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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.cpp671
1 files changed, 0 insertions, 671 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.cpp
deleted file mode 100644
index fd451a6e51..0000000000
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/renderer9_utils.cpp
+++ /dev/null
@@ -1,671 +0,0 @@
-//
-// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file.
-//
-
-// renderer9_utils.cpp: Conversion functions and other utility routines
-// specific to the D3D9 renderer.
-
-#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
-
-#include "common/mathutil.h"
-#include "common/debug.h"
-
-#include "libANGLE/formatutils.h"
-#include "libANGLE/Framebuffer.h"
-#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
-#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
-#include "libANGLE/renderer/d3d/FramebufferD3D.h"
-#include "libANGLE/renderer/driver_utils.h"
-#include "platform/Platform.h"
-#include "platform/WorkaroundsD3D.h"
-
-#include "third_party/systeminfo/SystemInfo.h"
-
-namespace rx
-{
-
-namespace gl_d3d9
-{
-
-D3DCMPFUNC ConvertComparison(GLenum comparison)
-{
- D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
- switch (comparison)
- {
- case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
- case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
- case GL_LESS: d3dComp = D3DCMP_LESS; break;
- case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
- case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
- case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
- case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
- case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
- default: UNREACHABLE();
- }
-
- return d3dComp;
-}
-
-D3DCOLOR ConvertColor(gl::ColorF color)
-{
- return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
- gl::unorm<8>(color.green),
- gl::unorm<8>(color.blue),
- gl::unorm<8>(color.alpha));
-}
-
-D3DBLEND ConvertBlendFunc(GLenum blend)
-{
- D3DBLEND d3dBlend = D3DBLEND_ZERO;
-
- switch (blend)
- {
- case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
- case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
- case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
- case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
- case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
- case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
- case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
- case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
- case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
- case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
- case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
- case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
- case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
- case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
- case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
- default: UNREACHABLE();
- }
-
- return d3dBlend;
-}
-
-D3DBLENDOP ConvertBlendOp(GLenum blendOp)
-{
- D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
-
- switch (blendOp)
- {
- case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
- case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
- case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
- case GL_MIN_EXT: d3dBlendOp = D3DBLENDOP_MIN; break;
- case GL_MAX_EXT: d3dBlendOp = D3DBLENDOP_MAX; break;
- default: UNREACHABLE();
- }
-
- return d3dBlendOp;
-}
-
-D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
-{
- D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
-
- switch (stencilOp)
- {
- case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
- case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
- case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
- case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
- case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
- case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
- case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
- case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
- default: UNREACHABLE();
- }
-
- return d3dStencilOp;
-}
-
-D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
-{
- D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
-
- switch (wrap)
- {
- case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
- case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
- case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
- default: UNREACHABLE();
- }
-
- return d3dWrap;
-}
-
-D3DCULL ConvertCullMode(gl::CullFaceMode cullFace, GLenum frontFace)
-{
- D3DCULL cull = D3DCULL_CCW;
- switch (cullFace)
- {
- case gl::CullFaceMode::Front:
- cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
- break;
- case gl::CullFaceMode::Back:
- cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
- break;
- case gl::CullFaceMode::FrontAndBack:
- cull = D3DCULL_NONE; // culling will be handled during draw
- break;
- default:
- UNREACHABLE();
- }
-
- return cull;
-}
-
-D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
-{
- D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
-
- switch (cubeFace)
- {
- case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
- face = D3DCUBEMAP_FACE_POSITIVE_X;
- break;
- case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
- face = D3DCUBEMAP_FACE_NEGATIVE_X;
- break;
- case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
- face = D3DCUBEMAP_FACE_POSITIVE_Y;
- break;
- case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
- face = D3DCUBEMAP_FACE_NEGATIVE_Y;
- break;
- case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
- face = D3DCUBEMAP_FACE_POSITIVE_Z;
- break;
- case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
- face = D3DCUBEMAP_FACE_NEGATIVE_Z;
- break;
- default: UNREACHABLE();
- }
-
- return face;
-}
-
-DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
-{
- return (red ? D3DCOLORWRITEENABLE_RED : 0) |
- (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
- (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
- (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
-}
-
-D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy)
-{
- if (maxAnisotropy > 1.0f)
- {
- return D3DTEXF_ANISOTROPIC;
- }
-
- D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
- switch (magFilter)
- {
- case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
- case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
- default: UNREACHABLE();
- }
-
- return d3dMagFilter;
-}
-
-void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter,
- float *d3dLodBias, float maxAnisotropy, size_t baseLevel)
-{
- switch (minFilter)
- {
- case GL_NEAREST:
- *d3dMinFilter = D3DTEXF_POINT;
- *d3dMipFilter = D3DTEXF_NONE;
- break;
- case GL_LINEAR:
- *d3dMinFilter = D3DTEXF_LINEAR;
- *d3dMipFilter = D3DTEXF_NONE;
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- *d3dMinFilter = D3DTEXF_POINT;
- *d3dMipFilter = D3DTEXF_POINT;
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- *d3dMinFilter = D3DTEXF_LINEAR;
- *d3dMipFilter = D3DTEXF_POINT;
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- *d3dMinFilter = D3DTEXF_POINT;
- *d3dMipFilter = D3DTEXF_LINEAR;
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- *d3dMinFilter = D3DTEXF_LINEAR;
- *d3dMipFilter = D3DTEXF_LINEAR;
- break;
- default:
- *d3dMinFilter = D3DTEXF_POINT;
- *d3dMipFilter = D3DTEXF_NONE;
- UNREACHABLE();
- }
-
- // Disabling mipmapping will always sample from level 0 of the texture. It is possible to work
- // around this by modifying D3DSAMP_MAXMIPLEVEL to force a specific mip level to become the
- // lowest sampled mip level and using a large negative value for D3DSAMP_MIPMAPLODBIAS to
- // ensure that only the base mip level is sampled.
- if (baseLevel > 0 && *d3dMipFilter == D3DTEXF_NONE)
- {
- *d3dMipFilter = D3DTEXF_POINT;
- *d3dLodBias = -static_cast<float>(gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
- }
- else
- {
- *d3dLodBias = 0.0f;
- }
-
- if (maxAnisotropy > 1.0f)
- {
- *d3dMinFilter = D3DTEXF_ANISOTROPIC;
- }
-}
-
-D3DQUERYTYPE ConvertQueryType(GLenum queryType)
-{
- switch (queryType)
- {
- case GL_ANY_SAMPLES_PASSED_EXT:
- case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
- return D3DQUERYTYPE_OCCLUSION;
- case GL_COMMANDS_COMPLETED_CHROMIUM:
- return D3DQUERYTYPE_EVENT;
- default:
- UNREACHABLE();
- return static_cast<D3DQUERYTYPE>(0);
- }
-}
-
-D3DMULTISAMPLE_TYPE GetMultisampleType(GLuint samples)
-{
- return (samples > 1) ? static_cast<D3DMULTISAMPLE_TYPE>(samples) : D3DMULTISAMPLE_NONE;
-}
-
-}
-
-namespace d3d9_gl
-{
-
-unsigned int GetReservedVertexUniformVectors()
-{
- return 3; // dx_ViewCoords, dx_ViewAdjust and dx_DepthRange.
-}
-
-unsigned int GetReservedFragmentUniformVectors()
-{
- return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
-}
-
-GLsizei GetSamplesCount(D3DMULTISAMPLE_TYPE type)
-{
- return (type != D3DMULTISAMPLE_NONMASKABLE) ? type : 0;
-}
-
-bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format)
-{
- GLenum internalFormat = d3d9::GetD3DFormatInfo(d3dformat).info().glInternalFormat;
- GLenum convertedFormat = gl::GetSizedInternalFormatInfo(internalFormat).format;
- return convertedFormat == format;
-}
-
-static gl::TextureCaps GenerateTextureFormatCaps(GLenum internalFormat, IDirect3D9 *d3d9, D3DDEVTYPE deviceType,
- UINT adapter, D3DFORMAT adapterFormat)
-{
- gl::TextureCaps textureCaps;
-
- const d3d9::TextureFormat &d3dFormatInfo = d3d9::GetTextureFormatInfo(internalFormat);
- const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(internalFormat);
-
- if (d3dFormatInfo.texFormat != D3DFMT_UNKNOWN)
- {
- if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0)
- {
- textureCaps.texturable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, 0, D3DRTYPE_TEXTURE, d3dFormatInfo.texFormat));
- }
- else
- {
- textureCaps.texturable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, 0, D3DRTYPE_TEXTURE, d3dFormatInfo.texFormat)) &&
- SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, 0, D3DRTYPE_CUBETEXTURE, d3dFormatInfo.texFormat));
- }
-
- textureCaps.filterable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_QUERY_FILTER, D3DRTYPE_TEXTURE, d3dFormatInfo.texFormat));
- }
-
- if (d3dFormatInfo.renderFormat != D3DFMT_UNKNOWN)
- {
- textureCaps.renderable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, d3dFormatInfo.renderFormat));
-
- if ((formatInfo.depthBits > 0 || formatInfo.stencilBits > 0) && !textureCaps.renderable)
- {
- textureCaps.renderable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, d3dFormatInfo.renderFormat));
- }
-
- textureCaps.sampleCounts.insert(1);
- for (unsigned int i = D3DMULTISAMPLE_2_SAMPLES; i <= D3DMULTISAMPLE_16_SAMPLES; i++)
- {
- D3DMULTISAMPLE_TYPE multisampleType = D3DMULTISAMPLE_TYPE(i);
-
- HRESULT result = d3d9->CheckDeviceMultiSampleType(
- adapter, deviceType, d3dFormatInfo.renderFormat, TRUE, multisampleType, nullptr);
- if (SUCCEEDED(result))
- {
- textureCaps.sampleCounts.insert(i);
- }
- }
- }
-
- return textureCaps;
-}
-
-void GenerateCaps(IDirect3D9 *d3d9,
- IDirect3DDevice9 *device,
- D3DDEVTYPE deviceType,
- UINT adapter,
- gl::Caps *caps,
- gl::TextureCapsMap *textureCapsMap,
- gl::Extensions *extensions,
- gl::Limitations *limitations)
-{
- D3DCAPS9 deviceCaps;
- if (FAILED(d3d9->GetDeviceCaps(adapter, deviceType, &deviceCaps)))
- {
- // Can't continue with out device caps
- return;
- }
-
- D3DDISPLAYMODE currentDisplayMode;
- d3d9->GetAdapterDisplayMode(adapter, &currentDisplayMode);
-
- GLuint maxSamples = 0;
- for (GLenum internalFormat : gl::GetAllSizedInternalFormats())
- {
- gl::TextureCaps textureCaps = GenerateTextureFormatCaps(internalFormat, d3d9, deviceType,
- adapter, currentDisplayMode.Format);
- textureCapsMap->insert(internalFormat, textureCaps);
-
- maxSamples = std::max(maxSamples, textureCaps.getMaxSamples());
-
- if (gl::GetSizedInternalFormatInfo(internalFormat).compressed)
- {
- caps->compressedTextureFormats.push_back(internalFormat);
- }
- }
-
- // GL core feature limits
- caps->maxElementIndex = static_cast<GLint64>(std::numeric_limits<unsigned int>::max());
-
- // 3D textures are unimplemented in D3D9
- caps->max3DTextureSize = 1;
-
- // Only one limit in GL, use the minimum dimension
- caps->max2DTextureSize = std::min(deviceCaps.MaxTextureWidth, deviceCaps.MaxTextureHeight);
-
- // D3D treats cube maps as a special case of 2D textures
- caps->maxCubeMapTextureSize = caps->max2DTextureSize;
-
- // Array textures are not available in D3D9
- caps->maxArrayTextureLayers = 1;
-
- // ES3-only feature
- caps->maxLODBias = 0.0f;
-
- // No specific limits on render target size, maximum 2D texture size is equivalent
- caps->maxRenderbufferSize = caps->max2DTextureSize;
-
- // Draw buffers are not supported in D3D9
- caps->maxDrawBuffers = 1;
- caps->maxColorAttachments = 1;
-
- // No specific limits on viewport size, maximum 2D texture size is equivalent
- caps->maxViewportWidth = caps->max2DTextureSize;
- caps->maxViewportHeight = caps->maxViewportWidth;
-
- // Point size is clamped to 1.0f when the shader model is less than 3
- caps->minAliasedPointSize = 1.0f;
- caps->maxAliasedPointSize = ((D3DSHADER_VERSION_MAJOR(deviceCaps.PixelShaderVersion) >= 3) ? deviceCaps.MaxPointSize : 1.0f);
-
- // Wide lines not supported
- caps->minAliasedLineWidth = 1.0f;
- caps->maxAliasedLineWidth = 1.0f;
-
- // Primitive count limits (unused in ES2)
- caps->maxElementsIndices = 0;
- caps->maxElementsVertices = 0;
-
- // Program and shader binary formats (no supported shader binary formats)
- caps->programBinaryFormats.push_back(GL_PROGRAM_BINARY_ANGLE);
-
- caps->vertexHighpFloat.setIEEEFloat();
- caps->vertexMediumpFloat.setIEEEFloat();
- caps->vertexLowpFloat.setIEEEFloat();
- caps->fragmentHighpFloat.setIEEEFloat();
- caps->fragmentMediumpFloat.setIEEEFloat();
- caps->fragmentLowpFloat.setIEEEFloat();
-
- // Some (most) hardware only supports single-precision floating-point numbers,
- // which can accurately represent integers up to +/-16777216
- caps->vertexHighpInt.setSimulatedInt(24);
- caps->vertexMediumpInt.setSimulatedInt(24);
- caps->vertexLowpInt.setSimulatedInt(24);
- caps->fragmentHighpInt.setSimulatedInt(24);
- caps->fragmentMediumpInt.setSimulatedInt(24);
- caps->fragmentLowpInt.setSimulatedInt(24);
-
- // WaitSync is ES3-only, set to zero
- caps->maxServerWaitTimeout = 0;
-
- // Vertex shader limits
- caps->maxVertexAttributes = 16;
- // Vertex Attrib Binding not supported.
- caps->maxVertexAttribBindings = caps->maxVertexAttributes;
-
- const size_t MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256;
- caps->maxVertexUniformVectors =
- MAX_VERTEX_CONSTANT_VECTORS_D3D9 - GetReservedVertexUniformVectors();
- caps->maxVertexUniformComponents = caps->maxVertexUniformVectors * 4;
-
- caps->maxVertexUniformBlocks = 0;
-
- // SM3 only supports 11 output variables, with a special 12th register for PSIZE.
- const size_t MAX_VERTEX_OUTPUT_VECTORS_SM3 = 9;
- const size_t MAX_VERTEX_OUTPUT_VECTORS_SM2 = 7;
- caps->maxVertexOutputComponents = ((deviceCaps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) ? MAX_VERTEX_OUTPUT_VECTORS_SM3
- : MAX_VERTEX_OUTPUT_VECTORS_SM2) * 4;
-
- // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
- // We test this using D3D9 by checking support for the R16F format.
- if (deviceCaps.VertexShaderVersion >= D3DVS_VERSION(3, 0) &&
- SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, currentDisplayMode.Format,
- D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F)))
- {
- const size_t MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4;
- caps->maxVertexTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS_VTF_SM3;
- }
- else
- {
- caps->maxVertexTextureImageUnits = 0;
- }
-
- // Fragment shader limits
- const size_t MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224;
- const size_t MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32;
- caps->maxFragmentUniformVectors =
- ((deviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0)) ? MAX_PIXEL_CONSTANT_VECTORS_SM3
- : MAX_PIXEL_CONSTANT_VECTORS_SM2) -
- GetReservedFragmentUniformVectors();
- caps->maxFragmentUniformComponents = caps->maxFragmentUniformVectors * 4;
- caps->maxFragmentUniformBlocks = 0;
- caps->maxFragmentInputComponents = caps->maxVertexOutputComponents;
- caps->maxTextureImageUnits = 16;
- caps->minProgramTexelOffset = 0;
- caps->maxProgramTexelOffset = 0;
-
- // Aggregate shader limits (unused in ES2)
- caps->maxUniformBufferBindings = 0;
- caps->maxUniformBlockSize = 0;
- caps->uniformBufferOffsetAlignment = 0;
- caps->maxCombinedUniformBlocks = 0;
- caps->maxCombinedVertexUniformComponents = 0;
- caps->maxCombinedFragmentUniformComponents = 0;
- caps->maxVaryingComponents = 0;
-
- // Aggregate shader limits
- caps->maxVaryingVectors = caps->maxVertexOutputComponents / 4;
- caps->maxCombinedTextureImageUnits = caps->maxVertexTextureImageUnits + caps->maxTextureImageUnits;
-
- // Transform feedback limits
- caps->maxTransformFeedbackInterleavedComponents = 0;
- caps->maxTransformFeedbackSeparateAttributes = 0;
- caps->maxTransformFeedbackSeparateComponents = 0;
-
- // Multisample limits
- caps->maxSamples = maxSamples;
-
- // GL extension support
- extensions->setTextureExtensionSupport(*textureCapsMap);
- extensions->elementIndexUint = deviceCaps.MaxVertexIndex >= (1 << 16);
- extensions->getProgramBinary = true;
- extensions->rgb8rgba8 = true;
- extensions->readFormatBGRA = true;
- extensions->pixelBufferObject = false;
- extensions->mapBuffer = false;
- extensions->mapBufferRange = false;
-
- // textureRG is emulated and not performant.
- extensions->textureRG = false;
-
- D3DADAPTER_IDENTIFIER9 adapterId = {};
- if (SUCCEEDED(d3d9->GetAdapterIdentifier(adapter, 0, &adapterId)))
- {
- // ATI cards on XP have problems with non-power-of-two textures.
- extensions->textureNPOT = !(deviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
- !(deviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
- !(deviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
- !(!isWindowsVistaOrGreater() && IsAMD(adapterId.VendorId));
-
- // Disable depth texture support on AMD cards (See ANGLE issue 839)
- if (IsAMD(adapterId.VendorId))
- {
- extensions->depthTextures = false;
- }
- }
- else
- {
- extensions->textureNPOT = false;
- }
-
- extensions->drawBuffers = false;
- extensions->textureStorage = true;
-
- // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
- extensions->textureFilterAnisotropic = (deviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) != 0 && deviceCaps.MaxAnisotropy >= 2;
- extensions->maxTextureAnisotropy = static_cast<GLfloat>(deviceCaps.MaxAnisotropy);
-
- // Check occlusion query support by trying to create one
- IDirect3DQuery9 *occlusionQuery = nullptr;
- extensions->occlusionQueryBoolean = SUCCEEDED(device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery;
- SafeRelease(occlusionQuery);
-
- // Check event query support by trying to create one
- IDirect3DQuery9 *eventQuery = nullptr;
- extensions->fence = SUCCEEDED(device->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery;
- SafeRelease(eventQuery);
-
- extensions->disjointTimerQuery = false;
- extensions->robustness = true;
- // It seems that only DirectX 10 and higher enforce the well-defined behavior of always
- // returning zero values when out-of-bounds reads. See
- // https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_robustness.txt
- extensions->robustBufferAccessBehavior = false;
- extensions->blendMinMax = true;
- extensions->framebufferBlit = true;
- extensions->framebufferMultisample = true;
- extensions->instancedArrays = deviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
- extensions->packReverseRowOrder = true;
- extensions->standardDerivatives = (deviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
- extensions->shaderTextureLOD = true;
- extensions->fragDepth = true;
- extensions->textureUsage = true;
- extensions->translatedShaderSource = true;
- extensions->fboRenderMipmap = false;
- extensions->discardFramebuffer = false; // It would be valid to set this to true, since glDiscardFramebufferEXT is just a hint
- extensions->colorBufferFloat = false;
- extensions->debugMarker = true;
- extensions->eglImage = true;
- extensions->eglImageExternal = true;
- extensions->unpackSubimage = true;
- extensions->packSubimage = true;
- extensions->syncQuery = extensions->fence;
- extensions->copyTexture = true;
-
- // D3D9 has no concept of separate masks and refs for front and back faces in the depth stencil
- // state.
- limitations->noSeparateStencilRefsAndMasks = true;
-
- // D3D9 shader models have limited support for looping, so the Appendix A
- // index/loop limitations are necessary. Workarounds that are needed to
- // support dynamic indexing of vectors on HLSL also don't work on D3D9.
- limitations->shadersRequireIndexedLoopValidation = true;
-
- // D3D9 cannot support constant color and alpha blend funcs together
- limitations->noSimultaneousConstantColorAndAlphaBlendFunc = true;
-}
-
-}
-
-namespace d3d9
-{
-
-GLuint ComputeBlockSize(D3DFORMAT format, GLuint width, GLuint height)
-{
- const D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(format);
- GLuint numBlocksWide = (width + d3dFormatInfo.blockWidth - 1) / d3dFormatInfo.blockWidth;
- GLuint numBlocksHight = (height + d3dFormatInfo.blockHeight - 1) / d3dFormatInfo.blockHeight;
- return (d3dFormatInfo.pixelBytes * numBlocksWide * numBlocksHight);
-}
-
-void MakeValidSize(bool isImage, D3DFORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset)
-{
- const D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(format);
-
- int upsampleCount = 0;
- // Don't expand the size of full textures that are at least (blockWidth x blockHeight) already.
- if (isImage || *requestWidth < static_cast<GLsizei>(d3dFormatInfo.blockWidth) ||
- *requestHeight < static_cast<GLsizei>(d3dFormatInfo.blockHeight))
- {
- while (*requestWidth % d3dFormatInfo.blockWidth != 0 || *requestHeight % d3dFormatInfo.blockHeight != 0)
- {
- *requestWidth <<= 1;
- *requestHeight <<= 1;
- upsampleCount++;
- }
- }
- *levelOffset = upsampleCount;
-}
-
-angle::WorkaroundsD3D GenerateWorkarounds()
-{
- angle::WorkaroundsD3D workarounds;
- workarounds.mrtPerfWorkaround = true;
- workarounds.setDataFasterThanImageUpload = false;
- workarounds.useInstancedPointSpriteEmulation = false;
-
- // TODO(jmadill): Disable workaround when we have a fixed compiler DLL.
- workarounds.expandIntegerPowExpressions = true;
-
- // Call platform hooks for testing overrides.
- auto *platform = ANGLEPlatformCurrent();
- platform->overrideWorkaroundsD3D(platform, &workarounds);
-
- return workarounds;
-}
-
-} // namespace d3d9
-
-} // namespace rx