+ {
+ rect.right = backbufferWidth;
+ }
+
+ if (rect.bottom > static_cast<LONG>(backbufferHeight))
+ {
+ rect.bottom = backbufferHeight;
+ }
+
+ mRenderer->endScene();
+
+ result = device->StretchRect(oldRenderTarget, &rect, mRenderTarget, &rect, D3DTEXF_NONE);
+ ASSERT(SUCCEEDED(result));
+
+ SafeRelease(oldRenderTarget);
+ }
+
+ const d3d9::TextureFormat &depthBufferd3dFormatInfo = d3d9::GetTextureFormatInfo(mDepthBufferFormat);
+
+ // Don't create a swapchain for NULLREF devices
+ D3DDEVTYPE deviceType = mRenderer->getD3D9DeviceType();
+ EGLNativeWindowType window = mNativeWindow.getNativeWindow();
+ if (window && deviceType != D3DDEVTYPE_NULLREF)
+ {
+ D3DPRESENT_PARAMETERS presentParameters = {0};
+ presentParameters.AutoDepthStencilFormat = depthBufferd3dFormatInfo.renderFormat;
+ presentParameters.BackBufferCount = 1;
+ presentParameters.BackBufferFormat = backBufferd3dFormatInfo.renderFormat;
+ presentParameters.EnableAutoDepthStencil = FALSE;
+ presentParameters.Flags = 0;
+ presentParameters.hDeviceWindow = window;
+ presentParameters.MultiSampleQuality = 0; // FIXME: Unimplemented
+ presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE; // FIXME: Unimplemented
+ presentParameters.PresentationInterval = convertInterval(swapInterval);
+ presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
+ presentParameters.Windowed = TRUE;
+ presentParameters.BackBufferWidth = backbufferWidth;
+ presentParameters.BackBufferHeight = backbufferHeight;
+
+ // http://crbug.com/140239
+ // http://crbug.com/143434
+ //
+ // Some AMD/Intel switchable systems / drivers appear to round swap chain surfaces to a multiple of 64 pixels in width
+ // when using the integrated Intel. This rounds the width up rather than down.
+ //
+ // Some non-switchable AMD GPUs / drivers do not respect the source rectangle to Present. Therefore, when the vendor ID
+ // is not Intel, the back buffer width must be exactly the same width as the window or horizontal scaling will occur.
+ if (mRenderer->getVendorId() == VENDOR_ID_INTEL)
+ {
+ presentParameters.BackBufferWidth = (presentParameters.BackBufferWidth + 63) / 64 * 64;
+ }
+
+ result = device->CreateAdditionalSwapChain(&presentParameters, &mSwapChain);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL || result == D3DERR_DEVICELOST);
+
+ ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
+ release();
+
+ if (d3d9::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer);
+ ASSERT(SUCCEEDED(result));
+ InvalidateRect(window, NULL, FALSE);
+ }
+
+ if (mDepthBufferFormat != GL_NONE)
+ {
+ result = device->CreateDepthStencilSurface(backbufferWidth, backbufferHeight,
+ depthBufferd3dFormatInfo.renderFormat,
+ D3DMULTISAMPLE_NONE, 0, FALSE, &mDepthStencil, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL);
+
+ ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
+ release();
+
+ if (d3d9::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+ }
+
+ mWidth = backbufferWidth;
+ mHeight = backbufferHeight;
+ mSwapInterval = swapInterval;
+
+ return EGL_SUCCESS;
+}
+
+// parameters should be validated/clamped by caller
+EGLint SwapChain9::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
+{
+ if (!mSwapChain)
+ {
+ return EGL_SUCCESS;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ // Disable all pipeline operations
+ device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
+ device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
+ device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
+ device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
+ device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+ device->SetPixelShader(NULL);
+ device->SetVertexShader(NULL);
+
+ device->SetRenderTarget(0, mBackBuffer);
+ device->SetDepthStencilSurface(NULL);
+
+ device->SetTexture(0, mOffscreenTexture);
+ device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+ device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
+ device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
+ device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
+ device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
+ device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
+ device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
+ device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
+
+ for (UINT streamIndex = 0; streamIndex < gl::MAX_VERTEX_ATTRIBS; streamIndex++)
+ {
+ device->SetStreamSourceFreq(streamIndex, 1);
+ }
+
+ D3DVIEWPORT9 viewport = {0, 0, mWidth, mHeight, 0.0f, 1.0f};
+ device->SetViewport(&viewport);
+
+ float x1 = x - 0.5f;
+ float y1 = (mHeight - y - height) - 0.5f;
+ float x2 = (x + width) - 0.5f;
+ float y2 = (mHeight - y) - 0.5f;
+
+ float u1 = x / float(mWidth);
+ float v1 = y / float(mHeight);
+ float u2 = (x + width) / float(mWidth);
+ float v2 = (y + height) / float(mHeight);
+
+ float quad[4][6] = {{x1, y1, 0.0f, 1.0f, u1, v2},
+ {x2, y1, 0.0f, 1.0f, u2, v2},
+ {x2, y2, 0.0f, 1.0f, u2, v1},
+ {x1, y2, 0.0f, 1.0f, u1, v1}}; // x, y, z, rhw, u, v
+
+ mRenderer->startScene();
+ device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, quad, 6 * sizeof(float));
+ mRenderer->endScene();
+
+ device->SetTexture(0, NULL);
+
+ RECT rect =
+ {
+ x, mHeight - y - height,
+ x + width, mHeight - y
+ };
+
+ HRESULT result = mSwapChain->Present(&rect, &rect, NULL, NULL, 0);
+
+ mRenderer->markAllStateDirty();
+
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DRIVERINTERNALERROR)
+ {
+ return EGL_BAD_ALLOC;
+ }
+
+ // On Windows 8 systems, IDirect3DSwapChain9::Present sometimes returns 0x88760873 when the windows is
+ // in the process of entering/exiting fullscreen. This code doesn't seem to have any documentation. The
+ // device appears to be ok after emitting this error so simply return a failure to swap.
+ if (result == 0x88760873)
+ {
+ return EGL_BAD_MATCH;
+ }
+
+ // http://crbug.com/313210
+ // If our swap failed, trigger a device lost event. Resetting will work around an AMD-specific
+ // device removed bug with lost contexts when reinstalling drivers.
+ if (FAILED(result))
+ {
+ mRenderer->notifyDeviceLost();
+ return EGL_CONTEXT_LOST;
+ }
+
+ return EGL_SUCCESS;
+}
+
+// Increments refcount on surface.
+// caller must Release() the returned surface
+// TODO: remove the AddRef to match SwapChain11
+IDirect3DSurface9 *SwapChain9::getRenderTarget()
+{
+ if (mRenderTarget)
+ {
+ mRenderTarget->AddRef();
+ }
+
+ return mRenderTarget;
+}
+
+// Increments refcount on surface.
+// caller must Release() the returned surface
+// TODO: remove the AddRef to match SwapChain11
+IDirect3DSurface9 *SwapChain9::getDepthStencil()
+{
+ if (mDepthStencil)
+ {
+ mDepthStencil->AddRef();
+ }
+
+ return mDepthStencil;
+}
+
+// Increments refcount on texture.
+// caller must Release() the returned texture
+// TODO: remove the AddRef to match SwapChain11
+IDirect3DTexture9 *SwapChain9::getOffscreenTexture()
+{
+ if (mOffscreenTexture)
+ {
+ mOffscreenTexture->AddRef();
+ }
+
+ return mOffscreenTexture;
+}
+
+SwapChain9 *SwapChain9::makeSwapChain9(SwapChainD3D *swapChain)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(SwapChain9*, swapChain));
+ return static_cast<SwapChain9*>(swapChain);
+}
+
+void SwapChain9::recreate()
+{
+ if (!mSwapChain)
+ {
+ return;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+ if (device == NULL)
+ {
+ return;
+ }
+
+ D3DPRESENT_PARAMETERS presentParameters;
+ HRESULT result = mSwapChain->GetPresentParameters(&presentParameters);
+ ASSERT(SUCCEEDED(result));
+
+ IDirect3DSwapChain9* newSwapChain = NULL;
+ result = device->CreateAdditionalSwapChain(&presentParameters, &newSwapChain);
+ if (FAILED(result))
+ {
+ return;
+ }
+
+ SafeRelease(mSwapChain);
+ mSwapChain = newSwapChain;
+
+ SafeRelease(mBackBuffer);
+ result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer);
+ ASSERT(SUCCEEDED(result));
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/SwapChain9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/SwapChain9.h
new file mode 100644
index 0000000000..81ac08ca7b
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/SwapChain9.h
@@ -0,0 +1,63 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SwapChain9.h: Defines a back-end specific class for the D3D9 swap chain.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_SWAPCHAIN9_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_SWAPCHAIN9_H_
+
+#include "common/angleutils.h"
+#include "libANGLE/renderer/d3d/SwapChainD3D.h"
+#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
+
+namespace rx
+{
+class Renderer9;
+
+class SwapChain9 : public SwapChainD3D
+{
+ public:
+ SwapChain9(Renderer9 *renderer, NativeWindow nativeWindow, HANDLE shareHandle,
+ GLenum backBufferFormat, GLenum depthBufferFormat);
+ virtual ~SwapChain9();
+
+ EGLint resize(EGLint backbufferWidth, EGLint backbufferHeight);
+ virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval);
+ virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height);
+ virtual void recreate();
+
+ RenderTargetD3D *getColorRenderTarget() override { return &mColorRenderTarget; }
+ RenderTargetD3D *getDepthStencilRenderTarget() override { return &mDepthStencilRenderTarget; }
+
+ virtual IDirect3DSurface9 *getRenderTarget();
+ virtual IDirect3DSurface9 *getDepthStencil();
+ virtual IDirect3DTexture9 *getOffscreenTexture();
+
+ EGLint getWidth() const { return mWidth; }
+ EGLint getHeight() const { return mHeight; }
+
+ static SwapChain9 *makeSwapChain9(SwapChainD3D *swapChain);
+
+ private:
+ void release();
+
+ Renderer9 *mRenderer;
+ EGLint mHeight;
+ EGLint mWidth;
+ EGLint mSwapInterval;
+
+ IDirect3DSwapChain9 *mSwapChain;
+ IDirect3DSurface9 *mBackBuffer;
+ IDirect3DSurface9 *mRenderTarget;
+ IDirect3DSurface9 *mDepthStencil;
+ IDirect3DTexture9* mOffscreenTexture;
+
+ SurfaceRenderTarget9 mColorRenderTarget;
+ SurfaceRenderTarget9 mDepthStencilRenderTarget;
+};
+
+}
+#endif // LIBANGLE_RENDERER_D3D_D3D9_SWAPCHAIN9_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/TextureStorage9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/TextureStorage9.cpp
new file mode 100644
index 0000000000..139cb3eb08
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/TextureStorage9.cpp
@@ -0,0 +1,472 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage9.cpp: Implements the abstract rx::TextureStorage9 class and its concrete derived
+// classes TextureStorage9_2D and TextureStorage9_Cube, which act as the interface to the
+// D3D9 texture.
+
+#include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h"
+#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+#include "libANGLE/renderer/d3d/d3d9/SwapChain9.h"
+#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
+#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/Texture.h"
+
+namespace rx
+{
+TextureStorage9::TextureStorage9(Renderer9 *renderer, DWORD usage)
+ : mTopLevel(0),
+ mMipLevels(0),
+ mTextureWidth(0),
+ mTextureHeight(0),
+ mInternalFormat(GL_NONE),
+ mTextureFormat(D3DFMT_UNKNOWN),
+ mRenderer(Renderer9::makeRenderer9(renderer)),
+ mD3DUsage(usage),
+ mD3DPool(mRenderer->getTexturePool(usage))
+{
+}
+
+TextureStorage9::~TextureStorage9()
+{
+}
+
+TextureStorage9 *TextureStorage9::makeTextureStorage9(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage9*, storage));
+ return static_cast<TextureStorage9*>(storage);
+}
+
+DWORD TextureStorage9::GetTextureUsage(GLenum internalformat, bool renderTarget)
+{
+ DWORD d3dusage = 0;
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalformat);
+ const d3d9::TextureFormat &d3dFormatInfo = d3d9::GetTextureFormatInfo(internalformat);
+ if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0)
+ {
+ d3dusage |= D3DUSAGE_DEPTHSTENCIL;
+ }
+ else if (renderTarget && (d3dFormatInfo.renderFormat != D3DFMT_UNKNOWN))
+ {
+ d3dusage |= D3DUSAGE_RENDERTARGET;
+ }
+
+ return d3dusage;
+}
+
+
+bool TextureStorage9::isRenderTarget() const
+{
+ return (mD3DUsage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL)) != 0;
+}
+
+bool TextureStorage9::isManaged() const
+{
+ return (mD3DPool == D3DPOOL_MANAGED);
+}
+
+D3DPOOL TextureStorage9::getPool() const
+{
+ return mD3DPool;
+}
+
+DWORD TextureStorage9::getUsage() const
+{
+ return mD3DUsage;
+}
+
+int TextureStorage9::getTopLevel() const
+{
+ return mTopLevel;
+}
+
+int TextureStorage9::getLevelCount() const
+{
+ return mMipLevels - mTopLevel;
+}
+
+gl::Error TextureStorage9::setData(const gl::ImageIndex &index, ImageD3D *image, const gl::Box *destBox, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixelData)
+{
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+TextureStorage9_2D::TextureStorage9_2D(Renderer9 *renderer, SwapChain9 *swapchain)
+ : TextureStorage9(renderer, D3DUSAGE_RENDERTARGET)
+{
+ IDirect3DTexture9 *surfaceTexture = swapchain->getOffscreenTexture();
+ mTexture = surfaceTexture;
+ mMipLevels = surfaceTexture->GetLevelCount();
+
+ mInternalFormat = swapchain->GetBackBufferInternalFormat();
+
+ D3DSURFACE_DESC surfaceDesc;
+ surfaceTexture->GetLevelDesc(0, &surfaceDesc);
+ mTextureWidth = surfaceDesc.Width;
+ mTextureHeight = surfaceDesc.Height;
+ mTextureFormat = surfaceDesc.Format;
+
+ mRenderTarget = NULL;
+
+ initializeSerials(1, 1);
+}
+
+TextureStorage9_2D::TextureStorage9_2D(Renderer9 *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels)
+ : TextureStorage9(renderer, GetTextureUsage(internalformat, renderTarget))
+{
+ mTexture = NULL;
+ mRenderTarget = NULL;
+
+ mInternalFormat = internalformat;
+
+ const d3d9::TextureFormat &d3dFormatInfo = d3d9::GetTextureFormatInfo(internalformat);
+ mTextureFormat = d3dFormatInfo.texFormat;
+
+ d3d9::MakeValidSize(false, d3dFormatInfo.texFormat, &width, &height, &mTopLevel);
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mMipLevels = mTopLevel + levels;
+
+ initializeSerials(getLevelCount(), 1);
+}
+
+TextureStorage9_2D::~TextureStorage9_2D()
+{
+ SafeRelease(mTexture);
+ SafeDelete(mRenderTarget);
+}
+
+TextureStorage9_2D *TextureStorage9_2D::makeTextureStorage9_2D(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage9_2D*, storage));
+ return static_cast<TextureStorage9_2D*>(storage);
+}
+
+// Increments refcount on surface.
+// caller must Release() the returned surface
+gl::Error TextureStorage9_2D::getSurfaceLevel(int level, bool dirty, IDirect3DSurface9 **outSurface)
+{
+ IDirect3DBaseTexture9 *baseTexture = NULL;
+ gl::Error error = getBaseTexture(&baseTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IDirect3DTexture9 *texture = static_cast<IDirect3DTexture9*>(baseTexture);
+
+ HRESULT result = texture->GetSurfaceLevel(level + mTopLevel, outSurface);
+
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get the surface from a texture, result: 0x%X.", result);
+ }
+
+ // With managed textures the driver needs to be informed of updates to the lower mipmap levels
+ if (level + mTopLevel != 0 && isManaged() && dirty)
+ {
+ texture->AddDirtyRect(NULL);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage9_2D::getRenderTarget(const gl::ImageIndex &/*index*/, RenderTargetD3D **outRT)
+{
+ if (!mRenderTarget && isRenderTarget())
+ {
+ IDirect3DSurface9 *surface = NULL;
+ gl::Error error = getSurfaceLevel(0, false, &surface);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mRenderTarget = new TextureRenderTarget9(surface, mInternalFormat, mTextureWidth, mTextureHeight, 1, 0);
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTarget;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage9_2D::generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex)
+{
+ IDirect3DSurface9 *upper = NULL;
+ gl::Error error = getSurfaceLevel(sourceIndex.mipIndex, false, &upper);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IDirect3DSurface9 *lower = NULL;
+ error = getSurfaceLevel(destIndex.mipIndex, true, &lower);
+ if (error.isError())
+ {
+ SafeRelease(upper);
+ return error;
+ }
+
+ ASSERT(upper && lower);
+ error = mRenderer->boxFilter(upper, lower);
+
+ SafeRelease(upper);
+ SafeRelease(lower);
+
+ return error;
+}
+
+gl::Error TextureStorage9_2D::getBaseTexture(IDirect3DBaseTexture9 **outTexture)
+{
+ // if the width or height is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (mTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0)
+ {
+ ASSERT(mMipLevels > 0);
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+ HRESULT result = device->CreateTexture(mTextureWidth, mTextureHeight, mMipLevels, getUsage(), mTextureFormat,
+ getPool(), &mTexture, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D storage texture, result: 0x%X.", result);
+ }
+ }
+
+ *outTexture = mTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage9_2D::copyToStorage(TextureStorage *destStorage)
+{
+ ASSERT(destStorage);
+
+ TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(destStorage);
+
+ int levels = getLevelCount();
+ for (int i = 0; i < levels; ++i)
+ {
+ IDirect3DSurface9 *srcSurf = NULL;
+ gl::Error error = getSurfaceLevel(i, false, &srcSurf);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IDirect3DSurface9 *dstSurf = NULL;
+ error = dest9->getSurfaceLevel(i, true, &dstSurf);
+ if (error.isError())
+ {
+ SafeRelease(srcSurf);
+ return error;
+ }
+
+ error = mRenderer->copyToRenderTarget(dstSurf, srcSurf, isManaged());
+
+ SafeRelease(srcSurf);
+ SafeRelease(dstSurf);
+
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+TextureStorage9_Cube::TextureStorage9_Cube(Renderer9 *renderer, GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly)
+ : TextureStorage9(renderer, GetTextureUsage(internalformat, renderTarget))
+{
+ mTexture = NULL;
+ for (int i = 0; i < CUBE_FACE_COUNT; ++i)
+ {
+ mRenderTarget[i] = NULL;
+ }
+
+ mInternalFormat = internalformat;
+
+ const d3d9::TextureFormat &d3dFormatInfo = d3d9::GetTextureFormatInfo(internalformat);
+ mTextureFormat = d3dFormatInfo.texFormat;
+
+ int height = size;
+ d3d9::MakeValidSize(false, d3dFormatInfo.texFormat, &size, &height, &mTopLevel);
+ mTextureWidth = size;
+ mTextureHeight = size;
+ mMipLevels = mTopLevel + levels;
+
+ initializeSerials(getLevelCount() * CUBE_FACE_COUNT, CUBE_FACE_COUNT);
+}
+
+TextureStorage9_Cube::~TextureStorage9_Cube()
+{
+ SafeRelease(mTexture);
+
+ for (int i = 0; i < CUBE_FACE_COUNT; ++i)
+ {
+ SafeDelete(mRenderTarget[i]);
+ }
+}
+
+TextureStorage9_Cube *TextureStorage9_Cube::makeTextureStorage9_Cube(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage9_Cube*, storage));
+ return static_cast<TextureStorage9_Cube*>(storage);
+}
+
+// Increments refcount on surface.
+// caller must Release() the returned surface
+gl::Error TextureStorage9_Cube::getCubeMapSurface(GLenum faceTarget, int level, bool dirty, IDirect3DSurface9 **outSurface)
+{
+ IDirect3DBaseTexture9 *baseTexture = NULL;
+ gl::Error error = getBaseTexture(&baseTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IDirect3DCubeTexture9 *texture = static_cast<IDirect3DCubeTexture9*>(baseTexture);
+
+ D3DCUBEMAP_FACES face = gl_d3d9::ConvertCubeFace(faceTarget);
+ HRESULT result = texture->GetCubeMapSurface(face, level + mTopLevel, outSurface);
+
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get the surface from a texture, result: 0x%X.", result);
+ }
+
+ // With managed textures the driver needs to be informed of updates to the lower mipmap levels
+ if (level != 0 && isManaged() && dirty)
+ {
+ texture->AddDirtyRect(face, NULL);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage9_Cube::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ ASSERT(outRT);
+ ASSERT(index.mipIndex == 0);
+ ASSERT(index.layerIndex >= 0 && index.layerIndex < CUBE_FACE_COUNT);
+
+ if (mRenderTarget[index.layerIndex] == NULL && isRenderTarget())
+ {
+ IDirect3DSurface9 *surface = NULL;
+ gl::Error error = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + index.layerIndex, 0, false, &surface);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mRenderTarget[index.layerIndex] = new TextureRenderTarget9(surface, mInternalFormat, mTextureWidth, mTextureHeight, 1, 0);
+ }
+
+ *outRT = mRenderTarget[index.layerIndex];
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage9_Cube::generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex)
+{
+ IDirect3DSurface9 *upper = NULL;
+ gl::Error error = getCubeMapSurface(sourceIndex.type, sourceIndex.mipIndex, false, &upper);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IDirect3DSurface9 *lower = NULL;
+ error = getCubeMapSurface(destIndex.type, destIndex.mipIndex, true, &lower);
+ if (error.isError())
+ {
+ SafeRelease(upper);
+ return error;
+ }
+
+ ASSERT(upper && lower);
+ error = mRenderer->boxFilter(upper, lower);
+
+ SafeRelease(upper);
+ SafeRelease(lower);
+
+ return error;
+}
+
+gl::Error TextureStorage9_Cube::getBaseTexture(IDirect3DBaseTexture9 **outTexture)
+{
+ // if the size is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (mTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0)
+ {
+ ASSERT(mMipLevels > 0);
+ ASSERT(mTextureWidth == mTextureHeight);
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+ HRESULT result = device->CreateCubeTexture(mTextureWidth, mMipLevels, getUsage(), mTextureFormat, getPool(),
+ &mTexture, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create cube storage texture, result: 0x%X.", result);
+ }
+ }
+
+ *outTexture = mTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage9_Cube::copyToStorage(TextureStorage *destStorage)
+{
+ ASSERT(destStorage);
+
+ TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(destStorage);
+
+ int levels = getLevelCount();
+ for (int f = 0; f < CUBE_FACE_COUNT; f++)
+ {
+ for (int i = 0; i < levels; i++)
+ {
+ IDirect3DSurface9 *srcSurf = NULL;
+ gl::Error error = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false, &srcSurf);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IDirect3DSurface9 *dstSurf = NULL;
+ error = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true, &dstSurf);
+ if (error.isError())
+ {
+ SafeRelease(srcSurf);
+ return error;
+ }
+
+ error = mRenderer->copyToRenderTarget(dstSurf, srcSurf, isManaged());
+
+ SafeRelease(srcSurf);
+ SafeRelease(dstSurf);
+
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/TextureStorage9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/TextureStorage9.h
new file mode 100644
index 0000000000..5cc06f07b1
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/TextureStorage9.h
@@ -0,0 +1,108 @@
+//
+// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage9.h: Defines the abstract rx::TextureStorage9 class and its concrete derived
+// classes TextureStorage9_2D and TextureStorage9_Cube, which act as the interface to the
+// D3D9 texture.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_TEXTURESTORAGE9_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_TEXTURESTORAGE9_H_
+
+#include "libANGLE/renderer/d3d/TextureStorage.h"
+#include "common/debug.h"
+
+namespace rx
+{
+class Renderer9;
+class SwapChain9;
+class RenderTargetD3D;
+class RenderTarget9;
+
+class TextureStorage9 : public TextureStorage
+{
+ public:
+ virtual ~TextureStorage9();
+
+ static TextureStorage9 *makeTextureStorage9(TextureStorage *storage);
+
+ static DWORD GetTextureUsage(GLenum internalformat, bool renderTarget);
+
+ D3DPOOL getPool() const;
+ DWORD getUsage() const;
+
+ virtual gl::Error getBaseTexture(IDirect3DBaseTexture9 **outTexture) = 0;
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) = 0;
+
+ virtual int getTopLevel() const;
+ virtual bool isRenderTarget() const;
+ virtual bool isManaged() const;
+ virtual int getLevelCount() const;
+
+ virtual gl::Error setData(const gl::ImageIndex &index, ImageD3D *image, const gl::Box *destBox, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixelData);
+
+ protected:
+ int mTopLevel;
+ size_t mMipLevels;
+ size_t mTextureWidth;
+ size_t mTextureHeight;
+ GLenum mInternalFormat;
+ D3DFORMAT mTextureFormat;
+
+ Renderer9 *mRenderer;
+
+ TextureStorage9(Renderer9 *renderer, DWORD usage);
+
+ private:
+ const DWORD mD3DUsage;
+ const D3DPOOL mD3DPool;
+};
+
+class TextureStorage9_2D : public TextureStorage9
+{
+ public:
+ TextureStorage9_2D(Renderer9 *renderer, SwapChain9 *swapchain);
+ TextureStorage9_2D(Renderer9 *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels);
+ virtual ~TextureStorage9_2D();
+
+ static TextureStorage9_2D *makeTextureStorage9_2D(TextureStorage *storage);
+
+ gl::Error getSurfaceLevel(int level, bool dirty, IDirect3DSurface9 **outSurface);
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
+ virtual gl::Error getBaseTexture(IDirect3DBaseTexture9 **outTexture);
+ virtual gl::Error generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex);
+ virtual gl::Error copyToStorage(TextureStorage *destStorage);
+
+ private:
+ IDirect3DTexture9 *mTexture;
+ RenderTarget9 *mRenderTarget;
+};
+
+class TextureStorage9_Cube : public TextureStorage9
+{
+ public:
+ TextureStorage9_Cube(Renderer9 *renderer, GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly);
+ virtual ~TextureStorage9_Cube();
+
+ static TextureStorage9_Cube *makeTextureStorage9_Cube(TextureStorage *storage);
+
+ gl::Error getCubeMapSurface(GLenum faceTarget, int level, bool dirty, IDirect3DSurface9 **outSurface);
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
+ virtual gl::Error getBaseTexture(IDirect3DBaseTexture9 **outTexture);
+ virtual gl::Error generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex);
+ virtual gl::Error copyToStorage(TextureStorage *destStorage);
+
+ private:
+ static const size_t CUBE_FACE_COUNT = 6;
+
+ IDirect3DCubeTexture9 *mTexture;
+ RenderTarget9 *mRenderTarget[CUBE_FACE_COUNT];
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_TEXTURESTORAGE9_H_
+
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexArray9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexArray9.h
new file mode 100644
index 0000000000..fb626bc0cf
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexArray9.h
@@ -0,0 +1,41 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexArray9.h: Defines the rx::VertexArray9 class which implements rx::VertexArrayImpl.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_VERTEXARRAY9_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_VERTEXARRAY9_H_
+
+#include "libANGLE/renderer/VertexArrayImpl.h"
+#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+
+namespace rx
+{
+class Renderer9;
+
+class VertexArray9 : public VertexArrayImpl
+{
+ public:
+ VertexArray9(Renderer9 *renderer)
+ : VertexArrayImpl(),
+ mRenderer(renderer)
+ {
+ }
+
+ virtual ~VertexArray9() { }
+
+ virtual void setElementArrayBuffer(const gl::Buffer *buffer) { }
+ virtual void setAttribute(size_t idx, const gl::VertexAttribute &attr) { }
+ virtual void setAttributeDivisor(size_t idx, GLuint divisor) { }
+ virtual void enableAttribute(size_t idx, bool enabledState) { }
+
+ private:
+ Renderer9 *mRenderer;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_VERTEXARRAY9_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexBuffer9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexBuffer9.cpp
new file mode 100644
index 0000000000..cb5003997f
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexBuffer9.cpp
@@ -0,0 +1,239 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexBuffer9.cpp: Defines the D3D9 VertexBuffer implementation.
+
+#include "libANGLE/renderer/d3d/d3d9/VertexBuffer9.h"
+#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
+#include "libANGLE/renderer/d3d/d3d9/vertexconversion.h"
+#include "libANGLE/renderer/d3d/BufferD3D.h"
+#include "libANGLE/VertexAttribute.h"
+#include "libANGLE/Buffer.h"
+
+namespace rx
+{
+
+VertexBuffer9::VertexBuffer9(Renderer9 *renderer) : mRenderer(renderer)
+{
+ mVertexBuffer = NULL;
+ mBufferSize = 0;
+ mDynamicUsage = false;
+}
+
+VertexBuffer9::~VertexBuffer9()
+{
+ SafeRelease(mVertexBuffer);
+}
+
+gl::Error VertexBuffer9::initialize(unsigned int size, bool dynamicUsage)
+{
+ SafeRelease(mVertexBuffer);
+
+ updateSerial();
+
+ if (size > 0)
+ {
+ DWORD flags = D3DUSAGE_WRITEONLY;
+ if (dynamicUsage)
+ {
+ flags |= D3DUSAGE_DYNAMIC;
+ }
+
+ HRESULT result = mRenderer->createVertexBuffer(size, flags, &mVertexBuffer);
+
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal vertex buffer of size, %lu.", size);
+ }
+ }
+
+ mBufferSize = size;
+ mDynamicUsage = dynamicUsage;
+ return gl::Error(GL_NO_ERROR);
+}
+
+VertexBuffer9 *VertexBuffer9::makeVertexBuffer9(VertexBuffer *vertexBuffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(VertexBuffer9*, vertexBuffer));
+ return static_cast<VertexBuffer9*>(vertexBuffer);
+}
+
+gl::Error VertexBuffer9::storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int offset)
+{
+ if (!mVertexBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal vertex buffer is not initialized.");
+ }
+
+ gl::Buffer *buffer = attrib.buffer.get();
+
+ int inputStride = gl::ComputeVertexAttributeStride(attrib);
+ int elementSize = gl::ComputeVertexAttributeTypeSize(attrib);
+
+ DWORD lockFlags = mDynamicUsage ? D3DLOCK_NOOVERWRITE : 0;
+
+ uint8_t *mapPtr = NULL;
+
+ unsigned int mapSize;
+ gl::Error error = spaceRequired(attrib, count, instances, &mapSize);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ HRESULT result = mVertexBuffer->Lock(offset, mapSize, reinterpret_cast<void**>(&mapPtr), lockFlags);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock internal vertex buffer, HRESULT: 0x%08x.", result);
+ }
+
+ const uint8_t *input = NULL;
+ if (attrib.enabled)
+ {
+ if (buffer)
+ {
+ BufferD3D *storage = GetImplAs<BufferD3D>(buffer);
+ ASSERT(storage);
+ error = storage->getData(&input);
+ if (error.isError())
+ {
+ return error;
+ }
+ input += static_cast<int>(attrib.offset);
+ }
+ else
+ {
+ input = static_cast<const uint8_t*>(attrib.pointer);
+ }
+ }
+ else
+ {
+ input = reinterpret_cast<const uint8_t*>(currentValue.FloatValues);
+ }
+
+ if (instances == 0 || attrib.divisor == 0)
+ {
+ input += inputStride * start;
+ }
+
+ gl::VertexFormat vertexFormat(attrib, currentValue.Type);
+ const d3d9::VertexFormat &d3dVertexInfo = d3d9::GetVertexFormatInfo(mRenderer->getCapsDeclTypes(), vertexFormat);
+ bool needsConversion = (d3dVertexInfo.conversionType & VERTEX_CONVERT_CPU) > 0;
+
+ if (!needsConversion && inputStride == elementSize)
+ {
+ size_t copySize = static_cast<size_t>(count) * static_cast<size_t>(inputStride);
+ memcpy(mapPtr, input, copySize);
+ }
+ else
+ {
+ d3dVertexInfo.copyFunction(input, inputStride, count, mapPtr);
+ }
+
+ mVertexBuffer->Unlock();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error VertexBuffer9::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances,
+ unsigned int *outSpaceRequired) const
+{
+ return spaceRequired(attrib, count, instances, outSpaceRequired);
+}
+
+unsigned int VertexBuffer9::getBufferSize() const
+{
+ return mBufferSize;
+}
+
+gl::Error VertexBuffer9::setBufferSize(unsigned int size)
+{
+ if (size > mBufferSize)
+ {
+ return initialize(size, mDynamicUsage);
+ }
+ else
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error VertexBuffer9::discard()
+{
+ if (!mVertexBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal vertex buffer is not initialized.");
+ }
+
+ void *dummy;
+ HRESULT result;
+
+ result = mVertexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to lock internal buffer for discarding, HRESULT: 0x%08x", result);
+ }
+
+ result = mVertexBuffer->Unlock();
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to unlock internal buffer for discarding, HRESULT: 0x%08x", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+IDirect3DVertexBuffer9 * VertexBuffer9::getBuffer() const
+{
+ return mVertexBuffer;
+}
+
+gl::Error VertexBuffer9::spaceRequired(const gl::VertexAttribute &attrib, std::size_t count, GLsizei instances,
+ unsigned int *outSpaceRequired) const
+{
+ gl::VertexFormat vertexFormat(attrib, GL_FLOAT);
+ const d3d9::VertexFormat &d3d9VertexInfo = d3d9::GetVertexFormatInfo(mRenderer->getCapsDeclTypes(), vertexFormat);
+
+ if (attrib.enabled)
+ {
+ unsigned int elementCount = 0;
+ if (instances == 0 || attrib.divisor == 0)
+ {
+ elementCount = count;
+ }
+ else
+ {
+ // Round up to divisor, if possible
+ elementCount = UnsignedCeilDivide(static_cast<unsigned int>(instances), attrib.divisor);
+ }
+
+ if (d3d9VertexInfo.outputElementSize <= std::numeric_limits<unsigned int>::max() / elementCount)
+ {
+ if (outSpaceRequired)
+ {
+ *outSpaceRequired = d3d9VertexInfo.outputElementSize * elementCount;
+ }
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "New vertex buffer size would result in an overflow.");
+ }
+ }
+ else
+ {
+ const unsigned int elementSize = 4;
+ if (outSpaceRequired)
+ {
+ *outSpaceRequired = elementSize * 4;
+ }
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexBuffer9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexBuffer9.h
new file mode 100644
index 0000000000..f5b110b22b
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexBuffer9.h
@@ -0,0 +1,52 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexBuffer9.h: Defines the D3D9 VertexBuffer implementation.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_VERTEXBUFFER9_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_VERTEXBUFFER9_H_
+
+#include "libANGLE/renderer/d3d/VertexBuffer.h"
+
+namespace rx
+{
+class Renderer9;
+
+class VertexBuffer9 : public VertexBuffer
+{
+ public:
+ explicit VertexBuffer9(Renderer9 *renderer);
+ virtual ~VertexBuffer9();
+
+ virtual gl::Error initialize(unsigned int size, bool dynamicUsage);
+
+ static VertexBuffer9 *makeVertexBuffer9(VertexBuffer *vertexBuffer);
+
+ virtual gl::Error storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int offset);
+
+ virtual gl::Error getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances, unsigned int *outSpaceRequired) const;
+
+ virtual unsigned int getBufferSize() const;
+ virtual gl::Error setBufferSize(unsigned int size);
+ virtual gl::Error discard();
+
+ IDirect3DVertexBuffer9 *getBuffer() const;
+
+ private:
+ Renderer9 *mRenderer;
+
+ IDirect3DVertexBuffer9 *mVertexBuffer;
+ unsigned int mBufferSize;
+ bool mDynamicUsage;
+
+ gl::Error spaceRequired(const gl::VertexAttribute &attrib, std::size_t count, GLsizei instances,
+ unsigned int *outSpaceRequired) const;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_VERTEXBUFFER9_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.cpp
new file mode 100644
index 0000000000..f9eded9b50
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.cpp
@@ -0,0 +1,237 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexDeclarationCache.cpp: Implements a helper class to construct and cache vertex declarations.
+
+#include "libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.h"
+#include "libANGLE/renderer/d3d/d3d9/VertexBuffer9.h"
+#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/VertexAttribute.h"
+
+namespace rx
+{
+
+VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
+{
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ mVertexDeclCache[i].vertexDeclaration = NULL;
+ mVertexDeclCache[i].lruCount = 0;
+ }
+
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mAppliedVBs[i].serial = 0;
+ }
+
+ mLastSetVDecl = NULL;
+ mInstancingEnabled = true;
+}
+
+VertexDeclarationCache::~VertexDeclarationCache()
+{
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ SafeRelease(mVertexDeclCache[i].vertexDeclaration);
+ }
+}
+
+gl::Error VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], gl::Program *program, GLsizei instances, GLsizei *repeatDraw)
+{
+ *repeatDraw = 1;
+
+ int indexedAttribute = gl::MAX_VERTEX_ATTRIBS;
+ int instancedAttribute = gl::MAX_VERTEX_ATTRIBS;
+
+ if (instances == 0)
+ {
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; ++i)
+ {
+ if (attributes[i].divisor != 0)
+ {
+ // If a divisor is set, it still applies even if an instanced draw was not used, so treat
+ // as a single-instance draw.
+ instances = 1;
+ break;
+ }
+ }
+ }
+
+ if (instances > 0)
+ {
+ // Find an indexed attribute to be mapped to D3D stream 0
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (attributes[i].active)
+ {
+ if (indexedAttribute == gl::MAX_VERTEX_ATTRIBS && attributes[i].divisor == 0)
+ {
+ indexedAttribute = i;
+ }
+ else if (instancedAttribute == gl::MAX_VERTEX_ATTRIBS && attributes[i].divisor != 0)
+ {
+ instancedAttribute = i;
+ }
+ if (indexedAttribute != gl::MAX_VERTEX_ATTRIBS && instancedAttribute != gl::MAX_VERTEX_ATTRIBS)
+ break; // Found both an indexed and instanced attribute
+ }
+ }
+
+ // The validation layer checks that there is at least one active attribute with a zero divisor as per
+ // the GL_ANGLE_instanced_arrays spec.
+ ASSERT(indexedAttribute != gl::MAX_VERTEX_ATTRIBS);
+ }
+
+ D3DCAPS9 caps;
+ device->GetDeviceCaps(&caps);
+
+ D3DVERTEXELEMENT9 elements[gl::MAX_VERTEX_ATTRIBS + 1];
+ D3DVERTEXELEMENT9 *element = &elements[0];
+
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (attributes[i].active)
+ {
+ // Directly binding the storage buffer is not supported for d3d9
+ ASSERT(attributes[i].storage == NULL);
+
+ int stream = i;
+
+ if (instances > 0)
+ {
+ // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
+ if (instancedAttribute == gl::MAX_VERTEX_ATTRIBS)
+ {
+ *repeatDraw = instances;
+ }
+ else
+ {
+ if (i == indexedAttribute)
+ {
+ stream = 0;
+ }
+ else if (i == 0)
+ {
+ stream = indexedAttribute;
+ }
+
+ UINT frequency = 1;
+
+ if (attributes[i].divisor == 0)
+ {
+ frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
+ }
+ else
+ {
+ frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
+ }
+
+ device->SetStreamSourceFreq(stream, frequency);
+ mInstancingEnabled = true;
+ }
+ }
+
+ VertexBuffer9 *vertexBuffer = VertexBuffer9::makeVertexBuffer9(attributes[i].vertexBuffer);
+
+ if (mAppliedVBs[stream].serial != attributes[i].serial ||
+ mAppliedVBs[stream].stride != attributes[i].stride ||
+ mAppliedVBs[stream].offset != attributes[i].offset)
+ {
+ device->SetStreamSource(stream, vertexBuffer->getBuffer(), attributes[i].offset, attributes[i].stride);
+ mAppliedVBs[stream].serial = attributes[i].serial;
+ mAppliedVBs[stream].stride = attributes[i].stride;
+ mAppliedVBs[stream].offset = attributes[i].offset;
+ }
+
+ gl::VertexFormat vertexFormat(*attributes[i].attribute, GL_FLOAT);
+ const d3d9::VertexFormat &d3d9VertexInfo = d3d9::GetVertexFormatInfo(caps.DeclTypes, vertexFormat);
+
+ element->Stream = stream;
+ element->Offset = 0;
+ element->Type = d3d9VertexInfo.nativeFormat;
+ element->Method = D3DDECLMETHOD_DEFAULT;
+ element->Usage = D3DDECLUSAGE_TEXCOORD;
+ element->UsageIndex = program->getSemanticIndex(i);
+ element++;
+ }
+ }
+
+ if (instances == 0 || instancedAttribute == gl::MAX_VERTEX_ATTRIBS)
+ {
+ if (mInstancingEnabled)
+ {
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ device->SetStreamSourceFreq(i, 1);
+ }
+
+ mInstancingEnabled = false;
+ }
+ }
+
+ static const D3DVERTEXELEMENT9 end = D3DDECL_END();
+ *(element++) = end;
+
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
+ if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
+ {
+ entry->lruCount = ++mMaxLru;
+ if(entry->vertexDeclaration != mLastSetVDecl)
+ {
+ device->SetVertexDeclaration(entry->vertexDeclaration);
+ mLastSetVDecl = entry->vertexDeclaration;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+ }
+ }
+
+ VertexDeclCacheEntry *lastCache = mVertexDeclCache;
+
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
+ {
+ lastCache = &mVertexDeclCache[i];
+ }
+ }
+
+ if (lastCache->vertexDeclaration != NULL)
+ {
+ SafeRelease(lastCache->vertexDeclaration);
+ // mLastSetVDecl is set to the replacement, so we don't have to worry
+ // about it.
+ }
+
+ memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
+ HRESULT result = device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal vertex declaration, result: 0x%X.", result);
+ }
+
+ device->SetVertexDeclaration(lastCache->vertexDeclaration);
+ mLastSetVDecl = lastCache->vertexDeclaration;
+ lastCache->lruCount = ++mMaxLru;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void VertexDeclarationCache::markStateDirty()
+{
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mAppliedVBs[i].serial = 0;
+ }
+
+ mLastSetVDecl = NULL;
+ mInstancingEnabled = true; // Forces it to be disabled when not used
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.h
new file mode 100644
index 0000000000..fbd673097f
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.h
@@ -0,0 +1,60 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexDeclarationCache.h: Defines a helper class to construct and cache vertex declarations.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_VERTEXDECLARATIONCACHE_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_VERTEXDECLARATIONCACHE_H_
+
+#include "libANGLE/Error.h"
+#include "libANGLE/renderer/d3d/VertexDataManager.h"
+
+namespace gl
+{
+class VertexDataManager;
+class Program;
+}
+
+namespace rx
+{
+
+class VertexDeclarationCache
+{
+ public:
+ VertexDeclarationCache();
+ ~VertexDeclarationCache();
+
+ gl::Error applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], gl::Program *program, GLsizei instances, GLsizei *repeatDraw);
+
+ void markStateDirty();
+
+ private:
+ UINT mMaxLru;
+
+ enum { NUM_VERTEX_DECL_CACHE_ENTRIES = 32 };
+
+ struct VBData
+ {
+ unsigned int serial;
+ unsigned int stride;
+ unsigned int offset;
+ };
+
+ VBData mAppliedVBs[gl::MAX_VERTEX_ATTRIBS];
+ IDirect3DVertexDeclaration9 *mLastSetVDecl;
+ bool mInstancingEnabled;
+
+ struct VertexDeclCacheEntry
+ {
+ D3DVERTEXELEMENT9 cachedElements[gl::MAX_VERTEX_ATTRIBS + 1];
+ UINT lruCount;
+ IDirect3DVertexDeclaration9 *vertexDeclaration;
+ } mVertexDeclCache[NUM_VERTEX_DECL_CACHE_ENTRIES];
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_VERTEXDECLARATIONCACHE_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/formatutils9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/formatutils9.cpp
new file mode 100644
index 0000000000..9bad5503d9
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/formatutils9.cpp
@@ -0,0 +1,602 @@
+//
+// Copyright (c) 2013-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// formatutils9.cpp: Queries for GL image formats and their translations to D3D9
+// formats.
+
+#include "libANGLE/renderer/d3d/copyimage.h"
+#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
+#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+#include "libANGLE/renderer/d3d/d3d9/vertexconversion.h"
+#include "libANGLE/renderer/d3d/generatemip.h"
+#include "libANGLE/renderer/d3d/loadimage.h"
+
+namespace rx
+{
+
+namespace d3d9
+{
+
+const D3DFORMAT D3DFMT_INTZ = ((D3DFORMAT)(MAKEFOURCC('I', 'N', 'T', 'Z')));
+const D3DFORMAT D3DFMT_NULL = ((D3DFORMAT)(MAKEFOURCC('N', 'U', 'L', 'L')));
+
+struct D3D9FastCopyFormat
+{
+ GLenum destFormat;
+ GLenum destType;
+ ColorCopyFunction copyFunction;
+
+ D3D9FastCopyFormat(GLenum destFormat, GLenum destType, ColorCopyFunction copyFunction)
+ : destFormat(destFormat), destType(destType), copyFunction(copyFunction)
+ { }
+
+ bool operator<(const D3D9FastCopyFormat& other) const
+ {
+ return memcmp(this, &other, sizeof(D3D9FastCopyFormat)) < 0;
+ }
+};
+
+typedef std::multimap<D3DFORMAT, D3D9FastCopyFormat> D3D9FastCopyMap;
+
+static D3D9FastCopyMap BuildFastCopyMap()
+{
+ D3D9FastCopyMap map;
+
+ map.insert(std::make_pair(D3DFMT_A8R8G8B8, D3D9FastCopyFormat(GL_RGBA, GL_UNSIGNED_BYTE, CopyBGRA8ToRGBA8)));
+
+ return map;
+}
+
+// A map to determine the pixel size and mip generation function of a given D3D format
+typedef std::map<D3DFORMAT, D3DFormat> D3D9FormatInfoMap;
+
+D3DFormat::D3DFormat()
+ : pixelBytes(0),
+ blockWidth(0),
+ blockHeight(0),
+ redBits(0),
+ greenBits(0),
+ blueBits(0),
+ alphaBits(0),
+ luminanceBits(0),
+ depthBits(0),
+ stencilBits(0),
+ internalFormat(GL_NONE),
+ mipGenerationFunction(NULL),
+ colorReadFunction(NULL),
+ fastCopyFunctions()
+{
+}
+
+ColorCopyFunction D3DFormat::getFastCopyFunction(GLenum format, GLenum type) const
+{
+ FastCopyFunctionMap::const_iterator iter = fastCopyFunctions.find(std::make_pair(format, type));
+ return (iter != fastCopyFunctions.end()) ? iter->second : NULL;
+}
+
+static inline void InsertD3DFormatInfo(D3D9FormatInfoMap *map, D3DFORMAT format, GLuint bits, GLuint blockWidth,
+ GLuint blockHeight, GLuint redBits, GLuint greenBits, GLuint blueBits,
+ GLuint alphaBits, GLuint lumBits, GLuint depthBits, GLuint stencilBits,
+ GLenum internalFormat, MipGenerationFunction mipFunc,
+ ColorReadFunction colorReadFunc)
+{
+ D3DFormat info;
+ info.pixelBytes = bits / 8;
+ info.blockWidth = blockWidth;
+ info.blockHeight = blockHeight;
+ info.redBits = redBits;
+ info.greenBits = greenBits;
+ info.blueBits = blueBits;
+ info.alphaBits = alphaBits;
+ info.luminanceBits = lumBits;
+ info.depthBits = depthBits;
+ info.stencilBits = stencilBits;
+ info.internalFormat = internalFormat;
+ info.mipGenerationFunction = mipFunc;
+ info.colorReadFunction = colorReadFunc;
+
+ static const D3D9FastCopyMap fastCopyMap = BuildFastCopyMap();
+ std::pair<D3D9FastCopyMap::const_iterator, D3D9FastCopyMap::const_iterator> fastCopyIter = fastCopyMap.equal_range(format);
+ for (D3D9FastCopyMap::const_iterator i = fastCopyIter.first; i != fastCopyIter.second; i++)
+ {
+ info.fastCopyFunctions.insert(std::make_pair(std::make_pair(i->second.destFormat, i->second.destType), i->second.copyFunction));
+ }
+
+ map->insert(std::make_pair(format, info));
+}
+
+static D3D9FormatInfoMap BuildD3D9FormatInfoMap()
+{
+ D3D9FormatInfoMap map;
+
+ // | D3DFORMAT | S |W |H | R | G | B | A | L | D | S | Internal format | Mip generation function | Color read function |
+ InsertD3DFormatInfo(&map, D3DFMT_NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, GL_NONE, NULL, NULL );
+ InsertD3DFormatInfo(&map, D3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, GL_NONE, NULL, NULL );
+
+ InsertD3DFormatInfo(&map, D3DFMT_L8, 8, 1, 1, 0, 0, 0, 0, 8, 0, 0, GL_LUMINANCE8_EXT, GenerateMip<L8>, ReadColor<L8, GLfloat> );
+ InsertD3DFormatInfo(&map, D3DFMT_A8, 8, 1, 1, 0, 0, 0, 8, 0, 0, 0, GL_ALPHA8_EXT, GenerateMip<A8>, ReadColor<A8, GLfloat> );
+ InsertD3DFormatInfo(&map, D3DFMT_A8L8, 16, 1, 1, 0, 0, 0, 8, 8, 0, 0, GL_LUMINANCE8_ALPHA8_EXT, GenerateMip<A8L8>, ReadColor<A8L8, GLfloat> );
+ InsertD3DFormatInfo(&map, D3DFMT_A4R4G4B4, 16, 1, 1, 4, 4, 4, 4, 0, 0, 0, GL_BGRA4_ANGLEX, GenerateMip<B4G4R4A4>, ReadColor<B4G4R4A4, GLfloat> );
+ InsertD3DFormatInfo(&map, D3DFMT_A1R5G5B5, 16, 1, 1, 5, 5, 5, 1, 0, 0, 0, GL_BGR5_A1_ANGLEX, GenerateMip<B5G5R5A1>, ReadColor<B5G5R5A1, GLfloat> );
+ InsertD3DFormatInfo(&map, D3DFMT_R5G6B5, 16, 1, 1, 5, 6, 5, 0, 0, 0, 0, GL_RGB565, GenerateMip<R5G6B5>, ReadColor<R5G6B5, GLfloat> );
+ InsertD3DFormatInfo(&map, D3DFMT_X8R8G8B8, 32, 1, 1, 8, 8, 8, 0, 0, 0, 0, GL_BGRA8_EXT, GenerateMip<B8G8R8X8>, ReadColor<B8G8R8X8, GLfloat> );
+ InsertD3DFormatInfo(&map, D3DFMT_A8R8G8B8, 32, 1, 1, 8, 8, 8, 8, 0, 0, 0, GL_BGRA8_EXT, GenerateMip<B8G8R8A8>, ReadColor<B8G8R8A8, GLfloat> );
+ InsertD3DFormatInfo(&map, D3DFMT_R16F, 16, 1, 1, 16, 0, 0, 0, 0, 0, 0, GL_R16F_EXT, GenerateMip<R16F>, ReadColor<R16F, GLfloat> );
+ InsertD3DFormatInfo(&map, D3DFMT_G16R16F, 32, 1, 1, 16, 16, 0, 0, 0, 0, 0, GL_RG16F_EXT, GenerateMip<R16G16F>, ReadColor<R16G16F, GLfloat> );
+ InsertD3DFormatInfo(&map, D3DFMT_A16B16G16R16F, 64, 1, 1, 16, 16, 16, 16, 0, 0, 0, GL_RGBA16F_EXT, GenerateMip<R16G16B16A16F>, ReadColor<R16G16B16A16F, GLfloat>);
+ InsertD3DFormatInfo(&map, D3DFMT_R32F, 32, 1, 1, 32, 0, 0, 0, 0, 0, 0, GL_R32F_EXT, GenerateMip<R32F>, ReadColor<R32F, GLfloat> );
+ InsertD3DFormatInfo(&map, D3DFMT_G32R32F, 64, 1, 1, 32, 32, 0, 0, 0, 0, 0, GL_RG32F_EXT, GenerateMip<R32G32F>, ReadColor<R32G32F, GLfloat> );
+ InsertD3DFormatInfo(&map, D3DFMT_A32B32G32R32F, 128, 1, 1, 32, 32, 32, 32, 0, 0, 0, GL_RGBA32F_EXT, GenerateMip<R32G32B32A32F>, ReadColor<R32G32B32A32F, GLfloat>);
+
+ InsertD3DFormatInfo(&map, D3DFMT_D16, 16, 1, 1, 0, 0, 0, 0, 0, 16, 0, GL_DEPTH_COMPONENT16, NULL, NULL );
+ InsertD3DFormatInfo(&map, D3DFMT_D24S8, 32, 1, 1, 0, 0, 0, 0, 0, 24, 8, GL_DEPTH24_STENCIL8_OES, NULL, NULL );
+ InsertD3DFormatInfo(&map, D3DFMT_D24X8, 32, 1, 1, 0, 0, 0, 0, 0, 24, 0, GL_DEPTH_COMPONENT16, NULL, NULL );
+ InsertD3DFormatInfo(&map, D3DFMT_D32, 32, 1, 1, 0, 0, 0, 0, 0, 32, 0, GL_DEPTH_COMPONENT32_OES, NULL, NULL );
+
+ InsertD3DFormatInfo(&map, D3DFMT_INTZ, 32, 1, 1, 0, 0, 0, 0, 0, 24, 8, GL_DEPTH24_STENCIL8_OES, NULL, NULL );
+
+ InsertD3DFormatInfo(&map, D3DFMT_DXT1, 64, 4, 4, 0, 0, 0, 0, 0, 0, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, NULL, NULL );
+ InsertD3DFormatInfo(&map, D3DFMT_DXT3, 128, 4, 4, 0, 0, 0, 0, 0, 0, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, NULL, NULL );
+ InsertD3DFormatInfo(&map, D3DFMT_DXT5, 128, 4, 4, 0, 0, 0, 0, 0, 0, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, NULL, NULL );
+
+ return map;
+}
+
+const D3DFormat &GetD3DFormatInfo(D3DFORMAT format)
+{
+ static const D3D9FormatInfoMap infoMap = BuildD3D9FormatInfoMap();
+ D3D9FormatInfoMap::const_iterator iter = infoMap.find(format);
+ if (iter != infoMap.end())
+ {
+ return iter->second;
+ }
+ else
+ {
+ static const D3DFormat defaultInfo;
+ return defaultInfo;
+ }
+}
+
+
+
+typedef std::pair<GLint, InitializeTextureDataFunction> InternalFormatInitialzerPair;
+typedef std::map<GLint, InitializeTextureDataFunction> InternalFormatInitialzerMap;
+
+static InternalFormatInitialzerMap BuildInternalFormatInitialzerMap()
+{
+ InternalFormatInitialzerMap map;
+
+ map.insert(InternalFormatInitialzerPair(GL_RGB16F, Initialize4ComponentData<GLhalf, 0x0000, 0x0000, 0x0000, gl::Float16One>));
+ map.insert(InternalFormatInitialzerPair(GL_RGB32F, Initialize4ComponentData<GLfloat, 0x00000000, 0x00000000, 0x00000000, gl::Float32One>));
+
+ return map;
+}
+
+// Each GL internal format corresponds to one D3D format and data loading function.
+// Due to not all formats being available all the time, some of the function/format types are wrapped
+// in templates that perform format support queries on a Renderer9 object which is supplied
+// when requesting the function or format.
+
+typedef bool(*FallbackPredicateFunction)();
+
+template <FallbackPredicateFunction pred, LoadImageFunction prefered, LoadImageFunction fallback>
+static void FallbackLoad(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ if (pred())
+ {
+ prefered(width, height, depth, input, inputRowPitch, inputDepthPitch, output, outputRowPitch, outputDepthPitch);
+ }
+ else
+ {
+ fallback(width, height, depth, input, inputRowPitch, inputDepthPitch, output, outputRowPitch, outputDepthPitch);
+ }
+}
+
+static void UnreachableLoad(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ UNREACHABLE();
+}
+
+typedef std::pair<GLenum, TextureFormat> D3D9FormatPair;
+typedef std::map<GLenum, TextureFormat> D3D9FormatMap;
+
+TextureFormat::TextureFormat()
+ : texFormat(D3DFMT_UNKNOWN),
+ renderFormat(D3DFMT_UNKNOWN),
+ dataInitializerFunction(NULL),
+ loadFunction(UnreachableLoad)
+{
+}
+
+static inline void InsertD3D9FormatInfo(D3D9FormatMap *map, GLenum internalFormat, D3DFORMAT texFormat,
+ D3DFORMAT renderFormat, LoadImageFunction loadFunction)
+{
+ TextureFormat info;
+ info.texFormat = texFormat;
+ info.renderFormat = renderFormat;
+
+ static const InternalFormatInitialzerMap dataInitializationMap = BuildInternalFormatInitialzerMap();
+ InternalFormatInitialzerMap::const_iterator dataInitIter = dataInitializationMap.find(internalFormat);
+ info.dataInitializerFunction = (dataInitIter != dataInitializationMap.end()) ? dataInitIter->second : NULL;
+
+ info.loadFunction = loadFunction;
+
+ map->insert(std::make_pair(internalFormat, info));
+}
+
+static D3D9FormatMap BuildD3D9FormatMap()
+{
+ D3D9FormatMap map;
+
+ // | Internal format | Texture format | Render format | Load function |
+ InsertD3D9FormatInfo(&map, GL_NONE, D3DFMT_NULL, D3DFMT_NULL, UnreachableLoad );
+
+ // We choose to downsample the GL_DEPTH_COMPONENT32_OES format to a 24-bit format because D3DFMT_D32 is not widely
+ // supported. We're allowed to do this because:
+ // - The ES spec 2.0.25 sec 3.7.1 states that we're allowed to store texture formats with internal format
+ // resolutions of our own choosing.
+ // - OES_depth_texture states that downsampling of the depth formats is allowed.
+ // - ANGLE_depth_texture does not state minimum required resolutions of the depth texture formats it
+ // introduces.
+ // In ES3 however, there are minimum resolutions for the texture formats and this would not be allowed.
+
+ InsertD3D9FormatInfo(&map, GL_DEPTH_COMPONENT16, D3DFMT_INTZ, D3DFMT_D24S8, UnreachableLoad );
+ InsertD3D9FormatInfo(&map, GL_DEPTH_COMPONENT32_OES, D3DFMT_INTZ, D3DFMT_D24X8, UnreachableLoad );
+ InsertD3D9FormatInfo(&map, GL_DEPTH24_STENCIL8_OES, D3DFMT_INTZ, D3DFMT_D24S8, UnreachableLoad );
+ InsertD3D9FormatInfo(&map, GL_STENCIL_INDEX8, D3DFMT_UNKNOWN, D3DFMT_D24S8, UnreachableLoad ); // TODO: What's the texture format?
+
+ InsertD3D9FormatInfo(&map, GL_RGBA32F_EXT, D3DFMT_A32B32G32R32F, D3DFMT_A32B32G32R32F, LoadToNative<GLfloat, 4> );
+ InsertD3D9FormatInfo(&map, GL_RGB32F_EXT, D3DFMT_A32B32G32R32F, D3DFMT_A32B32G32R32F, LoadToNative3To4<GLfloat, gl::Float32One>);
+ InsertD3D9FormatInfo(&map, GL_RG32F_EXT, D3DFMT_G32R32F, D3DFMT_G32R32F, LoadToNative<GLfloat, 2> );
+ InsertD3D9FormatInfo(&map, GL_R32F_EXT, D3DFMT_R32F, D3DFMT_R32F, LoadToNative<GLfloat, 1> );
+ InsertD3D9FormatInfo(&map, GL_ALPHA32F_EXT, D3DFMT_A32B32G32R32F, D3DFMT_UNKNOWN, LoadA32FToRGBA32F );
+ InsertD3D9FormatInfo(&map, GL_LUMINANCE32F_EXT, D3DFMT_A32B32G32R32F, D3DFMT_UNKNOWN, LoadL32FToRGBA32F );
+ InsertD3D9FormatInfo(&map, GL_LUMINANCE_ALPHA32F_EXT, D3DFMT_A32B32G32R32F, D3DFMT_UNKNOWN, LoadLA32FToRGBA32F );
+
+ InsertD3D9FormatInfo(&map, GL_RGBA16F_EXT, D3DFMT_A16B16G16R16F, D3DFMT_A16B16G16R16F, LoadToNative<GLhalf, 4> );
+ InsertD3D9FormatInfo(&map, GL_RGB16F_EXT, D3DFMT_A16B16G16R16F, D3DFMT_A16B16G16R16F, LoadToNative3To4<GLhalf, gl::Float16One> );
+ InsertD3D9FormatInfo(&map, GL_RG16F_EXT, D3DFMT_G16R16F, D3DFMT_G16R16F, LoadToNative<GLhalf, 2> );
+ InsertD3D9FormatInfo(&map, GL_R16F_EXT, D3DFMT_R16F, D3DFMT_R16F, LoadToNative<GLhalf, 1> );
+ InsertD3D9FormatInfo(&map, GL_ALPHA16F_EXT, D3DFMT_A16B16G16R16F, D3DFMT_UNKNOWN, LoadA16FToRGBA16F );
+ InsertD3D9FormatInfo(&map, GL_LUMINANCE16F_EXT, D3DFMT_A16B16G16R16F, D3DFMT_UNKNOWN, LoadL16FToRGBA16F );
+ InsertD3D9FormatInfo(&map, GL_LUMINANCE_ALPHA16F_EXT, D3DFMT_A16B16G16R16F, D3DFMT_UNKNOWN, LoadLA16FToRGBA16F );
+
+ InsertD3D9FormatInfo(&map, GL_ALPHA8_EXT, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FallbackLoad<gl::supportsSSE2, LoadA8ToBGRA8_SSE2, LoadA8ToBGRA8>);
+
+ InsertD3D9FormatInfo(&map, GL_RGB8_OES, D3DFMT_X8R8G8B8, D3DFMT_X8R8G8B8, LoadRGB8ToBGRX8 );
+ InsertD3D9FormatInfo(&map, GL_RGB565, D3DFMT_X8R8G8B8, D3DFMT_X8R8G8B8, LoadR5G6B5ToBGRA8 );
+ InsertD3D9FormatInfo(&map, GL_RGBA8_OES, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FallbackLoad<gl::supportsSSE2, LoadRGBA8ToBGRA8_SSE2, LoadRGBA8ToBGRA8>);
+ InsertD3D9FormatInfo(&map, GL_RGBA4, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, LoadRGBA4ToBGRA8 );
+ InsertD3D9FormatInfo(&map, GL_RGB5_A1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, LoadRGB5A1ToBGRA8 );
+ InsertD3D9FormatInfo(&map, GL_R8_EXT, D3DFMT_X8R8G8B8, D3DFMT_X8R8G8B8, LoadR8ToBGRX8 );
+ InsertD3D9FormatInfo(&map, GL_RG8_EXT, D3DFMT_X8R8G8B8, D3DFMT_X8R8G8B8, LoadRG8ToBGRX8 );
+
+ InsertD3D9FormatInfo(&map, GL_BGRA8_EXT, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, LoadToNative<GLubyte, 4> );
+ InsertD3D9FormatInfo(&map, GL_BGRA4_ANGLEX, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, LoadBGRA4ToBGRA8 );
+ InsertD3D9FormatInfo(&map, GL_BGR5_A1_ANGLEX, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, LoadBGR5A1ToBGRA8 );
+
+ InsertD3D9FormatInfo(&map, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, D3DFMT_DXT1, D3DFMT_UNKNOWN, LoadCompressedToNative<4, 4, 8> );
+ InsertD3D9FormatInfo(&map, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, D3DFMT_DXT1, D3DFMT_UNKNOWN, LoadCompressedToNative<4, 4, 8> );
+ InsertD3D9FormatInfo(&map, GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, D3DFMT_DXT3, D3DFMT_UNKNOWN, LoadCompressedToNative<4, 4, 16> );
+ InsertD3D9FormatInfo(&map, GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, D3DFMT_DXT5, D3DFMT_UNKNOWN, LoadCompressedToNative<4, 4, 16> );
+
+ // These formats require checking if the renderer supports D3DFMT_L8 or D3DFMT_A8L8 and
+ // then changing the format and loading function appropriately.
+ InsertD3D9FormatInfo(&map, GL_LUMINANCE8_EXT, D3DFMT_L8, D3DFMT_UNKNOWN, LoadToNative<GLubyte, 1> );
+ InsertD3D9FormatInfo(&map, GL_LUMINANCE8_ALPHA8_EXT, D3DFMT_A8L8, D3DFMT_UNKNOWN, LoadToNative<GLubyte, 2> );
+
+ return map;
+}
+
+const TextureFormat &GetTextureFormatInfo(GLenum internalFormat)
+{
+ static const D3D9FormatMap formatMap = BuildD3D9FormatMap();
+ D3D9FormatMap::const_iterator iter = formatMap.find(internalFormat);
+ if (iter != formatMap.end())
+ {
+ return iter->second;
+ }
+ else
+ {
+ static const TextureFormat defaultInfo;
+ return defaultInfo;
+ }
+}
+
+static GLenum GetDeclTypeComponentType(D3DDECLTYPE declType)
+{
+ switch (declType)
+ {
+ case D3DDECLTYPE_FLOAT1: return GL_FLOAT;
+ case D3DDECLTYPE_FLOAT2: return GL_FLOAT;
+ case D3DDECLTYPE_FLOAT3: return GL_FLOAT;
+ case D3DDECLTYPE_FLOAT4: return GL_FLOAT;
+ case D3DDECLTYPE_UBYTE4: return GL_UNSIGNED_INT;
+ case D3DDECLTYPE_SHORT2: return GL_INT;
+ case D3DDECLTYPE_SHORT4: return GL_INT;
+ case D3DDECLTYPE_UBYTE4N: return GL_UNSIGNED_NORMALIZED;
+ case D3DDECLTYPE_SHORT4N: return GL_SIGNED_NORMALIZED;
+ case D3DDECLTYPE_USHORT4N: return GL_UNSIGNED_NORMALIZED;
+ case D3DDECLTYPE_SHORT2N: return GL_SIGNED_NORMALIZED;
+ case D3DDECLTYPE_USHORT2N: return GL_UNSIGNED_NORMALIZED;
+ default: UNREACHABLE(); return GL_NONE;
+ }
+}
+
+// Attribute format conversion
+enum { NUM_GL_VERTEX_ATTRIB_TYPES = 6 };
+
+struct TranslationDescription
+{
+ DWORD capsFlag;
+ VertexFormat preferredConversion;
+ VertexFormat fallbackConversion;
+};
+
+// Mapping from OpenGL-ES vertex attrib type to D3D decl type:
+//
+// BYTE SHORT (Cast)
+// BYTE-norm FLOAT (Normalize) (can't be exactly represented as SHORT-norm)
+// UNSIGNED_BYTE UBYTE4 (Identity) or SHORT (Cast)
+// UNSIGNED_BYTE-norm UBYTE4N (Identity) or FLOAT (Normalize)
+// SHORT SHORT (Identity)
+// SHORT-norm SHORT-norm (Identity) or FLOAT (Normalize)
+// UNSIGNED_SHORT FLOAT (Cast)
+// UNSIGNED_SHORT-norm USHORT-norm (Identity) or FLOAT (Normalize)
+// FIXED (not in WebGL) FLOAT (FixedToFloat)
+// FLOAT FLOAT (Identity)
+
+// GLToCType maps from GL type (as GLenum) to the C typedef.
+template <GLenum GLType> struct GLToCType { };
+
+template <> struct GLToCType<GL_BYTE> { typedef GLbyte type; };
+template <> struct GLToCType<GL_UNSIGNED_BYTE> { typedef GLubyte type; };
+template <> struct GLToCType<GL_SHORT> { typedef GLshort type; };
+template <> struct GLToCType<GL_UNSIGNED_SHORT> { typedef GLushort type; };
+template <> struct GLToCType<GL_FIXED> { typedef GLuint type; };
+template <> struct GLToCType<GL_FLOAT> { typedef GLfloat type; };
+
+// This differs from D3DDECLTYPE in that it is unsized. (Size expansion is applied last.)
+enum D3DVertexType
+{
+ D3DVT_FLOAT,
+ D3DVT_SHORT,
+ D3DVT_SHORT_NORM,
+ D3DVT_UBYTE,
+ D3DVT_UBYTE_NORM,
+ D3DVT_USHORT_NORM
+};
+
+// D3DToCType maps from D3D vertex type (as enum D3DVertexType) to the corresponding C type.
+template <unsigned int D3DType> struct D3DToCType { };
+
+template <> struct D3DToCType<D3DVT_FLOAT> { typedef float type; };
+template <> struct D3DToCType<D3DVT_SHORT> { typedef short type; };
+template <> struct D3DToCType<D3DVT_SHORT_NORM> { typedef short type; };
+template <> struct D3DToCType<D3DVT_UBYTE> { typedef unsigned char type; };
+template <> struct D3DToCType<D3DVT_UBYTE_NORM> { typedef unsigned char type; };
+template <> struct D3DToCType<D3DVT_USHORT_NORM> { typedef unsigned short type; };
+
+// Encode the type/size combinations that D3D permits. For each type/size it expands to a widener that will provide the appropriate final size.
+template <unsigned int type, int size> struct WidenRule { };
+
+template <int size> struct WidenRule<D3DVT_FLOAT, size> : NoWiden<size> { };
+template <int size> struct WidenRule<D3DVT_SHORT, size> : WidenToEven<size> { };
+template <int size> struct WidenRule<D3DVT_SHORT_NORM, size> : WidenToEven<size> { };
+template <int size> struct WidenRule<D3DVT_UBYTE, size> : WidenToFour<size> { };
+template <int size> struct WidenRule<D3DVT_UBYTE_NORM, size> : WidenToFour<size> { };
+template <int size> struct WidenRule<D3DVT_USHORT_NORM, size> : WidenToEven<size> { };
+
+// VertexTypeFlags encodes the D3DCAPS9::DeclType flag and vertex declaration flag for each D3D vertex type & size combination.
+template <unsigned int d3dtype, int size> struct VertexTypeFlags { };
+
+template <unsigned int _capflag, unsigned int _declflag>
+struct VertexTypeFlagsHelper
+{
+ enum { capflag = _capflag };
+ enum { declflag = _declflag };
+};
+
+template <> struct VertexTypeFlags<D3DVT_FLOAT, 1> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT1> { };
+template <> struct VertexTypeFlags<D3DVT_FLOAT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT2> { };
+template <> struct VertexTypeFlags<D3DVT_FLOAT, 3> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT3> { };
+template <> struct VertexTypeFlags<D3DVT_FLOAT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT4> { };
+template <> struct VertexTypeFlags<D3DVT_SHORT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT2> { };
+template <> struct VertexTypeFlags<D3DVT_SHORT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT4> { };
+template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT2N, D3DDECLTYPE_SHORT2N> { };
+template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT4N, D3DDECLTYPE_SHORT4N> { };
+template <> struct VertexTypeFlags<D3DVT_UBYTE, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4, D3DDECLTYPE_UBYTE4> { };
+template <> struct VertexTypeFlags<D3DVT_UBYTE_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4N, D3DDECLTYPE_UBYTE4N> { };
+template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT2N, D3DDECLTYPE_USHORT2N> { };
+template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT4N, D3DDECLTYPE_USHORT4N> { };
+
+
+// VertexTypeMapping maps GL type & normalized flag to preferred and fallback D3D vertex types (as D3DVertexType enums).
+template <GLenum GLtype, bool normalized> struct VertexTypeMapping { };
+
+template <D3DVertexType Preferred, D3DVertexType Fallback = Preferred>
+struct VertexTypeMappingBase
+{
+ enum { preferred = Preferred };
+ enum { fallback = Fallback };
+};
+
+template <> struct VertexTypeMapping<GL_BYTE, false> : VertexTypeMappingBase<D3DVT_SHORT> { }; // Cast
+template <> struct VertexTypeMapping<GL_BYTE, true> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Normalize
+template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, false> : VertexTypeMappingBase<D3DVT_UBYTE, D3DVT_FLOAT> { }; // Identity, Cast
+template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, true> : VertexTypeMappingBase<D3DVT_UBYTE_NORM, D3DVT_FLOAT> { }; // Identity, Normalize
+template <> struct VertexTypeMapping<GL_SHORT, false> : VertexTypeMappingBase<D3DVT_SHORT> { }; // Identity
+template <> struct VertexTypeMapping<GL_SHORT, true> : VertexTypeMappingBase<D3DVT_SHORT_NORM, D3DVT_FLOAT> { }; // Cast, Normalize
+template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, false> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Cast
+template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, true> : VertexTypeMappingBase<D3DVT_USHORT_NORM, D3DVT_FLOAT> { }; // Cast, Normalize
+template <bool normalized> struct VertexTypeMapping<GL_FIXED, normalized> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // FixedToFloat
+template <bool normalized> struct VertexTypeMapping<GL_FLOAT, normalized> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Identity
+
+
+// Given a GL type & norm flag and a D3D type, ConversionRule provides the type conversion rule (Cast, Normalize, Identity, FixedToFloat).
+// The conversion rules themselves are defined in vertexconversion.h.
+
+// Almost all cases are covered by Cast (including those that are actually Identity since Cast<T,T> knows it's an identity mapping).
+template <GLenum fromType, bool normalized, unsigned int toType>
+struct ConversionRule : Cast<typename GLToCType<fromType>::type, typename D3DToCType<toType>::type> { };
+
+// All conversions from normalized types to float use the Normalize operator.
+template <GLenum fromType> struct ConversionRule<fromType, true, D3DVT_FLOAT> : Normalize<typename GLToCType<fromType>::type> { };
+
+// Use a full specialization for this so that it preferentially matches ahead of the generic normalize-to-float rules.
+template <> struct ConversionRule<GL_FIXED, true, D3DVT_FLOAT> : FixedToFloat<GLint, 16> { };
+template <> struct ConversionRule<GL_FIXED, false, D3DVT_FLOAT> : FixedToFloat<GLint, 16> { };
+
+// A 2-stage construction is used for DefaultVertexValues because float must use SimpleDefaultValues (i.e. 0/1)
+// whether it is normalized or not.
+template <class T, bool normalized> struct DefaultVertexValuesStage2 { };
+
+template <class T> struct DefaultVertexValuesStage2<T, true> : NormalizedDefaultValues<T> { };
+template <class T> struct DefaultVertexValuesStage2<T, false> : SimpleDefaultValues<T> { };
+
+// Work out the default value rule for a D3D type (expressed as the C type) and
+template <class T, bool normalized> struct DefaultVertexValues : DefaultVertexValuesStage2<T, normalized> { };
+template <bool normalized> struct DefaultVertexValues<float, normalized> : SimpleDefaultValues<float> { };
+
+// Policy rules for use with Converter, to choose whether to use the preferred or fallback conversion.
+// The fallback conversion produces an output that all D3D9 devices must support.
+template <class T> struct UsePreferred { enum { type = T::preferred }; };
+template <class T> struct UseFallback { enum { type = T::fallback }; };
+
+// Converter ties it all together. Given an OpenGL type/norm/size and choice of preferred/fallback conversion,
+// it provides all the members of the appropriate VertexDataConverter, the D3DCAPS9::DeclTypes flag in cap flag
+// and the D3DDECLTYPE member needed for the vertex declaration in declflag.
+template <GLenum fromType, bool normalized, int size, template <class T> class PreferenceRule>
+struct Converter
+ : VertexDataConverter<typename GLToCType<fromType>::type,
+ WidenRule<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type, size>,
+ ConversionRule<fromType,
+ normalized,
+ PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>,
+ DefaultVertexValues<typename D3DToCType<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>::type, normalized > >
+{
+private:
+ enum { d3dtype = PreferenceRule< VertexTypeMapping<fromType, normalized> >::type };
+ enum { d3dsize = WidenRule<d3dtype, size>::finalWidth };
+
+public:
+ enum { capflag = VertexTypeFlags<d3dtype, d3dsize>::capflag };
+ enum { declflag = VertexTypeFlags<d3dtype, d3dsize>::declflag };
+};
+
+VertexFormat::VertexFormat()
+ : conversionType(VERTEX_CONVERT_NONE),
+ outputElementSize(0),
+ copyFunction(NULL),
+ nativeFormat(D3DDECLTYPE_UNUSED),
+ componentType(GL_NONE)
+{
+}
+
+// Initialize a TranslationInfo
+VertexFormat CreateVertexFormatInfo(bool identity, size_t elementSize, VertexCopyFunction copyFunc, D3DDECLTYPE nativeFormat)
+{
+ VertexFormat formatInfo;
+ formatInfo.conversionType = identity ? VERTEX_CONVERT_NONE : VERTEX_CONVERT_CPU;
+ formatInfo.outputElementSize = elementSize;
+ formatInfo.copyFunction = copyFunc;
+ formatInfo.nativeFormat = nativeFormat;
+ formatInfo.componentType = GetDeclTypeComponentType(nativeFormat);
+ return formatInfo;
+}
+
+#define TRANSLATION(type, norm, size, preferred) \
+ CreateVertexFormatInfo \
+ ( \
+ Converter<type, norm, size, preferred>::identity, \
+ Converter<type, norm, size, preferred>::finalSize, \
+ Converter<type, norm, size, preferred>::convertArray, \
+ static_cast<D3DDECLTYPE>(Converter<type, norm, size, preferred>::declflag) \
+ )
+
+#define TRANSLATION_FOR_TYPE_NORM_SIZE(type, norm, size) \
+ { \
+ Converter<type, norm, size, UsePreferred>::capflag, \
+ TRANSLATION(type, norm, size, UsePreferred), \
+ TRANSLATION(type, norm, size, UseFallback) \
+ }
+
+#define TRANSLATIONS_FOR_TYPE(type) \
+ { \
+ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \
+ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 4) }, \
+ }
+
+#define TRANSLATIONS_FOR_TYPE_NO_NORM(type) \
+ { \
+ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \
+ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \
+ }
+
+static inline unsigned int ComputeTypeIndex(GLenum type)
+{
+ switch (type)
+ {
+ case GL_BYTE: return 0;
+ case GL_UNSIGNED_BYTE: return 1;
+ case GL_SHORT: return 2;
+ case GL_UNSIGNED_SHORT: return 3;
+ case GL_FIXED: return 4;
+ case GL_FLOAT: return 5;
+
+ default: UNREACHABLE(); return 5;
+ }
+}
+
+const VertexFormat &GetVertexFormatInfo(DWORD supportedDeclTypes, const gl::VertexFormat &vertexFormat)
+{
+ static bool initialized = false;
+ static DWORD intializedDeclTypes = 0;
+ static VertexFormat formatConverters[NUM_GL_VERTEX_ATTRIB_TYPES][2][4];
+ if (intializedDeclTypes != supportedDeclTypes)
+ {
+ const TranslationDescription translations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4] = // [GL types as enumerated by typeIndex()][normalized][size-1]
+ {
+ TRANSLATIONS_FOR_TYPE(GL_BYTE),
+ TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_BYTE),
+ TRANSLATIONS_FOR_TYPE(GL_SHORT),
+ TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_SHORT),
+ TRANSLATIONS_FOR_TYPE_NO_NORM(GL_FIXED),
+ TRANSLATIONS_FOR_TYPE_NO_NORM(GL_FLOAT)
+ };
+ for (unsigned int i = 0; i < NUM_GL_VERTEX_ATTRIB_TYPES; i++)
+ {
+ for (unsigned int j = 0; j < 2; j++)
+ {
+ for (unsigned int k = 0; k < 4; k++)
+ {
+ if (translations[i][j][k].capsFlag == 0 || (supportedDeclTypes & translations[i][j][k].capsFlag) != 0)
+ {
+ formatConverters[i][j][k] = translations[i][j][k].preferredConversion;
+ }
+ else
+ {
+ formatConverters[i][j][k] = translations[i][j][k].fallbackConversion;
+ }
+ }
+ }
+ }
+ initialized = true;
+ intializedDeclTypes = supportedDeclTypes;
+ }
+
+ // Pure integer attributes only supported in ES3.0
+ ASSERT(!vertexFormat.mPureInteger);
+ return formatConverters[ComputeTypeIndex(vertexFormat.mType)][vertexFormat.mNormalized][vertexFormat.mComponents - 1];
+}
+
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/formatutils9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/formatutils9.h
new file mode 100644
index 0000000000..15e26599c8
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/formatutils9.h
@@ -0,0 +1,86 @@
+//
+// Copyright (c) 2013-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// formatutils9.h: Queries for GL image formats and their translations to D3D9
+// formats.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_FORMATUTILS9_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_FORMATUTILS9_H_
+
+#include "libANGLE/renderer/d3d/formatutilsD3D.h"
+#include "libANGLE/angletypes.h"
+
+#include "common/platform.h"
+
+#include <map>
+
+namespace rx
+{
+
+class Renderer9;
+
+namespace d3d9
+{
+
+typedef std::map<std::pair<GLenum, GLenum>, ColorCopyFunction> FastCopyFunctionMap;
+
+struct D3DFormat
+{
+ D3DFormat();
+
+ GLuint pixelBytes;
+ GLuint blockWidth;
+ GLuint blockHeight;
+
+ GLuint redBits;
+ GLuint greenBits;
+ GLuint blueBits;
+ GLuint alphaBits;
+ GLuint luminanceBits;
+
+ GLuint depthBits;
+ GLuint stencilBits;
+
+ GLenum internalFormat;
+
+ MipGenerationFunction mipGenerationFunction;
+ ColorReadFunction colorReadFunction;
+
+ FastCopyFunctionMap fastCopyFunctions;
+ ColorCopyFunction getFastCopyFunction(GLenum format, GLenum type) const;
+};
+const D3DFormat &GetD3DFormatInfo(D3DFORMAT format);
+
+struct VertexFormat
+{
+ VertexFormat();
+
+ VertexConversionType conversionType;
+ size_t outputElementSize;
+ VertexCopyFunction copyFunction;
+ D3DDECLTYPE nativeFormat;
+ GLenum componentType;
+};
+const VertexFormat &GetVertexFormatInfo(DWORD supportedDeclTypes, const gl::VertexFormat &vertexFormat);
+
+struct TextureFormat
+{
+ TextureFormat();
+
+ D3DFORMAT texFormat;
+ D3DFORMAT renderFormat;
+
+ InitializeTextureDataFunction dataInitializerFunction;
+
+ LoadImageFunction loadFunction;
+};
+const TextureFormat &GetTextureFormatInfo(GLenum internalFormat);
+
+}
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_FORMATUTILS9_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.cpp
new file mode 100644
index 0000000000..c9711ac052
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.cpp
@@ -0,0 +1,597 @@
+//
+// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// renderer9_utils.cpp: Conversion functions and other utility routines
+// specific to the D3D9 renderer.
+
+#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+#include "libANGLE/renderer/Workarounds.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
+
+#include "common/mathutil.h"
+#include "common/debug.h"
+
+#include "third_party/systeminfo/SystemInfo.h"
+
+namespace rx
+{
+
+namespace gl_d3d9
+{
+
+D3DCMPFUNC ConvertComparison(GLenum comparison)
+{
+ D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
+ switch (comparison)
+ {
+ case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
+ case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
+ case GL_LESS: d3dComp = D3DCMP_LESS; break;
+ case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
+ case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
+ case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
+ case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
+ case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dComp;
+}
+
+D3DCOLOR ConvertColor(gl::ColorF color)
+{
+ return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
+ gl::unorm<8>(color.green),
+ gl::unorm<8>(color.blue),
+ gl::unorm<8>(color.alpha));
+}
+
+D3DBLEND ConvertBlendFunc(GLenum blend)
+{
+ D3DBLEND d3dBlend = D3DBLEND_ZERO;
+
+ switch (blend)
+ {
+ case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
+ case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
+ case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
+ case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
+ case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
+ case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
+ case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
+ case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
+ case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
+ case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
+ case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
+ case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
+ case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
+ case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
+ case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dBlend;
+}
+
+D3DBLENDOP ConvertBlendOp(GLenum blendOp)
+{
+ D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
+
+ switch (blendOp)
+ {
+ case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
+ case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
+ case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
+ case GL_MIN_EXT: d3dBlendOp = D3DBLENDOP_MIN; break;
+ case GL_MAX_EXT: d3dBlendOp = D3DBLENDOP_MAX; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dBlendOp;
+}
+
+D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
+{
+ D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
+
+ switch (stencilOp)
+ {
+ case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
+ case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
+ case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
+ case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
+ case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
+ case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
+ case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
+ case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dStencilOp;
+}
+
+D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
+{
+ D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
+
+ switch (wrap)
+ {
+ case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
+ case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
+ case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dWrap;
+}
+
+D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
+{
+ D3DCULL cull = D3DCULL_CCW;
+ switch (cullFace)
+ {
+ case GL_FRONT:
+ cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
+ break;
+ case GL_BACK:
+ cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
+ break;
+ case GL_FRONT_AND_BACK:
+ cull = D3DCULL_NONE; // culling will be handled during draw
+ break;
+ default: UNREACHABLE();
+ }
+
+ return cull;
+}
+
+D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
+{
+ D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
+
+ switch (cubeFace)
+ {
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
+ face = D3DCUBEMAP_FACE_POSITIVE_X;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
+ face = D3DCUBEMAP_FACE_NEGATIVE_X;
+ break;
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
+ face = D3DCUBEMAP_FACE_POSITIVE_Y;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
+ face = D3DCUBEMAP_FACE_NEGATIVE_Y;
+ break;
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
+ face = D3DCUBEMAP_FACE_POSITIVE_Z;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
+ face = D3DCUBEMAP_FACE_NEGATIVE_Z;
+ break;
+ default: UNREACHABLE();
+ }
+
+ return face;
+}
+
+DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
+{
+ return (red ? D3DCOLORWRITEENABLE_RED : 0) |
+ (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
+ (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
+ (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
+}
+
+D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy)
+{
+ if (maxAnisotropy > 1.0f)
+ {
+ return D3DTEXF_ANISOTROPIC;
+ }
+
+ D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
+ switch (magFilter)
+ {
+ case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
+ case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dMagFilter;
+}
+
+void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy)
+{
+ switch (minFilter)
+ {
+ case GL_NEAREST:
+ *d3dMinFilter = D3DTEXF_POINT;
+ *d3dMipFilter = D3DTEXF_NONE;
+ break;
+ case GL_LINEAR:
+ *d3dMinFilter = D3DTEXF_LINEAR;
+ *d3dMipFilter = D3DTEXF_NONE;
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ *d3dMinFilter = D3DTEXF_POINT;
+ *d3dMipFilter = D3DTEXF_POINT;
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ *d3dMinFilter = D3DTEXF_LINEAR;
+ *d3dMipFilter = D3DTEXF_POINT;
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ *d3dMinFilter = D3DTEXF_POINT;
+ *d3dMipFilter = D3DTEXF_LINEAR;
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ *d3dMinFilter = D3DTEXF_LINEAR;
+ *d3dMipFilter = D3DTEXF_LINEAR;
+ break;
+ default:
+ *d3dMinFilter = D3DTEXF_POINT;
+ *d3dMipFilter = D3DTEXF_NONE;
+ UNREACHABLE();
+ }
+
+ if (maxAnisotropy > 1.0f)
+ {
+ *d3dMinFilter = D3DTEXF_ANISOTROPIC;
+ }
+}
+
+D3DMULTISAMPLE_TYPE GetMultisampleType(GLuint samples)
+{
+ return (samples > 1) ? static_cast<D3DMULTISAMPLE_TYPE>(samples) : D3DMULTISAMPLE_NONE;
+}
+
+}
+
+namespace d3d9_gl
+{
+
+GLsizei GetSamplesCount(D3DMULTISAMPLE_TYPE type)
+{
+ return (type != D3DMULTISAMPLE_NONMASKABLE) ? type : 0;
+}
+
+bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format)
+{
+ GLenum internalFormat = d3d9::GetD3DFormatInfo(d3dformat).internalFormat;
+ GLenum convertedFormat = gl::GetInternalFormatInfo(internalFormat).format;
+ return convertedFormat == format;
+}
+
+static gl::TextureCaps GenerateTextureFormatCaps(GLenum internalFormat, IDirect3D9 *d3d9, D3DDEVTYPE deviceType,
+ UINT adapter, D3DFORMAT adapterFormat)
+{
+ gl::TextureCaps textureCaps;
+
+ const d3d9::TextureFormat &d3dFormatInfo = d3d9::GetTextureFormatInfo(internalFormat);
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat);
+
+ if (d3dFormatInfo.texFormat != D3DFMT_UNKNOWN)
+ {
+ if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0)
+ {
+ textureCaps.texturable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, 0, D3DRTYPE_TEXTURE, d3dFormatInfo.texFormat));
+ }
+ else
+ {
+ textureCaps.texturable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, 0, D3DRTYPE_TEXTURE, d3dFormatInfo.texFormat)) &&
+ SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, 0, D3DRTYPE_CUBETEXTURE, d3dFormatInfo.texFormat));
+ }
+
+ textureCaps.filterable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_QUERY_FILTER, D3DRTYPE_TEXTURE, d3dFormatInfo.texFormat));
+ }
+
+ if (d3dFormatInfo.renderFormat != D3DFMT_UNKNOWN)
+ {
+ textureCaps.renderable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, d3dFormatInfo.renderFormat));
+
+ if ((formatInfo.depthBits > 0 || formatInfo.stencilBits > 0) && !textureCaps.renderable)
+ {
+ textureCaps.renderable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, d3dFormatInfo.renderFormat));
+ }
+
+ textureCaps.sampleCounts.insert(1);
+ for (size_t i = D3DMULTISAMPLE_2_SAMPLES; i <= D3DMULTISAMPLE_16_SAMPLES; i++)
+ {
+ D3DMULTISAMPLE_TYPE multisampleType = D3DMULTISAMPLE_TYPE(i);
+
+ HRESULT result = d3d9->CheckDeviceMultiSampleType(adapter, deviceType, d3dFormatInfo.renderFormat, TRUE, multisampleType, NULL);
+ if (SUCCEEDED(result))
+ {
+ textureCaps.sampleCounts.insert(i);
+ }
+ }
+ }
+
+ return textureCaps;
+}
+
+void GenerateCaps(IDirect3D9 *d3d9, IDirect3DDevice9 *device, D3DDEVTYPE deviceType, UINT adapter, gl::Caps *caps,
+ gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions)
+{
+ D3DCAPS9 deviceCaps;
+ if (FAILED(d3d9->GetDeviceCaps(adapter, deviceType, &deviceCaps)))
+ {
+ // Can't continue with out device caps
+ return;
+ }
+
+ D3DDISPLAYMODE currentDisplayMode;
+ d3d9->GetAdapterDisplayMode(adapter, &currentDisplayMode);
+
+ GLuint maxSamples = 0;
+ const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats();
+ for (gl::FormatSet::const_iterator internalFormat = allFormats.begin(); internalFormat != allFormats.end(); ++internalFormat)
+ {
+ gl::TextureCaps textureCaps = GenerateTextureFormatCaps(*internalFormat, d3d9, deviceType, adapter,
+ currentDisplayMode.Format);
+ textureCapsMap->insert(*internalFormat, textureCaps);
+
+ maxSamples = std::max(maxSamples, textureCaps.getMaxSamples());
+
+ if (gl::GetInternalFormatInfo(*internalFormat).compressed)
+ {
+ caps->compressedTextureFormats.push_back(*internalFormat);
+ }
+ }
+
+ // GL core feature limits
+ caps->maxElementIndex = static_cast<GLint64>(std::numeric_limits<unsigned int>::max());
+
+ // 3D textures are unimplemented in D3D9
+ caps->max3DTextureSize = 1;
+
+ // Only one limit in GL, use the minimum dimension
+ caps->max2DTextureSize = std::min(deviceCaps.MaxTextureWidth, deviceCaps.MaxTextureHeight);
+
+ // D3D treats cube maps as a special case of 2D textures
+ caps->maxCubeMapTextureSize = caps->max2DTextureSize;
+
+ // Array textures are not available in D3D9
+ caps->maxArrayTextureLayers = 1;
+
+ // ES3-only feature
+ caps->maxLODBias = 0.0f;
+
+ // No specific limits on render target size, maximum 2D texture size is equivalent
+ caps->maxRenderbufferSize = caps->max2DTextureSize;
+
+ // Draw buffers are not supported in D3D9
+ caps->maxDrawBuffers = 1;
+ caps->maxColorAttachments = 1;
+
+ // No specific limits on viewport size, maximum 2D texture size is equivalent
+ caps->maxViewportWidth = caps->max2DTextureSize;
+ caps->maxViewportHeight = caps->maxViewportWidth;
+
+ // Point size is clamped to 1.0f when the shader model is less than 3
+ caps->minAliasedPointSize = 1.0f;
+ caps->maxAliasedPointSize = ((D3DSHADER_VERSION_MAJOR(deviceCaps.PixelShaderVersion) >= 3) ? deviceCaps.MaxPointSize : 1.0f);
+
+ // Wide lines not supported
+ caps->minAliasedLineWidth = 1.0f;
+ caps->maxAliasedLineWidth = 1.0f;
+
+ // Primitive count limits (unused in ES2)
+ caps->maxElementsIndices = 0;
+ caps->maxElementsVertices = 0;
+
+ // Program and shader binary formats (no supported shader binary formats)
+ caps->programBinaryFormats.push_back(GL_PROGRAM_BINARY_ANGLE);
+
+ caps->vertexHighpFloat.setIEEEFloat();
+ caps->vertexMediumpFloat.setIEEEFloat();
+ caps->vertexLowpFloat.setIEEEFloat();
+ caps->fragmentHighpFloat.setIEEEFloat();
+ caps->fragmentMediumpFloat.setIEEEFloat();
+ caps->fragmentLowpFloat.setIEEEFloat();
+
+ // Some (most) hardware only supports single-precision floating-point numbers,
+ // which can accurately represent integers up to +/-16777216
+ caps->vertexHighpInt.setSimulatedInt(24);
+ caps->vertexMediumpInt.setSimulatedInt(24);
+ caps->vertexLowpInt.setSimulatedInt(24);
+ caps->fragmentHighpInt.setSimulatedInt(24);
+ caps->fragmentMediumpInt.setSimulatedInt(24);
+ caps->fragmentLowpInt.setSimulatedInt(24);
+
+ // WaitSync is ES3-only, set to zero
+ caps->maxServerWaitTimeout = 0;
+
+ // Vertex shader limits
+ caps->maxVertexAttributes = 16;
+
+ const size_t reservedVertexUniformVectors = 2; // dx_ViewAdjust and dx_DepthRange.
+ const size_t MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256;
+ caps->maxVertexUniformVectors = MAX_VERTEX_CONSTANT_VECTORS_D3D9 - reservedVertexUniformVectors;
+ caps->maxVertexUniformComponents = caps->maxVertexUniformVectors * 4;
+
+ caps->maxVertexUniformBlocks = 0;
+
+ // SM3 only supports 11 output variables, with a special 12th register for PSIZE.
+ const size_t MAX_VERTEX_OUTPUT_VECTORS_SM3 = 9;
+ const size_t MAX_VERTEX_OUTPUT_VECTORS_SM2 = 7;
+ caps->maxVertexOutputComponents = ((deviceCaps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) ? MAX_VERTEX_OUTPUT_VECTORS_SM3
+ : MAX_VERTEX_OUTPUT_VECTORS_SM2) * 4;
+
+ // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
+ // We test this using D3D9 by checking support for the R16F format.
+ if (deviceCaps.VertexShaderVersion >= D3DVS_VERSION(3, 0) &&
+ SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, currentDisplayMode.Format,
+ D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F)))
+ {
+ const size_t MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4;
+ caps->maxVertexTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS_VTF_SM3;
+ }
+ else
+ {
+ caps->maxVertexTextureImageUnits = 0;
+ }
+
+ // Fragment shader limits
+ const size_t reservedPixelUniformVectors = 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
+
+ const size_t MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224;
+ const size_t MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32;
+ caps->maxFragmentUniformVectors = ((deviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0)) ? MAX_PIXEL_CONSTANT_VECTORS_SM3
+ : MAX_PIXEL_CONSTANT_VECTORS_SM2) - reservedPixelUniformVectors;
+ caps->maxFragmentUniformComponents = caps->maxFragmentUniformVectors * 4;
+ caps->maxFragmentUniformBlocks = 0;
+ caps->maxFragmentInputComponents = caps->maxVertexOutputComponents;
+ caps->maxTextureImageUnits = 16;
+ caps->minProgramTexelOffset = 0;
+ caps->maxProgramTexelOffset = 0;
+
+ // Aggregate shader limits (unused in ES2)
+ caps->maxUniformBufferBindings = 0;
+ caps->maxUniformBlockSize = 0;
+ caps->uniformBufferOffsetAlignment = 0;
+ caps->maxCombinedUniformBlocks = 0;
+ caps->maxCombinedVertexUniformComponents = 0;
+ caps->maxCombinedFragmentUniformComponents = 0;
+ caps->maxVaryingComponents = 0;
+
+ // Aggregate shader limits
+ caps->maxVaryingVectors = caps->maxVertexOutputComponents / 4;
+ caps->maxCombinedTextureImageUnits = caps->maxVertexTextureImageUnits + caps->maxTextureImageUnits;
+
+ // Transform feedback limits
+ caps->maxTransformFeedbackInterleavedComponents = 0;
+ caps->maxTransformFeedbackSeparateAttributes = 0;
+ caps->maxTransformFeedbackSeparateComponents = 0;
+
+ // GL extension support
+ extensions->setTextureExtensionSupport(*textureCapsMap);
+ extensions->elementIndexUint = deviceCaps.MaxVertexIndex >= (1 << 16);
+ extensions->packedDepthStencil = true;
+ extensions->getProgramBinary = true;
+ extensions->rgb8rgba8 = true;
+ extensions->readFormatBGRA = true;
+ extensions->pixelBufferObject = false;
+ extensions->mapBuffer = false;
+ extensions->mapBufferRange = false;
+
+ // textureRG is emulated and not performant.
+ extensions->textureRG = false;
+
+ D3DADAPTER_IDENTIFIER9 adapterId = { 0 };
+ if (SUCCEEDED(d3d9->GetAdapterIdentifier(adapter, 0, &adapterId)))
+ {
+ // ATI cards on XP have problems with non-power-of-two textures.
+ extensions->textureNPOT = !(deviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
+ !(deviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
+ !(deviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
+ !(!isWindowsVistaOrGreater() && adapterId.VendorId == VENDOR_ID_AMD);
+
+ // Disable depth texture support on AMD cards (See ANGLE issue 839)
+ if (adapterId.VendorId == VENDOR_ID_AMD)
+ {
+ extensions->depthTextures = false;
+ }
+ }
+ else
+ {
+ extensions->textureNPOT = false;
+ }
+
+ extensions->drawBuffers = false;
+ extensions->textureStorage = true;
+
+ // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
+ extensions->textureFilterAnisotropic = (deviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) != 0 && deviceCaps.MaxAnisotropy >= 2;
+ extensions->maxTextureAnisotropy = static_cast<GLfloat>(deviceCaps.MaxAnisotropy);
+
+ // Check occlusion query support by trying to create one
+ IDirect3DQuery9 *occlusionQuery = NULL;
+ extensions->occlusionQueryBoolean = SUCCEEDED(device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery;
+ SafeRelease(occlusionQuery);
+
+ // Check event query support by trying to create one
+ IDirect3DQuery9 *eventQuery = NULL;
+ extensions->fence = SUCCEEDED(device->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery;
+ SafeRelease(eventQuery);
+
+ extensions->timerQuery = false; // Unimplemented
+ extensions->robustness = true;
+ extensions->blendMinMax = true;
+ extensions->framebufferBlit = true;
+ extensions->framebufferMultisample = true;
+ extensions->maxSamples = maxSamples;
+ extensions->instancedArrays = deviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
+ extensions->packReverseRowOrder = true;
+ extensions->standardDerivatives = (deviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
+ extensions->shaderTextureLOD = true;
+ extensions->fragDepth = true;
+ extensions->textureUsage = true;
+ extensions->translatedShaderSource = true;
+ extensions->colorBufferFloat = false;
+}
+
+}
+
+namespace d3d9
+{
+
+GLuint ComputeBlockSize(D3DFORMAT format, GLuint width, GLuint height)
+{
+ const D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(format);
+ GLuint numBlocksWide = (width + d3dFormatInfo.blockWidth - 1) / d3dFormatInfo.blockWidth;
+ GLuint numBlocksHight = (height + d3dFormatInfo.blockHeight - 1) / d3dFormatInfo.blockHeight;
+ return (d3dFormatInfo.pixelBytes * numBlocksWide * numBlocksHight);
+}
+
+void MakeValidSize(bool isImage, D3DFORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset)
+{
+ const D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(format);
+
+ int upsampleCount = 0;
+ // Don't expand the size of full textures that are at least (blockWidth x blockHeight) already.
+ if (isImage || *requestWidth < static_cast<GLsizei>(d3dFormatInfo.blockWidth) ||
+ *requestHeight < static_cast<GLsizei>(d3dFormatInfo.blockHeight))
+ {
+ while (*requestWidth % d3dFormatInfo.blockWidth != 0 || *requestHeight % d3dFormatInfo.blockHeight != 0)
+ {
+ *requestWidth <<= 1;
+ *requestHeight <<= 1;
+ upsampleCount++;
+ }
+ }
+ *levelOffset = upsampleCount;
+}
+
+gl::Error GetAttachmentRenderTarget(const gl::FramebufferAttachment *attachment, RenderTarget9 **outRT)
+{
+ RenderTargetD3D *renderTarget = NULL;
+ gl::Error error = rx::GetAttachmentRenderTarget(attachment, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ *outRT = RenderTarget9::makeRenderTarget9(renderTarget);
+ return gl::Error(GL_NO_ERROR);
+}
+
+Workarounds GenerateWorkarounds()
+{
+ Workarounds workarounds;
+ workarounds.mrtPerfWorkaround = true;
+ workarounds.setDataFasterThanImageUpload = false;
+ workarounds.useInstancedPointSpriteEmulation = false;
+ return workarounds;
+}
+
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.h
new file mode 100644
index 0000000000..3c6a57aee3
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.h
@@ -0,0 +1,86 @@
+//
+// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// renderer9_utils.h: Conversion functions and other utility routines
+// specific to the D3D9 renderer
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_RENDERER9UTILS_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_RENDERER9UTILS_H_
+
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Caps.h"
+#include "libANGLE/Error.h"
+
+namespace gl
+{
+class FramebufferAttachment;
+}
+
+namespace rx
+{
+class RenderTarget9;
+struct Workarounds;
+
+namespace gl_d3d9
+{
+
+D3DCMPFUNC ConvertComparison(GLenum comparison);
+D3DCOLOR ConvertColor(gl::ColorF color);
+D3DBLEND ConvertBlendFunc(GLenum blend);
+D3DBLENDOP ConvertBlendOp(GLenum blendOp);
+D3DSTENCILOP ConvertStencilOp(GLenum stencilOp);
+D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap);
+D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace);
+D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace);
+DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha);
+D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy);
+void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy);
+
+D3DMULTISAMPLE_TYPE GetMultisampleType(GLuint samples);
+
+}
+
+namespace d3d9_gl
+{
+
+GLsizei GetSamplesCount(D3DMULTISAMPLE_TYPE type);
+
+bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format);
+
+void GenerateCaps(IDirect3D9 *d3d9, IDirect3DDevice9 *device, D3DDEVTYPE deviceType, UINT adapter, gl::Caps *caps,
+ gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions);
+
+}
+
+namespace d3d9
+{
+
+GLuint ComputeBlockSize(D3DFORMAT format, GLuint width, GLuint height);
+
+void MakeValidSize(bool isImage, D3DFORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset);
+
+inline bool isDeviceLostError(HRESULT errorCode)
+{
+ switch (errorCode)
+ {
+ case D3DERR_DRIVERINTERNALERROR:
+ case D3DERR_DEVICELOST:
+ case D3DERR_DEVICEHUNG:
+ case D3DERR_DEVICEREMOVED:
+ return true;
+ default:
+ return false;
+ }
+}
+
+gl::Error GetAttachmentRenderTarget(const gl::FramebufferAttachment *attachment, RenderTarget9 **outRT);
+Workarounds GenerateWorkarounds();
+
+}
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_RENDERER9UTILS_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.ps b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.ps
new file mode 100644
index 0000000000..dc357d0fa6
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.ps
@@ -0,0 +1,33 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+sampler2D tex : s0;
+
+uniform float4 mult : c0;
+uniform float4 add : c1;
+
+// Passthrough Pixel Shader
+// Outputs texture 0 sampled at texcoord 0.
+float4 passthroughps(float4 texcoord : TEXCOORD0) : COLOR
+{
+ return tex2D(tex, texcoord.xy);
+};
+
+// Luminance Conversion Pixel Shader
+// Performs a mad operation using the LA data from the texture with mult.xw and add.xw.
+// Returns data in the form of llla
+float4 luminanceps(float4 texcoord : TEXCOORD0) : COLOR
+{
+ return (tex2D(tex, texcoord.xy).xw * mult.xw + add.xw).xxxy;
+};
+
+// RGB/A Component Mask Pixel Shader
+// Performs a mad operation using the texture's RGBA data with mult.xyzw and add.xyzw.
+// Returns data in the form of rgba
+float4 componentmaskps(float4 texcoord : TEXCOORD0) : COLOR
+{
+ return tex2D(tex, texcoord.xy) * mult + add;
+};
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.vs b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.vs
new file mode 100644
index 0000000000..3a36980b93
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/shaders/Blit.vs
@@ -0,0 +1,43 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+struct VS_OUTPUT
+{
+ float4 position : POSITION;
+ float4 texcoord : TEXCOORD0;
+};
+
+uniform float4 halfPixelSize : c0;
+
+// Standard Vertex Shader
+// Input 0 is the homogenous position.
+// Outputs the homogenous position as-is.
+// Outputs a tex coord with (0,0) in the upper-left corner of the screen and (1,1) in the bottom right.
+// C0.X must be negative half-pixel width, C0.Y must be half-pixel height. C0.ZW must be 0.
+VS_OUTPUT standardvs(in float4 position : POSITION)
+{
+ VS_OUTPUT Out;
+
+ Out.position = position + halfPixelSize;
+ Out.texcoord = position * float4(0.5, -0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0);
+
+ return Out;
+};
+
+// Flip Y Vertex Shader
+// Input 0 is the homogenous position.
+// Outputs the homogenous position as-is.
+// Outputs a tex coord with (0,1) in the upper-left corner of the screen and (1,0) in the bottom right.
+// C0.XY must be the half-pixel width and height. C0.ZW must be 0.
+VS_OUTPUT flipyvs(in float4 position : POSITION)
+{
+ VS_OUTPUT Out;
+
+ Out.position = position + halfPixelSize;
+ Out.texcoord = position * float4(0.5, 0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0);
+
+ return Out;
+};
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/vertexconversion.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/vertexconversion.h
new file mode 100644
index 0000000000..32eb376a78
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/vertexconversion.h
@@ -0,0 +1,197 @@
+//
+// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// vertexconversion.h: A library of vertex conversion classes that can be used to build
+// the FormatConverter objects used by the buffer conversion system.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D9_VERTEXCONVERSION_H_
+#define LIBANGLE_RENDERER_D3D_D3D9_VERTEXCONVERSION_H_
+
+#include <limits>
+#include <cstdint>
+#include <cstddef>
+
+namespace rx
+{
+
+// Conversion types:
+// static const bool identity: true if this is an identity transform, false otherwise
+// static U convert(T): convert a single element from the input type to the output type
+// typedef ... OutputType: the type produced by this conversion
+
+template <class T>
+struct Identity
+{
+ static const bool identity = true;
+
+ typedef T OutputType;
+
+ static T convert(T x)
+ {
+ return x;
+ }
+};
+
+template <class FromT, class ToT>
+struct Cast
+{
+ static const bool identity = false;
+
+ typedef ToT OutputType;
+
+ static ToT convert(FromT x)
+ {
+ return static_cast<ToT>(x);
+ }
+};
+
+template <class T>
+struct Cast<T, T>
+{
+ static const bool identity = true;
+
+ typedef T OutputType;
+
+ static T convert(T x)
+ {
+ return static_cast<T>(x);
+ }
+};
+
+template <class T>
+struct Normalize
+{
+ static const bool identity = false;
+
+ typedef float OutputType;
+
+ static float convert(T x)
+ {
+ typedef std::numeric_limits<T> NL;
+ float f = static_cast<float>(x);
+
+ if (NL::is_signed)
+ {
+ // const float => VC2008 computes it at compile time
+ // static const float => VC2008 computes it the first time we get here, stores it to memory with static guard and all that.
+ const float divisor = 1.0f/(2*static_cast<float>(NL::max())+1);
+ return (2*f+1)*divisor;
+ }
+ else
+ {
+ return f/NL::max();
+ }
+ }
+};
+
+template <class FromType, std::size_t ScaleBits>
+struct FixedToFloat
+{
+ static const bool identity = false;
+
+ typedef float OutputType;
+
+ static float convert(FromType x)
+ {
+ const float divisor = 1.0f / static_cast<float>(static_cast<FromType>(1) << ScaleBits);
+ return static_cast<float>(x) * divisor;
+ }
+};
+
+// Widen types:
+// static const unsigned int initialWidth: number of components before conversion
+// static const unsigned int finalWidth: number of components after conversion
+
+// Float is supported at any size.
+template <std::size_t N>
+struct NoWiden
+{
+ static const std::size_t initialWidth = N;
+ static const std::size_t finalWidth = N;
+};
+
+// SHORT, norm-SHORT, norm-UNSIGNED_SHORT are supported but only with 2 or 4 components
+template <std::size_t N>
+struct WidenToEven
+{
+ static const std::size_t initialWidth = N;
+ static const std::size_t finalWidth = N+(N&1);
+};
+
+template <std::size_t N>
+struct WidenToFour
+{
+ static const std::size_t initialWidth = N;
+ static const std::size_t finalWidth = 4;
+};
+
+// Most types have 0 and 1 that are just that.
+template <class T>
+struct SimpleDefaultValues
+{
+ static T zero() { return static_cast<T>(0); }
+ static T one() { return static_cast<T>(1); }
+};
+
+// But normalised types only store [0,1] or [-1,1] so 1.0 is represented by the max value.
+template <class T>
+struct NormalizedDefaultValues
+{
+ static T zero() { return static_cast<T>(0); }
+ static T one() { return std::numeric_limits<T>::max(); }
+};
+
+// Converter:
+// static const bool identity: true if this is an identity transform (with no widening)
+// static const std::size_t finalSize: number of bytes per output vertex
+// static void convertArray(const void *in, std::size_t stride, std::size_t n, void *out): convert an array of vertices. Input may be strided, but output will be unstrided.
+
+template <class InT, class WidenRule, class Converter, class DefaultValueRule = SimpleDefaultValues<InT> >
+struct VertexDataConverter
+{
+ typedef typename Converter::OutputType OutputType;
+ typedef InT InputType;
+
+ static const bool identity = (WidenRule::initialWidth == WidenRule::finalWidth) && Converter::identity;
+ static const std::size_t finalSize = WidenRule::finalWidth * sizeof(OutputType);
+
+ static void convertArray(const uint8_t *input, size_t stride, size_t n, uint8_t *output)
+ {
+ OutputType *out = reinterpret_cast<OutputType*>(output);
+
+ for (std::size_t i = 0; i < n; i++)
+ {
+ const InputType *ein = reinterpret_cast<const InputType*>(input + i * stride);
+
+ copyComponent(out, ein, 0, static_cast<OutputType>(DefaultValueRule::zero()));
+ copyComponent(out, ein, 1, static_cast<OutputType>(DefaultValueRule::zero()));
+ copyComponent(out, ein, 2, static_cast<OutputType>(DefaultValueRule::zero()));
+ copyComponent(out, ein, 3, static_cast<OutputType>(DefaultValueRule::one()));
+
+ out += WidenRule::finalWidth;
+ }
+ }
+
+ private:
+ static void copyComponent(OutputType *out, const InputType *in, std::size_t elementindex, OutputType defaultvalue)
+ {
+ if (WidenRule::finalWidth > elementindex)
+ {
+ if (WidenRule::initialWidth > elementindex)
+ {
+ out[elementindex] = Converter::convert(in[elementindex]);
+ }
+ else
+ {
+ out[elementindex] = defaultvalue;
+ }
+ }
+ }
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D9_VERTEXCONVERSION_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/formatutilsD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/formatutilsD3D.cpp
new file mode 100644
index 0000000000..8a4d41cbd9
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/formatutilsD3D.cpp
@@ -0,0 +1,147 @@
+//
+// Copyright (c) 2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// formatutils9.cpp: Queries for GL image formats and their translations to D3D
+// formats.
+
+#include "libANGLE/renderer/d3d/formatutilsD3D.h"
+
+#include <map>
+
+#include "common/debug.h"
+#include "libANGLE/renderer/d3d/imageformats.h"
+#include "libANGLE/renderer/d3d/copyimage.h"
+
+namespace rx
+{
+
+typedef std::pair<GLenum, GLenum> FormatTypePair;
+typedef std::pair<FormatTypePair, ColorWriteFunction> FormatWriteFunctionPair;
+typedef std::map<FormatTypePair, ColorWriteFunction> FormatWriteFunctionMap;
+
+static inline void InsertFormatWriteFunctionMapping(FormatWriteFunctionMap *map, GLenum format, GLenum type,
+ ColorWriteFunction writeFunc)
+{
+ map->insert(FormatWriteFunctionPair(FormatTypePair(format, type), writeFunc));
+}
+
+static FormatWriteFunctionMap BuildFormatWriteFunctionMap()
+{
+ FormatWriteFunctionMap map;
+
+ // | Format | Type | Color write function |
+ InsertFormatWriteFunctionMapping(&map, GL_RGBA, GL_UNSIGNED_BYTE, WriteColor<R8G8B8A8, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGBA, GL_BYTE, WriteColor<R8G8B8A8S, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, WriteColor<R4G4B4A4, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, WriteColor<R5G5B5A1, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, WriteColor<R10G10B10A2, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGBA, GL_FLOAT, WriteColor<R32G32B32A32F, GLfloat>);
+ InsertFormatWriteFunctionMapping(&map, GL_RGBA, GL_HALF_FLOAT, WriteColor<R16G16B16A16F, GLfloat>);
+ InsertFormatWriteFunctionMapping(&map, GL_RGBA, GL_HALF_FLOAT_OES, WriteColor<R16G16B16A16F, GLfloat>);
+
+ InsertFormatWriteFunctionMapping(&map, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, WriteColor<R8G8B8A8, GLuint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGBA_INTEGER, GL_BYTE, WriteColor<R8G8B8A8S, GLint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, WriteColor<R16G16B16A16, GLuint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGBA_INTEGER, GL_SHORT, WriteColor<R16G16B16A16S, GLint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGBA_INTEGER, GL_UNSIGNED_INT, WriteColor<R32G32B32A32, GLuint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGBA_INTEGER, GL_INT, WriteColor<R32G32B32A32S, GLint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGBA_INTEGER, GL_UNSIGNED_INT_2_10_10_10_REV, WriteColor<R10G10B10A2, GLuint> );
+
+ InsertFormatWriteFunctionMapping(&map, GL_RGB, GL_UNSIGNED_BYTE, WriteColor<R8G8B8, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGB, GL_BYTE, WriteColor<R8G8B8S, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, WriteColor<R5G6B5, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, WriteColor<R11G11B10F, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV, WriteColor<R9G9B9E5, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGB, GL_FLOAT, WriteColor<R32G32B32F, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGB, GL_HALF_FLOAT, WriteColor<R16G16B16F, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGB, GL_HALF_FLOAT_OES, WriteColor<R16G16B16F, GLfloat> );
+
+ InsertFormatWriteFunctionMapping(&map, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, WriteColor<R8G8B8, GLuint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGB_INTEGER, GL_BYTE, WriteColor<R8G8B8S, GLint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGB_INTEGER, GL_UNSIGNED_SHORT, WriteColor<R16G16B16, GLuint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGB_INTEGER, GL_SHORT, WriteColor<R16G16B16S, GLint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGB_INTEGER, GL_UNSIGNED_INT, WriteColor<R32G32B32, GLuint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RGB_INTEGER, GL_INT, WriteColor<R32G32B32S, GLint> );
+
+ InsertFormatWriteFunctionMapping(&map, GL_RG, GL_UNSIGNED_BYTE, WriteColor<R8G8, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RG, GL_BYTE, WriteColor<R8G8S, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RG, GL_FLOAT, WriteColor<R32G32F, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RG, GL_HALF_FLOAT, WriteColor<R16G16F, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RG, GL_HALF_FLOAT_OES, WriteColor<R16G16F, GLfloat> );
+
+ InsertFormatWriteFunctionMapping(&map, GL_RG_INTEGER, GL_UNSIGNED_BYTE, WriteColor<R8G8, GLuint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RG_INTEGER, GL_BYTE, WriteColor<R8G8S, GLint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RG_INTEGER, GL_UNSIGNED_SHORT, WriteColor<R16G16, GLuint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RG_INTEGER, GL_SHORT, WriteColor<R16G16S, GLint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RG_INTEGER, GL_UNSIGNED_INT, WriteColor<R32G32, GLuint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RG_INTEGER, GL_INT, WriteColor<R32G32S, GLint> );
+
+ InsertFormatWriteFunctionMapping(&map, GL_RED, GL_UNSIGNED_BYTE, WriteColor<R8, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RED, GL_BYTE, WriteColor<R8S, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RED, GL_FLOAT, WriteColor<R32F, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RED, GL_HALF_FLOAT, WriteColor<R16F, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_RED, GL_HALF_FLOAT_OES, WriteColor<R16F, GLfloat> );
+
+ InsertFormatWriteFunctionMapping(&map, GL_RED_INTEGER, GL_UNSIGNED_BYTE, WriteColor<R8, GLuint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RED_INTEGER, GL_BYTE, WriteColor<R8S, GLint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RED_INTEGER, GL_UNSIGNED_SHORT, WriteColor<R16, GLuint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RED_INTEGER, GL_SHORT, WriteColor<R16S, GLint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RED_INTEGER, GL_UNSIGNED_INT, WriteColor<R32, GLuint> );
+ InsertFormatWriteFunctionMapping(&map, GL_RED_INTEGER, GL_INT, WriteColor<R32S, GLint> );
+
+ InsertFormatWriteFunctionMapping(&map, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, WriteColor<L8A8, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_LUMINANCE, GL_UNSIGNED_BYTE, WriteColor<L8, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_ALPHA, GL_UNSIGNED_BYTE, WriteColor<A8, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_LUMINANCE_ALPHA, GL_FLOAT, WriteColor<L32A32F, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_LUMINANCE, GL_FLOAT, WriteColor<L32F, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_ALPHA, GL_FLOAT, WriteColor<A32F, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT, WriteColor<L16A16F, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES, WriteColor<L16A16F, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_LUMINANCE, GL_HALF_FLOAT, WriteColor<L16F, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_LUMINANCE, GL_HALF_FLOAT_OES, WriteColor<L16F, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_ALPHA, GL_HALF_FLOAT, WriteColor<A16F, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_ALPHA, GL_HALF_FLOAT_OES, WriteColor<A16F, GLfloat> );
+
+ InsertFormatWriteFunctionMapping(&map, GL_BGRA_EXT, GL_UNSIGNED_BYTE, WriteColor<B8G8R8A8, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_BGRA_EXT, GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT, WriteColor<B4G4R4A4, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_BGRA_EXT, GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT, WriteColor<B5G5R5A1, GLfloat> );
+
+ InsertFormatWriteFunctionMapping(&map, GL_SRGB_EXT, GL_UNSIGNED_BYTE, WriteColor<R8G8B8, GLfloat> );
+ InsertFormatWriteFunctionMapping(&map, GL_SRGB_ALPHA_EXT, GL_UNSIGNED_BYTE, WriteColor<R8G8B8A8, GLfloat> );
+
+ InsertFormatWriteFunctionMapping(&map, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_UNSIGNED_BYTE, NULL );
+ InsertFormatWriteFunctionMapping(&map, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_UNSIGNED_BYTE, NULL );
+ InsertFormatWriteFunctionMapping(&map, GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, GL_UNSIGNED_BYTE, NULL );
+ InsertFormatWriteFunctionMapping(&map, GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, GL_UNSIGNED_BYTE, NULL );
+
+ InsertFormatWriteFunctionMapping(&map, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL );
+ InsertFormatWriteFunctionMapping(&map, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL );
+ InsertFormatWriteFunctionMapping(&map, GL_DEPTH_COMPONENT, GL_FLOAT, NULL );
+
+ InsertFormatWriteFunctionMapping(&map, GL_STENCIL, GL_UNSIGNED_BYTE, NULL );
+
+ InsertFormatWriteFunctionMapping(&map, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL );
+ InsertFormatWriteFunctionMapping(&map, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, NULL );
+
+ return map;
+}
+
+ColorWriteFunction GetColorWriteFunction(GLenum format, GLenum type)
+{
+ static const FormatWriteFunctionMap formatTypeMap = BuildFormatWriteFunctionMap();
+ FormatWriteFunctionMap::const_iterator iter = formatTypeMap.find(FormatTypePair(format, type));
+ ASSERT(iter != formatTypeMap.end());
+ if (iter != formatTypeMap.end())
+ {
+ return iter->second;
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/formatutilsD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/formatutilsD3D.h
new file mode 100644
index 0000000000..6dd59ca94b
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/formatutilsD3D.h
@@ -0,0 +1,50 @@
+//
+// Copyright (c) 2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// formatutils9.h: Queries for GL image formats and their translations to D3D
+// formats.
+
+#ifndef LIBANGLE_RENDERER_D3D_FORMATUTILSD3D_H_
+#define LIBANGLE_RENDERER_D3D_FORMATUTILSD3D_H_
+
+#include "angle_gl.h"
+
+#include <cstddef>
+#include <stdint.h>
+
+namespace rx
+{
+
+typedef void (*MipGenerationFunction)(size_t sourceWidth, size_t sourceHeight, size_t sourceDepth,
+ const uint8_t *sourceData, size_t sourceRowPitch, size_t sourceDepthPitch,
+ uint8_t *destData, size_t destRowPitch, size_t destDepthPitch);
+
+typedef void (*LoadImageFunction)(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+typedef void (*InitializeTextureDataFunction)(size_t width, size_t height, size_t depth,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+typedef void (*ColorReadFunction)(const uint8_t *source, uint8_t *dest);
+typedef void (*ColorWriteFunction)(const uint8_t *source, uint8_t *dest);
+typedef void (*ColorCopyFunction)(const uint8_t *source, uint8_t *dest);
+
+typedef void (*VertexCopyFunction)(const uint8_t *input, size_t stride, size_t count, uint8_t *output);
+
+enum VertexConversionType
+{
+ VERTEX_CONVERT_NONE = 0,
+ VERTEX_CONVERT_CPU = 1,
+ VERTEX_CONVERT_GPU = 2,
+ VERTEX_CONVERT_BOTH = 3
+};
+
+ColorWriteFunction GetColorWriteFunction(GLenum format, GLenum type);
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_FORMATUTILSD3D_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/generatemip.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/generatemip.h
new file mode 100644
index 0000000000..398ef26b30
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/generatemip.h
@@ -0,0 +1,28 @@
+//
+// Copyright (c) 2002-2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// generatemip.h: Defines the GenerateMip function, templated on the format
+// type of the image for which mip levels are being generated.
+
+#ifndef LIBANGLE_RENDERER_D3D_GENERATEMIP_H_
+#define LIBANGLE_RENDERER_D3D_GENERATEMIP_H_
+
+#include "libANGLE/renderer/d3d/imageformats.h"
+#include "libANGLE/angletypes.h"
+
+namespace rx
+{
+
+template <typename T>
+inline void GenerateMip(size_t sourceWidth, size_t sourceHeight, size_t sourceDepth,
+ const uint8_t *sourceData, size_t sourceRowPitch, size_t sourceDepthPitch,
+ uint8_t *destData, size_t destRowPitch, size_t destDepthPitch);
+
+}
+
+#include "generatemip.inl"
+
+#endif // LIBANGLE_RENDERER_D3D_GENERATEMIP_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/generatemip.inl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/generatemip.inl
new file mode 100644
index 0000000000..265783641e
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/generatemip.inl
@@ -0,0 +1,266 @@
+//
+// Copyright (c) 2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// generatemip.inl: Defines the GenerateMip function, templated on the format
+// type of the image for which mip levels are being generated.
+
+#include "common/mathutil.h"
+
+namespace rx
+{
+
+namespace priv
+{
+
+template <typename T>
+static inline T *GetPixel(uint8_t *data, size_t x, size_t y, size_t z, size_t rowPitch, size_t depthPitch)
+{
+ return reinterpret_cast<T*>(data + (x * sizeof(T)) + (y * rowPitch) + (z * depthPitch));
+}
+
+template <typename T>
+static inline const T *GetPixel(const uint8_t *data, size_t x, size_t y, size_t z, size_t rowPitch, size_t depthPitch)
+{
+ return reinterpret_cast<const T*>(data + (x * sizeof(T)) + (y * rowPitch) + (z * depthPitch));
+}
+
+template <typename T>
+static void GenerateMip_Y(size_t sourceWidth, size_t sourceHeight, size_t sourceDepth,
+ const uint8_t *sourceData, size_t sourceRowPitch, size_t sourceDepthPitch,
+ size_t destWidth, size_t destHeight, size_t destDepth,
+ uint8_t *destData, size_t destRowPitch, size_t destDepthPitch)
+{
+ ASSERT(sourceWidth == 1);
+ ASSERT(sourceHeight > 1);
+ ASSERT(sourceDepth == 1);
+
+ for (size_t y = 0; y < destHeight; y++)
+ {
+ const T *src0 = GetPixel<T>(sourceData, 0, y * 2, 0, sourceRowPitch, sourceDepthPitch);
+ const T *src1 = GetPixel<T>(sourceData, 0, y * 2 + 1, 0, sourceRowPitch, sourceDepthPitch);
+ T *dst = GetPixel<T>(destData, 0, y, 0, destRowPitch, destDepthPitch);
+
+ T::average(dst, src0, src1);
+ }
+}
+
+template <typename T>
+static void GenerateMip_X(size_t sourceWidth, size_t sourceHeight, size_t sourceDepth,
+ const uint8_t *sourceData, size_t sourceRowPitch, size_t sourceDepthPitch,
+ size_t destWidth, size_t destHeight, size_t destDepth,
+ uint8_t *destData, size_t destRowPitch, size_t destDepthPitch)
+{
+ ASSERT(sourceWidth > 1);
+ ASSERT(sourceHeight == 1);
+ ASSERT(sourceDepth == 1);
+
+ for (size_t x = 0; x < destWidth; x++)
+ {
+ const T *src0 = GetPixel<T>(sourceData, x * 2, 0, 0, sourceRowPitch, sourceDepthPitch);
+ const T *src1 = GetPixel<T>(sourceData, x * 2 + 1, 0, 0, sourceRowPitch, sourceDepthPitch);
+ T *dst = GetPixel<T>(destData, x, 0, 0, destRowPitch, destDepthPitch);
+
+ T::average(dst, src0, src1);
+ }
+}
+
+template <typename T>
+static void GenerateMip_Z(size_t sourceWidth, size_t sourceHeight, size_t sourceDepth,
+ const uint8_t *sourceData, size_t sourceRowPitch, size_t sourceDepthPitch,
+ size_t destWidth, size_t destHeight, size_t destDepth,
+ uint8_t *destData, size_t destRowPitch, size_t destDepthPitch)
+{
+ ASSERT(sourceWidth == 1);
+ ASSERT(sourceHeight == 1);
+ ASSERT(sourceDepth > 1);
+
+ for (size_t z = 0; z < destDepth; z++)
+ {
+ const T *src0 = GetPixel<T>(sourceData, 0, 0, z * 2, sourceRowPitch, sourceDepthPitch);
+ const T *src1 = GetPixel<T>(sourceData, 0, 0, z * 2 + 1, sourceRowPitch, sourceDepthPitch);
+ T *dst = GetPixel<T>(destData, 0, 0, z, destRowPitch, destDepthPitch);
+
+ T::average(dst, src0, src1);
+ }
+}
+
+template <typename T>
+static void GenerateMip_XY(size_t sourceWidth, size_t sourceHeight, size_t sourceDepth,
+ const uint8_t *sourceData, size_t sourceRowPitch, size_t sourceDepthPitch,
+ size_t destWidth, size_t destHeight, size_t destDepth,
+ uint8_t *destData, size_t destRowPitch, size_t destDepthPitch)
+{
+ ASSERT(sourceWidth > 1);
+ ASSERT(sourceHeight > 1);
+ ASSERT(sourceDepth == 1);
+
+ for (size_t y = 0; y < destHeight; y++)
+ {
+ for (size_t x = 0; x < destWidth; x++)
+ {
+ const T *src0 = GetPixel<T>(sourceData, x * 2, y * 2, 0, sourceRowPitch, sourceDepthPitch);
+ const T *src1 = GetPixel<T>(sourceData, x * 2, y * 2 + 1, 0, sourceRowPitch, sourceDepthPitch);
+ const T *src2 = GetPixel<T>(sourceData, x * 2 + 1, y * 2, 0, sourceRowPitch, sourceDepthPitch);
+ const T *src3 = GetPixel<T>(sourceData, x * 2 + 1, y * 2 + 1, 0, sourceRowPitch, sourceDepthPitch);
+ T *dst = GetPixel<T>(destData, x, y, 0, destRowPitch, destDepthPitch);
+
+ T tmp0, tmp1;
+
+ T::average(&tmp0, src0, src1);
+ T::average(&tmp1, src2, src3);
+ T::average(dst, &tmp0, &tmp1);
+ }
+ }
+}
+
+template <typename T>
+static void GenerateMip_YZ(size_t sourceWidth, size_t sourceHeight, size_t sourceDepth,
+ const uint8_t *sourceData, size_t sourceRowPitch, size_t sourceDepthPitch,
+ size_t destWidth, size_t destHeight, size_t destDepth,
+ uint8_t *destData, size_t destRowPitch, size_t destDepthPitch)
+{
+ ASSERT(sourceWidth == 1);
+ ASSERT(sourceHeight > 1);
+ ASSERT(sourceDepth > 1);
+
+ for (size_t z = 0; z < destDepth; z++)
+ {
+ for (size_t y = 0; y < destHeight; y++)
+ {
+ const T *src0 = GetPixel<T>(sourceData, 0, y * 2, z * 2, sourceRowPitch, sourceDepthPitch);
+ const T *src1 = GetPixel<T>(sourceData, 0, y * 2, z * 2 + 1, sourceRowPitch, sourceDepthPitch);
+ const T *src2 = GetPixel<T>(sourceData, 0, y * 2 + 1, z * 2, sourceRowPitch, sourceDepthPitch);
+ const T *src3 = GetPixel<T>(sourceData, 0, y * 2 + 1, z * 2 + 1, sourceRowPitch, sourceDepthPitch);
+ T *dst = GetPixel<T>(destData, 0, y, z, destRowPitch, destDepthPitch);
+
+ T tmp0, tmp1;
+
+ T::average(&tmp0, src0, src1);
+ T::average(&tmp1, src2, src3);
+ T::average(dst, &tmp0, &tmp1);
+ }
+ }
+}
+
+template <typename T>
+static void GenerateMip_XZ(size_t sourceWidth, size_t sourceHeight, size_t sourceDepth,
+ const uint8_t *sourceData, size_t sourceRowPitch, size_t sourceDepthPitch,
+ size_t destWidth, size_t destHeight, size_t destDepth,
+ uint8_t *destData, size_t destRowPitch, size_t destDepthPitch)
+{
+ ASSERT(sourceWidth > 1);
+ ASSERT(sourceHeight == 1);
+ ASSERT(sourceDepth > 1);
+
+ for (size_t z = 0; z < destDepth; z++)
+ {
+ for (size_t x = 0; x < destWidth; x++)
+ {
+ const T *src0 = GetPixel<T>(sourceData, x * 2, 0, z * 2, sourceRowPitch, sourceDepthPitch);
+ const T *src1 = GetPixel<T>(sourceData, x * 2, 0, z * 2 + 1, sourceRowPitch, sourceDepthPitch);
+ const T *src2 = GetPixel<T>(sourceData, x * 2 + 1, 0, z * 2, sourceRowPitch, sourceDepthPitch);
+ const T *src3 = GetPixel<T>(sourceData, x * 2 + 1, 0, z * 2 + 1, sourceRowPitch, sourceDepthPitch);
+ T *dst = GetPixel<T>(destData, x, 0, z, destRowPitch, destDepthPitch);
+
+ T tmp0, tmp1;
+
+ T::average(&tmp0, src0, src1);
+ T::average(&tmp1, src2, src3);
+ T::average(dst, &tmp0, &tmp1);
+ }
+ }
+}
+
+template <typename T>
+static void GenerateMip_XYZ(size_t sourceWidth, size_t sourceHeight, size_t sourceDepth,
+ const uint8_t *sourceData, size_t sourceRowPitch, size_t sourceDepthPitch,
+ size_t destWidth, size_t destHeight, size_t destDepth,
+ uint8_t *destData, size_t destRowPitch, size_t destDepthPitch)
+{
+ ASSERT(sourceWidth > 1);
+ ASSERT(sourceHeight > 1);
+ ASSERT(sourceDepth > 1);
+
+ for (size_t z = 0; z < destDepth; z++)
+ {
+ for (size_t y = 0; y < destHeight; y++)
+ {
+ for (size_t x = 0; x < destWidth; x++)
+ {
+ const T *src0 = GetPixel<T>(sourceData, x * 2, y * 2, z * 2, sourceRowPitch, sourceDepthPitch);
+ const T *src1 = GetPixel<T>(sourceData, x * 2, y * 2, z * 2 + 1, sourceRowPitch, sourceDepthPitch);
+ const T *src2 = GetPixel<T>(sourceData, x * 2, y * 2 + 1, z * 2, sourceRowPitch, sourceDepthPitch);
+ const T *src3 = GetPixel<T>(sourceData, x * 2, y * 2 + 1, z * 2 + 1, sourceRowPitch, sourceDepthPitch);
+ const T *src4 = GetPixel<T>(sourceData, x * 2 + 1, y * 2, z * 2, sourceRowPitch, sourceDepthPitch);
+ const T *src5 = GetPixel<T>(sourceData, x * 2 + 1, y * 2, z * 2 + 1, sourceRowPitch, sourceDepthPitch);
+ const T *src6 = GetPixel<T>(sourceData, x * 2 + 1, y * 2 + 1, z * 2, sourceRowPitch, sourceDepthPitch);
+ const T *src7 = GetPixel<T>(sourceData, x * 2 + 1, y * 2 + 1, z * 2 + 1, sourceRowPitch, sourceDepthPitch);
+ T *dst = GetPixel<T>(destData, x, y, z, destRowPitch, destDepthPitch);
+
+ T tmp0, tmp1, tmp2, tmp3, tmp4, tmp5;
+
+ T::average(&tmp0, src0, src1);
+ T::average(&tmp1, src2, src3);
+ T::average(&tmp2, src4, src5);
+ T::average(&tmp3, src6, src7);
+
+ T::average(&tmp4, &tmp0, &tmp1);
+ T::average(&tmp5, &tmp2, &tmp3);
+
+ T::average(dst, &tmp4, &tmp5);
+ }
+ }
+ }
+}
+
+
+typedef void (*MipGenerationFunction)(size_t sourceWidth, size_t sourceHeight, size_t sourceDepth,
+ const uint8_t *sourceData, size_t sourceRowPitch, size_t sourceDepthPitch,
+ size_t destWidth, size_t destHeight, size_t destDepth,
+ uint8_t *destData, size_t destRowPitch, size_t destDepthPitch);
+
+template <typename T>
+static MipGenerationFunction GetMipGenerationFunction(size_t sourceWidth, size_t sourceHeight, size_t sourceDepth)
+{
+ uint8_t index = ((sourceWidth > 1) ? 1 : 0) |
+ ((sourceHeight > 1) ? 2 : 0) |
+ ((sourceDepth > 1) ? 4 : 0);
+
+ switch (index)
+ {
+ case 0: return NULL;
+ case 1: return GenerateMip_X<T>; // W x 1 x 1
+ case 2: return GenerateMip_Y<T>; // 1 x H x 1
+ case 3: return GenerateMip_XY<T>; // W x H x 1
+ case 4: return GenerateMip_Z<T>; // 1 x 1 x D
+ case 5: return GenerateMip_XZ<T>; // W x 1 x D
+ case 6: return GenerateMip_YZ<T>; // 1 x H x D
+ case 7: return GenerateMip_XYZ<T>; // W x H x D
+ }
+
+ UNREACHABLE();
+ return NULL;
+}
+
+}
+
+template <typename T>
+inline void GenerateMip(size_t sourceWidth, size_t sourceHeight, size_t sourceDepth,
+ const uint8_t *sourceData, size_t sourceRowPitch, size_t sourceDepthPitch,
+ uint8_t *destData, size_t destRowPitch, size_t destDepthPitch)
+{
+ size_t mipWidth = std::max<size_t>(1, sourceWidth >> 1);
+ size_t mipHeight = std::max<size_t>(1, sourceHeight >> 1);
+ size_t mipDepth = std::max<size_t>(1, sourceDepth >> 1);
+
+ priv::MipGenerationFunction generationFunction = priv::GetMipGenerationFunction<T>(sourceWidth, sourceHeight, sourceDepth);
+ ASSERT(generationFunction != NULL);
+
+ generationFunction(sourceWidth, sourceHeight, sourceDepth, sourceData, sourceRowPitch, sourceDepthPitch,
+ mipWidth, mipHeight, mipDepth, destData, destRowPitch, destDepthPitch);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/imageformats.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/imageformats.h
new file mode 100644
index 0000000000..e0f9a16c1a
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/imageformats.h
@@ -0,0 +1,2031 @@
+//
+// Copyright (c) 2013-2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// imageformats.h: Defines image format types with functions for mip generation
+// and copying.
+
+#ifndef LIBANGLE_RENDERER_D3D_IMAGEFORMATS_H_
+#define LIBANGLE_RENDERER_D3D_IMAGEFORMATS_H_
+
+#include "libANGLE/angletypes.h"
+
+#include "common/mathutil.h"
+
+namespace rx
+{
+
+// Several structures share functionality for reading, writing or mipmapping but the layout
+// must match the texture format which the structure represents. If collapsing or typedefing
+// structs in this header, make sure the functionality and memory layout is exactly the same.
+
+struct L8
+{
+ unsigned char L;
+
+ static void readColor(gl::ColorF *dst, const L8 *src)
+ {
+ const float lum = gl::normalizedToFloat(src->L);
+ dst->red = lum;
+ dst->green = lum;
+ dst->blue = lum;
+ dst->alpha = 1.0f;
+ }
+
+ static void writeColor(L8 *dst, const gl::ColorF *src)
+ {
+ dst->L = gl::floatToNormalized<unsigned char>((src->red + src->green + src->blue) / 3.0f);
+ }
+
+ static void average(L8 *dst, const L8 *src1, const L8 *src2)
+ {
+ dst->L = gl::average(src1->L, src2->L);
+ }
+};
+
+struct R8
+{
+ unsigned char R;
+
+ static void readColor(gl::ColorF *dst, const R8 *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = 0.0f;
+ dst->blue = 0.0f;
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorUI *dst, const R8 *src)
+ {
+ dst->red = src->R;
+ dst->green = 0;
+ dst->blue = 0;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R8 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<unsigned char>(src->red);
+ }
+
+ static void writeColor(R8 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned char>(src->red);
+ }
+
+ static void average(R8 *dst, const R8 *src1, const R8 *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ }
+};
+
+struct A8
+{
+ unsigned char A;
+
+ static void readColor(gl::ColorF *dst, const A8 *src)
+ {
+ dst->red = 0.0f;
+ dst->green = 0.0f;
+ dst->blue = 0.0f;
+ dst->alpha = gl::normalizedToFloat(src->A);
+ }
+
+ static void writeColor(A8 *dst, const gl::ColorF *src)
+ {
+ dst->A = gl::floatToNormalized<unsigned char>(src->alpha);
+ }
+
+ static void average(A8 *dst, const A8 *src1, const A8 *src2)
+ {
+ dst->A = gl::average(src1->A, src2->A);
+ }
+};
+
+struct L8A8
+{
+ unsigned char L;
+ unsigned char A;
+
+ static void readColor(gl::ColorF *dst, const L8A8 *src)
+ {
+ const float lum = gl::normalizedToFloat(src->L);
+ dst->red = lum;
+ dst->green = lum;
+ dst->blue = lum;
+ dst->alpha = gl::normalizedToFloat(src->A);
+ }
+
+ static void writeColor(L8A8 *dst, const gl::ColorF *src)
+ {
+ dst->L = gl::floatToNormalized<unsigned char>((src->red + src->green + src->blue) / 3.0f);
+ dst->A = gl::floatToNormalized<unsigned char>(src->alpha);
+ }
+
+ static void average(L8A8 *dst, const L8A8 *src1, const L8A8 *src2)
+ {
+ *(unsigned short*)dst = (((*(unsigned short*)src1 ^ *(unsigned short*)src2) & 0xFEFE) >> 1) + (*(unsigned short*)src1 & *(unsigned short*)src2);
+ }
+};
+
+struct A8L8
+{
+ unsigned char A;
+ unsigned char L;
+
+ static void readColor(gl::ColorF *dst, const A8L8 *src)
+ {
+ const float lum = gl::normalizedToFloat(src->L);
+ dst->red = lum;
+ dst->green = lum;
+ dst->blue = lum;
+ dst->alpha = gl::normalizedToFloat(src->A);
+ }
+
+ static void writeColor(A8L8 *dst, const gl::ColorF *src)
+ {
+ dst->L = gl::floatToNormalized<unsigned char>((src->red + src->green + src->blue) / 3.0f);
+ dst->A = gl::floatToNormalized<unsigned char>(src->alpha);
+ }
+
+ static void average(A8L8 *dst, const A8L8 *src1, const A8L8 *src2)
+ {
+ *(unsigned short*)dst = (((*(unsigned short*)src1 ^ *(unsigned short*)src2) & 0xFEFE) >> 1) + (*(unsigned short*)src1 & *(unsigned short*)src2);
+ }
+};
+
+struct R8G8
+{
+ unsigned char R;
+ unsigned char G;
+
+ static void readColor(gl::ColorF *dst, const R8G8 *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = 0.0f;
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorUI *dst, const R8G8 *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = 0;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R8G8 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<unsigned char>(src->red);
+ dst->G = gl::floatToNormalized<unsigned char>(src->green);
+ }
+
+ static void writeColor(R8G8 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned char>(src->red);
+ dst->G = static_cast<unsigned char>(src->green);
+ }
+
+ static void average(R8G8 *dst, const R8G8 *src1, const R8G8 *src2)
+ {
+ *(unsigned short*)dst = (((*(unsigned short*)src1 ^ *(unsigned short*)src2) & 0xFEFE) >> 1) + (*(unsigned short*)src1 & *(unsigned short*)src2);
+ }
+};
+
+struct R8G8B8
+{
+ unsigned char R;
+ unsigned char G;
+ unsigned char B;
+
+ static void readColor(gl::ColorF *dst, const R8G8B8 *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = gl::normalizedToFloat(src->B);
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorUI *dst, const R8G8B8 *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->G;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R8G8B8 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<unsigned char>(src->red);
+ dst->G = gl::floatToNormalized<unsigned char>(src->green);
+ dst->B = gl::floatToNormalized<unsigned char>(src->blue);
+ }
+
+ static void writeColor(R8G8B8 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned char>(src->red);
+ dst->G = static_cast<unsigned char>(src->green);
+ dst->B = static_cast<unsigned char>(src->blue);
+ }
+
+ static void average(R8G8B8 *dst, const R8G8B8 *src1, const R8G8B8 *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ }
+};
+
+struct B8G8R8
+{
+ unsigned char B;
+ unsigned char G;
+ unsigned char R;
+
+ static void readColor(gl::ColorF *dst, const B8G8R8 *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = gl::normalizedToFloat(src->B);
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorUI *dst, const B8G8R8 *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->G;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(B8G8R8 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<unsigned char>(src->red);
+ dst->G = gl::floatToNormalized<unsigned char>(src->green);
+ dst->B = gl::floatToNormalized<unsigned char>(src->blue);
+ }
+
+ static void writeColor(B8G8R8 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned char>(src->red);
+ dst->G = static_cast<unsigned char>(src->green);
+ dst->B = static_cast<unsigned char>(src->blue);
+ }
+
+ static void average(B8G8R8 *dst, const B8G8R8 *src1, const B8G8R8 *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ }
+};
+
+struct R5G6B5
+{
+ unsigned short RGB;
+
+ static void readColor(gl::ColorF *dst, const R5G6B5 *src)
+ {
+ dst->red = gl::normalizedToFloat<5>(gl::getShiftedData<5, 11>(src->RGB));
+ dst->green = gl::normalizedToFloat<6>(gl::getShiftedData<6, 5>(src->RGB));
+ dst->blue = gl::normalizedToFloat<5>(gl::getShiftedData<5, 0>(src->RGB));
+ dst->alpha = 1.0f;
+ }
+
+ static void writeColor(R5G6B5 *dst, const gl::ColorF *src)
+ {
+ dst->RGB = gl::shiftData<5, 11>(gl::floatToNormalized<5, unsigned short>(src->red)) |
+ gl::shiftData<6, 5>(gl::floatToNormalized<6, unsigned short>(src->green)) |
+ gl::shiftData<5, 0>(gl::floatToNormalized<5, unsigned short>(src->blue));
+ }
+
+ static void average(R5G6B5 *dst, const R5G6B5 *src1, const R5G6B5 *src2)
+ {
+ dst->RGB = gl::shiftData<5, 11>(gl::average(gl::getShiftedData<5, 11>(src1->RGB), gl::getShiftedData<5, 11>(src2->RGB))) |
+ gl::shiftData<6, 5>(gl::average(gl::getShiftedData<6, 5>(src1->RGB), gl::getShiftedData<6, 5>(src2->RGB))) |
+ gl::shiftData<5, 0>(gl::average(gl::getShiftedData<5, 0>(src1->RGB), gl::getShiftedData<5, 0>(src2->RGB)));
+ }
+};
+
+struct A8R8G8B8
+{
+ unsigned char A;
+ unsigned char R;
+ unsigned char G;
+ unsigned char B;
+
+ static void readColor(gl::ColorF *dst, const A8R8G8B8 *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = gl::normalizedToFloat(src->B);
+ dst->alpha = gl::normalizedToFloat(src->A);
+ }
+
+ static void readColor(gl::ColorUI *dst, const A8R8G8B8 *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = src->A;
+ }
+
+ static void writeColor(A8R8G8B8 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<unsigned char>(src->red);
+ dst->G = gl::floatToNormalized<unsigned char>(src->green);
+ dst->B = gl::floatToNormalized<unsigned char>(src->blue);
+ dst->A = gl::floatToNormalized<unsigned char>(src->alpha);
+ }
+
+ static void writeColor(A8R8G8B8 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned char>(src->red);
+ dst->G = static_cast<unsigned char>(src->green);
+ dst->B = static_cast<unsigned char>(src->blue);
+ dst->A = static_cast<unsigned char>(src->alpha);
+ }
+
+ static void average(A8R8G8B8 *dst, const A8R8G8B8 *src1, const A8R8G8B8 *src2)
+ {
+ *(unsigned int*)dst = (((*(unsigned int*)src1 ^ *(unsigned int*)src2) & 0xFEFEFEFE) >> 1) + (*(unsigned int*)src1 & *(unsigned int*)src2);
+ }
+};
+
+struct R8G8B8A8
+{
+ unsigned char R;
+ unsigned char G;
+ unsigned char B;
+ unsigned char A;
+
+ static void readColor(gl::ColorF *dst, const R8G8B8A8 *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = gl::normalizedToFloat(src->B);
+ dst->alpha = gl::normalizedToFloat(src->A);
+ }
+
+ static void readColor(gl::ColorUI *dst, const R8G8B8A8 *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = src->A;
+ }
+
+ static void writeColor(R8G8B8A8 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<unsigned char>(src->red);
+ dst->G = gl::floatToNormalized<unsigned char>(src->green);
+ dst->B = gl::floatToNormalized<unsigned char>(src->blue);
+ dst->A = gl::floatToNormalized<unsigned char>(src->alpha);
+ }
+
+ static void writeColor(R8G8B8A8 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned char>(src->red);
+ dst->G = static_cast<unsigned char>(src->green);
+ dst->B = static_cast<unsigned char>(src->blue);
+ dst->A = static_cast<unsigned char>(src->alpha);
+ }
+
+ static void average(R8G8B8A8 *dst, const R8G8B8A8 *src1, const R8G8B8A8 *src2)
+ {
+ *(unsigned int*)dst = (((*(unsigned int*)src1 ^ *(unsigned int*)src2) & 0xFEFEFEFE) >> 1) + (*(unsigned int*)src1 & *(unsigned int*)src2);
+ }
+};
+
+struct B8G8R8A8
+{
+ unsigned char B;
+ unsigned char G;
+ unsigned char R;
+ unsigned char A;
+
+ static void readColor(gl::ColorF *dst, const B8G8R8A8 *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = gl::normalizedToFloat(src->B);
+ dst->alpha = gl::normalizedToFloat(src->A);
+ }
+
+ static void readColor(gl::ColorUI *dst, const B8G8R8A8 *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = src->A;
+ }
+
+ static void writeColor(B8G8R8A8 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<unsigned char>(src->red);
+ dst->G = gl::floatToNormalized<unsigned char>(src->green);
+ dst->B = gl::floatToNormalized<unsigned char>(src->blue);
+ dst->A = gl::floatToNormalized<unsigned char>(src->alpha);
+ }
+
+ static void writeColor(B8G8R8A8 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned char>(src->red);
+ dst->G = static_cast<unsigned char>(src->green);
+ dst->B = static_cast<unsigned char>(src->blue);
+ dst->A = static_cast<unsigned char>(src->alpha);
+ }
+
+ static void average(B8G8R8A8 *dst, const B8G8R8A8 *src1, const B8G8R8A8 *src2)
+ {
+ *(unsigned int*)dst = (((*(unsigned int*)src1 ^ *(unsigned int*)src2) & 0xFEFEFEFE) >> 1) + (*(unsigned int*)src1 & *(unsigned int*)src2);
+ }
+};
+
+struct B8G8R8X8
+{
+ unsigned char B;
+ unsigned char G;
+ unsigned char R;
+ unsigned char X;
+
+ static void readColor(gl::ColorF *dst, const B8G8R8X8 *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = gl::normalizedToFloat(src->B);
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorUI *dst, const B8G8R8X8 *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(B8G8R8X8 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<unsigned char>(src->red);
+ dst->G = gl::floatToNormalized<unsigned char>(src->green);
+ dst->B = gl::floatToNormalized<unsigned char>(src->blue);
+ dst->X = 255;
+ }
+
+ static void writeColor(B8G8R8X8 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned char>(src->red);
+ dst->G = static_cast<unsigned char>(src->green);
+ dst->B = static_cast<unsigned char>(src->blue);
+ dst->X = 255;
+ }
+
+ static void average(B8G8R8X8 *dst, const B8G8R8X8 *src1, const B8G8R8X8 *src2)
+ {
+ *(unsigned int*)dst = (((*(unsigned int*)src1 ^ *(unsigned int*)src2) & 0xFEFEFEFE) >> 1) + (*(unsigned int*)src1 & *(unsigned int*)src2);
+ dst->X = 255;
+ }
+};
+
+struct B5G5R5A1
+{
+ unsigned short BGRA;
+
+ static void readColor(gl::ColorF *dst, const B5G5R5A1 *src)
+ {
+ dst->alpha = gl::normalizedToFloat<1>(gl::getShiftedData<1, 15>(src->BGRA));
+ dst->red = gl::normalizedToFloat<5>(gl::getShiftedData<5, 10>(src->BGRA));
+ dst->green = gl::normalizedToFloat<5>(gl::getShiftedData<5, 5>(src->BGRA));
+ dst->blue = gl::normalizedToFloat<5>(gl::getShiftedData<5, 0>(src->BGRA));
+ }
+
+ static void writeColor(B5G5R5A1 *dst, const gl::ColorF *src)
+ {
+ dst->BGRA = gl::shiftData<1, 15>(gl::floatToNormalized<1, unsigned short>(src->alpha)) |
+ gl::shiftData<5, 10>(gl::floatToNormalized<5, unsigned short>(src->red)) |
+ gl::shiftData<5, 5>(gl::floatToNormalized<5, unsigned short>(src->green)) |
+ gl::shiftData<5, 0>(gl::floatToNormalized<5, unsigned short>(src->blue));
+ }
+
+ static void average(B5G5R5A1 *dst, const B5G5R5A1 *src1, const B5G5R5A1 *src2)
+ {
+ dst->BGRA = gl::shiftData<1, 15>(gl::average(gl::getShiftedData<1, 15>(src1->BGRA), gl::getShiftedData<1, 15>(src2->BGRA))) |
+ gl::shiftData<5, 10>(gl::average(gl::getShiftedData<5, 10>(src1->BGRA), gl::getShiftedData<5, 10>(src2->BGRA))) |
+ gl::shiftData<5, 5>(gl::average(gl::getShiftedData<5, 5>(src1->BGRA), gl::getShiftedData<5, 5>(src2->BGRA))) |
+ gl::shiftData<5, 0>(gl::average(gl::getShiftedData<5, 0>(src1->BGRA), gl::getShiftedData<5, 0>(src2->BGRA)));
+ }
+};
+
+struct R5G5B5A1
+{
+ unsigned short RGBA;
+
+ static void readColor(gl::ColorF *dst, const R5G5B5A1 *src)
+ {
+ dst->alpha = gl::normalizedToFloat<1>(gl::getShiftedData<1, 15>(src->RGBA));
+ dst->blue = gl::normalizedToFloat<5>(gl::getShiftedData<5, 10>(src->RGBA));
+ dst->green = gl::normalizedToFloat<5>(gl::getShiftedData<5, 5>(src->RGBA));
+ dst->red = gl::normalizedToFloat<5>(gl::getShiftedData<5, 0>(src->RGBA));
+ }
+
+ static void writeColor(R5G5B5A1 *dst, const gl::ColorF *src)
+ {
+ dst->RGBA = gl::shiftData<1, 15>(gl::floatToNormalized<1, unsigned short>(src->alpha)) |
+ gl::shiftData<5, 10>(gl::floatToNormalized<5, unsigned short>(src->blue)) |
+ gl::shiftData<5, 5>(gl::floatToNormalized<5, unsigned short>(src->green)) |
+ gl::shiftData<5, 0>(gl::floatToNormalized<5, unsigned short>(src->red));
+ }
+
+ static void average(R5G5B5A1 *dst, const R5G5B5A1 *src1, const R5G5B5A1 *src2)
+ {
+ dst->RGBA = gl::shiftData<1, 15>(gl::average(gl::getShiftedData<1, 15>(src1->RGBA), gl::getShiftedData<1, 15>(src2->RGBA))) |
+ gl::shiftData<5, 10>(gl::average(gl::getShiftedData<5, 10>(src1->RGBA), gl::getShiftedData<5, 10>(src2->RGBA))) |
+ gl::shiftData<5, 5>(gl::average(gl::getShiftedData<5, 5>(src1->RGBA), gl::getShiftedData<5, 5>(src2->RGBA))) |
+ gl::shiftData<5, 0>(gl::average(gl::getShiftedData<5, 0>(src1->RGBA), gl::getShiftedData<5, 0>(src2->RGBA)));
+ }
+};
+
+struct R4G4B4A4
+{
+ unsigned char R : 4;
+ unsigned char G : 4;
+ unsigned char B : 4;
+ unsigned char A : 4;
+
+ static void readColor(gl::ColorF *dst, const R4G4B4A4 *src)
+ {
+ dst->red = gl::normalizedToFloat<4>(src->R);
+ dst->green = gl::normalizedToFloat<4>(src->G);
+ dst->blue = gl::normalizedToFloat<4>(src->B);
+ dst->alpha = gl::normalizedToFloat<4>(src->A);
+ }
+
+ static void writeColor(R4G4B4A4 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<4, unsigned char>(src->red);
+ dst->G = gl::floatToNormalized<4, unsigned char>(src->green);
+ dst->B = gl::floatToNormalized<4, unsigned char>(src->blue);
+ dst->A = gl::floatToNormalized<4, unsigned char>(src->alpha);
+ }
+
+ static void average(R4G4B4A4 *dst, const R4G4B4A4 *src1, const R4G4B4A4 *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ dst->A = gl::average(src1->A, src2->A);
+ }
+};
+
+struct A4R4G4B4
+{
+ unsigned char A : 4;
+ unsigned char R : 4;
+ unsigned char G : 4;
+ unsigned char B : 4;
+
+ static void readColor(gl::ColorF *dst, const A4R4G4B4 *src)
+ {
+ dst->red = gl::normalizedToFloat<4>(src->R);
+ dst->green = gl::normalizedToFloat<4>(src->G);
+ dst->blue = gl::normalizedToFloat<4>(src->B);
+ dst->alpha = gl::normalizedToFloat<4>(src->A);
+ }
+
+ static void writeColor(A4R4G4B4 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<4, unsigned char>(src->red);
+ dst->G = gl::floatToNormalized<4, unsigned char>(src->green);
+ dst->B = gl::floatToNormalized<4, unsigned char>(src->blue);
+ dst->A = gl::floatToNormalized<4, unsigned char>(src->alpha);
+ }
+
+ static void average(A4R4G4B4 *dst, const A4R4G4B4 *src1, const A4R4G4B4 *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ dst->A = gl::average(src1->A, src2->A);
+ }
+};
+
+struct B4G4R4A4
+{
+ unsigned char B : 4;
+ unsigned char G : 4;
+ unsigned char R : 4;
+ unsigned char A : 4;
+
+ static void readColor(gl::ColorF *dst, const B4G4R4A4 *src)
+ {
+ dst->red = gl::normalizedToFloat<4>(src->R);
+ dst->green = gl::normalizedToFloat<4>(src->G);
+ dst->blue = gl::normalizedToFloat<4>(src->B);
+ dst->alpha = gl::normalizedToFloat<4>(src->A);
+ }
+
+ static void writeColor(B4G4R4A4 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<4, unsigned char>(src->red);
+ dst->G = gl::floatToNormalized<4, unsigned char>(src->green);
+ dst->B = gl::floatToNormalized<4, unsigned char>(src->blue);
+ dst->A = gl::floatToNormalized<4, unsigned char>(src->alpha);
+ }
+
+ static void average(B4G4R4A4 *dst, const B4G4R4A4 *src1, const B4G4R4A4 *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ dst->A = gl::average(src1->A, src2->A);
+ }
+};
+
+struct R16
+{
+ unsigned short R;
+
+ static void readColor(gl::ColorF *dst, const R16 *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = 0.0f;
+ dst->blue = 0.0f;
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorUI *dst, const R16 *src)
+ {
+ dst->red = src->R;
+ dst->green = 0;
+ dst->blue = 0;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R16 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<unsigned short>(src->red);
+ }
+
+ static void writeColor(R16 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned short>(src->red);
+ }
+
+ static void average(R16 *dst, const R16 *src1, const R16 *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ }
+};
+
+struct R16G16
+{
+ unsigned short R;
+ unsigned short G;
+
+ static void readColor(gl::ColorF *dst, const R16G16 *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = 0.0f;
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorUI *dst, const R16G16 *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = 0;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R16G16 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<unsigned short>(src->red);
+ dst->G = gl::floatToNormalized<unsigned short>(src->green);
+ }
+
+ static void writeColor(R16G16 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned short>(src->red);
+ dst->G = static_cast<unsigned short>(src->green);
+ }
+
+ static void average(R16G16 *dst, const R16G16 *src1, const R16G16 *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ }
+};
+
+struct R16G16B16
+{
+ unsigned short R;
+ unsigned short G;
+ unsigned short B;
+
+ static void readColor(gl::ColorF *dst, const R16G16B16 *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = gl::normalizedToFloat(src->B);
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorUI *dst, const R16G16B16 *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R16G16B16 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<unsigned short>(src->red);
+ dst->G = gl::floatToNormalized<unsigned short>(src->green);
+ dst->B = gl::floatToNormalized<unsigned short>(src->blue);
+ }
+
+ static void writeColor(R16G16B16 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned short>(src->red);
+ dst->G = static_cast<unsigned short>(src->green);
+ dst->B = static_cast<unsigned short>(src->blue);
+ }
+
+ static void average(R16G16B16 *dst, const R16G16B16 *src1, const R16G16B16 *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ }
+};
+
+struct R16G16B16A16
+{
+ unsigned short R;
+ unsigned short G;
+ unsigned short B;
+ unsigned short A;
+
+ static void readColor(gl::ColorF *dst, const R16G16B16A16 *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = gl::normalizedToFloat(src->B);
+ dst->alpha = gl::normalizedToFloat(src->A);
+ }
+
+ static void readColor(gl::ColorUI *dst, const R16G16B16A16 *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = src->A;
+ }
+
+ static void writeColor(R16G16B16A16 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<unsigned short>(src->red);
+ dst->G = gl::floatToNormalized<unsigned short>(src->green);
+ dst->B = gl::floatToNormalized<unsigned short>(src->blue);
+ dst->A = gl::floatToNormalized<unsigned short>(src->alpha);
+ }
+
+ static void writeColor(R16G16B16A16 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned short>(src->red);
+ dst->G = static_cast<unsigned short>(src->green);
+ dst->B = static_cast<unsigned short>(src->blue);
+ dst->A = static_cast<unsigned short>(src->alpha);
+ }
+
+ static void average(R16G16B16A16 *dst, const R16G16B16A16 *src1, const R16G16B16A16 *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ dst->A = gl::average(src1->A, src2->A);
+ }
+};
+
+struct R32
+{
+ unsigned int R;
+
+ static void readColor(gl::ColorF *dst, const R32 *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = 0.0f;
+ dst->blue = 0.0f;
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorUI *dst, const R32 *src)
+ {
+ dst->red = src->R;
+ dst->green = 0;
+ dst->blue = 0;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R32 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<unsigned int>(src->red);
+ }
+
+ static void writeColor(R32 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned int>(src->red);
+ }
+
+ static void average(R32 *dst, const R32 *src1, const R32 *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ }
+};
+
+struct R32G32
+{
+ unsigned int R;
+ unsigned int G;
+
+ static void readColor(gl::ColorF *dst, const R32G32 *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = 0.0f;
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorUI *dst, const R32G32 *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = 0;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R32G32 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<unsigned int>(src->red);
+ dst->G = gl::floatToNormalized<unsigned int>(src->green);
+ }
+
+ static void writeColor(R32G32 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned int>(src->red);
+ dst->G = static_cast<unsigned int>(src->green);
+ }
+
+ static void average(R32G32 *dst, const R32G32 *src1, const R32G32 *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ }
+};
+
+struct R32G32B32
+{
+ unsigned int R;
+ unsigned int G;
+ unsigned int B;
+
+ static void readColor(gl::ColorF *dst, const R32G32B32 *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = gl::normalizedToFloat(src->B);
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorUI *dst, const R32G32B32 *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R32G32B32 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<unsigned int>(src->red);
+ dst->G = gl::floatToNormalized<unsigned int>(src->green);
+ dst->B = gl::floatToNormalized<unsigned int>(src->blue);
+ }
+
+ static void writeColor(R32G32B32 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned int>(src->red);
+ dst->G = static_cast<unsigned int>(src->green);
+ dst->B = static_cast<unsigned int>(src->blue);
+ }
+
+ static void average(R32G32B32 *dst, const R32G32B32 *src1, const R32G32B32 *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ }
+};
+
+struct R32G32B32A32
+{
+ unsigned int R;
+ unsigned int G;
+ unsigned int B;
+ unsigned int A;
+
+ static void readColor(gl::ColorF *dst, const R32G32B32A32 *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = gl::normalizedToFloat(src->B);
+ dst->alpha = gl::normalizedToFloat(src->A);
+ }
+
+ static void readColor(gl::ColorUI *dst, const R32G32B32A32 *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = src->A;
+ }
+
+ static void writeColor(R32G32B32A32 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<unsigned int>(src->red);
+ dst->G = gl::floatToNormalized<unsigned int>(src->green);
+ dst->B = gl::floatToNormalized<unsigned int>(src->blue);
+ dst->A = gl::floatToNormalized<unsigned int>(src->alpha);
+ }
+
+ static void writeColor(R32G32B32A32 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned int>(src->red);
+ dst->G = static_cast<unsigned int>(src->green);
+ dst->B = static_cast<unsigned int>(src->blue);
+ dst->A = static_cast<unsigned int>(src->alpha);
+ }
+
+ static void average(R32G32B32A32 *dst, const R32G32B32A32 *src1, const R32G32B32A32 *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ dst->A = gl::average(src1->A, src2->A);
+ }
+};
+
+struct R8S
+{
+ char R;
+
+ static void readColor(gl::ColorF *dst, const R8S *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = 0.0f;
+ dst->blue = 0.0f;
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorI *dst, const R8S *src)
+ {
+ dst->red = src->R;
+ dst->green = 0;
+ dst->blue = 0;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R8S *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<char>(src->red);
+ }
+
+ static void writeColor(R8S *dst, const gl::ColorI *src)
+ {
+ dst->R = static_cast<char>(src->red);
+ }
+
+ static void average(R8S *dst, const R8S *src1, const R8S *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ }
+};
+
+struct R8G8S
+{
+ char R;
+ char G;
+
+ static void readColor(gl::ColorF *dst, const R8G8S *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = 0.0f;
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorI *dst, const R8G8S *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = 0;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R8G8S *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<char>(src->red);
+ dst->G = gl::floatToNormalized<char>(src->green);
+ }
+
+ static void writeColor(R8G8S *dst, const gl::ColorI *src)
+ {
+ dst->R = static_cast<char>(src->red);
+ dst->G = static_cast<char>(src->green);
+ }
+
+ static void average(R8G8S *dst, const R8G8S *src1, const R8G8S *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ }
+};
+
+struct R8G8B8S
+{
+ char R;
+ char G;
+ char B;
+
+ static void readColor(gl::ColorF *dst, const R8G8B8S *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = gl::normalizedToFloat(src->B);
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorI *dst, const R8G8B8S *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R8G8B8S *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<char>(src->red);
+ dst->G = gl::floatToNormalized<char>(src->green);
+ dst->B = gl::floatToNormalized<char>(src->blue);
+ }
+
+ static void writeColor(R8G8B8S *dst, const gl::ColorI *src)
+ {
+ dst->R = static_cast<char>(src->red);
+ dst->G = static_cast<char>(src->green);
+ dst->B = static_cast<char>(src->blue);
+ }
+
+ static void average(R8G8B8S *dst, const R8G8B8S *src1, const R8G8B8S *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ }
+};
+
+struct R8G8B8A8S
+{
+ char R;
+ char G;
+ char B;
+ char A;
+
+ static void readColor(gl::ColorF *dst, const R8G8B8A8S *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = gl::normalizedToFloat(src->B);
+ dst->alpha = gl::normalizedToFloat(src->A);
+ }
+
+ static void readColor(gl::ColorI *dst, const R8G8B8A8S *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = src->A;
+ }
+
+ static void writeColor(R8G8B8A8S *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<char>(src->red);
+ dst->G = gl::floatToNormalized<char>(src->green);
+ dst->B = gl::floatToNormalized<char>(src->blue);
+ dst->A = gl::floatToNormalized<char>(src->alpha);
+ }
+
+ static void writeColor(R8G8B8A8S *dst, const gl::ColorI *src)
+ {
+ dst->R = static_cast<char>(src->red);
+ dst->G = static_cast<char>(src->green);
+ dst->B = static_cast<char>(src->blue);
+ dst->A = static_cast<char>(src->alpha);
+ }
+
+ static void average(R8G8B8A8S *dst, const R8G8B8A8S *src1, const R8G8B8A8S *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ dst->A = gl::average(src1->A, src2->A);
+ }
+};
+
+struct R16S
+{
+ short R;
+
+ static void readColor(gl::ColorF *dst, const R16S *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = 0.0f;
+ dst->blue = 0.0f;
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorI *dst, const R16S *src)
+ {
+ dst->red = src->R;
+ dst->green = 0;
+ dst->blue = 0;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R16S *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<short>(src->red);
+ }
+
+ static void writeColor(R16S *dst, const gl::ColorI *src)
+ {
+ dst->R = static_cast<short>(src->red);
+ }
+
+ static void average(R16S *dst, const R16S *src1, const R16S *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ }
+};
+
+struct R16G16S
+{
+ short R;
+ short G;
+
+ static void readColor(gl::ColorF *dst, const R16G16S *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = 0.0f;
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorI *dst, const R16G16S *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = 0;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R16G16S *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<short>(src->red);
+ dst->G = gl::floatToNormalized<short>(src->green);
+ }
+
+ static void writeColor(R16G16S *dst, const gl::ColorI *src)
+ {
+ dst->R = static_cast<short>(src->red);
+ dst->G = static_cast<short>(src->green);
+ }
+
+ static void average(R16G16S *dst, const R16G16S *src1, const R16G16S *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ }
+};
+
+struct R16G16B16S
+{
+ short R;
+ short G;
+ short B;
+
+ static void readColor(gl::ColorF *dst, const R16G16B16S *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = gl::normalizedToFloat(src->B);
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorI *dst, const R16G16B16S *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R16G16B16S *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<short>(src->red);
+ dst->G = gl::floatToNormalized<short>(src->green);
+ dst->B = gl::floatToNormalized<short>(src->blue);
+ }
+
+ static void writeColor(R16G16B16S *dst, const gl::ColorI *src)
+ {
+ dst->R = static_cast<short>(src->red);
+ dst->G = static_cast<short>(src->green);
+ dst->B = static_cast<short>(src->blue);
+ }
+
+ static void average(R16G16B16S *dst, const R16G16B16S *src1, const R16G16B16S *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ }
+};
+
+struct R16G16B16A16S
+{
+ short R;
+ short G;
+ short B;
+ short A;
+
+ static void readColor(gl::ColorF *dst, const R16G16B16A16S *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = gl::normalizedToFloat(src->B);
+ dst->alpha = gl::normalizedToFloat(src->A);
+ }
+
+ static void readColor(gl::ColorI *dst, const R16G16B16A16S *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = src->A;
+ }
+
+ static void writeColor(R16G16B16A16S *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<short>(src->red);
+ dst->G = gl::floatToNormalized<short>(src->green);
+ dst->B = gl::floatToNormalized<short>(src->blue);
+ dst->A = gl::floatToNormalized<short>(src->alpha);
+ }
+
+ static void writeColor(R16G16B16A16S *dst, const gl::ColorI *src)
+ {
+ dst->R = static_cast<short>(src->red);
+ dst->G = static_cast<short>(src->green);
+ dst->B = static_cast<short>(src->blue);
+ dst->A = static_cast<short>(src->alpha);
+ }
+
+ static void average(R16G16B16A16S *dst, const R16G16B16A16S *src1, const R16G16B16A16S *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ dst->A = gl::average(src1->A, src2->A);
+ }
+};
+
+struct R32S
+{
+ int R;
+
+ static void readColor(gl::ColorF *dst, const R32S *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = 0.0f;
+ dst->blue = 0.0f;
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorI *dst, const R32S *src)
+ {
+ dst->red = src->R;
+ dst->green = 0;
+ dst->blue = 0;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R32S *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<int>(src->red);
+ }
+
+ static void writeColor(R32S *dst, const gl::ColorI *src)
+ {
+ dst->R = static_cast<int>(src->red);
+ }
+
+ static void average(R32S *dst, const R32S *src1, const R32S *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ }
+};
+
+struct R32G32S
+{
+ int R;
+ int G;
+
+ static void readColor(gl::ColorF *dst, const R32G32S *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = 0.0f;
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorI *dst, const R32G32S *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = 0;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R32G32S *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<int>(src->red);
+ dst->G = gl::floatToNormalized<int>(src->green);
+ }
+
+ static void writeColor(R32G32S *dst, const gl::ColorI *src)
+ {
+ dst->R = static_cast<int>(src->red);
+ dst->G = static_cast<int>(src->green);
+ }
+
+ static void average(R32G32S *dst, const R32G32S *src1, const R32G32S *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ }
+};
+
+struct R32G32B32S
+{
+ int R;
+ int G;
+ int B;
+
+ static void readColor(gl::ColorF *dst, const R32G32B32S *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = gl::normalizedToFloat(src->B);
+ dst->alpha = 1.0f;
+ }
+
+ static void readColor(gl::ColorI *dst, const R32G32B32S *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = 1;
+ }
+
+ static void writeColor(R32G32B32S *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<int>(src->red);
+ dst->G = gl::floatToNormalized<int>(src->green);
+ dst->B = gl::floatToNormalized<int>(src->blue);
+ }
+
+ static void writeColor(R32G32B32S *dst, const gl::ColorI *src)
+ {
+ dst->R = static_cast<int>(src->red);
+ dst->G = static_cast<int>(src->green);
+ dst->B = static_cast<int>(src->blue);
+ }
+
+ static void average(R32G32B32S *dst, const R32G32B32S *src1, const R32G32B32S *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ }
+};
+
+struct R32G32B32A32S
+{
+ int R;
+ int G;
+ int B;
+ int A;
+
+ static void readColor(gl::ColorF *dst, const R32G32B32A32S *src)
+ {
+ dst->red = gl::normalizedToFloat(src->R);
+ dst->green = gl::normalizedToFloat(src->G);
+ dst->blue = gl::normalizedToFloat(src->B);
+ dst->alpha = gl::normalizedToFloat(src->A);
+ }
+
+ static void readColor(gl::ColorI *dst, const R32G32B32A32S *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = src->A;
+ }
+
+ static void writeColor(R32G32B32A32S *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<int>(src->red);
+ dst->G = gl::floatToNormalized<int>(src->green);
+ dst->B = gl::floatToNormalized<int>(src->blue);
+ dst->A = gl::floatToNormalized<int>(src->alpha);
+ }
+
+ static void writeColor(R32G32B32A32S *dst, const gl::ColorI *src)
+ {
+ dst->R = static_cast<int>(src->red);
+ dst->G = static_cast<int>(src->green);
+ dst->B = static_cast<int>(src->blue);
+ dst->A = static_cast<int>(src->alpha);
+ }
+
+ static void average(R32G32B32A32S *dst, const R32G32B32A32S *src1, const R32G32B32A32S *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ dst->A = gl::average(src1->A, src2->A);
+ }
+};
+
+struct A16B16G16R16F
+{
+ unsigned short A;
+ unsigned short R;
+ unsigned short G;
+ unsigned short B;
+
+ static void readColor(gl::ColorF *dst, const A16B16G16R16F *src)
+ {
+ dst->red = gl::float16ToFloat32(src->R);
+ dst->green = gl::float16ToFloat32(src->G);
+ dst->blue = gl::float16ToFloat32(src->B);
+ dst->alpha = gl::float16ToFloat32(src->A);
+ }
+
+ static void writeColor(A16B16G16R16F *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::float32ToFloat16(src->red);
+ dst->G = gl::float32ToFloat16(src->green);
+ dst->B = gl::float32ToFloat16(src->blue);
+ dst->A = gl::float32ToFloat16(src->alpha);
+ }
+
+ static void average(A16B16G16R16F *dst, const A16B16G16R16F *src1, const A16B16G16R16F *src2)
+ {
+ dst->R = gl::averageHalfFloat(src1->R, src2->R);
+ dst->G = gl::averageHalfFloat(src1->G, src2->G);
+ dst->B = gl::averageHalfFloat(src1->B, src2->B);
+ dst->A = gl::averageHalfFloat(src1->A, src2->A);
+ }
+};
+
+struct R16G16B16A16F
+{
+ unsigned short R;
+ unsigned short G;
+ unsigned short B;
+ unsigned short A;
+
+ static void readColor(gl::ColorF *dst, const R16G16B16A16F *src)
+ {
+ dst->red = gl::float16ToFloat32(src->R);
+ dst->green = gl::float16ToFloat32(src->G);
+ dst->blue = gl::float16ToFloat32(src->B);
+ dst->alpha = gl::float16ToFloat32(src->A);
+ }
+
+ static void writeColor(R16G16B16A16F *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::float32ToFloat16(src->red);
+ dst->G = gl::float32ToFloat16(src->green);
+ dst->B = gl::float32ToFloat16(src->blue);
+ dst->A = gl::float32ToFloat16(src->alpha);
+ }
+
+ static void average(R16G16B16A16F *dst, const R16G16B16A16F *src1, const R16G16B16A16F *src2)
+ {
+ dst->R = gl::averageHalfFloat(src1->R, src2->R);
+ dst->G = gl::averageHalfFloat(src1->G, src2->G);
+ dst->B = gl::averageHalfFloat(src1->B, src2->B);
+ dst->A = gl::averageHalfFloat(src1->A, src2->A);
+ }
+};
+
+struct R16F
+{
+ unsigned short R;
+
+ static void readColor(gl::ColorF *dst, const R16F *src)
+ {
+ dst->red = gl::float16ToFloat32(src->R);
+ dst->green = 0.0f;
+ dst->blue = 0.0f;
+ dst->alpha = 1.0f;
+ }
+
+ static void writeColor(R16F *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::float32ToFloat16(src->red);
+ }
+
+ static void average(R16F *dst, const R16F *src1, const R16F *src2)
+ {
+ dst->R = gl::averageHalfFloat(src1->R, src2->R);
+ }
+};
+
+struct A16F
+{
+ unsigned short A;
+
+ static void readColor(gl::ColorF *dst, const A16F *src)
+ {
+ dst->red = 0.0f;
+ dst->green = 0.0f;
+ dst->blue = 0.0f;
+ dst->alpha = gl::float16ToFloat32(src->A);
+ }
+
+ static void writeColor(A16F *dst, const gl::ColorF *src)
+ {
+ dst->A = gl::float32ToFloat16(src->alpha);
+ }
+
+ static void average(A16F *dst, const A16F *src1, const A16F *src2)
+ {
+ dst->A = gl::averageHalfFloat(src1->A, src2->A);
+ }
+};
+
+struct L16F
+{
+ unsigned short L;
+
+ static void readColor(gl::ColorF *dst, const L16F *src)
+ {
+ float lum = gl::float16ToFloat32(src->L);
+ dst->red = lum;
+ dst->green = lum;
+ dst->blue = lum;
+ dst->alpha = 1.0f;
+ }
+
+ static void writeColor(L16F *dst, const gl::ColorF *src)
+ {
+ dst->L = gl::float32ToFloat16((src->red + src->green + src->blue) / 3.0f);
+ }
+
+ static void average(L16F *dst, const L16F *src1, const L16F *src2)
+ {
+ dst->L = gl::averageHalfFloat(src1->L, src2->L);
+ }
+};
+
+struct L16A16F
+{
+ unsigned short L;
+ unsigned short A;
+
+ static void readColor(gl::ColorF *dst, const L16A16F *src)
+ {
+ float lum = gl::float16ToFloat32(src->L);
+ dst->red = lum;
+ dst->green = lum;
+ dst->blue = lum;
+ dst->alpha = gl::float16ToFloat32(src->A);
+ }
+
+ static void writeColor(L16A16F *dst, const gl::ColorF *src)
+ {
+ dst->L = gl::float32ToFloat16((src->red + src->green + src->blue) / 3.0f);
+ dst->A = gl::float32ToFloat16(src->alpha);
+ }
+
+ static void average(L16A16F *dst, const L16A16F *src1, const L16A16F *src2)
+ {
+ dst->L = gl::averageHalfFloat(src1->L, src2->L);
+ dst->A = gl::averageHalfFloat(src1->A, src2->A);
+ }
+};
+
+struct R16G16F
+{
+ unsigned short R;
+ unsigned short G;
+
+ static void readColor(gl::ColorF *dst, const R16G16F *src)
+ {
+ dst->red = gl::float16ToFloat32(src->R);
+ dst->green = gl::float16ToFloat32(src->G);
+ dst->blue = 0.0f;
+ dst->alpha = 1.0f;
+ }
+
+ static void writeColor(R16G16F *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::float32ToFloat16(src->red);
+ dst->G = gl::float32ToFloat16(src->green);
+ }
+
+ static void average(R16G16F *dst, const R16G16F *src1, const R16G16F *src2)
+ {
+ dst->R = gl::averageHalfFloat(src1->R, src2->R);
+ dst->G = gl::averageHalfFloat(src1->G, src2->G);
+ }
+};
+
+struct R16G16B16F
+{
+ unsigned short R;
+ unsigned short G;
+ unsigned short B;
+
+ static void readColor(gl::ColorF *dst, const R16G16B16F *src)
+ {
+ dst->red = gl::float16ToFloat32(src->R);
+ dst->green = gl::float16ToFloat32(src->G);
+ dst->blue = gl::float16ToFloat32(src->B);
+ dst->alpha = 1.0f;
+ }
+
+ static void writeColor(R16G16B16F *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::float32ToFloat16(src->red);
+ dst->G = gl::float32ToFloat16(src->green);
+ dst->B = gl::float32ToFloat16(src->blue);
+ }
+
+ static void average(R16G16B16F *dst, const R16G16B16F *src1, const R16G16B16F *src2)
+ {
+ dst->R = gl::averageHalfFloat(src1->R, src2->R);
+ dst->G = gl::averageHalfFloat(src1->G, src2->G);
+ dst->B = gl::averageHalfFloat(src1->B, src2->B);
+ }
+};
+
+struct A32B32G32R32F
+{
+ float A;
+ float R;
+ float G;
+ float B;
+
+ static void readColor(gl::ColorF *dst, const A32B32G32R32F *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = src->A;
+ }
+
+ static void writeColor(A32B32G32R32F *dst, const gl::ColorF *src)
+ {
+ dst->R = src->red;
+ dst->G = src->green;
+ dst->B = src->blue;
+ dst->A = src->alpha;
+ }
+
+ static void average(A32B32G32R32F *dst, const A32B32G32R32F *src1, const A32B32G32R32F *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ dst->A = gl::average(src1->A, src2->A);
+ }
+};
+
+struct R32G32B32A32F
+{
+ float R;
+ float G;
+ float B;
+ float A;
+
+ static void readColor(gl::ColorF *dst, const R32G32B32A32F *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = src->A;
+ }
+
+ static void writeColor(R32G32B32A32F *dst, const gl::ColorF *src)
+ {
+ dst->R = src->red;
+ dst->G = src->green;
+ dst->B = src->blue;
+ dst->A = src->alpha;
+ }
+
+ static void average(R32G32B32A32F *dst, const R32G32B32A32F *src1, const R32G32B32A32F *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ dst->A = gl::average(src1->A, src2->A);
+ }
+};
+
+struct R32F
+{
+ float R;
+
+ static void readColor(gl::ColorF *dst, const R32F *src)
+ {
+ dst->red = src->R;
+ dst->green = 0.0f;
+ dst->blue = 0.0f;
+ dst->alpha = 1.0f;
+ }
+
+ static void writeColor(R32F *dst, const gl::ColorF *src)
+ {
+ dst->R = src->red;
+ }
+
+ static void average(R32F *dst, const R32F *src1, const R32F *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ }
+};
+
+struct A32F
+{
+ float A;
+
+ static void readColor(gl::ColorF *dst, const A32F *src)
+ {
+ dst->red = 0.0f;
+ dst->green = 0.0f;
+ dst->blue = 0.0f;
+ dst->alpha = src->A;
+ }
+
+ static void writeColor(A32F *dst, const gl::ColorF *src)
+ {
+ dst->A = src->alpha;
+ }
+
+ static void average(A32F *dst, const A32F *src1, const A32F *src2)
+ {
+ dst->A = gl::average(src1->A, src2->A);
+ }
+};
+
+struct L32F
+{
+ float L;
+
+ static void readColor(gl::ColorF *dst, const L32F *src)
+ {
+ dst->red = src->L;
+ dst->green = src->L;
+ dst->blue = src->L;
+ dst->alpha = 1.0f;
+ }
+
+ static void writeColor(L32F *dst, const gl::ColorF *src)
+ {
+ dst->L = (src->red + src->green + src->blue) / 3.0f;
+ }
+
+ static void average(L32F *dst, const L32F *src1, const L32F *src2)
+ {
+ dst->L = gl::average(src1->L, src2->L);
+ }
+};
+
+struct L32A32F
+{
+ float L;
+ float A;
+
+ static void readColor(gl::ColorF *dst, const L32A32F *src)
+ {
+ dst->red = src->L;
+ dst->green = src->L;
+ dst->blue = src->L;
+ dst->alpha = src->A;
+ }
+
+ static void writeColor(L32A32F *dst, const gl::ColorF *src)
+ {
+ dst->L = (src->red + src->green + src->blue) / 3.0f;
+ dst->A = src->alpha;
+ }
+
+ static void average(L32A32F *dst, const L32A32F *src1, const L32A32F *src2)
+ {
+ dst->L = gl::average(src1->L, src2->L);
+ dst->A = gl::average(src1->A, src2->A);
+ }
+};
+
+struct R32G32F
+{
+ float R;
+ float G;
+
+ static void readColor(gl::ColorF *dst, const R32G32F *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = 0.0f;
+ dst->alpha = 1.0f;
+ }
+
+ static void writeColor(R32G32F *dst, const gl::ColorF *src)
+ {
+ dst->R = src->red;
+ dst->G = src->green;
+ }
+
+ static void average(R32G32F *dst, const R32G32F *src1, const R32G32F *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ }
+};
+
+struct R32G32B32F
+{
+ float R;
+ float G;
+ float B;
+
+ static void readColor(gl::ColorF *dst, const R32G32B32F *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = 1.0f;
+ }
+
+ static void writeColor(R32G32B32F *dst, const gl::ColorF *src)
+ {
+ dst->R = src->red;
+ dst->G = src->green;
+ dst->B = src->blue;
+ }
+
+ static void average(R32G32B32F *dst, const R32G32B32F *src1, const R32G32B32F *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ }
+};
+
+struct R10G10B10A2
+{
+ unsigned int R : 10;
+ unsigned int G : 10;
+ unsigned int B : 10;
+ unsigned int A : 2;
+
+ static void readColor(gl::ColorF *dst, const R10G10B10A2 *src)
+ {
+ dst->red = gl::normalizedToFloat<10>(src->R);
+ dst->green = gl::normalizedToFloat<10>(src->G);
+ dst->blue = gl::normalizedToFloat<10>(src->B);
+ dst->alpha = gl::normalizedToFloat< 2>(src->A);
+ }
+
+ static void readColor(gl::ColorUI *dst, const R10G10B10A2 *src)
+ {
+ dst->red = src->R;
+ dst->green = src->G;
+ dst->blue = src->B;
+ dst->alpha = src->A;
+ }
+
+ static void writeColor(R10G10B10A2 *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::floatToNormalized<10, unsigned int>(src->red);
+ dst->G = gl::floatToNormalized<10, unsigned int>(src->green);
+ dst->B = gl::floatToNormalized<10, unsigned int>(src->blue);
+ dst->A = gl::floatToNormalized< 2, unsigned int>(src->alpha);
+ }
+
+ static void writeColor(R10G10B10A2 *dst, const gl::ColorUI *src)
+ {
+ dst->R = static_cast<unsigned int>(src->red);
+ dst->G = static_cast<unsigned int>(src->green);
+ dst->B = static_cast<unsigned int>(src->blue);
+ dst->A = static_cast<unsigned int>(src->alpha);
+ }
+
+ static void average(R10G10B10A2 *dst, const R10G10B10A2 *src1, const R10G10B10A2 *src2)
+ {
+ dst->R = gl::average(src1->R, src2->R);
+ dst->G = gl::average(src1->G, src2->G);
+ dst->B = gl::average(src1->B, src2->B);
+ dst->A = gl::average(src1->A, src2->A);
+ }
+};
+
+struct R9G9B9E5
+{
+ unsigned int R : 9;
+ unsigned int G : 9;
+ unsigned int B : 9;
+ unsigned int E : 5;
+
+ static void readColor(gl::ColorF *dst, const R9G9B9E5 *src)
+ {
+ gl::convert999E5toRGBFloats(gl::bitCast<unsigned int>(*src), &dst->red, &dst->green, &dst->blue);
+ dst->alpha = 1.0f;
+ }
+
+ static void writeColor(R9G9B9E5 *dst, const gl::ColorF *src)
+ {
+ *reinterpret_cast<unsigned int*>(dst) = gl::convertRGBFloatsTo999E5(src->red,
+ src->green,
+ src->blue);
+ }
+
+ static void average(R9G9B9E5 *dst, const R9G9B9E5 *src1, const R9G9B9E5 *src2)
+ {
+ float r1, g1, b1;
+ gl::convert999E5toRGBFloats(*reinterpret_cast<const unsigned int*>(src1), &r1, &g1, &b1);
+
+ float r2, g2, b2;
+ gl::convert999E5toRGBFloats(*reinterpret_cast<const unsigned int*>(src2), &r2, &g2, &b2);
+
+ *reinterpret_cast<unsigned int*>(dst) = gl::convertRGBFloatsTo999E5(gl::average(r1, r2),
+ gl::average(g1, g2),
+ gl::average(b1, b2));
+ }
+};
+
+struct R11G11B10F
+{
+ unsigned int R : 11;
+ unsigned int G : 11;
+ unsigned int B : 10;
+
+ static void readColor(gl::ColorF *dst, const R11G11B10F *src)
+ {
+ dst->red = gl::float11ToFloat32(src->R);
+ dst->green = gl::float11ToFloat32(src->G);
+ dst->blue = gl::float10ToFloat32(src->B);
+ dst->alpha = 1.0f;
+ }
+
+ static void writeColor(R11G11B10F *dst, const gl::ColorF *src)
+ {
+ dst->R = gl::float32ToFloat11(src->red);
+ dst->G = gl::float32ToFloat11(src->green);
+ dst->B = gl::float32ToFloat10(src->blue);
+ }
+
+ static void average(R11G11B10F *dst, const R11G11B10F *src1, const R11G11B10F *src2)
+ {
+ dst->R = gl::averageFloat11(src1->R, src2->R);
+ dst->G = gl::averageFloat11(src1->G, src2->G);
+ dst->B = gl::averageFloat10(src1->B, src2->B);
+ }
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_IMAGEFORMATS_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/loadimage.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/loadimage.cpp
new file mode 100644
index 0000000000..172832b3e7
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/loadimage.cpp
@@ -0,0 +1,662 @@
+//
+// Copyright (c) 2013-2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// loadimage.cpp: Defines image loading functions.
+
+#include "libANGLE/renderer/d3d/loadimage.h"
+
+namespace rx
+{
+
+void LoadA8ToRGBA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint8_t *source = OffsetDataPointer<uint8_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint32_t *dest = OffsetDataPointer<uint32_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[x] = static_cast<uint32_t>(source[x]) << 24;
+ }
+ }
+ }
+}
+
+void LoadA8ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ // Same as loading to RGBA
+ LoadA8ToRGBA8(width, height, depth, input, inputRowPitch, inputDepthPitch, output, outputRowPitch, outputDepthPitch);
+}
+
+void LoadA32FToRGBA32F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const float *source = OffsetDataPointer<float>(input, y, z, inputRowPitch, inputDepthPitch);
+ float *dest = OffsetDataPointer<float>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[4 * x + 0] = 0.0f;
+ dest[4 * x + 1] = 0.0f;
+ dest[4 * x + 2] = 0.0f;
+ dest[4 * x + 3] = source[x];
+ }
+ }
+ }
+}
+
+void LoadA16FToRGBA16F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint16_t *source = OffsetDataPointer<uint16_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint16_t *dest = OffsetDataPointer<uint16_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[4 * x + 0] = 0;
+ dest[4 * x + 1] = 0;
+ dest[4 * x + 2] = 0;
+ dest[4 * x + 3] = source[x];
+ }
+ }
+ }
+}
+
+void LoadL8ToRGBA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint8_t *source = OffsetDataPointer<uint8_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint8_t *dest = OffsetDataPointer<uint8_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ uint8_t sourceVal = source[x];
+ dest[4 * x + 0] = sourceVal;
+ dest[4 * x + 1] = sourceVal;
+ dest[4 * x + 2] = sourceVal;
+ dest[4 * x + 3] = 0xFF;
+ }
+ }
+ }
+}
+
+void LoadL8ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ // Same as loading to RGBA
+ LoadL8ToRGBA8(width, height, depth, input, inputRowPitch, inputDepthPitch, output, outputRowPitch, outputDepthPitch);
+}
+
+void LoadL32FToRGBA32F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const float *source = OffsetDataPointer<float>(input, y, z, inputRowPitch, inputDepthPitch);
+ float *dest = OffsetDataPointer<float>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[4 * x + 0] = source[x];
+ dest[4 * x + 1] = source[x];
+ dest[4 * x + 2] = source[x];
+ dest[4 * x + 3] = 1.0f;
+ }
+ }
+ }
+}
+
+void LoadL16FToRGBA16F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint16_t *source = OffsetDataPointer<uint16_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint16_t *dest = OffsetDataPointer<uint16_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[4 * x + 0] = source[x];
+ dest[4 * x + 1] = source[x];
+ dest[4 * x + 2] = source[x];
+ dest[4 * x + 3] = gl::Float16One;
+ }
+ }
+ }
+}
+
+void LoadLA8ToRGBA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint8_t *source = OffsetDataPointer<uint8_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint8_t *dest = OffsetDataPointer<uint8_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[4 * x + 0] = source[2 * x + 0];
+ dest[4 * x + 1] = source[2 * x + 0];
+ dest[4 * x + 2] = source[2 * x + 0];
+ dest[4 * x + 3] = source[2 * x + 1];
+ }
+ }
+ }
+}
+
+void LoadLA8ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ // Same as loading to RGBA
+ LoadLA8ToRGBA8(width, height, depth, input, inputRowPitch, inputDepthPitch, output, outputRowPitch, outputDepthPitch);
+}
+
+void LoadLA32FToRGBA32F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const float *source = OffsetDataPointer<float>(input, y, z, inputRowPitch, inputDepthPitch);
+ float *dest = OffsetDataPointer<float>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[4 * x + 0] = source[2 * x + 0];
+ dest[4 * x + 1] = source[2 * x + 0];
+ dest[4 * x + 2] = source[2 * x + 0];
+ dest[4 * x + 3] = source[2 * x + 1];
+ }
+ }
+ }
+}
+
+void LoadLA16FToRGBA16F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint16_t *source = OffsetDataPointer<uint16_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint16_t *dest = OffsetDataPointer<uint16_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[4 * x + 0] = source[2 * x + 0];
+ dest[4 * x + 1] = source[2 * x + 0];
+ dest[4 * x + 2] = source[2 * x + 0];
+ dest[4 * x + 3] = source[2 * x + 1];
+ }
+ }
+ }
+}
+
+void LoadRGB8ToBGRX8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint8_t *source = OffsetDataPointer<uint8_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint8_t *dest = OffsetDataPointer<uint8_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[4 * x + 0] = source[x * 3 + 2];
+ dest[4 * x + 1] = source[x * 3 + 1];
+ dest[4 * x + 2] = source[x * 3 + 0];
+ dest[4 * x + 3] = 0xFF;
+ }
+ }
+ }
+}
+
+void LoadRG8ToBGRX8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint8_t *source = OffsetDataPointer<uint8_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint8_t *dest = OffsetDataPointer<uint8_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[4 * x + 0] = 0x00;
+ dest[4 * x + 1] = source[x * 2 + 1];
+ dest[4 * x + 2] = source[x * 2 + 0];
+ dest[4 * x + 3] = 0xFF;
+ }
+ }
+ }
+}
+
+void LoadR8ToBGRX8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint8_t *source = OffsetDataPointer<uint8_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint8_t *dest = OffsetDataPointer<uint8_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[4 * x + 0] = 0x00;
+ dest[4 * x + 1] = 0x00;
+ dest[4 * x + 2] = source[x];
+ dest[4 * x + 3] = 0xFF;
+ }
+ }
+ }
+}
+
+void LoadR5G6B5ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint16_t *source = OffsetDataPointer<uint16_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint8_t *dest = OffsetDataPointer<uint8_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ uint16_t rgb = source[x];
+ dest[4 * x + 0] = ((rgb & 0x001F) << 3) | ((rgb & 0x001F) >> 2);
+ dest[4 * x + 1] = ((rgb & 0x07E0) >> 3) | ((rgb & 0x07E0) >> 9);
+ dest[4 * x + 2] = ((rgb & 0xF800) >> 8) | ((rgb & 0xF800) >> 13);
+ dest[4 * x + 3] = 0xFF;
+ }
+ }
+ }
+}
+
+void LoadR5G6B5ToRGBA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint16_t *source = OffsetDataPointer<uint16_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint8_t *dest = OffsetDataPointer<uint8_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ uint16_t rgb = source[x];
+ dest[4 * x + 0] = ((rgb & 0xF800) >> 8) | ((rgb & 0xF800) >> 13);
+ dest[4 * x + 1] = ((rgb & 0x07E0) >> 3) | ((rgb & 0x07E0) >> 9);
+ dest[4 * x + 2] = ((rgb & 0x001F) << 3) | ((rgb & 0x001F) >> 2);
+ dest[4 * x + 3] = 0xFF;
+ }
+ }
+ }
+}
+
+void LoadRGBA8ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint32_t *source = OffsetDataPointer<uint32_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint32_t *dest = OffsetDataPointer<uint32_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ uint32_t rgba = source[x];
+ dest[x] = (ANGLE_ROTL(rgba, 16) & 0x00ff00ff) | (rgba & 0xff00ff00);
+ }
+ }
+ }
+}
+
+void LoadRGBA4ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint16_t *source = OffsetDataPointer<uint16_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint8_t *dest = OffsetDataPointer<uint8_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ uint16_t rgba = source[x];
+ dest[4 * x + 0] = ((rgba & 0x00F0) << 0) | ((rgba & 0x00F0) >> 4);
+ dest[4 * x + 1] = ((rgba & 0x0F00) >> 4) | ((rgba & 0x0F00) >> 8);
+ dest[4 * x + 2] = ((rgba & 0xF000) >> 8) | ((rgba & 0xF000) >> 12);
+ dest[4 * x + 3] = ((rgba & 0x000F) << 4) | ((rgba & 0x000F) >> 0);
+ }
+ }
+ }
+}
+
+void LoadRGBA4ToRGBA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint16_t *source = OffsetDataPointer<uint16_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint8_t *dest = OffsetDataPointer<uint8_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ uint16_t rgba = source[x];
+ dest[4 * x + 0] = ((rgba & 0xF000) >> 8) | ((rgba & 0xF000) >> 12);
+ dest[4 * x + 1] = ((rgba & 0x0F00) >> 4) | ((rgba & 0x0F00) >> 8);
+ dest[4 * x + 2] = ((rgba & 0x00F0) << 0) | ((rgba & 0x00F0) >> 4);
+ dest[4 * x + 3] = ((rgba & 0x000F) << 4) | ((rgba & 0x000F) >> 0);
+ }
+ }
+ }
+}
+
+void LoadBGRA4ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint16_t *source = OffsetDataPointer<uint16_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint8_t *dest = OffsetDataPointer<uint8_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ uint16_t bgra = source[x];
+ dest[4 * x + 0] = ((bgra & 0xF000) >> 8) | ((bgra & 0xF000) >> 12);
+ dest[4 * x + 1] = ((bgra & 0x0F00) >> 4) | ((bgra & 0x0F00) >> 8);
+ dest[4 * x + 2] = ((bgra & 0x00F0) << 0) | ((bgra & 0x00F0) >> 4);
+ dest[4 * x + 3] = ((bgra & 0x000F) << 4) | ((bgra & 0x000F) >> 0);
+ }
+ }
+ }
+}
+
+void LoadRGB5A1ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint16_t *source = OffsetDataPointer<uint16_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint8_t *dest = OffsetDataPointer<uint8_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ uint16_t rgba = source[x];
+ dest[4 * x + 0] = ((rgba & 0x003E) << 2) | ((rgba & 0x003E) >> 3);
+ dest[4 * x + 1] = ((rgba & 0x07C0) >> 3) | ((rgba & 0x07C0) >> 8);
+ dest[4 * x + 2] = ((rgba & 0xF800) >> 8) | ((rgba & 0xF800) >> 13);
+ dest[4 * x + 3] = (rgba & 0x0001) ? 0xFF : 0;
+ }
+ }
+ }
+}
+
+void LoadRGB5A1ToRGBA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint16_t *source = OffsetDataPointer<uint16_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint8_t *dest = OffsetDataPointer<uint8_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ uint16_t rgba = source[x];
+ dest[4 * x + 0] = ((rgba & 0xF800) >> 8) | ((rgba & 0xF800) >> 13);
+ dest[4 * x + 1] = ((rgba & 0x07C0) >> 3) | ((rgba & 0x07C0) >> 8);
+ dest[4 * x + 2] = ((rgba & 0x003E) << 2) | ((rgba & 0x003E) >> 3);
+ dest[4 * x + 3] = (rgba & 0x0001) ? 0xFF : 0;
+ }
+ }
+ }
+}
+
+
+void LoadBGR5A1ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint16_t *source = OffsetDataPointer<uint16_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint8_t *dest = OffsetDataPointer<uint8_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ uint16_t bgra = source[x];
+ dest[4 * x + 0] = ((bgra & 0xF800) >> 8) | ((bgra & 0xF800) >> 13);
+ dest[4 * x + 1] = ((bgra & 0x07C0) >> 3) | ((bgra & 0x07C0) >> 8);
+ dest[4 * x + 2] = ((bgra & 0x003E) << 2) | ((bgra & 0x003E) >> 3);
+ dest[4 * x + 3] = (bgra & 0x0001) ? 0xFF : 0;
+ }
+ }
+ }
+}
+
+void LoadRGB10A2ToRGBA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint32_t *source = OffsetDataPointer<uint32_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint8_t *dest = OffsetDataPointer<uint8_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ uint32_t rgba = source[x];
+ dest[4 * x + 0] = (rgba & 0x000003FF) >> 2;
+ dest[4 * x + 1] = (rgba & 0x000FFC00) >> 12;
+ dest[4 * x + 2] = (rgba & 0x3FF00000) >> 22;
+ dest[4 * x + 3] = ((rgba & 0xC0000000) >> 30) * 0x55;
+ }
+ }
+ }
+}
+
+void LoadRGB16FToRGB9E5(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint16_t *source = OffsetDataPointer<uint16_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint32_t *dest = OffsetDataPointer<uint32_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[x] = gl::convertRGBFloatsTo999E5(gl::float16ToFloat32(source[x * 3 + 0]),
+ gl::float16ToFloat32(source[x * 3 + 1]),
+ gl::float16ToFloat32(source[x * 3 + 2]));
+ }
+ }
+ }
+}
+
+void LoadRGB32FToRGB9E5(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const float *source = OffsetDataPointer<float>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint32_t *dest = OffsetDataPointer<uint32_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[x] = gl::convertRGBFloatsTo999E5(source[x * 3 + 0], source[x * 3 + 1], source[x * 3 + 2]);
+ }
+ }
+ }
+}
+
+void LoadRGB16FToRG11B10F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint16_t *source = OffsetDataPointer<uint16_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint32_t *dest = OffsetDataPointer<uint32_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[x] = (gl::float32ToFloat11(gl::float16ToFloat32(source[x * 3 + 0])) << 0) |
+ (gl::float32ToFloat11(gl::float16ToFloat32(source[x * 3 + 1])) << 11) |
+ (gl::float32ToFloat10(gl::float16ToFloat32(source[x * 3 + 2])) << 22);
+ }
+ }
+ }
+}
+
+void LoadRGB32FToRG11B10F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const float *source = OffsetDataPointer<float>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint32_t *dest = OffsetDataPointer<uint32_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[x] = (gl::float32ToFloat11(source[x * 3 + 0]) << 0) |
+ (gl::float32ToFloat11(source[x * 3 + 1]) << 11) |
+ (gl::float32ToFloat10(source[x * 3 + 2]) << 22);
+ }
+ }
+ }
+}
+
+void LoadG8R24ToR24G8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint32_t *source = OffsetDataPointer<uint32_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint32_t *dest = OffsetDataPointer<uint32_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ uint32_t d = source[x] >> 8;
+ uint8_t s = source[x] & 0xFF;
+ dest[x] = d | (s << 24);
+ }
+ }
+ }
+}
+
+void LoadRGB32FToRGBA16F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const float *source = OffsetDataPointer<float>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint16_t *dest = OffsetDataPointer<uint16_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[x * 4 + 0] = gl::float32ToFloat16(source[x * 3 + 0]);
+ dest[x * 4 + 1] = gl::float32ToFloat16(source[x * 3 + 1]);
+ dest[x * 4 + 2] = gl::float32ToFloat16(source[x * 3 + 2]);
+ dest[x * 4 + 3] = gl::Float16One;
+ }
+ }
+ }
+}
+
+void LoadR32ToR16(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint32_t *source = OffsetDataPointer<uint32_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint16_t *dest = OffsetDataPointer<uint16_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[x] = source[x] >> 16;
+ }
+ }
+ }
+}
+
+void LoadR32ToR24G8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint32_t *source = OffsetDataPointer<uint32_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint32_t *dest = OffsetDataPointer<uint32_t>(output, y, z, outputRowPitch, outputDepthPitch);
+
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[x] = source[x] >> 8;
+ }
+ }
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/loadimage.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/loadimage.h
new file mode 100644
index 0000000000..6967dc868e
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/loadimage.h
@@ -0,0 +1,193 @@
+//
+// Copyright (c) 2013-2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// loadimage.h: Defines image loading functions
+
+#ifndef LIBANGLE_RENDERER_D3D_LOADIMAGE_H_
+#define LIBANGLE_RENDERER_D3D_LOADIMAGE_H_
+
+#include "libANGLE/angletypes.h"
+
+#include <stdint.h>
+
+namespace rx
+{
+
+void LoadA8ToRGBA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadA8ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadA8ToBGRA8_SSE2(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadA32FToRGBA32F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadA16FToRGBA16F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadL8ToRGBA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadL8ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadL32FToRGBA32F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadL16FToRGBA16F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadLA8ToRGBA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadLA8ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadLA32FToRGBA32F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadLA16FToRGBA16F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadRGB8ToBGRX8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadRG8ToBGRX8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadR8ToBGRX8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadR5G6B5ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadR5G6B5ToRGBA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadRGBA8ToBGRA8_SSE2(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadRGBA8ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadRGBA4ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadRGBA4ToRGBA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadBGRA4ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadRGB5A1ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadRGB5A1ToRGBA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadBGR5A1ToBGRA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadRGB10A2ToRGBA8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadRGB16FToRGB9E5(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadRGB32FToRGB9E5(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadRGB16FToRG11B10F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadRGB32FToRG11B10F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadG8R24ToR24G8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+template <typename type, size_t componentCount>
+inline void LoadToNative(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+template <typename type, uint32_t fourthComponentBits>
+inline void LoadToNative3To4(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+template <size_t componentCount>
+inline void Load32FTo16F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadRGB32FToRGBA16F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+template <size_t blockWidth, size_t blockHeight, size_t blockSize>
+inline void LoadCompressedToNative(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadR32ToR16(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+template <typename type, uint32_t firstBits, uint32_t secondBits, uint32_t thirdBits, uint32_t fourthBits>
+inline void Initialize4ComponentData(size_t width, size_t height, size_t depth,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+void LoadR32ToR24G8(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch);
+
+template <typename T>
+inline T *OffsetDataPointer(uint8_t *data, size_t y, size_t z, size_t rowPitch, size_t depthPitch);
+
+template <typename T>
+inline const T *OffsetDataPointer(const uint8_t *data, size_t y, size_t z, size_t rowPitch, size_t depthPitch);
+
+}
+
+#include "loadimage.inl"
+
+#endif // LIBANGLE_RENDERER_D3D_LOADIMAGE_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/loadimage.inl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/loadimage.inl
new file mode 100644
index 0000000000..920e667db1
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/loadimage.inl
@@ -0,0 +1,156 @@
+//
+// Copyright (c) 2014-2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+#include "common/mathutil.h"
+
+namespace rx
+{
+
+template <typename T>
+inline T *OffsetDataPointer(uint8_t *data, size_t y, size_t z, size_t rowPitch, size_t depthPitch)
+{
+ return reinterpret_cast<T*>(data + (y * rowPitch) + (z * depthPitch));
+}
+
+template <typename T>
+inline const T *OffsetDataPointer(const uint8_t *data, size_t y, size_t z, size_t rowPitch, size_t depthPitch)
+{
+ return reinterpret_cast<const T*>(data + (y * rowPitch) + (z * depthPitch));
+}
+
+template <typename type, size_t componentCount>
+inline void LoadToNative(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ const size_t rowSize = width * sizeof(type) * componentCount;
+ const size_t layerSize = rowSize * height;
+ const size_t imageSize = layerSize * depth;
+
+ if (layerSize == inputDepthPitch && layerSize == outputDepthPitch)
+ {
+ ASSERT(rowSize == inputRowPitch && rowSize == outputRowPitch);
+ memcpy(output, input, imageSize);
+ }
+ else if (rowSize == inputRowPitch && rowSize == outputRowPitch)
+ {
+ for (size_t z = 0; z < depth; z++)
+ {
+ const type *source = OffsetDataPointer<type>(input, 0, z, inputRowPitch, inputDepthPitch);
+ type *dest = OffsetDataPointer<type>(output, 0, z, outputRowPitch, outputDepthPitch);
+
+ memcpy(dest, source, layerSize);
+ }
+ }
+ else
+ {
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const type *source = OffsetDataPointer<type>(input, y, z, inputRowPitch, inputDepthPitch);
+ type *dest = OffsetDataPointer<type>(output, y, z, outputRowPitch, outputDepthPitch);
+ memcpy(dest, source, width * sizeof(type) * componentCount);
+ }
+ }
+ }
+}
+
+template <typename type, uint32_t fourthComponentBits>
+inline void LoadToNative3To4(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ const type fourthValue = gl::bitCast<type>(fourthComponentBits);
+
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const type *source = OffsetDataPointer<type>(input, y, z, inputRowPitch, inputDepthPitch);
+ type *dest = OffsetDataPointer<type>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ dest[x * 4 + 0] = source[x * 3 + 0];
+ dest[x * 4 + 1] = source[x * 3 + 1];
+ dest[x * 4 + 2] = source[x * 3 + 2];
+ dest[x * 4 + 3] = fourthValue;
+ }
+ }
+ }
+}
+
+template <size_t componentCount>
+inline void Load32FTo16F(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ const size_t elementWidth = componentCount * width;
+
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const float *source = OffsetDataPointer<float>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint16_t *dest = OffsetDataPointer<uint16_t>(output, y, z, outputRowPitch, outputDepthPitch);
+
+ for (size_t x = 0; x < elementWidth; x++)
+ {
+ dest[x] = gl::float32ToFloat16(source[x]);
+ }
+ }
+ }
+}
+
+template <size_t blockWidth, size_t blockHeight, size_t blockSize>
+inline void LoadCompressedToNative(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ const size_t columns = (width + (blockWidth - 1)) / blockWidth;
+ const size_t rows = (height + (blockHeight - 1)) / blockHeight;
+
+ for (size_t z = 0; z < depth; ++z)
+ {
+ for (size_t y = 0; y < rows; ++y)
+ {
+ const uint8_t *source = OffsetDataPointer<uint8_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint8_t *dest = OffsetDataPointer<uint8_t>(output, y, z, outputRowPitch, outputDepthPitch);
+ memcpy(dest, source, columns * blockSize);
+ }
+ }
+}
+
+template <typename type, uint32_t firstBits, uint32_t secondBits, uint32_t thirdBits, uint32_t fourthBits>
+inline void Initialize4ComponentData(size_t width, size_t height, size_t depth,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ type writeValues[4] =
+ {
+ gl::bitCast<type>(firstBits),
+ gl::bitCast<type>(secondBits),
+ gl::bitCast<type>(thirdBits),
+ gl::bitCast<type>(fourthBits),
+ };
+
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ type *destRow = OffsetDataPointer<type>(output, y, z, outputRowPitch, outputDepthPitch);
+ for (size_t x = 0; x < width; x++)
+ {
+ type* destPixel = destRow + x * 4;
+
+ // This could potentially be optimized by generating an entire row of initialization
+ // data and copying row by row instead of pixel by pixel.
+ memcpy(destPixel, writeValues, sizeof(type) * 4);
+ }
+ }
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/loadimageSSE2.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/loadimageSSE2.cpp
new file mode 100644
index 0000000000..c87d35c82b
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/loadimageSSE2.cpp
@@ -0,0 +1,125 @@
+//
+// Copyright (c) 2002-2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// loadimageSSE2.cpp: Defines image loading functions. It's
+// in a separated file for GCC, which can enable SSE usage only per-file,
+// not for code blocks that use SSE2 explicitly.
+
+#include "libANGLE/renderer/d3d/loadimage.h"
+
+#include "common/platform.h"
+
+#ifdef ANGLE_USE_SSE
+#include <emmintrin.h>
+#endif
+
+namespace rx
+{
+
+void LoadA8ToBGRA8_SSE2(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+#if defined(ANGLE_USE_SSE)
+ __m128i zeroWide = _mm_setzero_si128();
+
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint8_t *source = OffsetDataPointer<uint8_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint32_t *dest = OffsetDataPointer<uint32_t>(output, y, z, outputRowPitch, outputDepthPitch);
+
+ size_t x = 0;
+
+ // Make output writes aligned
+ for (; ((reinterpret_cast<intptr_t>(&dest[x]) & 0xF) != 0 && x < width); x++)
+ {
+ dest[x] = static_cast<uint32_t>(source[x]) << 24;
+ }
+
+ for (; x + 7 < width; x += 8)
+ {
+ __m128i sourceData = _mm_loadl_epi64(reinterpret_cast<const __m128i*>(&source[x]));
+ // Interleave each byte to 16bit, make the lower byte to zero
+ sourceData = _mm_unpacklo_epi8(zeroWide, sourceData);
+ // Interleave each 16bit to 32bit, make the lower 16bit to zero
+ __m128i lo = _mm_unpacklo_epi16(zeroWide, sourceData);
+ __m128i hi = _mm_unpackhi_epi16(zeroWide, sourceData);
+
+ _mm_store_si128(reinterpret_cast<__m128i*>(&dest[x]), lo);
+ _mm_store_si128(reinterpret_cast<__m128i*>(&dest[x + 4]), hi);
+ }
+
+ // Handle the remainder
+ for (; x < width; x++)
+ {
+ dest[x] = static_cast<uint32_t>(source[x]) << 24;
+ }
+ }
+ }
+#else
+ // Ensure that this function is reported as not implemented for ARM builds because
+ // the instructions below are not present for that architecture.
+ UNIMPLEMENTED();
+ return;
+#endif
+}
+
+void LoadRGBA8ToBGRA8_SSE2(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+#if defined(ANGLE_USE_SSE)
+ __m128i brMask = _mm_set1_epi32(0x00ff00ff);
+
+ for (size_t z = 0; z < depth; z++)
+ {
+ for (size_t y = 0; y < height; y++)
+ {
+ const uint32_t *source = OffsetDataPointer<uint32_t>(input, y, z, inputRowPitch, inputDepthPitch);
+ uint32_t *dest = OffsetDataPointer<uint32_t>(output, y, z, outputRowPitch, outputDepthPitch);
+
+ size_t x = 0;
+
+ // Make output writes aligned
+ for (; ((reinterpret_cast<intptr_t>(&dest[x]) & 15) != 0) && x < width; x++)
+ {
+ uint32_t rgba = source[x];
+ dest[x] = (ANGLE_ROTL(rgba, 16) & 0x00ff00ff) | (rgba & 0xff00ff00);
+ }
+
+ for (; x + 3 < width; x += 4)
+ {
+ __m128i sourceData = _mm_loadu_si128(reinterpret_cast<const __m128i*>(&source[x]));
+ // Mask out g and a, which don't change
+ __m128i gaComponents = _mm_andnot_si128(brMask, sourceData);
+ // Mask out b and r
+ __m128i brComponents = _mm_and_si128(sourceData, brMask);
+ // Swap b and r
+ __m128i brSwapped = _mm_shufflehi_epi16(_mm_shufflelo_epi16(brComponents, _MM_SHUFFLE(2, 3, 0, 1)), _MM_SHUFFLE(2, 3, 0, 1));
+ __m128i result = _mm_or_si128(gaComponents, brSwapped);
+ _mm_store_si128(reinterpret_cast<__m128i*>(&dest[x]), result);
+ }
+
+ // Perform leftover writes
+ for (; x < width; x++)
+ {
+ uint32_t rgba = source[x];
+ dest[x] = (ANGLE_ROTL(rgba, 16) & 0x00ff00ff) | (rgba & 0xff00ff00);
+ }
+ }
+ }
+#else
+ // Ensure that this function is reported as not implemented for ARM builds because
+ // the instructions below are not present for that architecture.
+ UNIMPLEMENTED();
+ return;
+#endif
+}
+
+}
+