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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp2421
1 files changed, 0 insertions, 2421 deletions
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
deleted file mode 100644
index d059b36120..0000000000
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp
+++ /dev/null
@@ -1,2421 +0,0 @@
-//
-// 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 <algorithm>
-
-#include "common/debug.h"
-#include "libANGLE/Buffer.h"
-#include "libANGLE/Context.h"
-#include "libANGLE/Framebuffer.h"
-#include "libANGLE/Program.h"
-#include "libANGLE/State.h"
-#include "libANGLE/VertexArray.h"
-#include "libANGLE/formatutils.h"
-#include "libANGLE/renderer/d3d/BufferD3D.h"
-#include "libANGLE/renderer/d3d/FramebufferD3D.h"
-#include "libANGLE/renderer/d3d/IndexBuffer.h"
-#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
-#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
-#include "libANGLE/renderer/d3d/d3d11/dxgi_support_table.h"
-#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
-#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
-#include "libANGLE/renderer/driver_utils.h"
-#include "platform/Platform.h"
-#include "platform/WorkaroundsD3D.h"
-
-namespace rx
-{
-
-namespace d3d11_gl
-{
-namespace
-{
-// Standard D3D sample positions from
-// https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218.aspx
-using SamplePositionsArray = std::array<float, 32>;
-static constexpr std::array<SamplePositionsArray, 5> kSamplePositions = {
- {{{0.5f, 0.5f}},
- {{0.75f, 0.75f, 0.25f, 0.25f}},
- {{0.375f, 0.125f, 0.875f, 0.375f, 0.125f, 0.625f, 0.625f, 0.875f}},
- {{0.5625f, 0.3125f, 0.4375f, 0.6875f, 0.8125f, 0.5625f, 0.3125f, 0.1875f, 0.1875f, 0.8125f,
- 0.0625f, 0.4375f, 0.6875f, 0.9375f, 0.9375f, 0.0625f}},
- {{0.5625f, 0.5625f, 0.4375f, 0.3125f, 0.3125f, 0.625f, 0.75f, 0.4375f,
- 0.1875f, 0.375f, 0.625f, 0.8125f, 0.8125f, 0.6875f, 0.6875f, 0.1875f,
- 0.375f, 0.875f, 0.5f, 0.0625f, 0.25f, 0.125f, 0.125f, 0.75f,
- 0.0f, 0.5f, 0.9375f, 0.25f, 0.875f, 0.9375f, 0.0625f, 0.0f}}}};
-
-// Helper functor for querying DXGI support. Saves passing the parameters repeatedly.
-class DXGISupportHelper : angle::NonCopyable
-{
- public:
- DXGISupportHelper(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel)
- : mDevice(device), mFeatureLevel(featureLevel)
- {
- }
-
- bool query(DXGI_FORMAT dxgiFormat, UINT supportMask)
- {
- if (dxgiFormat == DXGI_FORMAT_UNKNOWN)
- return false;
-
- auto dxgiSupport = d3d11::GetDXGISupport(dxgiFormat, mFeatureLevel);
-
- UINT supportedBits = dxgiSupport.alwaysSupportedFlags;
-
- if ((dxgiSupport.optionallySupportedFlags & supportMask) != 0)
- {
- UINT formatSupport;
- if (SUCCEEDED(mDevice->CheckFormatSupport(dxgiFormat, &formatSupport)))
- {
- supportedBits |= (formatSupport & supportMask);
- }
- else
- {
- // TODO(jmadill): find out why we fail this call sometimes in FL9_3
- // ERR() << "Error checking format support for format 0x" << std::hex << dxgiFormat;
- }
- }
-
- return ((supportedBits & supportMask) == supportMask);
- }
-
- private:
- ID3D11Device *mDevice;
- D3D_FEATURE_LEVEL mFeatureLevel;
-};
-
-gl::TextureCaps GenerateTextureFormatCaps(gl::Version maxClientVersion,
- GLenum internalFormat,
- ID3D11Device *device,
- const Renderer11DeviceCaps &renderer11DeviceCaps)
-{
- gl::TextureCaps textureCaps;
-
- DXGISupportHelper support(device, renderer11DeviceCaps.featureLevel);
- const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps);
-
- const gl::InternalFormat &internalFormatInfo = gl::GetSizedInternalFormatInfo(internalFormat);
-
- UINT texSupportMask = D3D11_FORMAT_SUPPORT_TEXTURE2D;
- if (internalFormatInfo.depthBits == 0 && internalFormatInfo.stencilBits == 0)
- {
- texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURECUBE;
- if (maxClientVersion.major > 2)
- {
- texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURE3D;
- }
- }
-
- textureCaps.texturable = support.query(formatInfo.texFormat, texSupportMask);
- textureCaps.filterable =
- support.query(formatInfo.srvFormat, D3D11_FORMAT_SUPPORT_SHADER_SAMPLE);
- textureCaps.renderable =
- (support.query(formatInfo.rtvFormat, D3D11_FORMAT_SUPPORT_RENDER_TARGET)) ||
- (support.query(formatInfo.dsvFormat, D3D11_FORMAT_SUPPORT_DEPTH_STENCIL));
-
- DXGI_FORMAT renderFormat = DXGI_FORMAT_UNKNOWN;
- if (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
- {
- renderFormat = formatInfo.dsvFormat;
- }
- else if (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
- {
- renderFormat = formatInfo.rtvFormat;
- }
- if (renderFormat != DXGI_FORMAT_UNKNOWN &&
- support.query(renderFormat, D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
- {
- // Assume 1x
- textureCaps.sampleCounts.insert(1);
-
- for (unsigned int sampleCount = 2; sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT;
- sampleCount *= 2)
- {
- UINT qualityCount = 0;
- if (SUCCEEDED(device->CheckMultisampleQualityLevels(renderFormat, sampleCount,
- &qualityCount)))
- {
- // Assume we always support lower sample counts
- if (qualityCount == 0)
- {
- break;
- }
- textureCaps.sampleCounts.insert(sampleCount);
- }
- }
- }
-
- return textureCaps;
-}
-
-bool GetNPOTTextureSupport(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-float GetMaximumAnisotropy(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-bool GetOcclusionQuerySupport(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-bool GetEventQuerySupport(D3D_FEATURE_LEVEL featureLevel)
-{
- // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx
- // ID3D11Device::CreateQuery
-
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-bool GetInstancingSupport(D3D_FEATURE_LEVEL featureLevel)
-{
- // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx
- // ID3D11Device::CreateInputLayout
-
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-bool GetFramebufferMultisampleSupport(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-bool GetFramebufferBlitSupport(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-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)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-bool GetShaderTextureLODSupport(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-size_t GetMaximumSimultaneousRenderTargets(D3D_FEATURE_LEVEL featureLevel)
-{
- // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx
- // ID3D11Device::CreateInputLayout
-
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-size_t GetMaximum2DTextureSize(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-size_t GetMaximumCubeMapTextureSize(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-size_t GetMaximum2DTextureArraySize(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-size_t GetMaximum3DTextureSize(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-size_t GetMaximumViewportSize(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-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)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-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)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-size_t GetMaximumVertexInputSlots(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-size_t GetMaximumVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
-
- case D3D_FEATURE_LEVEL_10_1:
- case D3D_FEATURE_LEVEL_10_0:
- return 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 - d3d11_gl::GetReservedVertexUniformVectors(featureLevel);
-
- default:
- UNREACHABLE();
- return 0;
- }
-}
-
-size_t GetMaximumVertexUniformBlocks(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT -
- d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT;
-
- case D3D_FEATURE_LEVEL_10_1:
- case D3D_FEATURE_LEVEL_10_0:
- return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT -
- d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT;
-
- // 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;
- }
-}
-
-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.
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-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)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-size_t GetMaximumVertexTextureUnits(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-size_t GetMaximumPixelUniformVectors(D3D_FEATURE_LEVEL featureLevel)
-{
- // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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 - d3d11_gl::GetReservedFragmentUniformVectors(featureLevel);
-
- default:
- UNREACHABLE();
- return 0;
- }
-}
-
-size_t GetMaximumPixelUniformBlocks(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT -
- d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT;
-
- case D3D_FEATURE_LEVEL_10_1:
- case D3D_FEATURE_LEVEL_10_0:
- return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT -
- d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT;
-
- // 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;
- }
-}
-
-size_t GetMaximumPixelInputVectors(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-size_t GetMaximumPixelTextureUnits(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-std::array<GLuint, 3> GetMaxComputeWorkGroupCount(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- return {{D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION,
- D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION,
- D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION}};
- break;
- default:
- return {{0, 0, 0}};
- }
-}
-
-std::array<GLuint, 3> GetMaxComputeWorkGroupSize(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- return {{D3D11_CS_THREAD_GROUP_MAX_X, D3D11_CS_THREAD_GROUP_MAX_Y,
- D3D11_CS_THREAD_GROUP_MAX_Z}};
- break;
- default:
- return {{0, 0, 0}};
- }
-}
-
-size_t GetMaxComputeWorkGroupInvocations(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- return D3D11_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP;
- default:
- return 0;
- }
-}
-
-size_t GetMaximumComputeUniformVectors(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
- default:
- return 0;
- }
-}
-
-size_t GetMaximumComputeUniformBlocks(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT -
- d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT;
- default:
- return 0;
- }
-}
-
-size_t GetMaximumComputeTextureUnits(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT;
- default:
- return 0;
- }
-}
-
-size_t GetMaximumImageUnits(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- // TODO(xinghua.cao@intel.com): Get a more accurate limit. For now using
- // the minimum requirement for GLES 3.1.
- return 4;
- default:
- return 0;
- }
-}
-
-size_t GetMaximumComputeImageUniforms(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- // TODO(xinghua.cao@intel.com): Get a more accurate limit. For now using
- // the minimum requirement for GLES 3.1.
- return 4;
- default:
- return 0;
- }
-}
-
-int GetMinimumTexelOffset(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-int GetMaximumTexelOffset(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-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)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-size_t GetMaximumStreamOutputBuffers(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-size_t GetMaximumStreamOutputInterleavedComponents(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-size_t GetMaximumStreamOutputSeparateComponents(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- 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;
- }
-}
-
-size_t GetMaximumRenderToBufferWindowSize(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- return D3D11_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH;
- case D3D_FEATURE_LEVEL_10_1:
- case D3D_FEATURE_LEVEL_10_0:
- return D3D10_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH;
-
- // REQ_RENDER_TO_BUFFER_WINDOW_WIDTH not supported on D3D11 Feature Level 9,
- // 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;
- }
-}
-
-IntelDriverVersion GetIntelDriverVersion(const Optional<LARGE_INTEGER> driverVersion)
-{
- if (!driverVersion.valid())
- return IntelDriverVersion(0);
-
- // According to http://www.intel.com/content/www/us/en/support/graphics-drivers/000005654.html,
- // only the fourth part is necessary since it stands for the driver specific unique version
- // number.
- WORD part = LOWORD(driverVersion.value().LowPart);
- return IntelDriverVersion(part);
-}
-
-} // anonymous namespace
-
-unsigned int GetReservedVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- case D3D_FEATURE_LEVEL_10_1:
- case D3D_FEATURE_LEVEL_10_0:
- return 0;
-
- case D3D_FEATURE_LEVEL_9_3:
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1:
- return 3; // dx_ViewAdjust, dx_ViewCoords and dx_ViewScale
-
- default:
- UNREACHABLE();
- return 0;
- }
-}
-
-unsigned int GetReservedFragmentUniformVectors(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- case D3D_FEATURE_LEVEL_10_1:
- case D3D_FEATURE_LEVEL_10_0:
- return 0;
-
- case D3D_FEATURE_LEVEL_9_3:
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1:
- return 3;
-
- default:
- UNREACHABLE();
- return 0;
- }
-}
-
-gl::Version GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- return gl::Version(3, 1);
- case D3D_FEATURE_LEVEL_10_1:
- return gl::Version(3, 0);
-
- 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 gl::Version(2, 0);
-
- default:
- UNREACHABLE();
- return gl::Version(0, 0);
- }
-}
-
-unsigned int GetMaxViewportAndScissorRectanglesPerPipeline(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- return D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
- 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 1;
- default:
- UNREACHABLE();
- return 0;
- }
-}
-
-bool IsMultiviewSupported(D3D_FEATURE_LEVEL featureLevel)
-{
- // The ANGLE_multiview extension can always be supported in D3D11 through geometry shaders.
- switch (featureLevel)
- {
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- return true;
- default:
- return false;
- }
-}
-
-unsigned int GetMaxSampleMaskWords(D3D_FEATURE_LEVEL featureLevel)
-{
- switch (featureLevel)
- {
- // D3D10+ only allows 1 sample mask.
- case D3D_FEATURE_LEVEL_11_1:
- case D3D_FEATURE_LEVEL_11_0:
- case D3D_FEATURE_LEVEL_10_1:
- case D3D_FEATURE_LEVEL_10_0:
- return 1u;
- case D3D_FEATURE_LEVEL_9_3:
- case D3D_FEATURE_LEVEL_9_2:
- case D3D_FEATURE_LEVEL_9_1:
- return 0u;
- default:
- UNREACHABLE();
- return 0u;
- }
-}
-
-void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, const Renderer11DeviceCaps &renderer11DeviceCaps, gl::Caps *caps,
- gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions, gl::Limitations *limitations)
-{
- D3D_FEATURE_LEVEL featureLevel = renderer11DeviceCaps.featureLevel;
- const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats();
- for (GLenum internalFormat : allFormats)
- {
- gl::TextureCaps textureCaps = GenerateTextureFormatCaps(
- GetMaximumClientVersion(featureLevel), internalFormat, device, renderer11DeviceCaps);
- textureCapsMap->insert(internalFormat, textureCaps);
-
- if (gl::GetSizedInternalFormatInfo(internalFormat).compressed)
- {
- caps->compressedTextureFormats.push_back(internalFormat);
- }
- }
-
- // GL core feature limits
- // Reserve MAX_UINT for D3D11's primitive restart.
- caps->maxElementIndex = static_cast<GLint64>(std::numeric_limits<unsigned int>::max() - 1);
- caps->max3DTextureSize = static_cast<GLuint>(GetMaximum3DTextureSize(featureLevel));
- caps->max2DTextureSize = static_cast<GLuint>(GetMaximum2DTextureSize(featureLevel));
- caps->maxCubeMapTextureSize = static_cast<GLuint>(GetMaximumCubeMapTextureSize(featureLevel));
- caps->maxArrayTextureLayers = static_cast<GLuint>(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 = static_cast<GLuint>(GetMaximumSimultaneousRenderTargets(featureLevel));
- caps->maxColorAttachments =
- static_cast<GLuint>(GetMaximumSimultaneousRenderTargets(featureLevel));
-
- // D3D11 has the same limit for viewport width and height
- caps->maxViewportWidth = static_cast<GLuint>(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 = static_cast<GLuint>(GetMaximumDrawIndexedIndexCount(featureLevel));
- caps->maxElementsVertices = static_cast<GLuint>(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 = static_cast<GLuint>(GetMaximumVertexInputSlots(featureLevel));
- caps->maxVertexUniformComponents =
- static_cast<GLuint>(GetMaximumVertexUniformVectors(featureLevel)) * 4;
- caps->maxVertexUniformVectors =
- static_cast<GLuint>(GetMaximumVertexUniformVectors(featureLevel));
- caps->maxVertexUniformBlocks = static_cast<GLuint>(GetMaximumVertexUniformBlocks(featureLevel));
- caps->maxVertexOutputComponents =
- static_cast<GLuint>(GetMaximumVertexOutputVectors(featureLevel)) * 4;
- caps->maxVertexTextureImageUnits =
- static_cast<GLuint>(GetMaximumVertexTextureUnits(featureLevel));
-
- // Vertex Attribute Bindings are emulated on D3D11.
- caps->maxVertexAttribBindings = caps->maxVertexAttributes;
- // Experimental testing confirmed there is no explicit limit on maximum buffer offset in D3D11.
- caps->maxVertexAttribRelativeOffset = std::numeric_limits<GLint>::max();
- // Experimental testing confirmed 2048 is the maximum stride that D3D11 can support on all
- // platforms.
- caps->maxVertexAttribStride = 2048;
-
- // Fragment shader limits
- caps->maxFragmentUniformComponents =
- static_cast<GLuint>(GetMaximumPixelUniformVectors(featureLevel)) * 4;
- caps->maxFragmentUniformVectors =
- static_cast<GLuint>(GetMaximumPixelUniformVectors(featureLevel));
- caps->maxFragmentUniformBlocks =
- static_cast<GLuint>(GetMaximumPixelUniformBlocks(featureLevel));
- caps->maxFragmentInputComponents =
- static_cast<GLuint>(GetMaximumPixelInputVectors(featureLevel)) * 4;
- caps->maxTextureImageUnits = static_cast<GLuint>(GetMaximumPixelTextureUnits(featureLevel));
- caps->minProgramTexelOffset = GetMinimumTexelOffset(featureLevel);
- caps->maxProgramTexelOffset = GetMaximumTexelOffset(featureLevel);
-
- // Compute shader limits
- caps->maxComputeWorkGroupCount = GetMaxComputeWorkGroupCount(featureLevel);
- caps->maxComputeWorkGroupSize = GetMaxComputeWorkGroupSize(featureLevel);
- caps->maxComputeWorkGroupInvocations =
- static_cast<GLuint>(GetMaxComputeWorkGroupInvocations(featureLevel));
- caps->maxComputeUniformComponents =
- static_cast<GLuint>(GetMaximumComputeUniformVectors(featureLevel)) * 4;
- caps->maxComputeUniformBlocks =
- static_cast<GLuint>(GetMaximumComputeUniformBlocks(featureLevel));
- caps->maxComputeTextureImageUnits =
- static_cast<GLuint>(GetMaximumComputeTextureUnits(featureLevel));
- caps->maxImageUnits = static_cast<GLuint>(GetMaximumImageUnits(featureLevel));
- caps->maxComputeImageUniforms =
- static_cast<GLuint>(GetMaximumComputeImageUniforms(featureLevel));
-
- // Aggregate shader limits
- caps->maxUniformBufferBindings = caps->maxVertexUniformBlocks + caps->maxFragmentUniformBlocks;
- caps->maxUniformBlockSize = GetMaximumConstantBufferSize(featureLevel);
-
- // TODO(oetuaho): Get a more accurate limit. For now using the minimum requirement for GLES 3.1.
- caps->maxUniformLocations = 1024;
-
- // 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
- // With DirectX 11.0, we emulate UBO offsets using copies of ranges of the UBO however
- // we still keep the same alignment as 11.1 for consistency.
- caps->uniformBufferOffsetAlignment = 256;
-
- 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->maxCombinedComputeUniformComponents =
- static_cast<GLuint>(caps->maxComputeUniformBlocks * (caps->maxUniformBlockSize / 4) +
- caps->maxComputeUniformComponents);
- caps->maxVaryingComponents =
- static_cast<GLuint>(GetMaximumVertexOutputVectors(featureLevel)) * 4;
- caps->maxVaryingVectors = static_cast<GLuint>(GetMaximumVertexOutputVectors(featureLevel));
- caps->maxCombinedTextureImageUnits = caps->maxVertexTextureImageUnits + caps->maxTextureImageUnits;
-
- // Transform feedback limits
- caps->maxTransformFeedbackInterleavedComponents =
- static_cast<GLuint>(GetMaximumStreamOutputInterleavedComponents(featureLevel));
- caps->maxTransformFeedbackSeparateAttributes =
- static_cast<GLuint>(GetMaximumStreamOutputBuffers(featureLevel));
- caps->maxTransformFeedbackSeparateComponents =
- static_cast<GLuint>(GetMaximumStreamOutputSeparateComponents(featureLevel));
-
- // Defer the computation of multisample limits to Context::updateCaps() where max*Samples values
- // are determined according to available sample counts for each individual format.
- caps->maxSamples = std::numeric_limits<GLint>::max();
- caps->maxColorTextureSamples = std::numeric_limits<GLint>::max();
- caps->maxDepthTextureSamples = std::numeric_limits<GLint>::max();
- caps->maxIntegerSamples = std::numeric_limits<GLint>::max();
-
- // Sample mask words limits
- caps->maxSampleMaskWords = GetMaxSampleMaskWords(featureLevel);
-
- // Framebuffer limits
- caps->maxFramebufferSamples = std::numeric_limits<GLint>::max();
- caps->maxFramebufferWidth =
- static_cast<GLuint>(GetMaximumRenderToBufferWindowSize(featureLevel));
- caps->maxFramebufferHeight = caps->maxFramebufferWidth;
-
- // GL extension support
- extensions->setTextureExtensionSupport(*textureCapsMap);
- extensions->elementIndexUint = 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->disjointTimerQuery = true;
- extensions->queryCounterBitsTimeElapsed = 64;
- extensions->queryCounterBitsTimestamp =
- 0; // Timestamps cannot be supported due to D3D11 limitations
- extensions->robustness = true;
- // Direct3D guarantees to return zero for any resource that is accessed out of bounds.
- // See https://msdn.microsoft.com/en-us/library/windows/desktop/ff476332(v=vs.85).aspx
- // and https://msdn.microsoft.com/en-us/library/windows/desktop/ff476900(v=vs.85).aspx
- extensions->robustBufferAccessBehavior = true;
- extensions->blendMinMax = true;
- extensions->framebufferBlit = GetFramebufferBlitSupport(featureLevel);
- extensions->framebufferMultisample = GetFramebufferMultisampleSupport(featureLevel);
- extensions->instancedArrays = GetInstancingSupport(featureLevel);
- extensions->packReverseRowOrder = true;
- extensions->standardDerivatives = GetDerivativeInstructionSupport(featureLevel);
- extensions->shaderTextureLOD = GetShaderTextureLODSupport(featureLevel);
- extensions->fragDepth = true;
- extensions->multiview = IsMultiviewSupported(featureLevel);
- if (extensions->multiview)
- {
- extensions->maxViews =
- std::min(static_cast<GLuint>(gl::IMPLEMENTATION_ANGLE_MULTIVIEW_MAX_VIEWS),
- std::min(static_cast<GLuint>(GetMaximum2DTextureArraySize(featureLevel)),
- GetMaxViewportAndScissorRectanglesPerPipeline(featureLevel)));
- }
- extensions->textureUsage = true; // This could be false since it has no effect in D3D11
- extensions->discardFramebuffer = true;
- extensions->translatedShaderSource = true;
- extensions->fboRenderMipmap = false;
- extensions->debugMarker = true;
- extensions->eglImage = true;
- extensions->eglImageExternal = true;
- extensions->eglImageExternalEssl3 = true;
- extensions->eglStreamConsumerExternal = true;
- extensions->unpackSubimage = true;
- extensions->packSubimage = true;
- extensions->lossyETCDecode = true;
- extensions->syncQuery = GetEventQuerySupport(featureLevel);
- extensions->copyTexture = true;
- extensions->copyCompressedTexture = true;
-
- // D3D11 Feature Level 10_0+ uses SV_IsFrontFace in HLSL to emulate gl_FrontFacing.
- // D3D11 Feature Level 9_3 doesn't support SV_IsFrontFace, and has no equivalent, so can't support gl_FrontFacing.
- limitations->noFrontFacingSupport = (renderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3);
-
- // D3D11 Feature Level 9_3 doesn't support alpha-to-coverage
- limitations->noSampleAlphaToCoverageSupport = (renderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3);
-
- // D3D11 Feature Levels 9_3 and below do not support non-constant loop indexing and require
- // additional
- // pre-validation of the shader at compile time to produce a better error message.
- limitations->shadersRequireIndexedLoopValidation =
- (renderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3);
-
- // D3D11 has no concept of separate masks and refs for front and back faces in the depth stencil
- // state.
- limitations->noSeparateStencilRefsAndMasks = true;
-
- // D3D11 cannot support constant color and alpha blend funcs together
- limitations->noSimultaneousConstantColorAndAlphaBlendFunc = true;
-
-#ifdef ANGLE_ENABLE_WINDOWS_STORE
- // Setting a non-zero divisor on attribute zero doesn't work on certain Windows Phone 8-era devices.
- // We should prevent developers from doing this on ALL Windows Store devices. This will maintain consistency across all Windows devices.
- // We allow non-zero divisors on attribute zero if the Client Version >= 3, since devices affected by this issue don't support ES3+.
- limitations->attributeZeroRequiresZeroDivisorInEXT = true;
-#endif
-}
-
-void GetSamplePosition(GLsizei sampleCount, size_t index, GLfloat *xy)
-{
- size_t indexKey = static_cast<size_t>(ceil(log(sampleCount)));
- ASSERT(indexKey < kSamplePositions.size() &&
- (2 * index + 1) < kSamplePositions[indexKey].size());
-
- xy[0] = kSamplePositions[indexKey][2 * index];
- xy[1] = kSamplePositions[indexKey][2 * index + 1];
-}
-
-} // namespace d3d11_gl
-
-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, gl::CullFaceMode cullMode)
-{
- D3D11_CULL_MODE cull = D3D11_CULL_NONE;
-
- if (cullEnabled)
- {
- switch (cullMode)
- {
- case gl::CullFaceMode::Front:
- cull = D3D11_CULL_FRONT;
- break;
- case gl::CullFaceMode::Back:
- cull = D3D11_CULL_BACK;
- break;
- case gl::CullFaceMode::FrontAndBack:
- 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;
-}
-
-UINT ConvertMaxAnisotropy(float maxAnisotropy, D3D_FEATURE_LEVEL featureLevel)
-{
- return static_cast<UINT>(std::min(maxAnisotropy, d3d11_gl::GetMaximumAnisotropy(featureLevel)));
-}
-
-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;
- case GL_TIME_ELAPSED_EXT:
- // Two internal queries are also created for begin/end timestamps
- return D3D11_QUERY_TIMESTAMP_DISJOINT;
- case GL_COMMANDS_COMPLETED_CHROMIUM:
- return D3D11_QUERY_EVENT;
- default:
- UNREACHABLE();
- return D3D11_QUERY_EVENT;
- }
-}
-
-// Get the D3D11 write mask covering all color channels of a given format
-UINT8 GetColorMask(const gl::InternalFormat &format)
-{
- return ConvertColorMask(format.redBits > 0, format.greenBits > 0, format.blueBits > 0,
- format.alphaBits > 0);
-}
-
-} // namespace gl_d3d11
-
-namespace d3d11
-{
-
-ANGLED3D11DeviceType GetDeviceType(ID3D11Device *device)
-{
- // Note that this function returns an ANGLED3D11DeviceType rather than a D3D_DRIVER_TYPE value,
- // since it is difficult to tell Software and Reference devices apart
-
- IDXGIDevice *dxgiDevice = nullptr;
- IDXGIAdapter *dxgiAdapter = nullptr;
- IDXGIAdapter2 *dxgiAdapter2 = nullptr;
-
- ANGLED3D11DeviceType retDeviceType = ANGLE_D3D11_DEVICE_TYPE_UNKNOWN;
-
- HRESULT hr = device->QueryInterface(__uuidof(IDXGIDevice), (void **)&dxgiDevice);
- if (SUCCEEDED(hr))
- {
- hr = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void **)&dxgiAdapter);
- if (SUCCEEDED(hr))
- {
- std::wstring adapterString;
- HRESULT adapter2hr =
- dxgiAdapter->QueryInterface(__uuidof(dxgiAdapter2), (void **)&dxgiAdapter2);
- if (SUCCEEDED(adapter2hr))
- {
- // On D3D_FEATURE_LEVEL_9_*, IDXGIAdapter::GetDesc returns "Software Adapter"
- // for the description string. Try to use IDXGIAdapter2::GetDesc2 to get the
- // actual hardware values if possible.
- DXGI_ADAPTER_DESC2 adapterDesc2;
- dxgiAdapter2->GetDesc2(&adapterDesc2);
- adapterString = std::wstring(adapterDesc2.Description);
- }
- else
- {
- DXGI_ADAPTER_DESC adapterDesc;
- dxgiAdapter->GetDesc(&adapterDesc);
- adapterString = std::wstring(adapterDesc.Description);
- }
-
- // Both Reference and Software adapters will be 'Software Adapter'
- const bool isSoftwareDevice =
- (adapterString.find(std::wstring(L"Software Adapter")) != std::string::npos);
- const bool isNullDevice = (adapterString == L"");
- const bool isWARPDevice =
- (adapterString.find(std::wstring(L"Basic Render")) != std::string::npos);
-
- if (isSoftwareDevice || isNullDevice)
- {
- ASSERT(!isWARPDevice);
- retDeviceType = ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL;
- }
- else if (isWARPDevice)
- {
- retDeviceType = ANGLE_D3D11_DEVICE_TYPE_WARP;
- }
- else
- {
- retDeviceType = ANGLE_D3D11_DEVICE_TYPE_HARDWARE;
- }
- }
- }
-
- SafeRelease(dxgiDevice);
- SafeRelease(dxgiAdapter);
- SafeRelease(dxgiAdapter2);
-
- return retDeviceType;
-}
-
-void MakeValidSize(bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset)
-{
- const DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(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++;
- }
- }
- if (levelOffset)
- {
- *levelOffset = upsampleCount;
- }
-}
-
-void GenerateInitialTextureData(GLint internalFormat,
- const Renderer11DeviceCaps &renderer11DeviceCaps,
- GLuint width,
- GLuint height,
- GLuint depth,
- GLuint mipLevels,
- std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData,
- std::vector<std::vector<BYTE>> *outData)
-{
- const d3d11::Format &d3dFormatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps);
- ASSERT(d3dFormatInfo.dataInitializerFunction != nullptr);
-
- const d3d11::DXGIFormatSize &dxgiFormatInfo =
- d3d11::GetDXGIFormatSizeInfo(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;
- }
-}
-
-UINT GetPrimitiveRestartIndex()
-{
- return std::numeric_limits<UINT>::max();
-}
-
-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;
-}
-
-BlendStateKey::BlendStateKey()
-{
- memset(this, 0, sizeof(BlendStateKey));
-}
-
-bool operator==(const BlendStateKey &a, const BlendStateKey &b)
-{
- return memcmp(&a, &b, sizeof(BlendStateKey)) == 0;
-}
-
-bool operator!=(const BlendStateKey &a, const BlendStateKey &b)
-{
- return !(a == b);
-}
-
-RasterizerStateKey::RasterizerStateKey()
-{
- memset(this, 0, sizeof(RasterizerStateKey));
-}
-
-bool operator==(const RasterizerStateKey &a, const RasterizerStateKey &b)
-{
- return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0;
-}
-
-bool operator!=(const RasterizerStateKey &a, const RasterizerStateKey &b)
-{
- return !(a == b);
-}
-
-HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name)
-{
-#if defined(_DEBUG)
- UINT existingDataSize = 0;
- resource->GetPrivateData(WKPDID_D3DDebugObjectName, &existingDataSize, nullptr);
- // Don't check the HRESULT- if it failed then that probably just means that no private data
- // exists yet
-
- if (existingDataSize > 0)
- {
- // In some cases, ANGLE will try to apply two names to one object, which causes
- // a D3D SDK Layers warning. This can occur if, for example, you 'create' two objects
- // (e.g.Rasterizer States) with identical DESCs on the same device. D3D11 will optimize
- // these calls and return the same object both times.
- static const char *multipleNamesUsed = "Multiple names set by ANGLE";
-
- // Remove the existing name
- HRESULT hr = resource->SetPrivateData(WKPDID_D3DDebugObjectName, 0, nullptr);
- if (FAILED(hr))
- {
- return hr;
- }
-
- // Apply the new name
- return resource->SetPrivateData(WKPDID_D3DDebugObjectName,
- static_cast<unsigned int>(strlen(multipleNamesUsed)),
- multipleNamesUsed);
- }
- else
- {
- return resource->SetPrivateData(WKPDID_D3DDebugObjectName,
- static_cast<unsigned int>(strlen(name)), name);
- }
-#else
- return S_OK;
-#endif
-}
-
-// Keep this in cpp file where it has visibility of Renderer11.h, otherwise calling
-// allocateResource is only compatible with Clang and MSVS, which support calling a
-// method on a forward declared class in a template.
-template <ResourceType ResourceT>
-gl::Error LazyResource<ResourceT>::resolveImpl(Renderer11 *renderer,
- const GetDescType<ResourceT> &desc,
- GetInitDataType<ResourceT> *initData,
- const char *name)
-{
- if (!mResource.valid())
- {
- ANGLE_TRY(renderer->allocateResource(desc, initData, &mResource));
- mResource.setDebugName(name);
- }
- return gl::NoError();
-}
-
-template gl::Error LazyResource<ResourceType::BlendState>::resolveImpl(Renderer11 *renderer,
- const D3D11_BLEND_DESC &desc,
- void *initData,
- const char *name);
-template gl::Error LazyResource<ResourceType::ComputeShader>::resolveImpl(Renderer11 *renderer,
- const ShaderData &desc,
- void *initData,
- const char *name);
-template gl::Error LazyResource<ResourceType::GeometryShader>::resolveImpl(
- Renderer11 *renderer,
- const ShaderData &desc,
- const std::vector<D3D11_SO_DECLARATION_ENTRY> *initData,
- const char *name);
-template gl::Error LazyResource<ResourceType::InputLayout>::resolveImpl(
- Renderer11 *renderer,
- const InputElementArray &desc,
- const ShaderData *initData,
- const char *name);
-template gl::Error LazyResource<ResourceType::PixelShader>::resolveImpl(Renderer11 *renderer,
- const ShaderData &desc,
- void *initData,
- const char *name);
-template gl::Error LazyResource<ResourceType::VertexShader>::resolveImpl(Renderer11 *renderer,
- const ShaderData &desc,
- void *initData,
- const char *name);
-
-LazyInputLayout::LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC *inputDesc,
- size_t inputDescLen,
- const BYTE *byteCode,
- size_t byteCodeLen,
- const char *debugName)
- : mInputDesc(inputDesc, inputDescLen), mByteCode(byteCode, byteCodeLen), mDebugName(debugName)
-{
-}
-
-LazyInputLayout::~LazyInputLayout()
-{
-}
-
-gl::Error LazyInputLayout::resolve(Renderer11 *renderer)
-{
- return resolveImpl(renderer, mInputDesc, &mByteCode, mDebugName);
-}
-
-LazyBlendState::LazyBlendState(const D3D11_BLEND_DESC &desc, const char *debugName)
- : mDesc(desc), mDebugName(debugName)
-{
-}
-
-gl::Error LazyBlendState::resolve(Renderer11 *renderer)
-{
- return resolveImpl(renderer, mDesc, nullptr, mDebugName);
-}
-
-angle::WorkaroundsD3D GenerateWorkarounds(const Renderer11DeviceCaps &deviceCaps,
- const DXGI_ADAPTER_DESC &adapterDesc)
-{
- bool is9_3 = (deviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3);
-
- angle::WorkaroundsD3D workarounds;
- workarounds.mrtPerfWorkaround = true;
- workarounds.setDataFasterThanImageUpload = true;
- workarounds.zeroMaxLodWorkaround = is9_3;
- workarounds.useInstancedPointSpriteEmulation = is9_3;
-
- // TODO(jmadill): Narrow problematic driver range.
- if (IsNvidia(adapterDesc.VendorId))
- {
- if (deviceCaps.driverVersion.valid())
- {
- WORD part1 = HIWORD(deviceCaps.driverVersion.value().LowPart);
- WORD part2 = LOWORD(deviceCaps.driverVersion.value().LowPart);
-
- // Disable the workaround to fix a second driver bug on newer NVIDIA.
- workarounds.depthStencilBlitExtraCopy = (part1 <= 13u && part2 < 6881);
- }
- else
- {
- workarounds.depthStencilBlitExtraCopy = true;
- }
- }
-
- // TODO(jmadill): Disable workaround when we have a fixed compiler DLL.
- workarounds.expandIntegerPowExpressions = true;
-
- workarounds.flushAfterEndingTransformFeedback = IsNvidia(adapterDesc.VendorId);
- workarounds.getDimensionsIgnoresBaseLevel = IsNvidia(adapterDesc.VendorId);
-
- if (IsIntel(adapterDesc.VendorId))
- {
- IntelDriverVersion capsVersion = d3d11_gl::GetIntelDriverVersion(deviceCaps.driverVersion);
-
- workarounds.preAddTexelFetchOffsets = true;
- workarounds.useSystemMemoryForConstantBuffers = true;
- workarounds.disableB5G6R5Support = capsVersion < IntelDriverVersion(4539);
- workarounds.addDummyTextureNoRenderTarget = capsVersion < IntelDriverVersion(4815);
- if (IsSkylake(adapterDesc.DeviceId))
- {
- workarounds.callClearTwice = capsVersion < IntelDriverVersion(4771);
- workarounds.emulateIsnanFloat = capsVersion < IntelDriverVersion(4542);
- }
- else if (IsBroadwell(adapterDesc.DeviceId) || IsHaswell(adapterDesc.DeviceId))
- {
- workarounds.rewriteUnaryMinusOperator = capsVersion < IntelDriverVersion(4624);
- }
- }
-
- // TODO(jmadill): Disable when we have a fixed driver version.
- workarounds.emulateTinyStencilTextures = IsAMD(adapterDesc.VendorId);
-
- // The tiny stencil texture workaround involves using CopySubresource or UpdateSubresource on a
- // depth stencil texture. This is not allowed until feature level 10.1 but since it is not
- // possible to support ES3 on these devices, there is no need for the workaround to begin with
- // (anglebug.com/1572).
- if (deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1)
- {
- workarounds.emulateTinyStencilTextures = false;
- }
-
- // If the VPAndRTArrayIndexFromAnyShaderFeedingRasterizer feature is not available, we have to
- // select the viewport / RT array index in the geometry shader.
- workarounds.selectViewInGeometryShader =
- (deviceCaps.supportsVpRtIndexWriteFromVertexShader == false);
-
- // Call platform hooks for testing overrides.
- auto *platform = ANGLEPlatformCurrent();
- platform->overrideWorkaroundsD3D(platform, &workarounds);
-
- return workarounds;
-}
-
-void InitConstantBufferDesc(D3D11_BUFFER_DESC *constantBufferDescription, size_t byteWidth)
-{
- constantBufferDescription->ByteWidth = static_cast<UINT>(byteWidth);
- constantBufferDescription->Usage = D3D11_USAGE_DYNAMIC;
- constantBufferDescription->BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- constantBufferDescription->CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- constantBufferDescription->MiscFlags = 0;
- constantBufferDescription->StructureByteStride = 0;
-}
-
-} // namespace d3d11
-
-// TextureHelper11 implementation.
-TextureHelper11::TextureHelper11() : mFormatSet(nullptr), mSampleCount(0)
-{
-}
-
-TextureHelper11::TextureHelper11(TextureHelper11 &&toCopy) : TextureHelper11()
-{
- *this = std::move(toCopy);
-}
-
-TextureHelper11::TextureHelper11(const TextureHelper11 &other)
- : mFormatSet(other.mFormatSet), mExtents(other.mExtents), mSampleCount(other.mSampleCount)
-{
- mData = other.mData;
-}
-
-TextureHelper11::~TextureHelper11()
-{
-}
-
-void TextureHelper11::getDesc(D3D11_TEXTURE2D_DESC *desc) const
-{
- static_cast<ID3D11Texture2D *>(mData->object)->GetDesc(desc);
-}
-
-void TextureHelper11::getDesc(D3D11_TEXTURE3D_DESC *desc) const
-{
- static_cast<ID3D11Texture3D *>(mData->object)->GetDesc(desc);
-}
-
-void TextureHelper11::initDesc(const D3D11_TEXTURE2D_DESC &desc2D)
-{
- mData->resourceType = ResourceType::Texture2D;
- mExtents.width = static_cast<int>(desc2D.Width);
- mExtents.height = static_cast<int>(desc2D.Height);
- mExtents.depth = 1;
- mSampleCount = desc2D.SampleDesc.Count;
-}
-
-void TextureHelper11::initDesc(const D3D11_TEXTURE3D_DESC &desc3D)
-{
- mData->resourceType = ResourceType::Texture3D;
- mExtents.width = static_cast<int>(desc3D.Width);
- mExtents.height = static_cast<int>(desc3D.Height);
- mExtents.depth = static_cast<int>(desc3D.Depth);
- mSampleCount = 1;
-}
-
-TextureHelper11 &TextureHelper11::operator=(TextureHelper11 &&other)
-{
- std::swap(mData, other.mData);
- std::swap(mExtents, other.mExtents);
- std::swap(mFormatSet, other.mFormatSet);
- std::swap(mSampleCount, other.mSampleCount);
- return *this;
-}
-
-TextureHelper11 &TextureHelper11::operator=(const TextureHelper11 &other)
-{
- mData = other.mData;
- mExtents = other.mExtents;
- mFormatSet = other.mFormatSet;
- mSampleCount = other.mSampleCount;
- return *this;
-}
-
-bool TextureHelper11::operator==(const TextureHelper11 &other) const
-{
- return mData->object == other.mData->object;
-}
-
-bool TextureHelper11::operator!=(const TextureHelper11 &other) const
-{
- return mData->object != other.mData->object;
-}
-
-bool UsePresentPathFast(const Renderer11 *renderer,
- const gl::FramebufferAttachment *framebufferAttachment)
-{
- if (framebufferAttachment == nullptr)
- {
- return false;
- }
-
- return (framebufferAttachment->type() == GL_FRAMEBUFFER_DEFAULT &&
- renderer->presentPathFastEnabled());
-}
-
-bool UsePrimitiveRestartWorkaround(bool primitiveRestartFixedIndexEnabled, GLenum type)
-{
- // We should never have to deal with primitive restart workaround issue with GL_UNSIGNED_INT
- // indices, since we restrict it via MAX_ELEMENT_INDEX.
- return (!primitiveRestartFixedIndexEnabled && type == GL_UNSIGNED_SHORT);
-}
-
-bool IsStreamingIndexData(const gl::Context *context, GLenum srcType)
-{
- const auto &glState = context->getGLState();
- gl::Buffer *glBuffer = glState.getVertexArray()->getElementArrayBuffer().get();
-
- // Case 1: the indices are passed by pointer, which forces the streaming of index data
- if (glBuffer == nullptr)
- {
- return true;
- }
-
- bool primitiveRestartWorkaround =
- UsePrimitiveRestartWorkaround(glState.isPrimitiveRestartEnabled(), srcType);
-
- BufferD3D *buffer = GetImplAs<BufferD3D>(glBuffer);
- const GLenum dstType = (srcType == GL_UNSIGNED_INT || primitiveRestartWorkaround)
- ? GL_UNSIGNED_INT
- : GL_UNSIGNED_SHORT;
-
- // Case 2a: the buffer can be used directly
- if (buffer->supportsDirectBinding() && dstType == srcType)
- {
- return false;
- }
-
- // Case 2b: use a static translated copy or fall back to streaming
- StaticIndexBufferInterface *staticBuffer = buffer->getStaticIndexBuffer();
- if (staticBuffer == nullptr)
- {
- return true;
- }
-
- if ((staticBuffer->getBufferSize() == 0) || (staticBuffer->getIndexType() != dstType))
- {
- return true;
- }
-
- return false;
-}
-
-IndexStorageType ClassifyIndexStorage(const gl::State &glState,
- const gl::Buffer *elementArrayBuffer,
- GLenum elementType,
- GLenum destElementType,
- unsigned int offset,
- bool *needsTranslation)
-{
- // No buffer bound means we are streaming from a client pointer.
- if (!elementArrayBuffer || !IsOffsetAligned(elementType, offset))
- {
- *needsTranslation = true;
- return IndexStorageType::Dynamic;
- }
-
- // The buffer can be used directly if the storage supports it and no translation needed.
- BufferD3D *bufferD3D = GetImplAs<BufferD3D>(elementArrayBuffer);
- if (bufferD3D->supportsDirectBinding() && destElementType == elementType)
- {
- *needsTranslation = false;
- return IndexStorageType::Direct;
- }
-
- // Use a static copy when available.
- StaticIndexBufferInterface *staticBuffer = bufferD3D->getStaticIndexBuffer();
- if (staticBuffer != nullptr)
- {
- // Need to re-translate the static data if has never been used, or changed type.
- *needsTranslation =
- (staticBuffer->getBufferSize() == 0 || staticBuffer->getIndexType() != destElementType);
- return IndexStorageType::Static;
- }
-
- // Static buffer not available, fall back to streaming.
- *needsTranslation = true;
- return IndexStorageType::Dynamic;
-}
-
-} // namespace rx