diff options
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp | 1228 |
1 files changed, 0 insertions, 1228 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp deleted file mode 100644 index 121aa3bbad..0000000000 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp +++ /dev/null @@ -1,1228 +0,0 @@ -// -// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved. -// Use of this source code is governed by a BSD-style license that can be -// found in the LICENSE file. -// - -// renderer11_utils.cpp: Conversion functions and other utility routines -// specific to the D3D11 renderer. - -#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h" -#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h" -#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h" -#include "libGLESv2/renderer/Workarounds.h" -#include "libGLESv2/ProgramBinary.h" -#include "libGLESv2/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 - -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 -{ - -static gl::TextureCaps GenerateTextureFormatCaps(GLenum internalFormat, ID3D11Device *device) -{ - gl::TextureCaps textureCaps; - - const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat); - - UINT formatSupport; - if (SUCCEEDED(device->CheckFormatSupport(formatInfo.texFormat, &formatSupport))) - { - const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat); - if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0) - { - textureCaps.texturable = ((formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0); - } - else - { - textureCaps.texturable = ((formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0) && - ((formatSupport & D3D11_FORMAT_SUPPORT_TEXTURECUBE) != 0) && - ((formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE3D) != 0); - } - } - - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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 true; // Provided that mipmaps & wrap modes are not used - - default: UNREACHABLE(); return false; - } -} - -static float GetMaximumAnisotropy(D3D_FEATURE_LEVEL featureLevel) -{ - switch (featureLevel) - { -#if !defined(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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 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(_MSC_VER) || (_MSC_VER >= 1800) - 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 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(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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 D3D9 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 - META_ASSERT(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32); - META_ASSERT(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32); - - switch (featureLevel) - { -#if !defined(_MSC_VER) || (_MSC_VER >= 1800) - 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 - META_ASSERT(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32); - META_ASSERT(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32); - - switch (featureLevel) - { -#if !defined(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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 in D3D9 feature levels - 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() -{ - // We potentially reserve varyings for gl_Position, dx_Position, gl_FragCoord and gl_PointSize - return 4; -} - -static size_t GetMaximumVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel) -{ - META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT); - - switch (featureLevel) - { -#if !defined(_MSC_VER) || (_MSC_VER >= 1800) - case D3D_FEATURE_LEVEL_11_1: -#endif - case D3D_FEATURE_LEVEL_11_0: return D3D11_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(); - - case D3D_FEATURE_LEVEL_10_1: return D3D10_1_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(); - case D3D_FEATURE_LEVEL_10_0: return D3D10_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(); - - // Use D3D9 SM3 and SM2 limits - case D3D_FEATURE_LEVEL_9_3: return 10 - GetReservedVertexOutputVectors(); - case D3D_FEATURE_LEVEL_9_2: - case D3D_FEATURE_LEVEL_9_1: return 8 - GetReservedVertexOutputVectors(); - - default: UNREACHABLE(); return 0; - } -} - -static size_t GetMaximumVertexTextureUnits(D3D_FEATURE_LEVEL featureLevel) -{ - switch (featureLevel) - { -#if !defined(_MSC_VER) || (_MSC_VER >= 1800) - 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 in D3D9 feature levels 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(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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 in D3D9 feature levels - 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(_MSC_VER) || (_MSC_VER >= 1800) - case D3D_FEATURE_LEVEL_11_1: -#endif - case D3D_FEATURE_LEVEL_11_0: return D3D11_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(); - - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: return D3D10_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(); - - // Use D3D9 SM3 and SM2 limits - case D3D_FEATURE_LEVEL_9_3: return 10 - GetReservedVertexOutputVectors(); - case D3D_FEATURE_LEVEL_9_2: - case D3D_FEATURE_LEVEL_9_1: return 8 - GetReservedVertexOutputVectors(); - - default: UNREACHABLE(); return 0; - } -} - -static size_t GetMaximumPixelTextureUnits(D3D_FEATURE_LEVEL featureLevel) -{ - switch (featureLevel) - { -#if !defined(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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(_MSC_VER) || (_MSC_VER >= 1800) - 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, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions) -{ - 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(*internalFormat, device); - textureCapsMap->insert(*internalFormat, textureCaps); - - maxSamples = std::max(maxSamples, textureCaps.getMaxSamples()); - - if (gl::GetInternalFormatInfo(*internalFormat).compressed) - { - caps->compressedTextureFormats.push_back(*internalFormat); - } - } - - D3D_FEATURE_LEVEL featureLevel = device->GetFeatureLevel(); - - // 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); - - // 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()); - - 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 = true; - extensions->framebufferMultisample = true; - extensions->maxSamples = maxSamples; - extensions->instancedArrays = GetInstancingSupport(featureLevel); - extensions->packReverseRowOrder = true; - extensions->standardDerivatives = GetDerivativeInstructionSupport(featureLevel); - extensions->shaderTextureLOD = true; - 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, 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); - 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) && !defined(__MINGW32__) - return resource->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name); -#else - return S_OK; -#endif -} - -gl::Error GetAttachmentRenderTarget(gl::FramebufferAttachment *attachment, RenderTarget11 **outRT) -{ - RenderTarget *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() -{ - Workarounds workarounds; - workarounds.mrtPerfWorkaround = true; - workarounds.setDataFasterThanImageUpload = true; - return workarounds; -} - -} - -} |