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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp298
1 files changed, 218 insertions, 80 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp
index a43101807a..f83e9e91ce 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp
@@ -137,6 +137,7 @@ EGLint Renderer11::initialize()
return EGL_NOT_INITIALIZED;
}
+#if !defined(ANGLE_OS_WINRT)
mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
@@ -155,12 +156,17 @@ EGLint Renderer11::initialize()
ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
return EGL_NOT_INITIALIZED;
}
+#endif
D3D_FEATURE_LEVEL featureLevels[] =
{
+ D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
+ D3D_FEATURE_LEVEL_9_3,
+ D3D_FEATURE_LEVEL_9_2,
+ D3D_FEATURE_LEVEL_9_1,
};
HRESULT result = S_OK;
@@ -203,8 +209,12 @@ EGLint Renderer11::initialize()
}
}
+#if !defined(ANGLE_OS_WINRT)
IDXGIDevice *dxgiDevice = NULL;
- result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
+#else
+ IDXGIDevice1 *dxgiDevice = NULL;
+#endif
+ result = mDevice->QueryInterface(IID_PPV_ARGS(&dxgiDevice));
if (FAILED(result))
{
@@ -524,7 +534,7 @@ void Renderer11::sync(bool block)
}
}
-SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
+SwapChain *Renderer11::createSwapChain(EGLNativeWindowType window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
{
return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
}
@@ -1108,6 +1118,43 @@ void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLv
}
}
+template <typename T>
+static void drawLineLoopIndexed(T *data, GLenum type, const GLvoid *indices, GLsizei count)
+{
+ 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();
+ }
+}
+
void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
{
// Get the raw indices for an indexed draw
@@ -1156,59 +1203,71 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
return gl::error(GL_OUT_OF_MEMORY);
}
- unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+ if (get32BitIndexSupport())
+ drawLineLoopIndexed(reinterpret_cast<unsigned int*>(mappedMemory), type, indices, count);
+ else
+ drawLineLoopIndexed(reinterpret_cast<unsigned short*>(mappedMemory), type, indices, count);
+
unsigned int indexBufferOffset = offset;
+ if (!mLineLoopIB->unmapBuffer())
+ {
+ ERR("Could not unmap index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
+ {
+ IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
+
+ mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
+ mAppliedIBSerial = mLineLoopIB->getSerial();
+ mAppliedStorageIBSerial = 0;
+ mAppliedIBOffset = indexBufferOffset;
+ }
+
+ mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
+}
+
+template <typename T>
+static void drawTriangleFanIndexed(T *data, GLenum type, const GLvoid *indices, unsigned int numTris)
+{
switch (type)
{
case GL_NONE: // Non-indexed draw
- for (int i = 0; i < count; i++)
+ for (unsigned int i = 0; i < numTris; i++)
{
- data[i] = i;
+ data[i*3 + 0] = 0;
+ data[i*3 + 1] = i + 1;
+ data[i*3 + 2] = i + 2;
}
- data[count] = 0;
break;
case GL_UNSIGNED_BYTE:
- for (int i = 0; i < count; i++)
+ for (unsigned int i = 0; i < numTris; i++)
{
- data[i] = static_cast<const GLubyte*>(indices)[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];
}
- data[count] = static_cast<const GLubyte*>(indices)[0];
break;
case GL_UNSIGNED_SHORT:
- for (int i = 0; i < count; i++)
+ for (unsigned int i = 0; i < numTris; i++)
{
- data[i] = static_cast<const GLushort*>(indices)[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];
}
- data[count] = static_cast<const GLushort*>(indices)[0];
break;
case GL_UNSIGNED_INT:
- for (int i = 0; i < count; i++)
+ for (unsigned int i = 0; i < numTris; i++)
{
- data[i] = static_cast<const GLuint*>(indices)[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];
}
- data[count] = static_cast<const GLuint*>(indices)[0];
break;
default: UNREACHABLE();
}
-
- if (!mLineLoopIB->unmapBuffer())
- {
- ERR("Could not unmap index buffer for GL_LINE_LOOP.");
- return gl::error(GL_OUT_OF_MEMORY);
- }
-
- if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
- {
- IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
-
- mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
- mAppliedIBSerial = mLineLoopIB->getSerial();
- mAppliedStorageIBSerial = 0;
- mAppliedIBOffset = indexBufferOffset;
- }
-
- mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
}
void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
@@ -1261,45 +1320,12 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic
return gl::error(GL_OUT_OF_MEMORY);
}
- unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
- unsigned int indexBufferOffset = offset;
+ if (get32BitIndexSupport())
+ drawTriangleFanIndexed(reinterpret_cast<unsigned int*>(mappedMemory), type, indices, numTris);
+ else
+ drawTriangleFanIndexed(reinterpret_cast<unsigned short*>(mappedMemory), type, indices, numTris);
- 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();
- }
+ unsigned int indexBufferOffset = offset;
if (!mTriangleFanIB->unmapBuffer())
{
@@ -1509,7 +1535,7 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArra
}
// needed for the point sprite geometry shader
- if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
+ if (mFeatureLevel >= D3D_FEATURE_LEVEL_10_0 && mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
{
mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
@@ -1923,9 +1949,13 @@ bool Renderer11::testDeviceResettable()
D3D_FEATURE_LEVEL featureLevels[] =
{
+ D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
+ D3D_FEATURE_LEVEL_9_3,
+ D3D_FEATURE_LEVEL_9_2,
+ D3D_FEATURE_LEVEL_9_1,
};
ID3D11Device* dummyDevice;
@@ -2104,11 +2134,17 @@ float Renderer11::getTextureMaxAnisotropy() const
{
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
return D3D11_MAX_MAXANISOTROPY;
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
return D3D10_MAX_MAXANISOTROPY;
+ 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;
}
@@ -2123,11 +2159,17 @@ Range Renderer11::getViewportBounds() const
{
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
+ case D3D_FEATURE_LEVEL_9_3:
+ return Range(D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION * -2, D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2);
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return Range(D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION * -2, D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2);
default: UNREACHABLE();
return Range(0, 0);
}
@@ -2138,10 +2180,15 @@ unsigned int Renderer11::getMaxVertexTextureImageUnits() const
META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return 0;
default: UNREACHABLE();
return 0;
}
@@ -2165,15 +2212,41 @@ unsigned int Renderer11::getReservedFragmentUniformVectors() const
unsigned int Renderer11::getMaxVertexUniformVectors() const
{
META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
- ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
- return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_1:
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return MAX_VERTEX_UNIFORM_VECTORS_D3D9;
+ default:
+ UNIMPLEMENTED();
+ return 0;
+ }
}
unsigned int Renderer11::getMaxFragmentUniformVectors() const
{
META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
- ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
- return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_1:
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
+ case D3D_FEATURE_LEVEL_9_3:
+ return 221;
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return 29;
+ default: UNREACHABLE();
+ return 0;
+ }
}
unsigned int Renderer11::getMaxVaryingVectors() const
@@ -2181,11 +2254,17 @@ unsigned int Renderer11::getMaxVaryingVectors() const
META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
return D3D11_VS_OUTPUT_REGISTER_COUNT;
case D3D_FEATURE_LEVEL_10_1:
+ return D3D10_1_VS_OUTPUT_REGISTER_COUNT;
case D3D_FEATURE_LEVEL_10_0:
return D3D10_VS_OUTPUT_REGISTER_COUNT;
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return 8;
default: UNREACHABLE();
return 0;
}
@@ -2195,10 +2274,15 @@ bool Renderer11::getNonPower2TextureSupport() const
{
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
return true;
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return false;
default: UNREACHABLE();
return false;
}
@@ -2208,10 +2292,15 @@ bool Renderer11::getOcclusionQuerySupport() const
{
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
return true;
+ case D3D_FEATURE_LEVEL_9_1:
+ return false;
default: UNREACHABLE();
return false;
}
@@ -2221,10 +2310,15 @@ bool Renderer11::getInstancingSupport() const
{
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
+ case D3D_FEATURE_LEVEL_9_3:
return true;
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return false;
default: UNREACHABLE();
return false;
}
@@ -2242,10 +2336,15 @@ bool Renderer11::getDerivativeInstructionSupport() const
{
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
+ case D3D_FEATURE_LEVEL_9_3:
return true;
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return false;
default: UNREACHABLE();
return false;
}
@@ -2261,9 +2360,13 @@ int Renderer11::getMajorShaderModel() const
{
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
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:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 4; // SM4 level 9, but treat as 4
default: UNREACHABLE(); return 0;
}
}
@@ -2272,9 +2375,13 @@ int Renderer11::getMinorShaderModel() const
{
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
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:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 0;
default: UNREACHABLE(); return 0;
}
}
@@ -2295,11 +2402,17 @@ int Renderer11::getMaxViewportDimension() const
switch (mFeatureLevel)
{
- case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_11_1:
+ case D3D_FEATURE_LEVEL_11_0:
return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
+ case D3D_FEATURE_LEVEL_9_3:
+ return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048
default: UNREACHABLE();
return 0;
}
@@ -2309,9 +2422,13 @@ int Renderer11::getMaxTextureWidth() const
{
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
+ case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048
default: UNREACHABLE(); return 0;
}
}
@@ -2320,9 +2437,13 @@ int Renderer11::getMaxTextureHeight() const
{
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
+ case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048
default: UNREACHABLE(); return 0;
}
}
@@ -2331,9 +2452,13 @@ bool Renderer11::get32BitIndexSupport() const
{
switch (mFeatureLevel)
{
- case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_11_1:
+ case D3D_FEATURE_LEVEL_11_0:
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // 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;
}
}
@@ -2380,14 +2505,22 @@ unsigned int Renderer11::getMaxRenderTargets() const
{
META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
+ META_ASSERT(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
+ META_ASSERT(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
+ case D3D_FEATURE_LEVEL_9_3:
+ return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT; // 4
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT; // 1
default:
UNREACHABLE();
return 1;
@@ -2815,7 +2948,7 @@ ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length
ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
{
- const char *profile = NULL;
+ std::string profile;
switch (type)
{
@@ -2833,7 +2966,12 @@ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const ch
return NULL;
}
- ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
+ if (mFeatureLevel == D3D_FEATURE_LEVEL_9_3)
+ profile += "_level_9_3";
+ else if (mFeatureLevel == D3D_FEATURE_LEVEL_9_2 || mFeatureLevel == D3D_FEATURE_LEVEL_9_1)
+ profile += "_level_9_1";
+
+ ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile.c_str(), D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
if (!binary)
return NULL;