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 | 1378 |
1 files changed, 1378 insertions, 0 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 new file mode 100644 index 0000000000..63085f497f --- /dev/null +++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp @@ -0,0 +1,1378 @@ +// +// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// renderer11_utils.cpp: Conversion functions and other utility routines +// specific to the D3D11 renderer. + +#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" +#include "libANGLE/renderer/d3d/d3d11/formatutils11.h" +#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" +#include "libANGLE/renderer/d3d/FramebufferD3D.h" +#include "libANGLE/renderer/Workarounds.h" +#include "libANGLE/formatutils.h" +#include "libANGLE/Program.h" +#include "libANGLE/Framebuffer.h" + +#include "common/debug.h" + +#include <algorithm> + +#ifndef D3D_FL9_1_DEFAULT_MAX_ANISOTROPY +# define D3D_FL9_1_DEFAULT_MAX_ANISOTROPY 2 +#endif +#ifndef D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT +# define D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT 1 +#endif +#ifndef D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT +# define D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT 4 +#endif +#ifndef D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT +# define D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT 65535 +#endif +#ifndef D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT +# define D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT 1048575 +#endif +#ifndef D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION +# define D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION 512 +#endif +#ifndef D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION +# define D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION 4096 +#endif +#ifndef D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION +# define D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION 2048 +#endif +#ifndef D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION +# define D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION 256 +#endif +#ifndef D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION +# define D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION 4096 +#endif +#ifndef D3D11_REQ_TEXTURECUBE_DIMENSION +# define D3D11_REQ_TEXTURECUBE_DIMENSION 16384 +#endif +#ifndef D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION +# define D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION 2048 +#endif +#ifndef D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION +# define D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION 2048 +#endif +#ifndef D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP +# define D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP 32 +#endif +#ifndef D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP +# define D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP 32 +#endif +#ifndef D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT +# define D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT 32 +#endif +#ifndef D3D11_STANDARD_VERTEX_ELEMENT_COUNT +# define D3D11_STANDARD_VERTEX_ELEMENT_COUNT 32 +#endif +#ifndef D3D10_1_SO_BUFFER_SLOT_COUNT +# define D3D10_1_SO_BUFFER_SLOT_COUNT 4 +#endif +#ifndef D3D11_SO_BUFFER_SLOT_COUNT +# define D3D11_SO_BUFFER_SLOT_COUNT 4 +#endif +#ifndef D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT +# define D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 14 +#endif +#ifndef D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT +# define D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 16 +#endif +#ifndef D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE +# define D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE -8 +#endif +#ifndef D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE +# define D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE 7 +#endif +#ifndef D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT +# define D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT 4096 +#endif +#ifndef D3D11_PS_INPUT_REGISTER_COUNT +# define D3D11_PS_INPUT_REGISTER_COUNT 32 +#endif +#ifndef D3D10_1_VS_OUTPUT_REGISTER_COUNT +# define D3D10_1_VS_OUTPUT_REGISTER_COUNT 32 +#endif +#if defined(ANGLE_MINGW32_COMPAT) +static const IID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 }; +#endif + +namespace rx +{ + +namespace gl_d3d11 +{ + +D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha) +{ + D3D11_BLEND d3dBlend = D3D11_BLEND_ZERO; + + switch (glBlend) + { + case GL_ZERO: d3dBlend = D3D11_BLEND_ZERO; break; + case GL_ONE: d3dBlend = D3D11_BLEND_ONE; break; + case GL_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_SRC_ALPHA : D3D11_BLEND_SRC_COLOR); break; + case GL_ONE_MINUS_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC_ALPHA : D3D11_BLEND_INV_SRC_COLOR); break; + case GL_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_DEST_COLOR); break; + case GL_ONE_MINUS_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_INV_DEST_COLOR); break; + case GL_SRC_ALPHA: d3dBlend = D3D11_BLEND_SRC_ALPHA; break; + case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3D11_BLEND_INV_SRC_ALPHA; break; + case GL_DST_ALPHA: d3dBlend = D3D11_BLEND_DEST_ALPHA; break; + case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3D11_BLEND_INV_DEST_ALPHA; break; + case GL_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break; + case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break; + case GL_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break; + case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break; + case GL_SRC_ALPHA_SATURATE: d3dBlend = D3D11_BLEND_SRC_ALPHA_SAT; break; + default: UNREACHABLE(); + } + + return d3dBlend; +} + +D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp) +{ + D3D11_BLEND_OP d3dBlendOp = D3D11_BLEND_OP_ADD; + + switch (glBlendOp) + { + case GL_FUNC_ADD: d3dBlendOp = D3D11_BLEND_OP_ADD; break; + case GL_FUNC_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_SUBTRACT; break; + case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_REV_SUBTRACT; break; + case GL_MIN: d3dBlendOp = D3D11_BLEND_OP_MIN; break; + case GL_MAX: d3dBlendOp = D3D11_BLEND_OP_MAX; break; + default: UNREACHABLE(); + } + + return d3dBlendOp; +} + +UINT8 ConvertColorMask(bool red, bool green, bool blue, bool alpha) +{ + UINT8 mask = 0; + if (red) + { + mask |= D3D11_COLOR_WRITE_ENABLE_RED; + } + if (green) + { + mask |= D3D11_COLOR_WRITE_ENABLE_GREEN; + } + if (blue) + { + mask |= D3D11_COLOR_WRITE_ENABLE_BLUE; + } + if (alpha) + { + mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA; + } + return mask; +} + +D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode) +{ + D3D11_CULL_MODE cull = D3D11_CULL_NONE; + + if (cullEnabled) + { + switch (cullMode) + { + case GL_FRONT: cull = D3D11_CULL_FRONT; break; + case GL_BACK: cull = D3D11_CULL_BACK; break; + case GL_FRONT_AND_BACK: cull = D3D11_CULL_NONE; break; + default: UNREACHABLE(); + } + } + else + { + cull = D3D11_CULL_NONE; + } + + return cull; +} + +D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison) +{ + D3D11_COMPARISON_FUNC d3dComp = D3D11_COMPARISON_NEVER; + switch (comparison) + { + case GL_NEVER: d3dComp = D3D11_COMPARISON_NEVER; break; + case GL_ALWAYS: d3dComp = D3D11_COMPARISON_ALWAYS; break; + case GL_LESS: d3dComp = D3D11_COMPARISON_LESS; break; + case GL_LEQUAL: d3dComp = D3D11_COMPARISON_LESS_EQUAL; break; + case GL_EQUAL: d3dComp = D3D11_COMPARISON_EQUAL; break; + case GL_GREATER: d3dComp = D3D11_COMPARISON_GREATER; break; + case GL_GEQUAL: d3dComp = D3D11_COMPARISON_GREATER_EQUAL; break; + case GL_NOTEQUAL: d3dComp = D3D11_COMPARISON_NOT_EQUAL; break; + default: UNREACHABLE(); + } + + return d3dComp; +} + +D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled) +{ + return depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; +} + +UINT8 ConvertStencilMask(GLuint stencilmask) +{ + return static_cast<UINT8>(stencilmask); +} + +D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp) +{ + D3D11_STENCIL_OP d3dStencilOp = D3D11_STENCIL_OP_KEEP; + + switch (stencilOp) + { + case GL_ZERO: d3dStencilOp = D3D11_STENCIL_OP_ZERO; break; + case GL_KEEP: d3dStencilOp = D3D11_STENCIL_OP_KEEP; break; + case GL_REPLACE: d3dStencilOp = D3D11_STENCIL_OP_REPLACE; break; + case GL_INCR: d3dStencilOp = D3D11_STENCIL_OP_INCR_SAT; break; + case GL_DECR: d3dStencilOp = D3D11_STENCIL_OP_DECR_SAT; break; + case GL_INVERT: d3dStencilOp = D3D11_STENCIL_OP_INVERT; break; + case GL_INCR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_INCR; break; + case GL_DECR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_DECR; break; + default: UNREACHABLE(); + } + + return d3dStencilOp; +} + +D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode) +{ + bool comparison = comparisonMode != GL_NONE; + + if (maxAnisotropy > 1.0f) + { + return D3D11_ENCODE_ANISOTROPIC_FILTER(static_cast<D3D11_COMPARISON_FUNC>(comparison)); + } + else + { + D3D11_FILTER_TYPE dxMin = D3D11_FILTER_TYPE_POINT; + D3D11_FILTER_TYPE dxMip = D3D11_FILTER_TYPE_POINT; + switch (minFilter) + { + case GL_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_POINT; break; + case GL_LINEAR: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT; break; + case GL_NEAREST_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_POINT; break; + case GL_LINEAR_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT; break; + case GL_NEAREST_MIPMAP_LINEAR: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_LINEAR; break; + case GL_LINEAR_MIPMAP_LINEAR: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_LINEAR; break; + default: UNREACHABLE(); + } + + D3D11_FILTER_TYPE dxMag = D3D11_FILTER_TYPE_POINT; + switch (magFilter) + { + case GL_NEAREST: dxMag = D3D11_FILTER_TYPE_POINT; break; + case GL_LINEAR: dxMag = D3D11_FILTER_TYPE_LINEAR; break; + default: UNREACHABLE(); + } + + return D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip, static_cast<D3D11_COMPARISON_FUNC>(comparison)); + } +} + +D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap) +{ + switch (wrap) + { + case GL_REPEAT: return D3D11_TEXTURE_ADDRESS_WRAP; + case GL_CLAMP_TO_EDGE: return D3D11_TEXTURE_ADDRESS_CLAMP; + case GL_MIRRORED_REPEAT: return D3D11_TEXTURE_ADDRESS_MIRROR; + default: UNREACHABLE(); + } + + return D3D11_TEXTURE_ADDRESS_WRAP; +} + +D3D11_QUERY ConvertQueryType(GLenum queryType) +{ + switch (queryType) + { + case GL_ANY_SAMPLES_PASSED_EXT: + case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: return D3D11_QUERY_OCCLUSION; + case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: return D3D11_QUERY_SO_STATISTICS; + default: UNREACHABLE(); return D3D11_QUERY_EVENT; + } +} + +} + + +namespace d3d11_gl +{ + +GLint GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return 3; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 2; + + default: UNREACHABLE(); return 0; + } +} + +static gl::TextureCaps GenerateTextureFormatCaps(GLint maxClientVersion, GLenum internalFormat, ID3D11Device *device) +{ + gl::TextureCaps textureCaps; + + const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat, device->GetFeatureLevel()); + + UINT formatSupport; + if (SUCCEEDED(device->CheckFormatSupport(formatInfo.texFormat, &formatSupport))) + { + const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat); + if (internalFormatInfo.depthBits > 0 || internalFormatInfo.stencilBits > 0) + { + textureCaps.texturable = ((formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0); + } + else + { + UINT formatSupportMask = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE; + if (maxClientVersion > 2) + { + formatSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURE3D; + } + textureCaps.texturable = ((formatSupport & formatSupportMask) == formatSupportMask); + } + } + + if (SUCCEEDED(device->CheckFormatSupport(formatInfo.renderFormat, &formatSupport)) && + ((formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET) != 0)) + { + for (size_t sampleCount = 1; sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; sampleCount++) + { + UINT qualityCount = 0; + if (SUCCEEDED(device->CheckMultisampleQualityLevels(formatInfo.renderFormat, sampleCount, &qualityCount)) && + qualityCount > 0) + { + textureCaps.sampleCounts.insert(sampleCount); + } + } + } + + textureCaps.filterable = SUCCEEDED(device->CheckFormatSupport(formatInfo.srvFormat, &formatSupport)) && + ((formatSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE)) != 0; + textureCaps.renderable = (SUCCEEDED(device->CheckFormatSupport(formatInfo.rtvFormat, &formatSupport)) && + ((formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) != 0) || + (SUCCEEDED(device->CheckFormatSupport(formatInfo.dsvFormat, &formatSupport)) && + ((formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL) != 0)); + + return textureCaps; +} + +static bool GetNPOTTextureSupport(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return true; + + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return false; + + default: UNREACHABLE(); return false; + } +} + +static float GetMaximumAnisotropy(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_MAX_MAXANISOTROPY; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_MAX_MAXANISOTROPY; + + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: return 16; + + case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_DEFAULT_MAX_ANISOTROPY; + + default: UNREACHABLE(); return 0; + } +} + +static bool GetOcclusionQuerySupport(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return true; + + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateQuery + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: return true; + case D3D_FEATURE_LEVEL_9_1: return false; + + default: UNREACHABLE(); return false; + } +} + +static bool GetEventQuerySupport(D3D_FEATURE_LEVEL featureLevel) +{ + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateQuery + + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return true; + + default: UNREACHABLE(); return false; + } +} + +static bool GetInstancingSupport(D3D_FEATURE_LEVEL featureLevel) +{ + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateInputLayout + + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return true; + + // Feature Level 9_3 supports instancing, but slot 0 in the input layout must not be instanced. + // D3D9 has a similar restriction, where stream 0 must not be instanced. + // This restriction can be worked around by remapping any non-instanced slot to slot 0. + // This works because HLSL uses shader semantics to match the vertex inputs to the elements in the input layout, rather than the slots. + // Note that we only support instancing via ANGLE_instanced_array on 9_3, since 9_3 doesn't support OpenGL ES 3.0 + case D3D_FEATURE_LEVEL_9_3: return true; + + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return false; + + default: UNREACHABLE(); return false; + } +} + +static bool GetFramebufferMultisampleSupport(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return true; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return false; + + default: UNREACHABLE(); return false; + } +} + +static bool GetFramebufferBlitSupport(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return true; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return false; + + default: UNREACHABLE(); return false; + } +} + +static bool GetDerivativeInstructionSupport(D3D_FEATURE_LEVEL featureLevel) +{ + // http://msdn.microsoft.com/en-us/library/windows/desktop/bb509588.aspx states that shader model + // ps_2_x is required for the ddx (and other derivative functions). + + // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx states that feature level + // 9.3 supports shader model ps_2_x. + + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + case D3D_FEATURE_LEVEL_9_3: return true; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return false; + + default: UNREACHABLE(); return false; + } +} + +static bool GetShaderTextureLODSupport(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return true; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return false; + + default: UNREACHABLE(); return false; + } +} + +static size_t GetMaximumSimultaneousRenderTargets(D3D_FEATURE_LEVEL featureLevel) +{ + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateInputLayout + + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; + + case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximum2DTextureSize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; + + case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximumCubeMapTextureSize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURECUBE_DIMENSION; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURECUBE_DIMENSION; + + case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximum2DTextureArraySize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 0; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximum3DTextureSize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximumViewportSize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_VIEWPORT_BOUNDS_MAX; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_VIEWPORT_BOUNDS_MAX; + + // No constants for D3D11 Feature Level 9 viewport size limits, use the maximum texture sizes + case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximumDrawIndexedIndexCount(D3D_FEATURE_LEVEL featureLevel) +{ + // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since that's what's + // returned from glGetInteger + static_assert(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value."); + static_assert(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value."); + + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return std::numeric_limits<GLint>::max(); + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: return D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT; + case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximumDrawVertexCount(D3D_FEATURE_LEVEL featureLevel) +{ + // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since that's what's + // returned from glGetInteger + static_assert(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value."); + static_assert(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value."); + + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return std::numeric_limits<GLint>::max(); + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: return D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT; + case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximumVertexInputSlots(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_STANDARD_VERTEX_ELEMENT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: return D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT; + case D3D_FEATURE_LEVEL_10_0: return D3D10_STANDARD_VERTEX_ELEMENT_COUNT; + + // From http://http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx "Max Input Slots" + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 16; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximumVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel) +{ + // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return 1024; // D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; + + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx ID3D11DeviceContext::VSSetConstantBuffers + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 255; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetReservedVertexUniformBuffers() +{ + // Reserve one buffer for the application uniforms, and one for driver uniforms + return 2; +} + +static size_t GetMaximumVertexUniformBlocks(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedVertexUniformBuffers(); + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedVertexUniformBuffers(); + + // Uniform blocks not supported on D3D11 Feature Level 9 + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 0; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetReservedVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel) +{ + // According to The OpenGL ES Shading Language specifications + // (Language Version 1.00 section 10.16, Language Version 3.10 section 12.21) + // built-in special variables (e.g. gl_FragCoord, or gl_PointCoord) + // which are statically used in the shader should be included in the variable packing algorithm. + // Therefore, we should not reserve output vectors for them. + + switch (featureLevel) + { + // We must reserve one output vector for dx_Position. + // We also reserve one for gl_Position, which we unconditionally output on Feature Levels 10_0+, + // even if it's unused in the shader (e.g. for transform feedback). TODO: This could be improved. +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return 2; + + // Just reserve dx_Position on Feature Level 9, since we don't ever need to output gl_Position. + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 1; + + default: UNREACHABLE(); return 0; + } + + return 1; +} + +static size_t GetMaximumVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel) +{ + static_assert(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT, "Unexpected D3D11 constant value."); + + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); + + case D3D_FEATURE_LEVEL_10_1: return D3D10_1_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); + case D3D_FEATURE_LEVEL_10_0: return D3D10_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); + + // Use Shader Model 2.X limits + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 8 - GetReservedVertexOutputVectors(featureLevel); + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximumVertexTextureUnits(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; + + // Vertex textures not supported on D3D11 Feature Level 9 according to + // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx + // ID3D11DeviceContext::VSSetSamplers and ID3D11DeviceContext::VSSetShaderResources + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 0; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximumPixelUniformVectors(D3D_FEATURE_LEVEL featureLevel) +{ + // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return 1024; // D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; + + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx ID3D11DeviceContext::PSSetConstantBuffers + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 32; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetReservedPixelUniformBuffers() +{ + // Reserve one buffer for the application uniforms, and one for driver uniforms + return 2; +} + +static size_t GetMaximumPixelUniformBlocks(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedPixelUniformBuffers(); + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedPixelUniformBuffers(); + + // Uniform blocks not supported on D3D11 Feature Level 9 + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 0; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximumPixelInputVectors(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); + + // Use Shader Model 2.X limits + case D3D_FEATURE_LEVEL_9_3: return 8 - GetReservedVertexOutputVectors(featureLevel); + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 8 - GetReservedVertexOutputVectors(featureLevel); + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximumPixelTextureUnits(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; + + // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx ID3D11DeviceContext::PSSetShaderResources + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 16; + + default: UNREACHABLE(); return 0; + } +} + +static int GetMinimumTexelOffset(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE; + + // Sampling functions with offsets are not available below shader model 4.0. + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 0; + + default: UNREACHABLE(); return 0; + } +} + +static int GetMaximumTexelOffset(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE; + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE; + + // Sampling functions with offsets are not available below shader model 4.0. + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 0; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximumConstantBufferSize(D3D_FEATURE_LEVEL featureLevel) +{ + // Returns a size_t despite the limit being a GLuint64 because size_t is the maximum size of + // any buffer that could be allocated. + + const size_t bytesPerComponent = 4 * sizeof(float); + + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent; + + // Limits from http://msdn.microsoft.com/en-us/library/windows/desktop/ff476501.aspx remarks section + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 4096 * bytesPerComponent; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximumStreamOutputBuffers(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return D3D11_SO_BUFFER_SLOT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SO_BUFFER_SLOT_COUNT; + case D3D_FEATURE_LEVEL_10_0: return D3D10_SO_BUFFER_SLOT_COUNT; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 0; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximumStreamOutputInterleavedComponents(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return GetMaximumVertexOutputVectors(featureLevel) * 4; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 0; + + default: UNREACHABLE(); return 0; + } +} + +static size_t GetMaximumStreamOutputSeparateComponents(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { +#if defined(ANGLE_ENABLE_D3D11_1) + case D3D_FEATURE_LEVEL_11_1: +#endif + case D3D_FEATURE_LEVEL_11_0: return GetMaximumStreamOutputInterleavedComponents(featureLevel) / + GetMaximumStreamOutputBuffers(featureLevel); + + + // D3D 10 and 10.1 only allow one output per output slot if an output slot other than zero is used. + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return 4; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return 0; + + default: UNREACHABLE(); return 0; + } +} + +void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions) +{ + D3D_FEATURE_LEVEL featureLevel = device->GetFeatureLevel(); + + GLuint maxSamples = 0; + const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats(); + for (gl::FormatSet::const_iterator internalFormat = allFormats.begin(); internalFormat != allFormats.end(); ++internalFormat) + { + gl::TextureCaps textureCaps = GenerateTextureFormatCaps(GetMaximumClientVersion(featureLevel), *internalFormat, device); + textureCapsMap->insert(*internalFormat, textureCaps); + + maxSamples = std::max(maxSamples, textureCaps.getMaxSamples()); + + if (gl::GetInternalFormatInfo(*internalFormat).compressed) + { + caps->compressedTextureFormats.push_back(*internalFormat); + } + } + + // GL core feature limits + caps->maxElementIndex = static_cast<GLint64>(std::numeric_limits<unsigned int>::max()); + caps->max3DTextureSize = GetMaximum3DTextureSize(featureLevel); + caps->max2DTextureSize = GetMaximum2DTextureSize(featureLevel); + caps->maxCubeMapTextureSize = GetMaximumCubeMapTextureSize(featureLevel); + caps->maxArrayTextureLayers = GetMaximum2DTextureArraySize(featureLevel); + + // Unimplemented, set to minimum required + caps->maxLODBias = 2.0f; + + // No specific limits on render target size, maximum 2D texture size is equivalent + caps->maxRenderbufferSize = caps->max2DTextureSize; + + // Maximum draw buffers and color attachments are the same, max color attachments could eventually be + // increased to 16 + caps->maxDrawBuffers = GetMaximumSimultaneousRenderTargets(featureLevel); + caps->maxColorAttachments = GetMaximumSimultaneousRenderTargets(featureLevel); + + // D3D11 has the same limit for viewport width and height + caps->maxViewportWidth = GetMaximumViewportSize(featureLevel); + caps->maxViewportHeight = caps->maxViewportWidth; + + // Choose a reasonable maximum, enforced in the shader. + caps->minAliasedPointSize = 1.0f; + caps->maxAliasedPointSize = 1024.0f; + + // Wide lines not supported + caps->minAliasedLineWidth = 1.0f; + caps->maxAliasedLineWidth = 1.0f; + + // Primitive count limits + caps->maxElementsIndices = GetMaximumDrawIndexedIndexCount(featureLevel); + caps->maxElementsVertices = GetMaximumDrawVertexCount(featureLevel); + + // Program and shader binary formats (no supported shader binary formats) + caps->programBinaryFormats.push_back(GL_PROGRAM_BINARY_ANGLE); + + caps->vertexHighpFloat.setIEEEFloat(); + caps->vertexMediumpFloat.setIEEEFloat(); + caps->vertexLowpFloat.setIEEEFloat(); + caps->fragmentHighpFloat.setIEEEFloat(); + caps->fragmentMediumpFloat.setIEEEFloat(); + caps->fragmentLowpFloat.setIEEEFloat(); + + // 32-bit integers are natively supported + caps->vertexHighpInt.setTwosComplementInt(32); + caps->vertexMediumpInt.setTwosComplementInt(32); + caps->vertexLowpInt.setTwosComplementInt(32); + caps->fragmentHighpInt.setTwosComplementInt(32); + caps->fragmentMediumpInt.setTwosComplementInt(32); + caps->fragmentLowpInt.setTwosComplementInt(32); + + // We do not wait for server fence objects internally, so report a max timeout of zero. + caps->maxServerWaitTimeout = 0; + + // Vertex shader limits + caps->maxVertexAttributes = GetMaximumVertexInputSlots(featureLevel); + caps->maxVertexUniformComponents = GetMaximumVertexUniformVectors(featureLevel) * 4; + caps->maxVertexUniformVectors = GetMaximumVertexUniformVectors(featureLevel); + caps->maxVertexUniformBlocks = GetMaximumVertexUniformBlocks(featureLevel); + caps->maxVertexOutputComponents = GetMaximumVertexOutputVectors(featureLevel) * 4; + caps->maxVertexTextureImageUnits = GetMaximumVertexTextureUnits(featureLevel); + + // Fragment shader limits + caps->maxFragmentUniformComponents = GetMaximumPixelUniformVectors(featureLevel) * 4; + caps->maxFragmentUniformVectors = GetMaximumPixelUniformVectors(featureLevel); + caps->maxFragmentUniformBlocks = GetMaximumPixelUniformBlocks(featureLevel); + caps->maxFragmentInputComponents = GetMaximumPixelInputVectors(featureLevel) * 4; + caps->maxTextureImageUnits = GetMaximumPixelTextureUnits(featureLevel); + caps->minProgramTexelOffset = GetMinimumTexelOffset(featureLevel); + caps->maxProgramTexelOffset = GetMaximumTexelOffset(featureLevel); + + // Aggregate shader limits + caps->maxUniformBufferBindings = caps->maxVertexUniformBlocks + caps->maxFragmentUniformBlocks; + caps->maxUniformBlockSize = GetMaximumConstantBufferSize(featureLevel); + + // Setting a large alignment forces uniform buffers to bind with zero offset + caps->uniformBufferOffsetAlignment = static_cast<GLuint>(std::numeric_limits<GLint>::max()); +#if defined(ANGLE_ENABLE_D3D11_1) + ID3D11DeviceContext1 *deviceContext1 = d3d11::DynamicCastComObject<ID3D11DeviceContext1>(deviceContext); + + if (deviceContext1) + { + D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options; + device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS)); + + if (d3d11Options.ConstantBufferOffsetting) + { + // With DirectX 11.1, constant buffer offset and size must be a multiple of 16 constants of 16 bytes each. + // https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649%28v=vs.85%29.aspx + caps->uniformBufferOffsetAlignment = 256; + } + + SafeRelease(deviceContext1); + } +#endif + + caps->maxCombinedUniformBlocks = caps->maxVertexUniformBlocks + caps->maxFragmentUniformBlocks; + caps->maxCombinedVertexUniformComponents = (static_cast<GLint64>(caps->maxVertexUniformBlocks) * static_cast<GLint64>(caps->maxUniformBlockSize / 4)) + + static_cast<GLint64>(caps->maxVertexUniformComponents); + caps->maxCombinedFragmentUniformComponents = (static_cast<GLint64>(caps->maxFragmentUniformBlocks) * static_cast<GLint64>(caps->maxUniformBlockSize / 4)) + + static_cast<GLint64>(caps->maxFragmentUniformComponents); + caps->maxVaryingComponents = GetMaximumVertexOutputVectors(featureLevel) * 4; + caps->maxVaryingVectors = GetMaximumVertexOutputVectors(featureLevel); + caps->maxCombinedTextureImageUnits = caps->maxVertexTextureImageUnits + caps->maxTextureImageUnits; + + // Transform feedback limits + caps->maxTransformFeedbackInterleavedComponents = GetMaximumStreamOutputInterleavedComponents(featureLevel); + caps->maxTransformFeedbackSeparateAttributes = GetMaximumStreamOutputBuffers(featureLevel); + caps->maxTransformFeedbackSeparateComponents = GetMaximumStreamOutputSeparateComponents(featureLevel); + + // GL extension support + extensions->setTextureExtensionSupport(*textureCapsMap); + extensions->elementIndexUint = true; + extensions->packedDepthStencil = true; + extensions->getProgramBinary = true; + extensions->rgb8rgba8 = true; + extensions->readFormatBGRA = true; + extensions->pixelBufferObject = true; + extensions->mapBuffer = true; + extensions->mapBufferRange = true; + extensions->textureNPOT = GetNPOTTextureSupport(featureLevel); + extensions->drawBuffers = GetMaximumSimultaneousRenderTargets(featureLevel) > 1; + extensions->textureStorage = true; + extensions->textureFilterAnisotropic = true; + extensions->maxTextureAnisotropy = GetMaximumAnisotropy(featureLevel); + extensions->occlusionQueryBoolean = GetOcclusionQuerySupport(featureLevel); + extensions->fence = GetEventQuerySupport(featureLevel); + extensions->timerQuery = false; // Unimplemented + extensions->robustness = true; + extensions->blendMinMax = true; + extensions->framebufferBlit = GetFramebufferBlitSupport(featureLevel); + extensions->framebufferMultisample = GetFramebufferMultisampleSupport(featureLevel); + extensions->maxSamples = maxSamples; + extensions->instancedArrays = GetInstancingSupport(featureLevel); + extensions->packReverseRowOrder = true; + extensions->standardDerivatives = GetDerivativeInstructionSupport(featureLevel); + extensions->shaderTextureLOD = GetShaderTextureLODSupport(featureLevel); + extensions->fragDepth = true; + extensions->textureUsage = true; // This could be false since it has no effect in D3D11 + extensions->translatedShaderSource = true; +} + +} + +namespace d3d11 +{ + +void MakeValidSize(bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset) +{ + const DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format); + + int upsampleCount = 0; + // Don't expand the size of full textures that are at least (blockWidth x blockHeight) already. + if (isImage || *requestWidth < static_cast<GLsizei>(dxgiFormatInfo.blockWidth) || + *requestHeight < static_cast<GLsizei>(dxgiFormatInfo.blockHeight)) + { + while (*requestWidth % dxgiFormatInfo.blockWidth != 0 || *requestHeight % dxgiFormatInfo.blockHeight != 0) + { + *requestWidth <<= 1; + *requestHeight <<= 1; + upsampleCount++; + } + } + *levelOffset = upsampleCount; +} + +void GenerateInitialTextureData(GLint internalFormat, D3D_FEATURE_LEVEL featureLevel, GLuint width, GLuint height, GLuint depth, + GLuint mipLevels, std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData, + std::vector< std::vector<BYTE> > *outData) +{ + const d3d11::TextureFormat &d3dFormatInfo = d3d11::GetTextureFormatInfo(internalFormat, featureLevel); + ASSERT(d3dFormatInfo.dataInitializerFunction != NULL); + + const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3dFormatInfo.texFormat); + + outSubresourceData->resize(mipLevels); + outData->resize(mipLevels); + + for (unsigned int i = 0; i < mipLevels; i++) + { + unsigned int mipWidth = std::max(width >> i, 1U); + unsigned int mipHeight = std::max(height >> i, 1U); + unsigned int mipDepth = std::max(depth >> i, 1U); + + unsigned int rowWidth = dxgiFormatInfo.pixelBytes * mipWidth; + unsigned int imageSize = rowWidth * height; + + outData->at(i).resize(rowWidth * mipHeight * mipDepth); + d3dFormatInfo.dataInitializerFunction(mipWidth, mipHeight, mipDepth, outData->at(i).data(), rowWidth, imageSize); + + outSubresourceData->at(i).pSysMem = outData->at(i).data(); + outSubresourceData->at(i).SysMemPitch = rowWidth; + outSubresourceData->at(i).SysMemSlicePitch = imageSize; + } +} + +void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v) +{ + vertex->x = x; + vertex->y = y; + vertex->u = u; + vertex->v = v; +} + +void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y, + unsigned int layer, float u, float v, float s) +{ + vertex->x = x; + vertex->y = y; + vertex->l = layer; + vertex->u = u; + vertex->v = v; + vertex->s = s; +} + +HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name) +{ +#if defined(_DEBUG) + return resource->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name); +#else + return S_OK; +#endif +} + +gl::Error GetAttachmentRenderTarget(const gl::FramebufferAttachment *attachment, RenderTarget11 **outRT) +{ + RenderTargetD3D *renderTarget = NULL; + gl::Error error = rx::GetAttachmentRenderTarget(attachment, &renderTarget); + if (error.isError()) + { + return error; + } + *outRT = RenderTarget11::makeRenderTarget11(renderTarget); + return gl::Error(GL_NO_ERROR); +} + +Workarounds GenerateWorkarounds(D3D_FEATURE_LEVEL featureLevel) +{ + Workarounds workarounds; + workarounds.mrtPerfWorkaround = true; + workarounds.setDataFasterThanImageUpload = true; + workarounds.zeroMaxLodWorkaround = (featureLevel <= D3D_FEATURE_LEVEL_9_3); + workarounds.useInstancedPointSpriteEmulation = (featureLevel <= D3D_FEATURE_LEVEL_9_3); + return workarounds; +} + +} + +} |