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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp1228
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;
-}
-
-}
-
-}