diff options
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp | 2421 |
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 |