diff options
author | Andrew Knight <andrew.knight@intopalo.com> | 2015-04-08 17:04:36 +0300 |
---|---|---|
committer | Andrew Knight <qt@panimo.net> | 2015-04-09 10:31:12 +0000 |
commit | a218a252c4200cfe7048de81a46f7e48349084d5 (patch) | |
tree | c1a82865d97e610cd0abb3a1360408363b38205b /src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/renderer9_utils.cpp | |
parent | 331ddacfca90c91c5b44484bf3c78e2aa5b85947 (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/libGLESv2/renderer/d3d/d3d9/renderer9_utils.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/renderer9_utils.cpp | 558 |
1 files changed, 0 insertions, 558 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/renderer9_utils.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/renderer9_utils.cpp deleted file mode 100644 index a98b2081f3..0000000000 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/renderer9_utils.cpp +++ /dev/null @@ -1,558 +0,0 @@ -// -// 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 "libGLESv2/renderer/d3d/d3d9/renderer9_utils.h" -#include "libGLESv2/renderer/d3d/d3d9/formatutils9.h" -#include "libGLESv2/renderer/Workarounds.h" -#include "libGLESv2/formatutils.h" -#include "libGLESv2/Framebuffer.h" -#include "libGLESv2/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 (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)); - textureCaps.renderable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, d3dFormatInfo.renderFormat)) || - SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_RENDERTARGET, 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, ¤tDisplayMode); - - 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); - - // 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; - - // ATI cards on XP have problems with non-power-of-two textures. - D3DADAPTER_IDENTIFIER9 adapterId = { 0 }; - if (SUCCEEDED(d3d9->GetAdapterIdentifier(adapter, 0, &adapterId))) - { - extensions->textureNPOT = !(deviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) && - !(deviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) && - !(deviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) && - !(!isWindowsVistaOrGreater() && adapterId.VendorId == VENDOR_ID_AMD); - } - 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(gl::FramebufferAttachment *attachment, RenderTarget9 **outRT) -{ - RenderTarget *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; - return workarounds; -} - -} - -} |