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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp1059
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.h121
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp1070
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.h103
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp614
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.h86
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp119
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h39
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp231
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.h59
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.cpp270
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.h45
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp664
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.h84
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.cpp162
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.h51
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp430
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.h103
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/NativeWindow.h80
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp302
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.h89
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.cpp164
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.h42
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp452
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h111
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.cpp394
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h110
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp3585
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h400
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp110
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h59
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp711
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h87
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp2676
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.h326
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Trim11.cpp95
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Trim11.h43
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.h40
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp244
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.h58
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/copyvertex.h40
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/copyvertex.inl377
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/formatutils11.cpp1328
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/formatutils11.h93
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp1378
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h190
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl77
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl119
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl111
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl146
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl99
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/win32/NativeWindow.cpp68
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp214
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.h110
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.cpp291
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.h105
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.cpp228
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.h79
58 files changed, 20541 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp
new file mode 100644
index 0000000000..e38b61709f
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp
@@ -0,0 +1,1059 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Blit11.cpp: Texture copy utility class.
+
+#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
+
+#include <float.h>
+
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/formatutils.h"
+
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughdepth2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h"
+
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11gs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum3d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha3d11ps.h"
+
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2dps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2dps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2dps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef3dps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei3dps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui3dps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2darrayps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2darrayps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2darrayps.h"
+
+namespace rx
+{
+
+static DXGI_FORMAT GetTextureFormat(ID3D11Resource *resource)
+{
+ ID3D11Texture2D *texture = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource);
+ if (!texture)
+ {
+ return DXGI_FORMAT_UNKNOWN;
+ }
+
+ D3D11_TEXTURE2D_DESC desc;
+ texture->GetDesc(&desc);
+
+ SafeRelease(texture);
+
+ return desc.Format;
+}
+
+static ID3D11Resource *CreateStagingTexture(ID3D11Device *device, ID3D11DeviceContext *context,
+ ID3D11Resource *source, unsigned int subresource,
+ const gl::Extents &size, unsigned int cpuAccessFlags)
+{
+ D3D11_TEXTURE2D_DESC stagingDesc;
+ stagingDesc.Width = size.width;
+ stagingDesc.Height = size.height;
+ stagingDesc.MipLevels = 1;
+ stagingDesc.ArraySize = 1;
+ stagingDesc.Format = GetTextureFormat(source);
+ stagingDesc.SampleDesc.Count = 1;
+ stagingDesc.SampleDesc.Quality = 0;
+ stagingDesc.Usage = D3D11_USAGE_STAGING;
+ stagingDesc.CPUAccessFlags = cpuAccessFlags;
+ stagingDesc.MiscFlags = 0;
+ stagingDesc.BindFlags = 0;
+
+ ID3D11Texture2D *stagingTexture = NULL;
+ HRESULT result = device->CreateTexture2D(&stagingDesc, NULL, &stagingTexture);
+ if (FAILED(result))
+ {
+ ERR("Failed to create staging texture for depth stencil blit. HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ context->CopySubresourceRegion(stagingTexture, 0, 0, 0, 0, source, subresource, NULL);
+
+ return stagingTexture;
+}
+
+inline static void GenerateVertexCoords(const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ const gl::Box &destArea, const gl::Extents &destSize,
+ float *x1, float *y1, float *x2, float *y2,
+ float *u1, float *v1, float *u2, float *v2)
+{
+ *x1 = (destArea.x / float(destSize.width)) * 2.0f - 1.0f;
+ *y1 = ((destSize.height - destArea.y - destArea.height) / float(destSize.height)) * 2.0f - 1.0f;
+ *x2 = ((destArea.x + destArea.width) / float(destSize.width)) * 2.0f - 1.0f;
+ *y2 = ((destSize.height - destArea.y) / float(destSize.height)) * 2.0f - 1.0f;
+
+ *u1 = sourceArea.x / float(sourceSize.width);
+ *v1 = sourceArea.y / float(sourceSize.height);
+ *u2 = (sourceArea.x + sourceArea.width) / float(sourceSize.width);
+ *v2 = (sourceArea.y + sourceArea.height) / float(sourceSize.height);
+}
+
+static void Write2DVertices(const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ const gl::Box &destArea, const gl::Extents &destSize,
+ void *outVertices, unsigned int *outStride, unsigned int *outVertexCount,
+ D3D11_PRIMITIVE_TOPOLOGY *outTopology)
+{
+ float x1, y1, x2, y2, u1, v1, u2, v2;
+ GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2);
+
+ d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(outVertices);
+
+ d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
+ d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
+ d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
+
+ *outStride = sizeof(d3d11::PositionTexCoordVertex);
+ *outVertexCount = 4;
+ *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
+}
+
+static void Write3DVertices(const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ const gl::Box &destArea, const gl::Extents &destSize,
+ void *outVertices, unsigned int *outStride, unsigned int *outVertexCount,
+ D3D11_PRIMITIVE_TOPOLOGY *outTopology)
+{
+ ASSERT(sourceSize.depth > 0 && destSize.depth > 0);
+
+ float x1, y1, x2, y2, u1, v1, u2, v2;
+ GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2);
+
+ d3d11::PositionLayerTexCoord3DVertex *vertices = static_cast<d3d11::PositionLayerTexCoord3DVertex*>(outVertices);
+
+ for (int i = 0; i < destSize.depth; i++)
+ {
+ float readDepth = (float)i / std::max(destSize.depth - 1, 1);
+
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 0], x1, y1, i, u1, v2, readDepth);
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 1], x1, y2, i, u1, v1, readDepth);
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 2], x2, y1, i, u2, v2, readDepth);
+
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 3], x1, y2, i, u1, v1, readDepth);
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 4], x2, y2, i, u2, v1, readDepth);
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 5], x2, y1, i, u2, v2, readDepth);
+ }
+
+ *outStride = sizeof(d3d11::PositionLayerTexCoord3DVertex);
+ *outVertexCount = destSize.depth * 6;
+ *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
+}
+
+Blit11::Blit11(Renderer11 *renderer)
+ : mRenderer(renderer), mBlitShaderMap(compareBlitParameters), mSwizzleShaderMap(compareSwizzleParameters),
+ mVertexBuffer(NULL), mPointSampler(NULL), mLinearSampler(NULL), mScissorEnabledRasterizerState(NULL),
+ mScissorDisabledRasterizerState(NULL), mDepthStencilState(NULL),
+ mQuad2DIL(NULL), mQuad2DVS(NULL), mDepthPS(NULL),
+ mQuad3DIL(NULL), mQuad3DVS(NULL), mQuad3DGS(NULL),
+ mSwizzleCB(NULL)
+{
+ HRESULT result;
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_BUFFER_DESC vbDesc;
+ vbDesc.ByteWidth = std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex), sizeof(d3d11::PositionTexCoordVertex)) *
+ 6 * renderer->getRendererCaps().max3DTextureSize;
+ vbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ vbDesc.MiscFlags = 0;
+ vbDesc.StructureByteStride = 0;
+
+ result = device->CreateBuffer(&vbDesc, NULL, &mVertexBuffer);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mVertexBuffer, "Blit11 vertex buffer");
+
+ D3D11_SAMPLER_DESC pointSamplerDesc;
+ pointSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
+ pointSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ pointSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ pointSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ pointSamplerDesc.MipLODBias = 0.0f;
+ pointSamplerDesc.MaxAnisotropy = 0;
+ pointSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ pointSamplerDesc.BorderColor[0] = 0.0f;
+ pointSamplerDesc.BorderColor[1] = 0.0f;
+ pointSamplerDesc.BorderColor[2] = 0.0f;
+ pointSamplerDesc.BorderColor[3] = 0.0f;
+ pointSamplerDesc.MinLOD = 0.0f;
+ pointSamplerDesc.MaxLOD = FLT_MAX;
+
+ result = device->CreateSamplerState(&pointSamplerDesc, &mPointSampler);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPointSampler, "Blit11 point sampler");
+
+ D3D11_SAMPLER_DESC linearSamplerDesc;
+ linearSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ linearSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ linearSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ linearSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ linearSamplerDesc.MipLODBias = 0.0f;
+ linearSamplerDesc.MaxAnisotropy = 0;
+ linearSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ linearSamplerDesc.BorderColor[0] = 0.0f;
+ linearSamplerDesc.BorderColor[1] = 0.0f;
+ linearSamplerDesc.BorderColor[2] = 0.0f;
+ linearSamplerDesc.BorderColor[3] = 0.0f;
+ linearSamplerDesc.MinLOD = 0.0f;
+ linearSamplerDesc.MaxLOD = FLT_MAX;
+
+ result = device->CreateSamplerState(&linearSamplerDesc, &mLinearSampler);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mLinearSampler, "Blit11 linear sampler");
+
+ // Use a rasterizer state that will not cull so that inverted quads will not be culled
+ D3D11_RASTERIZER_DESC rasterDesc;
+ rasterDesc.FillMode = D3D11_FILL_SOLID;
+ rasterDesc.CullMode = D3D11_CULL_NONE;
+ rasterDesc.FrontCounterClockwise = FALSE;
+ rasterDesc.DepthBias = 0;
+ rasterDesc.SlopeScaledDepthBias = 0.0f;
+ rasterDesc.DepthBiasClamp = 0.0f;
+ rasterDesc.DepthClipEnable = TRUE;
+ rasterDesc.MultisampleEnable = FALSE;
+ rasterDesc.AntialiasedLineEnable = FALSE;
+
+ rasterDesc.ScissorEnable = TRUE;
+ result = device->CreateRasterizerState(&rasterDesc, &mScissorEnabledRasterizerState);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mScissorEnabledRasterizerState, "Blit11 scissoring rasterizer state");
+
+ rasterDesc.ScissorEnable = FALSE;
+ result = device->CreateRasterizerState(&rasterDesc, &mScissorDisabledRasterizerState);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mScissorDisabledRasterizerState, "Blit11 no scissoring rasterizer state");
+
+ D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
+ depthStencilDesc.DepthEnable = true;
+ depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.StencilEnable = FALSE;
+ depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
+ depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
+ depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+
+ result = device->CreateDepthStencilState(&depthStencilDesc, &mDepthStencilState);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthStencilState, "Blit11 depth stencil state");
+
+ D3D11_INPUT_ELEMENT_DESC quad2DLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ result = device->CreateInputLayout(quad2DLayout, ArraySize(quad2DLayout), g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), &mQuad2DIL);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuad2DIL, "Blit11 2D input layout");
+
+ result = device->CreateVertexShader(g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), NULL, &mQuad2DVS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuad2DVS, "Blit11 2D vertex shader");
+
+ if (renderer->isES3Capable())
+ {
+ result = device->CreatePixelShader(g_PS_PassthroughDepth2D, ArraySize(g_PS_PassthroughDepth2D), NULL, &mDepthPS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthPS, "Blit11 2D depth pixel shader");
+
+ D3D11_INPUT_ELEMENT_DESC quad3DLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ result = device->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), &mQuad3DIL);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuad3DIL, "Blit11 3D input layout");
+
+ result = device->CreateVertexShader(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), NULL, &mQuad3DVS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuad3DVS, "Blit11 3D vertex shader");
+
+ result = device->CreateGeometryShader(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), NULL, &mQuad3DGS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuad3DGS, "Renderer11 copy 3D texture geometry shader");
+ }
+
+ buildShaderMap();
+
+ D3D11_BUFFER_DESC swizzleBufferDesc;
+ swizzleBufferDesc.ByteWidth = sizeof(unsigned int) * 4;
+ swizzleBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ swizzleBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ swizzleBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ swizzleBufferDesc.MiscFlags = 0;
+ swizzleBufferDesc.StructureByteStride = 0;
+
+ result = device->CreateBuffer(&swizzleBufferDesc, NULL, &mSwizzleCB);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mSwizzleCB, "Blit11 swizzle constant buffer");
+}
+
+Blit11::~Blit11()
+{
+ SafeRelease(mVertexBuffer);
+ SafeRelease(mPointSampler);
+ SafeRelease(mLinearSampler);
+ SafeRelease(mScissorEnabledRasterizerState);
+ SafeRelease(mScissorDisabledRasterizerState);
+ SafeRelease(mDepthStencilState);
+
+ SafeRelease(mQuad2DIL);
+ SafeRelease(mQuad2DVS);
+ SafeRelease(mDepthPS);
+
+ SafeRelease(mQuad3DIL);
+ SafeRelease(mQuad3DVS);
+ SafeRelease(mQuad3DGS);
+
+ SafeRelease(mSwizzleCB);
+
+ clearShaderMap();
+}
+
+static inline unsigned int GetSwizzleIndex(GLenum swizzle)
+{
+ unsigned int colorIndex = 0;
+
+ switch (swizzle)
+ {
+ case GL_RED: colorIndex = 0; break;
+ case GL_GREEN: colorIndex = 1; break;
+ case GL_BLUE: colorIndex = 2; break;
+ case GL_ALPHA: colorIndex = 3; break;
+ case GL_ZERO: colorIndex = 4; break;
+ case GL_ONE: colorIndex = 5; break;
+ default: UNREACHABLE(); break;
+ }
+
+ return colorIndex;
+}
+
+gl::Error Blit11::swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderTargetView *dest, const gl::Extents &size,
+ GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
+{
+ HRESULT result;
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc;
+ source->GetDesc(&sourceSRVDesc);
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format);
+ const gl::InternalFormat &sourceFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat);
+
+ GLenum shaderType = GL_NONE;
+ switch (sourceFormatInfo.componentType)
+ {
+ case GL_UNSIGNED_NORMALIZED:
+ case GL_SIGNED_NORMALIZED:
+ case GL_FLOAT:
+ shaderType = GL_FLOAT;
+ break;
+ case GL_INT:
+ shaderType = GL_INT;
+ break;
+ case GL_UNSIGNED_INT:
+ shaderType = GL_UNSIGNED_INT;
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ SwizzleParameters parameters = { 0 };
+ parameters.mDestinationType = shaderType;
+ parameters.mViewDimension = sourceSRVDesc.ViewDimension;
+
+ SwizzleShaderMap::const_iterator i = mSwizzleShaderMap.find(parameters);
+ if (i == mSwizzleShaderMap.end())
+ {
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION, "Internal error, missing swizzle shader.");
+ }
+
+ const Shader &shader = i->second;
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for swizzle, HRESULT: 0x%X.", result);
+ }
+
+ UINT stride = 0;
+ UINT startIdx = 0;
+ UINT drawCount = 0;
+ D3D11_PRIMITIVE_TOPOLOGY topology;
+
+ gl::Box area(0, 0, 0, size.width, size.height, size.depth);
+ shader.mVertexWriteFunction(area, size, area, size, mappedResource.pData, &stride, &drawCount, &topology);
+
+ deviceContext->Unmap(mVertexBuffer, 0);
+
+ // Set constant buffer
+ result = deviceContext->Map(mSwizzleCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal constant buffer for swizzle, HRESULT: 0x%X.", result);
+ }
+
+ unsigned int *swizzleIndices = reinterpret_cast<unsigned int*>(mappedResource.pData);
+ swizzleIndices[0] = GetSwizzleIndex(swizzleRed);
+ swizzleIndices[1] = GetSwizzleIndex(swizzleGreen);
+ swizzleIndices[2] = GetSwizzleIndex(swizzleBlue);
+ swizzleIndices[3] = GetSwizzleIndex(swizzleAlpha);
+
+ deviceContext->Unmap(mSwizzleCB, 0);
+
+ // Apply vertex buffer
+ deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
+
+ // Apply constant buffer
+ deviceContext->PSSetConstantBuffers(0, 1, &mSwizzleCB);
+
+ // Apply state
+ deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
+ deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
+ deviceContext->RSSetState(mScissorDisabledRasterizerState);
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(shader.mInputLayout);
+ deviceContext->IASetPrimitiveTopology(topology);
+ deviceContext->VSSetShader(shader.mVertexShader, NULL, 0);
+
+ deviceContext->PSSetShader(shader.mPixelShader, NULL, 0);
+ deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0);
+
+ // Unset the currently bound shader resource to avoid conflicts
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+
+ // Apply render target
+ mRenderer->setOneTimeRenderTarget(dest);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = size.width;
+ viewport.Height = size.height;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply textures
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, source);
+
+ // Apply samplers
+ deviceContext->PSSetSamplers(0, 1, &mPointSampler);
+
+ // Draw the quad
+ deviceContext->Draw(drawCount, 0);
+
+ // Unbind textures and render targets and vertex buffer
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+
+ mRenderer->unapplyRenderTargets();
+
+ UINT zero = 0;
+ ID3D11Buffer *const nullBuffer = NULL;
+ deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
+
+ mRenderer->markAllStateDirty();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor, GLenum destFormat, GLenum filter)
+{
+ HRESULT result;
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ // Determine if the source format is a signed integer format, the destFormat will already
+ // be GL_XXXX_INTEGER but it does not tell us if it is signed or unsigned.
+ D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc;
+ source->GetDesc(&sourceSRVDesc);
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format);
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat);
+
+ BlitParameters parameters = { 0 };
+ parameters.mDestinationFormat = destFormat;
+ parameters.mSignedInteger = (internalFormatInfo.componentType == GL_INT);
+ parameters.m3DBlit = sourceSRVDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE3D;
+
+ BlitShaderMap::const_iterator i = mBlitShaderMap.find(parameters);
+ if (i == mBlitShaderMap.end())
+ {
+ UNREACHABLE();
+ return gl::Error(GL_OUT_OF_MEMORY, "Could not find appropriate shader for internal texture blit.");
+ }
+
+ const Shader& shader = i->second;
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for texture copy, HRESULT: 0x%X.", result);
+ }
+
+ UINT stride = 0;
+ UINT startIdx = 0;
+ UINT drawCount = 0;
+ D3D11_PRIMITIVE_TOPOLOGY topology;
+
+ shader.mVertexWriteFunction(sourceArea, sourceSize, destArea, destSize, mappedResource.pData,
+ &stride, &drawCount, &topology);
+
+ deviceContext->Unmap(mVertexBuffer, 0);
+
+ // Apply vertex buffer
+ deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
+
+ // Apply state
+ deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
+ deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
+
+ if (scissor)
+ {
+ D3D11_RECT scissorRect;
+ scissorRect.left = scissor->x;
+ scissorRect.right = scissor->x + scissor->width;
+ scissorRect.top = scissor->y;
+ scissorRect.bottom = scissor->y + scissor->height;
+
+ deviceContext->RSSetScissorRects(1, &scissorRect);
+ deviceContext->RSSetState(mScissorEnabledRasterizerState);
+ }
+ else
+ {
+ deviceContext->RSSetState(mScissorDisabledRasterizerState);
+ }
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(shader.mInputLayout);
+ deviceContext->IASetPrimitiveTopology(topology);
+ deviceContext->VSSetShader(shader.mVertexShader, NULL, 0);
+
+ deviceContext->PSSetShader(shader.mPixelShader, NULL, 0);
+ deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0);
+
+ // Unset the currently bound shader resource to avoid conflicts
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+
+ // Apply render target
+ mRenderer->setOneTimeRenderTarget(dest);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = destSize.width;
+ viewport.Height = destSize.height;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply textures
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, source);
+
+ // Apply samplers
+ ID3D11SamplerState *sampler = NULL;
+ switch (filter)
+ {
+ case GL_NEAREST: sampler = mPointSampler; break;
+ case GL_LINEAR: sampler = mLinearSampler; break;
+
+ default:
+ UNREACHABLE();
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal error, unknown blit filter mode.");
+ }
+ deviceContext->PSSetSamplers(0, 1, &sampler);
+
+ // Draw the quad
+ deviceContext->Draw(drawCount, 0);
+
+ // Unbind textures and render targets and vertex buffer
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+
+ mRenderer->unapplyRenderTargets();
+
+ UINT zero = 0;
+ ID3D11Buffer *const nullBuffer = NULL;
+ deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
+
+ mRenderer->markAllStateDirty();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Blit11::copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor)
+{
+ return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize,
+ dest, destSubresource, destArea, destSize,
+ scissor, true);
+}
+
+gl::Error Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor)
+{
+ HRESULT result;
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for texture copy, HRESULT: 0x%X.", result);
+ }
+
+ UINT stride = 0;
+ UINT startIdx = 0;
+ UINT drawCount = 0;
+ D3D11_PRIMITIVE_TOPOLOGY topology;
+
+ Write2DVertices(sourceArea, sourceSize, destArea, destSize, mappedResource.pData,
+ &stride, &drawCount, &topology);
+
+ deviceContext->Unmap(mVertexBuffer, 0);
+
+ // Apply vertex buffer
+ deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
+
+ // Apply state
+ deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
+ deviceContext->OMSetDepthStencilState(mDepthStencilState, 0xFFFFFFFF);
+
+ if (scissor)
+ {
+ D3D11_RECT scissorRect;
+ scissorRect.left = scissor->x;
+ scissorRect.right = scissor->x + scissor->width;
+ scissorRect.top = scissor->y;
+ scissorRect.bottom = scissor->y + scissor->height;
+
+ deviceContext->RSSetScissorRects(1, &scissorRect);
+ deviceContext->RSSetState(mScissorEnabledRasterizerState);
+ }
+ else
+ {
+ deviceContext->RSSetState(mScissorDisabledRasterizerState);
+ }
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(mQuad2DIL);
+ deviceContext->IASetPrimitiveTopology(topology);
+ deviceContext->VSSetShader(mQuad2DVS, NULL, 0);
+
+ deviceContext->PSSetShader(mDepthPS, NULL, 0);
+ deviceContext->GSSetShader(NULL, NULL, 0);
+
+ // Unset the currently bound shader resource to avoid conflicts
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+
+ // Apply render target
+ deviceContext->OMSetRenderTargets(0, NULL, dest);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = destSize.width;
+ viewport.Height = destSize.height;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply textures
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, source);
+
+ // Apply samplers
+ deviceContext->PSSetSamplers(0, 1, &mPointSampler);
+
+ // Draw the quad
+ deviceContext->Draw(drawCount, 0);
+
+ // Unbind textures and render targets and vertex buffer
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+
+ mRenderer->unapplyRenderTargets();
+
+ UINT zero = 0;
+ ID3D11Buffer *const nullBuffer = NULL;
+ deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
+
+ mRenderer->markAllStateDirty();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor)
+{
+ return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize,
+ dest, destSubresource, destArea, destSize,
+ scissor, false);
+}
+
+gl::Error Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor, bool stencilOnly)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ ID3D11Resource *sourceStaging = CreateStagingTexture(device, deviceContext, source, sourceSubresource, sourceSize, D3D11_CPU_ACCESS_READ);
+ // HACK: Create the destination staging buffer as a read/write texture so ID3D11DevicContext::UpdateSubresource can be called
+ // using it's mapped data as a source
+ ID3D11Resource *destStaging = CreateStagingTexture(device, deviceContext, dest, destSubresource, destSize, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
+
+ if (!sourceStaging || !destStaging)
+ {
+ SafeRelease(sourceStaging);
+ SafeRelease(destStaging);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal staging textures for depth stencil blit.");
+ }
+
+ DXGI_FORMAT format = GetTextureFormat(source);
+ ASSERT(format == GetTextureFormat(dest));
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format);
+ unsigned int pixelSize = dxgiFormatInfo.pixelBytes;
+ unsigned int copyOffset = 0;
+ unsigned int copySize = pixelSize;
+ if (stencilOnly)
+ {
+ copyOffset = dxgiFormatInfo.depthBits / 8;
+ copySize = dxgiFormatInfo.stencilBits / 8;
+
+ // It would be expensive to have non-byte sized stencil sizes since it would
+ // require reading from the destination, currently there aren't any though.
+ ASSERT(dxgiFormatInfo.stencilBits % 8 == 0 &&
+ dxgiFormatInfo.depthBits % 8 == 0);
+ }
+
+ D3D11_MAPPED_SUBRESOURCE sourceMapping;
+ HRESULT result = deviceContext->Map(sourceStaging, 0, D3D11_MAP_READ, 0, &sourceMapping);
+ if (FAILED(result))
+ {
+ SafeRelease(sourceStaging);
+ SafeRelease(destStaging);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal source staging texture for depth stencil blit, HRESULT: 0x%X.", result);
+ }
+
+ D3D11_MAPPED_SUBRESOURCE destMapping;
+ result = deviceContext->Map(destStaging, 0, D3D11_MAP_WRITE, 0, &destMapping);
+ if (FAILED(result))
+ {
+ deviceContext->Unmap(sourceStaging, 0);
+ SafeRelease(sourceStaging);
+ SafeRelease(destStaging);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal destination staging texture for depth stencil blit, HRESULT: 0x%X.", result);
+ }
+
+ gl::Rectangle clippedDestArea(destArea.x, destArea.y, destArea.width, destArea.height);
+
+ // Clip dest area to the destination size
+ gl::ClipRectangle(clippedDestArea, gl::Rectangle(0, 0, destSize.width, destSize.height), &clippedDestArea);
+
+ // Clip dest area to the scissor
+ if (scissor)
+ {
+ gl::ClipRectangle(clippedDestArea, *scissor, &clippedDestArea);
+ }
+
+ // Determine if entire rows can be copied at once instead of each individual pixel, requires that there is
+ // no out of bounds lookups required, the entire pixel is copied and no stretching
+ bool wholeRowCopy = sourceArea.width == clippedDestArea.width &&
+ sourceArea.x >= 0 && sourceArea.x + sourceArea.width <= sourceSize.width &&
+ copySize == pixelSize;
+
+ for (int y = clippedDestArea.y; y < clippedDestArea.y + clippedDestArea.height; y++)
+ {
+ float yPerc = static_cast<float>(y - destArea.y) / (destArea.height - 1);
+
+ // Interpolate using the original source rectangle to determine which row to sample from while clamping to the edges
+ unsigned int readRow = gl::clamp(sourceArea.y + floor(yPerc * (sourceArea.height - 1) + 0.5f), 0, sourceSize.height - 1);
+ unsigned int writeRow = y;
+
+ if (wholeRowCopy)
+ {
+ void *sourceRow = reinterpret_cast<char*>(sourceMapping.pData) +
+ readRow * sourceMapping.RowPitch +
+ sourceArea.x * pixelSize;
+
+ void *destRow = reinterpret_cast<char*>(destMapping.pData) +
+ writeRow * destMapping.RowPitch +
+ destArea.x * pixelSize;
+
+ memcpy(destRow, sourceRow, pixelSize * destArea.width);
+ }
+ else
+ {
+ for (int x = clippedDestArea.x; x < clippedDestArea.x + clippedDestArea.width; x++)
+ {
+ float xPerc = static_cast<float>(x - destArea.x) / (destArea.width - 1);
+
+ // Interpolate the original source rectangle to determine which column to sample from while clamping to the edges
+ unsigned int readColumn = gl::clamp(sourceArea.x + floor(xPerc * (sourceArea.width - 1) + 0.5f), 0, sourceSize.width - 1);
+ unsigned int writeColumn = x;
+
+ void *sourcePixel = reinterpret_cast<char*>(sourceMapping.pData) +
+ readRow * sourceMapping.RowPitch +
+ readColumn * pixelSize +
+ copyOffset;
+
+ void *destPixel = reinterpret_cast<char*>(destMapping.pData) +
+ writeRow * destMapping.RowPitch +
+ writeColumn * pixelSize +
+ copyOffset;
+
+ memcpy(destPixel, sourcePixel, copySize);
+ }
+ }
+ }
+
+ // HACK: Use ID3D11DevicContext::UpdateSubresource which causes an extra copy compared to ID3D11DevicContext::CopySubresourceRegion
+ // according to MSDN.
+ deviceContext->UpdateSubresource(dest, destSubresource, NULL, destMapping.pData, destMapping.RowPitch, destMapping.DepthPitch);
+
+ deviceContext->Unmap(sourceStaging, 0);
+ deviceContext->Unmap(destStaging, 0);
+
+ // TODO: Determine why this call to ID3D11DevicContext::CopySubresourceRegion causes a TDR timeout on some
+ // systems when called repeatedly.
+ // deviceContext->CopySubresourceRegion(dest, destSubresource, 0, 0, 0, destStaging, 0, NULL);
+
+ SafeRelease(sourceStaging);
+ SafeRelease(destStaging);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool Blit11::compareBlitParameters(const Blit11::BlitParameters &a, const Blit11::BlitParameters &b)
+{
+ return memcmp(&a, &b, sizeof(Blit11::BlitParameters)) < 0;
+}
+
+bool Blit11::compareSwizzleParameters(const SwizzleParameters &a, const SwizzleParameters &b)
+{
+ return memcmp(&a, &b, sizeof(Blit11::SwizzleParameters)) < 0;
+}
+
+void Blit11::add2DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps)
+{
+ BlitParameters params = { 0 };
+ params.mDestinationFormat = destFormat;
+ params.mSignedInteger = signedInteger;
+ params.m3DBlit = false;
+
+ ASSERT(mBlitShaderMap.find(params) == mBlitShaderMap.end());
+ ASSERT(ps);
+
+ Shader shader;
+ shader.mVertexWriteFunction = Write2DVertices;
+ shader.mInputLayout = mQuad2DIL;
+ shader.mVertexShader = mQuad2DVS;
+ shader.mGeometryShader = NULL;
+ shader.mPixelShader = ps;
+
+ mBlitShaderMap[params] = shader;
+}
+
+void Blit11::add3DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps)
+{
+ BlitParameters params = { 0 };
+ params.mDestinationFormat = destFormat;
+ params.mSignedInteger = signedInteger;
+ params.m3DBlit = true;
+
+ ASSERT(mBlitShaderMap.find(params) == mBlitShaderMap.end());
+ ASSERT(ps);
+
+ Shader shader;
+ shader.mVertexWriteFunction = Write3DVertices;
+ shader.mInputLayout = mQuad3DIL;
+ shader.mVertexShader = mQuad3DVS;
+ shader.mGeometryShader = mQuad3DGS;
+ shader.mPixelShader = ps;
+
+ mBlitShaderMap[params] = shader;
+}
+
+void Blit11::addSwizzleShaderToMap(GLenum destType, D3D11_SRV_DIMENSION viewDimension, ID3D11PixelShader *ps)
+{
+ SwizzleParameters params = { 0 };
+ params.mDestinationType = destType;
+ params.mViewDimension = viewDimension;
+
+ ASSERT(mSwizzleShaderMap.find(params) == mSwizzleShaderMap.end());
+ ASSERT(ps);
+
+ Shader shader;
+ switch (viewDimension)
+ {
+ case D3D_SRV_DIMENSION_TEXTURE2D:
+ shader.mVertexWriteFunction = Write2DVertices;
+ shader.mInputLayout = mQuad2DIL;
+ shader.mVertexShader = mQuad2DVS;
+ shader.mGeometryShader = NULL;
+ break;
+
+ case D3D_SRV_DIMENSION_TEXTURE3D:
+ case D3D_SRV_DIMENSION_TEXTURE2DARRAY:
+ case D3D_SRV_DIMENSION_TEXTURECUBE:
+ shader.mVertexWriteFunction = Write3DVertices;
+ shader.mInputLayout = mQuad3DIL;
+ shader.mVertexShader = mQuad3DVS;
+ shader.mGeometryShader = mQuad3DGS;
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+ shader.mPixelShader = ps;
+
+ mSwizzleShaderMap[params] = shader;
+}
+
+void Blit11::buildShaderMap()
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ // 2D shaders (OpenGL ES 2+)
+ add2DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader" ));
+ add2DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader" ));
+ add2DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader" ));
+ add2DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader" ));
+ add2DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader" ));
+ add2DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader" ));
+ add2DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader" ));
+ add2DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader"));
+
+ // 2D shaders (OpenGL ES 3+)
+ if (mRenderer->isES3Capable())
+ {
+ add2DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader" ));
+ add2DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader" ));
+ add2DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader" ));
+ add2DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader" ));
+ add2DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader" ));
+ add2DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader" ));
+ add2DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader" ));
+ add2DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader" ));
+ }
+
+ // 3D shaders (OpenGL ES 3+)
+ if (mRenderer->isES3Capable())
+ {
+ add3DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader" ));
+ add3DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DUI, "Blit11 3D UI RGBA pixel shader" ));
+ add3DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader" ));
+ add3DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader" ));
+ add3DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader" ));
+ add3DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3DUI, "Blit11 3D RGB UI pixel shader" ));
+ add3DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB3DI, "Blit11 3D RGB I pixel shader" ));
+ add3DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader" ));
+ add3DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG3DUI, "Blit11 3D RG UI pixel shader" ));
+ add3DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG3DI, "Blit11 3D RG I pixel shader" ));
+ add3DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader" ));
+ add3DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR3DUI, "Blit11 3D R UI pixel shader" ));
+ add3DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR3DI, "Blit11 3D R I pixel shader" ));
+ add3DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader" ));
+ add3DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader" ));
+ add3DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader"));
+ }
+
+ // Swizzling shaders (OpenGL ES 3+)
+ if (mRenderer->isES3Capable())
+ {
+ addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleF2D, "Blit11 2D F swizzle pixel shader" ));
+ addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleUI2D, "Blit11 2D UI swizzle pixel shader"));
+ addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleI2D, "Blit11 2D I swizzle pixel shader" ));
+
+ addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Cube F swizzle pixel shader" ));
+ addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Cube UI swizzle pixel shader"));
+ addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Cube I swizzle pixel shader" ));
+
+ addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleF3D, "Blit11 3D F swizzle pixel shader" ));
+ addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleUI3D, "Blit11 3D UI swizzle pixel shader"));
+ addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleI3D, "Blit11 3D I swizzle pixel shader" ));
+
+ addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Array F swizzle pixel shader" ));
+ addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Array UI swizzle pixel shader"));
+ addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Array I swizzle pixel shader" ));
+ }
+}
+
+void Blit11::clearShaderMap()
+{
+ for (BlitShaderMap::iterator i = mBlitShaderMap.begin(); i != mBlitShaderMap.end(); ++i)
+ {
+ Shader &shader = i->second;
+ SafeRelease(shader.mPixelShader);
+ }
+ mBlitShaderMap.clear();
+
+ for (SwizzleShaderMap::iterator i = mSwizzleShaderMap.begin(); i != mSwizzleShaderMap.end(); ++i)
+ {
+ Shader &shader = i->second;
+ SafeRelease(shader.mPixelShader);
+ }
+ mSwizzleShaderMap.clear();
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.h
new file mode 100644
index 0000000000..d3a8c2c8a3
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.h
@@ -0,0 +1,121 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Blit11.cpp: Texture copy utility class.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_BLIT11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_BLIT11_H_
+
+#include "common/angleutils.h"
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Error.h"
+
+#include <map>
+
+namespace rx
+{
+class Renderer11;
+
+class Blit11 : angle::NonCopyable
+{
+ public:
+ explicit Blit11(Renderer11 *renderer);
+ ~Blit11();
+
+ gl::Error swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderTargetView *dest, const gl::Extents &size,
+ GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha);
+
+ gl::Error copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor, GLenum destFormat, GLenum filter);
+
+ gl::Error copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor);
+
+ gl::Error copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor);
+
+ gl::Error copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor);
+
+ private:
+ Renderer11 *mRenderer;
+
+ struct BlitParameters
+ {
+ GLenum mDestinationFormat;
+ bool mSignedInteger;
+ bool m3DBlit;
+ };
+
+ gl::Error copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor, bool stencilOnly);
+
+ static bool compareBlitParameters(const BlitParameters &a, const BlitParameters &b);
+
+ typedef void (*WriteVertexFunction)(const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ const gl::Box &destArea, const gl::Extents &destSize,
+ void *outVertices, unsigned int *outStride, unsigned int *outVertexCount,
+ D3D11_PRIMITIVE_TOPOLOGY *outTopology);
+
+ struct Shader
+ {
+ WriteVertexFunction mVertexWriteFunction;
+ ID3D11InputLayout *mInputLayout;
+ ID3D11VertexShader *mVertexShader;
+ ID3D11GeometryShader *mGeometryShader;
+ ID3D11PixelShader *mPixelShader;
+ };
+
+ typedef bool (*BlitParametersComparisonFunction)(const BlitParameters&, const BlitParameters &);
+ typedef std::map<BlitParameters, Shader, BlitParametersComparisonFunction> BlitShaderMap;
+ BlitShaderMap mBlitShaderMap;
+
+ void add2DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps);
+ void add3DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps);
+
+ struct SwizzleParameters
+ {
+ GLenum mDestinationType;
+ D3D11_SRV_DIMENSION mViewDimension;
+ };
+
+ static bool compareSwizzleParameters(const SwizzleParameters &a, const SwizzleParameters &b);
+
+ typedef bool (*SwizzleParametersComparisonFunction)(const SwizzleParameters&, const SwizzleParameters &);
+ typedef std::map<SwizzleParameters, Shader, SwizzleParametersComparisonFunction> SwizzleShaderMap;
+ SwizzleShaderMap mSwizzleShaderMap;
+
+ void addSwizzleShaderToMap(GLenum destType, D3D11_SRV_DIMENSION viewDimension, ID3D11PixelShader *ps);
+
+ void buildShaderMap();
+ void clearShaderMap();
+
+ ID3D11Buffer *mVertexBuffer;
+ ID3D11SamplerState *mPointSampler;
+ ID3D11SamplerState *mLinearSampler;
+ ID3D11RasterizerState *mScissorEnabledRasterizerState;
+ ID3D11RasterizerState *mScissorDisabledRasterizerState;
+ ID3D11DepthStencilState *mDepthStencilState;
+
+ ID3D11InputLayout *mQuad2DIL;
+ ID3D11VertexShader *mQuad2DVS;
+ ID3D11PixelShader *mDepthPS;
+
+ ID3D11InputLayout *mQuad3DIL;
+ ID3D11VertexShader *mQuad3DVS;
+ ID3D11GeometryShader *mQuad3DGS;
+
+ ID3D11Buffer *mSwizzleCB;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_BLIT11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp
new file mode 100644
index 0000000000..d56b0ea7ad
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp
@@ -0,0 +1,1070 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Buffer11.cpp Defines the Buffer11 class.
+
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+
+#include "common/MemoryBuffer.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+
+#if defined(ANGLE_MINGW32_COMPAT)
+typedef enum D3D11_MAP_FLAG {
+ D3D11_MAP_FLAG_DO_NOT_WAIT = 0x100000
+} D3D11_MAP_FLAG;
+#endif
+
+namespace rx
+{
+
+PackPixelsParams::PackPixelsParams()
+ : format(GL_NONE),
+ type(GL_NONE),
+ outputPitch(0),
+ packBuffer(NULL),
+ offset(0)
+{}
+
+PackPixelsParams::PackPixelsParams(const gl::Rectangle &areaIn, GLenum formatIn, GLenum typeIn, GLuint outputPitchIn,
+ const gl::PixelPackState &packIn, ptrdiff_t offsetIn)
+ : area(areaIn),
+ format(formatIn),
+ type(typeIn),
+ outputPitch(outputPitchIn),
+ packBuffer(packIn.pixelBuffer.get()),
+ pack(packIn.alignment, packIn.reverseRowOrder),
+ offset(offsetIn)
+{}
+
+namespace gl_d3d11
+{
+
+D3D11_MAP GetD3DMapTypeFromBits(GLbitfield access)
+{
+ bool readBit = ((access & GL_MAP_READ_BIT) != 0);
+ bool writeBit = ((access & GL_MAP_WRITE_BIT) != 0);
+
+ ASSERT(readBit || writeBit);
+
+ // Note : we ignore the discard bit, because in D3D11, staging buffers
+ // don't accept the map-discard flag (discard only works for DYNAMIC usage)
+
+ if (readBit && !writeBit)
+ {
+ return D3D11_MAP_READ;
+ }
+ else if (writeBit && !readBit)
+ {
+ return D3D11_MAP_WRITE;
+ }
+ else if (writeBit && readBit)
+ {
+ return D3D11_MAP_READ_WRITE;
+ }
+ else
+ {
+ UNREACHABLE();
+ return D3D11_MAP_READ;
+ }
+}
+
+}
+
+// Each instance of Buffer11::BufferStorage is specialized for a class of D3D binding points
+// - vertex/transform feedback buffers
+// - index buffers
+// - pixel unpack buffers
+// - uniform buffers
+class Buffer11::BufferStorage : angle::NonCopyable
+{
+ public:
+ virtual ~BufferStorage() {}
+
+ DataRevision getDataRevision() const { return mRevision; }
+ BufferUsage getUsage() const { return mUsage; }
+ size_t getSize() const { return mBufferSize; }
+ void setDataRevision(DataRevision rev) { mRevision = rev; }
+
+ virtual bool isMappable() const = 0;
+
+ virtual bool copyFromStorage(BufferStorage *source, size_t sourceOffset,
+ size_t size, size_t destOffset) = 0;
+ virtual gl::Error resize(size_t size, bool preserveData) = 0;
+
+ virtual uint8_t *map(size_t offset, size_t length, GLbitfield access) = 0;
+ virtual void unmap() = 0;
+
+ gl::Error setData(const uint8_t *data, size_t offset, size_t size);
+
+ protected:
+ BufferStorage(Renderer11 *renderer, BufferUsage usage);
+
+ Renderer11 *mRenderer;
+ DataRevision mRevision;
+ const BufferUsage mUsage;
+ size_t mBufferSize;
+};
+
+// A native buffer storage represents an underlying D3D11 buffer for a particular
+// type of storage.
+class Buffer11::NativeStorage : public Buffer11::BufferStorage
+{
+ public:
+ NativeStorage(Renderer11 *renderer, BufferUsage usage);
+ ~NativeStorage() override;
+
+ bool isMappable() const override { return mUsage == BUFFER_USAGE_STAGING; }
+
+ ID3D11Buffer *getNativeStorage() const { return mNativeStorage; }
+
+ bool copyFromStorage(BufferStorage *source, size_t sourceOffset,
+ size_t size, size_t destOffset) override;
+ gl::Error resize(size_t size, bool preserveData) override;
+
+ uint8_t *map(size_t offset, size_t length, GLbitfield access) override;
+ void unmap() override;
+
+ private:
+ static void fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Renderer11 *renderer, BufferUsage usage, unsigned int bufferSize);
+
+ ID3D11Buffer *mNativeStorage;
+};
+
+// Pack storage represents internal storage for pack buffers. We implement pack buffers
+// as CPU memory, tied to a staging texture, for asynchronous texture readback.
+class Buffer11::PackStorage : public Buffer11::BufferStorage
+{
+ public:
+ explicit PackStorage(Renderer11 *renderer);
+ ~PackStorage() override;
+
+ bool isMappable() const override { return true; }
+
+ bool copyFromStorage(BufferStorage *source, size_t sourceOffset,
+ size_t size, size_t destOffset) override;
+ gl::Error resize(size_t size, bool preserveData) override;
+
+ uint8_t *map(size_t offset, size_t length, GLbitfield access) override;
+ void unmap() override;
+
+ gl::Error packPixels(ID3D11Texture2D *srcTexure, UINT srcSubresource, const PackPixelsParams &params);
+
+ private:
+ gl::Error flushQueuedPackCommand();
+
+ ID3D11Texture2D *mStagingTexture;
+ DXGI_FORMAT mTextureFormat;
+ gl::Extents mTextureSize;
+ MemoryBuffer mMemoryBuffer;
+ PackPixelsParams *mQueuedPackCommand;
+ PackPixelsParams mPackParams;
+ bool mDataModified;
+};
+
+// System memory storage stores a CPU memory buffer with our buffer data.
+// For dynamic data, it's much faster to update the CPU memory buffer than
+// it is to update a D3D staging buffer and read it back later.
+class Buffer11::SystemMemoryStorage : public Buffer11::BufferStorage
+{
+ public:
+ explicit SystemMemoryStorage(Renderer11 *renderer);
+ ~SystemMemoryStorage() override {}
+
+ bool isMappable() const override { return true; }
+
+ bool copyFromStorage(BufferStorage *source, size_t sourceOffset,
+ size_t size, size_t destOffset) override;
+ gl::Error resize(size_t size, bool preserveData) override;
+
+ uint8_t *map(size_t offset, size_t length, GLbitfield access) override;
+ void unmap() override;
+
+ MemoryBuffer *getSystemCopy() { return &mSystemCopy; }
+
+ protected:
+ MemoryBuffer mSystemCopy;
+};
+
+Buffer11::Buffer11(Renderer11 *renderer)
+ : BufferD3D(renderer),
+ mRenderer(renderer),
+ mSize(0),
+ mMappedStorage(NULL),
+ mReadUsageCount(0),
+ mHasSystemMemoryStorage(false)
+{}
+
+Buffer11::~Buffer11()
+{
+ for (auto it = mBufferStorages.begin(); it != mBufferStorages.end(); it++)
+ {
+ SafeDelete(it->second);
+ }
+}
+
+Buffer11 *Buffer11::makeBuffer11(BufferImpl *buffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(Buffer11*, buffer));
+ return static_cast<Buffer11*>(buffer);
+}
+
+gl::Error Buffer11::setData(const void *data, size_t size, GLenum usage)
+{
+ gl::Error error = setSubData(data, size, 0);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (usage == GL_STATIC_DRAW)
+ {
+ initializeStaticData();
+ }
+
+ return error;
+}
+
+gl::Error Buffer11::getData(const uint8_t **outData)
+{
+ SystemMemoryStorage *systemMemoryStorage = nullptr;
+ gl::Error error = getSystemMemoryStorage(&systemMemoryStorage);
+
+ if (error.isError())
+ {
+ *outData = nullptr;
+ return error;
+ }
+
+ mReadUsageCount = 0;
+
+ ASSERT(systemMemoryStorage->getSize() >= mSize);
+
+ *outData = systemMemoryStorage->getSystemCopy()->data();
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Buffer11::getSystemMemoryStorage(SystemMemoryStorage **storageOut)
+{
+ BufferStorage *memStorageUntyped = getBufferStorage(BUFFER_USAGE_SYSTEM_MEMORY);
+
+ if (memStorageUntyped == nullptr)
+ {
+ // TODO(jmadill): convert all to errors
+ return gl::Error(GL_OUT_OF_MEMORY);
+ }
+
+ *storageOut = GetAs<SystemMemoryStorage>(memStorageUntyped);
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Buffer11::setSubData(const void *data, size_t size, size_t offset)
+{
+ size_t requiredSize = size + offset;
+
+ if (data && size > 0)
+ {
+ // Use system memory storage for dynamic buffers.
+
+ BufferStorage *writeBuffer = nullptr;
+ if (supportsDirectBinding())
+ {
+ writeBuffer = getStagingStorage();
+
+ if (!writeBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal buffer.");
+ }
+ }
+ else
+ {
+ SystemMemoryStorage *systemMemoryStorage = nullptr;
+ gl::Error error = getSystemMemoryStorage(&systemMemoryStorage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ writeBuffer = systemMemoryStorage;
+ }
+
+ ASSERT(writeBuffer);
+
+ // Explicitly resize the staging buffer, preserving data if the new data will not
+ // completely fill the buffer
+ if (writeBuffer->getSize() < requiredSize)
+ {
+ bool preserveData = (offset > 0);
+ gl::Error error = writeBuffer->resize(requiredSize, preserveData);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ writeBuffer->setData(static_cast<const uint8_t *>(data), offset, size);
+ writeBuffer->setDataRevision(writeBuffer->getDataRevision() + 1);
+ }
+
+ mSize = std::max(mSize, requiredSize);
+ invalidateStaticData();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Buffer11::copySubData(BufferImpl* source, GLintptr sourceOffset, GLintptr destOffset, GLsizeiptr size)
+{
+ Buffer11 *sourceBuffer = makeBuffer11(source);
+ ASSERT(sourceBuffer != NULL);
+
+ BufferStorage *copyDest = getLatestBufferStorage();
+ if (!copyDest)
+ {
+ copyDest = getStagingStorage();
+ }
+
+ BufferStorage *copySource = sourceBuffer->getLatestBufferStorage();
+
+ if (!copySource || !copyDest)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal staging buffer.");
+ }
+
+ // If copying to/from a pixel pack buffer, we must have a staging or
+ // pack buffer partner, because other native buffers can't be mapped
+ if (copyDest->getUsage() == BUFFER_USAGE_PIXEL_PACK && !copySource->isMappable())
+ {
+ copySource = sourceBuffer->getStagingStorage();
+ }
+ else if (copySource->getUsage() == BUFFER_USAGE_PIXEL_PACK && !copyDest->isMappable())
+ {
+ copyDest = getStagingStorage();
+ }
+
+ // D3D11 does not allow overlapped copies until 11.1, and only if the
+ // device supports D3D11_FEATURE_DATA_D3D11_OPTIONS::CopyWithOverlap
+ // Get around this via a different source buffer
+ if (copySource == copyDest)
+ {
+ if (copySource->getUsage() == BUFFER_USAGE_STAGING)
+ {
+ copySource = getBufferStorage(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
+ }
+ else
+ {
+ copySource = getStagingStorage();
+ }
+ }
+
+ copyDest->copyFromStorage(copySource, sourceOffset, size, destOffset);
+ copyDest->setDataRevision(copyDest->getDataRevision() + 1);
+
+ mSize = std::max<size_t>(mSize, destOffset + size);
+ invalidateStaticData();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Buffer11::map(size_t offset, size_t length, GLbitfield access, GLvoid **mapPtr)
+{
+ ASSERT(!mMappedStorage);
+
+ BufferStorage *latestStorage = getLatestBufferStorage();
+ if (latestStorage &&
+ (latestStorage->getUsage() == BUFFER_USAGE_PIXEL_PACK ||
+ latestStorage->getUsage() == BUFFER_USAGE_STAGING))
+ {
+ // Latest storage is mappable.
+ mMappedStorage = latestStorage;
+ }
+ else
+ {
+ // Fall back to using the staging buffer if the latest storage does
+ // not exist or is not CPU-accessible.
+ mMappedStorage = getStagingStorage();
+ }
+
+ if (!mMappedStorage)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate mappable internal buffer.");
+ }
+
+ if ((access & GL_MAP_WRITE_BIT) > 0)
+ {
+ // Update the data revision immediately, since the data might be changed at any time
+ mMappedStorage->setDataRevision(mMappedStorage->getDataRevision() + 1);
+ }
+
+ uint8_t *mappedBuffer = mMappedStorage->map(offset, length, access);
+ if (!mappedBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal buffer.");
+ }
+
+ *mapPtr = static_cast<GLvoid *>(mappedBuffer);
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Buffer11::unmap()
+{
+ ASSERT(mMappedStorage);
+ mMappedStorage->unmap();
+ mMappedStorage = NULL;
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Buffer11::markTransformFeedbackUsage()
+{
+ BufferStorage *transformFeedbackStorage = getBufferStorage(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
+
+ if (transformFeedbackStorage)
+ {
+ transformFeedbackStorage->setDataRevision(transformFeedbackStorage->getDataRevision() + 1);
+ }
+
+ invalidateStaticData();
+}
+
+void Buffer11::markBufferUsage()
+{
+ mReadUsageCount++;
+
+ // Free the system memory storage if we decide it isn't being used very often.
+ const unsigned int usageLimit = 5;
+
+ if (mReadUsageCount > usageLimit && mHasSystemMemoryStorage)
+ {
+ auto systemMemoryStorageIt = mBufferStorages.find(BUFFER_USAGE_SYSTEM_MEMORY);
+ ASSERT(systemMemoryStorageIt != mBufferStorages.end());
+
+ SafeDelete(systemMemoryStorageIt->second);
+ mBufferStorages.erase(systemMemoryStorageIt);
+ mHasSystemMemoryStorage = false;
+ }
+}
+
+ID3D11Buffer *Buffer11::getBuffer(BufferUsage usage)
+{
+ markBufferUsage();
+
+ BufferStorage *bufferStorage = getBufferStorage(usage);
+
+ if (!bufferStorage)
+ {
+ // Storage out-of-memory
+ return NULL;
+ }
+
+ ASSERT(HAS_DYNAMIC_TYPE(NativeStorage*, bufferStorage));
+
+ return static_cast<NativeStorage*>(bufferStorage)->getNativeStorage();
+}
+
+ID3D11ShaderResourceView *Buffer11::getSRV(DXGI_FORMAT srvFormat)
+{
+ BufferStorage *storage = getBufferStorage(BUFFER_USAGE_PIXEL_UNPACK);
+
+ if (!storage)
+ {
+ // Storage out-of-memory
+ return NULL;
+ }
+
+ ASSERT(HAS_DYNAMIC_TYPE(NativeStorage*, storage));
+ ID3D11Buffer *buffer = static_cast<NativeStorage*>(storage)->getNativeStorage();
+
+ auto bufferSRVIt = mBufferResourceViews.find(srvFormat);
+
+ if (bufferSRVIt != mBufferResourceViews.end())
+ {
+ if (bufferSRVIt->second.first == buffer)
+ {
+ return bufferSRVIt->second.second;
+ }
+ else
+ {
+ // The underlying buffer has changed since the SRV was created: recreate the SRV.
+ SafeRelease(bufferSRVIt->second.second);
+ }
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11ShaderResourceView *bufferSRV = NULL;
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(srvFormat);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC bufferSRVDesc;
+ bufferSRVDesc.Buffer.ElementOffset = 0;
+ bufferSRVDesc.Buffer.ElementWidth = mSize / dxgiFormatInfo.pixelBytes;
+ bufferSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
+ bufferSRVDesc.Format = srvFormat;
+
+ HRESULT result = device->CreateShaderResourceView(buffer, &bufferSRVDesc, &bufferSRV);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+
+ mBufferResourceViews[srvFormat] = BufferSRVPair(buffer, bufferSRV);
+
+ return bufferSRV;
+}
+
+gl::Error Buffer11::packPixels(ID3D11Texture2D *srcTexture, UINT srcSubresource, const PackPixelsParams &params)
+{
+ PackStorage *packStorage = getPackStorage();
+ BufferStorage *latestStorage = getLatestBufferStorage();
+
+ if (packStorage)
+ {
+ gl::Error error = packStorage->packPixels(srcTexture, srcSubresource, params);
+ if (error.isError())
+ {
+ return error;
+ }
+ packStorage->setDataRevision(latestStorage ? latestStorage->getDataRevision() + 1 : 1);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+Buffer11::BufferStorage *Buffer11::getBufferStorage(BufferUsage usage)
+{
+ BufferStorage *newStorage = NULL;
+ auto directBufferIt = mBufferStorages.find(usage);
+ if (directBufferIt != mBufferStorages.end())
+ {
+ newStorage = directBufferIt->second;
+ }
+
+ if (!newStorage)
+ {
+ if (usage == BUFFER_USAGE_PIXEL_PACK)
+ {
+ newStorage = new PackStorage(mRenderer);
+ }
+ else if (usage == BUFFER_USAGE_SYSTEM_MEMORY)
+ {
+ newStorage = new SystemMemoryStorage(mRenderer);
+ mHasSystemMemoryStorage = true;
+ }
+ else
+ {
+ // buffer is not allocated, create it
+ newStorage = new NativeStorage(mRenderer, usage);
+ }
+
+ mBufferStorages.insert(std::make_pair(usage, newStorage));
+ }
+
+ // resize buffer
+ if (newStorage->getSize() < mSize)
+ {
+ if (newStorage->resize(mSize, true).isError())
+ {
+ // Out of memory error
+ return NULL;
+ }
+ }
+
+ BufferStorage *latestBuffer = getLatestBufferStorage();
+ if (latestBuffer && latestBuffer->getDataRevision() > newStorage->getDataRevision())
+ {
+ // Copy through a staging buffer if we're copying from or to a non-staging, mappable
+ // buffer storage. This is because we can't map a GPU buffer, and copy CPU
+ // data directly. If we're already using a staging buffer we're fine.
+ if (latestBuffer->getUsage() != BUFFER_USAGE_STAGING &&
+ newStorage->getUsage() != BUFFER_USAGE_STAGING &&
+ (!latestBuffer->isMappable() || !newStorage->isMappable()))
+ {
+ NativeStorage *stagingBuffer = getStagingStorage();
+
+ stagingBuffer->copyFromStorage(latestBuffer, 0, latestBuffer->getSize(), 0);
+ stagingBuffer->setDataRevision(latestBuffer->getDataRevision());
+
+ latestBuffer = stagingBuffer;
+ }
+
+ // if copyFromStorage returns true, the D3D buffer has been recreated
+ // and we should update our serial
+ if (newStorage->copyFromStorage(latestBuffer, 0, latestBuffer->getSize(), 0))
+ {
+ updateSerial();
+ }
+ newStorage->setDataRevision(latestBuffer->getDataRevision());
+ }
+
+ return newStorage;
+}
+
+Buffer11::BufferStorage *Buffer11::getLatestBufferStorage() const
+{
+ // Even though we iterate over all the direct buffers, it is expected that only
+ // 1 or 2 will be present.
+ BufferStorage *latestStorage = NULL;
+ DataRevision latestRevision = 0;
+ for (auto it = mBufferStorages.begin(); it != mBufferStorages.end(); it++)
+ {
+ BufferStorage *storage = it->second;
+ if (!latestStorage || storage->getDataRevision() > latestRevision)
+ {
+ latestStorage = storage;
+ latestRevision = storage->getDataRevision();
+ }
+ }
+
+ // resize buffer
+ if (latestStorage && latestStorage->getSize() < mSize)
+ {
+ if (latestStorage->resize(mSize, true).isError())
+ {
+ // Out of memory error
+ return NULL;
+ }
+ }
+
+ return latestStorage;
+}
+
+Buffer11::NativeStorage *Buffer11::getStagingStorage()
+{
+ BufferStorage *stagingStorage = getBufferStorage(BUFFER_USAGE_STAGING);
+
+ if (!stagingStorage)
+ {
+ // Out-of-memory
+ return NULL;
+ }
+
+ ASSERT(HAS_DYNAMIC_TYPE(NativeStorage*, stagingStorage));
+ return static_cast<NativeStorage*>(stagingStorage);
+}
+
+Buffer11::PackStorage *Buffer11::getPackStorage()
+{
+ BufferStorage *packStorage = getBufferStorage(BUFFER_USAGE_PIXEL_PACK);
+
+ if (!packStorage)
+ {
+ // Out-of-memory
+ return NULL;
+ }
+
+ ASSERT(HAS_DYNAMIC_TYPE(PackStorage*, packStorage));
+ return static_cast<PackStorage*>(packStorage);
+}
+
+bool Buffer11::supportsDirectBinding() const
+{
+ // Do not support direct buffers for dynamic data. The streaming buffer
+ // offers better performance for data which changes every frame.
+ // Check for absence of static buffer interfaces to detect dynamic data.
+ return (mStaticVertexBuffer && mStaticIndexBuffer);
+}
+
+Buffer11::BufferStorage::BufferStorage(Renderer11 *renderer, BufferUsage usage)
+ : mRenderer(renderer),
+ mUsage(usage),
+ mRevision(0),
+ mBufferSize(0)
+{
+}
+
+gl::Error Buffer11::BufferStorage::setData(const uint8_t *data, size_t offset, size_t size)
+{
+ ASSERT(isMappable());
+
+ uint8_t *writePointer = map(offset, size, GL_MAP_WRITE_BIT);
+ if (!writePointer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal buffer.");
+ }
+
+ memcpy(writePointer, data, size);
+
+ unmap();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+Buffer11::NativeStorage::NativeStorage(Renderer11 *renderer, BufferUsage usage)
+ : BufferStorage(renderer, usage),
+ mNativeStorage(NULL)
+{
+}
+
+Buffer11::NativeStorage::~NativeStorage()
+{
+ SafeRelease(mNativeStorage);
+}
+
+// Returns true if it recreates the direct buffer
+bool Buffer11::NativeStorage::copyFromStorage(BufferStorage *source, size_t sourceOffset,
+ size_t size, size_t destOffset)
+{
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ size_t requiredSize = sourceOffset + size;
+ bool createBuffer = !mNativeStorage || mBufferSize < requiredSize;
+
+ // (Re)initialize D3D buffer if needed
+ if (createBuffer)
+ {
+ bool preserveData = (destOffset > 0);
+ resize(source->getSize(), preserveData);
+ }
+
+ if (source->getUsage() == BUFFER_USAGE_PIXEL_PACK ||
+ source->getUsage() == BUFFER_USAGE_SYSTEM_MEMORY)
+ {
+ ASSERT(source->isMappable());
+
+ uint8_t *sourcePointer = source->map(sourceOffset, size, GL_MAP_READ_BIT);
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT hr = context->Map(mNativeStorage, 0, D3D11_MAP_WRITE, 0, &mappedResource);
+ UNUSED_ASSERTION_VARIABLE(hr);
+ ASSERT(SUCCEEDED(hr));
+
+ uint8_t *destPointer = static_cast<uint8_t *>(mappedResource.pData) + destOffset;
+
+ // Offset bounds are validated at the API layer
+ ASSERT(sourceOffset + size <= destOffset + mBufferSize);
+ memcpy(destPointer, sourcePointer, size);
+
+ context->Unmap(mNativeStorage, 0);
+ source->unmap();
+ }
+ else
+ {
+ ASSERT(HAS_DYNAMIC_TYPE(NativeStorage*, source));
+
+ D3D11_BOX srcBox;
+ srcBox.left = sourceOffset;
+ srcBox.right = sourceOffset + size;
+ srcBox.top = 0;
+ srcBox.bottom = 1;
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ ASSERT(HAS_DYNAMIC_TYPE(NativeStorage*, source));
+ ID3D11Buffer *sourceBuffer = static_cast<NativeStorage*>(source)->getNativeStorage();
+
+ context->CopySubresourceRegion(mNativeStorage, 0, destOffset, 0, 0, sourceBuffer, 0, &srcBox);
+ }
+
+ return createBuffer;
+}
+
+gl::Error Buffer11::NativeStorage::resize(size_t size, bool preserveData)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ D3D11_BUFFER_DESC bufferDesc;
+ fillBufferDesc(&bufferDesc, mRenderer, mUsage, size);
+
+ ID3D11Buffer *newBuffer;
+ HRESULT result = device->CreateBuffer(&bufferDesc, NULL, &newBuffer);
+
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer, result: 0x%X.", result);
+ }
+
+ if (mNativeStorage && preserveData)
+ {
+ // We don't call resize if the buffer is big enough already.
+ ASSERT(mBufferSize <= size);
+
+ D3D11_BOX srcBox;
+ srcBox.left = 0;
+ srcBox.right = mBufferSize;
+ srcBox.top = 0;
+ srcBox.bottom = 1;
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ context->CopySubresourceRegion(newBuffer, 0, 0, 0, 0, mNativeStorage, 0, &srcBox);
+ }
+
+ // No longer need the old buffer
+ SafeRelease(mNativeStorage);
+ mNativeStorage = newBuffer;
+
+ mBufferSize = bufferDesc.ByteWidth;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Buffer11::NativeStorage::fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Renderer11 *renderer,
+ BufferUsage usage, unsigned int bufferSize)
+{
+ bufferDesc->ByteWidth = bufferSize;
+ bufferDesc->MiscFlags = 0;
+ bufferDesc->StructureByteStride = 0;
+
+ switch (usage)
+ {
+ case BUFFER_USAGE_STAGING:
+ bufferDesc->Usage = D3D11_USAGE_STAGING;
+ bufferDesc->BindFlags = 0;
+ bufferDesc->CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ break;
+
+ case BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK:
+ bufferDesc->Usage = D3D11_USAGE_DEFAULT;
+ bufferDesc->BindFlags = D3D11_BIND_VERTEX_BUFFER;
+
+ if (renderer->isES3Capable())
+ {
+ bufferDesc->BindFlags |= D3D11_BIND_STREAM_OUTPUT;
+ }
+
+ bufferDesc->CPUAccessFlags = 0;
+ break;
+
+ case BUFFER_USAGE_INDEX:
+ bufferDesc->Usage = D3D11_USAGE_DEFAULT;
+ bufferDesc->BindFlags = D3D11_BIND_INDEX_BUFFER;
+ bufferDesc->CPUAccessFlags = 0;
+ break;
+
+ case BUFFER_USAGE_PIXEL_UNPACK:
+ bufferDesc->Usage = D3D11_USAGE_DEFAULT;
+ bufferDesc->BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ bufferDesc->CPUAccessFlags = 0;
+ break;
+
+ case BUFFER_USAGE_UNIFORM:
+ bufferDesc->Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc->BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ bufferDesc->CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+
+ // Constant buffers must be of a limited size, and aligned to 16 byte boundaries
+ // For our purposes we ignore any buffer data past the maximum constant buffer size
+ bufferDesc->ByteWidth = roundUp(bufferDesc->ByteWidth, 16u);
+ bufferDesc->ByteWidth = std::min<UINT>(bufferDesc->ByteWidth, renderer->getRendererCaps().maxUniformBlockSize);
+ break;
+
+ default:
+ UNREACHABLE();
+ }
+}
+
+uint8_t *Buffer11::NativeStorage::map(size_t offset, size_t length, GLbitfield access)
+{
+ ASSERT(mUsage == BUFFER_USAGE_STAGING);
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ D3D11_MAP d3dMapType = gl_d3d11::GetD3DMapTypeFromBits(access);
+ UINT d3dMapFlag = ((access & GL_MAP_UNSYNCHRONIZED_BIT) != 0 ? D3D11_MAP_FLAG_DO_NOT_WAIT : 0);
+
+ HRESULT result = context->Map(mNativeStorage, 0, d3dMapType, d3dMapFlag, &mappedResource);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+
+ return static_cast<uint8_t*>(mappedResource.pData) + offset;
+}
+
+void Buffer11::NativeStorage::unmap()
+{
+ ASSERT(mUsage == BUFFER_USAGE_STAGING);
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ context->Unmap(mNativeStorage, 0);
+}
+
+Buffer11::PackStorage::PackStorage(Renderer11 *renderer)
+ : BufferStorage(renderer, BUFFER_USAGE_PIXEL_PACK),
+ mStagingTexture(NULL),
+ mTextureFormat(DXGI_FORMAT_UNKNOWN),
+ mQueuedPackCommand(NULL),
+ mDataModified(false)
+{
+}
+
+Buffer11::PackStorage::~PackStorage()
+{
+ SafeRelease(mStagingTexture);
+ SafeDelete(mQueuedPackCommand);
+}
+
+bool Buffer11::PackStorage::copyFromStorage(BufferStorage *source, size_t sourceOffset,
+ size_t size, size_t destOffset)
+{
+ // We copy through a staging buffer when drawing with a pack buffer,
+ // or for other cases where we access the pack buffer
+ UNREACHABLE();
+ return false;
+}
+
+gl::Error Buffer11::PackStorage::resize(size_t size, bool preserveData)
+{
+ if (size != mBufferSize)
+ {
+ if (!mMemoryBuffer.resize(size))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to resize internal buffer storage.");
+ }
+ mBufferSize = size;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+uint8_t *Buffer11::PackStorage::map(size_t offset, size_t length, GLbitfield access)
+{
+ ASSERT(offset + length <= getSize());
+ // TODO: fast path
+ // We might be able to optimize out one or more memcpy calls by detecting when
+ // and if D3D packs the staging texture memory identically to how we would fill
+ // the pack buffer according to the current pack state.
+
+ gl::Error error = flushQueuedPackCommand();
+ if (error.isError())
+ {
+ return NULL;
+ }
+
+ mDataModified = (mDataModified || (access & GL_MAP_WRITE_BIT) != 0);
+
+ return mMemoryBuffer.data() + offset;
+}
+
+void Buffer11::PackStorage::unmap()
+{
+ // No-op
+}
+
+gl::Error Buffer11::PackStorage::packPixels(ID3D11Texture2D *srcTexure, UINT srcSubresource, const PackPixelsParams &params)
+{
+ gl::Error error = flushQueuedPackCommand();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mQueuedPackCommand = new PackPixelsParams(params);
+
+ D3D11_TEXTURE2D_DESC textureDesc;
+ srcTexure->GetDesc(&textureDesc);
+
+ if (mStagingTexture != NULL &&
+ (mTextureFormat != textureDesc.Format ||
+ mTextureSize.width != params.area.width ||
+ mTextureSize.height != params.area.height))
+ {
+ SafeRelease(mStagingTexture);
+ mTextureSize.width = 0;
+ mTextureSize.height = 0;
+ mTextureFormat = DXGI_FORMAT_UNKNOWN;
+ }
+
+ if (mStagingTexture == NULL)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT hr;
+
+ mTextureSize.width = params.area.width;
+ mTextureSize.height = params.area.height;
+ mTextureFormat = textureDesc.Format;
+
+ D3D11_TEXTURE2D_DESC stagingDesc;
+ stagingDesc.Width = params.area.width;
+ stagingDesc.Height = params.area.height;
+ stagingDesc.MipLevels = 1;
+ stagingDesc.ArraySize = 1;
+ stagingDesc.Format = mTextureFormat;
+ stagingDesc.SampleDesc.Count = 1;
+ stagingDesc.SampleDesc.Quality = 0;
+ stagingDesc.Usage = D3D11_USAGE_STAGING;
+ stagingDesc.BindFlags = 0;
+ stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
+ stagingDesc.MiscFlags = 0;
+
+ hr = device->CreateTexture2D(&stagingDesc, NULL, &mStagingTexture);
+ if (FAILED(hr))
+ {
+ ASSERT(hr == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal staging texture.");
+ }
+ }
+
+ // ReadPixels from multisampled FBOs isn't supported in current GL
+ ASSERT(textureDesc.SampleDesc.Count <= 1);
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ D3D11_BOX srcBox;
+ srcBox.left = params.area.x;
+ srcBox.right = params.area.x + params.area.width;
+ srcBox.top = params.area.y;
+ srcBox.bottom = params.area.y + params.area.height;
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ // Asynchronous copy
+ immediateContext->CopySubresourceRegion(mStagingTexture, 0, 0, 0, 0, srcTexure, srcSubresource, &srcBox);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Buffer11::PackStorage::flushQueuedPackCommand()
+{
+ ASSERT(mMemoryBuffer.size() > 0);
+
+ if (mQueuedPackCommand)
+ {
+ gl::Error error = mRenderer->packPixels(mStagingTexture, *mQueuedPackCommand, mMemoryBuffer.data());
+ SafeDelete(mQueuedPackCommand);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+Buffer11::SystemMemoryStorage::SystemMemoryStorage(Renderer11 *renderer)
+ : Buffer11::BufferStorage(renderer, BUFFER_USAGE_SYSTEM_MEMORY)
+{}
+
+bool Buffer11::SystemMemoryStorage::copyFromStorage(BufferStorage *source, size_t sourceOffset,
+ size_t size, size_t destOffset)
+{
+ ASSERT(source->isMappable());
+ const uint8_t *sourceData = source->map(sourceOffset, size, GL_MAP_READ_BIT);
+ ASSERT(destOffset + size <= mSystemCopy.size());
+ memcpy(mSystemCopy.data() + destOffset, sourceData, size);
+ source->unmap();
+ return true;
+}
+
+gl::Error Buffer11::SystemMemoryStorage::resize(size_t size, bool preserveData)
+{
+ if (mSystemCopy.size() < size)
+ {
+ if (!mSystemCopy.resize(size))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to resize SystemMemoryStorage");
+ }
+ mBufferSize = size;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+uint8_t *Buffer11::SystemMemoryStorage::map(size_t offset, size_t length, GLbitfield access)
+{
+ ASSERT(!mSystemCopy.empty() && offset + length <= mSystemCopy.size());
+ return mSystemCopy.data() + offset;
+}
+
+void Buffer11::SystemMemoryStorage::unmap()
+{
+ // No-op
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.h
new file mode 100644
index 0000000000..39bafe880e
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.h
@@ -0,0 +1,103 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Buffer11.h: Defines the rx::Buffer11 class which implements rx::BufferImpl via rx::BufferD3D.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_BUFFER11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_BUFFER11_H_
+
+#include "libANGLE/angletypes.h"
+#include "libANGLE/renderer/d3d/BufferD3D.h"
+
+namespace rx
+{
+class Renderer11;
+
+enum BufferUsage
+{
+ BUFFER_USAGE_STAGING,
+ BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK,
+ BUFFER_USAGE_INDEX,
+ BUFFER_USAGE_PIXEL_UNPACK,
+ BUFFER_USAGE_PIXEL_PACK,
+ BUFFER_USAGE_UNIFORM,
+ BUFFER_USAGE_SYSTEM_MEMORY,
+};
+
+struct PackPixelsParams
+{
+ PackPixelsParams();
+ PackPixelsParams(const gl::Rectangle &area, GLenum format, GLenum type, GLuint outputPitch,
+ const gl::PixelPackState &pack, ptrdiff_t offset);
+
+ gl::Rectangle area;
+ GLenum format;
+ GLenum type;
+ GLuint outputPitch;
+ gl::Buffer *packBuffer;
+ gl::PixelPackState pack;
+ ptrdiff_t offset;
+};
+
+typedef size_t DataRevision;
+
+class Buffer11 : public BufferD3D
+{
+ public:
+ Buffer11(Renderer11 *renderer);
+ virtual ~Buffer11();
+
+ static Buffer11 *makeBuffer11(BufferImpl *buffer);
+
+ ID3D11Buffer *getBuffer(BufferUsage usage);
+ ID3D11ShaderResourceView *getSRV(DXGI_FORMAT srvFormat);
+ bool isMapped() const { return mMappedStorage != NULL; }
+ gl::Error packPixels(ID3D11Texture2D *srcTexure, UINT srcSubresource, const PackPixelsParams &params);
+
+ // BufferD3D implementation
+ virtual size_t getSize() const { return mSize; }
+ virtual bool supportsDirectBinding() const;
+
+ // BufferImpl implementation
+ virtual gl::Error setData(const void* data, size_t size, GLenum usage);
+ gl::Error getData(const uint8_t **outData) override;
+ virtual gl::Error setSubData(const void* data, size_t size, size_t offset);
+ virtual gl::Error copySubData(BufferImpl* source, GLintptr sourceOffset, GLintptr destOffset, GLsizeiptr size);
+ virtual gl::Error map(size_t offset, size_t length, GLbitfield access, GLvoid **mapPtr);
+ virtual gl::Error unmap();
+ virtual void markTransformFeedbackUsage();
+
+ private:
+ class BufferStorage;
+ class NativeStorage;
+ class PackStorage;
+ class SystemMemoryStorage;
+
+ Renderer11 *mRenderer;
+ size_t mSize;
+
+ BufferStorage *mMappedStorage;
+
+ std::map<BufferUsage, BufferStorage*> mBufferStorages;
+
+ typedef std::pair<ID3D11Buffer *, ID3D11ShaderResourceView *> BufferSRVPair;
+ std::map<DXGI_FORMAT, BufferSRVPair> mBufferResourceViews;
+
+ unsigned int mReadUsageCount;
+ bool mHasSystemMemoryStorage;
+
+ void markBufferUsage();
+ NativeStorage *getStagingStorage();
+ PackStorage *getPackStorage();
+ gl::Error getSystemMemoryStorage(SystemMemoryStorage **storageOut);
+
+ BufferStorage *getBufferStorage(BufferUsage usage);
+ BufferStorage *getLatestBufferStorage() const;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_BUFFER11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp
new file mode 100644
index 0000000000..057c3bed42
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp
@@ -0,0 +1,614 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Clear11.cpp: Framebuffer clear utility class.
+
+#include "libANGLE/renderer/d3d/d3d11/Clear11.h"
+
+#include <algorithm>
+
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+
+// Precompiled shaders
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11_fl9ps.h"
+
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps.h"
+
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps.h"
+
+namespace rx
+{
+
+template <typename T>
+static void ApplyVertices(const gl::Extents &framebufferSize, const gl::Rectangle *scissor, const gl::Color<T> &color, float depth, void *buffer)
+{
+ d3d11::PositionDepthColorVertex<T> *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex<T>*>(buffer);
+
+ float depthClear = gl::clamp01(depth);
+ float left = -1.0f;
+ float right = 1.0f;
+ float top = -1.0f;
+ float bottom = 1.0f;
+
+ // Clip the quad coordinates to the scissor if needed
+ if (scissor != NULL)
+ {
+ left = std::max(left, (scissor->x / float(framebufferSize.width)) * 2.0f - 1.0f);
+ right = std::min(right, ((scissor->x + scissor->width) / float(framebufferSize.width)) * 2.0f - 1.0f);
+ top = std::max(top, ((framebufferSize.height - scissor->y - scissor->height) / float(framebufferSize.height)) * 2.0f - 1.0f);
+ bottom = std::min(bottom, ((framebufferSize.height - scissor->y) / float(framebufferSize.height)) * 2.0f - 1.0f);
+ }
+
+ d3d11::SetPositionDepthColorVertex<T>(vertices + 0, left, bottom, depthClear, color);
+ d3d11::SetPositionDepthColorVertex<T>(vertices + 1, left, top, depthClear, color);
+ d3d11::SetPositionDepthColorVertex<T>(vertices + 2, right, bottom, depthClear, color);
+ d3d11::SetPositionDepthColorVertex<T>(vertices + 3, right, top, depthClear, color);
+}
+
+template <unsigned int vsSize, unsigned int psSize>
+Clear11::ClearShader Clear11::CreateClearShader(ID3D11Device *device, DXGI_FORMAT colorType, const BYTE (&vsByteCode)[vsSize], const BYTE (&psByteCode)[psSize])
+{
+ HRESULT result;
+
+ ClearShader shader = { 0 };
+
+ D3D11_INPUT_ELEMENT_DESC quadLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, colorType, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ result = device->CreateInputLayout(quadLayout, ArraySize(quadLayout), vsByteCode, vsSize, &shader.inputLayout);
+ ASSERT(SUCCEEDED(result));
+
+ result = device->CreateVertexShader(vsByteCode, vsSize, NULL, &shader.vertexShader);
+ ASSERT(SUCCEEDED(result));
+
+ result = device->CreatePixelShader(psByteCode, psSize, NULL, &shader.pixelShader);
+ ASSERT(SUCCEEDED(result));
+
+ return shader;
+}
+
+Clear11::Clear11(Renderer11 *renderer)
+ : mRenderer(renderer), mClearBlendStates(StructLessThan<ClearBlendInfo>), mClearDepthStencilStates(StructLessThan<ClearDepthStencilInfo>),
+ mVertexBuffer(NULL), mRasterizerState(NULL), mSupportsClearView(false)
+{
+ HRESULT result;
+ ID3D11Device *device = renderer->getDevice();
+
+ D3D11_BUFFER_DESC vbDesc;
+ vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex<float>) * 4;
+ vbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ vbDesc.MiscFlags = 0;
+ vbDesc.StructureByteStride = 0;
+
+ result = device->CreateBuffer(&vbDesc, NULL, &mVertexBuffer);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mVertexBuffer, "Clear11 masked clear vertex buffer");
+
+ D3D11_RASTERIZER_DESC rsDesc;
+ rsDesc.FillMode = D3D11_FILL_SOLID;
+ rsDesc.CullMode = D3D11_CULL_NONE;
+ rsDesc.FrontCounterClockwise = FALSE;
+ rsDesc.DepthBias = 0;
+ rsDesc.DepthBiasClamp = 0.0f;
+ rsDesc.SlopeScaledDepthBias = 0.0f;
+ rsDesc.DepthClipEnable = TRUE;
+ rsDesc.ScissorEnable = FALSE;
+ rsDesc.MultisampleEnable = FALSE;
+ rsDesc.AntialiasedLineEnable = FALSE;
+
+ result = device->CreateRasterizerState(&rsDesc, &mRasterizerState);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mRasterizerState, "Clear11 masked clear rasterizer state");
+
+ if (renderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3)
+ {
+ mFloatClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_FLOAT, g_VS_ClearFloat, g_PS_ClearFloat_FL9);
+ }
+ else
+ {
+ mFloatClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_FLOAT, g_VS_ClearFloat, g_PS_ClearFloat);
+ }
+
+ if (renderer->isES3Capable())
+ {
+ mUintClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_UINT, g_VS_ClearUint, g_PS_ClearUint );
+ mIntClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_SINT, g_VS_ClearSint, g_PS_ClearSint );
+ }
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ if (renderer->getDeviceContext1IfSupported())
+ {
+ D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options;
+ device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
+ mSupportsClearView = (d3d11Options.ClearView != FALSE);
+ }
+#endif
+}
+
+Clear11::~Clear11()
+{
+ for (ClearBlendStateMap::iterator i = mClearBlendStates.begin(); i != mClearBlendStates.end(); i++)
+ {
+ SafeRelease(i->second);
+ }
+ mClearBlendStates.clear();
+
+ SafeRelease(mFloatClearShader.inputLayout);
+ SafeRelease(mFloatClearShader.vertexShader);
+ SafeRelease(mFloatClearShader.pixelShader);
+
+ if (mRenderer->isES3Capable())
+ {
+ SafeRelease(mUintClearShader.inputLayout);
+ SafeRelease(mUintClearShader.vertexShader);
+ SafeRelease(mUintClearShader.pixelShader);
+
+ SafeRelease(mIntClearShader.inputLayout);
+ SafeRelease(mIntClearShader.vertexShader);
+ SafeRelease(mIntClearShader.pixelShader);
+ }
+
+ for (ClearDepthStencilStateMap::iterator i = mClearDepthStencilStates.begin(); i != mClearDepthStencilStates.end(); i++)
+ {
+ SafeRelease(i->second);
+ }
+ mClearDepthStencilStates.clear();
+
+ SafeRelease(mVertexBuffer);
+ SafeRelease(mRasterizerState);
+}
+
+gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams, const gl::Framebuffer::Data &fboData)
+{
+ const auto &colorAttachments = fboData.mColorAttachments;
+ const auto &drawBufferStates = fboData.mDrawBufferStates;
+ const auto *depthAttachment = fboData.mDepthAttachment;
+ const auto *stencilAttachment = fboData.mStencilAttachment;
+
+ ASSERT(colorAttachments.size() == drawBufferStates.size());
+
+ // Iterate over the color buffers which require clearing and determine if they can be
+ // cleared with ID3D11DeviceContext::ClearRenderTargetView or ID3D11DeviceContext1::ClearView.
+ // This requires:
+ // 1) The render target is being cleared to a float value (will be cast to integer when clearing integer
+ // render targets as expected but does not work the other way around)
+ // 2) The format of the render target has no color channels that are currently masked out.
+ // Clear the easy-to-clear buffers on the spot and accumulate the ones that require special work.
+ //
+ // If these conditions are met, and:
+ // - No scissored clear is needed, then clear using ID3D11DeviceContext::ClearRenderTargetView.
+ // - A scissored clear is needed then clear using ID3D11DeviceContext1::ClearView if available.
+ // Otherwise draw a quad.
+ //
+ // Also determine if the depth stencil can be cleared with ID3D11DeviceContext::ClearDepthStencilView
+ // by checking if the stencil write mask covers the entire stencil.
+ //
+ // To clear the remaining buffers, quads must be drawn containing an int, uint or float vertex color
+ // attribute.
+
+ gl::Extents framebufferSize;
+
+ auto iter = std::find_if(colorAttachments.begin(), colorAttachments.end(), [](const gl::FramebufferAttachment *attachment) { return attachment != nullptr; });
+ if (iter != colorAttachments.end())
+ {
+ framebufferSize.width = (*iter)->getWidth();
+ framebufferSize.height = (*iter)->getHeight();
+ framebufferSize.depth = 1;
+ }
+ else if (depthAttachment != nullptr)
+ {
+ framebufferSize.width = depthAttachment->getWidth();
+ framebufferSize.height = depthAttachment->getHeight();
+ framebufferSize.depth = 1;
+ }
+ else if (stencilAttachment != nullptr)
+ {
+ framebufferSize.width = stencilAttachment->getWidth();
+ framebufferSize.height = stencilAttachment->getHeight();
+ framebufferSize.depth = 1;
+ }
+ else
+ {
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+ }
+
+ if (clearParams.scissorEnabled && (clearParams.scissor.x >= framebufferSize.width ||
+ clearParams.scissor.y >= framebufferSize.height ||
+ clearParams.scissor.x + clearParams.scissor.width <= 0 ||
+ clearParams.scissor.y + clearParams.scissor.height <= 0))
+ {
+ // Scissor is enabled and the scissor rectangle is outside the renderbuffer
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ bool needScissoredClear = clearParams.scissorEnabled && (clearParams.scissor.x > 0 || clearParams.scissor.y > 0 ||
+ clearParams.scissor.x + clearParams.scissor.width < framebufferSize.width ||
+ clearParams.scissor.y + clearParams.scissor.height < framebufferSize.height);
+
+ std::vector<MaskedRenderTarget> maskedClearRenderTargets;
+ RenderTarget11* maskedClearDepthStencil = NULL;
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ ID3D11DeviceContext1 *deviceContext1 = mRenderer->getDeviceContext1IfSupported();
+
+ for (size_t colorAttachment = 0; colorAttachment < colorAttachments.size(); colorAttachment++)
+ {
+ if (clearParams.clearColor[colorAttachment] &&
+ colorAttachments[colorAttachment] != nullptr &&
+ drawBufferStates[colorAttachment] != GL_NONE)
+ {
+ const gl::FramebufferAttachment *attachment = colorAttachments[colorAttachment];
+
+ RenderTarget11 *renderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(attachment, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(attachment->getInternalFormat());
+
+ if (clearParams.colorClearType == GL_FLOAT &&
+ !(formatInfo.componentType == GL_FLOAT || formatInfo.componentType == GL_UNSIGNED_NORMALIZED || formatInfo.componentType == GL_SIGNED_NORMALIZED))
+ {
+ ERR("It is undefined behaviour to clear a render buffer which is not normalized fixed point or floating-"
+ "point to floating point values (color attachment %u has internal format 0x%X).", colorAttachment,
+ attachment->getInternalFormat());
+ }
+
+ if ((formatInfo.redBits == 0 || !clearParams.colorMaskRed) &&
+ (formatInfo.greenBits == 0 || !clearParams.colorMaskGreen) &&
+ (formatInfo.blueBits == 0 || !clearParams.colorMaskBlue) &&
+ (formatInfo.alphaBits == 0 || !clearParams.colorMaskAlpha))
+ {
+ // Every channel either does not exist in the render target or is masked out
+ continue;
+ }
+ else if ((!mSupportsClearView && needScissoredClear) || clearParams.colorClearType != GL_FLOAT ||
+ (formatInfo.redBits > 0 && !clearParams.colorMaskRed) ||
+ (formatInfo.greenBits > 0 && !clearParams.colorMaskGreen) ||
+ (formatInfo.blueBits > 0 && !clearParams.colorMaskBlue) ||
+ (formatInfo.alphaBits > 0 && !clearParams.colorMaskAlpha))
+ {
+ // A masked clear is required, or a scissored clear is required and ID3D11DeviceContext1::ClearView is unavailable
+ MaskedRenderTarget maskAndRt;
+ bool clearColor = clearParams.clearColor[colorAttachment];
+ maskAndRt.colorMask[0] = (clearColor && clearParams.colorMaskRed);
+ maskAndRt.colorMask[1] = (clearColor && clearParams.colorMaskGreen);
+ maskAndRt.colorMask[2] = (clearColor && clearParams.colorMaskBlue);
+ maskAndRt.colorMask[3] = (clearColor && clearParams.colorMaskAlpha);
+ maskAndRt.renderTarget = renderTarget;
+ maskedClearRenderTargets.push_back(maskAndRt);
+ }
+ else
+ {
+ // ID3D11DeviceContext::ClearRenderTargetView or ID3D11DeviceContext1::ClearView is possible
+
+ ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
+ if (!framebufferRTV)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal render target view pointer unexpectedly null.");
+ }
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(renderTarget->getDXGIFormat());
+
+ // Check if the actual format has a channel that the internal format does not and set them to the
+ // default values
+ const float clearValues[4] =
+ {
+ ((formatInfo.redBits == 0 && dxgiFormatInfo.redBits > 0) ? 0.0f : clearParams.colorFClearValue.red),
+ ((formatInfo.greenBits == 0 && dxgiFormatInfo.greenBits > 0) ? 0.0f : clearParams.colorFClearValue.green),
+ ((formatInfo.blueBits == 0 && dxgiFormatInfo.blueBits > 0) ? 0.0f : clearParams.colorFClearValue.blue),
+ ((formatInfo.alphaBits == 0 && dxgiFormatInfo.alphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha),
+ };
+
+ if (needScissoredClear)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ // We shouldn't reach here if deviceContext1 is unavailable.
+ ASSERT(deviceContext1);
+
+ D3D11_RECT rect;
+ rect.left = clearParams.scissor.x;
+ rect.right = clearParams.scissor.x + clearParams.scissor.width;
+ rect.top = clearParams.scissor.y;
+ rect.bottom = clearParams.scissor.y + clearParams.scissor.height;
+
+ deviceContext1->ClearView(framebufferRTV, clearValues, &rect, 1);
+#endif
+ }
+ else
+ {
+ deviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
+ }
+ }
+ }
+ }
+
+ if (clearParams.clearDepth || clearParams.clearStencil)
+ {
+ const gl::FramebufferAttachment *attachment = (depthAttachment != nullptr) ? depthAttachment : stencilAttachment;
+ ASSERT(attachment != nullptr);
+
+ RenderTarget11 *renderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(attachment, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(renderTarget->getDXGIFormat());
+
+ unsigned int stencilUnmasked = (stencilAttachment != nullptr) ? (1 << dxgiFormatInfo.stencilBits) - 1 : 0;
+ bool needMaskedStencilClear = clearParams.clearStencil && (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
+
+ if (needScissoredClear || needMaskedStencilClear)
+ {
+ maskedClearDepthStencil = renderTarget;
+ }
+ else
+ {
+ ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
+ if (!framebufferDSV)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal depth stencil view pointer unexpectedly null.");
+ }
+
+ UINT clearFlags = (clearParams.clearDepth ? D3D11_CLEAR_DEPTH : 0) |
+ (clearParams.clearStencil ? D3D11_CLEAR_STENCIL : 0);
+ FLOAT depthClear = gl::clamp01(clearParams.depthClearValue);
+ UINT8 stencilClear = clearParams.stencilClearValue & 0xFF;
+
+ deviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
+ }
+ }
+
+ if (maskedClearRenderTargets.size() > 0 || maskedClearDepthStencil)
+ {
+ // To clear the render targets and depth stencil in one pass:
+ //
+ // Render a quad clipped to the scissor rectangle which draws the clear color and a blend
+ // state that will perform the required color masking.
+ //
+ // The quad's depth is equal to the depth clear value with a depth stencil state that
+ // will enable or disable depth test/writes if the depth buffer should be cleared or not.
+ //
+ // The rasterizer state's stencil is set to always pass or fail based on if the stencil
+ // should be cleared or not with a stencil write mask of the stencil clear value.
+ //
+ // ======================================================================================
+ //
+ // Luckily, the gl spec (ES 3.0.2 pg 183) states that the results of clearing a render-
+ // buffer that is not normalized fixed point or floating point with floating point values
+ // are undefined so we can just write floats to them and D3D11 will bit cast them to
+ // integers.
+ //
+ // Also, we don't have to worry about attempting to clear a normalized fixed/floating point
+ // buffer with integer values because there is no gl API call which would allow it,
+ // glClearBuffer* calls only clear a single renderbuffer at a time which is verified to
+ // be a compatible clear type.
+
+ // Bind all the render targets which need clearing
+ ASSERT(maskedClearRenderTargets.size() <= mRenderer->getRendererCaps().maxDrawBuffers);
+ std::vector<ID3D11RenderTargetView*> rtvs(maskedClearRenderTargets.size());
+ for (unsigned int i = 0; i < maskedClearRenderTargets.size(); i++)
+ {
+ RenderTarget11 *renderTarget = maskedClearRenderTargets[i].renderTarget;
+ ID3D11RenderTargetView *rtv = renderTarget->getRenderTargetView();
+ if (!rtv)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal render target view pointer unexpectedly null.");
+ }
+
+ rtvs[i] = rtv;
+ }
+ ID3D11DepthStencilView *dsv = maskedClearDepthStencil ? maskedClearDepthStencil->getDepthStencilView() : NULL;
+
+ ID3D11BlendState *blendState = getBlendState(maskedClearRenderTargets);
+ const FLOAT blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ const UINT sampleMask = 0xFFFFFFFF;
+
+ ID3D11DepthStencilState *dsState = getDepthStencilState(clearParams);
+ const UINT stencilClear = clearParams.stencilClearValue & 0xFF;
+
+ // Set the vertices
+ UINT vertexStride = 0;
+ const UINT startIdx = 0;
+ const ClearShader* shader = NULL;
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal masked clear vertex buffer, HRESULT: 0x%X.", result);
+ }
+
+ const gl::Rectangle *scissorPtr = clearParams.scissorEnabled ? &clearParams.scissor : NULL;
+ switch (clearParams.colorClearType)
+ {
+ case GL_FLOAT:
+ ApplyVertices(framebufferSize, scissorPtr, clearParams.colorFClearValue, clearParams.depthClearValue, mappedResource.pData);
+ vertexStride = sizeof(d3d11::PositionDepthColorVertex<float>);
+ shader = &mFloatClearShader;
+ break;
+
+ case GL_UNSIGNED_INT:
+ ApplyVertices(framebufferSize, scissorPtr, clearParams.colorUIClearValue, clearParams.depthClearValue, mappedResource.pData);
+ vertexStride = sizeof(d3d11::PositionDepthColorVertex<unsigned int>);
+ shader = &mUintClearShader;
+ break;
+
+ case GL_INT:
+ ApplyVertices(framebufferSize, scissorPtr, clearParams.colorIClearValue, clearParams.depthClearValue, mappedResource.pData);
+ vertexStride = sizeof(d3d11::PositionDepthColorVertex<int>);
+ shader = &mIntClearShader;
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ deviceContext->Unmap(mVertexBuffer, 0);
+
+ // Set the viewport to be the same size as the framebuffer
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = framebufferSize.width;
+ viewport.Height = framebufferSize.height;
+ viewport.MinDepth = 0;
+ viewport.MaxDepth = 1;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply state
+ deviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
+ deviceContext->OMSetDepthStencilState(dsState, stencilClear);
+ deviceContext->RSSetState(mRasterizerState);
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(shader->inputLayout);
+ deviceContext->VSSetShader(shader->vertexShader, NULL, 0);
+ deviceContext->PSSetShader(shader->pixelShader, NULL, 0);
+ deviceContext->GSSetShader(NULL, NULL, 0);
+
+ // Apply vertex buffer
+ deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &vertexStride, &startIdx);
+ deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+
+ // Apply render targets
+ deviceContext->OMSetRenderTargets(rtvs.size(), (rtvs.empty() ? NULL : &rtvs[0]), dsv);
+
+ // Draw the clear quad
+ deviceContext->Draw(4, 0);
+
+ // Clean up
+ mRenderer->markAllStateDirty();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+ID3D11BlendState *Clear11::getBlendState(const std::vector<MaskedRenderTarget>& rts)
+{
+ ClearBlendInfo blendKey = { 0 };
+ for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
+ {
+ if (i < rts.size())
+ {
+ RenderTarget11 *rt = rts[i].renderTarget;
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(rt->getInternalFormat());
+
+ blendKey.maskChannels[i][0] = (rts[i].colorMask[0] && formatInfo.redBits > 0);
+ blendKey.maskChannels[i][1] = (rts[i].colorMask[1] && formatInfo.greenBits > 0);
+ blendKey.maskChannels[i][2] = (rts[i].colorMask[2] && formatInfo.blueBits > 0);
+ blendKey.maskChannels[i][3] = (rts[i].colorMask[3] && formatInfo.alphaBits > 0);
+ }
+ else
+ {
+ blendKey.maskChannels[i][0] = false;
+ blendKey.maskChannels[i][1] = false;
+ blendKey.maskChannels[i][2] = false;
+ blendKey.maskChannels[i][3] = false;
+ }
+ }
+
+ ClearBlendStateMap::const_iterator i = mClearBlendStates.find(blendKey);
+ if (i != mClearBlendStates.end())
+ {
+ return i->second;
+ }
+ else
+ {
+ D3D11_BLEND_DESC blendDesc = { 0 };
+ blendDesc.AlphaToCoverageEnable = FALSE;
+ blendDesc.IndependentBlendEnable = (rts.size() > 1) ? TRUE : FALSE;
+
+ for (unsigned int j = 0; j < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; j++)
+ {
+ blendDesc.RenderTarget[j].BlendEnable = FALSE;
+ blendDesc.RenderTarget[j].RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendKey.maskChannels[j][0],
+ blendKey.maskChannels[j][1],
+ blendKey.maskChannels[j][2],
+ blendKey.maskChannels[j][3]);
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11BlendState* blendState = NULL;
+ HRESULT result = device->CreateBlendState(&blendDesc, &blendState);
+ if (FAILED(result) || !blendState)
+ {
+ ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ mClearBlendStates[blendKey] = blendState;
+
+ return blendState;
+ }
+}
+
+ID3D11DepthStencilState *Clear11::getDepthStencilState(const ClearParameters &clearParams)
+{
+ ClearDepthStencilInfo dsKey = { 0 };
+ dsKey.clearDepth = clearParams.clearDepth;
+ dsKey.clearStencil = clearParams.clearStencil;
+ dsKey.stencilWriteMask = clearParams.stencilWriteMask & 0xFF;
+
+ ClearDepthStencilStateMap::const_iterator i = mClearDepthStencilStates.find(dsKey);
+ if (i != mClearDepthStencilStates.end())
+ {
+ return i->second;
+ }
+ else
+ {
+ D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
+ dsDesc.DepthEnable = dsKey.clearDepth ? TRUE : FALSE;
+ dsDesc.DepthWriteMask = dsKey.clearDepth ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
+ dsDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ dsDesc.StencilEnable = dsKey.clearStencil ? TRUE : FALSE;
+ dsDesc.StencilReadMask = 0;
+ dsDesc.StencilWriteMask = dsKey.stencilWriteMask;
+ dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DepthStencilState* dsState = NULL;
+ HRESULT result = device->CreateDepthStencilState(&dsDesc, &dsState);
+ if (FAILED(result) || !dsState)
+ {
+ ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ mClearDepthStencilStates[dsKey] = dsState;
+
+ return dsState;
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.h
new file mode 100644
index 0000000000..4797ca1aa0
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.h
@@ -0,0 +1,86 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Clear11.h: Framebuffer clear utility class.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
+
+#include <map>
+#include <vector>
+
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/Framebuffer.h"
+
+namespace rx
+{
+class Renderer11;
+class RenderTarget11;
+struct ClearParameters;
+
+class Clear11 : angle::NonCopyable
+{
+ public:
+ explicit Clear11(Renderer11 *renderer);
+ ~Clear11();
+
+ // Clears the framebuffer with the supplied clear parameters, assumes that the framebuffer is currently applied.
+ gl::Error clearFramebuffer(const ClearParameters &clearParams, const gl::Framebuffer::Data &fboData);
+
+ private:
+ struct MaskedRenderTarget
+ {
+ bool colorMask[4];
+ RenderTarget11 *renderTarget;
+ };
+
+ ID3D11BlendState *getBlendState(const std::vector<MaskedRenderTarget> &rts);
+ ID3D11DepthStencilState *getDepthStencilState(const ClearParameters &clearParams);
+
+ struct ClearShader
+ {
+ ID3D11InputLayout *inputLayout;
+ ID3D11VertexShader *vertexShader;
+ ID3D11PixelShader *pixelShader;
+ };
+
+ template <unsigned int vsSize, unsigned int psSize>
+ static ClearShader CreateClearShader(ID3D11Device *device, DXGI_FORMAT colorType, const BYTE(&vsByteCode)[vsSize], const BYTE(&psByteCode)[psSize]);
+
+ Renderer11 *mRenderer;
+
+ struct ClearBlendInfo
+ {
+ bool maskChannels[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT][4];
+ };
+ typedef bool(*ClearBlendInfoComparisonFunction)(const ClearBlendInfo&, const ClearBlendInfo &);
+ typedef std::map<ClearBlendInfo, ID3D11BlendState*, ClearBlendInfoComparisonFunction> ClearBlendStateMap;
+ ClearBlendStateMap mClearBlendStates;
+
+ ClearShader mFloatClearShader;
+ ClearShader mUintClearShader;
+ ClearShader mIntClearShader;
+
+ struct ClearDepthStencilInfo
+ {
+ bool clearDepth;
+ bool clearStencil;
+ UINT8 stencilWriteMask;
+ };
+ typedef bool (*ClearDepthStencilInfoComparisonFunction)(const ClearDepthStencilInfo&, const ClearDepthStencilInfo &);
+ typedef std::map<ClearDepthStencilInfo, ID3D11DepthStencilState*, ClearDepthStencilInfoComparisonFunction> ClearDepthStencilStateMap;
+ ClearDepthStencilStateMap mClearDepthStencilStates;
+
+ ID3D11Buffer *mVertexBuffer;
+ ID3D11RasterizerState *mRasterizerState;
+
+ bool mSupportsClearView;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp
new file mode 100644
index 0000000000..f1fe2bb2c7
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp
@@ -0,0 +1,119 @@
+//
+// Copyright 2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+// DebugAnnotator11.cpp: D3D11 helpers for adding trace annotations.
+//
+
+#include "libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h"
+
+#include "common/debug.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+namespace rx
+{
+
+DebugAnnotator11::DebugAnnotator11()
+ : mInitialized(false),
+ mD3d11Module(nullptr),
+ mUserDefinedAnnotation(nullptr)
+{
+ // D3D11 devices can't be created during DllMain.
+ // We defer device creation until the object is actually used.
+}
+
+DebugAnnotator11::~DebugAnnotator11()
+{
+ if (mInitialized)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ SafeRelease(mUserDefinedAnnotation);
+#endif
+
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+ FreeLibrary(mD3d11Module);
+#endif // !ANGLE_ENABLE_WINDOWS_STORE
+ }
+}
+
+void DebugAnnotator11::beginEvent(const std::wstring &eventName)
+{
+ initializeDevice();
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ mUserDefinedAnnotation->BeginEvent(eventName.c_str());
+#endif
+}
+
+void DebugAnnotator11::endEvent()
+{
+ initializeDevice();
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ mUserDefinedAnnotation->EndEvent();
+#endif
+}
+
+void DebugAnnotator11::setMarker(const std::wstring &markerName)
+{
+ initializeDevice();
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ mUserDefinedAnnotation->SetMarker(markerName.c_str());
+#endif
+}
+
+bool DebugAnnotator11::getStatus()
+{
+ // ID3DUserDefinedAnnotation::GetStatus doesn't work with the Graphics Diagnostics tools in Visual Studio 2013.
+
+#if defined(_DEBUG) && defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
+ // In the Windows Store, we can use IDXGraphicsAnalysis. The call to GetDebugInterface1 only succeeds if the app is under capture.
+ // This should only be called in DEBUG mode.
+ // If an app links against DXGIGetDebugInterface1 in release mode then it will fail Windows Store ingestion checks.
+ IDXGraphicsAnalysis *graphicsAnalysis;
+ DXGIGetDebugInterface1(0, IID_PPV_ARGS(&graphicsAnalysis));
+ bool underCapture = (graphicsAnalysis != nullptr);
+ SafeRelease(graphicsAnalysis);
+ return underCapture;
+#endif // _DEBUG && !ANGLE_ENABLE_WINDOWS_STORE
+
+ // Otherwise, we have to return true here.
+ return true;
+}
+
+void DebugAnnotator11::initializeDevice()
+{
+ if (!mInitialized)
+ {
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+ mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
+ ASSERT(mD3d11Module);
+
+ PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
+ ASSERT(D3D11CreateDevice != nullptr);
+#endif // !ANGLE_ENABLE_WINDOWS_STORE
+
+ ID3D11Device *device = nullptr;
+ ID3D11DeviceContext *context = nullptr;
+
+ HRESULT hr = E_FAIL;
+
+ // Create a D3D_DRIVER_TYPE_NULL device, which is much cheaper than other types of device.
+ hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_NULL, nullptr, 0, nullptr, 0, D3D11_SDK_VERSION, &device, nullptr, &context);
+ ASSERT(SUCCEEDED(hr));
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ mUserDefinedAnnotation = d3d11::DynamicCastComObject<ID3DUserDefinedAnnotation>(context);
+ ASSERT(mUserDefinedAnnotation != nullptr);
+#endif
+
+ SafeRelease(device);
+ SafeRelease(context);
+
+ mInitialized = true;
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h
new file mode 100644
index 0000000000..3df62b015c
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h
@@ -0,0 +1,39 @@
+//
+// Copyright 2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+// DebugAnnotator11.h: D3D11 helpers for adding trace annotations.
+//
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_DEBUGANNOTATOR11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_DEBUGANNOTATOR11_H_
+
+#include "common/debug.h"
+
+struct ID3DUserDefinedAnnotation;
+
+namespace rx
+{
+
+class DebugAnnotator11 : public gl::DebugAnnotator
+{
+ public:
+ DebugAnnotator11();
+ ~DebugAnnotator11() override;
+ void beginEvent(const std::wstring &eventName) override;
+ void endEvent() override;
+ void setMarker(const std::wstring &markerName) override;
+ bool getStatus() override;
+
+ private:
+ void initializeDevice();
+
+ bool mInitialized;
+ HMODULE mD3d11Module;
+ ID3DUserDefinedAnnotation *mUserDefinedAnnotation;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_DEBUGANNOTATOR11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp
new file mode 100644
index 0000000000..8552bc2beb
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.cpp
@@ -0,0 +1,231 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Fence11.cpp: Defines the rx::FenceNV11 and rx::FenceSync11 classes which implement rx::FenceNVImpl and rx::FenceSyncImpl.
+
+#include "libANGLE/renderer/d3d/d3d11/Fence11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+
+#include "common/utilities.h"
+
+namespace rx
+{
+
+//
+// Template helpers for set and test operations.
+//
+
+template<class FenceClass>
+gl::Error FenceSetHelper(FenceClass *fence)
+{
+ if (!fence->mQuery)
+ {
+ D3D11_QUERY_DESC queryDesc;
+ queryDesc.Query = D3D11_QUERY_EVENT;
+ queryDesc.MiscFlags = 0;
+
+ HRESULT result = fence->mRenderer->getDevice()->CreateQuery(&queryDesc, &fence->mQuery);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create event query, result: 0x%X.", result);
+ }
+ }
+
+ fence->mRenderer->getDeviceContext()->End(fence->mQuery);
+ return gl::Error(GL_NO_ERROR);
+}
+
+template <class FenceClass>
+gl::Error FenceTestHelper(FenceClass *fence, bool flushCommandBuffer, GLboolean *outFinished)
+{
+ ASSERT(fence->mQuery);
+
+ UINT getDataFlags = (flushCommandBuffer ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
+ HRESULT result = fence->mRenderer->getDeviceContext()->GetData(fence->mQuery, NULL, 0, getDataFlags);
+
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get query data, result: 0x%X.", result);
+ }
+ else if (fence->mRenderer->isDeviceLost())
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Device was lost while querying result of an event query.");
+ }
+
+ ASSERT(result == S_OK || result == S_FALSE);
+ *outFinished = ((result == S_OK) ? GL_TRUE : GL_FALSE);
+ return gl::Error(GL_NO_ERROR);
+}
+
+//
+// FenceNV11
+//
+
+FenceNV11::FenceNV11(Renderer11 *renderer)
+ : FenceNVImpl(),
+ mRenderer(renderer),
+ mQuery(NULL)
+{
+}
+
+FenceNV11::~FenceNV11()
+{
+ SafeRelease(mQuery);
+}
+
+gl::Error FenceNV11::set()
+{
+ return FenceSetHelper(this);
+}
+
+gl::Error FenceNV11::test(bool flushCommandBuffer, GLboolean *outFinished)
+{
+ return FenceTestHelper(this, flushCommandBuffer, outFinished);
+}
+
+gl::Error FenceNV11::finishFence(GLboolean *outFinished)
+{
+ ASSERT(outFinished);
+
+ while (*outFinished != GL_TRUE)
+ {
+ gl::Error error = test(true, outFinished);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ScheduleYield();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+//
+// FenceSync11
+//
+
+// Important note on accurate timers in Windows:
+//
+// QueryPerformanceCounter has a few major issues, including being 10x as expensive to call
+// as timeGetTime on laptops and "jumping" during certain hardware events.
+//
+// See the comments at the top of the Chromium source file "chromium/src/base/time/time_win.cc"
+// https://code.google.com/p/chromium/codesearch#chromium/src/base/time/time_win.cc
+//
+// We still opt to use QPC. In the present and moving forward, most newer systems will not suffer
+// from buggy implementations.
+
+FenceSync11::FenceSync11(Renderer11 *renderer)
+ : FenceSyncImpl(),
+ mRenderer(renderer),
+ mQuery(NULL)
+{
+ LARGE_INTEGER counterFreqency = { 0 };
+ BOOL success = QueryPerformanceFrequency(&counterFreqency);
+ UNUSED_ASSERTION_VARIABLE(success);
+ ASSERT(success);
+
+ mCounterFrequency = counterFreqency.QuadPart;
+}
+
+FenceSync11::~FenceSync11()
+{
+ SafeRelease(mQuery);
+}
+
+gl::Error FenceSync11::set()
+{
+ return FenceSetHelper(this);
+}
+
+gl::Error FenceSync11::clientWait(GLbitfield flags, GLuint64 timeout, GLenum *outResult)
+{
+ ASSERT(outResult);
+
+ bool flushCommandBuffer = ((flags & GL_SYNC_FLUSH_COMMANDS_BIT) != 0);
+
+ GLboolean result = GL_FALSE;
+ gl::Error error = FenceTestHelper(this, flushCommandBuffer, &result);
+ if (error.isError())
+ {
+ *outResult = GL_WAIT_FAILED;
+ return error;
+ }
+
+ if (result == GL_TRUE)
+ {
+ *outResult = GL_ALREADY_SIGNALED;
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ if (timeout == 0)
+ {
+ *outResult = GL_TIMEOUT_EXPIRED;
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ LARGE_INTEGER currentCounter = { 0 };
+ BOOL success = QueryPerformanceCounter(&currentCounter);
+ UNUSED_ASSERTION_VARIABLE(success);
+ ASSERT(success);
+
+ LONGLONG timeoutInSeconds = static_cast<LONGLONG>(timeout) * static_cast<LONGLONG>(1000000ll);
+ LONGLONG endCounter = currentCounter.QuadPart + mCounterFrequency * timeoutInSeconds;
+
+ while (currentCounter.QuadPart < endCounter && !result)
+ {
+ ScheduleYield();
+ success = QueryPerformanceCounter(&currentCounter);
+ UNUSED_ASSERTION_VARIABLE(success);
+ ASSERT(success);
+
+ error = FenceTestHelper(this, flushCommandBuffer, &result);
+ if (error.isError())
+ {
+ *outResult = GL_WAIT_FAILED;
+ return error;
+ }
+ }
+
+ if (currentCounter.QuadPart >= endCounter)
+ {
+ *outResult = GL_TIMEOUT_EXPIRED;
+ }
+ else
+ {
+ *outResult = GL_CONDITION_SATISFIED;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error FenceSync11::serverWait(GLbitfield flags, GLuint64 timeout)
+{
+ // Because our API is currently designed to be called from a single thread, we don't need to do
+ // extra work for a server-side fence. GPU commands issued after the fence is created will always
+ // be processed after the fence is signaled.
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error FenceSync11::getStatus(GLint *outResult)
+{
+ GLboolean result = GL_FALSE;
+ gl::Error error = FenceTestHelper(this, false, &result);
+ if (error.isError())
+ {
+ // The spec does not specify any way to report errors during the status test (e.g. device lost)
+ // so we report the fence is unblocked in case of error or signaled.
+ *outResult = GL_SIGNALED;
+
+ return error;
+ }
+
+ *outResult = (result ? GL_SIGNALED : GL_UNSIGNALED);
+ return gl::Error(GL_NO_ERROR);
+}
+
+} // namespace rx
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.h
new file mode 100644
index 0000000000..2d87f43e76
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Fence11.h
@@ -0,0 +1,59 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Fence11.h: Defines the rx::FenceNV11 and rx::FenceSync11 classes which implement rx::FenceNVImpl and rx::FenceSyncImpl.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_FENCE11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_FENCE11_H_
+
+#include "libANGLE/renderer/FenceNVImpl.h"
+#include "libANGLE/renderer/FenceSyncImpl.h"
+
+namespace rx
+{
+class Renderer11;
+
+class FenceNV11 : public FenceNVImpl
+{
+ public:
+ explicit FenceNV11(Renderer11 *renderer);
+ virtual ~FenceNV11();
+
+ gl::Error set();
+ gl::Error test(bool flushCommandBuffer, GLboolean *outFinished);
+ gl::Error finishFence(GLboolean *outFinished);
+
+ private:
+ template<class T> friend gl::Error FenceSetHelper(T *fence);
+ template<class T> friend gl::Error FenceTestHelper(T *fence, bool flushCommandBuffer, GLboolean *outFinished);
+
+ Renderer11 *mRenderer;
+ ID3D11Query *mQuery;
+};
+
+class FenceSync11 : public FenceSyncImpl
+{
+ public:
+ explicit FenceSync11(Renderer11 *renderer);
+ virtual ~FenceSync11();
+
+ gl::Error set();
+ gl::Error clientWait(GLbitfield flags, GLuint64 timeout, GLenum *outResult);
+ gl::Error serverWait(GLbitfield flags, GLuint64 timeout);
+ gl::Error getStatus(GLint *outResult);
+
+ private:
+ template<class T> friend gl::Error FenceSetHelper(T *fence);
+ template<class T> friend gl::Error FenceTestHelper(T *fence, bool flushCommandBuffer, GLboolean *outFinished);
+
+ Renderer11 *mRenderer;
+ ID3D11Query *mQuery;
+ LONGLONG mCounterFrequency;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_FENCE11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.cpp
new file mode 100644
index 0000000000..da01f320c0
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.cpp
@@ -0,0 +1,270 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Framebuffer11.cpp: Implements the Framebuffer11 class.
+
+#include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h"
+
+#include "common/debug.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Clear11.h"
+#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/Texture.h"
+
+namespace rx
+{
+
+Framebuffer11::Framebuffer11(const gl::Framebuffer::Data &data, Renderer11 *renderer)
+ : FramebufferD3D(data, renderer),
+ mRenderer(renderer)
+{
+ ASSERT(mRenderer != nullptr);
+}
+
+Framebuffer11::~Framebuffer11()
+{
+}
+
+static gl::Error InvalidateAttachmentSwizzles(const gl::FramebufferAttachment *attachment)
+{
+ if (attachment && attachment->type() == GL_TEXTURE)
+ {
+ gl::Texture *texture = attachment->getTexture();
+
+ TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
+
+ TextureStorage *texStorage = NULL;
+ gl::Error error = textureD3D->getNativeTexture(&texStorage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (texStorage)
+ {
+ TextureStorage11 *texStorage11 = TextureStorage11::makeTextureStorage11(texStorage);
+ ASSERT(texStorage11);
+
+ texStorage11->invalidateSwizzleCacheLevel(attachment->mipLevel());
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Framebuffer11::invalidateSwizzles() const
+{
+ for (auto it = mData.mColorAttachments.cbegin(); it != mData.mColorAttachments.cend(); ++it)
+ {
+ gl::FramebufferAttachment *colorAttachment = *it;
+ gl::Error error = InvalidateAttachmentSwizzles(colorAttachment);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ gl::Error error = InvalidateAttachmentSwizzles(mData.mDepthAttachment);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = InvalidateAttachmentSwizzles(mData.mStencilAttachment);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Framebuffer11::clear(const gl::State &state, const ClearParameters &clearParams)
+{
+ Clear11 *clearer = mRenderer->getClearer();
+ gl::Error error = clearer->clearFramebuffer(clearParams, mData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = invalidateSwizzles();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+static gl::Error getRenderTargetResource(const gl::FramebufferAttachment *colorbuffer, unsigned int *subresourceIndexOut,
+ ID3D11Texture2D **texture2DOut)
+{
+ ASSERT(colorbuffer);
+
+ RenderTarget11 *renderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *renderTargetResource = renderTarget->getTexture();
+ ASSERT(renderTargetResource);
+
+ *subresourceIndexOut = renderTarget->getSubresourceIndex();
+ *texture2DOut = d3d11::DynamicCastComObject<ID3D11Texture2D>(renderTargetResource);
+
+ if (!(*texture2DOut))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to query the ID3D11Texture2D from a RenderTarget");
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Framebuffer11::readPixels(const gl::Rectangle &area, GLenum format, GLenum type, size_t outputPitch, const gl::PixelPackState &pack, uint8_t *pixels) const
+{
+ ID3D11Texture2D *colorBufferTexture = NULL;
+ unsigned int subresourceIndex = 0;
+
+ const gl::FramebufferAttachment *colorbuffer = mData.getReadAttachment();
+ ASSERT(colorbuffer);
+
+ gl::Error error = getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ gl::Buffer *packBuffer = pack.pixelBuffer.get();
+ if (packBuffer != NULL)
+ {
+ Buffer11 *packBufferStorage = Buffer11::makeBuffer11(packBuffer->getImplementation());
+ PackPixelsParams packParams(area, format, type, outputPitch, pack, reinterpret_cast<ptrdiff_t>(pixels));
+
+ error = packBufferStorage->packPixels(colorBufferTexture, subresourceIndex, packParams);
+ if (error.isError())
+ {
+ SafeRelease(colorBufferTexture);
+ return error;
+ }
+
+ packBuffer->getIndexRangeCache()->clear();
+ }
+ else
+ {
+ error = mRenderer->readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, pack, pixels);
+ if (error.isError())
+ {
+ SafeRelease(colorBufferTexture);
+ return error;
+ }
+ }
+
+ SafeRelease(colorBufferTexture);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Framebuffer11::blit(const gl::Rectangle &sourceArea, const gl::Rectangle &destArea, const gl::Rectangle *scissor,
+ bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter,
+ const gl::Framebuffer *sourceFramebuffer)
+{
+ if (blitRenderTarget)
+ {
+ const gl::FramebufferAttachment *readBuffer = sourceFramebuffer->getReadColorbuffer();
+ ASSERT(readBuffer);
+
+ RenderTargetD3D *readRenderTarget = NULL;
+ gl::Error error = GetAttachmentRenderTarget(readBuffer, &readRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(readRenderTarget);
+
+ for (size_t colorAttachment = 0; colorAttachment < mData.mColorAttachments.size(); colorAttachment++)
+ {
+ if (mData.mColorAttachments[colorAttachment] != nullptr &&
+ mData.mDrawBufferStates[colorAttachment] != GL_NONE)
+ {
+ const gl::FramebufferAttachment *drawBuffer = mData.mColorAttachments[colorAttachment];
+
+ RenderTargetD3D *drawRenderTarget = NULL;
+ error = GetAttachmentRenderTarget(drawBuffer, &drawRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(drawRenderTarget);
+
+ error = mRenderer->blitRenderbufferRect(sourceArea, destArea, readRenderTarget, drawRenderTarget,
+ filter, scissor, blitRenderTarget, false, false);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ if (blitDepth || blitStencil)
+ {
+ gl::FramebufferAttachment *readBuffer = sourceFramebuffer->getDepthOrStencilbuffer();
+ ASSERT(readBuffer);
+
+ RenderTargetD3D *readRenderTarget = NULL;
+ gl::Error error = GetAttachmentRenderTarget(readBuffer, &readRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(readRenderTarget);
+
+ const gl::FramebufferAttachment *drawBuffer = mData.getDepthOrStencilAttachment();
+ ASSERT(drawBuffer);
+
+ RenderTargetD3D *drawRenderTarget = NULL;
+ error = GetAttachmentRenderTarget(drawBuffer, &drawRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(drawRenderTarget);
+
+ error = mRenderer->blitRenderbufferRect(sourceArea, destArea, readRenderTarget, drawRenderTarget, filter, scissor,
+ false, blitDepth, blitStencil);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ gl::Error error = invalidateSwizzles();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+GLenum Framebuffer11::getRenderTargetImplementationFormat(RenderTargetD3D *renderTarget) const
+{
+ RenderTarget11 *renderTarget11 = RenderTarget11::makeRenderTarget11(renderTarget);
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(renderTarget11->getDXGIFormat());
+ return dxgiFormatInfo.internalFormat;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.h
new file mode 100644
index 0000000000..07fa480fa2
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.h
@@ -0,0 +1,45 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Framebuffer11.h: Defines the Framebuffer11 class.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_FRAMBUFFER11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_FRAMBUFFER11_H_
+
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+
+namespace rx
+{
+class Renderer11;
+
+class Framebuffer11 : public FramebufferD3D
+{
+ public:
+ Framebuffer11(const gl::Framebuffer::Data &data, Renderer11 *renderer);
+ virtual ~Framebuffer11();
+
+ // Invalidate the cached swizzles of all bound texture attachments.
+ gl::Error invalidateSwizzles() const;
+
+ private:
+ gl::Error clear(const gl::State &state, const ClearParameters &clearParams) override;
+
+ gl::Error readPixels(const gl::Rectangle &area, GLenum format, GLenum type, size_t outputPitch,
+ const gl::PixelPackState &pack, uint8_t *pixels) const override;
+
+ gl::Error blit(const gl::Rectangle &sourceArea, const gl::Rectangle &destArea, const gl::Rectangle *scissor,
+ bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter,
+ const gl::Framebuffer *sourceFramebuffer) override;
+
+
+ GLenum getRenderTargetImplementationFormat(RenderTargetD3D *renderTarget) const override;
+
+ Renderer11 *const mRenderer;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_FRAMBUFFER11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp
new file mode 100644
index 0000000000..956b78b5a6
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp
@@ -0,0 +1,664 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Image11.h: Implements the rx::Image11 class, which acts as the interface to
+// the actual underlying resources of a Texture
+
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Image11.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/formatutils.h"
+
+#include "common/utilities.h"
+
+namespace rx
+{
+
+Image11::Image11(Renderer11 *renderer)
+ : mRenderer(renderer),
+ mDXGIFormat(DXGI_FORMAT_UNKNOWN),
+ mStagingTexture(NULL),
+ mStagingSubresource(0),
+ mRecoverFromStorage(false),
+ mAssociatedStorage(NULL),
+ mAssociatedImageIndex(gl::ImageIndex::MakeInvalid()),
+ mRecoveredFromStorageCount(0)
+{
+ // mRenderer should remain unchanged during the lifetime of the Image11 object.
+ // This lets us safely use mRenderer (and its Feature Level) in Image11's methods.
+ mFeatureLevel = renderer->getFeatureLevel();
+}
+
+Image11::~Image11()
+{
+ disassociateStorage();
+ releaseStagingTexture();
+}
+
+Image11 *Image11::makeImage11(ImageD3D *img)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(Image11*, img));
+ return static_cast<Image11*>(img);
+}
+
+gl::Error Image11::generateMipmap(Image11 *dest, Image11 *src)
+{
+ ASSERT(src->getDXGIFormat() == dest->getDXGIFormat());
+ ASSERT(src->getWidth() == 1 || src->getWidth() / 2 == dest->getWidth());
+ ASSERT(src->getHeight() == 1 || src->getHeight() / 2 == dest->getHeight());
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(src->getDXGIFormat());
+ ASSERT(dxgiFormatInfo.mipGenerationFunction != NULL);
+
+ D3D11_MAPPED_SUBRESOURCE destMapped;
+ gl::Error error = dest->map(D3D11_MAP_WRITE, &destMapped);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ D3D11_MAPPED_SUBRESOURCE srcMapped;
+ error = src->map(D3D11_MAP_READ, &srcMapped);
+ if (error.isError())
+ {
+ dest->unmap();
+ return error;
+ }
+
+ const uint8_t *sourceData = reinterpret_cast<const uint8_t*>(srcMapped.pData);
+ uint8_t *destData = reinterpret_cast<uint8_t*>(destMapped.pData);
+
+ dxgiFormatInfo.mipGenerationFunction(src->getWidth(), src->getHeight(), src->getDepth(),
+ sourceData, srcMapped.RowPitch, srcMapped.DepthPitch,
+ destData, destMapped.RowPitch, destMapped.DepthPitch);
+
+ dest->unmap();
+ src->unmap();
+
+ dest->markDirty();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool Image11::isDirty() const
+{
+ // If mDirty is true
+ // AND mStagingTexture doesn't exist AND mStagingTexture doesn't need to be recovered from TextureStorage
+ // AND the texture doesn't require init data (i.e. a blank new texture will suffice)
+ // then isDirty should still return false.
+ if (mDirty && !mStagingTexture && !mRecoverFromStorage && !(d3d11::GetTextureFormatInfo(mInternalFormat, mFeatureLevel).dataInitializerFunction != NULL))
+ {
+ return false;
+ }
+
+ return mDirty;
+}
+
+gl::Error Image11::copyToStorage(TextureStorage *storage, const gl::ImageIndex &index, const gl::Box &region)
+{
+ TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(storage);
+
+ // If an app's behavior results in an Image11 copying its data to/from to a TextureStorage multiple times,
+ // then we should just keep the staging texture around to prevent the copying from impacting perf.
+ // We allow the Image11 to copy its data to/from TextureStorage once.
+ // This accounts for an app making a late call to glGenerateMipmap.
+ bool attemptToReleaseStagingTexture = (mRecoveredFromStorageCount < 2);
+
+ if (attemptToReleaseStagingTexture)
+ {
+ // If another image is relying on this Storage for its data, then we must let it recover its data before we overwrite it.
+ gl::Error error = storage11->releaseAssociatedImage(index, this);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ ID3D11Resource *stagingTexture = NULL;
+ unsigned int stagingSubresourceIndex = 0;
+ gl::Error error = getStagingTexture(&stagingTexture, &stagingSubresourceIndex);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = storage11->updateSubresourceLevel(stagingTexture, stagingSubresourceIndex, index, region);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Once the image data has been copied into the Storage, we can release it locally.
+ if (attemptToReleaseStagingTexture)
+ {
+ storage11->associateImage(this, index);
+ releaseStagingTexture();
+ mRecoverFromStorage = true;
+ mAssociatedStorage = storage11;
+ mAssociatedImageIndex = index;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool Image11::isAssociatedStorageValid(TextureStorage11* textureStorage) const
+{
+ return (mAssociatedStorage == textureStorage);
+}
+
+gl::Error Image11::recoverFromAssociatedStorage()
+{
+ if (mRecoverFromStorage)
+ {
+ gl::Error error = createStagingTexture();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ bool textureStorageCorrect = mAssociatedStorage->isAssociatedImageValid(mAssociatedImageIndex, this);
+
+ // This means that the cached TextureStorage has been modified after this Image11 released its copy of its data.
+ // This should not have happened. The TextureStorage should have told this Image11 to recover its data before it was overwritten.
+ ASSERT(textureStorageCorrect);
+
+ if (textureStorageCorrect)
+ {
+ // CopySubResource from the Storage to the Staging texture
+ gl::Box region(0, 0, 0, mWidth, mHeight, mDepth);
+ error = mAssociatedStorage->copySubresourceLevel(mStagingTexture, mStagingSubresource, mAssociatedImageIndex, region);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mRecoveredFromStorageCount += 1;
+ }
+
+ // Reset all the recovery parameters, even if the texture storage association is broken.
+ disassociateStorage();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Image11::disassociateStorage()
+{
+ if (mRecoverFromStorage)
+ {
+ // Make the texturestorage release the Image11 too
+ mAssociatedStorage->disassociateImage(mAssociatedImageIndex, this);
+
+ mRecoverFromStorage = false;
+ mAssociatedStorage = NULL;
+ mAssociatedImageIndex = gl::ImageIndex::MakeInvalid();
+ }
+}
+
+bool Image11::redefine(GLenum target, GLenum internalformat, const gl::Extents &size, bool forceRelease)
+{
+ if (mWidth != size.width ||
+ mHeight != size.height ||
+ mInternalFormat != internalformat ||
+ forceRelease)
+ {
+ // End the association with the TextureStorage, since that data will be out of date.
+ // Also reset mRecoveredFromStorageCount since this Image is getting completely redefined.
+ disassociateStorage();
+ mRecoveredFromStorageCount = 0;
+
+ mWidth = size.width;
+ mHeight = size.height;
+ mDepth = size.depth;
+ mInternalFormat = internalformat;
+ mTarget = target;
+
+ // compute the d3d format that will be used
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, mFeatureLevel);
+ mDXGIFormat = formatInfo.texFormat;
+ mRenderable = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
+
+ releaseStagingTexture();
+ mDirty = (formatInfo.dataInitializerFunction != NULL);
+
+ return true;
+ }
+
+ return false;
+}
+
+DXGI_FORMAT Image11::getDXGIFormat() const
+{
+ // this should only happen if the image hasn't been redefined first
+ // which would be a bug by the caller
+ ASSERT(mDXGIFormat != DXGI_FORMAT_UNKNOWN);
+
+ return mDXGIFormat;
+}
+
+// Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input
+// into the target pixel rectangle.
+gl::Error Image11::loadData(const gl::Box &area, const gl::PixelUnpackState &unpack, GLenum type, const void *input)
+{
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
+ GLsizei inputRowPitch = formatInfo.computeRowPitch(type, area.width, unpack.alignment, unpack.rowLength);
+ GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, area.width, area.height, unpack.alignment, unpack.rowLength);
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mDXGIFormat);
+ GLuint outputPixelSize = dxgiFormatInfo.pixelBytes;
+
+ const d3d11::TextureFormat &d3dFormatInfo = d3d11::GetTextureFormatInfo(mInternalFormat, mFeatureLevel);
+ LoadImageFunction loadFunction = d3dFormatInfo.loadFunctions.at(type);
+
+ D3D11_MAPPED_SUBRESOURCE mappedImage;
+ gl::Error error = map(D3D11_MAP_WRITE, &mappedImage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ uint8_t *offsetMappedData = (reinterpret_cast<uint8_t*>(mappedImage.pData) + (area.y * mappedImage.RowPitch + area.x * outputPixelSize + area.z * mappedImage.DepthPitch));
+ loadFunction(area.width, area.height, area.depth,
+ reinterpret_cast<const uint8_t*>(input), inputRowPitch, inputDepthPitch,
+ offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);
+
+ unmap();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Image11::loadCompressedData(const gl::Box &area, const void *input)
+{
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
+ GLsizei inputRowPitch = formatInfo.computeRowPitch(GL_UNSIGNED_BYTE, area.width, 1, 0);
+ GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, area.width, area.height, 1, 0);
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mDXGIFormat);
+ GLuint outputPixelSize = dxgiFormatInfo.pixelBytes;
+ GLuint outputBlockWidth = dxgiFormatInfo.blockWidth;
+ GLuint outputBlockHeight = dxgiFormatInfo.blockHeight;
+
+ ASSERT(area.x % outputBlockWidth == 0);
+ ASSERT(area.y % outputBlockHeight == 0);
+
+ const d3d11::TextureFormat &d3dFormatInfo = d3d11::GetTextureFormatInfo(mInternalFormat, mFeatureLevel);
+ LoadImageFunction loadFunction = d3dFormatInfo.loadFunctions.at(GL_UNSIGNED_BYTE);
+
+ D3D11_MAPPED_SUBRESOURCE mappedImage;
+ gl::Error error = map(D3D11_MAP_WRITE, &mappedImage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ uint8_t* offsetMappedData = reinterpret_cast<uint8_t*>(mappedImage.pData) + ((area.y / outputBlockHeight) * mappedImage.RowPitch +
+ (area.x / outputBlockWidth) * outputPixelSize +
+ area.z * mappedImage.DepthPitch);
+
+ loadFunction(area.width, area.height, area.depth,
+ reinterpret_cast<const uint8_t*>(input), inputRowPitch, inputDepthPitch,
+ offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);
+
+ unmap();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Image11::copy(const gl::Offset &destOffset, const gl::Rectangle &sourceArea, RenderTargetD3D *source)
+{
+ RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(source);
+ ASSERT(sourceRenderTarget->getTexture());
+
+ ID3D11Resource *resource = sourceRenderTarget->getTexture();
+ UINT subresourceIndex = sourceRenderTarget->getSubresourceIndex();
+
+ gl::Box sourceBox(sourceArea.x, sourceArea.y, 0, sourceArea.width, sourceArea.height, 1);
+ gl::Error error = copy(destOffset, sourceBox, resource, subresourceIndex);
+
+ SafeRelease(resource);
+
+ return error;
+}
+
+gl::Error Image11::copy(const gl::Offset &destOffset, const gl::Box &sourceArea, const gl::ImageIndex &sourceIndex, TextureStorage *source)
+{
+ TextureStorage11 *sourceStorage11 = TextureStorage11::makeTextureStorage11(source);
+
+ UINT subresourceIndex = sourceStorage11->getSubresourceIndex(sourceIndex);
+ ID3D11Resource *resource = NULL;
+ gl::Error error = sourceStorage11->getResource(&resource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = copy(destOffset, sourceArea, resource, subresourceIndex);
+
+ SafeRelease(resource);
+
+ return error;
+}
+
+gl::Error Image11::copy(const gl::Offset &destOffset, const gl::Box &sourceArea, ID3D11Resource *source, UINT sourceSubResource)
+{
+ D3D11_RESOURCE_DIMENSION dim;
+ source->GetType(&dim);
+
+ DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
+ gl::Extents extents;
+ UINT sampleCount = 0;
+
+ ID3D11Texture2D *source2D = NULL;
+
+ if (dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D)
+ {
+ D3D11_TEXTURE2D_DESC textureDesc2D;
+ source2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(source);
+ ASSERT(source2D);
+ source2D->GetDesc(&textureDesc2D);
+
+ format = textureDesc2D.Format;
+ extents = gl::Extents(textureDesc2D.Width, textureDesc2D.Height, 1);
+ sampleCount = textureDesc2D.SampleDesc.Count;
+ }
+ else if (dim == D3D11_RESOURCE_DIMENSION_TEXTURE3D)
+ {
+ D3D11_TEXTURE3D_DESC textureDesc3D;
+ ID3D11Texture3D *source3D = d3d11::DynamicCastComObject<ID3D11Texture3D>(source);
+ ASSERT(source3D);
+ source3D->GetDesc(&textureDesc3D);
+
+ format = textureDesc3D.Format;
+ extents = gl::Extents(textureDesc3D.Width, textureDesc3D.Height, textureDesc3D.Depth);
+ sampleCount = 1;
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+
+ if (format == mDXGIFormat)
+ {
+ // No conversion needed-- use copyback fastpath
+ ID3D11Resource *stagingTexture = NULL;
+ unsigned int stagingSubresourceIndex = 0;
+ gl::Error error = getStagingTexture(&stagingTexture, &stagingSubresourceIndex);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ UINT subresourceAfterResolve = sourceSubResource;
+
+ ID3D11Resource *srcTex = NULL;
+
+ bool needResolve = (dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D && sampleCount > 1);
+
+ if (needResolve)
+ {
+ D3D11_TEXTURE2D_DESC resolveDesc;
+ resolveDesc.Width = extents.width;
+ resolveDesc.Height = extents.height;
+ resolveDesc.MipLevels = 1;
+ resolveDesc.ArraySize = 1;
+ resolveDesc.Format = format;
+ resolveDesc.SampleDesc.Count = 1;
+ resolveDesc.SampleDesc.Quality = 0;
+ resolveDesc.Usage = D3D11_USAGE_DEFAULT;
+ resolveDesc.BindFlags = 0;
+ resolveDesc.CPUAccessFlags = 0;
+ resolveDesc.MiscFlags = 0;
+
+ ID3D11Texture2D *srcTex2D = NULL;
+ HRESULT result = device->CreateTexture2D(&resolveDesc, NULL, &srcTex2D);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create resolve texture for Image11::copy, HRESULT: 0x%X.", result);
+ }
+ srcTex = srcTex2D;
+
+ deviceContext->ResolveSubresource(srcTex, 0, source, sourceSubResource, format);
+ subresourceAfterResolve = 0;
+ }
+ else
+ {
+ srcTex = source;
+ }
+
+ D3D11_BOX srcBox;
+ srcBox.left = sourceArea.x;
+ srcBox.right = sourceArea.x + sourceArea.width;
+ srcBox.top = sourceArea.y;
+ srcBox.bottom = sourceArea.y + sourceArea.height;
+ srcBox.front = sourceArea.z;
+ srcBox.back = sourceArea.z + sourceArea.depth;
+
+ deviceContext->CopySubresourceRegion(stagingTexture, stagingSubresourceIndex, destOffset.x, destOffset.y,
+ destOffset.z, srcTex, subresourceAfterResolve, &srcBox);
+
+ if (needResolve)
+ {
+ SafeRelease(srcTex);
+ }
+ }
+ else
+ {
+ // This format requires conversion, so we must copy the texture to staging and manually convert via readPixels
+ D3D11_MAPPED_SUBRESOURCE mappedImage;
+ gl::Error error = map(D3D11_MAP_WRITE, &mappedImage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // determine the offset coordinate into the destination buffer
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mDXGIFormat);
+ GLsizei rowOffset = dxgiFormatInfo.pixelBytes * destOffset.x;
+ uint8_t *dataOffset = static_cast<uint8_t*>(mappedImage.pData) + mappedImage.RowPitch * destOffset.y + rowOffset + destOffset.z * mappedImage.DepthPitch;
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
+
+ // Currently in ANGLE, the source data may only need to be converted if the source is the current framebuffer
+ // and OpenGL ES framebuffers must be 2D textures therefore we should not need to convert 3D textures between different formats.
+ ASSERT(dim == D3D11_RESOURCE_DIMENSION_TEXTURE2D);
+ ASSERT(sourceArea.z == 0 && sourceArea.depth == 1);
+ gl::Rectangle sourceRect(sourceArea.x, sourceArea.y, sourceArea.width, sourceArea.height);
+ error = mRenderer->readTextureData(source2D, sourceSubResource, sourceRect, formatInfo.format, formatInfo.type, mappedImage.RowPitch, gl::PixelPackState(), dataOffset);
+
+ unmap();
+
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ mDirty = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Image11::getStagingTexture(ID3D11Resource **outStagingTexture, unsigned int *outSubresourceIndex)
+{
+ gl::Error error = createStagingTexture();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outStagingTexture = mStagingTexture;
+ *outSubresourceIndex = mStagingSubresource;
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Image11::releaseStagingTexture()
+{
+ SafeRelease(mStagingTexture);
+}
+
+gl::Error Image11::createStagingTexture()
+{
+ if (mStagingTexture)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ ASSERT(mWidth > 0 && mHeight > 0 && mDepth > 0);
+
+ const DXGI_FORMAT dxgiFormat = getDXGIFormat();
+
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ int lodOffset = 1;
+ GLsizei width = mWidth;
+ GLsizei height = mHeight;
+
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, dxgiFormat, &width, &height, &lodOffset);
+
+ if (mTarget == GL_TEXTURE_3D)
+ {
+ ID3D11Texture3D *newTexture = NULL;
+
+ D3D11_TEXTURE3D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.Depth = mDepth;
+ desc.MipLevels = lodOffset + 1;
+ desc.Format = dxgiFormat;
+ desc.Usage = D3D11_USAGE_STAGING;
+ desc.BindFlags = 0;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+
+ if (d3d11::GetTextureFormatInfo(mInternalFormat, mFeatureLevel).dataInitializerFunction != NULL)
+ {
+ std::vector<D3D11_SUBRESOURCE_DATA> initialData;
+ std::vector< std::vector<BYTE> > textureData;
+ d3d11::GenerateInitialTextureData(mInternalFormat, mFeatureLevel, width, height, mDepth,
+ lodOffset + 1, &initialData, &textureData);
+
+ result = device->CreateTexture3D(&desc, initialData.data(), &newTexture);
+ }
+ else
+ {
+ result = device->CreateTexture3D(&desc, NULL, &newTexture);
+ }
+
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create staging texture, result: 0x%X.", result);
+ }
+
+ mStagingTexture = newTexture;
+ mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
+ }
+ else if (mTarget == GL_TEXTURE_2D || mTarget == GL_TEXTURE_2D_ARRAY || mTarget == GL_TEXTURE_CUBE_MAP)
+ {
+ ID3D11Texture2D *newTexture = NULL;
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = lodOffset + 1;
+ desc.ArraySize = 1;
+ desc.Format = dxgiFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_STAGING;
+ desc.BindFlags = 0;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+
+ if (d3d11::GetTextureFormatInfo(mInternalFormat, mFeatureLevel).dataInitializerFunction != NULL)
+ {
+ std::vector<D3D11_SUBRESOURCE_DATA> initialData;
+ std::vector< std::vector<BYTE> > textureData;
+ d3d11::GenerateInitialTextureData(mInternalFormat, mFeatureLevel, width, height, 1,
+ lodOffset + 1, &initialData, &textureData);
+
+ result = device->CreateTexture2D(&desc, initialData.data(), &newTexture);
+ }
+ else
+ {
+ result = device->CreateTexture2D(&desc, NULL, &newTexture);
+ }
+
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create staging texture, result: 0x%X.", result);
+ }
+
+ mStagingTexture = newTexture;
+ mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+
+ mDirty = false;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Image11::map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map)
+{
+ // We must recover from the TextureStorage if necessary, even for D3D11_MAP_WRITE.
+ gl::Error error = recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *stagingTexture = NULL;
+ unsigned int subresourceIndex = 0;
+ error = getStagingTexture(&stagingTexture, &subresourceIndex);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ ASSERT(mStagingTexture);
+ HRESULT result = deviceContext->Map(stagingTexture, subresourceIndex, mapType, 0, map);
+
+ // this can fail if the device is removed (from TDR)
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ }
+ else if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map staging texture, result: 0x%X.", result);
+ }
+
+ mDirty = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Image11::unmap()
+{
+ if (mStagingTexture)
+ {
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ deviceContext->Unmap(mStagingTexture, mStagingSubresource);
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.h
new file mode 100644
index 0000000000..5734f73b15
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Image11.h
@@ -0,0 +1,84 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Image11.h: Defines the rx::Image11 class, which acts as the interface to
+// the actual underlying resources of a Texture
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_IMAGE11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_IMAGE11_H_
+
+#include "libANGLE/renderer/d3d/ImageD3D.h"
+#include "libANGLE/ImageIndex.h"
+
+#include "common/debug.h"
+
+namespace gl
+{
+class Framebuffer;
+}
+
+namespace rx
+{
+class Renderer11;
+class TextureStorage11;
+
+class Image11 : public ImageD3D
+{
+ public:
+ Image11(Renderer11 *renderer);
+ virtual ~Image11();
+
+ static Image11 *makeImage11(ImageD3D *img);
+
+ static gl::Error generateMipmap(Image11 *dest, Image11 *src);
+
+ virtual bool isDirty() const;
+
+ virtual gl::Error copyToStorage(TextureStorage *storage, const gl::ImageIndex &index, const gl::Box &region);
+
+ bool redefine(GLenum target, GLenum internalformat, const gl::Extents &size, bool forceRelease) override;
+
+ DXGI_FORMAT getDXGIFormat() const;
+
+ virtual gl::Error loadData(const gl::Box &area, const gl::PixelUnpackState &unpack, GLenum type, const void *input);
+ virtual gl::Error loadCompressedData(const gl::Box &area, const void *input);
+
+ virtual gl::Error copy(const gl::Offset &destOffset, const gl::Rectangle &sourceArea, RenderTargetD3D *source);
+ virtual gl::Error copy(const gl::Offset &destOffset, const gl::Box &sourceArea,
+ const gl::ImageIndex &sourceIndex, TextureStorage *source);
+
+ gl::Error recoverFromAssociatedStorage();
+ bool isAssociatedStorageValid(TextureStorage11* textureStorage) const;
+ void disassociateStorage();
+
+ protected:
+ gl::Error map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map);
+ void unmap();
+
+ private:
+ gl::Error copyToStorageImpl(TextureStorage11 *storage11, const gl::ImageIndex &index, const gl::Box &region);
+ gl::Error copy(const gl::Offset &destOffset, const gl::Box &sourceArea, ID3D11Resource *source, UINT sourceSubResource);
+
+ gl::Error getStagingTexture(ID3D11Resource **outStagingTexture, unsigned int *outSubresourceIndex);
+ gl::Error createStagingTexture();
+ void releaseStagingTexture();
+
+ Renderer11 *mRenderer;
+ D3D_FEATURE_LEVEL mFeatureLevel;
+
+ DXGI_FORMAT mDXGIFormat;
+ ID3D11Resource *mStagingTexture;
+ unsigned int mStagingSubresource;
+
+ bool mRecoverFromStorage;
+ TextureStorage11 *mAssociatedStorage;
+ gl::ImageIndex mAssociatedImageIndex;
+ unsigned int mRecoveredFromStorageCount;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_IMAGE11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.cpp
new file mode 100644
index 0000000000..99c199f2b9
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.cpp
@@ -0,0 +1,162 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// IndexBuffer11.cpp: Defines the D3D11 IndexBuffer implementation.
+
+#include "libANGLE/renderer/d3d/d3d11/IndexBuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+
+namespace rx
+{
+
+IndexBuffer11::IndexBuffer11(Renderer11 *const renderer) : mRenderer(renderer)
+{
+ mBuffer = NULL;
+ mBufferSize = 0;
+ mDynamicUsage = false;
+}
+
+IndexBuffer11::~IndexBuffer11()
+{
+ SafeRelease(mBuffer);
+}
+
+gl::Error IndexBuffer11::initialize(unsigned int bufferSize, GLenum indexType, bool dynamic)
+{
+ SafeRelease(mBuffer);
+
+ updateSerial();
+
+ if (bufferSize > 0)
+ {
+ ID3D11Device* dxDevice = mRenderer->getDevice();
+
+ D3D11_BUFFER_DESC bufferDesc;
+ bufferDesc.ByteWidth = bufferSize;
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.StructureByteStride = 0;
+
+ HRESULT result = dxDevice->CreateBuffer(&bufferDesc, NULL, &mBuffer);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal index buffer of size, %lu.", bufferSize);
+ }
+ }
+
+ mBufferSize = bufferSize;
+ mIndexType = indexType;
+ mDynamicUsage = dynamic;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+IndexBuffer11 *IndexBuffer11::makeIndexBuffer11(IndexBuffer *indexBuffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(IndexBuffer11*, indexBuffer));
+ return static_cast<IndexBuffer11*>(indexBuffer);
+}
+
+gl::Error IndexBuffer11::mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory)
+{
+ if (!mBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal index buffer is not initialized.");
+ }
+
+ // Check for integer overflows and out-out-bounds map requests
+ if (offset + size < offset || offset + size > mBufferSize)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Index buffer map range is not inside the buffer.");
+ }
+
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal index buffer, HRESULT: 0x%08x.", result);
+ }
+
+ *outMappedMemory = reinterpret_cast<char*>(mappedResource.pData) + offset;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error IndexBuffer11::unmapBuffer()
+{
+ if (!mBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal index buffer is not initialized.");
+ }
+
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+ dxContext->Unmap(mBuffer, 0);
+ return gl::Error(GL_NO_ERROR);
+}
+
+GLenum IndexBuffer11::getIndexType() const
+{
+ return mIndexType;
+}
+
+unsigned int IndexBuffer11::getBufferSize() const
+{
+ return mBufferSize;
+}
+
+gl::Error IndexBuffer11::setSize(unsigned int bufferSize, GLenum indexType)
+{
+ if (bufferSize > mBufferSize || indexType != mIndexType)
+ {
+ return initialize(bufferSize, indexType, mDynamicUsage);
+ }
+ else
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error IndexBuffer11::discard()
+{
+ if (!mBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal index buffer is not initialized.");
+ }
+
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal index buffer, HRESULT: 0x%08x.", result);
+ }
+
+ dxContext->Unmap(mBuffer, 0);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+DXGI_FORMAT IndexBuffer11::getIndexFormat() const
+{
+ switch (mIndexType)
+ {
+ case GL_UNSIGNED_BYTE: return DXGI_FORMAT_R16_UINT;
+ case GL_UNSIGNED_SHORT: return DXGI_FORMAT_R16_UINT;
+ case GL_UNSIGNED_INT: return DXGI_FORMAT_R32_UINT;
+ default: UNREACHABLE(); return DXGI_FORMAT_UNKNOWN;
+ }
+}
+
+ID3D11Buffer *IndexBuffer11::getBuffer() const
+{
+ return mBuffer;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.h
new file mode 100644
index 0000000000..eadd03eb76
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/IndexBuffer11.h
@@ -0,0 +1,51 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// IndexBuffer11.h: Defines the D3D11 IndexBuffer implementation.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_INDEXBUFFER11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_INDEXBUFFER11_H_
+
+#include "libANGLE/renderer/d3d/IndexBuffer.h"
+
+namespace rx
+{
+class Renderer11;
+
+class IndexBuffer11 : public IndexBuffer
+{
+ public:
+ explicit IndexBuffer11(Renderer11 *const renderer);
+ virtual ~IndexBuffer11();
+
+ virtual gl::Error initialize(unsigned int bufferSize, GLenum indexType, bool dynamic);
+
+ static IndexBuffer11 *makeIndexBuffer11(IndexBuffer *indexBuffer);
+
+ virtual gl::Error mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory);
+ virtual gl::Error unmapBuffer();
+
+ virtual GLenum getIndexType() const;
+ virtual unsigned int getBufferSize() const;
+ virtual gl::Error setSize(unsigned int bufferSize, GLenum indexType);
+
+ virtual gl::Error discard();
+
+ DXGI_FORMAT getIndexFormat() const;
+ ID3D11Buffer *getBuffer() const;
+
+ private:
+ Renderer11 *const mRenderer;
+
+ ID3D11Buffer *mBuffer;
+ unsigned int mBufferSize;
+ GLenum mIndexType;
+ bool mDynamicUsage;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_INDEXBUFFER11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
new file mode 100644
index 0000000000..242c09d6ce
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
@@ -0,0 +1,430 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// InputLayoutCache.cpp: Defines InputLayoutCache, a class that builds and caches
+// D3D11 input layouts.
+
+#include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h"
+#include "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/ProgramD3D.h"
+#include "libANGLE/renderer/d3d/VertexDataManager.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/VertexAttribute.h"
+
+#include "third_party/murmurhash/MurmurHash3.h"
+
+namespace rx
+{
+
+static void GetInputLayout(const TranslatedAttribute translatedAttributes[gl::MAX_VERTEX_ATTRIBS],
+ gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS])
+{
+ for (unsigned int attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
+ {
+ const TranslatedAttribute &translatedAttribute = translatedAttributes[attributeIndex];
+
+ if (translatedAttributes[attributeIndex].active)
+ {
+ inputLayout[attributeIndex] = gl::VertexFormat(*translatedAttribute.attribute,
+ translatedAttribute.currentValueType);
+ }
+ }
+}
+
+const unsigned int InputLayoutCache::kMaxInputLayouts = 1024;
+
+InputLayoutCache::InputLayoutCache() : mInputLayoutMap(kMaxInputLayouts, hashInputLayout, compareInputLayouts)
+{
+ mCounter = 0;
+ mDevice = NULL;
+ mDeviceContext = NULL;
+ mCurrentIL = NULL;
+ for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mCurrentBuffers[i] = NULL;
+ mCurrentVertexStrides[i] = static_cast<UINT>(-1);
+ mCurrentVertexOffsets[i] = static_cast<UINT>(-1);
+ }
+ mPointSpriteVertexBuffer = NULL;
+ mPointSpriteIndexBuffer = NULL;
+}
+
+InputLayoutCache::~InputLayoutCache()
+{
+ clear();
+}
+
+void InputLayoutCache::initialize(ID3D11Device *device, ID3D11DeviceContext *context)
+{
+ clear();
+ mDevice = device;
+ mDeviceContext = context;
+ mFeatureLevel = device->GetFeatureLevel();
+}
+
+void InputLayoutCache::clear()
+{
+ for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
+ {
+ SafeRelease(i->second.inputLayout);
+ }
+ mInputLayoutMap.clear();
+ SafeRelease(mPointSpriteVertexBuffer);
+ SafeRelease(mPointSpriteIndexBuffer);
+ markDirty();
+}
+
+void InputLayoutCache::markDirty()
+{
+ mCurrentIL = NULL;
+ for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mCurrentBuffers[i] = NULL;
+ mCurrentVertexStrides[i] = static_cast<UINT>(-1);
+ mCurrentVertexOffsets[i] = static_cast<UINT>(-1);
+ }
+}
+
+gl::Error InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
+ GLenum mode, gl::Program *program)
+{
+ ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
+
+ int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS];
+ programD3D->sortAttributesByLayout(attributes, sortedSemanticIndices);
+ bool programUsesInstancedPointSprites = programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation();
+ bool instancedPointSpritesActive = programUsesInstancedPointSprites && (mode == GL_POINTS);
+
+ if (!mDevice || !mDeviceContext)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal input layout cache is not initialized.");
+ }
+
+ InputLayoutKey ilKey = { 0 };
+
+ static const char* semanticName = "TEXCOORD";
+
+ unsigned int firstIndexedElement = gl::MAX_VERTEX_ATTRIBS;
+ unsigned int firstInstancedElement = gl::MAX_VERTEX_ATTRIBS;
+ unsigned int nextAvailableInputSlot = 0;
+
+ for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (attributes[i].active)
+ {
+ D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;
+ // If rendering points and instanced pointsprite emulation is being used, the inputClass is required to be configured as per instance data
+ inputClass = instancedPointSpritesActive ? D3D11_INPUT_PER_INSTANCE_DATA : inputClass;
+
+ gl::VertexFormat vertexFormat(*attributes[i].attribute, attributes[i].currentValueType);
+ const d3d11::VertexFormat &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormat, mFeatureLevel);
+
+ // Record the type of the associated vertex shader vector in our key
+ // This will prevent mismatched vertex shaders from using the same input layout
+ GLint attributeSize;
+ program->getActiveAttribute(ilKey.elementCount, 0, NULL, &attributeSize, &ilKey.elements[ilKey.elementCount].glslElementType, NULL);
+
+ ilKey.elements[ilKey.elementCount].desc.SemanticName = semanticName;
+ ilKey.elements[ilKey.elementCount].desc.SemanticIndex = sortedSemanticIndices[i];
+ ilKey.elements[ilKey.elementCount].desc.Format = vertexFormatInfo.nativeFormat;
+ ilKey.elements[ilKey.elementCount].desc.InputSlot = i;
+ ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = 0;
+ ilKey.elements[ilKey.elementCount].desc.InputSlotClass = inputClass;
+ ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = instancedPointSpritesActive ? 1 : attributes[i].divisor;
+
+ if (inputClass == D3D11_INPUT_PER_VERTEX_DATA && firstIndexedElement == gl::MAX_VERTEX_ATTRIBS)
+ {
+ firstIndexedElement = ilKey.elementCount;
+ }
+ else if (inputClass == D3D11_INPUT_PER_INSTANCE_DATA && firstInstancedElement == gl::MAX_VERTEX_ATTRIBS)
+ {
+ firstInstancedElement = ilKey.elementCount;
+ }
+
+ ilKey.elementCount++;
+ nextAvailableInputSlot = i + 1;
+ }
+ }
+
+ // Instanced PointSprite emulation requires additional entries in the
+ // inputlayout to support the vertices that make up the pointsprite quad.
+ // We do this even if mode != GL_POINTS, since the shader signature has these inputs, and the input layout must match the shader
+ if (programUsesInstancedPointSprites)
+ {
+ ilKey.elements[ilKey.elementCount].desc.SemanticName = "SPRITEPOSITION";
+ ilKey.elements[ilKey.elementCount].desc.SemanticIndex = 0;
+ ilKey.elements[ilKey.elementCount].desc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
+ ilKey.elements[ilKey.elementCount].desc.InputSlot = nextAvailableInputSlot;
+ ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = 0;
+ ilKey.elements[ilKey.elementCount].desc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = 0;
+
+ // The new elements are D3D11_INPUT_PER_VERTEX_DATA data so the indexed element
+ // tracking must be applied. This ensures that the instancing specific
+ // buffer swapping logic continues to work.
+ if (firstIndexedElement == gl::MAX_VERTEX_ATTRIBS)
+ {
+ firstIndexedElement = ilKey.elementCount;
+ }
+
+ ilKey.elementCount++;
+
+ ilKey.elements[ilKey.elementCount].desc.SemanticName = "SPRITETEXCOORD";
+ ilKey.elements[ilKey.elementCount].desc.SemanticIndex = 0;
+ ilKey.elements[ilKey.elementCount].desc.Format = DXGI_FORMAT_R32G32_FLOAT;
+ ilKey.elements[ilKey.elementCount].desc.InputSlot = nextAvailableInputSlot;
+ ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = sizeof(float) * 3;
+ ilKey.elements[ilKey.elementCount].desc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = 0;
+
+ ilKey.elementCount++;
+ }
+
+ // On 9_3, we must ensure that slot 0 contains non-instanced data.
+ // If slot 0 currently contains instanced data then we swap it with a non-instanced element.
+ // Note that instancing is only available on 9_3 via ANGLE_instanced_arrays, since 9_3 doesn't support OpenGL ES 3.0.
+ // As per the spec for ANGLE_instanced_arrays, not all attributes can be instanced simultaneously, so a non-instanced element must exist.
+ ASSERT(!(mFeatureLevel <= D3D_FEATURE_LEVEL_9_3 && firstIndexedElement == gl::MAX_VERTEX_ATTRIBS));
+ bool moveFirstIndexedIntoSlotZero = mFeatureLevel <= D3D_FEATURE_LEVEL_9_3 && firstInstancedElement == 0 && firstIndexedElement != gl::MAX_VERTEX_ATTRIBS;
+
+ if (moveFirstIndexedIntoSlotZero)
+ {
+ ilKey.elements[firstInstancedElement].desc.InputSlot = ilKey.elements[firstIndexedElement].desc.InputSlot;
+ ilKey.elements[firstIndexedElement].desc.InputSlot = 0;
+
+ // Instanced PointSprite emulation uses multiple layout entries across a single vertex buffer.
+ // If an index swap is performed, we need to ensure that all elements get the proper InputSlot.
+ if (programUsesInstancedPointSprites)
+ {
+ ilKey.elements[firstIndexedElement + 1].desc.InputSlot = 0;
+ }
+ }
+
+ ID3D11InputLayout *inputLayout = NULL;
+
+ InputLayoutMap::iterator keyIter = mInputLayoutMap.find(ilKey);
+ if (keyIter != mInputLayoutMap.end())
+ {
+ inputLayout = keyIter->second.inputLayout;
+ keyIter->second.lastUsedTime = mCounter++;
+ }
+ else
+ {
+ gl::VertexFormat shaderInputLayout[gl::MAX_VERTEX_ATTRIBS];
+ GetInputLayout(attributes, shaderInputLayout);
+
+ ShaderExecutableD3D *shader = NULL;
+ gl::Error error = programD3D->getVertexExecutableForInputLayout(shaderInputLayout, &shader, nullptr);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ShaderExecutableD3D *shader11 = ShaderExecutable11::makeShaderExecutable11(shader);
+
+ D3D11_INPUT_ELEMENT_DESC descs[gl::MAX_VERTEX_ATTRIBS];
+ for (unsigned int j = 0; j < ilKey.elementCount; ++j)
+ {
+ descs[j] = ilKey.elements[j].desc;
+ }
+
+ HRESULT result = mDevice->CreateInputLayout(descs, ilKey.elementCount, shader11->getFunction(), shader11->getLength(), &inputLayout);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal input layout, HRESULT: 0x%08x", result);
+ }
+
+ if (mInputLayoutMap.size() >= kMaxInputLayouts)
+ {
+ TRACE("Overflowed the limit of %u input layouts, removing the least recently used "
+ "to make room.", kMaxInputLayouts);
+
+ InputLayoutMap::iterator leastRecentlyUsed = mInputLayoutMap.begin();
+ for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
+ {
+ if (i->second.lastUsedTime < leastRecentlyUsed->second.lastUsedTime)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.inputLayout);
+ mInputLayoutMap.erase(leastRecentlyUsed);
+ }
+
+ InputLayoutCounterPair inputCounterPair;
+ inputCounterPair.inputLayout = inputLayout;
+ inputCounterPair.lastUsedTime = mCounter++;
+
+ mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair));
+ }
+
+ if (inputLayout != mCurrentIL)
+ {
+ mDeviceContext->IASetInputLayout(inputLayout);
+ mCurrentIL = inputLayout;
+ }
+
+ bool dirtyBuffers = false;
+ size_t minDiff = gl::MAX_VERTEX_ATTRIBS;
+ size_t maxDiff = 0;
+ unsigned int nextAvailableIndex = 0;
+
+ for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ ID3D11Buffer *buffer = NULL;
+
+ if (attributes[i].active)
+ {
+ VertexBuffer11 *vertexBuffer = VertexBuffer11::makeVertexBuffer11(attributes[i].vertexBuffer);
+ Buffer11 *bufferStorage = attributes[i].storage ? Buffer11::makeBuffer11(attributes[i].storage) : NULL;
+
+ buffer = bufferStorage ? bufferStorage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK)
+ : vertexBuffer->getBuffer();
+ }
+
+ UINT vertexStride = attributes[i].stride;
+ UINT vertexOffset = attributes[i].offset;
+
+ if (buffer != mCurrentBuffers[i] || vertexStride != mCurrentVertexStrides[i] ||
+ vertexOffset != mCurrentVertexOffsets[i])
+ {
+ dirtyBuffers = true;
+ minDiff = std::min(minDiff, static_cast<size_t>(i));
+ maxDiff = std::max(maxDiff, static_cast<size_t>(i));
+
+ mCurrentBuffers[i] = buffer;
+ mCurrentVertexStrides[i] = vertexStride;
+ mCurrentVertexOffsets[i] = vertexOffset;
+
+ // If a non null ID3D11Buffer is being assigned to mCurrentBuffers,
+ // then the next available index needs to be tracked to ensure
+ // that any instanced pointsprite emulation buffers will be properly packed.
+ if (buffer)
+ {
+ nextAvailableIndex = i + 1;
+ }
+ }
+ }
+
+ // Instanced PointSprite emulation requires two additional ID3D11Buffers.
+ // A vertex buffer needs to be created and added to the list of current buffers,
+ // strides and offsets collections. This buffer contains the vertices for a single
+ // PointSprite quad.
+ // An index buffer also needs to be created and applied because rendering instanced
+ // data on D3D11 FL9_3 requires DrawIndexedInstanced() to be used.
+ if (instancedPointSpritesActive)
+ {
+ HRESULT result = S_OK;
+ const UINT pointSpriteVertexStride = sizeof(float) * 5;
+
+ if (!mPointSpriteVertexBuffer)
+ {
+ static const float pointSpriteVertices[] =
+ {
+ // Position // TexCoord
+ -1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 0.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ };
+
+ D3D11_SUBRESOURCE_DATA vertexBufferData = { pointSpriteVertices, 0, 0 };
+ D3D11_BUFFER_DESC vertexBufferDesc;
+ vertexBufferDesc.ByteWidth = sizeof(pointSpriteVertices);
+ vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
+ vertexBufferDesc.CPUAccessFlags = 0;
+ vertexBufferDesc.MiscFlags = 0;
+ vertexBufferDesc.StructureByteStride = 0;
+
+ result = mDevice->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &mPointSpriteVertexBuffer);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create instanced pointsprite emulation vertex buffer, HRESULT: 0x%08x", result);
+ }
+ }
+
+ mCurrentBuffers[nextAvailableIndex] = mPointSpriteVertexBuffer;
+ mCurrentVertexStrides[nextAvailableIndex] = pointSpriteVertexStride;
+ mCurrentVertexOffsets[nextAvailableIndex] = 0;
+
+ if (!mPointSpriteIndexBuffer)
+ {
+ // Create an index buffer and set it for pointsprite rendering
+ static const unsigned short pointSpriteIndices[] =
+ {
+ 0, 1, 2, 3, 4, 5,
+ };
+
+ D3D11_SUBRESOURCE_DATA indexBufferData = { pointSpriteIndices, 0, 0 };
+ D3D11_BUFFER_DESC indexBufferDesc;
+ indexBufferDesc.ByteWidth = sizeof(pointSpriteIndices);
+ indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ indexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
+ indexBufferDesc.CPUAccessFlags = 0;
+ indexBufferDesc.MiscFlags = 0;
+ indexBufferDesc.StructureByteStride = 0;
+
+ result = mDevice->CreateBuffer(&indexBufferDesc, &indexBufferData, &mPointSpriteIndexBuffer);
+ if (FAILED(result))
+ {
+ SafeRelease(mPointSpriteVertexBuffer);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create instanced pointsprite emulation index buffer, HRESULT: 0x%08x", result);
+ }
+ }
+
+ // The index buffer is applied here because Instanced PointSprite emulation uses
+ // the a non-indexed rendering path in ANGLE (DrawArrays). This means that applyIndexBuffer()
+ // on the renderer will not be called and setting this buffer here ensures that the rendering
+ // path will contain the correct index buffers.
+ mDeviceContext->IASetIndexBuffer(mPointSpriteIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
+ }
+
+ if (moveFirstIndexedIntoSlotZero)
+ {
+ // In this case, we swapped the slots of the first instanced element and the first indexed element, to ensure
+ // that the first slot contains non-instanced data (required by Feature Level 9_3).
+ // We must also swap the corresponding buffers sent to IASetVertexBuffers so that the correct data is sent to each slot.
+ std::swap(mCurrentBuffers[firstIndexedElement], mCurrentBuffers[firstInstancedElement]);
+ std::swap(mCurrentVertexStrides[firstIndexedElement], mCurrentVertexStrides[firstInstancedElement]);
+ std::swap(mCurrentVertexOffsets[firstIndexedElement], mCurrentVertexOffsets[firstInstancedElement]);
+ }
+
+ if (dirtyBuffers)
+ {
+ ASSERT(minDiff <= maxDiff && maxDiff < gl::MAX_VERTEX_ATTRIBS);
+ mDeviceContext->IASetVertexBuffers(minDiff, maxDiff - minDiff + 1, mCurrentBuffers + minDiff,
+ mCurrentVertexStrides + minDiff, mCurrentVertexOffsets + minDiff);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+std::size_t InputLayoutCache::hashInputLayout(const InputLayoutKey &inputLayout)
+{
+ static const unsigned int seed = 0xDEADBEEF;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(inputLayout.begin(), inputLayout.end() - inputLayout.begin(), seed, &hash);
+ return hash;
+}
+
+bool InputLayoutCache::compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b)
+{
+ if (a.elementCount != b.elementCount)
+ {
+ return false;
+ }
+
+ return std::equal(a.begin(), a.end(), b.begin());
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.h
new file mode 100644
index 0000000000..2c94c57595
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.h
@@ -0,0 +1,103 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// InputLayoutCache.h: Defines InputLayoutCache, a class that builds and caches
+// D3D11 input layouts.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_INPUTLAYOUTCACHE_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_INPUTLAYOUTCACHE_H_
+
+#include "libANGLE/Constants.h"
+#include "libANGLE/Error.h"
+#include "common/angleutils.h"
+
+#include <GLES2/gl2.h>
+
+#include <cstddef>
+#include <unordered_map>
+
+namespace gl
+{
+class Program;
+}
+
+namespace rx
+{
+struct TranslatedAttribute;
+
+class InputLayoutCache : angle::NonCopyable
+{
+ public:
+ InputLayoutCache();
+ virtual ~InputLayoutCache();
+
+ void initialize(ID3D11Device *device, ID3D11DeviceContext *context);
+ void clear();
+ void markDirty();
+
+ gl::Error applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
+ GLenum mode, gl::Program *program);
+
+ private:
+ struct InputLayoutElement
+ {
+ D3D11_INPUT_ELEMENT_DESC desc;
+ GLenum glslElementType;
+ };
+
+ struct InputLayoutKey
+ {
+ unsigned int elementCount;
+ InputLayoutElement elements[gl::MAX_VERTEX_ATTRIBS];
+
+ const char *begin() const
+ {
+ return reinterpret_cast<const char*>(&elementCount);
+ }
+
+ const char *end() const
+ {
+ return reinterpret_cast<const char*>(&elements[elementCount]);
+ }
+ };
+
+ struct InputLayoutCounterPair
+ {
+ ID3D11InputLayout *inputLayout;
+ unsigned long long lastUsedTime;
+ };
+
+ ID3D11InputLayout *mCurrentIL;
+ ID3D11Buffer *mCurrentBuffers[gl::MAX_VERTEX_ATTRIBS];
+ UINT mCurrentVertexStrides[gl::MAX_VERTEX_ATTRIBS];
+ UINT mCurrentVertexOffsets[gl::MAX_VERTEX_ATTRIBS];
+
+ ID3D11Buffer *mPointSpriteVertexBuffer;
+ ID3D11Buffer *mPointSpriteIndexBuffer;
+
+ static std::size_t hashInputLayout(const InputLayoutKey &inputLayout);
+ static bool compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b);
+
+ typedef std::size_t (*InputLayoutHashFunction)(const InputLayoutKey &);
+ typedef bool (*InputLayoutEqualityFunction)(const InputLayoutKey &, const InputLayoutKey &);
+ typedef std::unordered_map<InputLayoutKey,
+ InputLayoutCounterPair,
+ InputLayoutHashFunction,
+ InputLayoutEqualityFunction> InputLayoutMap;
+ InputLayoutMap mInputLayoutMap;
+
+ static const unsigned int kMaxInputLayouts;
+
+ unsigned long long mCounter;
+
+ ID3D11Device *mDevice;
+ ID3D11DeviceContext *mDeviceContext;
+ D3D_FEATURE_LEVEL mFeatureLevel;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_INPUTLAYOUTCACHE_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/NativeWindow.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/NativeWindow.h
new file mode 100644
index 0000000000..81b9ea748d
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/NativeWindow.h
@@ -0,0 +1,80 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// NativeWindow.h: Defines NativeWindow, a class for managing and
+// performing operations on an EGLNativeWindowType.
+// It is used for HWND (Desktop Windows) and IInspectable objects
+//(Windows Store Applications).
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_NATIVEWINDOW_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_NATIVEWINDOW_H_
+
+#include "common/debug.h"
+#include "common/platform.h"
+
+#include <EGL/eglplatform.h>
+
+// DXGISwapChain and DXGIFactory are typedef'd to specific required
+// types. The HWND NativeWindow implementation requires IDXGISwapChain
+// and IDXGIFactory and the Windows Store NativeWindow
+// implementation requires IDXGISwapChain1 and IDXGIFactory2.
+#if defined(ANGLE_ENABLE_WINDOWS_STORE)
+typedef IDXGISwapChain1 DXGISwapChain;
+typedef IDXGIFactory2 DXGIFactory;
+
+#include <wrl.h>
+#include <wrl/wrappers/corewrappers.h>
+#include <windows.applicationmodel.core.h>
+#include <memory>
+
+namespace rx
+{
+class InspectableNativeWindow;
+}
+
+using namespace Microsoft::WRL;
+using namespace Microsoft::WRL::Wrappers;
+
+#else
+typedef IDXGISwapChain DXGISwapChain;
+typedef IDXGIFactory DXGIFactory;
+#endif
+
+namespace rx
+{
+
+class NativeWindow
+{
+ public:
+ enum RotationFlags { RotateNone = 0, RotateLeft = 1, RotateRight = 2 };
+ explicit NativeWindow(EGLNativeWindowType window);
+
+ bool initialize();
+ bool getClientRect(LPRECT rect);
+ bool isIconic();
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ RotationFlags rotationFlags() const;
+#endif
+ static bool isValidNativeWindow(EGLNativeWindowType window);
+
+ HRESULT createSwapChain(ID3D11Device* device, DXGIFactory* factory,
+ DXGI_FORMAT format, UINT width, UINT height,
+ DXGISwapChain** swapChain);
+
+ inline EGLNativeWindowType getNativeWindow() const { return mWindow; }
+
+ private:
+ EGLNativeWindowType mWindow;
+
+#if defined(ANGLE_ENABLE_WINDOWS_STORE)
+ std::shared_ptr<InspectableNativeWindow> mImpl;
+#endif
+
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_NATIVEWINDOW_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp
new file mode 100644
index 0000000000..5fd5237d90
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp
@@ -0,0 +1,302 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// PixelTransfer11.cpp:
+// Implementation for buffer-to-texture and texture-to-buffer copies.
+// Used to implement pixel transfers from unpack and to pack buffers.
+//
+
+#include "libANGLE/renderer/d3d/d3d11/PixelTransfer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/Texture.h"
+#include "libANGLE/Buffer.h"
+#include "libANGLE/Context.h"
+
+// Precompiled shaders
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_gs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4f.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4i.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4ui.h"
+
+namespace rx
+{
+
+PixelTransfer11::PixelTransfer11(Renderer11 *renderer)
+ : mRenderer(renderer),
+ mResourcesLoaded(false),
+ mBufferToTextureVS(NULL),
+ mBufferToTextureGS(NULL),
+ mParamsConstantBuffer(NULL),
+ mCopyRasterizerState(NULL),
+ mCopyDepthStencilState(NULL)
+{
+}
+
+PixelTransfer11::~PixelTransfer11()
+{
+ for (auto shaderMapIt = mBufferToTexturePSMap.begin(); shaderMapIt != mBufferToTexturePSMap.end(); shaderMapIt++)
+ {
+ SafeRelease(shaderMapIt->second);
+ }
+
+ mBufferToTexturePSMap.clear();
+
+ SafeRelease(mBufferToTextureVS);
+ SafeRelease(mBufferToTextureGS);
+ SafeRelease(mParamsConstantBuffer);
+ SafeRelease(mCopyRasterizerState);
+ SafeRelease(mCopyDepthStencilState);
+}
+
+gl::Error PixelTransfer11::loadResources()
+{
+ if (mResourcesLoaded)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ HRESULT result = S_OK;
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RASTERIZER_DESC rasterDesc;
+ rasterDesc.FillMode = D3D11_FILL_SOLID;
+ rasterDesc.CullMode = D3D11_CULL_NONE;
+ rasterDesc.FrontCounterClockwise = FALSE;
+ rasterDesc.DepthBias = 0;
+ rasterDesc.SlopeScaledDepthBias = 0.0f;
+ rasterDesc.DepthBiasClamp = 0.0f;
+ rasterDesc.DepthClipEnable = TRUE;
+ rasterDesc.ScissorEnable = FALSE;
+ rasterDesc.MultisampleEnable = FALSE;
+ rasterDesc.AntialiasedLineEnable = FALSE;
+
+ result = device->CreateRasterizerState(&rasterDesc, &mCopyRasterizerState);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer rasterizer state, result: 0x%X.", result);
+ }
+
+ D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
+ depthStencilDesc.DepthEnable = true;
+ depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.StencilEnable = FALSE;
+ depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
+ depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
+ depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+
+ result = device->CreateDepthStencilState(&depthStencilDesc, &mCopyDepthStencilState);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer depth stencil state, result: 0x%X.", result);
+ }
+
+ D3D11_BUFFER_DESC constantBufferDesc = { 0 };
+ constantBufferDesc.ByteWidth = roundUp<UINT>(sizeof(CopyShaderParams), 32u);
+ constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ constantBufferDesc.MiscFlags = 0;
+ constantBufferDesc.StructureByteStride = 0;
+
+ result = device->CreateBuffer(&constantBufferDesc, NULL, &mParamsConstantBuffer);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer constant buffer, result: 0x%X.", result);
+ }
+ d3d11::SetDebugName(mParamsConstantBuffer, "PixelTransfer11 constant buffer");
+
+ // init shaders
+ mBufferToTextureVS = d3d11::CompileVS(device, g_VS_BufferToTexture, "BufferToTexture VS");
+ if (!mBufferToTextureVS)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture vertex shader.");
+ }
+
+ mBufferToTextureGS = d3d11::CompileGS(device, g_GS_BufferToTexture, "BufferToTexture GS");
+ if (!mBufferToTextureGS)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture geometry shader.");
+ }
+
+ gl::Error error = buildShaderMap();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ StructZero(&mParamsData);
+
+ mResourcesLoaded = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void PixelTransfer11::setBufferToTextureCopyParams(const gl::Box &destArea, const gl::Extents &destSize, GLenum internalFormat,
+ const gl::PixelUnpackState &unpack, unsigned int offset, CopyShaderParams *parametersOut)
+{
+ StructZero(parametersOut);
+
+ float texelCenterX = 0.5f / static_cast<float>(destSize.width - 1);
+ float texelCenterY = 0.5f / static_cast<float>(destSize.height - 1);
+
+ unsigned int bytesPerPixel = gl::GetInternalFormatInfo(internalFormat).pixelBytes;
+ unsigned int alignmentBytes = static_cast<unsigned int>(unpack.alignment);
+ unsigned int alignmentPixels = (alignmentBytes <= bytesPerPixel ? 1 : alignmentBytes / bytesPerPixel);
+
+ parametersOut->FirstPixelOffset = offset / bytesPerPixel;
+ parametersOut->PixelsPerRow = static_cast<unsigned int>((unpack.rowLength > 0) ? unpack.rowLength : destArea.width);
+ parametersOut->RowStride = roundUp(parametersOut->PixelsPerRow, alignmentPixels);
+ parametersOut->RowsPerSlice = static_cast<unsigned int>(destArea.height);
+ parametersOut->PositionOffset[0] = texelCenterX + (destArea.x / float(destSize.width)) * 2.0f - 1.0f;
+ parametersOut->PositionOffset[1] = texelCenterY + ((destSize.height - destArea.y - 1) / float(destSize.height)) * 2.0f - 1.0f;
+ parametersOut->PositionScale[0] = 2.0f / static_cast<float>(destSize.width);
+ parametersOut->PositionScale[1] = -2.0f / static_cast<float>(destSize.height);
+ parametersOut->FirstSlice = destArea.z;
+}
+
+gl::Error PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
+{
+ gl::Error error = loadResources();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ gl::Extents destSize = destRenderTarget->getExtents();
+
+ ASSERT(destArea.x >= 0 && destArea.x + destArea.width <= destSize.width &&
+ destArea.y >= 0 && destArea.y + destArea.height <= destSize.height &&
+ destArea.z >= 0 && destArea.z + destArea.depth <= destSize.depth );
+
+ const gl::Buffer &sourceBuffer = *unpack.pixelBuffer.get();
+
+ ASSERT(mRenderer->supportsFastCopyBufferToTexture(destinationFormat));
+
+ ID3D11PixelShader *pixelShader = findBufferToTexturePS(destinationFormat);
+ ASSERT(pixelShader);
+
+ // The SRV must be in the proper read format, which may be different from the destination format
+ // EG: for half float data, we can load full precision floats with implicit conversion
+ GLenum unsizedFormat = gl::GetInternalFormatInfo(destinationFormat).format;
+ GLenum sourceFormat = gl::GetSizedInternalFormat(unsizedFormat, sourcePixelsType);
+
+ const d3d11::TextureFormat &sourceFormatInfo = d3d11::GetTextureFormatInfo(sourceFormat, mRenderer->getFeatureLevel());
+ DXGI_FORMAT srvFormat = sourceFormatInfo.srvFormat;
+ ASSERT(srvFormat != DXGI_FORMAT_UNKNOWN);
+ Buffer11 *bufferStorage11 = Buffer11::makeBuffer11(sourceBuffer.getImplementation());
+ ID3D11ShaderResourceView *bufferSRV = bufferStorage11->getSRV(srvFormat);
+ ASSERT(bufferSRV != NULL);
+
+ ID3D11RenderTargetView *textureRTV = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(textureRTV != NULL);
+
+ CopyShaderParams shaderParams;
+ setBufferToTextureCopyParams(destArea, destSize, sourceFormat, unpack, offset, &shaderParams);
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ ID3D11Buffer *nullBuffer = NULL;
+ UINT zero = 0;
+
+ // Are we doing a 2D or 3D copy?
+ ID3D11GeometryShader *geometryShader = ((destSize.depth > 1) ? mBufferToTextureGS : NULL);
+
+ deviceContext->VSSetShader(mBufferToTextureVS, NULL, 0);
+ deviceContext->GSSetShader(geometryShader, NULL, 0);
+ deviceContext->PSSetShader(pixelShader, NULL, 0);
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, bufferSRV);
+ deviceContext->IASetInputLayout(NULL);
+ deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
+
+ deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
+ deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
+ deviceContext->OMSetDepthStencilState(mCopyDepthStencilState, 0xFFFFFFFF);
+ deviceContext->RSSetState(mCopyRasterizerState);
+
+ mRenderer->setOneTimeRenderTarget(textureRTV);
+
+ if (!StructEquals(mParamsData, shaderParams))
+ {
+ d3d11::SetBufferData(deviceContext, mParamsConstantBuffer, shaderParams);
+ mParamsData = shaderParams;
+ }
+
+ deviceContext->VSSetConstantBuffers(0, 1, &mParamsConstantBuffer);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = destSize.width;
+ viewport.Height = destSize.height;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ UINT numPixels = (destArea.width * destArea.height * destArea.depth);
+ deviceContext->Draw(numPixels, 0);
+
+ // Unbind textures and render targets and vertex buffer
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+ deviceContext->VSSetConstantBuffers(0, 1, &nullBuffer);
+
+ mRenderer->markAllStateDirty();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error PixelTransfer11::buildShaderMap()
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ mBufferToTexturePSMap[GL_FLOAT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4F, "BufferToTexture RGBA ps");
+ mBufferToTexturePSMap[GL_INT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4I, "BufferToTexture RGBA-I ps");
+ mBufferToTexturePSMap[GL_UNSIGNED_INT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4UI, "BufferToTexture RGBA-UI ps");
+
+ // Check that all the shaders were created successfully
+ for (auto shaderMapIt = mBufferToTexturePSMap.begin(); shaderMapIt != mBufferToTexturePSMap.end(); shaderMapIt++)
+ {
+ if (shaderMapIt->second == NULL)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture pixel shader.");
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+ID3D11PixelShader *PixelTransfer11::findBufferToTexturePS(GLenum internalFormat) const
+{
+ GLenum componentType = gl::GetInternalFormatInfo(internalFormat).componentType;
+ if (componentType == GL_SIGNED_NORMALIZED || componentType == GL_UNSIGNED_NORMALIZED)
+ {
+ componentType = GL_FLOAT;
+ }
+
+ auto shaderMapIt = mBufferToTexturePSMap.find(componentType);
+ return (shaderMapIt == mBufferToTexturePSMap.end() ? NULL : shaderMapIt->second);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.h
new file mode 100644
index 0000000000..1672121ec7
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.h
@@ -0,0 +1,89 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// PixelTransfer11.h:
+// Buffer-to-Texture and Texture-to-Buffer data transfers.
+// Used to implement pixel unpack and pixel pack buffers in ES3.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_PIXELTRANSFER11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_PIXELTRANSFER11_H_
+
+#include "libANGLE/Error.h"
+
+#include "common/platform.h"
+
+#include <GLES2/gl2.h>
+
+#include <map>
+
+namespace gl
+{
+
+class Buffer;
+struct Box;
+struct Extents;
+struct PixelUnpackState;
+
+}
+
+namespace rx
+{
+class Renderer11;
+class RenderTargetD3D;
+
+class PixelTransfer11
+{
+ public:
+ explicit PixelTransfer11(Renderer11 *renderer);
+ ~PixelTransfer11();
+
+ // unpack: the source buffer is stored in the unpack state, and buffer strides
+ // offset: the start of the data within the unpack buffer
+ // destRenderTarget: individual slice/layer of a target texture
+ // destinationFormat/sourcePixelsType: determines shaders + shader parameters
+ // destArea: the sub-section of destRenderTarget to copy to
+ gl::Error copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
+
+ private:
+
+ struct CopyShaderParams
+ {
+ unsigned int FirstPixelOffset;
+ unsigned int PixelsPerRow;
+ unsigned int RowStride;
+ unsigned int RowsPerSlice;
+ float PositionOffset[2];
+ float PositionScale[2];
+ int TexLocationOffset[2];
+ int TexLocationScale[2];
+ unsigned int FirstSlice;
+ };
+
+ static void setBufferToTextureCopyParams(const gl::Box &destArea, const gl::Extents &destSize, GLenum internalFormat,
+ const gl::PixelUnpackState &unpack, unsigned int offset, CopyShaderParams *parametersOut);
+
+ gl::Error loadResources();
+ gl::Error buildShaderMap();
+ ID3D11PixelShader *findBufferToTexturePS(GLenum internalFormat) const;
+
+ Renderer11 *mRenderer;
+
+ bool mResourcesLoaded;
+ std::map<GLenum, ID3D11PixelShader *> mBufferToTexturePSMap;
+ ID3D11VertexShader *mBufferToTextureVS;
+ ID3D11GeometryShader *mBufferToTextureGS;
+ ID3D11Buffer *mParamsConstantBuffer;
+ CopyShaderParams mParamsData;
+
+ ID3D11RasterizerState *mCopyRasterizerState;
+ ID3D11DepthStencilState *mCopyDepthStencilState;
+
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_PIXELTRANSFER11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.cpp
new file mode 100644
index 0000000000..4979ff51a9
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.cpp
@@ -0,0 +1,164 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Query11.cpp: Defines the rx::Query11 class which implements rx::QueryImpl.
+
+#include "libANGLE/renderer/d3d/d3d11/Query11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "common/utilities.h"
+
+#include <GLES2/gl2ext.h>
+
+#if defined(ANGLE_MINGW32_COMPAT)
+typedef struct D3D11_QUERY_DATA_SO_STATISTICS {
+ UINT64 NumPrimitivesWritten;
+ UINT64 PrimitivesStorageNeeded;
+} D3D11_QUERY_DATA_SO_STATISTICS;
+#endif
+
+namespace rx
+{
+
+Query11::Query11(Renderer11 *renderer, GLenum type)
+ : QueryImpl(type),
+ mResult(0),
+ mQueryFinished(false),
+ mRenderer(renderer),
+ mQuery(NULL)
+{
+}
+
+Query11::~Query11()
+{
+ SafeRelease(mQuery);
+}
+
+gl::Error Query11::begin()
+{
+ if (mQuery == NULL)
+ {
+ D3D11_QUERY_DESC queryDesc;
+ queryDesc.Query = gl_d3d11::ConvertQueryType(getType());
+ queryDesc.MiscFlags = 0;
+
+ HRESULT result = mRenderer->getDevice()->CreateQuery(&queryDesc, &mQuery);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal query creation failed, result: 0x%X.", result);
+ }
+ }
+
+ mRenderer->getDeviceContext()->Begin(mQuery);
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Query11::end()
+{
+ ASSERT(mQuery);
+ mRenderer->getDeviceContext()->End(mQuery);
+
+ mQueryFinished = false;
+ mResult = GL_FALSE;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Query11::getResult(GLuint *params)
+{
+ while (!mQueryFinished)
+ {
+ gl::Error error = testQuery();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!mQueryFinished)
+ {
+ ScheduleYield();
+ }
+ }
+
+ ASSERT(mQueryFinished);
+ *params = mResult;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Query11::isResultAvailable(GLuint *available)
+{
+ gl::Error error = testQuery();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *available = (mQueryFinished ? GL_TRUE : GL_FALSE);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Query11::testQuery()
+{
+ if (!mQueryFinished)
+ {
+ ASSERT(mQuery);
+
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ switch (getType())
+ {
+ case GL_ANY_SAMPLES_PASSED_EXT:
+ case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
+ {
+ UINT64 numPixels = 0;
+ HRESULT result = context->GetData(mQuery, &numPixels, sizeof(numPixels), 0);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get the data of an internal query, result: 0x%X.", result);
+ }
+
+ if (result == S_OK)
+ {
+ mQueryFinished = true;
+ mResult = (numPixels > 0) ? GL_TRUE : GL_FALSE;
+ }
+ }
+ break;
+
+ case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
+ {
+ D3D11_QUERY_DATA_SO_STATISTICS soStats = { 0 };
+ HRESULT result = context->GetData(mQuery, &soStats, sizeof(soStats), 0);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get the data of an internal query, result: 0x%X.", result);
+ }
+
+ if (result == S_OK)
+ {
+ mQueryFinished = true;
+ mResult = static_cast<GLuint>(soStats.NumPrimitivesWritten);
+ }
+ }
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ if (!mQueryFinished && mRenderer->testDeviceLost())
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to test get query result, device is lost.");
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.h
new file mode 100644
index 0000000000..bd53fed250
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.h
@@ -0,0 +1,42 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Query11.h: Defines the rx::Query11 class which implements rx::QueryImpl.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_QUERY11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_QUERY11_H_
+
+#include "libANGLE/renderer/QueryImpl.h"
+
+namespace rx
+{
+class Renderer11;
+
+class Query11 : public QueryImpl
+{
+ public:
+ Query11(Renderer11 *renderer, GLenum type);
+ virtual ~Query11();
+
+ virtual gl::Error begin();
+ virtual gl::Error end();
+ virtual gl::Error getResult(GLuint *params);
+ virtual gl::Error isResultAvailable(GLuint *available);
+
+ private:
+ gl::Error testQuery();
+
+ GLuint mResult;
+
+ bool mQueryFinished;
+
+ Renderer11 *mRenderer;
+ ID3D11Query *mQuery;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_QUERY11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp
new file mode 100644
index 0000000000..4990e6bc6e
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp
@@ -0,0 +1,452 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderStateCache.cpp: Defines rx::RenderStateCache, a cache of Direct3D render
+// state objects.
+
+#include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h"
+
+#include <float.h>
+
+#include "common/debug.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "third_party/murmurhash/MurmurHash3.h"
+
+namespace rx
+{
+
+template <typename mapType>
+static void ClearStateMap(mapType &map)
+{
+ for (typename mapType::iterator i = map.begin(); i != map.end(); i++)
+ {
+ SafeRelease(i->second.first);
+ }
+ map.clear();
+}
+
+// MSDN's documentation of ID3D11Device::CreateBlendState, ID3D11Device::CreateRasterizerState,
+// ID3D11Device::CreateDepthStencilState and ID3D11Device::CreateSamplerState claims the maximum
+// number of unique states of each type an application can create is 4096
+const unsigned int RenderStateCache::kMaxBlendStates = 4096;
+const unsigned int RenderStateCache::kMaxRasterizerStates = 4096;
+const unsigned int RenderStateCache::kMaxDepthStencilStates = 4096;
+const unsigned int RenderStateCache::kMaxSamplerStates = 4096;
+
+RenderStateCache::RenderStateCache(Renderer11 *renderer)
+ : mRenderer(renderer),
+ mDevice(NULL),
+ mCounter(0),
+ mBlendStateCache(kMaxBlendStates, hashBlendState, compareBlendStates),
+ mRasterizerStateCache(kMaxRasterizerStates, hashRasterizerState, compareRasterizerStates),
+ mDepthStencilStateCache(kMaxDepthStencilStates, hashDepthStencilState, compareDepthStencilStates),
+ mSamplerStateCache(kMaxSamplerStates, hashSamplerState, compareSamplerStates)
+{
+}
+
+RenderStateCache::~RenderStateCache()
+{
+ clear();
+}
+
+void RenderStateCache::initialize(ID3D11Device *device)
+{
+ clear();
+ mDevice = device;
+}
+
+void RenderStateCache::clear()
+{
+ ClearStateMap(mBlendStateCache);
+ ClearStateMap(mRasterizerStateCache);
+ ClearStateMap(mDepthStencilStateCache);
+ ClearStateMap(mSamplerStateCache);
+}
+
+std::size_t RenderStateCache::hashBlendState(const BlendStateKey &blendState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&blendState, sizeof(gl::BlendState), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareBlendStates(const BlendStateKey &a, const BlendStateKey &b)
+{
+ return memcmp(&a, &b, sizeof(BlendStateKey)) == 0;
+}
+
+gl::Error RenderStateCache::getBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState,
+ ID3D11BlendState **outBlendState)
+{
+ if (!mDevice)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized.");
+ }
+
+ bool mrt = false;
+
+ const FramebufferD3D *framebufferD3D = GetImplAs<FramebufferD3D>(framebuffer);
+ const gl::AttachmentList &colorbuffers = framebufferD3D->getColorAttachmentsForRender(mRenderer->getWorkarounds());
+
+ BlendStateKey key = { 0 };
+ key.blendState = blendState;
+ for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
+ {
+ const gl::FramebufferAttachment *attachment = colorbuffers[colorAttachment];
+
+ auto rtChannels = key.rtChannels[colorAttachment];
+
+ if (attachment)
+ {
+ if (colorAttachment > 0)
+ {
+ mrt = true;
+ }
+
+ rtChannels[0] = attachment->getRedSize() > 0;
+ rtChannels[1] = attachment->getGreenSize() > 0;
+ rtChannels[2] = attachment->getBlueSize() > 0;
+ rtChannels[3] = attachment->getAlphaSize() > 0;
+ }
+ }
+
+ BlendStateMap::iterator keyIter = mBlendStateCache.find(key);
+ if (keyIter != mBlendStateCache.end())
+ {
+ BlendStateCounterPair &state = keyIter->second;
+ state.second = mCounter++;
+ *outBlendState = state.first;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ if (mBlendStateCache.size() >= kMaxBlendStates)
+ {
+ TRACE("Overflowed the limit of %u blend states, removing the least recently used "
+ "to make room.", kMaxBlendStates);
+
+ BlendStateMap::iterator leastRecentlyUsed = mBlendStateCache.begin();
+ for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.first);
+ mBlendStateCache.erase(leastRecentlyUsed);
+ }
+
+ // Create a new blend state and insert it into the cache
+ D3D11_BLEND_DESC blendDesc = { 0 };
+ blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage;
+ blendDesc.IndependentBlendEnable = mrt ? TRUE : FALSE;
+
+ for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
+ {
+ D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = blendDesc.RenderTarget[i];
+
+ rtBlend.BlendEnable = blendState.blend;
+ if (blendState.blend)
+ {
+ rtBlend.SrcBlend = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendRGB, false);
+ rtBlend.DestBlend = gl_d3d11::ConvertBlendFunc(blendState.destBlendRGB, false);
+ rtBlend.BlendOp = gl_d3d11::ConvertBlendOp(blendState.blendEquationRGB);
+
+ rtBlend.SrcBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendAlpha, true);
+ rtBlend.DestBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.destBlendAlpha, true);
+ rtBlend.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha);
+ }
+
+ rtBlend.RenderTargetWriteMask = gl_d3d11::ConvertColorMask(key.rtChannels[i][0] && blendState.colorMaskRed,
+ key.rtChannels[i][1] && blendState.colorMaskGreen,
+ key.rtChannels[i][2] && blendState.colorMaskBlue,
+ key.rtChannels[i][3] && blendState.colorMaskAlpha);
+ }
+
+ ID3D11BlendState *dx11BlendState = NULL;
+ HRESULT result = mDevice->CreateBlendState(&blendDesc, &dx11BlendState);
+ if (FAILED(result) || !dx11BlendState)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result);
+ }
+
+ mBlendStateCache.insert(std::make_pair(key, std::make_pair(dx11BlendState, mCounter++)));
+
+ *outBlendState = dx11BlendState;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+std::size_t RenderStateCache::hashRasterizerState(const RasterizerStateKey &rasterState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&rasterState, sizeof(RasterizerStateKey), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b)
+{
+ return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0;
+}
+
+gl::Error RenderStateCache::getRasterizerState(const gl::RasterizerState &rasterState, bool scissorEnabled,
+ ID3D11RasterizerState **outRasterizerState)
+{
+ if (!mDevice)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized.");
+ }
+
+ RasterizerStateKey key = { 0 };
+ key.rasterizerState = rasterState;
+ key.scissorEnabled = scissorEnabled;
+
+ RasterizerStateMap::iterator keyIter = mRasterizerStateCache.find(key);
+ if (keyIter != mRasterizerStateCache.end())
+ {
+ RasterizerStateCounterPair &state = keyIter->second;
+ state.second = mCounter++;
+ *outRasterizerState = state.first;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ if (mRasterizerStateCache.size() >= kMaxRasterizerStates)
+ {
+ TRACE("Overflowed the limit of %u rasterizer states, removing the least recently used "
+ "to make room.", kMaxRasterizerStates);
+
+ RasterizerStateMap::iterator leastRecentlyUsed = mRasterizerStateCache.begin();
+ for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.first);
+ mRasterizerStateCache.erase(leastRecentlyUsed);
+ }
+
+ D3D11_CULL_MODE cullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode);
+
+ // Disable culling if drawing points
+ if (rasterState.pointDrawMode)
+ {
+ cullMode = D3D11_CULL_NONE;
+ }
+
+ D3D11_RASTERIZER_DESC rasterDesc;
+ rasterDesc.FillMode = D3D11_FILL_SOLID;
+ rasterDesc.CullMode = cullMode;
+ rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE: TRUE;
+ rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though.
+ rasterDesc.DepthClipEnable = TRUE;
+ rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE;
+ rasterDesc.MultisampleEnable = rasterState.multiSample;
+ rasterDesc.AntialiasedLineEnable = FALSE;
+
+ if (rasterState.polygonOffsetFill)
+ {
+ rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor;
+ rasterDesc.DepthBias = (INT)rasterState.polygonOffsetUnits;
+ }
+ else
+ {
+ rasterDesc.SlopeScaledDepthBias = 0.0f;
+ rasterDesc.DepthBias = 0;
+ }
+
+ ID3D11RasterizerState *dx11RasterizerState = NULL;
+ HRESULT result = mDevice->CreateRasterizerState(&rasterDesc, &dx11RasterizerState);
+ if (FAILED(result) || !dx11RasterizerState)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Unable to create a ID3D11RasterizerState, HRESULT: 0x%X.", result);
+ }
+
+ mRasterizerStateCache.insert(std::make_pair(key, std::make_pair(dx11RasterizerState, mCounter++)));
+
+ *outRasterizerState = dx11RasterizerState;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+std::size_t RenderStateCache::hashDepthStencilState(const gl::DepthStencilState &dsState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&dsState, sizeof(gl::DepthStencilState), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b)
+{
+ return memcmp(&a, &b, sizeof(gl::DepthStencilState)) == 0;
+}
+
+gl::Error RenderStateCache::getDepthStencilState(const gl::DepthStencilState &dsState, ID3D11DepthStencilState **outDSState)
+{
+ if (!mDevice)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized.");
+ }
+
+ DepthStencilStateMap::iterator keyIter = mDepthStencilStateCache.find(dsState);
+ if (keyIter != mDepthStencilStateCache.end())
+ {
+ DepthStencilStateCounterPair &state = keyIter->second;
+ state.second = mCounter++;
+ *outDSState = state.first;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ if (mDepthStencilStateCache.size() >= kMaxDepthStencilStates)
+ {
+ TRACE("Overflowed the limit of %u depth stencil states, removing the least recently used "
+ "to make room.", kMaxDepthStencilStates);
+
+ DepthStencilStateMap::iterator leastRecentlyUsed = mDepthStencilStateCache.begin();
+ for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.first);
+ mDepthStencilStateCache.erase(leastRecentlyUsed);
+ }
+
+ D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
+ dsDesc.DepthEnable = dsState.depthTest ? TRUE : FALSE;
+ dsDesc.DepthWriteMask = gl_d3d11::ConvertDepthMask(dsState.depthMask);
+ dsDesc.DepthFunc = gl_d3d11::ConvertComparison(dsState.depthFunc);
+ dsDesc.StencilEnable = dsState.stencilTest ? TRUE : FALSE;
+ dsDesc.StencilReadMask = gl_d3d11::ConvertStencilMask(dsState.stencilMask);
+ dsDesc.StencilWriteMask = gl_d3d11::ConvertStencilMask(dsState.stencilWritemask);
+ dsDesc.FrontFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilFail);
+ dsDesc.FrontFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthFail);
+ dsDesc.FrontFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthPass);
+ dsDesc.FrontFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilFunc);
+ dsDesc.BackFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackFail);
+ dsDesc.BackFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthFail);
+ dsDesc.BackFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthPass);
+ dsDesc.BackFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilBackFunc);
+
+ ID3D11DepthStencilState *dx11DepthStencilState = NULL;
+ HRESULT result = mDevice->CreateDepthStencilState(&dsDesc, &dx11DepthStencilState);
+ if (FAILED(result) || !dx11DepthStencilState)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
+ }
+
+ mDepthStencilStateCache.insert(std::make_pair(dsState, std::make_pair(dx11DepthStencilState, mCounter++)));
+
+ *outDSState = dx11DepthStencilState;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+std::size_t RenderStateCache::hashSamplerState(const gl::SamplerState &samplerState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&samplerState, sizeof(gl::SamplerState), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareSamplerStates(const gl::SamplerState &a, const gl::SamplerState &b)
+{
+ return memcmp(&a, &b, sizeof(gl::SamplerState)) == 0;
+}
+
+gl::Error RenderStateCache::getSamplerState(const gl::SamplerState &samplerState, ID3D11SamplerState **outSamplerState)
+{
+ if (!mDevice)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized.");
+ }
+
+ SamplerStateMap::iterator keyIter = mSamplerStateCache.find(samplerState);
+ if (keyIter != mSamplerStateCache.end())
+ {
+ SamplerStateCounterPair &state = keyIter->second;
+ state.second = mCounter++;
+ *outSamplerState = state.first;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ if (mSamplerStateCache.size() >= kMaxSamplerStates)
+ {
+ TRACE("Overflowed the limit of %u sampler states, removing the least recently used "
+ "to make room.", kMaxSamplerStates);
+
+ SamplerStateMap::iterator leastRecentlyUsed = mSamplerStateCache.begin();
+ for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.first);
+ mSamplerStateCache.erase(leastRecentlyUsed);
+ }
+
+ D3D11_SAMPLER_DESC samplerDesc;
+ samplerDesc.Filter = gl_d3d11::ConvertFilter(samplerState.minFilter, samplerState.magFilter,
+ samplerState.maxAnisotropy, samplerState.compareMode);
+ samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.wrapS);
+ samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.wrapT);
+ samplerDesc.AddressW = gl_d3d11::ConvertTextureWrap(samplerState.wrapR);
+ samplerDesc.MipLODBias = 0;
+ samplerDesc.MaxAnisotropy = samplerState.maxAnisotropy;
+ samplerDesc.ComparisonFunc = gl_d3d11::ConvertComparison(samplerState.compareFunc);
+ samplerDesc.BorderColor[0] = 0.0f;
+ samplerDesc.BorderColor[1] = 0.0f;
+ samplerDesc.BorderColor[2] = 0.0f;
+ samplerDesc.BorderColor[3] = 0.0f;
+ samplerDesc.MinLOD = samplerState.minLod;
+ samplerDesc.MaxLOD = samplerState.maxLod;
+
+ if (mRenderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3)
+ {
+ // Check that maxLOD is nearly FLT_MAX (1000.0f is the default), since 9_3 doesn't support anything other than FLT_MAX.
+ // Note that Feature Level 9_* only supports GL ES 2.0, so the consumer of ANGLE can't modify the Max LOD themselves.
+ ASSERT(samplerState.maxLod >= 999.9f);
+
+ // Now just set MaxLOD to FLT_MAX. Other parts of the renderer (e.g. the non-zero max LOD workaround) should take account of this.
+ samplerDesc.MaxLOD = FLT_MAX;
+ }
+
+ ID3D11SamplerState *dx11SamplerState = NULL;
+ HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState);
+ if (FAILED(result) || !dx11SamplerState)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Unable to create a ID3D11SamplerState, HRESULT: 0x%X.", result);
+ }
+
+ mSamplerStateCache.insert(std::make_pair(samplerState, std::make_pair(dx11SamplerState, mCounter++)));
+
+ *outSamplerState = dx11SamplerState;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h
new file mode 100644
index 0000000000..0099b94a04
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h
@@ -0,0 +1,111 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderStateCache.h: Defines rx::RenderStateCache, a cache of Direct3D render
+// state objects.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERSTATECACHE_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_RENDERSTATECACHE_H_
+
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Error.h"
+#include "common/angleutils.h"
+
+#include <unordered_map>
+
+namespace gl
+{
+class Framebuffer;
+}
+
+namespace rx
+{
+class Renderer11;
+
+class RenderStateCache : angle::NonCopyable
+{
+ public:
+ RenderStateCache(Renderer11 *renderer);
+ virtual ~RenderStateCache();
+
+ void initialize(ID3D11Device *device);
+ void clear();
+
+ gl::Error getBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, ID3D11BlendState **outBlendState);
+ gl::Error getRasterizerState(const gl::RasterizerState &rasterState, bool scissorEnabled, ID3D11RasterizerState **outRasterizerState);
+ gl::Error getDepthStencilState(const gl::DepthStencilState &dsState, ID3D11DepthStencilState **outDSState);
+ gl::Error getSamplerState(const gl::SamplerState &samplerState, ID3D11SamplerState **outSamplerState);
+
+ private:
+ Renderer11 *mRenderer;
+ unsigned long long mCounter;
+
+ // Blend state cache
+ struct BlendStateKey
+ {
+ gl::BlendState blendState;
+ bool rtChannels[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT][4];
+ };
+ static std::size_t hashBlendState(const BlendStateKey &blendState);
+ static bool compareBlendStates(const BlendStateKey &a, const BlendStateKey &b);
+ static const unsigned int kMaxBlendStates;
+
+ typedef std::size_t (*BlendStateHashFunction)(const BlendStateKey &);
+ typedef bool (*BlendStateEqualityFunction)(const BlendStateKey &, const BlendStateKey &);
+ typedef std::pair<ID3D11BlendState*, unsigned long long> BlendStateCounterPair;
+ typedef std::unordered_map<BlendStateKey, BlendStateCounterPair, BlendStateHashFunction, BlendStateEqualityFunction> BlendStateMap;
+ BlendStateMap mBlendStateCache;
+
+ // Rasterizer state cache
+ struct RasterizerStateKey
+ {
+ gl::RasterizerState rasterizerState;
+ bool scissorEnabled;
+ };
+ static std::size_t hashRasterizerState(const RasterizerStateKey &rasterState);
+ static bool compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b);
+ static const unsigned int kMaxRasterizerStates;
+
+ typedef std::size_t (*RasterizerStateHashFunction)(const RasterizerStateKey &);
+ typedef bool (*RasterizerStateEqualityFunction)(const RasterizerStateKey &, const RasterizerStateKey &);
+ typedef std::pair<ID3D11RasterizerState*, unsigned long long> RasterizerStateCounterPair;
+ typedef std::unordered_map<RasterizerStateKey, RasterizerStateCounterPair, RasterizerStateHashFunction, RasterizerStateEqualityFunction> RasterizerStateMap;
+ RasterizerStateMap mRasterizerStateCache;
+
+ // Depth stencil state cache
+ static std::size_t hashDepthStencilState(const gl::DepthStencilState &dsState);
+ static bool compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b);
+ static const unsigned int kMaxDepthStencilStates;
+
+ typedef std::size_t (*DepthStencilStateHashFunction)(const gl::DepthStencilState &);
+ typedef bool (*DepthStencilStateEqualityFunction)(const gl::DepthStencilState &, const gl::DepthStencilState &);
+ typedef std::pair<ID3D11DepthStencilState*, unsigned long long> DepthStencilStateCounterPair;
+ typedef std::unordered_map<gl::DepthStencilState,
+ DepthStencilStateCounterPair,
+ DepthStencilStateHashFunction,
+ DepthStencilStateEqualityFunction> DepthStencilStateMap;
+ DepthStencilStateMap mDepthStencilStateCache;
+
+ // Sample state cache
+ static std::size_t hashSamplerState(const gl::SamplerState &samplerState);
+ static bool compareSamplerStates(const gl::SamplerState &a, const gl::SamplerState &b);
+ static const unsigned int kMaxSamplerStates;
+
+ typedef std::size_t (*SamplerStateHashFunction)(const gl::SamplerState &);
+ typedef bool (*SamplerStateEqualityFunction)(const gl::SamplerState &, const gl::SamplerState &);
+ typedef std::pair<ID3D11SamplerState*, unsigned long long> SamplerStateCounterPair;
+ typedef std::unordered_map<gl::SamplerState,
+ SamplerStateCounterPair,
+ SamplerStateHashFunction,
+ SamplerStateEqualityFunction> SamplerStateMap;
+ SamplerStateMap mSamplerStateCache;
+
+ ID3D11Device *mDevice;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERSTATECACHE_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.cpp
new file mode 100644
index 0000000000..ecd9e13c90
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.cpp
@@ -0,0 +1,394 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderTarget11.cpp: Implements a DX11-specific wrapper for ID3D11View pointers
+// retained by Renderbuffers.
+
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+
+namespace rx
+{
+
+static bool getTextureProperties(ID3D11Resource *resource, unsigned int *mipLevels, unsigned int *samples)
+{
+ ID3D11Texture1D *texture1D = d3d11::DynamicCastComObject<ID3D11Texture1D>(resource);
+ if (texture1D)
+ {
+ D3D11_TEXTURE1D_DESC texDesc;
+ texture1D->GetDesc(&texDesc);
+ SafeRelease(texture1D);
+
+ *mipLevels = texDesc.MipLevels;
+ *samples = 0;
+
+ return true;
+ }
+
+ ID3D11Texture2D *texture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource);
+ if (texture2D)
+ {
+ D3D11_TEXTURE2D_DESC texDesc;
+ texture2D->GetDesc(&texDesc);
+ SafeRelease(texture2D);
+
+ *mipLevels = texDesc.MipLevels;
+ *samples = texDesc.SampleDesc.Count > 1 ? texDesc.SampleDesc.Count : 0;
+
+ return true;
+ }
+
+ ID3D11Texture3D *texture3D = d3d11::DynamicCastComObject<ID3D11Texture3D>(resource);
+ if (texture3D)
+ {
+ D3D11_TEXTURE3D_DESC texDesc;
+ texture3D->GetDesc(&texDesc);
+ SafeRelease(texture3D);
+
+ *mipLevels = texDesc.MipLevels;
+ *samples = 0;
+
+ return true;
+ }
+
+ return false;
+}
+
+static unsigned int getRTVSubresourceIndex(ID3D11Resource *resource, ID3D11RenderTargetView *view)
+{
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ view->GetDesc(&rtvDesc);
+
+ unsigned int mipSlice = 0;
+ unsigned int arraySlice = 0;
+
+ switch (rtvDesc.ViewDimension)
+ {
+ case D3D11_RTV_DIMENSION_TEXTURE1D:
+ mipSlice = rtvDesc.Texture1D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE1DARRAY:
+ mipSlice = rtvDesc.Texture1DArray.MipSlice;
+ arraySlice = rtvDesc.Texture1DArray.FirstArraySlice;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE2D:
+ mipSlice = rtvDesc.Texture2D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE2DARRAY:
+ mipSlice = rtvDesc.Texture2DArray.MipSlice;
+ arraySlice = rtvDesc.Texture2DArray.FirstArraySlice;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE2DMS:
+ mipSlice = 0;
+ arraySlice = 0;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY:
+ mipSlice = 0;
+ arraySlice = rtvDesc.Texture2DMSArray.FirstArraySlice;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE3D:
+ mipSlice = rtvDesc.Texture3D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_RTV_DIMENSION_UNKNOWN:
+ case D3D11_RTV_DIMENSION_BUFFER:
+ UNIMPLEMENTED();
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ unsigned int mipLevels, samples;
+ getTextureProperties(resource, &mipLevels, &samples);
+
+ return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
+}
+
+static unsigned int getDSVSubresourceIndex(ID3D11Resource *resource, ID3D11DepthStencilView *view)
+{
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ view->GetDesc(&dsvDesc);
+
+ unsigned int mipSlice = 0;
+ unsigned int arraySlice = 0;
+
+ switch (dsvDesc.ViewDimension)
+ {
+ case D3D11_DSV_DIMENSION_TEXTURE1D:
+ mipSlice = dsvDesc.Texture1D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE1DARRAY:
+ mipSlice = dsvDesc.Texture1DArray.MipSlice;
+ arraySlice = dsvDesc.Texture1DArray.FirstArraySlice;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE2D:
+ mipSlice = dsvDesc.Texture2D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE2DARRAY:
+ mipSlice = dsvDesc.Texture2DArray.MipSlice;
+ arraySlice = dsvDesc.Texture2DArray.FirstArraySlice;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE2DMS:
+ mipSlice = 0;
+ arraySlice = 0;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY:
+ mipSlice = 0;
+ arraySlice = dsvDesc.Texture2DMSArray.FirstArraySlice;
+ break;
+
+ case D3D11_DSV_DIMENSION_UNKNOWN:
+ UNIMPLEMENTED();
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ unsigned int mipLevels, samples;
+ getTextureProperties(resource, &mipLevels, &samples);
+
+ return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
+}
+
+RenderTarget11 *RenderTarget11::makeRenderTarget11(RenderTargetD3D *target)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(RenderTarget11*, target));
+ return static_cast<RenderTarget11*>(target);
+}
+
+TextureRenderTarget11::TextureRenderTarget11(ID3D11RenderTargetView *rtv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv,
+ GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei samples)
+ : mWidth(width),
+ mHeight(height),
+ mDepth(depth),
+ mInternalFormat(internalFormat),
+ mDXGIFormat(DXGI_FORMAT_UNKNOWN),
+ mSamples(samples),
+ mSubresourceIndex(0),
+ mTexture(resource),
+ mRenderTarget(rtv),
+ mDepthStencil(NULL),
+ mShaderResource(srv)
+{
+ if (mTexture)
+ {
+ mTexture->AddRef();
+ }
+
+ if (mRenderTarget)
+ {
+ mRenderTarget->AddRef();
+ }
+
+ if (mShaderResource)
+ {
+ mShaderResource->AddRef();
+ }
+
+ if (mRenderTarget && mTexture)
+ {
+ mSubresourceIndex = getRTVSubresourceIndex(mTexture, mRenderTarget);
+
+ D3D11_RENDER_TARGET_VIEW_DESC desc;
+ mRenderTarget->GetDesc(&desc);
+ mDXGIFormat = desc.Format;
+ }
+}
+
+TextureRenderTarget11::TextureRenderTarget11(ID3D11DepthStencilView *dsv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv,
+ GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei samples)
+ : mWidth(width),
+ mHeight(height),
+ mDepth(depth),
+ mInternalFormat(internalFormat),
+ mDXGIFormat(DXGI_FORMAT_UNKNOWN),
+ mSamples(samples),
+ mSubresourceIndex(0),
+ mTexture(resource),
+ mRenderTarget(NULL),
+ mDepthStencil(dsv),
+ mShaderResource(srv)
+{
+ if (mTexture)
+ {
+ mTexture->AddRef();
+ }
+
+ if (mDepthStencil)
+ {
+ mDepthStencil->AddRef();
+ }
+
+ if (mShaderResource)
+ {
+ mShaderResource->AddRef();
+ }
+
+ if (mDepthStencil && mTexture)
+ {
+ mSubresourceIndex = getDSVSubresourceIndex(mTexture, mDepthStencil);
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC desc;
+ mDepthStencil->GetDesc(&desc);
+ mDXGIFormat = desc.Format;
+ }
+}
+
+TextureRenderTarget11::~TextureRenderTarget11()
+{
+ SafeRelease(mTexture);
+ SafeRelease(mRenderTarget);
+ SafeRelease(mDepthStencil);
+ SafeRelease(mShaderResource);
+}
+
+ID3D11Resource *TextureRenderTarget11::getTexture() const
+{
+ return mTexture;
+}
+
+ID3D11RenderTargetView *TextureRenderTarget11::getRenderTargetView() const
+{
+ return mRenderTarget;
+}
+
+ID3D11DepthStencilView *TextureRenderTarget11::getDepthStencilView() const
+{
+ return mDepthStencil;
+}
+
+ID3D11ShaderResourceView *TextureRenderTarget11::getShaderResourceView() const
+{
+ return mShaderResource;
+}
+
+GLsizei TextureRenderTarget11::getWidth() const
+{
+ return mWidth;
+}
+
+GLsizei TextureRenderTarget11::getHeight() const
+{
+ return mHeight;
+}
+
+GLsizei TextureRenderTarget11::getDepth() const
+{
+ return mDepth;
+}
+
+GLenum TextureRenderTarget11::getInternalFormat() const
+{
+ return mInternalFormat;
+}
+
+GLsizei TextureRenderTarget11::getSamples() const
+{
+ return mSamples;
+}
+
+unsigned int TextureRenderTarget11::getSubresourceIndex() const
+{
+ return mSubresourceIndex;
+}
+
+DXGI_FORMAT TextureRenderTarget11::getDXGIFormat() const
+{
+ return mDXGIFormat;
+}
+
+SurfaceRenderTarget11::SurfaceRenderTarget11(SwapChain11 *swapChain, Renderer11 *renderer, bool depth)
+ : mSwapChain(swapChain),
+ mRenderer(renderer),
+ mDepth(depth)
+{
+ ASSERT(mSwapChain);
+}
+
+SurfaceRenderTarget11::~SurfaceRenderTarget11()
+{
+}
+
+GLsizei SurfaceRenderTarget11::getWidth() const
+{
+ return mSwapChain->getWidth();
+}
+
+GLsizei SurfaceRenderTarget11::getHeight() const
+{
+ return mSwapChain->getHeight();
+}
+
+GLsizei SurfaceRenderTarget11::getDepth() const
+{
+ return 1;
+}
+
+GLenum SurfaceRenderTarget11::getInternalFormat() const
+{
+ return (mDepth ? mSwapChain->GetDepthBufferInternalFormat() : mSwapChain->GetBackBufferInternalFormat());
+}
+
+GLsizei SurfaceRenderTarget11::getSamples() const
+{
+ // Our EGL surfaces do not support multisampling.
+ return 0;
+}
+
+ID3D11Resource *SurfaceRenderTarget11::getTexture() const
+{
+ return (mDepth ? mSwapChain->getDepthStencilTexture() : mSwapChain->getOffscreenTexture());
+}
+
+ID3D11RenderTargetView *SurfaceRenderTarget11::getRenderTargetView() const
+{
+ return (mDepth ? NULL : mSwapChain->getRenderTarget());
+}
+
+ID3D11DepthStencilView *SurfaceRenderTarget11::getDepthStencilView() const
+{
+ return (mDepth ? mSwapChain->getDepthStencil() : NULL);
+}
+
+ID3D11ShaderResourceView *SurfaceRenderTarget11::getShaderResourceView() const
+{
+ return (mDepth ? mSwapChain->getDepthStencilShaderResource() : mSwapChain->getRenderTargetShaderResource());
+}
+
+unsigned int SurfaceRenderTarget11::getSubresourceIndex() const
+{
+ return 0;
+}
+
+DXGI_FORMAT SurfaceRenderTarget11::getDXGIFormat() const
+{
+ return d3d11::GetTextureFormatInfo(getInternalFormat(), mRenderer->getFeatureLevel()).texFormat;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h
new file mode 100644
index 0000000000..4472a56175
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h
@@ -0,0 +1,110 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderTarget11.h: Defines a DX11-specific wrapper for ID3D11View pointers
+// retained by Renderbuffers.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERTARGET11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_RENDERTARGET11_H_
+
+#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+
+namespace rx
+{
+class SwapChain11;
+class Renderer11;
+
+class RenderTarget11 : public RenderTargetD3D
+{
+ public:
+ RenderTarget11() { }
+ virtual ~RenderTarget11() { }
+
+ static RenderTarget11 *makeRenderTarget11(RenderTargetD3D *renderTarget);
+
+ virtual ID3D11Resource *getTexture() const = 0;
+ virtual ID3D11RenderTargetView *getRenderTargetView() const = 0;
+ virtual ID3D11DepthStencilView *getDepthStencilView() const = 0;
+ virtual ID3D11ShaderResourceView *getShaderResourceView() const = 0;
+
+ virtual unsigned int getSubresourceIndex() const = 0;
+
+ virtual DXGI_FORMAT getDXGIFormat() const = 0;
+
+ private:
+ D3D_FEATURE_LEVEL mFeatureLevel;
+};
+
+class TextureRenderTarget11 : public RenderTarget11
+{
+ public:
+ // TextureRenderTarget11 takes ownership of any D3D11 resources it is given and will AddRef them
+ TextureRenderTarget11(ID3D11RenderTargetView *rtv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv,
+ GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei samples);
+ TextureRenderTarget11(ID3D11DepthStencilView *dsv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv,
+ GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei samples);
+ virtual ~TextureRenderTarget11();
+
+ GLsizei getWidth() const override;
+ GLsizei getHeight() const override;
+ GLsizei getDepth() const override;
+ GLenum getInternalFormat() const override;
+ GLsizei getSamples() const override;
+
+ ID3D11Resource *getTexture() const override;
+ ID3D11RenderTargetView *getRenderTargetView() const override;
+ ID3D11DepthStencilView *getDepthStencilView() const override;
+ ID3D11ShaderResourceView *getShaderResourceView() const override;
+
+ unsigned int getSubresourceIndex() const override;
+
+ DXGI_FORMAT getDXGIFormat() const override;
+
+ private:
+ GLsizei mWidth;
+ GLsizei mHeight;
+ GLsizei mDepth;
+ GLenum mInternalFormat;
+ DXGI_FORMAT mDXGIFormat;
+ GLsizei mSamples;
+
+ unsigned int mSubresourceIndex;
+ ID3D11Resource *mTexture;
+ ID3D11RenderTargetView *mRenderTarget;
+ ID3D11DepthStencilView *mDepthStencil;
+ ID3D11ShaderResourceView *mShaderResource;
+};
+
+class SurfaceRenderTarget11 : public RenderTarget11
+{
+ public:
+ SurfaceRenderTarget11(SwapChain11 *swapChain, Renderer11 *renderer, bool depth);
+ virtual ~SurfaceRenderTarget11();
+
+ GLsizei getWidth() const override;
+ GLsizei getHeight() const override;
+ GLsizei getDepth() const override;
+ GLenum getInternalFormat() const override;
+ GLsizei getSamples() const override;
+
+ ID3D11Resource *getTexture() const override;
+ ID3D11RenderTargetView *getRenderTargetView() const override;
+ ID3D11DepthStencilView *getDepthStencilView() const override;
+ ID3D11ShaderResourceView *getShaderResourceView() const override;
+
+ unsigned int getSubresourceIndex() const override;
+
+ DXGI_FORMAT getDXGIFormat() const override;
+
+ private:
+ SwapChain11 *mSwapChain;
+ Renderer11 *mRenderer;
+ bool mDepth;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERTARGET11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp
new file mode 100644
index 0000000000..5291a3a086
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp
@@ -0,0 +1,3585 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
+
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+
+#include "common/utilities.h"
+#include "common/tls.h"
+#include "libANGLE/Buffer.h"
+#include "libANGLE/Display.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/State.h"
+#include "libANGLE/Surface.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/CompilerD3D.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+#include "libANGLE/renderer/d3d/IndexDataManager.h"
+#include "libANGLE/renderer/d3d/ProgramD3D.h"
+#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
+#include "libANGLE/renderer/d3d/ShaderD3D.h"
+#include "libANGLE/renderer/d3d/SurfaceD3D.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/renderer/d3d/TransformFeedbackD3D.h"
+#include "libANGLE/renderer/d3d/VertexDataManager.h"
+#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Clear11.h"
+#include "libANGLE/renderer/d3d/d3d11/Fence11.h"
+#include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Image11.h"
+#include "libANGLE/renderer/d3d/d3d11/IndexBuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/PixelTransfer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Query11.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
+#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
+#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+#include "libANGLE/renderer/d3d/d3d11/Trim11.h"
+#include "libANGLE/renderer/d3d/d3d11/VertexArray11.h"
+#include "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+#include <sstream>
+#include <EGL/eglext.h>
+
+// Enable ANGLE_SKIP_DXGI_1_2_CHECK if there is not a possibility of using cross-process
+// HWNDs or the Windows 7 Platform Update (KB2670838) is expected to be installed.
+#ifndef ANGLE_SKIP_DXGI_1_2_CHECK
+#define ANGLE_SKIP_DXGI_1_2_CHECK 0
+#endif
+
+#ifdef _DEBUG
+// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
+// and conformance tests. to enable all warnings, remove this define.
+#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
+#endif
+
+#ifndef __d3d11sdklayers_h__
+#define D3D11_MESSAGE_CATEGORY UINT
+#define D3D11_MESSAGE_SEVERITY UINT
+#define D3D11_MESSAGE_ID UINT
+struct D3D11_MESSAGE;
+typedef struct D3D11_INFO_QUEUE_FILTER_DESC
+{
+ UINT NumCategories;
+ D3D11_MESSAGE_CATEGORY *pCategoryList;
+ UINT NumSeverities;
+ D3D11_MESSAGE_SEVERITY *pSeverityList;
+ UINT NumIDs;
+ D3D11_MESSAGE_ID *pIDList;
+} D3D11_INFO_QUEUE_FILTER_DESC;
+typedef struct D3D11_INFO_QUEUE_FILTER
+{
+ D3D11_INFO_QUEUE_FILTER_DESC AllowList;
+ D3D11_INFO_QUEUE_FILTER_DESC DenyList;
+} D3D11_INFO_QUEUE_FILTER;
+static const IID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 };
+MIDL_INTERFACE("6543dbb6-1b48-42f5-ab82-e97ec74326f6") ID3D11InfoQueue : public IUnknown
+{
+public:
+ virtual HRESULT __stdcall SetMessageCountLimit(UINT64) = 0;
+ virtual void __stdcall ClearStoredMessages() = 0;
+ virtual HRESULT __stdcall GetMessage(UINT64, D3D11_MESSAGE *, SIZE_T *) = 0;
+ virtual UINT64 __stdcall GetNumMessagesAllowedByStorageFilter() = 0;
+ virtual UINT64 __stdcall GetNumMessagesDeniedByStorageFilter() = 0;
+ virtual UINT64 __stdcall GetNumStoredMessages() = 0;
+ virtual UINT64 __stdcall GetNumStoredMessagesAllowedByRetrievalFilter() = 0;
+ virtual UINT64 __stdcall GetNumMessagesDiscardedByMessageCountLimit() = 0;
+ virtual UINT64 __stdcall GetMessageCountLimit() = 0;
+ virtual HRESULT __stdcall AddStorageFilterEntries(D3D11_INFO_QUEUE_FILTER *) = 0;
+ virtual HRESULT __stdcall GetStorageFilter(D3D11_INFO_QUEUE_FILTER *, SIZE_T *) = 0;
+ virtual void __stdcall ClearStorageFilter() = 0;
+ virtual HRESULT __stdcall PushEmptyStorageFilter() = 0;
+ virtual HRESULT __stdcall PushCopyOfStorageFilter() = 0;
+ virtual HRESULT __stdcall PushStorageFilter(D3D11_INFO_QUEUE_FILTER *) = 0;
+ virtual void __stdcall PopStorageFilter() = 0;
+ virtual UINT __stdcall GetStorageFilterStackSize() = 0;
+ virtual HRESULT __stdcall AddRetrievalFilterEntries(D3D11_INFO_QUEUE_FILTER *) = 0;
+ virtual HRESULT __stdcall GetRetrievalFilter(D3D11_INFO_QUEUE_FILTER *, SIZE_T *) = 0;
+ virtual void __stdcall ClearRetrievalFilter() = 0;
+ virtual HRESULT __stdcall PushEmptyRetrievalFilter() = 0;
+ virtual HRESULT __stdcall PushCopyOfRetrievalFilter() = 0;
+ virtual HRESULT __stdcall PushRetrievalFilter(D3D11_INFO_QUEUE_FILTER *) = 0;
+ virtual void __stdcall PopRetrievalFilter() = 0;
+ virtual UINT __stdcall GetRetrievalFilterStackSize() = 0;
+ virtual HRESULT __stdcall AddMessage(D3D11_MESSAGE_CATEGORY, D3D11_MESSAGE_SEVERITY, D3D11_MESSAGE_ID, LPCSTR) = 0;
+ virtual HRESULT __stdcall AddApplicationMessage(D3D11_MESSAGE_SEVERITY, LPCSTR) = 0;
+ virtual HRESULT __stdcall SetBreakOnCategory(D3D11_MESSAGE_CATEGORY, BOOL) = 0;
+ virtual HRESULT __stdcall SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY, BOOL) = 0;
+ virtual HRESULT __stdcall SetBreakOnID(D3D11_MESSAGE_ID, BOOL) = 0;
+ virtual BOOL __stdcall GetBreakOnCategory(D3D11_MESSAGE_CATEGORY) = 0;
+ virtual BOOL __stdcall GetBreakOnSeverity(D3D11_MESSAGE_SEVERITY) = 0;
+ virtual BOOL __stdcall GetBreakOnID(D3D11_MESSAGE_ID) = 0;
+ virtual void __stdcall SetMuteDebugOutput(BOOL) = 0;
+ virtual BOOL __stdcall GetMuteDebugOutput() = 0;
+};
+#endif
+
+namespace rx
+{
+
+namespace
+{
+
+enum
+{
+ MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
+};
+
+// dirtyPointer is a special value that will make the comparison with any valid pointer fail and force the renderer to re-apply the state.
+static const uintptr_t DirtyPointer = static_cast<uintptr_t>(-1);
+
+static bool ImageIndexConflictsWithSRV(const gl::ImageIndex *index, D3D11_SHADER_RESOURCE_VIEW_DESC desc)
+{
+ unsigned mipLevel = index->mipIndex;
+ unsigned layerIndex = index->layerIndex;
+ GLenum type = index->type;
+
+ switch (desc.ViewDimension)
+ {
+ case D3D11_SRV_DIMENSION_TEXTURE2D:
+ {
+ unsigned maxSrvMip = desc.Texture2D.MipLevels + desc.Texture2D.MostDetailedMip;
+ maxSrvMip = (desc.Texture2D.MipLevels == -1) ? INT_MAX : maxSrvMip;
+
+ unsigned mipMin = index->mipIndex;
+ unsigned mipMax = (layerIndex == -1) ? INT_MAX : layerIndex;
+
+ return type == GL_TEXTURE_2D && RangeUI(mipMin, mipMax).intersects(RangeUI(desc.Texture2D.MostDetailedMip, maxSrvMip));
+ }
+
+ case D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
+ {
+ unsigned maxSrvMip = desc.Texture2DArray.MipLevels + desc.Texture2DArray.MostDetailedMip;
+ maxSrvMip = (desc.Texture2DArray.MipLevels == -1) ? INT_MAX : maxSrvMip;
+
+ unsigned maxSlice = desc.Texture2DArray.FirstArraySlice + desc.Texture2DArray.ArraySize;
+
+ // Cube maps can be mapped to Texture2DArray SRVs
+ return (type == GL_TEXTURE_2D_ARRAY || gl::IsCubeMapTextureTarget(type)) &&
+ desc.Texture2DArray.MostDetailedMip <= mipLevel && mipLevel < maxSrvMip &&
+ desc.Texture2DArray.FirstArraySlice <= layerIndex && layerIndex < maxSlice;
+ }
+
+ case D3D11_SRV_DIMENSION_TEXTURECUBE:
+ {
+ unsigned maxSrvMip = desc.TextureCube.MipLevels + desc.TextureCube.MostDetailedMip;
+ maxSrvMip = (desc.TextureCube.MipLevels == -1) ? INT_MAX : maxSrvMip;
+
+ return gl::IsCubeMapTextureTarget(type) &&
+ desc.TextureCube.MostDetailedMip <= mipLevel && mipLevel < maxSrvMip;
+ }
+
+ case D3D11_SRV_DIMENSION_TEXTURE3D:
+ {
+ unsigned maxSrvMip = desc.Texture3D.MipLevels + desc.Texture3D.MostDetailedMip;
+ maxSrvMip = (desc.Texture3D.MipLevels == -1) ? INT_MAX : maxSrvMip;
+
+ return type == GL_TEXTURE_3D &&
+ desc.Texture3D.MostDetailedMip <= mipLevel && mipLevel < maxSrvMip;
+ }
+ default:
+ // We only handle the cases corresponding to valid image indexes
+ UNIMPLEMENTED();
+ }
+
+ return false;
+}
+
+// Does *not* increment the resource ref count!!
+ID3D11Resource *GetViewResource(ID3D11View *view)
+{
+ ID3D11Resource *resource = NULL;
+ ASSERT(view);
+ view->GetResource(&resource);
+ resource->Release();
+ return resource;
+}
+
+void CalculateConstantBufferParams(GLintptr offset, GLsizeiptr size, UINT *outFirstConstant, UINT *outNumConstants)
+{
+ // The offset must be aligned to 256 bytes (should have been enforced by glBindBufferRange).
+ ASSERT(offset % 256 == 0);
+
+ // firstConstant and numConstants are expressed in constants of 16-bytes. Furthermore they must be a multiple of 16 constants.
+ *outFirstConstant = offset / 16;
+
+ // The GL size is not required to be aligned to a 256 bytes boundary.
+ // Round the size up to a 256 bytes boundary then express the results in constants of 16-bytes.
+ *outNumConstants = rx::roundUp(size, static_cast<GLsizeiptr>(256)) / 16;
+
+ // Since the size is rounded up, firstConstant + numConstants may be bigger than the actual size of the buffer.
+ // This behaviour is explictly allowed according to the documentation on ID3D11DeviceContext1::PSSetConstantBuffers1
+ // https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649%28v=vs.85%29.aspx
+}
+
+}
+
+Renderer11::Renderer11(egl::Display *display)
+ : RendererD3D(display),
+ mStateCache(this)
+{
+ // Initialize global annotator
+ gl::InitializeDebugAnnotations(&mAnnotator);
+
+ mVertexDataManager = NULL;
+ mIndexDataManager = NULL;
+
+ mLineLoopIB = NULL;
+ mTriangleFanIB = NULL;
+
+ mBlit = NULL;
+ mPixelTransfer = NULL;
+
+ mClear = NULL;
+
+ mTrim = NULL;
+
+ mSyncQuery = NULL;
+
+ mSupportsConstantBufferOffsets = false;
+
+ mD3d11Module = NULL;
+ mDxgiModule = NULL;
+
+ mDevice = NULL;
+ mDeviceContext = NULL;
+ mDeviceContext1 = NULL;
+ mDxgiAdapter = NULL;
+ mDxgiFactory = NULL;
+
+ mDriverConstantBufferVS = NULL;
+ mDriverConstantBufferPS = NULL;
+
+ mAppliedVertexShader = NULL;
+ mAppliedGeometryShader = NULL;
+ mAppliedPixelShader = NULL;
+
+ mAppliedNumXFBBindings = static_cast<size_t>(-1);
+
+ const auto &attributes = mDisplay->getAttributeMap();
+
+ EGLint requestedMajorVersion = attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, EGL_DONT_CARE);
+ EGLint requestedMinorVersion = attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, EGL_DONT_CARE);
+
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 11)
+ {
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_11_0);
+ }
+ }
+
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 10)
+ {
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_1);
+ }
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_0);
+ }
+ }
+
+#if defined(ANGLE_ENABLE_WINDOWS_STORE)
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 9)
+#else
+ if (requestedMajorVersion == 9 && requestedMinorVersion == 3)
+#endif
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_3);
+ }
+
+ EGLint requestedDeviceType = attributes.get(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE,
+ EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
+ switch (requestedDeviceType)
+ {
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE:
+ mDriverType = D3D_DRIVER_TYPE_HARDWARE;
+ break;
+
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE:
+ mDriverType = D3D_DRIVER_TYPE_WARP;
+ break;
+
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE:
+ mDriverType = D3D_DRIVER_TYPE_REFERENCE;
+ break;
+
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE:
+ mDriverType = D3D_DRIVER_TYPE_NULL;
+ break;
+
+ default:
+ UNREACHABLE();
+ }
+}
+
+Renderer11::~Renderer11()
+{
+ release();
+
+ gl::UninitializeDebugAnnotations();
+}
+
+Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(Renderer11*, renderer));
+ return static_cast<Renderer11*>(renderer);
+}
+
+#ifndef __d3d11_1_h__
+#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
+#endif
+
+egl::Error Renderer11::initialize()
+{
+ if (!mCompiler.initialize())
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_COMPILER_ERROR,
+ "Failed to initialize compiler.");
+ }
+
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+ mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
+ mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
+
+ if (mD3d11Module == NULL || mDxgiModule == NULL)
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_MISSING_DEP,
+ "Could not load D3D11 or DXGI library.");
+ }
+
+ // create the D3D11 device
+ ASSERT(mDevice == NULL);
+ PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
+
+ if (D3D11CreateDevice == NULL)
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_MISSING_DEP,
+ "Could not retrieve D3D11CreateDevice address.");
+ }
+#endif
+
+ HRESULT result = S_OK;
+#ifdef _DEBUG
+ result = D3D11CreateDevice(NULL,
+ mDriverType,
+ NULL,
+ D3D11_CREATE_DEVICE_DEBUG,
+ mAvailableFeatureLevels.data(),
+ mAvailableFeatureLevels.size(),
+ D3D11_SDK_VERSION,
+ &mDevice,
+ &mFeatureLevel,
+ &mDeviceContext);
+
+ if (!mDevice || FAILED(result))
+ {
+ ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
+ }
+
+ if (!mDevice || FAILED(result))
+#endif
+ {
+ result = D3D11CreateDevice(NULL,
+ mDriverType,
+ NULL,
+ 0,
+ mAvailableFeatureLevels.data(),
+ mAvailableFeatureLevels.size(),
+ D3D11_SDK_VERSION,
+ &mDevice,
+ &mFeatureLevel,
+ &mDeviceContext);
+
+ if (result == E_INVALIDARG)
+ {
+ // Cleanup done by destructor through glDestroyRenderer
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_CREATEDEVICE_INVALIDARG,
+ "Could not create D3D11 device.");
+ }
+
+ if (!mDevice || FAILED(result))
+ {
+ // Cleanup done by destructor through glDestroyRenderer
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_CREATEDEVICE_ERROR,
+ "Could not create D3D11 device.");
+ }
+ }
+
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+#if !ANGLE_SKIP_DXGI_1_2_CHECK
+ // In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is required.
+ // The easiest way to check is to query for a IDXGIDevice2.
+ bool requireDXGI1_2 = false;
+ HWND hwnd = WindowFromDC(mDisplay->getNativeDisplayId());
+ if (hwnd)
+ {
+ DWORD currentProcessId = GetCurrentProcessId();
+ DWORD wndProcessId;
+ GetWindowThreadProcessId(hwnd, &wndProcessId);
+ requireDXGI1_2 = (currentProcessId != wndProcessId);
+ }
+ else
+ {
+ requireDXGI1_2 = true;
+ }
+
+ if (requireDXGI1_2)
+ {
+ IDXGIDevice2 *dxgiDevice2 = NULL;
+ result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void**)&dxgiDevice2);
+ if (FAILED(result))
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_INCOMPATIBLE_DXGI,
+ "DXGI 1.2 required to present to HWNDs owned by another process.");
+ }
+ SafeRelease(dxgiDevice2);
+ }
+#endif
+#endif
+
+ // Cast the DeviceContext to a DeviceContext1.
+ // This could fail on Windows 7 without the Platform Update.
+ // Don't error in this case- just don't use mDeviceContext1.
+#if defined(ANGLE_ENABLE_D3D11_1)
+ mDeviceContext1 = d3d11::DynamicCastComObject<ID3D11DeviceContext1>(mDeviceContext);
+#endif
+
+ IDXGIDevice *dxgiDevice = NULL;
+ result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
+
+ if (FAILED(result))
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_OTHER_ERROR,
+ "Could not query DXGI device.");
+ }
+
+ result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
+
+ if (FAILED(result))
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_OTHER_ERROR,
+ "Could not retrieve DXGI adapter");
+ }
+
+ SafeRelease(dxgiDevice);
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter);
+
+ // On D3D_FEATURE_LEVEL_9_*, IDXGIAdapter::GetDesc returns "Software Adapter" for the description string.
+ // If DXGI1.2 is available then IDXGIAdapter2::GetDesc2 can be used to get the actual hardware values.
+ if (mFeatureLevel <= D3D_FEATURE_LEVEL_9_3 && dxgiAdapter2 != NULL)
+ {
+ DXGI_ADAPTER_DESC2 adapterDesc2 = {0};
+ dxgiAdapter2->GetDesc2(&adapterDesc2);
+
+ // Copy the contents of the DXGI_ADAPTER_DESC2 into mAdapterDescription (a DXGI_ADAPTER_DESC).
+ memcpy(mAdapterDescription.Description, adapterDesc2.Description, sizeof(mAdapterDescription.Description));
+ mAdapterDescription.VendorId = adapterDesc2.VendorId;
+ mAdapterDescription.DeviceId = adapterDesc2.DeviceId;
+ mAdapterDescription.SubSysId = adapterDesc2.SubSysId;
+ mAdapterDescription.Revision = adapterDesc2.Revision;
+ mAdapterDescription.DedicatedVideoMemory = adapterDesc2.DedicatedVideoMemory;
+ mAdapterDescription.DedicatedSystemMemory = adapterDesc2.DedicatedSystemMemory;
+ mAdapterDescription.SharedSystemMemory = adapterDesc2.SharedSystemMemory;
+ mAdapterDescription.AdapterLuid = adapterDesc2.AdapterLuid;
+ }
+ else
+ {
+ mDxgiAdapter->GetDesc(&mAdapterDescription);
+ }
+
+ SafeRelease(dxgiAdapter2);
+#endif
+
+ memset(mDescription, 0, sizeof(mDescription));
+ wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
+
+ result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
+
+ if (!mDxgiFactory || FAILED(result))
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_OTHER_ERROR,
+ "Could not create DXGI factory.");
+ }
+
+ // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
+#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
+ ID3D11InfoQueue *infoQueue;
+ result = mDevice->QueryInterface(IID_ID3D11InfoQueue, (void **)&infoQueue);
+
+ if (SUCCEEDED(result))
+ {
+ D3D11_MESSAGE_ID hideMessages[] =
+ {
+ D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
+ };
+
+ D3D11_INFO_QUEUE_FILTER filter = {0};
+ filter.DenyList.NumIDs = ArraySize(hideMessages);
+ filter.DenyList.pIDList = hideMessages;
+
+ infoQueue->AddStorageFilterEntries(&filter);
+ SafeRelease(infoQueue);
+ }
+#endif
+
+ initializeDevice();
+
+ return egl::Error(EGL_SUCCESS);
+}
+
+// do any one-time device initialization
+// NOTE: this is also needed after a device lost/reset
+// to reset the scene status and ensure the default states are reset.
+void Renderer11::initializeDevice()
+{
+ mStateCache.initialize(mDevice);
+ mInputLayoutCache.initialize(mDevice, mDeviceContext);
+
+ ASSERT(!mVertexDataManager && !mIndexDataManager);
+ mVertexDataManager = new VertexDataManager(this);
+ mIndexDataManager = new IndexDataManager(this, getRendererClass());
+
+ ASSERT(!mBlit);
+ mBlit = new Blit11(this);
+
+ ASSERT(!mClear);
+ mClear = new Clear11(this);
+
+ const auto &attributes = mDisplay->getAttributeMap();
+ // If automatic trim is enabled, DXGIDevice3::Trim( ) is called for the application
+ // automatically when an application is suspended by the OS. This feature is currently
+ // only supported for Windows Store applications.
+ EGLint enableAutoTrim = attributes.get(EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_FALSE);
+
+ if (enableAutoTrim == EGL_TRUE)
+ {
+ ASSERT(!mTrim);
+ mTrim = new Trim11(this);
+ }
+
+ ASSERT(!mPixelTransfer);
+ mPixelTransfer = new PixelTransfer11(this);
+
+ const gl::Caps &rendererCaps = getRendererCaps();
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ if (getDeviceContext1IfSupported())
+ {
+ D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options;
+ mDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
+ mSupportsConstantBufferOffsets = (d3d11Options.ConstantBufferOffsetting != FALSE);
+ }
+#endif
+
+ mForceSetVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);
+ mCurVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);
+
+ mForceSetPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits);
+ mCurPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits);
+
+ mCurVertexSRVs.resize(rendererCaps.maxVertexTextureImageUnits);
+ mCurPixelSRVs.resize(rendererCaps.maxTextureImageUnits);
+
+ markAllStateDirty();
+}
+
+egl::ConfigSet Renderer11::generateConfigs() const
+{
+ static const GLenum colorBufferFormats[] =
+ {
+ GL_BGRA8_EXT,
+ GL_RGBA8_OES,
+ };
+
+ static const GLenum depthStencilBufferFormats[] =
+ {
+ GL_NONE,
+ GL_DEPTH24_STENCIL8_OES,
+ GL_DEPTH_COMPONENT16,
+ };
+
+ const gl::Caps &rendererCaps = getRendererCaps();
+ const gl::TextureCapsMap &rendererTextureCaps = getRendererTextureCaps();
+
+ egl::ConfigSet configs;
+ for (size_t formatIndex = 0; formatIndex < ArraySize(colorBufferFormats); formatIndex++)
+ {
+ GLenum colorBufferInternalFormat = colorBufferFormats[formatIndex];
+ const gl::TextureCaps &colorBufferFormatCaps = rendererTextureCaps.get(colorBufferInternalFormat);
+ if (colorBufferFormatCaps.renderable)
+ {
+ for (size_t depthStencilIndex = 0; depthStencilIndex < ArraySize(depthStencilBufferFormats); depthStencilIndex++)
+ {
+ GLenum depthStencilBufferInternalFormat = depthStencilBufferFormats[depthStencilIndex];
+ const gl::TextureCaps &depthStencilBufferFormatCaps = rendererTextureCaps.get(depthStencilBufferInternalFormat);
+ if (depthStencilBufferFormatCaps.renderable || depthStencilBufferInternalFormat == GL_NONE)
+ {
+ const gl::InternalFormat &colorBufferFormatInfo = gl::GetInternalFormatInfo(colorBufferInternalFormat);
+ const gl::InternalFormat &depthStencilBufferFormatInfo = gl::GetInternalFormatInfo(depthStencilBufferInternalFormat);
+
+ egl::Config config;
+ config.renderTargetFormat = colorBufferInternalFormat;
+ config.depthStencilFormat = depthStencilBufferInternalFormat;
+ config.bufferSize = colorBufferFormatInfo.pixelBytes * 8;
+ config.redSize = colorBufferFormatInfo.redBits;
+ config.greenSize = colorBufferFormatInfo.greenBits;
+ config.blueSize = colorBufferFormatInfo.blueBits;
+ config.luminanceSize = colorBufferFormatInfo.luminanceBits;
+ config.alphaSize = colorBufferFormatInfo.alphaBits;
+ config.alphaMaskSize = 0;
+ config.bindToTextureRGB = (colorBufferFormatInfo.format == GL_RGB);
+ config.bindToTextureRGBA = (colorBufferFormatInfo.format == GL_RGBA || colorBufferFormatInfo.format == GL_BGRA_EXT);
+ config.colorBufferType = EGL_RGB_BUFFER;
+ config.configID = static_cast<EGLint>(configs.size() + 1);
+ // Can only support a conformant ES2 with feature level greater than 10.0.
+ config.conformant = (mFeatureLevel >= D3D_FEATURE_LEVEL_10_0) ? (EGL_OPENGL_ES2_BIT | EGL_OPENGL_ES3_BIT_KHR) : EGL_NONE;
+ config.configCaveat = config.conformant == EGL_NONE ? EGL_NON_CONFORMANT_CONFIG : EGL_NONE;
+ config.depthSize = depthStencilBufferFormatInfo.depthBits;
+ config.level = 0;
+ config.matchNativePixmap = EGL_NONE;
+ config.maxPBufferWidth = rendererCaps.max2DTextureSize;
+ config.maxPBufferHeight = rendererCaps.max2DTextureSize;
+ config.maxPBufferPixels = rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize;
+ config.maxSwapInterval = 4;
+ config.minSwapInterval = 0;
+ config.nativeRenderable = EGL_FALSE;
+ config.nativeVisualID = 0;
+ config.nativeVisualType = EGL_NONE;
+ // Can't support ES3 at all without feature level 10.0
+ config.renderableType = EGL_OPENGL_ES2_BIT | ((mFeatureLevel >= D3D_FEATURE_LEVEL_10_0) ? EGL_OPENGL_ES3_BIT_KHR : 0);
+ config.sampleBuffers = 0; // FIXME: enumerate multi-sampling
+ config.samples = 0;
+ config.stencilSize = depthStencilBufferFormatInfo.stencilBits;
+ config.surfaceType = EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT;
+ config.transparentType = EGL_NONE;
+ config.transparentRedValue = 0;
+ config.transparentGreenValue = 0;
+ config.transparentBlueValue = 0;
+
+ configs.add(config);
+ }
+ }
+ }
+ }
+
+ ASSERT(configs.size() > 0);
+ return configs;
+}
+
+gl::Error Renderer11::flush()
+{
+ mDeviceContext->Flush();
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::finish()
+{
+ HRESULT result;
+
+ if (!mSyncQuery)
+ {
+ D3D11_QUERY_DESC queryDesc;
+ queryDesc.Query = D3D11_QUERY_EVENT;
+ queryDesc.MiscFlags = 0;
+
+ result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create event query, result: 0x%X.", result);
+ }
+ }
+
+ mDeviceContext->End(mSyncQuery);
+ mDeviceContext->Flush();
+
+ do
+ {
+ result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result);
+ }
+
+ // Keep polling, but allow other threads to do something useful first
+ ScheduleYield();
+
+ if (testDeviceLost())
+ {
+ mDisplay->notifyDeviceLost();
+ return gl::Error(GL_OUT_OF_MEMORY, "Device was lost while waiting for sync.");
+ }
+ }
+ while (result == S_FALSE);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+SwapChainD3D *Renderer11::createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
+{
+ return new SwapChain11(this, nativeWindow, shareHandle, backBufferFormat, depthBufferFormat);
+}
+
+gl::Error Renderer11::generateSwizzle(gl::Texture *texture)
+{
+ if (texture)
+ {
+ TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
+ ASSERT(textureD3D);
+
+ TextureStorage *texStorage = nullptr;
+ gl::Error error = textureD3D->getNativeTexture(&texStorage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (texStorage)
+ {
+ TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage);
+ error = storage11->generateSwizzles(texture->getSamplerState().swizzleRed,
+ texture->getSamplerState().swizzleGreen,
+ texture->getSamplerState().swizzleBlue,
+ texture->getSamplerState().swizzleAlpha);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &samplerStateParam)
+{
+ // Make sure to add the level offset for our tiny compressed texture workaround
+ TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
+ gl::SamplerState samplerStateInternal = samplerStateParam;
+
+ TextureStorage *storage = nullptr;
+ gl::Error error = textureD3D->getNativeTexture(&storage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Storage should exist, texture should be complete
+ ASSERT(storage);
+
+ samplerStateInternal.baseLevel += storage->getTopLevel();
+
+ if (type == gl::SAMPLER_PIXEL)
+ {
+ ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxTextureImageUnits);
+
+ if (mForceSetPixelSamplerStates[index] || memcmp(&samplerStateInternal, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
+ {
+ ID3D11SamplerState *dxSamplerState = NULL;
+ error = mStateCache.getSamplerState(samplerStateInternal, &dxSamplerState);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(dxSamplerState != NULL);
+ mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
+
+ mCurPixelSamplerStates[index] = samplerStateInternal;
+ }
+
+ mForceSetPixelSamplerStates[index] = false;
+ }
+ else if (type == gl::SAMPLER_VERTEX)
+ {
+ ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxVertexTextureImageUnits);
+
+ if (mForceSetVertexSamplerStates[index] || memcmp(&samplerStateInternal, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
+ {
+ ID3D11SamplerState *dxSamplerState = NULL;
+ error = mStateCache.getSamplerState(samplerStateInternal, &dxSamplerState);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(dxSamplerState != NULL);
+ mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
+
+ mCurVertexSamplerStates[index] = samplerStateInternal;
+ }
+
+ mForceSetVertexSamplerStates[index] = false;
+ }
+ else UNREACHABLE();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
+{
+ ID3D11ShaderResourceView *textureSRV = NULL;
+
+ if (texture)
+ {
+ TextureD3D *textureImpl = GetImplAs<TextureD3D>(texture);
+
+ TextureStorage *texStorage = nullptr;
+ gl::Error error = textureImpl->getNativeTexture(&texStorage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Texture should be complete and have a storage
+ ASSERT(texStorage);
+
+ TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage);
+
+ // Make sure to add the level offset for our tiny compressed texture workaround
+ gl::SamplerState samplerState = texture->getSamplerState();
+ samplerState.baseLevel += storage11->getTopLevel();
+
+ error = storage11->getSRV(samplerState, &textureSRV);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
+ // missing the shader resource view
+ ASSERT(textureSRV != NULL);
+
+ textureImpl->resetDirty();
+ }
+
+ ASSERT((type == gl::SAMPLER_PIXEL && static_cast<unsigned int>(index) < getRendererCaps().maxTextureImageUnits) ||
+ (type == gl::SAMPLER_VERTEX && static_cast<unsigned int>(index) < getRendererCaps().maxVertexTextureImageUnits));
+
+ setShaderResource(type, index, textureSRV);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::setUniformBuffers(const gl::Data &data,
+ const GLint vertexUniformBuffers[],
+ const GLint fragmentUniformBuffers[])
+{
+ for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < data.caps->maxVertexUniformBlocks; uniformBufferIndex++)
+ {
+ GLint binding = vertexUniformBuffers[uniformBufferIndex];
+
+ if (binding == -1)
+ {
+ continue;
+ }
+
+ gl::Buffer *uniformBuffer = data.state->getIndexedUniformBuffer(binding);
+ GLintptr uniformBufferOffset = data.state->getIndexedUniformBufferOffset(binding);
+ GLsizeiptr uniformBufferSize = data.state->getIndexedUniformBufferSize(binding);
+
+ if (uniformBuffer)
+ {
+ Buffer11 *bufferStorage = Buffer11::makeBuffer11(uniformBuffer->getImplementation());
+ ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
+
+ if (!constantBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY);
+ }
+
+ if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial() ||
+ mCurrentConstantBufferVSOffset[uniformBufferIndex] != uniformBufferOffset ||
+ mCurrentConstantBufferVSSize[uniformBufferIndex] != uniformBufferSize)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ if (mSupportsConstantBufferOffsets && uniformBufferSize != 0)
+ {
+ UINT firstConstant = 0, numConstants = 0;
+ CalculateConstantBufferParams(uniformBufferOffset, uniformBufferSize, &firstConstant, &numConstants);
+ mDeviceContext1->VSSetConstantBuffers1(getReservedVertexUniformBuffers() + uniformBufferIndex,
+ 1, &constantBuffer, &firstConstant, &numConstants);
+ }
+ else
+#endif
+ {
+ ASSERT(uniformBufferOffset == 0);
+ mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
+ 1, &constantBuffer);
+ }
+
+ mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
+ mCurrentConstantBufferVSOffset[uniformBufferIndex] = uniformBufferOffset;
+ mCurrentConstantBufferVSSize[uniformBufferIndex] = uniformBufferSize;
+ }
+ }
+ }
+
+ for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < data.caps->maxFragmentUniformBlocks; uniformBufferIndex++)
+ {
+ GLint binding = fragmentUniformBuffers[uniformBufferIndex];
+
+ if (binding == -1)
+ {
+ continue;
+ }
+
+ gl::Buffer *uniformBuffer = data.state->getIndexedUniformBuffer(binding);
+ GLintptr uniformBufferOffset = data.state->getIndexedUniformBufferOffset(binding);
+ GLsizeiptr uniformBufferSize = data.state->getIndexedUniformBufferSize(binding);
+
+ if (uniformBuffer)
+ {
+ Buffer11 *bufferStorage = Buffer11::makeBuffer11(uniformBuffer->getImplementation());
+ ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
+
+ if (!constantBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY);
+ }
+
+ if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial() ||
+ mCurrentConstantBufferPSOffset[uniformBufferIndex] != uniformBufferOffset ||
+ mCurrentConstantBufferPSSize[uniformBufferIndex] != uniformBufferSize)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ if (mSupportsConstantBufferOffsets && uniformBufferSize != 0)
+ {
+ UINT firstConstant = 0, numConstants = 0;
+ CalculateConstantBufferParams(uniformBufferOffset, uniformBufferSize, &firstConstant, &numConstants);
+ mDeviceContext1->PSSetConstantBuffers1(getReservedFragmentUniformBuffers() + uniformBufferIndex,
+ 1, &constantBuffer, &firstConstant, &numConstants);
+ }
+ else
+#endif
+ {
+ ASSERT(uniformBufferOffset == 0);
+ mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
+ 1, &constantBuffer);
+ }
+
+ mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
+ mCurrentConstantBufferPSOffset[uniformBufferIndex] = uniformBufferOffset;
+ mCurrentConstantBufferPSSize[uniformBufferIndex] = uniformBufferSize;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
+{
+ if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
+ {
+ ID3D11RasterizerState *dxRasterState = NULL;
+ gl::Error error = mStateCache.getRasterizerState(rasterState, mScissorEnabled, &dxRasterState);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDeviceContext->RSSetState(dxRasterState);
+
+ mCurRasterState = rasterState;
+ }
+
+ mForceSetRasterState = false;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+ unsigned int sampleMask)
+{
+ if (mForceSetBlendState ||
+ memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
+ memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
+ sampleMask != mCurSampleMask)
+ {
+ ID3D11BlendState *dxBlendState = NULL;
+ gl::Error error = mStateCache.getBlendState(framebuffer, blendState, &dxBlendState);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(dxBlendState != NULL);
+
+ float blendColors[4] = {0.0f};
+ if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
+ blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
+ {
+ blendColors[0] = blendColor.red;
+ blendColors[1] = blendColor.green;
+ blendColors[2] = blendColor.blue;
+ blendColors[3] = blendColor.alpha;
+ }
+ else
+ {
+ blendColors[0] = blendColor.alpha;
+ blendColors[1] = blendColor.alpha;
+ blendColors[2] = blendColor.alpha;
+ blendColors[3] = blendColor.alpha;
+ }
+
+ mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
+
+ mCurBlendState = blendState;
+ mCurBlendColor = blendColor;
+ mCurSampleMask = sampleMask;
+ }
+
+ mForceSetBlendState = false;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW)
+{
+ if (mForceSetDepthStencilState ||
+ memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
+ stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
+ {
+ ASSERT(depthStencilState.stencilWritemask == depthStencilState.stencilBackWritemask);
+ ASSERT(stencilRef == stencilBackRef);
+ ASSERT(depthStencilState.stencilMask == depthStencilState.stencilBackMask);
+
+ ID3D11DepthStencilState *dxDepthStencilState = NULL;
+ gl::Error error = mStateCache.getDepthStencilState(depthStencilState, &dxDepthStencilState);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(dxDepthStencilState);
+
+ // Max D3D11 stencil reference value is 0xFF, corresponding to the max 8 bits in a stencil buffer
+ // GL specifies we should clamp the ref value to the nearest bit depth when doing stencil ops
+ static_assert(D3D11_DEFAULT_STENCIL_READ_MASK == 0xFF, "Unexpected value of D3D11_DEFAULT_STENCIL_READ_MASK");
+ static_assert(D3D11_DEFAULT_STENCIL_WRITE_MASK == 0xFF, "Unexpected value of D3D11_DEFAULT_STENCIL_WRITE_MASK");
+ UINT dxStencilRef = std::min<UINT>(stencilRef, 0xFFu);
+
+ mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, dxStencilRef);
+
+ mCurDepthStencilState = depthStencilState;
+ mCurStencilRef = stencilRef;
+ mCurStencilBackRef = stencilBackRef;
+ }
+
+ mForceSetDepthStencilState = false;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
+{
+ if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
+ enabled != mScissorEnabled)
+ {
+ if (enabled)
+ {
+ D3D11_RECT rect;
+ rect.left = std::max(0, scissor.x);
+ rect.top = std::max(0, scissor.y);
+ rect.right = scissor.x + std::max(0, scissor.width);
+ rect.bottom = scissor.y + std::max(0, scissor.height);
+
+ mDeviceContext->RSSetScissorRects(1, &rect);
+ }
+
+ if (enabled != mScissorEnabled)
+ {
+ mForceSetRasterState = true;
+ }
+
+ mCurScissor = scissor;
+ mScissorEnabled = enabled;
+ }
+
+ mForceSetScissor = false;
+}
+
+void Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport)
+{
+ gl::Rectangle actualViewport = viewport;
+ float actualZNear = gl::clamp01(zNear);
+ float actualZFar = gl::clamp01(zFar);
+ if (ignoreViewport)
+ {
+ actualViewport.x = 0;
+ actualViewport.y = 0;
+ actualViewport.width = mRenderTargetDesc.width;
+ actualViewport.height = mRenderTargetDesc.height;
+ actualZNear = 0.0f;
+ actualZFar = 1.0f;
+ }
+
+ bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
+ actualZNear != mCurNear || actualZFar != mCurFar;
+
+ if (viewportChanged)
+ {
+ const gl::Caps& caps = getRendererCaps();
+
+ int dxMaxViewportBoundsX = static_cast<int>(caps.maxViewportWidth);
+ int dxMaxViewportBoundsY = static_cast<int>(caps.maxViewportHeight);
+ int dxMinViewportBoundsX = -dxMaxViewportBoundsX;
+ int dxMinViewportBoundsY = -dxMaxViewportBoundsY;
+
+ if (mFeatureLevel <= D3D_FEATURE_LEVEL_9_3)
+ {
+ // Feature Level 9 viewports shouldn't exceed the dimensions of the rendertarget.
+ dxMaxViewportBoundsX = mRenderTargetDesc.width;
+ dxMaxViewportBoundsY = mRenderTargetDesc.height;
+ dxMinViewportBoundsX = 0;
+ dxMinViewportBoundsY = 0;
+ }
+
+ int dxViewportTopLeftX = gl::clamp(actualViewport.x, dxMinViewportBoundsX, dxMaxViewportBoundsX);
+ int dxViewportTopLeftY = gl::clamp(actualViewport.y, dxMinViewportBoundsY, dxMaxViewportBoundsY);
+ int dxViewportWidth = gl::clamp(actualViewport.width, 0, dxMaxViewportBoundsX - dxViewportTopLeftX);
+ int dxViewportHeight = gl::clamp(actualViewport.height, 0, dxMaxViewportBoundsY - dxViewportTopLeftY);
+
+ D3D11_VIEWPORT dxViewport;
+ dxViewport.TopLeftX = static_cast<float>(dxViewportTopLeftX);
+ dxViewport.TopLeftY = static_cast<float>(dxViewportTopLeftY);
+ dxViewport.Width = static_cast<float>(dxViewportWidth);
+ dxViewport.Height = static_cast<float>(dxViewportHeight);
+ dxViewport.MinDepth = actualZNear;
+ dxViewport.MaxDepth = actualZFar;
+
+ mDeviceContext->RSSetViewports(1, &dxViewport);
+
+ mCurViewport = actualViewport;
+ mCurNear = actualZNear;
+ mCurFar = actualZFar;
+
+ // On Feature Level 9_*, we must emulate large and/or negative viewports in the shaders using viewAdjust (like the D3D9 renderer).
+ if (mFeatureLevel <= D3D_FEATURE_LEVEL_9_3)
+ {
+ mVertexConstants.viewAdjust[0] = static_cast<float>((actualViewport.width - dxViewportWidth) + 2 * (actualViewport.x - dxViewportTopLeftX)) / dxViewport.Width;
+ mVertexConstants.viewAdjust[1] = static_cast<float>((actualViewport.height - dxViewportHeight) + 2 * (actualViewport.y - dxViewportTopLeftY)) / dxViewport.Height;
+ mVertexConstants.viewAdjust[2] = static_cast<float>(actualViewport.width) / dxViewport.Width;
+ mVertexConstants.viewAdjust[3] = static_cast<float>(actualViewport.height) / dxViewport.Height;
+ }
+
+ mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
+ mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
+ mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
+ mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
+
+ // Instanced pointsprite emulation requires ViewCoords to be defined in the
+ // the vertex shader.
+ mVertexConstants.viewCoords[0] = mPixelConstants.viewCoords[0];
+ mVertexConstants.viewCoords[1] = mPixelConstants.viewCoords[1];
+ mVertexConstants.viewCoords[2] = mPixelConstants.viewCoords[2];
+ mVertexConstants.viewCoords[3] = mPixelConstants.viewCoords[3];
+
+ mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
+ mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
+
+ mVertexConstants.depthRange[0] = actualZNear;
+ mVertexConstants.depthRange[1] = actualZFar;
+ mVertexConstants.depthRange[2] = actualZFar - actualZNear;
+
+ mPixelConstants.depthRange[0] = actualZNear;
+ mPixelConstants.depthRange[1] = actualZFar;
+ mPixelConstants.depthRange[2] = actualZFar - actualZNear;
+ }
+
+ mForceSetViewport = false;
+}
+
+bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize)
+{
+ D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
+
+ GLsizei minCount = 0;
+
+ switch (mode)
+ {
+ case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break;
+ case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break;
+ case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
+ case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
+ case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
+ case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break;
+ // emulate fans via rewriting index buffer
+ case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
+ default:
+ UNREACHABLE();
+ return false;
+ }
+
+ // If instanced pointsprite emulation is being used and If gl_PointSize is used in the shader,
+ // GL_POINTS mode is expected to render pointsprites.
+ // Instanced PointSprite emulation requires that the topology to be D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST.
+ if (mode == GL_POINTS && usesPointSize && getWorkarounds().useInstancedPointSpriteEmulation)
+ {
+ primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
+ }
+
+ if (primitiveTopology != mCurrentPrimitiveTopology)
+ {
+ mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
+ mCurrentPrimitiveTopology = primitiveTopology;
+ }
+
+ return count >= minCount;
+}
+
+void Renderer11::unsetConflictingSRVs(gl::SamplerType samplerType, uintptr_t resource, const gl::ImageIndex *index)
+{
+ auto &currentSRVs = (samplerType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs);
+
+ for (size_t resourceIndex = 0; resourceIndex < currentSRVs.size(); ++resourceIndex)
+ {
+ auto &record = currentSRVs[resourceIndex];
+
+ if (record.srv && record.resource == resource && ImageIndexConflictsWithSRV(index, record.desc))
+ {
+ setShaderResource(samplerType, static_cast<UINT>(resourceIndex), NULL);
+ }
+ }
+}
+
+gl::Error Renderer11::applyRenderTarget(const gl::Framebuffer *framebuffer)
+{
+ // Get the color render buffer and serial
+ // Also extract the render target dimensions and view
+ unsigned int renderTargetWidth = 0;
+ unsigned int renderTargetHeight = 0;
+ DXGI_FORMAT renderTargetFormat = DXGI_FORMAT_UNKNOWN;
+ ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
+ bool missingColorRenderTarget = true;
+
+ const FramebufferD3D *framebufferD3D = GetImplAs<FramebufferD3D>(framebuffer);
+ const gl::AttachmentList &colorbuffers = framebufferD3D->getColorAttachmentsForRender(getWorkarounds());
+
+ for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
+ {
+ gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment];
+
+ if (colorbuffer)
+ {
+ // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
+
+ // check for zero-sized default framebuffer, which is a special case.
+ // in this case we do not wish to modify any state and just silently return false.
+ // this will not report any gl error but will cause the calling method to return.
+ if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ // Extract the render target dimensions and view
+ RenderTarget11 *renderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(renderTarget);
+
+ framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
+ ASSERT(framebufferRTVs[colorAttachment]);
+
+ if (missingColorRenderTarget)
+ {
+ renderTargetWidth = renderTarget->getWidth();
+ renderTargetHeight = renderTarget->getHeight();
+ renderTargetFormat = renderTarget->getDXGIFormat();
+ missingColorRenderTarget = false;
+ }
+
+ // Unbind render target SRVs from the shader here to prevent D3D11 warnings.
+ if (colorbuffer->type() == GL_TEXTURE)
+ {
+ uintptr_t rtResource = reinterpret_cast<uintptr_t>(GetViewResource(framebufferRTVs[colorAttachment]));
+ const gl::ImageIndex *index = colorbuffer->getTextureImageIndex();
+ ASSERT(index);
+ // The index doesn't need to be corrected for the small compressed texture workaround
+ // because a rendertarget is never compressed.
+ unsetConflictingSRVs(gl::SAMPLER_VERTEX, rtResource, index);
+ unsetConflictingSRVs(gl::SAMPLER_PIXEL, rtResource, index);
+ }
+ }
+ }
+
+ // Get the depth stencil buffers
+ ID3D11DepthStencilView* framebufferDSV = NULL;
+ gl::FramebufferAttachment *depthStencil = framebuffer->getDepthOrStencilbuffer();
+ if (depthStencil)
+ {
+ RenderTarget11 *depthStencilRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(depthStencil, &depthStencilRenderTarget);
+ if (error.isError())
+ {
+ SafeRelease(framebufferRTVs);
+ return error;
+ }
+ ASSERT(depthStencilRenderTarget);
+
+ framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
+ ASSERT(framebufferDSV);
+
+ // If there is no render buffer, the width, height and format values come from
+ // the depth stencil
+ if (missingColorRenderTarget)
+ {
+ renderTargetWidth = depthStencilRenderTarget->getWidth();
+ renderTargetHeight = depthStencilRenderTarget->getHeight();
+ renderTargetFormat = depthStencilRenderTarget->getDXGIFormat();
+ }
+
+ // Unbind render target SRVs from the shader here to prevent D3D11 warnings.
+ if (depthStencil->type() == GL_TEXTURE)
+ {
+ uintptr_t depthStencilResource = reinterpret_cast<uintptr_t>(GetViewResource(framebufferDSV));
+ const gl::ImageIndex *index = depthStencil->getTextureImageIndex();
+ ASSERT(index);
+ // The index doesn't need to be corrected for the small compressed texture workaround
+ // because a rendertarget is never compressed.
+ unsetConflictingSRVs(gl::SAMPLER_VERTEX, depthStencilResource, index);
+ unsetConflictingSRVs(gl::SAMPLER_PIXEL, depthStencilResource, index);
+ }
+ }
+
+ // Apply the render target and depth stencil
+ if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
+ memcmp(framebufferRTVs, mAppliedRTVs, sizeof(framebufferRTVs)) != 0 ||
+ reinterpret_cast<uintptr_t>(framebufferDSV) != mAppliedDSV)
+ {
+ mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, framebufferRTVs, framebufferDSV);
+
+ mRenderTargetDesc.width = renderTargetWidth;
+ mRenderTargetDesc.height = renderTargetHeight;
+ mRenderTargetDesc.format = renderTargetFormat;
+ mForceSetViewport = true;
+ mForceSetScissor = true;
+ mForceSetBlendState = true;
+
+ if (!mDepthStencilInitialized)
+ {
+ mForceSetRasterState = true;
+ }
+
+ for (size_t rtIndex = 0; rtIndex < ArraySize(framebufferRTVs); rtIndex++)
+ {
+ mAppliedRTVs[rtIndex] = reinterpret_cast<uintptr_t>(framebufferRTVs[rtIndex]);
+ }
+ mAppliedDSV = reinterpret_cast<uintptr_t>(framebufferDSV);
+ mRenderTargetDescInitialized = true;
+ mDepthStencilInitialized = true;
+ }
+
+ const Framebuffer11 *framebuffer11 = GetImplAs<Framebuffer11>(framebuffer);
+ gl::Error error = framebuffer11->invalidateSwizzles();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances)
+{
+ TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
+ gl::Error error = mVertexDataManager->prepareVertexData(state, first, count, attributes, instances);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return mInputLayoutCache.applyVertexBuffers(attributes, mode, state.getProgram());
+}
+
+gl::Error Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
+{
+ gl::Error error = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Buffer *buffer = NULL;
+ DXGI_FORMAT bufferFormat = (indexInfo->indexType == GL_UNSIGNED_INT) ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT;
+
+ if (indexInfo->storage)
+ {
+ Buffer11 *storage = Buffer11::makeBuffer11(indexInfo->storage);
+ buffer = storage->getBuffer(BUFFER_USAGE_INDEX);
+ }
+ else
+ {
+ IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
+ buffer = indexBuffer->getBuffer();
+ }
+
+ if (buffer != mAppliedIB || bufferFormat != mAppliedIBFormat || indexInfo->startOffset != mAppliedIBOffset)
+ {
+ mDeviceContext->IASetIndexBuffer(buffer, bufferFormat, indexInfo->startOffset);
+
+ mAppliedIB = buffer;
+ mAppliedIBFormat = bufferFormat;
+ mAppliedIBOffset = indexInfo->startOffset;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer11::applyTransformFeedbackBuffers(const gl::State &state)
+{
+ size_t numXFBBindings = 0;
+ bool requiresUpdate = false;
+
+ if (state.isTransformFeedbackActiveUnpaused())
+ {
+ numXFBBindings = state.getTransformFeedbackBufferIndexRange();
+ ASSERT(numXFBBindings <= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
+
+ for (size_t i = 0; i < numXFBBindings; i++)
+ {
+ gl::Buffer *curXFBBuffer = state.getIndexedTransformFeedbackBuffer(i);
+ GLintptr curXFBOffset = state.getIndexedTransformFeedbackBufferOffset(i);
+ ID3D11Buffer *d3dBuffer = NULL;
+ if (curXFBBuffer)
+ {
+ Buffer11 *storage = Buffer11::makeBuffer11(curXFBBuffer->getImplementation());
+ d3dBuffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
+ }
+
+ // TODO: mAppliedTFBuffers and friends should also be kept in a vector.
+ if (d3dBuffer != mAppliedTFBuffers[i] || curXFBOffset != mAppliedTFOffsets[i])
+ {
+ requiresUpdate = true;
+ }
+ }
+ }
+
+ if (requiresUpdate || numXFBBindings != mAppliedNumXFBBindings)
+ {
+ for (size_t i = 0; i < numXFBBindings; ++i)
+ {
+ gl::Buffer *curXFBBuffer = state.getIndexedTransformFeedbackBuffer(i);
+ GLintptr curXFBOffset = state.getIndexedTransformFeedbackBufferOffset(i);
+
+ if (curXFBBuffer)
+ {
+ Buffer11 *storage = Buffer11::makeBuffer11(curXFBBuffer->getImplementation());
+ ID3D11Buffer *d3dBuffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
+
+ mCurrentD3DOffsets[i] = (mAppliedTFBuffers[i] != d3dBuffer || mAppliedTFOffsets[i] != curXFBOffset) ?
+ static_cast<UINT>(curXFBOffset) : -1;
+ mAppliedTFBuffers[i] = d3dBuffer;
+ }
+ else
+ {
+ mAppliedTFBuffers[i] = NULL;
+ mCurrentD3DOffsets[i] = 0;
+ }
+ mAppliedTFOffsets[i] = curXFBOffset;
+ }
+
+ mAppliedNumXFBBindings = numXFBBindings;
+
+ mDeviceContext->SOSetTargets(numXFBBindings, mAppliedTFBuffers, mCurrentD3DOffsets);
+ }
+}
+
+gl::Error Renderer11::drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize)
+{
+ bool useInstancedPointSpriteEmulation = usesPointSize && getWorkarounds().useInstancedPointSpriteEmulation;
+ if (mode == GL_POINTS && data.state->isTransformFeedbackActiveUnpaused())
+ {
+ // Since point sprites are generated with a geometry shader, too many vertices will
+ // be written if transform feedback is active. To work around this, draw only the points
+ // with the stream out shader and no pixel shader to feed the stream out buffers and then
+ // draw again with the point sprite geometry shader to rasterize the point sprites.
+
+ mDeviceContext->PSSetShader(NULL, NULL, 0);
+
+ if (instances > 0)
+ {
+ mDeviceContext->DrawInstanced(count, instances, 0, 0);
+ }
+ else
+ {
+ mDeviceContext->Draw(count, 0);
+ }
+
+ ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.state->getProgram());
+
+ rx::ShaderExecutableD3D *pixelExe = NULL;
+ gl::Error error = programD3D->getPixelExecutableForFramebuffer(data.state->getDrawFramebuffer(), &pixelExe);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Skip this step if we're doing rasterizer discard.
+ if (pixelExe && !data.state->getRasterizerState().rasterizerDiscard && usesPointSize)
+ {
+ ID3D11PixelShader *pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
+ ASSERT(reinterpret_cast<uintptr_t>(pixelShader) == mAppliedPixelShader);
+ mDeviceContext->PSSetShader(pixelShader, NULL, 0);
+
+ // Retrieve the point sprite geometry shader
+ rx::ShaderExecutableD3D *geometryExe = programD3D->getGeometryExecutable();
+ ID3D11GeometryShader *geometryShader = (geometryExe ? ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader() : NULL);
+ mAppliedGeometryShader = reinterpret_cast<uintptr_t>(geometryShader);
+ ASSERT(geometryShader);
+ mDeviceContext->GSSetShader(geometryShader, NULL, 0);
+
+ if (instances > 0)
+ {
+ mDeviceContext->DrawInstanced(count, instances, 0, 0);
+ }
+ else
+ {
+ mDeviceContext->Draw(count, 0);
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+ }
+ else if (mode == GL_LINE_LOOP)
+ {
+ return drawLineLoop(count, GL_NONE, NULL, 0, NULL);
+ }
+ else if (mode == GL_TRIANGLE_FAN)
+ {
+ return drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
+ }
+ else if (instances > 0)
+ {
+ mDeviceContext->DrawInstanced(count, instances, 0, 0);
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ // If gl_PointSize is used and GL_POINTS is specified, then it is expected to render pointsprites.
+ // If instanced pointsprite emulation is being used the topology is expexted to be
+ // D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST and DrawIndexedInstanced must be used.
+ if (mode == GL_POINTS && useInstancedPointSpriteEmulation)
+ {
+ mDeviceContext->DrawIndexedInstanced(6, count, 0, 0, 0);
+ }
+ else
+ {
+ mDeviceContext->Draw(count, 0);
+ }
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
+ gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
+{
+ int minIndex = static_cast<int>(indexInfo.indexRange.start);
+
+ if (mode == GL_LINE_LOOP)
+ {
+ return drawLineLoop(count, type, indices, minIndex, elementArrayBuffer);
+ }
+ else if (mode == GL_TRIANGLE_FAN)
+ {
+ return drawTriangleFan(count, type, indices, minIndex, elementArrayBuffer, instances);
+ }
+ else if (instances > 0)
+ {
+ mDeviceContext->DrawIndexedInstanced(count, instances, 0, -minIndex, 0);
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ mDeviceContext->DrawIndexed(count, 0, -minIndex);
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
+{
+ // Get the raw indices for an indexed draw
+ if (type != GL_NONE && elementArrayBuffer)
+ {
+ BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+
+ const uint8_t *bufferData = NULL;
+ gl::Error error = storage->getData(&bufferData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ indices = bufferData + offset;
+ }
+
+ if (!mLineLoopIB)
+ {
+ mLineLoopIB = new StreamingIndexBufferInterface(this);
+ gl::Error error = mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT);
+ if (error.isError())
+ {
+ SafeDelete(mLineLoopIB);
+ return error;
+ }
+ }
+
+ // Checked by Renderer11::applyPrimitiveType
+ ASSERT(count >= 0);
+
+ if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
+ }
+
+ const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
+ gl::Error error = mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ void* mappedMemory = NULL;
+ unsigned int offset;
+ error = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+ unsigned int indexBufferOffset = offset;
+
+ switch (type)
+ {
+ case GL_NONE: // Non-indexed draw
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = i;
+ }
+ data[count] = 0;
+ break;
+ case GL_UNSIGNED_BYTE:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLubyte*>(indices)[i];
+ }
+ data[count] = static_cast<const GLubyte*>(indices)[0];
+ break;
+ case GL_UNSIGNED_SHORT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLushort*>(indices)[i];
+ }
+ data[count] = static_cast<const GLushort*>(indices)[0];
+ break;
+ case GL_UNSIGNED_INT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLuint*>(indices)[i];
+ }
+ data[count] = static_cast<const GLuint*>(indices)[0];
+ break;
+ default: UNREACHABLE();
+ }
+
+ error = mLineLoopIB->unmapBuffer();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
+ ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
+ DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
+
+ if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
+ {
+ mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, indexBufferOffset);
+ mAppliedIB = d3dIndexBuffer;
+ mAppliedIBFormat = indexFormat;
+ mAppliedIBOffset = indexBufferOffset;
+ }
+
+ mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
+{
+ // Get the raw indices for an indexed draw
+ if (type != GL_NONE && elementArrayBuffer)
+ {
+ BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+
+ const uint8_t *bufferData = NULL;
+ gl::Error error = storage->getData(&bufferData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ indices = bufferData + offset;
+ }
+
+ if (!mTriangleFanIB)
+ {
+ mTriangleFanIB = new StreamingIndexBufferInterface(this);
+ gl::Error error = mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT);
+ if (error.isError())
+ {
+ SafeDelete(mTriangleFanIB);
+ return error;
+ }
+ }
+
+ // Checked by Renderer11::applyPrimitiveType
+ ASSERT(count >= 3);
+
+ const unsigned int numTris = count - 2;
+
+ if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
+ }
+
+ const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
+ gl::Error error = mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ void* mappedMemory = NULL;
+ unsigned int offset;
+ error = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+ unsigned int indexBufferOffset = offset;
+
+ switch (type)
+ {
+ case GL_NONE: // Non-indexed draw
+ for (unsigned int i = 0; i < numTris; i++)
+ {
+ data[i*3 + 0] = 0;
+ data[i*3 + 1] = i + 1;
+ data[i*3 + 2] = i + 2;
+ }
+ break;
+ case GL_UNSIGNED_BYTE:
+ for (unsigned int i = 0; i < numTris; i++)
+ {
+ data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
+ data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
+ data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
+ }
+ break;
+ case GL_UNSIGNED_SHORT:
+ for (unsigned int i = 0; i < numTris; i++)
+ {
+ data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
+ data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
+ data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
+ }
+ break;
+ case GL_UNSIGNED_INT:
+ for (unsigned int i = 0; i < numTris; i++)
+ {
+ data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
+ data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
+ data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
+ }
+ break;
+ default: UNREACHABLE();
+ }
+
+ error = mTriangleFanIB->unmapBuffer();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
+ ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
+ DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
+
+ if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
+ {
+ mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, indexBufferOffset);
+ mAppliedIB = d3dIndexBuffer;
+ mAppliedIBFormat = indexFormat;
+ mAppliedIBOffset = indexBufferOffset;
+ }
+
+ if (instances > 0)
+ {
+ mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
+ }
+ else
+ {
+ mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::applyShaders(gl::Program *program, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
+ bool rasterizerDiscard, bool transformFeedbackActive)
+{
+ ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
+
+ ShaderExecutableD3D *vertexExe = NULL;
+ gl::Error error = programD3D->getVertexExecutableForInputLayout(inputLayout, &vertexExe, nullptr);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ShaderExecutableD3D *pixelExe = NULL;
+ error = programD3D->getPixelExecutableForFramebuffer(framebuffer, &pixelExe);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ShaderExecutableD3D *geometryExe = programD3D->getGeometryExecutable();
+
+ ID3D11VertexShader *vertexShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader() : NULL);
+
+ ID3D11PixelShader *pixelShader = NULL;
+ // Skip pixel shader if we're doing rasterizer discard.
+ if (!rasterizerDiscard)
+ {
+ pixelShader = (pixelExe ? ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader() : NULL);
+ }
+
+ ID3D11GeometryShader *geometryShader = NULL;
+ if (transformFeedbackActive)
+ {
+ geometryShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getStreamOutShader() : NULL);
+ }
+ else if (mCurRasterState.pointDrawMode)
+ {
+ geometryShader = (geometryExe ? ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader() : NULL);
+ }
+
+ bool dirtyUniforms = false;
+
+ if (reinterpret_cast<uintptr_t>(vertexShader) != mAppliedVertexShader)
+ {
+ mDeviceContext->VSSetShader(vertexShader, NULL, 0);
+ mAppliedVertexShader = reinterpret_cast<uintptr_t>(vertexShader);
+ dirtyUniforms = true;
+ }
+
+ if (reinterpret_cast<uintptr_t>(geometryShader) != mAppliedGeometryShader)
+ {
+ mDeviceContext->GSSetShader(geometryShader, NULL, 0);
+ mAppliedGeometryShader = reinterpret_cast<uintptr_t>(geometryShader);
+ dirtyUniforms = true;
+ }
+
+ if (reinterpret_cast<uintptr_t>(pixelShader) != mAppliedPixelShader)
+ {
+ mDeviceContext->PSSetShader(pixelShader, NULL, 0);
+ mAppliedPixelShader = reinterpret_cast<uintptr_t>(pixelShader);
+ dirtyUniforms = true;
+ }
+
+ if (dirtyUniforms)
+ {
+ programD3D->dirtyAllUniforms();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray)
+{
+ unsigned int totalRegisterCountVS = 0;
+ unsigned int totalRegisterCountPS = 0;
+
+ bool vertexUniformsDirty = false;
+ bool pixelUniformsDirty = false;
+
+ for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
+ {
+ const gl::LinkedUniform &uniform = *uniformArray[uniformIndex];
+
+ if (uniform.isReferencedByVertexShader() && !uniform.isSampler())
+ {
+ totalRegisterCountVS += uniform.registerCount;
+ vertexUniformsDirty = (vertexUniformsDirty || uniform.dirty);
+ }
+
+ if (uniform.isReferencedByFragmentShader() && !uniform.isSampler())
+ {
+ totalRegisterCountPS += uniform.registerCount;
+ pixelUniformsDirty = (pixelUniformsDirty || uniform.dirty);
+ }
+ }
+
+ const ProgramD3D *programD3D = GetAs<ProgramD3D>(&program);
+ const UniformStorage11 *vertexUniformStorage = UniformStorage11::makeUniformStorage11(&programD3D->getVertexUniformStorage());
+ const UniformStorage11 *fragmentUniformStorage = UniformStorage11::makeUniformStorage11(&programD3D->getFragmentUniformStorage());
+ ASSERT(vertexUniformStorage);
+ ASSERT(fragmentUniformStorage);
+
+ ID3D11Buffer *vertexConstantBuffer = vertexUniformStorage->getConstantBuffer();
+ ID3D11Buffer *pixelConstantBuffer = fragmentUniformStorage->getConstantBuffer();
+
+ float (*mapVS)[4] = NULL;
+ float (*mapPS)[4] = NULL;
+
+ if (totalRegisterCountVS > 0 && vertexUniformsDirty)
+ {
+ D3D11_MAPPED_SUBRESOURCE map = {0};
+ HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ mapVS = (float(*)[4])map.pData;
+ }
+
+ if (totalRegisterCountPS > 0 && pixelUniformsDirty)
+ {
+ D3D11_MAPPED_SUBRESOURCE map = {0};
+ HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ mapPS = (float(*)[4])map.pData;
+ }
+
+ for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
+ {
+ gl::LinkedUniform *uniform = uniformArray[uniformIndex];
+
+ if (!uniform->isSampler())
+ {
+ unsigned int componentCount = (4 - uniform->registerElement);
+
+ // we assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would
+ // overwrite previously written regions of memory.
+
+ if (uniform->isReferencedByVertexShader() && mapVS)
+ {
+ memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
+ }
+
+ if (uniform->isReferencedByFragmentShader() && mapPS)
+ {
+ memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
+ }
+ }
+ }
+
+ if (mapVS)
+ {
+ mDeviceContext->Unmap(vertexConstantBuffer, 0);
+ }
+
+ if (mapPS)
+ {
+ mDeviceContext->Unmap(pixelConstantBuffer, 0);
+ }
+
+ if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
+ {
+ mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
+ mCurrentVertexConstantBuffer = vertexConstantBuffer;
+ }
+
+ if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
+ {
+ mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
+ mCurrentPixelConstantBuffer = pixelConstantBuffer;
+ }
+
+ // Driver uniforms
+ if (!mDriverConstantBufferVS)
+ {
+ D3D11_BUFFER_DESC constantBufferDescription = {0};
+ constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
+ constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
+ constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ constantBufferDescription.CPUAccessFlags = 0;
+ constantBufferDescription.MiscFlags = 0;
+ constantBufferDescription.StructureByteStride = 0;
+
+ HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+
+ mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
+ }
+
+ if (!mDriverConstantBufferPS)
+ {
+ D3D11_BUFFER_DESC constantBufferDescription = {0};
+ constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
+ constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
+ constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ constantBufferDescription.CPUAccessFlags = 0;
+ constantBufferDescription.MiscFlags = 0;
+ constantBufferDescription.StructureByteStride = 0;
+
+ HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+
+ mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
+ }
+
+ if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
+ {
+ mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
+ memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
+ }
+
+ if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
+ {
+ mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
+ memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
+ }
+
+ // GSSetConstantBuffers triggers device removal on 9_3, so we should only call it if necessary
+ if (programD3D->usesGeometryShader())
+ {
+ // needed for the point sprite geometry shader
+ if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
+ {
+ mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
+ mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer11::markAllStateDirty()
+{
+ for (size_t rtIndex = 0; rtIndex < ArraySize(mAppliedRTVs); rtIndex++)
+ {
+ mAppliedRTVs[rtIndex] = DirtyPointer;
+ }
+ mAppliedDSV = DirtyPointer;
+ mDepthStencilInitialized = false;
+ mRenderTargetDescInitialized = false;
+
+ // We reset the current SRV data because it might not be in sync with D3D's state
+ // anymore. For example when a currently used SRV is used as an RTV, D3D silently
+ // remove it from its state.
+ memset(mCurVertexSRVs.data(), 0, sizeof(SRVRecord) * mCurVertexSRVs.size());
+ memset(mCurPixelSRVs.data(), 0, sizeof(SRVRecord) * mCurPixelSRVs.size());
+
+ ASSERT(mForceSetVertexSamplerStates.size() == mCurVertexSRVs.size());
+ for (size_t vsamplerId = 0; vsamplerId < mForceSetVertexSamplerStates.size(); ++vsamplerId)
+ {
+ mForceSetVertexSamplerStates[vsamplerId] = true;
+ }
+
+ ASSERT(mForceSetPixelSamplerStates.size() == mCurPixelSRVs.size());
+ for (size_t fsamplerId = 0; fsamplerId < mForceSetPixelSamplerStates.size(); ++fsamplerId)
+ {
+ mForceSetPixelSamplerStates[fsamplerId] = true;
+ }
+
+ mForceSetBlendState = true;
+ mForceSetRasterState = true;
+ mForceSetDepthStencilState = true;
+ mForceSetScissor = true;
+ mForceSetViewport = true;
+
+ mAppliedIB = NULL;
+ mAppliedIBFormat = DXGI_FORMAT_UNKNOWN;
+ mAppliedIBOffset = 0;
+
+ mAppliedVertexShader = DirtyPointer;
+ mAppliedGeometryShader = DirtyPointer;
+ mAppliedPixelShader = DirtyPointer;
+
+ mAppliedNumXFBBindings = static_cast<size_t>(-1);
+
+ for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
+ {
+ mAppliedTFBuffers[i] = NULL;
+ mAppliedTFOffsets[i] = 0;
+ }
+
+ memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
+ memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
+
+ mInputLayoutCache.markDirty();
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
+ {
+ mCurrentConstantBufferVS[i] = static_cast<unsigned int>(-1);
+ mCurrentConstantBufferVSOffset[i] = 0;
+ mCurrentConstantBufferVSSize[i] = 0;
+ mCurrentConstantBufferPS[i] = static_cast<unsigned int>(-1);
+ mCurrentConstantBufferPSOffset[i] = 0;
+ mCurrentConstantBufferPSSize[i] = 0;
+ }
+
+ mCurrentVertexConstantBuffer = NULL;
+ mCurrentPixelConstantBuffer = NULL;
+ mCurrentGeometryConstantBuffer = NULL;
+
+ mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
+}
+
+void Renderer11::releaseDeviceResources()
+{
+ mStateCache.clear();
+ mInputLayoutCache.clear();
+
+ SafeDelete(mVertexDataManager);
+ SafeDelete(mIndexDataManager);
+ SafeDelete(mLineLoopIB);
+ SafeDelete(mTriangleFanIB);
+ SafeDelete(mBlit);
+ SafeDelete(mClear);
+ SafeDelete(mTrim);
+ SafeDelete(mPixelTransfer);
+
+ SafeRelease(mDriverConstantBufferVS);
+ SafeRelease(mDriverConstantBufferPS);
+ SafeRelease(mSyncQuery);
+}
+
+// set notify to true to broadcast a message to all contexts of the device loss
+bool Renderer11::testDeviceLost()
+{
+ bool isLost = false;
+
+ // GetRemovedReason is used to test if the device is removed
+ HRESULT result = mDevice->GetDeviceRemovedReason();
+ isLost = d3d11::isDeviceLostError(result);
+
+ if (isLost)
+ {
+ // Log error if this is a new device lost event
+ if (mDeviceLost == false)
+ {
+ ERR("The D3D11 device was removed: 0x%08X", result);
+ }
+
+ // ensure we note the device loss --
+ // we'll probably get this done again by notifyDeviceLost
+ // but best to remember it!
+ // Note that we don't want to clear the device loss status here
+ // -- this needs to be done by resetDevice
+ mDeviceLost = true;
+ }
+
+ return isLost;
+}
+
+bool Renderer11::testDeviceResettable()
+{
+ // determine if the device is resettable by creating a dummy device
+ PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
+
+ if (D3D11CreateDevice == NULL)
+ {
+ return false;
+ }
+
+ ID3D11Device* dummyDevice;
+ D3D_FEATURE_LEVEL dummyFeatureLevel;
+ ID3D11DeviceContext* dummyContext;
+
+ HRESULT result = D3D11CreateDevice(NULL,
+ mDriverType,
+ NULL,
+ #if defined(_DEBUG)
+ D3D11_CREATE_DEVICE_DEBUG,
+ #else
+ 0,
+ #endif
+ mAvailableFeatureLevels.data(),
+ mAvailableFeatureLevels.size(),
+ D3D11_SDK_VERSION,
+ &dummyDevice,
+ &dummyFeatureLevel,
+ &dummyContext);
+
+ if (!mDevice || FAILED(result))
+ {
+ return false;
+ }
+
+ SafeRelease(dummyContext);
+ SafeRelease(dummyDevice);
+
+ return true;
+}
+
+void Renderer11::release()
+{
+ RendererD3D::cleanup();
+
+ releaseDeviceResources();
+
+ SafeRelease(mDxgiFactory);
+ SafeRelease(mDxgiAdapter);
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ SafeRelease(mDeviceContext1);
+#endif
+
+ if (mDeviceContext)
+ {
+ mDeviceContext->ClearState();
+ mDeviceContext->Flush();
+ SafeRelease(mDeviceContext);
+ }
+
+ SafeRelease(mDevice);
+
+ if (mD3d11Module)
+ {
+ FreeLibrary(mD3d11Module);
+ mD3d11Module = NULL;
+ }
+
+ if (mDxgiModule)
+ {
+ FreeLibrary(mDxgiModule);
+ mDxgiModule = NULL;
+ }
+
+ mCompiler.release();
+}
+
+bool Renderer11::resetDevice()
+{
+ // recreate everything
+ release();
+ egl::Error result = initialize();
+
+ if (result.isError())
+ {
+ ERR("Could not reinitialize D3D11 device: %08X", result.getCode());
+ return false;
+ }
+
+ mDeviceLost = false;
+
+ return true;
+}
+
+VendorID Renderer11::getVendorId() const
+{
+ return static_cast<VendorID>(mAdapterDescription.VendorId);
+}
+
+std::string Renderer11::getRendererDescription() const
+{
+ std::ostringstream rendererString;
+
+ rendererString << mDescription;
+ rendererString << " Direct3D11";
+
+ rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel() << getShaderModelSuffix();
+ rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel() << getShaderModelSuffix();
+
+ return rendererString.str();
+}
+
+GUID Renderer11::getAdapterIdentifier() const
+{
+ // Use the adapter LUID as our adapter ID
+ // This number is local to a machine is only guaranteed to be unique between restarts
+ static_assert(sizeof(LUID) <= sizeof(GUID), "Size of GUID must be at least as large as LUID.");
+ GUID adapterId = {0};
+ memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
+ return adapterId;
+}
+
+unsigned int Renderer11::getReservedVertexUniformVectors() const
+{
+ return 0; // Driver uniforms are stored in a separate constant buffer
+}
+
+unsigned int Renderer11::getReservedFragmentUniformVectors() const
+{
+ return 0; // Driver uniforms are stored in a separate constant buffer
+}
+
+unsigned int Renderer11::getReservedVertexUniformBuffers() const
+{
+ // we reserve one buffer for the application uniforms, and one for driver uniforms
+ return 2;
+}
+
+unsigned int Renderer11::getReservedFragmentUniformBuffers() const
+{
+ // we reserve one buffer for the application uniforms, and one for driver uniforms
+ return 2;
+}
+
+bool Renderer11::getShareHandleSupport() const
+{
+ // We only currently support share handles with BGRA surfaces, because
+ // chrome needs BGRA. Once chrome fixes this, we should always support them.
+ // PIX doesn't seem to support using share handles, so disable them.
+ // Also disable share handles on Feature Level 9_3, since it doesn't support share handles on RGBA8 textures/swapchains.
+ return getRendererExtensions().textureFormatBGRA8888 && !gl::DebugAnnotationsActive();// && !(mFeatureLevel <= D3D_FEATURE_LEVEL_9_3); Qt: we don't care about the 9_3 limitation
+}
+
+bool Renderer11::getPostSubBufferSupport() const
+{
+ // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
+ return false;
+}
+
+int Renderer11::getMajorShaderModel() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
+ case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
+ case D3D_FEATURE_LEVEL_9_3: return D3D10_SHADER_MAJOR_VERSION; // 4
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+int Renderer11::getMinorShaderModel() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
+ case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
+ case D3D_FEATURE_LEVEL_9_3: return D3D10_SHADER_MINOR_VERSION; // 0
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+std::string Renderer11::getShaderModelSuffix() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0: return "";
+ case D3D_FEATURE_LEVEL_10_1: return "";
+ case D3D_FEATURE_LEVEL_10_0: return "";
+ case D3D_FEATURE_LEVEL_9_3: return "_level_9_3";
+ default: UNREACHABLE(); return "";
+ }
+}
+
+gl::Error Renderer11::copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level)
+{
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ ASSERT(colorbuffer);
+
+ RenderTarget11 *sourceRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(sourceRenderTarget);
+
+ ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
+ ASSERT(source);
+
+ TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage);
+ ASSERT(storage11);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+ RenderTargetD3D *destRenderTarget = NULL;
+ error = storage11->getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(destRenderTarget);
+
+ ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest);
+
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ storage11->invalidateSwizzleCacheLevel(level);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level)
+{
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ ASSERT(colorbuffer);
+
+ RenderTarget11 *sourceRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(sourceRenderTarget);
+
+ ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
+ ASSERT(source);
+
+ TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage);
+ ASSERT(storage11);
+
+ gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+ RenderTargetD3D *destRenderTarget = NULL;
+ error = storage11->getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(destRenderTarget);
+
+ ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest);
+
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ storage11->invalidateSwizzleCacheLevel(level);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level)
+{
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ ASSERT(colorbuffer);
+
+ RenderTarget11 *sourceRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(sourceRenderTarget);
+
+ ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
+ ASSERT(source);
+
+ TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage);
+ ASSERT(storage11);
+
+ gl::ImageIndex index = gl::ImageIndex::Make3D(level, destOffset.z);
+ RenderTargetD3D *destRenderTarget = NULL;
+ error = storage11->getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(destRenderTarget);
+
+ ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest);
+
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ storage11->invalidateSwizzleCacheLevel(level);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level)
+{
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ ASSERT(colorbuffer);
+
+ RenderTarget11 *sourceRenderTarget = NULL;
+ gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(sourceRenderTarget);
+
+ ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
+ ASSERT(source);
+
+ TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage);
+ ASSERT(storage11);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, destOffset.z);
+ RenderTargetD3D *destRenderTarget = NULL;
+ error = storage11->getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(destRenderTarget);
+
+ ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest);
+
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ storage11->invalidateSwizzleCacheLevel(level);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer11::unapplyRenderTargets()
+{
+ setOneTimeRenderTarget(NULL);
+}
+
+// When finished with this rendertarget, markAllStateDirty must be called.
+void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
+{
+ ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
+
+ rtvArray[0] = renderTargetView;
+
+ mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, rtvArray, NULL);
+
+ // Do not preserve the serial for this one-time-use render target
+ for (size_t rtIndex = 0; rtIndex < ArraySize(mAppliedRTVs); rtIndex++)
+ {
+ mAppliedRTVs[rtIndex] = DirtyPointer;
+ }
+ mAppliedDSV = DirtyPointer;
+}
+
+gl::Error Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT)
+{
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(format, mFeatureLevel);
+
+ const gl::TextureCaps &textureCaps = getRendererTextureCaps().get(format);
+ GLuint supportedSamples = textureCaps.getNearestSamples(samples);
+
+ if (width > 0 && height > 0)
+ {
+ // Create texture resource
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = formatInfo.texFormat;
+ desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ // If a rendertarget or depthstencil format exists for this texture format,
+ // we'll flag it to allow binding that way. Shader resource views are a little
+ // more complicated.
+ bool bindRTV = false, bindDSV = false, bindSRV = false;
+ bindRTV = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
+ bindDSV = (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
+ if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ // Multisample targets flagged for binding as depth stencil cannot also be
+ // flagged for binding as SRV, so make certain not to add the SRV flag for
+ // these targets.
+ bindSRV = !(formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN && desc.SampleDesc.Count > 1);
+ }
+
+ desc.BindFlags = (bindRTV ? D3D11_BIND_RENDER_TARGET : 0) |
+ (bindDSV ? D3D11_BIND_DEPTH_STENCIL : 0) |
+ (bindSRV ? D3D11_BIND_SHADER_RESOURCE : 0);
+
+ // The format must be either an RTV or a DSV
+ ASSERT(bindRTV != bindDSV);
+
+ ID3D11Texture2D *texture = NULL;
+ HRESULT result = mDevice->CreateTexture2D(&desc, NULL, &texture);
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target texture, result: 0x%X.", result);
+ }
+
+ ID3D11ShaderResourceView *srv = NULL;
+ if (bindSRV)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = formatInfo.srvFormat;
+ srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ srvDesc.Texture2D.MipLevels = 1;
+
+ result = mDevice->CreateShaderResourceView(texture, &srvDesc, &srv);
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ SafeRelease(texture);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target shader resource view, result: 0x%X.", result);
+ }
+ }
+
+ if (bindDSV)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = formatInfo.dsvFormat;
+ dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS;
+ dsvDesc.Texture2D.MipSlice = 0;
+ dsvDesc.Flags = 0;
+
+ ID3D11DepthStencilView *dsv = NULL;
+ result = mDevice->CreateDepthStencilView(texture, &dsvDesc, &dsv);
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ SafeRelease(texture);
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target depth stencil view, result: 0x%X.", result);
+ }
+
+ *outRT = new TextureRenderTarget11(dsv, texture, srv, format, width, height, 1, supportedSamples);
+
+ SafeRelease(dsv);
+ }
+ else if (bindRTV)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = formatInfo.rtvFormat;
+ rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS;
+ rtvDesc.Texture2D.MipSlice = 0;
+
+ ID3D11RenderTargetView *rtv = NULL;
+ result = mDevice->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ SafeRelease(texture);
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target render target view, result: 0x%X.", result);
+ }
+
+ if (formatInfo.dataInitializerFunction != NULL)
+ {
+ const float clearValues[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ mDeviceContext->ClearRenderTargetView(rtv, clearValues);
+ }
+
+ *outRT = new TextureRenderTarget11(rtv, texture, srv, format, width, height, 1, supportedSamples);
+
+ SafeRelease(rtv);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+
+ SafeRelease(texture);
+ SafeRelease(srv);
+ }
+ else
+ {
+ *outRT = new TextureRenderTarget11(reinterpret_cast<ID3D11RenderTargetView*>(NULL), NULL, NULL, format, width, height, 1, supportedSamples);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+FramebufferImpl *Renderer11::createDefaultFramebuffer(const gl::Framebuffer::Data &data)
+{
+ return createFramebuffer(data);
+}
+
+FramebufferImpl *Renderer11::createFramebuffer(const gl::Framebuffer::Data &data)
+{
+ return new Framebuffer11(data, this);
+}
+
+CompilerImpl *Renderer11::createCompiler(const gl::Data &data)
+{
+ return new CompilerD3D(data, SH_HLSL11_OUTPUT);
+}
+
+ShaderImpl *Renderer11::createShader(GLenum type)
+{
+ return new ShaderD3D(type);
+}
+
+ProgramImpl *Renderer11::createProgram()
+{
+ return new ProgramD3D(this);
+}
+
+gl::Error Renderer11::loadExecutable(const void *function, size_t length, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable)
+{
+ switch (type)
+ {
+ case SHADER_VERTEX:
+ {
+ ID3D11VertexShader *vertexShader = NULL;
+ ID3D11GeometryShader *streamOutShader = NULL;
+
+ HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create vertex shader, result: 0x%X.", result);
+ }
+
+ if (transformFeedbackVaryings.size() > 0)
+ {
+ std::vector<D3D11_SO_DECLARATION_ENTRY> soDeclaration;
+ for (size_t i = 0; i < transformFeedbackVaryings.size(); i++)
+ {
+ const gl::LinkedVarying &varying = transformFeedbackVaryings[i];
+ GLenum transposedType = gl::TransposeMatrixType(varying.type);
+
+ for (size_t j = 0; j < varying.semanticIndexCount; j++)
+ {
+ D3D11_SO_DECLARATION_ENTRY entry = { 0 };
+ entry.Stream = 0;
+ entry.SemanticName = varying.semanticName.c_str();
+ entry.SemanticIndex = varying.semanticIndex + j;
+ entry.StartComponent = 0;
+ entry.ComponentCount = gl::VariableColumnCount(transposedType);
+ entry.OutputSlot = (separatedOutputBuffers ? i : 0);
+ soDeclaration.push_back(entry);
+ }
+ }
+
+ result = mDevice->CreateGeometryShaderWithStreamOutput(function, length, soDeclaration.data(), soDeclaration.size(),
+ NULL, 0, 0, NULL, &streamOutShader);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create steam output shader, result: 0x%X.", result);
+ }
+ }
+
+ *outExecutable = new ShaderExecutable11(function, length, vertexShader, streamOutShader);
+ }
+ break;
+ case SHADER_PIXEL:
+ {
+ ID3D11PixelShader *pixelShader = NULL;
+
+ HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pixelShader);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create pixel shader, result: 0x%X.", result);
+ }
+
+ *outExecutable = new ShaderExecutable11(function, length, pixelShader);
+ }
+ break;
+ case SHADER_GEOMETRY:
+ {
+ ID3D11GeometryShader *geometryShader = NULL;
+
+ HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &geometryShader);
+ ASSERT(SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create geometry shader, result: 0x%X.", result);
+ }
+
+ *outExecutable = new ShaderExecutable11(function, length, geometryShader);
+ }
+ break;
+ default:
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds,
+ ShaderExecutableD3D **outExectuable)
+{
+ const char *profileType = NULL;
+ switch (type)
+ {
+ case SHADER_VERTEX:
+ profileType = "vs";
+ break;
+ case SHADER_PIXEL:
+ profileType = "ps";
+ break;
+ case SHADER_GEOMETRY:
+ profileType = "gs";
+ break;
+ default:
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+ }
+
+ std::string profile = FormatString("%s_%d_%d%s", profileType, getMajorShaderModel(), getMinorShaderModel(), getShaderModelSuffix().c_str());
+
+ UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL2;
+
+ if (gl::DebugAnnotationsActive())
+ {
+#ifndef NDEBUG
+ flags = D3DCOMPILE_SKIP_OPTIMIZATION;
+#endif
+
+ flags |= D3DCOMPILE_DEBUG;
+ }
+
+ if (workarounds.enableIEEEStrictness)
+ flags |= D3DCOMPILE_IEEE_STRICTNESS;
+
+ // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
+ // Try the default flags first and if compilation fails, try some alternatives.
+ std::vector<CompileConfig> configs;
+ configs.push_back(CompileConfig(flags, "default" ));
+ configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_VALIDATION, "skip validation" ));
+ configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_OPTIMIZATION, "skip optimization"));
+
+ D3D_SHADER_MACRO loopMacros[] = { {"ANGLE_ENABLE_LOOP_FLATTEN", "1"}, {0, 0} };
+
+ ID3DBlob *binary = NULL;
+ std::string debugInfo;
+ gl::Error error = mCompiler.compileToBinary(infoLog, shaderHLSL, profile, configs, loopMacros, &binary, &debugInfo);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // It's possible that binary is NULL if the compiler failed in all configurations. Set the executable to NULL
+ // and return GL_NO_ERROR to signify that there was a link error but the internal state is still OK.
+ if (!binary)
+ {
+ *outExectuable = NULL;
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ error = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type,
+ transformFeedbackVaryings, separatedOutputBuffers, outExectuable);
+
+ SafeRelease(binary);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!debugInfo.empty())
+ {
+ (*outExectuable)->appendDebugInfo(debugInfo);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+UniformStorageD3D *Renderer11::createUniformStorage(size_t storageSize)
+{
+ return new UniformStorage11(this, storageSize);
+}
+
+VertexBuffer *Renderer11::createVertexBuffer()
+{
+ return new VertexBuffer11(this);
+}
+
+IndexBuffer *Renderer11::createIndexBuffer()
+{
+ return new IndexBuffer11(this);
+}
+
+BufferImpl *Renderer11::createBuffer()
+{
+ return new Buffer11(this);
+}
+
+VertexArrayImpl *Renderer11::createVertexArray()
+{
+ return new VertexArray11(this);
+}
+
+QueryImpl *Renderer11::createQuery(GLenum type)
+{
+ return new Query11(this, type);
+}
+
+FenceNVImpl *Renderer11::createFenceNV()
+{
+ return new FenceNV11(this);
+}
+
+FenceSyncImpl *Renderer11::createFenceSync()
+{
+ return new FenceSync11(this);
+}
+
+TransformFeedbackImpl* Renderer11::createTransformFeedback()
+{
+ return new TransformFeedbackD3D();
+}
+
+bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
+{
+ ASSERT(getRendererExtensions().pixelBufferObject);
+
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat);
+ const d3d11::TextureFormat &d3d11FormatInfo = d3d11::GetTextureFormatInfo(internalFormat, mFeatureLevel);
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3d11FormatInfo.texFormat);
+
+ // sRGB formats do not work with D3D11 buffer SRVs
+ if (internalFormatInfo.colorEncoding == GL_SRGB)
+ {
+ return false;
+ }
+
+ // We cannot support direct copies to non-color-renderable formats
+ if (d3d11FormatInfo.rtvFormat == DXGI_FORMAT_UNKNOWN)
+ {
+ return false;
+ }
+
+ // We skip all 3-channel formats since sometimes format support is missing
+ if (internalFormatInfo.componentCount == 3)
+ {
+ return false;
+ }
+
+ // We don't support formats which we can't represent without conversion
+ if (dxgiFormatInfo.internalFormat != internalFormat)
+ {
+ return false;
+ }
+
+ return true;
+}
+
+gl::Error Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
+{
+ ASSERT(supportsFastCopyBufferToTexture(destinationFormat));
+ return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, sourcePixelsType, destArea);
+}
+
+ImageD3D *Renderer11::createImage()
+{
+ return new Image11(this);
+}
+
+gl::Error Renderer11::generateMipmap(ImageD3D *dest, ImageD3D *src)
+{
+ Image11 *dest11 = Image11::makeImage11(dest);
+ Image11 *src11 = Image11::makeImage11(src);
+ return Image11::generateMipmap(dest11, src11);
+}
+
+TextureStorage *Renderer11::createTextureStorage2D(SwapChainD3D *swapChain)
+{
+ SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
+ return new TextureStorage11_2D(this, swapChain11);
+}
+
+TextureStorage *Renderer11::createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly)
+{
+ return new TextureStorage11_2D(this, internalformat, renderTarget, width, height, levels, hintLevelZeroOnly);
+}
+
+TextureStorage *Renderer11::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly)
+{
+ return new TextureStorage11_Cube(this, internalformat, renderTarget, size, levels, hintLevelZeroOnly);
+}
+
+TextureStorage *Renderer11::createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
+{
+ return new TextureStorage11_3D(this, internalformat, renderTarget, width, height, depth, levels);
+}
+
+TextureStorage *Renderer11::createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
+{
+ return new TextureStorage11_2DArray(this, internalformat, renderTarget, width, height, depth, levels);
+}
+
+TextureImpl *Renderer11::createTexture(GLenum target)
+{
+ switch(target)
+ {
+ case GL_TEXTURE_2D: return new TextureD3D_2D(this);
+ case GL_TEXTURE_CUBE_MAP: return new TextureD3D_Cube(this);
+ case GL_TEXTURE_3D: return new TextureD3D_3D(this);
+ case GL_TEXTURE_2D_ARRAY: return new TextureD3D_2DArray(this);
+ default:
+ UNREACHABLE();
+ }
+
+ return NULL;
+}
+
+RenderbufferImpl *Renderer11::createRenderbuffer()
+{
+ RenderbufferD3D *renderbuffer = new RenderbufferD3D(this);
+ return renderbuffer;
+}
+
+gl::Error Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
+ GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels)
+{
+ ASSERT(area.width >= 0);
+ ASSERT(area.height >= 0);
+
+ D3D11_TEXTURE2D_DESC textureDesc;
+ texture->GetDesc(&textureDesc);
+
+ // Clamp read region to the defined texture boundaries, preventing out of bounds reads
+ // and reads of uninitialized data.
+ gl::Rectangle safeArea;
+ safeArea.x = gl::clamp(area.x, 0, static_cast<int>(textureDesc.Width));
+ safeArea.y = gl::clamp(area.y, 0, static_cast<int>(textureDesc.Height));
+ safeArea.width = gl::clamp(area.width + std::min(area.x, 0), 0,
+ static_cast<int>(textureDesc.Width) - safeArea.x);
+ safeArea.height = gl::clamp(area.height + std::min(area.y, 0), 0,
+ static_cast<int>(textureDesc.Height) - safeArea.y);
+
+ ASSERT(safeArea.x >= 0 && safeArea.y >= 0);
+ ASSERT(safeArea.x + safeArea.width <= static_cast<int>(textureDesc.Width));
+ ASSERT(safeArea.y + safeArea.height <= static_cast<int>(textureDesc.Height));
+
+ if (safeArea.width == 0 || safeArea.height == 0)
+ {
+ // no work to do
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ D3D11_TEXTURE2D_DESC stagingDesc;
+ stagingDesc.Width = safeArea.width;
+ stagingDesc.Height = safeArea.height;
+ stagingDesc.MipLevels = 1;
+ stagingDesc.ArraySize = 1;
+ stagingDesc.Format = textureDesc.Format;
+ stagingDesc.SampleDesc.Count = 1;
+ stagingDesc.SampleDesc.Quality = 0;
+ stagingDesc.Usage = D3D11_USAGE_STAGING;
+ stagingDesc.BindFlags = 0;
+ stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
+ stagingDesc.MiscFlags = 0;
+
+ ID3D11Texture2D* stagingTex = NULL;
+ HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal staging texture for ReadPixels, HRESULT: 0x%X.", result);
+ }
+
+ ID3D11Texture2D* srcTex = NULL;
+ if (textureDesc.SampleDesc.Count > 1)
+ {
+ D3D11_TEXTURE2D_DESC resolveDesc;
+ resolveDesc.Width = textureDesc.Width;
+ resolveDesc.Height = textureDesc.Height;
+ resolveDesc.MipLevels = 1;
+ resolveDesc.ArraySize = 1;
+ resolveDesc.Format = textureDesc.Format;
+ resolveDesc.SampleDesc.Count = 1;
+ resolveDesc.SampleDesc.Quality = 0;
+ resolveDesc.Usage = D3D11_USAGE_DEFAULT;
+ resolveDesc.BindFlags = 0;
+ resolveDesc.CPUAccessFlags = 0;
+ resolveDesc.MiscFlags = 0;
+
+ result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
+ if (FAILED(result))
+ {
+ SafeRelease(stagingTex);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal resolve texture for ReadPixels, HRESULT: 0x%X.", result);
+ }
+
+ mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
+ subResource = 0;
+ }
+ else
+ {
+ srcTex = texture;
+ srcTex->AddRef();
+ }
+
+ D3D11_BOX srcBox;
+ srcBox.left = static_cast<UINT>(safeArea.x);
+ srcBox.right = static_cast<UINT>(safeArea.x + safeArea.width);
+ srcBox.top = static_cast<UINT>(safeArea.y);
+ srcBox.bottom = static_cast<UINT>(safeArea.y + safeArea.height);
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
+
+ SafeRelease(srcTex);
+
+ PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0);
+ gl::Error error = packPixels(stagingTex, packParams, pixels);
+
+ SafeRelease(stagingTex);
+
+ return error;
+}
+
+gl::Error Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, uint8_t *pixelsOut)
+{
+ D3D11_TEXTURE2D_DESC textureDesc;
+ readTexture->GetDesc(&textureDesc);
+
+ D3D11_MAPPED_SUBRESOURCE mapping;
+ HRESULT hr = mDeviceContext->Map(readTexture, 0, D3D11_MAP_READ, 0, &mapping);
+ if (FAILED(hr))
+ {
+ ASSERT(hr == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal texture for reading, result: 0x%X.", hr);
+ }
+
+ uint8_t *source;
+ int inputPitch;
+ if (params.pack.reverseRowOrder)
+ {
+ source = static_cast<uint8_t*>(mapping.pData) + mapping.RowPitch * (params.area.height - 1);
+ inputPitch = -static_cast<int>(mapping.RowPitch);
+ }
+ else
+ {
+ source = static_cast<uint8_t*>(mapping.pData);
+ inputPitch = static_cast<int>(mapping.RowPitch);
+ }
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(textureDesc.Format);
+ const gl::InternalFormat &sourceFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat);
+ if (sourceFormatInfo.format == params.format && sourceFormatInfo.type == params.type)
+ {
+ uint8_t *dest = pixelsOut + params.offset;
+ for (int y = 0; y < params.area.height; y++)
+ {
+ memcpy(dest + y * params.outputPitch, source + y * inputPitch, params.area.width * sourceFormatInfo.pixelBytes);
+ }
+ }
+ else
+ {
+ const d3d11::DXGIFormat &sourceDXGIFormatInfo = d3d11::GetDXGIFormatInfo(textureDesc.Format);
+ ColorCopyFunction fastCopyFunc = sourceDXGIFormatInfo.getFastCopyFunction(params.format, params.type);
+
+ GLenum sizedDestInternalFormat = gl::GetSizedInternalFormat(params.format, params.type);
+ const gl::InternalFormat &destFormatInfo = gl::GetInternalFormatInfo(sizedDestInternalFormat);
+
+ if (fastCopyFunc)
+ {
+ // Fast copy is possible through some special function
+ for (int y = 0; y < params.area.height; y++)
+ {
+ for (int x = 0; x < params.area.width; x++)
+ {
+ uint8_t *dest = pixelsOut + params.offset + y * params.outputPitch + x * destFormatInfo.pixelBytes;
+ const uint8_t *src = source + y * inputPitch + x * sourceFormatInfo.pixelBytes;
+
+ fastCopyFunc(src, dest);
+ }
+ }
+ }
+ else
+ {
+ ColorReadFunction colorReadFunction = sourceDXGIFormatInfo.colorReadFunction;
+ ColorWriteFunction colorWriteFunction = GetColorWriteFunction(params.format, params.type);
+
+ uint8_t temp[16]; // Maximum size of any Color<T> type used.
+ static_assert(sizeof(temp) >= sizeof(gl::ColorF) &&
+ sizeof(temp) >= sizeof(gl::ColorUI) &&
+ sizeof(temp) >= sizeof(gl::ColorI),
+ "Unexpected size of gl::Color struct.");
+
+ for (int y = 0; y < params.area.height; y++)
+ {
+ for (int x = 0; x < params.area.width; x++)
+ {
+ uint8_t *dest = pixelsOut + params.offset + y * params.outputPitch + x * destFormatInfo.pixelBytes;
+ const uint8_t *src = source + y * inputPitch + x * sourceFormatInfo.pixelBytes;
+
+ // readFunc and writeFunc will be using the same type of color, CopyTexImage
+ // will not allow the copy otherwise.
+ colorReadFunction(src, temp);
+ colorWriteFunction(temp, dest);
+ }
+ }
+ }
+ }
+
+ mDeviceContext->Unmap(readTexture, 0);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTargetD3D *readRenderTarget,
+ RenderTargetD3D *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
+ bool colorBlit, bool depthBlit, bool stencilBlit)
+{
+ // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
+ // it should never be the case that both color and depth/stencil need to be blitted at
+ // at the same time.
+ ASSERT(colorBlit != (depthBlit || stencilBlit));
+
+ RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
+ if (!drawRenderTarget)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal draw render target from the draw framebuffer.");
+ }
+
+ ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
+ unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
+ ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
+ ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
+
+ RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
+ if (!readRenderTarget)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal read render target from the read framebuffer.");
+ }
+
+ ID3D11Resource *readTexture = NULL;
+ ID3D11ShaderResourceView *readSRV = NULL;
+ unsigned int readSubresource = 0;
+ if (readRenderTarget->getSamples() > 0)
+ {
+ ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
+ ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
+
+ if (unresolvedTexture)
+ {
+ readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
+ readSubresource = 0;
+
+ SafeRelease(unresolvedTexture);
+
+ HRESULT hresult = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
+ if (FAILED(hresult))
+ {
+ SafeRelease(readTexture);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create shader resource view to resolve multisampled framebuffer.");
+ }
+ }
+ }
+ else
+ {
+ readTexture = readRenderTarget11->getTexture();
+ readTexture->AddRef();
+ readSubresource = readRenderTarget11->getSubresourceIndex();
+ readSRV = readRenderTarget11->getShaderResourceView();
+ readSRV->AddRef();
+ }
+
+ if (!readTexture || !readSRV)
+ {
+ SafeRelease(readTexture);
+ SafeRelease(readSRV);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal read render target view from the read render target.");
+ }
+
+ gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
+ gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
+
+ bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, NULL);
+
+ bool wholeBufferCopy = !scissorNeeded &&
+ readRect.x == 0 && readRect.width == readSize.width &&
+ readRect.y == 0 && readRect.height == readSize.height &&
+ drawRect.x == 0 && drawRect.width == drawSize.width &&
+ drawRect.y == 0 && drawRect.height == drawSize.height;
+
+ bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
+
+ bool flipRequired = readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || drawRect.height < 0;
+
+ bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width ||
+ readRect.y < 0 || readRect.y + readRect.height > readSize.height ||
+ drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width ||
+ drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height;
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(drawRenderTarget11->getDXGIFormat());
+ bool partialDSBlit = (dxgiFormatInfo.depthBits > 0 && depthBlit) != (dxgiFormatInfo.stencilBits > 0 && stencilBlit);
+
+ gl::Error result(GL_NO_ERROR);
+
+ if (readRenderTarget11->getDXGIFormat() == drawRenderTarget11->getDXGIFormat() &&
+ !stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
+ (!(depthBlit || stencilBlit) || wholeBufferCopy))
+ {
+ UINT dstX = drawRect.x;
+ UINT dstY = drawRect.y;
+
+ D3D11_BOX readBox;
+ readBox.left = readRect.x;
+ readBox.right = readRect.x + readRect.width;
+ readBox.top = readRect.y;
+ readBox.bottom = readRect.y + readRect.height;
+ readBox.front = 0;
+ readBox.back = 1;
+
+ if (scissorNeeded)
+ {
+ // drawRect is guaranteed to have positive width and height because stretchRequired is false.
+ ASSERT(drawRect.width >= 0 || drawRect.height >= 0);
+
+ if (drawRect.x < scissor->x)
+ {
+ dstX = scissor->x;
+ readBox.left += (scissor->x - drawRect.x);
+ }
+ if (drawRect.y < scissor->y)
+ {
+ dstY = scissor->y;
+ readBox.top += (scissor->y - drawRect.y);
+ }
+ if (drawRect.x + drawRect.width > scissor->x + scissor->width)
+ {
+ readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width));
+ }
+ if (drawRect.y + drawRect.height > scissor->y + scissor->height)
+ {
+ readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height));
+ }
+ }
+
+ // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
+ // We also require complete framebuffer copies for depth-stencil blit.
+ D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
+
+ mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, dstX, dstY, 0,
+ readTexture, readSubresource, pSrcBox);
+ result = gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
+ gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
+
+ if (depthBlit && stencilBlit)
+ {
+ result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
+ drawTexture, drawSubresource, drawArea, drawSize,
+ scissor);
+ }
+ else if (depthBlit)
+ {
+ result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize,
+ scissor);
+ }
+ else if (stencilBlit)
+ {
+ result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
+ drawTexture, drawSubresource, drawArea, drawSize,
+ scissor);
+ }
+ else
+ {
+ GLenum format = gl::GetInternalFormatInfo(drawRenderTarget->getInternalFormat()).format;
+ result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize,
+ scissor, format, filter);
+ }
+ }
+
+ SafeRelease(readTexture);
+ SafeRelease(readSRV);
+
+ return result;
+}
+
+bool Renderer11::isES3Capable() const
+{
+ return (d3d11_gl::GetMaximumClientVersion(mFeatureLevel) > 2);
+};
+
+ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
+{
+ D3D11_TEXTURE2D_DESC textureDesc;
+ source->GetDesc(&textureDesc);
+
+ if (textureDesc.SampleDesc.Count > 1)
+ {
+ D3D11_TEXTURE2D_DESC resolveDesc;
+ resolveDesc.Width = textureDesc.Width;
+ resolveDesc.Height = textureDesc.Height;
+ resolveDesc.MipLevels = 1;
+ resolveDesc.ArraySize = 1;
+ resolveDesc.Format = textureDesc.Format;
+ resolveDesc.SampleDesc.Count = 1;
+ resolveDesc.SampleDesc.Quality = 0;
+ resolveDesc.Usage = textureDesc.Usage;
+ resolveDesc.BindFlags = textureDesc.BindFlags;
+ resolveDesc.CPUAccessFlags = 0;
+ resolveDesc.MiscFlags = 0;
+
+ ID3D11Texture2D *resolveTexture = NULL;
+ HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
+ if (FAILED(result))
+ {
+ ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
+ return resolveTexture;
+ }
+ else
+ {
+ source->AddRef();
+ return source;
+ }
+}
+
+bool Renderer11::getLUID(LUID *adapterLuid) const
+{
+ adapterLuid->HighPart = 0;
+ adapterLuid->LowPart = 0;
+
+ if (!mDxgiAdapter)
+ {
+ return false;
+ }
+
+ DXGI_ADAPTER_DESC adapterDesc;
+ if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
+ {
+ return false;
+ }
+
+ *adapterLuid = adapterDesc.AdapterLuid;
+ return true;
+}
+
+VertexConversionType Renderer11::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
+{
+ return d3d11::GetVertexFormatInfo(vertexFormat, mFeatureLevel).conversionType;
+}
+
+GLenum Renderer11::getVertexComponentType(const gl::VertexFormat &vertexFormat) const
+{
+ return d3d11::GetDXGIFormatInfo(d3d11::GetVertexFormatInfo(vertexFormat, mFeatureLevel).nativeFormat).componentType;
+}
+
+void Renderer11::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const
+{
+ d3d11_gl::GenerateCaps(mDevice, mDeviceContext, outCaps, outTextureCaps, outExtensions);
+}
+
+Workarounds Renderer11::generateWorkarounds() const
+{
+ return d3d11::GenerateWorkarounds(mFeatureLevel);
+}
+
+void Renderer11::setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv)
+{
+ auto &currentSRVs = (shaderType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs);
+
+ ASSERT(static_cast<size_t>(resourceSlot) < currentSRVs.size());
+ auto &record = currentSRVs[resourceSlot];
+
+ if (record.srv != reinterpret_cast<uintptr_t>(srv))
+ {
+ if (shaderType == gl::SAMPLER_VERTEX)
+ {
+ mDeviceContext->VSSetShaderResources(resourceSlot, 1, &srv);
+ }
+ else
+ {
+ mDeviceContext->PSSetShaderResources(resourceSlot, 1, &srv);
+ }
+
+ record.srv = reinterpret_cast<uintptr_t>(srv);
+ if (srv)
+ {
+ record.resource = reinterpret_cast<uintptr_t>(GetViewResource(srv));
+ srv->GetDesc(&record.desc);
+ }
+ else
+ {
+ record.resource = 0;
+ }
+ }
+}
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h
new file mode 100644
index 0000000000..cc7d6c237b
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h
@@ -0,0 +1,400 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Renderer11.h: Defines a back-end specific class for the D3D11 renderer.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_
+
+#include "common/angleutils.h"
+#include "common/mathutil.h"
+#include "libANGLE/AttributeMap.h"
+#include "libANGLE/angletypes.h"
+#include "libANGLE/renderer/d3d/HLSLCompiler.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h"
+#include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h"
+
+struct ID3D11DeviceContext1;
+
+namespace gl
+{
+class FramebufferAttachment;
+struct ImageIndex;
+}
+
+namespace rx
+{
+
+class VertexDataManager;
+class IndexDataManager;
+class StreamingIndexBufferInterface;
+class Blit11;
+class Clear11;
+class PixelTransfer11;
+class RenderTarget11;
+class Trim11;
+struct PackPixelsParams;
+
+enum
+{
+ MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024,
+ MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024
+};
+
+// Possible reasons RendererD3D initialize can fail
+enum D3D11InitError
+{
+ // The renderer loaded successfully
+ D3D11_INIT_SUCCESS = 0,
+ // Failed to load the ANGLE & D3D compiler libraries
+ D3D11_INIT_COMPILER_ERROR,
+ // Failed to load a necessary DLL (non-compiler)
+ D3D11_INIT_MISSING_DEP,
+ // CreateDevice returned E_INVALIDARG
+ D3D11_INIT_CREATEDEVICE_INVALIDARG,
+ // CreateDevice failed with an error other than invalid arg
+ D3D11_INIT_CREATEDEVICE_ERROR,
+ // DXGI 1.2 required but not found
+ D3D11_INIT_INCOMPATIBLE_DXGI,
+ // Other initialization error
+ D3D11_INIT_OTHER_ERROR,
+ NUM_D3D11_INIT_ERRORS
+};
+
+class Renderer11 : public RendererD3D
+{
+ public:
+ explicit Renderer11(egl::Display *display);
+ virtual ~Renderer11();
+
+ static Renderer11 *makeRenderer11(Renderer *renderer);
+
+ egl::Error initialize() override;
+ virtual bool resetDevice();
+
+ egl::ConfigSet generateConfigs() const override;
+
+ gl::Error flush() override;
+ gl::Error finish() override;
+
+ virtual SwapChainD3D *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
+
+ virtual gl::Error generateSwizzle(gl::Texture *texture);
+ virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &sampler);
+ virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture);
+
+ gl::Error setUniformBuffers(const gl::Data &data,
+ const GLint vertexUniformBuffers[],
+ const GLint fragmentUniformBuffers[]) override;
+
+ virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState);
+ gl::Error setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+ unsigned int sampleMask) override;
+ virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW);
+
+ virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
+ virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport);
+
+ virtual bool applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize);
+ gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) override;
+ virtual gl::Error applyShaders(gl::Program *program, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
+ bool rasterizerDiscard, bool transformFeedbackActive);
+
+ virtual gl::Error applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray);
+ virtual gl::Error applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances);
+ virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
+ void applyTransformFeedbackBuffers(const gl::State &state) override;
+
+ gl::Error drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize) override;
+ virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
+ gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
+
+ virtual void markAllStateDirty();
+
+ // lost device
+ bool testDeviceLost() override;
+ bool testDeviceResettable() override;
+
+ VendorID getVendorId() const override;
+ std::string getRendererDescription() const override;
+ GUID getAdapterIdentifier() const override;
+
+ virtual unsigned int getReservedVertexUniformVectors() const;
+ virtual unsigned int getReservedFragmentUniformVectors() const;
+ virtual unsigned int getReservedVertexUniformBuffers() const;
+ virtual unsigned int getReservedFragmentUniformBuffers() const;
+ virtual bool getShareHandleSupport() const;
+ virtual bool getPostSubBufferSupport() const;
+
+ virtual int getMajorShaderModel() const;
+ int getMinorShaderModel() const override;
+ std::string getShaderModelSuffix() const override;
+
+ // Pixel operations
+ virtual gl::Error copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level);
+ virtual gl::Error copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level);
+ virtual gl::Error copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level);
+ virtual gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level);
+
+ // RenderTarget creation
+ virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT);
+
+ // Framebuffer creation
+ FramebufferImpl *createDefaultFramebuffer(const gl::Framebuffer::Data &data) override;
+ FramebufferImpl *createFramebuffer(const gl::Framebuffer::Data &data) override;
+
+ // Shader creation
+ virtual CompilerImpl *createCompiler(const gl::Data &data);
+ virtual ShaderImpl *createShader(GLenum type);
+ virtual ProgramImpl *createProgram();
+
+ // Shader operations
+ virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable);
+ virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds,
+ ShaderExecutableD3D **outExectuable);
+ virtual UniformStorageD3D *createUniformStorage(size_t storageSize);
+
+ // Image operations
+ virtual ImageD3D *createImage();
+ gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) override;
+ virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain);
+ virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly);
+ virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly);
+ virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
+ virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
+
+ // Texture creation
+ virtual TextureImpl *createTexture(GLenum target);
+
+ // Renderbuffer creation
+ virtual RenderbufferImpl *createRenderbuffer();
+
+ // Buffer creation
+ virtual BufferImpl *createBuffer();
+ virtual VertexBuffer *createVertexBuffer();
+ virtual IndexBuffer *createIndexBuffer();
+
+ // Vertex Array creation
+ virtual VertexArrayImpl *createVertexArray();
+
+ // Query and Fence creation
+ virtual QueryImpl *createQuery(GLenum type);
+ virtual FenceNVImpl *createFenceNV();
+ virtual FenceSyncImpl *createFenceSync();
+
+ // Transform Feedback creation
+ virtual TransformFeedbackImpl* createTransformFeedback();
+
+ // D3D11-renderer specific methods
+ ID3D11Device *getDevice() { return mDevice; }
+ ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
+ ID3D11DeviceContext1 *getDeviceContext1IfSupported() { return mDeviceContext1; };
+ DXGIFactory *getDxgiFactory() { return mDxgiFactory; };
+
+ Blit11 *getBlitter() { return mBlit; }
+ Clear11 *getClearer() { return mClear; }
+
+ // Buffer-to-texture and Texture-to-buffer copies
+ virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const;
+ virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
+
+ void unapplyRenderTargets();
+ void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView);
+ gl::Error packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, uint8_t *pixelsOut);
+
+ bool getLUID(LUID *adapterLuid) const override;
+ virtual VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const;
+ virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const;
+
+ gl::Error readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
+ GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels);
+
+ void setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv);
+
+ gl::Error blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTargetD3D *readRenderTarget,
+ RenderTargetD3D *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
+ bool colorBlit, bool depthBlit, bool stencilBlit);
+
+ bool isES3Capable() const;
+ D3D_FEATURE_LEVEL getFeatureLevel() const { return mFeatureLevel; };
+
+ RendererClass getRendererClass() const override { return RENDERER_D3D11; }
+
+ private:
+ void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const override;
+ Workarounds generateWorkarounds() const override;
+
+ gl::Error drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
+ gl::Error drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances);
+
+ ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource);
+ void unsetConflictingSRVs(gl::SamplerType shaderType, uintptr_t resource, const gl::ImageIndex *index);
+
+ HMODULE mD3d11Module;
+ HMODULE mDxgiModule;
+ std::vector<D3D_FEATURE_LEVEL> mAvailableFeatureLevels;
+ D3D_DRIVER_TYPE mDriverType;
+
+ HLSLCompiler mCompiler;
+
+ void initializeDevice();
+ void releaseDeviceResources();
+ void release();
+
+ RenderStateCache mStateCache;
+
+ // current render target states
+ uintptr_t mAppliedRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS];
+ uintptr_t mAppliedDSV;
+ bool mDepthStencilInitialized;
+ bool mRenderTargetDescInitialized;
+
+ struct RenderTargetDesc
+ {
+ size_t width;
+ size_t height;
+ DXGI_FORMAT format;
+ };
+ RenderTargetDesc mRenderTargetDesc;
+
+ // Currently applied sampler states
+ std::vector<bool> mForceSetVertexSamplerStates;
+ std::vector<gl::SamplerState> mCurVertexSamplerStates;
+
+ std::vector<bool> mForceSetPixelSamplerStates;
+ std::vector<gl::SamplerState> mCurPixelSamplerStates;
+
+ // Currently applied textures
+ struct SRVRecord
+ {
+ uintptr_t srv;
+ uintptr_t resource;
+ D3D11_SHADER_RESOURCE_VIEW_DESC desc;
+ };
+ std::vector<SRVRecord> mCurVertexSRVs;
+ std::vector<SRVRecord> mCurPixelSRVs;
+
+ // Currently applied blend state
+ bool mForceSetBlendState;
+ gl::BlendState mCurBlendState;
+ gl::ColorF mCurBlendColor;
+ unsigned int mCurSampleMask;
+
+ // Currently applied rasterizer state
+ bool mForceSetRasterState;
+ gl::RasterizerState mCurRasterState;
+
+ // Currently applied depth stencil state
+ bool mForceSetDepthStencilState;
+ gl::DepthStencilState mCurDepthStencilState;
+ int mCurStencilRef;
+ int mCurStencilBackRef;
+
+ // Currently applied scissor rectangle
+ bool mForceSetScissor;
+ bool mScissorEnabled;
+ gl::Rectangle mCurScissor;
+
+ // Currently applied viewport
+ bool mForceSetViewport;
+ gl::Rectangle mCurViewport;
+ float mCurNear;
+ float mCurFar;
+
+ // Currently applied primitive topology
+ D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology;
+
+ // Currently applied index buffer
+ ID3D11Buffer *mAppliedIB;
+ DXGI_FORMAT mAppliedIBFormat;
+ unsigned int mAppliedIBOffset;
+
+ // Currently applied transform feedback buffers
+ size_t mAppliedNumXFBBindings;
+ ID3D11Buffer *mAppliedTFBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the current D3D buffers
+ // in use for streamout
+ GLintptr mAppliedTFOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the current GL-specified
+ // buffer offsets to transform feedback
+ // buffers
+ UINT mCurrentD3DOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the D3D buffer offsets,
+ // which may differ from GLs, due
+ // to different append behavior
+
+ // Currently applied shaders
+ uintptr_t mAppliedVertexShader;
+ uintptr_t mAppliedGeometryShader;
+ uintptr_t mAppliedPixelShader;
+
+ dx_VertexConstants mVertexConstants;
+ dx_VertexConstants mAppliedVertexConstants;
+ ID3D11Buffer *mDriverConstantBufferVS;
+ ID3D11Buffer *mCurrentVertexConstantBuffer;
+ unsigned int mCurrentConstantBufferVS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
+ GLintptr mCurrentConstantBufferVSOffset[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
+ GLsizeiptr mCurrentConstantBufferVSSize[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
+
+ dx_PixelConstants mPixelConstants;
+ dx_PixelConstants mAppliedPixelConstants;
+ ID3D11Buffer *mDriverConstantBufferPS;
+ ID3D11Buffer *mCurrentPixelConstantBuffer;
+ unsigned int mCurrentConstantBufferPS[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
+ GLintptr mCurrentConstantBufferPSOffset[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
+ GLsizeiptr mCurrentConstantBufferPSSize[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
+
+ ID3D11Buffer *mCurrentGeometryConstantBuffer;
+
+ // Vertex, index and input layouts
+ VertexDataManager *mVertexDataManager;
+ IndexDataManager *mIndexDataManager;
+ InputLayoutCache mInputLayoutCache;
+
+ StreamingIndexBufferInterface *mLineLoopIB;
+ StreamingIndexBufferInterface *mTriangleFanIB;
+
+ // Texture copy resources
+ Blit11 *mBlit;
+ PixelTransfer11 *mPixelTransfer;
+
+ // Masked clear resources
+ Clear11 *mClear;
+
+ // Perform trim for D3D resources
+ Trim11 *mTrim;
+
+ // Sync query
+ ID3D11Query *mSyncQuery;
+
+ // Constant buffer offset support
+ bool mSupportsConstantBufferOffsets;
+
+ ID3D11Device *mDevice;
+ D3D_FEATURE_LEVEL mFeatureLevel;
+ ID3D11DeviceContext *mDeviceContext;
+ ID3D11DeviceContext1 *mDeviceContext1;
+ IDXGIAdapter *mDxgiAdapter;
+ DXGI_ADAPTER_DESC mAdapterDescription;
+ char mDescription[128];
+ DXGIFactory *mDxgiFactory;
+
+ DebugAnnotator11 mAnnotator;
+};
+
+}
+#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp
new file mode 100644
index 0000000000..7e64c3183d
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.cpp
@@ -0,0 +1,110 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ShaderExecutable11.cpp: Implements a D3D11-specific class to contain shader
+// executable implementation details.
+
+#include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+
+namespace rx
+{
+
+ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable)
+ : ShaderExecutableD3D(function, length)
+{
+ mPixelExecutable = executable;
+ mVertexExecutable = NULL;
+ mGeometryExecutable = NULL;
+ mStreamOutExecutable = NULL;
+}
+
+ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable, ID3D11GeometryShader *streamOut)
+ : ShaderExecutableD3D(function, length)
+{
+ mVertexExecutable = executable;
+ mPixelExecutable = NULL;
+ mGeometryExecutable = NULL;
+ mStreamOutExecutable = streamOut;
+}
+
+ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable)
+ : ShaderExecutableD3D(function, length)
+{
+ mGeometryExecutable = executable;
+ mVertexExecutable = NULL;
+ mPixelExecutable = NULL;
+ mStreamOutExecutable = NULL;
+}
+
+ShaderExecutable11::~ShaderExecutable11()
+{
+ SafeRelease(mVertexExecutable);
+ SafeRelease(mPixelExecutable);
+ SafeRelease(mGeometryExecutable);
+ SafeRelease(mStreamOutExecutable);
+}
+
+ShaderExecutable11 *ShaderExecutable11::makeShaderExecutable11(ShaderExecutableD3D *executable)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(ShaderExecutable11*, executable));
+ return static_cast<ShaderExecutable11*>(executable);
+}
+
+ID3D11VertexShader *ShaderExecutable11::getVertexShader() const
+{
+ return mVertexExecutable;
+}
+
+ID3D11PixelShader *ShaderExecutable11::getPixelShader() const
+{
+ return mPixelExecutable;
+}
+
+ID3D11GeometryShader *ShaderExecutable11::getGeometryShader() const
+{
+ return mGeometryExecutable;
+}
+
+ID3D11GeometryShader *ShaderExecutable11::getStreamOutShader() const
+{
+ return mStreamOutExecutable;
+}
+
+UniformStorage11::UniformStorage11(Renderer11 *renderer, size_t initialSize)
+ : UniformStorageD3D(initialSize),
+ mConstantBuffer(NULL)
+{
+ ID3D11Device *d3d11Device = renderer->getDevice();
+
+ if (initialSize > 0)
+ {
+ D3D11_BUFFER_DESC constantBufferDescription = {0};
+ constantBufferDescription.ByteWidth = initialSize;
+ constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
+ constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ constantBufferDescription.MiscFlags = 0;
+ constantBufferDescription.StructureByteStride = 0;
+
+ HRESULT result = d3d11Device->CreateBuffer(&constantBufferDescription, NULL, &mConstantBuffer);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ }
+}
+
+UniformStorage11::~UniformStorage11()
+{
+ SafeRelease(mConstantBuffer);
+}
+
+const UniformStorage11 *UniformStorage11::makeUniformStorage11(const UniformStorageD3D *uniformStorage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(const UniformStorage11*, uniformStorage));
+ return static_cast<const UniformStorage11*>(uniformStorage);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h
new file mode 100644
index 0000000000..02558ee4dc
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h
@@ -0,0 +1,59 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ShaderExecutable11.h: Defines a D3D11-specific class to contain shader
+// executable implementation details.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_SHADEREXECUTABLE11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_SHADEREXECUTABLE11_H_
+
+#include "libANGLE/renderer/d3d/ShaderExecutableD3D.h"
+
+namespace rx
+{
+class Renderer11;
+class UniformStorage11;
+
+class ShaderExecutable11 : public ShaderExecutableD3D
+{
+ public:
+ ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable);
+ ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable, ID3D11GeometryShader *streamOut);
+ ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable);
+
+ virtual ~ShaderExecutable11();
+
+ static ShaderExecutable11 *makeShaderExecutable11(ShaderExecutableD3D *executable);
+
+ ID3D11PixelShader *getPixelShader() const;
+ ID3D11VertexShader *getVertexShader() const;
+ ID3D11GeometryShader *getGeometryShader() const;
+ ID3D11GeometryShader *getStreamOutShader() const;
+
+ private:
+ ID3D11PixelShader *mPixelExecutable;
+ ID3D11VertexShader *mVertexExecutable;
+ ID3D11GeometryShader *mGeometryExecutable;
+ ID3D11GeometryShader *mStreamOutExecutable;
+};
+
+class UniformStorage11 : public UniformStorageD3D
+{
+ public:
+ UniformStorage11(Renderer11 *renderer, size_t initialSize);
+ virtual ~UniformStorage11();
+
+ static const UniformStorage11 *makeUniformStorage11(const UniformStorageD3D *uniformStorage);
+
+ ID3D11Buffer *getConstantBuffer() const { return mConstantBuffer; }
+
+ private:
+ ID3D11Buffer *mConstantBuffer;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_SHADEREXECUTABLE11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
new file mode 100644
index 0000000000..298f3ccbd2
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
@@ -0,0 +1,711 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SwapChain11.cpp: Implements a back-end specific class for the D3D11 swap chain.
+
+#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/NativeWindow.h"
+#include "libANGLE/features.h"
+
+// Precompiled shaders
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h"
+
+
+namespace rx
+{
+
+SwapChain11::SwapChain11(Renderer11 *renderer, NativeWindow nativeWindow, HANDLE shareHandle,
+ GLenum backBufferFormat, GLenum depthBufferFormat)
+ : mRenderer(renderer),
+ SwapChainD3D(nativeWindow, shareHandle, backBufferFormat, depthBufferFormat),
+ mColorRenderTarget(this, renderer, false),
+ mDepthStencilRenderTarget(this, renderer, true)
+{
+ mSwapChain = NULL;
+ mBackBufferTexture = NULL;
+ mBackBufferRTView = NULL;
+ mOffscreenTexture = NULL;
+ mOffscreenRTView = NULL;
+ mOffscreenSRView = NULL;
+ mDepthStencilTexture = NULL;
+ mDepthStencilDSView = NULL;
+ mDepthStencilSRView = NULL;
+ mQuadVB = NULL;
+ mPassThroughSampler = NULL;
+ mPassThroughIL = NULL;
+ mPassThroughVS = NULL;
+ mPassThroughPS = NULL;
+ mWidth = -1;
+ mHeight = -1;
+ mSwapInterval = 0;
+ mAppCreatedShareHandle = mShareHandle != NULL;
+ mPassThroughResourcesInit = false;
+}
+
+SwapChain11::~SwapChain11()
+{
+ release();
+}
+
+void SwapChain11::release()
+{
+ SafeRelease(mSwapChain);
+ SafeRelease(mBackBufferTexture);
+ SafeRelease(mBackBufferRTView);
+ SafeRelease(mOffscreenTexture);
+ SafeRelease(mOffscreenRTView);
+ SafeRelease(mOffscreenSRView);
+ SafeRelease(mDepthStencilTexture);
+ SafeRelease(mDepthStencilDSView);
+ SafeRelease(mDepthStencilSRView);
+ SafeRelease(mQuadVB);
+ SafeRelease(mPassThroughSampler);
+ SafeRelease(mPassThroughIL);
+ SafeRelease(mPassThroughVS);
+ SafeRelease(mPassThroughPS);
+
+ if (!mAppCreatedShareHandle)
+ {
+ mShareHandle = NULL;
+ }
+}
+
+void SwapChain11::releaseOffscreenTexture()
+{
+ SafeRelease(mOffscreenTexture);
+ SafeRelease(mOffscreenRTView);
+ SafeRelease(mOffscreenSRView);
+ SafeRelease(mDepthStencilTexture);
+ SafeRelease(mDepthStencilDSView);
+ SafeRelease(mDepthStencilSRView);
+}
+
+EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHeight)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ ASSERT(device != NULL);
+
+ // D3D11 does not allow zero size textures
+ ASSERT(backbufferWidth >= 1);
+ ASSERT(backbufferHeight >= 1);
+
+ // Preserve the render target content
+ ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture;
+ if (previousOffscreenTexture)
+ {
+ previousOffscreenTexture->AddRef();
+ }
+ const int previousWidth = mWidth;
+ const int previousHeight = mHeight;
+
+ releaseOffscreenTexture();
+
+ const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat, mRenderer->getFeatureLevel());
+
+ // If the app passed in a share handle, open the resource
+ // See EGL_ANGLE_d3d_share_handle_client_buffer
+ if (mAppCreatedShareHandle)
+ {
+ ID3D11Resource *tempResource11;
+ HRESULT result = device->OpenSharedResource(mShareHandle, __uuidof(ID3D11Resource), (void**)&tempResource11);
+
+ if (FAILED(result))
+ {
+ ERR("Failed to open the swap chain pbuffer share handle: %08lX", result);
+ release();
+ return EGL_BAD_PARAMETER;
+ }
+
+ result = tempResource11->QueryInterface(__uuidof(ID3D11Texture2D), (void**)&mOffscreenTexture);
+ SafeRelease(tempResource11);
+
+ if (FAILED(result))
+ {
+ ERR("Failed to query texture2d interface in pbuffer share handle: %08lX", result);
+ release();
+ return EGL_BAD_PARAMETER;
+ }
+
+ // Validate offscreen texture parameters
+ D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
+ mOffscreenTexture->GetDesc(&offscreenTextureDesc);
+
+ if (offscreenTextureDesc.Width != (UINT)backbufferWidth ||
+ offscreenTextureDesc.Height != (UINT)backbufferHeight ||
+ offscreenTextureDesc.Format != backbufferFormatInfo.texFormat ||
+ offscreenTextureDesc.MipLevels != 1 ||
+ offscreenTextureDesc.ArraySize != 1)
+ {
+ ERR("Invalid texture parameters in the shared offscreen texture pbuffer");
+ release();
+ return EGL_BAD_PARAMETER;
+ }
+ }
+ else
+ {
+ const bool useSharedResource = !mNativeWindow.getNativeWindow() && mRenderer->getShareHandleSupport();
+
+ D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ const int textureLength = std::max(backbufferWidth, backbufferHeight);
+ offscreenTextureDesc.Width = textureLength;
+ offscreenTextureDesc.Height = textureLength;
+#else
+ offscreenTextureDesc.Width = backbufferWidth;
+ offscreenTextureDesc.Height = backbufferHeight;
+#endif
+ offscreenTextureDesc.Format = backbufferFormatInfo.texFormat;
+ offscreenTextureDesc.MipLevels = 1;
+ offscreenTextureDesc.ArraySize = 1;
+ offscreenTextureDesc.SampleDesc.Count = 1;
+ offscreenTextureDesc.SampleDesc.Quality = 0;
+ offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT;
+ offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
+ offscreenTextureDesc.CPUAccessFlags = 0;
+ offscreenTextureDesc.MiscFlags = useSharedResource ? D3D11_RESOURCE_MISC_SHARED : 0;
+
+ HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture);
+
+ if (FAILED(result))
+ {
+ ERR("Could not create offscreen texture: %08lX", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ d3d11::SetDebugName(mOffscreenTexture, "Offscreen back buffer texture");
+
+ // EGL_ANGLE_surface_d3d_texture_2d_share_handle requires that we store a share handle for the client
+ if (useSharedResource)
+ {
+ IDXGIResource *offscreenTextureResource = NULL;
+ result = mOffscreenTexture->QueryInterface(__uuidof(IDXGIResource), (void**)&offscreenTextureResource);
+
+ // Fall back to no share handle on failure
+ if (FAILED(result))
+ {
+ ERR("Could not query offscreen texture resource: %08lX", result);
+ }
+ else
+ {
+ result = offscreenTextureResource->GetSharedHandle(&mShareHandle);
+ SafeRelease(offscreenTextureResource);
+
+ if (FAILED(result))
+ {
+ mShareHandle = NULL;
+ ERR("Could not get offscreen texture shared handle: %08lX", result);
+ }
+ }
+ }
+ }
+
+
+ D3D11_RENDER_TARGET_VIEW_DESC offscreenRTVDesc;
+ offscreenRTVDesc.Format = backbufferFormatInfo.rtvFormat;
+ offscreenRTVDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ offscreenRTVDesc.Texture2D.MipSlice = 0;
+
+ HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, &offscreenRTVDesc, &mOffscreenRTView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mOffscreenRTView, "Offscreen back buffer render target");
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc;
+ offscreenSRVDesc.Format = backbufferFormatInfo.srvFormat;
+ offscreenSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ offscreenSRVDesc.Texture2D.MostDetailedMip = 0;
+ offscreenSRVDesc.Texture2D.MipLevels = static_cast<UINT>(-1);
+
+ result = device->CreateShaderResourceView(mOffscreenTexture, &offscreenSRVDesc, &mOffscreenSRView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mOffscreenSRView, "Offscreen back buffer shader resource");
+
+ const d3d11::TextureFormat &depthBufferFormatInfo = d3d11::GetTextureFormatInfo(mDepthBufferFormat, mRenderer->getFeatureLevel());
+
+ if (mDepthBufferFormat != GL_NONE)
+ {
+ D3D11_TEXTURE2D_DESC depthStencilTextureDesc;
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ const int textureLength = std::max(backbufferWidth, backbufferHeight);
+ depthStencilTextureDesc.Width = textureLength;
+ depthStencilTextureDesc.Height = textureLength;
+#else
+ depthStencilTextureDesc.Width = backbufferWidth;
+ depthStencilTextureDesc.Height = backbufferHeight;
+#endif
+ depthStencilTextureDesc.Format = depthBufferFormatInfo.texFormat;
+ depthStencilTextureDesc.MipLevels = 1;
+ depthStencilTextureDesc.ArraySize = 1;
+ depthStencilTextureDesc.SampleDesc.Count = 1;
+ depthStencilTextureDesc.SampleDesc.Quality = 0;
+ depthStencilTextureDesc.Usage = D3D11_USAGE_DEFAULT;
+ depthStencilTextureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
+
+ if (depthBufferFormatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ depthStencilTextureDesc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
+ }
+
+ depthStencilTextureDesc.CPUAccessFlags = 0;
+ depthStencilTextureDesc.MiscFlags = 0;
+
+ result = device->CreateTexture2D(&depthStencilTextureDesc, NULL, &mDepthStencilTexture);
+ if (FAILED(result))
+ {
+ ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+ d3d11::SetDebugName(mDepthStencilTexture, "Offscreen depth stencil texture");
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilDesc;
+ depthStencilDesc.Format = depthBufferFormatInfo.dsvFormat;
+ depthStencilDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+ depthStencilDesc.Flags = 0;
+ depthStencilDesc.Texture2D.MipSlice = 0;
+
+ result = device->CreateDepthStencilView(mDepthStencilTexture, &depthStencilDesc, &mDepthStencilDSView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthStencilDSView, "Offscreen depth stencil view");
+
+ if (depthBufferFormatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC depthStencilSRVDesc;
+ depthStencilSRVDesc.Format = depthBufferFormatInfo.srvFormat;
+ depthStencilSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ depthStencilSRVDesc.Texture2D.MostDetailedMip = 0;
+ depthStencilSRVDesc.Texture2D.MipLevels = static_cast<UINT>(-1);
+
+ result = device->CreateShaderResourceView(mDepthStencilTexture, &depthStencilSRVDesc, &mDepthStencilSRView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthStencilSRView, "Offscreen depth stencil shader resource");
+ }
+ }
+
+ mWidth = backbufferWidth;
+ mHeight = backbufferHeight;
+
+ if (previousOffscreenTexture != NULL)
+ {
+ D3D11_BOX sourceBox = {0};
+ sourceBox.left = 0;
+ sourceBox.right = std::min(previousWidth, mWidth);
+ sourceBox.top = std::max(previousHeight - mHeight, 0);
+ sourceBox.bottom = previousHeight;
+ sourceBox.front = 0;
+ sourceBox.back = 1;
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ const int yoffset = std::max(mHeight - previousHeight, 0);
+ deviceContext->CopySubresourceRegion(mOffscreenTexture, 0, 0, yoffset, 0, previousOffscreenTexture, 0, &sourceBox);
+
+ SafeRelease(previousOffscreenTexture);
+
+ if (mSwapChain)
+ {
+ swapRect(0, 0, mWidth, mHeight);
+ }
+ }
+
+ return EGL_SUCCESS;
+}
+
+EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ if (device == NULL)
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
+ if (backbufferWidth < 1 || backbufferHeight < 1)
+ {
+ return EGL_SUCCESS;
+ }
+
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
+ // Can only call resize if we have already created our swap buffer and resources
+ ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView);
+
+ SafeRelease(mBackBufferTexture);
+ SafeRelease(mBackBufferRTView);
+
+ // Resize swap chain
+ DXGI_SWAP_CHAIN_DESC desc;
+ mSwapChain->GetDesc(&desc);
+ const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat, mRenderer->getFeatureLevel());
+ HRESULT result = mSwapChain->ResizeBuffers(desc.BufferCount, backbufferWidth, backbufferHeight, backbufferFormatInfo.texFormat, 0);
+
+ if (FAILED(result))
+ {
+ ERR("Error resizing swap chain buffers: 0x%08X", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
+ ASSERT(SUCCEEDED(result));
+ if (SUCCEEDED(result))
+ {
+ d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
+ }
+
+ result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
+ ASSERT(SUCCEEDED(result));
+ if (SUCCEEDED(result))
+ {
+ d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
+ }
+
+ return resetOffscreenTexture(backbufferWidth, backbufferHeight);
+#else
+ // Do nothing on Windows Phone apart from updating the internal buffer/width height
+ mWidth = backbufferWidth;
+ mHeight = backbufferHeight;
+ return EGL_SUCCESS;
+#endif
+}
+
+EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ if (device == NULL)
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ // Release specific resources to free up memory for the new render target, while the
+ // old render target still exists for the purpose of preserving its contents.
+ SafeRelease(mSwapChain);
+ SafeRelease(mBackBufferTexture);
+ SafeRelease(mBackBufferRTView);
+
+ mSwapInterval = static_cast<unsigned int>(swapInterval);
+ if (mSwapInterval > 4)
+ {
+ // IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4] range
+ return EGL_BAD_PARAMETER;
+ }
+
+ // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
+ if (backbufferWidth < 1 || backbufferHeight < 1)
+ {
+ releaseOffscreenTexture();
+ return EGL_SUCCESS;
+ }
+
+ if (mNativeWindow.getNativeWindow())
+ {
+ const d3d11::TextureFormat &backbufferFormatInfo = d3d11::GetTextureFormatInfo(mBackBufferFormat, mRenderer->getFeatureLevel());
+
+ HRESULT result = mNativeWindow.createSwapChain(device, mRenderer->getDxgiFactory(),
+ backbufferFormatInfo.texFormat,
+ backbufferWidth, backbufferHeight, &mSwapChain);
+
+ if (FAILED(result))
+ {
+ ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
+
+ result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
+ }
+
+ // If we are resizing the swap chain, we don't wish to recreate all the static resources
+ if (!mPassThroughResourcesInit)
+ {
+ mPassThroughResourcesInit = true;
+ initPassThroughResources();
+ }
+
+ return resetOffscreenTexture(backbufferWidth, backbufferHeight);
+}
+
+void SwapChain11::initPassThroughResources()
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ ASSERT(device != NULL);
+
+ // Make sure our resources are all not allocated, when we create
+ ASSERT(mQuadVB == NULL && mPassThroughSampler == NULL);
+ ASSERT(mPassThroughIL == NULL && mPassThroughVS == NULL && mPassThroughPS == NULL);
+
+ D3D11_BUFFER_DESC vbDesc;
+ vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
+ vbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ vbDesc.MiscFlags = 0;
+ vbDesc.StructureByteStride = 0;
+
+ HRESULT result = device->CreateBuffer(&vbDesc, NULL, &mQuadVB);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuadVB, "Swap chain quad vertex buffer");
+
+ D3D11_SAMPLER_DESC samplerDesc;
+ samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.MipLODBias = 0.0f;
+ samplerDesc.MaxAnisotropy = 0;
+ samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ samplerDesc.BorderColor[0] = 0.0f;
+ samplerDesc.BorderColor[1] = 0.0f;
+ samplerDesc.BorderColor[2] = 0.0f;
+ samplerDesc.BorderColor[3] = 0.0f;
+ samplerDesc.MinLOD = 0;
+ samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
+
+ result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughSampler, "Swap chain pass through sampler");
+
+ D3D11_INPUT_ELEMENT_DESC quadLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), &mPassThroughIL);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout");
+
+ result = device->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mPassThroughVS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader");
+
+ result = device->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), NULL, &mPassThroughPS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader");
+}
+
+// parameters should be validated/clamped by caller
+EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
+{
+ if (!mSwapChain)
+ {
+ return EGL_SUCCESS;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
+
+ // Create a quad in homogeneous coordinates
+ float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
+ float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
+ float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
+ float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;
+
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ const float dim = std::max(mWidth, mHeight);
+ float u1 = x / dim;
+ float v1 = y / dim;
+ float u2 = (x + width) / dim;
+ float v2 = (y + height) / dim;
+
+ const NativeWindow::RotationFlags flags = mNativeWindow.rotationFlags();
+ const bool rotateL = flags == NativeWindow::RotateLeft;
+ const bool rotateR = flags == NativeWindow::RotateRight;
+ d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, rotateL ? u2 : u1, rotateR ? v2 : v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, rotateR ? u2 : u1, rotateL ? v1 : v2);
+ d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, rotateR ? u1 : u2, rotateL ? v2 : v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, rotateL ? u1 : u2, rotateR ? v1 : v2);
+#else
+ float u1 = x / float(mWidth);
+ float v1 = y / float(mHeight);
+ float u2 = (x + width) / float(mWidth);
+ float v2 = (y + height) / float(mHeight);
+
+ d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
+ d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2);
+#endif
+
+ deviceContext->Unmap(mQuadVB, 0);
+
+ static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
+ static UINT startIdx = 0;
+ deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx);
+
+ // Apply state
+ deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
+
+ static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
+
+ deviceContext->RSSetState(NULL);
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(mPassThroughIL);
+ deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ deviceContext->VSSetShader(mPassThroughVS, NULL, 0);
+ deviceContext->PSSetShader(mPassThroughPS, NULL, 0);
+ deviceContext->GSSetShader(NULL, NULL, 0);
+
+ // Apply render targets
+ mRenderer->setOneTimeRenderTarget(mBackBufferRTView);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ viewport.Width = (rotateL || rotateR) ? mHeight : mWidth;
+ viewport.Height = (rotateL || rotateR) ? mWidth : mHeight;
+#else
+ viewport.Width = mWidth;
+ viewport.Height = mHeight;
+#endif
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply textures
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, mOffscreenSRView);
+ deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);
+
+ // Draw
+ deviceContext->Draw(4, 0);
+
+#if ANGLE_VSYNC == ANGLE_DISABLED
+ result = mSwapChain->Present(0, 0);
+#else
+ result = mSwapChain->Present(mSwapInterval, 0);
+#endif
+
+ if (result == DXGI_ERROR_DEVICE_REMOVED)
+ {
+ HRESULT removedReason = device->GetDeviceRemovedReason();
+ UNUSED_TRACE_VARIABLE(removedReason);
+ ERR("Present failed: the D3D11 device was removed: 0x%08X", removedReason);
+ return EGL_CONTEXT_LOST;
+ }
+ else if (result == DXGI_ERROR_DEVICE_RESET)
+ {
+ ERR("Present failed: the D3D11 device was reset from a bad command.");
+ return EGL_CONTEXT_LOST;
+ }
+ else if (FAILED(result))
+ {
+ ERR("Present failed with error code 0x%08X", result);
+ }
+
+ // Unbind
+ mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
+
+ mRenderer->unapplyRenderTargets();
+ mRenderer->markAllStateDirty();
+
+ return EGL_SUCCESS;
+}
+
+ID3D11Texture2D *SwapChain11::getOffscreenTexture()
+{
+ return mOffscreenTexture;
+}
+
+ID3D11RenderTargetView *SwapChain11::getRenderTarget()
+{
+ return mOffscreenRTView;
+}
+
+ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource()
+{
+ return mOffscreenSRView;
+}
+
+ID3D11DepthStencilView *SwapChain11::getDepthStencil()
+{
+ return mDepthStencilDSView;
+}
+
+ID3D11ShaderResourceView * SwapChain11::getDepthStencilShaderResource()
+{
+ return mDepthStencilSRView;
+}
+
+ID3D11Texture2D *SwapChain11::getDepthStencilTexture()
+{
+ return mDepthStencilTexture;
+}
+
+SwapChain11 *SwapChain11::makeSwapChain11(SwapChainD3D *swapChain)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(SwapChain11*, swapChain));
+ return static_cast<SwapChain11*>(swapChain);
+}
+
+void SwapChain11::recreate()
+{
+ // possibly should use this method instead of reset
+}
+
+void *rx::SwapChain11::getDevice()
+{
+ return mRenderer->getDevice();
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h
new file mode 100644
index 0000000000..48c808a261
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.h
@@ -0,0 +1,87 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SwapChain11.h: Defines a back-end specific class for the D3D11 swap chain.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_
+
+#include "common/angleutils.h"
+#include "libANGLE/renderer/d3d/SwapChainD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+
+namespace rx
+{
+class Renderer11;
+
+class SwapChain11 : public SwapChainD3D
+{
+ public:
+ SwapChain11(Renderer11 *renderer, NativeWindow nativeWindow, HANDLE shareHandle,
+ GLenum backBufferFormat, GLenum depthBufferFormat);
+ virtual ~SwapChain11();
+
+ EGLint resize(EGLint backbufferWidth, EGLint backbufferHeight);
+ virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval);
+ virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height);
+ virtual void recreate();
+
+ RenderTargetD3D *getColorRenderTarget() override { return &mColorRenderTarget; }
+ RenderTargetD3D *getDepthStencilRenderTarget() override { return &mDepthStencilRenderTarget; }
+
+ virtual ID3D11Texture2D *getOffscreenTexture();
+ virtual ID3D11RenderTargetView *getRenderTarget();
+ virtual ID3D11ShaderResourceView *getRenderTargetShaderResource();
+
+ virtual ID3D11Texture2D *getDepthStencilTexture();
+ virtual ID3D11DepthStencilView *getDepthStencil();
+ virtual ID3D11ShaderResourceView *getDepthStencilShaderResource();
+
+ EGLint getWidth() const { return mWidth; }
+ EGLint getHeight() const { return mHeight; }
+
+ virtual void *getDevice();
+
+ static SwapChain11 *makeSwapChain11(SwapChainD3D *swapChain);
+
+ private:
+ void release();
+ void initPassThroughResources();
+ void releaseOffscreenTexture();
+ EGLint resetOffscreenTexture(int backbufferWidth, int backbufferHeight);
+
+ Renderer11 *mRenderer;
+ EGLint mHeight;
+ EGLint mWidth;
+ bool mAppCreatedShareHandle;
+ unsigned int mSwapInterval;
+ bool mPassThroughResourcesInit;
+
+ DXGISwapChain *mSwapChain;
+
+ ID3D11Texture2D *mBackBufferTexture;
+ ID3D11RenderTargetView *mBackBufferRTView;
+
+ ID3D11Texture2D *mOffscreenTexture;
+ ID3D11RenderTargetView *mOffscreenRTView;
+ ID3D11ShaderResourceView *mOffscreenSRView;
+
+ ID3D11Texture2D *mDepthStencilTexture;
+ ID3D11DepthStencilView *mDepthStencilDSView;
+ ID3D11ShaderResourceView *mDepthStencilSRView;
+
+ ID3D11Buffer *mQuadVB;
+ ID3D11SamplerState *mPassThroughSampler;
+ ID3D11InputLayout *mPassThroughIL;
+ ID3D11VertexShader *mPassThroughVS;
+ ID3D11PixelShader *mPassThroughPS;
+
+ SurfaceRenderTarget11 mColorRenderTarget;
+ SurfaceRenderTarget11 mDepthStencilRenderTarget;
+};
+
+}
+#endif // LIBANGLE_RENDERER_D3D_D3D11_SWAPCHAIN11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
new file mode 100644
index 0000000000..103e90fed3
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
@@ -0,0 +1,2676 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived
+// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
+
+#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+
+#include <tuple>
+
+#include "common/MemoryBuffer.h"
+#include "common/utilities.h"
+#include "libANGLE/ImageIndex.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
+#include "libANGLE/renderer/d3d/d3d11/Image11.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+namespace rx
+{
+
+TextureStorage11::SwizzleCacheValue::SwizzleCacheValue()
+ : swizzleRed(GL_NONE), swizzleGreen(GL_NONE), swizzleBlue(GL_NONE), swizzleAlpha(GL_NONE)
+{
+}
+
+TextureStorage11::SwizzleCacheValue::SwizzleCacheValue(GLenum red, GLenum green, GLenum blue, GLenum alpha)
+ : swizzleRed(red), swizzleGreen(green), swizzleBlue(blue), swizzleAlpha(alpha)
+{
+}
+
+bool TextureStorage11::SwizzleCacheValue::operator==(const SwizzleCacheValue &other) const
+{
+ return swizzleRed == other.swizzleRed &&
+ swizzleGreen == other.swizzleGreen &&
+ swizzleBlue == other.swizzleBlue &&
+ swizzleAlpha == other.swizzleAlpha;
+}
+
+bool TextureStorage11::SwizzleCacheValue::operator!=(const SwizzleCacheValue &other) const
+{
+ return !(*this == other);
+}
+
+TextureStorage11::SRVKey::SRVKey(int baseLevel, int mipLevels, bool swizzle)
+ : baseLevel(baseLevel), mipLevels(mipLevels), swizzle(swizzle)
+{
+}
+
+bool TextureStorage11::SRVKey::operator<(const SRVKey &rhs) const
+{
+ return std::tie(baseLevel, mipLevels, swizzle) < std::tie(rhs.baseLevel, rhs.mipLevels, rhs.swizzle);
+}
+
+TextureStorage11::TextureStorage11(Renderer11 *renderer, UINT bindFlags)
+ : mBindFlags(bindFlags),
+ mTopLevel(0),
+ mMipLevels(0),
+ mInternalFormat(GL_NONE),
+ mTextureFormat(DXGI_FORMAT_UNKNOWN),
+ mShaderResourceFormat(DXGI_FORMAT_UNKNOWN),
+ mRenderTargetFormat(DXGI_FORMAT_UNKNOWN),
+ mDepthStencilFormat(DXGI_FORMAT_UNKNOWN),
+ mTextureWidth(0),
+ mTextureHeight(0),
+ mTextureDepth(0)
+{
+ mRenderer = Renderer11::makeRenderer11(renderer);
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mLevelSRVs[i] = NULL;
+ }
+}
+
+TextureStorage11::~TextureStorage11()
+{
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ SafeRelease(mLevelSRVs[level]);
+ }
+
+ for (SRVCache::iterator i = mSrvCache.begin(); i != mSrvCache.end(); i++)
+ {
+ SafeRelease(i->second);
+ }
+ mSrvCache.clear();
+}
+
+TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11*, storage));
+ return static_cast<TextureStorage11*>(storage);
+}
+
+DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat, D3D_FEATURE_LEVEL featureLevel, bool renderTarget)
+{
+ UINT bindFlags = 0;
+
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat, featureLevel);
+ if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ bindFlags |= D3D11_BIND_SHADER_RESOURCE;
+ }
+ if (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ bindFlags |= D3D11_BIND_DEPTH_STENCIL;
+ }
+ if (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN && renderTarget)
+ {
+ bindFlags |= D3D11_BIND_RENDER_TARGET;
+ }
+
+ return bindFlags;
+}
+
+UINT TextureStorage11::getBindFlags() const
+{
+ return mBindFlags;
+}
+
+int TextureStorage11::getTopLevel() const
+{
+ return mTopLevel;
+}
+
+bool TextureStorage11::isRenderTarget() const
+{
+ return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
+}
+
+bool TextureStorage11::isManaged() const
+{
+ return false;
+}
+
+int TextureStorage11::getLevelCount() const
+{
+ return mMipLevels - mTopLevel;
+}
+
+int TextureStorage11::getLevelWidth(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureWidth) >> mipLevel, 1);
+}
+
+int TextureStorage11::getLevelHeight(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureHeight) >> mipLevel, 1);
+}
+
+int TextureStorage11::getLevelDepth(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureDepth) >> mipLevel, 1);
+}
+
+UINT TextureStorage11::getSubresourceIndex(const gl::ImageIndex &index) const
+{
+ UINT mipSlice = static_cast<UINT>(index.mipIndex + mTopLevel);
+ UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
+ UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
+ ASSERT(subresource != std::numeric_limits<UINT>::max());
+ return subresource;
+}
+
+gl::Error TextureStorage11::getSRV(const gl::SamplerState &samplerState, ID3D11ShaderResourceView **outSRV)
+{
+ bool swizzleRequired = samplerState.swizzleRequired();
+ bool mipmapping = gl::IsMipmapFiltered(samplerState);
+ unsigned int mipLevels = mipmapping ? (samplerState.maxLevel - samplerState.baseLevel + 1) : 1;
+
+ // Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level, which corresponds to GL level 0)
+ mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - samplerState.baseLevel);
+
+ if (mRenderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3)
+ {
+ ASSERT(!swizzleRequired);
+ ASSERT(mipLevels == 1 || mipLevels == mMipLevels);
+ }
+
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ // We must ensure that the level zero texture is in sync with mipped texture.
+ gl::Error error = useLevelZeroWorkaroundTexture(mipLevels == 1);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ if (swizzleRequired)
+ {
+ verifySwizzleExists(samplerState.swizzleRed, samplerState.swizzleGreen, samplerState.swizzleBlue, samplerState.swizzleAlpha);
+ }
+
+ SRVKey key(samplerState.baseLevel, mipLevels, swizzleRequired);
+ SRVCache::const_iterator iter = mSrvCache.find(key);
+ if (iter != mSrvCache.end())
+ {
+ *outSRV = iter->second;
+ }
+ else
+ {
+ ID3D11Resource *texture = NULL;
+ if (swizzleRequired)
+ {
+ gl::Error error = getSwizzleTexture(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ else
+ {
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ ID3D11ShaderResourceView *srv = NULL;
+ DXGI_FORMAT format = (swizzleRequired ? mSwizzleShaderResourceFormat : mShaderResourceFormat);
+ gl::Error error = createSRV(samplerState.baseLevel, mipLevels, format, texture, &srv);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mSrvCache.insert(std::make_pair(key, srv));
+ *outSRV = srv;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11::getSRVLevel(int mipLevel, ID3D11ShaderResourceView **outSRV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ if (!mLevelSRVs[mipLevel])
+ {
+ ID3D11Resource *resource = NULL;
+ gl::Error error = getResource(&resource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = createSRV(mipLevel, 1, mShaderResourceFormat, resource, &mLevelSRVs[mipLevel]);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ *outSRV = mLevelSRVs[mipLevel];
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11::generateSwizzles(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
+{
+ SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
+ for (int level = 0; level < getLevelCount(); level++)
+ {
+ // Check if the swizzle for this level is out of date
+ if (mSwizzleCache[level] != swizzleTarget)
+ {
+ // Need to re-render the swizzle for this level
+ ID3D11ShaderResourceView *sourceSRV = NULL;
+ gl::Error error = getSRVLevel(level, &sourceSRV);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11RenderTargetView *destRTV = NULL;
+ error = getSwizzleRenderTarget(level, &destRTV);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ gl::Extents size(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
+
+ Blit11 *blitter = mRenderer->getBlitter();
+
+ error = blitter->swizzleTexture(sourceSRV, destRTV, size, swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mSwizzleCache[level] = swizzleTarget;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureStorage11::invalidateSwizzleCacheLevel(int mipLevel)
+{
+ if (mipLevel >= 0 && static_cast<unsigned int>(mipLevel) < ArraySize(mSwizzleCache))
+ {
+ // The default constructor of SwizzleCacheValue has GL_NONE for all channels which is not a
+ // valid swizzle combination
+ mSwizzleCache[mipLevel] = SwizzleCacheValue();
+ }
+}
+
+void TextureStorage11::invalidateSwizzleCache()
+{
+ for (unsigned int mipLevel = 0; mipLevel < ArraySize(mSwizzleCache); mipLevel++)
+ {
+ invalidateSwizzleCacheLevel(mipLevel);
+ }
+}
+
+gl::Error TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture, unsigned int sourceSubresource,
+ const gl::ImageIndex &index, const gl::Box &copyArea)
+{
+ ASSERT(srcTexture);
+
+ GLint level = index.mipIndex;
+
+ invalidateSwizzleCacheLevel(level);
+
+ gl::Extents texSize(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
+
+ bool fullCopy = copyArea.x == 0 &&
+ copyArea.y == 0 &&
+ copyArea.z == 0 &&
+ copyArea.width == texSize.width &&
+ copyArea.height == texSize.height &&
+ copyArea.depth == texSize.depth;
+
+ ID3D11Resource *dstTexture = NULL;
+ gl::Error error(GL_NO_ERROR);
+
+ // If the zero-LOD workaround is active and we want to update a level greater than zero, then we should
+ // update the mipmapped texture, even if mapmaps are currently disabled.
+ if (index.mipIndex > 0 && mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ error = getMippedResource(&dstTexture);
+ }
+ else
+ {
+ error = getResource(&dstTexture);
+ }
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ unsigned int dstSubresource = getSubresourceIndex(index);
+
+ ASSERT(dstTexture);
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
+ if (!fullCopy && (dxgiFormatInfo.depthBits > 0 || dxgiFormatInfo.stencilBits > 0))
+ {
+ // CopySubresourceRegion cannot copy partial depth stencils, use the blitter instead
+ Blit11 *blitter = mRenderer->getBlitter();
+
+ return blitter->copyDepthStencil(srcTexture, sourceSubresource, copyArea, texSize,
+ dstTexture, dstSubresource, copyArea, texSize,
+ NULL);
+ }
+ else
+ {
+ D3D11_BOX srcBox;
+ srcBox.left = copyArea.x;
+ srcBox.top = copyArea.y;
+ srcBox.right = copyArea.x + roundUp(static_cast<UINT>(copyArea.width), dxgiFormatInfo.blockWidth);
+ srcBox.bottom = copyArea.y + roundUp(static_cast<UINT>(copyArea.height), dxgiFormatInfo.blockHeight);
+ srcBox.front = copyArea.z;
+ srcBox.back = copyArea.z + copyArea.depth;
+
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ context->CopySubresourceRegion(dstTexture, dstSubresource, copyArea.x, copyArea.y, copyArea.z,
+ srcTexture, sourceSubresource, fullCopy ? NULL : &srcBox);
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error TextureStorage11::copySubresourceLevel(ID3D11Resource* dstTexture, unsigned int dstSubresource,
+ const gl::ImageIndex &index, const gl::Box &region)
+{
+ ASSERT(dstTexture);
+
+ ID3D11Resource *srcTexture = NULL;
+ gl::Error error(GL_NO_ERROR);
+
+ // If the zero-LOD workaround is active and we want to update a level greater than zero, then we should
+ // update the mipmapped texture, even if mapmaps are currently disabled.
+ if (index.mipIndex > 0 && mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ error = getMippedResource(&srcTexture);
+ }
+ else
+ {
+ error = getResource(&srcTexture);
+ }
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(srcTexture);
+
+ unsigned int srcSubresource = getSubresourceIndex(index);
+
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ // D3D11 can't perform partial CopySubresourceRegion on depth/stencil textures, so pSrcBox should be NULL.
+ D3D11_BOX srcBox;
+ D3D11_BOX *pSrcBox = NULL;
+ if (mRenderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3)
+ {
+ // However, D3D10Level9 doesn't always perform CopySubresourceRegion correctly unless the source box
+ // is specified. This is okay, since we don't perform CopySubresourceRegion on depth/stencil
+ // textures on 9_3.
+ ASSERT(d3d11::GetDXGIFormatInfo(mTextureFormat).depthBits == 0);
+ ASSERT(d3d11::GetDXGIFormatInfo(mTextureFormat).stencilBits == 0);
+ srcBox.left = region.x;
+ srcBox.right = region.x + region.width;
+ srcBox.top = region.y;
+ srcBox.bottom = region.y + region.height;
+ srcBox.front = region.z;
+ srcBox.back = region.z + region.depth;
+ pSrcBox = &srcBox;
+ }
+
+ context->CopySubresourceRegion(dstTexture, dstSubresource, region.x, region.y, region.z,
+ srcTexture, srcSubresource, pSrcBox);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11::generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex)
+{
+ ASSERT(sourceIndex.layerIndex == destIndex.layerIndex);
+
+ invalidateSwizzleCacheLevel(destIndex.mipIndex);
+
+ RenderTargetD3D *source = NULL;
+ gl::Error error = getRenderTarget(sourceIndex, &source);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ RenderTargetD3D *dest = NULL;
+ error = getRenderTarget(destIndex, &dest);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11ShaderResourceView *sourceSRV = RenderTarget11::makeRenderTarget11(source)->getShaderResourceView();
+ ID3D11RenderTargetView *destRTV = RenderTarget11::makeRenderTarget11(dest)->getRenderTargetView();
+
+ gl::Box sourceArea(0, 0, 0, source->getWidth(), source->getHeight(), source->getDepth());
+ gl::Extents sourceSize(source->getWidth(), source->getHeight(), source->getDepth());
+
+ gl::Box destArea(0, 0, 0, dest->getWidth(), dest->getHeight(), dest->getDepth());
+ gl::Extents destSize(dest->getWidth(), dest->getHeight(), dest->getDepth());
+
+ Blit11 *blitter = mRenderer->getBlitter();
+ return blitter->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize, NULL,
+ gl::GetInternalFormatInfo(source->getInternalFormat()).format, GL_LINEAR);
+}
+
+void TextureStorage11::verifySwizzleExists(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
+{
+ SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
+ for (unsigned int level = 0; level < mMipLevels; level++)
+ {
+ ASSERT(mSwizzleCache[level] == swizzleTarget);
+ }
+}
+
+gl::Error TextureStorage11::copyToStorage(TextureStorage *destStorage)
+{
+ ASSERT(destStorage);
+
+ ID3D11Resource *sourceResouce = NULL;
+ gl::Error error = getResource(&sourceResouce);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ TextureStorage11 *dest11 = TextureStorage11::makeTextureStorage11(destStorage);
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ immediateContext->CopyResource(destResource, sourceResouce);
+
+ dest11->invalidateSwizzleCache();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11::setData(const gl::ImageIndex &index, ImageD3D *image, const gl::Box *destBox, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixelData)
+{
+ ASSERT(!image->isDirty());
+
+ ID3D11Resource *resource = NULL;
+ gl::Error error = getResource(&resource);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(resource);
+
+ UINT destSubresource = getSubresourceIndex(index);
+
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(image->getInternalFormat());
+
+ gl::Box levelBox(0, 0, 0, getLevelWidth(index.mipIndex), getLevelHeight(index.mipIndex), getLevelDepth(index.mipIndex));
+ bool fullUpdate = (destBox == NULL || *destBox == levelBox);
+ ASSERT(internalFormatInfo.depthBits == 0 || fullUpdate);
+
+ // TODO(jmadill): Handle compressed formats
+ // Compressed formats have different load syntax, so we'll have to handle them with slightly
+ // different logic. Will implemnent this in a follow-up patch, and ensure we do not use SetData
+ // with compressed formats in the calling logic.
+ ASSERT(!internalFormatInfo.compressed);
+
+ int width = destBox ? destBox->width : static_cast<int>(image->getWidth());
+ int height = destBox ? destBox->height : static_cast<int>(image->getHeight());
+ int depth = destBox ? destBox->depth : static_cast<int>(image->getDepth());
+ UINT srcRowPitch = internalFormatInfo.computeRowPitch(type, width, unpack.alignment, unpack.rowLength);
+ UINT srcDepthPitch = internalFormatInfo.computeDepthPitch(type, width, height, unpack.alignment, unpack.rowLength);
+
+ const d3d11::TextureFormat &d3d11Format = d3d11::GetTextureFormatInfo(image->getInternalFormat(), mRenderer->getFeatureLevel());
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3d11Format.texFormat);
+
+ size_t outputPixelSize = dxgiFormatInfo.pixelBytes;
+
+ UINT bufferRowPitch = outputPixelSize * width;
+ UINT bufferDepthPitch = bufferRowPitch * height;
+
+ size_t neededSize = bufferDepthPitch * depth;
+ MemoryBuffer *conversionBuffer = NULL;
+ error = mRenderer->getScratchMemoryBuffer(neededSize, &conversionBuffer);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // TODO: fast path
+ LoadImageFunction loadFunction = d3d11Format.loadFunctions.at(type);
+ loadFunction(width, height, depth,
+ pixelData, srcRowPitch, srcDepthPitch,
+ conversionBuffer->data(), bufferRowPitch, bufferDepthPitch);
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+
+ if (!fullUpdate)
+ {
+ ASSERT(destBox);
+
+ D3D11_BOX destD3DBox;
+ destD3DBox.left = destBox->x;
+ destD3DBox.right = destBox->x + destBox->width;
+ destD3DBox.top = destBox->y;
+ destD3DBox.bottom = destBox->y + destBox->height;
+ destD3DBox.front = destBox->z;
+ destD3DBox.back = destBox->z + destBox->depth;
+
+ immediateContext->UpdateSubresource(resource, destSubresource,
+ &destD3DBox, conversionBuffer->data(),
+ bufferRowPitch, bufferDepthPitch);
+ }
+ else
+ {
+ immediateContext->UpdateSubresource(resource, destSubresource,
+ NULL, conversionBuffer->data(),
+ bufferRowPitch, bufferDepthPitch);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, SwapChain11 *swapchain)
+ : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE),
+ mTexture(swapchain->getOffscreenTexture()),
+ mSwizzleTexture(NULL),
+ mLevelZeroTexture(NULL),
+ mLevelZeroRenderTarget(NULL),
+ mUseLevelZeroTexture(false)
+{
+ mTexture->AddRef();
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mAssociatedImages[i] = NULL;
+ mRenderTarget[i] = NULL;
+ mSwizzleRenderTargets[i] = NULL;
+ }
+
+ D3D11_TEXTURE2D_DESC texDesc;
+ mTexture->GetDesc(&texDesc);
+ mMipLevels = texDesc.MipLevels;
+ mTextureFormat = texDesc.Format;
+ mTextureWidth = texDesc.Width;
+ mTextureHeight = texDesc.Height;
+ mTextureDepth = 1;
+
+ mInternalFormat = swapchain->GetBackBufferInternalFormat();
+
+ ID3D11ShaderResourceView *srv = swapchain->getRenderTargetShaderResource();
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srv->GetDesc(&srvDesc);
+ mShaderResourceFormat = srvDesc.Format;
+
+ ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget();
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ offscreenRTV->GetDesc(&rtvDesc);
+ mRenderTargetFormat = rtvDesc.Format;
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(dxgiFormatInfo.internalFormat, mRenderer->getFeatureLevel());
+ mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
+ mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
+ mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
+
+ mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
+
+ initializeSerials(1, 1);
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly)
+ : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderer->getFeatureLevel(), renderTarget)),
+ mTexture(NULL),
+ mSwizzleTexture(NULL),
+ mLevelZeroTexture(NULL),
+ mLevelZeroRenderTarget(NULL),
+ mUseLevelZeroTexture(false)
+{
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mAssociatedImages[i] = NULL;
+ mRenderTarget[i] = NULL;
+ mSwizzleRenderTargets[i] = NULL;
+ }
+
+ mInternalFormat = internalformat;
+
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getFeatureLevel());
+ mTextureFormat = formatInfo.texFormat;
+ mShaderResourceFormat = formatInfo.srvFormat;
+ mDepthStencilFormat = formatInfo.dsvFormat;
+ mRenderTargetFormat = formatInfo.rtvFormat;
+ mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
+ mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
+ mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
+
+ d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = 1;
+
+ if (hintLevelZeroOnly && levels > 1)
+ {
+ //The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
+ ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
+ mUseLevelZeroTexture = true;
+ }
+
+ initializeSerials(getLevelCount(), 1);
+}
+
+TextureStorage11_2D::~TextureStorage11_2D()
+{
+ for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ if (mAssociatedImages[i] != NULL)
+ {
+ bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // We must let the Images recover their data before we delete it from the TextureStorage.
+ gl::Error error = mAssociatedImages[i]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ // TODO: Find a way to report this back to the context
+ }
+ }
+ }
+ }
+
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+
+ SafeRelease(mLevelZeroTexture);
+ SafeDelete(mLevelZeroRenderTarget);
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ SafeDelete(mRenderTarget[i]);
+ SafeRelease(mSwizzleRenderTargets[i]);
+ }
+}
+
+TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage));
+ return static_cast<TextureStorage11_2D*>(storage);
+}
+
+gl::Error TextureStorage11_2D::copyToStorage(TextureStorage *destStorage)
+{
+ ASSERT(destStorage);
+
+ TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(destStorage);
+
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+
+ // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the corresponding textures in destStorage.
+ if (mTexture)
+ {
+ gl::Error error = dest11->useLevelZeroWorkaroundTexture(false);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ immediateContext->CopyResource(destResource, mTexture);
+ }
+
+ if (mLevelZeroTexture)
+ {
+ gl::Error error = dest11->useLevelZeroWorkaroundTexture(true);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ immediateContext->CopyResource(destResource, mLevelZeroTexture);
+ }
+ }
+ else
+ {
+ ID3D11Resource *sourceResouce = NULL;
+ gl::Error error = getResource(&sourceResouce);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ immediateContext->CopyResource(destResource, sourceResouce);
+ }
+
+ dest11->invalidateSwizzleCache();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture)
+{
+ if (useLevelZeroTexture && mMipLevels > 1)
+ {
+ if (!mUseLevelZeroTexture && mTexture)
+ {
+ gl::Error error = ensureTextureExists(1);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Pull data back from the mipped texture if necessary.
+ ASSERT(mLevelZeroTexture);
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ context->CopySubresourceRegion(mLevelZeroTexture, 0, 0, 0, 0, mTexture, 0, NULL);
+ }
+
+ mUseLevelZeroTexture = true;
+ }
+ else
+ {
+ if (mUseLevelZeroTexture && mLevelZeroTexture)
+ {
+ gl::Error error = ensureTextureExists(mMipLevels);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Pull data back from the level zero texture if necessary.
+ ASSERT(mTexture);
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ context->CopySubresourceRegion(mTexture, 0, 0, 0, 0, mLevelZeroTexture, 0, NULL);
+ }
+
+ mUseLevelZeroTexture = false;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureStorage11_2D::associateImage(Image11* image, const gl::ImageIndex &index)
+{
+ GLint level = index.mipIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ mAssociatedImages[level] = image;
+ }
+}
+
+bool TextureStorage11_2D::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ // This validation check should never return false. It means the Image/TextureStorage association is broken.
+ bool retValue = (mAssociatedImages[level] == expectedImage);
+ ASSERT(retValue);
+ return retValue;
+ }
+
+ return false;
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_2D::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ ASSERT(mAssociatedImages[level] == expectedImage);
+
+ if (mAssociatedImages[level] == expectedImage)
+ {
+ mAssociatedImages[level] = NULL;
+ }
+ }
+}
+
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
+gl::Error TextureStorage11_2D::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
+{
+ GLint level = index.mipIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ // No need to let the old Image recover its data, if it is also the incoming Image.
+ if (mAssociatedImages[level] != NULL && mAssociatedImages[level] != incomingImage)
+ {
+ // Ensure that the Image is still associated with this TextureStorage. This should be true.
+ bool imageAssociationCorrect = mAssociatedImages[level]->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // Force the image to recover from storage before its data is overwritten.
+ // This will reset mAssociatedImages[level] to NULL too.
+ gl::Error error = mAssociatedImages[level]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::getResource(ID3D11Resource **outResource)
+{
+ if (mUseLevelZeroTexture && mMipLevels > 1)
+ {
+ gl::Error error = ensureTextureExists(1);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outResource = mLevelZeroTexture;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ gl::Error error = ensureTextureExists(mMipLevels);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error TextureStorage11_2D::getMippedResource(ID3D11Resource **outResource)
+{
+ // This shouldn't be called unless the zero max LOD workaround is active.
+ ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
+
+ gl::Error error = ensureTextureExists(mMipLevels);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::ensureTextureExists(int mipLevels)
+{
+ // If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture.
+ bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround ? (mipLevels == 1) && (mMipLevels > 1) : false;
+ ID3D11Texture2D **outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture;
+
+ // if the width or height is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (*outputTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0)
+ {
+ ASSERT(mipLevels > 0);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth; // Compressed texture size constraints?
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mipLevels;
+ desc.ArraySize = 1;
+ desc.Format = mTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, outputTexture);
+
+ // this can happen from windows TDR
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.", result);
+ }
+ else if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.", result);
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ ASSERT(!index.hasLayer());
+
+ int level = index.mipIndex;
+ ASSERT(level >= 0 && level < getLevelCount());
+
+ // In GL ES 2.0, the application can only render to level zero of the texture (Section 4.4.3 of the GLES 2.0 spec, page 113 of version 2.0.25).
+ // Other parts of TextureStorage11_2D could create RTVs on non-zero levels of the texture (e.g. generateMipmap).
+ // On Feature Level 9_3, this is unlikely to be useful. The renderer can't create SRVs on the individual levels of the texture,
+ // so methods like generateMipmap can't do anything useful with non-zero-level RTVs.
+ // Therefore if level > 0 on 9_3 then there's almost certainly something wrong.
+ ASSERT(!(mRenderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3 && level > 0));
+
+ if (!mRenderTarget[level])
+ {
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11ShaderResourceView *srv = NULL;
+ error = getSRVLevel(level, &srv);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (mUseLevelZeroTexture)
+ {
+ if (!mLevelZeroRenderTarget)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + level;
+
+ ID3D11RenderTargetView *rtv;
+ HRESULT result = device->CreateRenderTargetView(mLevelZeroTexture, &rtvDesc, &rtv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ }
+ ASSERT(SUCCEEDED(result));
+
+ mLevelZeroRenderTarget = new TextureRenderTarget11(rtv, mLevelZeroTexture, NULL, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelZeroRenderTarget;
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + level;
+
+ ID3D11RenderTargetView *rtv;
+ HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ }
+
+ mRenderTarget[level] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+ else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mDepthStencilFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+ dsvDesc.Texture2D.MipSlice = mTopLevel + level;
+ dsvDesc.Flags = 0;
+
+ ID3D11DepthStencilView *dsv;
+ HRESULT result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY,"Failed to create internal depth stencil view for texture storage, result: 0x%X.", result);
+ }
+
+ mRenderTarget[level] = new TextureRenderTarget11(dsv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(dsv);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTarget[level];
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ ASSERT(outSRV);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2D.MipLevels = mipLevels;
+
+ ID3D11Resource *srvTexture = texture;
+
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ ASSERT(mTopLevel == 0);
+ ASSERT(baseLevel == 0);
+ // This code also assumes that the incoming texture equals either mLevelZeroTexture or mTexture.
+
+ if (mipLevels == 1 && mMipLevels > 1)
+ {
+ // We must use a SRV on the level-zero-only texture.
+ ASSERT(mLevelZeroTexture != NULL && texture == mLevelZeroTexture);
+ srvTexture = mLevelZeroTexture;
+ }
+ else
+ {
+ ASSERT(mipLevels == static_cast<int>(mMipLevels));
+ ASSERT(mTexture != NULL && texture == mTexture);
+ srvTexture = mTexture;
+ }
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = 1;
+ desc.Format = mSwizzleTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
+ }
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = NULL;
+ gl::Error error = getSwizzleTexture(&swizzleTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mSwizzleRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel;
+
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
+ }
+ }
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
+}
+
+TextureStorage11_Cube::TextureStorage11_Cube(Renderer11 *renderer, GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly)
+ : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderer->getFeatureLevel(), renderTarget))
+{
+ mTexture = NULL;
+ mSwizzleTexture = NULL;
+
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mSwizzleRenderTargets[level] = NULL;
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ mAssociatedImages[face][level] = NULL;
+ mRenderTarget[face][level] = NULL;
+ }
+ }
+
+ mLevelZeroTexture = NULL;
+ mUseLevelZeroTexture = false;
+
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ mLevelZeroRenderTarget[face] = NULL;
+ }
+
+ mInternalFormat = internalformat;
+
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getFeatureLevel());
+ mTextureFormat = formatInfo.texFormat;
+ mShaderResourceFormat = formatInfo.srvFormat;
+ mDepthStencilFormat = formatInfo.dsvFormat;
+ mRenderTargetFormat = formatInfo.rtvFormat;
+ mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
+ mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
+ mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
+
+ // adjust size if needed for compressed textures
+ int height = size;
+ d3d11::MakeValidSize(false, mTextureFormat, &size, &height, &mTopLevel);
+
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = size;
+ mTextureHeight = size;
+ mTextureDepth = 1;
+
+ if (hintLevelZeroOnly && levels > 1)
+ {
+ //The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
+ ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
+ mUseLevelZeroTexture = true;
+ }
+
+ initializeSerials(getLevelCount() * CUBE_FACE_COUNT, CUBE_FACE_COUNT);
+}
+
+TextureStorage11_Cube::~TextureStorage11_Cube()
+{
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ if (mAssociatedImages[face][level] != NULL)
+ {
+ bool imageAssociationCorrect = mAssociatedImages[face][level]->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // We must let the Images recover their data before we delete it from the TextureStorage.
+ mAssociatedImages[face][level]->recoverFromAssociatedStorage();
+ }
+ }
+ }
+ }
+
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+ SafeRelease(mLevelZeroTexture);
+
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ SafeDelete(mLevelZeroRenderTarget[face]);
+ }
+
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ SafeRelease(mSwizzleRenderTargets[level]);
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ SafeDelete(mRenderTarget[face][level]);
+ }
+ }
+}
+
+TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage));
+ return static_cast<TextureStorage11_Cube*>(storage);
+}
+
+UINT TextureStorage11_Cube::getSubresourceIndex(const gl::ImageIndex &index) const
+{
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround && mUseLevelZeroTexture && index.mipIndex == 0)
+ {
+ UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
+ UINT subresource = D3D11CalcSubresource(0, arraySlice, 1);
+ ASSERT(subresource != std::numeric_limits<UINT>::max());
+ return subresource;
+ }
+ else
+ {
+ UINT mipSlice = static_cast<UINT>(index.mipIndex + mTopLevel);
+ UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
+ UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
+ ASSERT(subresource != std::numeric_limits<UINT>::max());
+ return subresource;
+ }
+}
+
+gl::Error TextureStorage11_Cube::copyToStorage(TextureStorage *destStorage)
+{
+ ASSERT(destStorage);
+
+ TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(destStorage);
+
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+
+ // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the corresponding textures in destStorage.
+ if (mTexture)
+ {
+ gl::Error error = dest11->useLevelZeroWorkaroundTexture(false);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ immediateContext->CopyResource(destResource, mTexture);
+ }
+
+ if (mLevelZeroTexture)
+ {
+ gl::Error error = dest11->useLevelZeroWorkaroundTexture(true);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ immediateContext->CopyResource(destResource, mLevelZeroTexture);
+ }
+ }
+ else
+ {
+ ID3D11Resource *sourceResouce = NULL;
+ gl::Error error = getResource(&sourceResouce);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Resource *destResource = NULL;
+ error = dest11->getResource(&destResource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ immediateContext->CopyResource(destResource, sourceResouce);
+ }
+
+ dest11->invalidateSwizzleCache();
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture)
+{
+ if (useLevelZeroTexture && mMipLevels > 1)
+ {
+ if (!mUseLevelZeroTexture && mTexture)
+ {
+ gl::Error error = ensureTextureExists(1);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Pull data back from the mipped texture if necessary.
+ ASSERT(mLevelZeroTexture);
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ for (int face = 0; face < 6; face++)
+ {
+ context->CopySubresourceRegion(mLevelZeroTexture, D3D11CalcSubresource(0, face, 1), 0, 0, 0, mTexture, face * mMipLevels, NULL);
+ }
+ }
+
+ mUseLevelZeroTexture = true;
+ }
+ else
+ {
+ if (mUseLevelZeroTexture && mLevelZeroTexture)
+ {
+ gl::Error error = ensureTextureExists(mMipLevels);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Pull data back from the level zero texture if necessary.
+ ASSERT(mTexture);
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ for (int face = 0; face < 6; face++)
+ {
+ context->CopySubresourceRegion(mTexture, D3D11CalcSubresource(0, face, mMipLevels), 0, 0, 0, mLevelZeroTexture, face, NULL);
+ }
+ }
+
+ mUseLevelZeroTexture = false;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureStorage11_Cube::associateImage(Image11* image, const gl::ImageIndex &index)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
+ {
+ mAssociatedImages[layerTarget][level] = image;
+ }
+ }
+}
+
+bool TextureStorage11_Cube::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
+ {
+ // This validation check should never return false. It means the Image/TextureStorage association is broken.
+ bool retValue = (mAssociatedImages[layerTarget][level] == expectedImage);
+ ASSERT(retValue);
+ return retValue;
+ }
+ }
+
+ return false;
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_Cube::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
+ {
+ ASSERT(mAssociatedImages[layerTarget][level] == expectedImage);
+
+ if (mAssociatedImages[layerTarget][level] == expectedImage)
+ {
+ mAssociatedImages[layerTarget][level] = NULL;
+ }
+ }
+ }
+}
+
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
+gl::Error TextureStorage11_Cube::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
+
+ if ((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS))
+ {
+ if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
+ {
+ // No need to let the old Image recover its data, if it is also the incoming Image.
+ if (mAssociatedImages[layerTarget][level] != NULL && mAssociatedImages[layerTarget][level] != incomingImage)
+ {
+ // Ensure that the Image is still associated with this TextureStorage. This should be true.
+ bool imageAssociationCorrect = mAssociatedImages[layerTarget][level]->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // Force the image to recover from storage before its data is overwritten.
+ // This will reset mAssociatedImages[level] to NULL too.
+ gl::Error error = mAssociatedImages[layerTarget][level]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::getResource(ID3D11Resource **outResource)
+{
+ if (mUseLevelZeroTexture && mMipLevels > 1)
+ {
+ gl::Error error = ensureTextureExists(1);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outResource = mLevelZeroTexture;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ gl::Error error = ensureTextureExists(mMipLevels);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error TextureStorage11_Cube::getMippedResource(ID3D11Resource **outResource)
+{
+ // This shouldn't be called unless the zero max LOD workaround is active.
+ ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
+
+ gl::Error error = ensureTextureExists(mMipLevels);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::ensureTextureExists(int mipLevels)
+{
+ // If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture.
+ bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround ? (mipLevels == 1) && (mMipLevels > 1) : false;
+ ID3D11Texture2D **outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture;
+
+ // if the size is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (*outputTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0)
+ {
+ ASSERT(mMipLevels > 0);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mipLevels;
+ desc.ArraySize = CUBE_FACE_COUNT;
+ desc.Format = mTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, outputTexture);
+
+ // this can happen from windows TDR
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create cube texture storage, result: 0x%X.", result);
+ }
+ else if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create cube texture storage, result: 0x%X.", result);
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ int faceIndex = index.layerIndex;
+ int level = index.mipIndex;
+
+ ASSERT(level >= 0 && level < getLevelCount());
+ ASSERT(faceIndex >= 0 && faceIndex < CUBE_FACE_COUNT);
+
+ if (!mRenderTarget[faceIndex][level])
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (mUseLevelZeroTexture)
+ {
+ if (!mLevelZeroRenderTarget[faceIndex])
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ rtvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(mLevelZeroTexture, &rtvDesc, &rtv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ }
+ ASSERT(SUCCEEDED(result));
+
+ mLevelZeroRenderTarget[faceIndex] = new TextureRenderTarget11(rtv, mLevelZeroTexture, NULL, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelZeroRenderTarget[faceIndex];
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = mShaderResourceFormat;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ srvDesc.Texture2DArray.ArraySize = 1;
+
+ if (mRenderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3)
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ }
+ else
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; // Will be used with Texture2D sampler, not TextureCube
+ }
+
+ ID3D11ShaderResourceView *srv;
+ result = device->CreateShaderResourceView(texture, &srvDesc, &srv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal shader resource view for texture storage, result: 0x%X.", result);
+ }
+
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ rtvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ }
+
+ mRenderTarget[faceIndex][level] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ SafeRelease(srv);
+ }
+ else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mDepthStencilFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
+ dsvDesc.Flags = 0;
+ dsvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ dsvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ dsvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11DepthStencilView *dsv;
+ result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal depth stencil view for texture storage, result: 0x%X.", result);
+ }
+
+ mRenderTarget[faceIndex][level] = new TextureRenderTarget11(dsv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(dsv);
+ SafeRelease(srv);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTarget[faceIndex][level];
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ ASSERT(outSRV);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+
+ // Unnormalized integer cube maps are not supported by DX11; we emulate them as an array of six 2D textures
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format);
+ if (dxgiFormatInfo.componentType == GL_INT || dxgiFormatInfo.componentType == GL_UNSIGNED_INT)
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = 0;
+ srvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT;
+ }
+ else
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ srvDesc.TextureCube.MipLevels = mipLevels;
+ srvDesc.TextureCube.MostDetailedMip = mTopLevel + baseLevel;
+ }
+
+ ID3D11Resource *srvTexture = texture;
+
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ ASSERT(mTopLevel == 0);
+ ASSERT(baseLevel == 0);
+ // This code also assumes that the incoming texture equals either mLevelZeroTexture or mTexture.
+
+ if (mipLevels == 1 && mMipLevels > 1)
+ {
+ // We must use a SRV on the level-zero-only texture.
+ ASSERT(mLevelZeroTexture != NULL && texture == mLevelZeroTexture);
+ srvTexture = mLevelZeroTexture;
+ }
+ else
+ {
+ ASSERT(mipLevels == static_cast<int>(mMipLevels));
+ ASSERT(mTexture != NULL && texture == mTexture);
+ srvTexture = mTexture;
+ }
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = CUBE_FACE_COUNT;
+ desc.Format = mSwizzleTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
+ }
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = NULL;
+ gl::Error error = getSwizzleTexture(&swizzleTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mSwizzleRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = 0;
+ rtvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT;
+
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
+ }
+ }
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
+}
+
+TextureStorage11_3D::TextureStorage11_3D(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels)
+ : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderer->getFeatureLevel(), renderTarget))
+{
+ mTexture = NULL;
+ mSwizzleTexture = NULL;
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mAssociatedImages[i] = NULL;
+ mLevelRenderTargets[i] = NULL;
+ mSwizzleRenderTargets[i] = NULL;
+ }
+
+ mInternalFormat = internalformat;
+
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getFeatureLevel());
+ mTextureFormat = formatInfo.texFormat;
+ mShaderResourceFormat = formatInfo.srvFormat;
+ mDepthStencilFormat = formatInfo.dsvFormat;
+ mRenderTargetFormat = formatInfo.rtvFormat;
+ mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
+ mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
+ mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
+
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
+
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = depth;
+
+ initializeSerials(getLevelCount() * depth, depth);
+}
+
+TextureStorage11_3D::~TextureStorage11_3D()
+{
+ for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ if (mAssociatedImages[i] != NULL)
+ {
+ bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // We must let the Images recover their data before we delete it from the TextureStorage.
+ mAssociatedImages[i]->recoverFromAssociatedStorage();
+ }
+ }
+ }
+
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+
+ for (RenderTargetMap::iterator i = mLevelLayerRenderTargets.begin(); i != mLevelLayerRenderTargets.end(); i++)
+ {
+ SafeDelete(i->second);
+ }
+ mLevelLayerRenderTargets.clear();
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ SafeDelete(mLevelRenderTargets[i]);
+ SafeRelease(mSwizzleRenderTargets[i]);
+ }
+}
+
+TextureStorage11_3D *TextureStorage11_3D::makeTextureStorage11_3D(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_3D*, storage));
+ return static_cast<TextureStorage11_3D*>(storage);
+}
+
+void TextureStorage11_3D::associateImage(Image11* image, const gl::ImageIndex &index)
+{
+ GLint level = index.mipIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ mAssociatedImages[level] = image;
+ }
+}
+
+bool TextureStorage11_3D::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ // This validation check should never return false. It means the Image/TextureStorage association is broken.
+ bool retValue = (mAssociatedImages[level] == expectedImage);
+ ASSERT(retValue);
+ return retValue;
+ }
+
+ return false;
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_3D::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ ASSERT(mAssociatedImages[level] == expectedImage);
+
+ if (mAssociatedImages[level] == expectedImage)
+ {
+ mAssociatedImages[level] = NULL;
+ }
+ }
+}
+
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
+gl::Error TextureStorage11_3D::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
+{
+ GLint level = index.mipIndex;
+
+ ASSERT((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS));
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ // No need to let the old Image recover its data, if it is also the incoming Image.
+ if (mAssociatedImages[level] != NULL && mAssociatedImages[level] != incomingImage)
+ {
+ // Ensure that the Image is still associated with this TextureStorage. This should be true.
+ bool imageAssociationCorrect = mAssociatedImages[level]->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // Force the image to recover from storage before its data is overwritten.
+ // This will reset mAssociatedImages[level] to NULL too.
+ gl::Error error = mAssociatedImages[level]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_3D::getResource(ID3D11Resource **outResource)
+{
+ // If the width, height or depth are not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (mTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
+ {
+ ASSERT(mMipLevels > 0);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE3D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.Depth = mTextureDepth;
+ desc.MipLevels = mMipLevels;
+ desc.Format = mTextureFormat;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture3D(&desc, NULL, &mTexture);
+
+ // this can happen from windows TDR
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.", result);
+ }
+ else if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.", result);
+ }
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_3D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ ASSERT(outSRV);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
+ srvDesc.Texture3D.MostDetailedMip = baseLevel;
+ srvDesc.Texture3D.MipLevels = mipLevels;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ int mipLevel = index.mipIndex;
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ ASSERT(mRenderTargetFormat != DXGI_FORMAT_UNKNOWN);
+
+ if (!index.hasLayer())
+ {
+ if (!mLevelRenderTargets[mipLevel])
+ {
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11ShaderResourceView *srv = NULL;
+ error = getSRVLevel(mipLevel, &srv);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture3D.FirstWSlice = 0;
+ rtvDesc.Texture3D.WSize = static_cast<UINT>(-1);
+
+ ID3D11RenderTargetView *rtv;
+ HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ }
+
+ mLevelRenderTargets[mipLevel] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), getLevelDepth(mipLevel), 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ int layer = index.layerIndex;
+
+ LevelLayerKey key(mipLevel, layer);
+ if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // TODO, what kind of SRV is expected here?
+ ID3D11ShaderResourceView *srv = NULL;
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture3D.FirstWSlice = layer;
+ rtvDesc.Texture3D.WSize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ SafeRelease(srv); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ }
+ ASSERT(SUCCEEDED(result));
+
+ mLevelLayerRenderTargets[key] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelLayerRenderTargets[key];
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error TextureStorage11_3D::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE3D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.Depth = mTextureDepth;
+ desc.MipLevels = mMipLevels;
+ desc.Format = mSwizzleTextureFormat;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture3D(&desc, NULL, &mSwizzleTexture);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
+ }
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = NULL;
+ gl::Error error = getSwizzleTexture(&swizzleTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mSwizzleRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture3D.FirstWSlice = 0;
+ rtvDesc.Texture3D.WSize = static_cast<UINT>(-1);
+
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
+ }
+ }
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
+}
+
+TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels)
+ : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderer->getFeatureLevel(), renderTarget))
+{
+ mTexture = NULL;
+ mSwizzleTexture = NULL;
+
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mSwizzleRenderTargets[level] = NULL;
+ }
+
+ mInternalFormat = internalformat;
+
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getFeatureLevel());
+ mTextureFormat = formatInfo.texFormat;
+ mShaderResourceFormat = formatInfo.srvFormat;
+ mDepthStencilFormat = formatInfo.dsvFormat;
+ mRenderTargetFormat = formatInfo.rtvFormat;
+ mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
+ mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
+ mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
+
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
+
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = depth;
+
+ initializeSerials(getLevelCount() * depth, depth);
+}
+
+TextureStorage11_2DArray::~TextureStorage11_2DArray()
+{
+ for (ImageMap::iterator i = mAssociatedImages.begin(); i != mAssociatedImages.end(); i++)
+ {
+ if (i->second)
+ {
+ bool imageAssociationCorrect = i->second->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // We must let the Images recover their data before we delete it from the TextureStorage.
+ i->second->recoverFromAssociatedStorage();
+ }
+ }
+ }
+ mAssociatedImages.clear();
+
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ SafeRelease(mSwizzleRenderTargets[level]);
+ }
+
+ for (RenderTargetMap::iterator i = mRenderTargets.begin(); i != mRenderTargets.end(); i++)
+ {
+ SafeDelete(i->second);
+ }
+ mRenderTargets.clear();
+}
+
+TextureStorage11_2DArray *TextureStorage11_2DArray::makeTextureStorage11_2DArray(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2DArray*, storage));
+ return static_cast<TextureStorage11_2DArray*>(storage);
+}
+
+void TextureStorage11_2DArray::associateImage(Image11* image, const gl::ImageIndex &index)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ ASSERT(0 <= level && level < getLevelCount());
+
+ if (0 <= level && level < getLevelCount())
+ {
+ LevelLayerKey key(level, layerTarget);
+ mAssociatedImages[key] = image;
+ }
+}
+
+bool TextureStorage11_2DArray::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ LevelLayerKey key(level, layerTarget);
+
+ // This validation check should never return false. It means the Image/TextureStorage association is broken.
+ bool retValue = (mAssociatedImages.find(key) != mAssociatedImages.end() && (mAssociatedImages[key] == expectedImage));
+ ASSERT(retValue);
+ return retValue;
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_2DArray::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ LevelLayerKey key(level, layerTarget);
+
+ bool imageAssociationCorrect = (mAssociatedImages.find(key) != mAssociatedImages.end() && (mAssociatedImages[key] == expectedImage));
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ mAssociatedImages[key] = NULL;
+ }
+}
+
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
+gl::Error TextureStorage11_2DArray::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
+{
+ GLint level = index.mipIndex;
+ GLint layerTarget = index.layerIndex;
+
+ LevelLayerKey key(level, layerTarget);
+
+ if (mAssociatedImages.find(key) != mAssociatedImages.end())
+ {
+ if (mAssociatedImages[key] != NULL && mAssociatedImages[key] != incomingImage)
+ {
+ // Ensure that the Image is still associated with this TextureStorage. This should be true.
+ bool imageAssociationCorrect = mAssociatedImages[key]->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // Force the image to recover from storage before its data is overwritten.
+ // This will reset mAssociatedImages[level] to NULL too.
+ gl::Error error = mAssociatedImages[key]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::getResource(ID3D11Resource **outResource)
+{
+ // if the width, height or depth is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (mTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
+ {
+ ASSERT(mMipLevels > 0);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = mTextureDepth;
+ desc.Format = mTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
+
+ // this can happen from windows TDR
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D array texture storage, result: 0x%X.", result);
+ }
+ else if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D array texture storage, result: 0x%X.", result);
+ }
+ }
+
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2DArray.MipLevels = mipLevels;
+ srvDesc.Texture2DArray.FirstArraySlice = 0;
+ srvDesc.Texture2DArray.ArraySize = mTextureDepth;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ ASSERT(index.hasLayer());
+
+ int mipLevel = index.mipIndex;
+ int layer = index.layerIndex;
+
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ LevelLayerKey key(mipLevel, layer);
+ if (mRenderTargets.find(key) == mRenderTargets.end())
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ ID3D11Resource *texture = NULL;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = mShaderResourceFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + mipLevel;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = layer;
+ srvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11ShaderResourceView *srv;
+ result = device->CreateShaderResourceView(texture, &srvDesc, &srv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal shader resource view for texture storage, result: 0x%X.", result);
+ }
+
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = layer;
+ rtvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ SafeRelease(srv);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ }
+
+ mRenderTargets[key] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ SafeRelease(srv);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTargets[key];
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = mTextureDepth;
+ desc.Format = mSwizzleTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
+ }
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = NULL;
+ gl::Error error = getSwizzleTexture(&swizzleTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mSwizzleRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = 0;
+ rtvDesc.Texture2DArray.ArraySize = mTextureDepth;
+
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
+ }
+ }
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.h
new file mode 100644
index 0000000000..456e2660f9
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.h
@@ -0,0 +1,326 @@
+//
+// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage11.h: Defines the abstract rx::TextureStorage11 class and its concrete derived
+// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_TEXTURESTORAGE11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_TEXTURESTORAGE11_H_
+
+#include "libANGLE/Texture.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/renderer/d3d/TextureStorage.h"
+
+#include <map>
+
+namespace gl
+{
+struct ImageIndex;
+}
+
+namespace rx
+{
+class RenderTargetD3D;
+class RenderTarget11;
+class Renderer11;
+class SwapChain11;
+class Image11;
+
+class TextureStorage11 : public TextureStorage
+{
+ public:
+ virtual ~TextureStorage11();
+
+ static TextureStorage11 *makeTextureStorage11(TextureStorage *storage);
+
+ static DWORD GetTextureBindFlags(GLenum internalFormat, D3D_FEATURE_LEVEL featureLevel, bool renderTarget);
+
+ UINT getBindFlags() const;
+
+ virtual gl::Error getResource(ID3D11Resource **outResource) = 0;
+ virtual gl::Error getSRV(const gl::SamplerState &samplerState, ID3D11ShaderResourceView **outSRV);
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) = 0;
+
+ virtual gl::Error generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex);
+
+ virtual int getTopLevel() const;
+ virtual bool isRenderTarget() const;
+ virtual bool isManaged() const;
+ virtual int getLevelCount() const;
+ virtual UINT getSubresourceIndex(const gl::ImageIndex &index) const;
+
+ gl::Error generateSwizzles(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha);
+ void invalidateSwizzleCacheLevel(int mipLevel);
+ void invalidateSwizzleCache();
+
+ gl::Error updateSubresourceLevel(ID3D11Resource *texture, unsigned int sourceSubresource,
+ const gl::ImageIndex &index, const gl::Box &copyArea);
+
+ gl::Error copySubresourceLevel(ID3D11Resource* dstTexture, unsigned int dstSubresource,
+ const gl::ImageIndex &index, const gl::Box &region);
+
+ virtual void associateImage(Image11* image, const gl::ImageIndex &index) = 0;
+ virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage) = 0;
+ virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage) = 0;
+ virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage) = 0;
+
+ virtual gl::Error copyToStorage(TextureStorage *destStorage);
+ virtual gl::Error setData(const gl::ImageIndex &index, ImageD3D *image, const gl::Box *destBox, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixelData);
+
+ protected:
+ TextureStorage11(Renderer11 *renderer, UINT bindFlags);
+ int getLevelWidth(int mipLevel) const;
+ int getLevelHeight(int mipLevel) const;
+ int getLevelDepth(int mipLevel) const;
+
+ // Some classes (e.g. TextureStorage11_2D) will override getMippedResource.
+ virtual gl::Error getMippedResource(ID3D11Resource **outResource) { return getResource(outResource); }
+
+ virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture) = 0;
+ virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV) = 0;
+ gl::Error getSRVLevel(int mipLevel, ID3D11ShaderResourceView **outSRV);
+
+ virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const = 0;
+
+ void verifySwizzleExists(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha);
+
+ Renderer11 *mRenderer;
+ int mTopLevel;
+ unsigned int mMipLevels;
+
+ GLenum mInternalFormat;
+ DXGI_FORMAT mTextureFormat;
+ DXGI_FORMAT mShaderResourceFormat;
+ DXGI_FORMAT mRenderTargetFormat;
+ DXGI_FORMAT mDepthStencilFormat;
+ DXGI_FORMAT mSwizzleTextureFormat;
+ DXGI_FORMAT mSwizzleShaderResourceFormat;
+ DXGI_FORMAT mSwizzleRenderTargetFormat;
+ unsigned int mTextureWidth;
+ unsigned int mTextureHeight;
+ unsigned int mTextureDepth;
+
+ struct SwizzleCacheValue
+ {
+ GLenum swizzleRed;
+ GLenum swizzleGreen;
+ GLenum swizzleBlue;
+ GLenum swizzleAlpha;
+
+ SwizzleCacheValue();
+ SwizzleCacheValue(GLenum red, GLenum green, GLenum blue, GLenum alpha);
+
+ bool operator ==(const SwizzleCacheValue &other) const;
+ bool operator !=(const SwizzleCacheValue &other) const;
+ };
+ SwizzleCacheValue mSwizzleCache[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ private:
+ const UINT mBindFlags;
+
+ struct SRVKey
+ {
+ SRVKey(int baseLevel = 0, int mipLevels = 0, bool swizzle = false);
+
+ bool operator<(const SRVKey &rhs) const;
+
+ int baseLevel;
+ int mipLevels;
+ bool swizzle;
+ };
+ typedef std::map<SRVKey, ID3D11ShaderResourceView *> SRVCache;
+
+ SRVCache mSrvCache;
+ ID3D11ShaderResourceView *mLevelSRVs[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureStorage11_2D : public TextureStorage11
+{
+ public:
+ TextureStorage11_2D(Renderer11 *renderer, SwapChain11 *swapchain);
+ TextureStorage11_2D(Renderer11 *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly = false);
+ virtual ~TextureStorage11_2D();
+
+ static TextureStorage11_2D *makeTextureStorage11_2D(TextureStorage *storage);
+
+ virtual gl::Error getResource(ID3D11Resource **outResource);
+ virtual gl::Error getMippedResource(ID3D11Resource **outResource);
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
+
+ virtual gl::Error copyToStorage(TextureStorage *destStorage);
+
+ virtual void associateImage(Image11* image, const gl::ImageIndex &index);
+ virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);
+
+ virtual gl::Error useLevelZeroWorkaroundTexture(bool useLevelZeroTexture);
+
+ protected:
+ virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
+ virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);
+
+ gl::Error ensureTextureExists(int mipLevels);
+
+ private:
+ virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const;
+
+ ID3D11Texture2D *mTexture;
+ RenderTarget11 *mRenderTarget[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ // These are members related to the zero max-LOD workaround.
+ // D3D11 Feature Level 9_3 can't disable mipmaps on a mipmapped texture (i.e. solely sample from level zero).
+ // These members are used to work around this limitation.
+ // Usually only mTexture XOR mLevelZeroTexture will exist.
+ // For example, if an app creates a texture with only one level, then 9_3 will only create mLevelZeroTexture.
+ // However, in some scenarios, both textures have to be created. This incurs additional memory overhead.
+ // One example of this is an application that creates a texture, calls glGenerateMipmap, and then disables mipmaps on the texture.
+ // A more likely example is an app that creates an empty texture, renders to it, and then calls glGenerateMipmap
+ // TODO: In this rendering scenario, release the mLevelZeroTexture after mTexture has been created to save memory.
+ ID3D11Texture2D *mLevelZeroTexture;
+ RenderTarget11 *mLevelZeroRenderTarget;
+ bool mUseLevelZeroTexture;
+
+ // Swizzle-related variables
+ ID3D11Texture2D *mSwizzleTexture;
+ ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ Image11 *mAssociatedImages[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureStorage11_Cube : public TextureStorage11
+{
+ public:
+ TextureStorage11_Cube(Renderer11 *renderer, GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly);
+ virtual ~TextureStorage11_Cube();
+
+ static TextureStorage11_Cube *makeTextureStorage11_Cube(TextureStorage *storage);
+
+ virtual UINT getSubresourceIndex(const gl::ImageIndex &index) const;
+
+ virtual gl::Error getResource(ID3D11Resource **outResource);
+ virtual gl::Error getMippedResource(ID3D11Resource **outResource);
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
+
+ virtual gl::Error copyToStorage(TextureStorage *destStorage);
+
+ virtual void associateImage(Image11* image, const gl::ImageIndex &index);
+ virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);
+
+ virtual gl::Error useLevelZeroWorkaroundTexture(bool useLevelZeroTexture);
+
+ protected:
+ virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
+ virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);
+
+ gl::Error ensureTextureExists(int mipLevels);
+
+ private:
+ virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const;
+
+ static const size_t CUBE_FACE_COUNT = 6;
+
+ ID3D11Texture2D *mTexture;
+ RenderTarget11 *mRenderTarget[CUBE_FACE_COUNT][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ // Level-zero workaround members. See TextureStorage11_2D's workaround members for a description.
+ ID3D11Texture2D *mLevelZeroTexture;
+ RenderTarget11 *mLevelZeroRenderTarget[CUBE_FACE_COUNT];
+ bool mUseLevelZeroTexture;
+
+ ID3D11Texture2D *mSwizzleTexture;
+ ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ Image11 *mAssociatedImages[CUBE_FACE_COUNT][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureStorage11_3D : public TextureStorage11
+{
+ public:
+ TextureStorage11_3D(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels);
+ virtual ~TextureStorage11_3D();
+
+ static TextureStorage11_3D *makeTextureStorage11_3D(TextureStorage *storage);
+
+ virtual gl::Error getResource(ID3D11Resource **outResource);
+
+ // Handles both layer and non-layer RTs
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
+
+ virtual void associateImage(Image11* image, const gl::ImageIndex &index);
+ virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);
+
+ protected:
+ virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
+ virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);
+
+ private:
+ virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const;
+
+ typedef std::pair<int, int> LevelLayerKey;
+ typedef std::map<LevelLayerKey, RenderTarget11*> RenderTargetMap;
+ RenderTargetMap mLevelLayerRenderTargets;
+
+ RenderTarget11 *mLevelRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ ID3D11Texture3D *mTexture;
+ ID3D11Texture3D *mSwizzleTexture;
+ ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ Image11 *mAssociatedImages[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureStorage11_2DArray : public TextureStorage11
+{
+ public:
+ TextureStorage11_2DArray(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels);
+ virtual ~TextureStorage11_2DArray();
+
+ static TextureStorage11_2DArray *makeTextureStorage11_2DArray(TextureStorage *storage);
+
+ virtual gl::Error getResource(ID3D11Resource **outResource);
+ virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);
+
+ virtual void associateImage(Image11* image, const gl::ImageIndex &index);
+ virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
+ virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);
+
+ protected:
+ virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
+ virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);
+
+ private:
+ virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const;
+
+ typedef std::pair<int, int> LevelLayerKey;
+ typedef std::map<LevelLayerKey, RenderTarget11*> RenderTargetMap;
+ RenderTargetMap mRenderTargets;
+
+ ID3D11Texture2D *mTexture;
+
+ ID3D11Texture2D *mSwizzleTexture;
+ ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ typedef std::map<LevelLayerKey, Image11*> ImageMap;
+ ImageMap mAssociatedImages;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_TEXTURESTORAGE11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Trim11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Trim11.cpp
new file mode 100644
index 0000000000..213ce31817
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Trim11.cpp
@@ -0,0 +1,95 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Trim11.cpp: Trim support utility class.
+
+#include "libANGLE/renderer/d3d/d3d11/Trim11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+#if defined (ANGLE_ENABLE_WINDOWS_STORE)
+using namespace ABI::Windows::Foundation;
+using namespace ABI::Windows::ApplicationModel;
+using namespace ABI::Windows::ApplicationModel::Core;
+#endif
+
+namespace rx
+{
+
+Trim11::Trim11(rx::Renderer11 *renderer)
+ : mRenderer(renderer)
+{
+ bool result = true;
+ result = registerForRendererTrimRequest();
+ ASSERT(result);
+}
+
+Trim11::~Trim11()
+{
+ unregisterForRendererTrimRequest();
+}
+
+void Trim11::trim()
+{
+ if (!mRenderer)
+ {
+ return;
+ }
+
+#if defined (ANGLE_ENABLE_WINDOWS_STORE)
+ ID3D11Device* device = mRenderer->getDevice();
+ // IDXGIDevice3 is only supported on Windows 8.1 and Windows Phone 8.1 and above.
+ IDXGIDevice3 *dxgiDevice3 = d3d11::DynamicCastComObject<IDXGIDevice3>(device);
+ if (dxgiDevice3)
+ {
+ dxgiDevice3->Trim();
+ }
+ SafeRelease(dxgiDevice3);
+#endif
+}
+
+bool Trim11::registerForRendererTrimRequest()
+{
+#if defined (ANGLE_ENABLE_WINDOWS_STORE)
+ ICoreApplication* coreApplication = nullptr;
+ HRESULT result = GetActivationFactory(HStringReference(RuntimeClass_Windows_ApplicationModel_Core_CoreApplication).Get(), &coreApplication);
+ if (SUCCEEDED(result))
+ {
+ auto suspendHandler = Callback<IEventHandler<SuspendingEventArgs*>>(
+ [this](IInspectable*, ISuspendingEventArgs*) -> HRESULT
+ {
+ trim();
+ return S_OK;
+ });
+ result = coreApplication->add_Suspending(suspendHandler.Get(), &mApplicationSuspendedEventToken);
+ }
+ SafeRelease(coreApplication);
+
+ if (FAILED(result))
+ {
+ return false;
+ }
+#endif
+ return true;
+}
+
+void Trim11::unregisterForRendererTrimRequest()
+{
+#if defined (ANGLE_ENABLE_WINDOWS_STORE)
+ if (mApplicationSuspendedEventToken.value != 0)
+ {
+ ICoreApplication* coreApplication = nullptr;
+ if (SUCCEEDED(GetActivationFactory(HStringReference(RuntimeClass_Windows_ApplicationModel_Core_CoreApplication).Get(), &coreApplication)))
+ {
+ coreApplication->remove_Suspending(mApplicationSuspendedEventToken);
+ }
+ mApplicationSuspendedEventToken.value = 0;
+ SafeRelease(coreApplication);
+ }
+#endif
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Trim11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Trim11.h
new file mode 100644
index 0000000000..f232ad7e8e
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Trim11.h
@@ -0,0 +1,43 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Trim11.h: Trim support utility class.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_TRIM11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_TRIM11_H_
+
+#include "common/angleutils.h"
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Error.h"
+
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+typedef void* EventRegistrationToken;
+#else
+#include <EventToken.h>
+#endif
+
+namespace rx
+{
+class Renderer11;
+
+class Trim11 : angle::NonCopyable
+{
+ public:
+ explicit Trim11(Renderer11 *renderer);
+ ~Trim11();
+
+ private:
+ Renderer11 *mRenderer;
+ EventRegistrationToken mApplicationSuspendedEventToken;
+
+ void trim();
+ bool registerForRendererTrimRequest();
+ void unregisterForRendererTrimRequest();
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_TRIM11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.h
new file mode 100644
index 0000000000..78aad7d106
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.h
@@ -0,0 +1,40 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexArray11.h: Defines the rx::VertexArray11 class which implements rx::VertexArrayImpl.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_
+
+#include "libANGLE/renderer/VertexArrayImpl.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+
+namespace rx
+{
+class Renderer11;
+
+class VertexArray11 : public VertexArrayImpl
+{
+ public:
+ VertexArray11(Renderer11 *renderer)
+ : VertexArrayImpl(),
+ mRenderer(renderer)
+ {
+ }
+ virtual ~VertexArray11() { }
+
+ virtual void setElementArrayBuffer(const gl::Buffer *buffer) { }
+ virtual void setAttribute(size_t idx, const gl::VertexAttribute &attr) { }
+ virtual void setAttributeDivisor(size_t idx, GLuint divisor) { }
+ virtual void enableAttribute(size_t idx, bool enabledState) { }
+
+ private:
+ Renderer11 *mRenderer;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_VERTEXARRAY11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp
new file mode 100644
index 0000000000..adc64cef5e
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp
@@ -0,0 +1,244 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexBuffer11.cpp: Defines the D3D11 VertexBuffer implementation.
+
+#include "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/Buffer.h"
+#include "libANGLE/VertexAttribute.h"
+
+namespace rx
+{
+
+VertexBuffer11::VertexBuffer11(Renderer11 *const renderer) : mRenderer(renderer)
+{
+ mBuffer = NULL;
+ mBufferSize = 0;
+ mDynamicUsage = false;
+ mMappedResourceData = NULL;
+}
+
+VertexBuffer11::~VertexBuffer11()
+{
+ ASSERT(mMappedResourceData == NULL);
+ SafeRelease(mBuffer);
+}
+
+gl::Error VertexBuffer11::initialize(unsigned int size, bool dynamicUsage)
+{
+ SafeRelease(mBuffer);
+
+ updateSerial();
+
+ if (size > 0)
+ {
+ ID3D11Device* dxDevice = mRenderer->getDevice();
+
+ D3D11_BUFFER_DESC bufferDesc;
+ bufferDesc.ByteWidth = size;
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.StructureByteStride = 0;
+
+ HRESULT result = dxDevice->CreateBuffer(&bufferDesc, NULL, &mBuffer);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal vertex buffer of size, %lu.", size);
+ }
+ }
+
+ mBufferSize = size;
+ mDynamicUsage = dynamicUsage;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+VertexBuffer11 *VertexBuffer11::makeVertexBuffer11(VertexBuffer *vetexBuffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(VertexBuffer11*, vetexBuffer));
+ return static_cast<VertexBuffer11*>(vetexBuffer);
+}
+
+gl::Error VertexBuffer11::mapResource()
+{
+ if (mMappedResourceData == NULL)
+ {
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+
+ HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer, HRESULT: 0x%08x.", result);
+ }
+
+ mMappedResourceData = reinterpret_cast<uint8_t*>(mappedResource.pData);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void VertexBuffer11::hintUnmapResource()
+{
+ if (mMappedResourceData != NULL)
+ {
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+ dxContext->Unmap(mBuffer, 0);
+
+ mMappedResourceData = NULL;
+ }
+}
+
+gl::Error VertexBuffer11::storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int offset)
+{
+ if (!mBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal vertex buffer is not initialized.");
+ }
+
+ gl::Buffer *buffer = attrib.buffer.get();
+ int inputStride = ComputeVertexAttributeStride(attrib);
+
+ // This will map the resource if it isn't already mapped.
+ gl::Error error = mapResource();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ uint8_t *output = mMappedResourceData + offset;
+
+ const uint8_t *input = NULL;
+ if (attrib.enabled)
+ {
+ if (buffer)
+ {
+ BufferD3D *storage = GetImplAs<BufferD3D>(buffer);
+ error = storage->getData(&input);
+ if (error.isError())
+ {
+ return error;
+ }
+ input += static_cast<int>(attrib.offset);
+ }
+ else
+ {
+ input = static_cast<const uint8_t*>(attrib.pointer);
+ }
+ }
+ else
+ {
+ input = reinterpret_cast<const uint8_t*>(currentValue.FloatValues);
+ }
+
+ if (instances == 0 || attrib.divisor == 0)
+ {
+ input += inputStride * start;
+ }
+
+ gl::VertexFormat vertexFormat(attrib, currentValue.Type);
+ const d3d11::VertexFormat &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormat, mRenderer->getFeatureLevel());
+ ASSERT(vertexFormatInfo.copyFunction != NULL);
+ vertexFormatInfo.copyFunction(input, inputStride, count, output);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error VertexBuffer11::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count,
+ GLsizei instances, unsigned int *outSpaceRequired) const
+{
+ unsigned int elementCount = 0;
+ if (attrib.enabled)
+ {
+ if (instances == 0 || attrib.divisor == 0)
+ {
+ elementCount = count;
+ }
+ else
+ {
+ // Round up to divisor, if possible
+ elementCount = UnsignedCeilDivide(static_cast<unsigned int>(instances), attrib.divisor);
+ }
+
+ gl::VertexFormat vertexFormat(attrib);
+ const d3d11::VertexFormat &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormat, mRenderer->getFeatureLevel());
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(vertexFormatInfo.nativeFormat);
+ unsigned int elementSize = dxgiFormatInfo.pixelBytes;
+ if (elementSize <= std::numeric_limits<unsigned int>::max() / elementCount)
+ {
+ if (outSpaceRequired)
+ {
+ *outSpaceRequired = elementSize * elementCount;
+ }
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "New vertex buffer size would result in an overflow.");
+ }
+ }
+ else
+ {
+ const unsigned int elementSize = 4;
+ if (outSpaceRequired)
+ {
+ *outSpaceRequired = elementSize * 4;
+ }
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+unsigned int VertexBuffer11::getBufferSize() const
+{
+ return mBufferSize;
+}
+
+gl::Error VertexBuffer11::setBufferSize(unsigned int size)
+{
+ if (size > mBufferSize)
+ {
+ return initialize(size, mDynamicUsage);
+ }
+ else
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error VertexBuffer11::discard()
+{
+ if (!mBuffer)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal vertex buffer is not initialized.");
+ }
+
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal buffer for discarding, HRESULT: 0x%08x", result);
+ }
+
+ dxContext->Unmap(mBuffer, 0);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+ID3D11Buffer *VertexBuffer11::getBuffer() const
+{
+ return mBuffer;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.h
new file mode 100644
index 0000000000..2450e8955c
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.h
@@ -0,0 +1,58 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexBuffer11.h: Defines the D3D11 VertexBuffer implementation.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_VERTEXBUFFER11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_VERTEXBUFFER11_H_
+
+#include <stdint.h>
+
+#include "libANGLE/renderer/d3d/VertexBuffer.h"
+
+namespace rx
+{
+class Renderer11;
+
+class VertexBuffer11 : public VertexBuffer
+{
+ public:
+ explicit VertexBuffer11(Renderer11 *const renderer);
+ virtual ~VertexBuffer11();
+
+ virtual gl::Error initialize(unsigned int size, bool dynamicUsage);
+
+ static VertexBuffer11 *makeVertexBuffer11(VertexBuffer *vetexBuffer);
+
+ virtual gl::Error storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int offset);
+
+ virtual gl::Error getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances,
+ unsigned int *outSpaceRequired) const;
+
+ virtual unsigned int getBufferSize() const;
+ virtual gl::Error setBufferSize(unsigned int size);
+ virtual gl::Error discard();
+
+ virtual void hintUnmapResource();
+
+ ID3D11Buffer *getBuffer() const;
+
+ private:
+ gl::Error mapResource();
+
+ Renderer11 *const mRenderer;
+
+ ID3D11Buffer *mBuffer;
+ unsigned int mBufferSize;
+ bool mDynamicUsage;
+
+ uint8_t *mMappedResourceData;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_VERTEXBUFFER11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/copyvertex.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/copyvertex.h
new file mode 100644
index 0000000000..5501e361f1
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/copyvertex.h
@@ -0,0 +1,40 @@
+//
+// Copyright (c) 2013-2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// copyvertex.h: Defines D3D11 vertex buffer copying and conversion functions
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_COPYVERTEX_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_COPYVERTEX_H_
+
+#include "common/mathutil.h"
+
+namespace rx
+{
+
+// 'alphaDefaultValueBits' gives the default value for the alpha channel (4th component)
+template <typename T, size_t inputComponentCount, size_t outputComponentCount, uint32_t alphaDefaultValueBits>
+inline void CopyNativeVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output);
+
+template <size_t inputComponentCount, size_t outputComponentCount>
+inline void Copy8SintTo16SintVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output);
+
+template <size_t componentCount>
+inline void Copy8SnormTo16SnormVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output);
+
+template <size_t inputComponentCount, size_t outputComponentCount>
+inline void Copy32FixedTo32FVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output);
+
+template <typename T, size_t inputComponentCount, size_t outputComponentCount, bool normalized>
+inline void CopyTo32FVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output);
+
+template <bool isSigned, bool normalized, bool toFloat>
+inline void CopyXYZ10W2ToXYZW32FVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output);
+
+}
+
+#include "copyvertex.inl"
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_COPYVERTEX_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/copyvertex.inl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/copyvertex.inl
new file mode 100644
index 0000000000..60678d7b9f
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/copyvertex.inl
@@ -0,0 +1,377 @@
+//
+// Copyright (c) 2014-2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+namespace rx
+{
+
+template <typename T, size_t inputComponentCount, size_t outputComponentCount, uint32_t alphaDefaultValueBits>
+inline void CopyNativeVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output)
+{
+ const size_t attribSize = sizeof(T)* inputComponentCount;
+
+ if (attribSize == stride && inputComponentCount == outputComponentCount)
+ {
+ memcpy(output, input, count * attribSize);
+ }
+ else
+ {
+ const T defaultAlphaValue = gl::bitCast<T>(alphaDefaultValueBits);
+ const size_t lastNonAlphaOutputComponent = std::min<size_t>(outputComponentCount, 3);
+
+ for (size_t i = 0; i < count; i++)
+ {
+ const T *offsetInput = reinterpret_cast<const T*>(input + (i * stride));
+ T *offsetOutput = reinterpret_cast<T*>(output) + i * outputComponentCount;
+
+ for (size_t j = 0; j < inputComponentCount; j++)
+ {
+ offsetOutput[j] = offsetInput[j];
+ }
+
+ for (size_t j = inputComponentCount; j < lastNonAlphaOutputComponent; j++)
+ {
+ // Set the remaining G/B channels to 0.
+ offsetOutput[j] = 0;
+ }
+
+ if (inputComponentCount < outputComponentCount && outputComponentCount == 4)
+ {
+ // Set the remaining alpha channel to the defaultAlphaValue.
+ offsetOutput[3] = defaultAlphaValue;
+ }
+ }
+ }
+}
+
+template <size_t inputComponentCount, size_t outputComponentCount>
+inline void Copy8SintTo16SintVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output)
+{
+ const size_t lastNonAlphaOutputComponent = std::min<size_t>(outputComponentCount, 3);
+
+ for (size_t i = 0; i < count; i++)
+ {
+ const GLbyte *offsetInput = reinterpret_cast<const GLbyte*>(input + i * stride);
+ GLshort *offsetOutput = reinterpret_cast<GLshort*>(output)+i * outputComponentCount;
+
+ for (size_t j = 0; j < inputComponentCount; j++)
+ {
+ offsetOutput[j] = static_cast<GLshort>(offsetInput[j]);
+ }
+
+ for (size_t j = inputComponentCount; j < lastNonAlphaOutputComponent; j++)
+ {
+ // Set remaining G/B channels to 0.
+ offsetOutput[j] = 0;
+ }
+
+ if (inputComponentCount < outputComponentCount && outputComponentCount == 4)
+ {
+ // On integer formats, we must set the Alpha channel to 1 if it's unused.
+ offsetOutput[3] = 1;
+ }
+ }
+}
+
+template <size_t inputComponentCount, size_t outputComponentCount>
+inline void Copy8SnormTo16SnormVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output)
+{
+ for (size_t i = 0; i < count; i++)
+ {
+ const GLbyte *offsetInput = reinterpret_cast<const GLbyte*>(input + i * stride);
+ GLshort *offsetOutput = reinterpret_cast<GLshort*>(output) + i * outputComponentCount;
+
+ for (size_t j = 0; j < inputComponentCount; j++)
+ {
+ // The original GLbyte value ranges from -128 to +127 (INT8_MAX).
+ // When converted to GLshort, the value must be scaled to between -32768 and +32767 (INT16_MAX).
+ if (offsetInput[j] > 0)
+ {
+ offsetOutput[j] = offsetInput[j] << 8 | offsetInput[j] << 1 | ((offsetInput[j] & 0x40) >> 6);
+ }
+ else
+ {
+ offsetOutput[j] = offsetInput[j] << 8;
+ }
+ }
+
+ for (size_t j = inputComponentCount; j < std::min<size_t>(outputComponentCount, 3); j++)
+ {
+ // Set remaining G/B channels to 0.
+ offsetOutput[j] = 0;
+ }
+
+ if (inputComponentCount < outputComponentCount && outputComponentCount == 4)
+ {
+ // On normalized formats, we must set the Alpha channel to the max value if it's unused.
+ offsetOutput[3] = INT16_MAX;
+ }
+ }
+}
+
+template <size_t inputComponentCount, size_t outputComponentCount>
+inline void Copy32FixedTo32FVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output)
+{
+ static const float divisor = 1.0f / (1 << 16);
+
+ for (size_t i = 0; i < count; i++)
+ {
+ const GLfixed* offsetInput = reinterpret_cast<const GLfixed*>(input + (stride * i));
+ float* offsetOutput = reinterpret_cast<float*>(output) + i * outputComponentCount;
+
+ for (size_t j = 0; j < inputComponentCount; j++)
+ {
+ offsetOutput[j] = static_cast<float>(offsetInput[j]) * divisor;
+ }
+
+ // 4-component output formats would need special padding in the alpha channel.
+ static_assert(!(inputComponentCount < 4 && outputComponentCount == 4),
+ "An inputComponentCount less than 4 and an outputComponentCount equal to 4 is not supported.");
+
+ for (size_t j = inputComponentCount; j < outputComponentCount; j++)
+ {
+ offsetOutput[j] = 0.0f;
+ }
+ }
+}
+
+template <typename T, size_t inputComponentCount, size_t outputComponentCount, bool normalized>
+inline void CopyTo32FVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output)
+{
+ typedef std::numeric_limits<T> NL;
+
+ for (size_t i = 0; i < count; i++)
+ {
+ const T *offsetInput = reinterpret_cast<const T*>(input + (stride * i));
+ float *offsetOutput = reinterpret_cast<float*>(output) + i * outputComponentCount;
+
+ for (size_t j = 0; j < inputComponentCount; j++)
+ {
+ if (normalized)
+ {
+ if (NL::is_signed)
+ {
+ const float divisor = 1.0f / (2 * static_cast<float>(NL::max()) + 1);
+ offsetOutput[j] = (2 * static_cast<float>(offsetInput[j]) + 1) * divisor;
+ }
+ else
+ {
+ offsetOutput[j] = static_cast<float>(offsetInput[j]) / NL::max();
+ }
+ }
+ else
+ {
+ offsetOutput[j] = static_cast<float>(offsetInput[j]);
+ }
+ }
+
+ // This would require special padding.
+ static_assert(!(inputComponentCount < 4 && outputComponentCount == 4),
+ "An inputComponentCount less than 4 and an outputComponentCount equal to 4 is not supported.");
+
+ for (size_t j = inputComponentCount; j < outputComponentCount; j++)
+ {
+ offsetOutput[j] = 0.0f;
+ }
+ }
+}
+
+namespace priv
+{
+
+template <bool isSigned, bool normalized, bool toFloat>
+static inline void CopyPackedRGB(uint32_t data, uint8_t *output)
+{
+ const uint32_t rgbSignMask = 0x200; // 1 set at the 9 bit
+ const uint32_t negativeMask = 0xFFFFFC00; // All bits from 10 to 31 set to 1
+
+ if (toFloat)
+ {
+ GLfloat *floatOutput = reinterpret_cast<GLfloat*>(output);
+ if (isSigned)
+ {
+ GLfloat finalValue = 0;
+ if (data & rgbSignMask)
+ {
+ int negativeNumber = data | negativeMask;
+ finalValue = static_cast<GLfloat>(negativeNumber);
+ }
+ else
+ {
+ finalValue = static_cast<GLfloat>(data);
+ }
+
+ if (normalized)
+ {
+ const int32_t maxValue = 0x1FF; // 1 set in bits 0 through 8
+ const int32_t minValue = 0xFFFFFE01; // Inverse of maxValue
+
+ // A 10-bit two's complement number has the possibility of being minValue - 1 but
+ // OpenGL's normalization rules dictate that it should be clamped to minValue in this
+ // case.
+ if (finalValue < minValue)
+ {
+ finalValue = minValue;
+ }
+
+ const int32_t halfRange = (maxValue - minValue) >> 1;
+ *floatOutput = ((finalValue - minValue) / halfRange) - 1.0f;
+ }
+ else
+ {
+ *floatOutput = finalValue;
+ }
+ }
+ else
+ {
+ if (normalized)
+ {
+ const uint32_t maxValue = 0x3FF; // 1 set in bits 0 through 9
+ *floatOutput = static_cast<GLfloat>(data) / static_cast<GLfloat>(maxValue);
+ }
+ else
+ {
+ *floatOutput = static_cast<GLfloat>(data);
+ }
+ }
+ }
+ else
+ {
+ if (isSigned)
+ {
+ GLshort *intOutput = reinterpret_cast<GLshort*>(output);
+
+ if (data & rgbSignMask)
+ {
+ *intOutput = data | negativeMask;
+ }
+ else
+ {
+ *intOutput = data;
+ }
+ }
+ else
+ {
+ GLushort *uintOutput = reinterpret_cast<GLushort*>(output);
+ *uintOutput = data;
+ }
+ }
+}
+
+template <bool isSigned, bool normalized, bool toFloat>
+inline void CopyPackedAlpha(uint32_t data, uint8_t *output)
+{
+ if (toFloat)
+ {
+ GLfloat *floatOutput = reinterpret_cast<GLfloat*>(output);
+ if (isSigned)
+ {
+ if (normalized)
+ {
+ switch (data)
+ {
+ case 0x0: *floatOutput = 0.0f; break;
+ case 0x1: *floatOutput = 1.0f; break;
+ case 0x2: *floatOutput = -1.0f; break;
+ case 0x3: *floatOutput = -1.0f; break;
+ default: UNREACHABLE();
+ }
+ }
+ else
+ {
+ switch (data)
+ {
+ case 0x0: *floatOutput = 0.0f; break;
+ case 0x1: *floatOutput = 1.0f; break;
+ case 0x2: *floatOutput = -2.0f; break;
+ case 0x3: *floatOutput = -1.0f; break;
+ default: UNREACHABLE();
+ }
+ }
+ }
+ else
+ {
+ if (normalized)
+ {
+ switch (data)
+ {
+ case 0x0: *floatOutput = 0.0f / 3.0f; break;
+ case 0x1: *floatOutput = 1.0f / 3.0f; break;
+ case 0x2: *floatOutput = 2.0f / 3.0f; break;
+ case 0x3: *floatOutput = 3.0f / 3.0f; break;
+ default: UNREACHABLE();
+ }
+ }
+ else
+ {
+ switch (data)
+ {
+ case 0x0: *floatOutput = 0.0f; break;
+ case 0x1: *floatOutput = 1.0f; break;
+ case 0x2: *floatOutput = 2.0f; break;
+ case 0x3: *floatOutput = 3.0f; break;
+ default: UNREACHABLE();
+ }
+ }
+ }
+ }
+ else
+ {
+ if (isSigned)
+ {
+ GLshort *intOutput = reinterpret_cast<GLshort*>(output);
+ switch (data)
+ {
+ case 0x0: *intOutput = 0; break;
+ case 0x1: *intOutput = 1; break;
+ case 0x2: *intOutput = -2; break;
+ case 0x3: *intOutput = -1; break;
+ default: UNREACHABLE();
+ }
+ }
+ else
+ {
+ GLushort *uintOutput = reinterpret_cast<GLushort*>(output);
+ switch (data)
+ {
+ case 0x0: *uintOutput = 0; break;
+ case 0x1: *uintOutput = 1; break;
+ case 0x2: *uintOutput = 2; break;
+ case 0x3: *uintOutput = 3; break;
+ default: UNREACHABLE();
+ }
+ }
+ }
+}
+
+}
+
+template <bool isSigned, bool normalized, bool toFloat>
+inline void CopyXYZ10W2ToXYZW32FVertexData(const uint8_t *input, size_t stride, size_t count, uint8_t *output)
+{
+ const size_t outputComponentSize = toFloat ? 4 : 2;
+ const size_t componentCount = 4;
+
+ const uint32_t rgbMask = 0x3FF; // 1 set in bits 0 through 9
+ const size_t redShift = 0; // red is bits 0 through 9
+ const size_t greenShift = 10; // green is bits 10 through 19
+ const size_t blueShift = 20; // blue is bits 20 through 29
+
+ const uint32_t alphaMask = 0x3; // 1 set in bits 0 and 1
+ const size_t alphaShift = 30; // Alpha is the 30 and 31 bits
+
+ for (size_t i = 0; i < count; i++)
+ {
+ GLuint packedValue = *reinterpret_cast<const GLuint*>(input + (i * stride));
+ uint8_t *offsetOutput = output + (i * outputComponentSize * componentCount);
+
+ priv::CopyPackedRGB<isSigned, normalized, toFloat>( (packedValue >> redShift) & rgbMask, offsetOutput + (0 * outputComponentSize));
+ priv::CopyPackedRGB<isSigned, normalized, toFloat>( (packedValue >> greenShift) & rgbMask, offsetOutput + (1 * outputComponentSize));
+ priv::CopyPackedRGB<isSigned, normalized, toFloat>( (packedValue >> blueShift) & rgbMask, offsetOutput + (2 * outputComponentSize));
+ priv::CopyPackedAlpha<isSigned, normalized, toFloat>((packedValue >> alphaShift) & alphaMask, offsetOutput + (3 * outputComponentSize));
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/formatutils11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/formatutils11.cpp
new file mode 100644
index 0000000000..2f81d6d608
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/formatutils11.cpp
@@ -0,0 +1,1328 @@
+//
+// Copyright (c) 2013-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// formatutils11.cpp: Queries for GL image formats and their translations to D3D11
+// formats.
+
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/Renderer.h"
+#include "libANGLE/renderer/d3d/copyimage.h"
+#include "libANGLE/renderer/d3d/generatemip.h"
+#include "libANGLE/renderer/d3d/loadimage.h"
+#include "libANGLE/renderer/d3d/d3d11/copyvertex.h"
+
+namespace rx
+{
+
+namespace d3d11
+{
+
+typedef std::map<DXGI_FORMAT, GLenum> DXGIToESFormatMap;
+
+inline void AddDXGIToESEntry(DXGIToESFormatMap *map, DXGI_FORMAT key, GLenum value)
+{
+ map->insert(std::make_pair(key, value));
+}
+
+static DXGIToESFormatMap BuildDXGIToESFormatMap()
+{
+ DXGIToESFormatMap map;
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_UNKNOWN, GL_NONE);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_A8_UNORM, GL_ALPHA8_EXT);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8_UNORM, GL_R8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8_UNORM, GL_RG8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8B8A8_UNORM, GL_RGBA8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, GL_SRGB8_ALPHA8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_B8G8R8A8_UNORM, GL_BGRA8_EXT);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8_SNORM, GL_R8_SNORM);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8_SNORM, GL_RG8_SNORM);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8B8A8_SNORM, GL_RGBA8_SNORM);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8_UINT, GL_R8UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16_UINT, GL_R16UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32_UINT, GL_R32UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8_UINT, GL_RG8UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16_UINT, GL_RG16UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32_UINT, GL_RG32UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32_UINT, GL_RGB32UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8B8A8_UINT, GL_RGBA8UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16B16A16_UINT, GL_RGBA16UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32A32_UINT, GL_RGBA32UI);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8_SINT, GL_R8I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16_SINT, GL_R16I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32_SINT, GL_R32I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8_SINT, GL_RG8I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16_SINT, GL_RG16I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32_SINT, GL_RG32I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32_SINT, GL_RGB32I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8B8A8_SINT, GL_RGBA8I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16B16A16_SINT, GL_RGBA16I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32A32_SINT, GL_RGBA32I);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R10G10B10A2_UNORM, GL_RGB10_A2);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R10G10B10A2_UINT, GL_RGB10_A2UI);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16_FLOAT, GL_R16F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16_FLOAT, GL_RG16F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16B16A16_FLOAT, GL_RGBA16F);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32_FLOAT, GL_R32F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32_FLOAT, GL_RG32F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32_FLOAT, GL_RGB32F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32A32_FLOAT, GL_RGBA32F);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, GL_RGB9_E5);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R11G11B10_FLOAT, GL_R11F_G11F_B10F);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16_TYPELESS, GL_DEPTH_COMPONENT16);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16_UNORM, GL_DEPTH_COMPONENT16);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_D16_UNORM, GL_DEPTH_COMPONENT16);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R24G8_TYPELESS, GL_DEPTH24_STENCIL8_OES);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, GL_DEPTH24_STENCIL8_OES);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_OES);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G8X24_TYPELESS, GL_DEPTH32F_STENCIL8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, GL_DEPTH32F_STENCIL8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, GL_DEPTH32F_STENCIL8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32_TYPELESS, GL_DEPTH_COMPONENT32F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_D32_FLOAT, GL_DEPTH_COMPONENT32F);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE);
+
+ return map;
+}
+
+struct D3D11FastCopyFormat
+{
+ GLenum destFormat;
+ GLenum destType;
+ ColorCopyFunction copyFunction;
+
+ D3D11FastCopyFormat(GLenum destFormat, GLenum destType, ColorCopyFunction copyFunction)
+ : destFormat(destFormat), destType(destType), copyFunction(copyFunction)
+ { }
+
+ bool operator<(const D3D11FastCopyFormat& other) const
+ {
+ return memcmp(this, &other, sizeof(D3D11FastCopyFormat)) < 0;
+ }
+};
+
+typedef std::multimap<DXGI_FORMAT, D3D11FastCopyFormat> D3D11FastCopyMap;
+
+static D3D11FastCopyMap BuildFastCopyMap()
+{
+ D3D11FastCopyMap map;
+
+ map.insert(std::make_pair(DXGI_FORMAT_B8G8R8A8_UNORM, D3D11FastCopyFormat(GL_RGBA, GL_UNSIGNED_BYTE, CopyBGRA8ToRGBA8)));
+
+ return map;
+}
+
+struct DXGIColorFormatInfo
+{
+ size_t redBits;
+ size_t greenBits;
+ size_t blueBits;
+
+ size_t luminanceBits;
+
+ size_t alphaBits;
+ size_t sharedBits;
+};
+
+typedef std::map<DXGI_FORMAT, DXGIColorFormatInfo> ColorFormatInfoMap;
+typedef std::pair<DXGI_FORMAT, DXGIColorFormatInfo> ColorFormatInfoPair;
+
+static inline void InsertDXGIColorFormatInfo(ColorFormatInfoMap *map, DXGI_FORMAT format, size_t redBits, size_t greenBits,
+ size_t blueBits, size_t alphaBits, size_t sharedBits)
+{
+ DXGIColorFormatInfo info;
+ info.redBits = redBits;
+ info.greenBits = greenBits;
+ info.blueBits = blueBits;
+ info.alphaBits = alphaBits;
+ info.sharedBits = sharedBits;
+
+ map->insert(std::make_pair(format, info));
+}
+
+static ColorFormatInfoMap BuildColorFormatInfoMap()
+{
+ ColorFormatInfoMap map;
+
+ // | DXGI format | R | G | B | A | S |
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_A8_UNORM, 0, 0, 0, 8, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8_UNORM, 8, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8_UNORM, 8, 8, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8B8A8_UNORM, 8, 8, 8, 8, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, 8, 8, 8, 8, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_B8G8R8A8_UNORM, 8, 8, 8, 8, 0);
+
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8_SNORM, 8, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8_SNORM, 8, 8, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0);
+
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8_UINT, 8, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16_UINT, 16, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32_UINT, 32, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8_UINT, 8, 8, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16G16_UINT, 16, 16, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32_UINT, 32, 32, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32B32_UINT, 32, 32, 32, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8B8A8_UINT, 8, 8, 8, 8, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16G16B16A16_UINT, 16, 16, 16, 16, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32B32A32_UINT, 32, 32, 32, 32, 0);
+
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8_SINT, 8, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16_SINT, 16, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32_SINT, 32, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8_SINT, 8, 8, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16G16_SINT, 16, 16, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32_SINT, 32, 32, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32B32_SINT, 32, 32, 32, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R8G8B8A8_SINT, 8, 8, 8, 8, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16G16B16A16_SINT, 16, 16, 16, 16, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32B32A32_SINT, 32, 32, 32, 32, 0);
+
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R10G10B10A2_UNORM, 10, 10, 10, 2, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R10G10B10A2_UINT, 10, 10, 10, 2, 0);
+
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16_FLOAT, 16, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16G16_FLOAT, 16, 16, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R16G16B16A16_FLOAT, 16, 16, 16, 16, 0);
+
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32_FLOAT, 32, 0, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32_FLOAT, 32, 32, 0, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32B32_FLOAT, 32, 32, 32, 0, 0);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R32G32B32A32_FLOAT, 32, 32, 32, 32, 0);
+
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, 9, 9, 9, 0, 5);
+ InsertDXGIColorFormatInfo(&map, DXGI_FORMAT_R11G11B10_FLOAT, 11, 11, 10, 0, 0);
+
+ return map;
+}
+
+struct DXGIDepthStencilInfo
+{
+ unsigned int depthBits;
+ unsigned int depthOffset;
+ unsigned int stencilBits;
+ unsigned int stencilOffset;
+};
+
+typedef std::map<DXGI_FORMAT, DXGIDepthStencilInfo> DepthStencilInfoMap;
+typedef std::pair<DXGI_FORMAT, DXGIDepthStencilInfo> DepthStencilInfoPair;
+
+static inline void InsertDXGIDepthStencilInfo(DepthStencilInfoMap *map, DXGI_FORMAT format, unsigned int depthBits,
+ unsigned int depthOffset, unsigned int stencilBits, unsigned int stencilOffset)
+{
+ DXGIDepthStencilInfo info;
+ info.depthBits = depthBits;
+ info.depthOffset = depthOffset;
+ info.stencilBits = stencilBits;
+ info.stencilOffset = stencilOffset;
+
+ map->insert(std::make_pair(format, info));
+}
+
+static DepthStencilInfoMap BuildDepthStencilInfoMap()
+{
+ DepthStencilInfoMap map;
+
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_R16_TYPELESS, 16, 0, 0, 0);
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_R16_UNORM, 16, 0, 0, 0);
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_D16_UNORM, 16, 0, 0, 0);
+
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_R24G8_TYPELESS, 24, 0, 8, 24);
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, 24, 0, 8, 24);
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_D24_UNORM_S8_UINT, 24, 0, 8, 24);
+
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_R32_TYPELESS, 32, 0, 0, 0);
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_R32_FLOAT, 32, 0, 0, 0);
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_D32_FLOAT, 32, 0, 0, 0);
+
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_R32G8X24_TYPELESS, 32, 0, 8, 32);
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, 32, 0, 8, 32);
+ InsertDXGIDepthStencilInfo(&map, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 32, 0, 8, 32);
+
+ return map;
+}
+
+typedef std::map<DXGI_FORMAT, DXGIFormat> DXGIFormatInfoMap;
+
+DXGIFormat::DXGIFormat()
+ : pixelBytes(0),
+ blockWidth(0),
+ blockHeight(0),
+ redBits(0),
+ greenBits(0),
+ blueBits(0),
+ alphaBits(0),
+ sharedBits(0),
+ depthBits(0),
+ depthOffset(0),
+ stencilBits(0),
+ stencilOffset(0),
+ internalFormat(GL_NONE),
+ componentType(GL_NONE),
+ mipGenerationFunction(NULL),
+ colorReadFunction(NULL),
+ fastCopyFunctions()
+{
+}
+
+ColorCopyFunction DXGIFormat::getFastCopyFunction(GLenum format, GLenum type) const
+{
+ FastCopyFunctionMap::const_iterator iter = fastCopyFunctions.find(std::make_pair(format, type));
+ return (iter != fastCopyFunctions.end()) ? iter->second : NULL;
+}
+
+void AddDXGIFormat(DXGIFormatInfoMap *map, DXGI_FORMAT dxgiFormat, GLuint pixelBits, GLuint blockWidth, GLuint blockHeight,
+ GLenum componentType, MipGenerationFunction mipFunc, ColorReadFunction readFunc)
+{
+ DXGIFormat info;
+ info.pixelBytes = pixelBits / 8;
+ info.blockWidth = blockWidth;
+ info.blockHeight = blockHeight;
+
+ static const ColorFormatInfoMap colorInfoMap = BuildColorFormatInfoMap();
+ ColorFormatInfoMap::const_iterator colorInfoIter = colorInfoMap.find(dxgiFormat);
+ if (colorInfoIter != colorInfoMap.end())
+ {
+ const DXGIColorFormatInfo &colorInfo = colorInfoIter->second;
+ info.redBits = colorInfo.redBits;
+ info.greenBits = colorInfo.greenBits;
+ info.blueBits = colorInfo.blueBits;
+ info.alphaBits = colorInfo.alphaBits;
+ info.sharedBits = colorInfo.sharedBits;
+ }
+
+ static const DepthStencilInfoMap dsInfoMap = BuildDepthStencilInfoMap();
+ DepthStencilInfoMap::const_iterator dsInfoIter = dsInfoMap.find(dxgiFormat);
+ if (dsInfoIter != dsInfoMap.end())
+ {
+ const DXGIDepthStencilInfo &dsInfo = dsInfoIter->second;
+ info.depthBits = dsInfo.depthBits;
+ info.depthOffset = dsInfo.depthOffset;
+ info.stencilBits = dsInfo.stencilBits;
+ info.stencilOffset = dsInfo.stencilOffset;
+ }
+
+ static const DXGIToESFormatMap dxgiToESMap = BuildDXGIToESFormatMap();
+ DXGIToESFormatMap::const_iterator dxgiToESIter = dxgiToESMap.find(dxgiFormat);
+ info.internalFormat = (dxgiToESIter != dxgiToESMap.end()) ? dxgiToESIter->second : GL_NONE;
+
+ info.componentType = componentType;
+
+ info.mipGenerationFunction = mipFunc;
+ info.colorReadFunction = readFunc;
+
+ static const D3D11FastCopyMap fastCopyMap = BuildFastCopyMap();
+ std::pair<D3D11FastCopyMap::const_iterator, D3D11FastCopyMap::const_iterator> fastCopyIter = fastCopyMap.equal_range(dxgiFormat);
+ for (D3D11FastCopyMap::const_iterator i = fastCopyIter.first; i != fastCopyIter.second; i++)
+ {
+ info.fastCopyFunctions.insert(std::make_pair(std::make_pair(i->second.destFormat, i->second.destType), i->second.copyFunction));
+ }
+
+ map->insert(std::make_pair(dxgiFormat, info));
+}
+
+// A map to determine the pixel size and mipmap generation function of a given DXGI format
+static DXGIFormatInfoMap BuildDXGIFormatInfoMap()
+{
+ DXGIFormatInfoMap map;
+
+ // | DXGI format |S |W |H |Component Type | Mip generation function | Color read function
+ AddDXGIFormat(&map, DXGI_FORMAT_UNKNOWN, 0, 0, 0, GL_NONE, NULL, NULL);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_A8_UNORM, 8, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<A8>, ReadColor<A8, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8_UNORM, 8, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<R8>, ReadColor<R8, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8_UNORM, 16, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<R8G8>, ReadColor<R8G8, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8B8A8_UNORM, 32, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<R8G8B8A8>, ReadColor<R8G8B8A8, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, 32, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<R8G8B8A8>, ReadColor<R8G8B8A8, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_B8G8R8A8_UNORM, 32, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<B8G8R8A8>, ReadColor<B8G8R8A8, GLfloat>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R8_SNORM, 8, 1, 1, GL_SIGNED_NORMALIZED, GenerateMip<R8S>, ReadColor<R8S, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8_SNORM, 16, 1, 1, GL_SIGNED_NORMALIZED, GenerateMip<R8G8S>, ReadColor<R8G8S, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8B8A8_SNORM, 32, 1, 1, GL_SIGNED_NORMALIZED, GenerateMip<R8G8B8A8S>, ReadColor<R8G8B8A8S, GLfloat>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R8_UINT, 8, 1, 1, GL_UNSIGNED_INT, GenerateMip<R8>, ReadColor<R8, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_UINT, 16, 1, 1, GL_UNSIGNED_INT, GenerateMip<R16>, ReadColor<R16, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32_UINT, 32, 1, 1, GL_UNSIGNED_INT, GenerateMip<R32>, ReadColor<R32, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8_UINT, 16, 1, 1, GL_UNSIGNED_INT, GenerateMip<R8G8>, ReadColor<R8G8, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16_UINT, 32, 1, 1, GL_UNSIGNED_INT, GenerateMip<R16G16>, ReadColor<R16G16, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32_UINT, 64, 1, 1, GL_UNSIGNED_INT, GenerateMip<R32G32>, ReadColor<R32G32, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32_UINT, 96, 1, 1, GL_UNSIGNED_INT, GenerateMip<R32G32B32>, ReadColor<R32G32B32, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8B8A8_UINT, 32, 1, 1, GL_UNSIGNED_INT, GenerateMip<R8G8B8A8>, ReadColor<R8G8B8A8, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16B16A16_UINT, 64, 1, 1, GL_UNSIGNED_INT, GenerateMip<R16G16B16A16>, ReadColor<R16G16B16A16, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32A32_UINT, 128, 1, 1, GL_UNSIGNED_INT, GenerateMip<R32G32B32A32>, ReadColor<R32G32B32A32, GLuint>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R8_SINT, 8, 1, 1, GL_INT, GenerateMip<R8S>, ReadColor<R8S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_SINT, 16, 1, 1, GL_INT, GenerateMip<R16S>, ReadColor<R16S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32_SINT, 32, 1, 1, GL_INT, GenerateMip<R32S>, ReadColor<R32S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8_SINT, 16, 1, 1, GL_INT, GenerateMip<R8G8S>, ReadColor<R8G8S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16_SINT, 32, 1, 1, GL_INT, GenerateMip<R16G16S>, ReadColor<R16G16S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32_SINT, 64, 1, 1, GL_INT, GenerateMip<R32G32S>, ReadColor<R32G32S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32_SINT, 96, 1, 1, GL_INT, GenerateMip<R32G32B32S>, ReadColor<R32G32B32S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8B8A8_SINT, 32, 1, 1, GL_INT, GenerateMip<R8G8B8A8S>, ReadColor<R8G8B8A8S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16B16A16_SINT, 64, 1, 1, GL_INT, GenerateMip<R16G16B16A16S>, ReadColor<R16G16B16A16S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32A32_SINT, 128, 1, 1, GL_INT, GenerateMip<R32G32B32A32S>, ReadColor<R32G32B32A32S, GLint>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R10G10B10A2_UNORM, 32, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<R10G10B10A2>, ReadColor<R10G10B10A2, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R10G10B10A2_UINT, 32, 1, 1, GL_UNSIGNED_INT, GenerateMip<R10G10B10A2>, ReadColor<R10G10B10A2, GLuint>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_FLOAT, 16, 1, 1, GL_FLOAT, GenerateMip<R16F>, ReadColor<R16F, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16_FLOAT, 32, 1, 1, GL_FLOAT, GenerateMip<R16G16F>, ReadColor<R16G16F, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16B16A16_FLOAT, 64, 1, 1, GL_FLOAT, GenerateMip<R16G16B16A16F>, ReadColor<R16G16B16A16F, GLfloat>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R32_FLOAT, 32, 1, 1, GL_FLOAT, GenerateMip<R32F>, ReadColor<R32F, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32_FLOAT, 64, 1, 1, GL_FLOAT, GenerateMip<R32G32F>, ReadColor<R32G32F, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32_FLOAT, 96, 1, 1, GL_FLOAT, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32A32_FLOAT, 128, 1, 1, GL_FLOAT, GenerateMip<R32G32B32A32F>, ReadColor<R32G32B32A32F, GLfloat>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, 32, 1, 1, GL_FLOAT, GenerateMip<R9G9B9E5>, ReadColor<R9G9B9E5, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R11G11B10_FLOAT, 32, 1, 1, GL_FLOAT, GenerateMip<R11G11B10F>, ReadColor<R11G11B10F, GLfloat>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_TYPELESS, 16, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_UNORM, 16, 1, 1, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_D16_UNORM, 16, 1, 1, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R24G8_TYPELESS, 32, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, 32, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_D24_UNORM_S8_UINT, 32, 1, 1, GL_UNSIGNED_INT, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G8X24_TYPELESS, 64, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, 64, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 64, 1, 1, GL_UNSIGNED_INT, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32_TYPELESS, 32, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_D32_FLOAT, 32, 1, 1, GL_FLOAT, NULL, NULL);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_BC1_UNORM, 64, 4, 4, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_BC2_UNORM, 128, 4, 4, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_BC3_UNORM, 128, 4, 4, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+
+ // Useful formats for vertex buffers
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_UNORM, 16, 1, 1, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_SNORM, 16, 1, 1, GL_SIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16_UNORM, 32, 1, 1, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16_SNORM, 32, 1, 1, GL_SIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16B16A16_UNORM, 64, 1, 1, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16B16A16_SNORM, 64, 1, 1, GL_SIGNED_NORMALIZED, NULL, NULL);
+
+ return map;
+}
+
+const DXGIFormat &GetDXGIFormatInfo(DXGI_FORMAT format)
+{
+ static const DXGIFormatInfoMap infoMap = BuildDXGIFormatInfoMap();
+ DXGIFormatInfoMap::const_iterator iter = infoMap.find(format);
+ if (iter != infoMap.end())
+ {
+ return iter->second;
+ }
+ else
+ {
+ static DXGIFormat defaultInfo;
+ return defaultInfo;
+ }
+}
+
+struct SwizzleSizeType
+{
+ size_t maxComponentSize;
+ GLenum componentType;
+
+ SwizzleSizeType()
+ : maxComponentSize(0), componentType(GL_NONE)
+ { }
+
+ SwizzleSizeType(size_t maxComponentSize, GLenum componentType)
+ : maxComponentSize(maxComponentSize), componentType(componentType)
+ { }
+
+ bool operator<(const SwizzleSizeType& other) const
+ {
+ return (maxComponentSize != other.maxComponentSize) ? (maxComponentSize < other.maxComponentSize)
+ : (componentType < other.componentType);
+ }
+};
+
+struct SwizzleFormatInfo
+{
+ DXGI_FORMAT mTexFormat;
+ DXGI_FORMAT mSRVFormat;
+ DXGI_FORMAT mRTVFormat;
+
+ SwizzleFormatInfo()
+ : mTexFormat(DXGI_FORMAT_UNKNOWN), mSRVFormat(DXGI_FORMAT_UNKNOWN), mRTVFormat(DXGI_FORMAT_UNKNOWN)
+ { }
+
+ SwizzleFormatInfo(DXGI_FORMAT texFormat, DXGI_FORMAT srvFormat, DXGI_FORMAT rtvFormat)
+ : mTexFormat(texFormat), mSRVFormat(srvFormat), mRTVFormat(rtvFormat)
+ { }
+};
+
+typedef std::map<SwizzleSizeType, SwizzleFormatInfo> SwizzleInfoMap;
+typedef std::pair<SwizzleSizeType, SwizzleFormatInfo> SwizzleInfoPair;
+
+static SwizzleInfoMap BuildSwizzleInfoMap()
+{
+ SwizzleInfoMap map;
+
+ map.insert(SwizzleInfoPair(SwizzleSizeType( 8, GL_UNSIGNED_NORMALIZED), SwizzleFormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM )));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(16, GL_UNSIGNED_NORMALIZED), SwizzleFormatInfo(DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM)));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(24, GL_UNSIGNED_NORMALIZED), SwizzleFormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT)));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(32, GL_UNSIGNED_NORMALIZED), SwizzleFormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT)));
+
+ map.insert(SwizzleInfoPair(SwizzleSizeType( 8, GL_SIGNED_NORMALIZED ), SwizzleFormatInfo(DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM )));
+
+ map.insert(SwizzleInfoPair(SwizzleSizeType(16, GL_FLOAT ), SwizzleFormatInfo(DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT)));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(32, GL_FLOAT ), SwizzleFormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT)));
+
+ map.insert(SwizzleInfoPair(SwizzleSizeType( 8, GL_UNSIGNED_INT ), SwizzleFormatInfo(DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT )));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(16, GL_UNSIGNED_INT ), SwizzleFormatInfo(DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT )));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(32, GL_UNSIGNED_INT ), SwizzleFormatInfo(DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT )));
+
+ map.insert(SwizzleInfoPair(SwizzleSizeType( 8, GL_INT ), SwizzleFormatInfo(DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT )));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(16, GL_INT ), SwizzleFormatInfo(DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT )));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(32, GL_INT ), SwizzleFormatInfo(DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT )));
+
+ return map;
+}
+
+typedef std::pair<GLint, InitializeTextureDataFunction> InternalFormatInitializerPair;
+typedef std::map<GLint, InitializeTextureDataFunction> InternalFormatInitializerMap;
+
+static InternalFormatInitializerMap BuildInternalFormatInitializerMap()
+{
+ InternalFormatInitializerMap map;
+
+ map.insert(InternalFormatInitializerPair(GL_RGB8, Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0xFF> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB565, Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0xFF> ));
+ map.insert(InternalFormatInitializerPair(GL_SRGB8, Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0xFF> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB16F, Initialize4ComponentData<GLhalf, 0x0000, 0x0000, 0x0000, gl::Float16One>));
+ map.insert(InternalFormatInitializerPair(GL_RGB32F, Initialize4ComponentData<GLfloat, 0x00000000, 0x00000000, 0x00000000, gl::Float32One>));
+ map.insert(InternalFormatInitializerPair(GL_RGB8UI, Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0x01> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB8I, Initialize4ComponentData<GLbyte, 0x00, 0x00, 0x00, 0x01> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB16UI, Initialize4ComponentData<GLushort, 0x0000, 0x0000, 0x0000, 0x0001> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB16I, Initialize4ComponentData<GLshort, 0x0000, 0x0000, 0x0000, 0x0001> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB32UI, Initialize4ComponentData<GLuint, 0x00000000, 0x00000000, 0x00000000, 0x00000001> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB32I, Initialize4ComponentData<GLint, 0x00000000, 0x00000000, 0x00000000, 0x00000001> ));
+
+ return map;
+}
+
+// ES3 image loading functions vary based on the internal format and data type given,
+// this map type determines the loading function from the internal format and type supplied
+// to glTex*Image*D and the destination DXGI_FORMAT. Source formats and types are taken from
+// Tables 3.2 and 3.3 of the ES 3 spec.
+typedef std::pair<GLenum, LoadImageFunction> TypeLoadFunctionPair;
+typedef std::map<GLenum, std::vector<TypeLoadFunctionPair> > D3D11LoadFunctionMap;
+
+static void UnimplementedLoadFunction(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ UNIMPLEMENTED();
+}
+
+static void UnreachableLoadFunction(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ UNREACHABLE();
+}
+
+// A helper function to insert data into the D3D11LoadFunctionMap with fewer characters.
+static inline void InsertLoadFunction(D3D11LoadFunctionMap *map, GLenum internalFormat, GLenum type,
+ LoadImageFunction loadFunc)
+{
+ (*map)[internalFormat].push_back(TypeLoadFunctionPair(type, loadFunc));
+}
+
+D3D11LoadFunctionMap BuildD3D11_FL9_3_LoadFunctionMap()
+{
+ D3D11LoadFunctionMap map;
+
+ // From GL_EXT_texture_storage. Also used by GL_ALPHA8
+ // On feature level 9_3, A8_UNORM doesn't support mipmaps, so we must use RGBA8 instead
+ InsertLoadFunction(&map, GL_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadA8ToRGBA8);
+
+ return map;
+}
+
+D3D11LoadFunctionMap BuildD3D11_FL10_0Plus_LoadFunctionMap()
+{
+ D3D11LoadFunctionMap map;
+
+ // From GL_EXT_texture_storage. Also used by GL_ALPHA8
+ InsertLoadFunction(&map, GL_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 1>);
+
+ return map;
+}
+
+D3D11LoadFunctionMap BuildBaseD3D11LoadFunctionMap()
+{
+ D3D11LoadFunctionMap map;
+
+ // | Internal format | Type | Load function |
+ InsertLoadFunction(&map, GL_RGBA8, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ InsertLoadFunction(&map, GL_RGB5_A1, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ InsertLoadFunction(&map, GL_RGBA4, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ InsertLoadFunction(&map, GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ InsertLoadFunction(&map, GL_RGBA8_SNORM, GL_BYTE, LoadToNative<GLbyte, 4> );
+ InsertLoadFunction(&map, GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4, LoadRGBA4ToRGBA8 );
+ InsertLoadFunction(&map, GL_RGB10_A2, GL_UNSIGNED_INT_2_10_10_10_REV, LoadToNative<GLuint, 1> );
+ InsertLoadFunction(&map, GL_RGB5_A1, GL_UNSIGNED_SHORT_5_5_5_1, LoadRGB5A1ToRGBA8 );
+ InsertLoadFunction(&map, GL_RGB5_A1, GL_UNSIGNED_INT_2_10_10_10_REV, LoadRGB10A2ToRGBA8 );
+ InsertLoadFunction(&map, GL_RGBA16F, GL_HALF_FLOAT, LoadToNative<GLhalf, 4> );
+ InsertLoadFunction(&map, GL_RGBA16F, GL_HALF_FLOAT_OES, LoadToNative<GLhalf, 4> );
+ InsertLoadFunction(&map, GL_RGBA32F, GL_FLOAT, LoadToNative<GLfloat, 4> );
+ InsertLoadFunction(&map, GL_RGBA16F, GL_FLOAT, Load32FTo16F<4> );
+ InsertLoadFunction(&map, GL_RGBA8UI, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ InsertLoadFunction(&map, GL_RGBA8I, GL_BYTE, LoadToNative<GLbyte, 4> );
+ InsertLoadFunction(&map, GL_RGBA16UI, GL_UNSIGNED_SHORT, LoadToNative<GLushort, 4> );
+ InsertLoadFunction(&map, GL_RGBA16I, GL_SHORT, LoadToNative<GLshort, 4> );
+ InsertLoadFunction(&map, GL_RGBA32UI, GL_UNSIGNED_INT, LoadToNative<GLuint, 4> );
+ InsertLoadFunction(&map, GL_RGBA32I, GL_INT, LoadToNative<GLint, 4> );
+ InsertLoadFunction(&map, GL_RGB10_A2UI, GL_UNSIGNED_INT_2_10_10_10_REV, LoadToNative<GLuint, 1> );
+ InsertLoadFunction(&map, GL_RGB8, GL_UNSIGNED_BYTE, LoadToNative3To4<GLubyte, 0xFF> );
+ InsertLoadFunction(&map, GL_RGB565, GL_UNSIGNED_BYTE, LoadToNative3To4<GLubyte, 0xFF> );
+ InsertLoadFunction(&map, GL_SRGB8, GL_UNSIGNED_BYTE, LoadToNative3To4<GLubyte, 0xFF> );
+ InsertLoadFunction(&map, GL_RGB8_SNORM, GL_BYTE, LoadToNative3To4<GLbyte, 0x7F> );
+ InsertLoadFunction(&map, GL_RGB565, GL_UNSIGNED_SHORT_5_6_5, LoadR5G6B5ToRGBA8 );
+ InsertLoadFunction(&map, GL_R11F_G11F_B10F, GL_UNSIGNED_INT_10F_11F_11F_REV, LoadToNative<GLuint, 1> );
+ InsertLoadFunction(&map, GL_RGB9_E5, GL_UNSIGNED_INT_5_9_9_9_REV, LoadToNative<GLuint, 1> );
+ InsertLoadFunction(&map, GL_RGB16F, GL_HALF_FLOAT, LoadToNative3To4<GLhalf, gl::Float16One>);
+ InsertLoadFunction(&map, GL_RGB16F, GL_HALF_FLOAT_OES, LoadToNative3To4<GLhalf, gl::Float16One>);
+ InsertLoadFunction(&map, GL_R11F_G11F_B10F, GL_HALF_FLOAT, LoadRGB16FToRG11B10F );
+ InsertLoadFunction(&map, GL_R11F_G11F_B10F, GL_HALF_FLOAT_OES, LoadRGB16FToRG11B10F );
+ InsertLoadFunction(&map, GL_RGB9_E5, GL_HALF_FLOAT, LoadRGB16FToRGB9E5 );
+ InsertLoadFunction(&map, GL_RGB9_E5, GL_HALF_FLOAT_OES, LoadRGB16FToRGB9E5 );
+ InsertLoadFunction(&map, GL_RGB32F, GL_FLOAT, LoadToNative3To4<GLfloat, gl::Float32One>);
+ InsertLoadFunction(&map, GL_RGB16F, GL_FLOAT, LoadRGB32FToRGBA16F );
+ InsertLoadFunction(&map, GL_R11F_G11F_B10F, GL_FLOAT, LoadRGB32FToRG11B10F );
+ InsertLoadFunction(&map, GL_RGB9_E5, GL_FLOAT, LoadRGB32FToRGB9E5 );
+ InsertLoadFunction(&map, GL_RGB8UI, GL_UNSIGNED_BYTE, LoadToNative3To4<GLubyte, 0x01> );
+ InsertLoadFunction(&map, GL_RGB8I, GL_BYTE, LoadToNative3To4<GLbyte, 0x01> );
+ InsertLoadFunction(&map, GL_RGB16UI, GL_UNSIGNED_SHORT, LoadToNative3To4<GLushort, 0x0001> );
+ InsertLoadFunction(&map, GL_RGB16I, GL_SHORT, LoadToNative3To4<GLshort, 0x0001> );
+ InsertLoadFunction(&map, GL_RGB32UI, GL_UNSIGNED_INT, LoadToNative3To4<GLuint, 0x00000001> );
+ InsertLoadFunction(&map, GL_RGB32I, GL_INT, LoadToNative3To4<GLint, 0x00000001> );
+ InsertLoadFunction(&map, GL_RG8, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 2> );
+ InsertLoadFunction(&map, GL_RG8_SNORM, GL_BYTE, LoadToNative<GLbyte, 2> );
+ InsertLoadFunction(&map, GL_RG16F, GL_HALF_FLOAT, LoadToNative<GLhalf, 2> );
+ InsertLoadFunction(&map, GL_RG16F, GL_HALF_FLOAT_OES, LoadToNative<GLhalf, 2> );
+ InsertLoadFunction(&map, GL_RG32F, GL_FLOAT, LoadToNative<GLfloat, 2> );
+ InsertLoadFunction(&map, GL_RG16F, GL_FLOAT, Load32FTo16F<2> );
+ InsertLoadFunction(&map, GL_RG8UI, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 2> );
+ InsertLoadFunction(&map, GL_RG8I, GL_BYTE, LoadToNative<GLbyte, 2> );
+ InsertLoadFunction(&map, GL_RG16UI, GL_UNSIGNED_SHORT, LoadToNative<GLushort, 2> );
+ InsertLoadFunction(&map, GL_RG16I, GL_SHORT, LoadToNative<GLshort, 2> );
+ InsertLoadFunction(&map, GL_RG32UI, GL_UNSIGNED_INT, LoadToNative<GLuint, 2> );
+ InsertLoadFunction(&map, GL_RG32I, GL_INT, LoadToNative<GLint, 2> );
+ InsertLoadFunction(&map, GL_R8, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 1> );
+ InsertLoadFunction(&map, GL_R8_SNORM, GL_BYTE, LoadToNative<GLbyte, 1> );
+ InsertLoadFunction(&map, GL_R16F, GL_HALF_FLOAT, LoadToNative<GLhalf, 1> );
+ InsertLoadFunction(&map, GL_R16F, GL_HALF_FLOAT_OES, LoadToNative<GLhalf, 1> );
+ InsertLoadFunction(&map, GL_R32F, GL_FLOAT, LoadToNative<GLfloat, 1> );
+ InsertLoadFunction(&map, GL_R16F, GL_FLOAT, Load32FTo16F<1> );
+ InsertLoadFunction(&map, GL_R8UI, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 1> );
+ InsertLoadFunction(&map, GL_R8I, GL_BYTE, LoadToNative<GLbyte, 1> );
+ InsertLoadFunction(&map, GL_R16UI, GL_UNSIGNED_SHORT, LoadToNative<GLushort, 1> );
+ InsertLoadFunction(&map, GL_R16I, GL_SHORT, LoadToNative<GLshort, 1> );
+ InsertLoadFunction(&map, GL_R32UI, GL_UNSIGNED_INT, LoadToNative<GLuint, 1> );
+ InsertLoadFunction(&map, GL_R32I, GL_INT, LoadToNative<GLint, 1> );
+ InsertLoadFunction(&map, GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, LoadToNative<GLushort, 1> );
+ InsertLoadFunction(&map, GL_DEPTH_COMPONENT24, GL_UNSIGNED_INT, LoadR32ToR24G8 );
+ InsertLoadFunction(&map, GL_DEPTH_COMPONENT16, GL_UNSIGNED_INT, LoadR32ToR16 );
+ InsertLoadFunction(&map, GL_DEPTH_COMPONENT32F, GL_FLOAT, LoadToNative<GLfloat, 1> );
+ InsertLoadFunction(&map, GL_DEPTH24_STENCIL8, GL_UNSIGNED_INT_24_8, LoadR32ToR24G8 );
+ InsertLoadFunction(&map, GL_DEPTH32F_STENCIL8, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, LoadToNative<GLuint, 2> );
+
+ // Unsized formats
+ // Load functions are unreachable because they are converted to sized internal formats based on
+ // the format and type before loading takes place.
+ InsertLoadFunction(&map, GL_RGBA, GL_UNSIGNED_BYTE, UnreachableLoadFunction );
+ InsertLoadFunction(&map, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, UnreachableLoadFunction );
+ InsertLoadFunction(&map, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, UnreachableLoadFunction );
+ InsertLoadFunction(&map, GL_RGB, GL_UNSIGNED_BYTE, UnreachableLoadFunction );
+ InsertLoadFunction(&map, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, UnreachableLoadFunction );
+ InsertLoadFunction(&map, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, UnreachableLoadFunction );
+ InsertLoadFunction(&map, GL_LUMINANCE, GL_UNSIGNED_BYTE, UnreachableLoadFunction );
+ InsertLoadFunction(&map, GL_ALPHA, GL_UNSIGNED_BYTE, UnreachableLoadFunction );
+
+ // From GL_OES_texture_float
+ InsertLoadFunction(&map, GL_LUMINANCE_ALPHA, GL_FLOAT, LoadLA32FToRGBA32F );
+ InsertLoadFunction(&map, GL_LUMINANCE, GL_FLOAT, LoadL32FToRGBA32F );
+ InsertLoadFunction(&map, GL_ALPHA, GL_FLOAT, LoadA32FToRGBA32F );
+
+ // From GL_OES_texture_half_float
+ InsertLoadFunction(&map, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT, LoadLA16FToRGBA16F );
+ InsertLoadFunction(&map, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES, LoadLA16FToRGBA16F );
+ InsertLoadFunction(&map, GL_LUMINANCE, GL_HALF_FLOAT, LoadL16FToRGBA16F );
+ InsertLoadFunction(&map, GL_LUMINANCE, GL_HALF_FLOAT_OES, LoadL16FToRGBA16F );
+ InsertLoadFunction(&map, GL_ALPHA, GL_HALF_FLOAT, LoadA16FToRGBA16F );
+ InsertLoadFunction(&map, GL_ALPHA, GL_HALF_FLOAT_OES, LoadA16FToRGBA16F );
+
+ // From GL_EXT_texture_storage
+ // GL_ALPHA8_EXT GL_UNSIGNED_BYTE is in the feature-level-specific load function maps, due to differences between 9_3 and 10_0+
+ InsertLoadFunction(&map, GL_LUMINANCE8_EXT, GL_UNSIGNED_BYTE, LoadL8ToRGBA8 );
+ InsertLoadFunction(&map, GL_LUMINANCE8_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadLA8ToRGBA8 );
+ InsertLoadFunction(&map, GL_ALPHA32F_EXT, GL_FLOAT, LoadA32FToRGBA32F );
+ InsertLoadFunction(&map, GL_LUMINANCE32F_EXT, GL_FLOAT, LoadL32FToRGBA32F );
+ InsertLoadFunction(&map, GL_LUMINANCE_ALPHA32F_EXT, GL_FLOAT, LoadLA32FToRGBA32F );
+ InsertLoadFunction(&map, GL_ALPHA16F_EXT, GL_HALF_FLOAT, LoadA16FToRGBA16F );
+ InsertLoadFunction(&map, GL_ALPHA16F_EXT, GL_HALF_FLOAT_OES, LoadA16FToRGBA16F );
+ InsertLoadFunction(&map, GL_LUMINANCE16F_EXT, GL_HALF_FLOAT, LoadL16FToRGBA16F );
+ InsertLoadFunction(&map, GL_LUMINANCE16F_EXT, GL_HALF_FLOAT_OES, LoadL16FToRGBA16F );
+ InsertLoadFunction(&map, GL_LUMINANCE_ALPHA16F_EXT, GL_HALF_FLOAT, LoadLA16FToRGBA16F );
+ InsertLoadFunction(&map, GL_LUMINANCE_ALPHA16F_EXT, GL_HALF_FLOAT_OES, LoadLA16FToRGBA16F );
+
+ // From GL_ANGLE_depth_texture
+ InsertLoadFunction(&map, GL_DEPTH_COMPONENT32_OES, GL_UNSIGNED_INT, LoadR32ToR24G8 );
+
+ // From GL_EXT_texture_format_BGRA8888
+ InsertLoadFunction(&map, GL_BGRA8_EXT, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ InsertLoadFunction(&map, GL_BGRA4_ANGLEX, GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT, LoadRGBA4ToRGBA8 );
+ InsertLoadFunction(&map, GL_BGRA4_ANGLEX, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ InsertLoadFunction(&map, GL_BGR5_A1_ANGLEX, GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT, LoadRGB5A1ToRGBA8 );
+ InsertLoadFunction(&map, GL_BGR5_A1_ANGLEX, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+
+ // Compressed formats
+ // From ES 3.0.1 spec, table 3.16
+ // | Internal format | Type | Load function |
+ InsertLoadFunction(&map, GL_COMPRESSED_R11_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_R11_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_SIGNED_R11_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_RG11_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_SIGNED_RG11_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_RGB8_ETC2, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_SRGB8_ETC2, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_RGBA8_ETC2_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ InsertLoadFunction(&map, GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+
+ // From GL_EXT_texture_compression_dxt1
+ InsertLoadFunction(&map, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_UNSIGNED_BYTE, LoadCompressedToNative<4, 4, 8>);
+ InsertLoadFunction(&map, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_UNSIGNED_BYTE, LoadCompressedToNative<4, 4, 8>);
+
+ // From GL_ANGLE_texture_compression_dxt3
+ InsertLoadFunction(&map, GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, GL_UNSIGNED_BYTE, LoadCompressedToNative<4, 4, 16>);
+
+ // From GL_ANGLE_texture_compression_dxt5
+ InsertLoadFunction(&map, GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, GL_UNSIGNED_BYTE, LoadCompressedToNative<4, 4, 16>);
+
+ return map;
+}
+
+// For sized GL internal formats, there is only one corresponding D3D11 format. This map type allows
+// querying for the DXGI texture formats to use for textures, SRVs, RTVs and DSVs given a GL internal
+// format.
+typedef std::map<GLenum, TextureFormat> D3D11ES3FormatMap;
+
+TextureFormat::TextureFormat()
+ : texFormat(DXGI_FORMAT_UNKNOWN),
+ srvFormat(DXGI_FORMAT_UNKNOWN),
+ rtvFormat(DXGI_FORMAT_UNKNOWN),
+ dsvFormat(DXGI_FORMAT_UNKNOWN),
+ renderFormat(DXGI_FORMAT_UNKNOWN),
+ swizzleTexFormat(DXGI_FORMAT_UNKNOWN),
+ swizzleSRVFormat(DXGI_FORMAT_UNKNOWN),
+ swizzleRTVFormat(DXGI_FORMAT_UNKNOWN),
+ dataInitializerFunction(NULL),
+ loadFunctions()
+{
+}
+
+static inline void InsertD3D11FormatInfoBase(D3D11ES3FormatMap *formatMap, const D3D11LoadFunctionMap &flLoadFunctions, GLenum internalFormat, DXGI_FORMAT texFormat,
+ DXGI_FORMAT srvFormat, DXGI_FORMAT rtvFormat, DXGI_FORMAT dsvFormat)
+{
+ TextureFormat info;
+ info.texFormat = texFormat;
+ info.srvFormat = srvFormat;
+ info.rtvFormat = rtvFormat;
+ info.dsvFormat = dsvFormat;
+
+ // Given a GL internal format, the renderFormat is the DSV format if it is depth- or stencil-renderable,
+ // the RTV format if it is color-renderable, and the (nonrenderable) texture format otherwise.
+ if (dsvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ info.renderFormat = dsvFormat;
+ }
+ else if (rtvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ info.renderFormat = rtvFormat;
+ }
+ else if (texFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ info.renderFormat = texFormat;
+ }
+ else
+ {
+ info.renderFormat = DXGI_FORMAT_UNKNOWN;
+ }
+
+ // Compute the swizzle formats
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat);
+ if (internalFormat != GL_NONE && formatInfo.pixelBytes > 0)
+ {
+ if (formatInfo.componentCount != 4 || texFormat == DXGI_FORMAT_UNKNOWN ||
+ srvFormat == DXGI_FORMAT_UNKNOWN || rtvFormat == DXGI_FORMAT_UNKNOWN)
+ {
+ // Get the maximum sized component
+ unsigned int maxBits = 1;
+ if (formatInfo.compressed)
+ {
+ unsigned int compressedBitsPerBlock = formatInfo.pixelBytes * 8;
+ unsigned int blockSize = formatInfo.compressedBlockWidth * formatInfo.compressedBlockHeight;
+ maxBits = std::max(compressedBitsPerBlock / blockSize, maxBits);
+ }
+ else
+ {
+ maxBits = std::max(maxBits, formatInfo.alphaBits);
+ maxBits = std::max(maxBits, formatInfo.redBits);
+ maxBits = std::max(maxBits, formatInfo.greenBits);
+ maxBits = std::max(maxBits, formatInfo.blueBits);
+ maxBits = std::max(maxBits, formatInfo.luminanceBits);
+ maxBits = std::max(maxBits, formatInfo.depthBits);
+ }
+
+ maxBits = roundUp(maxBits, 8U);
+
+ static const SwizzleInfoMap swizzleMap = BuildSwizzleInfoMap();
+ SwizzleInfoMap::const_iterator swizzleIter = swizzleMap.find(SwizzleSizeType(maxBits, formatInfo.componentType));
+ ASSERT(swizzleIter != swizzleMap.end());
+
+ const SwizzleFormatInfo &swizzleInfo = swizzleIter->second;
+ info.swizzleTexFormat = swizzleInfo.mTexFormat;
+ info.swizzleSRVFormat = swizzleInfo.mSRVFormat;
+ info.swizzleRTVFormat = swizzleInfo.mRTVFormat;
+ }
+ else
+ {
+ // The original texture format is suitable for swizzle operations
+ info.swizzleTexFormat = texFormat;
+ info.swizzleSRVFormat = srvFormat;
+ info.swizzleRTVFormat = rtvFormat;
+ }
+ }
+ else
+ {
+ // Not possible to swizzle with this texture format since it is either unsized or GL_NONE
+ info.swizzleTexFormat = DXGI_FORMAT_UNKNOWN;
+ info.swizzleSRVFormat = DXGI_FORMAT_UNKNOWN;
+ info.swizzleRTVFormat = DXGI_FORMAT_UNKNOWN;
+ }
+
+ // Check if there is an initialization function for this texture format
+ static const InternalFormatInitializerMap initializerMap = BuildInternalFormatInitializerMap();
+ InternalFormatInitializerMap::const_iterator initializerIter = initializerMap.find(internalFormat);
+ info.dataInitializerFunction = (initializerIter != initializerMap.end()) ? initializerIter->second : NULL;
+
+ // Gather all the load functions for this internal format from the base list
+ static const D3D11LoadFunctionMap loadFunctions = BuildBaseD3D11LoadFunctionMap();
+ D3D11LoadFunctionMap::const_iterator loadFunctionIter = loadFunctions.find(internalFormat);
+ if (loadFunctionIter != loadFunctions.end())
+ {
+ const std::vector<TypeLoadFunctionPair> &loadFunctionVector = loadFunctionIter->second;
+ for (size_t i = 0; i < loadFunctionVector.size(); i++)
+ {
+ GLenum type = loadFunctionVector[i].first;
+ LoadImageFunction function = loadFunctionVector[i].second;
+ info.loadFunctions.insert(std::make_pair(type, function));
+ }
+ }
+
+ // Gather load functions for this internal format from the feature-level-specific list
+ D3D11LoadFunctionMap::const_iterator flLoadFunctionIter = flLoadFunctions.find(internalFormat);
+ if (flLoadFunctionIter != flLoadFunctions.end())
+ {
+ const std::vector<TypeLoadFunctionPair> &flLoadFunctionVector = flLoadFunctionIter->second;
+ for (size_t i = 0; i < flLoadFunctionVector.size(); i++)
+ {
+ GLenum type = flLoadFunctionVector[i].first;
+ LoadImageFunction function = flLoadFunctionVector[i].second;
+ info.loadFunctions.insert(std::make_pair(type, function));
+ }
+ }
+
+ formatMap->insert(std::make_pair(internalFormat, info));
+}
+
+static inline void InsertD3D11_FL9_3_FormatInfo(D3D11ES3FormatMap *map, GLenum internalFormat, DXGI_FORMAT texFormat,
+ DXGI_FORMAT srvFormat, DXGI_FORMAT rtvFormat, DXGI_FORMAT dsvFormat)
+{
+ static const D3D11LoadFunctionMap flLoadFunctions = BuildD3D11_FL9_3_LoadFunctionMap();
+ InsertD3D11FormatInfoBase(map, flLoadFunctions, internalFormat, texFormat, srvFormat, rtvFormat, dsvFormat);
+}
+
+static inline void InsertD3D11FormatInfo(D3D11ES3FormatMap *map, GLenum internalFormat, DXGI_FORMAT texFormat,
+ DXGI_FORMAT srvFormat, DXGI_FORMAT rtvFormat, DXGI_FORMAT dsvFormat)
+{
+ static const D3D11LoadFunctionMap flLoadFunctions = BuildD3D11_FL10_0Plus_LoadFunctionMap();
+ InsertD3D11FormatInfoBase(map, flLoadFunctions, internalFormat, texFormat, srvFormat, rtvFormat, dsvFormat);
+}
+
+static D3D11ES3FormatMap BuildD3D11_FL9_3FormatOverrideMap()
+{
+ // D3D11 Feature Level 9_3 doesn't support as many texture formats as Feature Level 10_0+.
+ // In particular, it doesn't support:
+ // - mipmaps on DXGI_FORMAT_A8_NORM
+ // - *_TYPELESS formats
+ // - DXGI_FORMAT_D32_FLOAT_S8X24_UINT or DXGI_FORMAT_D32_FLOAT
+
+ D3D11ES3FormatMap map;
+
+ // | GL internal format | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format
+ InsertD3D11_FL9_3_FormatInfo(&map, GL_ALPHA, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11_FL9_3_FormatInfo(&map, GL_ALPHA8_EXT, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11_FL9_3_FormatInfo(&map, GL_DEPTH_COMPONENT16, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D16_UNORM);
+ InsertD3D11_FL9_3_FormatInfo(&map, GL_DEPTH_COMPONENT24, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT);
+ InsertD3D11_FL9_3_FormatInfo(&map, GL_DEPTH_COMPONENT32F, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11_FL9_3_FormatInfo(&map, GL_DEPTH24_STENCIL8, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT);
+ InsertD3D11_FL9_3_FormatInfo(&map, GL_DEPTH32F_STENCIL8, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11_FL9_3_FormatInfo(&map, GL_STENCIL_INDEX8, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT);
+
+ return map;
+}
+
+static D3D11ES3FormatMap BuildD3D11FormatMap()
+{
+ D3D11ES3FormatMap map;
+
+ // | GL internal format | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format |
+ InsertD3D11FormatInfo(&map, GL_NONE, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R8, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG8, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB8, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB565, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA4, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB5_A1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA8, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB10_A2, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB10_A2UI, DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_SRGB8, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_SRGB8_ALPHA8, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R16F, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG16F, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB16F, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA16F, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R32F, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG32F, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB32F, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA32F, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R11F_G11F_B10F, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB9_E5, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R8I, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R8UI, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R16I, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R16UI, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R32I, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_R32UI, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG8I, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG8UI, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG16I, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG16UI, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG32I, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RG32UI, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB8I, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB8UI, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB16I, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB16UI, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB32I, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB32UI, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA8I, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA8UI, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA16I, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA16UI, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA32I, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA32UI, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN);
+
+ // Unsized formats, TODO: Are types of float and half float allowed for the unsized types? Would it change the DXGI format?
+ InsertD3D11FormatInfo(&map, GL_ALPHA, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_LUMINANCE, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_LUMINANCE_ALPHA, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGB, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_RGBA, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_BGRA_EXT, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN);
+
+ // From GL_EXT_texture_storage
+ // | GL internal format | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format |
+ InsertD3D11FormatInfo(&map, GL_ALPHA8_EXT, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_LUMINANCE8_EXT, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_ALPHA32F_EXT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_LUMINANCE32F_EXT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_ALPHA16F_EXT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_LUMINANCE16F_EXT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_LUMINANCE8_ALPHA8_EXT, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_LUMINANCE_ALPHA32F_EXT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_LUMINANCE_ALPHA16F_EXT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_BGRA8_EXT, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_BGRA4_ANGLEX, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN );
+ InsertD3D11FormatInfo(&map, GL_BGR5_A1_ANGLEX, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN );
+
+ // Depth stencil formats
+ InsertD3D11FormatInfo(&map, GL_DEPTH_COMPONENT16, DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D16_UNORM );
+ InsertD3D11FormatInfo(&map, GL_DEPTH_COMPONENT24, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT );
+ InsertD3D11FormatInfo(&map, GL_DEPTH_COMPONENT32F, DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D32_FLOAT );
+ InsertD3D11FormatInfo(&map, GL_DEPTH24_STENCIL8, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT );
+ InsertD3D11FormatInfo(&map, GL_DEPTH32F_STENCIL8, DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
+ InsertD3D11FormatInfo(&map, GL_STENCIL_INDEX8, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_X24_TYPELESS_G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT );
+
+ // From GL_ANGLE_depth_texture
+ // Since D3D11 doesn't have a D32_UNORM format, use D24S8 which has comparable precision and matches the ES3 format.
+ InsertD3D11FormatInfo(&map, GL_DEPTH_COMPONENT32_OES, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT);
+
+ // Compressed formats, From ES 3.0.1 spec, table 3.16
+ // | GL internal format | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format |
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_R11_EAC, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_SIGNED_R11_EAC, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_RG11_EAC, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_SIGNED_RG11_EAC, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_RGB8_ETC2, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_SRGB8_ETC2, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_RGBA8_ETC2_EAC, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+
+ // From GL_EXT_texture_compression_dxt1
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+
+ // From GL_ANGLE_texture_compression_dxt3
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+
+ // From GL_ANGLE_texture_compression_dxt5
+ InsertD3D11FormatInfo(&map, GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN);
+
+ return map;
+}
+
+const TextureFormat &GetTextureFormatInfo(GLenum internalFormat, D3D_FEATURE_LEVEL featureLevel)
+{
+ static const D3D11ES3FormatMap formatMap = BuildD3D11FormatMap();
+ static const D3D11ES3FormatMap formatMapFL9_3Override = BuildD3D11_FL9_3FormatOverrideMap();
+
+ if (featureLevel == D3D_FEATURE_LEVEL_9_3)
+ {
+ // First see if the internalFormat has a special map for FL9_3
+ D3D11ES3FormatMap::const_iterator fl9_3Iter = formatMapFL9_3Override.find(internalFormat);
+ if (fl9_3Iter != formatMapFL9_3Override.end())
+ {
+ return fl9_3Iter->second;
+ }
+ }
+
+ D3D11ES3FormatMap::const_iterator iter = formatMap.find(internalFormat);
+ if (iter != formatMap.end())
+ {
+ return iter->second;
+ }
+ else
+ {
+ static const TextureFormat defaultInfo;
+ return defaultInfo;
+ }
+}
+
+typedef std::map<gl::VertexFormat, VertexFormat> D3D11VertexFormatInfoMap;
+typedef std::pair<gl::VertexFormat, VertexFormat> D3D11VertexFormatPair;
+
+VertexFormat::VertexFormat()
+ : conversionType(VERTEX_CONVERT_NONE),
+ nativeFormat(DXGI_FORMAT_UNKNOWN),
+ copyFunction(NULL)
+{
+}
+
+static void AddVertexFormatInfo(D3D11VertexFormatInfoMap *map, GLenum inputType, GLboolean normalized, GLuint componentCount,
+ VertexConversionType conversionType, DXGI_FORMAT nativeFormat, VertexCopyFunction copyFunction)
+{
+ gl::VertexFormat inputFormat(inputType, normalized, componentCount, false);
+
+ VertexFormat info;
+ info.conversionType = conversionType;
+ info.nativeFormat = nativeFormat;
+ info.copyFunction = copyFunction;
+
+ map->insert(D3D11VertexFormatPair(inputFormat, info));
+}
+
+static void AddIntegerVertexFormatInfo(D3D11VertexFormatInfoMap *map, GLenum inputType, GLuint componentCount,
+ VertexConversionType conversionType, DXGI_FORMAT nativeFormat, VertexCopyFunction copyFunction)
+{
+ gl::VertexFormat inputFormat(inputType, GL_FALSE, componentCount, true);
+
+ VertexFormat info;
+ info.conversionType = conversionType;
+ info.nativeFormat = nativeFormat;
+ info.copyFunction = copyFunction;
+
+ map->insert(D3D11VertexFormatPair(inputFormat, info));
+}
+
+static D3D11VertexFormatInfoMap BuildD3D11_FL9_3VertexFormatInfoOverrideMap()
+{
+ // D3D11 Feature Level 9_3 doesn't support as many formats for vertex buffer resource as Feature Level 10_0+.
+ // http://msdn.microsoft.com/en-us/library/windows/desktop/ff471324(v=vs.85).aspx
+
+ D3D11VertexFormatInfoMap map;
+
+ // GL_BYTE -- unnormalized
+ AddVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 1, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R16G16_SINT, &Copy8SintTo16SintVertexData<1, 2>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 2, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R16G16_SINT, &Copy8SintTo16SintVertexData<2, 2>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 3, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R16G16B16A16_SINT, &Copy8SintTo16SintVertexData<3, 4>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 4, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R16G16B16A16_SINT, &Copy8SintTo16SintVertexData<4, 4>);
+
+ // GL_BYTE -- normalized
+ AddVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16_SNORM, &Copy8SnormTo16SnormVertexData<1, 2>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16_SNORM, &Copy8SnormTo16SnormVertexData<2, 2>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_SNORM, &Copy8SnormTo16SnormVertexData<3, 4>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_SNORM, &Copy8SnormTo16SnormVertexData<4, 4>);
+
+ // GL_UNSIGNED_BYTE -- unnormalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 1, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R8G8B8A8_UINT, &CopyNativeVertexData<GLubyte, 1, 4, 1>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 2, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R8G8B8A8_UINT, &CopyNativeVertexData<GLubyte, 2, 4, 1>);
+ // NOTE: 3 and 4 component unnormalized GL_UNSIGNED_BYTE should use the default format table.
+
+ // GL_UNSIGNED_BYTE -- normalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_UNORM, &CopyNativeVertexData<GLubyte, 1, 4, UINT8_MAX>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_UNORM, &CopyNativeVertexData<GLubyte, 2, 4, UINT8_MAX>);
+ // NOTE: 3 and 4 component normalized GL_UNSIGNED_BYTE should use the default format table.
+
+ // GL_SHORT -- unnormalized
+ AddVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 1, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R16G16_SINT, &CopyNativeVertexData<GLshort, 1, 2, 0>);
+ // NOTE: 2, 3 and 4 component unnormalized GL_SHORT should use the default format table.
+
+ // GL_SHORT -- normalized
+ AddVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16_SNORM, &CopyNativeVertexData<GLshort, 1, 2, 0>);
+ // NOTE: 2, 3 and 4 component normalized GL_SHORT should use the default format table.
+
+ // GL_UNSIGNED_SHORT -- unnormalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &CopyTo32FVertexData<GLushort, 1, 2, false>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &CopyTo32FVertexData<GLushort, 2, 2, false>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &CopyTo32FVertexData<GLushort, 3, 3, false>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &CopyTo32FVertexData<GLushort, 4, 4, false>);
+
+ // GL_UNSIGNED_SHORT -- normalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &CopyTo32FVertexData<GLushort, 1, 2, true>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &CopyTo32FVertexData<GLushort, 2, 2, true>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &CopyTo32FVertexData<GLushort, 3, 3, true>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &CopyTo32FVertexData<GLushort, 4, 4, true>);
+
+ // GL_FIXED
+ // TODO: Add test to verify that this works correctly.
+ AddVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &Copy32FixedTo32FVertexData<1, 2>);
+ // NOTE: 2, 3 and 4 component GL_FIXED should use the default format table.
+
+ // GL_FLOAT
+ // TODO: Add test to verify that this works correctly.
+ AddVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &CopyNativeVertexData<GLfloat, 1, 2, 0>);
+ // NOTE: 2, 3 and 4 component GL_FLOAT should use the default format table.
+
+ return map;
+}
+
+static D3D11VertexFormatInfoMap BuildD3D11VertexFormatInfoMap()
+{
+ D3D11VertexFormatInfoMap map;
+
+ // TODO: column legend
+
+ //
+ // Float formats
+ //
+
+ // GL_BYTE -- un-normalized
+ AddVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8_SINT, &CopyNativeVertexData<GLbyte, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8G8_SINT, &CopyNativeVertexData<GLbyte, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 3, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R8G8B8A8_SINT, &CopyNativeVertexData<GLbyte, 3, 4, 1>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8G8B8A8_SINT, &CopyNativeVertexData<GLbyte, 4, 4, 0>);
+
+ // GL_BYTE -- normalized
+ AddVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8_SNORM, &CopyNativeVertexData<GLbyte, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8_SNORM, &CopyNativeVertexData<GLbyte, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_SNORM, &CopyNativeVertexData<GLbyte, 3, 4, INT8_MAX>);
+ AddVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8B8A8_SNORM, &CopyNativeVertexData<GLbyte, 4, 4, 0>);
+
+ // GL_UNSIGNED_BYTE -- un-normalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8_UINT, &CopyNativeVertexData<GLubyte, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8G8_UINT, &CopyNativeVertexData<GLubyte, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 3, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R8G8B8A8_UINT, &CopyNativeVertexData<GLubyte, 3, 4, 1>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8G8B8A8_UINT, &CopyNativeVertexData<GLubyte, 4, 4, 0>);
+
+ // GL_UNSIGNED_BYTE -- normalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8_UNORM, &CopyNativeVertexData<GLubyte, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8_UNORM, &CopyNativeVertexData<GLubyte, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_UNORM, &CopyNativeVertexData<GLubyte, 3, 4, UINT8_MAX>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8B8A8_UNORM, &CopyNativeVertexData<GLubyte, 4, 4, 0>);
+
+ // GL_SHORT -- un-normalized
+ AddVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16_SINT, &CopyNativeVertexData<GLshort, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16G16_SINT, &CopyNativeVertexData<GLshort, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 3, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R16G16B16A16_SINT, &CopyNativeVertexData<GLshort, 3, 4, 1>);
+ AddVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16G16B16A16_SINT, &CopyNativeVertexData<GLshort, 4, 4, 0>);
+
+ // GL_SHORT -- normalized
+ AddVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_SNORM, &CopyNativeVertexData<GLshort, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_SNORM, &CopyNativeVertexData<GLshort, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_SNORM, &CopyNativeVertexData<GLshort, 3, 4, INT16_MAX>);
+ AddVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_SNORM, &CopyNativeVertexData<GLshort, 4, 4, 0>);
+
+ // GL_UNSIGNED_SHORT -- un-normalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16_UINT, &CopyNativeVertexData<GLushort, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16G16_UINT, &CopyNativeVertexData<GLushort, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 3, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R16G16B16A16_UINT, &CopyNativeVertexData<GLushort, 3, 4, 1>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16G16B16A16_UINT, &CopyNativeVertexData<GLushort, 4, 4, 0>);
+
+ // GL_UNSIGNED_SHORT -- normalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_UNORM, &CopyNativeVertexData<GLushort, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_UNORM, &CopyNativeVertexData<GLushort, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_UNORM, &CopyNativeVertexData<GLushort, 3, 4, UINT16_MAX>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_UNORM, &CopyNativeVertexData<GLushort, 4, 4, 0>);
+
+ // GL_INT -- un-normalized
+ AddVertexFormatInfo(&map, GL_INT, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32_SINT, &CopyNativeVertexData<GLint, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_INT, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32_SINT, &CopyNativeVertexData<GLint, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_INT, GL_FALSE, 3, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32B32_SINT, &CopyNativeVertexData<GLint, 3, 3, 0>);
+ AddVertexFormatInfo(&map, GL_INT, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32B32A32_SINT, &CopyNativeVertexData<GLint, 4, 4, 0>);
+
+ // GL_INT -- normalized
+ AddVertexFormatInfo(&map, GL_INT, GL_TRUE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32_FLOAT, &CopyTo32FVertexData<GLint, 1, 1, true>);
+ AddVertexFormatInfo(&map, GL_INT, GL_TRUE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &CopyTo32FVertexData<GLint, 2, 2, true>);
+ AddVertexFormatInfo(&map, GL_INT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &CopyTo32FVertexData<GLint, 3, 3, true>);
+ AddVertexFormatInfo(&map, GL_INT, GL_TRUE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &CopyTo32FVertexData<GLint, 4, 4, true>);
+
+ // GL_UNSIGNED_INT -- un-normalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32_UINT, &CopyNativeVertexData<GLuint, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32_UINT, &CopyNativeVertexData<GLuint, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_FALSE, 3, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32B32_UINT, &CopyNativeVertexData<GLuint, 3, 3, 0>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32B32A32_UINT, &CopyNativeVertexData<GLuint, 4, 4, 0>);
+
+ // GL_UNSIGNED_INT -- normalized
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32_FLOAT, &CopyTo32FVertexData<GLuint, 1, 1, true>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32_FLOAT, &CopyTo32FVertexData<GLuint, 2, 2, true>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &CopyTo32FVertexData<GLuint, 3, 3, true>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32A32_FLOAT, &CopyTo32FVertexData<GLuint, 4, 4, true>);
+
+ // GL_FIXED
+ AddVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32_FLOAT, &Copy32FixedTo32FVertexData<1, 1>);
+ AddVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &Copy32FixedTo32FVertexData<2, 2>);
+ AddVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &Copy32FixedTo32FVertexData<3, 3>);
+ AddVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &Copy32FixedTo32FVertexData<4, 4>);
+
+ // GL_HALF_FLOAT
+ AddVertexFormatInfo(&map, GL_HALF_FLOAT, GL_FALSE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_FLOAT, &CopyNativeVertexData<GLhalf, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_HALF_FLOAT, GL_FALSE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_FLOAT, &CopyNativeVertexData<GLhalf, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_HALF_FLOAT, GL_FALSE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_FLOAT, &CopyNativeVertexData<GLhalf, 3, 4, gl::Float16One>);
+ AddVertexFormatInfo(&map, GL_HALF_FLOAT, GL_FALSE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_FLOAT, &CopyNativeVertexData<GLhalf, 4, 4, 0>);
+
+ // GL_FLOAT
+ AddVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32_FLOAT, &CopyNativeVertexData<GLfloat, 1, 1, 0>);
+ AddVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32_FLOAT, &CopyNativeVertexData<GLfloat, 2, 2, 0>);
+ AddVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 3, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32_FLOAT, &CopyNativeVertexData<GLfloat, 3, 3, 0>);
+ AddVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32A32_FLOAT, &CopyNativeVertexData<GLfloat, 4, 4, 0>);
+
+ // GL_INT_2_10_10_10_REV
+ AddVertexFormatInfo(&map, GL_INT_2_10_10_10_REV, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &CopyXYZ10W2ToXYZW32FVertexData<true, false, true>);
+ AddVertexFormatInfo(&map, GL_INT_2_10_10_10_REV, GL_TRUE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &CopyXYZ10W2ToXYZW32FVertexData<true, true, true>);
+
+ // GL_UNSIGNED_INT_2_10_10_10_REV
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT_2_10_10_10_REV, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &CopyXYZ10W2ToXYZW32FVertexData<false, false, true>);
+ AddVertexFormatInfo(&map, GL_UNSIGNED_INT_2_10_10_10_REV, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R10G10B10A2_UNORM, &CopyNativeVertexData<GLuint, 1, 1, 0>);
+
+ //
+ // Integer Formats
+ //
+
+ // GL_BYTE
+ AddIntegerVertexFormatInfo(&map, GL_BYTE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8_SINT, &CopyNativeVertexData<GLbyte, 1, 1, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_BYTE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8_SINT, &CopyNativeVertexData<GLbyte, 2, 2, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_BYTE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_SINT, &CopyNativeVertexData<GLbyte, 3, 4, 1>);
+ AddIntegerVertexFormatInfo(&map, GL_BYTE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8B8A8_SINT, &CopyNativeVertexData<GLbyte, 4, 4, 0>);
+
+ // GL_UNSIGNED_BYTE
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_BYTE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8_UINT, &CopyNativeVertexData<GLubyte, 1, 1, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_BYTE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8_UINT, &CopyNativeVertexData<GLubyte, 2, 2, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_BYTE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_UINT, &CopyNativeVertexData<GLubyte, 3, 4, 1>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_BYTE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8B8A8_UINT, &CopyNativeVertexData<GLubyte, 4, 4, 0>);
+
+ // GL_SHORT
+ AddIntegerVertexFormatInfo(&map, GL_SHORT, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_SINT, &CopyNativeVertexData<GLshort, 1, 1, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_SHORT, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_SINT, &CopyNativeVertexData<GLshort, 2, 2, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_SHORT, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_SINT, &CopyNativeVertexData<GLshort, 3, 4, 1>);
+ AddIntegerVertexFormatInfo(&map, GL_SHORT, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_SINT, &CopyNativeVertexData<GLshort, 4, 4, 0>);
+
+ // GL_UNSIGNED_SHORT
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_SHORT, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_UINT, &CopyNativeVertexData<GLushort, 1, 1, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_SHORT, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_UINT, &CopyNativeVertexData<GLushort, 2, 2, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_SHORT, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_UINT, &CopyNativeVertexData<GLushort, 3, 4, 1>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_SHORT, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_UINT, &CopyNativeVertexData<GLushort, 4, 4, 0>);
+
+ // GL_INT
+ AddIntegerVertexFormatInfo(&map, GL_INT, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32_SINT, &CopyNativeVertexData<GLint, 1, 1, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_INT, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32_SINT, &CopyNativeVertexData<GLint, 2, 2, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_INT, 3, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32_SINT, &CopyNativeVertexData<GLint, 3, 3, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_INT, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32A32_SINT, &CopyNativeVertexData<GLint, 4, 4, 0>);
+
+ // GL_UNSIGNED_INT
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32_SINT, &CopyNativeVertexData<GLuint, 1, 1, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32_SINT, &CopyNativeVertexData<GLuint, 2, 2, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT, 3, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32_SINT, &CopyNativeVertexData<GLuint, 3, 3, 0>);
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32A32_SINT, &CopyNativeVertexData<GLuint, 4, 4, 0>);
+
+ // GL_INT_2_10_10_10_REV
+ AddIntegerVertexFormatInfo(&map, GL_INT_2_10_10_10_REV, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_SINT, &CopyXYZ10W2ToXYZW32FVertexData<true, true, false>);
+
+ // GL_UNSIGNED_INT_2_10_10_10_REV
+ AddIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT_2_10_10_10_REV, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R10G10B10A2_UINT, &CopyNativeVertexData<GLuint, 1, 1, 0>);
+
+ return map;
+}
+
+const VertexFormat &GetVertexFormatInfo(const gl::VertexFormat &vertexFormat, D3D_FEATURE_LEVEL featureLevel)
+{
+ static const D3D11VertexFormatInfoMap vertexFormatMap = BuildD3D11VertexFormatInfoMap();
+ static const D3D11VertexFormatInfoMap vertexFormatMapFL9_3Override = BuildD3D11_FL9_3VertexFormatInfoOverrideMap();
+
+ if (featureLevel == D3D_FEATURE_LEVEL_9_3)
+ {
+ // First see if the format has a special mapping for FL9_3
+ D3D11VertexFormatInfoMap::const_iterator iter = vertexFormatMapFL9_3Override.find(vertexFormat);
+ if (iter != vertexFormatMapFL9_3Override.end())
+ {
+ return iter->second;
+ }
+ }
+
+ D3D11VertexFormatInfoMap::const_iterator iter = vertexFormatMap.find(vertexFormat);
+ if (iter != vertexFormatMap.end())
+ {
+ return iter->second;
+ }
+ else
+ {
+ static const VertexFormat defaultInfo;
+ return defaultInfo;
+ }
+}
+
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/formatutils11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/formatutils11.h
new file mode 100644
index 0000000000..33fe29dc39
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/formatutils11.h
@@ -0,0 +1,93 @@
+//
+// Copyright (c) 2013-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// formatutils11.h: Queries for GL image formats and their translations to D3D11
+// formats.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_FORMATUTILS11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_FORMATUTILS11_H_
+
+#include "libANGLE/renderer/d3d/formatutilsD3D.h"
+#include "libANGLE/angletypes.h"
+
+#include "common/platform.h"
+
+#include <map>
+
+namespace rx
+{
+
+namespace d3d11
+{
+
+typedef std::map<std::pair<GLenum, GLenum>, ColorCopyFunction> FastCopyFunctionMap;
+
+struct DXGIFormat
+{
+ DXGIFormat();
+
+ GLuint pixelBytes;
+ GLuint blockWidth;
+ GLuint blockHeight;
+
+ GLuint redBits;
+ GLuint greenBits;
+ GLuint blueBits;
+ GLuint alphaBits;
+ GLuint sharedBits;
+
+ GLuint depthBits;
+ GLuint depthOffset;
+ GLuint stencilBits;
+ GLuint stencilOffset;
+
+ GLenum internalFormat;
+ GLenum componentType;
+
+ MipGenerationFunction mipGenerationFunction;
+ ColorReadFunction colorReadFunction;
+
+ FastCopyFunctionMap fastCopyFunctions;
+ ColorCopyFunction getFastCopyFunction(GLenum format, GLenum type) const;
+};
+const DXGIFormat &GetDXGIFormatInfo(DXGI_FORMAT format);
+
+struct TextureFormat
+{
+ TextureFormat();
+
+ DXGI_FORMAT texFormat;
+ DXGI_FORMAT srvFormat;
+ DXGI_FORMAT rtvFormat;
+ DXGI_FORMAT dsvFormat;
+ DXGI_FORMAT renderFormat;
+
+ DXGI_FORMAT swizzleTexFormat;
+ DXGI_FORMAT swizzleSRVFormat;
+ DXGI_FORMAT swizzleRTVFormat;
+
+ InitializeTextureDataFunction dataInitializerFunction;
+
+ typedef std::map<GLenum, LoadImageFunction> LoadFunctionMap;
+ LoadFunctionMap loadFunctions;
+};
+const TextureFormat &GetTextureFormatInfo(GLenum internalFormat, D3D_FEATURE_LEVEL featureLevel);
+
+struct VertexFormat
+{
+ VertexFormat();
+
+ VertexConversionType conversionType;
+ DXGI_FORMAT nativeFormat;
+ VertexCopyFunction copyFunction;
+};
+const VertexFormat &GetVertexFormatInfo(const gl::VertexFormat &vertexFormat, D3D_FEATURE_LEVEL featureLevel);
+
+}
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_FORMATUTILS11_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp
new file mode 100644
index 0000000000..63085f497f
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp
@@ -0,0 +1,1378 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// renderer11_utils.cpp: Conversion functions and other utility routines
+// specific to the D3D11 renderer.
+
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+#include "libANGLE/renderer/Workarounds.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/Framebuffer.h"
+
+#include "common/debug.h"
+
+#include <algorithm>
+
+#ifndef D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
+# define D3D_FL9_1_DEFAULT_MAX_ANISOTROPY 2
+#endif
+#ifndef D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT
+# define D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT 1
+#endif
+#ifndef D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT
+# define D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT 4
+#endif
+#ifndef D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT
+# define D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT 65535
+#endif
+#ifndef D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT
+# define D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT 1048575
+#endif
+#ifndef D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION
+# define D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION 512
+#endif
+#ifndef D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION
+# define D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION 4096
+#endif
+#ifndef D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION
+# define D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION 2048
+#endif
+#ifndef D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION
+# define D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION 256
+#endif
+#ifndef D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION
+# define D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION 4096
+#endif
+#ifndef D3D11_REQ_TEXTURECUBE_DIMENSION
+# define D3D11_REQ_TEXTURECUBE_DIMENSION 16384
+#endif
+#ifndef D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION
+# define D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION 2048
+#endif
+#ifndef D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION
+# define D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION 2048
+#endif
+#ifndef D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP
+# define D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP 32
+#endif
+#ifndef D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP
+# define D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP 32
+#endif
+#ifndef D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT
+# define D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT 32
+#endif
+#ifndef D3D11_STANDARD_VERTEX_ELEMENT_COUNT
+# define D3D11_STANDARD_VERTEX_ELEMENT_COUNT 32
+#endif
+#ifndef D3D10_1_SO_BUFFER_SLOT_COUNT
+# define D3D10_1_SO_BUFFER_SLOT_COUNT 4
+#endif
+#ifndef D3D11_SO_BUFFER_SLOT_COUNT
+# define D3D11_SO_BUFFER_SLOT_COUNT 4
+#endif
+#ifndef D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT
+# define D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 14
+#endif
+#ifndef D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT
+# define D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 16
+#endif
+#ifndef D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE
+# define D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE -8
+#endif
+#ifndef D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE
+# define D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE 7
+#endif
+#ifndef D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT
+# define D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT 4096
+#endif
+#ifndef D3D11_PS_INPUT_REGISTER_COUNT
+# define D3D11_PS_INPUT_REGISTER_COUNT 32
+#endif
+#ifndef D3D10_1_VS_OUTPUT_REGISTER_COUNT
+# define D3D10_1_VS_OUTPUT_REGISTER_COUNT 32
+#endif
+#if defined(ANGLE_MINGW32_COMPAT)
+static const IID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 };
+#endif
+
+namespace rx
+{
+
+namespace gl_d3d11
+{
+
+D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha)
+{
+ D3D11_BLEND d3dBlend = D3D11_BLEND_ZERO;
+
+ switch (glBlend)
+ {
+ case GL_ZERO: d3dBlend = D3D11_BLEND_ZERO; break;
+ case GL_ONE: d3dBlend = D3D11_BLEND_ONE; break;
+ case GL_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_SRC_ALPHA : D3D11_BLEND_SRC_COLOR); break;
+ case GL_ONE_MINUS_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC_ALPHA : D3D11_BLEND_INV_SRC_COLOR); break;
+ case GL_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_DEST_COLOR); break;
+ case GL_ONE_MINUS_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_INV_DEST_COLOR); break;
+ case GL_SRC_ALPHA: d3dBlend = D3D11_BLEND_SRC_ALPHA; break;
+ case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3D11_BLEND_INV_SRC_ALPHA; break;
+ case GL_DST_ALPHA: d3dBlend = D3D11_BLEND_DEST_ALPHA; break;
+ case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3D11_BLEND_INV_DEST_ALPHA; break;
+ case GL_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break;
+ case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break;
+ case GL_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break;
+ case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break;
+ case GL_SRC_ALPHA_SATURATE: d3dBlend = D3D11_BLEND_SRC_ALPHA_SAT; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dBlend;
+}
+
+D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp)
+{
+ D3D11_BLEND_OP d3dBlendOp = D3D11_BLEND_OP_ADD;
+
+ switch (glBlendOp)
+ {
+ case GL_FUNC_ADD: d3dBlendOp = D3D11_BLEND_OP_ADD; break;
+ case GL_FUNC_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_SUBTRACT; break;
+ case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_REV_SUBTRACT; break;
+ case GL_MIN: d3dBlendOp = D3D11_BLEND_OP_MIN; break;
+ case GL_MAX: d3dBlendOp = D3D11_BLEND_OP_MAX; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dBlendOp;
+}
+
+UINT8 ConvertColorMask(bool red, bool green, bool blue, bool alpha)
+{
+ UINT8 mask = 0;
+ if (red)
+ {
+ mask |= D3D11_COLOR_WRITE_ENABLE_RED;
+ }
+ if (green)
+ {
+ mask |= D3D11_COLOR_WRITE_ENABLE_GREEN;
+ }
+ if (blue)
+ {
+ mask |= D3D11_COLOR_WRITE_ENABLE_BLUE;
+ }
+ if (alpha)
+ {
+ mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
+ }
+ return mask;
+}
+
+D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode)
+{
+ D3D11_CULL_MODE cull = D3D11_CULL_NONE;
+
+ if (cullEnabled)
+ {
+ switch (cullMode)
+ {
+ case GL_FRONT: cull = D3D11_CULL_FRONT; break;
+ case GL_BACK: cull = D3D11_CULL_BACK; break;
+ case GL_FRONT_AND_BACK: cull = D3D11_CULL_NONE; break;
+ default: UNREACHABLE();
+ }
+ }
+ else
+ {
+ cull = D3D11_CULL_NONE;
+ }
+
+ return cull;
+}
+
+D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison)
+{
+ D3D11_COMPARISON_FUNC d3dComp = D3D11_COMPARISON_NEVER;
+ switch (comparison)
+ {
+ case GL_NEVER: d3dComp = D3D11_COMPARISON_NEVER; break;
+ case GL_ALWAYS: d3dComp = D3D11_COMPARISON_ALWAYS; break;
+ case GL_LESS: d3dComp = D3D11_COMPARISON_LESS; break;
+ case GL_LEQUAL: d3dComp = D3D11_COMPARISON_LESS_EQUAL; break;
+ case GL_EQUAL: d3dComp = D3D11_COMPARISON_EQUAL; break;
+ case GL_GREATER: d3dComp = D3D11_COMPARISON_GREATER; break;
+ case GL_GEQUAL: d3dComp = D3D11_COMPARISON_GREATER_EQUAL; break;
+ case GL_NOTEQUAL: d3dComp = D3D11_COMPARISON_NOT_EQUAL; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dComp;
+}
+
+D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled)
+{
+ return depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
+}
+
+UINT8 ConvertStencilMask(GLuint stencilmask)
+{
+ return static_cast<UINT8>(stencilmask);
+}
+
+D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp)
+{
+ D3D11_STENCIL_OP d3dStencilOp = D3D11_STENCIL_OP_KEEP;
+
+ switch (stencilOp)
+ {
+ case GL_ZERO: d3dStencilOp = D3D11_STENCIL_OP_ZERO; break;
+ case GL_KEEP: d3dStencilOp = D3D11_STENCIL_OP_KEEP; break;
+ case GL_REPLACE: d3dStencilOp = D3D11_STENCIL_OP_REPLACE; break;
+ case GL_INCR: d3dStencilOp = D3D11_STENCIL_OP_INCR_SAT; break;
+ case GL_DECR: d3dStencilOp = D3D11_STENCIL_OP_DECR_SAT; break;
+ case GL_INVERT: d3dStencilOp = D3D11_STENCIL_OP_INVERT; break;
+ case GL_INCR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_INCR; break;
+ case GL_DECR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_DECR; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dStencilOp;
+}
+
+D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode)
+{
+ bool comparison = comparisonMode != GL_NONE;
+
+ if (maxAnisotropy > 1.0f)
+ {
+ return D3D11_ENCODE_ANISOTROPIC_FILTER(static_cast<D3D11_COMPARISON_FUNC>(comparison));
+ }
+ else
+ {
+ D3D11_FILTER_TYPE dxMin = D3D11_FILTER_TYPE_POINT;
+ D3D11_FILTER_TYPE dxMip = D3D11_FILTER_TYPE_POINT;
+ switch (minFilter)
+ {
+ case GL_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_POINT; break;
+ case GL_LINEAR: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT; break;
+ case GL_NEAREST_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_POINT; break;
+ case GL_LINEAR_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT; break;
+ case GL_NEAREST_MIPMAP_LINEAR: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_LINEAR; break;
+ case GL_LINEAR_MIPMAP_LINEAR: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_LINEAR; break;
+ default: UNREACHABLE();
+ }
+
+ D3D11_FILTER_TYPE dxMag = D3D11_FILTER_TYPE_POINT;
+ switch (magFilter)
+ {
+ case GL_NEAREST: dxMag = D3D11_FILTER_TYPE_POINT; break;
+ case GL_LINEAR: dxMag = D3D11_FILTER_TYPE_LINEAR; break;
+ default: UNREACHABLE();
+ }
+
+ return D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip, static_cast<D3D11_COMPARISON_FUNC>(comparison));
+ }
+}
+
+D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap)
+{
+ switch (wrap)
+ {
+ case GL_REPEAT: return D3D11_TEXTURE_ADDRESS_WRAP;
+ case GL_CLAMP_TO_EDGE: return D3D11_TEXTURE_ADDRESS_CLAMP;
+ case GL_MIRRORED_REPEAT: return D3D11_TEXTURE_ADDRESS_MIRROR;
+ default: UNREACHABLE();
+ }
+
+ return D3D11_TEXTURE_ADDRESS_WRAP;
+}
+
+D3D11_QUERY ConvertQueryType(GLenum queryType)
+{
+ switch (queryType)
+ {
+ case GL_ANY_SAMPLES_PASSED_EXT:
+ case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: return D3D11_QUERY_OCCLUSION;
+ case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: return D3D11_QUERY_SO_STATISTICS;
+ default: UNREACHABLE(); return D3D11_QUERY_EVENT;
+ }
+}
+
+}
+
+
+namespace d3d11_gl
+{
+
+GLint GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return 3;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 2;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static gl::TextureCaps GenerateTextureFormatCaps(GLint maxClientVersion, GLenum internalFormat, ID3D11Device *device)
+{
+ gl::TextureCaps textureCaps;
+
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat, device->GetFeatureLevel());
+
+ UINT formatSupport;
+ if (SUCCEEDED(device->CheckFormatSupport(formatInfo.texFormat, &formatSupport)))
+ {
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat);
+ if (internalFormatInfo.depthBits > 0 || internalFormatInfo.stencilBits > 0)
+ {
+ textureCaps.texturable = ((formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0);
+ }
+ else
+ {
+ UINT formatSupportMask = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
+ if (maxClientVersion > 2)
+ {
+ formatSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURE3D;
+ }
+ textureCaps.texturable = ((formatSupport & formatSupportMask) == formatSupportMask);
+ }
+ }
+
+ if (SUCCEEDED(device->CheckFormatSupport(formatInfo.renderFormat, &formatSupport)) &&
+ ((formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET) != 0))
+ {
+ for (size_t sampleCount = 1; sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; sampleCount++)
+ {
+ UINT qualityCount = 0;
+ if (SUCCEEDED(device->CheckMultisampleQualityLevels(formatInfo.renderFormat, sampleCount, &qualityCount)) &&
+ qualityCount > 0)
+ {
+ textureCaps.sampleCounts.insert(sampleCount);
+ }
+ }
+ }
+
+ textureCaps.filterable = SUCCEEDED(device->CheckFormatSupport(formatInfo.srvFormat, &formatSupport)) &&
+ ((formatSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE)) != 0;
+ textureCaps.renderable = (SUCCEEDED(device->CheckFormatSupport(formatInfo.rtvFormat, &formatSupport)) &&
+ ((formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) != 0) ||
+ (SUCCEEDED(device->CheckFormatSupport(formatInfo.dsvFormat, &formatSupport)) &&
+ ((formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL) != 0));
+
+ return textureCaps;
+}
+
+static bool GetNPOTTextureSupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return true;
+
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return false;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static float GetMaximumAnisotropy(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_MAX_MAXANISOTROPY;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_MAX_MAXANISOTROPY;
+
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2: return 16;
+
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_DEFAULT_MAX_ANISOTROPY;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static bool GetOcclusionQuerySupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return true;
+
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateQuery
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2: return true;
+ case D3D_FEATURE_LEVEL_9_1: return false;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static bool GetEventQuerySupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateQuery
+
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return true;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static bool GetInstancingSupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateInputLayout
+
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return true;
+
+ // Feature Level 9_3 supports instancing, but slot 0 in the input layout must not be instanced.
+ // D3D9 has a similar restriction, where stream 0 must not be instanced.
+ // This restriction can be worked around by remapping any non-instanced slot to slot 0.
+ // This works because HLSL uses shader semantics to match the vertex inputs to the elements in the input layout, rather than the slots.
+ // Note that we only support instancing via ANGLE_instanced_array on 9_3, since 9_3 doesn't support OpenGL ES 3.0
+ case D3D_FEATURE_LEVEL_9_3: return true;
+
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return false;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static bool GetFramebufferMultisampleSupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return true;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return false;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static bool GetFramebufferBlitSupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return true;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return false;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static bool GetDerivativeInstructionSupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ // http://msdn.microsoft.com/en-us/library/windows/desktop/bb509588.aspx states that shader model
+ // ps_2_x is required for the ddx (and other derivative functions).
+
+ // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx states that feature level
+ // 9.3 supports shader model ps_2_x.
+
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ case D3D_FEATURE_LEVEL_9_3: return true;
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return false;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static bool GetShaderTextureLODSupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return true;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return false;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static size_t GetMaximumSimultaneousRenderTargets(D3D_FEATURE_LEVEL featureLevel)
+{
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateInputLayout
+
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT;
+
+ case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT;
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximum2DTextureSize(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+
+ case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumCubeMapTextureSize(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURECUBE_DIMENSION;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURECUBE_DIMENSION;
+
+ case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION;
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximum2DTextureArraySize(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximum3DTextureSize(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumViewportSize(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_VIEWPORT_BOUNDS_MAX;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_VIEWPORT_BOUNDS_MAX;
+
+ // No constants for D3D11 Feature Level 9 viewport size limits, use the maximum texture sizes
+ case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumDrawIndexedIndexCount(D3D_FEATURE_LEVEL featureLevel)
+{
+ // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since that's what's
+ // returned from glGetInteger
+ static_assert(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value.");
+ static_assert(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value.");
+
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return std::numeric_limits<GLint>::max();
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2: return D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT;
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumDrawVertexCount(D3D_FEATURE_LEVEL featureLevel)
+{
+ // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since that's what's
+ // returned from glGetInteger
+ static_assert(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value.");
+ static_assert(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value.");
+
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return std::numeric_limits<GLint>::max();
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2: return D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT;
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumVertexInputSlots(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_STANDARD_VERTEX_ELEMENT_COUNT;
+
+ case D3D_FEATURE_LEVEL_10_1: return D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT;
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_STANDARD_VERTEX_ELEMENT_COUNT;
+
+ // From http://http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx "Max Input Slots"
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 16;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel)
+{
+ // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return 1024; // D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
+
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx ID3D11DeviceContext::VSSetConstantBuffers
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 255;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetReservedVertexUniformBuffers()
+{
+ // Reserve one buffer for the application uniforms, and one for driver uniforms
+ return 2;
+}
+
+static size_t GetMaximumVertexUniformBlocks(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedVertexUniformBuffers();
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedVertexUniformBuffers();
+
+ // Uniform blocks not supported on D3D11 Feature Level 9
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetReservedVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel)
+{
+ // According to The OpenGL ES Shading Language specifications
+ // (Language Version 1.00 section 10.16, Language Version 3.10 section 12.21)
+ // built-in special variables (e.g. gl_FragCoord, or gl_PointCoord)
+ // which are statically used in the shader should be included in the variable packing algorithm.
+ // Therefore, we should not reserve output vectors for them.
+
+ switch (featureLevel)
+ {
+ // We must reserve one output vector for dx_Position.
+ // We also reserve one for gl_Position, which we unconditionally output on Feature Levels 10_0+,
+ // even if it's unused in the shader (e.g. for transform feedback). TODO: This could be improved.
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return 2;
+
+ // Just reserve dx_Position on Feature Level 9, since we don't ever need to output gl_Position.
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 1;
+
+ default: UNREACHABLE(); return 0;
+ }
+
+ return 1;
+}
+
+static size_t GetMaximumVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel)
+{
+ static_assert(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT, "Unexpected D3D11 constant value.");
+
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
+
+ case D3D_FEATURE_LEVEL_10_1: return D3D10_1_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
+
+ // Use Shader Model 2.X limits
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 8 - GetReservedVertexOutputVectors(featureLevel);
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumVertexTextureUnits(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT;
+
+ // Vertex textures not supported on D3D11 Feature Level 9 according to
+ // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx
+ // ID3D11DeviceContext::VSSetSamplers and ID3D11DeviceContext::VSSetShaderResources
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumPixelUniformVectors(D3D_FEATURE_LEVEL featureLevel)
+{
+ // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return 1024; // D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
+
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx ID3D11DeviceContext::PSSetConstantBuffers
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 32;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetReservedPixelUniformBuffers()
+{
+ // Reserve one buffer for the application uniforms, and one for driver uniforms
+ return 2;
+}
+
+static size_t GetMaximumPixelUniformBlocks(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedPixelUniformBuffers();
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedPixelUniformBuffers();
+
+ // Uniform blocks not supported on D3D11 Feature Level 9
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumPixelInputVectors(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
+
+ // Use Shader Model 2.X limits
+ case D3D_FEATURE_LEVEL_9_3: return 8 - GetReservedVertexOutputVectors(featureLevel);
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 8 - GetReservedVertexOutputVectors(featureLevel);
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumPixelTextureUnits(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT;
+
+ // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx ID3D11DeviceContext::PSSetShaderResources
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 16;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static int GetMinimumTexelOffset(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE;
+
+ // Sampling functions with offsets are not available below shader model 4.0.
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static int GetMaximumTexelOffset(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE;
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE;
+
+ // Sampling functions with offsets are not available below shader model 4.0.
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumConstantBufferSize(D3D_FEATURE_LEVEL featureLevel)
+{
+ // Returns a size_t despite the limit being a GLuint64 because size_t is the maximum size of
+ // any buffer that could be allocated.
+
+ const size_t bytesPerComponent = 4 * sizeof(float);
+
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
+
+ // Limits from http://msdn.microsoft.com/en-us/library/windows/desktop/ff476501.aspx remarks section
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 4096 * bytesPerComponent;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumStreamOutputBuffers(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_SO_BUFFER_SLOT_COUNT;
+
+ case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SO_BUFFER_SLOT_COUNT;
+ case D3D_FEATURE_LEVEL_10_0: return D3D10_SO_BUFFER_SLOT_COUNT;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumStreamOutputInterleavedComponents(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0:
+
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return GetMaximumVertexOutputVectors(featureLevel) * 4;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+static size_t GetMaximumStreamOutputSeparateComponents(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+#if defined(ANGLE_ENABLE_D3D11_1)
+ case D3D_FEATURE_LEVEL_11_1:
+#endif
+ case D3D_FEATURE_LEVEL_11_0: return GetMaximumStreamOutputInterleavedComponents(featureLevel) /
+ GetMaximumStreamOutputBuffers(featureLevel);
+
+
+ // D3D 10 and 10.1 only allow one output per output slot if an output slot other than zero is used.
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return 4;
+
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
+
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions)
+{
+ D3D_FEATURE_LEVEL featureLevel = device->GetFeatureLevel();
+
+ GLuint maxSamples = 0;
+ const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats();
+ for (gl::FormatSet::const_iterator internalFormat = allFormats.begin(); internalFormat != allFormats.end(); ++internalFormat)
+ {
+ gl::TextureCaps textureCaps = GenerateTextureFormatCaps(GetMaximumClientVersion(featureLevel), *internalFormat, device);
+ textureCapsMap->insert(*internalFormat, textureCaps);
+
+ maxSamples = std::max(maxSamples, textureCaps.getMaxSamples());
+
+ if (gl::GetInternalFormatInfo(*internalFormat).compressed)
+ {
+ caps->compressedTextureFormats.push_back(*internalFormat);
+ }
+ }
+
+ // GL core feature limits
+ caps->maxElementIndex = static_cast<GLint64>(std::numeric_limits<unsigned int>::max());
+ caps->max3DTextureSize = GetMaximum3DTextureSize(featureLevel);
+ caps->max2DTextureSize = GetMaximum2DTextureSize(featureLevel);
+ caps->maxCubeMapTextureSize = GetMaximumCubeMapTextureSize(featureLevel);
+ caps->maxArrayTextureLayers = GetMaximum2DTextureArraySize(featureLevel);
+
+ // Unimplemented, set to minimum required
+ caps->maxLODBias = 2.0f;
+
+ // No specific limits on render target size, maximum 2D texture size is equivalent
+ caps->maxRenderbufferSize = caps->max2DTextureSize;
+
+ // Maximum draw buffers and color attachments are the same, max color attachments could eventually be
+ // increased to 16
+ caps->maxDrawBuffers = GetMaximumSimultaneousRenderTargets(featureLevel);
+ caps->maxColorAttachments = GetMaximumSimultaneousRenderTargets(featureLevel);
+
+ // D3D11 has the same limit for viewport width and height
+ caps->maxViewportWidth = GetMaximumViewportSize(featureLevel);
+ caps->maxViewportHeight = caps->maxViewportWidth;
+
+ // Choose a reasonable maximum, enforced in the shader.
+ caps->minAliasedPointSize = 1.0f;
+ caps->maxAliasedPointSize = 1024.0f;
+
+ // Wide lines not supported
+ caps->minAliasedLineWidth = 1.0f;
+ caps->maxAliasedLineWidth = 1.0f;
+
+ // Primitive count limits
+ caps->maxElementsIndices = GetMaximumDrawIndexedIndexCount(featureLevel);
+ caps->maxElementsVertices = GetMaximumDrawVertexCount(featureLevel);
+
+ // Program and shader binary formats (no supported shader binary formats)
+ caps->programBinaryFormats.push_back(GL_PROGRAM_BINARY_ANGLE);
+
+ caps->vertexHighpFloat.setIEEEFloat();
+ caps->vertexMediumpFloat.setIEEEFloat();
+ caps->vertexLowpFloat.setIEEEFloat();
+ caps->fragmentHighpFloat.setIEEEFloat();
+ caps->fragmentMediumpFloat.setIEEEFloat();
+ caps->fragmentLowpFloat.setIEEEFloat();
+
+ // 32-bit integers are natively supported
+ caps->vertexHighpInt.setTwosComplementInt(32);
+ caps->vertexMediumpInt.setTwosComplementInt(32);
+ caps->vertexLowpInt.setTwosComplementInt(32);
+ caps->fragmentHighpInt.setTwosComplementInt(32);
+ caps->fragmentMediumpInt.setTwosComplementInt(32);
+ caps->fragmentLowpInt.setTwosComplementInt(32);
+
+ // We do not wait for server fence objects internally, so report a max timeout of zero.
+ caps->maxServerWaitTimeout = 0;
+
+ // Vertex shader limits
+ caps->maxVertexAttributes = GetMaximumVertexInputSlots(featureLevel);
+ caps->maxVertexUniformComponents = GetMaximumVertexUniformVectors(featureLevel) * 4;
+ caps->maxVertexUniformVectors = GetMaximumVertexUniformVectors(featureLevel);
+ caps->maxVertexUniformBlocks = GetMaximumVertexUniformBlocks(featureLevel);
+ caps->maxVertexOutputComponents = GetMaximumVertexOutputVectors(featureLevel) * 4;
+ caps->maxVertexTextureImageUnits = GetMaximumVertexTextureUnits(featureLevel);
+
+ // Fragment shader limits
+ caps->maxFragmentUniformComponents = GetMaximumPixelUniformVectors(featureLevel) * 4;
+ caps->maxFragmentUniformVectors = GetMaximumPixelUniformVectors(featureLevel);
+ caps->maxFragmentUniformBlocks = GetMaximumPixelUniformBlocks(featureLevel);
+ caps->maxFragmentInputComponents = GetMaximumPixelInputVectors(featureLevel) * 4;
+ caps->maxTextureImageUnits = GetMaximumPixelTextureUnits(featureLevel);
+ caps->minProgramTexelOffset = GetMinimumTexelOffset(featureLevel);
+ caps->maxProgramTexelOffset = GetMaximumTexelOffset(featureLevel);
+
+ // Aggregate shader limits
+ caps->maxUniformBufferBindings = caps->maxVertexUniformBlocks + caps->maxFragmentUniformBlocks;
+ caps->maxUniformBlockSize = GetMaximumConstantBufferSize(featureLevel);
+
+ // Setting a large alignment forces uniform buffers to bind with zero offset
+ caps->uniformBufferOffsetAlignment = static_cast<GLuint>(std::numeric_limits<GLint>::max());
+#if defined(ANGLE_ENABLE_D3D11_1)
+ ID3D11DeviceContext1 *deviceContext1 = d3d11::DynamicCastComObject<ID3D11DeviceContext1>(deviceContext);
+
+ if (deviceContext1)
+ {
+ D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options;
+ device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
+
+ if (d3d11Options.ConstantBufferOffsetting)
+ {
+ // With DirectX 11.1, constant buffer offset and size must be a multiple of 16 constants of 16 bytes each.
+ // https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649%28v=vs.85%29.aspx
+ caps->uniformBufferOffsetAlignment = 256;
+ }
+
+ SafeRelease(deviceContext1);
+ }
+#endif
+
+ caps->maxCombinedUniformBlocks = caps->maxVertexUniformBlocks + caps->maxFragmentUniformBlocks;
+ caps->maxCombinedVertexUniformComponents = (static_cast<GLint64>(caps->maxVertexUniformBlocks) * static_cast<GLint64>(caps->maxUniformBlockSize / 4)) +
+ static_cast<GLint64>(caps->maxVertexUniformComponents);
+ caps->maxCombinedFragmentUniformComponents = (static_cast<GLint64>(caps->maxFragmentUniformBlocks) * static_cast<GLint64>(caps->maxUniformBlockSize / 4)) +
+ static_cast<GLint64>(caps->maxFragmentUniformComponents);
+ caps->maxVaryingComponents = GetMaximumVertexOutputVectors(featureLevel) * 4;
+ caps->maxVaryingVectors = GetMaximumVertexOutputVectors(featureLevel);
+ caps->maxCombinedTextureImageUnits = caps->maxVertexTextureImageUnits + caps->maxTextureImageUnits;
+
+ // Transform feedback limits
+ caps->maxTransformFeedbackInterleavedComponents = GetMaximumStreamOutputInterleavedComponents(featureLevel);
+ caps->maxTransformFeedbackSeparateAttributes = GetMaximumStreamOutputBuffers(featureLevel);
+ caps->maxTransformFeedbackSeparateComponents = GetMaximumStreamOutputSeparateComponents(featureLevel);
+
+ // GL extension support
+ extensions->setTextureExtensionSupport(*textureCapsMap);
+ extensions->elementIndexUint = true;
+ extensions->packedDepthStencil = true;
+ extensions->getProgramBinary = true;
+ extensions->rgb8rgba8 = true;
+ extensions->readFormatBGRA = true;
+ extensions->pixelBufferObject = true;
+ extensions->mapBuffer = true;
+ extensions->mapBufferRange = true;
+ extensions->textureNPOT = GetNPOTTextureSupport(featureLevel);
+ extensions->drawBuffers = GetMaximumSimultaneousRenderTargets(featureLevel) > 1;
+ extensions->textureStorage = true;
+ extensions->textureFilterAnisotropic = true;
+ extensions->maxTextureAnisotropy = GetMaximumAnisotropy(featureLevel);
+ extensions->occlusionQueryBoolean = GetOcclusionQuerySupport(featureLevel);
+ extensions->fence = GetEventQuerySupport(featureLevel);
+ extensions->timerQuery = false; // Unimplemented
+ extensions->robustness = true;
+ extensions->blendMinMax = true;
+ extensions->framebufferBlit = GetFramebufferBlitSupport(featureLevel);
+ extensions->framebufferMultisample = GetFramebufferMultisampleSupport(featureLevel);
+ extensions->maxSamples = maxSamples;
+ extensions->instancedArrays = GetInstancingSupport(featureLevel);
+ extensions->packReverseRowOrder = true;
+ extensions->standardDerivatives = GetDerivativeInstructionSupport(featureLevel);
+ extensions->shaderTextureLOD = GetShaderTextureLODSupport(featureLevel);
+ extensions->fragDepth = true;
+ extensions->textureUsage = true; // This could be false since it has no effect in D3D11
+ extensions->translatedShaderSource = true;
+}
+
+}
+
+namespace d3d11
+{
+
+void MakeValidSize(bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset)
+{
+ const DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format);
+
+ int upsampleCount = 0;
+ // Don't expand the size of full textures that are at least (blockWidth x blockHeight) already.
+ if (isImage || *requestWidth < static_cast<GLsizei>(dxgiFormatInfo.blockWidth) ||
+ *requestHeight < static_cast<GLsizei>(dxgiFormatInfo.blockHeight))
+ {
+ while (*requestWidth % dxgiFormatInfo.blockWidth != 0 || *requestHeight % dxgiFormatInfo.blockHeight != 0)
+ {
+ *requestWidth <<= 1;
+ *requestHeight <<= 1;
+ upsampleCount++;
+ }
+ }
+ *levelOffset = upsampleCount;
+}
+
+void GenerateInitialTextureData(GLint internalFormat, D3D_FEATURE_LEVEL featureLevel, GLuint width, GLuint height, GLuint depth,
+ GLuint mipLevels, std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData,
+ std::vector< std::vector<BYTE> > *outData)
+{
+ const d3d11::TextureFormat &d3dFormatInfo = d3d11::GetTextureFormatInfo(internalFormat, featureLevel);
+ ASSERT(d3dFormatInfo.dataInitializerFunction != NULL);
+
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3dFormatInfo.texFormat);
+
+ outSubresourceData->resize(mipLevels);
+ outData->resize(mipLevels);
+
+ for (unsigned int i = 0; i < mipLevels; i++)
+ {
+ unsigned int mipWidth = std::max(width >> i, 1U);
+ unsigned int mipHeight = std::max(height >> i, 1U);
+ unsigned int mipDepth = std::max(depth >> i, 1U);
+
+ unsigned int rowWidth = dxgiFormatInfo.pixelBytes * mipWidth;
+ unsigned int imageSize = rowWidth * height;
+
+ outData->at(i).resize(rowWidth * mipHeight * mipDepth);
+ d3dFormatInfo.dataInitializerFunction(mipWidth, mipHeight, mipDepth, outData->at(i).data(), rowWidth, imageSize);
+
+ outSubresourceData->at(i).pSysMem = outData->at(i).data();
+ outSubresourceData->at(i).SysMemPitch = rowWidth;
+ outSubresourceData->at(i).SysMemSlicePitch = imageSize;
+ }
+}
+
+void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v)
+{
+ vertex->x = x;
+ vertex->y = y;
+ vertex->u = u;
+ vertex->v = v;
+}
+
+void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y,
+ unsigned int layer, float u, float v, float s)
+{
+ vertex->x = x;
+ vertex->y = y;
+ vertex->l = layer;
+ vertex->u = u;
+ vertex->v = v;
+ vertex->s = s;
+}
+
+HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name)
+{
+#if defined(_DEBUG)
+ return resource->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name);
+#else
+ return S_OK;
+#endif
+}
+
+gl::Error GetAttachmentRenderTarget(const gl::FramebufferAttachment *attachment, RenderTarget11 **outRT)
+{
+ RenderTargetD3D *renderTarget = NULL;
+ gl::Error error = rx::GetAttachmentRenderTarget(attachment, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ *outRT = RenderTarget11::makeRenderTarget11(renderTarget);
+ return gl::Error(GL_NO_ERROR);
+}
+
+Workarounds GenerateWorkarounds(D3D_FEATURE_LEVEL featureLevel)
+{
+ Workarounds workarounds;
+ workarounds.mrtPerfWorkaround = true;
+ workarounds.setDataFasterThanImageUpload = true;
+ workarounds.zeroMaxLodWorkaround = (featureLevel <= D3D_FEATURE_LEVEL_9_3);
+ workarounds.useInstancedPointSpriteEmulation = (featureLevel <= D3D_FEATURE_LEVEL_9_3);
+ return workarounds;
+}
+
+}
+
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h
new file mode 100644
index 0000000000..207e6b5404
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h
@@ -0,0 +1,190 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// renderer11_utils.h: Conversion functions and other utility routines
+// specific to the D3D11 renderer.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
+
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Caps.h"
+#include "libANGLE/Error.h"
+
+#include <vector>
+
+namespace gl
+{
+class FramebufferAttachment;
+}
+
+namespace rx
+{
+class RenderTarget11;
+struct Workarounds;
+
+namespace gl_d3d11
+{
+
+D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha);
+D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp);
+UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha);
+
+D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode);
+
+D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison);
+D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled);
+UINT8 ConvertStencilMask(GLuint stencilmask);
+D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp);
+
+D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode);
+D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap);
+
+D3D11_QUERY ConvertQueryType(GLenum queryType);
+
+}
+
+namespace d3d11_gl
+{
+
+GLint GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel);
+void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions);
+
+}
+
+namespace d3d11
+{
+
+void MakeValidSize(bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset);
+
+void GenerateInitialTextureData(GLint internalFormat, D3D_FEATURE_LEVEL featureLevel, GLuint width, GLuint height, GLuint depth,
+ GLuint mipLevels, std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData,
+ std::vector< std::vector<BYTE> > *outData);
+
+struct PositionTexCoordVertex
+{
+ float x, y;
+ float u, v;
+};
+void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v);
+
+struct PositionLayerTexCoord3DVertex
+{
+ float x, y;
+ unsigned int l;
+ float u, v, s;
+};
+void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y,
+ unsigned int layer, float u, float v, float s);
+
+template <typename T>
+struct PositionDepthColorVertex
+{
+ float x, y, z;
+ T r, g, b, a;
+};
+
+template <typename T>
+void SetPositionDepthColorVertex(PositionDepthColorVertex<T>* vertex, float x, float y, float z,
+ const gl::Color<T> &color)
+{
+ vertex->x = x;
+ vertex->y = y;
+ vertex->z = z;
+ vertex->r = color.red;
+ vertex->g = color.green;
+ vertex->b = color.blue;
+ vertex->a = color.alpha;
+}
+
+HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name);
+
+template <typename outType>
+outType* DynamicCastComObject(IUnknown* object)
+{
+ outType *outObject = NULL;
+ HRESULT result = object->QueryInterface(__uuidof(outType), reinterpret_cast<void**>(&outObject));
+ if (SUCCEEDED(result))
+ {
+ return outObject;
+ }
+ else
+ {
+ SafeRelease(outObject);
+ return NULL;
+ }
+}
+
+inline bool isDeviceLostError(HRESULT errorCode)
+{
+ switch (errorCode)
+ {
+ case DXGI_ERROR_DEVICE_HUNG:
+ case DXGI_ERROR_DEVICE_REMOVED:
+ case DXGI_ERROR_DEVICE_RESET:
+ case DXGI_ERROR_DRIVER_INTERNAL_ERROR:
+ case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE:
+ return true;
+ default:
+ return false;
+ }
+}
+
+template <unsigned int N>
+inline ID3D11VertexShader *CompileVS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name)
+{
+ ID3D11VertexShader *vs = NULL;
+ HRESULT result = device->CreateVertexShader(byteCode, N, NULL, &vs);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ SetDebugName(vs, name);
+ return vs;
+}
+
+template <unsigned int N>
+inline ID3D11GeometryShader *CompileGS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name)
+{
+ ID3D11GeometryShader *gs = NULL;
+ HRESULT result = device->CreateGeometryShader(byteCode, N, NULL, &gs);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ SetDebugName(gs, name);
+ return gs;
+}
+
+template <unsigned int N>
+inline ID3D11PixelShader *CompilePS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name)
+{
+ ID3D11PixelShader *ps = NULL;
+ HRESULT result = device->CreatePixelShader(byteCode, N, NULL, &ps);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ SetDebugName(ps, name);
+ return ps;
+}
+
+// Copy data to small D3D11 buffers, such as for small constant buffers, which use one struct to
+// represent an entire buffer.
+template <class T>
+inline void SetBufferData(ID3D11DeviceContext *context, ID3D11Buffer *constantBuffer, const T &value)
+{
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ context->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+
+ memcpy(mappedResource.pData, &value, sizeof(T));
+
+ context->Unmap(constantBuffer, 0);
+}
+
+gl::Error GetAttachmentRenderTarget(const gl::FramebufferAttachment *attachment, RenderTarget11 **outRT);
+
+Workarounds GenerateWorkarounds(D3D_FEATURE_LEVEL featureLevel);
+
+}
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl
new file mode 100644
index 0000000000..c43734f6a3
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl
@@ -0,0 +1,77 @@
+Buffer<float4> Buffer4F : register(t0);
+Buffer<int4> Buffer4I : register(t0);
+Buffer<uint4> Buffer4UI : register(t0);
+
+struct VS_OUTPUT
+{
+ float4 position : SV_Position;
+ uint index : TEXCOORD0;
+ uint slice : LAYER;
+};
+
+struct GS_OUTPUT
+{
+ float4 position : SV_Position;
+ uint index : TEXCOORD0;
+ uint slice : SV_RenderTargetArrayIndex;
+};
+
+cbuffer BufferCopyParams : register(b0)
+{
+ uint FirstPixelOffset;
+ uint PixelsPerRow;
+ uint RowStride;
+ uint RowsPerSlice;
+ float2 PositionOffset;
+ float2 PositionScale;
+ int2 TexLocationOffset;
+ int2 TexLocationScale;
+ uint FirstSlice;
+}
+
+void ComputePositionAndIndex(uint vertexID, out VS_OUTPUT outVertex)
+{
+ uint PixelsPerSlice = PixelsPerRow * RowsPerSlice;
+ uint SliceStride = RowStride * RowsPerSlice;
+
+ uint slice = vertexID / PixelsPerSlice;
+ uint sliceOffset = slice * PixelsPerSlice;
+ uint row = (vertexID - sliceOffset) / PixelsPerRow;
+ uint col = vertexID - sliceOffset - (row * PixelsPerRow);
+
+ float2 coords = float2(float(col), float(row));
+
+ outVertex.position = float4(PositionOffset + PositionScale * coords, 0.0f, 1.0f);
+ outVertex.index = FirstPixelOffset + slice * SliceStride + row * RowStride + col;
+ outVertex.slice = FirstSlice + slice;
+}
+
+void VS_BufferToTexture(in uint vertexID : SV_VertexID, out VS_OUTPUT outVertex)
+{
+ ComputePositionAndIndex(vertexID, outVertex);
+}
+
+[maxvertexcount(1)]
+void GS_BufferToTexture(point VS_OUTPUT inVertex[1], inout PointStream<GS_OUTPUT> outStream)
+{
+ GS_OUTPUT outVertex;
+ outVertex.position = inVertex[0].position;
+ outVertex.index = inVertex[0].index;
+ outVertex.slice = inVertex[0].slice;
+ outStream.Append(outVertex);
+}
+
+float4 PS_BufferToTexture_4F(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
+{
+ return Buffer4F.Load(inIndex);
+}
+
+int4 PS_BufferToTexture_4I(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
+{
+ return Buffer4I.Load(inIndex);
+}
+
+uint4 PS_BufferToTexture_4UI(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
+{
+ return Buffer4UI.Load(inIndex);
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl
new file mode 100644
index 0000000000..2b3e1ebe4c
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Clear11.hlsl
@@ -0,0 +1,119 @@
+// Assume we are in SM4+, which has 8 color outputs
+
+void VS_ClearFloat( in float3 inPosition : POSITION, in float4 inColor : COLOR,
+ out float4 outPosition : SV_POSITION, out float4 outColor : COLOR)
+{
+ outPosition = float4(inPosition, 1.0f);
+ outColor = inColor;
+}
+
+struct PS_OutputFloat
+{
+ float4 color0 : SV_TARGET0;
+ float4 color1 : SV_TARGET1;
+ float4 color2 : SV_TARGET2;
+ float4 color3 : SV_TARGET3;
+ float4 color4 : SV_TARGET4;
+ float4 color5 : SV_TARGET5;
+ float4 color6 : SV_TARGET6;
+ float4 color7 : SV_TARGET7;
+};
+
+PS_OutputFloat PS_ClearFloat(in float4 inPosition : SV_POSITION, in float4 inColor : COLOR)
+{
+ PS_OutputFloat outColor;
+ outColor.color0 = inColor;
+ outColor.color1 = inColor;
+ outColor.color2 = inColor;
+ outColor.color3 = inColor;
+ outColor.color4 = inColor;
+ outColor.color5 = inColor;
+ outColor.color6 = inColor;
+ outColor.color7 = inColor;
+ return outColor;
+}
+
+struct PS_OutputFloat_FL9
+{
+ float4 color0 : SV_TARGET0;
+ float4 color1 : SV_TARGET1;
+ float4 color2 : SV_TARGET2;
+ float4 color3 : SV_TARGET3;
+};
+
+PS_OutputFloat_FL9 PS_ClearFloat_FL9(in float4 inPosition : SV_POSITION, in float4 inColor : COLOR)
+{
+ PS_OutputFloat_FL9 outColor;
+ outColor.color0 = inColor;
+ outColor.color1 = inColor;
+ outColor.color2 = inColor;
+ outColor.color3 = inColor;
+ return outColor;
+}
+
+void VS_ClearUint( in float3 inPosition : POSITION, in uint4 inColor : COLOR,
+ out float4 outPosition : SV_POSITION, out uint4 outColor : COLOR)
+{
+ outPosition = float4(inPosition, 1.0f);
+ outColor = inColor;
+}
+
+struct PS_OutputUint
+{
+ uint4 color0 : SV_TARGET0;
+ uint4 color1 : SV_TARGET1;
+ uint4 color2 : SV_TARGET2;
+ uint4 color3 : SV_TARGET3;
+ uint4 color4 : SV_TARGET4;
+ uint4 color5 : SV_TARGET5;
+ uint4 color6 : SV_TARGET6;
+ uint4 color7 : SV_TARGET7;
+};
+
+PS_OutputUint PS_ClearUint(in float4 inPosition : SV_POSITION, in uint4 inColor : COLOR)
+{
+ PS_OutputUint outColor;
+ outColor.color0 = inColor;
+ outColor.color1 = inColor;
+ outColor.color2 = inColor;
+ outColor.color3 = inColor;
+ outColor.color4 = inColor;
+ outColor.color5 = inColor;
+ outColor.color6 = inColor;
+ outColor.color7 = inColor;
+ return outColor;
+}
+
+
+void VS_ClearSint( in float3 inPosition : POSITION, in int4 inColor : COLOR,
+ out float4 outPosition : SV_POSITION, out int4 outColor : COLOR)
+{
+ outPosition = float4(inPosition, 1.0f);
+ outColor = inColor;
+}
+
+struct PS_OutputSint
+{
+ int4 color0 : SV_TARGET0;
+ int4 color1 : SV_TARGET1;
+ int4 color2 : SV_TARGET2;
+ int4 color3 : SV_TARGET3;
+ int4 color4 : SV_TARGET4;
+ int4 color5 : SV_TARGET5;
+ int4 color6 : SV_TARGET6;
+ int4 color7 : SV_TARGET7;
+};
+
+PS_OutputSint PS_ClearSint(in float4 inPosition : SV_POSITION, in int4 inColor : COLOR)
+{
+ PS_OutputSint outColor;
+ outColor.color0 = inColor;
+ outColor.color1 = inColor;
+ outColor.color2 = inColor;
+ outColor.color3 = inColor;
+ outColor.color4 = inColor;
+ outColor.color5 = inColor;
+ outColor.color6 = inColor;
+ outColor.color7 = inColor;
+ return outColor;
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl
new file mode 100644
index 0000000000..8671c39fb7
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl
@@ -0,0 +1,111 @@
+Texture2D<float4> TextureF : register(t0);
+Texture2D<uint4> TextureUI : register(t0);
+Texture2D<int4> TextureI : register(t0);
+
+SamplerState Sampler : register(s0);
+
+void VS_Passthrough2D( in float2 inPosition : POSITION, in float2 inTexCoord : TEXCOORD0,
+ out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0)
+{
+ outPosition = float4(inPosition, 0.0f, 1.0f);
+ outTexCoord = inTexCoord;
+}
+
+float PS_PassthroughDepth2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_DEPTH
+{
+ return TextureF.Sample(Sampler, inTexCoord).r;
+}
+
+float4 PS_PassthroughRGBA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return TextureF.Sample(Sampler, inTexCoord).rgba;
+}
+
+uint4 PS_PassthroughRGBA2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureUI.GetDimensions(size.x, size.y);
+
+ return TextureUI.Load(int3(size * inTexCoord, 0)).rgba;
+}
+
+int4 PS_PassthroughRGBA2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureI.GetDimensions(size.x, size.y);
+
+ return TextureI.Load(int3(size * inTexCoord, 0)).rgba;
+}
+
+float4 PS_PassthroughRGB2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, inTexCoord).rgb, 1.0f);
+}
+
+uint4 PS_PassthroughRGB2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureUI.GetDimensions(size.x, size.y);
+
+ return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).rgb, 0);
+}
+
+int4 PS_PassthroughRGB2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureI.GetDimensions(size.x, size.y);
+
+ return int4(TextureI.Load(int3(size * inTexCoord, 0)).rgb, 0);
+}
+
+float4 PS_PassthroughRG2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, inTexCoord).rg, 0.0f, 1.0f);
+}
+
+uint4 PS_PassthroughRG2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureUI.GetDimensions(size.x, size.y);
+
+ return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).rg, 0, 0);
+}
+
+int4 PS_PassthroughRG2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureI.GetDimensions(size.x, size.y);
+
+ return int4(TextureI.Load(int3(size * inTexCoord, 0)).rg, 0, 0);
+}
+
+float4 PS_PassthroughR2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, inTexCoord).r, 0.0f, 0.0f, 1.0f);
+}
+
+uint4 PS_PassthroughR2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureUI.GetDimensions(size.x, size.y);
+
+ return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).r, 0, 0, 0);
+}
+
+int4 PS_PassthroughR2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureI.GetDimensions(size.x, size.y);
+
+ return int4(TextureI.Load(int3(size * inTexCoord, 0)).r, 0, 0, 0);
+}
+
+float4 PS_PassthroughLum2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, inTexCoord).rrr, 1.0f);
+}
+
+float4 PS_PassthroughLumAlpha2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return TextureF.Sample(Sampler, inTexCoord).rrra;
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl
new file mode 100644
index 0000000000..c23c9032ec
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl
@@ -0,0 +1,146 @@
+Texture3D<float4> TextureF : register(t0);
+Texture3D<uint4> TextureUI : register(t0);
+Texture3D<int4> TextureI : register(t0);
+
+SamplerState Sampler : register(s0);
+
+struct VS_INPUT
+{
+ float2 Position : POSITION;
+ uint Layer : LAYER;
+ float3 TexCoord : TEXCOORD;
+};
+
+struct VS_OUTPUT
+{
+ float4 Position : SV_POSITION;
+ uint Layer : LAYER;
+ float3 TexCoord : TEXCOORD;
+};
+
+struct GS_OUTPUT
+{
+ float4 Position : SV_POSITION;
+ uint Layer : SV_RENDERTARGETARRAYINDEX;
+ float3 TexCoord : TEXCOORD;
+};
+
+VS_OUTPUT VS_Passthrough3D(VS_INPUT input)
+{
+ VS_OUTPUT output;
+
+ output.Position = float4(input.Position, 0.0f, 1.0f);
+ output.Layer = input.Layer;
+ output.TexCoord = input.TexCoord;
+
+ return output;
+}
+
+[maxvertexcount(3)]
+void GS_Passthrough3D(triangle VS_OUTPUT input[3], inout TriangleStream<GS_OUTPUT> outputStream)
+{
+ GS_OUTPUT output;
+
+ for (int i = 0; i < 3; i++)
+ {
+ output.Position = input[i].Position;
+ output.Layer = input[i].Layer;
+ output.TexCoord = input[i].TexCoord;
+
+ outputStream.Append(output);
+ }
+}
+
+float4 PS_PassthroughRGBA3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return TextureF.Sample(Sampler, input.TexCoord).rgba;
+}
+
+uint4 PS_PassthroughRGBA3DUI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI.GetDimensions(size.x, size.y, size.z);
+
+ return TextureUI.Load(int4(size * input.TexCoord, 0)).rgba;
+}
+
+int4 PS_PassthroughRGBA3DI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureI.GetDimensions(size.x, size.y, size.z);
+
+ return TextureI.Load(int4(size * input.TexCoord, 0)).rgba;
+}
+
+float4 PS_PassthroughRGB3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, input.TexCoord).rgb, 1.0f);
+}
+
+uint4 PS_PassthroughRGB3DUI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI.GetDimensions(size.x, size.y, size.z);
+
+ return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).rgb, 0);
+}
+
+int4 PS_PassthroughRGB3DI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureI.GetDimensions(size.x, size.y, size.z);
+
+ return int4(TextureI.Load(int4(size * input.TexCoord, 0)).rgb, 0);
+}
+
+float4 PS_PassthroughRG3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, input.TexCoord).rg, 0.0f, 1.0f);
+}
+
+uint4 PS_PassthroughRG3DUI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI.GetDimensions(size.x, size.y, size.z);
+
+ return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).rg, 0, 0);
+}
+
+int4 PS_PassthroughRG3DI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureI.GetDimensions(size.x, size.y, size.z);
+
+ return int4(TextureI.Load(int4(size * input.TexCoord, 0)).rg, 0, 0);
+}
+
+float4 PS_PassthroughR3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, input.TexCoord).r, 0.0f, 0.0f, 1.0f);
+}
+
+uint4 PS_PassthroughR3DUI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI.GetDimensions(size.x, size.y, size.z);
+
+ return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).r, 0, 0, 0);
+}
+
+int4 PS_PassthroughR3DI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureI.GetDimensions(size.x, size.y, size.z);
+
+ return int4(TextureI.Load(int4(size * input.TexCoord, 0)).r, 0, 0, 0);
+}
+
+float4 PS_PassthroughLum3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, input.TexCoord).rrr, 1.0f);
+}
+
+float4 PS_PassthroughLumAlpha3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return TextureF.Sample(Sampler, input.TexCoord).rrra;
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl
new file mode 100644
index 0000000000..505e222137
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Swizzle11.hlsl
@@ -0,0 +1,99 @@
+Texture2D<float4> TextureF2D : register(t0);
+Texture2D<uint4> TextureUI2D : register(t0);
+Texture2D<int4> TextureI2D : register(t0);
+
+Texture3D<float4> TextureF3D : register(t0);
+Texture3D<uint4> TextureUI3D : register(t0);
+Texture3D<int4> TextureI3D : register(t0);
+
+Texture2DArray<float4> TextureF2DArray : register(t0);
+Texture2DArray<uint4> TextureUI2DArray : register(t0);
+Texture2DArray<int4> TextureI2DArray : register(t0);
+
+SamplerState Sampler : register(s0);
+
+cbuffer SwizzleProperties : register(b0)
+{
+ uint4 SwizzleIndices : packoffset(c0);
+}
+
+float4 SwizzleLookup(in float4 sample)
+{
+ float lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f };
+ return float4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]);
+}
+
+int4 SwizzleLookup(in int4 sample)
+{
+ int lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f };
+ return int4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]);
+}
+
+uint4 SwizzleLookup(in uint4 sample)
+{
+ uint lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f };
+ return uint4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]);
+}
+
+float4 PS_SwizzleF2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return SwizzleLookup(TextureF2D.Sample(Sampler, inTexCoord));
+}
+
+int4 PS_SwizzleI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureI2D.GetDimensions(size.x, size.y);
+
+ return SwizzleLookup(TextureI2D.Load(int3(size * inTexCoord, 0)));
+}
+
+uint4 PS_SwizzleUI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureUI2D.GetDimensions(size.x, size.y);
+
+ return SwizzleLookup(TextureUI2D.Load(int3(size * inTexCoord, 0)));
+}
+
+float4 PS_SwizzleF3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return SwizzleLookup(TextureF3D.Sample(Sampler, inTexCoord));
+}
+
+int4 PS_SwizzleI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint3 size;
+ TextureI3D.GetDimensions(size.x, size.y, size.z);
+
+ return SwizzleLookup(TextureI3D.Load(int4(size * inTexCoord, 0)));
+}
+
+uint4 PS_SwizzleUI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI3D.GetDimensions(size.x, size.y, size.z);
+
+ return SwizzleLookup(TextureUI3D.Load(int4(size * inTexCoord, 0)));
+}
+
+float4 PS_SwizzleF2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return SwizzleLookup(TextureF2DArray.Sample(Sampler, float3(inTexCoord.xy, inLayer)));
+}
+
+int4 PS_SwizzleI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint3 size;
+ TextureI2DArray.GetDimensions(size.x, size.y, size.z);
+
+ return SwizzleLookup(TextureI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0)));
+}
+
+uint4 PS_SwizzleUI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI2DArray.GetDimensions(size.x, size.y, size.z);
+
+ return SwizzleLookup(TextureUI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0)));
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/win32/NativeWindow.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/win32/NativeWindow.cpp
new file mode 100644
index 0000000000..9d8f0bb96c
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/win32/NativeWindow.cpp
@@ -0,0 +1,68 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// NativeWindow.cpp: Handler for managing HWND native window types.
+
+#include "libANGLE/renderer/d3d/d3d11/NativeWindow.h"
+
+#include "common/debug.h"
+
+namespace rx
+{
+
+NativeWindow::NativeWindow(EGLNativeWindowType window) : mWindow(window)
+{
+}
+
+bool NativeWindow::initialize()
+{
+ return true;
+}
+
+bool NativeWindow::getClientRect(LPRECT rect)
+{
+ return GetClientRect(mWindow, rect) == TRUE;
+}
+
+bool NativeWindow::isIconic()
+{
+ return IsIconic(mWindow) == TRUE;
+}
+
+bool NativeWindow::isValidNativeWindow(EGLNativeWindowType window)
+{
+ return IsWindow(window) == TRUE;
+}
+
+HRESULT NativeWindow::createSwapChain(ID3D11Device* device, DXGIFactory* factory,
+ DXGI_FORMAT format, unsigned int width, unsigned int height,
+ DXGISwapChain** swapChain)
+{
+ if (device == NULL || factory == NULL || swapChain == NULL || width == 0 || height == 0)
+ {
+ return E_INVALIDARG;
+ }
+
+ DXGI_SWAP_CHAIN_DESC swapChainDesc = { 0 };
+ swapChainDesc.BufferCount = 1;
+ swapChainDesc.BufferDesc.Format = format;
+ swapChainDesc.BufferDesc.Width = width;
+ swapChainDesc.BufferDesc.Height = height;
+ swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
+ swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
+ swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
+ swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
+ swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_BACK_BUFFER;
+ swapChainDesc.Flags = 0;
+ swapChainDesc.OutputWindow = mWindow;
+ swapChainDesc.SampleDesc.Count = 1;
+ swapChainDesc.SampleDesc.Quality = 0;
+ swapChainDesc.Windowed = TRUE;
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+ return factory->CreateSwapChain(device, &swapChainDesc, swapChain);
+}
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp
new file mode 100644
index 0000000000..350526c867
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp
@@ -0,0 +1,214 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// CoreWindowNativeWindow.cpp: NativeWindow for managing ICoreWindow native window types.
+
+#include "libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.h"
+
+using namespace ABI::Windows::Foundation::Collections;
+
+namespace rx
+{
+CoreWindowNativeWindow::~CoreWindowNativeWindow()
+{
+ unregisterForSizeChangeEvents();
+}
+
+bool CoreWindowNativeWindow::initialize(EGLNativeWindowType window, IPropertySet *propertySet)
+{
+ mOrientationChangedEventToken.value = 0;
+ ComPtr<IPropertySet> props = propertySet;
+ ComPtr<IInspectable> win = window;
+ SIZE swapChainSize = {};
+ bool swapChainSizeSpecified = false;
+ HRESULT result = S_OK;
+
+ // IPropertySet is an optional parameter and can be null.
+ // If one is specified, cache as an IMap and read the properties
+ // used for initial host initialization.
+ if (propertySet)
+ {
+ result = props.As(&mPropertyMap);
+ if (SUCCEEDED(result))
+ {
+ // The EGLRenderSurfaceSizeProperty is optional and may be missing. The IPropertySet
+ // was prevalidated to contain the EGLNativeWindowType before being passed to
+ // this host.
+ result = GetOptionalSizePropertyValue(mPropertyMap, EGLRenderSurfaceSizeProperty, &swapChainSize, &swapChainSizeSpecified);
+ }
+ }
+
+ if (SUCCEEDED(result))
+ {
+ result = win.As(&mCoreWindow);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ // If a swapchain size is specfied, then the automatic resize
+ // behaviors implemented by the host should be disabled. The swapchain
+ // will be still be scaled when being rendered to fit the bounds
+ // of the host.
+ // Scaling of the swapchain output occurs automatically because if
+ // the scaling mode setting DXGI_SCALING_STRETCH on the swapchain.
+ if (swapChainSizeSpecified)
+ {
+ mClientRect = { 0, 0, swapChainSize.cx, swapChainSize.cy };
+ mSupportsSwapChainResize = false;
+ }
+ else
+ {
+ result = GetCoreWindowSizeInPixels(mCoreWindow, &mClientRect);
+ }
+ }
+
+ if (SUCCEEDED(result))
+ {
+ ComPtr<ABI::Windows::Graphics::Display::IDisplayInformationStatics> displayInformation;
+ result = GetActivationFactory(HStringReference(RuntimeClass_Windows_Graphics_Display_DisplayInformation).Get(), &displayInformation);
+ if (SUCCEEDED(result))
+ {
+ result = displayInformation->GetForCurrentView(&mDisplayInformation);
+ }
+ }
+
+ if (SUCCEEDED(result))
+ {
+ mNewClientRect = mClientRect;
+ mClientRectChanged = false;
+ return registerForSizeChangeEvents();
+ }
+
+ return false;
+}
+
+bool CoreWindowNativeWindow::registerForSizeChangeEvents()
+{
+ ComPtr<IWindowSizeChangedEventHandler> sizeChangedHandler;
+ HRESULT result = Microsoft::WRL::MakeAndInitialize<CoreWindowSizeChangedHandler>(sizeChangedHandler.ReleaseAndGetAddressOf(), this->shared_from_this());
+ if (SUCCEEDED(result))
+ {
+ result = mCoreWindow->add_SizeChanged(sizeChangedHandler.Get(), &mSizeChangedEventToken);
+ }
+
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ ComPtr<IDisplayOrientationEventHandler> orientationChangedHandler;
+ result = sizeChangedHandler.As(&orientationChangedHandler);
+ if (SUCCEEDED(result))
+ {
+ result = mDisplayInformation->add_OrientationChanged(orientationChangedHandler.Get(), &mOrientationChangedEventToken);
+ }
+#endif
+
+ if (SUCCEEDED(result))
+ {
+ return true;
+ }
+
+ return false;
+}
+
+void CoreWindowNativeWindow::unregisterForSizeChangeEvents()
+{
+ if (mCoreWindow)
+ {
+ (void)mCoreWindow->remove_SizeChanged(mSizeChangedEventToken);
+ }
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ if (mDisplayInformation)
+ {
+ (void)mDisplayInformation->remove_OrientationChanged(mOrientationChangedEventToken);
+ }
+#endif
+ mSizeChangedEventToken.value = 0;
+ mOrientationChangedEventToken.value = 0;
+}
+
+HRESULT CoreWindowNativeWindow::createSwapChain(ID3D11Device *device, DXGIFactory *factory, DXGI_FORMAT format, unsigned int width, unsigned int height, DXGISwapChain **swapChain)
+{
+ if (device == NULL || factory == NULL || swapChain == NULL || width == 0 || height == 0)
+ {
+ return E_INVALIDARG;
+ }
+
+ DXGI_SWAP_CHAIN_DESC1 swapChainDesc = { 0 };
+ swapChainDesc.Width = width;
+ swapChainDesc.Height = height;
+ swapChainDesc.Format = format;
+ swapChainDesc.Stereo = FALSE;
+ swapChainDesc.SampleDesc.Count = 1;
+ swapChainDesc.SampleDesc.Quality = 0;
+ swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_BACK_BUFFER;
+ swapChainDesc.BufferCount = 2;
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
+ swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
+
+ *swapChain = nullptr;
+
+ ComPtr<IDXGISwapChain1> newSwapChain;
+ HRESULT result = factory->CreateSwapChainForCoreWindow(device, mCoreWindow.Get(), &swapChainDesc, nullptr, newSwapChain.ReleaseAndGetAddressOf());
+ if (SUCCEEDED(result))
+ {
+
+#if 0 //(WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) // Qt: allow Windows Phone to resize, but don't modify the backing texture in the swap chain.
+ // Test if swapchain supports resize. On Windows Phone devices, this will return DXGI_ERROR_UNSUPPORTED. On
+ // other devices DXGI_ERROR_INVALID_CALL should be returned because the combination of flags passed
+ // (DXGI_SWAP_CHAIN_FLAG_NONPREROTATED | DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE) are invalid flag combinations.
+ if (newSwapChain->ResizeBuffers(swapChainDesc.BufferCount, swapChainDesc.Width, swapChainDesc.Height, swapChainDesc.Format, DXGI_SWAP_CHAIN_FLAG_NONPREROTATED | DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE) == DXGI_ERROR_UNSUPPORTED)
+ {
+ mSupportsSwapChainResize = false;
+ }
+#endif // (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+
+ result = newSwapChain.CopyTo(swapChain);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ // If automatic swapchain resize behaviors have been disabled, then
+ // unregister for the resize change events.
+ if (mSupportsSwapChainResize == false)
+ {
+ unregisterForSizeChangeEvents();
+ }
+ }
+
+ return result;
+}
+
+HRESULT GetCoreWindowSizeInPixels(const ComPtr<ABI::Windows::UI::Core::ICoreWindow>& coreWindow, RECT *windowSize)
+{
+ ABI::Windows::Foundation::Rect bounds;
+ HRESULT result = coreWindow->get_Bounds(&bounds);
+ if (SUCCEEDED(result))
+ {
+ *windowSize = { 0, 0, ConvertDipsToPixels(bounds.Width), ConvertDipsToPixels(bounds.Height) };
+ }
+
+ return result;
+}
+
+static float GetLogicalDpi()
+{
+ ComPtr<ABI::Windows::Graphics::Display::IDisplayPropertiesStatics> displayProperties;
+ float dpi = 96.0f;
+
+ if (SUCCEEDED(GetActivationFactory(HStringReference(RuntimeClass_Windows_Graphics_Display_DisplayProperties).Get(), displayProperties.GetAddressOf())))
+ {
+ if (SUCCEEDED(displayProperties->get_LogicalDpi(&dpi)))
+ {
+ return dpi;
+ }
+ }
+ return dpi;
+}
+
+long ConvertDipsToPixels(float dips)
+{
+ static const float dipsPerInch = 96.0f;
+ return lround((dips * GetLogicalDpi() / dipsPerInch));
+}
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.h
new file mode 100644
index 0000000000..59df9d5a6c
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.h
@@ -0,0 +1,110 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// CoreWindowNativeWindow.h: NativeWindow for managing ICoreWindow native window types.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_WINRT_COREWINDOWNATIVEWINDOW_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_WINRT_COREWINDOWNATIVEWINDOW_H_
+
+#include "libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.h"
+
+#include <memory>
+#include <windows.graphics.display.h>
+
+typedef ABI::Windows::Foundation::__FITypedEventHandler_2_Windows__CUI__CCore__CCoreWindow_Windows__CUI__CCore__CWindowSizeChangedEventArgs_t IWindowSizeChangedEventHandler;
+typedef ABI::Windows::Foundation::__FITypedEventHandler_2_Windows__CGraphics__CDisplay__CDisplayInformation_IInspectable_t IDisplayOrientationEventHandler;
+
+namespace rx
+{
+long ConvertDipsToPixels(float dips);
+
+class CoreWindowNativeWindow : public InspectableNativeWindow, public std::enable_shared_from_this<CoreWindowNativeWindow>
+{
+ public:
+ ~CoreWindowNativeWindow();
+
+ bool initialize(EGLNativeWindowType window, IPropertySet *propertySet);
+ bool registerForSizeChangeEvents();
+ void unregisterForSizeChangeEvents();
+ HRESULT createSwapChain(ID3D11Device *device, DXGIFactory *factory, DXGI_FORMAT format, unsigned int width, unsigned int height, DXGISwapChain **swapChain);
+
+ private:
+ ComPtr<ABI::Windows::UI::Core::ICoreWindow> mCoreWindow;
+ ComPtr<IMap<HSTRING, IInspectable*>> mPropertyMap;
+ ComPtr<ABI::Windows::Graphics::Display::IDisplayInformation> mDisplayInformation;
+ EventRegistrationToken mOrientationChangedEventToken;
+};
+
+[uuid(7F924F66-EBAE-40E5-A10B-B8F35E245190)]
+class CoreWindowSizeChangedHandler :
+ public Microsoft::WRL::RuntimeClass<Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::ClassicCom>, IWindowSizeChangedEventHandler, IDisplayOrientationEventHandler>
+{
+ public:
+ CoreWindowSizeChangedHandler() { }
+ HRESULT RuntimeClassInitialize(std::shared_ptr<InspectableNativeWindow> host)
+ {
+ if (!host)
+ {
+ return E_INVALIDARG;
+ }
+
+ mHost = host;
+ return S_OK;
+ }
+
+ // IWindowSizeChangedEventHandler
+ IFACEMETHOD(Invoke)(ABI::Windows::UI::Core::ICoreWindow *sender, ABI::Windows::UI::Core::IWindowSizeChangedEventArgs *sizeChangedEventArgs)
+ {
+ std::shared_ptr<InspectableNativeWindow> host = mHost.lock();
+ if (host)
+ {
+ ABI::Windows::Foundation::Size windowSize;
+ if (SUCCEEDED(sizeChangedEventArgs->get_Size(&windowSize)))
+ {
+ SIZE windowSizeInPixels = { ConvertDipsToPixels(windowSize.Width), ConvertDipsToPixels(windowSize.Height) };
+ host->setNewClientSize(windowSizeInPixels);
+ }
+ }
+
+ return S_OK;
+ }
+
+ IFACEMETHOD(Invoke)(ABI::Windows::Graphics::Display::IDisplayInformation *displayInformation, IInspectable *)
+ {
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+ NativeWindow::RotationFlags flags = NativeWindow::RotateNone;
+ ABI::Windows::Graphics::Display::DisplayOrientations orientation;
+ if (SUCCEEDED(displayInformation->get_CurrentOrientation(&orientation)))
+ {
+ switch (orientation)
+ {
+ case ABI::Windows::Graphics::Display::DisplayOrientations_Landscape:
+ flags = NativeWindow::RotateLeft;
+ break;
+ case ABI::Windows::Graphics::Display::DisplayOrientations_LandscapeFlipped:
+ flags = NativeWindow::RotateRight;
+ break;
+ default:
+ break;
+ }
+ }
+ std::shared_ptr<InspectableNativeWindow> host = mHost.lock();
+ if (host)
+ {
+ host->setRotationFlags(flags);
+ }
+#endif
+ return S_OK;
+ }
+
+ private:
+ std::weak_ptr<InspectableNativeWindow> mHost;
+};
+
+HRESULT GetCoreWindowSizeInPixels(const ComPtr<ABI::Windows::UI::Core::ICoreWindow>& coreWindow, RECT *windowSize);
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_WINRT_COREWINDOWNATIVEWINDOW_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.cpp
new file mode 100644
index 0000000000..2bf48c5d94
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.cpp
@@ -0,0 +1,291 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// InspectableNativeWindow.cpp: NativeWindow base class for managing IInspectable native window types.
+
+#include "libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.h"
+#include "libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.h"
+
+namespace rx
+{
+NativeWindow::NativeWindow(EGLNativeWindowType window)
+{
+ mWindow = window;
+}
+
+bool NativeWindow::initialize()
+{
+ // If the native window type is a IPropertySet, extract the
+ // EGLNativeWindowType (IInspectable) and initialize the
+ // proper host with this IPropertySet.
+ ComPtr<ABI::Windows::Foundation::Collections::IPropertySet> propertySet;
+ ComPtr<IInspectable> eglNativeWindow;
+ if (IsEGLConfiguredPropertySet(mWindow, &propertySet, &eglNativeWindow))
+ {
+ // A property set was found and the EGLNativeWindowType was
+ // retrieved. The mWindow member of the host to must be updated
+ // to use the EGLNativeWindowType specified in the property set.
+ // mWindow is treated as a raw pointer not an AddRef'd interface, so
+ // the old mWindow does not need a Release() before this assignment.
+ mWindow = eglNativeWindow.Get();
+ }
+
+ ComPtr<ABI::Windows::UI::Core::ICoreWindow> coreWindow;
+ ComPtr<ABI::Windows::UI::Xaml::Controls::ISwapChainPanel> swapChainPanel;
+ if (IsCoreWindow(mWindow, &coreWindow))
+ {
+ mImpl = std::make_shared<CoreWindowNativeWindow>();
+ if (mImpl)
+ {
+ return mImpl->initialize(mWindow, propertySet.Get());
+ }
+ }
+ else if (IsSwapChainPanel(mWindow, &swapChainPanel))
+ {
+ mImpl = std::make_shared<SwapChainPanelNativeWindow>();
+ if (mImpl)
+ {
+ return mImpl->initialize(mWindow, propertySet.Get());
+ }
+ }
+ else
+ {
+ ERR("Invalid IInspectable EGLNativeWindowType detected. Valid IInspectables include ICoreWindow, ISwapChainPanel and IPropertySet");
+ }
+
+ return false;
+}
+
+bool NativeWindow::getClientRect(RECT *rect)
+{
+ if (mImpl)
+ {
+ return mImpl->getClientRect(rect);
+ }
+
+ return false;
+}
+
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
+NativeWindow::RotationFlags NativeWindow::rotationFlags() const
+{
+ if (mImpl)
+ {
+ return mImpl->rotationFlags();
+ }
+
+ return NativeWindow::RotateNone;
+}
+#endif
+
+bool NativeWindow::isIconic()
+{
+ return false;
+}
+
+bool NativeWindow::isValidNativeWindow(EGLNativeWindowType window)
+{
+ return IsValidEGLNativeWindowType(window);
+}
+
+HRESULT NativeWindow::createSwapChain(ID3D11Device *device, DXGIFactory *factory, DXGI_FORMAT format, unsigned int width, unsigned int height, DXGISwapChain **swapChain)
+{
+ if (mImpl)
+ {
+ return mImpl->createSwapChain(device, factory, format, width, height, swapChain);
+ }
+
+ return E_UNEXPECTED;
+}
+
+bool IsCoreWindow(EGLNativeWindowType window, ComPtr<ABI::Windows::UI::Core::ICoreWindow> *coreWindow)
+{
+ if (!window)
+ {
+ return false;
+ }
+
+ ComPtr<IInspectable> win = window;
+ ComPtr<ABI::Windows::UI::Core::ICoreWindow> coreWin;
+ if (SUCCEEDED(win.As(&coreWin)))
+ {
+ if (coreWindow != nullptr)
+ {
+ *coreWindow = coreWin.Detach();
+ }
+ return true;
+ }
+
+ return false;
+}
+
+bool IsSwapChainPanel(EGLNativeWindowType window, ComPtr<ABI::Windows::UI::Xaml::Controls::ISwapChainPanel> *swapChainPanel)
+{
+ if (!window)
+ {
+ return false;
+ }
+
+ ComPtr<IInspectable> win = window;
+ ComPtr<ABI::Windows::UI::Xaml::Controls::ISwapChainPanel> panel;
+ if (SUCCEEDED(win.As(&panel)))
+ {
+ if (swapChainPanel != nullptr)
+ {
+ *swapChainPanel = panel.Detach();
+ }
+ return true;
+ }
+
+ return false;
+}
+
+bool IsEGLConfiguredPropertySet(EGLNativeWindowType window, ABI::Windows::Foundation::Collections::IPropertySet **propertySet, IInspectable **eglNativeWindow)
+{
+ if (!window)
+ {
+ return false;
+ }
+
+ ComPtr<IInspectable> props = window;
+ ComPtr<IPropertySet> propSet;
+ ComPtr<IInspectable> nativeWindow;
+ ComPtr<ABI::Windows::Foundation::Collections::IMap<HSTRING, IInspectable*>> propMap;
+ boolean hasEglNativeWindowPropertyKey = false;
+
+ HRESULT result = props.As(&propSet);
+ if (SUCCEEDED(result))
+ {
+ result = propSet.As(&propMap);
+ }
+
+ // Look for the presence of the EGLNativeWindowType in the property set
+ if (SUCCEEDED(result))
+ {
+ result = propMap->HasKey(HStringReference(EGLNativeWindowTypeProperty).Get(), &hasEglNativeWindowPropertyKey);
+ }
+
+ // If the IPropertySet does not contain the required EglNativeWindowType key, the property set is
+ // considered invalid.
+ if (SUCCEEDED(result) && !hasEglNativeWindowPropertyKey)
+ {
+ ERR("Could not find EGLNativeWindowTypeProperty in IPropertySet. Valid EGLNativeWindowTypeProperty values include ICoreWindow");
+ return false;
+ }
+
+ // The EglNativeWindowType property exists, so retreive the IInspectable that represents the EGLNativeWindowType
+ if (SUCCEEDED(result) && hasEglNativeWindowPropertyKey)
+ {
+ result = propMap->Lookup(HStringReference(EGLNativeWindowTypeProperty).Get(), &nativeWindow);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ if (propertySet != nullptr)
+ {
+ result = propSet.CopyTo(propertySet);
+ }
+ }
+
+ if (SUCCEEDED(result))
+ {
+ if (eglNativeWindow != nullptr)
+ {
+ result = nativeWindow.CopyTo(eglNativeWindow);
+ }
+ }
+
+ if (SUCCEEDED(result))
+ {
+ return true;
+ }
+
+ return false;
+}
+
+// A Valid EGLNativeWindowType IInspectable can only be:
+//
+// ICoreWindow
+// IPropertySet
+//
+// Anything else will be rejected as an invalid IInspectable.
+bool IsValidEGLNativeWindowType(EGLNativeWindowType window)
+{
+ return IsCoreWindow(window) || IsSwapChainPanel(window) || IsEGLConfiguredPropertySet(window);
+}
+
+// Attempts to read an optional SIZE property value that is assumed to be in the form of
+// an ABI::Windows::Foundation::Size. This function validates the Size value before returning
+// it to the caller.
+//
+// Possible return values are:
+// S_OK, valueExists == true - optional SIZE value was successfully retrieved and validated
+// S_OK, valueExists == false - optional SIZE value was not found
+// E_INVALIDARG, valueExists = false - optional SIZE value was malformed in the property set.
+// * Incorrect property type ( must be PropertyType_Size)
+// * Invalid property value (width/height must be > 0)
+// Additional errors may be returned from IMap or IPropertyValue
+//
+HRESULT GetOptionalSizePropertyValue(const ComPtr<ABI::Windows::Foundation::Collections::IMap<HSTRING, IInspectable*>>& propertyMap, const wchar_t *propertyName, SIZE *value, bool *valueExists)
+{
+ if (!propertyMap || !propertyName || !value || !valueExists)
+ {
+ return false;
+ }
+
+ // Assume that the value does not exist
+ *valueExists = false;
+ *value = { 0, 0 };
+
+ ComPtr<ABI::Windows::Foundation::IPropertyValue> propertyValue;
+ ABI::Windows::Foundation::PropertyType propertyType = ABI::Windows::Foundation::PropertyType::PropertyType_Empty;
+ Size sizeValue = { 0, 0 };
+ boolean hasKey = false;
+
+ HRESULT result = propertyMap->HasKey(HStringReference(propertyName).Get(), &hasKey);
+ if (SUCCEEDED(result) && !hasKey)
+ {
+ // Value does not exist, so return S_OK and set the exists parameter to false to indicate
+ // that a the optional property does not exist.
+ *valueExists = false;
+ return S_OK;
+ }
+
+ if (SUCCEEDED(result))
+ {
+ result = propertyMap->Lookup(HStringReference(propertyName).Get(), &propertyValue);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ result = propertyValue->get_Type(&propertyType);
+ }
+
+ // Check if the expected Size property is of PropertyType_Size type.
+ if (SUCCEEDED(result) && propertyType == ABI::Windows::Foundation::PropertyType::PropertyType_Size)
+ {
+ if (SUCCEEDED(propertyValue->GetSize(&sizeValue)) && (sizeValue.Width > 0 && sizeValue.Height > 0))
+ {
+ // A valid property value exists
+ *value = { static_cast<long>(sizeValue.Width), static_cast<long>(sizeValue.Height) };
+ *valueExists = true;
+ result = S_OK;
+ }
+ else
+ {
+ // An invalid Size property was detected. Width/Height values must > 0
+ result = E_INVALIDARG;
+ }
+ }
+ else
+ {
+ // An invalid property type was detected. Size property must be of PropertyType_Size
+ result = E_INVALIDARG;
+ }
+
+ return result;
+}
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.h
new file mode 100644
index 0000000000..575bdf8a58
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.h
@@ -0,0 +1,105 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// InspectableNativeWindow.h: Host specific implementation interface for
+// managing IInspectable native window types.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_WINRT_INSPECTABLENATIVEWINDOW_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_WINRT_INSPECTABLENATIVEWINDOW_H_
+
+#include "libANGLE/renderer/d3d/d3d11/NativeWindow.h"
+
+#include "common/platform.h"
+
+#include "angle_windowsstore.h"
+
+#include <windows.ui.xaml.h>
+#include <windows.ui.xaml.media.dxinterop.h>
+
+using namespace Microsoft::WRL;
+using namespace Microsoft::WRL::Wrappers;
+using namespace ABI::Windows::Foundation;
+using namespace ABI::Windows::Foundation::Collections;
+
+namespace rx
+{
+class InspectableNativeWindow
+{
+ public:
+ InspectableNativeWindow() :
+ mSupportsSwapChainResize(true),
+ mRequiresSwapChainScaling(false),
+ mClientRectChanged(false),
+ mClientRect({0,0,0,0}),
+ mNewClientRect({0,0,0,0}),
+ mRotationFlags(NativeWindow::RotateNone)
+ {
+ mSizeChangedEventToken.value = 0;
+ }
+ virtual ~InspectableNativeWindow(){}
+
+ virtual bool initialize(EGLNativeWindowType window, IPropertySet *propertySet) = 0;
+ virtual HRESULT createSwapChain(ID3D11Device *device, DXGIFactory *factory, DXGI_FORMAT format, unsigned int width, unsigned int height, DXGISwapChain **swapChain) = 0;
+ virtual bool registerForSizeChangeEvents() = 0;
+ virtual void unregisterForSizeChangeEvents() = 0;
+ virtual HRESULT scaleSwapChain(const SIZE& newSize) { return S_OK; }
+
+ bool getClientRect(RECT *rect)
+ {
+ if (mClientRectChanged && mSupportsSwapChainResize)
+ {
+ mClientRect = mNewClientRect;
+ }
+
+ *rect = mClientRect;
+
+ return true;
+ }
+
+ void setNewClientSize(const SIZE &newSize)
+ {
+ if (mSupportsSwapChainResize && !mRequiresSwapChainScaling)
+ {
+ mNewClientRect = { 0, 0, newSize.cx, newSize.cy };
+ mClientRectChanged = true;
+ }
+
+ if (mRequiresSwapChainScaling)
+ {
+ scaleSwapChain(newSize);
+ }
+ }
+
+ NativeWindow::RotationFlags rotationFlags() const
+ {
+ return mRotationFlags;
+ }
+
+ void setRotationFlags(NativeWindow::RotationFlags flags)
+ {
+ mRotationFlags = flags;
+ }
+
+protected:
+ bool mSupportsSwapChainResize;
+ bool mRequiresSwapChainScaling;
+ RECT mClientRect;
+ RECT mNewClientRect;
+ bool mClientRectChanged;
+ NativeWindow::RotationFlags mRotationFlags;
+
+ EventRegistrationToken mSizeChangedEventToken;
+};
+
+bool IsValidEGLNativeWindowType(EGLNativeWindowType window);
+bool IsCoreWindow(EGLNativeWindowType window, ComPtr<ABI::Windows::UI::Core::ICoreWindow> *coreWindow = nullptr);
+bool IsSwapChainPanel(EGLNativeWindowType window, ComPtr<ABI::Windows::UI::Xaml::Controls::ISwapChainPanel> *swapChainPanel = nullptr);
+bool IsEGLConfiguredPropertySet(EGLNativeWindowType window, ABI::Windows::Foundation::Collections::IPropertySet **propertySet = nullptr, IInspectable **inspectable = nullptr);
+HRESULT GetOptionalSizePropertyValue(const ComPtr<ABI::Windows::Foundation::Collections::IMap<HSTRING, IInspectable*>>& propertyMap, const wchar_t *propertyName, SIZE *value, bool *valueExists);
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_WINRT_INSPECTABLENATIVEWINDOW_H_
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.cpp
new file mode 100644
index 0000000000..53899dbb30
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.cpp
@@ -0,0 +1,228 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SwapChainPanelNativeWindow.cpp: NativeWindow for managing ISwapChainPanel native window types.
+
+#include "libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.h"
+
+#include <algorithm>
+#include <math.h>
+
+using namespace ABI::Windows::Foundation::Collections;
+
+namespace rx
+{
+SwapChainPanelNativeWindow::~SwapChainPanelNativeWindow()
+{
+ unregisterForSizeChangeEvents();
+}
+
+bool SwapChainPanelNativeWindow::initialize(EGLNativeWindowType window, IPropertySet *propertySet)
+{
+ ComPtr<IPropertySet> props = propertySet;
+ ComPtr<IInspectable> win = window;
+ SIZE swapChainSize = {};
+ bool swapChainSizeSpecified = false;
+ HRESULT result = S_OK;
+
+ // IPropertySet is an optional parameter and can be null.
+ // If one is specified, cache as an IMap and read the properties
+ // used for initial host initialization.
+ if (propertySet)
+ {
+ result = props.As(&mPropertyMap);
+ if (SUCCEEDED(result))
+ {
+ // The EGLRenderSurfaceSizeProperty is optional and may be missing. The IPropertySet
+ // was prevalidated to contain the EGLNativeWindowType before being passed to
+ // this host.
+ result = GetOptionalSizePropertyValue(mPropertyMap, EGLRenderSurfaceSizeProperty, &swapChainSize, &swapChainSizeSpecified);
+ }
+ }
+
+ if (SUCCEEDED(result))
+ {
+ result = win.As(&mSwapChainPanel);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ // If a swapchain size is specfied, then the automatic resize
+ // behaviors implemented by the host should be disabled. The swapchain
+ // will be still be scaled when being rendered to fit the bounds
+ // of the host.
+ // Scaling of the swapchain output needs to be handled by the
+ // host for swapchain panels even though the scaling mode setting
+ // DXGI_SCALING_STRETCH is configured on the swapchain.
+ if (swapChainSizeSpecified)
+ {
+ mClientRect = { 0, 0, swapChainSize.cx, swapChainSize.cy };
+
+ // Enable host swapchain scaling
+ mRequiresSwapChainScaling = true;
+ }
+ else
+ {
+ result = GetSwapChainPanelSize(mSwapChainPanel, &mClientRect);
+ }
+ }
+
+ if (SUCCEEDED(result))
+ {
+ mNewClientRect = mClientRect;
+ mClientRectChanged = false;
+ return registerForSizeChangeEvents();
+ }
+
+ return false;
+}
+
+bool SwapChainPanelNativeWindow::registerForSizeChangeEvents()
+{
+ ComPtr<ABI::Windows::UI::Xaml::ISizeChangedEventHandler> sizeChangedHandler;
+ ComPtr<ABI::Windows::UI::Xaml::IFrameworkElement> frameworkElement;
+ HRESULT result = Microsoft::WRL::MakeAndInitialize<SwapChainPanelSizeChangedHandler>(sizeChangedHandler.ReleaseAndGetAddressOf(), this->shared_from_this());
+
+ if (SUCCEEDED(result))
+ {
+ result = mSwapChainPanel.As(&frameworkElement);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ result = frameworkElement->add_SizeChanged(sizeChangedHandler.Get(), &mSizeChangedEventToken);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ return true;
+ }
+
+ return false;
+}
+
+void SwapChainPanelNativeWindow::unregisterForSizeChangeEvents()
+{
+ ComPtr<ABI::Windows::UI::Xaml::IFrameworkElement> frameworkElement;
+ if (SUCCEEDED(mSwapChainPanel.As(&frameworkElement)))
+ {
+ (void)frameworkElement->remove_SizeChanged(mSizeChangedEventToken);
+ }
+
+ mSizeChangedEventToken.value = 0;
+}
+
+HRESULT SwapChainPanelNativeWindow::createSwapChain(ID3D11Device *device, DXGIFactory *factory, DXGI_FORMAT format, unsigned int width, unsigned int height, DXGISwapChain **swapChain)
+{
+ if (device == NULL || factory == NULL || swapChain == NULL || width == 0 || height == 0)
+ {
+ return E_INVALIDARG;
+ }
+
+ DXGI_SWAP_CHAIN_DESC1 swapChainDesc = { 0 };
+ swapChainDesc.Width = width;
+ swapChainDesc.Height = height;
+ swapChainDesc.Format = format;
+ swapChainDesc.Stereo = FALSE;
+ swapChainDesc.SampleDesc.Count = 1;
+ swapChainDesc.SampleDesc.Quality = 0;
+ swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_BACK_BUFFER;
+ swapChainDesc.BufferCount = 2;
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
+ swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
+ swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
+
+ *swapChain = nullptr;
+
+ ComPtr<IDXGISwapChain1> newSwapChain;
+ ComPtr<ISwapChainPanelNative> swapChainPanelNative;
+ RECT currentPanelSize = {};
+
+ HRESULT result = factory->CreateSwapChainForComposition(device, &swapChainDesc, nullptr, newSwapChain.ReleaseAndGetAddressOf());
+
+ if (SUCCEEDED(result))
+ {
+ result = mSwapChainPanel.As(&swapChainPanelNative);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ result = swapChainPanelNative->SetSwapChain(newSwapChain.Get());
+ }
+
+ if (SUCCEEDED(result))
+ {
+ // The swapchain panel host requires an instance of the swapchain set on the SwapChainPanel
+ // to perform the runtime-scale behavior. This swapchain is cached here because there are
+ // no methods for retreiving the currently configured on from ISwapChainPanelNative.
+ mSwapChain = newSwapChain;
+ result = newSwapChain.CopyTo(swapChain);
+ }
+
+ // If the host is responsible for scaling the output of the swapchain, then
+ // scale it now before returning an instance to the caller. This is done by
+ // first reading the current size of the swapchain panel, then scaling
+ if (SUCCEEDED(result) && mRequiresSwapChainScaling)
+ {
+ result = GetSwapChainPanelSize(mSwapChainPanel, &currentPanelSize);
+ }
+
+ // Scale the swapchain to fit inside the contents of the panel.
+ if (SUCCEEDED(result) && mRequiresSwapChainScaling)
+ {
+ SIZE currentSize = { currentPanelSize.right, currentPanelSize.bottom };
+ result = scaleSwapChain(currentSize);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ // If automatic swapchain resize behaviors have been disabled, then
+ // unregister for the resize change events.
+ if (mSupportsSwapChainResize == false)
+ {
+ unregisterForSizeChangeEvents();
+ }
+ }
+
+ return result;
+}
+
+HRESULT SwapChainPanelNativeWindow::scaleSwapChain(const SIZE &newSize)
+{
+ ABI::Windows::Foundation::Size renderScale = { (float)newSize.cx/(float)mClientRect.right, (float)newSize.cy/(float)mClientRect.bottom };
+ // Setup a scale matrix for the swap chain
+ DXGI_MATRIX_3X2_F scaleMatrix = {};
+ scaleMatrix._11 = renderScale.Width;
+ scaleMatrix._22 = renderScale.Height;
+
+ ComPtr<IDXGISwapChain2> swapChain2;
+ HRESULT result = mSwapChain.As(&swapChain2);
+ if (SUCCEEDED(result))
+ {
+ result = swapChain2->SetMatrixTransform(&scaleMatrix);
+ }
+
+ return result;
+}
+
+HRESULT GetSwapChainPanelSize(const ComPtr<ABI::Windows::UI::Xaml::Controls::ISwapChainPanel> &swapChainPanel, RECT *windowSize)
+{
+ ComPtr<ABI::Windows::UI::Xaml::IUIElement> uiElement;
+ ABI::Windows::Foundation::Size renderSize = { 0, 0 };
+ HRESULT result = swapChainPanel.As(&uiElement);
+ if (SUCCEEDED(result))
+ {
+ result = uiElement->get_RenderSize(&renderSize);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ *windowSize = { 0, 0, lround(renderSize.Width), lround(renderSize.Height) };
+ }
+
+ return result;
+}
+}
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.h
new file mode 100644
index 0000000000..caf327d913
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/winrt/SwapChainPanelNativeWindow.h
@@ -0,0 +1,79 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SwapChainPanelNativeWindow.h: NativeWindow for managing ISwapChainPanel native window types.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_WINRT_SWAPCHAINPANELNATIVEWINDOW_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_WINRT_SWAPCHAINPANELNATIVEWINDOW_H_
+
+#include "libANGLE/renderer/d3d/d3d11/winrt/InspectableNativeWindow.h"
+
+namespace rx
+{
+class SwapChainPanelNativeWindow : public InspectableNativeWindow, public std::enable_shared_from_this<SwapChainPanelNativeWindow>
+{
+ public:
+ ~SwapChainPanelNativeWindow();
+
+ bool initialize(EGLNativeWindowType window, IPropertySet *propertySet);
+ bool registerForSizeChangeEvents();
+ void unregisterForSizeChangeEvents();
+ HRESULT createSwapChain(ID3D11Device *device, DXGIFactory *factory, DXGI_FORMAT format, unsigned int width, unsigned int height, DXGISwapChain **swapChain);
+ HRESULT scaleSwapChain(const SIZE &newSize);
+
+ private:
+ ComPtr<ABI::Windows::UI::Xaml::Controls::ISwapChainPanel> mSwapChainPanel;
+ ComPtr<IMap<HSTRING, IInspectable*>> mPropertyMap;
+ ComPtr<DXGISwapChain> mSwapChain;
+};
+
+[uuid(8ACBD974-8187-4508-AD80-AEC77F93CF36)]
+class SwapChainPanelSizeChangedHandler :
+ public Microsoft::WRL::RuntimeClass<Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::ClassicCom>, ABI::Windows::UI::Xaml::ISizeChangedEventHandler>
+{
+ public:
+ SwapChainPanelSizeChangedHandler() { }
+ HRESULT RuntimeClassInitialize(std::shared_ptr<InspectableNativeWindow> host)
+ {
+ if (!host)
+ {
+ return E_INVALIDARG;
+ }
+
+ mHost = host;
+ return S_OK;
+ }
+
+ // ISizeChangedEventHandler
+ IFACEMETHOD(Invoke)(IInspectable *sender, ABI::Windows::UI::Xaml::ISizeChangedEventArgs *sizeChangedEventArgs)
+ {
+ std::shared_ptr<InspectableNativeWindow> host = mHost.lock();
+ if (host)
+ {
+ // The size of the ISwapChainPanel control is returned in DIPs.
+ // We are keeping these in dips because the swapchain created for composition
+ // also uses dip units. This keeps dimensions, viewports, etc in the same unit.
+ // XAML Clients of the ISwapChainPanel are required to use dips to define their
+ // layout sizes as well.
+ ABI::Windows::Foundation::Size newSize;
+ HRESULT result = sizeChangedEventArgs->get_NewSize(&newSize);
+ if (SUCCEEDED(result))
+ {
+ SIZE windowSize = { lround(newSize.Width), lround(newSize.Height) };
+ host->setNewClientSize(windowSize);
+ }
+ }
+
+ return S_OK;
+ }
+
+ private:
+ std::weak_ptr<InspectableNativeWindow> mHost;
+};
+
+HRESULT GetSwapChainPanelSize(const ComPtr<ABI::Windows::UI::Xaml::Controls::ISwapChainPanel> &swapChainPanel, RECT *windowSize);
+}
+#endif // LIBANGLE_RENDERER_D3D_D3D11_WINRT_SWAPCHAINPANELNATIVEWINDOW_H_