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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/BufferD3D.cpp83
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/BufferD3D.h60
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/HLSLCompiler.cpp171
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/HLSLCompiler.h38
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/ImageD3D.cpp27
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/ImageD3D.h54
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/IndexBuffer.cpp196
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/IndexBuffer.h111
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/IndexDataManager.cpp339
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/IndexDataManager.h66
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/MemoryBuffer.cpp72
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/MemoryBuffer.h35
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.cpp2550
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.h343
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureStorage.cpp181
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureStorage.h145
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/VertexBuffer.cpp296
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/VertexBuffer.h138
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/VertexDataManager.cpp299
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/VertexDataManager.h70
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp1049
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.h126
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp900
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.h106
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp568
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.h83
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.cpp71
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.h38
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.cpp460
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.h77
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/IndexBuffer11.cpp175
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/IndexBuffer11.h53
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.cpp248
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.h95
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp253
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h82
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.cpp155
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.h41
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.cpp436
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.h109
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.cpp457
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.h54
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp3527
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h375
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.cpp112
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h61
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp713
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.h82
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp1559
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.h278
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexArray11.h42
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.cpp223
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h52
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp1458
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.h79
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp634
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.h173
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl76
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Clear11.hlsl106
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl111
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl146
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Swizzle11.hlsl99
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Blit9.cpp645
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Blit9.h94
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Buffer9.cpp126
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Buffer9.h53
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Fence9.cpp73
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Fence9.h38
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Image9.cpp703
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Image9.h80
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/IndexBuffer9.cpp199
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/IndexBuffer9.h53
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Query9.cpp125
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Query9.h41
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/RenderTarget9.cpp139
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/RenderTarget9.h43
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp3254
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Renderer9.h364
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/ShaderCache.h102
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/ShaderExecutable9.cpp54
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/ShaderExecutable9.h39
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/SwapChain9.cpp416
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/SwapChain9.h55
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/TextureStorage9.cpp307
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/TextureStorage9.h109
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexArray9.h43
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexBuffer9.cpp252
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexBuffer9.h54
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexDeclarationCache.cpp216
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexDeclarationCache.h58
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/formatutils9.cpp820
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/formatutils9.h77
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/renderer9_utils.cpp409
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/renderer9_utils.h65
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/shaders/Blit.ps33
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/shaders/Blit.vs43
96 files changed, 29998 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/BufferD3D.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/BufferD3D.cpp
new file mode 100644
index 0000000000..08457af76d
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/BufferD3D.cpp
@@ -0,0 +1,83 @@
+#include "precompiled.h"
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// BufferD3D.cpp Defines common functionality between the Buffer9 and Buffer11 classes.
+
+#include "libGLESv2/renderer/d3d/BufferD3D.h"
+#include "libGLESv2/renderer/Renderer.h"
+#include "libGLESv2/renderer/d3d/VertexBuffer.h"
+#include "libGLESv2/renderer/d3d/IndexBuffer.h"
+#include "libGLESv2/main.h"
+
+namespace rx
+{
+
+unsigned int BufferD3D::mNextSerial = 1;
+
+BufferD3D::BufferD3D()
+ : BufferImpl(),
+ mStaticVertexBuffer(NULL),
+ mStaticIndexBuffer(NULL)
+{
+ updateSerial();
+}
+
+BufferD3D::~BufferD3D()
+{
+ SafeDelete(mStaticVertexBuffer);
+ SafeDelete(mStaticIndexBuffer);
+}
+
+BufferD3D *BufferD3D::makeBufferD3D(BufferImpl *buffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(BufferD3D*, buffer));
+ return static_cast<BufferD3D*>(buffer);
+}
+
+void BufferD3D::updateSerial()
+{
+ mSerial = mNextSerial++;
+}
+
+void BufferD3D::initializeStaticData()
+{
+ if (!mStaticVertexBuffer)
+ {
+ mStaticVertexBuffer = new rx::StaticVertexBufferInterface(getRenderer());
+ }
+ if (!mStaticIndexBuffer)
+ {
+ mStaticIndexBuffer = new rx::StaticIndexBufferInterface(getRenderer());
+ }
+}
+
+void BufferD3D::invalidateStaticData()
+{
+ if ((mStaticVertexBuffer && mStaticVertexBuffer->getBufferSize() != 0) || (mStaticIndexBuffer && mStaticIndexBuffer->getBufferSize() != 0))
+ {
+ SafeDelete(mStaticVertexBuffer);
+ SafeDelete(mStaticIndexBuffer);
+ }
+
+ mUnmodifiedDataUse = 0;
+}
+
+// Creates static buffers if sufficient used data has been left unmodified
+void BufferD3D::promoteStaticUsage(int dataSize)
+{
+ if (!mStaticVertexBuffer && !mStaticIndexBuffer)
+ {
+ mUnmodifiedDataUse += dataSize;
+
+ if (mUnmodifiedDataUse > 3 * getSize())
+ {
+ initializeStaticData();
+ }
+ }
+}
+
+} \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/BufferD3D.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/BufferD3D.h
new file mode 100644
index 0000000000..8e204b9139
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/BufferD3D.h
@@ -0,0 +1,60 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// BufferImpl.h: Defines the abstract rx::BufferImpl class.
+
+#ifndef LIBGLESV2_RENDERER_BUFFERD3D_H_
+#define LIBGLESV2_RENDERER_BUFFERD3D_H_
+
+#include "libGLESv2/renderer/BufferImpl.h"
+#include "libGLESv2/angletypes.h"
+#include "libGLESv2/renderer/IndexRangeCache.h"
+
+namespace rx
+{
+
+class Renderer;
+class StaticIndexBufferInterface;
+class StaticVertexBufferInterface;
+
+class BufferD3D : public BufferImpl
+{
+ public:
+ BufferD3D();
+ virtual ~BufferD3D();
+
+ static BufferD3D *makeBufferD3D(BufferImpl *buffer);
+
+ unsigned int getSerial() const { return mSerial; }
+
+ virtual size_t getSize() const = 0;
+ virtual void clear() = 0;
+ virtual bool supportsDirectBinding() const = 0;
+ virtual Renderer* getRenderer() = 0;
+
+ rx::StaticVertexBufferInterface *getStaticVertexBuffer() { return mStaticVertexBuffer; }
+ rx::StaticIndexBufferInterface *getStaticIndexBuffer() { return mStaticIndexBuffer; }
+ rx::IndexRangeCache *getIndexRangeCache() { return &mIndexRangeCache; }
+
+ void initializeStaticData();
+ void invalidateStaticData();
+ void promoteStaticUsage(int dataSize);
+
+ protected:
+ unsigned int mSerial;
+ static unsigned int mNextSerial;
+
+ void updateSerial();
+
+ rx::StaticVertexBufferInterface *mStaticVertexBuffer;
+ rx::StaticIndexBufferInterface *mStaticIndexBuffer;
+ rx::IndexRangeCache mIndexRangeCache;
+ unsigned int mUnmodifiedDataUse;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_BUFFERIMPLD3D_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/HLSLCompiler.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/HLSLCompiler.cpp
new file mode 100644
index 0000000000..e3b88d506d
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/HLSLCompiler.cpp
@@ -0,0 +1,171 @@
+#include "precompiled.h"
+#include "libGLESv2/renderer/d3d/HLSLCompiler.h"
+#include "libGLESv2/Program.h"
+#include "libGLESv2/main.h"
+
+#include "common/utilities.h"
+#include "common/platform.h"
+
+#include "third_party/trace_event/trace_event.h"
+
+#include <d3dcompiler.h>
+
+#if defined(__MINGW32__) && !defined(D3DCOMPILER_DLL)
+
+// Add define + typedefs for older MinGW-w64 headers (pre 5783)
+
+#define D3DCOMPILER_DLL L"d3dcompiler_43.dll"
+
+HRESULT WINAPI D3DCompile(const void *data, SIZE_T data_size, const char *filename,
+ const D3D_SHADER_MACRO *defines, ID3DInclude *include, const char *entrypoint,
+ const char *target, UINT sflags, UINT eflags, ID3DBlob **shader, ID3DBlob **error_messages);
+typedef HRESULT (WINAPI *pD3DCompile)(const void *data, SIZE_T data_size, const char *filename,
+ const D3D_SHADER_MACRO *defines, ID3DInclude *include, const char *entrypoint,
+ const char *target, UINT sflags, UINT eflags, ID3DBlob **shader, ID3DBlob **error_messages);
+
+#endif // __MINGW32__ && !D3DCOMPILER_DLL
+
+#ifndef QT_D3DCOMPILER_DLL
+#define QT_D3DCOMPILER_DLL D3DCOMPILER_DLL
+#endif
+
+#ifndef LoadLibrary
+#define LoadLibrary(dll) LoadPackagedLibrary(dll, NULL)
+#endif
+
+namespace rx
+{
+
+HLSLCompiler::HLSLCompiler()
+ : mD3DCompilerModule(NULL),
+ mD3DCompileFunc(NULL)
+{
+}
+
+HLSLCompiler::~HLSLCompiler()
+{
+ release();
+}
+
+bool HLSLCompiler::initialize()
+{
+ TRACE_EVENT0("gpu", "initializeCompiler");
+#if !defined(ANGLE_PLATFORM_WINRT)
+#if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES)
+ // Find a D3DCompiler module that had already been loaded based on a predefined list of versions.
+ static const char *d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES;
+
+ for (size_t i = 0; i < ArraySize(d3dCompilerNames); ++i)
+ {
+ if (GetModuleHandleExA(0, d3dCompilerNames[i], &mD3DCompilerModule))
+ {
+ break;
+ }
+ }
+#endif // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES
+
+ // Load the compiler DLL specified by the environment, or default to QT_D3DCOMPILER_DLL
+ const wchar_t *defaultCompiler = _wgetenv(L"QT_D3DCOMPILER_DLL");
+ if (!defaultCompiler)
+ defaultCompiler = QT_D3DCOMPILER_DLL;
+
+ const wchar_t *compilerDlls[] = {
+ defaultCompiler,
+ L"d3dcompiler_47.dll",
+ L"d3dcompiler_46.dll",
+ L"d3dcompiler_45.dll",
+ L"d3dcompiler_44.dll",
+ L"d3dcompiler_43.dll",
+ 0
+ };
+
+ // Load the first available known compiler DLL
+ for (int i = 0; compilerDlls[i]; ++i)
+ {
+ mD3DCompilerModule = LoadLibrary(compilerDlls[i]);
+ if (mD3DCompilerModule)
+ break;
+ }
+
+ if (!mD3DCompilerModule)
+ {
+ ERR("No D3D compiler module found - aborting!\n");
+ return false;
+ }
+
+ mD3DCompileFunc = reinterpret_cast<CompileFuncPtr>(GetProcAddress(mD3DCompilerModule, "D3DCompile"));
+ ASSERT(mD3DCompileFunc);
+#else
+ mD3DCompileFunc = reinterpret_cast<CompileFuncPtr>(&D3DCompile);
+#endif
+ return mD3DCompileFunc != NULL;
+}
+
+void HLSLCompiler::release()
+{
+ if (mD3DCompilerModule)
+ {
+ FreeLibrary(mD3DCompilerModule);
+ mD3DCompilerModule = NULL;
+ mD3DCompileFunc = NULL;
+ }
+}
+
+ShaderBlob *HLSLCompiler::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile,
+ const UINT optimizationFlags[], const char *flagNames[], int attempts) const
+{
+#if !defined(ANGLE_PLATFORM_WINRT)
+ ASSERT(mD3DCompilerModule && mD3DCompileFunc);
+#endif
+
+ if (!hlsl)
+ {
+ return NULL;
+ }
+
+ pD3DCompile compileFunc = reinterpret_cast<pD3DCompile>(mD3DCompileFunc);
+ for (int i = 0; i < attempts; ++i)
+ {
+ ID3DBlob *errorMessage = NULL;
+ ID3DBlob *binary = NULL;
+
+ HRESULT result = compileFunc(hlsl, strlen(hlsl), gl::g_fakepath, NULL, NULL, "main", profile, optimizationFlags[i], 0, &binary, &errorMessage);
+
+ if (errorMessage)
+ {
+ const char *message = (const char*)errorMessage->GetBufferPointer();
+
+ infoLog.appendSanitized(message);
+ TRACE("\n%s", hlsl);
+ TRACE("\n%s", message);
+
+ SafeRelease(errorMessage);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ return (ShaderBlob*)binary;
+ }
+ else
+ {
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, (ShaderBlob*)NULL);
+ }
+
+ infoLog.append("Warning: D3D shader compilation failed with ");
+ infoLog.append(flagNames[i]);
+ infoLog.append(" flags.");
+ if (i + 1 < attempts)
+ {
+ infoLog.append(" Retrying with ");
+ infoLog.append(flagNames[i + 1]);
+ infoLog.append(".\n");
+ }
+ }
+ }
+
+ return NULL;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/HLSLCompiler.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/HLSLCompiler.h
new file mode 100644
index 0000000000..0ce9e44be5
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/HLSLCompiler.h
@@ -0,0 +1,38 @@
+#ifndef LIBGLESV2_RENDERER_HLSL_D3DCOMPILER_H_
+#define LIBGLESV2_RENDERER_HLSL_D3DCOMPILER_H_
+
+#include "common/angleutils.h"
+
+namespace gl
+{
+class InfoLog;
+}
+
+namespace rx
+{
+
+typedef void* ShaderBlob;
+typedef void(*CompileFuncPtr)();
+
+class HLSLCompiler
+{
+ public:
+ HLSLCompiler();
+ ~HLSLCompiler();
+
+ bool initialize();
+ void release();
+
+ ShaderBlob *compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile,
+ const UINT optimizationFlags[], const char *flagNames[], int attempts) const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(HLSLCompiler);
+
+ HMODULE mD3DCompilerModule;
+ CompileFuncPtr mD3DCompileFunc;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_HLSL_D3DCOMPILER_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/ImageD3D.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/ImageD3D.cpp
new file mode 100644
index 0000000000..615d11a1f1
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/ImageD3D.cpp
@@ -0,0 +1,27 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Image.h: Implements the rx::Image class, an abstract base class for the
+// renderer-specific classes which will define the interface to the underlying
+// surfaces or resources.
+
+#include "libGLESv2/renderer/d3d/ImageD3D.h"
+
+namespace rx
+{
+
+ImageD3D::ImageD3D()
+{
+}
+
+ImageD3D *ImageD3D::makeImageD3D(Image *img)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(rx::ImageD3D*, img));
+ return static_cast<rx::ImageD3D*>(img);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/ImageD3D.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/ImageD3D.h
new file mode 100644
index 0000000000..242ce5af70
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/ImageD3D.h
@@ -0,0 +1,54 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Image.h: Defines the rx::Image class, an abstract base class for the
+// renderer-specific classes which will define the interface to the underlying
+// surfaces or resources.
+
+#ifndef LIBGLESV2_RENDERER_IMAGED3D_H_
+#define LIBGLESV2_RENDERER_IMAGED3D_H_
+
+#include "common/debug.h"
+#include "libGLESv2/renderer/Image.h"
+
+namespace gl
+{
+class Framebuffer;
+}
+
+namespace rx
+{
+class TextureStorageInterface2D;
+class TextureStorageInterfaceCube;
+class TextureStorageInterface3D;
+class TextureStorageInterface2DArray;
+
+class ImageD3D : public Image
+{
+ public:
+ ImageD3D();
+ virtual ~ImageD3D() {};
+
+ static ImageD3D *makeImageD3D(Image *img);
+
+ virtual bool isDirty() const = 0;
+
+ virtual void setManagedSurface(TextureStorageInterface2D *storage, int level) {};
+ virtual void setManagedSurface(TextureStorageInterfaceCube *storage, int face, int level) {};
+ virtual void setManagedSurface(TextureStorageInterface3D *storage, int level) {};
+ virtual void setManagedSurface(TextureStorageInterface2DArray *storage, int layer, int level) {};
+ virtual bool copyToStorage(TextureStorageInterface2D *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) = 0;
+ virtual bool copyToStorage(TextureStorageInterfaceCube *storage, int face, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) = 0;
+ virtual bool copyToStorage(TextureStorageInterface3D *storage, int level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth) = 0;
+ virtual bool copyToStorage(TextureStorageInterface2DArray *storage, int level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height) = 0;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(ImageD3D);
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_IMAGED3D_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/IndexBuffer.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/IndexBuffer.cpp
new file mode 100644
index 0000000000..13e35e09ec
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/IndexBuffer.cpp
@@ -0,0 +1,196 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// IndexBuffer.cpp: Defines the abstract IndexBuffer class and IndexBufferInterface
+// class with derivations, classes that perform graphics API agnostic index buffer operations.
+
+#include "libGLESv2/renderer/d3d/IndexBuffer.h"
+#include "libGLESv2/renderer/Renderer.h"
+
+namespace rx
+{
+
+unsigned int IndexBuffer::mNextSerial = 1;
+
+IndexBuffer::IndexBuffer()
+{
+ updateSerial();
+}
+
+IndexBuffer::~IndexBuffer()
+{
+}
+
+unsigned int IndexBuffer::getSerial() const
+{
+ return mSerial;
+}
+
+void IndexBuffer::updateSerial()
+{
+ mSerial = mNextSerial++;
+}
+
+
+IndexBufferInterface::IndexBufferInterface(Renderer *renderer, bool dynamic) : mRenderer(renderer)
+{
+ mIndexBuffer = renderer->createIndexBuffer();
+
+ mDynamic = dynamic;
+ mWritePosition = 0;
+}
+
+IndexBufferInterface::~IndexBufferInterface()
+{
+ if (mIndexBuffer)
+ {
+ delete mIndexBuffer;
+ }
+}
+
+GLenum IndexBufferInterface::getIndexType() const
+{
+ return mIndexBuffer->getIndexType();
+}
+
+unsigned int IndexBufferInterface::getBufferSize() const
+{
+ return mIndexBuffer->getBufferSize();
+}
+
+unsigned int IndexBufferInterface::getSerial() const
+{
+ return mIndexBuffer->getSerial();
+}
+
+bool IndexBufferInterface::mapBuffer(unsigned int size, void** outMappedMemory, unsigned int *streamOffset)
+{
+ // Protect against integer overflow
+ if (mWritePosition + size < mWritePosition)
+ {
+ return false;
+ }
+
+ if (!mIndexBuffer->mapBuffer(mWritePosition, size, outMappedMemory))
+ {
+ if (outMappedMemory)
+ {
+ *outMappedMemory = NULL;
+ }
+ return false;
+ }
+
+ if (streamOffset)
+ {
+ *streamOffset = mWritePosition;
+ }
+
+ mWritePosition += size;
+ return true;
+}
+
+bool IndexBufferInterface::unmapBuffer()
+{
+ return mIndexBuffer->unmapBuffer();
+}
+
+IndexBuffer * IndexBufferInterface::getIndexBuffer() const
+{
+ return mIndexBuffer;
+}
+
+unsigned int IndexBufferInterface::getWritePosition() const
+{
+ return mWritePosition;
+}
+
+void IndexBufferInterface::setWritePosition(unsigned int writePosition)
+{
+ mWritePosition = writePosition;
+}
+
+bool IndexBufferInterface::discard()
+{
+ return mIndexBuffer->discard();
+}
+
+bool IndexBufferInterface::setBufferSize(unsigned int bufferSize, GLenum indexType)
+{
+ if (mIndexBuffer->getBufferSize() == 0)
+ {
+ return mIndexBuffer->initialize(bufferSize, indexType, mDynamic);
+ }
+ else
+ {
+ return mIndexBuffer->setSize(bufferSize, indexType);
+ }
+}
+
+StreamingIndexBufferInterface::StreamingIndexBufferInterface(Renderer *renderer) : IndexBufferInterface(renderer, true)
+{
+}
+
+StreamingIndexBufferInterface::~StreamingIndexBufferInterface()
+{
+}
+
+bool StreamingIndexBufferInterface::reserveBufferSpace(unsigned int size, GLenum indexType)
+{
+ bool result = true;
+ unsigned int curBufferSize = getBufferSize();
+ unsigned int writePos = getWritePosition();
+ if (size > curBufferSize)
+ {
+ result = setBufferSize(std::max(size, 2 * curBufferSize), indexType);
+ setWritePosition(0);
+ }
+ else if (writePos + size > curBufferSize || writePos + size < writePos)
+ {
+ if (!discard())
+ {
+ return false;
+ }
+ setWritePosition(0);
+ }
+
+ return result;
+}
+
+
+StaticIndexBufferInterface::StaticIndexBufferInterface(Renderer *renderer) : IndexBufferInterface(renderer, false)
+{
+}
+
+StaticIndexBufferInterface::~StaticIndexBufferInterface()
+{
+}
+
+bool StaticIndexBufferInterface::reserveBufferSpace(unsigned int size, GLenum indexType)
+{
+ unsigned int curSize = getBufferSize();
+ if (curSize == 0)
+ {
+ return setBufferSize(size, indexType);
+ }
+ else if (curSize >= size && indexType == getIndexType())
+ {
+ return true;
+ }
+ else
+ {
+ ERR("Static index buffers can't be resized");
+ UNREACHABLE();
+ return false;
+ }
+}
+
+IndexRangeCache *StaticIndexBufferInterface::getIndexRangeCache()
+{
+ return &mIndexRangeCache;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/IndexBuffer.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/IndexBuffer.h
new file mode 100644
index 0000000000..6fb885a1cd
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/IndexBuffer.h
@@ -0,0 +1,111 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// IndexBuffer.h: Defines the abstract IndexBuffer class and IndexBufferInterface
+// class with derivations, classes that perform graphics API agnostic index buffer operations.
+
+#ifndef LIBGLESV2_RENDERER_INDEXBUFFER_H_
+#define LIBGLESV2_RENDERER_INDEXBUFFER_H_
+
+#include "common/angleutils.h"
+#include "libGLESv2/renderer/IndexRangeCache.h"
+
+namespace rx
+{
+class Renderer;
+
+class IndexBuffer
+{
+ public:
+ IndexBuffer();
+ virtual ~IndexBuffer();
+
+ virtual bool initialize(unsigned int bufferSize, GLenum indexType, bool dynamic) = 0;
+
+ virtual bool mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory) = 0;
+ virtual bool unmapBuffer() = 0;
+
+ virtual bool discard() = 0;
+
+ virtual GLenum getIndexType() const = 0;
+ virtual unsigned int getBufferSize() const = 0;
+ virtual bool setSize(unsigned int bufferSize, GLenum indexType) = 0;
+
+ unsigned int getSerial() const;
+
+ protected:
+ void updateSerial();
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(IndexBuffer);
+
+ unsigned int mSerial;
+ static unsigned int mNextSerial;
+};
+
+class IndexBufferInterface
+{
+ public:
+ IndexBufferInterface(Renderer *renderer, bool dynamic);
+ virtual ~IndexBufferInterface();
+
+ virtual bool reserveBufferSpace(unsigned int size, GLenum indexType) = 0;
+
+ GLenum getIndexType() const;
+ unsigned int getBufferSize() const;
+
+ unsigned int getSerial() const;
+
+ bool mapBuffer(unsigned int size, void** outMappedMemory, unsigned int *streamOffset);
+ bool unmapBuffer();
+
+ IndexBuffer *getIndexBuffer() const;
+
+ protected:
+ unsigned int getWritePosition() const;
+ void setWritePosition(unsigned int writePosition);
+
+ bool discard();
+
+ bool setBufferSize(unsigned int bufferSize, GLenum indexType);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(IndexBufferInterface);
+
+ rx::Renderer *const mRenderer;
+
+ IndexBuffer* mIndexBuffer;
+
+ unsigned int mWritePosition;
+ bool mDynamic;
+};
+
+class StreamingIndexBufferInterface : public IndexBufferInterface
+{
+ public:
+ StreamingIndexBufferInterface(Renderer *renderer);
+ ~StreamingIndexBufferInterface();
+
+ virtual bool reserveBufferSpace(unsigned int size, GLenum indexType);
+};
+
+class StaticIndexBufferInterface : public IndexBufferInterface
+{
+ public:
+ explicit StaticIndexBufferInterface(Renderer *renderer);
+ ~StaticIndexBufferInterface();
+
+ virtual bool reserveBufferSpace(unsigned int size, GLenum indexType);
+
+ IndexRangeCache *getIndexRangeCache();
+
+ private:
+ IndexRangeCache mIndexRangeCache;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_INDEXBUFFER_H_ \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/IndexDataManager.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/IndexDataManager.cpp
new file mode 100644
index 0000000000..932524c132
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/IndexDataManager.cpp
@@ -0,0 +1,339 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// IndexDataManager.cpp: Defines the IndexDataManager, a class that
+// runs the Buffer translation process for index buffers.
+
+#include "libGLESv2/renderer/d3d/IndexDataManager.h"
+#include "libGLESv2/renderer/d3d/BufferD3D.h"
+
+#include "libGLESv2/Buffer.h"
+#include "libGLESv2/main.h"
+#include "libGLESv2/formatutils.h"
+#include "libGLESv2/renderer/d3d/IndexBuffer.h"
+
+namespace rx
+{
+
+IndexDataManager::IndexDataManager(Renderer *renderer) : mRenderer(renderer)
+{
+ mStreamingBufferShort = new StreamingIndexBufferInterface(mRenderer);
+ if (!mStreamingBufferShort->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
+ {
+ delete mStreamingBufferShort;
+ mStreamingBufferShort = NULL;
+ }
+
+ mStreamingBufferInt = new StreamingIndexBufferInterface(mRenderer);
+ if (!mStreamingBufferInt->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
+ {
+ delete mStreamingBufferInt;
+ mStreamingBufferInt = NULL;
+ }
+
+ if (!mStreamingBufferShort)
+ {
+ // Make sure both buffers are deleted.
+ delete mStreamingBufferInt;
+ mStreamingBufferInt = NULL;
+
+ ERR("Failed to allocate the streaming index buffer(s).");
+ }
+
+ mCountingBuffer = NULL;
+}
+
+IndexDataManager::~IndexDataManager()
+{
+ delete mStreamingBufferShort;
+ delete mStreamingBufferInt;
+ delete mCountingBuffer;
+}
+
+static void convertIndices(GLenum type, const void *input, GLsizei count, void *output)
+{
+ if (type == GL_UNSIGNED_BYTE)
+ {
+ const GLubyte *in = static_cast<const GLubyte*>(input);
+ GLushort *out = static_cast<GLushort*>(output);
+
+ for (GLsizei i = 0; i < count; i++)
+ {
+ out[i] = in[i];
+ }
+ }
+ else if (type == GL_UNSIGNED_INT)
+ {
+ memcpy(output, input, count * sizeof(GLuint));
+ }
+ else if (type == GL_UNSIGNED_SHORT)
+ {
+ memcpy(output, input, count * sizeof(GLushort));
+ }
+ else UNREACHABLE();
+}
+
+template <class IndexType>
+static void computeRange(const IndexType *indices, GLsizei count, GLuint *minIndex, GLuint *maxIndex)
+{
+ *minIndex = indices[0];
+ *maxIndex = indices[0];
+
+ for (GLsizei i = 0; i < count; i++)
+ {
+ if (*minIndex > indices[i]) *minIndex = indices[i];
+ if (*maxIndex < indices[i]) *maxIndex = indices[i];
+ }
+}
+
+static void computeRange(GLenum type, const GLvoid *indices, GLsizei count, GLuint *minIndex, GLuint *maxIndex)
+{
+ if (type == GL_UNSIGNED_BYTE)
+ {
+ computeRange(static_cast<const GLubyte*>(indices), count, minIndex, maxIndex);
+ }
+ else if (type == GL_UNSIGNED_INT)
+ {
+ computeRange(static_cast<const GLuint*>(indices), count, minIndex, maxIndex);
+ }
+ else if (type == GL_UNSIGNED_SHORT)
+ {
+ computeRange(static_cast<const GLushort*>(indices), count, minIndex, maxIndex);
+ }
+ else UNREACHABLE();
+}
+
+GLenum IndexDataManager::prepareIndexData(GLenum type, GLsizei count, gl::Buffer *buffer, const GLvoid *indices, TranslatedIndexData *translated)
+{
+ if (!mStreamingBufferShort)
+ {
+ return GL_OUT_OF_MEMORY;
+ }
+
+ GLenum destinationIndexType = (type == GL_UNSIGNED_INT) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT;
+ unsigned int offset = 0;
+ bool alignedOffset = false;
+
+ BufferD3D *storage = NULL;
+
+ if (buffer != NULL)
+ {
+ if (reinterpret_cast<uintptr_t>(indices) > std::numeric_limits<unsigned int>::max())
+ {
+ return GL_OUT_OF_MEMORY;
+ }
+ offset = static_cast<unsigned int>(reinterpret_cast<uintptr_t>(indices));
+
+ storage = BufferD3D::makeBufferD3D(buffer->getImplementation());
+
+ switch (type)
+ {
+ case GL_UNSIGNED_BYTE: alignedOffset = (offset % sizeof(GLubyte) == 0); break;
+ case GL_UNSIGNED_SHORT: alignedOffset = (offset % sizeof(GLushort) == 0); break;
+ case GL_UNSIGNED_INT: alignedOffset = (offset % sizeof(GLuint) == 0); break;
+ default: UNREACHABLE(); alignedOffset = false;
+ }
+
+ unsigned int typeSize = gl::GetTypeBytes(type);
+
+ // check for integer overflows
+ if (static_cast<unsigned int>(count) > (std::numeric_limits<unsigned int>::max() / typeSize) ||
+ typeSize * static_cast<unsigned int>(count) + offset < offset)
+ {
+ return GL_OUT_OF_MEMORY;
+ }
+
+ if (typeSize * static_cast<unsigned int>(count) + offset > storage->getSize())
+ {
+ return GL_INVALID_OPERATION;
+ }
+
+ indices = static_cast<const GLubyte*>(storage->getData()) + offset;
+ }
+
+ StreamingIndexBufferInterface *streamingBuffer = (type == GL_UNSIGNED_INT) ? mStreamingBufferInt : mStreamingBufferShort;
+
+ StaticIndexBufferInterface *staticBuffer = storage ? storage->getStaticIndexBuffer() : NULL;
+ IndexBufferInterface *indexBuffer = streamingBuffer;
+ bool directStorage = alignedOffset && storage && storage->supportsDirectBinding() &&
+ destinationIndexType == type;
+ unsigned int streamOffset = 0;
+
+ if (directStorage)
+ {
+ indexBuffer = streamingBuffer;
+ streamOffset = offset;
+
+ if (!storage->getIndexRangeCache()->findRange(type, offset, count, &translated->minIndex,
+ &translated->maxIndex, NULL))
+ {
+ computeRange(type, indices, count, &translated->minIndex, &translated->maxIndex);
+ storage->getIndexRangeCache()->addRange(type, offset, count, translated->minIndex,
+ translated->maxIndex, offset);
+ }
+ }
+ else if (staticBuffer && staticBuffer->getBufferSize() != 0 && staticBuffer->getIndexType() == type && alignedOffset)
+ {
+ indexBuffer = staticBuffer;
+
+ if (!staticBuffer->getIndexRangeCache()->findRange(type, offset, count, &translated->minIndex,
+ &translated->maxIndex, &streamOffset))
+ {
+ streamOffset = (offset / gl::GetTypeBytes(type)) * gl::GetTypeBytes(destinationIndexType);
+ computeRange(type, indices, count, &translated->minIndex, &translated->maxIndex);
+ staticBuffer->getIndexRangeCache()->addRange(type, offset, count, translated->minIndex,
+ translated->maxIndex, streamOffset);
+ }
+ }
+ else
+ {
+ unsigned int convertCount = count;
+
+ if (staticBuffer)
+ {
+ if (staticBuffer->getBufferSize() == 0 && alignedOffset)
+ {
+ indexBuffer = staticBuffer;
+ convertCount = storage->getSize() / gl::GetTypeBytes(type);
+ }
+ else
+ {
+ storage->invalidateStaticData();
+ staticBuffer = NULL;
+ }
+ }
+
+ if (!indexBuffer)
+ {
+ ERR("No valid index buffer.");
+ return GL_INVALID_OPERATION;
+ }
+
+ unsigned int indexTypeSize = gl::GetTypeBytes(destinationIndexType);
+ if (convertCount > std::numeric_limits<unsigned int>::max() / indexTypeSize)
+ {
+ ERR("Reserving %u indicies of %u bytes each exceeds the maximum buffer size.", convertCount, indexTypeSize);
+ return GL_OUT_OF_MEMORY;
+ }
+
+ unsigned int bufferSizeRequired = convertCount * indexTypeSize;
+ if (!indexBuffer->reserveBufferSpace(bufferSizeRequired, type))
+ {
+ ERR("Failed to reserve %u bytes in an index buffer.", bufferSizeRequired);
+ return GL_OUT_OF_MEMORY;
+ }
+
+ void* output = NULL;
+ if (!indexBuffer->mapBuffer(bufferSizeRequired, &output, &streamOffset))
+ {
+ ERR("Failed to map index buffer.");
+ return GL_OUT_OF_MEMORY;
+ }
+
+ convertIndices(type, staticBuffer ? storage->getData() : indices, convertCount, output);
+
+ if (!indexBuffer->unmapBuffer())
+ {
+ ERR("Failed to unmap index buffer.");
+ return GL_OUT_OF_MEMORY;
+ }
+
+ computeRange(type, indices, count, &translated->minIndex, &translated->maxIndex);
+
+ if (staticBuffer)
+ {
+ streamOffset = (offset / gl::GetTypeBytes(type)) * gl::GetTypeBytes(destinationIndexType);
+ staticBuffer->getIndexRangeCache()->addRange(type, offset, count, translated->minIndex,
+ translated->maxIndex, streamOffset);
+ }
+ }
+
+ translated->storage = directStorage ? storage : NULL;
+ translated->indexBuffer = indexBuffer->getIndexBuffer();
+ translated->serial = directStorage ? storage->getSerial() : indexBuffer->getSerial();
+ translated->startIndex = streamOffset / gl::GetTypeBytes(destinationIndexType);
+ translated->startOffset = streamOffset;
+
+ if (storage)
+ {
+ storage->promoteStaticUsage(count * gl::GetTypeBytes(type));
+ }
+
+ return GL_NO_ERROR;
+}
+
+StaticIndexBufferInterface *IndexDataManager::getCountingIndices(GLsizei count)
+{
+ if (count <= 65536) // 16-bit indices
+ {
+ const unsigned int spaceNeeded = count * sizeof(unsigned short);
+
+ if (!mCountingBuffer || mCountingBuffer->getBufferSize() < spaceNeeded)
+ {
+ delete mCountingBuffer;
+ mCountingBuffer = new StaticIndexBufferInterface(mRenderer);
+ mCountingBuffer->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT);
+
+ void* mappedMemory = NULL;
+ if (!mCountingBuffer->mapBuffer(spaceNeeded, &mappedMemory, NULL))
+ {
+ ERR("Failed to map counting buffer.");
+ return NULL;
+ }
+
+ unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
+ for(int i = 0; i < count; i++)
+ {
+ data[i] = i;
+ }
+
+ if (!mCountingBuffer->unmapBuffer())
+ {
+ ERR("Failed to unmap counting buffer.");
+ return NULL;
+ }
+ }
+ }
+ else if (mStreamingBufferInt) // 32-bit indices supported
+ {
+ const unsigned int spaceNeeded = count * sizeof(unsigned int);
+
+ if (!mCountingBuffer || mCountingBuffer->getBufferSize() < spaceNeeded)
+ {
+ delete mCountingBuffer;
+ mCountingBuffer = new StaticIndexBufferInterface(mRenderer);
+ mCountingBuffer->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT);
+
+ void* mappedMemory = NULL;
+ if (!mCountingBuffer->mapBuffer(spaceNeeded, &mappedMemory, NULL))
+ {
+ ERR("Failed to map counting buffer.");
+ return NULL;
+ }
+
+ unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+ for(int i = 0; i < count; i++)
+ {
+ data[i] = i;
+ }
+
+ if (!mCountingBuffer->unmapBuffer())
+ {
+ ERR("Failed to unmap counting buffer.");
+ return NULL;
+ }
+ }
+ }
+ else
+ {
+ return NULL;
+ }
+
+ return mCountingBuffer;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/IndexDataManager.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/IndexDataManager.h
new file mode 100644
index 0000000000..8f981936ea
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/IndexDataManager.h
@@ -0,0 +1,66 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// IndexDataManager.h: Defines the IndexDataManager, a class that
+// runs the Buffer translation process for index buffers.
+
+#ifndef LIBGLESV2_INDEXDATAMANAGER_H_
+#define LIBGLESV2_INDEXDATAMANAGER_H_
+
+#include "common/angleutils.h"
+
+namespace
+{
+ enum { INITIAL_INDEX_BUFFER_SIZE = 4096 * sizeof(GLuint) };
+}
+
+namespace gl
+{
+class Buffer;
+}
+
+namespace rx
+{
+class StaticIndexBufferInterface;
+class StreamingIndexBufferInterface;
+class IndexBuffer;
+class BufferD3D;
+class Renderer;
+
+struct TranslatedIndexData
+{
+ unsigned int minIndex;
+ unsigned int maxIndex;
+ unsigned int startIndex;
+ unsigned int startOffset; // In bytes
+
+ IndexBuffer *indexBuffer;
+ BufferD3D *storage;
+ unsigned int serial;
+};
+
+class IndexDataManager
+{
+ public:
+ explicit IndexDataManager(Renderer *renderer);
+ virtual ~IndexDataManager();
+
+ GLenum prepareIndexData(GLenum type, GLsizei count, gl::Buffer *arrayElementBuffer, const GLvoid *indices, TranslatedIndexData *translated);
+ StaticIndexBufferInterface *getCountingIndices(GLsizei count);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(IndexDataManager);
+
+ Renderer *const mRenderer;
+
+ StreamingIndexBufferInterface *mStreamingBufferShort;
+ StreamingIndexBufferInterface *mStreamingBufferInt;
+ StaticIndexBufferInterface *mCountingBuffer;
+};
+
+}
+
+#endif // LIBGLESV2_INDEXDATAMANAGER_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/MemoryBuffer.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/MemoryBuffer.cpp
new file mode 100644
index 0000000000..301bbe8d3d
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/MemoryBuffer.cpp
@@ -0,0 +1,72 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+#include "libGLESv2/renderer/d3d/MemoryBuffer.h"
+
+#include <algorithm>
+#include <cstdlib>
+
+namespace rx
+{
+
+MemoryBuffer::MemoryBuffer()
+ : mSize(0),
+ mData(NULL)
+{
+}
+
+MemoryBuffer::~MemoryBuffer()
+{
+ free(mData);
+ mData = NULL;
+}
+
+bool MemoryBuffer::resize(size_t size)
+{
+ if (size == 0)
+ {
+ free(mData);
+ mData = NULL;
+ mSize = 0;
+ }
+ else
+ {
+ uint8_t *newMemory = reinterpret_cast<uint8_t*>(malloc(sizeof(uint8_t) * size));
+ if (newMemory == NULL)
+ {
+ return false;
+ }
+
+ if (mData)
+ {
+ // Copy the intersection of the old data and the new data
+ std::copy(mData, mData + std::min(mSize, size), newMemory);
+ free(mData);
+ }
+
+ mData = newMemory;
+ mSize = size;
+ }
+
+ return true;
+}
+
+size_t MemoryBuffer::size() const
+{
+ return mSize;
+}
+
+const uint8_t *MemoryBuffer::data() const
+{
+ return mData;
+}
+
+uint8_t *MemoryBuffer::data()
+{
+ return mData;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/MemoryBuffer.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/MemoryBuffer.h
new file mode 100644
index 0000000000..2484c07455
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/MemoryBuffer.h
@@ -0,0 +1,35 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+#ifndef LIBGLESV2_RENDERER_D3D_MEMORYBUFFER_H_
+#define LIBGLESV2_RENDERER_D3D_MEMORYBUFFER_H_
+
+#include <cstddef>
+#include <cstdint>
+
+namespace rx
+{
+
+class MemoryBuffer
+{
+ public:
+ MemoryBuffer();
+ ~MemoryBuffer();
+
+ bool resize(size_t size);
+ size_t size() const;
+
+ const uint8_t *data() const;
+ uint8_t *data();
+
+ private:
+ size_t mSize;
+ uint8_t *mData;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_D3D_MEMORYBUFFER_H
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.cpp
new file mode 100644
index 0000000000..e725e2fefe
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.cpp
@@ -0,0 +1,2550 @@
+#include "precompiled.h"
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureD3D.cpp: Implementations of the Texture interfaces shared betweeen the D3D backends.
+
+#include "common/mathutil.h"
+#include "common/utilities.h"
+#include "libEGL/Surface.h"
+#include "libGLESv2/Buffer.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/main.h"
+#include "libGLESv2/formatutils.h"
+#include "libGLESv2/renderer/BufferImpl.h"
+#include "libGLESv2/renderer/RenderTarget.h"
+#include "libGLESv2/renderer/Renderer.h"
+#include "libGLESv2/renderer/d3d/ImageD3D.h"
+#include "libGLESv2/renderer/d3d/TextureD3D.h"
+#include "libGLESv2/renderer/d3d/TextureStorage.h"
+
+namespace rx
+{
+
+bool IsMipmapFiltered(const gl::SamplerState &samplerState)
+{
+ switch (samplerState.minFilter)
+ {
+ case GL_NEAREST:
+ case GL_LINEAR:
+ return false;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ case GL_LINEAR_MIPMAP_NEAREST:
+ case GL_NEAREST_MIPMAP_LINEAR:
+ case GL_LINEAR_MIPMAP_LINEAR:
+ return true;
+ default: UNREACHABLE();
+ return false;
+ }
+}
+
+bool IsRenderTargetUsage(GLenum usage)
+{
+ return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
+}
+
+TextureD3D::TextureD3D(Renderer *renderer)
+ : mRenderer(renderer),
+ mUsage(GL_NONE),
+ mDirtyImages(true),
+ mImmutable(false)
+{
+}
+
+TextureD3D::~TextureD3D()
+{
+}
+
+GLint TextureD3D::getBaseLevelWidth() const
+{
+ const Image *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getWidth() : 0);
+}
+
+GLint TextureD3D::getBaseLevelHeight() const
+{
+ const Image *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getHeight() : 0);
+}
+
+GLint TextureD3D::getBaseLevelDepth() const
+{
+ const Image *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getDepth() : 0);
+}
+
+// Note: "base level image" is loosely defined to be any image from the base level,
+// where in the base of 2D array textures and cube maps there are several. Don't use
+// the base level image for anything except querying texture format and size.
+GLenum TextureD3D::getBaseLevelInternalFormat() const
+{
+ const Image *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
+}
+
+void TextureD3D::setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, Image *image)
+{
+ // No-op
+ if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
+ {
+ return;
+ }
+
+ // We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains.
+ // From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components.
+ const void *pixelData = pixels;
+
+ if (unpack.pixelBuffer.id() != 0)
+ {
+ // Do a CPU readback here, if we have an unpack buffer bound and the fast GPU path is not supported
+ gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
+ ptrdiff_t offset = reinterpret_cast<ptrdiff_t>(pixels);
+ // TODO: setImage/subImage is the only place outside of renderer that asks for a buffers raw data.
+ // This functionality should be moved into renderer and the getData method of BufferImpl removed.
+ const void *bufferData = pixelBuffer->getImplementation()->getData();
+ pixelData = static_cast<const unsigned char *>(bufferData) + offset;
+ }
+
+ if (pixelData != NULL)
+ {
+ image->loadData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), unpack.alignment, type, pixelData);
+ mDirtyImages = true;
+ }
+}
+
+bool TextureD3D::subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, Image *image)
+{
+ const void *pixelData = pixels;
+
+ // CPU readback & copy where direct GPU copy is not supported
+ if (unpack.pixelBuffer.id() != 0)
+ {
+ gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
+ unsigned int offset = reinterpret_cast<unsigned int>(pixels);
+ // TODO: setImage/subImage is the only place outside of renderer that asks for a buffers raw data.
+ // This functionality should be moved into renderer and the getData method of BufferImpl removed.
+ const void *bufferData = pixelBuffer->getImplementation()->getData();
+ pixelData = static_cast<const unsigned char *>(bufferData) + offset;
+ }
+
+ if (pixelData != NULL)
+ {
+ image->loadData(xoffset, yoffset, zoffset, width, height, depth, unpack.alignment, type, pixelData);
+ mDirtyImages = true;
+ }
+
+ return true;
+}
+
+void TextureD3D::setCompressedImage(GLsizei imageSize, const void *pixels, Image *image)
+{
+ if (pixels != NULL)
+ {
+ image->loadCompressedData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), pixels);
+ mDirtyImages = true;
+ }
+}
+
+bool TextureD3D::subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ GLenum format, GLsizei imageSize, const void *pixels, Image *image)
+{
+ if (pixels != NULL)
+ {
+ image->loadCompressedData(xoffset, yoffset, zoffset, width, height, depth, pixels);
+ mDirtyImages = true;
+ }
+
+ return true;
+}
+
+bool TextureD3D::isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat)
+{
+ return unpack.pixelBuffer.id() != 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat);
+}
+
+bool TextureD3D::fastUnpackPixels(const gl::PixelUnpackState &unpack, const void *pixels, const gl::Box &destArea,
+ GLenum sizedInternalFormat, GLenum type, RenderTarget *destRenderTarget)
+{
+ if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
+ {
+ return true;
+ }
+
+ // In order to perform the fast copy through the shader, we must have the right format, and be able
+ // to create a render target.
+ ASSERT(mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat));
+
+ unsigned int offset = reinterpret_cast<unsigned int>(pixels);
+
+ return mRenderer->fastCopyBufferToTexture(unpack, offset, destRenderTarget, sizedInternalFormat, type, destArea);
+}
+
+GLint TextureD3D::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const
+{
+ if ((gl::isPow2(width) && gl::isPow2(height) && gl::isPow2(depth)) || mRenderer->getRendererExtensions().textureNPOT)
+ {
+ // Maximum number of levels
+ return gl::log2(std::max(std::max(width, height), depth)) + 1;
+ }
+ else
+ {
+ // OpenGL ES 2.0 without GL_OES_texture_npot does not permit NPOT mipmaps.
+ return 1;
+ }
+}
+
+int TextureD3D::mipLevels() const
+{
+ return gl::log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
+}
+
+
+TextureD3D_2D::TextureD3D_2D(Renderer *renderer)
+ : TextureD3D(renderer),
+ Texture2DImpl(),
+ mTexStorage(NULL)
+{
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ mImageArray[i] = ImageD3D::makeImageD3D(renderer->createImage());
+ }
+}
+
+TextureD3D_2D::~TextureD3D_2D()
+{
+ SafeDelete(mTexStorage);
+
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ delete mImageArray[i];
+ }
+}
+
+TextureD3D_2D *TextureD3D_2D::makeTextureD3D_2D(Texture2DImpl *texture)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureD3D_2D*, texture));
+ return static_cast<TextureD3D_2D*>(texture);
+}
+
+TextureStorageInterface *TextureD3D_2D::getNativeTexture()
+{
+ // ensure the underlying texture is created
+ initializeStorage(false);
+
+ TextureStorageInterface *storage = getBaseLevelStorage();
+ if (storage)
+ {
+ updateStorage();
+ }
+
+ return storage;
+}
+
+Image *TextureD3D_2D::getImage(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return mImageArray[level];
+}
+
+void TextureD3D_2D::setUsage(GLenum usage)
+{
+ mUsage = usage;
+}
+
+void TextureD3D_2D::resetDirty()
+{
+ mDirtyImages = false;
+}
+
+GLsizei TextureD3D_2D::getWidth(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getWidth();
+ else
+ return 0;
+}
+
+GLsizei TextureD3D_2D::getHeight(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getHeight();
+ else
+ return 0;
+}
+
+GLenum TextureD3D_2D::getInternalFormat(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getInternalFormat();
+ else
+ return GL_NONE;
+}
+
+GLenum TextureD3D_2D::getActualFormat(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getActualFormat();
+ else
+ return GL_NONE;
+}
+
+bool TextureD3D_2D::isDepth(GLint level) const
+{
+ return gl::GetDepthBits(getInternalFormat(level)) > 0;
+}
+
+void TextureD3D_2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+ GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
+ : gl::GetSizedInternalFormat(format, type);
+ bool fastUnpacked = false;
+
+ // Attempt a fast gpu copy of the pixel data to the surface
+ if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
+ {
+ // Will try to create RT storage if it does not exist
+ RenderTarget *destRenderTarget = getRenderTarget(level);
+ gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
+
+ if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
+ {
+ // Ensure we don't overwrite our newly initialized data
+ mImageArray[level]->markClean();
+
+ fastUnpacked = true;
+ }
+ }
+
+ if (!fastUnpacked)
+ {
+ TextureD3D::setImage(unpack, type, pixels, mImageArray[level]);
+ }
+}
+
+void TextureD3D_2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
+{
+ TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
+}
+
+void TextureD3D_2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+ bool fastUnpacked = false;
+
+ if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
+ {
+ RenderTarget *renderTarget = getRenderTarget(level);
+ gl::Box destArea(xoffset, yoffset, 0, width, height, 1);
+
+ if (renderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, renderTarget))
+ {
+ // Ensure we don't overwrite our newly initialized data
+ mImageArray[level]->markClean();
+
+ fastUnpacked = true;
+ }
+ }
+
+ if (!fastUnpacked && TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[level]))
+ {
+ commitRect(level, xoffset, yoffset, width, height);
+ }
+}
+
+void TextureD3D_2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
+{
+ if (TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[level]))
+ {
+ commitRect(level, xoffset, yoffset, width, height);
+ }
+}
+
+void TextureD3D_2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ if (!mImageArray[level]->isRenderableFormat())
+ {
+ mImageArray[level]->copy(0, 0, 0, x, y, width, height, source);
+ mDirtyImages = true;
+ }
+ else
+ {
+ ensureRenderTarget();
+ mImageArray[level]->markClean();
+
+ if (width != 0 && height != 0 && isValidLevel(level))
+ {
+ gl::Rectangle sourceRect;
+ sourceRect.x = x;
+ sourceRect.width = width;
+ sourceRect.y = y;
+ sourceRect.height = height;
+
+ mRenderer->copyImage(source, sourceRect, format, 0, 0, mTexStorage, level);
+ }
+ }
+}
+
+void TextureD3D_2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
+ // the current level we're copying to is defined (with appropriate format, width & height)
+ bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
+
+ if (!mImageArray[level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
+ {
+ mImageArray[level]->copy(xoffset, yoffset, 0, x, y, width, height, source);
+ mDirtyImages = true;
+ }
+ else
+ {
+ ensureRenderTarget();
+
+ if (isValidLevel(level))
+ {
+ updateStorageLevel(level);
+
+ gl::Rectangle sourceRect;
+ sourceRect.x = x;
+ sourceRect.width = width;
+ sourceRect.y = y;
+ sourceRect.height = height;
+
+ mRenderer->copyImage(source, sourceRect,
+ gl::GetFormat(getBaseLevelInternalFormat()),
+ xoffset, yoffset, mTexStorage, level);
+ }
+ }
+}
+
+void TextureD3D_2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
+{
+ for (int level = 0; level < levels; level++)
+ {
+ GLsizei levelWidth = std::max(1, width >> level);
+ GLsizei levelHeight = std::max(1, height >> level);
+ mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, levelWidth, levelHeight, 1, true);
+ }
+
+ for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
+ }
+
+ mImmutable = true;
+
+ setCompleteTexStorage(new TextureStorageInterface2D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, levels));
+}
+
+// Tests for 2D texture sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 85.
+bool TextureD3D_2D::isSamplerComplete(const gl::SamplerState &samplerState) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+
+ if (width <= 0 || height <= 0)
+ {
+ return false;
+ }
+
+ if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(0)).filterable)
+ {
+ if (samplerState.magFilter != GL_NEAREST ||
+ (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
+ {
+ return false;
+ }
+ }
+
+ // TODO(geofflang): use context's extensions
+ bool npotSupport = mRenderer->getRendererExtensions().textureNPOT;
+
+ if (!npotSupport)
+ {
+ if ((samplerState.wrapS != GL_CLAMP_TO_EDGE && !gl::isPow2(width)) ||
+ (samplerState.wrapT != GL_CLAMP_TO_EDGE && !gl::isPow2(height)))
+ {
+ return false;
+ }
+ }
+
+ if (IsMipmapFiltered(samplerState))
+ {
+ if (!npotSupport)
+ {
+ if (!gl::isPow2(width) || !gl::isPow2(height))
+ {
+ return false;
+ }
+ }
+
+ if (!isMipmapComplete())
+ {
+ return false;
+ }
+ }
+
+ // OpenGLES 3.0.2 spec section 3.8.13 states that a texture is not mipmap complete if:
+ // The internalformat specified for the texture arrays is a sized internal depth or
+ // depth and stencil format (see table 3.13), the value of TEXTURE_COMPARE_-
+ // MODE is NONE, and either the magnification filter is not NEAREST or the mini-
+ // fication filter is neither NEAREST nor NEAREST_MIPMAP_NEAREST.
+ if (gl::GetDepthBits(getInternalFormat(0)) > 0 && mRenderer->getCurrentClientVersion() > 2)
+ {
+ if (samplerState.compareMode == GL_NONE)
+ {
+ if ((samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST) ||
+ samplerState.magFilter != GL_NEAREST)
+ {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+void TextureD3D_2D::bindTexImage(egl::Surface *surface)
+{
+ GLenum internalformat = surface->getFormat();
+
+ mImageArray[0]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, surface->getWidth(), surface->getHeight(), 1, true);
+
+ if (mTexStorage)
+ {
+ SafeDelete(mTexStorage);
+ }
+ mTexStorage = new TextureStorageInterface2D(mRenderer, surface->getSwapChain());
+
+ mDirtyImages = true;
+}
+
+void TextureD3D_2D::releaseTexImage()
+{
+ if (mTexStorage)
+ {
+ SafeDelete(mTexStorage);
+ }
+
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mImageArray[i]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
+ }
+}
+
+void TextureD3D_2D::generateMipmaps()
+{
+ int levelCount = mipLevels();
+
+ if (mTexStorage && mTexStorage->isRenderTarget())
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ mTexStorage->generateMipmap(level);
+
+ mImageArray[level]->markClean();
+ }
+ }
+ else
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ mRenderer->generateMipmap(mImageArray[level], mImageArray[level - 1]);
+ }
+ }
+}
+
+unsigned int TextureD3D_2D::getRenderTargetSerial(GLint level)
+{
+ return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level) : 0);
+}
+
+RenderTarget *TextureD3D_2D::getRenderTarget(GLint level)
+{
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorageLevel(level);
+
+ // ensure this is NOT a depth texture
+ if (isDepth(level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(level);
+}
+
+RenderTarget *TextureD3D_2D::getDepthSencil(GLint level)
+{
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorageLevel(level);
+
+ // ensure this is actually a depth texture
+ if (!isDepth(level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(level);
+}
+
+// Tests for 2D texture (mipmap) completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
+bool TextureD3D_2D::isMipmapComplete() const
+{
+ int levelCount = mipLevels();
+
+ for (int level = 0; level < levelCount; level++)
+ {
+ if (!isLevelComplete(level))
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+bool TextureD3D_2D::isValidLevel(int level) const
+{
+ return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : false);
+}
+
+bool TextureD3D_2D::isLevelComplete(int level) const
+{
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ const Image *baseImage = getBaseLevelImage();
+
+ GLsizei width = baseImage->getWidth();
+ GLsizei height = baseImage->getHeight();
+
+ if (width <= 0 || height <= 0)
+ {
+ return false;
+ }
+
+ // The base image level is complete if the width and height are positive
+ if (level == 0)
+ {
+ return true;
+ }
+
+ ASSERT(level >= 1 && level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+ ImageD3D *image = mImageArray[level];
+
+ if (image->getInternalFormat() != baseImage->getInternalFormat())
+ {
+ return false;
+ }
+
+ if (image->getWidth() != std::max(1, width >> level))
+ {
+ return false;
+ }
+
+ if (image->getHeight() != std::max(1, height >> level))
+ {
+ return false;
+ }
+
+ return true;
+}
+
+// Constructs a native texture resource from the texture images
+void TextureD3D_2D::initializeStorage(bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return;
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isLevelComplete(0))
+ {
+ return;
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+
+ setCompleteTexStorage(createCompleteStorage(createRenderTarget));
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ updateStorage();
+}
+
+TextureStorageInterface2D *TextureD3D_2D::createCompleteStorage(bool renderTarget) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+
+ ASSERT(width > 0 && height > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
+
+ return new TextureStorageInterface2D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, levels);
+}
+
+void TextureD3D_2D::setCompleteTexStorage(TextureStorageInterface2D *newCompleteTexStorage)
+{
+ SafeDelete(mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+
+ if (mTexStorage && mTexStorage->isManaged())
+ {
+ for (int level = 0; level < mTexStorage->getLevelCount(); level++)
+ {
+ mImageArray[level]->setManagedSurface(mTexStorage, level);
+ }
+ }
+
+ mDirtyImages = true;
+}
+
+void TextureD3D_2D::updateStorage()
+{
+ ASSERT(mTexStorage != NULL);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (mImageArray[level]->isDirty() && isLevelComplete(level))
+ {
+ updateStorageLevel(level);
+ }
+ }
+}
+
+bool TextureD3D_2D::ensureRenderTarget()
+{
+ initializeStorage(true);
+
+ if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0)
+ {
+ ASSERT(mTexStorage);
+ if (!mTexStorage->isRenderTarget())
+ {
+ TextureStorageInterface2D *newRenderTargetStorage = createCompleteStorage(true);
+
+ if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
+ {
+ delete newRenderTargetStorage;
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ setCompleteTexStorage(newRenderTargetStorage);
+ }
+ }
+
+ return (mTexStorage && mTexStorage->isRenderTarget());
+}
+
+TextureStorageInterface *TextureD3D_2D::getBaseLevelStorage()
+{
+ return mTexStorage;
+}
+
+const ImageD3D *TextureD3D_2D::getBaseLevelImage() const
+{
+ return mImageArray[0];
+}
+
+void TextureD3D_2D::updateStorageLevel(int level)
+{
+ ASSERT(level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+ ASSERT(isLevelComplete(level));
+
+ if (mImageArray[level]->isDirty())
+ {
+ commitRect(level, 0, 0, getWidth(level), getHeight(level));
+ }
+}
+
+void TextureD3D_2D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+ const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, width, height, 1, false);
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ width != storageWidth ||
+ height != storageHeight ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mImageArray[i]->markDirty();
+ }
+
+ SafeDelete(mTexStorage);
+ mDirtyImages = true;
+ }
+ }
+}
+
+void TextureD3D_2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
+{
+ if (isValidLevel(level))
+ {
+ ImageD3D *image = mImageArray[level];
+ if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, width, height))
+ {
+ image->markClean();
+ }
+ }
+}
+
+
+TextureD3D_Cube::TextureD3D_Cube(Renderer *renderer)
+ : TextureCubeImpl(),
+ TextureD3D(renderer),
+ mTexStorage(NULL)
+{
+ for (int i = 0; i < 6; i++)
+ {
+ for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
+ {
+ mImageArray[i][j] = ImageD3D::makeImageD3D(renderer->createImage());
+ }
+ }
+}
+
+TextureD3D_Cube::~TextureD3D_Cube()
+{
+ SafeDelete(mTexStorage);
+
+ for (int i = 0; i < 6; i++)
+ {
+ for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
+ {
+ SafeDelete(mImageArray[i][j]);
+ }
+ }
+}
+
+TextureD3D_Cube *TextureD3D_Cube::makeTextureD3D_Cube(TextureCubeImpl *texture)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureD3D_Cube*, texture));
+ return static_cast<TextureD3D_Cube*>(texture);
+}
+
+TextureStorageInterface *TextureD3D_Cube::getNativeTexture()
+{
+ // ensure the underlying texture is created
+ initializeStorage(false);
+
+ TextureStorageInterface *storage = getBaseLevelStorage();
+ if (storage)
+ {
+ updateStorage();
+ }
+
+ return storage;
+}
+
+Image *TextureD3D_Cube::getImage(GLenum target, int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return mImageArray[targetToIndex(target)][level];
+}
+
+void TextureD3D_Cube::setUsage(GLenum usage)
+{
+ mUsage = usage;
+}
+
+void TextureD3D_Cube::resetDirty()
+{
+ mDirtyImages = false;
+}
+
+GLenum TextureD3D_Cube::getInternalFormat(GLenum target, GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[targetToIndex(target)][level]->getInternalFormat();
+ else
+ return GL_NONE;
+}
+
+bool TextureD3D_Cube::isDepth(GLenum target, GLint level) const
+{
+ return gl::GetDepthBits(getInternalFormat(target, level)) > 0;
+}
+
+void TextureD3D_Cube::setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+ GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
+ : gl::GetSizedInternalFormat(format, type);
+
+ redefineImage(faceIndex, level, sizedInternalFormat, width, height);
+
+ TextureD3D::setImage(unpack, type, pixels, mImageArray[faceIndex][level]);
+}
+
+void TextureD3D_Cube::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
+{
+ // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+ int faceIndex = targetToIndex(target);
+ redefineImage(faceIndex, level, format, width, height);
+
+ TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[faceIndex][level]);
+}
+
+void TextureD3D_Cube::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+ int faceIndex = targetToIndex(target);
+ if (TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[faceIndex][level]))
+ {
+ commitRect(faceIndex, level, xoffset, yoffset, width, height);
+ }
+}
+
+void TextureD3D_Cube::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
+{
+ int faceIndex = targetToIndex(target);
+ if (TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[faceIndex][level]))
+ {
+ commitRect(faceIndex, level, xoffset, yoffset, width, height);
+ }
+}
+
+void TextureD3D_Cube::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ int faceIndex = targetToIndex(target);
+ GLenum sizedInternalFormat = gl::IsSizedInternalFormat(format) ? format
+ : gl::GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
+ redefineImage(faceIndex, level, sizedInternalFormat, width, height);
+
+ if (!mImageArray[faceIndex][level]->isRenderableFormat())
+ {
+ mImageArray[faceIndex][level]->copy(0, 0, 0, x, y, width, height, source);
+ mDirtyImages = true;
+ }
+ else
+ {
+ ensureRenderTarget();
+ mImageArray[faceIndex][level]->markClean();
+
+ ASSERT(width == height);
+
+ if (width > 0 && isValidFaceLevel(faceIndex, level))
+ {
+ gl::Rectangle sourceRect;
+ sourceRect.x = x;
+ sourceRect.width = width;
+ sourceRect.y = y;
+ sourceRect.height = height;
+
+ mRenderer->copyImage(source, sourceRect, format, 0, 0, mTexStorage, target, level);
+ }
+ }
+}
+
+void TextureD3D_Cube::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ int faceIndex = targetToIndex(target);
+
+ // We can only make our texture storage to a render target if the level we're copying *to* is complete
+ // and the base level is cube-complete. The base level must be cube complete (common case) because we cannot
+ // rely on the "getBaseLevel*" methods reliably otherwise.
+ bool canCreateRenderTarget = isFaceLevelComplete(faceIndex, level) && isCubeComplete();
+
+ if (!mImageArray[faceIndex][level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
+ {
+ mImageArray[faceIndex][level]->copy(0, 0, 0, x, y, width, height, source);
+ mDirtyImages = true;
+ }
+ else
+ {
+ ensureRenderTarget();
+
+ if (isValidFaceLevel(faceIndex, level))
+ {
+ updateStorageFaceLevel(faceIndex, level);
+
+ gl::Rectangle sourceRect;
+ sourceRect.x = x;
+ sourceRect.width = width;
+ sourceRect.y = y;
+ sourceRect.height = height;
+
+ mRenderer->copyImage(source, sourceRect, gl::GetFormat(getBaseLevelInternalFormat()),
+ xoffset, yoffset, mTexStorage, target, level);
+ }
+ }
+}
+
+void TextureD3D_Cube::storage(GLsizei levels, GLenum internalformat, GLsizei size)
+{
+ for (int level = 0; level < levels; level++)
+ {
+ GLsizei mipSize = std::max(1, size >> level);
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, internalformat, mipSize, mipSize, 1, true);
+ }
+ }
+
+ for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, GL_NONE, 0, 0, 0, true);
+ }
+ }
+
+ mImmutable = true;
+
+ setCompleteTexStorage(new TextureStorageInterfaceCube(mRenderer, internalformat, IsRenderTargetUsage(mUsage), size, levels));
+}
+
+bool TextureD3D_Cube::isSamplerComplete(const gl::SamplerState &samplerState) const
+{
+ int size = getBaseLevelWidth();
+
+ bool mipmapping = IsMipmapFiltered(samplerState);
+
+ // TODO(geofflang): use context's texture caps
+ if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0)).filterable)
+ {
+ if (samplerState.magFilter != GL_NEAREST ||
+ (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
+ {
+ return false;
+ }
+ }
+
+ // TODO(geofflang): use context's extensions
+ if (!gl::isPow2(size) && !mRenderer->getRendererExtensions().textureNPOT)
+ {
+ if (samplerState.wrapS != GL_CLAMP_TO_EDGE || samplerState.wrapT != GL_CLAMP_TO_EDGE || mipmapping)
+ {
+ return false;
+ }
+ }
+
+ if (!mipmapping)
+ {
+ if (!isCubeComplete())
+ {
+ return false;
+ }
+ }
+ else
+ {
+ if (!isMipmapCubeComplete()) // Also tests for isCubeComplete()
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+// Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
+bool TextureD3D_Cube::isCubeComplete() const
+{
+ int baseWidth = getBaseLevelWidth();
+ int baseHeight = getBaseLevelHeight();
+ GLenum baseFormat = getBaseLevelInternalFormat();
+
+ if (baseWidth <= 0 || baseWidth != baseHeight)
+ {
+ return false;
+ }
+
+ for (int faceIndex = 1; faceIndex < 6; faceIndex++)
+ {
+ const ImageD3D &faceBaseImage = *mImageArray[faceIndex][0];
+
+ if (faceBaseImage.getWidth() != baseWidth ||
+ faceBaseImage.getHeight() != baseHeight ||
+ faceBaseImage.getInternalFormat() != baseFormat )
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+void TextureD3D_Cube::generateMipmaps()
+{
+ // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+ int levelCount = mipLevels();
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ int faceLevelSize = (std::max(mImageArray[faceIndex][0]->getWidth() >> level, 1));
+ redefineImage(faceIndex, level, mImageArray[faceIndex][0]->getInternalFormat(), faceLevelSize, faceLevelSize);
+ }
+ }
+
+ if (mTexStorage && mTexStorage->isRenderTarget())
+ {
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ mTexStorage->generateMipmap(faceIndex, level);
+
+ mImageArray[faceIndex][level]->markClean();
+ }
+ }
+ }
+ else
+ {
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ mRenderer->generateMipmap(mImageArray[faceIndex][level], mImageArray[faceIndex][level - 1]);
+ }
+ }
+ }
+}
+
+unsigned int TextureD3D_Cube::getRenderTargetSerial(GLenum target, GLint level)
+{
+ return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(target, level) : 0);
+}
+
+RenderTarget *TextureD3D_Cube::getRenderTarget(GLenum target, GLint level)
+{
+ ASSERT(gl::IsCubemapTextureTarget(target));
+
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorageFaceLevel(targetToIndex(target), level);
+
+ // ensure this is NOT a depth texture
+ if (isDepth(target, level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(target, level);
+}
+
+RenderTarget *TextureD3D_Cube::getDepthStencil(GLenum target, GLint level)
+{
+ ASSERT(gl::IsCubemapTextureTarget(target));
+
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorageFaceLevel(targetToIndex(target), level);
+
+ // ensure this is a depth texture
+ if (!isDepth(target, level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(target, level);
+}
+
+int TextureD3D_Cube::targetToIndex(GLenum target)
+{
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1);
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2);
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3);
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4);
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5);
+
+ return target - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
+}
+
+void TextureD3D_Cube::initializeStorage(bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return;
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isFaceLevelComplete(0, 0))
+ {
+ return;
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+
+ setCompleteTexStorage(createCompleteStorage(createRenderTarget));
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ updateStorage();
+}
+
+TextureStorageInterfaceCube *TextureD3D_Cube::createCompleteStorage(bool renderTarget) const
+{
+ GLsizei size = getBaseLevelWidth();
+
+ ASSERT(size > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(size, size, 1));
+
+ return new TextureStorageInterfaceCube(mRenderer, getBaseLevelInternalFormat(), renderTarget, size, levels);
+}
+
+void TextureD3D_Cube::setCompleteTexStorage(TextureStorageInterfaceCube *newCompleteTexStorage)
+{
+ SafeDelete(mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+
+ if (mTexStorage && mTexStorage->isManaged())
+ {
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ for (int level = 0; level < mTexStorage->getLevelCount(); level++)
+ {
+ mImageArray[faceIndex][level]->setManagedSurface(mTexStorage, faceIndex, level);
+ }
+ }
+ }
+
+ mDirtyImages = true;
+}
+
+void TextureD3D_Cube::updateStorage()
+{
+ ASSERT(mTexStorage != NULL);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int face = 0; face < 6; face++)
+ {
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (mImageArray[face][level]->isDirty() && isFaceLevelComplete(face, level))
+ {
+ updateStorageFaceLevel(face, level);
+ }
+ }
+ }
+}
+
+bool TextureD3D_Cube::ensureRenderTarget()
+{
+ initializeStorage(true);
+
+ if (getBaseLevelWidth() > 0)
+ {
+ ASSERT(mTexStorage);
+ if (!mTexStorage->isRenderTarget())
+ {
+ TextureStorageInterfaceCube *newRenderTargetStorage = createCompleteStorage(true);
+
+ if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
+ {
+ delete newRenderTargetStorage;
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ setCompleteTexStorage(newRenderTargetStorage);
+ }
+ }
+
+ return (mTexStorage && mTexStorage->isRenderTarget());
+}
+
+TextureStorageInterface *TextureD3D_Cube::getBaseLevelStorage()
+{
+ return mTexStorage;
+}
+
+const ImageD3D *TextureD3D_Cube::getBaseLevelImage() const
+{
+ // Note: if we are not cube-complete, there is no single base level image that can describe all
+ // cube faces, so this method is only well-defined for a cube-complete base level.
+ return mImageArray[0][0];
+}
+
+bool TextureD3D_Cube::isMipmapCubeComplete() const
+{
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ if (!isCubeComplete())
+ {
+ return false;
+ }
+
+ int levelCount = mipLevels();
+
+ for (int face = 0; face < 6; face++)
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ if (!isFaceLevelComplete(face, level))
+ {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+bool TextureD3D_Cube::isValidFaceLevel(int faceIndex, int level) const
+{
+ return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
+}
+
+
+bool TextureD3D_Cube::isFaceLevelComplete(int faceIndex, int level) const
+{
+ ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
+
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ int baseSize = getBaseLevelWidth();
+
+ if (baseSize <= 0)
+ {
+ return false;
+ }
+
+ // "isCubeComplete" checks for base level completeness and we must call that
+ // to determine if any face at level 0 is complete. We omit that check here
+ // to avoid re-checking cube-completeness for every face at level 0.
+ if (level == 0)
+ {
+ return true;
+ }
+
+ // Check that non-zero levels are consistent with the base level.
+ const ImageD3D *faceLevelImage = mImageArray[faceIndex][level];
+
+ if (faceLevelImage->getInternalFormat() != getBaseLevelInternalFormat())
+ {
+ return false;
+ }
+
+ if (faceLevelImage->getWidth() != std::max(1, baseSize >> level))
+ {
+ return false;
+ }
+
+ return true;
+}
+
+void TextureD3D_Cube::updateStorageFaceLevel(int faceIndex, int level)
+{
+ ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
+ ImageD3D *image = mImageArray[faceIndex][level];
+
+ if (image->isDirty())
+ {
+ commitRect(faceIndex, level, 0, 0, image->getWidth(), image->getHeight());
+ }
+}
+
+void TextureD3D_Cube::redefineImage(int faceIndex, GLint level, GLenum internalformat, GLsizei width, GLsizei height)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+ const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, internalformat, width, height, 1, false);
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ width != storageWidth ||
+ height != storageHeight ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ mImageArray[faceIndex][level]->markDirty();
+ }
+ }
+
+ SafeDelete(mTexStorage);
+
+ mDirtyImages = true;
+ }
+ }
+}
+
+void TextureD3D_Cube::commitRect(int faceIndex, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
+{
+ if (isValidFaceLevel(faceIndex, level))
+ {
+ ImageD3D *image = mImageArray[faceIndex][level];
+ if (image->copyToStorage(mTexStorage, faceIndex, level, xoffset, yoffset, width, height))
+ image->markClean();
+ }
+}
+
+
+TextureD3D_3D::TextureD3D_3D(Renderer *renderer)
+ : Texture3DImpl(),
+ TextureD3D(renderer),
+ mTexStorage(NULL)
+{
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ mImageArray[i] = ImageD3D::makeImageD3D(renderer->createImage());
+ }
+}
+
+TextureD3D_3D::~TextureD3D_3D()
+{
+ SafeDelete(mTexStorage);
+
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ delete mImageArray[i];
+ }
+}
+
+TextureD3D_3D *TextureD3D_3D::makeTextureD3D_3D(Texture3DImpl *texture)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureD3D_3D*, texture));
+ return static_cast<TextureD3D_3D*>(texture);
+}
+
+TextureStorageInterface *TextureD3D_3D::getNativeTexture()
+{
+ // ensure the underlying texture is created
+ initializeStorage(false);
+
+ TextureStorageInterface *storage = getBaseLevelStorage();
+ if (storage)
+ {
+ updateStorage();
+ }
+
+ return storage;
+}
+
+Image *TextureD3D_3D::getImage(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return mImageArray[level];
+}
+
+void TextureD3D_3D::setUsage(GLenum usage)
+{
+ mUsage = usage;
+}
+
+void TextureD3D_3D::resetDirty()
+{
+ mDirtyImages = false;
+}
+
+GLsizei TextureD3D_3D::getWidth(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getWidth();
+ else
+ return 0;
+}
+
+GLsizei TextureD3D_3D::getHeight(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getHeight();
+ else
+ return 0;
+}
+
+GLsizei TextureD3D_3D::getDepth(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getDepth();
+ else
+ return 0;
+}
+
+GLenum TextureD3D_3D::getInternalFormat(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getInternalFormat();
+ else
+ return GL_NONE;
+}
+
+bool TextureD3D_3D::isDepth(GLint level) const
+{
+ return gl::GetDepthBits(getInternalFormat(level)) > 0;
+}
+
+void TextureD3D_3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+ GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
+ : gl::GetSizedInternalFormat(format, type);
+ redefineImage(level, sizedInternalFormat, width, height, depth);
+
+ bool fastUnpacked = false;
+
+ // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
+ if (isFastUnpackable(unpack, sizedInternalFormat))
+ {
+ // Will try to create RT storage if it does not exist
+ RenderTarget *destRenderTarget = getRenderTarget(level);
+ gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
+
+ if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
+ {
+ // Ensure we don't overwrite our newly initialized data
+ mImageArray[level]->markClean();
+
+ fastUnpacked = true;
+ }
+ }
+
+ if (!fastUnpacked)
+ {
+ TextureD3D::setImage(unpack, type, pixels, mImageArray[level]);
+ }
+}
+
+void TextureD3D_3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
+{
+ // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+ redefineImage(level, format, width, height, depth);
+
+ TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
+}
+
+void TextureD3D_3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+ bool fastUnpacked = false;
+
+ // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
+ if (isFastUnpackable(unpack, getInternalFormat(level)))
+ {
+ RenderTarget *destRenderTarget = getRenderTarget(level);
+ gl::Box destArea(xoffset, yoffset, zoffset, width, height, depth);
+
+ if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, destRenderTarget))
+ {
+ // Ensure we don't overwrite our newly initialized data
+ mImageArray[level]->markClean();
+
+ fastUnpacked = true;
+ }
+ }
+
+ if (!fastUnpacked && TextureD3D::subImage(xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels, mImageArray[level]))
+ {
+ commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
+ }
+}
+
+void TextureD3D_3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
+{
+ if (TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level]))
+ {
+ commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
+ }
+}
+
+void TextureD3D_3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
+ // the current level we're copying to is defined (with appropriate format, width & height)
+ bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
+
+ if (!mImageArray[level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
+ {
+ mImageArray[level]->copy(xoffset, yoffset, zoffset, x, y, width, height, source);
+ mDirtyImages = true;
+ }
+ else
+ {
+ ensureRenderTarget();
+
+ if (isValidLevel(level))
+ {
+ updateStorageLevel(level);
+
+ gl::Rectangle sourceRect;
+ sourceRect.x = x;
+ sourceRect.width = width;
+ sourceRect.y = y;
+ sourceRect.height = height;
+
+ mRenderer->copyImage(source, sourceRect,
+ gl::GetFormat(getBaseLevelInternalFormat()),
+ xoffset, yoffset, zoffset, mTexStorage, level);
+ }
+ }
+}
+
+void TextureD3D_3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+ for (int level = 0; level < levels; level++)
+ {
+ GLsizei levelWidth = std::max(1, width >> level);
+ GLsizei levelHeight = std::max(1, height >> level);
+ GLsizei levelDepth = std::max(1, depth >> level);
+ mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, levelWidth, levelHeight, levelDepth, true);
+ }
+
+ for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, GL_NONE, 0, 0, 0, true);
+ }
+
+ mImmutable = true;
+
+ setCompleteTexStorage(new TextureStorageInterface3D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, depth, levels));
+}
+
+bool TextureD3D_3D::isSamplerComplete(const gl::SamplerState &samplerState) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getBaseLevelDepth();
+
+ if (width <= 0 || height <= 0 || depth <= 0)
+ {
+ return false;
+ }
+
+ // TODO(geofflang): use context's texture caps
+ if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(0)).filterable)
+ {
+ if (samplerState.magFilter != GL_NEAREST ||
+ (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
+ {
+ return false;
+ }
+ }
+
+ if (IsMipmapFiltered(samplerState) && !isMipmapComplete())
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureD3D_3D::isMipmapComplete() const
+{
+ int levelCount = mipLevels();
+
+ for (int level = 0; level < levelCount; level++)
+ {
+ if (!isLevelComplete(level))
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+void TextureD3D_3D::generateMipmaps()
+{
+ // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+ int levelCount = mipLevels();
+ for (int level = 1; level < levelCount; level++)
+ {
+ redefineImage(level, getBaseLevelInternalFormat(),
+ std::max(getBaseLevelWidth() >> level, 1),
+ std::max(getBaseLevelHeight() >> level, 1),
+ std::max(getBaseLevelDepth() >> level, 1));
+ }
+
+ if (mTexStorage && mTexStorage->isRenderTarget())
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ mTexStorage->generateMipmap(level);
+
+ mImageArray[level]->markClean();
+ }
+ }
+ else
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ mRenderer->generateMipmap(mImageArray[level], mImageArray[level - 1]);
+ }
+ }
+}
+
+unsigned int TextureD3D_3D::getRenderTargetSerial(GLint level, GLint layer)
+{
+ return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level, layer) : 0);
+}
+
+RenderTarget *TextureD3D_3D::getRenderTarget(GLint level)
+{
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorageLevel(level);
+
+ // ensure this is NOT a depth texture
+ if (isDepth(level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(level);
+}
+
+RenderTarget *TextureD3D_3D::getRenderTarget(GLint level, GLint layer)
+{
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorage();
+
+ // ensure this is NOT a depth texture
+ if (isDepth(level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(level, layer);
+}
+
+RenderTarget *TextureD3D_3D::getDepthStencil(GLint level, GLint layer)
+{
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorageLevel(level);
+
+ // ensure this is a depth texture
+ if (!isDepth(level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(level, layer);
+}
+
+void TextureD3D_3D::initializeStorage(bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return;
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isLevelComplete(0))
+ {
+ return;
+ }
+
+ bool createRenderTarget = (renderTarget || mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
+
+ setCompleteTexStorage(createCompleteStorage(createRenderTarget));
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ updateStorage();
+}
+
+TextureStorageInterface3D *TextureD3D_3D::createCompleteStorage(bool renderTarget) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getBaseLevelDepth();
+
+ ASSERT(width > 0 && height > 0 && depth > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, depth));
+
+ return new TextureStorageInterface3D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, depth, levels);
+}
+
+void TextureD3D_3D::setCompleteTexStorage(TextureStorageInterface3D *newCompleteTexStorage)
+{
+ SafeDelete(mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+ mDirtyImages = true;
+
+ // We do not support managed 3D storage, as that is D3D9/ES2-only
+ ASSERT(!mTexStorage->isManaged());
+}
+
+void TextureD3D_3D::updateStorage()
+{
+ ASSERT(mTexStorage != NULL);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (mImageArray[level]->isDirty() && isLevelComplete(level))
+ {
+ updateStorageLevel(level);
+ }
+ }
+}
+
+bool TextureD3D_3D::ensureRenderTarget()
+{
+ initializeStorage(true);
+
+ if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0 && getBaseLevelDepth() > 0)
+ {
+ ASSERT(mTexStorage);
+ if (!mTexStorage->isRenderTarget())
+ {
+ TextureStorageInterface3D *newRenderTargetStorage = createCompleteStorage(true);
+
+ if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
+ {
+ delete newRenderTargetStorage;
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ setCompleteTexStorage(newRenderTargetStorage);
+ }
+ }
+
+ return (mTexStorage && mTexStorage->isRenderTarget());
+}
+
+TextureStorageInterface *TextureD3D_3D::getBaseLevelStorage()
+{
+ return mTexStorage;
+}
+
+const ImageD3D *TextureD3D_3D::getBaseLevelImage() const
+{
+ return mImageArray[0];
+}
+
+bool TextureD3D_3D::isValidLevel(int level) const
+{
+ return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
+}
+
+bool TextureD3D_3D::isLevelComplete(int level) const
+{
+ ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getBaseLevelDepth();
+
+ if (width <= 0 || height <= 0 || depth <= 0)
+ {
+ return false;
+ }
+
+ if (level == 0)
+ {
+ return true;
+ }
+
+ ImageD3D *levelImage = mImageArray[level];
+
+ if (levelImage->getInternalFormat() != getBaseLevelInternalFormat())
+ {
+ return false;
+ }
+
+ if (levelImage->getWidth() != std::max(1, width >> level))
+ {
+ return false;
+ }
+
+ if (levelImage->getHeight() != std::max(1, height >> level))
+ {
+ return false;
+ }
+
+ if (levelImage->getDepth() != std::max(1, depth >> level))
+ {
+ return false;
+ }
+
+ return true;
+}
+
+void TextureD3D_3D::updateStorageLevel(int level)
+{
+ ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+ ASSERT(isLevelComplete(level));
+
+ if (mImageArray[level]->isDirty())
+ {
+ commitRect(level, 0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
+ }
+}
+
+void TextureD3D_3D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+ const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const int storageDepth = std::max(1, getBaseLevelDepth() >> level);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, width, height, depth, false);
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ width != storageWidth ||
+ height != storageHeight ||
+ depth != storageDepth ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mImageArray[i]->markDirty();
+ }
+
+ SafeDelete(mTexStorage);
+ mDirtyImages = true;
+ }
+ }
+}
+
+void TextureD3D_3D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
+{
+ if (isValidLevel(level))
+ {
+ ImageD3D *image = mImageArray[level];
+ if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, zoffset, width, height, depth))
+ {
+ image->markClean();
+ }
+ }
+}
+
+
+TextureD3D_2DArray::TextureD3D_2DArray(Renderer *renderer)
+ : Texture2DArrayImpl(),
+ TextureD3D(renderer),
+ mTexStorage(NULL)
+{
+ for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
+ {
+ mLayerCounts[level] = 0;
+ mImageArray[level] = NULL;
+ }
+}
+
+TextureD3D_2DArray::~TextureD3D_2DArray()
+{
+ SafeDelete(mTexStorage);
+
+ deleteImages();
+}
+
+TextureD3D_2DArray *TextureD3D_2DArray::makeTextureD3D_2DArray(Texture2DArrayImpl *texture)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureD3D_2DArray*, texture));
+ return static_cast<TextureD3D_2DArray*>(texture);
+}
+
+TextureStorageInterface *TextureD3D_2DArray::getNativeTexture()
+{
+ // ensure the underlying texture is created
+ initializeStorage(false);
+
+ TextureStorageInterface *storage = getBaseLevelStorage();
+ if (storage)
+ {
+ updateStorage();
+ }
+
+ return storage;
+}
+
+Image *TextureD3D_2DArray::getImage(int level, int layer) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(layer < mLayerCounts[level]);
+ return mImageArray[level][layer];
+}
+
+GLsizei TextureD3D_2DArray::getLayerCount(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return mLayerCounts[level];
+}
+
+void TextureD3D_2DArray::setUsage(GLenum usage)
+{
+ mUsage = usage;
+}
+
+void TextureD3D_2DArray::resetDirty()
+{
+ mDirtyImages = false;
+}
+
+GLsizei TextureD3D_2DArray::getWidth(GLint level) const
+{
+ return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getWidth() : 0;
+}
+
+GLsizei TextureD3D_2DArray::getHeight(GLint level) const
+{
+ return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getHeight() : 0;
+}
+
+GLsizei TextureD3D_2DArray::getLayers(GLint level) const
+{
+ return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mLayerCounts[level] : 0;
+}
+
+GLenum TextureD3D_2DArray::getInternalFormat(GLint level) const
+{
+ return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getInternalFormat() : GL_NONE;
+}
+
+bool TextureD3D_2DArray::isDepth(GLint level) const
+{
+ return gl::GetDepthBits(getInternalFormat(level)) > 0;
+}
+
+void TextureD3D_2DArray::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+ GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
+ : gl::GetSizedInternalFormat(format, type);
+ redefineImage(level, sizedInternalFormat, width, height, depth);
+
+ GLsizei inputDepthPitch = gl::GetDepthPitch(sizedInternalFormat, type, width, height, unpack.alignment);
+
+ for (int i = 0; i < depth; i++)
+ {
+ const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
+ TextureD3D::setImage(unpack, type, layerPixels, mImageArray[level][i]);
+ }
+}
+
+void TextureD3D_2DArray::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
+{
+ // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+ redefineImage(level, format, width, height, depth);
+
+ GLsizei inputDepthPitch = gl::GetDepthPitch(format, GL_UNSIGNED_BYTE, width, height, 1);
+
+ for (int i = 0; i < depth; i++)
+ {
+ const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
+ TextureD3D::setCompressedImage(imageSize, layerPixels, mImageArray[level][i]);
+ }
+}
+
+void TextureD3D_2DArray::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+ GLenum internalformat = getInternalFormat(level);
+ GLsizei inputDepthPitch = gl::GetDepthPitch(internalformat, type, width, height, unpack.alignment);
+
+ for (int i = 0; i < depth; i++)
+ {
+ int layer = zoffset + i;
+ const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
+
+ if (TextureD3D::subImage(xoffset, yoffset, zoffset, width, height, 1, format, type, unpack, layerPixels, mImageArray[level][layer]))
+ {
+ commitRect(level, xoffset, yoffset, layer, width, height);
+ }
+ }
+}
+
+void TextureD3D_2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
+{
+ GLsizei inputDepthPitch = gl::GetDepthPitch(format, GL_UNSIGNED_BYTE, width, height, 1);
+
+ for (int i = 0; i < depth; i++)
+ {
+ int layer = zoffset + i;
+ const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
+
+ if (TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, 1, format, imageSize, layerPixels, mImageArray[level][layer]))
+ {
+ commitRect(level, xoffset, yoffset, layer, width, height);
+ }
+ }
+}
+
+void TextureD3D_2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
+ // the current level we're copying to is defined (with appropriate format, width & height)
+ bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
+
+ if (!mImageArray[level][0]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
+ {
+ mImageArray[level][zoffset]->copy(xoffset, yoffset, 0, x, y, width, height, source);
+ mDirtyImages = true;
+ }
+ else
+ {
+ ensureRenderTarget();
+
+ if (isValidLevel(level))
+ {
+ updateStorageLevel(level);
+
+ gl::Rectangle sourceRect;
+ sourceRect.x = x;
+ sourceRect.width = width;
+ sourceRect.y = y;
+ sourceRect.height = height;
+
+ mRenderer->copyImage(source, sourceRect, gl::GetFormat(getInternalFormat(0)),
+ xoffset, yoffset, zoffset, mTexStorage, level);
+ }
+ }
+}
+
+void TextureD3D_2DArray::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+ deleteImages();
+
+ for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ GLsizei levelWidth = std::max(1, width >> level);
+ GLsizei levelHeight = std::max(1, height >> level);
+
+ mLayerCounts[level] = (level < levels ? depth : 0);
+
+ if (mLayerCounts[level] > 0)
+ {
+ // Create new images for this level
+ mImageArray[level] = new ImageD3D*[mLayerCounts[level]];
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer] = ImageD3D::makeImageD3D(mRenderer->createImage());
+ mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, levelWidth,
+ levelHeight, 1, true);
+ }
+ }
+ }
+
+ mImmutable = true;
+ setCompleteTexStorage(new TextureStorageInterface2DArray(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, depth, levels));
+}
+
+bool TextureD3D_2DArray::isSamplerComplete(const gl::SamplerState &samplerState) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getLayers(0);
+
+ if (width <= 0 || height <= 0 || depth <= 0)
+ {
+ return false;
+ }
+
+ // TODO(geofflang): use context's texture caps
+ if (!mRenderer->getRendererTextureCaps().get(getBaseLevelInternalFormat()).filterable)
+ {
+ if (samplerState.magFilter != GL_NEAREST ||
+ (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
+ {
+ return false;
+ }
+ }
+
+ if (IsMipmapFiltered(samplerState) && !isMipmapComplete())
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureD3D_2DArray::isMipmapComplete() const
+{
+ int levelCount = mipLevels();
+
+ for (int level = 1; level < levelCount; level++)
+ {
+ if (!isLevelComplete(level))
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+void TextureD3D_2DArray::generateMipmaps()
+{
+ int baseWidth = getBaseLevelWidth();
+ int baseHeight = getBaseLevelHeight();
+ int baseDepth = getBaseLevelDepth();
+ GLenum baseFormat = getBaseLevelInternalFormat();
+
+ // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+ int levelCount = mipLevels();
+ for (int level = 1; level < levelCount; level++)
+ {
+ redefineImage(level, baseFormat, std::max(baseWidth >> level, 1), std::max(baseHeight >> level, 1), baseDepth);
+ }
+
+ if (mTexStorage && mTexStorage->isRenderTarget())
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ mTexStorage->generateMipmap(level);
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer]->markClean();
+ }
+ }
+ }
+ else
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mRenderer->generateMipmap(mImageArray[level][layer], mImageArray[level - 1][layer]);
+ }
+ }
+ }
+}
+
+unsigned int TextureD3D_2DArray::getRenderTargetSerial(GLint level, GLint layer)
+{
+ return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level, layer) : 0);
+}
+
+RenderTarget *TextureD3D_2DArray::getRenderTarget(GLint level, GLint layer)
+{
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorageLevel(level);
+
+ // ensure this is NOT a depth texture
+ if (isDepth(level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(level, layer);
+}
+
+RenderTarget *TextureD3D_2DArray::getDepthStencil(GLint level, GLint layer)
+{
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorageLevel(level);
+
+ // ensure this is a depth texture
+ if (!isDepth(level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(level, layer);
+}
+
+void TextureD3D_2DArray::initializeStorage(bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return;
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isLevelComplete(0))
+ {
+ return;
+ }
+
+ bool createRenderTarget = (renderTarget || mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
+
+ setCompleteTexStorage(createCompleteStorage(createRenderTarget));
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ updateStorage();
+}
+
+TextureStorageInterface2DArray *TextureD3D_2DArray::createCompleteStorage(bool renderTarget) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getLayers(0);
+
+ ASSERT(width > 0 && height > 0 && depth > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
+
+ return new TextureStorageInterface2DArray(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, depth, levels);
+}
+
+void TextureD3D_2DArray::setCompleteTexStorage(TextureStorageInterface2DArray *newCompleteTexStorage)
+{
+ SafeDelete(mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+ mDirtyImages = true;
+
+ // We do not support managed 2D array storage, as managed storage is ES2/D3D9 only
+ ASSERT(!mTexStorage->isManaged());
+}
+
+void TextureD3D_2DArray::updateStorage()
+{
+ ASSERT(mTexStorage != NULL);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (isLevelComplete(level))
+ {
+ updateStorageLevel(level);
+ }
+ }
+}
+
+bool TextureD3D_2DArray::ensureRenderTarget()
+{
+ initializeStorage(true);
+
+ if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0 && getLayers(0) > 0)
+ {
+ ASSERT(mTexStorage);
+ if (!mTexStorage->isRenderTarget())
+ {
+ TextureStorageInterface2DArray *newRenderTargetStorage = createCompleteStorage(true);
+
+ if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
+ {
+ delete newRenderTargetStorage;
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ setCompleteTexStorage(newRenderTargetStorage);
+ }
+ }
+
+ return (mTexStorage && mTexStorage->isRenderTarget());
+}
+
+const ImageD3D *TextureD3D_2DArray::getBaseLevelImage() const
+{
+ return (mLayerCounts[0] > 0 ? mImageArray[0][0] : NULL);
+}
+
+TextureStorageInterface *TextureD3D_2DArray::getBaseLevelStorage()
+{
+ return mTexStorage;
+}
+
+bool TextureD3D_2DArray::isValidLevel(int level) const
+{
+ return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
+}
+
+bool TextureD3D_2DArray::isLevelComplete(int level) const
+{
+ ASSERT(level >= 0 && level < (int)ArraySize(mImageArray));
+
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei layers = getLayers(0);
+
+ if (width <= 0 || height <= 0 || layers <= 0)
+ {
+ return false;
+ }
+
+ if (level == 0)
+ {
+ return true;
+ }
+
+ if (getInternalFormat(level) != getInternalFormat(0))
+ {
+ return false;
+ }
+
+ if (getWidth(level) != std::max(1, width >> level))
+ {
+ return false;
+ }
+
+ if (getHeight(level) != std::max(1, height >> level))
+ {
+ return false;
+ }
+
+ if (getLayers(level) != layers)
+ {
+ return false;
+ }
+
+ return true;
+}
+
+void TextureD3D_2DArray::updateStorageLevel(int level)
+{
+ ASSERT(level >= 0 && level < (int)ArraySize(mLayerCounts));
+ ASSERT(isLevelComplete(level));
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ ASSERT(mImageArray[level] != NULL && mImageArray[level][layer] != NULL);
+ if (mImageArray[level][layer]->isDirty())
+ {
+ commitRect(level, 0, 0, layer, getWidth(level), getHeight(level));
+ }
+ }
+}
+
+void TextureD3D_2DArray::deleteImages()
+{
+ for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
+ {
+ for (int layer = 0; layer < mLayerCounts[level]; ++layer)
+ {
+ delete mImageArray[level][layer];
+ }
+ delete[] mImageArray[level];
+ mImageArray[level] = NULL;
+ mLayerCounts[level] = 0;
+ }
+}
+
+void TextureD3D_2DArray::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+ const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const int storageDepth = getLayers(0);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ delete mImageArray[level][layer];
+ }
+ delete[] mImageArray[level];
+ mImageArray[level] = NULL;
+ mLayerCounts[level] = depth;
+
+ if (depth > 0)
+ {
+ mImageArray[level] = new ImageD3D*[depth]();
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer] = ImageD3D::makeImageD3D(mRenderer->createImage());
+ mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, width, height, 1, false);
+ }
+ }
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ width != storageWidth ||
+ height != storageHeight ||
+ depth != storageDepth ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer]->markDirty();
+ }
+ }
+
+ delete mTexStorage;
+ mTexStorage = NULL;
+ mDirtyImages = true;
+ }
+ }
+}
+
+void TextureD3D_2DArray::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint layerTarget, GLsizei width, GLsizei height)
+{
+ if (isValidLevel(level) && layerTarget < getLayers(level))
+ {
+ ImageD3D *image = mImageArray[level][layerTarget];
+ if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, layerTarget, width, height))
+ {
+ image->markClean();
+ }
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.h
new file mode 100644
index 0000000000..4a1737a9c4
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.h
@@ -0,0 +1,343 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureD3D.h: Implementations of the Texture interfaces shared betweeen the D3D backends.
+
+#ifndef LIBGLESV2_RENDERER_TEXTURED3D_H_
+#define LIBGLESV2_RENDERER_TEXTURED3D_H_
+
+#include "libGLESv2/renderer/TextureImpl.h"
+#include "libGLESv2/angletypes.h"
+#include "libGLESv2/constants.h"
+
+namespace gl
+{
+class Framebuffer;
+}
+
+namespace rx
+{
+
+class Image;
+class ImageD3D;
+class Renderer;
+class TextureStorageInterface;
+class TextureStorageInterface2D;
+class TextureStorageInterfaceCube;
+class TextureStorageInterface3D;
+class TextureStorageInterface2DArray;
+
+bool IsMipmapFiltered(const gl::SamplerState &samplerState);
+
+class TextureD3D
+{
+ public:
+ TextureD3D(Renderer *renderer);
+ virtual ~TextureD3D();
+
+ GLint getBaseLevelWidth() const;
+ GLint getBaseLevelHeight() const;
+ GLint getBaseLevelDepth() const;
+ GLenum getBaseLevelInternalFormat() const;
+
+ bool isImmutable() const { return mImmutable; }
+
+ protected:
+ void setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, Image *image);
+ bool subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, Image *image);
+ void setCompressedImage(GLsizei imageSize, const void *pixels, Image *image);
+ bool subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ GLenum format, GLsizei imageSize, const void *pixels, Image *image);
+ bool isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat);
+ bool fastUnpackPixels(const gl::PixelUnpackState &unpack, const void *pixels, const gl::Box &destArea,
+ GLenum sizedInternalFormat, GLenum type, RenderTarget *destRenderTarget);
+
+ GLint creationLevels(GLsizei width, GLsizei height, GLsizei depth) const;
+ int mipLevels() const;
+
+ Renderer *mRenderer;
+
+ GLenum mUsage;
+
+ bool mDirtyImages;
+
+ bool mImmutable;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureD3D);
+
+ virtual TextureStorageInterface *getBaseLevelStorage() = 0;
+ virtual const ImageD3D *getBaseLevelImage() const = 0;
+};
+
+class TextureD3D_2D : public Texture2DImpl, public TextureD3D
+{
+ public:
+ TextureD3D_2D(Renderer *renderer);
+ virtual ~TextureD3D_2D();
+
+ static TextureD3D_2D *makeTextureD3D_2D(Texture2DImpl *texture);
+
+ virtual TextureStorageInterface *getNativeTexture();
+
+ virtual Image *getImage(int level) const;
+
+ virtual void setUsage(GLenum usage);
+ virtual bool hasDirtyImages() const { return mDirtyImages; }
+ virtual void resetDirty();
+
+ GLsizei getWidth(GLint level) const;
+ GLsizei getHeight(GLint level) const;
+ GLenum getInternalFormat(GLint level) const;
+ GLenum getActualFormat(GLint level) const;
+ bool isDepth(GLint level) const;
+
+ virtual void setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels);
+ virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
+ virtual void copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+ virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+ virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
+
+ virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
+ virtual void bindTexImage(egl::Surface *surface);
+ virtual void releaseTexImage();
+
+ virtual void generateMipmaps();
+
+ virtual unsigned int getRenderTargetSerial(GLint level);
+
+ virtual RenderTarget *getRenderTarget(GLint level);
+ virtual RenderTarget *getDepthSencil(GLint level);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureD3D_2D);
+
+ void initializeStorage(bool renderTarget);
+ TextureStorageInterface2D *createCompleteStorage(bool renderTarget) const;
+ void setCompleteTexStorage(TextureStorageInterface2D *newCompleteTexStorage);
+
+ void updateStorage();
+ bool ensureRenderTarget();
+ virtual TextureStorageInterface *getBaseLevelStorage();
+ virtual const ImageD3D *getBaseLevelImage() const;
+
+ bool isMipmapComplete() const;
+ bool isValidLevel(int level) const;
+ bool isLevelComplete(int level) const;
+
+ void updateStorageLevel(int level);
+
+ virtual void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height);
+ void commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
+
+ TextureStorageInterface2D *mTexStorage;
+ ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureD3D_Cube : public TextureCubeImpl, public TextureD3D
+{
+ public:
+ TextureD3D_Cube(Renderer *renderer);
+ virtual ~TextureD3D_Cube();
+
+ static TextureD3D_Cube *makeTextureD3D_Cube(TextureCubeImpl *texture);
+
+ virtual TextureStorageInterface *getNativeTexture();
+
+ virtual Image *getImage(GLenum target, int level) const;
+
+ virtual void setUsage(GLenum usage);
+ virtual bool hasDirtyImages() const { return mDirtyImages; }
+ virtual void resetDirty();
+
+ GLenum getInternalFormat(GLenum target, GLint level) const;
+ bool isDepth(GLenum target, GLint level) const;
+
+ virtual void setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels);
+ virtual void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
+ virtual void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+ virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+ virtual void storage(GLsizei levels, GLenum internalformat, GLsizei size);
+
+ virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
+ virtual bool isCubeComplete() const;
+
+ virtual void generateMipmaps();
+
+ virtual unsigned int getRenderTargetSerial(GLenum target, GLint level);
+
+ virtual RenderTarget *getRenderTarget(GLenum target, GLint level);
+ virtual RenderTarget *getDepthStencil(GLenum target, GLint level);
+
+ static int targetToIndex(GLenum target);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureD3D_Cube);
+
+ void initializeStorage(bool renderTarget);
+ TextureStorageInterfaceCube *createCompleteStorage(bool renderTarget) const;
+ void setCompleteTexStorage(TextureStorageInterfaceCube *newCompleteTexStorage);
+
+ void updateStorage();
+ bool ensureRenderTarget();
+ virtual TextureStorageInterface *getBaseLevelStorage();
+ virtual const ImageD3D *getBaseLevelImage() const;
+
+ bool isMipmapCubeComplete() const;
+ bool isValidFaceLevel(int faceIndex, int level) const;
+ bool isFaceLevelComplete(int faceIndex, int level) const;
+ void updateStorageFaceLevel(int faceIndex, int level);
+
+ void redefineImage(int faceIndex, GLint level, GLenum internalformat, GLsizei width, GLsizei height);
+ void commitRect(int faceIndex, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
+
+ ImageD3D *mImageArray[6][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ TextureStorageInterfaceCube *mTexStorage;
+};
+
+class TextureD3D_3D : public Texture3DImpl, public TextureD3D
+{
+ public:
+ TextureD3D_3D(Renderer *renderer);
+ virtual ~TextureD3D_3D();
+
+ static TextureD3D_3D *makeTextureD3D_3D(Texture3DImpl *texture);
+
+ virtual TextureStorageInterface *getNativeTexture();
+
+ virtual Image *getImage(int level) const;
+
+ virtual void setUsage(GLenum usage);
+ virtual bool hasDirtyImages() const { return mDirtyImages; }
+ virtual void resetDirty();
+
+ GLsizei getWidth(GLint level) const;
+ GLsizei getHeight(GLint level) const;
+ GLsizei getDepth(GLint level) const;
+ GLenum getInternalFormat(GLint level) const;
+ bool isDepth(GLint level) const;
+
+ virtual void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
+ virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
+ virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+ virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+
+ virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
+ virtual bool isMipmapComplete() const;
+
+ virtual void generateMipmaps();
+
+ virtual unsigned int getRenderTargetSerial(GLint level, GLint layer);
+
+ virtual RenderTarget *getRenderTarget(GLint level);
+ virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
+ virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureD3D_3D);
+
+ virtual void initializeStorage(bool renderTarget);
+ TextureStorageInterface3D *createCompleteStorage(bool renderTarget) const;
+ void setCompleteTexStorage(TextureStorageInterface3D *newCompleteTexStorage);
+
+ void updateStorage();
+ bool ensureRenderTarget();
+ virtual TextureStorageInterface *getBaseLevelStorage();
+ virtual const ImageD3D *getBaseLevelImage() const;
+
+ bool isValidLevel(int level) const;
+ bool isLevelComplete(int level) const;
+ void updateStorageLevel(int level);
+
+ void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+ void commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
+
+ ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ TextureStorageInterface3D *mTexStorage;
+};
+
+class TextureD3D_2DArray : public Texture2DArrayImpl, public TextureD3D
+{
+ public:
+ TextureD3D_2DArray(Renderer *renderer);
+ virtual ~TextureD3D_2DArray();
+
+ static TextureD3D_2DArray *makeTextureD3D_2DArray(Texture2DArrayImpl *texture);
+
+ virtual TextureStorageInterface *getNativeTexture();
+
+ virtual Image *getImage(int level, int layer) const;
+ virtual GLsizei getLayerCount(int level) const;
+
+ virtual void setUsage(GLenum usage);
+ virtual bool hasDirtyImages() const { return mDirtyImages; }
+ virtual void resetDirty();
+
+ GLsizei getWidth(GLint level) const;
+ GLsizei getHeight(GLint level) const;
+ GLsizei getLayers(GLint level) const;
+ GLenum getInternalFormat(GLint level) const;
+ bool isDepth(GLint level) const;
+
+ virtual void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
+ virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+ virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
+ virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+ virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+
+ virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
+ virtual bool isMipmapComplete() const;
+
+ virtual void generateMipmaps();
+
+ virtual unsigned int getRenderTargetSerial(GLint level, GLint layer);
+
+ virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
+ virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureD3D_2DArray);
+
+ virtual void initializeStorage(bool renderTarget);
+ TextureStorageInterface2DArray *createCompleteStorage(bool renderTarget) const;
+ void setCompleteTexStorage(TextureStorageInterface2DArray *newCompleteTexStorage);
+
+ void updateStorage();
+ bool ensureRenderTarget();
+ virtual TextureStorageInterface *getBaseLevelStorage();
+ virtual const ImageD3D *getBaseLevelImage() const;
+
+ bool isValidLevel(int level) const;
+ bool isLevelComplete(int level) const;
+ void updateStorageLevel(int level);
+
+ void deleteImages();
+ void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+ void commitRect(GLint level, GLint xoffset, GLint yoffset, GLint layerTarget, GLsizei width, GLsizei height);
+
+ // Storing images as an array of single depth textures since D3D11 treats each array level of a
+ // Texture2D object as a separate subresource. Each layer would have to be looped over
+ // to update all the texture layers since they cannot all be updated at once and it makes the most
+ // sense for the Image class to not have to worry about layer subresource as well as mip subresources.
+ GLsizei mLayerCounts[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+ ImageD3D **mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ TextureStorageInterface2DArray *mTexStorage;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_TEXTURED3D_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureStorage.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureStorage.cpp
new file mode 100644
index 0000000000..846586984c
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureStorage.cpp
@@ -0,0 +1,181 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage.cpp: Implements the abstract rx::TextureStorageInterface class and its concrete derived
+// classes TextureStorageInterface2D and TextureStorageInterfaceCube, which act as the interface to the
+// GPU-side texture.
+
+#include "libGLESv2/renderer/d3d/TextureStorage.h"
+#include "libGLESv2/renderer/d3d/TextureD3D.h"
+#include "libGLESv2/renderer/Renderer.h"
+#include "libGLESv2/Renderbuffer.h"
+#include "libGLESv2/Texture.h"
+
+#include "common/debug.h"
+#include "common/mathutil.h"
+
+namespace rx
+{
+unsigned int TextureStorageInterface::mCurrentTextureSerial = 1;
+
+TextureStorageInterface::TextureStorageInterface()
+ : mTextureSerial(issueTextureSerial()),
+ mInstance(NULL)
+{
+}
+
+TextureStorageInterface::~TextureStorageInterface()
+{
+ delete mInstance;
+}
+
+bool TextureStorageInterface::isRenderTarget() const
+{
+ return mInstance->isRenderTarget();
+}
+
+bool TextureStorageInterface::isManaged() const
+{
+ return mInstance->isManaged();
+}
+
+unsigned int TextureStorageInterface::getTextureSerial() const
+{
+ return mTextureSerial;
+}
+
+unsigned int TextureStorageInterface::issueTextureSerial()
+{
+ return mCurrentTextureSerial++;
+}
+
+int TextureStorageInterface::getTopLevel() const
+{
+ return mInstance->getTopLevel();
+}
+
+int TextureStorageInterface::getLevelCount() const
+{
+ return mInstance->getLevelCount();
+}
+
+TextureStorageInterface2D::TextureStorageInterface2D(Renderer *renderer, SwapChain *swapchain)
+{
+ mFirstRenderTargetSerial = gl::RenderbufferStorage::issueSerials(1);
+
+ mInstance = renderer->createTextureStorage2D(swapchain);
+}
+
+TextureStorageInterface2D::TextureStorageInterface2D(Renderer *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels)
+{
+ mInstance = renderer->createTextureStorage2D(internalformat, renderTarget, width, height, levels);
+ mFirstRenderTargetSerial = gl::RenderbufferStorage::issueSerials(static_cast<GLuint>(mInstance->getLevelCount()));
+}
+
+TextureStorageInterface2D::~TextureStorageInterface2D()
+{
+}
+
+RenderTarget *TextureStorageInterface2D::getRenderTarget(GLint level) const
+{
+ return mInstance->getRenderTarget(level);
+}
+
+void TextureStorageInterface2D::generateMipmap(int level)
+{
+ mInstance->generateMipmap(level);
+}
+
+unsigned int TextureStorageInterface2D::getRenderTargetSerial(GLint level) const
+{
+ return mFirstRenderTargetSerial + level;
+}
+
+TextureStorageInterfaceCube::TextureStorageInterfaceCube(Renderer *renderer, GLenum internalformat, bool renderTarget, int size, int levels)
+{
+ mInstance = renderer->createTextureStorageCube(internalformat, renderTarget, size, levels);
+ mFirstRenderTargetSerial = gl::RenderbufferStorage::issueSerials(static_cast<GLuint>(mInstance->getLevelCount() * 6));
+}
+
+TextureStorageInterfaceCube::~TextureStorageInterfaceCube()
+{
+}
+
+RenderTarget *TextureStorageInterfaceCube::getRenderTarget(GLenum faceTarget, GLint level) const
+{
+ return mInstance->getRenderTargetFace(faceTarget, level);
+}
+
+void TextureStorageInterfaceCube::generateMipmap(int faceIndex, int level)
+{
+ mInstance->generateMipmap(faceIndex, level);
+}
+
+unsigned int TextureStorageInterfaceCube::getRenderTargetSerial(GLenum target, GLint level) const
+{
+ return mFirstRenderTargetSerial + (level * 6) + TextureD3D_Cube::targetToIndex(target);
+}
+
+TextureStorageInterface3D::TextureStorageInterface3D(Renderer *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels)
+{
+
+ mInstance = renderer->createTextureStorage3D(internalformat, renderTarget, width, height, depth, levels);
+ mFirstRenderTargetSerial = gl::RenderbufferStorage::issueSerials(static_cast<GLuint>(mInstance->getLevelCount() * depth));
+}
+
+TextureStorageInterface3D::~TextureStorageInterface3D()
+{
+}
+
+void TextureStorageInterface3D::generateMipmap(int level)
+{
+ mInstance->generateMipmap(level);
+}
+
+RenderTarget *TextureStorageInterface3D::getRenderTarget(GLint level) const
+{
+ return mInstance->getRenderTarget(level);
+}
+
+RenderTarget *TextureStorageInterface3D::getRenderTarget(GLint level, GLint layer) const
+{
+ return mInstance->getRenderTargetLayer(level, layer);
+}
+
+unsigned int TextureStorageInterface3D::getRenderTargetSerial(GLint level, GLint layer) const
+{
+ return mFirstRenderTargetSerial + static_cast<unsigned int>((layer * mInstance->getLevelCount()) + level);
+}
+
+TextureStorageInterface2DArray::TextureStorageInterface2DArray(Renderer *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels)
+{
+ mInstance = renderer->createTextureStorage2DArray(internalformat, renderTarget, width, height, depth, levels);
+ mFirstRenderTargetSerial = gl::RenderbufferStorage::issueSerials(static_cast<GLuint>(mInstance->getLevelCount() * depth));
+}
+
+TextureStorageInterface2DArray::~TextureStorageInterface2DArray()
+{
+}
+
+void TextureStorageInterface2DArray::generateMipmap(int level)
+{
+ mInstance->generateMipmap(level);
+}
+
+RenderTarget *TextureStorageInterface2DArray::getRenderTarget(GLint level, GLint layer) const
+{
+ return mInstance->getRenderTargetLayer(level, layer);
+}
+
+unsigned int TextureStorageInterface2DArray::getRenderTargetSerial(GLint level, GLint layer) const
+{
+ return mFirstRenderTargetSerial + static_cast<unsigned int>((layer * mInstance->getLevelCount()) + level);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureStorage.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureStorage.h
new file mode 100644
index 0000000000..0a212e16f2
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureStorage.h
@@ -0,0 +1,145 @@
+//
+// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage.h: Defines the abstract rx::TextureStorageInterface class and its concrete derived
+// classes TextureStorageInterface2D and TextureStorageInterfaceCube, which act as the interface to the
+// GPU-side texture.
+
+#ifndef LIBGLESV2_RENDERER_TEXTURESTORAGE_H_
+#define LIBGLESV2_RENDERER_TEXTURESTORAGE_H_
+
+#include "common/debug.h"
+
+namespace rx
+{
+class Renderer;
+class SwapChain;
+class RenderTarget;
+
+class TextureStorage
+{
+ public:
+ TextureStorage() {};
+ virtual ~TextureStorage() {};
+
+ virtual int getTopLevel() const = 0;
+ virtual bool isRenderTarget() const = 0;
+ virtual bool isManaged() const = 0;
+ virtual int getLevelCount() const = 0;
+
+ virtual RenderTarget *getRenderTarget(int level) = 0;
+ virtual RenderTarget *getRenderTargetFace(GLenum faceTarget, int level) = 0;
+ virtual RenderTarget *getRenderTargetLayer(int mipLevel, int layer) = 0;
+ virtual void generateMipmap(int level) = 0;
+ virtual void generateMipmap(int face, int level) = 0;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorage);
+
+};
+
+class TextureStorageInterface
+{
+ public:
+ TextureStorageInterface();
+ virtual ~TextureStorageInterface();
+
+ TextureStorage *getStorageInstance() { return mInstance; }
+
+ unsigned int getTextureSerial() const;
+
+ virtual int getTopLevel() const;
+ virtual bool isRenderTarget() const;
+ virtual bool isManaged() const;
+ virtual int getLevelCount() const;
+
+ protected:
+ TextureStorage *mInstance;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorageInterface);
+
+ const unsigned int mTextureSerial;
+ static unsigned int issueTextureSerial();
+
+ static unsigned int mCurrentTextureSerial;
+};
+
+class TextureStorageInterface2D : public TextureStorageInterface
+{
+ public:
+ TextureStorageInterface2D(Renderer *renderer, SwapChain *swapchain);
+ TextureStorageInterface2D(Renderer *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels);
+ virtual ~TextureStorageInterface2D();
+
+ void generateMipmap(int level);
+ RenderTarget *getRenderTarget(GLint level) const;
+
+ unsigned int getRenderTargetSerial(GLint level) const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorageInterface2D);
+
+ unsigned int mFirstRenderTargetSerial;
+};
+
+class TextureStorageInterfaceCube : public TextureStorageInterface
+{
+ public:
+ TextureStorageInterfaceCube(Renderer *renderer, GLenum internalformat, bool renderTarget, int size, int levels);
+ virtual ~TextureStorageInterfaceCube();
+
+ void generateMipmap(int faceIndex, int level);
+ RenderTarget *getRenderTarget(GLenum faceTarget, GLint level) const;
+
+ virtual unsigned int getRenderTargetSerial(GLenum target, GLint level) const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorageInterfaceCube);
+
+ unsigned int mFirstRenderTargetSerial;
+};
+
+class TextureStorageInterface3D : public TextureStorageInterface
+{
+ public:
+ TextureStorageInterface3D(Renderer *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels);
+ virtual ~TextureStorageInterface3D();
+
+ void generateMipmap(int level);
+ RenderTarget *getRenderTarget(GLint level) const;
+ RenderTarget *getRenderTarget(GLint level, GLint layer) const;
+
+ virtual unsigned int getRenderTargetSerial(GLint level, GLint layer) const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorageInterface3D);
+
+ unsigned int mFirstRenderTargetSerial;
+};
+
+class TextureStorageInterface2DArray : public TextureStorageInterface
+{
+ public:
+ TextureStorageInterface2DArray(Renderer *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels);
+ virtual ~TextureStorageInterface2DArray();
+
+ void generateMipmap(int level);
+ RenderTarget *getRenderTarget(GLint level, GLint layer) const;
+
+ virtual unsigned int getRenderTargetSerial(GLint level, GLint layer) const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorageInterface2DArray);
+
+ unsigned int mFirstRenderTargetSerial;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_TEXTURESTORAGE_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/VertexBuffer.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/VertexBuffer.cpp
new file mode 100644
index 0000000000..901ca196a8
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/VertexBuffer.cpp
@@ -0,0 +1,296 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexBuffer.cpp: Defines the abstract VertexBuffer class and VertexBufferInterface
+// class with derivations, classes that perform graphics API agnostic vertex buffer operations.
+
+#include "libGLESv2/renderer/d3d/VertexBuffer.h"
+#include "libGLESv2/renderer/Renderer.h"
+#include "libGLESv2/VertexAttribute.h"
+#include "libGLESv2/renderer/d3d/BufferD3D.h"
+#include "common/mathutil.h"
+
+namespace rx
+{
+
+unsigned int VertexBuffer::mNextSerial = 1;
+
+VertexBuffer::VertexBuffer()
+{
+ updateSerial();
+}
+
+VertexBuffer::~VertexBuffer()
+{
+}
+
+void VertexBuffer::updateSerial()
+{
+ mSerial = mNextSerial++;
+}
+
+unsigned int VertexBuffer::getSerial() const
+{
+ return mSerial;
+}
+
+VertexBufferInterface::VertexBufferInterface(rx::Renderer *renderer, bool dynamic) : mRenderer(renderer)
+{
+ mDynamic = dynamic;
+ mWritePosition = 0;
+ mReservedSpace = 0;
+
+ mVertexBuffer = renderer->createVertexBuffer();
+}
+
+VertexBufferInterface::~VertexBufferInterface()
+{
+ delete mVertexBuffer;
+}
+
+unsigned int VertexBufferInterface::getSerial() const
+{
+ return mVertexBuffer->getSerial();
+}
+
+unsigned int VertexBufferInterface::getBufferSize() const
+{
+ return mVertexBuffer->getBufferSize();
+}
+
+bool VertexBufferInterface::setBufferSize(unsigned int size)
+{
+ if (mVertexBuffer->getBufferSize() == 0)
+ {
+ return mVertexBuffer->initialize(size, mDynamic);
+ }
+ else
+ {
+ return mVertexBuffer->setBufferSize(size);
+ }
+}
+
+unsigned int VertexBufferInterface::getWritePosition() const
+{
+ return mWritePosition;
+}
+
+void VertexBufferInterface::setWritePosition(unsigned int writePosition)
+{
+ mWritePosition = writePosition;
+}
+
+bool VertexBufferInterface::discard()
+{
+ return mVertexBuffer->discard();
+}
+
+bool VertexBufferInterface::storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int *outStreamOffset)
+{
+ unsigned int spaceRequired;
+ if (!mVertexBuffer->getSpaceRequired(attrib, count, instances, &spaceRequired))
+ {
+ return false;
+ }
+
+ if (mWritePosition + spaceRequired < mWritePosition)
+ {
+ return false;
+ }
+
+ if (!reserveSpace(mReservedSpace))
+ {
+ return false;
+ }
+ mReservedSpace = 0;
+
+ if (!mVertexBuffer->storeVertexAttributes(attrib, currentValue, start, count, instances, mWritePosition))
+ {
+ return false;
+ }
+
+ if (outStreamOffset)
+ {
+ *outStreamOffset = mWritePosition;
+ }
+
+ mWritePosition += spaceRequired;
+
+ // Align to 16-byte boundary
+ mWritePosition = rx::roundUp(mWritePosition, 16u);
+
+ return true;
+}
+
+bool VertexBufferInterface::reserveVertexSpace(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances)
+{
+ unsigned int requiredSpace;
+ if (!mVertexBuffer->getSpaceRequired(attrib, count, instances, &requiredSpace))
+ {
+ return false;
+ }
+
+ // Protect against integer overflow
+ if (mReservedSpace + requiredSpace < mReservedSpace)
+ {
+ return false;
+ }
+
+ mReservedSpace += requiredSpace;
+
+ // Align to 16-byte boundary
+ mReservedSpace = rx::roundUp(mReservedSpace, 16u);
+
+ return true;
+}
+
+VertexBuffer* VertexBufferInterface::getVertexBuffer() const
+{
+ return mVertexBuffer;
+}
+
+bool VertexBufferInterface::directStoragePossible(const gl::VertexAttribute &attrib,
+ const gl::VertexAttribCurrentValueData &currentValue) const
+{
+ gl::Buffer *buffer = attrib.buffer.get();
+ BufferD3D *storage = buffer ? BufferD3D::makeBufferD3D(buffer->getImplementation()) : NULL;
+
+ if (!storage || !storage->supportsDirectBinding())
+ {
+ return false;
+ }
+
+ // Alignment restrictions: In D3D, vertex data must be aligned to
+ // the format stride, or to a 4-byte boundary, whichever is smaller.
+ // (Undocumented, and experimentally confirmed)
+ size_t alignment = 4;
+ bool requiresConversion = false;
+
+ if (attrib.type != GL_FLOAT)
+ {
+ gl::VertexFormat vertexFormat(attrib, currentValue.Type);
+
+ unsigned int outputElementSize;
+ getVertexBuffer()->getSpaceRequired(attrib, 1, 0, &outputElementSize);
+ alignment = std::min<size_t>(outputElementSize, 4);
+
+ requiresConversion = (mRenderer->getVertexConversionType(vertexFormat) & VERTEX_CONVERT_CPU) != 0;
+ }
+
+ bool isAligned = (static_cast<size_t>(ComputeVertexAttributeStride(attrib)) % alignment == 0) &&
+ (static_cast<size_t>(attrib.offset) % alignment == 0);
+
+ return !requiresConversion && isAligned;
+}
+
+StreamingVertexBufferInterface::StreamingVertexBufferInterface(rx::Renderer *renderer, std::size_t initialSize) : VertexBufferInterface(renderer, true)
+{
+ setBufferSize(initialSize);
+}
+
+StreamingVertexBufferInterface::~StreamingVertexBufferInterface()
+{
+}
+
+bool StreamingVertexBufferInterface::reserveSpace(unsigned int size)
+{
+ bool result = true;
+ unsigned int curBufferSize = getBufferSize();
+ if (size > curBufferSize)
+ {
+ result = setBufferSize(std::max(size, 3 * curBufferSize / 2));
+ setWritePosition(0);
+ }
+ else if (getWritePosition() + size > curBufferSize)
+ {
+ if (!discard())
+ {
+ return false;
+ }
+ setWritePosition(0);
+ }
+
+ return result;
+}
+
+StaticVertexBufferInterface::StaticVertexBufferInterface(rx::Renderer *renderer) : VertexBufferInterface(renderer, false)
+{
+}
+
+StaticVertexBufferInterface::~StaticVertexBufferInterface()
+{
+}
+
+bool StaticVertexBufferInterface::lookupAttribute(const gl::VertexAttribute &attrib, unsigned int *outStreamOffset)
+{
+ for (unsigned int element = 0; element < mCache.size(); element++)
+ {
+ if (mCache[element].type == attrib.type &&
+ mCache[element].size == attrib.size &&
+ mCache[element].stride == ComputeVertexAttributeStride(attrib) &&
+ mCache[element].normalized == attrib.normalized &&
+ mCache[element].pureInteger == attrib.pureInteger)
+ {
+ size_t offset = (static_cast<size_t>(attrib.offset) % ComputeVertexAttributeStride(attrib));
+ if (mCache[element].attributeOffset == offset)
+ {
+ if (outStreamOffset)
+ {
+ *outStreamOffset = mCache[element].streamOffset;
+ }
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+bool StaticVertexBufferInterface::reserveSpace(unsigned int size)
+{
+ unsigned int curSize = getBufferSize();
+ if (curSize == 0)
+ {
+ setBufferSize(size);
+ return true;
+ }
+ else if (curSize >= size)
+ {
+ return true;
+ }
+ else
+ {
+ UNREACHABLE(); // Static vertex buffers can't be resized
+ return false;
+ }
+}
+
+bool StaticVertexBufferInterface::storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int *outStreamOffset)
+{
+ unsigned int streamOffset;
+ if (VertexBufferInterface::storeVertexAttributes(attrib, currentValue, start, count, instances, &streamOffset))
+ {
+ size_t attributeOffset = static_cast<size_t>(attrib.offset) % ComputeVertexAttributeStride(attrib);
+ VertexElement element = { attrib.type, attrib.size, ComputeVertexAttributeStride(attrib), attrib.normalized, attrib.pureInteger, attributeOffset, streamOffset };
+ mCache.push_back(element);
+
+ if (outStreamOffset)
+ {
+ *outStreamOffset = streamOffset;
+ }
+
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/VertexBuffer.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/VertexBuffer.h
new file mode 100644
index 0000000000..c5022d8c9c
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/VertexBuffer.h
@@ -0,0 +1,138 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexBuffer.h: Defines the abstract VertexBuffer class and VertexBufferInterface
+// class with derivations, classes that perform graphics API agnostic vertex buffer operations.
+
+#ifndef LIBGLESV2_RENDERER_VERTEXBUFFER_H_
+#define LIBGLESV2_RENDERER_VERTEXBUFFER_H_
+
+#include "common/angleutils.h"
+
+namespace gl
+{
+struct VertexAttribute;
+struct VertexAttribCurrentValueData;
+}
+
+namespace rx
+{
+class Renderer;
+
+class VertexBuffer
+{
+ public:
+ VertexBuffer();
+ virtual ~VertexBuffer();
+
+ virtual bool initialize(unsigned int size, bool dynamicUsage) = 0;
+
+ virtual bool storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int offset) = 0;
+ virtual bool getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances,
+ unsigned int *outSpaceRequired) const = 0;
+
+ virtual unsigned int getBufferSize() const = 0;
+ virtual bool setBufferSize(unsigned int size) = 0;
+ virtual bool discard() = 0;
+
+ unsigned int getSerial() const;
+
+ protected:
+ void updateSerial();
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(VertexBuffer);
+
+ unsigned int mSerial;
+ static unsigned int mNextSerial;
+};
+
+class VertexBufferInterface
+{
+ public:
+ VertexBufferInterface(rx::Renderer *renderer, bool dynamic);
+ virtual ~VertexBufferInterface();
+
+ bool reserveVertexSpace(const gl::VertexAttribute &attribute, GLsizei count, GLsizei instances);
+
+ unsigned int getBufferSize() const;
+
+ unsigned int getSerial() const;
+
+ virtual bool storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int *outStreamOffset);
+
+ bool directStoragePossible(const gl::VertexAttribute &attrib,
+ const gl::VertexAttribCurrentValueData &currentValue) const;
+
+ VertexBuffer* getVertexBuffer() const;
+
+ protected:
+ virtual bool reserveSpace(unsigned int size) = 0;
+
+ unsigned int getWritePosition() const;
+ void setWritePosition(unsigned int writePosition);
+
+ bool discard();
+
+ bool setBufferSize(unsigned int size);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(VertexBufferInterface);
+
+ rx::Renderer *const mRenderer;
+
+ VertexBuffer* mVertexBuffer;
+
+ unsigned int mWritePosition;
+ unsigned int mReservedSpace;
+ bool mDynamic;
+};
+
+class StreamingVertexBufferInterface : public VertexBufferInterface
+{
+ public:
+ StreamingVertexBufferInterface(rx::Renderer *renderer, std::size_t initialSize);
+ ~StreamingVertexBufferInterface();
+
+ protected:
+ bool reserveSpace(unsigned int size);
+};
+
+class StaticVertexBufferInterface : public VertexBufferInterface
+{
+ public:
+ explicit StaticVertexBufferInterface(rx::Renderer *renderer);
+ ~StaticVertexBufferInterface();
+
+ bool storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int *outStreamOffset);
+
+ bool lookupAttribute(const gl::VertexAttribute &attribute, unsigned int* outStreamFffset);
+
+ protected:
+ bool reserveSpace(unsigned int size);
+
+ private:
+ struct VertexElement
+ {
+ GLenum type;
+ GLuint size;
+ GLuint stride;
+ bool normalized;
+ bool pureInteger;
+ size_t attributeOffset;
+
+ unsigned int streamOffset;
+ };
+
+ std::vector<VertexElement> mCache;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_VERTEXBUFFER_H_ \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/VertexDataManager.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/VertexDataManager.cpp
new file mode 100644
index 0000000000..fc2b8ff0df
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/VertexDataManager.cpp
@@ -0,0 +1,299 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexDataManager.h: Defines the VertexDataManager, a class that
+// runs the Buffer translation process.
+
+#include "libGLESv2/renderer/d3d/VertexDataManager.h"
+#include "libGLESv2/renderer/d3d/BufferD3D.h"
+
+#include "libGLESv2/Buffer.h"
+#include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/VertexAttribute.h"
+#include "libGLESv2/renderer/d3d/VertexBuffer.h"
+#include "libGLESv2/renderer/Renderer.h"
+
+namespace
+{
+ enum { INITIAL_STREAM_BUFFER_SIZE = 1024*1024 };
+ // This has to be at least 4k or else it fails on ATI cards.
+ enum { CONSTANT_VERTEX_BUFFER_SIZE = 4096 };
+}
+
+namespace rx
+{
+
+static int ElementsInBuffer(const gl::VertexAttribute &attrib, unsigned int size)
+{
+ // Size cannot be larger than a GLsizei
+ if (size > static_cast<unsigned int>(std::numeric_limits<int>::max()))
+ {
+ size = static_cast<unsigned int>(std::numeric_limits<int>::max());
+ }
+
+ GLsizei stride = ComputeVertexAttributeStride(attrib);
+ return (size - attrib.offset % stride + (stride - ComputeVertexAttributeTypeSize(attrib))) / stride;
+}
+
+static int StreamingBufferElementCount(const gl::VertexAttribute &attrib, int vertexDrawCount, int instanceDrawCount)
+{
+ // For instanced rendering, we draw "instanceDrawCount" sets of "vertexDrawCount" vertices.
+ //
+ // A vertex attribute with a positive divisor loads one instanced vertex for every set of
+ // non-instanced vertices, and the instanced vertex index advances once every "mDivisor" instances.
+ if (instanceDrawCount > 0 && attrib.divisor > 0)
+ {
+ return instanceDrawCount / attrib.divisor;
+ }
+
+ return vertexDrawCount;
+}
+
+VertexDataManager::VertexDataManager(Renderer *renderer) : mRenderer(renderer)
+{
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mCurrentValue[i].FloatValues[0] = std::numeric_limits<float>::quiet_NaN();
+ mCurrentValue[i].FloatValues[1] = std::numeric_limits<float>::quiet_NaN();
+ mCurrentValue[i].FloatValues[2] = std::numeric_limits<float>::quiet_NaN();
+ mCurrentValue[i].FloatValues[3] = std::numeric_limits<float>::quiet_NaN();
+ mCurrentValue[i].Type = GL_FLOAT;
+ mCurrentValueBuffer[i] = NULL;
+ mCurrentValueOffsets[i] = 0;
+ }
+
+ mStreamingBuffer = new StreamingVertexBufferInterface(renderer, INITIAL_STREAM_BUFFER_SIZE);
+
+ if (!mStreamingBuffer)
+ {
+ ERR("Failed to allocate the streaming vertex buffer.");
+ }
+}
+
+VertexDataManager::~VertexDataManager()
+{
+ delete mStreamingBuffer;
+
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ delete mCurrentValueBuffer[i];
+ }
+}
+
+GLenum VertexDataManager::prepareVertexData(const gl::VertexAttribute attribs[], const gl::VertexAttribCurrentValueData currentValues[],
+ gl::ProgramBinary *programBinary, GLint start, GLsizei count, TranslatedAttribute *translated, GLsizei instances)
+{
+ if (!mStreamingBuffer)
+ {
+ return GL_OUT_OF_MEMORY;
+ }
+
+ for (int attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
+ {
+ translated[attributeIndex].active = (programBinary->getSemanticIndex(attributeIndex) != -1);
+ }
+
+ // Invalidate static buffers that don't contain matching attributes
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (translated[i].active && attribs[i].enabled)
+ {
+ gl::Buffer *buffer = attribs[i].buffer.get();
+
+ if (buffer)
+ {
+ BufferD3D *bufferImpl = BufferD3D::makeBufferD3D(buffer->getImplementation());
+ StaticVertexBufferInterface *staticBuffer = bufferImpl->getStaticVertexBuffer();
+
+ if (staticBuffer && staticBuffer->getBufferSize() > 0 && !staticBuffer->lookupAttribute(attribs[i], NULL) &&
+ !staticBuffer->directStoragePossible(attribs[i], currentValues[i]))
+ {
+ bufferImpl->invalidateStaticData();
+ }
+ }
+ }
+ }
+
+ // Reserve the required space in the buffers
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (translated[i].active && attribs[i].enabled)
+ {
+ gl::Buffer *buffer = attribs[i].buffer.get();
+ BufferD3D *bufferImpl = buffer ? BufferD3D::makeBufferD3D(buffer->getImplementation()) : NULL;
+ StaticVertexBufferInterface *staticBuffer = bufferImpl ? bufferImpl->getStaticVertexBuffer() : NULL;
+ VertexBufferInterface *vertexBuffer = staticBuffer ? staticBuffer : static_cast<VertexBufferInterface*>(mStreamingBuffer);
+
+ if (!vertexBuffer->directStoragePossible(attribs[i], currentValues[i]))
+ {
+ if (staticBuffer)
+ {
+ if (staticBuffer->getBufferSize() == 0)
+ {
+ int totalCount = ElementsInBuffer(attribs[i], bufferImpl->getSize());
+ if (!staticBuffer->reserveVertexSpace(attribs[i], totalCount, 0))
+ {
+ return GL_OUT_OF_MEMORY;
+ }
+ }
+ }
+ else
+ {
+ int totalCount = StreamingBufferElementCount(attribs[i], count, instances);
+
+ // [OpenGL ES 3.0.2] section 2.9.4 page 40:
+ // We can return INVALID_OPERATION if our vertex attribute does not have enough backing data.
+ if (bufferImpl && ElementsInBuffer(attribs[i], bufferImpl->getSize()) < totalCount)
+ {
+ return GL_INVALID_OPERATION;
+ }
+
+ if (!mStreamingBuffer->reserveVertexSpace(attribs[i], totalCount, instances))
+ {
+ return GL_OUT_OF_MEMORY;
+ }
+ }
+ }
+ }
+ }
+
+ // Perform the vertex data translations
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (translated[i].active)
+ {
+ if (attribs[i].enabled)
+ {
+ gl::Buffer *buffer = attribs[i].buffer.get();
+
+ if (!buffer && attribs[i].pointer == NULL)
+ {
+ // This is an application error that would normally result in a crash, but we catch it and return an error
+ ERR("An enabled vertex array has no buffer and no pointer.");
+ return GL_INVALID_OPERATION;
+ }
+
+ BufferD3D *storage = buffer ? BufferD3D::makeBufferD3D(buffer->getImplementation()) : NULL;
+ StaticVertexBufferInterface *staticBuffer = storage ? storage->getStaticVertexBuffer() : NULL;
+ VertexBufferInterface *vertexBuffer = staticBuffer ? staticBuffer : static_cast<VertexBufferInterface*>(mStreamingBuffer);
+ bool directStorage = vertexBuffer->directStoragePossible(attribs[i], currentValues[i]);
+
+ unsigned int streamOffset = 0;
+ unsigned int outputElementSize = 0;
+
+ if (directStorage)
+ {
+ outputElementSize = ComputeVertexAttributeStride(attribs[i]);
+ streamOffset = attribs[i].offset + outputElementSize * start;
+ }
+ else if (staticBuffer)
+ {
+ if (!staticBuffer->getVertexBuffer()->getSpaceRequired(attribs[i], 1, 0, &outputElementSize))
+ {
+ return GL_OUT_OF_MEMORY;
+ }
+
+ if (!staticBuffer->lookupAttribute(attribs[i], &streamOffset))
+ {
+ // Convert the entire buffer
+ int totalCount = ElementsInBuffer(attribs[i], storage->getSize());
+ int startIndex = attribs[i].offset / ComputeVertexAttributeStride(attribs[i]);
+
+ if (!staticBuffer->storeVertexAttributes(attribs[i], currentValues[i], -startIndex, totalCount,
+ 0, &streamOffset))
+ {
+ return GL_OUT_OF_MEMORY;
+ }
+ }
+
+ unsigned int firstElementOffset = (attribs[i].offset / ComputeVertexAttributeStride(attribs[i])) * outputElementSize;
+ unsigned int startOffset = (instances == 0 || attribs[i].divisor == 0) ? start * outputElementSize : 0;
+ if (streamOffset + firstElementOffset + startOffset < streamOffset)
+ {
+ return GL_OUT_OF_MEMORY;
+ }
+
+ streamOffset += firstElementOffset + startOffset;
+ }
+ else
+ {
+ int totalCount = StreamingBufferElementCount(attribs[i], count, instances);
+ if (!mStreamingBuffer->getVertexBuffer()->getSpaceRequired(attribs[i], 1, 0, &outputElementSize) ||
+ !mStreamingBuffer->storeVertexAttributes(attribs[i], currentValues[i], start, totalCount, instances,
+ &streamOffset))
+ {
+ return GL_OUT_OF_MEMORY;
+ }
+ }
+
+ translated[i].storage = directStorage ? storage : NULL;
+ translated[i].vertexBuffer = vertexBuffer->getVertexBuffer();
+ translated[i].serial = directStorage ? storage->getSerial() : vertexBuffer->getSerial();
+ translated[i].divisor = attribs[i].divisor;
+
+ translated[i].attribute = &attribs[i];
+ translated[i].currentValueType = currentValues[i].Type;
+ translated[i].stride = outputElementSize;
+ translated[i].offset = streamOffset;
+ }
+ else
+ {
+ if (!mCurrentValueBuffer[i])
+ {
+ mCurrentValueBuffer[i] = new StreamingVertexBufferInterface(mRenderer, CONSTANT_VERTEX_BUFFER_SIZE);
+ }
+
+ StreamingVertexBufferInterface *buffer = mCurrentValueBuffer[i];
+
+ if (mCurrentValue[i] != currentValues[i])
+ {
+ if (!buffer->reserveVertexSpace(attribs[i], 1, 0))
+ {
+ return GL_OUT_OF_MEMORY;
+ }
+
+ unsigned int streamOffset;
+ if (!buffer->storeVertexAttributes(attribs[i], currentValues[i], 0, 1, 0, &streamOffset))
+ {
+ return GL_OUT_OF_MEMORY;
+ }
+
+ mCurrentValue[i] = currentValues[i];
+ mCurrentValueOffsets[i] = streamOffset;
+ }
+
+ translated[i].storage = NULL;
+ translated[i].vertexBuffer = mCurrentValueBuffer[i]->getVertexBuffer();
+ translated[i].serial = mCurrentValueBuffer[i]->getSerial();
+ translated[i].divisor = 0;
+
+ translated[i].attribute = &attribs[i];
+ translated[i].currentValueType = currentValues[i].Type;
+ translated[i].stride = 0;
+ translated[i].offset = mCurrentValueOffsets[i];
+ }
+ }
+ }
+
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (translated[i].active && attribs[i].enabled)
+ {
+ gl::Buffer *buffer = attribs[i].buffer.get();
+
+ if (buffer)
+ {
+ BufferD3D *bufferImpl = BufferD3D::makeBufferD3D(buffer->getImplementation());
+ bufferImpl->promoteStaticUsage(count * ComputeVertexAttributeTypeSize(attribs[i]));
+ }
+ }
+ }
+
+ return GL_NO_ERROR;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/VertexDataManager.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/VertexDataManager.h
new file mode 100644
index 0000000000..4164fbecbb
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/VertexDataManager.h
@@ -0,0 +1,70 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexDataManager.h: Defines the VertexDataManager, a class that
+// runs the Buffer translation process.
+
+#ifndef LIBGLESV2_RENDERER_VERTEXDATAMANAGER_H_
+#define LIBGLESV2_RENDERER_VERTEXDATAMANAGER_H_
+
+#include "libGLESv2/Constants.h"
+#include "libGLESv2/VertexAttribute.h"
+#include "common/angleutils.h"
+
+namespace gl
+{
+struct VertexAttribute;
+class ProgramBinary;
+struct VertexAttribCurrentValueData;
+}
+
+namespace rx
+{
+class BufferD3D;
+class StreamingVertexBufferInterface;
+class VertexBuffer;
+class Renderer;
+
+struct TranslatedAttribute
+{
+ bool active;
+
+ const gl::VertexAttribute *attribute;
+ GLenum currentValueType;
+ unsigned int offset;
+ unsigned int stride; // 0 means not to advance the read pointer at all
+
+ VertexBuffer *vertexBuffer;
+ BufferD3D *storage;
+ unsigned int serial;
+ unsigned int divisor;
+};
+
+class VertexDataManager
+{
+ public:
+ VertexDataManager(rx::Renderer *renderer);
+ virtual ~VertexDataManager();
+
+ GLenum prepareVertexData(const gl::VertexAttribute attribs[], const gl::VertexAttribCurrentValueData currentValues[],
+ gl::ProgramBinary *programBinary, GLint start, GLsizei count, TranslatedAttribute *outAttribs, GLsizei instances);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(VertexDataManager);
+
+ rx::Renderer *const mRenderer;
+
+ StreamingVertexBufferInterface *mStreamingBuffer;
+
+ gl::VertexAttribCurrentValueData mCurrentValue[gl::MAX_VERTEX_ATTRIBS];
+
+ StreamingVertexBufferInterface *mCurrentValueBuffer[gl::MAX_VERTEX_ATTRIBS];
+ std::size_t mCurrentValueOffsets[gl::MAX_VERTEX_ATTRIBS];
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_VERTEXDATAMANAGER_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp
new file mode 100644
index 0000000000..9b0f336ac7
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp
@@ -0,0 +1,1049 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Blit11.cpp: Texture copy utility class.
+
+#include "libGLESv2/main.h"
+#include "libGLESv2/formatutils.h"
+#include "libGLESv2/renderer/d3d/d3d11/Blit11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
+
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthrough2dvs.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughdepth2dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2duips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2duips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg2duips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr2dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr2duips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr2dips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughlum2dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2dps.h"
+
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthrough3dvs.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthrough3dgs.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3duips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3duips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg3duips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr3dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr3duips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr3dips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughlum3dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha3dps.h"
+
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlef2dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlei2dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzleui2dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlef3dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlei3dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzleui3dps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlef2darrayps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlei2darrayps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzleui2darrayps.h"
+
+namespace rx
+{
+
+static DXGI_FORMAT GetTextureFormat(ID3D11Resource *resource)
+{
+ ID3D11Texture2D *texture = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource);
+ if (!texture)
+ {
+ return DXGI_FORMAT_UNKNOWN;
+ }
+
+ D3D11_TEXTURE2D_DESC desc;
+ texture->GetDesc(&desc);
+
+ SafeRelease(texture);
+
+ return desc.Format;
+}
+
+static ID3D11Resource *CreateStagingTexture(ID3D11Device *device, ID3D11DeviceContext *context,
+ ID3D11Resource *source, unsigned int subresource,
+ const gl::Extents &size, unsigned int cpuAccessFlags)
+{
+ D3D11_TEXTURE2D_DESC stagingDesc;
+ stagingDesc.Width = size.width;
+ stagingDesc.Height = size.height;
+ stagingDesc.MipLevels = 1;
+ stagingDesc.ArraySize = 1;
+ stagingDesc.Format = GetTextureFormat(source);
+ stagingDesc.SampleDesc.Count = 1;
+ stagingDesc.SampleDesc.Quality = 0;
+ stagingDesc.Usage = D3D11_USAGE_STAGING;
+ stagingDesc.CPUAccessFlags = cpuAccessFlags;
+ stagingDesc.MiscFlags = 0;
+ stagingDesc.BindFlags = 0;
+
+ ID3D11Texture2D *stagingTexture = NULL;
+ HRESULT result = device->CreateTexture2D(&stagingDesc, NULL, &stagingTexture);
+ if (FAILED(result))
+ {
+ ERR("Failed to create staging texture for depth stencil blit. HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ context->CopySubresourceRegion(stagingTexture, 0, 0, 0, 0, source, subresource, NULL);
+
+ return stagingTexture;
+}
+
+inline static void GenerateVertexCoords(const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ const gl::Box &destArea, const gl::Extents &destSize,
+ float *x1, float *y1, float *x2, float *y2,
+ float *u1, float *v1, float *u2, float *v2)
+{
+ *x1 = (destArea.x / float(destSize.width)) * 2.0f - 1.0f;
+ *y1 = ((destSize.height - destArea.y - destArea.height) / float(destSize.height)) * 2.0f - 1.0f;
+ *x2 = ((destArea.x + destArea.width) / float(destSize.width)) * 2.0f - 1.0f;
+ *y2 = ((destSize.height - destArea.y) / float(destSize.height)) * 2.0f - 1.0f;
+
+ *u1 = sourceArea.x / float(sourceSize.width);
+ *v1 = sourceArea.y / float(sourceSize.height);
+ *u2 = (sourceArea.x + sourceArea.width) / float(sourceSize.width);
+ *v2 = (sourceArea.y + sourceArea.height) / float(sourceSize.height);
+}
+
+static void Write2DVertices(const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ const gl::Box &destArea, const gl::Extents &destSize,
+ void *outVertices, unsigned int *outStride, unsigned int *outVertexCount,
+ D3D11_PRIMITIVE_TOPOLOGY *outTopology)
+{
+ float x1, y1, x2, y2, u1, v1, u2, v2;
+ GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2);
+
+ d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(outVertices);
+
+ d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
+ d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
+ d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
+
+ *outStride = sizeof(d3d11::PositionTexCoordVertex);
+ *outVertexCount = 4;
+ *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
+}
+
+static void Write3DVertices(const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ const gl::Box &destArea, const gl::Extents &destSize,
+ void *outVertices, unsigned int *outStride, unsigned int *outVertexCount,
+ D3D11_PRIMITIVE_TOPOLOGY *outTopology)
+{
+ ASSERT(sourceSize.depth > 0 && destSize.depth > 0);
+
+ float x1, y1, x2, y2, u1, v1, u2, v2;
+ GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2);
+
+ d3d11::PositionLayerTexCoord3DVertex *vertices = static_cast<d3d11::PositionLayerTexCoord3DVertex*>(outVertices);
+
+ for (int i = 0; i < destSize.depth; i++)
+ {
+ float readDepth = (float)i / std::max(destSize.depth - 1, 1);
+
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 0], x1, y1, i, u1, v2, readDepth);
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 1], x1, y2, i, u1, v1, readDepth);
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 2], x2, y1, i, u2, v2, readDepth);
+
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 3], x1, y2, i, u1, v1, readDepth);
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 4], x2, y2, i, u2, v1, readDepth);
+ d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 5], x2, y1, i, u2, v2, readDepth);
+ }
+
+ *outStride = sizeof(d3d11::PositionLayerTexCoord3DVertex);
+ *outVertexCount = destSize.depth * 6;
+ *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
+}
+
+Blit11::Blit11(rx::Renderer11 *renderer)
+ : mRenderer(renderer), mBlitShaderMap(compareBlitParameters), mSwizzleShaderMap(compareSwizzleParameters),
+ mVertexBuffer(NULL), mPointSampler(NULL), mLinearSampler(NULL), mScissorEnabledRasterizerState(NULL),
+ mScissorDisabledRasterizerState(NULL), mDepthStencilState(NULL),
+ mQuad2DIL(NULL), mQuad2DVS(NULL), mDepthPS(NULL),
+ mQuad3DIL(NULL), mQuad3DVS(NULL), mQuad3DGS(NULL),
+ mSwizzleCB(NULL)
+{
+ HRESULT result;
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_BUFFER_DESC vbDesc;
+ vbDesc.ByteWidth = std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex), sizeof(d3d11::PositionTexCoordVertex)) *
+ 6 * renderer->getRendererCaps().max3DTextureSize;
+ vbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ vbDesc.MiscFlags = 0;
+ vbDesc.StructureByteStride = 0;
+
+ result = device->CreateBuffer(&vbDesc, NULL, &mVertexBuffer);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mVertexBuffer, "Blit11 vertex buffer");
+
+ D3D11_SAMPLER_DESC pointSamplerDesc;
+ pointSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
+ pointSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ pointSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ pointSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ pointSamplerDesc.MipLODBias = 0.0f;
+ pointSamplerDesc.MaxAnisotropy = 0;
+ pointSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ pointSamplerDesc.BorderColor[0] = 0.0f;
+ pointSamplerDesc.BorderColor[1] = 0.0f;
+ pointSamplerDesc.BorderColor[2] = 0.0f;
+ pointSamplerDesc.BorderColor[3] = 0.0f;
+ pointSamplerDesc.MinLOD = 0.0f;
+ pointSamplerDesc.MaxLOD = mRenderer->isLevel9() ? FLT_MAX : 0.0f;
+
+ result = device->CreateSamplerState(&pointSamplerDesc, &mPointSampler);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPointSampler, "Blit11 point sampler");
+
+ D3D11_SAMPLER_DESC linearSamplerDesc;
+ linearSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ linearSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ linearSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ linearSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ linearSamplerDesc.MipLODBias = 0.0f;
+ linearSamplerDesc.MaxAnisotropy = 0;
+ linearSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ linearSamplerDesc.BorderColor[0] = 0.0f;
+ linearSamplerDesc.BorderColor[1] = 0.0f;
+ linearSamplerDesc.BorderColor[2] = 0.0f;
+ linearSamplerDesc.BorderColor[3] = 0.0f;
+ linearSamplerDesc.MinLOD = 0.0f;
+ linearSamplerDesc.MaxLOD = mRenderer->isLevel9() ? FLT_MAX : 0.0f;
+
+ result = device->CreateSamplerState(&linearSamplerDesc, &mLinearSampler);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mLinearSampler, "Blit11 linear sampler");
+
+ // Use a rasterizer state that will not cull so that inverted quads will not be culled
+ D3D11_RASTERIZER_DESC rasterDesc;
+ rasterDesc.FillMode = D3D11_FILL_SOLID;
+ rasterDesc.CullMode = D3D11_CULL_NONE;
+ rasterDesc.FrontCounterClockwise = FALSE;
+ rasterDesc.DepthBias = 0;
+ rasterDesc.SlopeScaledDepthBias = 0.0f;
+ rasterDesc.DepthBiasClamp = 0.0f;
+ rasterDesc.DepthClipEnable = TRUE;
+ rasterDesc.MultisampleEnable = FALSE;
+ rasterDesc.AntialiasedLineEnable = FALSE;
+
+ rasterDesc.ScissorEnable = TRUE;
+ result = device->CreateRasterizerState(&rasterDesc, &mScissorEnabledRasterizerState);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mScissorEnabledRasterizerState, "Blit11 scissoring rasterizer state");
+
+ rasterDesc.ScissorEnable = FALSE;
+ result = device->CreateRasterizerState(&rasterDesc, &mScissorDisabledRasterizerState);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mScissorDisabledRasterizerState, "Blit11 no scissoring rasterizer state");
+
+ D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
+ depthStencilDesc.DepthEnable = true;
+ depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.StencilEnable = FALSE;
+ depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
+ depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
+ depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+
+ result = device->CreateDepthStencilState(&depthStencilDesc, &mDepthStencilState);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthStencilState, "Blit11 depth stencil state");
+
+ D3D11_INPUT_ELEMENT_DESC quad2DLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ result = device->CreateInputLayout(quad2DLayout, ArraySize(quad2DLayout), g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), &mQuad2DIL);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuad2DIL, "Blit11 2D input layout");
+
+ result = device->CreateVertexShader(g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), NULL, &mQuad2DVS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuad2DVS, "Blit11 2D vertex shader");
+
+ if (!renderer->isLevel9())
+ {
+ result = device->CreatePixelShader(g_PS_PassthroughDepth2D, ArraySize(g_PS_PassthroughDepth2D), NULL, &mDepthPS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthPS, "Blit11 2D depth pixel shader");
+
+ D3D11_INPUT_ELEMENT_DESC quad3DLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ result = device->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), &mQuad3DIL);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuad3DIL, "Blit11 3D input layout");
+
+ result = device->CreateVertexShader(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), NULL, &mQuad3DVS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuad3DVS, "Blit11 3D vertex shader");
+
+ result = device->CreateGeometryShader(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), NULL, &mQuad3DGS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuad3DGS, "Renderer11 copy 3D texture geometry shader");
+
+ }
+
+ buildShaderMap();
+
+ D3D11_BUFFER_DESC swizzleBufferDesc;
+ swizzleBufferDesc.ByteWidth = sizeof(unsigned int) * 4;
+ swizzleBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ swizzleBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ swizzleBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ swizzleBufferDesc.MiscFlags = 0;
+ swizzleBufferDesc.StructureByteStride = 0;
+
+ result = device->CreateBuffer(&swizzleBufferDesc, NULL, &mSwizzleCB);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mSwizzleCB, "Blit11 swizzle constant buffer");
+}
+
+Blit11::~Blit11()
+{
+ SafeRelease(mVertexBuffer);
+ SafeRelease(mPointSampler);
+ SafeRelease(mLinearSampler);
+ SafeRelease(mScissorEnabledRasterizerState);
+ SafeRelease(mScissorDisabledRasterizerState);
+ SafeRelease(mDepthStencilState);
+
+ SafeRelease(mQuad2DIL);
+ SafeRelease(mQuad2DVS);
+ SafeRelease(mDepthPS);
+
+ SafeRelease(mQuad3DIL);
+ SafeRelease(mQuad3DVS);
+ SafeRelease(mQuad3DGS);
+
+ SafeRelease(mSwizzleCB);
+
+ clearShaderMap();
+}
+
+static inline unsigned int GetSwizzleIndex(GLenum swizzle)
+{
+ unsigned int colorIndex = 0;
+
+ switch (swizzle)
+ {
+ case GL_RED: colorIndex = 0; break;
+ case GL_GREEN: colorIndex = 1; break;
+ case GL_BLUE: colorIndex = 2; break;
+ case GL_ALPHA: colorIndex = 3; break;
+ case GL_ZERO: colorIndex = 4; break;
+ case GL_ONE: colorIndex = 5; break;
+ default: UNREACHABLE(); break;
+ }
+
+ return colorIndex;
+}
+
+bool Blit11::swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderTargetView *dest, const gl::Extents &size,
+ GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
+{
+ HRESULT result;
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc;
+ source->GetDesc(&sourceSRVDesc);
+ GLenum sourceInternalFormat = d3d11_gl::GetInternalFormat(sourceSRVDesc.Format);
+
+ GLenum shaderType = GL_NONE;
+ switch (gl::GetComponentType(sourceInternalFormat))
+ {
+ case GL_UNSIGNED_NORMALIZED:
+ case GL_SIGNED_NORMALIZED:
+ case GL_FLOAT:
+ shaderType = GL_FLOAT;
+ break;
+ case GL_INT:
+ shaderType = GL_INT;
+ break;
+ case GL_UNSIGNED_INT:
+ shaderType = GL_UNSIGNED_INT;
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ SwizzleParameters parameters = { 0 };
+ parameters.mDestinationType = shaderType;
+ parameters.mViewDimension = sourceSRVDesc.ViewDimension;
+
+ SwizzleShaderMap::const_iterator i = mSwizzleShaderMap.find(parameters);
+ if (i == mSwizzleShaderMap.end())
+ {
+ UNREACHABLE();
+ return false;
+ }
+
+ const Shader &shader = i->second;
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ ERR("Failed to map vertex buffer for texture swizzle, HRESULT: 0x%X.", result);
+ return false;
+ }
+
+ UINT stride = 0;
+ UINT startIdx = 0;
+ UINT drawCount = 0;
+ D3D11_PRIMITIVE_TOPOLOGY topology;
+
+ gl::Box area(0, 0, 0, size.width, size.height, size.depth);
+ shader.mVertexWriteFunction(area, size, area, size, mappedResource.pData, &stride, &drawCount, &topology);
+
+ deviceContext->Unmap(mVertexBuffer, 0);
+
+ // Set constant buffer
+ result = deviceContext->Map(mSwizzleCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ ERR("Failed to map constant buffer for texture swizzle, HRESULT: 0x%X.", result);
+ return false;
+ }
+
+ unsigned int *swizzleIndices = reinterpret_cast<unsigned int*>(mappedResource.pData);
+ swizzleIndices[0] = GetSwizzleIndex(swizzleRed);
+ swizzleIndices[1] = GetSwizzleIndex(swizzleGreen);
+ swizzleIndices[2] = GetSwizzleIndex(swizzleBlue);
+ swizzleIndices[3] = GetSwizzleIndex(swizzleAlpha);
+
+ deviceContext->Unmap(mSwizzleCB, 0);
+
+ // Apply vertex buffer
+ deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
+
+ // Apply constant buffer
+ deviceContext->PSSetConstantBuffers(0, 1, &mSwizzleCB);
+
+ // Apply state
+ deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
+ deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
+ deviceContext->RSSetState(mScissorDisabledRasterizerState);
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(shader.mInputLayout);
+ deviceContext->IASetPrimitiveTopology(topology);
+ deviceContext->VSSetShader(shader.mVertexShader, NULL, 0);
+
+ deviceContext->PSSetShader(shader.mPixelShader, NULL, 0);
+ deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0);
+
+ // Unset the currently bound shader resource to avoid conflicts
+ ID3D11ShaderResourceView *const nullSRV = NULL;
+ deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+
+ // Apply render target
+ mRenderer->setOneTimeRenderTarget(dest);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = size.width;
+ viewport.Height = size.height;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply textures
+ deviceContext->PSSetShaderResources(0, 1, &source);
+
+ // Apply samplers
+ deviceContext->PSSetSamplers(0, 1, &mPointSampler);
+
+ // Draw the quad
+ deviceContext->Draw(drawCount, 0);
+
+ // Unbind textures and render targets and vertex buffer
+ deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+
+ mRenderer->unapplyRenderTargets();
+
+ UINT zero = 0;
+ ID3D11Buffer *const nullBuffer = NULL;
+ deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
+
+ mRenderer->markAllStateDirty();
+
+ return true;
+}
+
+bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor, GLenum destFormat, GLenum filter)
+{
+ HRESULT result;
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ // Determine if the source format is a signed integer format, the destFormat will already
+ // be GL_XXXX_INTEGER but it does not tell us if it is signed or unsigned.
+ D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc;
+ source->GetDesc(&sourceSRVDesc);
+ GLenum sourceInternalFormat = d3d11_gl::GetInternalFormat(sourceSRVDesc.Format);
+
+ BlitParameters parameters = { 0 };
+ parameters.mDestinationFormat = destFormat;
+ parameters.mSignedInteger = gl::GetComponentType(sourceInternalFormat) == GL_INT;
+ parameters.m3DBlit = sourceArea.depth > 1;
+
+ BlitShaderMap::const_iterator i = mBlitShaderMap.find(parameters);
+ if (i == mBlitShaderMap.end())
+ {
+ UNREACHABLE();
+ return false;
+ }
+
+ const Shader& shader = i->second;
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
+ return false;
+ }
+
+ UINT stride = 0;
+ UINT startIdx = 0;
+ UINT drawCount = 0;
+ D3D11_PRIMITIVE_TOPOLOGY topology;
+
+ shader.mVertexWriteFunction(sourceArea, sourceSize, destArea, destSize, mappedResource.pData,
+ &stride, &drawCount, &topology);
+
+ deviceContext->Unmap(mVertexBuffer, 0);
+
+ // Apply vertex buffer
+ deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
+
+ // Apply state
+ deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
+ deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
+
+ if (scissor)
+ {
+ D3D11_RECT scissorRect;
+ scissorRect.left = scissor->x;
+ scissorRect.right = scissor->x + scissor->width;
+ scissorRect.top = scissor->y;
+ scissorRect.bottom = scissor->y + scissor->height;
+
+ deviceContext->RSSetScissorRects(1, &scissorRect);
+ deviceContext->RSSetState(mScissorEnabledRasterizerState);
+ }
+ else
+ {
+ deviceContext->RSSetState(mScissorDisabledRasterizerState);
+ }
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(shader.mInputLayout);
+ deviceContext->IASetPrimitiveTopology(topology);
+ deviceContext->VSSetShader(shader.mVertexShader, NULL, 0);
+
+ deviceContext->PSSetShader(shader.mPixelShader, NULL, 0);
+ deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0);
+
+ // Unset the currently bound shader resource to avoid conflicts
+ ID3D11ShaderResourceView *const nullSRV = NULL;
+ deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+
+ // Apply render target
+ mRenderer->setOneTimeRenderTarget(dest);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = destSize.width;
+ viewport.Height = destSize.height;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply textures
+ deviceContext->PSSetShaderResources(0, 1, &source);
+
+ // Apply samplers
+ ID3D11SamplerState *sampler = NULL;
+ switch (filter)
+ {
+ case GL_NEAREST: sampler = mPointSampler; break;
+ case GL_LINEAR: sampler = mLinearSampler; break;
+ default: UNREACHABLE(); return false;
+ }
+ deviceContext->PSSetSamplers(0, 1, &sampler);
+
+ // Draw the quad
+ deviceContext->Draw(drawCount, 0);
+
+ // Unbind textures and render targets and vertex buffer
+ deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+
+ mRenderer->unapplyRenderTargets();
+
+ UINT zero = 0;
+ ID3D11Buffer *const nullBuffer = NULL;
+ deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
+
+ mRenderer->markAllStateDirty();
+
+ return true;
+}
+
+bool Blit11::copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor)
+{
+ return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize,
+ dest, destSubresource, destArea, destSize,
+ scissor, true);
+}
+
+bool Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor)
+{
+ HRESULT result;
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
+ return false;
+ }
+
+ UINT stride = 0;
+ UINT startIdx = 0;
+ UINT drawCount = 0;
+ D3D11_PRIMITIVE_TOPOLOGY topology;
+
+ Write2DVertices(sourceArea, sourceSize, destArea, destSize, mappedResource.pData,
+ &stride, &drawCount, &topology);
+
+ deviceContext->Unmap(mVertexBuffer, 0);
+
+ // Apply vertex buffer
+ deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
+
+ // Apply state
+ deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
+ deviceContext->OMSetDepthStencilState(mDepthStencilState, 0xFFFFFFFF);
+
+ if (scissor)
+ {
+ D3D11_RECT scissorRect;
+ scissorRect.left = scissor->x;
+ scissorRect.right = scissor->x + scissor->width;
+ scissorRect.top = scissor->y;
+ scissorRect.bottom = scissor->y + scissor->height;
+
+ deviceContext->RSSetScissorRects(1, &scissorRect);
+ deviceContext->RSSetState(mScissorEnabledRasterizerState);
+ }
+ else
+ {
+ deviceContext->RSSetState(mScissorDisabledRasterizerState);
+ }
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(mQuad2DIL);
+ deviceContext->IASetPrimitiveTopology(topology);
+ deviceContext->VSSetShader(mQuad2DVS, NULL, 0);
+
+ deviceContext->PSSetShader(mDepthPS, NULL, 0);
+ deviceContext->GSSetShader(NULL, NULL, 0);
+
+ // Unset the currently bound shader resource to avoid conflicts
+ ID3D11ShaderResourceView *const nullSRV = NULL;
+ deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+
+ // Apply render target
+ deviceContext->OMSetRenderTargets(0, NULL, dest);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = destSize.width;
+ viewport.Height = destSize.height;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply textures
+ deviceContext->PSSetShaderResources(0, 1, &source);
+
+ // Apply samplers
+ deviceContext->PSSetSamplers(0, 1, &mPointSampler);
+
+ // Draw the quad
+ deviceContext->Draw(drawCount, 0);
+
+ // Unbind textures and render targets and vertex buffer
+ deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+
+ mRenderer->unapplyRenderTargets();
+
+ UINT zero = 0;
+ ID3D11Buffer *const nullBuffer = NULL;
+ deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
+
+ mRenderer->markAllStateDirty();
+
+ return true;
+}
+
+bool Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor)
+{
+ return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize,
+ dest, destSubresource, destArea, destSize,
+ scissor, false);
+}
+
+bool Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor, bool stencilOnly)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ ID3D11Resource *sourceStaging = CreateStagingTexture(device, deviceContext, source, sourceSubresource, sourceSize, D3D11_CPU_ACCESS_READ);
+ // HACK: Create the destination staging buffer as a read/write texture so ID3D11DevicContext::UpdateSubresource can be called
+ // using it's mapped data as a source
+ ID3D11Resource *destStaging = CreateStagingTexture(device, deviceContext, dest, destSubresource, destSize, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
+
+ if (!sourceStaging || !destStaging)
+ {
+ SafeRelease(sourceStaging);
+ SafeRelease(destStaging);
+ return false;
+ }
+
+ DXGI_FORMAT format = GetTextureFormat(source);
+ ASSERT(format == GetTextureFormat(dest));
+
+ unsigned int pixelSize = d3d11::GetFormatPixelBytes(format);
+ unsigned int copyOffset = 0;
+ unsigned int copySize = pixelSize;
+ if (stencilOnly)
+ {
+ copyOffset = d3d11::GetStencilOffset(format) / 8;
+ copySize = d3d11::GetStencilBits(format) / 8;
+
+ // It would be expensive to have non-byte sized stencil sizes since it would
+ // require reading from the destination, currently there aren't any though.
+ ASSERT(d3d11::GetStencilBits(format) % 8 == 0 &&
+ d3d11::GetStencilOffset(format) % 8 == 0);
+ }
+
+ D3D11_MAPPED_SUBRESOURCE sourceMapping, destMapping;
+ deviceContext->Map(sourceStaging, 0, D3D11_MAP_READ, 0, &sourceMapping);
+ deviceContext->Map(destStaging, 0, D3D11_MAP_WRITE, 0, &destMapping);
+
+ if (!sourceMapping.pData || !destMapping.pData)
+ {
+ if (!sourceMapping.pData)
+ {
+ deviceContext->Unmap(sourceStaging, 0);
+ }
+ if (!destMapping.pData)
+ {
+ deviceContext->Unmap(destStaging, 0);
+ }
+ SafeRelease(sourceStaging);
+ SafeRelease(destStaging);
+ return false;
+ }
+
+ gl::Rectangle clippedDestArea(destArea.x, destArea.y, destArea.width, destArea.height);
+
+ // Clip dest area to the destination size
+ gl::ClipRectangle(clippedDestArea, gl::Rectangle(0, 0, destSize.width, destSize.height), &clippedDestArea);
+
+ // Clip dest area to the scissor
+ if (scissor)
+ {
+ gl::ClipRectangle(clippedDestArea, *scissor, &clippedDestArea);
+ }
+
+ // Determine if entire rows can be copied at once instead of each individual pixel, requires that there is
+ // no out of bounds lookups required, the entire pixel is copied and no stretching
+ bool wholeRowCopy = sourceArea.width == clippedDestArea.width &&
+ sourceArea.x >= 0 && sourceArea.x + sourceArea.width <= sourceSize.width &&
+ copySize == pixelSize;
+
+ for (int y = clippedDestArea.y; y < clippedDestArea.y + clippedDestArea.height; y++)
+ {
+ float yPerc = static_cast<float>(y - destArea.y) / (destArea.height - 1);
+
+ // Interpolate using the original source rectangle to determine which row to sample from while clamping to the edges
+ unsigned int readRow = gl::clamp(sourceArea.y + floor(yPerc * (sourceArea.height - 1) + 0.5f), 0, sourceSize.height - 1);
+ unsigned int writeRow = y;
+
+ if (wholeRowCopy)
+ {
+ void *sourceRow = reinterpret_cast<char*>(sourceMapping.pData) +
+ readRow * sourceMapping.RowPitch +
+ sourceArea.x * pixelSize;
+
+ void *destRow = reinterpret_cast<char*>(destMapping.pData) +
+ writeRow * destMapping.RowPitch +
+ destArea.x * pixelSize;
+
+ memcpy(destRow, sourceRow, pixelSize * destArea.width);
+ }
+ else
+ {
+ for (int x = clippedDestArea.x; x < clippedDestArea.x + clippedDestArea.width; x++)
+ {
+ float xPerc = static_cast<float>(x - destArea.x) / (destArea.width - 1);
+
+ // Interpolate the original source rectangle to determine which column to sample from while clamping to the edges
+ unsigned int readColumn = gl::clamp(sourceArea.x + floor(xPerc * (sourceArea.width - 1) + 0.5f), 0, sourceSize.width - 1);
+ unsigned int writeColumn = x;
+
+ void *sourcePixel = reinterpret_cast<char*>(sourceMapping.pData) +
+ readRow * sourceMapping.RowPitch +
+ readColumn * pixelSize +
+ copyOffset;
+
+ void *destPixel = reinterpret_cast<char*>(destMapping.pData) +
+ writeRow * destMapping.RowPitch +
+ writeColumn * pixelSize +
+ copyOffset;
+
+ memcpy(destPixel, sourcePixel, copySize);
+ }
+ }
+ }
+
+ // HACK: Use ID3D11DevicContext::UpdateSubresource which causes an extra copy compared to ID3D11DevicContext::CopySubresourceRegion
+ // according to MSDN.
+ deviceContext->UpdateSubresource(dest, destSubresource, NULL, destMapping.pData, destMapping.RowPitch, destMapping.DepthPitch);
+
+ deviceContext->Unmap(sourceStaging, 0);
+ deviceContext->Unmap(destStaging, 0);
+
+ // TODO: Determine why this call to ID3D11DevicContext::CopySubresourceRegion causes a TDR timeout on some
+ // systems when called repeatedly.
+ // deviceContext->CopySubresourceRegion(dest, destSubresource, 0, 0, 0, destStaging, 0, NULL);
+
+ SafeRelease(sourceStaging);
+ SafeRelease(destStaging);
+
+ return true;
+}
+
+bool Blit11::compareBlitParameters(const Blit11::BlitParameters &a, const Blit11::BlitParameters &b)
+{
+ return memcmp(&a, &b, sizeof(Blit11::BlitParameters)) < 0;
+}
+
+bool Blit11::compareSwizzleParameters(const SwizzleParameters &a, const SwizzleParameters &b)
+{
+ return memcmp(&a, &b, sizeof(Blit11::SwizzleParameters)) < 0;
+}
+
+void Blit11::add2DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps)
+{
+ BlitParameters params = { 0 };
+ params.mDestinationFormat = destFormat;
+ params.mSignedInteger = signedInteger;
+ params.m3DBlit = false;
+
+ ASSERT(mBlitShaderMap.find(params) == mBlitShaderMap.end());
+ ASSERT(ps);
+
+ Shader shader;
+ shader.mVertexWriteFunction = Write2DVertices;
+ shader.mInputLayout = mQuad2DIL;
+ shader.mVertexShader = mQuad2DVS;
+ shader.mGeometryShader = NULL;
+ shader.mPixelShader = ps;
+
+ mBlitShaderMap[params] = shader;
+}
+
+void Blit11::add3DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps)
+{
+ BlitParameters params = { 0 };
+ params.mDestinationFormat = destFormat;
+ params.mSignedInteger = signedInteger;
+ params.m3DBlit = true;
+
+ ASSERT(mBlitShaderMap.find(params) == mBlitShaderMap.end());
+ ASSERT(ps);
+
+ Shader shader;
+ shader.mVertexWriteFunction = Write3DVertices;
+ shader.mInputLayout = mQuad3DIL;
+ shader.mVertexShader = mQuad3DVS;
+ shader.mGeometryShader = mQuad3DGS;
+ shader.mPixelShader = ps;
+
+ mBlitShaderMap[params] = shader;
+}
+
+void Blit11::addSwizzleShaderToMap(GLenum destType, D3D11_SRV_DIMENSION viewDimension, ID3D11PixelShader *ps)
+{
+ SwizzleParameters params = { 0 };
+ params.mDestinationType = destType;
+ params.mViewDimension = viewDimension;
+
+ ASSERT(mSwizzleShaderMap.find(params) == mSwizzleShaderMap.end());
+ ASSERT(ps);
+
+ Shader shader;
+ switch (viewDimension)
+ {
+ case D3D_SRV_DIMENSION_TEXTURE2D:
+ shader.mVertexWriteFunction = Write2DVertices;
+ shader.mInputLayout = mQuad2DIL;
+ shader.mVertexShader = mQuad2DVS;
+ shader.mGeometryShader = NULL;
+ break;
+
+ case D3D_SRV_DIMENSION_TEXTURE3D:
+ case D3D_SRV_DIMENSION_TEXTURE2DARRAY:
+ case D3D_SRV_DIMENSION_TEXTURECUBE:
+ shader.mVertexWriteFunction = Write3DVertices;
+ shader.mInputLayout = mQuad3DIL;
+ shader.mVertexShader = mQuad3DVS;
+ shader.mGeometryShader = mQuad3DGS;
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+ shader.mPixelShader = ps;
+
+ mSwizzleShaderMap[params] = shader;
+}
+
+void Blit11::buildShaderMap()
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ add2DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader" ));
+ add2DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader" ));
+ add2DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader" ));
+ add2DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader" ));
+ add2DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader" ));
+ add2DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader" ));
+ add2DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader" ));
+ add2DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader"));
+
+ addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleF2D, "Blit11 2D F swizzle pixel shader" ));
+
+ if (mRenderer->isLevel9())
+ return;
+
+ add2DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader" ));
+ add2DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader" ));
+ add2DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader" ));
+ add2DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader" ));
+ add2DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader" ));
+ add2DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader" ));
+ add2DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader" ));
+ add2DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader" ));
+
+ add3DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader" ));
+ add3DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DUI, "Blit11 3D UI RGBA pixel shader" ));
+ add3DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader" ));
+ add3DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader" ));
+ add3DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader" ));
+ add3DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3DUI, "Blit11 3D RGB UI pixel shader" ));
+ add3DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB3DI, "Blit11 3D RGB I pixel shader" ));
+ add3DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader" ));
+ add3DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG3DUI, "Blit11 3D RG UI pixel shader" ));
+ add3DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG3DI, "Blit11 3D RG I pixel shader" ));
+ add3DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader" ));
+ add3DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR3DUI, "Blit11 3D R UI pixel shader" ));
+ add3DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR3DI, "Blit11 3D R I pixel shader" ));
+ add3DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader" ));
+ add3DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader" ));
+ add3DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader"));
+
+ addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleUI2D, "Blit11 2D UI swizzle pixel shader"));
+ addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleI2D, "Blit11 2D I swizzle pixel shader" ));
+
+ addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Cube F swizzle pixel shader" ));
+ addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Cube UI swizzle pixel shader"));
+ addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Cube I swizzle pixel shader" ));
+
+ addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleF3D, "Blit11 3D F swizzle pixel shader" ));
+ addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleUI3D, "Blit11 3D UI swizzle pixel shader"));
+ addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleI3D, "Blit11 3D I swizzle pixel shader" ));
+
+ addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Array F swizzle pixel shader" ));
+ addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Array UI swizzle pixel shader"));
+ addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Array I swizzle pixel shader" ));
+}
+
+void Blit11::clearShaderMap()
+{
+ for (BlitShaderMap::iterator i = mBlitShaderMap.begin(); i != mBlitShaderMap.end(); ++i)
+ {
+ Shader &shader = i->second;
+ SafeRelease(shader.mPixelShader);
+ }
+ mBlitShaderMap.clear();
+
+ for (SwizzleShaderMap::iterator i = mSwizzleShaderMap.begin(); i != mSwizzleShaderMap.end(); ++i)
+ {
+ Shader &shader = i->second;
+ SafeRelease(shader.mPixelShader);
+ }
+ mSwizzleShaderMap.clear();
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.h
new file mode 100644
index 0000000000..fba89e20ba
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.h
@@ -0,0 +1,126 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Blit11.cpp: Texture copy utility class.
+
+#ifndef LIBGLESV2_BLIT11_H_
+#define LIBGLESV2_BLIT11_H_
+
+#include "common/angleutils.h"
+#include "libGLESv2/angletypes.h"
+
+namespace rx
+{
+class Renderer11;
+
+enum Filter
+{
+ Point,
+ Linear,
+};
+
+class Blit11
+{
+ public:
+ explicit Blit11(Renderer11 *renderer);
+ ~Blit11();
+
+ bool swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderTargetView *dest, const gl::Extents &size,
+ GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha);
+
+ bool copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor, GLenum destFormat, GLenum filter);
+
+ bool copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor);
+
+ bool copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor);
+
+ bool copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor);
+
+ private:
+ rx::Renderer11 *mRenderer;
+
+ struct BlitParameters
+ {
+ GLenum mDestinationFormat;
+ bool mSignedInteger;
+ bool m3DBlit;
+ };
+
+ bool copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+ const gl::Rectangle *scissor, bool stencilOnly);
+
+ static bool compareBlitParameters(const BlitParameters &a, const BlitParameters &b);
+
+ typedef void (*WriteVertexFunction)(const gl::Box &sourceArea, const gl::Extents &sourceSize,
+ const gl::Box &destArea, const gl::Extents &destSize,
+ void *outVertices, unsigned int *outStride, unsigned int *outVertexCount,
+ D3D11_PRIMITIVE_TOPOLOGY *outTopology);
+
+ struct Shader
+ {
+ WriteVertexFunction mVertexWriteFunction;
+ ID3D11InputLayout *mInputLayout;
+ ID3D11VertexShader *mVertexShader;
+ ID3D11GeometryShader *mGeometryShader;
+ ID3D11PixelShader *mPixelShader;
+ };
+
+ typedef bool (*BlitParametersComparisonFunction)(const BlitParameters&, const BlitParameters &);
+ typedef std::map<BlitParameters, Shader, BlitParametersComparisonFunction> BlitShaderMap;
+ BlitShaderMap mBlitShaderMap;
+
+ void add2DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps);
+ void add3DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps);
+
+ struct SwizzleParameters
+ {
+ GLenum mDestinationType;
+ D3D11_SRV_DIMENSION mViewDimension;
+ };
+
+ static bool compareSwizzleParameters(const SwizzleParameters &a, const SwizzleParameters &b);
+
+ typedef bool (*SwizzleParametersComparisonFunction)(const SwizzleParameters&, const SwizzleParameters &);
+ typedef std::map<SwizzleParameters, Shader, SwizzleParametersComparisonFunction> SwizzleShaderMap;
+ SwizzleShaderMap mSwizzleShaderMap;
+
+ void addSwizzleShaderToMap(GLenum destType, D3D11_SRV_DIMENSION viewDimension, ID3D11PixelShader *ps);
+
+ void buildShaderMap();
+ void clearShaderMap();
+
+ ID3D11Buffer *mVertexBuffer;
+ ID3D11SamplerState *mPointSampler;
+ ID3D11SamplerState *mLinearSampler;
+ ID3D11RasterizerState *mScissorEnabledRasterizerState;
+ ID3D11RasterizerState *mScissorDisabledRasterizerState;
+ ID3D11DepthStencilState *mDepthStencilState;
+
+ ID3D11InputLayout *mQuad2DIL;
+ ID3D11VertexShader *mQuad2DVS;
+ ID3D11PixelShader *mDepthPS;
+
+ ID3D11InputLayout *mQuad3DIL;
+ ID3D11VertexShader *mQuad3DVS;
+ ID3D11GeometryShader *mQuad3DGS;
+
+ ID3D11Buffer *mSwizzleCB;
+
+ DISALLOW_COPY_AND_ASSIGN(Blit11);
+};
+
+}
+
+#endif // LIBGLESV2_BLIT11_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp
new file mode 100644
index 0000000000..352da9654a
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp
@@ -0,0 +1,900 @@
+#include "precompiled.h"
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Buffer11.cpp Defines the Buffer11 class.
+
+#include "libGLESv2/renderer/d3d/d3d11/Buffer11.h"
+#include "libGLESv2/main.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
+
+namespace rx
+{
+
+PackPixelsParams::PackPixelsParams()
+ : format(GL_NONE),
+ type(GL_NONE),
+ outputPitch(0),
+ packBuffer(NULL),
+ offset(0)
+{}
+
+PackPixelsParams::PackPixelsParams(const gl::Rectangle &areaIn, GLenum formatIn, GLenum typeIn, GLuint outputPitchIn,
+ const gl::PixelPackState &packIn, ptrdiff_t offsetIn)
+ : area(areaIn),
+ format(formatIn),
+ type(typeIn),
+ outputPitch(outputPitchIn),
+ packBuffer(packIn.pixelBuffer.get()),
+ pack(packIn.alignment, packIn.reverseRowOrder),
+ offset(offsetIn)
+{}
+
+namespace gl_d3d11
+{
+
+D3D11_MAP GetD3DMapTypeFromBits(GLbitfield access)
+{
+ bool readBit = ((access & GL_MAP_READ_BIT) != 0);
+ bool writeBit = ((access & GL_MAP_WRITE_BIT) != 0);
+
+ ASSERT(readBit || writeBit);
+
+ // Note : we ignore the discard bit, because in D3D11, staging buffers
+ // don't accept the map-discard flag (discard only works for DYNAMIC usage)
+
+ if (readBit && !writeBit)
+ {
+ return D3D11_MAP_READ;
+ }
+ else if (writeBit && !readBit)
+ {
+ return D3D11_MAP_WRITE;
+ }
+ else if (writeBit && readBit)
+ {
+ return D3D11_MAP_READ_WRITE;
+ }
+ else
+ {
+ UNREACHABLE();
+ return D3D11_MAP_READ;
+ }
+}
+
+}
+
+// Each instance of Buffer11::BufferStorage11 is specialized for a class of D3D binding points
+// - vertex/transform feedback buffers
+// - index buffers
+// - pixel unpack buffers
+// - uniform buffers
+class Buffer11::BufferStorage11
+{
+ public:
+ virtual ~BufferStorage11() {}
+
+ DataRevision getDataRevision() const { return mRevision; }
+ BufferUsage getUsage() const { return mUsage; }
+ size_t getSize() const { return mBufferSize; }
+ bool isMappable() const { return (mUsage == BUFFER_USAGE_STAGING || mUsage == BUFFER_USAGE_PIXEL_PACK); }
+
+ void setDataRevision(DataRevision rev) { mRevision = rev; }
+
+ virtual bool copyFromStorage(BufferStorage11 *source, size_t sourceOffset,
+ size_t size, size_t destOffset) = 0;
+ virtual bool resize(size_t size, bool preserveData) = 0;
+
+ virtual void *map(size_t offset, size_t length, GLbitfield access) = 0;
+ virtual void unmap() = 0;
+
+ protected:
+ BufferStorage11(Renderer11 *renderer, BufferUsage usage);
+
+ Renderer11 *mRenderer;
+ DataRevision mRevision;
+ const BufferUsage mUsage;
+ size_t mBufferSize;
+};
+
+// A native buffer storage represents an underlying D3D11 buffer for a particular
+// type of storage.
+class Buffer11::NativeBuffer11 : public Buffer11::BufferStorage11
+{
+ public:
+ NativeBuffer11(Renderer11 *renderer, BufferUsage usage);
+ ~NativeBuffer11();
+
+ ID3D11Buffer *getNativeBuffer() const { return mNativeBuffer; }
+
+ virtual bool copyFromStorage(BufferStorage11 *source, size_t sourceOffset,
+ size_t size, size_t destOffset);
+ virtual bool resize(size_t size, bool preserveData);
+
+ virtual void *map(size_t offset, size_t length, GLbitfield access);
+ virtual void unmap();
+
+ private:
+ ID3D11Buffer *mNativeBuffer;
+
+ static void fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Renderer *renderer, BufferUsage usage, unsigned int bufferSize);
+};
+
+// Pack storage represents internal storage for pack buffers. We implement pack buffers
+// as CPU memory, tied to a staging texture, for asynchronous texture readback.
+class Buffer11::PackStorage11 : public Buffer11::BufferStorage11
+{
+ public:
+ PackStorage11(Renderer11 *renderer);
+ ~PackStorage11();
+
+ virtual bool copyFromStorage(BufferStorage11 *source, size_t sourceOffset,
+ size_t size, size_t destOffset);
+ virtual bool resize(size_t size, bool preserveData);
+
+ virtual void *map(size_t offset, size_t length, GLbitfield access);
+ virtual void unmap();
+
+ void packPixels(ID3D11Texture2D *srcTexure, UINT srcSubresource, const PackPixelsParams &params);
+
+ private:
+
+ void flushQueuedPackCommand();
+
+ ID3D11Texture2D *mStagingTexture;
+ DXGI_FORMAT mTextureFormat;
+ gl::Extents mTextureSize;
+ MemoryBuffer mMemoryBuffer;
+ PackPixelsParams *mQueuedPackCommand;
+ PackPixelsParams mPackParams;
+ bool mDataModified;
+};
+
+
+Buffer11::Buffer11(Renderer11 *renderer)
+ : BufferD3D(),
+ mRenderer(renderer),
+ mSize(0),
+ mMappedStorage(NULL),
+ mResolvedDataRevision(0),
+ mReadUsageCount(0)
+{
+}
+
+Buffer11::~Buffer11()
+{
+ clear();
+}
+
+Buffer11 *Buffer11::makeBuffer11(BufferImpl *buffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(Buffer11*, buffer));
+ return static_cast<Buffer11*>(buffer);
+}
+
+void Buffer11::clear()
+{
+ for (auto it = mBufferStorages.begin(); it != mBufferStorages.end(); it++)
+ {
+ SafeDelete(it->second);
+ }
+
+ mBufferStorages.clear();
+
+ mSize = 0;
+ mResolvedDataRevision = 0;
+}
+
+void Buffer11::setData(const void* data, size_t size, GLenum usage)
+{
+ mIndexRangeCache.clear();
+
+ setSubData(data, size, 0);
+
+ if (usage == GL_STATIC_DRAW)
+ {
+ initializeStaticData();
+ }
+}
+
+void *Buffer11::getData()
+{
+ NativeBuffer11 *stagingBuffer = getStagingBuffer();
+
+ if (!stagingBuffer)
+ {
+ // Out-of-memory
+ return NULL;
+ }
+
+ if (stagingBuffer->getDataRevision() > mResolvedDataRevision)
+ {
+ if (stagingBuffer->getSize() > mResolvedData.size())
+ {
+ if (!mResolvedData.resize(stagingBuffer->getSize()))
+ {
+ return gl::error(GL_OUT_OF_MEMORY, (void*)NULL);
+ }
+ }
+
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = context->Map(stagingBuffer->getNativeBuffer(), 0, D3D11_MAP_READ, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::error(GL_OUT_OF_MEMORY, (void*)NULL);
+ }
+
+ memcpy(mResolvedData.data(), mappedResource.pData, stagingBuffer->getSize());
+
+ context->Unmap(stagingBuffer->getNativeBuffer(), 0);
+
+ mResolvedDataRevision = stagingBuffer->getDataRevision();
+ }
+
+ mReadUsageCount = 0;
+
+ return mResolvedData.data();
+}
+
+void Buffer11::setSubData(const void* data, size_t size, size_t offset)
+{
+ size_t requiredSize = size + offset;
+ mSize = std::max(mSize, requiredSize);
+
+ mIndexRangeCache.invalidateRange(offset, size);
+ invalidateStaticData();
+
+ if (data && size > 0)
+ {
+ NativeBuffer11 *stagingBuffer = getStagingBuffer();
+
+ if (!stagingBuffer)
+ {
+ // Out-of-memory
+ return;
+ }
+
+ // Explicitly resize the staging buffer, preserving data if the new data will not
+ // completely fill the buffer
+ if (stagingBuffer->getSize() < requiredSize)
+ {
+ bool preserveData = (offset > 0);
+ if (!stagingBuffer->resize(requiredSize, preserveData))
+ {
+ // Out-of-memory
+ return;
+ }
+ }
+
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = context->Map(stagingBuffer->getNativeBuffer(), 0, D3D11_MAP_WRITE, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ unsigned char *offsetBufferPointer = reinterpret_cast<unsigned char *>(mappedResource.pData) + offset;
+ memcpy(offsetBufferPointer, data, size);
+
+ context->Unmap(stagingBuffer->getNativeBuffer(), 0);
+
+ stagingBuffer->setDataRevision(stagingBuffer->getDataRevision() + 1);
+ }
+}
+
+void Buffer11::copySubData(BufferImpl* source, GLintptr sourceOffset, GLintptr destOffset, GLsizeiptr size)
+{
+ Buffer11 *sourceBuffer = makeBuffer11(source);
+ if (sourceBuffer)
+ {
+ BufferStorage11 *dest = getLatestBufferStorage();
+ if (!dest)
+ {
+ dest = getStagingBuffer();
+ }
+
+ BufferStorage11 *source = sourceBuffer->getLatestBufferStorage();
+ if (source && dest)
+ {
+ // If copying to/from a pixel pack buffer, we must have a staging or
+ // pack buffer partner, because other native buffers can't be mapped
+ if (dest->getUsage() == BUFFER_USAGE_PIXEL_PACK && !source->isMappable())
+ {
+ source = sourceBuffer->getStagingBuffer();
+ }
+ else if (source->getUsage() == BUFFER_USAGE_PIXEL_PACK && !dest->isMappable())
+ {
+ dest = getStagingBuffer();
+ }
+
+ dest->copyFromStorage(source, sourceOffset, size, destOffset);
+ dest->setDataRevision(dest->getDataRevision() + 1);
+ }
+
+ mSize = std::max<size_t>(mSize, destOffset + size);
+ }
+
+ invalidateStaticData();
+}
+
+GLvoid *Buffer11::map(size_t offset, size_t length, GLbitfield access)
+{
+ ASSERT(!mMappedStorage);
+
+ BufferStorage11 *latestStorage = getLatestBufferStorage();
+ if (latestStorage &&
+ (latestStorage->getUsage() == BUFFER_USAGE_PIXEL_PACK ||
+ latestStorage->getUsage() == BUFFER_USAGE_STAGING))
+ {
+ // Latest storage is mappable.
+ mMappedStorage = latestStorage;
+ }
+ else
+ {
+ // Fall back to using the staging buffer if the latest storage does
+ // not exist or is not CPU-accessible.
+ mMappedStorage = getStagingBuffer();
+ }
+
+ if (!mMappedStorage)
+ {
+ // Out-of-memory
+ return NULL;
+ }
+
+ if ((access & GL_MAP_WRITE_BIT) > 0)
+ {
+ // Update the data revision immediately, since the data might be changed at any time
+ mMappedStorage->setDataRevision(mMappedStorage->getDataRevision() + 1);
+ }
+
+ return mMappedStorage->map(offset, length, access);
+}
+
+void Buffer11::unmap()
+{
+ ASSERT(mMappedStorage);
+ mMappedStorage->unmap();
+ mMappedStorage = NULL;
+}
+
+void Buffer11::markTransformFeedbackUsage()
+{
+ BufferStorage11 *transformFeedbackStorage = getBufferStorage(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
+
+ if (transformFeedbackStorage)
+ {
+ transformFeedbackStorage->setDataRevision(transformFeedbackStorage->getDataRevision() + 1);
+ }
+
+ invalidateStaticData();
+}
+
+void Buffer11::markBufferUsage()
+{
+ mReadUsageCount++;
+
+ const unsigned int usageLimit = 5;
+
+ if (mReadUsageCount > usageLimit && mResolvedData.size() > 0)
+ {
+ mResolvedData.resize(0);
+ mResolvedDataRevision = 0;
+ }
+}
+
+Renderer* Buffer11::getRenderer()
+{
+ return mRenderer;
+}
+
+ID3D11Buffer *Buffer11::getBuffer(BufferUsage usage)
+{
+ markBufferUsage();
+
+ BufferStorage11 *bufferStorage = getBufferStorage(usage);
+
+ if (!bufferStorage)
+ {
+ // Storage out-of-memory
+ return NULL;
+ }
+
+ ASSERT(HAS_DYNAMIC_TYPE(NativeBuffer11*, bufferStorage));
+
+ return static_cast<NativeBuffer11*>(bufferStorage)->getNativeBuffer();
+}
+
+ID3D11ShaderResourceView *Buffer11::getSRV(DXGI_FORMAT srvFormat)
+{
+ BufferStorage11 *storage = getBufferStorage(BUFFER_USAGE_PIXEL_UNPACK);
+
+ if (!storage)
+ {
+ // Storage out-of-memory
+ return NULL;
+ }
+
+ ASSERT(HAS_DYNAMIC_TYPE(NativeBuffer11*, storage));
+ ID3D11Buffer *buffer = static_cast<NativeBuffer11*>(storage)->getNativeBuffer();
+
+ auto bufferSRVIt = mBufferResourceViews.find(srvFormat);
+
+ if (bufferSRVIt != mBufferResourceViews.end())
+ {
+ if (bufferSRVIt->second.first == buffer)
+ {
+ return bufferSRVIt->second.second;
+ }
+ else
+ {
+ // The underlying buffer has changed since the SRV was created: recreate the SRV.
+ SafeRelease(bufferSRVIt->second.second);
+ }
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11ShaderResourceView *bufferSRV = NULL;
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC bufferSRVDesc;
+ bufferSRVDesc.Buffer.ElementOffset = 0;
+ bufferSRVDesc.Buffer.ElementWidth = mSize / d3d11::GetFormatPixelBytes(srvFormat);
+ bufferSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
+ bufferSRVDesc.Format = srvFormat;
+
+ HRESULT result = device->CreateShaderResourceView(buffer, &bufferSRVDesc, &bufferSRV);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+
+ mBufferResourceViews[srvFormat] = BufferSRVPair(buffer, bufferSRV);
+
+ return bufferSRV;
+}
+
+void Buffer11::packPixels(ID3D11Texture2D *srcTexture, UINT srcSubresource, const PackPixelsParams &params)
+{
+ PackStorage11 *packStorage = getPackStorage();
+
+ BufferStorage11 *latestStorage = getLatestBufferStorage();
+
+ if (packStorage)
+ {
+ packStorage->packPixels(srcTexture, srcSubresource, params);
+ packStorage->setDataRevision(latestStorage ? latestStorage->getDataRevision() + 1 : 1);
+ }
+}
+
+Buffer11::BufferStorage11 *Buffer11::getBufferStorage(BufferUsage usage)
+{
+ BufferStorage11 *directBuffer = NULL;
+ auto directBufferIt = mBufferStorages.find(usage);
+ if (directBufferIt != mBufferStorages.end())
+ {
+ directBuffer = directBufferIt->second;
+ }
+
+ if (!directBuffer)
+ {
+ if (usage == BUFFER_USAGE_PIXEL_PACK)
+ {
+ directBuffer = new PackStorage11(mRenderer);
+ }
+ else
+ {
+ // buffer is not allocated, create it
+ directBuffer = new NativeBuffer11(mRenderer, usage);
+ }
+
+ mBufferStorages.insert(std::make_pair(usage, directBuffer));
+ }
+
+ // resize buffer
+ if (directBuffer->getSize() < mSize)
+ {
+ if (!directBuffer->resize(mSize, true))
+ {
+ // Out of memory error
+ return NULL;
+ }
+ }
+
+ BufferStorage11 *latestBuffer = getLatestBufferStorage();
+ if (latestBuffer && latestBuffer->getDataRevision() > directBuffer->getDataRevision())
+ {
+ // if copying from a pack buffer to a non-staging native buffer, we must first
+ // copy through the staging buffer, because other native buffers can't be mapped
+ if (latestBuffer->getUsage() == BUFFER_USAGE_PIXEL_PACK && !directBuffer->isMappable())
+ {
+ NativeBuffer11 *stagingBuffer = getStagingBuffer();
+
+ stagingBuffer->copyFromStorage(latestBuffer, 0, latestBuffer->getSize(), 0);
+ directBuffer->setDataRevision(latestBuffer->getDataRevision());
+
+ latestBuffer = stagingBuffer;
+ }
+
+ // if copyFromStorage returns true, the D3D buffer has been recreated
+ // and we should update our serial
+ if (directBuffer->copyFromStorage(latestBuffer, 0, latestBuffer->getSize(), 0))
+ {
+ updateSerial();
+ }
+ directBuffer->setDataRevision(latestBuffer->getDataRevision());
+ }
+
+ return directBuffer;
+}
+
+Buffer11::BufferStorage11 *Buffer11::getLatestBufferStorage() const
+{
+ // Even though we iterate over all the direct buffers, it is expected that only
+ // 1 or 2 will be present.
+ BufferStorage11 *latestStorage = NULL;
+ DataRevision latestRevision = 0;
+ for (auto it = mBufferStorages.begin(); it != mBufferStorages.end(); it++)
+ {
+ BufferStorage11 *storage = it->second;
+ if (!latestStorage || storage->getDataRevision() > latestRevision)
+ {
+ latestStorage = storage;
+ latestRevision = storage->getDataRevision();
+ }
+ }
+
+ return latestStorage;
+}
+
+Buffer11::NativeBuffer11 *Buffer11::getStagingBuffer()
+{
+ BufferStorage11 *stagingStorage = getBufferStorage(BUFFER_USAGE_STAGING);
+
+ if (!stagingStorage)
+ {
+ // Out-of-memory
+ return NULL;
+ }
+
+ ASSERT(HAS_DYNAMIC_TYPE(NativeBuffer11*, stagingStorage));
+ return static_cast<NativeBuffer11*>(stagingStorage);
+}
+
+Buffer11::PackStorage11 *Buffer11::getPackStorage()
+{
+ BufferStorage11 *packStorage = getBufferStorage(BUFFER_USAGE_PIXEL_PACK);
+
+ if (!packStorage)
+ {
+ // Out-of-memory
+ return NULL;
+ }
+
+ ASSERT(HAS_DYNAMIC_TYPE(PackStorage11*, packStorage));
+ return static_cast<PackStorage11*>(packStorage);
+}
+
+Buffer11::BufferStorage11::BufferStorage11(Renderer11 *renderer, BufferUsage usage)
+ : mRenderer(renderer),
+ mUsage(usage),
+ mRevision(0),
+ mBufferSize(0)
+{
+}
+
+Buffer11::NativeBuffer11::NativeBuffer11(Renderer11 *renderer, BufferUsage usage)
+ : BufferStorage11(renderer, usage),
+ mNativeBuffer(NULL)
+{
+}
+
+Buffer11::NativeBuffer11::~NativeBuffer11()
+{
+ SafeRelease(mNativeBuffer);
+}
+
+// Returns true if it recreates the direct buffer
+bool Buffer11::NativeBuffer11::copyFromStorage(BufferStorage11 *source, size_t sourceOffset,
+ size_t size, size_t destOffset)
+{
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ size_t requiredSize = sourceOffset + size;
+ bool createBuffer = !mNativeBuffer || mBufferSize < requiredSize;
+
+ // (Re)initialize D3D buffer if needed
+ if (createBuffer)
+ {
+ bool preserveData = (destOffset > 0);
+ resize(source->getSize(), preserveData);
+ }
+
+ if (source->getUsage() == BUFFER_USAGE_PIXEL_PACK)
+ {
+ ASSERT(HAS_DYNAMIC_TYPE(PackStorage11*, source));
+
+ void *sourcePointer = source->map(sourceOffset, size, GL_MAP_READ_BIT);
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT hr = context->Map(mNativeBuffer, 0, D3D11_MAP_WRITE, 0, &mappedResource);
+ UNUSED_ASSERTION_VARIABLE(hr);
+ ASSERT(SUCCEEDED(hr));
+
+ unsigned char *destPointer = static_cast<unsigned char *>(mappedResource.pData) + destOffset;
+
+ // Offset bounds are validated at the API layer
+ ASSERT(sourceOffset + size <= destOffset + mBufferSize);
+ memcpy(destPointer, sourcePointer, size);
+ }
+ else
+ {
+ ASSERT(HAS_DYNAMIC_TYPE(NativeBuffer11*, source));
+
+ D3D11_BOX srcBox;
+ srcBox.left = sourceOffset;
+ srcBox.right = sourceOffset + size;
+ srcBox.top = 0;
+ srcBox.bottom = 1;
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ ASSERT(HAS_DYNAMIC_TYPE(NativeBuffer11*, source));
+ ID3D11Buffer *sourceBuffer = static_cast<NativeBuffer11*>(source)->getNativeBuffer();
+
+ context->CopySubresourceRegion(mNativeBuffer, 0, destOffset, 0, 0, sourceBuffer, 0, &srcBox);
+ }
+
+ return createBuffer;
+}
+
+bool Buffer11::NativeBuffer11::resize(size_t size, bool preserveData)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ D3D11_BUFFER_DESC bufferDesc;
+ fillBufferDesc(&bufferDesc, mRenderer, mUsage, size);
+
+ ID3D11Buffer *newBuffer;
+ HRESULT result = device->CreateBuffer(&bufferDesc, NULL, &newBuffer);
+
+ if (FAILED(result))
+ {
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ if (mNativeBuffer && preserveData)
+ {
+ // We don't call resize if the buffer is big enough already.
+ ASSERT(mBufferSize <= size);
+
+ D3D11_BOX srcBox;
+ srcBox.left = 0;
+ srcBox.right = mBufferSize;
+ srcBox.top = 0;
+ srcBox.bottom = 1;
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ context->CopySubresourceRegion(newBuffer, 0, 0, 0, 0, mNativeBuffer, 0, &srcBox);
+ }
+
+ // No longer need the old buffer
+ SafeRelease(mNativeBuffer);
+ mNativeBuffer = newBuffer;
+
+ mBufferSize = bufferDesc.ByteWidth;
+
+ return true;
+}
+
+void Buffer11::NativeBuffer11::fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Renderer *renderer,
+ BufferUsage usage, unsigned int bufferSize)
+{
+ bufferDesc->ByteWidth = bufferSize;
+ bufferDesc->MiscFlags = 0;
+ bufferDesc->StructureByteStride = 0;
+
+ switch (usage)
+ {
+ case BUFFER_USAGE_STAGING:
+ bufferDesc->Usage = D3D11_USAGE_STAGING;
+ bufferDesc->BindFlags = 0;
+ bufferDesc->CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ break;
+
+ case BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK:
+ bufferDesc->Usage = D3D11_USAGE_DEFAULT;
+ bufferDesc->BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ if (renderer->getMaxTransformFeedbackBuffers() > 0)
+ bufferDesc->BindFlags |= D3D11_BIND_STREAM_OUTPUT;
+ bufferDesc->CPUAccessFlags = 0;
+ break;
+
+ case BUFFER_USAGE_INDEX:
+ bufferDesc->Usage = D3D11_USAGE_DEFAULT;
+ bufferDesc->BindFlags = D3D11_BIND_INDEX_BUFFER;
+ bufferDesc->CPUAccessFlags = 0;
+ break;
+
+ case BUFFER_USAGE_PIXEL_UNPACK:
+ bufferDesc->Usage = D3D11_USAGE_DEFAULT;
+ bufferDesc->BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ bufferDesc->CPUAccessFlags = 0;
+ break;
+
+ case BUFFER_USAGE_UNIFORM:
+ bufferDesc->Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc->BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ bufferDesc->CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+
+ // Constant buffers must be of a limited size, and aligned to 16 byte boundaries
+ // For our purposes we ignore any buffer data past the maximum constant buffer size
+ bufferDesc->ByteWidth = roundUp(bufferDesc->ByteWidth, 16u);
+ bufferDesc->ByteWidth = std::min(bufferDesc->ByteWidth, renderer->getMaxUniformBufferSize());
+ break;
+
+ default:
+ UNREACHABLE();
+ }
+}
+
+void *Buffer11::NativeBuffer11::map(size_t offset, size_t length, GLbitfield access)
+{
+ ASSERT(mUsage == BUFFER_USAGE_STAGING);
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ D3D11_MAP d3dMapType = gl_d3d11::GetD3DMapTypeFromBits(access);
+ UINT d3dMapFlag = ((access & GL_MAP_UNSYNCHRONIZED_BIT) != 0 ? D3D11_MAP_FLAG_DO_NOT_WAIT : 0);
+
+ HRESULT result = context->Map(mNativeBuffer, 0, d3dMapType, d3dMapFlag, &mappedResource);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+
+ return static_cast<GLubyte*>(mappedResource.pData) + offset;
+}
+
+void Buffer11::NativeBuffer11::unmap()
+{
+ ASSERT(mUsage == BUFFER_USAGE_STAGING);
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ context->Unmap(mNativeBuffer, 0);
+}
+
+Buffer11::PackStorage11::PackStorage11(Renderer11 *renderer)
+ : BufferStorage11(renderer, BUFFER_USAGE_PIXEL_PACK),
+ mStagingTexture(NULL),
+ mTextureFormat(DXGI_FORMAT_UNKNOWN),
+ mQueuedPackCommand(NULL),
+ mDataModified(false)
+{
+}
+
+Buffer11::PackStorage11::~PackStorage11()
+{
+ SafeRelease(mStagingTexture);
+ SafeDelete(mQueuedPackCommand);
+}
+
+bool Buffer11::PackStorage11::copyFromStorage(BufferStorage11 *source, size_t sourceOffset,
+ size_t size, size_t destOffset)
+{
+ UNIMPLEMENTED();
+ return false;
+}
+
+bool Buffer11::PackStorage11::resize(size_t size, bool preserveData)
+{
+ if (size != mBufferSize)
+ {
+ if (!mMemoryBuffer.resize(size))
+ {
+ return false;
+ }
+ mBufferSize = size;
+ }
+
+ return true;
+}
+
+void *Buffer11::PackStorage11::map(size_t offset, size_t length, GLbitfield access)
+{
+ ASSERT(offset + length <= getSize());
+ // TODO: fast path
+ // We might be able to optimize out one or more memcpy calls by detecting when
+ // and if D3D packs the staging texture memory identically to how we would fill
+ // the pack buffer according to the current pack state.
+
+ flushQueuedPackCommand();
+ mDataModified = (mDataModified || (access & GL_MAP_WRITE_BIT) != 0);
+
+ return mMemoryBuffer.data() + offset;
+}
+
+void Buffer11::PackStorage11::unmap()
+{
+ // No-op
+}
+
+void Buffer11::PackStorage11::packPixels(ID3D11Texture2D *srcTexure, UINT srcSubresource, const PackPixelsParams &params)
+{
+ flushQueuedPackCommand();
+ mQueuedPackCommand = new PackPixelsParams(params);
+
+ D3D11_TEXTURE2D_DESC textureDesc;
+ srcTexure->GetDesc(&textureDesc);
+
+ if (mStagingTexture != NULL &&
+ (mTextureFormat != textureDesc.Format ||
+ mTextureSize.width != params.area.width ||
+ mTextureSize.height != params.area.height))
+ {
+ SafeRelease(mStagingTexture);
+ mTextureSize.width = 0;
+ mTextureSize.height = 0;
+ mTextureFormat = DXGI_FORMAT_UNKNOWN;
+ }
+
+ if (mStagingTexture == NULL)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT hr;
+
+ mTextureSize.width = params.area.width;
+ mTextureSize.height = params.area.height;
+ mTextureFormat = textureDesc.Format;
+
+ D3D11_TEXTURE2D_DESC stagingDesc;
+ stagingDesc.Width = params.area.width;
+ stagingDesc.Height = params.area.height;
+ stagingDesc.MipLevels = 1;
+ stagingDesc.ArraySize = 1;
+ stagingDesc.Format = mTextureFormat;
+ stagingDesc.SampleDesc.Count = 1;
+ stagingDesc.SampleDesc.Quality = 0;
+ stagingDesc.Usage = D3D11_USAGE_STAGING;
+ stagingDesc.BindFlags = 0;
+ stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
+ stagingDesc.MiscFlags = 0;
+
+ hr = device->CreateTexture2D(&stagingDesc, NULL, &mStagingTexture);
+ ASSERT(SUCCEEDED(hr));
+ }
+
+ if (textureDesc.SampleDesc.Count > 1)
+ {
+ UNIMPLEMENTED();
+ }
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ D3D11_BOX srcBox;
+ srcBox.left = params.area.x;
+ srcBox.right = params.area.x + params.area.width;
+ srcBox.top = params.area.y;
+ srcBox.bottom = params.area.y + params.area.height;
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ // Asynchronous copy
+ immediateContext->CopySubresourceRegion(mStagingTexture, 0, 0, 0, 0, srcTexure, srcSubresource, &srcBox);
+}
+
+void Buffer11::PackStorage11::flushQueuedPackCommand()
+{
+ ASSERT(mMemoryBuffer.size() > 0);
+
+ if (mQueuedPackCommand)
+ {
+ mRenderer->packPixels(mStagingTexture, *mQueuedPackCommand, mMemoryBuffer.data());
+ SafeDelete(mQueuedPackCommand);
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.h
new file mode 100644
index 0000000000..e56be247c4
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.h
@@ -0,0 +1,106 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Buffer11.h: Defines the rx::Buffer11 class which implements rx::BufferImpl via rx::BufferD3D.
+
+#ifndef LIBGLESV2_RENDERER_BUFFER11_H_
+#define LIBGLESV2_RENDERER_BUFFER11_H_
+
+#include "libGLESv2/renderer/d3d/BufferD3D.h"
+#include "libGLESv2/renderer/d3d/MemoryBuffer.h"
+#include "libGLESv2/angletypes.h"
+
+namespace rx
+{
+class Renderer11;
+
+enum BufferUsage
+{
+ BUFFER_USAGE_STAGING,
+ BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK,
+ BUFFER_USAGE_INDEX,
+ BUFFER_USAGE_PIXEL_UNPACK,
+ BUFFER_USAGE_PIXEL_PACK,
+ BUFFER_USAGE_UNIFORM,
+};
+
+struct PackPixelsParams
+{
+ PackPixelsParams();
+ PackPixelsParams(const gl::Rectangle &area, GLenum format, GLenum type, GLuint outputPitch,
+ const gl::PixelPackState &pack, ptrdiff_t offset);
+
+ gl::Rectangle area;
+ GLenum format;
+ GLenum type;
+ GLuint outputPitch;
+ gl::Buffer *packBuffer;
+ gl::PixelPackState pack;
+ ptrdiff_t offset;
+};
+
+typedef size_t DataRevision;
+
+class Buffer11 : public BufferD3D
+{
+ public:
+ Buffer11(rx::Renderer11 *renderer);
+ virtual ~Buffer11();
+
+ static Buffer11 *makeBuffer11(BufferImpl *buffer);
+
+ ID3D11Buffer *getBuffer(BufferUsage usage);
+ ID3D11ShaderResourceView *getSRV(DXGI_FORMAT srvFormat);
+ bool isMapped() const { return mMappedStorage != NULL; }
+ void packPixels(ID3D11Texture2D *srcTexure, UINT srcSubresource, const PackPixelsParams &params);
+
+ // BufferD3D implementation
+ virtual size_t getSize() const { return mSize; }
+ virtual void clear();
+ virtual bool supportsDirectBinding() const { return true; }
+ virtual Renderer* getRenderer();
+
+ // BufferImpl implementation
+ virtual void setData(const void* data, size_t size, GLenum usage);
+ virtual void *getData();
+ virtual void setSubData(const void* data, size_t size, size_t offset);
+ virtual void copySubData(BufferImpl* source, GLintptr sourceOffset, GLintptr destOffset, GLsizeiptr size);
+ virtual GLvoid* map(size_t offset, size_t length, GLbitfield access);
+ virtual void unmap();
+ virtual void markTransformFeedbackUsage();
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(Buffer11);
+
+ class BufferStorage11;
+ class NativeBuffer11;
+ class PackStorage11;
+
+ rx::Renderer11 *mRenderer;
+ size_t mSize;
+
+ BufferStorage11 *mMappedStorage;
+
+ std::map<BufferUsage, BufferStorage11*> mBufferStorages;
+
+ typedef std::pair<ID3D11Buffer *, ID3D11ShaderResourceView *> BufferSRVPair;
+ std::map<DXGI_FORMAT, BufferSRVPair> mBufferResourceViews;
+
+ MemoryBuffer mResolvedData;
+ DataRevision mResolvedDataRevision;
+ unsigned int mReadUsageCount;
+
+ void markBufferUsage();
+ NativeBuffer11 *getStagingBuffer();
+ PackStorage11 *getPackStorage();
+
+ BufferStorage11 *getBufferStorage(BufferUsage usage);
+ BufferStorage11 *getLatestBufferStorage() const;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_BUFFER11_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp
new file mode 100644
index 0000000000..8db5ea27c1
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp
@@ -0,0 +1,568 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Clear11.cpp: Framebuffer clear utility class.
+
+#include "libGLESv2/renderer/d3d/d3d11/Clear11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
+
+#include "libGLESv2/formatutils.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/FramebufferAttachment.h"
+
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearfloatvs.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearfloatps.h"
+
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearuintvs.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearuintps.h"
+
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearsintvs.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearsintps.h"
+
+namespace rx
+{
+
+template <typename T>
+static void ApplyVertices(const gl::Extents &framebufferSize, const gl::Rectangle *scissor, const gl::Color<T> &color, float depth, void *buffer)
+{
+ d3d11::PositionDepthColorVertex<T> *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex<T>*>(buffer);
+
+ float depthClear = gl::clamp01(depth);
+ float left = -1.0f;
+ float right = 1.0f;
+ float top = -1.0f;
+ float bottom = 1.0f;
+
+ // Clip the quad coordinates to the scissor if needed
+ if (scissor != NULL)
+ {
+ left = std::max(left, (scissor->x / float(framebufferSize.width)) * 2.0f - 1.0f);
+ right = std::min(right, ((scissor->x + scissor->width) / float(framebufferSize.width)) * 2.0f - 1.0f);
+ top = std::max(top, ((framebufferSize.height - scissor->y - scissor->height) / float(framebufferSize.height)) * 2.0f - 1.0f);
+ bottom = std::min(bottom, ((framebufferSize.height - scissor->y) / float(framebufferSize.height)) * 2.0f - 1.0f);
+ }
+
+ d3d11::SetPositionDepthColorVertex<T>(vertices + 0, left, bottom, depthClear, color);
+ d3d11::SetPositionDepthColorVertex<T>(vertices + 1, left, top, depthClear, color);
+ d3d11::SetPositionDepthColorVertex<T>(vertices + 2, right, bottom, depthClear, color);
+ d3d11::SetPositionDepthColorVertex<T>(vertices + 3, right, top, depthClear, color);
+}
+
+template <unsigned int vsSize, unsigned int psSize>
+Clear11::ClearShader Clear11::CreateClearShader(ID3D11Device *device, DXGI_FORMAT colorType, const BYTE (&vsByteCode)[vsSize], const BYTE (&psByteCode)[psSize])
+{
+ HRESULT result;
+
+ ClearShader shader = { 0 };
+
+ D3D11_INPUT_ELEMENT_DESC quadLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, colorType, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ result = device->CreateInputLayout(quadLayout, ArraySize(quadLayout), vsByteCode, vsSize, &shader.inputLayout);
+ ASSERT(SUCCEEDED(result));
+
+ result = device->CreateVertexShader(vsByteCode, vsSize, NULL, &shader.vertexShader);
+ ASSERT(SUCCEEDED(result));
+
+ result = device->CreatePixelShader(psByteCode, psSize, NULL, &shader.pixelShader);
+ ASSERT(SUCCEEDED(result));
+
+ return shader;
+}
+
+Clear11::Clear11(Renderer11 *renderer)
+ : mRenderer(renderer), mClearBlendStates(StructLessThan<ClearBlendInfo>), mClearDepthStencilStates(StructLessThan<ClearDepthStencilInfo>),
+ mVertexBuffer(NULL), mRasterizerState(NULL)
+{
+ HRESULT result;
+ ID3D11Device *device = renderer->getDevice();
+
+ D3D11_BUFFER_DESC vbDesc;
+ vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex<float>) * 4;
+ vbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ vbDesc.MiscFlags = 0;
+ vbDesc.StructureByteStride = 0;
+
+ result = device->CreateBuffer(&vbDesc, NULL, &mVertexBuffer);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mVertexBuffer, "Clear11 masked clear vertex buffer");
+
+ D3D11_RASTERIZER_DESC rsDesc;
+ rsDesc.FillMode = D3D11_FILL_SOLID;
+ rsDesc.CullMode = D3D11_CULL_NONE;
+ rsDesc.FrontCounterClockwise = FALSE;
+ rsDesc.DepthBias = 0;
+ rsDesc.DepthBiasClamp = 0.0f;
+ rsDesc.SlopeScaledDepthBias = 0.0f;
+ rsDesc.DepthClipEnable = mRenderer->isLevel9();
+ rsDesc.ScissorEnable = FALSE;
+ rsDesc.MultisampleEnable = FALSE;
+ rsDesc.AntialiasedLineEnable = FALSE;
+
+ result = device->CreateRasterizerState(&rsDesc, &mRasterizerState);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mRasterizerState, "Clear11 masked clear rasterizer state");
+
+ mFloatClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_FLOAT, g_VS_ClearFloat, g_PS_ClearFloat);
+ if (mRenderer->isLevel9()) {
+ mUintClearShader = { 0 };
+ mIntClearShader = { 0 };
+ return;
+ }
+
+ mUintClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_UINT, g_VS_ClearUint, g_PS_ClearUint );
+ mIntClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_SINT, g_VS_ClearSint, g_PS_ClearSint );
+}
+
+Clear11::~Clear11()
+{
+ for (ClearBlendStateMap::iterator i = mClearBlendStates.begin(); i != mClearBlendStates.end(); i++)
+ {
+ SafeRelease(i->second);
+ }
+ mClearBlendStates.clear();
+
+ SafeRelease(mFloatClearShader.inputLayout);
+ SafeRelease(mFloatClearShader.vertexShader);
+ SafeRelease(mFloatClearShader.pixelShader);
+
+ SafeRelease(mUintClearShader.inputLayout);
+ SafeRelease(mUintClearShader.vertexShader);
+ SafeRelease(mUintClearShader.pixelShader);
+
+ SafeRelease(mIntClearShader.inputLayout);
+ SafeRelease(mIntClearShader.vertexShader);
+ SafeRelease(mIntClearShader.pixelShader);
+
+ for (ClearDepthStencilStateMap::iterator i = mClearDepthStencilStates.begin(); i != mClearDepthStencilStates.end(); i++)
+ {
+ SafeRelease(i->second);
+ }
+ mClearDepthStencilStates.clear();
+
+ SafeRelease(mVertexBuffer);
+ SafeRelease(mRasterizerState);
+}
+
+void Clear11::clearFramebuffer(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
+{
+ // First determine if a scissored clear is needed, this will always require drawing a quad.
+ //
+ // Otherwise, iterate over the color buffers which require clearing and determine if they can be
+ // cleared with ID3D11DeviceContext::ClearRenderTargetView... This requires:
+ // 1) The render target is being cleared to a float value (will be cast to integer when clearing integer
+ // render targets as expected but does not work the other way around)
+ // 2) The format of the render target has no color channels that are currently masked out.
+ // Clear the easy-to-clear buffers on the spot and accumulate the ones that require special work.
+ //
+ // Also determine if the depth stencil can be cleared with ID3D11DeviceContext::ClearDepthStencilView
+ // by checking if the stencil write mask covers the entire stencil.
+ //
+ // To clear the remaining buffers, quads must be drawn containing an int, uint or float vertex color
+ // attribute.
+
+ gl::Extents framebufferSize;
+ if (frameBuffer->getFirstColorbuffer() != NULL)
+ {
+ gl::FramebufferAttachment *attachment = frameBuffer->getFirstColorbuffer();
+ framebufferSize.width = attachment->getWidth();
+ framebufferSize.height = attachment->getHeight();
+ framebufferSize.depth = 1;
+ }
+ else if (frameBuffer->getDepthOrStencilbuffer() != NULL)
+ {
+ gl::FramebufferAttachment *attachment = frameBuffer->getDepthOrStencilbuffer();
+ framebufferSize.width = attachment->getWidth();
+ framebufferSize.height = attachment->getHeight();
+ framebufferSize.depth = 1;
+ }
+ else
+ {
+ UNREACHABLE();
+ return;
+ }
+
+ if (clearParams.scissorEnabled && (clearParams.scissor.x >= framebufferSize.width ||
+ clearParams.scissor.y >= framebufferSize.height ||
+ clearParams.scissor.x + clearParams.scissor.width <= 0 ||
+ clearParams.scissor.y + clearParams.scissor.height <= 0))
+ {
+ // Scissor is enabled and the scissor rectangle is outside the renderbuffer
+ return;
+ }
+
+ bool needScissoredClear = clearParams.scissorEnabled && (clearParams.scissor.x > 0 || clearParams.scissor.y > 0 ||
+ clearParams.scissor.x + clearParams.scissor.width < framebufferSize.width ||
+ clearParams.scissor.y + clearParams.scissor.height < framebufferSize.height);
+
+ std::vector<MaskedRenderTarget> maskedClearRenderTargets;
+ RenderTarget11* maskedClearDepthStencil = NULL;
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
+ {
+ if (clearParams.clearColor[colorAttachment] && frameBuffer->isEnabledColorAttachment(colorAttachment))
+ {
+ gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(colorAttachment);
+ if (attachment)
+ {
+ RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(attachment->getRenderTarget());
+ if (!renderTarget)
+ {
+ ERR("Render target pointer unexpectedly null.");
+ return;
+ }
+
+ GLenum internalFormat = attachment->getInternalFormat();
+ GLenum actualFormat = attachment->getActualFormat();
+ GLenum componentType = gl::GetComponentType(internalFormat);
+ if (clearParams.colorClearType == GL_FLOAT &&
+ !(componentType == GL_FLOAT || componentType == GL_UNSIGNED_NORMALIZED || componentType == GL_SIGNED_NORMALIZED))
+ {
+ ERR("It is undefined behaviour to clear a render buffer which is not normalized fixed point or floating-"
+ "point to floating point values (color attachment %u has internal format 0x%X).", colorAttachment, internalFormat);
+ }
+
+ GLuint internalRedBits = gl::GetRedBits(internalFormat);
+ GLuint internalGreenBits = gl::GetGreenBits(internalFormat);
+ GLuint internalBlueBits = gl::GetBlueBits(internalFormat);
+ GLuint internalAlphaBits = gl::GetAlphaBits(internalFormat);
+
+ if ((internalRedBits == 0 || !clearParams.colorMaskRed) &&
+ (internalGreenBits == 0 || !clearParams.colorMaskGreen) &&
+ (internalBlueBits == 0 || !clearParams.colorMaskBlue) &&
+ (internalAlphaBits == 0 || !clearParams.colorMaskAlpha))
+ {
+ // Every channel either does not exist in the render target or is masked out
+ continue;
+ }
+ else if (needScissoredClear || clearParams.colorClearType != GL_FLOAT ||
+ (internalRedBits > 0 && !clearParams.colorMaskRed) ||
+ (internalGreenBits > 0 && !clearParams.colorMaskGreen) ||
+ (internalBlueBits > 0 && !clearParams.colorMaskBlue) ||
+ (internalAlphaBits > 0 && !clearParams.colorMaskAlpha))
+ {
+ // A scissored or masked clear is required
+ MaskedRenderTarget maskAndRt;
+ bool clearColor = clearParams.clearColor[colorAttachment];
+ maskAndRt.colorMask[0] = (clearColor && clearParams.colorMaskRed);
+ maskAndRt.colorMask[1] = (clearColor && clearParams.colorMaskGreen);
+ maskAndRt.colorMask[2] = (clearColor && clearParams.colorMaskBlue);
+ maskAndRt.colorMask[3] = (clearColor && clearParams.colorMaskAlpha);
+ maskAndRt.renderTarget = renderTarget;
+ maskedClearRenderTargets.push_back(maskAndRt);
+ }
+ else
+ {
+ // ID3D11DeviceContext::ClearRenderTargetView is possible
+
+ ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
+ if (!framebufferRTV)
+ {
+ ERR("Render target view pointer unexpectedly null.");
+ return;
+ }
+
+ // Check if the actual format has a channel that the internal format does not and set them to the
+ // default values
+ GLuint actualRedBits = gl::GetRedBits(actualFormat);
+ GLuint actualGreenBits = gl::GetGreenBits(actualFormat);
+ GLuint actualBlueBits = gl::GetBlueBits(actualFormat);
+ GLuint actualAlphaBits = gl::GetAlphaBits(actualFormat);
+
+ const float clearValues[4] =
+ {
+ ((internalRedBits == 0 && actualRedBits > 0) ? 0.0f : clearParams.colorFClearValue.red),
+ ((internalGreenBits == 0 && actualGreenBits > 0) ? 0.0f : clearParams.colorFClearValue.green),
+ ((internalBlueBits == 0 && actualBlueBits > 0) ? 0.0f : clearParams.colorFClearValue.blue),
+ ((internalAlphaBits == 0 && actualAlphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha),
+ };
+
+ deviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
+ }
+ }
+ }
+ }
+
+ if (clearParams.clearDepth || clearParams.clearStencil)
+ {
+ gl::FramebufferAttachment *attachment = frameBuffer->getDepthOrStencilbuffer();
+ if (attachment)
+ {
+ RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(attachment->getDepthStencil());
+ if (!renderTarget)
+ {
+ ERR("Depth stencil render target pointer unexpectedly null.");
+ return;
+ }
+
+ GLenum actualFormat = attachment->getActualFormat();
+
+ unsigned int stencilUnmasked = frameBuffer->hasStencil() ? (1 << gl::GetStencilBits(actualFormat)) - 1 : 0;
+ bool needMaskedStencilClear = clearParams.clearStencil && (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
+
+ if (needScissoredClear || needMaskedStencilClear)
+ {
+ maskedClearDepthStencil = renderTarget;
+ }
+ else
+ {
+ ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
+ if (!framebufferDSV)
+ {
+ ERR("Depth stencil view pointer unexpectedly null.");
+ return;
+ }
+
+ UINT clearFlags = (clearParams.clearDepth ? D3D11_CLEAR_DEPTH : 0) |
+ (clearParams.clearStencil ? D3D11_CLEAR_STENCIL : 0);
+ FLOAT depthClear = gl::clamp01(clearParams.depthClearValue);
+ UINT8 stencilClear = clearParams.stencilClearValue & 0xFF;
+
+ deviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
+ }
+ }
+ }
+
+ if (maskedClearRenderTargets.size() > 0 || maskedClearDepthStencil)
+ {
+ // To clear the render targets and depth stencil in one pass:
+ //
+ // Render a quad clipped to the scissor rectangle which draws the clear color and a blend
+ // state that will perform the required color masking.
+ //
+ // The quad's depth is equal to the depth clear value with a depth stencil state that
+ // will enable or disable depth test/writes if the depth buffer should be cleared or not.
+ //
+ // The rasterizer state's stencil is set to always pass or fail based on if the stencil
+ // should be cleared or not with a stencil write mask of the stencil clear value.
+ //
+ // ======================================================================================
+ //
+ // Luckily, the gl spec (ES 3.0.2 pg 183) states that the results of clearing a render-
+ // buffer that is not normalized fixed point or floating point with floating point values
+ // are undefined so we can just write floats to them and D3D11 will bit cast them to
+ // integers.
+ //
+ // Also, we don't have to worry about attempting to clear a normalized fixed/floating point
+ // buffer with integer values because there is no gl API call which would allow it,
+ // glClearBuffer* calls only clear a single renderbuffer at a time which is verified to
+ // be a compatible clear type.
+
+ // Bind all the render targets which need clearing
+ ASSERT(maskedClearRenderTargets.size() <= mRenderer->getRendererCaps().maxDrawBuffers);
+ std::vector<ID3D11RenderTargetView*> rtvs(maskedClearRenderTargets.size());
+ for (unsigned int i = 0; i < maskedClearRenderTargets.size(); i++)
+ {
+ RenderTarget11 *renderTarget = maskedClearRenderTargets[i].renderTarget;
+ ID3D11RenderTargetView *rtv = renderTarget->getRenderTargetView();
+ if (!rtv)
+ {
+ ERR("Render target view unexpectedly null.");
+ return;
+ }
+
+ rtvs[i] = rtv;
+ }
+ ID3D11DepthStencilView *dsv = maskedClearDepthStencil ? maskedClearDepthStencil->getDepthStencilView() : NULL;
+
+ ID3D11BlendState *blendState = getBlendState(maskedClearRenderTargets);
+ const FLOAT blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ const UINT sampleMask = 0xFFFFFFFF;
+
+ ID3D11DepthStencilState *dsState = getDepthStencilState(clearParams);
+ const UINT stencilClear = clearParams.stencilClearValue & 0xFF;
+
+ // Set the vertices
+ UINT vertexStride = 0;
+ const UINT startIdx = 0;
+ const ClearShader* shader = NULL;
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
+ return;
+ }
+
+ const gl::Rectangle *scissorPtr = clearParams.scissorEnabled ? &clearParams.scissor : NULL;
+ switch (clearParams.colorClearType)
+ {
+ case GL_FLOAT:
+ ApplyVertices(framebufferSize, scissorPtr, clearParams.colorFClearValue, clearParams.depthClearValue, mappedResource.pData);
+ vertexStride = sizeof(d3d11::PositionDepthColorVertex<float>);
+ shader = &mFloatClearShader;
+ break;
+
+ case GL_UNSIGNED_INT:
+ ApplyVertices(framebufferSize, scissorPtr, clearParams.colorUIClearValue, clearParams.depthClearValue, mappedResource.pData);
+ vertexStride = sizeof(d3d11::PositionDepthColorVertex<unsigned int>);
+ shader = &mUintClearShader;
+ break;
+
+ case GL_INT:
+ ApplyVertices(framebufferSize, scissorPtr, clearParams.colorIClearValue, clearParams.depthClearValue, mappedResource.pData);
+ vertexStride = sizeof(d3d11::PositionDepthColorVertex<int>);
+ shader = &mIntClearShader;
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ deviceContext->Unmap(mVertexBuffer, 0);
+
+ // Set the viewport to be the same size as the framebuffer
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = framebufferSize.width;
+ viewport.Height = framebufferSize.height;
+ viewport.MinDepth = 0;
+ viewport.MaxDepth = 1;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply state
+ deviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
+ deviceContext->OMSetDepthStencilState(dsState, stencilClear);
+ deviceContext->RSSetState(mRasterizerState);
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(shader->inputLayout);
+ deviceContext->VSSetShader(shader->vertexShader, NULL, 0);
+ deviceContext->PSSetShader(shader->pixelShader, NULL, 0);
+ deviceContext->GSSetShader(NULL, NULL, 0);
+
+ // Apply vertex buffer
+ deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &vertexStride, &startIdx);
+ deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+
+ // Apply render targets
+ deviceContext->OMSetRenderTargets(rtvs.size(), (rtvs.empty() ? NULL : &rtvs[0]), dsv);
+
+ // Draw the clear quad
+ deviceContext->Draw(4, 0);
+
+ // Clean up
+ mRenderer->markAllStateDirty();
+ }
+}
+
+ID3D11BlendState *Clear11::getBlendState(const std::vector<MaskedRenderTarget>& rts)
+{
+ ClearBlendInfo blendKey = { 0 };
+ for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
+ {
+ if (i < rts.size())
+ {
+ RenderTarget11 *rt = rts[i].renderTarget;
+ GLint internalFormat = rt->getInternalFormat();
+
+ blendKey.maskChannels[i][0] = (rts[i].colorMask[0] && gl::GetRedBits(internalFormat) > 0);
+ blendKey.maskChannels[i][1] = (rts[i].colorMask[1] && gl::GetGreenBits(internalFormat) > 0);
+ blendKey.maskChannels[i][2] = (rts[i].colorMask[2] && gl::GetBlueBits(internalFormat) > 0);
+ blendKey.maskChannels[i][3] = (rts[i].colorMask[3] && gl::GetAlphaBits(internalFormat) > 0);
+ }
+ else
+ {
+ blendKey.maskChannels[i][0] = false;
+ blendKey.maskChannels[i][1] = false;
+ blendKey.maskChannels[i][2] = false;
+ blendKey.maskChannels[i][3] = false;
+ }
+ }
+
+ ClearBlendStateMap::const_iterator i = mClearBlendStates.find(blendKey);
+ if (i != mClearBlendStates.end())
+ {
+ return i->second;
+ }
+ else
+ {
+ D3D11_BLEND_DESC blendDesc = { 0 };
+ blendDesc.AlphaToCoverageEnable = FALSE;
+ blendDesc.IndependentBlendEnable = (rts.size() > 1) ? TRUE : FALSE;
+
+ for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
+ {
+ blendDesc.RenderTarget[i].BlendEnable = FALSE;
+ blendDesc.RenderTarget[i].RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendKey.maskChannels[i][0],
+ blendKey.maskChannels[i][1],
+ blendKey.maskChannels[i][2],
+ blendKey.maskChannels[i][3]);
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11BlendState* blendState = NULL;
+ HRESULT result = device->CreateBlendState(&blendDesc, &blendState);
+ if (FAILED(result) || !blendState)
+ {
+ ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ mClearBlendStates[blendKey] = blendState;
+
+ return blendState;
+ }
+}
+
+ID3D11DepthStencilState *Clear11::getDepthStencilState(const gl::ClearParameters &clearParams)
+{
+ ClearDepthStencilInfo dsKey = { 0 };
+ dsKey.clearDepth = clearParams.clearDepth;
+ dsKey.clearStencil = clearParams.clearStencil;
+ dsKey.stencilWriteMask = clearParams.stencilWriteMask & 0xFF;
+
+ ClearDepthStencilStateMap::const_iterator i = mClearDepthStencilStates.find(dsKey);
+ if (i != mClearDepthStencilStates.end())
+ {
+ return i->second;
+ }
+ else
+ {
+ D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
+ dsDesc.DepthEnable = dsKey.clearDepth ? TRUE : FALSE;
+ dsDesc.DepthWriteMask = dsKey.clearDepth ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
+ dsDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ dsDesc.StencilEnable = dsKey.clearStencil ? TRUE : FALSE;
+ dsDesc.StencilReadMask = 0;
+ dsDesc.StencilWriteMask = dsKey.stencilWriteMask;
+ dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DepthStencilState* dsState = NULL;
+ HRESULT result = device->CreateDepthStencilState(&dsDesc, &dsState);
+ if (FAILED(result) || !dsState)
+ {
+ ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ mClearDepthStencilStates[dsKey] = dsState;
+
+ return dsState;
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.h
new file mode 100644
index 0000000000..0cb9a85a6d
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.h
@@ -0,0 +1,83 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Clear11.h: Framebuffer clear utility class.
+
+#ifndef LIBGLESV2_RENDERER_CLEAR11_H_
+#define LIBGLESV2_RENDERER_CLEAR11_H_
+
+#include "libGLESv2/angletypes.h"
+
+namespace gl
+{
+class Framebuffer;
+}
+
+namespace rx
+{
+class Renderer11;
+class RenderTarget11;
+
+class Clear11
+{
+ public:
+ explicit Clear11(Renderer11 *renderer);
+ ~Clear11();
+
+ // Clears the framebuffer with the supplied clear parameters, assumes that the framebuffer is currently applied.
+ void clearFramebuffer(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
+
+ private:
+ Renderer11 *mRenderer;
+
+ struct ClearBlendInfo
+ {
+ bool maskChannels[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT][4];
+ };
+ typedef bool (*ClearBlendInfoComparisonFunction)(const ClearBlendInfo&, const ClearBlendInfo &);
+ typedef std::map<ClearBlendInfo, ID3D11BlendState*, ClearBlendInfoComparisonFunction> ClearBlendStateMap;
+ ClearBlendStateMap mClearBlendStates;
+
+ struct MaskedRenderTarget
+ {
+ bool colorMask[4];
+ RenderTarget11 *renderTarget;
+ };
+
+ ID3D11BlendState *getBlendState(const std::vector<MaskedRenderTarget> &rts);
+
+ struct ClearShader
+ {
+ ID3D11InputLayout *inputLayout;
+ ID3D11VertexShader *vertexShader;
+ ID3D11PixelShader *pixelShader;
+ };
+ ClearShader mFloatClearShader;
+ ClearShader mUintClearShader;
+ ClearShader mIntClearShader;
+
+ template <unsigned int vsSize, unsigned int psSize>
+ static ClearShader CreateClearShader(ID3D11Device *device, DXGI_FORMAT colorType, const BYTE (&vsByteCode)[vsSize], const BYTE (&psByteCode)[psSize]);
+
+ struct ClearDepthStencilInfo
+ {
+ bool clearDepth;
+ bool clearStencil;
+ UINT8 stencilWriteMask;
+ };
+ typedef bool (*ClearDepthStencilInfoComparisonFunction)(const ClearDepthStencilInfo&, const ClearDepthStencilInfo &);
+ typedef std::map<ClearDepthStencilInfo, ID3D11DepthStencilState*, ClearDepthStencilInfoComparisonFunction> ClearDepthStencilStateMap;
+ ClearDepthStencilStateMap mClearDepthStencilStates;
+
+ ID3D11DepthStencilState *getDepthStencilState(const gl::ClearParameters &clearParams);
+
+ ID3D11Buffer *mVertexBuffer;
+ ID3D11RasterizerState *mRasterizerState;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_CLEAR11_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.cpp
new file mode 100644
index 0000000000..8698776650
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.cpp
@@ -0,0 +1,71 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Fence11.cpp: Defines the rx::Fence11 class which implements rx::FenceImpl.
+
+#include "libGLESv2/renderer/d3d/d3d11/Fence11.h"
+#include "libGLESv2/main.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+
+namespace rx
+{
+
+Fence11::Fence11(rx::Renderer11 *renderer)
+{
+ mRenderer = renderer;
+ mQuery = NULL;
+}
+
+Fence11::~Fence11()
+{
+ SafeRelease(mQuery);
+}
+
+bool Fence11::isSet() const
+{
+ return mQuery != NULL;
+}
+
+void Fence11::set()
+{
+ if (!mQuery)
+ {
+ D3D11_QUERY_DESC queryDesc;
+ queryDesc.Query = D3D11_QUERY_EVENT;
+ queryDesc.MiscFlags = 0;
+
+ if (FAILED(mRenderer->getDevice()->CreateQuery(&queryDesc, &mQuery)))
+ {
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ mRenderer->getDeviceContext()->End(mQuery);
+}
+
+bool Fence11::test(bool flushCommandBuffer)
+{
+ ASSERT(mQuery);
+
+ UINT getDataFlags = (flushCommandBuffer ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
+ HRESULT result = mRenderer->getDeviceContext()->GetData(mQuery, NULL, 0, getDataFlags);
+
+ if (mRenderer->isDeviceLost())
+ {
+ return gl::error(GL_OUT_OF_MEMORY, true);
+ }
+
+ ASSERT(result == S_OK || result == S_FALSE);
+ return (result == S_OK);
+}
+
+bool Fence11::hasError() const
+{
+ return mRenderer->isDeviceLost();
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.h
new file mode 100644
index 0000000000..50c7621776
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Fence11.h
@@ -0,0 +1,38 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Fence11.h: Defines the rx::Fence11 class which implements rx::FenceImpl.
+
+#ifndef LIBGLESV2_RENDERER_Fence11_H_
+#define LIBGLESV2_RENDERER_Fence11_H_
+
+#include "libGLESv2/renderer/FenceImpl.h"
+
+namespace rx
+{
+class Renderer11;
+
+class Fence11 : public FenceImpl
+{
+ public:
+ explicit Fence11(rx::Renderer11 *renderer);
+ virtual ~Fence11();
+
+ bool isSet() const;
+ void set();
+ bool test(bool flushCommandBuffer);
+ bool hasError() const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(Fence11);
+
+ rx::Renderer11 *mRenderer;
+ ID3D11Query *mQuery;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_FENCE11_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.cpp
new file mode 100644
index 0000000000..2165bec305
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.cpp
@@ -0,0 +1,460 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Image11.h: Implements the rx::Image11 class, which acts as the interface to
+// the actual underlying resources of a Texture
+
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Image11.h"
+#include "libGLESv2/renderer/d3d/d3d11/TextureStorage11.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/FramebufferAttachment.h"
+
+#include "libGLESv2/main.h"
+#include "common/utilities.h"
+#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
+#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
+
+namespace rx
+{
+
+Image11::Image11()
+{
+ mStagingTexture = NULL;
+ mRenderer = NULL;
+ mDXGIFormat = DXGI_FORMAT_UNKNOWN;
+}
+
+Image11::~Image11()
+{
+ SafeRelease(mStagingTexture);
+}
+
+Image11 *Image11::makeImage11(Image *img)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(rx::Image11*, img));
+ return static_cast<rx::Image11*>(img);
+}
+
+void Image11::generateMipmap(Image11 *dest, Image11 *src)
+{
+ ASSERT(src->getDXGIFormat() == dest->getDXGIFormat());
+ ASSERT(src->getWidth() == 1 || src->getWidth() / 2 == dest->getWidth());
+ ASSERT(src->getHeight() == 1 || src->getHeight() / 2 == dest->getHeight());
+
+ MipGenerationFunction mipFunction = d3d11::GetMipGenerationFunction(src->getDXGIFormat());
+ ASSERT(mipFunction != NULL);
+
+ D3D11_MAPPED_SUBRESOURCE destMapped;
+ HRESULT destMapResult = dest->map(D3D11_MAP_WRITE, &destMapped);
+ if (FAILED(destMapResult))
+ {
+ ERR("Failed to map destination image for mip map generation. HRESULT:0x%X", destMapResult);
+ return;
+ }
+
+ D3D11_MAPPED_SUBRESOURCE srcMapped;
+ HRESULT srcMapResult = src->map(D3D11_MAP_READ, &srcMapped);
+ if (FAILED(srcMapResult))
+ {
+ ERR("Failed to map source image for mip map generation. HRESULT:0x%X", srcMapResult);
+
+ dest->unmap();
+ return;
+ }
+
+ const uint8_t *sourceData = reinterpret_cast<const uint8_t*>(srcMapped.pData);
+ uint8_t *destData = reinterpret_cast<uint8_t*>(destMapped.pData);
+
+ mipFunction(src->getWidth(), src->getHeight(), src->getDepth(), sourceData, srcMapped.RowPitch, srcMapped.DepthPitch,
+ destData, destMapped.RowPitch, destMapped.DepthPitch);
+
+ dest->unmap();
+ src->unmap();
+
+ dest->markDirty();
+}
+
+bool Image11::isDirty() const
+{
+ // Make sure that this image is marked as dirty even if the staging texture hasn't been created yet
+ // if initialization is required before use.
+ return (mDirty && (mStagingTexture || gl_d3d11::RequiresTextureDataInitialization(mInternalFormat)));
+}
+
+bool Image11::copyToStorage(TextureStorageInterface2D *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
+{
+ TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
+ return storage11->updateSubresourceLevel(getStagingTexture(), getStagingSubresource(), level, 0, xoffset, yoffset, 0, width, height, 1);
+}
+
+bool Image11::copyToStorage(TextureStorageInterfaceCube *storage, int face, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
+{
+ TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
+ return storage11->updateSubresourceLevel(getStagingTexture(), getStagingSubresource(), level, face, xoffset, yoffset, 0, width, height, 1);
+}
+
+bool Image11::copyToStorage(TextureStorageInterface3D *storage, int level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
+{
+ TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
+ return storage11->updateSubresourceLevel(getStagingTexture(), getStagingSubresource(), level, 0, xoffset, yoffset, zoffset, width, height, depth);
+}
+
+bool Image11::copyToStorage(TextureStorageInterface2DArray *storage, int level, GLint xoffset, GLint yoffset, GLint arrayLayer, GLsizei width, GLsizei height)
+{
+ TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
+ return storage11->updateSubresourceLevel(getStagingTexture(), getStagingSubresource(), level, arrayLayer, xoffset, yoffset, 0, width, height, 1);
+}
+
+bool Image11::redefine(Renderer *renderer, GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, bool forceRelease)
+{
+ if (mWidth != width ||
+ mHeight != height ||
+ mInternalFormat != internalformat ||
+ forceRelease)
+ {
+ mRenderer = Renderer11::makeRenderer11(renderer);
+
+ mWidth = width;
+ mHeight = height;
+ mDepth = depth;
+ mInternalFormat = internalformat;
+ mTarget = target;
+
+ // compute the d3d format that will be used
+ mDXGIFormat = gl_d3d11::GetTexFormat(internalformat);
+ mActualFormat = d3d11_gl::GetInternalFormat(mDXGIFormat);
+ mRenderable = gl_d3d11::GetRTVFormat(internalformat) != DXGI_FORMAT_UNKNOWN;
+
+ SafeRelease(mStagingTexture);
+ mDirty = gl_d3d11::RequiresTextureDataInitialization(mInternalFormat);
+
+ return true;
+ }
+
+ return false;
+}
+
+DXGI_FORMAT Image11::getDXGIFormat() const
+{
+ // this should only happen if the image hasn't been redefined first
+ // which would be a bug by the caller
+ ASSERT(mDXGIFormat != DXGI_FORMAT_UNKNOWN);
+
+ return mDXGIFormat;
+}
+
+// Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input
+// into the target pixel rectangle.
+void Image11::loadData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ GLint unpackAlignment, GLenum type, const void *input)
+{
+ GLsizei inputRowPitch = gl::GetRowPitch(mInternalFormat, type, width, unpackAlignment);
+ GLsizei inputDepthPitch = gl::GetDepthPitch(mInternalFormat, type, width, height, unpackAlignment);
+ GLuint outputPixelSize = d3d11::GetFormatPixelBytes(mDXGIFormat);
+
+ LoadImageFunction loadFunction = d3d11::GetImageLoadFunction(mInternalFormat, type);
+ ASSERT(loadFunction != NULL);
+
+ D3D11_MAPPED_SUBRESOURCE mappedImage;
+ HRESULT result = map(D3D11_MAP_WRITE, &mappedImage);
+ if (FAILED(result))
+ {
+ ERR("Could not map image for loading.");
+ return;
+ }
+
+ uint8_t* offsetMappedData = (reinterpret_cast<uint8_t*>(mappedImage.pData) + (yoffset * mappedImage.RowPitch + xoffset * outputPixelSize + zoffset * mappedImage.DepthPitch));
+ loadFunction(width, height, depth,
+ reinterpret_cast<const uint8_t*>(input), inputRowPitch, inputDepthPitch,
+ offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);
+
+ unmap();
+}
+
+void Image11::loadCompressedData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ const void *input)
+{
+ GLsizei inputRowPitch = gl::GetRowPitch(mInternalFormat, GL_UNSIGNED_BYTE, width, 1);
+ GLsizei inputDepthPitch = gl::GetDepthPitch(mInternalFormat, GL_UNSIGNED_BYTE, width, height, 1);
+
+ GLuint outputPixelSize = d3d11::GetFormatPixelBytes(mDXGIFormat);
+ GLuint outputBlockWidth = d3d11::GetBlockWidth(mDXGIFormat);
+ GLuint outputBlockHeight = d3d11::GetBlockHeight(mDXGIFormat);
+
+ ASSERT(xoffset % outputBlockWidth == 0);
+ ASSERT(yoffset % outputBlockHeight == 0);
+
+ LoadImageFunction loadFunction = d3d11::GetImageLoadFunction(mInternalFormat, GL_UNSIGNED_BYTE);
+ ASSERT(loadFunction != NULL);
+
+ D3D11_MAPPED_SUBRESOURCE mappedImage;
+ HRESULT result = map(D3D11_MAP_WRITE, &mappedImage);
+ if (FAILED(result))
+ {
+ ERR("Could not map image for loading.");
+ return;
+ }
+
+ uint8_t* offsetMappedData = reinterpret_cast<uint8_t*>(mappedImage.pData) + ((yoffset / outputBlockHeight) * mappedImage.RowPitch +
+ (xoffset / outputBlockWidth) * outputPixelSize +
+ zoffset * mappedImage.DepthPitch);
+
+ loadFunction(width, height, depth,
+ reinterpret_cast<const uint8_t*>(input), inputRowPitch, inputDepthPitch,
+ offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);
+
+ unmap();
+}
+
+void Image11::copy(GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ gl::FramebufferAttachment *colorbuffer = source->getReadColorbuffer();
+
+ if (colorbuffer && colorbuffer->getActualFormat() == mActualFormat)
+ {
+ // No conversion needed-- use copyback fastpath
+ ID3D11Texture2D *colorBufferTexture = NULL;
+ unsigned int subresourceIndex = 0;
+
+ if (mRenderer->getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
+ {
+ D3D11_TEXTURE2D_DESC textureDesc;
+ colorBufferTexture->GetDesc(&textureDesc);
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ ID3D11Texture2D* srcTex = NULL;
+ if (textureDesc.SampleDesc.Count > 1)
+ {
+ D3D11_TEXTURE2D_DESC resolveDesc;
+ resolveDesc.Width = textureDesc.Width;
+ resolveDesc.Height = textureDesc.Height;
+ resolveDesc.MipLevels = 1;
+ resolveDesc.ArraySize = 1;
+ resolveDesc.Format = textureDesc.Format;
+ resolveDesc.SampleDesc.Count = 1;
+ resolveDesc.SampleDesc.Quality = 0;
+ resolveDesc.Usage = D3D11_USAGE_DEFAULT;
+ resolveDesc.BindFlags = 0;
+ resolveDesc.CPUAccessFlags = 0;
+ resolveDesc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&resolveDesc, NULL, &srcTex);
+ if (FAILED(result))
+ {
+ ERR("Failed to create resolve texture for Image11::copy, HRESULT: 0x%X.", result);
+ return;
+ }
+
+ deviceContext->ResolveSubresource(srcTex, 0, colorBufferTexture, subresourceIndex, textureDesc.Format);
+ subresourceIndex = 0;
+ }
+ else
+ {
+ srcTex = colorBufferTexture;
+ srcTex->AddRef();
+ }
+
+ D3D11_BOX srcBox;
+ srcBox.left = x;
+ srcBox.right = x + width;
+ srcBox.top = y;
+ srcBox.bottom = y + height;
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ deviceContext->CopySubresourceRegion(mStagingTexture, 0, xoffset, yoffset, zoffset, srcTex, subresourceIndex, &srcBox);
+
+ SafeRelease(srcTex);
+ SafeRelease(colorBufferTexture);
+ }
+ }
+ else
+ {
+ // This format requires conversion, so we must copy the texture to staging and manually convert via readPixels
+ D3D11_MAPPED_SUBRESOURCE mappedImage;
+ HRESULT result = map(D3D11_MAP_WRITE, &mappedImage);
+ if (FAILED(result))
+ {
+ ERR("Failed to map texture for Image11::copy, HRESULT: 0x%X.", result);
+ return;
+ }
+
+ // determine the offset coordinate into the destination buffer
+ GLsizei rowOffset = gl::GetPixelBytes(mActualFormat) * xoffset;
+ void *dataOffset = static_cast<unsigned char*>(mappedImage.pData) + mappedImage.RowPitch * yoffset + rowOffset + zoffset * mappedImage.DepthPitch;
+
+ GLenum format = gl::GetFormat(mInternalFormat);
+ GLenum type = gl::GetType(mInternalFormat);
+
+ mRenderer->readPixels(source, x, y, width, height, format, type, mappedImage.RowPitch, gl::PixelPackState(), dataOffset);
+
+ unmap();
+ }
+}
+
+ID3D11Resource *Image11::getStagingTexture()
+{
+ createStagingTexture();
+
+ return mStagingTexture;
+}
+
+unsigned int Image11::getStagingSubresource()
+{
+ createStagingTexture();
+
+ return mStagingSubresource;
+}
+
+void Image11::createStagingTexture()
+{
+ if (mStagingTexture)
+ {
+ return;
+ }
+
+ const DXGI_FORMAT dxgiFormat = getDXGIFormat();
+
+ if (mWidth > 0 && mHeight > 0 && mDepth > 0)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ int lodOffset = 1;
+ GLsizei width = mWidth;
+ GLsizei height = mHeight;
+
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, dxgiFormat, &width, &height, &lodOffset);
+
+ if (mTarget == GL_TEXTURE_3D)
+ {
+ ID3D11Texture3D *newTexture = NULL;
+
+ D3D11_TEXTURE3D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.Depth = mDepth;
+ desc.MipLevels = lodOffset + 1;
+ desc.Format = dxgiFormat;
+ desc.Usage = D3D11_USAGE_STAGING;
+ desc.BindFlags = 0;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+
+ if (gl_d3d11::RequiresTextureDataInitialization(mInternalFormat))
+ {
+ std::vector<D3D11_SUBRESOURCE_DATA> initialData;
+ std::vector< std::vector<BYTE> > textureData;
+ d3d11::GenerateInitialTextureData(mInternalFormat, width, height, mDepth,
+ lodOffset + 1, &initialData, &textureData);
+
+ result = device->CreateTexture3D(&desc, initialData.data(), &newTexture);
+ }
+ else
+ {
+ result = device->CreateTexture3D(&desc, NULL, &newTexture);
+ }
+
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ ERR("Creating image failed.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ mStagingTexture = newTexture;
+ mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
+ }
+ else if (mTarget == GL_TEXTURE_2D || mTarget == GL_TEXTURE_2D_ARRAY || mTarget == GL_TEXTURE_CUBE_MAP)
+ {
+ ID3D11Texture2D *newTexture = NULL;
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = lodOffset + 1;
+ desc.ArraySize = 1;
+ desc.Format = dxgiFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_STAGING;
+ desc.BindFlags = 0;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+
+ if (gl_d3d11::RequiresTextureDataInitialization(mInternalFormat))
+ {
+ std::vector<D3D11_SUBRESOURCE_DATA> initialData;
+ std::vector< std::vector<BYTE> > textureData;
+ d3d11::GenerateInitialTextureData(mInternalFormat, width, height, 1,
+ lodOffset + 1, &initialData, &textureData);
+
+ result = device->CreateTexture2D(&desc, initialData.data(), &newTexture);
+ }
+ else
+ {
+ result = device->CreateTexture2D(&desc, NULL, &newTexture);
+ }
+
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ ERR("Creating image failed.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ mStagingTexture = newTexture;
+ mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ mDirty = false;
+}
+
+HRESULT Image11::map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map)
+{
+ createStagingTexture();
+
+ HRESULT result = E_FAIL;
+
+ if (mStagingTexture)
+ {
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ result = deviceContext->Map(mStagingTexture, mStagingSubresource, mapType, 0, map);
+
+ // this can fail if the device is removed (from TDR)
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ }
+ else if (SUCCEEDED(result))
+ {
+ mDirty = true;
+ }
+ }
+
+ return result;
+}
+
+void Image11::unmap()
+{
+ if (mStagingTexture)
+ {
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ deviceContext->Unmap(mStagingTexture, mStagingSubresource);
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.h
new file mode 100644
index 0000000000..7d873a2794
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Image11.h
@@ -0,0 +1,77 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Image11.h: Defines the rx::Image11 class, which acts as the interface to
+// the actual underlying resources of a Texture
+
+#ifndef LIBGLESV2_RENDERER_IMAGE11_H_
+#define LIBGLESV2_RENDERER_IMAGE11_H_
+
+#include "libGLESv2/renderer/d3d/ImageD3D.h"
+
+#include "common/debug.h"
+
+namespace gl
+{
+class Framebuffer;
+}
+
+namespace rx
+{
+class Renderer;
+class Renderer11;
+class TextureStorageInterface2D;
+class TextureStorageInterfaceCube;
+
+class Image11 : public ImageD3D
+{
+ public:
+ Image11();
+ virtual ~Image11();
+
+ static Image11 *makeImage11(Image *img);
+
+ static void generateMipmap(Image11 *dest, Image11 *src);
+
+ virtual bool isDirty() const;
+
+ virtual bool copyToStorage(TextureStorageInterface2D *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
+ virtual bool copyToStorage(TextureStorageInterfaceCube *storage, int face, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
+ virtual bool copyToStorage(TextureStorageInterface3D *storage, int level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
+ virtual bool copyToStorage(TextureStorageInterface2DArray *storage, int level, GLint xoffset, GLint yoffset, GLint arrayLayer, GLsizei width, GLsizei height);
+
+ virtual bool redefine(Renderer *renderer, GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, bool forceRelease);
+
+ DXGI_FORMAT getDXGIFormat() const;
+
+ virtual void loadData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ GLint unpackAlignment, GLenum type, const void *input);
+ virtual void loadCompressedData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ const void *input);
+
+ virtual void copy(GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+
+ protected:
+ HRESULT map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map);
+ void unmap();
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(Image11);
+
+ ID3D11Resource *getStagingTexture();
+ unsigned int getStagingSubresource();
+ void createStagingTexture();
+
+ Renderer11 *mRenderer;
+
+ DXGI_FORMAT mDXGIFormat;
+ ID3D11Resource *mStagingTexture;
+ unsigned int mStagingSubresource;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_IMAGE11_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/IndexBuffer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/IndexBuffer11.cpp
new file mode 100644
index 0000000000..03e4e6611b
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/IndexBuffer11.cpp
@@ -0,0 +1,175 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// IndexBuffer11.cpp: Defines the D3D11 IndexBuffer implementation.
+
+#include "libGLESv2/renderer/d3d/d3d11/IndexBuffer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+
+namespace rx
+{
+
+IndexBuffer11::IndexBuffer11(Renderer11 *const renderer) : mRenderer(renderer)
+{
+ mBuffer = NULL;
+ mBufferSize = 0;
+ mDynamicUsage = false;
+}
+
+IndexBuffer11::~IndexBuffer11()
+{
+ SafeRelease(mBuffer);
+}
+
+bool IndexBuffer11::initialize(unsigned int bufferSize, GLenum indexType, bool dynamic)
+{
+ SafeRelease(mBuffer);
+
+ updateSerial();
+
+ if (bufferSize > 0)
+ {
+ ID3D11Device* dxDevice = mRenderer->getDevice();
+
+ D3D11_BUFFER_DESC bufferDesc;
+ bufferDesc.ByteWidth = bufferSize;
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.StructureByteStride = 0;
+
+ HRESULT result = dxDevice->CreateBuffer(&bufferDesc, NULL, &mBuffer);
+ if (FAILED(result))
+ {
+ return false;
+ }
+ }
+
+ mBufferSize = bufferSize;
+ mIndexType = indexType;
+ mDynamicUsage = dynamic;
+
+ return true;
+}
+
+IndexBuffer11 *IndexBuffer11::makeIndexBuffer11(IndexBuffer *indexBuffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(IndexBuffer11*, indexBuffer));
+ return static_cast<IndexBuffer11*>(indexBuffer);
+}
+
+bool IndexBuffer11::mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory)
+{
+ if (mBuffer)
+ {
+ // Check for integer overflows and out-out-bounds map requests
+ if (offset + size < offset || offset + size > mBufferSize)
+ {
+ ERR("Index buffer map range is not inside the buffer.");
+ return false;
+ }
+
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ ERR("Index buffer map failed with error 0x%08x", result);
+ return false;
+ }
+
+ *outMappedMemory = reinterpret_cast<char*>(mappedResource.pData) + offset;
+ return true;
+ }
+ else
+ {
+ ERR("Index buffer not initialized.");
+ return false;
+ }
+}
+
+bool IndexBuffer11::unmapBuffer()
+{
+ if (mBuffer)
+ {
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+ dxContext->Unmap(mBuffer, 0);
+ return true;
+ }
+ else
+ {
+ ERR("Index buffer not initialized.");
+ return false;
+ }
+}
+
+GLenum IndexBuffer11::getIndexType() const
+{
+ return mIndexType;
+}
+
+unsigned int IndexBuffer11::getBufferSize() const
+{
+ return mBufferSize;
+}
+
+bool IndexBuffer11::setSize(unsigned int bufferSize, GLenum indexType)
+{
+ if (bufferSize > mBufferSize || indexType != mIndexType)
+ {
+ return initialize(bufferSize, indexType, mDynamicUsage);
+ }
+ else
+ {
+ return true;
+ }
+}
+
+bool IndexBuffer11::discard()
+{
+ if (mBuffer)
+ {
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ ERR("Index buffer map failed with error 0x%08x", result);
+ return false;
+ }
+
+ dxContext->Unmap(mBuffer, 0);
+
+ return true;
+ }
+ else
+ {
+ ERR("Index buffer not initialized.");
+ return false;
+ }
+}
+
+DXGI_FORMAT IndexBuffer11::getIndexFormat() const
+{
+ switch (mIndexType)
+ {
+ case GL_UNSIGNED_BYTE: return DXGI_FORMAT_R16_UINT;
+ case GL_UNSIGNED_SHORT: return DXGI_FORMAT_R16_UINT;
+ case GL_UNSIGNED_INT: return DXGI_FORMAT_R32_UINT;
+ default: UNREACHABLE(); return DXGI_FORMAT_UNKNOWN;
+ }
+}
+
+ID3D11Buffer *IndexBuffer11::getBuffer() const
+{
+ return mBuffer;
+}
+
+} \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/IndexBuffer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/IndexBuffer11.h
new file mode 100644
index 0000000000..e821b7f3d1
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/IndexBuffer11.h
@@ -0,0 +1,53 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// IndexBuffer11.h: Defines the D3D11 IndexBuffer implementation.
+
+#ifndef LIBGLESV2_RENDERER_INDEXBUFFER11_H_
+#define LIBGLESV2_RENDERER_INDEXBUFFER11_H_
+
+#include "libGLESv2/renderer/d3d/IndexBuffer.h"
+
+namespace rx
+{
+class Renderer11;
+
+class IndexBuffer11 : public IndexBuffer
+{
+ public:
+ explicit IndexBuffer11(Renderer11 *const renderer);
+ virtual ~IndexBuffer11();
+
+ virtual bool initialize(unsigned int bufferSize, GLenum indexType, bool dynamic);
+
+ static IndexBuffer11 *makeIndexBuffer11(IndexBuffer *indexBuffer);
+
+ virtual bool mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory);
+ virtual bool unmapBuffer();
+
+ virtual GLenum getIndexType() const;
+ virtual unsigned int getBufferSize() const;
+ virtual bool setSize(unsigned int bufferSize, GLenum indexType);
+
+ virtual bool discard();
+
+ DXGI_FORMAT getIndexFormat() const;
+ ID3D11Buffer *getBuffer() const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(IndexBuffer11);
+
+ rx::Renderer11 *const mRenderer;
+
+ ID3D11Buffer *mBuffer;
+ unsigned int mBufferSize;
+ GLenum mIndexType;
+ bool mDynamicUsage;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_INDEXBUFFER11_H_ \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.cpp
new file mode 100644
index 0000000000..3536fafac9
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.cpp
@@ -0,0 +1,248 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// InputLayoutCache.cpp: Defines InputLayoutCache, a class that builds and caches
+// D3D11 input layouts.
+
+#include "libGLESv2/renderer/d3d/d3d11/InputLayoutCache.h"
+#include "libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Buffer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h"
+#include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/VertexAttribute.h"
+#include "libGLESv2/renderer/d3d/VertexDataManager.h"
+#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
+
+#include "third_party/murmurhash/MurmurHash3.h"
+
+namespace rx
+{
+
+static void GetInputLayout(const TranslatedAttribute translatedAttributes[gl::MAX_VERTEX_ATTRIBS],
+ gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS])
+{
+ for (unsigned int attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
+ {
+ const TranslatedAttribute &translatedAttribute = translatedAttributes[attributeIndex];
+
+ if (translatedAttributes[attributeIndex].active)
+ {
+ inputLayout[attributeIndex] = gl::VertexFormat(*translatedAttribute.attribute,
+ translatedAttribute.currentValueType);
+ }
+ }
+}
+
+const unsigned int InputLayoutCache::kMaxInputLayouts = 1024;
+
+InputLayoutCache::InputLayoutCache() : mInputLayoutMap(kMaxInputLayouts, hashInputLayout, compareInputLayouts)
+{
+ mCounter = 0;
+ mDevice = NULL;
+ mDeviceContext = NULL;
+ mCurrentIL = NULL;
+ for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mCurrentBuffers[i] = NULL;
+ mCurrentVertexStrides[i] = -1;
+ mCurrentVertexOffsets[i] = -1;
+ }
+}
+
+InputLayoutCache::~InputLayoutCache()
+{
+ clear();
+}
+
+void InputLayoutCache::initialize(ID3D11Device *device, ID3D11DeviceContext *context)
+{
+ clear();
+ mDevice = device;
+ mDeviceContext = context;
+}
+
+void InputLayoutCache::clear()
+{
+ for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
+ {
+ SafeRelease(i->second.inputLayout);
+ }
+ mInputLayoutMap.clear();
+ markDirty();
+}
+
+void InputLayoutCache::markDirty()
+{
+ mCurrentIL = NULL;
+ for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mCurrentBuffers[i] = NULL;
+ mCurrentVertexStrides[i] = -1;
+ mCurrentVertexOffsets[i] = -1;
+ }
+}
+
+GLenum InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
+ gl::ProgramBinary *programBinary)
+{
+ int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS];
+ programBinary->sortAttributesByLayout(attributes, sortedSemanticIndices);
+
+ if (!mDevice || !mDeviceContext)
+ {
+ ERR("InputLayoutCache is not initialized.");
+ return GL_INVALID_OPERATION;
+ }
+
+ InputLayoutKey ilKey = { 0 };
+
+ static const char* semanticName = "TEXCOORD";
+
+ for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (attributes[i].active)
+ {
+ D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;
+
+ gl::VertexFormat vertexFormat(*attributes[i].attribute, attributes[i].currentValueType);
+ DXGI_FORMAT dxgiFormat = gl_d3d11::GetNativeVertexFormat(vertexFormat);
+
+ // Record the type of the associated vertex shader vector in our key
+ // This will prevent mismatched vertex shaders from using the same input layout
+ GLint attributeSize;
+ programBinary->getActiveAttribute(sortedSemanticIndices[i], 0, NULL, &attributeSize, &ilKey.elements[ilKey.elementCount].glslElementType, NULL);
+
+ ilKey.elements[ilKey.elementCount].desc.SemanticName = semanticName;
+ ilKey.elements[ilKey.elementCount].desc.SemanticIndex = i;
+ ilKey.elements[ilKey.elementCount].desc.Format = dxgiFormat;
+ ilKey.elements[ilKey.elementCount].desc.InputSlot = i;
+ ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = 0;
+ ilKey.elements[ilKey.elementCount].desc.InputSlotClass = inputClass;
+ ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = attributes[i].divisor;
+ ilKey.elementCount++;
+ }
+ }
+
+ ID3D11InputLayout *inputLayout = NULL;
+
+ InputLayoutMap::iterator keyIter = mInputLayoutMap.find(ilKey);
+ if (keyIter != mInputLayoutMap.end())
+ {
+ inputLayout = keyIter->second.inputLayout;
+ keyIter->second.lastUsedTime = mCounter++;
+ }
+ else
+ {
+ gl::VertexFormat shaderInputLayout[gl::MAX_VERTEX_ATTRIBS];
+ GetInputLayout(attributes, shaderInputLayout);
+ ShaderExecutable11 *shader = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutableForInputLayout(shaderInputLayout));
+
+ D3D11_INPUT_ELEMENT_DESC descs[gl::MAX_VERTEX_ATTRIBS];
+ for (unsigned int j = 0; j < ilKey.elementCount; ++j)
+ {
+ descs[j] = ilKey.elements[j].desc;
+ }
+
+ HRESULT result = mDevice->CreateInputLayout(descs, ilKey.elementCount, shader->getFunction(), shader->getLength(), &inputLayout);
+ if (FAILED(result))
+ {
+ ERR("Failed to crate input layout, result: 0x%08x", result);
+ return GL_INVALID_OPERATION;
+ }
+
+ if (mInputLayoutMap.size() >= kMaxInputLayouts)
+ {
+ TRACE("Overflowed the limit of %u input layouts, removing the least recently used "
+ "to make room.", kMaxInputLayouts);
+
+ InputLayoutMap::iterator leastRecentlyUsed = mInputLayoutMap.begin();
+ for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
+ {
+ if (i->second.lastUsedTime < leastRecentlyUsed->second.lastUsedTime)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.inputLayout);
+ mInputLayoutMap.erase(leastRecentlyUsed);
+ }
+
+ InputLayoutCounterPair inputCounterPair;
+ inputCounterPair.inputLayout = inputLayout;
+ inputCounterPair.lastUsedTime = mCounter++;
+
+ mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair));
+ }
+
+ if (inputLayout != mCurrentIL)
+ {
+ mDeviceContext->IASetInputLayout(inputLayout);
+ mCurrentIL = inputLayout;
+ }
+
+ bool dirtyBuffers = false;
+ size_t minDiff = gl::MAX_VERTEX_ATTRIBS;
+ size_t maxDiff = 0;
+ for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ ID3D11Buffer *buffer = NULL;
+
+ if (attributes[i].active)
+ {
+ VertexBuffer11 *vertexBuffer = VertexBuffer11::makeVertexBuffer11(attributes[i].vertexBuffer);
+ Buffer11 *bufferStorage = attributes[i].storage ? Buffer11::makeBuffer11(attributes[i].storage) : NULL;
+
+ buffer = bufferStorage ? bufferStorage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK)
+ : vertexBuffer->getBuffer();
+ }
+
+ UINT vertexStride = attributes[i].stride;
+ UINT vertexOffset = attributes[i].offset;
+
+ if (buffer != mCurrentBuffers[i] || vertexStride != mCurrentVertexStrides[i] ||
+ vertexOffset != mCurrentVertexOffsets[i])
+ {
+ dirtyBuffers = true;
+ minDiff = std::min(minDiff, static_cast<size_t>(i));
+ maxDiff = std::max(maxDiff, static_cast<size_t>(i));
+
+ mCurrentBuffers[i] = buffer;
+ mCurrentVertexStrides[i] = vertexStride;
+ mCurrentVertexOffsets[i] = vertexOffset;
+ }
+ }
+
+ if (dirtyBuffers)
+ {
+ ASSERT(minDiff <= maxDiff && maxDiff < gl::MAX_VERTEX_ATTRIBS);
+ mDeviceContext->IASetVertexBuffers(minDiff, maxDiff - minDiff + 1, mCurrentBuffers + minDiff,
+ mCurrentVertexStrides + minDiff, mCurrentVertexOffsets + minDiff);
+ }
+
+ return GL_NO_ERROR;
+}
+
+std::size_t InputLayoutCache::hashInputLayout(const InputLayoutKey &inputLayout)
+{
+ static const unsigned int seed = 0xDEADBEEF;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(inputLayout.begin(), inputLayout.end() - inputLayout.begin(), seed, &hash);
+ return hash;
+}
+
+bool InputLayoutCache::compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b)
+{
+ if (a.elementCount != b.elementCount)
+ {
+ return false;
+ }
+
+ return std::equal(a.begin(), a.end(), b.begin());
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.h
new file mode 100644
index 0000000000..5d0ac60537
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.h
@@ -0,0 +1,95 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// InputLayoutCache.h: Defines InputLayoutCache, a class that builds and caches
+// D3D11 input layouts.
+
+#ifndef LIBGLESV2_RENDERER_INPUTLAYOUTCACHE_H_
+#define LIBGLESV2_RENDERER_INPUTLAYOUTCACHE_H_
+
+#include "libGLESv2/Constants.h"
+#include "common/angleutils.h"
+
+namespace gl
+{
+class ProgramBinary;
+}
+
+namespace rx
+{
+struct TranslatedAttribute;
+
+class InputLayoutCache
+{
+ public:
+ InputLayoutCache();
+ virtual ~InputLayoutCache();
+
+ void initialize(ID3D11Device *device, ID3D11DeviceContext *context);
+ void clear();
+ void markDirty();
+
+ GLenum applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
+ gl::ProgramBinary *programBinary);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(InputLayoutCache);
+
+ struct InputLayoutElement
+ {
+ D3D11_INPUT_ELEMENT_DESC desc;
+ GLenum glslElementType;
+ };
+
+ struct InputLayoutKey
+ {
+ unsigned int elementCount;
+ InputLayoutElement elements[gl::MAX_VERTEX_ATTRIBS];
+
+ const char *begin() const
+ {
+ return reinterpret_cast<const char*>(&elementCount);
+ }
+
+ const char *end() const
+ {
+ return reinterpret_cast<const char*>(&elements[elementCount]);
+ }
+ };
+
+ struct InputLayoutCounterPair
+ {
+ ID3D11InputLayout *inputLayout;
+ unsigned long long lastUsedTime;
+ };
+
+ ID3D11InputLayout *mCurrentIL;
+ ID3D11Buffer *mCurrentBuffers[gl::MAX_VERTEX_ATTRIBS];
+ UINT mCurrentVertexStrides[gl::MAX_VERTEX_ATTRIBS];
+ UINT mCurrentVertexOffsets[gl::MAX_VERTEX_ATTRIBS];
+
+ static std::size_t hashInputLayout(const InputLayoutKey &inputLayout);
+ static bool compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b);
+
+ typedef std::size_t (*InputLayoutHashFunction)(const InputLayoutKey &);
+ typedef bool (*InputLayoutEqualityFunction)(const InputLayoutKey &, const InputLayoutKey &);
+ typedef std::unordered_map<InputLayoutKey,
+ InputLayoutCounterPair,
+ InputLayoutHashFunction,
+ InputLayoutEqualityFunction> InputLayoutMap;
+ InputLayoutMap mInputLayoutMap;
+
+ static const unsigned int kMaxInputLayouts;
+
+ unsigned long long mCounter;
+
+ ID3D11Device *mDevice;
+ ID3D11DeviceContext *mDeviceContext;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_INPUTLAYOUTCACHE_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp
new file mode 100644
index 0000000000..07040342c7
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp
@@ -0,0 +1,253 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// PixelTransfer11.cpp:
+// Implementation for buffer-to-texture and texture-to-buffer copies.
+// Used to implement pixel transfers from unpack and to pack buffers.
+//
+
+#include "libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h"
+#include "libGLESv2/formatutils.h"
+#include "libGLESv2/Texture.h"
+#include "libGLESv2/Buffer.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Buffer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/TextureStorage11.h"
+#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libGLESv2/Context.h"
+
+// Precompiled shaders
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/buffertotexturevs.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/buffertotexturegs.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/buffertotexture_4fps.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/buffertotexture_4ips.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/buffertotexture_4uips.h"
+
+namespace rx
+{
+
+PixelTransfer11::PixelTransfer11(Renderer11 *renderer)
+ : mRenderer(renderer),
+ mBufferToTextureVS(NULL),
+ mBufferToTextureGS(NULL),
+ mParamsConstantBuffer(NULL),
+ mCopyRasterizerState(NULL),
+ mCopyDepthStencilState(NULL)
+{
+ HRESULT result = S_OK;
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RASTERIZER_DESC rasterDesc;
+ rasterDesc.FillMode = D3D11_FILL_SOLID;
+ rasterDesc.CullMode = D3D11_CULL_NONE;
+ rasterDesc.FrontCounterClockwise = FALSE;
+ rasterDesc.DepthBias = 0;
+ rasterDesc.SlopeScaledDepthBias = 0.0f;
+ rasterDesc.DepthBiasClamp = 0.0f;
+ rasterDesc.DepthClipEnable = TRUE;
+ rasterDesc.ScissorEnable = FALSE;
+ rasterDesc.MultisampleEnable = FALSE;
+ rasterDesc.AntialiasedLineEnable = FALSE;
+
+ result = device->CreateRasterizerState(&rasterDesc, &mCopyRasterizerState);
+ ASSERT(SUCCEEDED(result));
+
+ D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
+ depthStencilDesc.DepthEnable = true;
+ depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.StencilEnable = FALSE;
+ depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
+ depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
+ depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+
+ result = device->CreateDepthStencilState(&depthStencilDesc, &mCopyDepthStencilState);
+ ASSERT(SUCCEEDED(result));
+
+ D3D11_BUFFER_DESC constantBufferDesc = { 0 };
+ constantBufferDesc.ByteWidth = rx::roundUp<UINT>(sizeof(CopyShaderParams), 32u);
+ constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ constantBufferDesc.MiscFlags = 0;
+ constantBufferDesc.StructureByteStride = 0;
+
+ result = device->CreateBuffer(&constantBufferDesc, NULL, &mParamsConstantBuffer);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mParamsConstantBuffer, "PixelTransfer11 constant buffer");
+
+ StructZero(&mParamsData);
+
+ // init shaders
+ if (mRenderer->isLevel9())
+ return;
+
+ mBufferToTextureVS = d3d11::CompileVS(device, g_VS_BufferToTexture, "BufferToTexture VS");
+ mBufferToTextureGS = d3d11::CompileGS(device, g_GS_BufferToTexture, "BufferToTexture GS");
+
+ buildShaderMap();
+}
+
+PixelTransfer11::~PixelTransfer11()
+{
+ for (auto shaderMapIt = mBufferToTexturePSMap.begin(); shaderMapIt != mBufferToTexturePSMap.end(); shaderMapIt++)
+ {
+ SafeRelease(shaderMapIt->second);
+ }
+
+ mBufferToTexturePSMap.clear();
+
+ SafeRelease(mBufferToTextureVS);
+ SafeRelease(mBufferToTextureGS);
+ SafeRelease(mParamsConstantBuffer);
+ SafeRelease(mCopyRasterizerState);
+ SafeRelease(mCopyDepthStencilState);
+}
+
+void PixelTransfer11::setBufferToTextureCopyParams(const gl::Box &destArea, const gl::Extents &destSize, GLenum internalFormat,
+ const gl::PixelUnpackState &unpack, unsigned int offset, CopyShaderParams *parametersOut)
+{
+ StructZero(parametersOut);
+
+ float texelCenterX = 0.5f / static_cast<float>(destSize.width - 1);
+ float texelCenterY = 0.5f / static_cast<float>(destSize.height - 1);
+
+ unsigned int bytesPerPixel = gl::GetPixelBytes(internalFormat);
+ unsigned int alignmentBytes = static_cast<unsigned int>(unpack.alignment);
+ unsigned int alignmentPixels = (alignmentBytes <= bytesPerPixel ? 1 : alignmentBytes / bytesPerPixel);
+
+ parametersOut->FirstPixelOffset = offset;
+ parametersOut->PixelsPerRow = static_cast<unsigned int>(destArea.width);
+ parametersOut->RowStride = roundUp(parametersOut->PixelsPerRow, alignmentPixels);
+ parametersOut->RowsPerSlice = static_cast<unsigned int>(destArea.height);
+ parametersOut->PositionOffset[0] = texelCenterX + (destArea.x / float(destSize.width)) * 2.0f - 1.0f;
+ parametersOut->PositionOffset[1] = texelCenterY + ((destSize.height - destArea.y - 1) / float(destSize.height)) * 2.0f - 1.0f;
+ parametersOut->PositionScale[0] = 2.0f / static_cast<float>(destSize.width);
+ parametersOut->PositionScale[1] = -2.0f / static_cast<float>(destSize.height);
+}
+
+bool PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
+{
+ gl::Extents destSize = destRenderTarget->getExtents();
+
+ if (destArea.x < 0 || destArea.x + destArea.width > destSize.width ||
+ destArea.y < 0 || destArea.y + destArea.height > destSize.height ||
+ destArea.z < 0 || destArea.z + destArea.depth > destSize.depth )
+ {
+ return false;
+ }
+
+ const gl::Buffer &sourceBuffer = *unpack.pixelBuffer.get();
+
+ ASSERT(mRenderer->supportsFastCopyBufferToTexture(destinationFormat));
+
+ ID3D11PixelShader *pixelShader = findBufferToTexturePS(destinationFormat);
+ ASSERT(pixelShader);
+
+ // The SRV must be in the proper read format, which may be different from the destination format
+ // EG: for half float data, we can load full precision floats with implicit conversion
+ GLenum unsizedFormat = gl::GetFormat(destinationFormat);
+ GLenum sourceFormat = gl::GetSizedInternalFormat(unsizedFormat, sourcePixelsType);
+
+ DXGI_FORMAT srvFormat = gl_d3d11::GetSRVFormat(sourceFormat);
+ ASSERT(srvFormat != DXGI_FORMAT_UNKNOWN);
+ Buffer11 *bufferStorage11 = Buffer11::makeBuffer11(sourceBuffer.getImplementation());
+ ID3D11ShaderResourceView *bufferSRV = bufferStorage11->getSRV(srvFormat);
+ ASSERT(bufferSRV != NULL);
+
+ ID3D11RenderTargetView *textureRTV = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ASSERT(textureRTV != NULL);
+
+ CopyShaderParams shaderParams;
+ setBufferToTextureCopyParams(destArea, destSize, sourceFormat, unpack, offset, &shaderParams);
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ ID3D11ShaderResourceView *nullSRV = NULL;
+ ID3D11Buffer *nullBuffer = NULL;
+ UINT zero = 0;
+
+ // Are we doing a 2D or 3D copy?
+ ID3D11GeometryShader *geometryShader = ((destSize.depth > 1) ? mBufferToTextureGS : NULL);
+
+ deviceContext->VSSetShader(mBufferToTextureVS, NULL, 0);
+ deviceContext->GSSetShader(geometryShader, NULL, 0);
+ deviceContext->PSSetShader(pixelShader, NULL, 0);
+ deviceContext->PSSetShaderResources(0, 1, &bufferSRV);
+ deviceContext->IASetInputLayout(NULL);
+ deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
+
+ deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
+ deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
+ deviceContext->OMSetDepthStencilState(mCopyDepthStencilState, 0xFFFFFFFF);
+ deviceContext->RSSetState(mCopyRasterizerState);
+
+ mRenderer->setOneTimeRenderTarget(textureRTV);
+
+ if (!StructEquals(mParamsData, shaderParams))
+ {
+ d3d11::SetBufferData(deviceContext, mParamsConstantBuffer, shaderParams);
+ mParamsData = shaderParams;
+ }
+
+ deviceContext->VSSetConstantBuffers(0, 1, &mParamsConstantBuffer);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = destSize.width;
+ viewport.Height = destSize.height;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ UINT numPixels = (destArea.width * destArea.height * destArea.depth);
+ deviceContext->Draw(numPixels, 0);
+
+ // Unbind textures and render targets and vertex buffer
+ deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+ deviceContext->VSSetConstantBuffers(0, 1, &nullBuffer);
+
+ mRenderer->markAllStateDirty();
+
+ return true;
+}
+
+void PixelTransfer11::buildShaderMap()
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ mBufferToTexturePSMap[GL_FLOAT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4F, "BufferToTexture RGBA ps");
+ mBufferToTexturePSMap[GL_INT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4I, "BufferToTexture RGBA-I ps");
+ mBufferToTexturePSMap[GL_UNSIGNED_INT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4UI, "BufferToTexture RGBA-UI ps");
+}
+
+ID3D11PixelShader *PixelTransfer11::findBufferToTexturePS(GLenum internalFormat) const
+{
+ GLenum componentType = gl::GetComponentType(internalFormat);
+
+ if (componentType == GL_SIGNED_NORMALIZED || componentType == GL_UNSIGNED_NORMALIZED)
+ {
+ componentType = GL_FLOAT;
+ }
+
+ auto shaderMapIt = mBufferToTexturePSMap.find(componentType);
+ return (shaderMapIt == mBufferToTexturePSMap.end() ? NULL : shaderMapIt->second);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h
new file mode 100644
index 0000000000..2e2fee8f50
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h
@@ -0,0 +1,82 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// PixelTransfer11.h:
+// Buffer-to-Texture and Texture-to-Buffer data transfers.
+// Used to implement pixel unpack and pixel pack buffers in ES3.
+
+#ifndef LIBGLESV2_PIXELTRANSFER11_H_
+#define LIBGLESV2_PIXELTRANSFER11_H_
+
+#include "common/platform.h"
+
+namespace gl
+{
+
+class Buffer;
+struct Box;
+struct Extents;
+struct PixelUnpackState;
+
+}
+
+namespace rx
+{
+class Renderer11;
+class RenderTarget;
+
+class PixelTransfer11
+{
+ public:
+ explicit PixelTransfer11(Renderer11 *renderer);
+ ~PixelTransfer11();
+
+ static bool supportsBufferToTextureCopy(GLenum internalFormat);
+
+ // unpack: the source buffer is stored in the unpack state, and buffer strides
+ // offset: the start of the data within the unpack buffer
+ // destRenderTarget: individual slice/layer of a target texture
+ // destinationFormat/sourcePixelsType: determines shaders + shader parameters
+ // destArea: the sub-section of destRenderTarget to copy to
+ bool copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
+
+ private:
+
+ struct CopyShaderParams
+ {
+ unsigned int FirstPixelOffset;
+ unsigned int PixelsPerRow;
+ unsigned int RowStride;
+ unsigned int RowsPerSlice;
+ float PositionOffset[2];
+ float PositionScale[2];
+ int TexLocationOffset[2];
+ int TexLocationScale[2];
+ };
+
+ static void setBufferToTextureCopyParams(const gl::Box &destArea, const gl::Extents &destSize, GLenum internalFormat,
+ const gl::PixelUnpackState &unpack, unsigned int offset, CopyShaderParams *parametersOut);
+
+ void buildShaderMap();
+ ID3D11PixelShader *findBufferToTexturePS(GLenum internalFormat) const;
+
+ Renderer11 *mRenderer;
+
+ std::map<GLenum, ID3D11PixelShader *> mBufferToTexturePSMap;
+ ID3D11VertexShader *mBufferToTextureVS;
+ ID3D11GeometryShader *mBufferToTextureGS;
+ ID3D11Buffer *mParamsConstantBuffer;
+ CopyShaderParams mParamsData;
+
+ ID3D11RasterizerState *mCopyRasterizerState;
+ ID3D11DepthStencilState *mCopyDepthStencilState;
+
+};
+
+}
+
+#endif // LIBGLESV2_PIXELTRANSFER11_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.cpp
new file mode 100644
index 0000000000..17cf5cad47
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.cpp
@@ -0,0 +1,155 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Query11.cpp: Defines the rx::Query11 class which implements rx::QueryImpl.
+
+#include "libGLESv2/renderer/d3d/d3d11/Query11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libGLESv2/main.h"
+
+namespace rx
+{
+
+static bool checkOcclusionQuery(ID3D11DeviceContext *context, ID3D11Query *query, UINT64 *numPixels)
+{
+ HRESULT result = context->GetData(query, numPixels, sizeof(UINT64), 0);
+ return (result == S_OK);
+}
+
+static bool checkStreamOutPrimitivesWritten(ID3D11DeviceContext *context, ID3D11Query *query, UINT64 *numPrimitives)
+{
+ D3D11_QUERY_DATA_SO_STATISTICS soStats = { 0 };
+ HRESULT result = context->GetData(query, &soStats, sizeof(D3D11_QUERY_DATA_SO_STATISTICS), 0);
+ *numPrimitives = soStats.NumPrimitivesWritten;
+ return (result == S_OK);
+}
+
+Query11::Query11(rx::Renderer11 *renderer, GLenum type) : QueryImpl(type)
+{
+ mRenderer = renderer;
+ mQuery = NULL;
+}
+
+Query11::~Query11()
+{
+ SafeRelease(mQuery);
+}
+
+void Query11::begin()
+{
+ if (mQuery == NULL)
+ {
+ D3D11_QUERY_DESC queryDesc;
+ queryDesc.Query = gl_d3d11::ConvertQueryType(getType());
+ queryDesc.MiscFlags = 0;
+
+ if (FAILED(mRenderer->getDevice()->CreateQuery(&queryDesc, &mQuery)))
+ {
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ mRenderer->getDeviceContext()->Begin(mQuery);
+}
+
+void Query11::end()
+{
+ ASSERT(mQuery);
+ mRenderer->getDeviceContext()->End(mQuery);
+
+ mStatus = GL_FALSE;
+ mResult = GL_FALSE;
+}
+
+GLuint Query11::getResult()
+{
+ if (mQuery != NULL)
+ {
+ while (!testQuery())
+ {
+ Sleep(0);
+ // explicitly check for device loss, some drivers seem to return S_FALSE
+ // if the device is lost
+ if (mRenderer->testDeviceLost(true))
+ {
+ return gl::error(GL_OUT_OF_MEMORY, 0);
+ }
+ }
+ }
+
+ return mResult;
+}
+
+GLboolean Query11::isResultAvailable()
+{
+ if (mQuery != NULL)
+ {
+ testQuery();
+ }
+
+ return mStatus;
+}
+
+GLboolean Query11::testQuery()
+{
+ if (mQuery != NULL && mStatus != GL_TRUE)
+ {
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ bool queryFinished = false;
+ switch (getType())
+ {
+ case GL_ANY_SAMPLES_PASSED_EXT:
+ case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
+ {
+ UINT64 numPixels = 0;
+ queryFinished = checkOcclusionQuery(context, mQuery, &numPixels);
+ if (queryFinished)
+ {
+ mResult = (numPixels > 0) ? GL_TRUE : GL_FALSE;
+ }
+ }
+ break;
+
+ case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
+ {
+ UINT64 numPrimitives = 0;
+ queryFinished = checkStreamOutPrimitivesWritten(context, mQuery, &numPrimitives);
+ if (queryFinished)
+ {
+ mResult = static_cast<GLuint>(numPrimitives);
+ }
+ }
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ if (queryFinished)
+ {
+ mStatus = GL_TRUE;
+ }
+ else if (mRenderer->testDeviceLost(true))
+ {
+ return gl::error(GL_OUT_OF_MEMORY, GL_TRUE);
+ }
+
+ return mStatus;
+ }
+
+ return GL_TRUE; // prevent blocking when query is null
+}
+
+bool Query11::isStarted() const
+{
+ return (mQuery != NULL);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.h
new file mode 100644
index 0000000000..7a3df46d4f
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Query11.h
@@ -0,0 +1,41 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Query11.h: Defines the rx::Query11 class which implements rx::QueryImpl.
+
+#ifndef LIBGLESV2_RENDERER_QUERY11_H_
+#define LIBGLESV2_RENDERER_QUERY11_H_
+
+#include "libGLESv2/renderer/QueryImpl.h"
+
+namespace rx
+{
+class Renderer11;
+
+class Query11 : public QueryImpl
+{
+ public:
+ Query11(rx::Renderer11 *renderer, GLenum type);
+ virtual ~Query11();
+
+ virtual void begin();
+ virtual void end();
+ virtual GLuint getResult();
+ virtual GLboolean isResultAvailable();
+ virtual bool isStarted() const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(Query11);
+
+ GLboolean testQuery();
+
+ rx::Renderer11 *mRenderer;
+ ID3D11Query *mQuery;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_QUERY11_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.cpp
new file mode 100644
index 0000000000..b185d97604
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.cpp
@@ -0,0 +1,436 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderStateCache.cpp: Defines rx::RenderStateCache, a cache of Direct3D render
+// state objects.
+
+#include "libGLESv2/renderer/d3d/d3d11/RenderStateCache.h"
+#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/FramebufferAttachment.h"
+
+#include "common/debug.h"
+#include "third_party/murmurhash/MurmurHash3.h"
+
+namespace rx
+{
+
+template <typename mapType>
+static void ClearStateMap(mapType &map)
+{
+ for (typename mapType::iterator i = map.begin(); i != map.end(); i++)
+ {
+ SafeRelease(i->second.first);
+ }
+ map.clear();
+}
+
+// MSDN's documentation of ID3D11Device::CreateBlendState, ID3D11Device::CreateRasterizerState,
+// ID3D11Device::CreateDepthStencilState and ID3D11Device::CreateSamplerState claims the maximum
+// number of unique states of each type an application can create is 4096
+const unsigned int RenderStateCache::kMaxBlendStates = 4096;
+const unsigned int RenderStateCache::kMaxRasterizerStates = 4096;
+const unsigned int RenderStateCache::kMaxDepthStencilStates = 4096;
+const unsigned int RenderStateCache::kMaxSamplerStates = 4096;
+
+RenderStateCache::RenderStateCache() : mDevice(NULL), mCounter(0),
+ mBlendStateCache(kMaxBlendStates, hashBlendState, compareBlendStates),
+ mRasterizerStateCache(kMaxRasterizerStates, hashRasterizerState, compareRasterizerStates),
+ mDepthStencilStateCache(kMaxDepthStencilStates, hashDepthStencilState, compareDepthStencilStates),
+ mSamplerStateCache(kMaxSamplerStates, hashSamplerState, compareSamplerStates)
+{
+}
+
+RenderStateCache::~RenderStateCache()
+{
+ clear();
+}
+
+void RenderStateCache::initialize(ID3D11Device *device)
+{
+ clear();
+ mDevice = device;
+}
+
+void RenderStateCache::clear()
+{
+ ClearStateMap(mBlendStateCache);
+ ClearStateMap(mRasterizerStateCache);
+ ClearStateMap(mDepthStencilStateCache);
+ ClearStateMap(mSamplerStateCache);
+}
+
+std::size_t RenderStateCache::hashBlendState(const BlendStateKey &blendState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&blendState, sizeof(gl::BlendState), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareBlendStates(const BlendStateKey &a, const BlendStateKey &b)
+{
+ return memcmp(&a, &b, sizeof(BlendStateKey)) == 0;
+}
+
+ID3D11BlendState *RenderStateCache::getBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState)
+{
+ if (!mDevice)
+ {
+ ERR("RenderStateCache is not initialized.");
+ return NULL;
+ }
+
+ bool mrt = false;
+
+ BlendStateKey key = { 0 };
+ key.blendState = blendState;
+ for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
+ {
+ const gl::FramebufferAttachment *attachment = framebuffer->getColorbuffer(i);
+ if (attachment)
+ {
+ if (i > 0)
+ {
+ mrt = true;
+ }
+
+ key.rtChannels[i][0] = attachment->getRedSize() > 0;
+ key.rtChannels[i][1] = attachment->getGreenSize() > 0;
+ key.rtChannels[i][2] = attachment->getBlueSize() > 0;
+ key.rtChannels[i][3] = attachment->getAlphaSize() > 0;
+ }
+ else
+ {
+ key.rtChannels[i][0] = false;
+ key.rtChannels[i][1] = false;
+ key.rtChannels[i][2] = false;
+ key.rtChannels[i][3] = false;
+ }
+ }
+
+ BlendStateMap::iterator keyIter = mBlendStateCache.find(key);
+ if (keyIter != mBlendStateCache.end())
+ {
+ BlendStateCounterPair &state = keyIter->second;
+ state.second = mCounter++;
+ return state.first;
+ }
+ else
+ {
+ if (mBlendStateCache.size() >= kMaxBlendStates)
+ {
+ TRACE("Overflowed the limit of %u blend states, removing the least recently used "
+ "to make room.", kMaxBlendStates);
+
+ BlendStateMap::iterator leastRecentlyUsed = mBlendStateCache.begin();
+ for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.first);
+ mBlendStateCache.erase(leastRecentlyUsed);
+ }
+
+ // Create a new blend state and insert it into the cache
+ D3D11_BLEND_DESC blendDesc = { 0 };
+ blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage;
+ blendDesc.IndependentBlendEnable = mrt ? TRUE : FALSE;
+
+ for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
+ {
+ D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = blendDesc.RenderTarget[i];
+
+ rtBlend.BlendEnable = blendState.blend;
+ if (blendState.blend)
+ {
+ rtBlend.SrcBlend = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendRGB, false);
+ rtBlend.DestBlend = gl_d3d11::ConvertBlendFunc(blendState.destBlendRGB, false);
+ rtBlend.BlendOp = gl_d3d11::ConvertBlendOp(blendState.blendEquationRGB);
+
+ rtBlend.SrcBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendAlpha, true);
+ rtBlend.DestBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.destBlendAlpha, true);
+ rtBlend.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha);
+ }
+
+ rtBlend.RenderTargetWriteMask = gl_d3d11::ConvertColorMask(key.rtChannels[i][0] && blendState.colorMaskRed,
+ key.rtChannels[i][1] && blendState.colorMaskGreen,
+ key.rtChannels[i][2] && blendState.colorMaskBlue,
+ key.rtChannels[i][3] && blendState.colorMaskAlpha);
+ }
+
+ ID3D11BlendState *dx11BlendState = NULL;
+ HRESULT result = mDevice->CreateBlendState(&blendDesc, &dx11BlendState);
+ if (FAILED(result) || !dx11BlendState)
+ {
+ ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ mBlendStateCache.insert(std::make_pair(key, std::make_pair(dx11BlendState, mCounter++)));
+
+ return dx11BlendState;
+ }
+}
+
+std::size_t RenderStateCache::hashRasterizerState(const RasterizerStateKey &rasterState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&rasterState, sizeof(RasterizerStateKey), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b)
+{
+ return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0;
+}
+
+ID3D11RasterizerState *RenderStateCache::getRasterizerState(const gl::RasterizerState &rasterState, bool scissorEnabled)
+{
+ if (!mDevice)
+ {
+ ERR("RenderStateCache is not initialized.");
+ return NULL;
+ }
+
+ RasterizerStateKey key = { 0 };
+ key.rasterizerState = rasterState;
+ key.scissorEnabled = scissorEnabled;
+
+ RasterizerStateMap::iterator keyIter = mRasterizerStateCache.find(key);
+ if (keyIter != mRasterizerStateCache.end())
+ {
+ RasterizerStateCounterPair &state = keyIter->second;
+ state.second = mCounter++;
+ return state.first;
+ }
+ else
+ {
+ if (mRasterizerStateCache.size() >= kMaxRasterizerStates)
+ {
+ TRACE("Overflowed the limit of %u rasterizer states, removing the least recently used "
+ "to make room.", kMaxRasterizerStates);
+
+ RasterizerStateMap::iterator leastRecentlyUsed = mRasterizerStateCache.begin();
+ for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.first);
+ mRasterizerStateCache.erase(leastRecentlyUsed);
+ }
+
+ D3D11_CULL_MODE cullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode);
+
+ // Disable culling if drawing points
+ if (rasterState.pointDrawMode)
+ {
+ cullMode = D3D11_CULL_NONE;
+ }
+
+ D3D11_RASTERIZER_DESC rasterDesc;
+ rasterDesc.FillMode = D3D11_FILL_SOLID;
+ rasterDesc.CullMode = cullMode;
+ rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE: TRUE;
+ rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though.
+ rasterDesc.DepthClipEnable = TRUE;
+ rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE;
+ rasterDesc.MultisampleEnable = rasterState.multiSample;
+ rasterDesc.AntialiasedLineEnable = FALSE;
+
+ if (rasterState.polygonOffsetFill)
+ {
+ rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor;
+ rasterDesc.DepthBias = (INT)rasterState.polygonOffsetUnits;
+ }
+ else
+ {
+ rasterDesc.SlopeScaledDepthBias = 0.0f;
+ rasterDesc.DepthBias = 0;
+ }
+
+ ID3D11RasterizerState *dx11RasterizerState = NULL;
+ HRESULT result = mDevice->CreateRasterizerState(&rasterDesc, &dx11RasterizerState);
+ if (FAILED(result) || !dx11RasterizerState)
+ {
+ ERR("Unable to create a ID3D11RasterizerState, HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ mRasterizerStateCache.insert(std::make_pair(key, std::make_pair(dx11RasterizerState, mCounter++)));
+
+ return dx11RasterizerState;
+ }
+}
+
+std::size_t RenderStateCache::hashDepthStencilState(const gl::DepthStencilState &dsState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&dsState, sizeof(gl::DepthStencilState), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b)
+{
+ return memcmp(&a, &b, sizeof(gl::DepthStencilState)) == 0;
+}
+
+ID3D11DepthStencilState *RenderStateCache::getDepthStencilState(const gl::DepthStencilState &dsState)
+{
+ if (!mDevice)
+ {
+ ERR("RenderStateCache is not initialized.");
+ return NULL;
+ }
+
+ DepthStencilStateMap::iterator keyIter = mDepthStencilStateCache.find(dsState);
+ if (keyIter != mDepthStencilStateCache.end())
+ {
+ DepthStencilStateCounterPair &state = keyIter->second;
+ state.second = mCounter++;
+ return state.first;
+ }
+ else
+ {
+ if (mDepthStencilStateCache.size() >= kMaxDepthStencilStates)
+ {
+ TRACE("Overflowed the limit of %u depth stencil states, removing the least recently used "
+ "to make room.", kMaxDepthStencilStates);
+
+ DepthStencilStateMap::iterator leastRecentlyUsed = mDepthStencilStateCache.begin();
+ for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.first);
+ mDepthStencilStateCache.erase(leastRecentlyUsed);
+ }
+
+ D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
+ dsDesc.DepthEnable = dsState.depthTest ? TRUE : FALSE;
+ dsDesc.DepthWriteMask = gl_d3d11::ConvertDepthMask(dsState.depthMask);
+ dsDesc.DepthFunc = gl_d3d11::ConvertComparison(dsState.depthFunc);
+ dsDesc.StencilEnable = dsState.stencilTest ? TRUE : FALSE;
+ dsDesc.StencilReadMask = gl_d3d11::ConvertStencilMask(dsState.stencilMask);
+ dsDesc.StencilWriteMask = gl_d3d11::ConvertStencilMask(dsState.stencilWritemask);
+ dsDesc.FrontFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilFail);
+ dsDesc.FrontFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthFail);
+ dsDesc.FrontFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthPass);
+ dsDesc.FrontFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilFunc);
+ dsDesc.BackFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackFail);
+ dsDesc.BackFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthFail);
+ dsDesc.BackFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthPass);
+ dsDesc.BackFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilBackFunc);
+
+ ID3D11DepthStencilState *dx11DepthStencilState = NULL;
+ HRESULT result = mDevice->CreateDepthStencilState(&dsDesc, &dx11DepthStencilState);
+ if (FAILED(result) || !dx11DepthStencilState)
+ {
+ ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ mDepthStencilStateCache.insert(std::make_pair(dsState, std::make_pair(dx11DepthStencilState, mCounter++)));
+
+ return dx11DepthStencilState;
+ }
+}
+
+std::size_t RenderStateCache::hashSamplerState(const gl::SamplerState &samplerState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&samplerState, sizeof(gl::SamplerState), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareSamplerStates(const gl::SamplerState &a, const gl::SamplerState &b)
+{
+ return memcmp(&a, &b, sizeof(gl::SamplerState)) == 0;
+}
+
+ID3D11SamplerState *RenderStateCache::getSamplerState(const gl::SamplerState &samplerState)
+{
+ if (!mDevice)
+ {
+ ERR("RenderStateCache is not initialized.");
+ return NULL;
+ }
+
+ SamplerStateMap::iterator keyIter = mSamplerStateCache.find(samplerState);
+ if (keyIter != mSamplerStateCache.end())
+ {
+ SamplerStateCounterPair &state = keyIter->second;
+ state.second = mCounter++;
+ return state.first;
+ }
+ else
+ {
+ if (mSamplerStateCache.size() >= kMaxSamplerStates)
+ {
+ TRACE("Overflowed the limit of %u sampler states, removing the least recently used "
+ "to make room.", kMaxSamplerStates);
+
+ SamplerStateMap::iterator leastRecentlyUsed = mSamplerStateCache.begin();
+ for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.first);
+ mSamplerStateCache.erase(leastRecentlyUsed);
+ }
+
+ D3D11_SAMPLER_DESC samplerDesc;
+ samplerDesc.Filter = gl_d3d11::ConvertFilter(samplerState.minFilter, samplerState.magFilter,
+ samplerState.maxAnisotropy, samplerState.compareMode);
+ samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.wrapS);
+ samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.wrapT);
+ samplerDesc.AddressW = gl_d3d11::ConvertTextureWrap(samplerState.wrapR);
+ samplerDesc.MipLODBias = 0;
+ samplerDesc.MaxAnisotropy = samplerState.maxAnisotropy;
+ samplerDesc.ComparisonFunc = gl_d3d11::ConvertComparison(samplerState.compareFunc);
+ samplerDesc.BorderColor[0] = 0.0f;
+ samplerDesc.BorderColor[1] = 0.0f;
+ samplerDesc.BorderColor[2] = 0.0f;
+ samplerDesc.BorderColor[3] = 0.0f;
+ samplerDesc.MinLOD = samplerState.minLod;
+ samplerDesc.MaxLOD = samplerState.maxLod;
+
+ ID3D11SamplerState *dx11SamplerState = NULL;
+ HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState);
+ if (FAILED(result) || !dx11SamplerState)
+ {
+ ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ mSamplerStateCache.insert(std::make_pair(samplerState, std::make_pair(dx11SamplerState, mCounter++)));
+
+ return dx11SamplerState;
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.h
new file mode 100644
index 0000000000..e6380fbd82
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderStateCache.h
@@ -0,0 +1,109 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderStateCache.h: Defines rx::RenderStateCache, a cache of Direct3D render
+// state objects.
+
+#ifndef LIBGLESV2_RENDERER_RENDERSTATECACHE_H_
+#define LIBGLESV2_RENDERER_RENDERSTATECACHE_H_
+
+#include "libGLESv2/angletypes.h"
+#include "common/angleutils.h"
+
+namespace gl
+{
+class Framebuffer;
+}
+
+namespace rx
+{
+class Renderer11;
+
+class RenderStateCache
+{
+ public:
+ RenderStateCache();
+ virtual ~RenderStateCache();
+
+ void initialize(ID3D11Device *device);
+ void clear();
+
+ ID3D11BlendState *getBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState);
+ ID3D11RasterizerState *getRasterizerState(const gl::RasterizerState &rasterState, bool scissorEnabled);
+ ID3D11DepthStencilState *getDepthStencilState(const gl::DepthStencilState &dsState);
+ ID3D11SamplerState *getSamplerState(const gl::SamplerState &samplerState);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(RenderStateCache);
+
+ unsigned long long mCounter;
+
+ // Blend state cache
+ struct BlendStateKey
+ {
+ gl::BlendState blendState;
+ bool rtChannels[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT][4];
+ };
+ static std::size_t hashBlendState(const BlendStateKey &blendState);
+ static bool compareBlendStates(const BlendStateKey &a, const BlendStateKey &b);
+ static const unsigned int kMaxBlendStates;
+
+ typedef std::size_t (*BlendStateHashFunction)(const BlendStateKey &);
+ typedef bool (*BlendStateEqualityFunction)(const BlendStateKey &, const BlendStateKey &);
+ typedef std::pair<ID3D11BlendState*, unsigned long long> BlendStateCounterPair;
+ typedef std::unordered_map<BlendStateKey, BlendStateCounterPair, BlendStateHashFunction, BlendStateEqualityFunction> BlendStateMap;
+ BlendStateMap mBlendStateCache;
+
+ // Rasterizer state cache
+ struct RasterizerStateKey
+ {
+ gl::RasterizerState rasterizerState;
+ bool scissorEnabled;
+ };
+ static std::size_t hashRasterizerState(const RasterizerStateKey &rasterState);
+ static bool compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b);
+ static const unsigned int kMaxRasterizerStates;
+
+ typedef std::size_t (*RasterizerStateHashFunction)(const RasterizerStateKey &);
+ typedef bool (*RasterizerStateEqualityFunction)(const RasterizerStateKey &, const RasterizerStateKey &);
+ typedef std::pair<ID3D11RasterizerState*, unsigned long long> RasterizerStateCounterPair;
+ typedef std::unordered_map<RasterizerStateKey, RasterizerStateCounterPair, RasterizerStateHashFunction, RasterizerStateEqualityFunction> RasterizerStateMap;
+ RasterizerStateMap mRasterizerStateCache;
+
+ // Depth stencil state cache
+ static std::size_t hashDepthStencilState(const gl::DepthStencilState &dsState);
+ static bool compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b);
+ static const unsigned int kMaxDepthStencilStates;
+
+ typedef std::size_t (*DepthStencilStateHashFunction)(const gl::DepthStencilState &);
+ typedef bool (*DepthStencilStateEqualityFunction)(const gl::DepthStencilState &, const gl::DepthStencilState &);
+ typedef std::pair<ID3D11DepthStencilState*, unsigned long long> DepthStencilStateCounterPair;
+ typedef std::unordered_map<gl::DepthStencilState,
+ DepthStencilStateCounterPair,
+ DepthStencilStateHashFunction,
+ DepthStencilStateEqualityFunction> DepthStencilStateMap;
+ DepthStencilStateMap mDepthStencilStateCache;
+
+ // Sample state cache
+ static std::size_t hashSamplerState(const gl::SamplerState &samplerState);
+ static bool compareSamplerStates(const gl::SamplerState &a, const gl::SamplerState &b);
+ static const unsigned int kMaxSamplerStates;
+
+ typedef std::size_t (*SamplerStateHashFunction)(const gl::SamplerState &);
+ typedef bool (*SamplerStateEqualityFunction)(const gl::SamplerState &, const gl::SamplerState &);
+ typedef std::pair<ID3D11SamplerState*, unsigned long long> SamplerStateCounterPair;
+ typedef std::unordered_map<gl::SamplerState,
+ SamplerStateCounterPair,
+ SamplerStateHashFunction,
+ SamplerStateEqualityFunction> SamplerStateMap;
+ SamplerStateMap mSamplerStateCache;
+
+ ID3D11Device *mDevice;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_RENDERSTATECACHE_H_ \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.cpp
new file mode 100644
index 0000000000..6aa75ae5bd
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.cpp
@@ -0,0 +1,457 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderTarget11.cpp: Implements a DX11-specific wrapper for ID3D11View pointers
+// retained by Renderbuffers.
+
+#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+
+#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
+#include "libGLESv2/main.h"
+
+namespace rx
+{
+
+static bool getTextureProperties(ID3D11Resource *resource, unsigned int *mipLevels, unsigned int *samples)
+{
+ ID3D11Texture1D *texture1D = d3d11::DynamicCastComObject<ID3D11Texture1D>(resource);
+ if (texture1D)
+ {
+ D3D11_TEXTURE1D_DESC texDesc;
+ texture1D->GetDesc(&texDesc);
+ SafeRelease(texture1D);
+
+ *mipLevels = texDesc.MipLevels;
+ *samples = 0;
+
+ return true;
+ }
+
+ ID3D11Texture2D *texture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource);
+ if (texture2D)
+ {
+ D3D11_TEXTURE2D_DESC texDesc;
+ texture2D->GetDesc(&texDesc);
+ SafeRelease(texture2D);
+
+ *mipLevels = texDesc.MipLevels;
+ *samples = texDesc.SampleDesc.Count > 1 ? texDesc.SampleDesc.Count : 0;
+
+ return true;
+ }
+
+ ID3D11Texture3D *texture3D = d3d11::DynamicCastComObject<ID3D11Texture3D>(resource);
+ if (texture3D)
+ {
+ D3D11_TEXTURE3D_DESC texDesc;
+ texture3D->GetDesc(&texDesc);
+ SafeRelease(texture3D);
+
+ *mipLevels = texDesc.MipLevels;
+ *samples = 0;
+
+ return true;
+ }
+
+ return false;
+}
+
+static unsigned int getRTVSubresourceIndex(ID3D11Resource *resource, ID3D11RenderTargetView *view)
+{
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ view->GetDesc(&rtvDesc);
+
+ unsigned int mipSlice = 0;
+ unsigned int arraySlice = 0;
+
+ switch (rtvDesc.ViewDimension)
+ {
+ case D3D11_RTV_DIMENSION_TEXTURE1D:
+ mipSlice = rtvDesc.Texture1D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE1DARRAY:
+ mipSlice = rtvDesc.Texture1DArray.MipSlice;
+ arraySlice = rtvDesc.Texture1DArray.FirstArraySlice;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE2D:
+ mipSlice = rtvDesc.Texture2D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE2DARRAY:
+ mipSlice = rtvDesc.Texture2DArray.MipSlice;
+ arraySlice = rtvDesc.Texture2DArray.FirstArraySlice;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE2DMS:
+ mipSlice = 0;
+ arraySlice = 0;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY:
+ mipSlice = 0;
+ arraySlice = rtvDesc.Texture2DMSArray.FirstArraySlice;
+ break;
+
+ case D3D11_RTV_DIMENSION_TEXTURE3D:
+ mipSlice = rtvDesc.Texture3D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_RTV_DIMENSION_UNKNOWN:
+ case D3D11_RTV_DIMENSION_BUFFER:
+ UNIMPLEMENTED();
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ unsigned int mipLevels, samples;
+ getTextureProperties(resource, &mipLevels, &samples);
+
+ return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
+}
+
+static unsigned int getDSVSubresourceIndex(ID3D11Resource *resource, ID3D11DepthStencilView *view)
+{
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ view->GetDesc(&dsvDesc);
+
+ unsigned int mipSlice = 0;
+ unsigned int arraySlice = 0;
+
+ switch (dsvDesc.ViewDimension)
+ {
+ case D3D11_DSV_DIMENSION_TEXTURE1D:
+ mipSlice = dsvDesc.Texture1D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE1DARRAY:
+ mipSlice = dsvDesc.Texture1DArray.MipSlice;
+ arraySlice = dsvDesc.Texture1DArray.FirstArraySlice;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE2D:
+ mipSlice = dsvDesc.Texture2D.MipSlice;
+ arraySlice = 0;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE2DARRAY:
+ mipSlice = dsvDesc.Texture2DArray.MipSlice;
+ arraySlice = dsvDesc.Texture2DArray.FirstArraySlice;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE2DMS:
+ mipSlice = 0;
+ arraySlice = 0;
+ break;
+
+ case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY:
+ mipSlice = 0;
+ arraySlice = dsvDesc.Texture2DMSArray.FirstArraySlice;
+ break;
+
+ case D3D11_DSV_DIMENSION_UNKNOWN:
+ UNIMPLEMENTED();
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ unsigned int mipLevels, samples;
+ getTextureProperties(resource, &mipLevels, &samples);
+
+ return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
+}
+
+RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11RenderTargetView *rtv, ID3D11Resource *resource,
+ ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height, GLsizei depth)
+{
+ mRenderer = Renderer11::makeRenderer11(renderer);
+
+ mTexture = resource;
+ if (mTexture)
+ {
+ mTexture->AddRef();
+ }
+
+ mRenderTarget = rtv;
+ if (mRenderTarget)
+ {
+ mRenderTarget->AddRef();
+ }
+
+ mDepthStencil = NULL;
+
+ mShaderResource = srv;
+ if (mShaderResource)
+ {
+ mShaderResource->AddRef();
+ }
+
+ mSubresourceIndex = 0;
+
+ if (mRenderTarget && mTexture)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC desc;
+ mRenderTarget->GetDesc(&desc);
+
+ unsigned int mipLevels, samples;
+ getTextureProperties(mTexture, &mipLevels, &samples);
+
+ mSubresourceIndex = getRTVSubresourceIndex(mTexture, mRenderTarget);
+ mWidth = width;
+ mHeight = height;
+ mDepth = depth;
+ mSamples = samples;
+
+ mInternalFormat = d3d11_gl::GetInternalFormat(desc.Format);
+ mActualFormat = d3d11_gl::GetInternalFormat(desc.Format);
+ }
+}
+
+RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11DepthStencilView *dsv, ID3D11Resource *resource,
+ ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height, GLsizei depth)
+{
+ mRenderer = Renderer11::makeRenderer11(renderer);
+
+ mTexture = resource;
+ if (mTexture)
+ {
+ mTexture->AddRef();
+ }
+
+ mRenderTarget = NULL;
+
+ mDepthStencil = dsv;
+ if (mDepthStencil)
+ {
+ mDepthStencil->AddRef();
+ }
+
+ mShaderResource = srv;
+ if (mShaderResource)
+ {
+ mShaderResource->AddRef();
+ }
+
+ mSubresourceIndex = 0;
+
+ if (mDepthStencil && mTexture)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC desc;
+ mDepthStencil->GetDesc(&desc);
+
+ unsigned int mipLevels, samples;
+ getTextureProperties(mTexture, &mipLevels, &samples);
+
+ mSubresourceIndex = getDSVSubresourceIndex(mTexture, mDepthStencil);
+ mWidth = width;
+ mHeight = height;
+ mDepth = depth;
+ mSamples = samples;
+
+ mInternalFormat = d3d11_gl::GetInternalFormat(desc.Format);
+ mActualFormat = d3d11_gl::GetInternalFormat(desc.Format);
+ }
+}
+
+RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height, GLenum internalFormat, GLsizei samples)
+{
+ mRenderer = Renderer11::makeRenderer11(renderer);
+ mTexture = NULL;
+ mRenderTarget = NULL;
+ mDepthStencil = NULL;
+ mShaderResource = NULL;
+
+ DXGI_FORMAT texFormat = gl_d3d11::GetTexFormat(internalFormat);
+ DXGI_FORMAT srvFormat = gl_d3d11::GetSRVFormat(internalFormat);
+ DXGI_FORMAT rtvFormat = gl_d3d11::GetRTVFormat(internalFormat);
+ DXGI_FORMAT dsvFormat = gl_d3d11::GetDSVFormat(internalFormat);
+
+ DXGI_FORMAT multisampleFormat = (dsvFormat != DXGI_FORMAT_UNKNOWN ? dsvFormat : rtvFormat);
+ int supportedSamples = mRenderer->getNearestSupportedSamples(multisampleFormat, samples);
+ if (supportedSamples < 0)
+ {
+ gl::error(GL_OUT_OF_MEMORY);
+ return;
+ }
+
+ if (width > 0 && height > 0)
+ {
+ // Create texture resource
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = texFormat;
+ desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ // If a rendertarget or depthstencil format exists for this texture format,
+ // we'll flag it to allow binding that way. Shader resource views are a little
+ // more complicated.
+ bool bindRTV = false, bindDSV = false, bindSRV = false;
+ bindRTV = (rtvFormat != DXGI_FORMAT_UNKNOWN);
+ bindDSV = (dsvFormat != DXGI_FORMAT_UNKNOWN);
+ if (srvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ // Multisample targets flagged for binding as depth stencil cannot also be
+ // flagged for binding as SRV, so make certain not to add the SRV flag for
+ // these targets.
+ bindSRV = !(dsvFormat != DXGI_FORMAT_UNKNOWN && desc.SampleDesc.Count > 1);
+ }
+
+ desc.BindFlags = (bindRTV ? D3D11_BIND_RENDER_TARGET : 0) |
+ (bindDSV ? D3D11_BIND_DEPTH_STENCIL : 0) |
+ (bindSRV ? D3D11_BIND_SHADER_RESOURCE : 0);
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11Texture2D *texture = NULL;
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &texture);
+ mTexture = texture;
+
+ if (result == E_OUTOFMEMORY)
+ {
+ gl::error(GL_OUT_OF_MEMORY);
+ return;
+ }
+ ASSERT(SUCCEEDED(result));
+
+ if (bindSRV)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = srvFormat;
+ srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ srvDesc.Texture2D.MipLevels = 1;
+ result = device->CreateShaderResourceView(mTexture, &srvDesc, &mShaderResource);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ SafeRelease(mTexture);
+ gl::error(GL_OUT_OF_MEMORY);
+ return;
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ if (bindDSV)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = dsvFormat;
+ dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS;
+ dsvDesc.Texture2D.MipSlice = 0;
+ dsvDesc.Flags = 0;
+ result = device->CreateDepthStencilView(mTexture, &dsvDesc, &mDepthStencil);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ SafeRelease(mTexture);
+ SafeRelease(mShaderResource);
+ gl::error(GL_OUT_OF_MEMORY);
+ return;
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ if (bindRTV)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = rtvFormat;
+ rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS;
+ rtvDesc.Texture2D.MipSlice = 0;
+ result = device->CreateRenderTargetView(mTexture, &rtvDesc, &mRenderTarget);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ SafeRelease(mTexture);
+ SafeRelease(mShaderResource);
+ SafeRelease(mDepthStencil);
+ gl::error(GL_OUT_OF_MEMORY);
+ return;
+ }
+ ASSERT(SUCCEEDED(result));
+
+ if (gl_d3d11::RequiresTextureDataInitialization(internalFormat))
+ {
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ const float clearValues[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
+ context->ClearRenderTargetView(mRenderTarget, clearValues);
+ }
+ }
+ }
+
+ mWidth = width;
+ mHeight = height;
+ mDepth = 1;
+ mInternalFormat = internalFormat;
+ mSamples = supportedSamples;
+ mActualFormat = d3d11_gl::GetInternalFormat(texFormat);
+ mSubresourceIndex = D3D11CalcSubresource(0, 0, 1);
+}
+
+RenderTarget11::~RenderTarget11()
+{
+ SafeRelease(mTexture);
+ SafeRelease(mRenderTarget);
+ SafeRelease(mDepthStencil);
+ SafeRelease(mShaderResource);
+}
+
+RenderTarget11 *RenderTarget11::makeRenderTarget11(RenderTarget *target)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(rx::RenderTarget11*, target));
+ return static_cast<rx::RenderTarget11*>(target);
+}
+
+void RenderTarget11::invalidate(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ // Currently a no-op
+}
+
+ID3D11Resource *RenderTarget11::getTexture() const
+{
+ return mTexture;
+}
+
+ID3D11RenderTargetView *RenderTarget11::getRenderTargetView() const
+{
+ return mRenderTarget;
+}
+
+ID3D11DepthStencilView *RenderTarget11::getDepthStencilView() const
+{
+ return mDepthStencil;
+}
+
+ID3D11ShaderResourceView *RenderTarget11::getShaderResourceView() const
+{
+ return mShaderResource;
+}
+
+unsigned int RenderTarget11::getSubresourceIndex() const
+{
+ return mSubresourceIndex;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.h
new file mode 100644
index 0000000000..ba9f76e5de
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/RenderTarget11.h
@@ -0,0 +1,54 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderTarget11.h: Defines a DX11-specific wrapper for ID3D11View pointers
+// retained by Renderbuffers.
+
+#ifndef LIBGLESV2_RENDERER_RENDERTARGET11_H_
+#define LIBGLESV2_RENDERER_RENDERTARGET11_H_
+
+#include "libGLESv2/renderer/RenderTarget.h"
+
+namespace rx
+{
+class Renderer;
+class Renderer11;
+
+class RenderTarget11 : public RenderTarget
+{
+ public:
+ // RenderTarget11 takes ownership of any D3D11 resources it is given and will AddRef them
+ RenderTarget11(Renderer *renderer, ID3D11RenderTargetView *rtv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height, GLsizei depth);
+ RenderTarget11(Renderer *renderer, ID3D11DepthStencilView *dsv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height, GLsizei depth);
+ RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height, GLenum internalFormat, GLsizei samples);
+ virtual ~RenderTarget11();
+
+ static RenderTarget11 *makeRenderTarget11(RenderTarget *renderTarget);
+
+ virtual void invalidate(GLint x, GLint y, GLsizei width, GLsizei height);
+
+ ID3D11Resource *getTexture() const;
+ ID3D11RenderTargetView *getRenderTargetView() const;
+ ID3D11DepthStencilView *getDepthStencilView() const;
+ ID3D11ShaderResourceView *getShaderResourceView() const;
+
+ unsigned int getSubresourceIndex() const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(RenderTarget11);
+
+ unsigned int mSubresourceIndex;
+ ID3D11Resource *mTexture;
+ ID3D11RenderTargetView *mRenderTarget;
+ ID3D11DepthStencilView *mDepthStencil;
+ ID3D11ShaderResourceView *mShaderResource;
+
+ Renderer11 *mRenderer;
+};
+
+}
+
+#endif LIBGLESV2_RENDERER_RENDERTARGET11_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
new file mode 100644
index 0000000000..17a13f97d6
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
@@ -0,0 +1,3527 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
+
+#include "libGLESv2/main.h"
+#include "common/utilities.h"
+#include "common/platform.h"
+#include "libGLESv2/Buffer.h"
+#include "libGLESv2/FramebufferAttachment.h"
+#include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/renderer/d3d/TextureD3D.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
+#include "libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h"
+#include "libGLESv2/renderer/d3d/d3d11/SwapChain11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Image11.h"
+#include "libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/IndexBuffer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Buffer11.h"
+#include "libGLESv2/renderer/d3d/VertexDataManager.h"
+#include "libGLESv2/renderer/d3d/IndexDataManager.h"
+#include "libGLESv2/renderer/d3d/d3d11/TextureStorage11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Query11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Fence11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Blit11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Clear11.h"
+#include "libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/VertexArray11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Buffer11.h"
+#include "libEGL/Display.h"
+
+// Enable ANGLE_SKIP_DXGI_1_2_CHECK if there is not a possibility of using cross-process
+// HWNDs or the Windows 7 Platform Update (KB2670838) is expected to be installed.
+#ifndef ANGLE_SKIP_DXGI_1_2_CHECK
+#define ANGLE_SKIP_DXGI_1_2_CHECK 0
+#endif
+
+#ifdef _DEBUG
+// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
+// and conformance tests. to enable all warnings, remove this define.
+#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
+#endif
+
+namespace rx
+{
+static const DXGI_FORMAT RenderTargetFormats[] =
+ {
+ DXGI_FORMAT_B8G8R8A8_UNORM,
+ DXGI_FORMAT_R8G8B8A8_UNORM
+ };
+
+static const DXGI_FORMAT DepthStencilFormats[] =
+ {
+ DXGI_FORMAT_UNKNOWN,
+ DXGI_FORMAT_D24_UNORM_S8_UINT,
+ DXGI_FORMAT_D16_UNORM
+ };
+
+enum
+{
+ MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
+};
+
+Renderer11::Renderer11(egl::Display *display, EGLNativeDisplayType hDc, EGLint requestedDisplay)
+ : Renderer(display),
+ mDc(hDc),
+ mRequestedDisplay(requestedDisplay)
+{
+ mVertexDataManager = NULL;
+ mIndexDataManager = NULL;
+
+ mLineLoopIB = NULL;
+ mTriangleFanIB = NULL;
+
+ mBlit = NULL;
+ mPixelTransfer = NULL;
+
+ mClear = NULL;
+
+ mSyncQuery = NULL;
+
+ mD3d11Module = NULL;
+ mDxgiModule = NULL;
+
+ mDeviceLost = false;
+
+ mMaxSupportedSamples = 0;
+
+ mDevice = NULL;
+ mDeviceContext = NULL;
+ mDxgiAdapter = NULL;
+ mDxgiFactory = NULL;
+
+ mDriverConstantBufferVS = NULL;
+ mDriverConstantBufferPS = NULL;
+
+ mAppliedVertexShader = NULL;
+ mAppliedGeometryShader = NULL;
+ mCurPointGeometryShader = NULL;
+ mAppliedPixelShader = NULL;
+}
+
+Renderer11::~Renderer11()
+{
+ release();
+}
+
+Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
+ return static_cast<rx::Renderer11*>(renderer);
+}
+
+#ifndef __d3d11_1_h__
+#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
+#endif
+
+EGLint Renderer11::initialize()
+{
+ if (!mCompiler.initialize())
+ {
+ return EGL_NOT_INITIALIZED;
+ }
+
+#if !defined(ANGLE_PLATFORM_WINRT)
+ mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
+ mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
+
+ if (mD3d11Module == NULL || mDxgiModule == NULL)
+ {
+ ERR("Could not load D3D11 or DXGI library - aborting!\n");
+ return EGL_NOT_INITIALIZED;
+ }
+
+ // create the D3D11 device
+ ASSERT(mDevice == NULL);
+ PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
+
+ if (D3D11CreateDevice == NULL)
+ {
+ ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
+ return EGL_NOT_INITIALIZED;
+ }
+#endif
+
+ D3D_FEATURE_LEVEL featureLevels[] =
+ {
+ D3D_FEATURE_LEVEL_11_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0,
+#if !defined(ANGLE_ENABLE_D3D9)
+ D3D_FEATURE_LEVEL_9_3,
+ D3D_FEATURE_LEVEL_9_2,
+ D3D_FEATURE_LEVEL_9_1,
+#endif
+ };
+
+ D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE;
+ if (mRequestedDisplay == EGL_PLATFORM_ANGLE_TYPE_D3D11_WARP_ANGLE)
+ {
+ driverType = D3D_DRIVER_TYPE_WARP;
+ }
+
+ HRESULT result = S_OK;
+
+#ifdef _DEBUG
+ result = D3D11CreateDevice(NULL,
+ driverType,
+ NULL,
+ D3D11_CREATE_DEVICE_DEBUG,
+ featureLevels,
+ ArraySize(featureLevels),
+ D3D11_SDK_VERSION,
+ &mDevice,
+ &mFeatureLevel,
+ &mDeviceContext);
+
+ if (!mDevice || FAILED(result))
+ {
+ ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
+ }
+
+ if (!mDevice || FAILED(result))
+#endif
+ {
+ result = D3D11CreateDevice(NULL,
+ driverType,
+ NULL,
+ 0,
+ featureLevels,
+ ArraySize(featureLevels),
+ D3D11_SDK_VERSION,
+ &mDevice,
+ &mFeatureLevel,
+ &mDeviceContext);
+
+ if (!mDevice || FAILED(result))
+ {
+ ERR("Could not create D3D11 device - aborting!\n");
+ return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
+ }
+ }
+
+#if !ANGLE_SKIP_DXGI_1_2_CHECK && !defined(ANGLE_PLATFORM_WINRT)
+ // In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is required.
+ // The easiest way to check is to query for a IDXGIDevice2.
+ bool requireDXGI1_2 = false;
+ HWND hwnd = WindowFromDC(mDc);
+ if (hwnd)
+ {
+ DWORD currentProcessId = GetCurrentProcessId();
+ DWORD wndProcessId;
+ GetWindowThreadProcessId(hwnd, &wndProcessId);
+ requireDXGI1_2 = (currentProcessId != wndProcessId);
+ }
+ else
+ {
+ requireDXGI1_2 = true;
+ }
+
+ if (requireDXGI1_2)
+ {
+ IDXGIDevice2 *dxgiDevice2 = NULL;
+ result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void**)&dxgiDevice2);
+ if (FAILED(result))
+ {
+ ERR("DXGI 1.2 required to present to HWNDs owned by another process.\n");
+ return EGL_NOT_INITIALIZED;
+ }
+ SafeRelease(dxgiDevice2);
+ }
+#endif
+
+#if !defined(ANGLE_PLATFORM_WINRT)
+ IDXGIDevice *dxgiDevice = NULL;
+#else
+ IDXGIDevice1 *dxgiDevice = NULL;
+#endif
+ result = mDevice->QueryInterface(IID_PPV_ARGS(&dxgiDevice));
+
+ if (FAILED(result))
+ {
+ ERR("Could not query DXGI device - aborting!\n");
+ return EGL_NOT_INITIALIZED;
+ }
+
+ result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
+
+ if (FAILED(result))
+ {
+ ERR("Could not retrieve DXGI adapter - aborting!\n");
+ return EGL_NOT_INITIALIZED;
+ }
+
+ SafeRelease(dxgiDevice);
+
+ mDxgiAdapter->GetDesc(&mAdapterDescription);
+ memset(mDescription, 0, sizeof(mDescription));
+ wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
+
+ result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
+
+ if (!mDxgiFactory || FAILED(result))
+ {
+ ERR("Could not create DXGI factory - aborting!\n");
+ return EGL_NOT_INITIALIZED;
+ }
+
+ // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
+#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
+ ID3D11InfoQueue *infoQueue;
+ result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
+
+ if (SUCCEEDED(result))
+ {
+ D3D11_MESSAGE_ID hideMessages[] =
+ {
+ D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
+ };
+
+ D3D11_INFO_QUEUE_FILTER filter = {0};
+ filter.DenyList.NumIDs = ArraySize(hideMessages);
+ filter.DenyList.pIDList = hideMessages;
+
+ infoQueue->AddStorageFilterEntries(&filter);
+ SafeRelease(infoQueue);
+ }
+#endif
+
+ mMaxSupportedSamples = 0;
+
+ const d3d11::DXGIFormatSet &dxgiFormats = d3d11::GetAllUsedDXGIFormats();
+ for (d3d11::DXGIFormatSet::const_iterator i = dxgiFormats.begin(); i != dxgiFormats.end(); ++i)
+ {
+ MultisampleSupportInfo support = getMultisampleSupportInfo(*i);
+ mMultisampleSupportMap.insert(std::make_pair(*i, support));
+ mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
+ }
+
+ initializeDevice();
+
+ return EGL_SUCCESS;
+}
+
+// do any one-time device initialization
+// NOTE: this is also needed after a device lost/reset
+// to reset the scene status and ensure the default states are reset.
+void Renderer11::initializeDevice()
+{
+ mStateCache.initialize(mDevice);
+ mInputLayoutCache.initialize(mDevice, mDeviceContext);
+
+ ASSERT(!mVertexDataManager && !mIndexDataManager);
+ mVertexDataManager = new VertexDataManager(this);
+ mIndexDataManager = new IndexDataManager(this);
+
+ ASSERT(!mBlit);
+ mBlit = new Blit11(this);
+
+ ASSERT(!mClear);
+ mClear = new Clear11(this);
+
+ ASSERT(!mPixelTransfer);
+ mPixelTransfer = new PixelTransfer11(this);
+
+ markAllStateDirty();
+}
+
+int Renderer11::generateConfigs(ConfigDesc **configDescList)
+{
+ unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
+ unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
+ (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
+ int numConfigs = 0;
+
+ for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
+ {
+ for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
+ {
+ DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
+
+ UINT formatSupport = 0;
+ HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
+
+ if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
+ {
+ DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
+
+ bool depthStencilFormatOK = true;
+
+ if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ UINT depthStencilSupport = 0;
+ result = mDevice->CheckFormatSupport(depthStencilFormat, &depthStencilSupport);
+ depthStencilFormatOK = SUCCEEDED(result) && (depthStencilSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
+ }
+
+ if (depthStencilFormatOK)
+ {
+ ConfigDesc newConfig;
+ newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat);
+ newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat);
+ newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
+ newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
+ newConfig.es3Capable = true;
+
+ (*configDescList)[numConfigs++] = newConfig;
+ }
+ }
+ }
+ }
+
+ return numConfigs;
+}
+
+void Renderer11::deleteConfigs(ConfigDesc *configDescList)
+{
+ delete [] (configDescList);
+}
+
+void Renderer11::sync(bool block)
+{
+ if (block)
+ {
+ HRESULT result;
+
+ if (!mSyncQuery)
+ {
+ D3D11_QUERY_DESC queryDesc;
+ queryDesc.Query = D3D11_QUERY_EVENT;
+ queryDesc.MiscFlags = 0;
+
+ result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
+ ASSERT(SUCCEEDED(result));
+ }
+
+ mDeviceContext->End(mSyncQuery);
+ mDeviceContext->Flush();
+
+ do
+ {
+ result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
+
+ // Keep polling, but allow other threads to do something useful first
+ Sleep(0);
+
+ if (testDeviceLost(true))
+ {
+ return;
+ }
+ }
+ while (result == S_FALSE);
+ }
+ else
+ {
+ mDeviceContext->Flush();
+ }
+}
+
+SwapChain *Renderer11::createSwapChain(EGLNativeWindowType window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
+{
+ return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
+}
+
+void Renderer11::generateSwizzle(gl::Texture *texture)
+{
+ if (texture)
+ {
+ TextureStorageInterface *texStorage = texture->getNativeTexture();
+ if (texStorage)
+ {
+ TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
+
+ storage11->generateSwizzles(texture->getSamplerState().swizzleRed,
+ texture->getSamplerState().swizzleGreen,
+ texture->getSamplerState().swizzleBlue,
+ texture->getSamplerState().swizzleAlpha);
+ }
+ }
+}
+
+void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
+{
+ if (type == gl::SAMPLER_PIXEL)
+ {
+ if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
+ {
+ ERR("Pixel shader sampler index %i is not valid.", index);
+ return;
+ }
+
+ if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
+ {
+ ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
+
+ if (!dxSamplerState)
+ {
+ ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
+ "sampler state for pixel shaders at slot %i.", index);
+ }
+
+ mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
+
+ mCurPixelSamplerStates[index] = samplerState;
+ }
+
+ mForceSetPixelSamplerStates[index] = false;
+ }
+ else if (type == gl::SAMPLER_VERTEX)
+ {
+ if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
+ {
+ ERR("Vertex shader sampler index %i is not valid.", index);
+ return;
+ }
+
+ if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
+ {
+ ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
+
+ if (!dxSamplerState)
+ {
+ ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
+ "sampler state for vertex shaders at slot %i.", index);
+ }
+
+ mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
+
+ mCurVertexSamplerStates[index] = samplerState;
+ }
+
+ mForceSetVertexSamplerStates[index] = false;
+ }
+ else UNREACHABLE();
+}
+
+void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
+{
+ ID3D11ShaderResourceView *textureSRV = NULL;
+ bool forceSetTexture = false;
+
+ if (texture)
+ {
+ TextureStorageInterface *texStorage = texture->getNativeTexture();
+ if (texStorage)
+ {
+ TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
+ gl::SamplerState samplerState;
+ texture->getSamplerStateWithNativeOffset(&samplerState);
+ textureSRV = storage11->getSRV(samplerState);
+ }
+
+ // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
+ // missing the shader resource view
+ ASSERT(textureSRV != NULL);
+
+ forceSetTexture = texture->hasDirtyImages();
+ }
+
+ if (type == gl::SAMPLER_PIXEL)
+ {
+ if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
+ {
+ ERR("Pixel shader sampler index %i is not valid.", index);
+ return;
+ }
+
+ if (forceSetTexture || mCurPixelSRVs[index] != textureSRV)
+ {
+ mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
+ }
+
+ mCurPixelSRVs[index] = textureSRV;
+ }
+ else if (type == gl::SAMPLER_VERTEX)
+ {
+ if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
+ {
+ ERR("Vertex shader sampler index %i is not valid.", index);
+ return;
+ }
+
+ if (forceSetTexture || mCurVertexSRVs[index] != textureSRV)
+ {
+ mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
+ }
+
+ mCurVertexSRVs[index] = textureSRV;
+ }
+ else UNREACHABLE();
+}
+
+bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
+{
+ for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
+ {
+ const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
+ if (uniformBuffer)
+ {
+ Buffer11 *bufferStorage = Buffer11::makeBuffer11(uniformBuffer->getImplementation());
+ ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
+
+ if (!constantBuffer)
+ {
+ return false;
+ }
+
+ if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
+ {
+ mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
+ 1, &constantBuffer);
+ mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
+ }
+ }
+ }
+
+ for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
+ {
+ const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
+ if (uniformBuffer)
+ {
+ Buffer11 *bufferStorage = Buffer11::makeBuffer11(uniformBuffer->getImplementation());
+ ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
+
+ if (!constantBuffer)
+ {
+ return false;
+ }
+
+ if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
+ {
+ mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
+ 1, &constantBuffer);
+ mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
+ }
+ }
+ }
+
+ return true;
+}
+
+void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
+{
+ if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
+ {
+ ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled);
+ if (!dxRasterState)
+ {
+ ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
+ "rasterizer state.");
+ }
+
+ mDeviceContext->RSSetState(dxRasterState);
+
+ mCurRasterState = rasterState;
+ }
+
+ mForceSetRasterState = false;
+}
+
+void Renderer11::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+ unsigned int sampleMask)
+{
+ if (mForceSetBlendState ||
+ memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
+ memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
+ sampleMask != mCurSampleMask)
+ {
+ ID3D11BlendState *dxBlendState = mStateCache.getBlendState(framebuffer, blendState);
+ if (!dxBlendState)
+ {
+ ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
+ "blend state.");
+ }
+
+ float blendColors[4] = {0.0f};
+ if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
+ blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
+ {
+ blendColors[0] = blendColor.red;
+ blendColors[1] = blendColor.green;
+ blendColors[2] = blendColor.blue;
+ blendColors[3] = blendColor.alpha;
+ }
+ else
+ {
+ blendColors[0] = blendColor.alpha;
+ blendColors[1] = blendColor.alpha;
+ blendColors[2] = blendColor.alpha;
+ blendColors[3] = blendColor.alpha;
+ }
+
+ mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
+
+ mCurBlendState = blendState;
+ mCurBlendColor = blendColor;
+ mCurSampleMask = sampleMask;
+ }
+
+ mForceSetBlendState = false;
+}
+
+void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW)
+{
+ if (mForceSetDepthStencilState ||
+ memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
+ stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
+ {
+ ASSERT(depthStencilState.stencilWritemask == depthStencilState.stencilBackWritemask);
+ ASSERT(stencilRef == stencilBackRef);
+ ASSERT(depthStencilState.stencilMask == depthStencilState.stencilBackMask);
+
+ ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
+ if (!dxDepthStencilState)
+ {
+ ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
+ "setting the default depth stencil state.");
+ }
+
+ // Max D3D11 stencil reference value is 0xFF, corresponding to the max 8 bits in a stencil buffer
+ // GL specifies we should clamp the ref value to the nearest bit depth when doing stencil ops
+ META_ASSERT(D3D11_DEFAULT_STENCIL_READ_MASK == 0xFF);
+ META_ASSERT(D3D11_DEFAULT_STENCIL_WRITE_MASK == 0xFF);
+ UINT dxStencilRef = std::min<UINT>(stencilRef, 0xFFu);
+
+ mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, dxStencilRef);
+
+ mCurDepthStencilState = depthStencilState;
+ mCurStencilRef = stencilRef;
+ mCurStencilBackRef = stencilBackRef;
+ }
+
+ mForceSetDepthStencilState = false;
+}
+
+void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
+{
+ if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
+ enabled != mScissorEnabled)
+ {
+ if (enabled)
+ {
+ D3D11_RECT rect;
+ rect.left = std::max(0, scissor.x);
+ rect.top = std::max(0, scissor.y);
+ rect.right = scissor.x + std::max(0, scissor.width);
+ rect.bottom = scissor.y + std::max(0, scissor.height);
+
+ mDeviceContext->RSSetScissorRects(1, &rect);
+ }
+
+ if (enabled != mScissorEnabled)
+ {
+ mForceSetRasterState = true;
+ }
+
+ mCurScissor = scissor;
+ mScissorEnabled = enabled;
+ }
+
+ mForceSetScissor = false;
+}
+
+bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport)
+{
+ gl::Rectangle actualViewport = viewport;
+ float actualZNear = gl::clamp01(zNear);
+ float actualZFar = gl::clamp01(zFar);
+ if (ignoreViewport)
+ {
+ actualViewport.x = 0;
+ actualViewport.y = 0;
+ actualViewport.width = mRenderTargetDesc.width;
+ actualViewport.height = mRenderTargetDesc.height;
+ actualZNear = 0.0f;
+ actualZFar = 1.0f;
+ }
+
+ const gl::Caps& caps = getRendererCaps();
+
+ // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
+ D3D11_VIEWPORT dxViewport;
+ dxViewport.TopLeftX = gl::clamp(actualViewport.x, -static_cast<int>(caps.maxViewportWidth), static_cast<int>(caps.maxViewportWidth));
+ dxViewport.TopLeftY = gl::clamp(actualViewport.y, -static_cast<int>(caps.maxViewportHeight), static_cast<int>(caps.maxViewportHeight));
+ dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(caps.maxViewportWidth - dxViewport.TopLeftX));
+ dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(caps.maxViewportHeight - dxViewport.TopLeftY));
+ dxViewport.MinDepth = actualZNear;
+ dxViewport.MaxDepth = actualZFar;
+
+ if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
+ {
+ return false; // Nothing to render
+ }
+
+ bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
+ actualZNear != mCurNear || actualZFar != mCurFar;
+
+ if (viewportChanged)
+ {
+ mDeviceContext->RSSetViewports(1, &dxViewport);
+
+ mCurViewport = actualViewport;
+ mCurNear = actualZNear;
+ mCurFar = actualZFar;
+
+ mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
+ mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
+ mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
+ mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
+
+ mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
+ mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
+
+ mVertexConstants.depthRange[0] = actualZNear;
+ mVertexConstants.depthRange[1] = actualZFar;
+ mVertexConstants.depthRange[2] = actualZFar - actualZNear;
+
+ mPixelConstants.depthRange[0] = actualZNear;
+ mPixelConstants.depthRange[1] = actualZFar;
+ mPixelConstants.depthRange[2] = actualZFar - actualZNear;
+ }
+
+ mForceSetViewport = false;
+ return true;
+}
+
+bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
+{
+ D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
+
+ GLsizei minCount = 0;
+
+ switch (mode)
+ {
+ case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break;
+ case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break;
+ case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
+ case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
+ case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
+ case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break;
+ // emulate fans via rewriting index buffer
+ case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
+ default:
+ UNREACHABLE();
+ return false;
+ }
+
+ if (primitiveTopology != mCurrentPrimitiveTopology)
+ {
+ mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
+ mCurrentPrimitiveTopology = primitiveTopology;
+ }
+
+ return count >= minCount;
+}
+
+bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
+{
+ // Get the color render buffer and serial
+ // Also extract the render target dimensions and view
+ unsigned int renderTargetWidth = 0;
+ unsigned int renderTargetHeight = 0;
+ GLenum renderTargetFormat = 0;
+ unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
+ ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
+ bool missingColorRenderTarget = true;
+
+ for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
+ {
+ const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
+
+ if (colorbuffer && drawBufferState != GL_NONE)
+ {
+ // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
+ ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
+
+ // check for zero-sized default framebuffer, which is a special case.
+ // in this case we do not wish to modify any state and just silently return false.
+ // this will not report any gl error but will cause the calling method to return.
+ if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
+ {
+ return false;
+ }
+
+ renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
+
+ // Extract the render target dimensions and view
+ RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
+ if (!renderTarget)
+ {
+ ERR("render target pointer unexpectedly null.");
+ return false;
+ }
+
+ framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
+ if (!framebufferRTVs[colorAttachment])
+ {
+ ERR("render target view pointer unexpectedly null.");
+ return false;
+ }
+
+ if (missingColorRenderTarget)
+ {
+ renderTargetWidth = colorbuffer->getWidth();
+ renderTargetHeight = colorbuffer->getHeight();
+ renderTargetFormat = colorbuffer->getActualFormat();
+ missingColorRenderTarget = false;
+ }
+
+ // TODO: Detect if this color buffer is already bound as a texture and unbind it first to prevent
+ // D3D11 warnings.
+ }
+ }
+
+ // Get the depth stencil render buffer and serials
+ gl::FramebufferAttachment *depthStencil = framebuffer->getDepthbuffer();
+ unsigned int depthbufferSerial = 0;
+ unsigned int stencilbufferSerial = 0;
+ if (depthStencil)
+ {
+ depthbufferSerial = depthStencil->getSerial();
+ }
+ else if (framebuffer->getStencilbuffer())
+ {
+ depthStencil = framebuffer->getStencilbuffer();
+ stencilbufferSerial = depthStencil->getSerial();
+ }
+
+ ID3D11DepthStencilView* framebufferDSV = NULL;
+ if (depthStencil)
+ {
+ RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
+ if (!depthStencilRenderTarget)
+ {
+ ERR("render target pointer unexpectedly null.");
+ SafeRelease(framebufferRTVs);
+ return false;
+ }
+
+ framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
+ if (!framebufferDSV)
+ {
+ ERR("depth stencil view pointer unexpectedly null.");
+ SafeRelease(framebufferRTVs);
+ return false;
+ }
+
+ // If there is no render buffer, the width, height and format values come from
+ // the depth stencil
+ if (missingColorRenderTarget)
+ {
+ renderTargetWidth = depthStencil->getWidth();
+ renderTargetHeight = depthStencil->getHeight();
+ renderTargetFormat = depthStencil->getActualFormat();
+ }
+ }
+
+ // Apply the render target and depth stencil
+ if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
+ memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
+ depthbufferSerial != mAppliedDepthbufferSerial ||
+ stencilbufferSerial != mAppliedStencilbufferSerial)
+ {
+ mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, framebufferRTVs, framebufferDSV);
+
+ mRenderTargetDesc.width = renderTargetWidth;
+ mRenderTargetDesc.height = renderTargetHeight;
+ mRenderTargetDesc.format = renderTargetFormat;
+ mForceSetViewport = true;
+ mForceSetScissor = true;
+ mForceSetBlendState = true;
+
+ if (!mDepthStencilInitialized)
+ {
+ mForceSetRasterState = true;
+ }
+
+ for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
+ {
+ mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
+ }
+ mAppliedDepthbufferSerial = depthbufferSerial;
+ mAppliedStencilbufferSerial = stencilbufferSerial;
+ mRenderTargetDescInitialized = true;
+ mDepthStencilInitialized = true;
+ }
+
+ invalidateFramebufferSwizzles(framebuffer);
+
+ return true;
+}
+
+GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
+ GLint first, GLsizei count, GLsizei instances)
+{
+ TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
+ GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
+ if (err != GL_NO_ERROR)
+ {
+ return err;
+ }
+
+ return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
+}
+
+GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
+{
+ GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
+
+ if (err == GL_NO_ERROR)
+ {
+ IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
+
+ ID3D11Buffer *buffer = NULL;
+ DXGI_FORMAT bufferFormat = indexBuffer->getIndexFormat();
+
+ if (indexInfo->storage)
+ {
+ Buffer11 *storage = Buffer11::makeBuffer11(indexInfo->storage);
+ buffer = storage->getBuffer(BUFFER_USAGE_INDEX);
+ }
+ else
+ {
+ buffer = indexBuffer->getBuffer();
+ }
+
+ if (buffer != mAppliedIB || bufferFormat != mAppliedIBFormat || indexInfo->startOffset != mAppliedIBOffset)
+ {
+ mDeviceContext->IASetIndexBuffer(buffer, bufferFormat, indexInfo->startOffset);
+
+ mAppliedIB = buffer;
+ mAppliedIBFormat = bufferFormat;
+ mAppliedIBOffset = indexInfo->startOffset;
+ }
+ }
+
+ return err;
+}
+
+void Renderer11::applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[])
+{
+ ID3D11Buffer* d3dBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
+ UINT d3dOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
+ bool requiresUpdate = false;
+ for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
+ {
+ if (transformFeedbackBuffers[i])
+ {
+ Buffer11 *storage = Buffer11::makeBuffer11(transformFeedbackBuffers[i]->getImplementation());
+ ID3D11Buffer *buffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
+
+ d3dBuffers[i] = buffer;
+ d3dOffsets[i] = (mAppliedTFBuffers[i] != buffer) ? static_cast<UINT>(offsets[i]) : -1;
+ }
+ else
+ {
+ d3dBuffers[i] = NULL;
+ d3dOffsets[i] = 0;
+ }
+
+ if (d3dBuffers[i] != mAppliedTFBuffers[i] || offsets[i] != mAppliedTFOffsets[i])
+ {
+ requiresUpdate = true;
+ }
+ }
+
+ if (requiresUpdate)
+ {
+ mDeviceContext->SOSetTargets(ArraySize(d3dBuffers), d3dBuffers, d3dOffsets);
+ for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
+ {
+ mAppliedTFBuffers[i] = d3dBuffers[i];
+ mAppliedTFOffsets[i] = offsets[i];
+ }
+ }
+}
+
+void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive)
+{
+ if (mode == GL_POINTS && transformFeedbackActive)
+ {
+ // Since point sprites are generated with a geometry shader, too many vertices will
+ // be written if transform feedback is active. To work around this, draw only the points
+ // with the stream out shader and no pixel shader to feed the stream out buffers and then
+ // draw again with the point sprite geometry shader to rasterize the point sprites.
+
+ mDeviceContext->PSSetShader(NULL, NULL, 0);
+
+ if (instances > 0)
+ {
+ mDeviceContext->DrawInstanced(count, instances, 0, 0);
+ }
+ else
+ {
+ mDeviceContext->Draw(count, 0);
+ }
+
+ mDeviceContext->GSSetShader(mCurPointGeometryShader, NULL, 0);
+ mDeviceContext->PSSetShader(mAppliedPixelShader, NULL, 0);
+
+ if (instances > 0)
+ {
+ mDeviceContext->DrawInstanced(count, instances, 0, 0);
+ }
+ else
+ {
+ mDeviceContext->Draw(count, 0);
+ }
+
+ mDeviceContext->GSSetShader(mAppliedGeometryShader, NULL, 0);
+ }
+ else if (mode == GL_LINE_LOOP)
+ {
+ drawLineLoop(count, GL_NONE, NULL, 0, NULL);
+ }
+ else if (mode == GL_TRIANGLE_FAN)
+ {
+ drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
+ }
+ else if (instances > 0)
+ {
+ mDeviceContext->DrawInstanced(count, instances, 0, 0);
+ }
+ else
+ {
+ mDeviceContext->Draw(count, 0);
+ }
+}
+
+void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
+ gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
+{
+ if (mode == GL_LINE_LOOP)
+ {
+ drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
+ }
+ else if (mode == GL_TRIANGLE_FAN)
+ {
+ drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
+ }
+ else if (instances > 0)
+ {
+ mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
+ }
+ else
+ {
+ mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
+ }
+}
+
+template<typename T>
+static void fillLineLoopIndices(GLenum type, GLsizei count, const GLvoid *indices, T *data)
+{
+ 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();
+ }
+}
+
+template<typename T>
+static void fillTriangleFanIndices(GLenum type, unsigned int numTris, const GLvoid *indices, T *data)
+{
+ 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();
+ }
+}
+
+void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
+{
+ // Get the raw indices for an indexed draw
+ if (type != GL_NONE && elementArrayBuffer)
+ {
+ gl::Buffer *indexBuffer = elementArrayBuffer;
+ BufferImpl *storage = indexBuffer->getImplementation();
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+ indices = static_cast<const GLubyte*>(storage->getData()) + offset;
+ }
+
+ // TODO: some level 9 hardware supports 32-bit indices; test and store support instead
+ const int indexType = isLevel9() ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
+
+ if (!mLineLoopIB)
+ {
+ mLineLoopIB = new StreamingIndexBufferInterface(this);
+ if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, indexType))
+ {
+ delete mLineLoopIB;
+ mLineLoopIB = NULL;
+
+ ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ // Checked by Renderer11::applyPrimitiveType
+ ASSERT(count >= 0);
+
+ int indexTypeSize = indexType == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int);
+ if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / indexTypeSize))
+ {
+ ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * indexTypeSize;
+ if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, indexType))
+ {
+ ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ void* mappedMemory = NULL;
+ unsigned int offset;
+ if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
+ {
+ ERR("Could not map index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ if (indexType == GL_UNSIGNED_SHORT)
+ fillLineLoopIndices(type, count, indices, reinterpret_cast<unsigned short*>(mappedMemory));
+ else
+ fillLineLoopIndices(type, count, indices, reinterpret_cast<unsigned int*>(mappedMemory));
+ unsigned int indexBufferOffset = offset;
+
+ if (!mLineLoopIB->unmapBuffer())
+ {
+ ERR("Could not unmap index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
+ ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
+ DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
+
+ if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
+ {
+ mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
+ mAppliedIB = d3dIndexBuffer;
+ mAppliedIBFormat = indexFormat;
+ 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)
+{
+ // Get the raw indices for an indexed draw
+ if (type != GL_NONE && elementArrayBuffer)
+ {
+ gl::Buffer *indexBuffer = elementArrayBuffer;
+ BufferImpl *storage = indexBuffer->getImplementation();
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+ indices = static_cast<const GLubyte*>(storage->getData()) + offset;
+ }
+
+ const int indexType = isLevel9() ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
+
+ if (!mTriangleFanIB)
+ {
+ mTriangleFanIB = new StreamingIndexBufferInterface(this);
+ if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, indexType))
+ {
+ delete mTriangleFanIB;
+ mTriangleFanIB = NULL;
+
+ ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ // Checked by Renderer11::applyPrimitiveType
+ ASSERT(count >= 3);
+
+ const unsigned int numTris = count - 2;
+
+ int indexTypeSize = indexType == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int);
+ if (numTris > (std::numeric_limits<unsigned int>::max() / (indexTypeSize * 3)))
+ {
+ ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ const unsigned int spaceNeeded = (numTris * 3) * indexTypeSize;
+ if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, indexType))
+ {
+ ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ void* mappedMemory = NULL;
+ unsigned int offset;
+ if (!mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
+ {
+ ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ if (indexType == GL_UNSIGNED_SHORT)
+ fillTriangleFanIndices(type, numTris, indices, reinterpret_cast<unsigned short*>(mappedMemory));
+ else
+ fillTriangleFanIndices(type, numTris, indices, reinterpret_cast<unsigned int*>(mappedMemory));
+ unsigned int indexBufferOffset = offset;
+
+ if (!mTriangleFanIB->unmapBuffer())
+ {
+ ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
+ ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
+ DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
+
+ if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
+ {
+ mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
+ mAppliedIB = d3dIndexBuffer;
+ mAppliedIBFormat = indexFormat;
+ mAppliedIBOffset = indexBufferOffset;
+ }
+
+ if (instances > 0)
+ {
+ mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
+ }
+ else
+ {
+ mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
+ }
+}
+
+void Renderer11::applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
+ bool rasterizerDiscard, bool transformFeedbackActive)
+{
+ ShaderExecutable *vertexExe = programBinary->getVertexExecutableForInputLayout(inputLayout);
+ ShaderExecutable *pixelExe = programBinary->getPixelExecutableForFramebuffer(framebuffer);
+ ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
+
+ ID3D11VertexShader *vertexShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader() : NULL);
+
+ ID3D11PixelShader *pixelShader = NULL;
+ // Skip pixel shader if we're doing rasterizer discard.
+ if (!rasterizerDiscard)
+ {
+ pixelShader = (pixelExe ? ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader() : NULL);
+ }
+
+ ID3D11GeometryShader *geometryShader = NULL;
+ if (transformFeedbackActive)
+ {
+ geometryShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getStreamOutShader() : NULL);
+ }
+ else if (mCurRasterState.pointDrawMode)
+ {
+ geometryShader = (geometryExe ? ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader() : NULL);
+ }
+
+ bool dirtyUniforms = false;
+
+ if (vertexShader != mAppliedVertexShader)
+ {
+ mDeviceContext->VSSetShader(vertexShader, NULL, 0);
+ mAppliedVertexShader = vertexShader;
+ dirtyUniforms = true;
+ }
+
+ if (geometryShader != mAppliedGeometryShader)
+ {
+ mDeviceContext->GSSetShader(geometryShader, NULL, 0);
+ mAppliedGeometryShader = geometryShader;
+ dirtyUniforms = true;
+ }
+
+ if (geometryExe && mCurRasterState.pointDrawMode)
+ {
+ mCurPointGeometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
+ }
+ else
+ {
+ mCurPointGeometryShader = NULL;
+ }
+
+ if (pixelShader != mAppliedPixelShader)
+ {
+ mDeviceContext->PSSetShader(pixelShader, NULL, 0);
+ mAppliedPixelShader = pixelShader;
+ dirtyUniforms = true;
+ }
+
+ if (dirtyUniforms)
+ {
+ programBinary->dirtyAllUniforms();
+ }
+}
+
+void Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
+{
+ const std::vector<gl::LinkedUniform*> &uniformArray = programBinary.getUniforms();
+
+ unsigned int totalRegisterCountVS = 0;
+ unsigned int totalRegisterCountPS = 0;
+
+ bool vertexUniformsDirty = false;
+ bool pixelUniformsDirty = false;
+
+ for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
+ {
+ const gl::LinkedUniform &uniform = *uniformArray[uniformIndex];
+
+ if (uniform.isReferencedByVertexShader() && !uniform.isSampler())
+ {
+ totalRegisterCountVS += uniform.registerCount;
+ vertexUniformsDirty = (vertexUniformsDirty || uniform.dirty);
+ }
+
+ if (uniform.isReferencedByFragmentShader() && !uniform.isSampler())
+ {
+ totalRegisterCountPS += uniform.registerCount;
+ pixelUniformsDirty = (pixelUniformsDirty || uniform.dirty);
+ }
+ }
+
+ const UniformStorage11 *vertexUniformStorage = UniformStorage11::makeUniformStorage11(&programBinary.getVertexUniformStorage());
+ const UniformStorage11 *fragmentUniformStorage = UniformStorage11::makeUniformStorage11(&programBinary.getFragmentUniformStorage());
+ ASSERT(vertexUniformStorage);
+ ASSERT(fragmentUniformStorage);
+
+ ID3D11Buffer *vertexConstantBuffer = vertexUniformStorage->getConstantBuffer();
+ ID3D11Buffer *pixelConstantBuffer = fragmentUniformStorage->getConstantBuffer();
+
+ float (*mapVS)[4] = NULL;
+ float (*mapPS)[4] = NULL;
+
+ if (totalRegisterCountVS > 0 && vertexUniformsDirty)
+ {
+ D3D11_MAPPED_SUBRESOURCE map = {0};
+ HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ mapVS = (float(*)[4])map.pData;
+ }
+
+ if (totalRegisterCountPS > 0 && pixelUniformsDirty)
+ {
+ D3D11_MAPPED_SUBRESOURCE map = {0};
+ HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ mapPS = (float(*)[4])map.pData;
+ }
+
+ for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
+ {
+ gl::LinkedUniform *uniform = uniformArray[uniformIndex];
+
+ if (!uniform->isSampler())
+ {
+ unsigned int componentCount = (4 - uniform->registerElement);
+
+ // we assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would
+ // overwrite previously written regions of memory.
+
+ if (uniform->isReferencedByVertexShader() && mapVS)
+ {
+ memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
+ }
+
+ if (uniform->isReferencedByFragmentShader() && mapPS)
+ {
+ memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
+ }
+ }
+ }
+
+ if (mapVS)
+ {
+ mDeviceContext->Unmap(vertexConstantBuffer, 0);
+ }
+
+ if (mapPS)
+ {
+ mDeviceContext->Unmap(pixelConstantBuffer, 0);
+ }
+
+ if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
+ {
+ mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
+ mCurrentVertexConstantBuffer = vertexConstantBuffer;
+ }
+
+ if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
+ {
+ mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
+ mCurrentPixelConstantBuffer = pixelConstantBuffer;
+ }
+
+ // Driver uniforms
+ if (!mDriverConstantBufferVS)
+ {
+ D3D11_BUFFER_DESC constantBufferDescription = {0};
+ constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
+ constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
+ constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ constantBufferDescription.CPUAccessFlags = 0;
+ constantBufferDescription.MiscFlags = 0;
+ constantBufferDescription.StructureByteStride = 0;
+
+ HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+
+ mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
+ }
+
+ if (!mDriverConstantBufferPS)
+ {
+ D3D11_BUFFER_DESC constantBufferDescription = {0};
+ constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
+ constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
+ constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ constantBufferDescription.CPUAccessFlags = 0;
+ constantBufferDescription.MiscFlags = 0;
+ constantBufferDescription.StructureByteStride = 0;
+
+ HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+
+ mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
+ }
+
+ if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
+ {
+ mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
+ memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
+ }
+
+ if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
+ {
+ mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
+ memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
+ }
+
+ // needed for the point sprite geometry shader
+ if (mFeatureLevel >= D3D_FEATURE_LEVEL_10_0 && mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
+ {
+ mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
+ mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
+ }
+}
+
+void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
+{
+ mClear->clearFramebuffer(clearParams, frameBuffer);
+ invalidateFramebufferSwizzles(frameBuffer);
+}
+
+void Renderer11::markAllStateDirty()
+{
+ for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
+ {
+ mAppliedRenderTargetSerials[rtIndex] = 0;
+ }
+ mAppliedDepthbufferSerial = 0;
+ mAppliedStencilbufferSerial = 0;
+ mDepthStencilInitialized = false;
+ mRenderTargetDescInitialized = false;
+
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
+ {
+ mForceSetVertexSamplerStates[i] = true;
+ mCurVertexSRVs[i] = NULL;
+ }
+ for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
+ {
+ mForceSetPixelSamplerStates[i] = true;
+ mCurPixelSRVs[i] = NULL;
+ }
+
+ mForceSetBlendState = true;
+ mForceSetRasterState = true;
+ mForceSetDepthStencilState = true;
+ mForceSetScissor = true;
+ mForceSetViewport = true;
+
+ mAppliedIB = NULL;
+ mAppliedIBFormat = DXGI_FORMAT_UNKNOWN;
+ mAppliedIBOffset = 0;
+
+ mAppliedVertexShader = NULL;
+ mAppliedGeometryShader = NULL;
+ mCurPointGeometryShader = NULL;
+ mAppliedPixelShader = NULL;
+
+ for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
+ {
+ mAppliedTFBuffers[i] = NULL;
+ mAppliedTFOffsets[i] = 0;
+ }
+
+ memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
+ memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
+
+ mInputLayoutCache.markDirty();
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
+ {
+ mCurrentConstantBufferVS[i] = -1;
+ mCurrentConstantBufferPS[i] = -1;
+ }
+
+ mCurrentVertexConstantBuffer = NULL;
+ mCurrentPixelConstantBuffer = NULL;
+ mCurrentGeometryConstantBuffer = NULL;
+
+ mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
+}
+
+void Renderer11::releaseDeviceResources()
+{
+ mStateCache.clear();
+ mInputLayoutCache.clear();
+
+ SafeDelete(mVertexDataManager);
+ SafeDelete(mIndexDataManager);
+ SafeDelete(mLineLoopIB);
+ SafeDelete(mTriangleFanIB);
+ SafeDelete(mBlit);
+ SafeDelete(mClear);
+ SafeDelete(mPixelTransfer);
+
+ SafeRelease(mDriverConstantBufferVS);
+ SafeRelease(mDriverConstantBufferPS);
+ SafeRelease(mSyncQuery);
+}
+
+void Renderer11::notifyDeviceLost()
+{
+ mDeviceLost = true;
+ mDisplay->notifyDeviceLost();
+}
+
+bool Renderer11::isDeviceLost()
+{
+ return mDeviceLost;
+}
+
+// set notify to true to broadcast a message to all contexts of the device loss
+bool Renderer11::testDeviceLost(bool notify)
+{
+ bool isLost = false;
+
+ // GetRemovedReason is used to test if the device is removed
+ HRESULT result = mDevice->GetDeviceRemovedReason();
+ isLost = d3d11::isDeviceLostError(result);
+
+ if (isLost)
+ {
+ // Log error if this is a new device lost event
+ if (mDeviceLost == false)
+ {
+ ERR("The D3D11 device was removed: 0x%08X", result);
+ }
+
+ // ensure we note the device loss --
+ // we'll probably get this done again by notifyDeviceLost
+ // but best to remember it!
+ // Note that we don't want to clear the device loss status here
+ // -- this needs to be done by resetDevice
+ mDeviceLost = true;
+ if (notify)
+ {
+ notifyDeviceLost();
+ }
+ }
+
+ return isLost;
+}
+
+bool Renderer11::testDeviceResettable()
+{
+ // determine if the device is resettable by creating a dummy device
+ PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
+
+ if (D3D11CreateDevice == NULL)
+ {
+ return false;
+ }
+
+ D3D_FEATURE_LEVEL featureLevels[] =
+ {
+ D3D_FEATURE_LEVEL_11_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0,
+#if !defined(ANGLE_ENABLE_D3D9)
+ D3D_FEATURE_LEVEL_9_3,
+ D3D_FEATURE_LEVEL_9_2,
+ D3D_FEATURE_LEVEL_9_1,
+#endif
+ };
+
+ ID3D11Device* dummyDevice;
+ D3D_FEATURE_LEVEL dummyFeatureLevel;
+ ID3D11DeviceContext* dummyContext;
+
+ HRESULT result = D3D11CreateDevice(NULL,
+ D3D_DRIVER_TYPE_HARDWARE,
+ NULL,
+ #if defined(_DEBUG)
+ D3D11_CREATE_DEVICE_DEBUG,
+ #else
+ 0,
+ #endif
+ featureLevels,
+ ArraySize(featureLevels),
+ D3D11_SDK_VERSION,
+ &dummyDevice,
+ &dummyFeatureLevel,
+ &dummyContext);
+
+ if (!mDevice || FAILED(result))
+ {
+ return false;
+ }
+
+ SafeRelease(dummyContext);
+ SafeRelease(dummyDevice);
+
+ return true;
+}
+
+void Renderer11::release()
+{
+ releaseDeviceResources();
+
+ SafeRelease(mDxgiFactory);
+ SafeRelease(mDxgiAdapter);
+
+ if (mDeviceContext)
+ {
+ mDeviceContext->ClearState();
+ mDeviceContext->Flush();
+ SafeRelease(mDeviceContext);
+ }
+
+ SafeRelease(mDevice);
+
+ if (mD3d11Module)
+ {
+ FreeLibrary(mD3d11Module);
+ mD3d11Module = NULL;
+ }
+
+ if (mDxgiModule)
+ {
+ FreeLibrary(mDxgiModule);
+ mDxgiModule = NULL;
+ }
+
+ mCompiler.release();
+}
+
+bool Renderer11::resetDevice()
+{
+ // recreate everything
+ release();
+ EGLint result = initialize();
+
+ if (result != EGL_SUCCESS)
+ {
+ ERR("Could not reinitialize D3D11 device: %08X", result);
+ return false;
+ }
+
+ mDeviceLost = false;
+
+ return true;
+}
+
+DWORD Renderer11::getAdapterVendor() const
+{
+ return mAdapterDescription.VendorId;
+}
+
+std::string Renderer11::getRendererDescription() const
+{
+ std::ostringstream rendererString;
+
+ rendererString << mDescription;
+ rendererString << " Direct3D11";
+
+ rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
+ rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
+
+ return rendererString.str();
+}
+
+GUID Renderer11::getAdapterIdentifier() const
+{
+ // Use the adapter LUID as our adapter ID
+ // This number is local to a machine is only guaranteed to be unique between restarts
+ META_ASSERT(sizeof(LUID) <= sizeof(GUID));
+ GUID adapterId = {0};
+ memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
+ return adapterId;
+}
+
+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_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;
+ }
+}
+
+unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
+{
+ return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
+}
+
+unsigned int Renderer11::getReservedVertexUniformVectors() const
+{
+ return 0; // Driver uniforms are stored in a separate constant buffer
+}
+
+unsigned int Renderer11::getReservedFragmentUniformVectors() const
+{
+ return 0; // Driver uniforms are stored in a separate constant buffer
+}
+
+unsigned int Renderer11::getMaxVertexUniformVectors() const
+{
+ META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
+ ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_9_1);
+ return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
+}
+
+unsigned int Renderer11::getMaxFragmentUniformVectors() const
+{
+ META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
+ ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_9_1);
+ return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
+}
+
+unsigned int Renderer11::getMaxVaryingVectors() const
+{
+ META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
+ META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
+ META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ return D3D11_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
+ case D3D_FEATURE_LEVEL_10_1:
+ return D3D10_1_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
+ case D3D_FEATURE_LEVEL_10_0:
+ return D3D10_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
+ case D3D_FEATURE_LEVEL_9_3:
+ return 10 - getReservedVaryings();
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return 8 - getReservedVaryings();
+ default: UNREACHABLE();
+ return 0;
+ }
+}
+
+unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
+{
+ META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
+ gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
+
+ switch (mFeatureLevel)
+ {
+ 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();
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return 0;
+ default: UNREACHABLE();
+ return 0;
+ }
+}
+
+unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
+{
+ META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
+ gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
+
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return 0;
+ default: UNREACHABLE();
+ return 0;
+ }
+}
+
+unsigned int Renderer11::getReservedVertexUniformBuffers() const
+{
+ // we reserve one buffer for the application uniforms, and one for driver uniforms
+ return 2;
+}
+
+unsigned int Renderer11::getReservedFragmentUniformBuffers() const
+{
+ // we reserve one buffer for the application uniforms, and one for driver uniforms
+ return 2;
+}
+
+unsigned int Renderer11::getReservedVaryings() const
+{
+ // We potentially reserve varyings for gl_Position, dx_Position, gl_FragCoord and gl_PointSize
+ return 4;
+}
+
+
+unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
+{
+ META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
+ gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
+
+ switch (mFeatureLevel)
+ {
+ 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;
+ }
+}
+
+unsigned int Renderer11::getMaxTransformFeedbackSeparateComponents() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ return getMaxTransformFeedbackInterleavedComponents() / getMaxTransformFeedbackBuffers();
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ // D3D 10 and 10.1 only allow one output per output slot if an output slot other than zero
+ // is used.
+ 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;
+ }
+}
+
+unsigned int Renderer11::getMaxTransformFeedbackInterleavedComponents() const
+{
+ return (getMaxVaryingVectors() * 4);
+}
+
+unsigned int Renderer11::getMaxUniformBufferSize() const
+{
+ // Each component is a 4-element vector of 4-byte units (floats)
+ const unsigned int bytesPerComponent = 4 * sizeof(float);
+
+ switch (mFeatureLevel)
+ {
+ 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;
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return 0;
+ default: UNREACHABLE();
+ return 0;
+ }
+}
+
+bool Renderer11::getShareHandleSupport() const
+{
+ // We only currently support share handles with BGRA surfaces, because
+ // chrome needs BGRA. Once chrome fixes this, we should always support them.
+ // PIX doesn't seem to support using share handles, so disable them.
+ return getRendererExtensions().textureFormatBGRA8888 && !gl::perfActive();
+}
+
+bool Renderer11::getPostSubBufferSupport() const
+{
+ // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
+ return false;
+}
+
+int Renderer11::getMaxRecommendedElementsIndices() const
+{
+ META_ASSERT(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
+ META_ASSERT(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
+
+ // D3D11 allows up to 2^32 elements, but we report max signed int for convenience.
+ return std::numeric_limits<GLint>::max();
+}
+
+int Renderer11::getMaxRecommendedElementsVertices() const
+{
+ META_ASSERT(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
+ META_ASSERT(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
+
+ // D3D11 allows up to 2^32 elements, but we report max signed int for convenience.
+ return std::numeric_limits<GLint>::max();
+}
+
+bool Renderer11::getSRGBTextureSupport() const
+{
+ return true;
+}
+
+int Renderer11::getMajorShaderModel() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
+ case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
+ case D3D_FEATURE_LEVEL_10_0:
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return D3D10_SHADER_MAJOR_VERSION; // 4
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+int Renderer11::getMinorShaderModel() const
+{
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
+ case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
+ case D3D_FEATURE_LEVEL_10_0:
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return D3D10_SHADER_MINOR_VERSION; // 0
+ default: UNREACHABLE(); return 0;
+ }
+}
+
+int Renderer11::getMinSwapInterval() const
+{
+ return 0;
+}
+
+int Renderer11::getMaxSwapInterval() const
+{
+ return 4;
+}
+
+int Renderer11::getMaxSupportedSamples() const
+{
+ return mMaxSupportedSamples;
+}
+
+GLsizei Renderer11::getMaxSupportedFormatSamples(GLenum internalFormat) const
+{
+ DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat);
+ MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
+ return (iter != mMultisampleSupportMap.end()) ? iter->second.maxSupportedSamples : 0;
+}
+
+GLsizei Renderer11::getNumSampleCounts(GLenum internalFormat) const
+{
+ unsigned int numCounts = 0;
+
+ // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
+ GLenum componentType = gl::GetComponentType(internalFormat);
+ if (componentType != GL_INT && componentType != GL_UNSIGNED_INT)
+ {
+ DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat);
+ MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
+
+ if (iter != mMultisampleSupportMap.end())
+ {
+ const MultisampleSupportInfo& info = iter->second;
+ for (int i = 0; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
+ {
+ if (info.qualityLevels[i] > 0)
+ {
+ numCounts++;
+ }
+ }
+ }
+ }
+
+ return numCounts;
+}
+
+void Renderer11::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const
+{
+ // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
+ GLenum componentType = gl::GetComponentType(internalFormat);
+ if (componentType == GL_INT || componentType == GL_UNSIGNED_INT)
+ {
+ return;
+ }
+
+ DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat);
+ MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
+
+ if (iter != mMultisampleSupportMap.end())
+ {
+ const MultisampleSupportInfo& info = iter->second;
+ int bufPos = 0;
+ for (int i = D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT - 1; i >= 0 && bufPos < bufSize; i--)
+ {
+ if (info.qualityLevels[i] > 0)
+ {
+ params[bufPos++] = i + 1;
+ }
+ }
+ }
+}
+
+int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
+{
+ if (requested == 0)
+ {
+ return 0;
+ }
+
+ MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
+ if (iter != mMultisampleSupportMap.end())
+ {
+ const MultisampleSupportInfo& info = iter->second;
+ for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
+ {
+ if (info.qualityLevels[i] > 0)
+ {
+ return i + 1;
+ }
+ }
+ }
+
+ return -1;
+}
+
+bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
+{
+ if (source && dest)
+ {
+ TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
+ TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
+
+ mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
+
+ dest11->invalidateSwizzleCache();
+
+ return true;
+ }
+
+ return false;
+}
+
+bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
+{
+ if (source && dest)
+ {
+ TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
+ TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
+
+ mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
+
+ dest11->invalidateSwizzleCache();
+
+ return true;
+ }
+
+ return false;
+}
+
+bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
+{
+ if (source && dest)
+ {
+ TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
+ TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
+
+ mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
+
+ dest11->invalidateSwizzleCache();
+
+ return true;
+ }
+
+ return false;
+}
+
+bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
+{
+ if (source && dest)
+ {
+ TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
+ TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
+
+ mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
+
+ dest11->invalidateSwizzleCache();
+
+ return true;
+ }
+
+ return false;
+}
+
+bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
+{
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ if (!colorbuffer)
+ {
+ ERR("Failed to retrieve the color buffer from the frame buffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
+ if (!sourceRenderTarget)
+ {
+ ERR("Failed to retrieve the render target from the frame buffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
+ if (!source)
+ {
+ ERR("Failed to retrieve the render target view from the render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
+ if (!storage11)
+ {
+ ERR("Failed to retrieve the texture storage from the destination.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
+ if (!destRenderTarget)
+ {
+ ERR("Failed to retrieve the render target from the destination storage.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
+ if (!dest)
+ {
+ ERR("Failed to retrieve the render target view from the destination render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
+ destFormat, GL_NEAREST);
+
+ storage11->invalidateSwizzleCacheLevel(level);
+
+ return ret;
+}
+
+bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
+{
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ if (!colorbuffer)
+ {
+ ERR("Failed to retrieve the color buffer from the frame buffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
+ if (!sourceRenderTarget)
+ {
+ ERR("Failed to retrieve the render target from the frame buffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
+ if (!source)
+ {
+ ERR("Failed to retrieve the render target view from the render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
+ if (!storage11)
+ {
+ ERR("Failed to retrieve the texture storage from the destination.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetFace(target, level));
+ if (!destRenderTarget)
+ {
+ ERR("Failed to retrieve the render target from the destination storage.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
+ if (!dest)
+ {
+ ERR("Failed to retrieve the render target view from the destination render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
+ destFormat, GL_NEAREST);
+
+ storage11->invalidateSwizzleCacheLevel(level);
+
+ return ret;
+}
+
+bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
+{
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ if (!colorbuffer)
+ {
+ ERR("Failed to retrieve the color buffer from the frame buffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
+ if (!sourceRenderTarget)
+ {
+ ERR("Failed to retrieve the render target from the frame buffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
+ if (!source)
+ {
+ ERR("Failed to retrieve the render target view from the render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
+ if (!storage11)
+ {
+ ERR("Failed to retrieve the texture storage from the destination.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
+ if (!destRenderTarget)
+ {
+ ERR("Failed to retrieve the render target from the destination storage.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
+ if (!dest)
+ {
+ ERR("Failed to retrieve the render target view from the destination render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
+ destFormat, GL_NEAREST);
+
+ storage11->invalidateSwizzleCacheLevel(level);
+
+ return ret;
+}
+
+bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
+{
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ if (!colorbuffer)
+ {
+ ERR("Failed to retrieve the color buffer from the frame buffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
+ if (!sourceRenderTarget)
+ {
+ ERR("Failed to retrieve the render target from the frame buffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
+ if (!source)
+ {
+ ERR("Failed to retrieve the render target view from the render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
+ if (!storage11)
+ {
+ SafeRelease(source);
+ ERR("Failed to retrieve the texture storage from the destination.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
+ if (!destRenderTarget)
+ {
+ SafeRelease(source);
+ ERR("Failed to retrieve the render target from the destination storage.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
+ if (!dest)
+ {
+ ERR("Failed to retrieve the render target view from the destination render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
+ destFormat, GL_NEAREST);
+
+ storage11->invalidateSwizzleCacheLevel(level);
+
+ return ret;
+}
+
+void Renderer11::unapplyRenderTargets()
+{
+ setOneTimeRenderTarget(NULL);
+}
+
+void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
+{
+ ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
+
+ rtvArray[0] = renderTargetView;
+
+ mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, rtvArray, NULL);
+
+ // Do not preserve the serial for this one-time-use render target
+ for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
+ {
+ mAppliedRenderTargetSerials[rtIndex] = 0;
+ }
+}
+
+RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
+{
+ SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
+ RenderTarget11 *renderTarget = NULL;
+
+ if (depth)
+ {
+ // Note: depth stencil may be NULL for 0 sized surfaces
+ renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
+ swapChain11->getDepthStencilTexture(),
+ swapChain11->getDepthStencilShaderResource(),
+ swapChain11->getWidth(), swapChain11->getHeight(), 1);
+ }
+ else
+ {
+ // Note: render target may be NULL for 0 sized surfaces
+ renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
+ swapChain11->getOffscreenTexture(),
+ swapChain11->getRenderTargetShaderResource(),
+ swapChain11->getWidth(), swapChain11->getHeight(), 1);
+ }
+ return renderTarget;
+}
+
+RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
+{
+ RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
+ return renderTarget;
+}
+
+ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers)
+{
+ ShaderExecutable11 *executable = NULL;
+ HRESULT result;
+
+ switch (type)
+ {
+ case rx::SHADER_VERTEX:
+ {
+ ID3D11VertexShader *vertexShader = NULL;
+ ID3D11GeometryShader *streamOutShader = NULL;
+
+ result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader);
+ ASSERT(SUCCEEDED(result));
+
+ if (transformFeedbackVaryings.size() > 0)
+ {
+ std::vector<D3D11_SO_DECLARATION_ENTRY> soDeclaration;
+ for (size_t i = 0; i < transformFeedbackVaryings.size(); i++)
+ {
+ const gl::LinkedVarying &varying = transformFeedbackVaryings[i];
+ GLenum transposedType = gl::TransposeMatrixType(varying.type);
+
+ for (size_t j = 0; j < varying.semanticIndexCount; j++)
+ {
+ D3D11_SO_DECLARATION_ENTRY entry = { 0 };
+ entry.Stream = 0;
+ entry.SemanticName = varying.semanticName.c_str();
+ entry.SemanticIndex = varying.semanticIndex + j;
+ entry.StartComponent = 0;
+ entry.ComponentCount = gl::VariableColumnCount(transposedType);
+ entry.OutputSlot = (separatedOutputBuffers ? i : 0);
+ soDeclaration.push_back(entry);
+ }
+ }
+
+ result = mDevice->CreateGeometryShaderWithStreamOutput(function, length, soDeclaration.data(), soDeclaration.size(),
+ NULL, 0, 0, NULL, &streamOutShader);
+ ASSERT(SUCCEEDED(result));
+ }
+
+ if (vertexShader)
+ {
+ executable = new ShaderExecutable11(function, length, vertexShader, streamOutShader);
+ }
+ }
+ break;
+ case rx::SHADER_PIXEL:
+ {
+ ID3D11PixelShader *pixelShader = NULL;
+
+ result = mDevice->CreatePixelShader(function, length, NULL, &pixelShader);
+ ASSERT(SUCCEEDED(result));
+
+ if (pixelShader)
+ {
+ executable = new ShaderExecutable11(function, length, pixelShader);
+ }
+ }
+ break;
+ case rx::SHADER_GEOMETRY:
+ {
+ ID3D11GeometryShader *geometryShader = NULL;
+
+ result = mDevice->CreateGeometryShader(function, length, NULL, &geometryShader);
+ ASSERT(SUCCEEDED(result));
+
+ if (geometryShader)
+ {
+ executable = new ShaderExecutable11(function, length, geometryShader);
+ }
+ }
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ return executable;
+}
+
+ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, D3DWorkaroundType workaround)
+{
+ const char *profileType = NULL;
+ switch (type)
+ {
+ case rx::SHADER_VERTEX:
+ profileType = "vs";
+ break;
+ case rx::SHADER_PIXEL:
+ profileType = "ps";
+ break;
+ case rx::SHADER_GEOMETRY:
+ profileType = "gs";
+ break;
+ default:
+ UNREACHABLE();
+ return NULL;
+ }
+
+ const char *profileVersion = NULL;
+ switch (mFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_0:
+ profileVersion = "5_0";
+ break;
+ case D3D_FEATURE_LEVEL_10_1:
+ profileVersion = "4_1";
+ break;
+ case D3D_FEATURE_LEVEL_10_0:
+ profileVersion = "4_0";
+ break;
+ case D3D_FEATURE_LEVEL_9_3:
+ profileVersion = "4_0_level_9_3";
+ break;
+ case D3D_FEATURE_LEVEL_9_2:
+ profileVersion = "4_0_level_9_2";
+ break;
+ case D3D_FEATURE_LEVEL_9_1:
+ profileVersion = "4_0_level_9_1";
+ break;
+ default:
+ UNREACHABLE();
+ return NULL;
+ }
+
+ char profile[32];
+ snprintf(profile, ArraySize(profile), "%s_%s", profileType, profileVersion);
+
+ UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL0;
+
+ if (gl::perfActive())
+ {
+#ifndef NDEBUG
+ flags = D3DCOMPILE_SKIP_OPTIMIZATION;
+#endif
+
+ flags |= D3DCOMPILE_DEBUG;
+
+ std::string sourcePath = getTempPath();
+ std::string sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(shaderHLSL);
+ writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
+ }
+
+ // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
+ // Try the default flags first and if compilation fails, try some alternatives.
+ const UINT extraFlags[] =
+ {
+ flags,
+ flags | D3DCOMPILE_SKIP_VALIDATION,
+ flags | D3DCOMPILE_SKIP_OPTIMIZATION
+ };
+
+ const static char *extraFlagNames[] =
+ {
+ "default",
+ "skip validation",
+ "skip optimization"
+ };
+
+ int attempts = ArraySize(extraFlags);
+
+ ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, extraFlags, extraFlagNames, attempts);
+ if (!binary)
+ {
+ return NULL;
+ }
+
+ ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type,
+ transformFeedbackVaryings, separatedOutputBuffers);
+ SafeRelease(binary);
+
+ return executable;
+}
+
+rx::UniformStorage *Renderer11::createUniformStorage(size_t storageSize)
+{
+ return new UniformStorage11(this, storageSize);
+}
+
+VertexBuffer *Renderer11::createVertexBuffer()
+{
+ return new VertexBuffer11(this);
+}
+
+IndexBuffer *Renderer11::createIndexBuffer()
+{
+ return new IndexBuffer11(this);
+}
+
+BufferImpl *Renderer11::createBuffer()
+{
+ return new Buffer11(this);
+}
+
+VertexArrayImpl *Renderer11::createVertexArray()
+{
+ return new VertexArray11(this);
+}
+
+QueryImpl *Renderer11::createQuery(GLenum type)
+{
+ return new Query11(this, type);
+}
+
+FenceImpl *Renderer11::createFence()
+{
+ return new Fence11(this);
+}
+
+bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
+{
+ ASSERT(getRendererExtensions().pixelBufferObject);
+
+ // sRGB formats do not work with D3D11 buffer SRVs
+ if (gl::GetColorEncoding(internalFormat) == GL_SRGB)
+ {
+ return false;
+ }
+
+ // We cannot support direct copies to non-color-renderable formats
+ if (gl_d3d11::GetRTVFormat(internalFormat) != DXGI_FORMAT_UNKNOWN)
+ {
+ return false;
+ }
+
+ // We skip all 3-channel formats since sometimes format support is missing
+ if (gl::GetComponentCount(internalFormat) == 3)
+ {
+ return false;
+ }
+
+ // We don't support formats which we can't represent without conversion
+ if (getNativeTextureFormat(internalFormat) != internalFormat)
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
+{
+ ASSERT(supportsFastCopyBufferToTexture(destinationFormat));
+ return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, sourcePixelsType, destArea);
+}
+
+bool Renderer11::getRenderTargetResource(gl::FramebufferAttachment *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
+{
+ ASSERT(colorbuffer != NULL);
+
+ RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
+ if (renderTarget)
+ {
+ *subresourceIndex = renderTarget->getSubresourceIndex();
+
+ ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
+ if (colorBufferRTV)
+ {
+ ID3D11Resource *textureResource = NULL;
+ colorBufferRTV->GetResource(&textureResource);
+
+ if (textureResource)
+ {
+ HRESULT result = textureResource->QueryInterface(__uuidof(ID3D11Texture2D), (void**)resource);
+ SafeRelease(textureResource);
+
+ if (SUCCEEDED(result))
+ {
+ return true;
+ }
+ else
+ {
+ ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
+ "HRESULT: 0x%X.", result);
+ }
+ }
+ }
+ }
+
+ return false;
+}
+
+bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
+ const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
+{
+ if (blitRenderTarget)
+ {
+ gl::FramebufferAttachment *readBuffer = readTarget->getReadColorbuffer();
+
+ if (!readBuffer)
+ {
+ ERR("Failed to retrieve the read buffer from the read framebuffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
+
+ for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
+ {
+ if (drawTarget->isEnabledColorAttachment(colorAttachment))
+ {
+ gl::FramebufferAttachment *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
+
+ if (!drawBuffer)
+ {
+ ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
+
+ if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
+ blitRenderTarget, false, false))
+ {
+ return false;
+ }
+ }
+ }
+ }
+
+ if (blitDepth || blitStencil)
+ {
+ gl::FramebufferAttachment *readBuffer = readTarget->getDepthOrStencilbuffer();
+ gl::FramebufferAttachment *drawBuffer = drawTarget->getDepthOrStencilbuffer();
+
+ if (!readBuffer)
+ {
+ ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ if (!drawBuffer)
+ {
+ ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
+ RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
+
+ if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
+ false, blitDepth, blitStencil))
+ {
+ return false;
+ }
+ }
+
+ invalidateFramebufferSwizzles(drawTarget);
+
+ return true;
+}
+
+void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
+ GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void* pixels)
+{
+ ID3D11Texture2D *colorBufferTexture = NULL;
+ unsigned int subresourceIndex = 0;
+
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+
+ if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
+ {
+ gl::Rectangle area;
+ area.x = x;
+ area.y = y;
+ area.width = width;
+ area.height = height;
+
+ if (pack.pixelBuffer.get() != NULL)
+ {
+ rx::Buffer11 *packBufferStorage = Buffer11::makeBuffer11(pack.pixelBuffer.get()->getImplementation());
+ PackPixelsParams packParams(area, format, type, outputPitch, pack, reinterpret_cast<ptrdiff_t>(pixels));
+ packBufferStorage->packPixels(colorBufferTexture, subresourceIndex, packParams);
+ }
+ else
+ {
+ readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, pack, pixels);
+ }
+
+ SafeRelease(colorBufferTexture);
+ }
+}
+
+Image *Renderer11::createImage()
+{
+ return new Image11();
+}
+
+void Renderer11::generateMipmap(Image *dest, Image *src)
+{
+ Image11 *dest11 = Image11::makeImage11(dest);
+ Image11 *src11 = Image11::makeImage11(src);
+ Image11::generateMipmap(dest11, src11);
+}
+
+TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
+{
+ SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
+ return new TextureStorage11_2D(this, swapChain11);
+}
+
+TextureStorage *Renderer11::createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels)
+{
+ return new TextureStorage11_2D(this, internalformat, renderTarget, width, height, levels);
+}
+
+TextureStorage *Renderer11::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels)
+{
+ return new TextureStorage11_Cube(this, internalformat, renderTarget, size, levels);
+}
+
+TextureStorage *Renderer11::createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
+{
+ return new TextureStorage11_3D(this, internalformat, renderTarget, width, height, depth, levels);
+}
+
+TextureStorage *Renderer11::createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
+{
+ return new TextureStorage11_2DArray(this, internalformat, renderTarget, width, height, depth, levels);
+}
+
+Texture2DImpl *Renderer11::createTexture2D()
+{
+ return new TextureD3D_2D(this);
+}
+
+TextureCubeImpl *Renderer11::createTextureCube()
+{
+ return new TextureD3D_Cube(this);
+}
+
+Texture3DImpl *Renderer11::createTexture3D()
+{
+ return new TextureD3D_3D(this);
+}
+
+Texture2DArrayImpl *Renderer11::createTexture2DArray()
+{
+ return new TextureD3D_2DArray(this);
+}
+
+void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
+ GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void *pixels)
+{
+ ASSERT(area.width >= 0);
+ ASSERT(area.height >= 0);
+
+ D3D11_TEXTURE2D_DESC textureDesc;
+ texture->GetDesc(&textureDesc);
+
+ // Clamp read region to the defined texture boundaries, preventing out of bounds reads
+ // and reads of uninitialized data.
+ gl::Rectangle safeArea;
+ safeArea.x = gl::clamp(area.x, 0, static_cast<int>(textureDesc.Width));
+ safeArea.y = gl::clamp(area.y, 0, static_cast<int>(textureDesc.Height));
+ safeArea.width = gl::clamp(area.width + std::min(area.x, 0), 0,
+ static_cast<int>(textureDesc.Width) - safeArea.x);
+ safeArea.height = gl::clamp(area.height + std::min(area.y, 0), 0,
+ static_cast<int>(textureDesc.Height) - safeArea.y);
+
+ ASSERT(safeArea.x >= 0 && safeArea.y >= 0);
+ ASSERT(safeArea.x + safeArea.width <= static_cast<int>(textureDesc.Width));
+ ASSERT(safeArea.y + safeArea.height <= static_cast<int>(textureDesc.Height));
+
+ if (safeArea.width == 0 || safeArea.height == 0)
+ {
+ // no work to do
+ return;
+ }
+
+ D3D11_TEXTURE2D_DESC stagingDesc;
+ stagingDesc.Width = safeArea.width;
+ stagingDesc.Height = safeArea.height;
+ stagingDesc.MipLevels = 1;
+ stagingDesc.ArraySize = 1;
+ stagingDesc.Format = textureDesc.Format;
+ stagingDesc.SampleDesc.Count = 1;
+ stagingDesc.SampleDesc.Quality = 0;
+ stagingDesc.Usage = D3D11_USAGE_STAGING;
+ stagingDesc.BindFlags = 0;
+ stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
+ stagingDesc.MiscFlags = 0;
+
+ ID3D11Texture2D* stagingTex = NULL;
+ HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
+ if (FAILED(result))
+ {
+ ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
+ return;
+ }
+
+ ID3D11Texture2D* srcTex = NULL;
+ if (textureDesc.SampleDesc.Count > 1)
+ {
+ D3D11_TEXTURE2D_DESC resolveDesc;
+ resolveDesc.Width = textureDesc.Width;
+ resolveDesc.Height = textureDesc.Height;
+ resolveDesc.MipLevels = 1;
+ resolveDesc.ArraySize = 1;
+ resolveDesc.Format = textureDesc.Format;
+ resolveDesc.SampleDesc.Count = 1;
+ resolveDesc.SampleDesc.Quality = 0;
+ resolveDesc.Usage = D3D11_USAGE_DEFAULT;
+ resolveDesc.BindFlags = 0;
+ resolveDesc.CPUAccessFlags = 0;
+ resolveDesc.MiscFlags = 0;
+
+ result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
+ if (FAILED(result))
+ {
+ ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
+ SafeRelease(stagingTex);
+ return;
+ }
+
+ mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
+ subResource = 0;
+ }
+ else
+ {
+ srcTex = texture;
+ srcTex->AddRef();
+ }
+
+ D3D11_BOX srcBox;
+ srcBox.left = static_cast<UINT>(safeArea.x);
+ srcBox.right = static_cast<UINT>(safeArea.x + safeArea.width);
+ srcBox.top = static_cast<UINT>(safeArea.y);
+ srcBox.bottom = static_cast<UINT>(safeArea.y + safeArea.height);
+ srcBox.front = 0;
+ srcBox.back = 1;
+
+ mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
+
+ SafeRelease(srcTex);
+
+ PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0);
+ packPixels(stagingTex, packParams, pixels);
+
+ SafeRelease(stagingTex);
+}
+
+void Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, void *pixelsOut)
+{
+ D3D11_TEXTURE2D_DESC textureDesc;
+ readTexture->GetDesc(&textureDesc);
+
+ D3D11_MAPPED_SUBRESOURCE mapping;
+ HRESULT hr = mDeviceContext->Map(readTexture, 0, D3D11_MAP_READ, 0, &mapping);
+ UNUSED_ASSERTION_VARIABLE(hr);
+ ASSERT(SUCCEEDED(hr));
+
+ unsigned char *source;
+ int inputPitch;
+ if (params.pack.reverseRowOrder)
+ {
+ source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (params.area.height - 1);
+ inputPitch = -static_cast<int>(mapping.RowPitch);
+ }
+ else
+ {
+ source = static_cast<unsigned char*>(mapping.pData);
+ inputPitch = static_cast<int>(mapping.RowPitch);
+ }
+
+ GLenum sourceInternalFormat = d3d11_gl::GetInternalFormat(textureDesc.Format);
+ GLenum sourceFormat = gl::GetFormat(sourceInternalFormat);
+ GLenum sourceType = gl::GetType(sourceInternalFormat);
+
+ GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat);
+
+ if (sourceFormat == params.format && sourceType == params.type)
+ {
+ unsigned char *dest = static_cast<unsigned char*>(pixelsOut) + params.offset;
+ for (int y = 0; y < params.area.height; y++)
+ {
+ memcpy(dest + y * params.outputPitch, source + y * inputPitch, params.area.width * sourcePixelSize);
+ }
+ }
+ else
+ {
+ GLenum destInternalFormat = gl::GetSizedInternalFormat(params.format, params.type);
+ GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat);
+
+ ColorCopyFunction fastCopyFunc = d3d11::GetFastCopyFunction(textureDesc.Format, params.format, params.type);
+ if (fastCopyFunc)
+ {
+ // Fast copy is possible through some special function
+ for (int y = 0; y < params.area.height; y++)
+ {
+ for (int x = 0; x < params.area.width; x++)
+ {
+ void *dest = static_cast<unsigned char*>(pixelsOut) + params.offset + y * params.outputPitch + x * destPixelSize;
+ void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
+
+ fastCopyFunc(src, dest);
+ }
+ }
+ }
+ else
+ {
+ ColorReadFunction readFunc = d3d11::GetColorReadFunction(textureDesc.Format);
+ ColorWriteFunction writeFunc = gl::GetColorWriteFunction(params.format, params.type);
+
+ unsigned char temp[16]; // Maximum size of any Color<T> type used.
+ META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) &&
+ sizeof(temp) >= sizeof(gl::ColorUI) &&
+ sizeof(temp) >= sizeof(gl::ColorI));
+
+ for (int y = 0; y < params.area.height; y++)
+ {
+ for (int x = 0; x < params.area.width; x++)
+ {
+ void *dest = static_cast<unsigned char*>(pixelsOut) + params.offset + y * params.outputPitch + x * destPixelSize;
+ void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
+
+ // readFunc and writeFunc will be using the same type of color, CopyTexImage
+ // will not allow the copy otherwise.
+ readFunc(src, temp);
+ writeFunc(temp, dest);
+ }
+ }
+ }
+ }
+
+ mDeviceContext->Unmap(readTexture, 0);
+}
+
+bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
+ RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
+ bool colorBlit, bool depthBlit, bool stencilBlit)
+{
+ // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
+ // it should never be the case that both color and depth/stencil need to be blitted at
+ // at the same time.
+ ASSERT(colorBlit != (depthBlit || stencilBlit));
+
+ bool result = true;
+
+ RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
+ if (!drawRenderTarget)
+ {
+ ERR("Failed to retrieve the draw render target from the draw framebuffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
+ unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
+ ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
+ ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
+
+ RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
+ if (!readRenderTarget)
+ {
+ ERR("Failed to retrieve the read render target from the read framebuffer.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ID3D11Resource *readTexture = NULL;
+ ID3D11ShaderResourceView *readSRV = NULL;
+ unsigned int readSubresource = 0;
+ if (readRenderTarget->getSamples() > 0)
+ {
+ ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
+ ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
+
+ if (unresolvedTexture)
+ {
+ readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
+ readSubresource = 0;
+
+ SafeRelease(unresolvedTexture);
+
+ HRESULT hresult = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
+ if (FAILED(hresult))
+ {
+ SafeRelease(readTexture);
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+ }
+ }
+ else
+ {
+ readTexture = readRenderTarget11->getTexture();
+ readTexture->AddRef();
+ readSubresource = readRenderTarget11->getSubresourceIndex();
+ readSRV = readRenderTarget11->getShaderResourceView();
+ readSRV->AddRef();
+ }
+
+ if (!readTexture || !readSRV)
+ {
+ SafeRelease(readTexture);
+ SafeRelease(readSRV);
+ ERR("Failed to retrieve the read render target view from the read render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
+ gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
+
+ bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, NULL);
+
+ bool wholeBufferCopy = !scissorNeeded &&
+ readRect.x == 0 && readRect.width == readSize.width &&
+ readRect.y == 0 && readRect.height == readSize.height &&
+ drawRect.x == 0 && drawRect.width == drawSize.width &&
+ drawRect.y == 0 && drawRect.height == drawSize.height;
+
+ bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
+
+ bool flipRequired = readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || drawRect.height < 0;
+
+ bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width ||
+ readRect.y < 0 || readRect.y + readRect.height > readSize.height ||
+ drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width ||
+ drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height;
+
+ bool hasDepth = gl::GetDepthBits(drawRenderTarget11->getActualFormat()) > 0;
+ bool hasStencil = gl::GetStencilBits(drawRenderTarget11->getActualFormat()) > 0;
+ bool partialDSBlit = (hasDepth && depthBlit) != (hasStencil && stencilBlit);
+
+ if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
+ !stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
+ (!(depthBlit || stencilBlit) || wholeBufferCopy))
+ {
+ UINT dstX = drawRect.x;
+ UINT dstY = drawRect.y;
+
+ D3D11_BOX readBox;
+ readBox.left = readRect.x;
+ readBox.right = readRect.x + readRect.width;
+ readBox.top = readRect.y;
+ readBox.bottom = readRect.y + readRect.height;
+ readBox.front = 0;
+ readBox.back = 1;
+
+ if (scissorNeeded)
+ {
+ // drawRect is guaranteed to have positive width and height because stretchRequired is false.
+ ASSERT(drawRect.width >= 0 || drawRect.height >= 0);
+
+ if (drawRect.x < scissor->x)
+ {
+ dstX = scissor->x;
+ readBox.left += (scissor->x - drawRect.x);
+ }
+ if (drawRect.y < scissor->y)
+ {
+ dstY = scissor->y;
+ readBox.top += (scissor->y - drawRect.y);
+ }
+ if (drawRect.x + drawRect.width > scissor->x + scissor->width)
+ {
+ readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width));
+ }
+ if (drawRect.y + drawRect.height > scissor->y + scissor->height)
+ {
+ readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height));
+ }
+ }
+
+ // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
+ // We also require complete framebuffer copies for depth-stencil blit.
+ D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
+
+ mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, dstX, dstY, 0,
+ readTexture, readSubresource, pSrcBox);
+ result = true;
+ }
+ else
+ {
+ gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
+ gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
+
+ if (depthBlit && stencilBlit)
+ {
+ result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
+ drawTexture, drawSubresource, drawArea, drawSize,
+ scissor);
+ }
+ else if (depthBlit)
+ {
+ result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize,
+ scissor);
+ }
+ else if (stencilBlit)
+ {
+ result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
+ drawTexture, drawSubresource, drawArea, drawSize,
+ scissor);
+ }
+ else
+ {
+ GLenum format = gl::GetFormat(drawRenderTarget->getInternalFormat());
+ result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize,
+ scissor, format, filter);
+ }
+ }
+
+ SafeRelease(readTexture);
+ SafeRelease(readSRV);
+
+ return result;
+}
+
+ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
+{
+ D3D11_TEXTURE2D_DESC textureDesc;
+ source->GetDesc(&textureDesc);
+
+ if (textureDesc.SampleDesc.Count > 1)
+ {
+ D3D11_TEXTURE2D_DESC resolveDesc;
+ resolveDesc.Width = textureDesc.Width;
+ resolveDesc.Height = textureDesc.Height;
+ resolveDesc.MipLevels = 1;
+ resolveDesc.ArraySize = 1;
+ resolveDesc.Format = textureDesc.Format;
+ resolveDesc.SampleDesc.Count = 1;
+ resolveDesc.SampleDesc.Quality = 0;
+ resolveDesc.Usage = textureDesc.Usage;
+ resolveDesc.BindFlags = textureDesc.BindFlags;
+ resolveDesc.CPUAccessFlags = 0;
+ resolveDesc.MiscFlags = 0;
+
+ ID3D11Texture2D *resolveTexture = NULL;
+ HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
+ if (FAILED(result))
+ {
+ ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
+ return resolveTexture;
+ }
+ else
+ {
+ source->AddRef();
+ return source;
+ }
+}
+
+void Renderer11::invalidateFBOAttachmentSwizzles(gl::FramebufferAttachment *attachment, int mipLevel)
+{
+ ASSERT(attachment->isTexture());
+ TextureStorage *texStorage = attachment->getTextureStorage();
+ if (texStorage)
+ {
+ TextureStorage11 *texStorage11 = TextureStorage11::makeTextureStorage11(texStorage);
+ if (!texStorage11)
+ {
+ ERR("texture storage pointer unexpectedly null.");
+ return;
+ }
+
+ texStorage11->invalidateSwizzleCacheLevel(mipLevel);
+ }
+}
+
+void Renderer11::invalidateFramebufferSwizzles(gl::Framebuffer *framebuffer)
+{
+ for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
+ {
+ gl::FramebufferAttachment *attachment = framebuffer->getColorbuffer(colorAttachment);
+ if (attachment && attachment->isTexture())
+ {
+ invalidateFBOAttachmentSwizzles(attachment, attachment->mipLevel());
+ }
+ }
+
+ gl::FramebufferAttachment *depthAttachment = framebuffer->getDepthbuffer();
+ if (depthAttachment && depthAttachment->isTexture())
+ {
+ invalidateFBOAttachmentSwizzles(depthAttachment, depthAttachment->mipLevel());
+ }
+
+ gl::FramebufferAttachment *stencilAttachment = framebuffer->getStencilbuffer();
+ if (stencilAttachment && stencilAttachment->isTexture())
+ {
+ invalidateFBOAttachmentSwizzles(stencilAttachment, stencilAttachment->mipLevel());
+ }
+}
+
+bool Renderer11::getLUID(LUID *adapterLuid) const
+{
+ adapterLuid->HighPart = 0;
+ adapterLuid->LowPart = 0;
+
+ if (!mDxgiAdapter)
+ {
+ return false;
+ }
+
+ DXGI_ADAPTER_DESC adapterDesc;
+ if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
+ {
+ return false;
+ }
+
+ *adapterLuid = adapterDesc.AdapterLuid;
+ return true;
+}
+
+GLenum Renderer11::getNativeTextureFormat(GLenum internalFormat) const
+{
+ return d3d11_gl::GetInternalFormat(gl_d3d11::GetTexFormat(internalFormat));
+}
+
+rx::VertexConversionType Renderer11::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
+{
+ return gl_d3d11::GetVertexConversionType(vertexFormat);
+}
+
+GLenum Renderer11::getVertexComponentType(const gl::VertexFormat &vertexFormat) const
+{
+ return d3d11::GetComponentType(gl_d3d11::GetNativeVertexFormat(vertexFormat));
+}
+
+Renderer11::MultisampleSupportInfo Renderer11::getMultisampleSupportInfo(DXGI_FORMAT format)
+{
+ MultisampleSupportInfo supportInfo = { 0 };
+
+ UINT formatSupport;
+ HRESULT result;
+
+ result = mDevice->CheckFormatSupport(format, &formatSupport);
+ if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
+ {
+ for (unsigned int i = 1; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
+ {
+ result = mDevice->CheckMultisampleQualityLevels(format, i, &supportInfo.qualityLevels[i - 1]);
+ if (SUCCEEDED(result) && supportInfo.qualityLevels[i - 1] > 0)
+ {
+ supportInfo.maxSupportedSamples = std::max(supportInfo.maxSupportedSamples, i);
+ }
+ else
+ {
+ supportInfo.qualityLevels[i - 1] = 0;
+ }
+ }
+ }
+
+ return supportInfo;
+}
+
+void Renderer11::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const
+{
+ d3d11_gl::GenerateCaps(mDevice, outCaps, outTextureCaps, outExtensions);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
new file mode 100644
index 0000000000..a31f15ee64
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
@@ -0,0 +1,375 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Renderer11.h: Defines a back-end specific class for the D3D11 renderer.
+
+#ifndef LIBGLESV2_RENDERER_RENDERER11_H_
+#define LIBGLESV2_RENDERER_RENDERER11_H_
+
+#include "common/angleutils.h"
+#include "libGLESv2/angletypes.h"
+#include "common/mathutil.h"
+
+#include "libGLESv2/renderer/Renderer.h"
+#include "libGLESv2/renderer/d3d/HLSLCompiler.h"
+#include "libGLESv2/renderer/d3d/d3d11/RenderStateCache.h"
+#include "libGLESv2/renderer/d3d/d3d11/InputLayoutCache.h"
+#include "libGLESv2/renderer/RenderTarget.h"
+
+namespace gl
+{
+class FramebufferAttachment;
+}
+
+namespace rx
+{
+
+class VertexDataManager;
+class IndexDataManager;
+class StreamingIndexBufferInterface;
+class Blit11;
+class Clear11;
+class PixelTransfer11;
+struct PackPixelsParams;
+
+enum
+{
+ MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024,
+ MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024
+};
+
+class Renderer11 : public Renderer
+{
+ public:
+ Renderer11(egl::Display *display, EGLNativeDisplayType hDc, EGLint requestedDisplay);
+ virtual ~Renderer11();
+
+ static Renderer11 *makeRenderer11(Renderer *renderer);
+
+ virtual EGLint initialize();
+ virtual bool resetDevice();
+
+ virtual int generateConfigs(ConfigDesc **configDescList);
+ virtual void deleteConfigs(ConfigDesc *configDescList);
+
+ virtual void sync(bool block);
+
+ virtual SwapChain *createSwapChain(EGLNativeWindowType window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
+
+ virtual void generateSwizzle(gl::Texture *texture);
+ virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
+ virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture);
+
+ virtual bool setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]);
+
+ virtual void setRasterizerState(const gl::RasterizerState &rasterState);
+ virtual void setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+ unsigned int sampleMask);
+ virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW);
+
+ virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
+ virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport);
+
+ virtual bool applyPrimitiveType(GLenum mode, GLsizei count);
+ virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
+ virtual void applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
+ bool rasterizerDiscard, bool transformFeedbackActive);
+ virtual void applyUniforms(const gl::ProgramBinary &programBinary);
+ virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
+ GLint first, GLsizei count, GLsizei instances);
+ virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
+ virtual void applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[]);
+
+ virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive);
+ virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
+ gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
+
+ virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
+
+ virtual void markAllStateDirty();
+
+ // lost device
+ void notifyDeviceLost();
+ virtual bool isDeviceLost();
+ virtual bool testDeviceLost(bool notify);
+ virtual bool testDeviceResettable();
+
+ virtual DWORD getAdapterVendor() const;
+ virtual std::string getRendererDescription() const;
+ virtual GUID getAdapterIdentifier() const;
+
+ virtual unsigned int getMaxVertexTextureImageUnits() const;
+ virtual unsigned int getMaxCombinedTextureImageUnits() const;
+ virtual unsigned int getReservedVertexUniformVectors() const;
+ virtual unsigned int getReservedFragmentUniformVectors() const;
+ virtual unsigned int getMaxVertexUniformVectors() const;
+ virtual unsigned int getMaxFragmentUniformVectors() const;
+ virtual unsigned int getMaxVaryingVectors() const;
+ virtual unsigned int getMaxVertexShaderUniformBuffers() const;
+ virtual unsigned int getMaxFragmentShaderUniformBuffers() const;
+ virtual unsigned int getReservedVertexUniformBuffers() const;
+ virtual unsigned int getReservedFragmentUniformBuffers() const;
+ unsigned int getReservedVaryings() const;
+ virtual unsigned int getMaxTransformFeedbackBuffers() const;
+ virtual unsigned int getMaxTransformFeedbackSeparateComponents() const;
+ virtual unsigned int getMaxTransformFeedbackInterleavedComponents() const;
+ virtual unsigned int getMaxUniformBufferSize() const;
+ virtual bool getShareHandleSupport() const;
+ virtual bool getPostSubBufferSupport() const;
+ virtual int getMaxRecommendedElementsIndices() const;
+ virtual int getMaxRecommendedElementsVertices() const;
+ virtual bool getSRGBTextureSupport() const;
+
+ virtual int getMajorShaderModel() const;
+ virtual int getMinSwapInterval() const;
+ virtual int getMaxSwapInterval() const;
+
+ virtual GLsizei getMaxSupportedSamples() const;
+ virtual GLsizei getMaxSupportedFormatSamples(GLenum internalFormat) const;
+ virtual GLsizei getNumSampleCounts(GLenum internalFormat) const;
+ virtual void getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const;
+ int getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const;
+
+ // Pixel operations
+ virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source);
+ virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source);
+ virtual bool copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source);
+ virtual bool copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source);
+
+ virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level);
+ virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level);
+ virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level);
+ virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level);
+
+ virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
+ const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter);
+ virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
+ GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void* pixels);
+
+ // RenderTarget creation
+ virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
+ virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples);
+
+ // Shader operations
+ virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers);
+ virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, D3DWorkaroundType workaround);
+ virtual UniformStorage *createUniformStorage(size_t storageSize);
+
+ // Image operations
+ virtual Image *createImage();
+ virtual void generateMipmap(Image *dest, Image *source);
+ virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain);
+ virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels);
+ virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels);
+ virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
+ virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
+
+ // Texture creation
+ virtual Texture2DImpl *createTexture2D();
+ virtual TextureCubeImpl *createTextureCube();
+ virtual Texture3DImpl *createTexture3D();
+ virtual Texture2DArrayImpl *createTexture2DArray();
+
+ // Buffer creation
+ virtual BufferImpl *createBuffer();
+ virtual VertexBuffer *createVertexBuffer();
+ virtual IndexBuffer *createIndexBuffer();
+
+ // Vertex Array creation
+ virtual VertexArrayImpl *createVertexArray();
+
+ // Query and Fence creation
+ virtual QueryImpl *createQuery(GLenum type);
+ virtual FenceImpl *createFence();
+
+ // D3D11-renderer specific methods
+ ID3D11Device *getDevice() { return mDevice; }
+ ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
+ IDXGIFactory *getDxgiFactory() { return mDxgiFactory; };
+ bool isLevel9() { return mFeatureLevel <= D3D_FEATURE_LEVEL_9_3; }
+
+ Blit11 *getBlitter() { return mBlit; }
+
+ // Buffer-to-texture and Texture-to-buffer copies
+ virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const;
+ virtual bool fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
+
+ bool getRenderTargetResource(gl::FramebufferAttachment *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource);
+ void unapplyRenderTargets();
+ void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView);
+ void packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, void *pixelsOut);
+
+ virtual bool getLUID(LUID *adapterLuid) const;
+ virtual GLenum getNativeTextureFormat(GLenum internalFormat) const;
+ virtual rx::VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const;
+ virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(Renderer11);
+
+ virtual void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const;
+
+ void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
+ void drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances);
+
+ void readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
+ GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void *pixels);
+
+ bool blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
+ RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
+ bool colorBlit, bool depthBlit, bool stencilBlit);
+ ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource);
+
+ static void invalidateFBOAttachmentSwizzles(gl::FramebufferAttachment *attachment, int mipLevel);
+ static void invalidateFramebufferSwizzles(gl::Framebuffer *framebuffer);
+
+ HMODULE mD3d11Module;
+ HMODULE mDxgiModule;
+ EGLNativeDisplayType mDc;
+ EGLint mRequestedDisplay;
+
+ HLSLCompiler mCompiler;
+
+ bool mDeviceLost;
+
+ void initializeDevice();
+ void releaseDeviceResources();
+ int getMinorShaderModel() const;
+ void release();
+
+ RenderStateCache mStateCache;
+
+ // Multisample format support
+ struct MultisampleSupportInfo
+ {
+ unsigned int qualityLevels[D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT];
+ unsigned int maxSupportedSamples;
+ };
+ MultisampleSupportInfo getMultisampleSupportInfo(DXGI_FORMAT format);
+
+ typedef std::unordered_map<DXGI_FORMAT, MultisampleSupportInfo> MultisampleSupportMap;
+ MultisampleSupportMap mMultisampleSupportMap;
+
+ unsigned int mMaxSupportedSamples;
+
+ // current render target states
+ unsigned int mAppliedRenderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS];
+ unsigned int mAppliedDepthbufferSerial;
+ unsigned int mAppliedStencilbufferSerial;
+ bool mDepthStencilInitialized;
+ bool mRenderTargetDescInitialized;
+ rx::RenderTarget::Desc mRenderTargetDesc;
+
+ // Currently applied sampler states
+ bool mForceSetVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
+ gl::SamplerState mCurVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
+
+ bool mForceSetPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
+ gl::SamplerState mCurPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
+
+ // Currently applied textures
+ ID3D11ShaderResourceView *mCurVertexSRVs[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
+ ID3D11ShaderResourceView *mCurPixelSRVs[gl::MAX_TEXTURE_IMAGE_UNITS];
+
+ // Currently applied blend state
+ bool mForceSetBlendState;
+ gl::BlendState mCurBlendState;
+ gl::ColorF mCurBlendColor;
+ unsigned int mCurSampleMask;
+
+ // Currently applied rasterizer state
+ bool mForceSetRasterState;
+ gl::RasterizerState mCurRasterState;
+
+ // Currently applied depth stencil state
+ bool mForceSetDepthStencilState;
+ gl::DepthStencilState mCurDepthStencilState;
+ int mCurStencilRef;
+ int mCurStencilBackRef;
+
+ // Currently applied scissor rectangle
+ bool mForceSetScissor;
+ bool mScissorEnabled;
+ gl::Rectangle mCurScissor;
+
+ // Currently applied viewport
+ bool mForceSetViewport;
+ gl::Rectangle mCurViewport;
+ float mCurNear;
+ float mCurFar;
+
+ // Currently applied primitive topology
+ D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology;
+
+ // Currently applied index buffer
+ ID3D11Buffer *mAppliedIB;
+ DXGI_FORMAT mAppliedIBFormat;
+ unsigned int mAppliedIBOffset;
+
+ // Currently applied transform feedback buffers
+ ID3D11Buffer *mAppliedTFBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
+ GLintptr mAppliedTFOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
+
+ // Currently applied shaders
+ ID3D11VertexShader *mAppliedVertexShader;
+ ID3D11GeometryShader *mAppliedGeometryShader;
+ ID3D11GeometryShader *mCurPointGeometryShader;
+ ID3D11PixelShader *mAppliedPixelShader;
+
+ dx_VertexConstants mVertexConstants;
+ dx_VertexConstants mAppliedVertexConstants;
+ ID3D11Buffer *mDriverConstantBufferVS;
+ ID3D11Buffer *mCurrentVertexConstantBuffer;
+ unsigned int mCurrentConstantBufferVS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
+
+ dx_PixelConstants mPixelConstants;
+ dx_PixelConstants mAppliedPixelConstants;
+ ID3D11Buffer *mDriverConstantBufferPS;
+ ID3D11Buffer *mCurrentPixelConstantBuffer;
+ unsigned int mCurrentConstantBufferPS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
+
+ ID3D11Buffer *mCurrentGeometryConstantBuffer;
+
+ // Vertex, index and input layouts
+ VertexDataManager *mVertexDataManager;
+ IndexDataManager *mIndexDataManager;
+ InputLayoutCache mInputLayoutCache;
+
+ StreamingIndexBufferInterface *mLineLoopIB;
+ StreamingIndexBufferInterface *mTriangleFanIB;
+
+ // Texture copy resources
+ Blit11 *mBlit;
+ PixelTransfer11 *mPixelTransfer;
+
+ // Masked clear resources
+ Clear11 *mClear;
+
+ // Sync query
+ ID3D11Query *mSyncQuery;
+
+ ID3D11Device *mDevice;
+ D3D_FEATURE_LEVEL mFeatureLevel;
+ ID3D11DeviceContext *mDeviceContext;
+ IDXGIAdapter *mDxgiAdapter;
+ DXGI_ADAPTER_DESC mAdapterDescription;
+ char mDescription[128];
+ IDXGIFactory *mDxgiFactory;
+};
+
+}
+#endif // LIBGLESV2_RENDERER_RENDERER11_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.cpp
new file mode 100644
index 0000000000..5a7c987494
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.cpp
@@ -0,0 +1,112 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ShaderExecutable11.cpp: Implements a D3D11-specific class to contain shader
+// executable implementation details.
+
+#include "libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h"
+
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+
+namespace rx
+{
+
+ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable)
+ : ShaderExecutable(function, length)
+{
+ mPixelExecutable = executable;
+ mVertexExecutable = NULL;
+ mGeometryExecutable = NULL;
+ mStreamOutExecutable = NULL;
+}
+
+ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable, ID3D11GeometryShader *streamOut)
+ : ShaderExecutable(function, length)
+{
+ mVertexExecutable = executable;
+ mPixelExecutable = NULL;
+ mGeometryExecutable = NULL;
+ mStreamOutExecutable = streamOut;
+}
+
+ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable)
+ : ShaderExecutable(function, length)
+{
+ mGeometryExecutable = executable;
+ mVertexExecutable = NULL;
+ mPixelExecutable = NULL;
+ mStreamOutExecutable = NULL;
+}
+
+ShaderExecutable11::~ShaderExecutable11()
+{
+ SafeRelease(mVertexExecutable);
+ SafeRelease(mPixelExecutable);
+ SafeRelease(mGeometryExecutable);
+ SafeRelease(mStreamOutExecutable);
+}
+
+ShaderExecutable11 *ShaderExecutable11::makeShaderExecutable11(ShaderExecutable *executable)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(ShaderExecutable11*, executable));
+ return static_cast<ShaderExecutable11*>(executable);
+}
+
+ID3D11VertexShader *ShaderExecutable11::getVertexShader() const
+{
+ return mVertexExecutable;
+}
+
+ID3D11PixelShader *ShaderExecutable11::getPixelShader() const
+{
+ return mPixelExecutable;
+}
+
+ID3D11GeometryShader *ShaderExecutable11::getGeometryShader() const
+{
+ return mGeometryExecutable;
+}
+
+ID3D11GeometryShader *ShaderExecutable11::getStreamOutShader() const
+{
+ return mStreamOutExecutable;
+}
+
+UniformStorage11::UniformStorage11(Renderer11 *renderer, size_t initialSize)
+ : UniformStorage(initialSize),
+ mConstantBuffer(NULL)
+{
+ ID3D11Device *d3d11Device = renderer->getDevice();
+
+ if (initialSize > 0)
+ {
+ D3D11_BUFFER_DESC constantBufferDescription = {0};
+ constantBufferDescription.ByteWidth = initialSize;
+ constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
+ constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ constantBufferDescription.MiscFlags = 0;
+ constantBufferDescription.StructureByteStride = 0;
+
+ HRESULT result = d3d11Device->CreateBuffer(&constantBufferDescription, NULL, &mConstantBuffer);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ }
+}
+
+UniformStorage11::~UniformStorage11()
+{
+ SafeRelease(mConstantBuffer);
+}
+
+const UniformStorage11 *UniformStorage11::makeUniformStorage11(const UniformStorage *uniformStorage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(const UniformStorage11*, uniformStorage));
+ return static_cast<const UniformStorage11*>(uniformStorage);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h
new file mode 100644
index 0000000000..74a1e03915
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h
@@ -0,0 +1,61 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ShaderExecutable11.h: Defines a D3D11-specific class to contain shader
+// executable implementation details.
+
+#ifndef LIBGLESV2_RENDERER_SHADEREXECUTABLE11_H_
+#define LIBGLESV2_RENDERER_SHADEREXECUTABLE11_H_
+
+#include "libGLESv2/renderer/ShaderExecutable.h"
+
+namespace rx
+{
+class Renderer11;
+class UniformStorage11;
+
+class ShaderExecutable11 : public ShaderExecutable
+{
+ public:
+ ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable);
+ ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable, ID3D11GeometryShader *streamOut);
+ ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable);
+
+ virtual ~ShaderExecutable11();
+
+ static ShaderExecutable11 *makeShaderExecutable11(ShaderExecutable *executable);
+
+ ID3D11PixelShader *getPixelShader() const;
+ ID3D11VertexShader *getVertexShader() const;
+ ID3D11GeometryShader *getGeometryShader() const;
+ ID3D11GeometryShader *getStreamOutShader() const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(ShaderExecutable11);
+
+ ID3D11PixelShader *mPixelExecutable;
+ ID3D11VertexShader *mVertexExecutable;
+ ID3D11GeometryShader *mGeometryExecutable;
+ ID3D11GeometryShader *mStreamOutExecutable;
+};
+
+class UniformStorage11 : public UniformStorage
+{
+ public:
+ UniformStorage11(Renderer11 *renderer, size_t initialSize);
+ virtual ~UniformStorage11();
+
+ static const UniformStorage11 *makeUniformStorage11(const UniformStorage *uniformStorage);
+
+ ID3D11Buffer *getConstantBuffer() const { return mConstantBuffer; }
+
+ private:
+ ID3D11Buffer *mConstantBuffer;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_SHADEREXECUTABLE11_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp
new file mode 100644
index 0000000000..0341df10f9
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.cpp
@@ -0,0 +1,713 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SwapChain11.cpp: Implements a back-end specific class for the D3D11 swap chain.
+
+#include "libGLESv2/renderer/d3d/d3d11/SwapChain11.h"
+
+#include "common/platform.h"
+#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthrough2dvs.h"
+#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dps.h"
+
+namespace rx
+{
+
+SwapChain11::SwapChain11(Renderer11 *renderer, EGLNativeWindowType window, HANDLE shareHandle,
+ GLenum backBufferFormat, GLenum depthBufferFormat)
+ : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat)
+{
+ mSwapChain = NULL;
+ mBackBufferTexture = NULL;
+ mBackBufferRTView = NULL;
+ mOffscreenTexture = NULL;
+ mOffscreenRTView = NULL;
+ mOffscreenSRView = NULL;
+ mDepthStencilTexture = NULL;
+ mDepthStencilDSView = NULL;
+ mDepthStencilSRView = NULL;
+ mQuadVB = NULL;
+ mPassThroughSampler = NULL;
+ mPassThroughIL = NULL;
+ mPassThroughVS = NULL;
+ mPassThroughPS = NULL;
+ mWidth = -1;
+ mHeight = -1;
+ mViewportWidth = -1;
+ mViewportHeight = -1;
+ mSwapInterval = 0;
+ mAppCreatedShareHandle = mShareHandle != NULL;
+ mPassThroughResourcesInit = false;
+}
+
+SwapChain11::~SwapChain11()
+{
+ release();
+}
+
+void SwapChain11::release()
+{
+ SafeRelease(mSwapChain);
+ SafeRelease(mBackBufferTexture);
+ SafeRelease(mBackBufferRTView);
+ SafeRelease(mOffscreenTexture);
+ SafeRelease(mOffscreenRTView);
+ SafeRelease(mOffscreenSRView);
+ SafeRelease(mDepthStencilTexture);
+ SafeRelease(mDepthStencilDSView);
+ SafeRelease(mDepthStencilSRView);
+ SafeRelease(mQuadVB);
+ SafeRelease(mPassThroughSampler);
+ SafeRelease(mPassThroughIL);
+ SafeRelease(mPassThroughVS);
+ SafeRelease(mPassThroughPS);
+
+ if (!mAppCreatedShareHandle)
+ {
+ mShareHandle = NULL;
+ }
+}
+
+void SwapChain11::releaseOffscreenTexture()
+{
+ SafeRelease(mOffscreenTexture);
+ SafeRelease(mOffscreenRTView);
+ SafeRelease(mOffscreenSRView);
+ SafeRelease(mDepthStencilTexture);
+ SafeRelease(mDepthStencilDSView);
+ SafeRelease(mDepthStencilSRView);
+}
+
+EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHeight)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ ASSERT(device != NULL);
+
+ // D3D11 does not allow zero size textures
+ ASSERT(backbufferWidth >= 1);
+ ASSERT(backbufferHeight >= 1);
+
+#if !defined(ANGLE_PLATFORM_WINRT)
+ // Preserve the render target content
+ ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture;
+ if (previousOffscreenTexture)
+ {
+ previousOffscreenTexture->AddRef();
+ }
+ const int previousWidth = mWidth;
+ const int previousHeight = mHeight;
+#endif
+
+ releaseOffscreenTexture();
+
+ // If the app passed in a share handle, open the resource
+ // See EGL_ANGLE_d3d_share_handle_client_buffer
+ if (mAppCreatedShareHandle)
+ {
+ ID3D11Resource *tempResource11;
+ HRESULT result = device->OpenSharedResource(mShareHandle, __uuidof(ID3D11Resource), (void**)&tempResource11);
+
+ if (FAILED(result))
+ {
+ ERR("Failed to open the swap chain pbuffer share handle: %08lX", result);
+ release();
+ return EGL_BAD_PARAMETER;
+ }
+
+ result = tempResource11->QueryInterface(__uuidof(ID3D11Texture2D), (void**)&mOffscreenTexture);
+ SafeRelease(tempResource11);
+
+ if (FAILED(result))
+ {
+ ERR("Failed to query texture2d interface in pbuffer share handle: %08lX", result);
+ release();
+ return EGL_BAD_PARAMETER;
+ }
+
+ // Validate offscreen texture parameters
+ D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
+ mOffscreenTexture->GetDesc(&offscreenTextureDesc);
+
+ if (offscreenTextureDesc.Width != (UINT)backbufferWidth
+ || offscreenTextureDesc.Height != (UINT)backbufferHeight
+ || offscreenTextureDesc.Format != gl_d3d11::GetTexFormat(mBackBufferFormat)
+ || offscreenTextureDesc.MipLevels != 1
+ || offscreenTextureDesc.ArraySize != 1)
+ {
+ ERR("Invalid texture parameters in the shared offscreen texture pbuffer");
+ release();
+ return EGL_BAD_PARAMETER;
+ }
+ }
+ else
+ {
+ const bool useSharedResource = !mWindow && mRenderer->getShareHandleSupport();
+
+ D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
+ offscreenTextureDesc.Width = backbufferWidth;
+ offscreenTextureDesc.Height = backbufferHeight;
+ offscreenTextureDesc.Format = gl_d3d11::GetTexFormat(mBackBufferFormat);
+ offscreenTextureDesc.MipLevels = 1;
+ offscreenTextureDesc.ArraySize = 1;
+ offscreenTextureDesc.SampleDesc.Count = 1;
+ offscreenTextureDesc.SampleDesc.Quality = 0;
+ offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT;
+ offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
+ offscreenTextureDesc.CPUAccessFlags = 0;
+ offscreenTextureDesc.MiscFlags = useSharedResource ? D3D11_RESOURCE_MISC_SHARED : 0;
+
+ HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture);
+
+ if (FAILED(result))
+ {
+ ERR("Could not create offscreen texture: %08lX", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ d3d11::SetDebugName(mOffscreenTexture, "Offscreen back buffer texture");
+
+ // EGL_ANGLE_surface_d3d_texture_2d_share_handle requires that we store a share handle for the client
+ if (useSharedResource)
+ {
+ IDXGIResource *offscreenTextureResource = NULL;
+ result = mOffscreenTexture->QueryInterface(__uuidof(IDXGIResource), (void**)&offscreenTextureResource);
+
+ // Fall back to no share handle on failure
+ if (FAILED(result))
+ {
+ ERR("Could not query offscreen texture resource: %08lX", result);
+ }
+ else
+ {
+ result = offscreenTextureResource->GetSharedHandle(&mShareHandle);
+ SafeRelease(offscreenTextureResource);
+
+ if (FAILED(result))
+ {
+ mShareHandle = NULL;
+ ERR("Could not get offscreen texture shared handle: %08lX", result);
+ }
+ }
+ }
+ }
+
+
+ D3D11_RENDER_TARGET_VIEW_DESC offscreenRTVDesc;
+ offscreenRTVDesc.Format = gl_d3d11::GetRTVFormat(mBackBufferFormat);
+ offscreenRTVDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ offscreenRTVDesc.Texture2D.MipSlice = 0;
+
+ HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, &offscreenRTVDesc, &mOffscreenRTView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mOffscreenRTView, "Offscreen back buffer render target");
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc;
+ offscreenSRVDesc.Format = gl_d3d11::GetSRVFormat(mBackBufferFormat);
+ offscreenSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ offscreenSRVDesc.Texture2D.MostDetailedMip = 0;
+ offscreenSRVDesc.Texture2D.MipLevels = -1;
+
+ result = device->CreateShaderResourceView(mOffscreenTexture, &offscreenSRVDesc, &mOffscreenSRView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mOffscreenSRView, "Offscreen back buffer shader resource");
+
+ if (mDepthBufferFormat != GL_NONE)
+ {
+ D3D11_TEXTURE2D_DESC depthStencilTextureDesc;
+ depthStencilTextureDesc.Width = backbufferWidth;
+ depthStencilTextureDesc.Height = backbufferHeight;
+ depthStencilTextureDesc.Format = gl_d3d11::GetTexFormat(mDepthBufferFormat);
+ depthStencilTextureDesc.MipLevels = 1;
+ depthStencilTextureDesc.ArraySize = 1;
+ depthStencilTextureDesc.SampleDesc.Count = 1;
+ depthStencilTextureDesc.SampleDesc.Quality = 0;
+ depthStencilTextureDesc.Usage = D3D11_USAGE_DEFAULT;
+ depthStencilTextureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
+ depthStencilTextureDesc.CPUAccessFlags = 0;
+ depthStencilTextureDesc.MiscFlags = 0;
+
+ result = device->CreateTexture2D(&depthStencilTextureDesc, NULL, &mDepthStencilTexture);
+ if (FAILED(result))
+ {
+ ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+ d3d11::SetDebugName(mDepthStencilTexture, "Offscreen depth stencil texture");
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilDesc;
+ depthStencilDesc.Format = gl_d3d11::GetDSVFormat(mDepthBufferFormat);
+ depthStencilDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+ depthStencilDesc.Flags = 0;
+ depthStencilDesc.Texture2D.MipSlice = 0;
+
+ result = device->CreateDepthStencilView(mDepthStencilTexture, &depthStencilDesc, &mDepthStencilDSView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthStencilDSView, "Offscreen depth stencil view");
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC depthStencilSRVDesc;
+ depthStencilSRVDesc.Format = gl_d3d11::GetSRVFormat(mDepthBufferFormat);
+ depthStencilSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ depthStencilSRVDesc.Texture2D.MostDetailedMip = 0;
+ depthStencilSRVDesc.Texture2D.MipLevels = -1;
+
+ result = device->CreateShaderResourceView(mDepthStencilTexture, &depthStencilSRVDesc, &mDepthStencilSRView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mDepthStencilSRView, "Offscreen depth stencil shader resource");
+ }
+
+ mWidth = backbufferWidth;
+ mHeight = backbufferHeight;
+#if !defined(ANGLE_PLATFORM_WINRT) || WINAPI_FAMILY==WINAPI_FAMILY_PC_APP
+ mViewportWidth = backbufferWidth;
+ mViewportHeight = backbufferHeight;
+#endif
+
+#if !defined(ANGLE_PLATFORM_WINRT)
+ if (previousOffscreenTexture != NULL)
+ {
+ D3D11_BOX sourceBox = {0};
+ sourceBox.left = 0;
+ sourceBox.right = std::min(previousWidth, mWidth);
+ sourceBox.top = std::max(previousHeight - mHeight, 0);
+ sourceBox.bottom = previousHeight;
+ sourceBox.front = 0;
+ sourceBox.back = 1;
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ const int yoffset = std::max(mHeight - previousHeight, 0);
+ deviceContext->CopySubresourceRegion(mOffscreenTexture, 0, 0, yoffset, 0, previousOffscreenTexture, 0, &sourceBox);
+
+ SafeRelease(previousOffscreenTexture);
+
+ if (mSwapChain)
+ {
+ swapRect(0, 0, mWidth, mHeight, SWAP_NORMAL);
+ }
+ }
+#endif
+
+ return EGL_SUCCESS;
+}
+
+EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ if (device == NULL)
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
+ if (backbufferWidth < 1 || backbufferHeight < 1)
+ {
+ return EGL_SUCCESS;
+ }
+
+ // Can only call resize if we have already created our swap buffer and resources
+ ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView);
+
+ SafeRelease(mBackBufferTexture);
+ SafeRelease(mBackBufferRTView);
+
+ // Resize swap chain
+ HRESULT result;
+#if !defined(ANGLE_PLATFORM_WINRT) || WINAPI_FAMILY==WINAPI_FAMILY_PC_APP // Windows phone swap chain is never resized, only the texture is
+#if !defined(ANGLE_PLATFORM_WINRT)
+ const int bufferCount = 1;
+#else
+ const int bufferCount = 2;
+#endif
+ DXGI_FORMAT backbufferDXGIFormat = gl_d3d11::GetTexFormat(mBackBufferFormat);
+ result = mSwapChain->ResizeBuffers(bufferCount, backbufferWidth, backbufferHeight, backbufferDXGIFormat, 0);
+
+ if (FAILED(result))
+ {
+ ERR("Error resizing swap chain buffers: 0x%08X", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+#endif
+ result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
+ ASSERT(SUCCEEDED(result));
+ if (SUCCEEDED(result))
+ {
+ d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
+ }
+
+ result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
+ ASSERT(SUCCEEDED(result));
+ if (SUCCEEDED(result))
+ {
+ d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
+ }
+
+ return resetOffscreenTexture(backbufferWidth, backbufferHeight);
+}
+
+EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ if (device == NULL)
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ // Release specific resources to free up memory for the new render target, while the
+ // old render target still exists for the purpose of preserving its contents.
+ SafeRelease(mSwapChain);
+ SafeRelease(mBackBufferTexture);
+ SafeRelease(mBackBufferRTView);
+
+ mSwapInterval = static_cast<unsigned int>(swapInterval);
+ if (mSwapInterval > 4)
+ {
+ // IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4] range
+ return EGL_BAD_PARAMETER;
+ }
+
+ // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
+ if (backbufferWidth < 1 || backbufferHeight < 1)
+ {
+ releaseOffscreenTexture();
+ return EGL_SUCCESS;
+ }
+
+ if (mWindow)
+ {
+ IDXGIFactory *factory = mRenderer->getDxgiFactory();
+#if !defined(ANGLE_PLATFORM_WINRT)
+ DXGI_SWAP_CHAIN_DESC swapChainDesc = {0};
+ swapChainDesc.BufferDesc.Width = backbufferWidth;
+ swapChainDesc.BufferDesc.Height = backbufferHeight;
+ swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
+ swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
+ swapChainDesc.BufferDesc.Format = gl_d3d11::GetTexFormat(mBackBufferFormat);
+ swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
+ swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
+ swapChainDesc.SampleDesc.Count = 1;
+ swapChainDesc.SampleDesc.Quality = 0;
+ swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ swapChainDesc.BufferCount = 1;
+ swapChainDesc.OutputWindow = mWindow;
+ swapChainDesc.Windowed = TRUE;
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ swapChainDesc.Flags = 0;
+
+ HRESULT result = factory->CreateSwapChain(device, &swapChainDesc, &mSwapChain);
+#else
+ IDXGIFactory2 *factory2;
+ HRESULT result = factory->QueryInterface(IID_PPV_ARGS(&factory2));
+ ASSERT(SUCCEEDED(result));
+
+ DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
+ swapChainDesc.Width = 0;
+ swapChainDesc.Height = 0;
+ swapChainDesc.Format = gl_d3d11::GetTexFormat(mBackBufferFormat);
+ swapChainDesc.SampleDesc.Count = 1;
+ swapChainDesc.SampleDesc.Quality = 0;
+ swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ swapChainDesc.Stereo = FALSE;
+ swapChainDesc.Flags = 0;
+#if WINAPI_FAMILY==WINAPI_FAMILY_PC_APP
+ swapChainDesc.Scaling = DXGI_SCALING_NONE;
+ swapChainDesc.BufferCount = 2;
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
+#elif WINAPI_FAMILY==WINAPI_FAMILY_PHONE_APP
+ swapChainDesc.BufferCount = 1;
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+#endif
+
+ IDXGISwapChain1 *swapChain;
+ result = factory2->CreateSwapChainForCoreWindow(device, mWindow, &swapChainDesc, NULL, &swapChain);
+ mSwapChain = swapChain;
+ HRESULT hr = swapChain->GetDesc1(&swapChainDesc);
+ ASSERT(SUCCEEDED(hr));
+ mViewportWidth = swapChainDesc.Width;
+ mViewportHeight = swapChainDesc.Height;
+#endif
+
+ if (FAILED(result))
+ {
+ ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
+ release();
+
+ if (d3d11::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture");
+
+ result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target");
+ }
+
+ // If we are resizing the swap chain, we don't wish to recreate all the static resources
+ if (!mPassThroughResourcesInit)
+ {
+ mPassThroughResourcesInit = true;
+ initPassThroughResources();
+ }
+
+ return resetOffscreenTexture(backbufferWidth, backbufferHeight);
+}
+
+void SwapChain11::initPassThroughResources()
+{
+ ID3D11Device *device = mRenderer->getDevice();
+
+ ASSERT(device != NULL);
+
+ // Make sure our resources are all not allocated, when we create
+ ASSERT(mQuadVB == NULL && mPassThroughSampler == NULL);
+ ASSERT(mPassThroughIL == NULL && mPassThroughVS == NULL && mPassThroughPS == NULL);
+
+ D3D11_BUFFER_DESC vbDesc;
+ vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
+ vbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ vbDesc.MiscFlags = 0;
+ vbDesc.StructureByteStride = 0;
+
+ HRESULT result = device->CreateBuffer(&vbDesc, NULL, &mQuadVB);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mQuadVB, "Swap chain quad vertex buffer");
+
+ D3D11_SAMPLER_DESC samplerDesc;
+ samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.MipLODBias = 0.0f;
+ samplerDesc.MaxAnisotropy = 0;
+ samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ samplerDesc.BorderColor[0] = 0.0f;
+ samplerDesc.BorderColor[1] = 0.0f;
+ samplerDesc.BorderColor[2] = 0.0f;
+ samplerDesc.BorderColor[3] = 0.0f;
+ samplerDesc.MinLOD = 0;
+ samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
+
+ result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughSampler, "Swap chain pass through sampler");
+
+ D3D11_INPUT_ELEMENT_DESC quadLayout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), &mPassThroughIL);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout");
+
+ result = device->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mPassThroughVS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader");
+
+ result = device->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), NULL, &mPassThroughPS);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader");
+}
+
+// parameters should be validated/clamped by caller
+EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height, EGLint flags)
+{
+ if (!mSwapChain)
+ {
+ return EGL_SUCCESS;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
+
+ // Create a quad in homogeneous coordinates
+ float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
+ float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
+ float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
+ float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;
+
+ float u1 = x / float(mWidth);
+ float v1 = y / float(mHeight);
+ float u2 = (x + width) / float(mWidth);
+ float v2 = (y + height) / float(mHeight);
+
+ const int rotateL = flags & SWAP_ROTATE_90;
+ const int rotateR = flags & SWAP_ROTATE_270;
+
+ d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, rotateL ? u2 : u1, rotateR ? v2 : v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, rotateR ? u2 : u1, rotateL ? v1 : v2);
+ d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, rotateR ? u1 : u2, rotateL ? v2 : v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, rotateL ? u1 : u2, rotateR ? v1 : v2);
+
+ deviceContext->Unmap(mQuadVB, 0);
+
+ static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
+ static UINT startIdx = 0;
+ deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx);
+
+ // Apply state
+ deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
+
+ static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
+
+ deviceContext->RSSetState(NULL);
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(mPassThroughIL);
+ deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ deviceContext->VSSetShader(mPassThroughVS, NULL, 0);
+ deviceContext->PSSetShader(mPassThroughPS, NULL, 0);
+ deviceContext->GSSetShader(NULL, NULL, 0);
+
+ // Apply render targets
+ mRenderer->setOneTimeRenderTarget(mBackBufferRTView);
+
+ // Set the viewport
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = mViewportWidth;
+ viewport.Height = mViewportHeight;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply textures
+ deviceContext->PSSetShaderResources(0, 1, &mOffscreenSRView);
+ deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);
+
+ // Draw
+ deviceContext->Draw(4, 0);
+
+#if ANGLE_FORCE_VSYNC_OFF
+ result = mSwapChain->Present(0, 0);
+#else
+ result = mSwapChain->Present(mSwapInterval, 0);
+#endif
+
+ if (result == DXGI_ERROR_DEVICE_REMOVED)
+ {
+ HRESULT removedReason = device->GetDeviceRemovedReason();
+ UNUSED_TRACE_VARIABLE(removedReason);
+ ERR("Present failed: the D3D11 device was removed: 0x%08X", removedReason);
+ return EGL_CONTEXT_LOST;
+ }
+ else if (result == DXGI_ERROR_DEVICE_RESET)
+ {
+ ERR("Present failed: the D3D11 device was reset from a bad command.");
+ return EGL_CONTEXT_LOST;
+ }
+ else if (FAILED(result))
+ {
+ ERR("Present failed with error code 0x%08X", result);
+ }
+
+ // Unbind
+ static ID3D11ShaderResourceView *const nullSRV = NULL;
+ deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+
+ mRenderer->unapplyRenderTargets();
+ mRenderer->markAllStateDirty();
+
+ return EGL_SUCCESS;
+}
+
+ID3D11Texture2D *SwapChain11::getOffscreenTexture()
+{
+ return mOffscreenTexture;
+}
+
+ID3D11RenderTargetView *SwapChain11::getRenderTarget()
+{
+ return mOffscreenRTView;
+}
+
+ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource()
+{
+ return mOffscreenSRView;
+}
+
+ID3D11DepthStencilView *SwapChain11::getDepthStencil()
+{
+ return mDepthStencilDSView;
+}
+
+ID3D11ShaderResourceView * SwapChain11::getDepthStencilShaderResource()
+{
+ return mDepthStencilSRView;
+}
+
+ID3D11Texture2D *SwapChain11::getDepthStencilTexture()
+{
+ return mDepthStencilTexture;
+}
+
+SwapChain11 *SwapChain11::makeSwapChain11(SwapChain *swapChain)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(rx::SwapChain11*, swapChain));
+ return static_cast<rx::SwapChain11*>(swapChain);
+}
+
+void SwapChain11::recreate()
+{
+ // possibly should use this method instead of reset
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.h
new file mode 100644
index 0000000000..b30b78568a
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/SwapChain11.h
@@ -0,0 +1,82 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SwapChain11.h: Defines a back-end specific class for the D3D11 swap chain.
+
+#ifndef LIBGLESV2_RENDERER_SWAPCHAIN11_H_
+#define LIBGLESV2_RENDERER_SWAPCHAIN11_H_
+
+#include "common/angleutils.h"
+#include "libGLESv2/renderer/SwapChain.h"
+
+namespace rx
+{
+class Renderer11;
+
+class SwapChain11 : public SwapChain
+{
+ public:
+ SwapChain11(Renderer11 *renderer, EGLNativeWindowType window, HANDLE shareHandle,
+ GLenum backBufferFormat, GLenum depthBufferFormat);
+ virtual ~SwapChain11();
+
+ EGLint resize(EGLint backbufferWidth, EGLint backbufferHeight);
+ virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval);
+ virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height, EGLint flags);
+ virtual void recreate();
+
+ virtual ID3D11Texture2D *getOffscreenTexture();
+ virtual ID3D11RenderTargetView *getRenderTarget();
+ virtual ID3D11ShaderResourceView *getRenderTargetShaderResource();
+
+ virtual ID3D11Texture2D *getDepthStencilTexture();
+ virtual ID3D11DepthStencilView *getDepthStencil();
+ virtual ID3D11ShaderResourceView *getDepthStencilShaderResource();
+
+ EGLint getWidth() const { return mWidth; }
+ EGLint getHeight() const { return mHeight; }
+
+ static SwapChain11 *makeSwapChain11(SwapChain *swapChain);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(SwapChain11);
+
+ void release();
+ void initPassThroughResources();
+ void releaseOffscreenTexture();
+ EGLint resetOffscreenTexture(int backbufferWidth, int backbufferHeight);
+
+ Renderer11 *mRenderer;
+ EGLint mHeight;
+ EGLint mWidth;
+ EGLint mViewportWidth;
+ EGLint mViewportHeight;
+ bool mAppCreatedShareHandle;
+ unsigned int mSwapInterval;
+ bool mPassThroughResourcesInit;
+
+ IDXGISwapChain *mSwapChain;
+
+ ID3D11Texture2D *mBackBufferTexture;
+ ID3D11RenderTargetView *mBackBufferRTView;
+
+ ID3D11Texture2D *mOffscreenTexture;
+ ID3D11RenderTargetView *mOffscreenRTView;
+ ID3D11ShaderResourceView *mOffscreenSRView;
+
+ ID3D11Texture2D *mDepthStencilTexture;
+ ID3D11DepthStencilView *mDepthStencilDSView;
+ ID3D11ShaderResourceView *mDepthStencilSRView;
+
+ ID3D11Buffer *mQuadVB;
+ ID3D11SamplerState *mPassThroughSampler;
+ ID3D11InputLayout *mPassThroughIL;
+ ID3D11VertexShader *mPassThroughVS;
+ ID3D11PixelShader *mPassThroughPS;
+};
+
+}
+#endif // LIBGLESV2_RENDERER_SWAPCHAIN11_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp
new file mode 100644
index 0000000000..00b81b7c92
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp
@@ -0,0 +1,1559 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived
+// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
+
+#include "libGLESv2/renderer/d3d/d3d11/TextureStorage11.h"
+
+#include "libGLESv2/renderer/d3d/TextureD3D.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libGLESv2/renderer/d3d/d3d11/SwapChain11.h"
+#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libGLESv2/renderer/d3d/d3d11/Blit11.h"
+#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
+
+#include "common/utilities.h"
+#include "libGLESv2/main.h"
+
+namespace rx
+{
+
+TextureStorage11::SwizzleCacheValue::SwizzleCacheValue()
+ : swizzleRed(GL_NONE), swizzleGreen(GL_NONE), swizzleBlue(GL_NONE), swizzleAlpha(GL_NONE)
+{
+}
+
+TextureStorage11::SwizzleCacheValue::SwizzleCacheValue(GLenum red, GLenum green, GLenum blue, GLenum alpha)
+ : swizzleRed(red), swizzleGreen(green), swizzleBlue(blue), swizzleAlpha(alpha)
+{
+}
+
+bool TextureStorage11::SwizzleCacheValue::operator==(const SwizzleCacheValue &other) const
+{
+ return swizzleRed == other.swizzleRed &&
+ swizzleGreen == other.swizzleGreen &&
+ swizzleBlue == other.swizzleBlue &&
+ swizzleAlpha == other.swizzleAlpha;
+}
+
+bool TextureStorage11::SwizzleCacheValue::operator!=(const SwizzleCacheValue &other) const
+{
+ return !(*this == other);
+}
+
+TextureStorage11::SRVKey::SRVKey(int baseLevel, int mipLevels, bool swizzle)
+ : baseLevel(baseLevel), mipLevels(mipLevels), swizzle(swizzle)
+{
+}
+
+bool TextureStorage11::SRVKey::operator==(const SRVKey &rhs) const
+{
+ return baseLevel == rhs.baseLevel &&
+ mipLevels == rhs.mipLevels &&
+ swizzle == rhs.swizzle;
+}
+
+TextureStorage11::SRVCache::~SRVCache()
+{
+ for (size_t i = 0; i < cache.size(); i++)
+ {
+ SafeRelease(cache[i].srv);
+ }
+}
+
+ID3D11ShaderResourceView *TextureStorage11::SRVCache::find(const SRVKey &key) const
+{
+ for (size_t i = 0; i < cache.size(); i++)
+ {
+ if (cache[i].key == key)
+ {
+ return cache[i].srv;
+ }
+ }
+
+ return NULL;
+}
+
+ID3D11ShaderResourceView *TextureStorage11::SRVCache::add(const SRVKey &key, ID3D11ShaderResourceView *srv)
+{
+ SRVPair pair = {key, srv};
+ cache.push_back(pair);
+
+ return srv;
+}
+
+TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags)
+ : mBindFlags(bindFlags),
+ mTopLevel(0),
+ mMipLevels(0),
+ mTextureFormat(DXGI_FORMAT_UNKNOWN),
+ mShaderResourceFormat(DXGI_FORMAT_UNKNOWN),
+ mRenderTargetFormat(DXGI_FORMAT_UNKNOWN),
+ mDepthStencilFormat(DXGI_FORMAT_UNKNOWN),
+ mTextureWidth(0),
+ mTextureHeight(0),
+ mTextureDepth(0)
+{
+ mRenderer = Renderer11::makeRenderer11(renderer);
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mLevelSRVs[i] = NULL;
+ }
+}
+
+TextureStorage11::~TextureStorage11()
+{
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ SafeRelease(mLevelSRVs[level]);
+ }
+}
+
+TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11*, storage));
+ return static_cast<TextureStorage11*>(storage);
+}
+
+DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat, bool renderTarget)
+{
+ UINT bindFlags = 0;
+
+ if (gl_d3d11::GetSRVFormat(internalFormat) != DXGI_FORMAT_UNKNOWN)
+ {
+ bindFlags |= D3D11_BIND_SHADER_RESOURCE;
+ }
+ if (gl_d3d11::GetDSVFormat(internalFormat) != DXGI_FORMAT_UNKNOWN)
+ {
+ bindFlags |= D3D11_BIND_DEPTH_STENCIL;
+ }
+ if (gl_d3d11::GetRTVFormat(internalFormat) != DXGI_FORMAT_UNKNOWN && renderTarget)
+ {
+ bindFlags |= D3D11_BIND_RENDER_TARGET;
+ }
+
+ return bindFlags;
+}
+
+UINT TextureStorage11::getBindFlags() const
+{
+ return mBindFlags;
+}
+
+int TextureStorage11::getTopLevel() const
+{
+ return mTopLevel;
+}
+
+bool TextureStorage11::isRenderTarget() const
+{
+ return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
+}
+
+bool TextureStorage11::isManaged() const
+{
+ return false;
+}
+
+int TextureStorage11::getLevelCount() const
+{
+ return mMipLevels - mTopLevel;
+}
+
+int TextureStorage11::getLevelWidth(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureWidth) >> mipLevel, 1);
+}
+
+int TextureStorage11::getLevelHeight(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureHeight) >> mipLevel, 1);
+}
+
+int TextureStorage11::getLevelDepth(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureDepth) >> mipLevel, 1);
+}
+
+UINT TextureStorage11::getSubresourceIndex(int mipLevel, int layerTarget) const
+{
+ UINT index = 0;
+ if (getResource())
+ {
+ index = D3D11CalcSubresource(mipLevel, layerTarget, mMipLevels);
+ }
+ return index;
+}
+
+ID3D11ShaderResourceView *TextureStorage11::getSRV(const gl::SamplerState &samplerState)
+{
+ bool swizzleRequired = samplerState.swizzleRequired();
+ bool mipmapping = IsMipmapFiltered(samplerState);
+ unsigned int mipLevels = mipmapping ? (samplerState.maxLevel - samplerState.baseLevel) : 1;
+
+ // Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level, which corresponds to GL level 0)
+ mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - samplerState.baseLevel);
+
+ if (swizzleRequired)
+ {
+ verifySwizzleExists(samplerState.swizzleRed, samplerState.swizzleGreen, samplerState.swizzleBlue, samplerState.swizzleAlpha);
+ }
+
+ SRVKey key(samplerState.baseLevel, mipLevels, swizzleRequired);
+ ID3D11ShaderResourceView *srv = srvCache.find(key);
+
+ if(srv)
+ {
+ return srv;
+ }
+
+ DXGI_FORMAT format = (swizzleRequired ? mSwizzleShaderResourceFormat : mShaderResourceFormat);
+ ID3D11Resource *texture = swizzleRequired ? getSwizzleTexture() : getResource();
+
+ srv = createSRV(samplerState.baseLevel, mipLevels, format, texture);
+
+ return srvCache.add(key, srv);
+}
+
+ID3D11ShaderResourceView *TextureStorage11::getSRVLevel(int mipLevel)
+{
+ if (mipLevel >= 0 && mipLevel < getLevelCount())
+ {
+ if (!mLevelSRVs[mipLevel])
+ {
+ mLevelSRVs[mipLevel] = createSRV(mipLevel, 1, mShaderResourceFormat, getResource());
+ }
+
+ return mLevelSRVs[mipLevel];
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+void TextureStorage11::generateSwizzles(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
+{
+ SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
+ for (int level = 0; level < getLevelCount(); level++)
+ {
+ // Check if the swizzle for this level is out of date
+ if (mSwizzleCache[level] != swizzleTarget)
+ {
+ // Need to re-render the swizzle for this level
+ ID3D11ShaderResourceView *sourceSRV = getSRVLevel(level);
+ ID3D11RenderTargetView *destRTV = getSwizzleRenderTarget(level);
+
+ gl::Extents size(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
+
+ Blit11 *blitter = mRenderer->getBlitter();
+
+ if (blitter->swizzleTexture(sourceSRV, destRTV, size, swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha))
+ {
+ mSwizzleCache[level] = swizzleTarget;
+ }
+ else
+ {
+ ERR("Failed to swizzle texture.");
+ }
+ }
+ }
+}
+
+void TextureStorage11::invalidateSwizzleCacheLevel(int mipLevel)
+{
+ if (mipLevel >= 0 && static_cast<unsigned int>(mipLevel) < ArraySize(mSwizzleCache))
+ {
+ // The default constructor of SwizzleCacheValue has GL_NONE for all channels which is not a
+ // valid swizzle combination
+ mSwizzleCache[mipLevel] = SwizzleCacheValue();
+ }
+}
+
+void TextureStorage11::invalidateSwizzleCache()
+{
+ for (unsigned int mipLevel = 0; mipLevel < ArraySize(mSwizzleCache); mipLevel++)
+ {
+ invalidateSwizzleCacheLevel(mipLevel);
+ }
+}
+
+bool TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture, unsigned int sourceSubresource,
+ int level, int layerTarget, GLint xoffset, GLint yoffset, GLint zoffset,
+ GLsizei width, GLsizei height, GLsizei depth)
+{
+ if (srcTexture)
+ {
+ invalidateSwizzleCacheLevel(level);
+
+ gl::Extents texSize(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
+ gl::Box copyArea(xoffset, yoffset, zoffset, width, height, depth);
+
+ bool fullCopy = copyArea.x == 0 &&
+ copyArea.y == 0 &&
+ copyArea.z == 0 &&
+ copyArea.width == texSize.width &&
+ copyArea.height == texSize.height &&
+ copyArea.depth == texSize.depth;
+
+ ID3D11Resource *dstTexture = getResource();
+ unsigned int dstSubresource = getSubresourceIndex(level + mTopLevel, layerTarget);
+
+ ASSERT(dstTexture);
+
+ if (!fullCopy && (d3d11::GetDepthBits(mTextureFormat) > 0 || d3d11::GetStencilBits(mTextureFormat) > 0))
+ {
+ // CopySubresourceRegion cannot copy partial depth stencils, use the blitter instead
+ Blit11 *blitter = mRenderer->getBlitter();
+
+ return blitter->copyDepthStencil(srcTexture, sourceSubresource, copyArea, texSize,
+ dstTexture, dstSubresource, copyArea, texSize,
+ NULL);
+ }
+ else
+ {
+ D3D11_BOX srcBox;
+ srcBox.left = copyArea.x;
+ srcBox.top = copyArea.y;
+ srcBox.right = copyArea.x + roundUp((unsigned int)width, d3d11::GetBlockWidth(mTextureFormat));
+ srcBox.bottom = copyArea.y + roundUp((unsigned int)height, d3d11::GetBlockHeight(mTextureFormat));
+ srcBox.front = copyArea.z;
+ srcBox.back = copyArea.z + copyArea.depth;
+
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ context->CopySubresourceRegion(dstTexture, dstSubresource, copyArea.x, copyArea.y, copyArea.z,
+ srcTexture, sourceSubresource, fullCopy ? NULL : &srcBox);
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest)
+{
+ if (source && dest)
+ {
+ ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView();
+ ID3D11RenderTargetView *destRTV = dest->getRenderTargetView();
+
+ if (sourceSRV && destRTV)
+ {
+ gl::Box sourceArea(0, 0, 0, source->getWidth(), source->getHeight(), source->getDepth());
+ gl::Extents sourceSize(source->getWidth(), source->getHeight(), source->getDepth());
+
+ gl::Box destArea(0, 0, 0, dest->getWidth(), dest->getHeight(), dest->getDepth());
+ gl::Extents destSize(dest->getWidth(), dest->getHeight(), dest->getDepth());
+
+ Blit11 *blitter = mRenderer->getBlitter();
+
+ blitter->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize, NULL,
+ gl::GetFormat(source->getInternalFormat()), GL_LINEAR);
+ }
+ }
+}
+
+void TextureStorage11::verifySwizzleExists(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
+{
+ SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
+ for (unsigned int level = 0; level < mMipLevels; level++)
+ {
+ ASSERT(mSwizzleCache[level] == swizzleTarget);
+ }
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain)
+ : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE)
+{
+ mTexture = swapchain->getOffscreenTexture();
+ mTexture->AddRef();
+ mSwizzleTexture = NULL;
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mRenderTarget[i] = NULL;
+ mSwizzleRenderTargets[i] = NULL;
+ }
+
+ D3D11_TEXTURE2D_DESC texDesc;
+ mTexture->GetDesc(&texDesc);
+ mMipLevels = texDesc.MipLevels;
+ mTextureFormat = texDesc.Format;
+ mTextureWidth = texDesc.Width;
+ mTextureHeight = texDesc.Height;
+ mTextureDepth = 1;
+
+ ID3D11ShaderResourceView *srv = swapchain->getRenderTargetShaderResource();
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srv->GetDesc(&srvDesc);
+ mShaderResourceFormat = srvDesc.Format;
+
+ ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget();
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ offscreenRTV->GetDesc(&rtvDesc);
+ mRenderTargetFormat = rtvDesc.Format;
+
+ GLenum internalFormat = d3d11_gl::GetInternalFormat(mTextureFormat);
+ mSwizzleTextureFormat = gl_d3d11::GetSwizzleTexFormat(internalFormat);
+ mSwizzleShaderResourceFormat = gl_d3d11::GetSwizzleSRVFormat(internalFormat);
+ mSwizzleRenderTargetFormat = gl_d3d11::GetSwizzleRTVFormat(internalFormat);
+
+ mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels)
+ : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderTarget))
+{
+ mTexture = NULL;
+ mSwizzleTexture = NULL;
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mRenderTarget[i] = NULL;
+ mSwizzleRenderTargets[i] = NULL;
+ }
+
+ mTextureFormat = gl_d3d11::GetTexFormat(internalformat);
+ mShaderResourceFormat = gl_d3d11::GetSRVFormat(internalformat);
+ mDepthStencilFormat = gl_d3d11::GetDSVFormat(internalformat);
+ mRenderTargetFormat = gl_d3d11::GetRTVFormat(internalformat);
+ mSwizzleTextureFormat = gl_d3d11::GetSwizzleTexFormat(internalformat);
+ mSwizzleShaderResourceFormat = gl_d3d11::GetSwizzleSRVFormat(internalformat);
+ mSwizzleRenderTargetFormat = gl_d3d11::GetSwizzleRTVFormat(internalformat);
+
+ // if the width or height is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (width > 0 && height > 0)
+ {
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = width; // Compressed texture size constraints?
+ desc.Height = height;
+ desc.MipLevels = mRenderer->isLevel9() ? 1 : ((levels > 0) ? (mTopLevel + levels) : 0);
+ desc.ArraySize = 1;
+ desc.Format = mTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
+
+ // this can happen from windows TDR
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ else if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ ERR("Creating image failed.");
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ else
+ {
+ mTexture->GetDesc(&desc);
+ mMipLevels = desc.MipLevels;
+ mTextureWidth = desc.Width;
+ mTextureHeight = desc.Height;
+ mTextureDepth = 1;
+ }
+ }
+}
+
+TextureStorage11_2D::~TextureStorage11_2D()
+{
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ SafeDelete(mRenderTarget[i]);
+ SafeRelease(mSwizzleRenderTargets[i]);
+ }
+}
+
+TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage));
+ return static_cast<TextureStorage11_2D*>(storage);
+}
+
+ID3D11Resource *TextureStorage11_2D::getResource() const
+{
+ return mTexture;
+}
+
+RenderTarget *TextureStorage11_2D::getRenderTarget(int level)
+{
+ if (level >= 0 && level < getLevelCount())
+ {
+ if (!mRenderTarget[level])
+ {
+ ID3D11ShaderResourceView *srv = getSRVLevel(level);
+ if (!srv)
+ {
+ return NULL;
+ }
+
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + level;
+
+ ID3D11RenderTargetView *rtv;
+ HRESULT result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ mRenderTarget[level] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(level), getLevelHeight(level), 1);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+ else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mDepthStencilFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+ dsvDesc.Texture2D.MipSlice = mTopLevel + level;
+ dsvDesc.Flags = 0;
+
+ ID3D11DepthStencilView *dsv;
+ HRESULT result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ SafeRelease(srv);
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ mRenderTarget[level] = new RenderTarget11(mRenderer, dsv, mTexture, srv, getLevelWidth(level), getLevelHeight(level), 1);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(dsv);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ return mRenderTarget[level];
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+ID3D11ShaderResourceView *TextureStorage11_2D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture)
+{
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2D.MipLevels = mipLevels;
+
+ ID3D11ShaderResourceView *SRV = NULL;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, &SRV);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ ASSERT(SUCCEEDED(result));
+
+ return SRV;
+}
+
+void TextureStorage11_2D::generateMipmap(int level)
+{
+ invalidateSwizzleCacheLevel(level);
+
+ RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(level - 1));
+ RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(level));
+
+ generateMipmapLayer(source, dest);
+}
+
+ID3D11Resource *TextureStorage11_2D::getSwizzleTexture()
+{
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = 1;
+ desc.Format = mSwizzleTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11Texture2D*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ return mSwizzleTexture;
+}
+
+ID3D11RenderTargetView *TextureStorage11_2D::getSwizzleRenderTarget(int mipLevel)
+{
+ if (mipLevel >= 0 && mipLevel < getLevelCount())
+ {
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = getSwizzleTexture();
+ if (!swizzleTexture)
+ {
+ return NULL;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mSwizzleRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel;
+
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11RenderTargetView*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ return mSwizzleRenderTargets[mipLevel];
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+unsigned int TextureStorage11_2D::getTextureLevelDepth(int mipLevel) const
+{
+ return 1;
+}
+
+TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, GLenum internalformat, bool renderTarget, int size, int levels)
+ : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderTarget))
+{
+ mTexture = NULL;
+ mSwizzleTexture = NULL;
+
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mSwizzleRenderTargets[level] = NULL;
+ for (unsigned int face = 0; face < 6; face++)
+ {
+ mRenderTarget[face][level] = NULL;
+ }
+ }
+
+ mTextureFormat = gl_d3d11::GetTexFormat(internalformat);
+ mShaderResourceFormat = gl_d3d11::GetSRVFormat(internalformat);
+ mDepthStencilFormat = gl_d3d11::GetDSVFormat(internalformat);
+ mRenderTargetFormat = gl_d3d11::GetRTVFormat(internalformat);
+ mSwizzleTextureFormat = gl_d3d11::GetSwizzleTexFormat(internalformat);
+ mSwizzleShaderResourceFormat = gl_d3d11::GetSwizzleSRVFormat(internalformat);
+ mSwizzleRenderTargetFormat = gl_d3d11::GetSwizzleRTVFormat(internalformat);
+
+ // if the size is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (size > 0)
+ {
+ // adjust size if needed for compressed textures
+ int height = size;
+ d3d11::MakeValidSize(false, mTextureFormat, &size, &height, &mTopLevel);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = size;
+ desc.Height = size;
+ desc.MipLevels = ((levels > 0) ? (mTopLevel + levels) : 0);
+ desc.ArraySize = 6;
+ desc.Format = mTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ ERR("Creating image failed.");
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ else
+ {
+ mTexture->GetDesc(&desc);
+ mMipLevels = desc.MipLevels;
+ mTextureWidth = desc.Width;
+ mTextureHeight = desc.Height;
+ mTextureDepth = 1;
+ }
+ }
+}
+
+TextureStorage11_Cube::~TextureStorage11_Cube()
+{
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ SafeRelease(mSwizzleRenderTargets[level]);
+ for (unsigned int face = 0; face < 6; face++)
+ {
+ SafeDelete(mRenderTarget[face][level]);
+ }
+ }
+}
+
+TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage));
+ return static_cast<TextureStorage11_Cube*>(storage);
+}
+
+ID3D11Resource *TextureStorage11_Cube::getResource() const
+{
+ return mTexture;
+}
+
+RenderTarget *TextureStorage11_Cube::getRenderTargetFace(GLenum faceTarget, int level)
+{
+ if (level >= 0 && level < getLevelCount())
+ {
+ int faceIndex = TextureD3D_Cube::targetToIndex(faceTarget);
+ if (!mRenderTarget[faceIndex][level])
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = mShaderResourceFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; // Will be used with Texture2D sampler, not TextureCube
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ srvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11ShaderResourceView *srv;
+ result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ rtvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ SafeRelease(srv);
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ mRenderTarget[faceIndex][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(level), getLevelHeight(level), 1);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ SafeRelease(srv);
+ }
+ else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mDepthStencilFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
+ dsvDesc.Flags = 0;
+ dsvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ dsvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ dsvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11DepthStencilView *dsv;
+ result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ SafeRelease(srv);
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ mRenderTarget[faceIndex][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv, getLevelWidth(level), getLevelHeight(level), 1);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(dsv);
+ SafeRelease(srv);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ return mRenderTarget[faceIndex][level];
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+ID3D11ShaderResourceView *TextureStorage11_Cube::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture)
+{
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+
+ // Unnormalized integer cube maps are not supported by DX11; we emulate them as an array of six 2D textures
+ bool unnormalizedInteger = (d3d11::GetComponentType(mTextureFormat) == GL_INT ||
+ d3d11::GetComponentType(mTextureFormat) == GL_UNSIGNED_INT);
+
+ if(unnormalizedInteger)
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = 0;
+ srvDesc.Texture2DArray.ArraySize = 6;
+ }
+ else
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ srvDesc.TextureCube.MipLevels = mipLevels;
+ srvDesc.TextureCube.MostDetailedMip = mTopLevel + baseLevel;
+ }
+
+ ID3D11ShaderResourceView *SRV = NULL;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, &SRV);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ ASSERT(SUCCEEDED(result));
+
+ return SRV;
+}
+
+void TextureStorage11_Cube::generateMipmap(int faceIndex, int level)
+{
+ invalidateSwizzleCacheLevel(level);
+
+ RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTargetFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level - 1));
+ RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTargetFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level));
+
+ generateMipmapLayer(source, dest);
+}
+
+ID3D11Resource *TextureStorage11_Cube::getSwizzleTexture()
+{
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = 6;
+ desc.Format = mSwizzleTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11Texture2D*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ return mSwizzleTexture;
+}
+
+ID3D11RenderTargetView *TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel)
+{
+ if (mipLevel >= 0 && mipLevel < getLevelCount())
+ {
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = getSwizzleTexture();
+ if (!swizzleTexture)
+ {
+ return NULL;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mSwizzleRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = 0;
+ rtvDesc.Texture2DArray.ArraySize = 6;
+
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11RenderTargetView*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ return mSwizzleRenderTargets[mipLevel];
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+unsigned int TextureStorage11_Cube::getTextureLevelDepth(int mipLevel) const
+{
+ return 6;
+}
+
+TextureStorage11_3D::TextureStorage11_3D(Renderer *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels)
+ : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderTarget))
+{
+ mTexture = NULL;
+ mSwizzleTexture = NULL;
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mLevelRenderTargets[i] = NULL;
+ mSwizzleRenderTargets[i] = NULL;
+ }
+
+ mTextureFormat = gl_d3d11::GetTexFormat(internalformat);
+ mShaderResourceFormat = gl_d3d11::GetSRVFormat(internalformat);
+ mDepthStencilFormat = gl_d3d11::GetDSVFormat(internalformat);
+ mRenderTargetFormat = gl_d3d11::GetRTVFormat(internalformat);
+ mSwizzleTextureFormat = gl_d3d11::GetSwizzleTexFormat(internalformat);
+ mSwizzleShaderResourceFormat = gl_d3d11::GetSwizzleSRVFormat(internalformat);
+ mSwizzleRenderTargetFormat = gl_d3d11::GetSwizzleRTVFormat(internalformat);
+
+ // If the width, height or depth are not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (width > 0 && height > 0 && depth > 0)
+ {
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE3D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.Depth = depth;
+ desc.MipLevels = ((levels > 0) ? (mTopLevel + levels) : 0);
+ desc.Format = mTextureFormat;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture3D(&desc, NULL, &mTexture);
+
+ // this can happen from windows TDR
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ else if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ ERR("Creating image failed.");
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ else
+ {
+ mTexture->GetDesc(&desc);
+ mMipLevels = desc.MipLevels;
+ mTextureWidth = desc.Width;
+ mTextureHeight = desc.Height;
+ mTextureDepth = desc.Depth;
+ }
+ }
+}
+
+TextureStorage11_3D::~TextureStorage11_3D()
+{
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+
+ for (RenderTargetMap::iterator i = mLevelLayerRenderTargets.begin(); i != mLevelLayerRenderTargets.end(); i++)
+ {
+ SafeDelete(i->second);
+ }
+ mLevelLayerRenderTargets.clear();
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ SafeDelete(mLevelRenderTargets[i]);
+ SafeRelease(mSwizzleRenderTargets[i]);
+ }
+}
+
+TextureStorage11_3D *TextureStorage11_3D::makeTextureStorage11_3D(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_3D*, storage));
+ return static_cast<TextureStorage11_3D*>(storage);
+}
+
+ID3D11Resource *TextureStorage11_3D::getResource() const
+{
+ return mTexture;
+}
+
+ID3D11ShaderResourceView *TextureStorage11_3D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture)
+{
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
+ srvDesc.Texture3D.MostDetailedMip = baseLevel;
+ srvDesc.Texture3D.MipLevels = mipLevels;
+
+ ID3D11ShaderResourceView *SRV = NULL;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, &SRV);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ ASSERT(SUCCEEDED(result));
+
+ return SRV;
+}
+
+RenderTarget *TextureStorage11_3D::getRenderTarget(int mipLevel)
+{
+ if (mipLevel >= 0 && mipLevel < getLevelCount())
+ {
+ if (!mLevelRenderTargets[mipLevel])
+ {
+ ID3D11ShaderResourceView *srv = getSRVLevel(mipLevel);
+ if (!srv)
+ {
+ return NULL;
+ }
+
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture3D.FirstWSlice = 0;
+ rtvDesc.Texture3D.WSize = -1;
+
+ ID3D11RenderTargetView *rtv;
+ HRESULT result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ SafeRelease(srv);
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ mLevelRenderTargets[mipLevel] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(mipLevel), getLevelHeight(mipLevel), getLevelDepth(mipLevel));
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ return mLevelRenderTargets[mipLevel];
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+RenderTarget *TextureStorage11_3D::getRenderTargetLayer(int mipLevel, int layer)
+{
+ if (mipLevel >= 0 && mipLevel < getLevelCount())
+ {
+ LevelLayerKey key(mipLevel, layer);
+ if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ // TODO, what kind of SRV is expected here?
+ ID3D11ShaderResourceView *srv = NULL;
+
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture3D.FirstWSlice = layer;
+ rtvDesc.Texture3D.WSize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ SafeRelease(srv);
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ mLevelLayerRenderTargets[key] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ SafeRelease(srv);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ return mLevelLayerRenderTargets[key];
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+void TextureStorage11_3D::generateMipmap(int level)
+{
+ invalidateSwizzleCacheLevel(level);
+
+ RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(level - 1));
+ RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(level));
+
+ generateMipmapLayer(source, dest);
+}
+
+ID3D11Resource *TextureStorage11_3D::getSwizzleTexture()
+{
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE3D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.Depth = mTextureDepth;
+ desc.MipLevels = mMipLevels;
+ desc.Format = mSwizzleTextureFormat;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture3D(&desc, NULL, &mSwizzleTexture);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11Texture3D*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ return mSwizzleTexture;
+}
+
+ID3D11RenderTargetView *TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel)
+{
+ if (mipLevel >= 0 && mipLevel < getLevelCount())
+ {
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = getSwizzleTexture();
+ if (!swizzleTexture)
+ {
+ return NULL;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mSwizzleRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture3D.FirstWSlice = 0;
+ rtvDesc.Texture3D.WSize = -1;
+
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11RenderTargetView*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ return mSwizzleRenderTargets[mipLevel];
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+unsigned int TextureStorage11_3D::getTextureLevelDepth(int mipLevel) const
+{
+ return std::max(mTextureDepth >> mipLevel, 1U);
+}
+
+
+TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels)
+ : TextureStorage11(renderer, GetTextureBindFlags(internalformat, renderTarget))
+{
+ mTexture = NULL;
+ mSwizzleTexture = NULL;
+
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mSwizzleRenderTargets[level] = NULL;
+ }
+
+ mTextureFormat = gl_d3d11::GetTexFormat(internalformat);
+ mShaderResourceFormat = gl_d3d11::GetSRVFormat(internalformat);
+ mDepthStencilFormat = gl_d3d11::GetDSVFormat(internalformat);
+ mRenderTargetFormat = gl_d3d11::GetRTVFormat(internalformat);
+ mSwizzleTextureFormat = gl_d3d11::GetSwizzleTexFormat(internalformat);
+ mSwizzleShaderResourceFormat = gl_d3d11::GetSwizzleSRVFormat(internalformat);
+ mSwizzleRenderTargetFormat = gl_d3d11::GetSwizzleRTVFormat(internalformat);
+
+ // if the width, height or depth is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (width > 0 && height > 0 && depth > 0)
+ {
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = ((levels > 0) ? (mTopLevel + levels) : 0);
+ desc.ArraySize = depth;
+ desc.Format = mTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
+
+ // this can happen from windows TDR
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ else if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ ERR("Creating image failed.");
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ else
+ {
+ mTexture->GetDesc(&desc);
+ mMipLevels = desc.MipLevels;
+ mTextureWidth = desc.Width;
+ mTextureHeight = desc.Height;
+ mTextureDepth = desc.ArraySize;
+ }
+ }
+}
+
+TextureStorage11_2DArray::~TextureStorage11_2DArray()
+{
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ SafeRelease(mSwizzleRenderTargets[level]);
+ }
+
+ for (RenderTargetMap::iterator i = mRenderTargets.begin(); i != mRenderTargets.end(); i++)
+ {
+ SafeDelete(i->second);
+ }
+ mRenderTargets.clear();
+}
+
+TextureStorage11_2DArray *TextureStorage11_2DArray::makeTextureStorage11_2DArray(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2DArray*, storage));
+ return static_cast<TextureStorage11_2DArray*>(storage);
+}
+
+ID3D11Resource *TextureStorage11_2DArray::getResource() const
+{
+ return mTexture;
+}
+
+ID3D11ShaderResourceView *TextureStorage11_2DArray::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture)
+{
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2DArray.MipLevels = mipLevels;
+ srvDesc.Texture2DArray.FirstArraySlice = 0;
+ srvDesc.Texture2DArray.ArraySize = mTextureDepth;
+
+ ID3D11ShaderResourceView *SRV = NULL;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, &SRV);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ ASSERT(SUCCEEDED(result));
+
+ return SRV;
+}
+
+RenderTarget *TextureStorage11_2DArray::getRenderTargetLayer(int mipLevel, int layer)
+{
+ if (mipLevel >= 0 && mipLevel < getLevelCount())
+ {
+ LevelLayerKey key(mipLevel, layer);
+ if (mRenderTargets.find(key) == mRenderTargets.end())
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = mShaderResourceFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + mipLevel;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = layer;
+ srvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11ShaderResourceView *srv;
+ result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = layer;
+ rtvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ SafeRelease(srv);
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+
+ mRenderTargets[key] = new RenderTarget11(mRenderer, rtv, mTexture, srv, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ SafeRelease(srv);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ return mRenderTargets[key];
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+void TextureStorage11_2DArray::generateMipmap(int level)
+{
+ invalidateSwizzleCacheLevel(level);
+ for (unsigned int layer = 0; layer < mTextureDepth; layer++)
+ {
+ RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTargetLayer(level - 1, layer));
+ RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTargetLayer(level, layer));
+
+ generateMipmapLayer(source, dest);
+ }
+}
+
+ID3D11Resource *TextureStorage11_2DArray::getSwizzleTexture()
+{
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = mTextureDepth;
+ desc.Format = mSwizzleTextureFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11Texture2D*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ return mSwizzleTexture;
+}
+
+ID3D11RenderTargetView *TextureStorage11_2DArray::getSwizzleRenderTarget(int mipLevel)
+{
+ if (mipLevel >= 0 && mipLevel < getLevelCount())
+ {
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = getSwizzleTexture();
+ if (!swizzleTexture)
+ {
+ return NULL;
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mSwizzleRenderTargetFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = 0;
+ rtvDesc.Texture2DArray.ArraySize = mTextureDepth;
+
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+
+ if (result == E_OUTOFMEMORY)
+ {
+ return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11RenderTargetView*>(NULL));
+ }
+ ASSERT(SUCCEEDED(result));
+ }
+
+ return mSwizzleRenderTargets[mipLevel];
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+unsigned int TextureStorage11_2DArray::getTextureLevelDepth(int mipLevel) const
+{
+ return mTextureDepth;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.h
new file mode 100644
index 0000000000..6be7bac8e2
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.h
@@ -0,0 +1,278 @@
+//
+// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage11.h: Defines the abstract rx::TextureStorage11 class and its concrete derived
+// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
+
+#ifndef LIBGLESV2_RENDERER_TEXTURESTORAGE11_H_
+#define LIBGLESV2_RENDERER_TEXTURESTORAGE11_H_
+
+#include "libGLESv2/Texture.h"
+#include "libGLESv2/renderer/d3d/TextureStorage.h"
+
+namespace rx
+{
+class RenderTarget;
+class RenderTarget11;
+class Renderer;
+class Renderer11;
+class SwapChain11;
+
+class TextureStorage11 : public TextureStorage
+{
+ public:
+ virtual ~TextureStorage11();
+
+ static TextureStorage11 *makeTextureStorage11(TextureStorage *storage);
+
+ static DWORD GetTextureBindFlags(GLenum internalFormat, bool renderTarget);
+
+ UINT getBindFlags() const;
+
+ virtual ID3D11Resource *getResource() const = 0;
+ virtual ID3D11ShaderResourceView *getSRV(const gl::SamplerState &samplerState);
+ virtual RenderTarget *getRenderTarget(int level) { return NULL; }
+ virtual RenderTarget *getRenderTargetFace(GLenum faceTarget, int level) { return NULL; }
+ virtual RenderTarget *getRenderTargetLayer(int mipLevel, int layer) { return NULL; }
+
+ virtual void generateMipmap(int level) {};
+ virtual void generateMipmap(int face, int level) {};
+
+ virtual int getTopLevel() const;
+ virtual bool isRenderTarget() const;
+ virtual bool isManaged() const;
+ virtual int getLevelCount() const;
+ UINT getSubresourceIndex(int mipLevel, int layerTarget) const;
+
+ void generateSwizzles(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha);
+ void invalidateSwizzleCacheLevel(int mipLevel);
+ void invalidateSwizzleCache();
+
+ bool updateSubresourceLevel(ID3D11Resource *texture, unsigned int sourceSubresource, int level,
+ int layerTarget, GLint xoffset, GLint yoffset, GLint zoffset,
+ GLsizei width, GLsizei height, GLsizei depth);
+
+ protected:
+ TextureStorage11(Renderer *renderer, UINT bindFlags);
+ void generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest);
+ int getLevelWidth(int mipLevel) const;
+ int getLevelHeight(int mipLevel) const;
+ int getLevelDepth(int mipLevel) const;
+
+ virtual ID3D11Resource *getSwizzleTexture() = 0;
+ virtual ID3D11RenderTargetView *getSwizzleRenderTarget(int mipLevel) = 0;
+ ID3D11ShaderResourceView *getSRVLevel(int mipLevel);
+
+ virtual ID3D11ShaderResourceView *createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture) = 0;
+
+ void verifySwizzleExists(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha);
+
+ virtual unsigned int getTextureLevelDepth(int mipLevel) const = 0;
+
+ Renderer11 *mRenderer;
+ int mTopLevel;
+ unsigned int mMipLevels;
+
+ DXGI_FORMAT mTextureFormat;
+ DXGI_FORMAT mShaderResourceFormat;
+ DXGI_FORMAT mRenderTargetFormat;
+ DXGI_FORMAT mDepthStencilFormat;
+ DXGI_FORMAT mSwizzleTextureFormat;
+ DXGI_FORMAT mSwizzleShaderResourceFormat;
+ DXGI_FORMAT mSwizzleRenderTargetFormat;
+ unsigned int mTextureWidth;
+ unsigned int mTextureHeight;
+ unsigned int mTextureDepth;
+
+ struct SwizzleCacheValue
+ {
+ GLenum swizzleRed;
+ GLenum swizzleGreen;
+ GLenum swizzleBlue;
+ GLenum swizzleAlpha;
+
+ SwizzleCacheValue();
+ SwizzleCacheValue(GLenum red, GLenum green, GLenum blue, GLenum alpha);
+
+ bool operator ==(const SwizzleCacheValue &other) const;
+ bool operator !=(const SwizzleCacheValue &other) const;
+ };
+ SwizzleCacheValue mSwizzleCache[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ struct SRVKey
+ {
+ SRVKey(int baseLevel = 0, int mipLevels = 0, bool swizzle = false);
+
+ bool operator==(const SRVKey &rhs) const;
+
+ int baseLevel;
+ int mipLevels;
+ bool swizzle;
+ };
+
+ struct SRVPair
+ {
+ SRVKey key;
+ ID3D11ShaderResourceView *srv;
+ };
+
+ struct SRVCache
+ {
+ ~SRVCache();
+
+ ID3D11ShaderResourceView *find(const SRVKey &key) const;
+ ID3D11ShaderResourceView *add(const SRVKey &key, ID3D11ShaderResourceView *srv);
+
+ std::vector<SRVPair> cache;
+ };
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorage11);
+
+ const UINT mBindFlags;
+
+ SRVCache srvCache;
+ ID3D11ShaderResourceView *mLevelSRVs[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureStorage11_2D : public TextureStorage11
+{
+ public:
+ TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain);
+ TextureStorage11_2D(Renderer *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels);
+ virtual ~TextureStorage11_2D();
+
+ static TextureStorage11_2D *makeTextureStorage11_2D(TextureStorage *storage);
+
+ virtual ID3D11Resource *getResource() const;
+ virtual RenderTarget *getRenderTarget(int level);
+
+ virtual void generateMipmap(int level);
+
+ protected:
+ virtual ID3D11Resource *getSwizzleTexture();
+ virtual ID3D11RenderTargetView *getSwizzleRenderTarget(int mipLevel);
+
+ virtual unsigned int getTextureLevelDepth(int mipLevel) const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorage11_2D);
+
+ virtual ID3D11ShaderResourceView *createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture);
+
+ ID3D11Texture2D *mTexture;
+ RenderTarget11 *mRenderTarget[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ ID3D11Texture2D *mSwizzleTexture;
+ ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureStorage11_Cube : public TextureStorage11
+{
+ public:
+ TextureStorage11_Cube(Renderer *renderer, GLenum internalformat, bool renderTarget, int size, int levels);
+ virtual ~TextureStorage11_Cube();
+
+ static TextureStorage11_Cube *makeTextureStorage11_Cube(TextureStorage *storage);
+
+ virtual ID3D11Resource *getResource() const;
+ virtual RenderTarget *getRenderTargetFace(GLenum faceTarget, int level);
+
+ virtual void generateMipmap(int faceIndex, int level);
+
+ protected:
+ virtual ID3D11Resource *getSwizzleTexture();
+ virtual ID3D11RenderTargetView *getSwizzleRenderTarget(int mipLevel);
+
+ virtual unsigned int getTextureLevelDepth(int mipLevel) const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorage11_Cube);
+
+ virtual ID3D11ShaderResourceView *createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture);
+
+ ID3D11Texture2D *mTexture;
+ RenderTarget11 *mRenderTarget[6][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ ID3D11Texture2D *mSwizzleTexture;
+ ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureStorage11_3D : public TextureStorage11
+{
+ public:
+ TextureStorage11_3D(Renderer *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels);
+ virtual ~TextureStorage11_3D();
+
+ static TextureStorage11_3D *makeTextureStorage11_3D(TextureStorage *storage);
+
+ virtual ID3D11Resource *getResource() const;
+ virtual RenderTarget *getRenderTarget(int mipLevel);
+ virtual RenderTarget *getRenderTargetLayer(int mipLevel, int layer);
+
+ virtual void generateMipmap(int level);
+
+ protected:
+ virtual ID3D11Resource *getSwizzleTexture();
+ virtual ID3D11RenderTargetView *getSwizzleRenderTarget(int mipLevel);
+
+ virtual unsigned int getTextureLevelDepth(int mipLevel) const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorage11_3D);
+
+ virtual ID3D11ShaderResourceView *createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture);
+
+ typedef std::pair<int, int> LevelLayerKey;
+ typedef std::map<LevelLayerKey, RenderTarget11*> RenderTargetMap;
+ RenderTargetMap mLevelLayerRenderTargets;
+
+ RenderTarget11 *mLevelRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+ ID3D11Texture3D *mTexture;
+ ID3D11Texture3D *mSwizzleTexture;
+ ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+class TextureStorage11_2DArray : public TextureStorage11
+{
+ public:
+ TextureStorage11_2DArray(Renderer *renderer, GLenum internalformat, bool renderTarget,
+ GLsizei width, GLsizei height, GLsizei depth, int levels);
+ virtual ~TextureStorage11_2DArray();
+
+ static TextureStorage11_2DArray *makeTextureStorage11_2DArray(TextureStorage *storage);
+
+ virtual ID3D11Resource *getResource() const;
+ virtual RenderTarget *getRenderTargetLayer(int mipLevel, int layer);
+
+ virtual void generateMipmap(int level);
+
+ protected:
+ virtual ID3D11Resource *getSwizzleTexture();
+ virtual ID3D11RenderTargetView *getSwizzleRenderTarget(int mipLevel);
+
+ virtual unsigned int getTextureLevelDepth(int mipLevel) const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorage11_2DArray);
+
+ virtual ID3D11ShaderResourceView *createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture);
+
+ typedef std::pair<int, int> LevelLayerKey;
+ typedef std::map<LevelLayerKey, RenderTarget11*> RenderTargetMap;
+ RenderTargetMap mRenderTargets;
+
+ ID3D11Texture2D *mTexture;
+
+ ID3D11Texture2D *mSwizzleTexture;
+ ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_TEXTURESTORAGE11_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexArray11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexArray11.h
new file mode 100644
index 0000000000..590cb9f05a
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexArray11.h
@@ -0,0 +1,42 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexArray11.h: Defines the rx::VertexArray11 class which implements rx::VertexArrayImpl.
+
+#ifndef LIBGLESV2_RENDERER_VERTEXARRAY11_H_
+#define LIBGLESV2_RENDERER_VERTEXARRAY11_H_
+
+#include "libGLESv2/renderer/VertexArrayImpl.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+
+namespace rx
+{
+class Renderer11;
+
+class VertexArray11 : public VertexArrayImpl
+{
+ public:
+ VertexArray11(rx::Renderer11 *renderer)
+ : VertexArrayImpl(),
+ mRenderer(renderer)
+ {
+ }
+ virtual ~VertexArray11() { }
+
+ virtual void setElementArrayBuffer(const gl::Buffer *buffer) { }
+ virtual void setAttribute(size_t idx, const gl::VertexAttribute &attr) { }
+ virtual void setAttributeDivisor(size_t idx, GLuint divisor) { }
+ virtual void enableAttribute(size_t idx, bool enabledState) { }
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(VertexArray11);
+
+ rx::Renderer11 *mRenderer;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_VERTEXARRAY11_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.cpp
new file mode 100644
index 0000000000..2f47ec0a67
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.cpp
@@ -0,0 +1,223 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexBuffer11.cpp: Defines the D3D11 VertexBuffer implementation.
+
+#include "libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h"
+#include "libGLESv2/renderer/d3d/d3d11/Buffer11.h"
+
+#include "libGLESv2/Buffer.h"
+#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
+#include "libGLESv2/VertexAttribute.h"
+#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
+
+namespace rx
+{
+
+VertexBuffer11::VertexBuffer11(rx::Renderer11 *const renderer) : mRenderer(renderer)
+{
+ mBuffer = NULL;
+ mBufferSize = 0;
+ mDynamicUsage = false;
+}
+
+VertexBuffer11::~VertexBuffer11()
+{
+ SafeRelease(mBuffer);
+}
+
+bool VertexBuffer11::initialize(unsigned int size, bool dynamicUsage)
+{
+ SafeRelease(mBuffer);
+
+ updateSerial();
+
+ if (size > 0)
+ {
+ ID3D11Device* dxDevice = mRenderer->getDevice();
+
+ D3D11_BUFFER_DESC bufferDesc;
+ bufferDesc.ByteWidth = size;
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.StructureByteStride = 0;
+
+ HRESULT result = dxDevice->CreateBuffer(&bufferDesc, NULL, &mBuffer);
+ if (FAILED(result))
+ {
+ return false;
+ }
+ }
+
+ mBufferSize = size;
+ mDynamicUsage = dynamicUsage;
+ return true;
+}
+
+VertexBuffer11 *VertexBuffer11::makeVertexBuffer11(VertexBuffer *vetexBuffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(VertexBuffer11*, vetexBuffer));
+ return static_cast<VertexBuffer11*>(vetexBuffer);
+}
+
+bool VertexBuffer11::storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int offset)
+{
+ if (mBuffer)
+ {
+ gl::Buffer *buffer = attrib.buffer.get();
+ int inputStride = ComputeVertexAttributeStride(attrib);
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ ERR("Vertex buffer map failed with error 0x%08x", result);
+ return false;
+ }
+
+ char* output = reinterpret_cast<char*>(mappedResource.pData) + offset;
+
+ const char *input = NULL;
+ if (attrib.enabled)
+ {
+ if (buffer)
+ {
+ Buffer11 *storage = Buffer11::makeBuffer11(buffer->getImplementation());
+ input = static_cast<const char*>(storage->getData()) + static_cast<int>(attrib.offset);
+ }
+ else
+ {
+ input = static_cast<const char*>(attrib.pointer);
+ }
+ }
+ else
+ {
+ input = reinterpret_cast<const char*>(currentValue.FloatValues);
+ }
+
+ if (instances == 0 || attrib.divisor == 0)
+ {
+ input += inputStride * start;
+ }
+
+ gl::VertexFormat vertexFormat(attrib, currentValue.Type);
+ VertexCopyFunction conversionFunc = gl_d3d11::GetVertexCopyFunction(vertexFormat);
+ ASSERT(conversionFunc != NULL);
+ conversionFunc(input, inputStride, count, output);
+
+ dxContext->Unmap(mBuffer, 0);
+
+ return true;
+ }
+ else
+ {
+ ERR("Vertex buffer not initialized.");
+ return false;
+ }
+}
+
+bool VertexBuffer11::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count,
+ GLsizei instances, unsigned int *outSpaceRequired) const
+{
+ unsigned int elementCount = 0;
+ if (attrib.enabled)
+ {
+ if (instances == 0 || attrib.divisor == 0)
+ {
+ elementCount = count;
+ }
+ else
+ {
+ if (static_cast<unsigned int>(instances) < std::numeric_limits<unsigned int>::max() - (attrib.divisor - 1))
+ {
+ // Round up
+ elementCount = rx::roundUp(static_cast<unsigned int>(instances), attrib.divisor);
+ }
+ else
+ {
+ elementCount = instances / attrib.divisor;
+ }
+ }
+
+ gl::VertexFormat vertexFormat(attrib);
+ unsigned int elementSize = static_cast<unsigned int>(gl_d3d11::GetVertexElementSize(vertexFormat));
+ if (elementSize <= std::numeric_limits<unsigned int>::max() / elementCount)
+ {
+ if (outSpaceRequired)
+ {
+ *outSpaceRequired = elementSize * elementCount;
+ }
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+ }
+ else
+ {
+ const unsigned int elementSize = 4;
+ if (outSpaceRequired)
+ {
+ *outSpaceRequired = elementSize * 4;
+ }
+ return true;
+ }
+}
+
+unsigned int VertexBuffer11::getBufferSize() const
+{
+ return mBufferSize;
+}
+
+bool VertexBuffer11::setBufferSize(unsigned int size)
+{
+ if (size > mBufferSize)
+ {
+ return initialize(size, mDynamicUsage);
+ }
+ else
+ {
+ return true;
+ }
+}
+
+bool VertexBuffer11::discard()
+{
+ if (mBuffer)
+ {
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ ERR("Vertex buffer map failed with error 0x%08x", result);
+ return false;
+ }
+
+ dxContext->Unmap(mBuffer, 0);
+
+ return true;
+ }
+ else
+ {
+ ERR("Vertex buffer not initialized.");
+ return false;
+ }
+}
+
+ID3D11Buffer *VertexBuffer11::getBuffer() const
+{
+ return mBuffer;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h
new file mode 100644
index 0000000000..c2a5aa7afd
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h
@@ -0,0 +1,52 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexBuffer11.h: Defines the D3D11 VertexBuffer implementation.
+
+#ifndef LIBGLESV2_RENDERER_VERTEXBUFFER11_H_
+#define LIBGLESV2_RENDERER_VERTEXBUFFER11_H_
+
+#include "libGLESv2/renderer/d3d/VertexBuffer.h"
+
+namespace rx
+{
+class Renderer11;
+
+class VertexBuffer11 : public VertexBuffer
+{
+ public:
+ explicit VertexBuffer11(rx::Renderer11 *const renderer);
+ virtual ~VertexBuffer11();
+
+ virtual bool initialize(unsigned int size, bool dynamicUsage);
+
+ static VertexBuffer11 *makeVertexBuffer11(VertexBuffer *vetexBuffer);
+
+ virtual bool storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int offset);
+
+ virtual bool getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances,
+ unsigned int *outSpaceRequired) const;
+
+ virtual unsigned int getBufferSize() const;
+ virtual bool setBufferSize(unsigned int size);
+ virtual bool discard();
+
+ ID3D11Buffer *getBuffer() const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(VertexBuffer11);
+
+ rx::Renderer11 *const mRenderer;
+
+ ID3D11Buffer *mBuffer;
+ unsigned int mBufferSize;
+ bool mDynamicUsage;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_VERTEXBUFFER11_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp
new file mode 100644
index 0000000000..c991fd4991
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp
@@ -0,0 +1,1458 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2013-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// formatutils11.cpp: Queries for GL image formats and their translations to D3D11
+// formats.
+
+#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
+#include "libGLESv2/renderer/generatemip.h"
+#include "libGLESv2/renderer/loadimage.h"
+#include "libGLESv2/renderer/copyimage.h"
+#include "libGLESv2/renderer/Renderer.h"
+#include "libGLESv2/renderer/copyvertex.h"
+
+namespace rx
+{
+
+struct D3D11FormatInfo
+{
+ DXGI_FORMAT mTexFormat;
+ DXGI_FORMAT mSRVFormat;
+ DXGI_FORMAT mRTVFormat;
+ DXGI_FORMAT mDSVFormat;
+
+ D3D11FormatInfo()
+ : mTexFormat(DXGI_FORMAT_UNKNOWN), mDSVFormat(DXGI_FORMAT_UNKNOWN), mRTVFormat(DXGI_FORMAT_UNKNOWN), mSRVFormat(DXGI_FORMAT_UNKNOWN)
+ { }
+
+ D3D11FormatInfo(DXGI_FORMAT texFormat, DXGI_FORMAT srvFormat, DXGI_FORMAT rtvFormat, DXGI_FORMAT dsvFormat)
+ : mTexFormat(texFormat), mDSVFormat(dsvFormat), mRTVFormat(rtvFormat), mSRVFormat(srvFormat)
+ { }
+};
+
+// For sized GL internal formats, there is only one corresponding D3D11 format. This map type allows
+// querying for the DXGI texture formats to use for textures, SRVs, RTVs and DSVs given a GL internal
+// format.
+typedef std::pair<GLenum, D3D11FormatInfo> D3D11ES3FormatPair;
+typedef std::map<GLenum, D3D11FormatInfo> D3D11ES3FormatMap;
+
+static D3D11ES3FormatMap BuildD3D11FormatMap()
+{
+ D3D11ES3FormatMap map;
+
+ // | GL internal format | | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format |
+ map.insert(D3D11ES3FormatPair(GL_NONE, D3D11FormatInfo(DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_R8, D3D11FormatInfo(DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_R8_SNORM, D3D11FormatInfo(DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RG8, D3D11FormatInfo(DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RG8_SNORM, D3D11FormatInfo(DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGB8, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGB8_SNORM, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGB565, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGBA4, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGB5_A1, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGBA8, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGBA8_SNORM, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGB10_A2, D3D11FormatInfo(DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGB10_A2UI, D3D11FormatInfo(DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_SRGB8, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_SRGB8_ALPHA8, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_R16F, D3D11FormatInfo(DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RG16F, D3D11FormatInfo(DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGB16F, D3D11FormatInfo(DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGBA16F, D3D11FormatInfo(DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_R32F, D3D11FormatInfo(DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RG32F, D3D11FormatInfo(DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGB32F, D3D11FormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGBA32F, D3D11FormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_R11F_G11F_B10F, D3D11FormatInfo(DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGB9_E5, D3D11FormatInfo(DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_R8I, D3D11FormatInfo(DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_R8UI, D3D11FormatInfo(DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_R16I, D3D11FormatInfo(DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_R16UI, D3D11FormatInfo(DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_R32I, D3D11FormatInfo(DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_R32UI, D3D11FormatInfo(DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RG8I, D3D11FormatInfo(DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RG8UI, D3D11FormatInfo(DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RG16I, D3D11FormatInfo(DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RG16UI, D3D11FormatInfo(DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RG32I, D3D11FormatInfo(DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RG32UI, D3D11FormatInfo(DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGB8I, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGB8UI, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGB16I, D3D11FormatInfo(DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGB16UI, D3D11FormatInfo(DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGB32I, D3D11FormatInfo(DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGB32UI, D3D11FormatInfo(DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGBA8I, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGBA8UI, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGBA16I, D3D11FormatInfo(DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGBA16UI, D3D11FormatInfo(DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGBA32I, D3D11FormatInfo(DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGBA32UI, D3D11FormatInfo(DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN)));
+
+ // Unsized formats, TODO: Are types of float and half float allowed for the unsized types? Would it change the DXGI format?
+ map.insert(D3D11ES3FormatPair(GL_ALPHA, D3D11FormatInfo(DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_LUMINANCE, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_LUMINANCE_ALPHA, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGB, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_RGBA, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_BGRA_EXT, D3D11FormatInfo(DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN)));
+
+ // From GL_EXT_texture_storage
+ // | GL internal format | | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format |
+ map.insert(D3D11ES3FormatPair(GL_ALPHA8_EXT, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN )));
+ map.insert(D3D11ES3FormatPair(GL_LUMINANCE8_EXT, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN )));
+ map.insert(D3D11ES3FormatPair(GL_ALPHA32F_EXT, D3D11FormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN )));
+ map.insert(D3D11ES3FormatPair(GL_LUMINANCE32F_EXT, D3D11FormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN )));
+ map.insert(D3D11ES3FormatPair(GL_ALPHA16F_EXT, D3D11FormatInfo(DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN )));
+ map.insert(D3D11ES3FormatPair(GL_LUMINANCE16F_EXT, D3D11FormatInfo(DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN )));
+ map.insert(D3D11ES3FormatPair(GL_LUMINANCE8_ALPHA8_EXT, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN )));
+ map.insert(D3D11ES3FormatPair(GL_LUMINANCE_ALPHA32F_EXT, D3D11FormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN )));
+ map.insert(D3D11ES3FormatPair(GL_LUMINANCE_ALPHA16F_EXT, D3D11FormatInfo(DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN )));
+ map.insert(D3D11ES3FormatPair(GL_BGRA8_EXT, D3D11FormatInfo(DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN )));
+ map.insert(D3D11ES3FormatPair(GL_BGRA4_ANGLEX, D3D11FormatInfo(DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN )));
+ map.insert(D3D11ES3FormatPair(GL_BGR5_A1_ANGLEX, D3D11FormatInfo(DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN )));
+
+ // Depth stencil formats
+ map.insert(D3D11ES3FormatPair(GL_DEPTH_COMPONENT16, D3D11FormatInfo(DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D16_UNORM )));
+ map.insert(D3D11ES3FormatPair(GL_DEPTH_COMPONENT24, D3D11FormatInfo(DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT )));
+ map.insert(D3D11ES3FormatPair(GL_DEPTH_COMPONENT32F, D3D11FormatInfo(DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D32_FLOAT )));
+ map.insert(D3D11ES3FormatPair(GL_DEPTH24_STENCIL8, D3D11FormatInfo(DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT )));
+ map.insert(D3D11ES3FormatPair(GL_DEPTH32F_STENCIL8, D3D11FormatInfo(DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D32_FLOAT_S8X24_UINT)));
+ map.insert(D3D11ES3FormatPair(GL_STENCIL_INDEX8, D3D11FormatInfo(DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_X24_TYPELESS_G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT )));
+
+ // From GL_ANGLE_depth_texture
+ // Since D3D11 doesn't have a D32_UNORM format, use D24S8 which has comparable precision and matches the ES3 format.
+ map.insert(D3D11ES3FormatPair(GL_DEPTH_COMPONENT32_OES, D3D11FormatInfo(DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT )));
+
+ // Compressed formats, From ES 3.0.1 spec, table 3.16
+ // | GL internal format | | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format |
+ map.insert(D3D11ES3FormatPair(GL_COMPRESSED_R11_EAC, D3D11FormatInfo(DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_COMPRESSED_SIGNED_R11_EAC, D3D11FormatInfo(DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_COMPRESSED_RG11_EAC, D3D11FormatInfo(DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_COMPRESSED_SIGNED_RG11_EAC, D3D11FormatInfo(DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_COMPRESSED_RGB8_ETC2, D3D11FormatInfo(DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_COMPRESSED_SRGB8_ETC2, D3D11FormatInfo(DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, D3D11FormatInfo(DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, D3D11FormatInfo(DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_COMPRESSED_RGBA8_ETC2_EAC, D3D11FormatInfo(DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC, D3D11FormatInfo(DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+
+ // From GL_EXT_texture_compression_dxt1
+ map.insert(D3D11ES3FormatPair(GL_COMPRESSED_RGB_S3TC_DXT1_EXT, D3D11FormatInfo(DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+ map.insert(D3D11ES3FormatPair(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, D3D11FormatInfo(DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+
+ // From GL_ANGLE_texture_compression_dxt3
+ map.insert(D3D11ES3FormatPair(GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, D3D11FormatInfo(DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+
+ // From GL_ANGLE_texture_compression_dxt5
+ map.insert(D3D11ES3FormatPair(GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, D3D11FormatInfo(DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN)));
+
+ return map;
+}
+
+static bool GetD3D11FormatInfo(GLenum internalFormat, D3D11FormatInfo *outFormatInfo)
+{
+ static const D3D11ES3FormatMap formatMap = BuildD3D11FormatMap();
+ D3D11ES3FormatMap::const_iterator iter = formatMap.find(internalFormat);
+ if (iter != formatMap.end())
+ {
+ if (outFormatInfo)
+ {
+ *outFormatInfo = iter->second;
+ }
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+}
+
+// ES3 image loading functions vary based on the internal format and data type given,
+// this map type determines the loading function from the internal format and type supplied
+// to glTex*Image*D and the destination DXGI_FORMAT. Source formats and types are taken from
+// Tables 3.2 and 3.3 of the ES 3 spec.
+typedef std::pair<GLenum, GLenum> InternalFormatTypePair;
+typedef std::pair<InternalFormatTypePair, LoadImageFunction> D3D11LoadFunctionPair;
+typedef std::map<InternalFormatTypePair, LoadImageFunction> D3D11LoadFunctionMap;
+
+static void UnimplementedLoadFunction(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ UNIMPLEMENTED();
+}
+
+static void UnreachableLoadFunction(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ UNREACHABLE();
+}
+
+// A helper function to insert data into the D3D11LoadFunctionMap with fewer characters.
+static inline void insertLoadFunction(D3D11LoadFunctionMap *map, GLenum internalFormat, GLenum type,
+ LoadImageFunction loadFunc)
+{
+ map->insert(D3D11LoadFunctionPair(InternalFormatTypePair(internalFormat, type), loadFunc));
+}
+
+D3D11LoadFunctionMap buildD3D11LoadFunctionMap()
+{
+ D3D11LoadFunctionMap map;
+
+ // | Internal format | Type | Load function |
+ insertLoadFunction(&map, GL_RGBA8, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ insertLoadFunction(&map, GL_RGB5_A1, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ insertLoadFunction(&map, GL_RGBA4, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ insertLoadFunction(&map, GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ insertLoadFunction(&map, GL_RGBA8_SNORM, GL_BYTE, LoadToNative<GLbyte, 4> );
+ insertLoadFunction(&map, GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4, LoadRGBA4ToRGBA8 );
+ insertLoadFunction(&map, GL_RGB10_A2, GL_UNSIGNED_INT_2_10_10_10_REV, LoadToNative<GLuint, 1> );
+ insertLoadFunction(&map, GL_RGB5_A1, GL_UNSIGNED_SHORT_5_5_5_1, LoadRGB5A1ToRGBA8 );
+ insertLoadFunction(&map, GL_RGB5_A1, GL_UNSIGNED_INT_2_10_10_10_REV, LoadRGB10A2ToRGBA8 );
+ insertLoadFunction(&map, GL_RGBA16F, GL_HALF_FLOAT, LoadToNative<GLhalf, 4> );
+ insertLoadFunction(&map, GL_RGBA16F, GL_HALF_FLOAT_OES, LoadToNative<GLhalf, 4> );
+ insertLoadFunction(&map, GL_RGBA32F, GL_FLOAT, LoadToNative<GLfloat, 4> );
+ insertLoadFunction(&map, GL_RGBA16F, GL_FLOAT, Load32FTo16F<4> );
+ insertLoadFunction(&map, GL_RGBA8UI, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ insertLoadFunction(&map, GL_RGBA8I, GL_BYTE, LoadToNative<GLbyte, 4> );
+ insertLoadFunction(&map, GL_RGBA16UI, GL_UNSIGNED_SHORT, LoadToNative<GLushort, 4> );
+ insertLoadFunction(&map, GL_RGBA16I, GL_SHORT, LoadToNative<GLshort, 4> );
+ insertLoadFunction(&map, GL_RGBA32UI, GL_UNSIGNED_INT, LoadToNative<GLuint, 4> );
+ insertLoadFunction(&map, GL_RGBA32I, GL_INT, LoadToNative<GLint, 4> );
+ insertLoadFunction(&map, GL_RGB10_A2UI, GL_UNSIGNED_INT_2_10_10_10_REV, LoadToNative<GLuint, 1> );
+ insertLoadFunction(&map, GL_RGB8, GL_UNSIGNED_BYTE, LoadToNative3To4<GLubyte, 0xFF> );
+ insertLoadFunction(&map, GL_RGB565, GL_UNSIGNED_BYTE, LoadToNative3To4<GLubyte, 0xFF> );
+ insertLoadFunction(&map, GL_SRGB8, GL_UNSIGNED_BYTE, LoadToNative3To4<GLubyte, 0xFF> );
+ insertLoadFunction(&map, GL_RGB8_SNORM, GL_BYTE, LoadToNative3To4<GLbyte, 0x7F> );
+ insertLoadFunction(&map, GL_RGB565, GL_UNSIGNED_SHORT_5_6_5, LoadR5G6B5ToRGBA8 );
+ insertLoadFunction(&map, GL_R11F_G11F_B10F, GL_UNSIGNED_INT_10F_11F_11F_REV, LoadToNative<GLuint, 1> );
+ insertLoadFunction(&map, GL_RGB9_E5, GL_UNSIGNED_INT_5_9_9_9_REV, LoadToNative<GLuint, 1> );
+ insertLoadFunction(&map, GL_RGB16F, GL_HALF_FLOAT, LoadToNative3To4<GLhalf, gl::Float16One>);
+ insertLoadFunction(&map, GL_RGB16F, GL_HALF_FLOAT_OES, LoadToNative3To4<GLhalf, gl::Float16One>);
+ insertLoadFunction(&map, GL_R11F_G11F_B10F, GL_HALF_FLOAT, LoadRGB16FToRG11B10F );
+ insertLoadFunction(&map, GL_R11F_G11F_B10F, GL_HALF_FLOAT_OES, LoadRGB16FToRG11B10F );
+ insertLoadFunction(&map, GL_RGB9_E5, GL_HALF_FLOAT, LoadRGB16FToRGB9E5 );
+ insertLoadFunction(&map, GL_RGB9_E5, GL_HALF_FLOAT_OES, LoadRGB16FToRGB9E5 );
+ insertLoadFunction(&map, GL_RGB32F, GL_FLOAT, LoadToNative3To4<GLfloat, gl::Float32One>);
+ insertLoadFunction(&map, GL_RGB16F, GL_FLOAT, LoadRGB32FToRGBA16F );
+ insertLoadFunction(&map, GL_R11F_G11F_B10F, GL_FLOAT, LoadRGB32FToRG11B10F );
+ insertLoadFunction(&map, GL_RGB9_E5, GL_FLOAT, LoadRGB32FToRGB9E5 );
+ insertLoadFunction(&map, GL_RGB8UI, GL_UNSIGNED_BYTE, LoadToNative3To4<GLubyte, 0x01> );
+ insertLoadFunction(&map, GL_RGB8I, GL_BYTE, LoadToNative3To4<GLbyte, 0x01> );
+ insertLoadFunction(&map, GL_RGB16UI, GL_UNSIGNED_SHORT, LoadToNative3To4<GLushort, 0x0001> );
+ insertLoadFunction(&map, GL_RGB16I, GL_SHORT, LoadToNative3To4<GLshort, 0x0001> );
+ insertLoadFunction(&map, GL_RGB32UI, GL_UNSIGNED_INT, LoadToNative3To4<GLuint, 0x00000001> );
+ insertLoadFunction(&map, GL_RGB32I, GL_INT, LoadToNative3To4<GLint, 0x00000001> );
+ insertLoadFunction(&map, GL_RG8, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 2> );
+ insertLoadFunction(&map, GL_RG8_SNORM, GL_BYTE, LoadToNative<GLbyte, 2> );
+ insertLoadFunction(&map, GL_RG16F, GL_HALF_FLOAT, LoadToNative<GLhalf, 2> );
+ insertLoadFunction(&map, GL_RG16F, GL_HALF_FLOAT_OES, LoadToNative<GLhalf, 2> );
+ insertLoadFunction(&map, GL_RG32F, GL_FLOAT, LoadToNative<GLfloat, 2> );
+ insertLoadFunction(&map, GL_RG16F, GL_FLOAT, Load32FTo16F<2> );
+ insertLoadFunction(&map, GL_RG8UI, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 2> );
+ insertLoadFunction(&map, GL_RG8I, GL_BYTE, LoadToNative<GLbyte, 2> );
+ insertLoadFunction(&map, GL_RG16UI, GL_UNSIGNED_SHORT, LoadToNative<GLushort, 2> );
+ insertLoadFunction(&map, GL_RG16I, GL_SHORT, LoadToNative<GLshort, 2> );
+ insertLoadFunction(&map, GL_RG32UI, GL_UNSIGNED_INT, LoadToNative<GLuint, 2> );
+ insertLoadFunction(&map, GL_RG32I, GL_INT, LoadToNative<GLint, 2> );
+ insertLoadFunction(&map, GL_R8, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 1> );
+ insertLoadFunction(&map, GL_R8_SNORM, GL_BYTE, LoadToNative<GLbyte, 1> );
+ insertLoadFunction(&map, GL_R16F, GL_HALF_FLOAT, LoadToNative<GLhalf, 1> );
+ insertLoadFunction(&map, GL_R16F, GL_HALF_FLOAT_OES, LoadToNative<GLhalf, 1> );
+ insertLoadFunction(&map, GL_R32F, GL_FLOAT, LoadToNative<GLfloat, 1> );
+ insertLoadFunction(&map, GL_R16F, GL_FLOAT, Load32FTo16F<1> );
+ insertLoadFunction(&map, GL_R8UI, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 1> );
+ insertLoadFunction(&map, GL_R8I, GL_BYTE, LoadToNative<GLbyte, 1> );
+ insertLoadFunction(&map, GL_R16UI, GL_UNSIGNED_SHORT, LoadToNative<GLushort, 1> );
+ insertLoadFunction(&map, GL_R16I, GL_SHORT, LoadToNative<GLshort, 1> );
+ insertLoadFunction(&map, GL_R32UI, GL_UNSIGNED_INT, LoadToNative<GLuint, 1> );
+ insertLoadFunction(&map, GL_R32I, GL_INT, LoadToNative<GLint, 1> );
+ insertLoadFunction(&map, GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, LoadToNative<GLushort, 1> );
+ insertLoadFunction(&map, GL_DEPTH_COMPONENT24, GL_UNSIGNED_INT, LoadR32ToR24G8 );
+ insertLoadFunction(&map, GL_DEPTH_COMPONENT16, GL_UNSIGNED_INT, LoadR32ToR16 );
+ insertLoadFunction(&map, GL_DEPTH_COMPONENT32F, GL_FLOAT, LoadToNative<GLfloat, 1> );
+ insertLoadFunction(&map, GL_DEPTH24_STENCIL8, GL_UNSIGNED_INT_24_8, LoadR32ToR24G8 );
+ insertLoadFunction(&map, GL_DEPTH32F_STENCIL8, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, LoadToNative<GLuint, 2> );
+
+ // Unsized formats
+ // Load functions are unreachable because they are converted to sized internal formats based on
+ // the format and type before loading takes place.
+ insertLoadFunction(&map, GL_RGBA, GL_UNSIGNED_BYTE, UnreachableLoadFunction );
+ insertLoadFunction(&map, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, UnreachableLoadFunction );
+ insertLoadFunction(&map, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, UnreachableLoadFunction );
+ insertLoadFunction(&map, GL_RGB, GL_UNSIGNED_BYTE, UnreachableLoadFunction );
+ insertLoadFunction(&map, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, UnreachableLoadFunction );
+ insertLoadFunction(&map, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, UnreachableLoadFunction );
+ insertLoadFunction(&map, GL_LUMINANCE, GL_UNSIGNED_BYTE, UnreachableLoadFunction );
+ insertLoadFunction(&map, GL_ALPHA, GL_UNSIGNED_BYTE, UnreachableLoadFunction );
+
+ // From GL_OES_texture_float
+ insertLoadFunction(&map, GL_LUMINANCE_ALPHA, GL_FLOAT, LoadLA32FToRGBA32F );
+ insertLoadFunction(&map, GL_LUMINANCE, GL_FLOAT, LoadL32FToRGBA32F );
+ insertLoadFunction(&map, GL_ALPHA, GL_FLOAT, LoadA32FToRGBA32F );
+
+ // From GL_OES_texture_half_float
+ insertLoadFunction(&map, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT, LoadLA16FToRGBA16F );
+ insertLoadFunction(&map, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES, LoadLA16FToRGBA16F );
+ insertLoadFunction(&map, GL_LUMINANCE, GL_HALF_FLOAT, LoadL16FToRGBA16F );
+ insertLoadFunction(&map, GL_LUMINANCE, GL_HALF_FLOAT_OES, LoadL16FToRGBA16F );
+ insertLoadFunction(&map, GL_ALPHA, GL_HALF_FLOAT, LoadA16FToRGBA16F );
+ insertLoadFunction(&map, GL_ALPHA, GL_HALF_FLOAT_OES, LoadA16FToRGBA16F );
+
+ // From GL_EXT_texture_storage
+ insertLoadFunction(&map, GL_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadA8ToBGRA8 );
+ insertLoadFunction(&map, GL_LUMINANCE8_EXT, GL_UNSIGNED_BYTE, LoadL8ToRGBA8 );
+ insertLoadFunction(&map, GL_LUMINANCE8_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadLA8ToRGBA8 );
+ insertLoadFunction(&map, GL_ALPHA32F_EXT, GL_FLOAT, LoadA32FToRGBA32F );
+ insertLoadFunction(&map, GL_LUMINANCE32F_EXT, GL_FLOAT, LoadL32FToRGBA32F );
+ insertLoadFunction(&map, GL_LUMINANCE_ALPHA32F_EXT, GL_FLOAT, LoadLA32FToRGBA32F );
+ insertLoadFunction(&map, GL_ALPHA16F_EXT, GL_HALF_FLOAT, LoadA16FToRGBA16F );
+ insertLoadFunction(&map, GL_ALPHA16F_EXT, GL_HALF_FLOAT_OES, LoadA16FToRGBA16F );
+ insertLoadFunction(&map, GL_LUMINANCE16F_EXT, GL_HALF_FLOAT, LoadL16FToRGBA16F );
+ insertLoadFunction(&map, GL_LUMINANCE16F_EXT, GL_HALF_FLOAT_OES, LoadL16FToRGBA16F );
+ insertLoadFunction(&map, GL_LUMINANCE_ALPHA16F_EXT, GL_HALF_FLOAT, LoadLA16FToRGBA16F );
+ insertLoadFunction(&map, GL_LUMINANCE_ALPHA16F_EXT, GL_HALF_FLOAT_OES, LoadLA16FToRGBA16F );
+
+ // From GL_ANGLE_depth_texture
+ insertLoadFunction(&map, GL_DEPTH_COMPONENT32_OES, GL_UNSIGNED_INT, LoadR32ToR24G8 );
+
+ // From GL_EXT_texture_format_BGRA8888
+ insertLoadFunction(&map, GL_BGRA8_EXT, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ insertLoadFunction(&map, GL_BGRA4_ANGLEX, GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT, LoadRGBA4ToRGBA8 );
+ insertLoadFunction(&map, GL_BGRA4_ANGLEX, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+ insertLoadFunction(&map, GL_BGR5_A1_ANGLEX, GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT, LoadRGB5A1ToRGBA8 );
+ insertLoadFunction(&map, GL_BGR5_A1_ANGLEX, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 4> );
+
+ // Compressed formats
+ // From ES 3.0.1 spec, table 3.16
+ // | Internal format | Type | Load function |
+ insertLoadFunction(&map, GL_COMPRESSED_R11_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ insertLoadFunction(&map, GL_COMPRESSED_R11_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ insertLoadFunction(&map, GL_COMPRESSED_SIGNED_R11_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ insertLoadFunction(&map, GL_COMPRESSED_RG11_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ insertLoadFunction(&map, GL_COMPRESSED_SIGNED_RG11_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ insertLoadFunction(&map, GL_COMPRESSED_RGB8_ETC2, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ insertLoadFunction(&map, GL_COMPRESSED_SRGB8_ETC2, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ insertLoadFunction(&map, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ insertLoadFunction(&map, GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ insertLoadFunction(&map, GL_COMPRESSED_RGBA8_ETC2_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+ insertLoadFunction(&map, GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC, GL_UNSIGNED_BYTE, UnimplementedLoadFunction );
+
+ // From GL_EXT_texture_compression_dxt1
+ insertLoadFunction(&map, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_UNSIGNED_BYTE, LoadCompressedToNative<4, 4, 8>);
+ insertLoadFunction(&map, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_UNSIGNED_BYTE, LoadCompressedToNative<4, 4, 8>);
+
+ // From GL_ANGLE_texture_compression_dxt3
+ insertLoadFunction(&map, GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, GL_UNSIGNED_BYTE, LoadCompressedToNative<4, 4, 16>);
+
+ // From GL_ANGLE_texture_compression_dxt5
+ insertLoadFunction(&map, GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, GL_UNSIGNED_BYTE, LoadCompressedToNative<4, 4, 16>);
+
+ return map;
+}
+
+// A map to determine the pixel size and mipmap generation function of a given DXGI format
+struct DXGIFormatInfo
+{
+ GLuint mPixelBits;
+ GLuint mBlockWidth;
+ GLuint mBlockHeight;
+ GLenum mComponentType;
+
+ MipGenerationFunction mMipGenerationFunction;
+ ColorReadFunction mColorReadFunction;
+
+ DXGIFormatInfo()
+ : mPixelBits(0), mBlockWidth(0), mBlockHeight(0), mComponentType(GL_NONE), mMipGenerationFunction(NULL),
+ mColorReadFunction(NULL)
+ { }
+
+ DXGIFormatInfo(GLuint pixelBits, GLuint blockWidth, GLuint blockHeight, GLenum componentType,
+ MipGenerationFunction mipFunc, ColorReadFunction readFunc)
+ : mPixelBits(pixelBits), mBlockWidth(blockWidth), mBlockHeight(blockHeight), mComponentType(componentType),
+ mMipGenerationFunction(mipFunc), mColorReadFunction(readFunc)
+ { }
+};
+
+typedef std::map<DXGI_FORMAT, DXGIFormatInfo> DXGIFormatInfoMap;
+
+void AddDXGIFormat(DXGIFormatInfoMap *map, DXGI_FORMAT dxgiFormat, GLuint pixelBits, GLuint blockWidth, GLuint blockHeight,
+ GLenum componentType, MipGenerationFunction mipFunc, ColorReadFunction readFunc)
+{
+ map->insert(std::make_pair(dxgiFormat, DXGIFormatInfo(pixelBits, blockWidth, blockHeight, componentType, mipFunc, readFunc)));
+}
+
+static DXGIFormatInfoMap BuildDXGIFormatInfoMap()
+{
+ DXGIFormatInfoMap map;
+
+ // | DXGI format |S |W |H |Component Type | Mip generation function | Color read function
+ AddDXGIFormat(&map, DXGI_FORMAT_UNKNOWN, 0, 0, 0, GL_NONE, NULL, NULL);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_A8_UNORM, 8, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<A8>, ReadColor<A8, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8_UNORM, 8, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<R8>, ReadColor<R8, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8_UNORM, 16, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<R8G8>, ReadColor<R8G8, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8B8A8_UNORM, 32, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<R8G8B8A8>, ReadColor<R8G8B8A8, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, 32, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<R8G8B8A8>, ReadColor<R8G8B8A8, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_B8G8R8A8_UNORM, 32, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<B8G8R8A8>, ReadColor<B8G8R8A8, GLfloat>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R8_SNORM, 8, 1, 1, GL_SIGNED_NORMALIZED, GenerateMip<R8S>, ReadColor<R8S, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8_SNORM, 16, 1, 1, GL_SIGNED_NORMALIZED, GenerateMip<R8G8S>, ReadColor<R8G8S, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8B8A8_SNORM, 32, 1, 1, GL_SIGNED_NORMALIZED, GenerateMip<R8G8B8A8S>, ReadColor<R8G8B8A8S, GLfloat>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R8_UINT, 8, 1, 1, GL_UNSIGNED_INT, GenerateMip<R8>, ReadColor<R8, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_UINT, 16, 1, 1, GL_UNSIGNED_INT, GenerateMip<R16>, ReadColor<R16, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32_UINT, 32, 1, 1, GL_UNSIGNED_INT, GenerateMip<R32>, ReadColor<R32, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8_UINT, 16, 1, 1, GL_UNSIGNED_INT, GenerateMip<R8G8>, ReadColor<R8G8, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16_UINT, 32, 1, 1, GL_UNSIGNED_INT, GenerateMip<R16G16>, ReadColor<R16G16, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32_UINT, 64, 1, 1, GL_UNSIGNED_INT, GenerateMip<R32G32>, ReadColor<R32G32, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32_UINT, 96, 1, 1, GL_UNSIGNED_INT, GenerateMip<R32G32B32>, ReadColor<R32G32B32, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8B8A8_UINT, 32, 1, 1, GL_UNSIGNED_INT, GenerateMip<R8G8B8A8>, ReadColor<R8G8B8A8, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16B16A16_UINT, 64, 1, 1, GL_UNSIGNED_INT, GenerateMip<R16G16B16A16>, ReadColor<R16G16B16A16, GLuint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32A32_UINT, 128, 1, 1, GL_UNSIGNED_INT, GenerateMip<R32G32B32A32>, ReadColor<R32G32B32A32, GLuint>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R8_SINT, 8, 1, 1, GL_INT, GenerateMip<R8S>, ReadColor<R8S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_SINT, 16, 1, 1, GL_INT, GenerateMip<R16S>, ReadColor<R16S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32_SINT, 32, 1, 1, GL_INT, GenerateMip<R32S>, ReadColor<R32S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8_SINT, 16, 1, 1, GL_INT, GenerateMip<R8G8S>, ReadColor<R8G8S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16_SINT, 32, 1, 1, GL_INT, GenerateMip<R16G16S>, ReadColor<R16G16S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32_SINT, 64, 1, 1, GL_INT, GenerateMip<R32G32S>, ReadColor<R32G32S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32_SINT, 96, 1, 1, GL_INT, GenerateMip<R32G32B32S>, ReadColor<R32G32B32S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R8G8B8A8_SINT, 32, 1, 1, GL_INT, GenerateMip<R8G8B8A8S>, ReadColor<R8G8B8A8S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16B16A16_SINT, 64, 1, 1, GL_INT, GenerateMip<R16G16B16A16S>, ReadColor<R16G16B16A16S, GLint>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32A32_SINT, 128, 1, 1, GL_INT, GenerateMip<R32G32B32A32S>, ReadColor<R32G32B32A32S, GLint>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R10G10B10A2_UNORM, 32, 1, 1, GL_UNSIGNED_NORMALIZED, GenerateMip<R10G10B10A2>, ReadColor<R10G10B10A2, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R10G10B10A2_UINT, 32, 1, 1, GL_UNSIGNED_INT, GenerateMip<R10G10B10A2>, ReadColor<R10G10B10A2, GLuint>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_FLOAT, 16, 1, 1, GL_FLOAT, GenerateMip<R16F>, ReadColor<R16F, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16_FLOAT, 32, 1, 1, GL_FLOAT, GenerateMip<R16G16F>, ReadColor<R16G16F, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16B16A16_FLOAT, 64, 1, 1, GL_FLOAT, GenerateMip<R16G16B16A16F>, ReadColor<R16G16B16A16F, GLfloat>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R32_FLOAT, 32, 1, 1, GL_FLOAT, GenerateMip<R32F>, ReadColor<R32F, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32_FLOAT, 64, 1, 1, GL_FLOAT, GenerateMip<R32G32F>, ReadColor<R32G32F, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32_FLOAT, 96, 1, 1, GL_FLOAT, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G32B32A32_FLOAT, 128, 1, 1, GL_FLOAT, GenerateMip<R32G32B32A32F>, ReadColor<R32G32B32A32F, GLfloat>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, 32, 1, 1, GL_FLOAT, GenerateMip<R9G9B9E5>, ReadColor<R9G9B9E5, GLfloat>);
+ AddDXGIFormat(&map, DXGI_FORMAT_R11G11B10_FLOAT, 32, 1, 1, GL_FLOAT, GenerateMip<R11G11B10F>, ReadColor<R11G11B10F, GLfloat>);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_TYPELESS, 16, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_UNORM, 16, 1, 1, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_D16_UNORM, 16, 1, 1, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R24G8_TYPELESS, 32, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, 32, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_D24_UNORM_S8_UINT, 32, 1, 1, GL_UNSIGNED_INT, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32G8X24_TYPELESS, 64, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, 64, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 64, 1, 1, GL_UNSIGNED_INT, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R32_TYPELESS, 32, 1, 1, GL_NONE, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_D32_FLOAT, 32, 1, 1, GL_FLOAT, NULL, NULL);
+
+ AddDXGIFormat(&map, DXGI_FORMAT_BC1_UNORM, 64, 4, 4, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_BC2_UNORM, 128, 4, 4, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_BC3_UNORM, 128, 4, 4, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+
+ // Useful formats for vertex buffers
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_UNORM, 16, 1, 1, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16_SNORM, 16, 1, 1, GL_SIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16_UNORM, 32, 1, 1, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16_SNORM, 32, 1, 1, GL_SIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16B16A16_UNORM, 64, 1, 1, GL_UNSIGNED_NORMALIZED, NULL, NULL);
+ AddDXGIFormat(&map, DXGI_FORMAT_R16G16B16A16_SNORM, 64, 1, 1, GL_SIGNED_NORMALIZED, NULL, NULL);
+
+ return map;
+}
+
+typedef std::map<DXGI_FORMAT, GLenum> DXGIToESFormatMap;
+
+inline void AddDXGIToESEntry(DXGIToESFormatMap *map, DXGI_FORMAT key, GLenum value)
+{
+ map->insert(std::make_pair(key, value));
+}
+
+static DXGIToESFormatMap BuildDXGIToESFormatMap()
+{
+ DXGIToESFormatMap map;
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_UNKNOWN, GL_NONE);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_A8_UNORM, GL_ALPHA8_EXT);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8_UNORM, GL_R8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8_UNORM, GL_RG8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8B8A8_UNORM, GL_RGBA8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, GL_SRGB8_ALPHA8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_B8G8R8A8_UNORM, GL_BGRA8_EXT);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8_SNORM, GL_R8_SNORM);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8_SNORM, GL_RG8_SNORM);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8B8A8_SNORM, GL_RGBA8_SNORM);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8_UINT, GL_R8UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16_UINT, GL_R16UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32_UINT, GL_R32UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8_UINT, GL_RG8UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16_UINT, GL_RG16UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32_UINT, GL_RG32UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32_UINT, GL_RGB32UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8B8A8_UINT, GL_RGBA8UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16B16A16_UINT, GL_RGBA16UI);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32A32_UINT, GL_RGBA32UI);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8_SINT, GL_R8I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16_SINT, GL_R16I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32_SINT, GL_R32I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8_SINT, GL_RG8I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16_SINT, GL_RG16I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32_SINT, GL_RG32I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32_SINT, GL_RGB32I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R8G8B8A8_SINT, GL_RGBA8I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16B16A16_SINT, GL_RGBA16I);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32A32_SINT, GL_RGBA32I);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R10G10B10A2_UNORM, GL_RGB10_A2);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R10G10B10A2_UINT, GL_RGB10_A2UI);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16_FLOAT, GL_R16F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16_FLOAT, GL_RG16F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16G16B16A16_FLOAT, GL_RGBA16F);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32_FLOAT, GL_R32F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32_FLOAT, GL_RG32F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32_FLOAT, GL_RGB32F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G32B32A32_FLOAT, GL_RGBA32F);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, GL_RGB9_E5);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R11G11B10_FLOAT, GL_R11F_G11F_B10F);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16_TYPELESS, GL_DEPTH_COMPONENT16);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R16_UNORM, GL_DEPTH_COMPONENT16);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_D16_UNORM, GL_DEPTH_COMPONENT16);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R24G8_TYPELESS, GL_DEPTH24_STENCIL8_OES);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, GL_DEPTH24_STENCIL8_OES);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_OES);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32G8X24_TYPELESS, GL_DEPTH32F_STENCIL8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, GL_DEPTH32F_STENCIL8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, GL_DEPTH32F_STENCIL8);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_R32_TYPELESS, GL_DEPTH_COMPONENT32F);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_D32_FLOAT, GL_DEPTH_COMPONENT32F);
+
+ AddDXGIToESEntry(&map, DXGI_FORMAT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE);
+ AddDXGIToESEntry(&map, DXGI_FORMAT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE);
+
+ return map;
+}
+
+static const DXGIToESFormatMap &GetDXGIToESFormatMap()
+{
+ static const DXGIToESFormatMap map = BuildDXGIToESFormatMap();
+ return map;
+}
+
+static const DXGIFormatInfoMap &GetDXGIFormatInfoMap()
+{
+ static const DXGIFormatInfoMap infoMap = BuildDXGIFormatInfoMap();
+ return infoMap;
+}
+
+static bool GetDXGIFormatInfo(DXGI_FORMAT format, DXGIFormatInfo *outFormatInfo)
+{
+ const DXGIFormatInfoMap &infoMap = GetDXGIFormatInfoMap();
+ DXGIFormatInfoMap::const_iterator iter = infoMap.find(format);
+ if (iter != infoMap.end())
+ {
+ if (outFormatInfo)
+ {
+ *outFormatInfo = iter->second;
+ }
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+}
+
+static d3d11::DXGIFormatSet BuildAllDXGIFormatSet()
+{
+ d3d11::DXGIFormatSet set;
+
+ const DXGIFormatInfoMap &infoMap = GetDXGIFormatInfoMap();
+ for (DXGIFormatInfoMap::const_iterator i = infoMap.begin(); i != infoMap.end(); ++i)
+ {
+ set.insert(i->first);
+ }
+
+ return set;
+}
+
+struct D3D11FastCopyFormat
+{
+ DXGI_FORMAT mSourceFormat;
+ GLenum mDestFormat;
+ GLenum mDestType;
+
+ D3D11FastCopyFormat(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
+ : mSourceFormat(sourceFormat), mDestFormat(destFormat), mDestType(destType)
+ { }
+
+ bool operator<(const D3D11FastCopyFormat& other) const
+ {
+ return memcmp(this, &other, sizeof(D3D11FastCopyFormat)) < 0;
+ }
+};
+
+typedef std::map<D3D11FastCopyFormat, ColorCopyFunction> D3D11FastCopyMap;
+typedef std::pair<D3D11FastCopyFormat, ColorCopyFunction> D3D11FastCopyPair;
+
+static D3D11FastCopyMap BuildFastCopyMap()
+{
+ D3D11FastCopyMap map;
+
+ map.insert(D3D11FastCopyPair(D3D11FastCopyFormat(DXGI_FORMAT_B8G8R8A8_UNORM, GL_RGBA, GL_UNSIGNED_BYTE), CopyBGRAUByteToRGBAUByte));
+
+ return map;
+}
+
+struct DXGIDepthStencilInfo
+{
+ unsigned int mDepthBits;
+ unsigned int mDepthOffset;
+ unsigned int mStencilBits;
+ unsigned int mStencilOffset;
+
+ DXGIDepthStencilInfo()
+ : mDepthBits(0), mDepthOffset(0), mStencilBits(0), mStencilOffset(0)
+ { }
+
+ DXGIDepthStencilInfo(unsigned int depthBits, unsigned int depthOffset, unsigned int stencilBits, unsigned int stencilOffset)
+ : mDepthBits(depthBits), mDepthOffset(depthOffset), mStencilBits(stencilBits), mStencilOffset(stencilOffset)
+ { }
+};
+
+typedef std::map<DXGI_FORMAT, DXGIDepthStencilInfo> DepthStencilInfoMap;
+typedef std::pair<DXGI_FORMAT, DXGIDepthStencilInfo> DepthStencilInfoPair;
+
+static DepthStencilInfoMap BuildDepthStencilInfoMap()
+{
+ DepthStencilInfoMap map;
+
+ map.insert(DepthStencilInfoPair(DXGI_FORMAT_R16_TYPELESS, DXGIDepthStencilInfo(16, 0, 0, 0)));
+ map.insert(DepthStencilInfoPair(DXGI_FORMAT_R16_UNORM, DXGIDepthStencilInfo(16, 0, 0, 0)));
+ map.insert(DepthStencilInfoPair(DXGI_FORMAT_D16_UNORM, DXGIDepthStencilInfo(16, 0, 0, 0)));
+
+ map.insert(DepthStencilInfoPair(DXGI_FORMAT_R24G8_TYPELESS, DXGIDepthStencilInfo(24, 0, 8, 24)));
+ map.insert(DepthStencilInfoPair(DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGIDepthStencilInfo(24, 0, 8, 24)));
+ map.insert(DepthStencilInfoPair(DXGI_FORMAT_D24_UNORM_S8_UINT, DXGIDepthStencilInfo(24, 0, 8, 24)));
+
+ map.insert(DepthStencilInfoPair(DXGI_FORMAT_R32_TYPELESS, DXGIDepthStencilInfo(32, 0, 0, 0)));
+ map.insert(DepthStencilInfoPair(DXGI_FORMAT_R32_FLOAT, DXGIDepthStencilInfo(32, 0, 0, 0)));
+ map.insert(DepthStencilInfoPair(DXGI_FORMAT_D32_FLOAT, DXGIDepthStencilInfo(32, 0, 0, 0)));
+
+ map.insert(DepthStencilInfoPair(DXGI_FORMAT_R32G8X24_TYPELESS, DXGIDepthStencilInfo(32, 0, 8, 32)));
+ map.insert(DepthStencilInfoPair(DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, DXGIDepthStencilInfo(32, 0, 8, 32)));
+ map.insert(DepthStencilInfoPair(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGIDepthStencilInfo(32, 0, 8, 32)));
+
+ return map;
+}
+
+static const DepthStencilInfoMap &GetDepthStencilInfoMap()
+{
+ static const DepthStencilInfoMap infoMap = BuildDepthStencilInfoMap();
+ return infoMap;
+}
+
+bool GetDepthStencilInfo(DXGI_FORMAT format, DXGIDepthStencilInfo *outDepthStencilInfo)
+{
+ const DepthStencilInfoMap& infoMap = GetDepthStencilInfoMap();
+ DepthStencilInfoMap::const_iterator iter = infoMap.find(format);
+ if (iter != infoMap.end())
+ {
+ if (outDepthStencilInfo)
+ {
+ *outDepthStencilInfo = iter->second;
+ }
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+}
+
+struct SwizzleSizeType
+{
+ unsigned int mMaxComponentSize;
+ GLenum mComponentType;
+
+ SwizzleSizeType()
+ : mMaxComponentSize(0), mComponentType(GL_NONE)
+ { }
+
+ SwizzleSizeType(unsigned int maxComponentSize, GLenum componentType)
+ : mMaxComponentSize(maxComponentSize), mComponentType(componentType)
+ { }
+
+ bool operator<(const SwizzleSizeType& other) const
+ {
+ return (mMaxComponentSize != other.mMaxComponentSize) ? (mMaxComponentSize < other.mMaxComponentSize)
+ : (mComponentType < other.mComponentType);
+ }
+};
+
+struct SwizzleFormatInfo
+{
+ DXGI_FORMAT mTexFormat;
+ DXGI_FORMAT mSRVFormat;
+ DXGI_FORMAT mRTVFormat;
+
+ SwizzleFormatInfo()
+ : mTexFormat(DXGI_FORMAT_UNKNOWN), mSRVFormat(DXGI_FORMAT_UNKNOWN), mRTVFormat(DXGI_FORMAT_UNKNOWN)
+ { }
+
+ SwizzleFormatInfo(DXGI_FORMAT texFormat, DXGI_FORMAT srvFormat, DXGI_FORMAT rtvFormat)
+ : mTexFormat(texFormat), mSRVFormat(srvFormat), mRTVFormat(rtvFormat)
+ { }
+};
+
+typedef std::map<SwizzleSizeType, SwizzleFormatInfo> SwizzleInfoMap;
+typedef std::pair<SwizzleSizeType, SwizzleFormatInfo> SwizzleInfoPair;
+
+static SwizzleInfoMap BuildSwizzleInfoMap()
+{
+ SwizzleInfoMap map;
+
+ map.insert(SwizzleInfoPair(SwizzleSizeType( 8, GL_UNSIGNED_NORMALIZED), SwizzleFormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM )));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(16, GL_UNSIGNED_NORMALIZED), SwizzleFormatInfo(DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM)));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(24, GL_UNSIGNED_NORMALIZED), SwizzleFormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT)));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(32, GL_UNSIGNED_NORMALIZED), SwizzleFormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT)));
+
+ map.insert(SwizzleInfoPair(SwizzleSizeType( 8, GL_SIGNED_NORMALIZED ), SwizzleFormatInfo(DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM )));
+
+ map.insert(SwizzleInfoPair(SwizzleSizeType(16, GL_FLOAT ), SwizzleFormatInfo(DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT)));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(32, GL_FLOAT ), SwizzleFormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT)));
+
+ map.insert(SwizzleInfoPair(SwizzleSizeType( 8, GL_UNSIGNED_INT ), SwizzleFormatInfo(DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT )));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(16, GL_UNSIGNED_INT ), SwizzleFormatInfo(DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT )));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(32, GL_UNSIGNED_INT ), SwizzleFormatInfo(DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT )));
+
+ map.insert(SwizzleInfoPair(SwizzleSizeType( 8, GL_INT ), SwizzleFormatInfo(DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT )));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(16, GL_INT ), SwizzleFormatInfo(DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT )));
+ map.insert(SwizzleInfoPair(SwizzleSizeType(32, GL_INT ), SwizzleFormatInfo(DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT )));
+
+ return map;
+}
+typedef std::pair<GLint, InitializeTextureDataFunction> InternalFormatInitializerPair;
+typedef std::map<GLint, InitializeTextureDataFunction> InternalFormatInitializerMap;
+
+static InternalFormatInitializerMap BuildInternalFormatInitializerMap()
+{
+ InternalFormatInitializerMap map;
+
+ map.insert(InternalFormatInitializerPair(GL_RGB8, Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0xFF> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB565, Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0xFF> ));
+ map.insert(InternalFormatInitializerPair(GL_SRGB8, Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0xFF> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB16F, Initialize4ComponentData<GLhalf, 0x0000, 0x0000, 0x0000, gl::Float16One>));
+ map.insert(InternalFormatInitializerPair(GL_RGB32F, Initialize4ComponentData<GLfloat, 0x00000000, 0x00000000, 0x00000000, gl::Float32One>));
+ map.insert(InternalFormatInitializerPair(GL_RGB8UI, Initialize4ComponentData<GLubyte, 0x00, 0x00, 0x00, 0x01> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB8I, Initialize4ComponentData<GLbyte, 0x00, 0x00, 0x00, 0x01> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB16UI, Initialize4ComponentData<GLushort, 0x0000, 0x0000, 0x0000, 0x0001> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB16I, Initialize4ComponentData<GLshort, 0x0000, 0x0000, 0x0000, 0x0001> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB32UI, Initialize4ComponentData<GLuint, 0x00000000, 0x00000000, 0x00000000, 0x00000001> ));
+ map.insert(InternalFormatInitializerPair(GL_RGB32I, Initialize4ComponentData<GLint, 0x00000000, 0x00000000, 0x00000000, 0x00000001> ));
+
+ return map;
+}
+
+static const SwizzleInfoMap &GetSwizzleInfoMap()
+{
+ static const SwizzleInfoMap map = BuildSwizzleInfoMap();
+ return map;
+}
+
+static const SwizzleFormatInfo GetSwizzleFormatInfo(GLenum internalFormat)
+{
+ // Get the maximum sized component
+ unsigned int maxBits = 1;
+
+ if (gl::IsFormatCompressed(internalFormat))
+ {
+ unsigned int compressedBitsPerBlock = gl::GetPixelBytes(internalFormat) * 8;
+ unsigned int blockSize = gl::GetCompressedBlockWidth(internalFormat) *
+ gl::GetCompressedBlockHeight(internalFormat);
+ maxBits = std::max(compressedBitsPerBlock / blockSize, maxBits);
+ }
+ else
+ {
+ maxBits = std::max(maxBits, gl::GetAlphaBits( internalFormat));
+ maxBits = std::max(maxBits, gl::GetRedBits( internalFormat));
+ maxBits = std::max(maxBits, gl::GetGreenBits( internalFormat));
+ maxBits = std::max(maxBits, gl::GetBlueBits( internalFormat));
+ maxBits = std::max(maxBits, gl::GetLuminanceBits(internalFormat));
+ maxBits = std::max(maxBits, gl::GetDepthBits( internalFormat));
+ }
+
+ maxBits = roundUp(maxBits, 8U);
+
+ GLenum componentType = gl::GetComponentType(internalFormat);
+
+ const SwizzleInfoMap &map = GetSwizzleInfoMap();
+ SwizzleInfoMap::const_iterator iter = map.find(SwizzleSizeType(maxBits, componentType));
+
+ if (iter != map.end())
+ {
+ return iter->second;
+ }
+ else
+ {
+ UNREACHABLE();
+ static const SwizzleFormatInfo defaultFormatInfo;
+ return defaultFormatInfo;
+ }
+}
+
+static const InternalFormatInitializerMap &GetInternalFormatInitializerMap()
+{
+ static const InternalFormatInitializerMap map = BuildInternalFormatInitializerMap();
+ return map;
+}
+
+namespace d3d11
+{
+
+MipGenerationFunction GetMipGenerationFunction(DXGI_FORMAT format)
+{
+ DXGIFormatInfo formatInfo;
+ if (GetDXGIFormatInfo(format, &formatInfo))
+ {
+ return formatInfo.mMipGenerationFunction;
+ }
+ else
+ {
+ UNREACHABLE();
+ return NULL;
+ }
+}
+
+LoadImageFunction GetImageLoadFunction(GLenum internalFormat, GLenum type)
+{
+ static const D3D11LoadFunctionMap loadImageMap = buildD3D11LoadFunctionMap();
+ D3D11LoadFunctionMap::const_iterator iter = loadImageMap.find(InternalFormatTypePair(internalFormat, type));
+ if (iter != loadImageMap.end())
+ {
+ return iter->second;
+ }
+ else
+ {
+ UNREACHABLE();
+ return NULL;
+ }
+}
+
+GLuint GetFormatPixelBytes(DXGI_FORMAT format)
+{
+ DXGIFormatInfo dxgiFormatInfo;
+ if (GetDXGIFormatInfo(format, &dxgiFormatInfo))
+ {
+ return dxgiFormatInfo.mPixelBits / 8;
+ }
+ else
+ {
+ UNREACHABLE();
+ return 0;
+ }
+}
+
+GLuint GetBlockWidth(DXGI_FORMAT format)
+{
+ DXGIFormatInfo dxgiFormatInfo;
+ if (GetDXGIFormatInfo(format, &dxgiFormatInfo))
+ {
+ return dxgiFormatInfo.mBlockWidth;
+ }
+ else
+ {
+ UNREACHABLE();
+ return 0;
+ }
+}
+
+GLuint GetBlockHeight(DXGI_FORMAT format)
+{
+ DXGIFormatInfo dxgiFormatInfo;
+ if (GetDXGIFormatInfo(format, &dxgiFormatInfo))
+ {
+ return dxgiFormatInfo.mBlockHeight;
+ }
+ else
+ {
+ UNREACHABLE();
+ return 0;
+ }
+}
+
+GLenum GetComponentType(DXGI_FORMAT format)
+{
+ DXGIFormatInfo dxgiFormatInfo;
+ if (GetDXGIFormatInfo(format, &dxgiFormatInfo))
+ {
+ return dxgiFormatInfo.mComponentType;
+ }
+ else
+ {
+ UNREACHABLE();
+ return GL_NONE;
+ }
+}
+
+GLuint GetDepthBits(DXGI_FORMAT format)
+{
+ DXGIDepthStencilInfo dxgiDSInfo;
+ if (GetDepthStencilInfo(format, &dxgiDSInfo))
+ {
+ return dxgiDSInfo.mDepthBits;
+ }
+ else
+ {
+ // Since the depth stencil info map does not contain all used DXGI formats,
+ // we should not assert that the format exists
+ return 0;
+ }
+}
+
+GLuint GetDepthOffset(DXGI_FORMAT format)
+{
+ DXGIDepthStencilInfo dxgiDSInfo;
+ if (GetDepthStencilInfo(format, &dxgiDSInfo))
+ {
+ return dxgiDSInfo.mDepthOffset;
+ }
+ else
+ {
+ // Since the depth stencil info map does not contain all used DXGI formats,
+ // we should not assert that the format exists
+ return 0;
+ }
+}
+
+GLuint GetStencilBits(DXGI_FORMAT format)
+{
+ DXGIDepthStencilInfo dxgiDSInfo;
+ if (GetDepthStencilInfo(format, &dxgiDSInfo))
+ {
+ return dxgiDSInfo.mStencilBits;
+ }
+ else
+ {
+ // Since the depth stencil info map does not contain all used DXGI formats,
+ // we should not assert that the format exists
+ return 0;
+ }
+}
+
+GLuint GetStencilOffset(DXGI_FORMAT format)
+{
+ DXGIDepthStencilInfo dxgiDSInfo;
+ if (GetDepthStencilInfo(format, &dxgiDSInfo))
+ {
+ return dxgiDSInfo.mStencilOffset;
+ }
+ else
+ {
+ // Since the depth stencil info map does not contain all used DXGI formats,
+ // we should not assert that the format exists
+ return 0;
+ }
+}
+
+void MakeValidSize(bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset)
+{
+ DXGIFormatInfo dxgiFormatInfo;
+ if (GetDXGIFormatInfo(format, &dxgiFormatInfo))
+ {
+ int upsampleCount = 0;
+
+ GLsizei blockWidth = dxgiFormatInfo.mBlockWidth;
+ GLsizei blockHeight = dxgiFormatInfo.mBlockHeight;
+
+ // Don't expand the size of full textures that are at least (blockWidth x blockHeight) already.
+ if (isImage || *requestWidth < blockWidth || *requestHeight < blockHeight)
+ {
+ while (*requestWidth % blockWidth != 0 || *requestHeight % blockHeight != 0)
+ {
+ *requestWidth <<= 1;
+ *requestHeight <<= 1;
+ upsampleCount++;
+ }
+ }
+ *levelOffset = upsampleCount;
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+}
+
+const DXGIFormatSet &GetAllUsedDXGIFormats()
+{
+ static DXGIFormatSet formatSet = BuildAllDXGIFormatSet();
+ return formatSet;
+}
+
+ColorReadFunction GetColorReadFunction(DXGI_FORMAT format)
+{
+ DXGIFormatInfo dxgiFormatInfo;
+ if (GetDXGIFormatInfo(format, &dxgiFormatInfo))
+ {
+ return dxgiFormatInfo.mColorReadFunction;
+ }
+ else
+ {
+ UNREACHABLE();
+ return NULL;
+ }
+}
+
+ColorCopyFunction GetFastCopyFunction(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
+{
+ static const D3D11FastCopyMap fastCopyMap = BuildFastCopyMap();
+ D3D11FastCopyMap::const_iterator iter = fastCopyMap.find(D3D11FastCopyFormat(sourceFormat, destFormat, destType));
+ return (iter != fastCopyMap.end()) ? iter->second : NULL;
+}
+
+}
+
+namespace gl_d3d11
+{
+
+DXGI_FORMAT GetTexFormat(GLenum internalFormat)
+{
+ D3D11FormatInfo d3d11FormatInfo;
+ if (GetD3D11FormatInfo(internalFormat, &d3d11FormatInfo))
+ {
+ return d3d11FormatInfo.mTexFormat;
+ }
+ else
+ {
+ UNREACHABLE();
+ return DXGI_FORMAT_UNKNOWN;
+ }
+}
+
+DXGI_FORMAT GetSRVFormat(GLenum internalFormat)
+{
+ D3D11FormatInfo d3d11FormatInfo;
+ if (GetD3D11FormatInfo(internalFormat, &d3d11FormatInfo))
+ {
+ return d3d11FormatInfo.mSRVFormat;
+ }
+ else
+ {
+ UNREACHABLE();
+ return DXGI_FORMAT_UNKNOWN;
+ }
+}
+
+DXGI_FORMAT GetRTVFormat(GLenum internalFormat)
+{
+ D3D11FormatInfo d3d11FormatInfo;
+ if (GetD3D11FormatInfo(internalFormat, &d3d11FormatInfo))
+ {
+ return d3d11FormatInfo.mRTVFormat;
+ }
+ else
+ {
+ UNREACHABLE();
+ return DXGI_FORMAT_UNKNOWN;
+ }
+}
+
+DXGI_FORMAT GetDSVFormat(GLenum internalFormat)
+{
+ D3D11FormatInfo d3d11FormatInfo;
+ if (GetD3D11FormatInfo(internalFormat, &d3d11FormatInfo))
+ {
+ return d3d11FormatInfo.mDSVFormat;
+ }
+ else
+ {
+ return DXGI_FORMAT_UNKNOWN;
+ }
+}
+
+// Given a GL internal format, this function returns the DSV format if it is depth- or stencil-renderable,
+// the RTV format if it is color-renderable, and the (nonrenderable) texture format otherwise.
+DXGI_FORMAT GetRenderableFormat(GLenum internalFormat)
+{
+ DXGI_FORMAT targetFormat = GetDSVFormat(internalFormat);
+ if (targetFormat == DXGI_FORMAT_UNKNOWN)
+ targetFormat = GetRTVFormat(internalFormat);
+ if (targetFormat == DXGI_FORMAT_UNKNOWN)
+ targetFormat = GetTexFormat(internalFormat);
+
+ return targetFormat;
+}
+
+DXGI_FORMAT GetSwizzleTexFormat(GLint internalFormat)
+{
+ if (GetRTVFormat(internalFormat) == DXGI_FORMAT_UNKNOWN || gl::GetComponentCount(internalFormat) != 4)
+ {
+ const SwizzleFormatInfo &swizzleInfo = GetSwizzleFormatInfo(internalFormat);
+ return swizzleInfo.mTexFormat;
+ }
+ else
+ {
+ return GetTexFormat(internalFormat);
+ }
+}
+
+DXGI_FORMAT GetSwizzleSRVFormat(GLint internalFormat)
+{
+ if (GetRTVFormat(internalFormat) == DXGI_FORMAT_UNKNOWN || gl::GetComponentCount(internalFormat) != 4)
+ {
+ const SwizzleFormatInfo &swizzleInfo = GetSwizzleFormatInfo(internalFormat);
+ return swizzleInfo.mSRVFormat;
+ }
+ else
+ {
+ return GetSRVFormat(internalFormat);
+ }
+}
+
+DXGI_FORMAT GetSwizzleRTVFormat(GLint internalFormat)
+{
+ if (GetRTVFormat(internalFormat) == DXGI_FORMAT_UNKNOWN || gl::GetComponentCount(internalFormat) != 4)
+ {
+ const SwizzleFormatInfo &swizzleInfo = GetSwizzleFormatInfo(internalFormat);
+ return swizzleInfo.mRTVFormat;
+ }
+ else
+ {
+ return GetRTVFormat(internalFormat);
+ }
+}
+
+bool RequiresTextureDataInitialization(GLint internalFormat)
+{
+ const InternalFormatInitializerMap &map = GetInternalFormatInitializerMap();
+ return map.find(internalFormat) != map.end();
+}
+
+InitializeTextureDataFunction GetTextureDataInitializationFunction(GLint internalFormat)
+{
+ const InternalFormatInitializerMap &map = GetInternalFormatInitializerMap();
+ InternalFormatInitializerMap::const_iterator iter = map.find(internalFormat);
+ if (iter != map.end())
+ {
+ return iter->second;
+ }
+ else
+ {
+ UNREACHABLE();
+ return NULL;
+ }
+}
+
+struct D3D11VertexFormatInfo
+{
+ rx::VertexConversionType mConversionType;
+ DXGI_FORMAT mNativeFormat;
+ VertexCopyFunction mCopyFunction;
+
+ D3D11VertexFormatInfo()
+ : mConversionType(VERTEX_CONVERT_NONE),
+ mNativeFormat(DXGI_FORMAT_UNKNOWN),
+ mCopyFunction(NULL)
+ {}
+
+ D3D11VertexFormatInfo(VertexConversionType conversionType, DXGI_FORMAT nativeFormat, VertexCopyFunction copyFunction)
+ : mConversionType(conversionType),
+ mNativeFormat(nativeFormat),
+ mCopyFunction(copyFunction)
+ {}
+};
+
+typedef std::map<gl::VertexFormat, D3D11VertexFormatInfo> D3D11VertexFormatInfoMap;
+
+typedef std::pair<gl::VertexFormat, D3D11VertexFormatInfo> D3D11VertexFormatPair;
+
+static void addVertexFormatInfo(D3D11VertexFormatInfoMap *map, GLenum inputType, GLboolean normalized, GLuint componentCount,
+ VertexConversionType conversionType, DXGI_FORMAT nativeFormat, VertexCopyFunction copyFunction)
+{
+ gl::VertexFormat inputFormat(inputType, normalized, componentCount, false);
+ map->insert(D3D11VertexFormatPair(inputFormat, D3D11VertexFormatInfo(conversionType, nativeFormat, copyFunction)));
+}
+
+static void addIntegerVertexFormatInfo(D3D11VertexFormatInfoMap *map, GLenum inputType, GLuint componentCount,
+ VertexConversionType conversionType, DXGI_FORMAT nativeFormat, VertexCopyFunction copyFunction)
+{
+ gl::VertexFormat inputFormat(inputType, GL_FALSE, componentCount, true);
+ map->insert(D3D11VertexFormatPair(inputFormat, D3D11VertexFormatInfo(conversionType, nativeFormat, copyFunction)));
+}
+
+static D3D11VertexFormatInfoMap BuildD3D11VertexFormatInfoMap()
+{
+ D3D11VertexFormatInfoMap map;
+
+ // TODO: column legend
+
+ //
+ // Float formats
+ //
+
+ // GL_BYTE -- un-normalized
+ addVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8_SINT, &copyVertexData<GLbyte, 1, 0>);
+ addVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8G8_SINT, &copyVertexData<GLbyte, 2, 0>);
+ addVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 3, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R8G8B8A8_SINT, &copyVertexData<GLbyte, 3, 1>);
+ addVertexFormatInfo(&map, GL_BYTE, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8G8B8A8_SINT, &copyVertexData<GLbyte, 4, 0>);
+
+ // GL_BYTE -- normalized
+ addVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8_SNORM, &copyVertexData<GLbyte, 1, 0>);
+ addVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8_SNORM, &copyVertexData<GLbyte, 2, 0>);
+ addVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_SNORM, &copyVertexData<GLbyte, 3, INT8_MAX>);
+ addVertexFormatInfo(&map, GL_BYTE, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8B8A8_SNORM, &copyVertexData<GLbyte, 4, 0>);
+
+ // GL_UNSIGNED_BYTE -- un-normalized
+ addVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8_UINT, &copyVertexData<GLubyte, 1, 0>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8G8_UINT, &copyVertexData<GLubyte, 2, 0>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 3, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R8G8B8A8_UINT, &copyVertexData<GLubyte, 3, 1>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R8G8B8A8_UINT, &copyVertexData<GLubyte, 4, 0>);
+
+ // GL_UNSIGNED_BYTE -- normalized
+ addVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8_UNORM, &copyVertexData<GLubyte, 1, 0>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8_UNORM, &copyVertexData<GLubyte, 2, 0>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_UNORM, &copyVertexData<GLubyte, 3, UINT8_MAX>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_BYTE, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8B8A8_UNORM, &copyVertexData<GLubyte, 4, 0>);
+
+ // GL_SHORT -- un-normalized
+ addVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16_SINT, &copyVertexData<GLshort, 1, 0>);
+ addVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16G16_SINT, &copyVertexData<GLshort, 2, 0>);
+ addVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 3, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R16G16B16A16_SINT, &copyVertexData<GLshort, 4, 1>);
+ addVertexFormatInfo(&map, GL_SHORT, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16G16B16A16_SINT, &copyVertexData<GLshort, 4, 0>);
+
+ // GL_SHORT -- normalized
+ addVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_SNORM, &copyVertexData<GLshort, 1, 0>);
+ addVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_SNORM, &copyVertexData<GLshort, 2, 0>);
+ addVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_SNORM, &copyVertexData<GLshort, 3, INT16_MAX>);
+ addVertexFormatInfo(&map, GL_SHORT, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_SNORM, &copyVertexData<GLshort, 4, 0>);
+
+ // GL_UNSIGNED_SHORT -- un-normalized
+ addVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16_UINT, &copyVertexData<GLushort, 1, 0>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16G16_UINT, &copyVertexData<GLushort, 2, 0>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 3, VERTEX_CONVERT_BOTH, DXGI_FORMAT_R16G16B16A16_UINT, &copyVertexData<GLushort, 3, 1>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R16G16B16A16_UINT, &copyVertexData<GLushort, 4, 0>);
+
+ // GL_UNSIGNED_SHORT -- normalized
+ addVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_UNORM, &copyVertexData<GLushort, 1, 0>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_UNORM, &copyVertexData<GLushort, 2, 0>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_UNORM, &copyVertexData<GLushort, 3, UINT16_MAX>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_SHORT, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_UNORM, &copyVertexData<GLushort, 4, 0>);
+
+ // GL_INT -- un-normalized
+ addVertexFormatInfo(&map, GL_INT, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32_SINT, &copyVertexData<GLint, 1, 0>);
+ addVertexFormatInfo(&map, GL_INT, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32_SINT, &copyVertexData<GLint, 2, 0>);
+ addVertexFormatInfo(&map, GL_INT, GL_FALSE, 3, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32B32_SINT, &copyVertexData<GLint, 3, 0>);
+ addVertexFormatInfo(&map, GL_INT, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32B32A32_SINT, &copyVertexData<GLint, 4, 0>);
+
+ // GL_INT -- normalized
+ addVertexFormatInfo(&map, GL_INT, GL_TRUE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32_FLOAT, &copyToFloatVertexData<GLint, 1, true>);
+ addVertexFormatInfo(&map, GL_INT, GL_TRUE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &copyToFloatVertexData<GLint, 2, true>);
+ addVertexFormatInfo(&map, GL_INT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &copyToFloatVertexData<GLint, 3, true>);
+ addVertexFormatInfo(&map, GL_INT, GL_TRUE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyToFloatVertexData<GLint, 4, true>);
+
+ // GL_UNSIGNED_INT -- un-normalized
+ addVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_FALSE, 1, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32_UINT, &copyVertexData<GLuint, 1, 0>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_FALSE, 2, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32_UINT, &copyVertexData<GLuint, 2, 0>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_FALSE, 3, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32B32_UINT, &copyVertexData<GLuint, 3, 0>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_FALSE, 4, VERTEX_CONVERT_GPU, DXGI_FORMAT_R32G32B32A32_UINT, &copyVertexData<GLuint, 4, 0>);
+
+ // GL_UNSIGNED_INT -- normalized
+ addVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_TRUE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32_FLOAT, &copyToFloatVertexData<GLuint, 1, true>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_TRUE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32_FLOAT, &copyToFloatVertexData<GLuint, 2, true>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_TRUE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &copyToFloatVertexData<GLuint, 3, true>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_INT, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyToFloatVertexData<GLuint, 4, true>);
+
+ // GL_FIXED
+ addVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 1, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32_FLOAT, &copyFixedVertexData<1>);
+ addVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 2, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32_FLOAT, &copyFixedVertexData<2>);
+ addVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32_FLOAT, &copyFixedVertexData<3>);
+ addVertexFormatInfo(&map, GL_FIXED, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyFixedVertexData<4>);
+
+ // GL_HALF_FLOAT
+ addVertexFormatInfo(&map, GL_HALF_FLOAT, GL_FALSE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_FLOAT, &copyVertexData<GLhalf, 1, 0>);
+ addVertexFormatInfo(&map, GL_HALF_FLOAT, GL_FALSE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_FLOAT, &copyVertexData<GLhalf, 2, 0>);
+ addVertexFormatInfo(&map, GL_HALF_FLOAT, GL_FALSE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_FLOAT, &copyVertexData<GLhalf, 3, gl::Float16One>);
+ addVertexFormatInfo(&map, GL_HALF_FLOAT, GL_FALSE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_FLOAT, &copyVertexData<GLhalf, 4, 0>);
+
+ // GL_FLOAT
+ addVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32_FLOAT, &copyVertexData<GLfloat, 1, 0>);
+ addVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32_FLOAT, &copyVertexData<GLfloat, 2, 0>);
+ addVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 3, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32_FLOAT, &copyVertexData<GLfloat, 3, 0>);
+ addVertexFormatInfo(&map, GL_FLOAT, GL_FALSE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyVertexData<GLfloat, 4, 0>);
+
+ // GL_INT_2_10_10_10_REV
+ addVertexFormatInfo(&map, GL_INT_2_10_10_10_REV, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyPackedVertexData<true, false, true>);
+ addVertexFormatInfo(&map, GL_INT_2_10_10_10_REV, GL_TRUE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyPackedVertexData<true, true, true>);
+
+ // GL_UNSIGNED_INT_2_10_10_10_REV
+ addVertexFormatInfo(&map, GL_UNSIGNED_INT_2_10_10_10_REV, GL_FALSE, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R32G32B32A32_FLOAT, &copyPackedVertexData<false, false, true>);
+ addVertexFormatInfo(&map, GL_UNSIGNED_INT_2_10_10_10_REV, GL_TRUE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R10G10B10A2_UNORM, &copyPackedUnsignedVertexData);
+
+ //
+ // Integer Formats
+ //
+
+ // GL_BYTE
+ addIntegerVertexFormatInfo(&map, GL_BYTE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8_SINT, &copyVertexData<GLbyte, 1, 0>);
+ addIntegerVertexFormatInfo(&map, GL_BYTE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8_SINT, &copyVertexData<GLbyte, 2, 0>);
+ addIntegerVertexFormatInfo(&map, GL_BYTE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_SINT, &copyVertexData<GLbyte, 3, 1>);
+ addIntegerVertexFormatInfo(&map, GL_BYTE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8B8A8_SINT, &copyVertexData<GLbyte, 4, 0>);
+
+ // GL_UNSIGNED_BYTE
+ addIntegerVertexFormatInfo(&map, GL_UNSIGNED_BYTE, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8_UINT, &copyVertexData<GLubyte, 1, 0>);
+ addIntegerVertexFormatInfo(&map, GL_UNSIGNED_BYTE, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8_UINT, &copyVertexData<GLubyte, 2, 0>);
+ addIntegerVertexFormatInfo(&map, GL_UNSIGNED_BYTE, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R8G8B8A8_UINT, &copyVertexData<GLubyte, 3, 1>);
+ addIntegerVertexFormatInfo(&map, GL_UNSIGNED_BYTE, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R8G8B8A8_UINT, &copyVertexData<GLubyte, 4, 0>);
+
+ // GL_SHORT
+ addIntegerVertexFormatInfo(&map, GL_SHORT, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_SINT, &copyVertexData<GLshort, 1, 0>);
+ addIntegerVertexFormatInfo(&map, GL_SHORT, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_SINT, &copyVertexData<GLshort, 2, 0>);
+ addIntegerVertexFormatInfo(&map, GL_SHORT, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_SINT, &copyVertexData<GLshort, 3, 1>);
+ addIntegerVertexFormatInfo(&map, GL_SHORT, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_SINT, &copyVertexData<GLshort, 4, 0>);
+
+ // GL_UNSIGNED_SHORT
+ addIntegerVertexFormatInfo(&map, GL_UNSIGNED_SHORT, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16_UINT, &copyVertexData<GLushort, 1, 0>);
+ addIntegerVertexFormatInfo(&map, GL_UNSIGNED_SHORT, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16_UINT, &copyVertexData<GLushort, 2, 0>);
+ addIntegerVertexFormatInfo(&map, GL_UNSIGNED_SHORT, 3, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_UINT, &copyVertexData<GLushort, 3, 1>);
+ addIntegerVertexFormatInfo(&map, GL_UNSIGNED_SHORT, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R16G16B16A16_UINT, &copyVertexData<GLushort, 4, 0>);
+
+ // GL_INT
+ addIntegerVertexFormatInfo(&map, GL_INT, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32_SINT, &copyVertexData<GLint, 1, 0>);
+ addIntegerVertexFormatInfo(&map, GL_INT, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32_SINT, &copyVertexData<GLint, 2, 0>);
+ addIntegerVertexFormatInfo(&map, GL_INT, 3, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32_SINT, &copyVertexData<GLint, 3, 0>);
+ addIntegerVertexFormatInfo(&map, GL_INT, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32A32_SINT, &copyVertexData<GLint, 4, 0>);
+
+ // GL_UNSIGNED_INT
+ addIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT, 1, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32_SINT, &copyVertexData<GLuint, 1, 0>);
+ addIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT, 2, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32_SINT, &copyVertexData<GLuint, 2, 0>);
+ addIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT, 3, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32_SINT, &copyVertexData<GLuint, 3, 0>);
+ addIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R32G32B32A32_SINT, &copyVertexData<GLuint, 4, 0>);
+
+ // GL_INT_2_10_10_10_REV
+ addIntegerVertexFormatInfo(&map, GL_INT_2_10_10_10_REV, 4, VERTEX_CONVERT_CPU, DXGI_FORMAT_R16G16B16A16_SINT, &copyPackedVertexData<true, true, false>);
+
+ // GL_UNSIGNED_INT_2_10_10_10_REV
+ addIntegerVertexFormatInfo(&map, GL_UNSIGNED_INT_2_10_10_10_REV, 4, VERTEX_CONVERT_NONE, DXGI_FORMAT_R10G10B10A2_UINT, &copyPackedUnsignedVertexData);
+
+ return map;
+}
+
+static bool GetD3D11VertexFormatInfo(const gl::VertexFormat &vertexFormat, D3D11VertexFormatInfo *outVertexFormatInfo)
+{
+ static const D3D11VertexFormatInfoMap vertexFormatMap = BuildD3D11VertexFormatInfoMap();
+
+ D3D11VertexFormatInfoMap::const_iterator iter = vertexFormatMap.find(vertexFormat);
+ if (iter != vertexFormatMap.end())
+ {
+ if (outVertexFormatInfo)
+ {
+ *outVertexFormatInfo = iter->second;
+ }
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+}
+
+VertexCopyFunction GetVertexCopyFunction(const gl::VertexFormat &vertexFormat)
+{
+ D3D11VertexFormatInfo vertexFormatInfo;
+ if (GetD3D11VertexFormatInfo(vertexFormat, &vertexFormatInfo))
+ {
+ return vertexFormatInfo.mCopyFunction;
+ }
+ else
+ {
+ UNREACHABLE();
+ return NULL;
+ }
+}
+
+size_t GetVertexElementSize(const gl::VertexFormat &vertexFormat)
+{
+ D3D11VertexFormatInfo vertexFormatInfo;
+ if (GetD3D11VertexFormatInfo(vertexFormat, &vertexFormatInfo))
+ {
+ // FIXME: should not need a client version, and is not a pixel!
+ return d3d11::GetFormatPixelBytes(vertexFormatInfo.mNativeFormat);
+ }
+ else
+ {
+ UNREACHABLE();
+ return 0;
+ }
+}
+
+rx::VertexConversionType GetVertexConversionType(const gl::VertexFormat &vertexFormat)
+{
+ D3D11VertexFormatInfo vertexFormatInfo;
+ if (GetD3D11VertexFormatInfo(vertexFormat, &vertexFormatInfo))
+ {
+ return vertexFormatInfo.mConversionType;
+ }
+ else
+ {
+ UNREACHABLE();
+ return VERTEX_CONVERT_NONE;
+ }
+}
+
+DXGI_FORMAT GetNativeVertexFormat(const gl::VertexFormat &vertexFormat)
+{
+ D3D11VertexFormatInfo vertexFormatInfo;
+ if (GetD3D11VertexFormatInfo(vertexFormat, &vertexFormatInfo))
+ {
+ return vertexFormatInfo.mNativeFormat;
+ }
+ else
+ {
+ UNREACHABLE();
+ return DXGI_FORMAT_UNKNOWN;
+ }
+}
+
+}
+
+namespace d3d11_gl
+{
+
+GLenum GetInternalFormat(DXGI_FORMAT format)
+{
+ const DXGIToESFormatMap &formatMap = GetDXGIToESFormatMap();
+ DXGIToESFormatMap::const_iterator iter = formatMap.find(format);
+ if (iter != formatMap.end())
+ {
+ return iter->second;
+ }
+ else
+ {
+ UNREACHABLE();
+ return GL_NONE;
+ }
+}
+
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.h
new file mode 100644
index 0000000000..d77fccfe9c
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.h
@@ -0,0 +1,79 @@
+//
+// Copyright (c) 2013-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// formatutils11.h: Queries for GL image formats and their translations to D3D11
+// formats.
+
+#ifndef LIBGLESV2_RENDERER_FORMATUTILS11_H_
+#define LIBGLESV2_RENDERER_FORMATUTILS11_H_
+
+#include "libGLESv2/formatutils.h"
+
+namespace rx
+{
+
+class Renderer;
+
+namespace d3d11
+{
+
+typedef std::set<DXGI_FORMAT> DXGIFormatSet;
+
+MipGenerationFunction GetMipGenerationFunction(DXGI_FORMAT format);
+LoadImageFunction GetImageLoadFunction(GLenum internalFormat, GLenum type);
+
+GLuint GetFormatPixelBytes(DXGI_FORMAT format);
+GLuint GetBlockWidth(DXGI_FORMAT format);
+GLuint GetBlockHeight(DXGI_FORMAT format);
+GLenum GetComponentType(DXGI_FORMAT format);
+
+GLuint GetDepthBits(DXGI_FORMAT format);
+GLuint GetDepthOffset(DXGI_FORMAT format);
+GLuint GetStencilBits(DXGI_FORMAT format);
+GLuint GetStencilOffset(DXGI_FORMAT format);
+
+void MakeValidSize(bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset);
+
+const DXGIFormatSet &GetAllUsedDXGIFormats();
+
+ColorReadFunction GetColorReadFunction(DXGI_FORMAT format);
+ColorCopyFunction GetFastCopyFunction(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType);
+
+}
+
+namespace gl_d3d11
+{
+
+DXGI_FORMAT GetTexFormat(GLenum internalFormat);
+DXGI_FORMAT GetSRVFormat(GLenum internalFormat);
+DXGI_FORMAT GetRTVFormat(GLenum internalFormat);
+DXGI_FORMAT GetDSVFormat(GLenum internalFormat);
+DXGI_FORMAT GetRenderableFormat(GLenum internalFormat);
+
+DXGI_FORMAT GetSwizzleTexFormat(GLint internalFormat);
+DXGI_FORMAT GetSwizzleSRVFormat(GLint internalFormat);
+DXGI_FORMAT GetSwizzleRTVFormat(GLint internalFormat);
+
+bool RequiresTextureDataInitialization(GLint internalFormat);
+InitializeTextureDataFunction GetTextureDataInitializationFunction(GLint internalFormat);
+
+VertexCopyFunction GetVertexCopyFunction(const gl::VertexFormat &vertexFormat);
+size_t GetVertexElementSize(const gl::VertexFormat &vertexFormat);
+VertexConversionType GetVertexConversionType(const gl::VertexFormat &vertexFormat);
+DXGI_FORMAT GetNativeVertexFormat(const gl::VertexFormat &vertexFormat);
+
+}
+
+namespace d3d11_gl
+{
+
+GLenum GetInternalFormat(DXGI_FORMAT format);
+
+}
+
+}
+
+#endif // LIBGLESV2_RENDERER_FORMATUTILS11_H_
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
new file mode 100644
index 0000000000..d3d135fe5b
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp
@@ -0,0 +1,634 @@
+#include "precompiled.h"
+//
+// 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 "common/debug.h"
+
+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;
+
+ DXGI_FORMAT textureFormat = gl_d3d11::GetTexFormat(internalFormat);
+ DXGI_FORMAT srvFormat = gl_d3d11::GetSRVFormat(internalFormat);
+ DXGI_FORMAT rtvFormat = gl_d3d11::GetRTVFormat(internalFormat);
+ DXGI_FORMAT dsvFormat = gl_d3d11::GetDSVFormat(internalFormat);
+ DXGI_FORMAT renderFormat = gl_d3d11::GetRenderableFormat(internalFormat);
+
+ UINT formatSupport;
+ if (SUCCEEDED(device->CheckFormatSupport(textureFormat, &formatSupport)))
+ {
+ if (gl::GetDepthBits(internalFormat) > 0 || gl::GetStencilBits(internalFormat) > 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(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(renderFormat, sampleCount, &qualityCount)) &&
+ qualityCount > 0)
+ {
+ textureCaps.sampleCounts.insert(sampleCount);
+ }
+ }
+ }
+
+ textureCaps.filterable = SUCCEEDED(device->CheckFormatSupport(srvFormat, &formatSupport)) &&
+ ((formatSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE)) != 0;
+ textureCaps.renderable = (SUCCEEDED(device->CheckFormatSupport(rtvFormat, &formatSupport)) &&
+ ((formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) != 0) ||
+ (SUCCEEDED(device->CheckFormatSupport(dsvFormat, &formatSupport)) &&
+ ((formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL) != 0));
+
+ return textureCaps;
+}
+
+static bool GetNPOTTextureSupport(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+ 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;
+
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return false;
+
+ default: UNREACHABLE(); return false;
+ }
+}
+
+static float GetMaximumAnisotropy(D3D_FEATURE_LEVEL featureLevel)
+{
+ switch (featureLevel)
+ {
+ 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;
+
+ // 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)
+ {
+ 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;
+
+ // 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)
+ {
+ 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:
+ 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)
+ {
+ 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;
+ }
+}
+
+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)
+ {
+ 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;
+ }
+}
+
+static size_t GetMaximumSimultaneousRenderTargets(D3D_FEATURE_LEVEL featureLevel)
+{
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateInputLayout
+
+ switch (featureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_1:
+ case D3D_FEATURE_LEVEL_11_0: return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT;
+
+ // FIXME(geofflang): Work around NVIDIA driver bug by repacking buffers
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0: return 1; /* 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)
+ {
+ case D3D_FEATURE_LEVEL_11_1:
+ 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)
+ {
+ case D3D_FEATURE_LEVEL_11_1:
+ 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)
+ {
+ case D3D_FEATURE_LEVEL_11_1:
+ 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)
+ {
+ case D3D_FEATURE_LEVEL_11_1:
+ 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)
+ {
+ case D3D_FEATURE_LEVEL_11_1:
+ 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;
+ }
+}
+
+void GenerateCaps(ID3D11Device *device, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions)
+{
+ 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);
+ }
+
+ 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;
+
+ // 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->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 GenerateInitialTextureData(GLint internalFormat, GLuint width, GLuint height, GLuint depth,
+ GLuint mipLevels, std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData,
+ std::vector< std::vector<BYTE> > *outData)
+{
+ InitializeTextureDataFunction initializeFunc = gl_d3d11::GetTextureDataInitializationFunction(internalFormat);
+ DXGI_FORMAT dxgiFormat = gl_d3d11::GetTexFormat(internalFormat);
+
+ 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 = d3d11::GetFormatPixelBytes(dxgiFormat) * mipWidth;
+ unsigned int imageSize = rowWidth * height;
+
+ outData->at(i).resize(rowWidth * mipHeight * mipDepth);
+ initializeFunc(mipWidth, mipHeight, mipDepth, outData->at(i).data(), rowWidth, imageSize);
+
+ outSubresourceData->at(i).pSysMem = outData->at(i).data();
+ outSubresourceData->at(i).SysMemPitch = rowWidth;
+ outSubresourceData->at(i).SysMemSlicePitch = imageSize;
+ }
+}
+
+void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v)
+{
+ vertex->x = x;
+ vertex->y = y;
+ vertex->u = u;
+ vertex->v = v;
+}
+
+void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y,
+ unsigned int layer, float u, float v, float s)
+{
+ vertex->x = x;
+ vertex->y = y;
+ vertex->l = layer;
+ vertex->u = u;
+ vertex->v = v;
+ vertex->s = s;
+}
+
+HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name)
+{
+#if defined(_DEBUG)
+ return resource->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name);
+#else
+ return S_OK;
+#endif
+}
+
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.h
new file mode 100644
index 0000000000..4de9bfa86d
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.h
@@ -0,0 +1,173 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// renderer11_utils.h: Conversion functions and other utility routines
+// specific to the D3D11 renderer.
+
+#ifndef LIBGLESV2_RENDERER_RENDERER11_UTILS_H
+#define LIBGLESV2_RENDERER_RENDERER11_UTILS_H
+
+#include "libGLESv2/angletypes.h"
+#include "libGLESv2/Caps.h"
+
+namespace rx
+{
+
+namespace gl_d3d11
+{
+
+D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha);
+D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp);
+UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha);
+
+D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode);
+
+D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison);
+D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled);
+UINT8 ConvertStencilMask(GLuint stencilmask);
+D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp);
+
+D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode);
+D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap);
+
+D3D11_QUERY ConvertQueryType(GLenum queryType);
+
+}
+
+namespace d3d11_gl
+{
+
+void GenerateCaps(ID3D11Device *device, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions);
+
+}
+
+namespace d3d11
+{
+
+void GenerateInitialTextureData(GLint internalFormat, GLuint width, GLuint height, GLuint depth,
+ GLuint mipLevels, std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData,
+ std::vector< std::vector<BYTE> > *outData);
+
+struct PositionTexCoordVertex
+{
+ float x, y;
+ float u, v;
+};
+void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v);
+
+struct PositionLayerTexCoord3DVertex
+{
+ float x, y;
+ unsigned int l;
+ float u, v, s;
+};
+void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y,
+ unsigned int layer, float u, float v, float s);
+
+template <typename T>
+struct PositionDepthColorVertex
+{
+ float x, y, z;
+ T r, g, b, a;
+};
+
+template <typename T>
+void SetPositionDepthColorVertex(PositionDepthColorVertex<T>* vertex, float x, float y, float z,
+ const gl::Color<T> &color)
+{
+ vertex->x = x;
+ vertex->y = y;
+ vertex->z = z;
+ vertex->r = color.red;
+ vertex->g = color.green;
+ vertex->b = color.blue;
+ vertex->a = color.alpha;
+}
+
+HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name);
+
+template <typename outType>
+outType* DynamicCastComObject(IUnknown* object)
+{
+ outType *outObject = NULL;
+ HRESULT result = object->QueryInterface(__uuidof(outType), reinterpret_cast<void**>(&outObject));
+ if (SUCCEEDED(result))
+ {
+ return outObject;
+ }
+ else
+ {
+ SafeRelease(outObject);
+ return NULL;
+ }
+}
+
+inline bool isDeviceLostError(HRESULT errorCode)
+{
+ switch (errorCode)
+ {
+ case DXGI_ERROR_DEVICE_HUNG:
+ case DXGI_ERROR_DEVICE_REMOVED:
+ case DXGI_ERROR_DEVICE_RESET:
+ case DXGI_ERROR_DRIVER_INTERNAL_ERROR:
+ case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE:
+ return true;
+ default:
+ return false;
+ }
+}
+
+template <unsigned int N>
+inline ID3D11VertexShader *CompileVS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name)
+{
+ ID3D11VertexShader *vs = NULL;
+ HRESULT result = device->CreateVertexShader(byteCode, N, NULL, &vs);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ SetDebugName(vs, name);
+ return vs;
+}
+
+template <unsigned int N>
+inline ID3D11GeometryShader *CompileGS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name)
+{
+ ID3D11GeometryShader *gs = NULL;
+ HRESULT result = device->CreateGeometryShader(byteCode, N, NULL, &gs);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ SetDebugName(gs, name);
+ return gs;
+}
+
+template <unsigned int N>
+inline ID3D11PixelShader *CompilePS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name)
+{
+ ID3D11PixelShader *ps = NULL;
+ HRESULT result = device->CreatePixelShader(byteCode, N, NULL, &ps);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ SetDebugName(ps, name);
+ return ps;
+}
+
+// Copy data to small D3D11 buffers, such as for small constant buffers, which use one struct to
+// represent an entire buffer.
+template <class T>
+inline void SetBufferData(ID3D11DeviceContext *context, ID3D11Buffer *constantBuffer, const T &value)
+{
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ context->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+
+ memcpy(mappedResource.pData, &value, sizeof(T));
+
+ context->Unmap(constantBuffer, 0);
+}
+
+}
+
+}
+
+#endif // LIBGLESV2_RENDERER_RENDERER11_UTILS_H
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl
new file mode 100644
index 0000000000..20e6623a30
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/BufferToTexture11.hlsl
@@ -0,0 +1,76 @@
+Buffer<float4> Buffer4F : register(t0);
+Buffer<int4> Buffer4I : register(t0);
+Buffer<uint4> Buffer4UI : register(t0);
+
+struct VS_OUTPUT
+{
+ float4 position : SV_Position;
+ uint index : TEXCOORD0;
+ uint slice : LAYER;
+};
+
+struct GS_OUTPUT
+{
+ float4 position : SV_Position;
+ uint index : TEXCOORD0;
+ uint slice : SV_RenderTargetArrayIndex;
+};
+
+cbuffer BufferCopyParams : register(b0)
+{
+ uint FirstPixelOffset;
+ uint PixelsPerRow;
+ uint RowStride;
+ uint RowsPerSlice;
+ float2 PositionOffset;
+ float2 PositionScale;
+ int2 TexLocationOffset;
+ int2 TexLocationScale;
+}
+
+void ComputePositionAndIndex(uint vertexID, out VS_OUTPUT outVertex)
+{
+ uint PixelsPerSlice = PixelsPerRow * RowsPerSlice;
+ uint SliceStride = RowStride * RowsPerSlice;
+
+ uint slice = vertexID / PixelsPerSlice;
+ uint sliceOffset = slice * PixelsPerSlice;
+ uint row = (vertexID - sliceOffset) / PixelsPerRow;
+ uint col = vertexID - sliceOffset - (row * PixelsPerRow);
+
+ float2 coords = float2(float(col), float(row));
+
+ outVertex.position = float4(PositionOffset + PositionScale * coords, 0.0f, 1.0f);
+ outVertex.index = FirstPixelOffset + slice * SliceStride + row * RowStride + col;
+ outVertex.slice = slice;
+}
+
+void VS_BufferToTexture(in uint vertexID : SV_VertexID, out VS_OUTPUT outVertex)
+{
+ ComputePositionAndIndex(vertexID, outVertex);
+}
+
+[maxvertexcount(1)]
+void GS_BufferToTexture(point VS_OUTPUT inVertex[1], inout PointStream<GS_OUTPUT> outStream)
+{
+ GS_OUTPUT outVertex;
+ outVertex.position = inVertex[0].position;
+ outVertex.index = inVertex[0].index;
+ outVertex.slice = inVertex[0].slice;
+ outStream.Append(outVertex);
+}
+
+float4 PS_BufferToTexture_4F(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
+{
+ return Buffer4F.Load(inIndex);
+}
+
+int4 PS_BufferToTexture_4I(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
+{
+ return Buffer4I.Load(inIndex);
+}
+
+uint4 PS_BufferToTexture_4UI(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Target
+{
+ return Buffer4UI.Load(inIndex);
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Clear11.hlsl b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Clear11.hlsl
new file mode 100644
index 0000000000..b4cf38076e
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Clear11.hlsl
@@ -0,0 +1,106 @@
+// Assume we are in SM4+, which has 8 color outputs
+
+void VS_ClearFloat( in float3 inPosition : POSITION, in float4 inColor : COLOR,
+ out float4 outPosition : SV_POSITION, out float4 outColor : COLOR)
+{
+ outPosition = float4(inPosition, 1.0f);
+ outColor = inColor;
+}
+
+struct PS_OutputFloat
+{
+ float4 color0 : SV_TARGET0;
+ float4 color1 : SV_TARGET1;
+ float4 color2 : SV_TARGET2;
+ float4 color3 : SV_TARGET3;
+#if SM4
+ float4 color4 : SV_TARGET4;
+ float4 color5 : SV_TARGET5;
+ float4 color6 : SV_TARGET6;
+ float4 color7 : SV_TARGET7;
+#endif
+};
+
+PS_OutputFloat PS_ClearFloat(in float4 inPosition : SV_POSITION, in float4 inColor : COLOR)
+{
+ PS_OutputFloat outColor;
+ outColor.color0 = inColor;
+ outColor.color1 = inColor;
+ outColor.color2 = inColor;
+ outColor.color3 = inColor;
+#if SM4
+ outColor.color4 = inColor;
+ outColor.color5 = inColor;
+ outColor.color6 = inColor;
+ outColor.color7 = inColor;
+#endif
+ return outColor;
+}
+
+
+void VS_ClearUint( in float3 inPosition : POSITION, in uint4 inColor : COLOR,
+ out float4 outPosition : SV_POSITION, out uint4 outColor : COLOR)
+{
+ outPosition = float4(inPosition, 1.0f);
+ outColor = inColor;
+}
+
+struct PS_OutputUint
+{
+ uint4 color0 : SV_TARGET0;
+ uint4 color1 : SV_TARGET1;
+ uint4 color2 : SV_TARGET2;
+ uint4 color3 : SV_TARGET3;
+ uint4 color4 : SV_TARGET4;
+ uint4 color5 : SV_TARGET5;
+ uint4 color6 : SV_TARGET6;
+ uint4 color7 : SV_TARGET7;
+};
+
+PS_OutputUint PS_ClearUint(in float4 inPosition : SV_POSITION, in uint4 inColor : COLOR)
+{
+ PS_OutputUint outColor;
+ outColor.color0 = inColor;
+ outColor.color1 = inColor;
+ outColor.color2 = inColor;
+ outColor.color3 = inColor;
+ outColor.color4 = inColor;
+ outColor.color5 = inColor;
+ outColor.color6 = inColor;
+ outColor.color7 = inColor;
+ return outColor;
+}
+
+
+void VS_ClearSint( in float3 inPosition : POSITION, in int4 inColor : COLOR,
+ out float4 outPosition : SV_POSITION, out int4 outColor : COLOR)
+{
+ outPosition = float4(inPosition, 1.0f);
+ outColor = inColor;
+}
+
+struct PS_OutputSint
+{
+ int4 color0 : SV_TARGET0;
+ int4 color1 : SV_TARGET1;
+ int4 color2 : SV_TARGET2;
+ int4 color3 : SV_TARGET3;
+ int4 color4 : SV_TARGET4;
+ int4 color5 : SV_TARGET5;
+ int4 color6 : SV_TARGET6;
+ int4 color7 : SV_TARGET7;
+};
+
+PS_OutputSint PS_ClearSint(in float4 inPosition : SV_POSITION, in int4 inColor : COLOR)
+{
+ PS_OutputSint outColor;
+ outColor.color0 = inColor;
+ outColor.color1 = inColor;
+ outColor.color2 = inColor;
+ outColor.color3 = inColor;
+ outColor.color4 = inColor;
+ outColor.color5 = inColor;
+ outColor.color6 = inColor;
+ outColor.color7 = inColor;
+ return outColor;
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl
new file mode 100644
index 0000000000..8671c39fb7
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough2D11.hlsl
@@ -0,0 +1,111 @@
+Texture2D<float4> TextureF : register(t0);
+Texture2D<uint4> TextureUI : register(t0);
+Texture2D<int4> TextureI : register(t0);
+
+SamplerState Sampler : register(s0);
+
+void VS_Passthrough2D( in float2 inPosition : POSITION, in float2 inTexCoord : TEXCOORD0,
+ out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0)
+{
+ outPosition = float4(inPosition, 0.0f, 1.0f);
+ outTexCoord = inTexCoord;
+}
+
+float PS_PassthroughDepth2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_DEPTH
+{
+ return TextureF.Sample(Sampler, inTexCoord).r;
+}
+
+float4 PS_PassthroughRGBA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return TextureF.Sample(Sampler, inTexCoord).rgba;
+}
+
+uint4 PS_PassthroughRGBA2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureUI.GetDimensions(size.x, size.y);
+
+ return TextureUI.Load(int3(size * inTexCoord, 0)).rgba;
+}
+
+int4 PS_PassthroughRGBA2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureI.GetDimensions(size.x, size.y);
+
+ return TextureI.Load(int3(size * inTexCoord, 0)).rgba;
+}
+
+float4 PS_PassthroughRGB2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, inTexCoord).rgb, 1.0f);
+}
+
+uint4 PS_PassthroughRGB2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureUI.GetDimensions(size.x, size.y);
+
+ return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).rgb, 0);
+}
+
+int4 PS_PassthroughRGB2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureI.GetDimensions(size.x, size.y);
+
+ return int4(TextureI.Load(int3(size * inTexCoord, 0)).rgb, 0);
+}
+
+float4 PS_PassthroughRG2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, inTexCoord).rg, 0.0f, 1.0f);
+}
+
+uint4 PS_PassthroughRG2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureUI.GetDimensions(size.x, size.y);
+
+ return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).rg, 0, 0);
+}
+
+int4 PS_PassthroughRG2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureI.GetDimensions(size.x, size.y);
+
+ return int4(TextureI.Load(int3(size * inTexCoord, 0)).rg, 0, 0);
+}
+
+float4 PS_PassthroughR2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, inTexCoord).r, 0.0f, 0.0f, 1.0f);
+}
+
+uint4 PS_PassthroughR2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureUI.GetDimensions(size.x, size.y);
+
+ return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).r, 0, 0, 0);
+}
+
+int4 PS_PassthroughR2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureI.GetDimensions(size.x, size.y);
+
+ return int4(TextureI.Load(int3(size * inTexCoord, 0)).r, 0, 0, 0);
+}
+
+float4 PS_PassthroughLum2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, inTexCoord).rrr, 1.0f);
+}
+
+float4 PS_PassthroughLumAlpha2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return TextureF.Sample(Sampler, inTexCoord).rrra;
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl
new file mode 100644
index 0000000000..c23c9032ec
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl
@@ -0,0 +1,146 @@
+Texture3D<float4> TextureF : register(t0);
+Texture3D<uint4> TextureUI : register(t0);
+Texture3D<int4> TextureI : register(t0);
+
+SamplerState Sampler : register(s0);
+
+struct VS_INPUT
+{
+ float2 Position : POSITION;
+ uint Layer : LAYER;
+ float3 TexCoord : TEXCOORD;
+};
+
+struct VS_OUTPUT
+{
+ float4 Position : SV_POSITION;
+ uint Layer : LAYER;
+ float3 TexCoord : TEXCOORD;
+};
+
+struct GS_OUTPUT
+{
+ float4 Position : SV_POSITION;
+ uint Layer : SV_RENDERTARGETARRAYINDEX;
+ float3 TexCoord : TEXCOORD;
+};
+
+VS_OUTPUT VS_Passthrough3D(VS_INPUT input)
+{
+ VS_OUTPUT output;
+
+ output.Position = float4(input.Position, 0.0f, 1.0f);
+ output.Layer = input.Layer;
+ output.TexCoord = input.TexCoord;
+
+ return output;
+}
+
+[maxvertexcount(3)]
+void GS_Passthrough3D(triangle VS_OUTPUT input[3], inout TriangleStream<GS_OUTPUT> outputStream)
+{
+ GS_OUTPUT output;
+
+ for (int i = 0; i < 3; i++)
+ {
+ output.Position = input[i].Position;
+ output.Layer = input[i].Layer;
+ output.TexCoord = input[i].TexCoord;
+
+ outputStream.Append(output);
+ }
+}
+
+float4 PS_PassthroughRGBA3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return TextureF.Sample(Sampler, input.TexCoord).rgba;
+}
+
+uint4 PS_PassthroughRGBA3DUI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI.GetDimensions(size.x, size.y, size.z);
+
+ return TextureUI.Load(int4(size * input.TexCoord, 0)).rgba;
+}
+
+int4 PS_PassthroughRGBA3DI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureI.GetDimensions(size.x, size.y, size.z);
+
+ return TextureI.Load(int4(size * input.TexCoord, 0)).rgba;
+}
+
+float4 PS_PassthroughRGB3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, input.TexCoord).rgb, 1.0f);
+}
+
+uint4 PS_PassthroughRGB3DUI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI.GetDimensions(size.x, size.y, size.z);
+
+ return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).rgb, 0);
+}
+
+int4 PS_PassthroughRGB3DI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureI.GetDimensions(size.x, size.y, size.z);
+
+ return int4(TextureI.Load(int4(size * input.TexCoord, 0)).rgb, 0);
+}
+
+float4 PS_PassthroughRG3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, input.TexCoord).rg, 0.0f, 1.0f);
+}
+
+uint4 PS_PassthroughRG3DUI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI.GetDimensions(size.x, size.y, size.z);
+
+ return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).rg, 0, 0);
+}
+
+int4 PS_PassthroughRG3DI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureI.GetDimensions(size.x, size.y, size.z);
+
+ return int4(TextureI.Load(int4(size * input.TexCoord, 0)).rg, 0, 0);
+}
+
+float4 PS_PassthroughR3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, input.TexCoord).r, 0.0f, 0.0f, 1.0f);
+}
+
+uint4 PS_PassthroughR3DUI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI.GetDimensions(size.x, size.y, size.z);
+
+ return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).r, 0, 0, 0);
+}
+
+int4 PS_PassthroughR3DI(GS_OUTPUT input) : SV_TARGET0
+{
+ uint3 size;
+ TextureI.GetDimensions(size.x, size.y, size.z);
+
+ return int4(TextureI.Load(int4(size * input.TexCoord, 0)).r, 0, 0, 0);
+}
+
+float4 PS_PassthroughLum3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return float4(TextureF.Sample(Sampler, input.TexCoord).rrr, 1.0f);
+}
+
+float4 PS_PassthroughLumAlpha3D(GS_OUTPUT input) : SV_TARGET0
+{
+ return TextureF.Sample(Sampler, input.TexCoord).rrra;
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Swizzle11.hlsl b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Swizzle11.hlsl
new file mode 100644
index 0000000000..505e222137
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/shaders/Swizzle11.hlsl
@@ -0,0 +1,99 @@
+Texture2D<float4> TextureF2D : register(t0);
+Texture2D<uint4> TextureUI2D : register(t0);
+Texture2D<int4> TextureI2D : register(t0);
+
+Texture3D<float4> TextureF3D : register(t0);
+Texture3D<uint4> TextureUI3D : register(t0);
+Texture3D<int4> TextureI3D : register(t0);
+
+Texture2DArray<float4> TextureF2DArray : register(t0);
+Texture2DArray<uint4> TextureUI2DArray : register(t0);
+Texture2DArray<int4> TextureI2DArray : register(t0);
+
+SamplerState Sampler : register(s0);
+
+cbuffer SwizzleProperties : register(b0)
+{
+ uint4 SwizzleIndices : packoffset(c0);
+}
+
+float4 SwizzleLookup(in float4 sample)
+{
+ float lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f };
+ return float4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]);
+}
+
+int4 SwizzleLookup(in int4 sample)
+{
+ int lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f };
+ return int4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]);
+}
+
+uint4 SwizzleLookup(in uint4 sample)
+{
+ uint lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f };
+ return uint4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]);
+}
+
+float4 PS_SwizzleF2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return SwizzleLookup(TextureF2D.Sample(Sampler, inTexCoord));
+}
+
+int4 PS_SwizzleI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureI2D.GetDimensions(size.x, size.y);
+
+ return SwizzleLookup(TextureI2D.Load(int3(size * inTexCoord, 0)));
+}
+
+uint4 PS_SwizzleUI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint2 size;
+ TextureUI2D.GetDimensions(size.x, size.y);
+
+ return SwizzleLookup(TextureUI2D.Load(int3(size * inTexCoord, 0)));
+}
+
+float4 PS_SwizzleF3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return SwizzleLookup(TextureF3D.Sample(Sampler, inTexCoord));
+}
+
+int4 PS_SwizzleI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint3 size;
+ TextureI3D.GetDimensions(size.x, size.y, size.z);
+
+ return SwizzleLookup(TextureI3D.Load(int4(size * inTexCoord, 0)));
+}
+
+uint4 PS_SwizzleUI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI3D.GetDimensions(size.x, size.y, size.z);
+
+ return SwizzleLookup(TextureUI3D.Load(int4(size * inTexCoord, 0)));
+}
+
+float4 PS_SwizzleF2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ return SwizzleLookup(TextureF2DArray.Sample(Sampler, float3(inTexCoord.xy, inLayer)));
+}
+
+int4 PS_SwizzleI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint3 size;
+ TextureI2DArray.GetDimensions(size.x, size.y, size.z);
+
+ return SwizzleLookup(TextureI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0)));
+}
+
+uint4 PS_SwizzleUI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0
+{
+ uint3 size;
+ TextureUI2DArray.GetDimensions(size.x, size.y, size.z);
+
+ return SwizzleLookup(TextureUI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0)));
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Blit9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Blit9.cpp
new file mode 100644
index 0000000000..f486e5a4cc
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Blit9.cpp
@@ -0,0 +1,645 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2002-2010 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.
+//
+
+// Blit9.cpp: Surface copy utility class.
+
+#include "libGLESv2/renderer/d3d/d3d9/Blit9.h"
+
+#include "libGLESv2/main.h"
+#include "libGLESv2/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libGLESv2/renderer/d3d/d3d9/formatutils9.h"
+#include "libGLESv2/renderer/d3d/d3d9/TextureStorage9.h"
+#include "libGLESv2/renderer/d3d/d3d9/RenderTarget9.h"
+#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/FramebufferAttachment.h"
+
+namespace
+{
+#include "libGLESv2/renderer/d3d/d3d9/shaders/compiled/standardvs.h"
+#include "libGLESv2/renderer/d3d/d3d9/shaders/compiled/flipyvs.h"
+#include "libGLESv2/renderer/d3d/d3d9/shaders/compiled/passthroughps.h"
+#include "libGLESv2/renderer/d3d/d3d9/shaders/compiled/luminanceps.h"
+#include "libGLESv2/renderer/d3d/d3d9/shaders/compiled/componentmaskps.h"
+
+const BYTE* const g_shaderCode[] =
+{
+ g_vs20_VS_standard,
+ g_vs20_VS_flipy,
+ g_ps20_PS_passthrough,
+ g_ps20_PS_luminance,
+ g_ps20_PS_componentmask
+};
+
+const size_t g_shaderSize[] =
+{
+ sizeof(g_vs20_VS_standard),
+ sizeof(g_vs20_VS_flipy),
+ sizeof(g_ps20_PS_passthrough),
+ sizeof(g_ps20_PS_luminance),
+ sizeof(g_ps20_PS_componentmask)
+};
+}
+
+namespace rx
+{
+Blit9::Blit9(rx::Renderer9 *renderer)
+ : mRenderer(renderer), mQuadVertexBuffer(NULL), mQuadVertexDeclaration(NULL), mSavedStateBlock(NULL), mSavedRenderTarget(NULL), mSavedDepthStencil(NULL)
+{
+ initGeometry();
+ memset(mCompiledShaders, 0, sizeof(mCompiledShaders));
+}
+
+Blit9::~Blit9()
+{
+ SafeRelease(mSavedStateBlock);
+ SafeRelease(mQuadVertexBuffer);
+ SafeRelease(mQuadVertexDeclaration);
+
+ for (int i = 0; i < SHADER_COUNT; i++)
+ {
+ SafeRelease(mCompiledShaders[i]);
+ }
+}
+
+void Blit9::initGeometry()
+{
+ static const float quad[] =
+ {
+ -1, -1,
+ -1, 1,
+ 1, -1,
+ 1, 1
+ };
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ HRESULT result = device->CreateVertexBuffer(sizeof(quad), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &mQuadVertexBuffer, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ void *lockPtr = NULL;
+ result = mQuadVertexBuffer->Lock(0, 0, &lockPtr, 0);
+
+ if (FAILED(result) || lockPtr == NULL)
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ memcpy(lockPtr, quad, sizeof(quad));
+ mQuadVertexBuffer->Unlock();
+
+ static const D3DVERTEXELEMENT9 elements[] =
+ {
+ { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
+ D3DDECL_END()
+ };
+
+ result = device->CreateVertexDeclaration(elements, &mQuadVertexDeclaration);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+}
+
+template <class D3DShaderType>
+bool Blit9::setShader(ShaderId source, const char *profile,
+ D3DShaderType *(rx::Renderer9::*createShader)(const DWORD *, size_t length),
+ HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*))
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ D3DShaderType *shader;
+
+ if (mCompiledShaders[source] != NULL)
+ {
+ shader = static_cast<D3DShaderType*>(mCompiledShaders[source]);
+ }
+ else
+ {
+ const BYTE* shaderCode = g_shaderCode[source];
+ size_t shaderSize = g_shaderSize[source];
+
+ shader = (mRenderer->*createShader)(reinterpret_cast<const DWORD*>(shaderCode), shaderSize);
+ if (!shader)
+ {
+ ERR("Failed to create shader for blit operation");
+ return false;
+ }
+
+ mCompiledShaders[source] = shader;
+ }
+
+ HRESULT hr = (device->*setShader)(shader);
+
+ if (FAILED(hr))
+ {
+ ERR("Failed to set shader for blit operation");
+ return false;
+ }
+
+ return true;
+}
+
+bool Blit9::setVertexShader(ShaderId shader)
+{
+ return setShader<IDirect3DVertexShader9>(shader, "vs_2_0", &rx::Renderer9::createVertexShader, &IDirect3DDevice9::SetVertexShader);
+}
+
+bool Blit9::setPixelShader(ShaderId shader)
+{
+ return setShader<IDirect3DPixelShader9>(shader, "ps_2_0", &rx::Renderer9::createPixelShader, &IDirect3DDevice9::SetPixelShader);
+}
+
+RECT Blit9::getSurfaceRect(IDirect3DSurface9 *surface) const
+{
+ D3DSURFACE_DESC desc;
+ surface->GetDesc(&desc);
+
+ RECT rect;
+ rect.left = 0;
+ rect.top = 0;
+ rect.right = desc.Width;
+ rect.bottom = desc.Height;
+
+ return rect;
+}
+
+bool Blit9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
+{
+ IDirect3DTexture9 *texture = copySurfaceToTexture(source, getSurfaceRect(source));
+ if (!texture)
+ {
+ return false;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ saveState();
+
+ device->SetTexture(0, texture);
+ device->SetRenderTarget(0, dest);
+
+ setVertexShader(SHADER_VS_STANDARD);
+ setPixelShader(SHADER_PS_PASSTHROUGH);
+
+ setCommonBlitState();
+ device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
+ device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
+
+ setViewport(getSurfaceRect(dest), 0, 0);
+
+ render();
+
+ SafeRelease(texture);
+
+ restoreState();
+
+ return true;
+}
+
+bool Blit9::copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
+{
+ RenderTarget9 *renderTarget = NULL;
+ IDirect3DSurface9 *source = NULL;
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getColorbuffer(0);
+
+ if (colorbuffer)
+ {
+ renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
+ }
+
+ if (renderTarget)
+ {
+ source = renderTarget->getSurface();
+ }
+
+ if (!source)
+ {
+ ERR("Failed to retrieve the render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ TextureStorage9_2D *storage9 = TextureStorage9_2D::makeTextureStorage9_2D(storage->getStorageInstance());
+ IDirect3DSurface9 *destSurface = storage9->getSurfaceLevel(level, true);
+ bool result = false;
+
+ if (destSurface)
+ {
+ result = copy(source, sourceRect, destFormat, xoffset, yoffset, destSurface);
+ SafeRelease(destSurface);
+ }
+
+ SafeRelease(source);
+ return result;
+}
+
+bool Blit9::copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
+{
+ RenderTarget9 *renderTarget = NULL;
+ IDirect3DSurface9 *source = NULL;
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getColorbuffer(0);
+
+ if (colorbuffer)
+ {
+ renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
+ }
+
+ if (renderTarget)
+ {
+ source = renderTarget->getSurface();
+ }
+
+ if (!source)
+ {
+ ERR("Failed to retrieve the render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ TextureStorage9_Cube *storage9 = TextureStorage9_Cube::makeTextureStorage9_Cube(storage->getStorageInstance());
+ IDirect3DSurface9 *destSurface = storage9->getCubeMapSurface(target, level, true);
+ bool result = false;
+
+ if (destSurface)
+ {
+ result = copy(source, sourceRect, destFormat, xoffset, yoffset, destSurface);
+ SafeRelease(destSurface);
+ }
+
+ SafeRelease(source);
+ return result;
+}
+
+bool Blit9::copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest)
+{
+ if (!dest)
+ {
+ return false;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ D3DSURFACE_DESC sourceDesc;
+ D3DSURFACE_DESC destDesc;
+ source->GetDesc(&sourceDesc);
+ dest->GetDesc(&destDesc);
+
+ if (sourceDesc.Format == destDesc.Format && destDesc.Usage & D3DUSAGE_RENDERTARGET &&
+ d3d9_gl::IsFormatChannelEquivalent(destDesc.Format, destFormat)) // Can use StretchRect
+ {
+ RECT destRect = {xoffset, yoffset, xoffset + (sourceRect.right - sourceRect.left), yoffset + (sourceRect.bottom - sourceRect.top)};
+ HRESULT result = device->StretchRect(source, &sourceRect, dest, &destRect, D3DTEXF_POINT);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+ }
+ else
+ {
+ return formatConvert(source, sourceRect, destFormat, xoffset, yoffset, dest);
+ }
+ return true;
+}
+
+bool Blit9::formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest)
+{
+ IDirect3DTexture9 *texture = copySurfaceToTexture(source, sourceRect);
+ if (!texture)
+ {
+ return false;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ saveState();
+
+ device->SetTexture(0, texture);
+ device->SetRenderTarget(0, dest);
+
+ setViewport(sourceRect, xoffset, yoffset);
+
+ setCommonBlitState();
+ if (setFormatConvertShaders(destFormat))
+ {
+ render();
+ }
+
+ SafeRelease(texture);
+
+ restoreState();
+
+ return true;
+}
+
+bool Blit9::setFormatConvertShaders(GLenum destFormat)
+{
+ bool okay = setVertexShader(SHADER_VS_STANDARD);
+
+ switch (destFormat)
+ {
+ default: UNREACHABLE();
+ case GL_RGBA:
+ case GL_BGRA_EXT:
+ case GL_RGB:
+ case GL_RG_EXT:
+ case GL_RED_EXT:
+ case GL_ALPHA:
+ okay = okay && setPixelShader(SHADER_PS_COMPONENTMASK);
+ break;
+
+ case GL_LUMINANCE:
+ case GL_LUMINANCE_ALPHA:
+ okay = okay && setPixelShader(SHADER_PS_LUMINANCE);
+ break;
+ }
+
+ if (!okay)
+ {
+ return false;
+ }
+
+ enum { X = 0, Y = 1, Z = 2, W = 3 };
+
+ // The meaning of this constant depends on the shader that was selected.
+ // See the shader assembly code above for details.
+ // Allocate one array for both registers and split it into two float4's.
+ float psConst[8] = { 0 };
+ float *multConst = &psConst[0];
+ float *addConst = &psConst[4];
+
+ switch (destFormat)
+ {
+ default: UNREACHABLE();
+ case GL_RGBA:
+ case GL_BGRA_EXT:
+ multConst[X] = 1;
+ multConst[Y] = 1;
+ multConst[Z] = 1;
+ multConst[W] = 1;
+ addConst[X] = 0;
+ addConst[Y] = 0;
+ addConst[Z] = 0;
+ addConst[W] = 0;
+ break;
+
+ case GL_RGB:
+ multConst[X] = 1;
+ multConst[Y] = 1;
+ multConst[Z] = 1;
+ multConst[W] = 0;
+ addConst[X] = 0;
+ addConst[Y] = 0;
+ addConst[Z] = 0;
+ addConst[W] = 1;
+ break;
+
+ case GL_RG_EXT:
+ multConst[X] = 1;
+ multConst[Y] = 1;
+ multConst[Z] = 0;
+ multConst[W] = 0;
+ addConst[X] = 0;
+ addConst[Y] = 0;
+ addConst[Z] = 0;
+ addConst[W] = 1;
+ break;
+
+ case GL_RED_EXT:
+ multConst[X] = 1;
+ multConst[Y] = 0;
+ multConst[Z] = 0;
+ multConst[W] = 0;
+ addConst[X] = 0;
+ addConst[Y] = 0;
+ addConst[Z] = 0;
+ addConst[W] = 1;
+ break;
+
+ case GL_ALPHA:
+ multConst[X] = 0;
+ multConst[Y] = 0;
+ multConst[Z] = 0;
+ multConst[W] = 1;
+ addConst[X] = 0;
+ addConst[Y] = 0;
+ addConst[Z] = 0;
+ addConst[W] = 0;
+ break;
+
+ case GL_LUMINANCE:
+ multConst[X] = 1;
+ multConst[Y] = 0;
+ multConst[Z] = 0;
+ multConst[W] = 0;
+ addConst[X] = 0;
+ addConst[Y] = 0;
+ addConst[Z] = 0;
+ addConst[W] = 1;
+ break;
+
+ case GL_LUMINANCE_ALPHA:
+ multConst[X] = 1;
+ multConst[Y] = 0;
+ multConst[Z] = 0;
+ multConst[W] = 1;
+ addConst[X] = 0;
+ addConst[Y] = 0;
+ addConst[Z] = 0;
+ addConst[W] = 0;
+ break;
+ }
+
+ mRenderer->getDevice()->SetPixelShaderConstantF(0, psConst, 2);
+
+ return true;
+}
+
+IDirect3DTexture9 *Blit9::copySurfaceToTexture(IDirect3DSurface9 *surface, const RECT &sourceRect)
+{
+ if (!surface)
+ {
+ return NULL;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ D3DSURFACE_DESC sourceDesc;
+ surface->GetDesc(&sourceDesc);
+
+ // Copy the render target into a texture
+ IDirect3DTexture9 *texture;
+ HRESULT result = device->CreateTexture(sourceRect.right - sourceRect.left, sourceRect.bottom - sourceRect.top, 1, D3DUSAGE_RENDERTARGET, sourceDesc.Format, D3DPOOL_DEFAULT, &texture, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
+ }
+
+ IDirect3DSurface9 *textureSurface;
+ result = texture->GetSurfaceLevel(0, &textureSurface);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ SafeRelease(texture);
+ return gl::error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
+ }
+
+ mRenderer->endScene();
+ result = device->StretchRect(surface, &sourceRect, textureSurface, NULL, D3DTEXF_NONE);
+
+ SafeRelease(textureSurface);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ SafeRelease(texture);
+ return gl::error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
+ }
+
+ return texture;
+}
+
+void Blit9::setViewport(const RECT &sourceRect, GLint xoffset, GLint yoffset)
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ D3DVIEWPORT9 vp;
+ vp.X = xoffset;
+ vp.Y = yoffset;
+ vp.Width = sourceRect.right - sourceRect.left;
+ vp.Height = sourceRect.bottom - sourceRect.top;
+ vp.MinZ = 0.0f;
+ vp.MaxZ = 1.0f;
+ device->SetViewport(&vp);
+
+ float halfPixelAdjust[4] = { -1.0f/vp.Width, 1.0f/vp.Height, 0, 0 };
+ device->SetVertexShaderConstantF(0, halfPixelAdjust, 1);
+}
+
+void Blit9::setCommonBlitState()
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ device->SetDepthStencilSurface(NULL);
+
+ device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
+ device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
+ device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
+ device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+
+ device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
+ device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
+ device->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, FALSE);
+ device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
+ device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
+
+ RECT scissorRect = {0}; // Scissoring is disabled for flipping, but we need this to capture and restore the old rectangle
+ device->SetScissorRect(&scissorRect);
+
+ for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ device->SetStreamSourceFreq(i, 1);
+ }
+}
+
+void Blit9::render()
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ HRESULT hr = device->SetStreamSource(0, mQuadVertexBuffer, 0, 2 * sizeof(float));
+ hr = device->SetVertexDeclaration(mQuadVertexDeclaration);
+
+ mRenderer->startScene();
+ hr = device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
+}
+
+void Blit9::saveState()
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ HRESULT hr;
+
+ device->GetDepthStencilSurface(&mSavedDepthStencil);
+ device->GetRenderTarget(0, &mSavedRenderTarget);
+
+ if (mSavedStateBlock == NULL)
+ {
+ hr = device->BeginStateBlock();
+ ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+
+ setCommonBlitState();
+
+ static const float dummyConst[8] = { 0 };
+
+ device->SetVertexShader(NULL);
+ device->SetVertexShaderConstantF(0, dummyConst, 2);
+ device->SetPixelShader(NULL);
+ device->SetPixelShaderConstantF(0, dummyConst, 2);
+
+ D3DVIEWPORT9 dummyVp;
+ dummyVp.X = 0;
+ dummyVp.Y = 0;
+ dummyVp.Width = 1;
+ dummyVp.Height = 1;
+ dummyVp.MinZ = 0;
+ dummyVp.MaxZ = 1;
+
+ device->SetViewport(&dummyVp);
+
+ device->SetTexture(0, NULL);
+
+ device->SetStreamSource(0, mQuadVertexBuffer, 0, 0);
+
+ device->SetVertexDeclaration(mQuadVertexDeclaration);
+
+ hr = device->EndStateBlock(&mSavedStateBlock);
+ ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+ }
+
+ ASSERT(mSavedStateBlock != NULL);
+
+ if (mSavedStateBlock != NULL)
+ {
+ hr = mSavedStateBlock->Capture();
+ ASSERT(SUCCEEDED(hr));
+ }
+}
+
+void Blit9::restoreState()
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ device->SetDepthStencilSurface(mSavedDepthStencil);
+ SafeRelease(mSavedDepthStencil);
+
+ device->SetRenderTarget(0, mSavedRenderTarget);
+ SafeRelease(mSavedRenderTarget);
+
+ ASSERT(mSavedStateBlock != NULL);
+
+ if (mSavedStateBlock != NULL)
+ {
+ mSavedStateBlock->Apply();
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Blit9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Blit9.h
new file mode 100644
index 0000000000..3635bca932
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Blit9.h
@@ -0,0 +1,94 @@
+//
+// Copyright (c) 2002-2010 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.
+//
+
+// Blit9.cpp: Surface copy utility class.
+
+#ifndef LIBGLESV2_BLIT9_H_
+#define LIBGLESV2_BLIT9_H_
+
+#include "common/angleutils.h"
+
+namespace gl
+{
+class Framebuffer;
+}
+
+namespace rx
+{
+class Renderer9;
+class TextureStorageInterface2D;
+class TextureStorageInterfaceCube;
+
+class Blit9
+{
+ public:
+ explicit Blit9(Renderer9 *renderer);
+ ~Blit9();
+
+ // Copy from source surface to dest surface.
+ // sourceRect, xoffset, yoffset are in D3D coordinates (0,0 in upper-left)
+ bool copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level);
+ bool copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level);
+
+ // Copy from source surface to dest surface.
+ // sourceRect, xoffset, yoffset are in D3D coordinates (0,0 in upper-left)
+ // source is interpreted as RGBA and destFormat specifies the desired result format. For example, if destFormat = GL_RGB, the alpha channel will be forced to 0.
+ bool formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest);
+
+ // 2x2 box filter sample from source to dest.
+ // Requires that source is RGB(A) and dest has the same format as source.
+ bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
+
+ private:
+ rx::Renderer9 *mRenderer;
+
+ IDirect3DVertexBuffer9 *mQuadVertexBuffer;
+ IDirect3DVertexDeclaration9 *mQuadVertexDeclaration;
+
+ void initGeometry();
+
+ bool setFormatConvertShaders(GLenum destFormat);
+
+ bool copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest);
+ IDirect3DTexture9 *copySurfaceToTexture(IDirect3DSurface9 *surface, const RECT &sourceRect);
+ void setViewport(const RECT &sourceRect, GLint xoffset, GLint yoffset);
+ void setCommonBlitState();
+ RECT getSurfaceRect(IDirect3DSurface9 *surface) const;
+
+ // This enum is used to index mCompiledShaders and mShaderSource.
+ enum ShaderId
+ {
+ SHADER_VS_STANDARD,
+ SHADER_VS_FLIPY,
+ SHADER_PS_PASSTHROUGH,
+ SHADER_PS_LUMINANCE,
+ SHADER_PS_COMPONENTMASK,
+ SHADER_COUNT
+ };
+
+ // This actually contains IDirect3DVertexShader9 or IDirect3DPixelShader9 casted to IUnknown.
+ IUnknown *mCompiledShaders[SHADER_COUNT];
+
+ template <class D3DShaderType>
+ bool setShader(ShaderId source, const char *profile,
+ D3DShaderType *(Renderer9::*createShader)(const DWORD *, size_t length),
+ HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*));
+
+ bool setVertexShader(ShaderId shader);
+ bool setPixelShader(ShaderId shader);
+ void render();
+
+ void saveState();
+ void restoreState();
+ IDirect3DStateBlock9 *mSavedStateBlock;
+ IDirect3DSurface9 *mSavedRenderTarget;
+ IDirect3DSurface9 *mSavedDepthStencil;
+
+ DISALLOW_COPY_AND_ASSIGN(Blit9);
+};
+}
+
+#endif // LIBGLESV2_BLIT9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Buffer9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Buffer9.cpp
new file mode 100644
index 0000000000..347bde0c65
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Buffer9.cpp
@@ -0,0 +1,126 @@
+#include "precompiled.h"
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Buffer9.cpp Defines the Buffer9 class.
+
+#include "libGLESv2/renderer/d3d/d3d9/Buffer9.h"
+#include "libGLESv2/main.h"
+#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
+
+namespace rx
+{
+
+Buffer9::Buffer9(rx::Renderer9 *renderer)
+ : BufferD3D(),
+ mRenderer(renderer),
+ mSize(0)
+{
+
+}
+
+Buffer9::~Buffer9()
+{
+
+}
+
+Buffer9 *Buffer9::makeBuffer9(BufferImpl *buffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(Buffer9*, buffer));
+ return static_cast<Buffer9*>(buffer);
+}
+
+void Buffer9::clear()
+{
+ mSize = 0;
+}
+
+void Buffer9::setData(const void* data, size_t size, GLenum usage)
+{
+ if (size > mMemory.size())
+ {
+ if (!mMemory.resize(size))
+ {
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ mSize = size;
+ if (data)
+ {
+ memcpy(mMemory.data(), data, size);
+ }
+
+ mIndexRangeCache.clear();
+
+ invalidateStaticData();
+
+ if (usage == GL_STATIC_DRAW)
+ {
+ initializeStaticData();
+ }
+}
+
+void *Buffer9::getData()
+{
+ return mMemory.data();
+}
+
+void Buffer9::setSubData(const void* data, size_t size, size_t offset)
+{
+ if (offset + size > mMemory.size())
+ {
+ if (!mMemory.resize(offset + size))
+ {
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ mSize = std::max(mSize, offset + size);
+ if (data)
+ {
+ memcpy(mMemory.data() + offset, data, size);
+ }
+
+ mIndexRangeCache.invalidateRange(offset, size);
+
+ invalidateStaticData();
+}
+
+void Buffer9::copySubData(BufferImpl* source, GLintptr sourceOffset, GLintptr destOffset, GLsizeiptr size)
+{
+ Buffer9* sourceBuffer = makeBuffer9(source);
+ if (sourceBuffer)
+ {
+ memcpy(mMemory.data() + destOffset, sourceBuffer->mMemory.data() + sourceOffset, size);
+ }
+
+ invalidateStaticData();
+}
+
+// We do not suppot buffer mapping in D3D9
+GLvoid* Buffer9::map(size_t offset, size_t length, GLbitfield access)
+{
+ UNREACHABLE();
+ return NULL;
+}
+
+void Buffer9::unmap()
+{
+ UNREACHABLE();
+}
+
+void Buffer9::markTransformFeedbackUsage()
+{
+ UNREACHABLE();
+}
+
+Renderer* Buffer9::getRenderer()
+{
+ return mRenderer;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Buffer9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Buffer9.h
new file mode 100644
index 0000000000..ec25ec30c9
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Buffer9.h
@@ -0,0 +1,53 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Buffer9.h: Defines the rx::Buffer9 class which implements rx::BufferImpl via rx::BufferD3D.
+
+#ifndef LIBGLESV2_RENDERER_BUFFER9_H_
+#define LIBGLESV2_RENDERER_BUFFER9_H_
+
+#include "libGLESv2/renderer/d3d/BufferD3D.h"
+#include "libGLESv2/renderer/d3d/MemoryBuffer.h"
+#include "libGLESv2/angletypes.h"
+
+namespace rx
+{
+class Renderer9;
+
+class Buffer9 : public BufferD3D
+{
+ public:
+ Buffer9(rx::Renderer9 *renderer);
+ virtual ~Buffer9();
+
+ static Buffer9 *makeBuffer9(BufferImpl *buffer);
+
+ // BufferD3D implementation
+ virtual size_t getSize() const { return mSize; }
+ virtual void clear();
+ virtual bool supportsDirectBinding() const { return false; }
+ virtual Renderer* getRenderer();
+
+ // BufferImpl implementation
+ virtual void setData(const void* data, size_t size, GLenum usage);
+ virtual void *getData();
+ virtual void setSubData(const void* data, size_t size, size_t offset);
+ virtual void copySubData(BufferImpl* source, GLintptr sourceOffset, GLintptr destOffset, GLsizeiptr size);
+ virtual GLvoid* map(size_t offset, size_t length, GLbitfield access);
+ virtual void unmap();
+ virtual void markTransformFeedbackUsage();
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(Buffer9);
+
+ rx::Renderer9 *mRenderer;
+ MemoryBuffer mMemory;
+ size_t mSize;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_BUFFER9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Fence9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Fence9.cpp
new file mode 100644
index 0000000000..d2437cadf3
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Fence9.cpp
@@ -0,0 +1,73 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Fence9.cpp: Defines the rx::Fence9 class.
+
+#include "libGLESv2/renderer/d3d/d3d9/Fence9.h"
+#include "libGLESv2/main.h"
+#include "libGLESv2/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
+
+namespace rx
+{
+
+Fence9::Fence9(rx::Renderer9 *renderer)
+{
+ mRenderer = renderer;
+ mQuery = NULL;
+}
+
+Fence9::~Fence9()
+{
+ SafeRelease(mQuery);
+}
+
+bool Fence9::isSet() const
+{
+ return mQuery != NULL;
+}
+
+void Fence9::set()
+{
+ if (!mQuery)
+ {
+ mQuery = mRenderer->allocateEventQuery();
+ if (!mQuery)
+ {
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ HRESULT result = mQuery->Issue(D3DISSUE_END);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+}
+
+bool Fence9::test(bool flushCommandBuffer)
+{
+ ASSERT(mQuery);
+
+ DWORD getDataFlags = (flushCommandBuffer ? D3DGETDATA_FLUSH : 0);
+ HRESULT result = mQuery->GetData(NULL, 0, getDataFlags);
+
+ if (d3d9::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::error(GL_OUT_OF_MEMORY, true);
+ }
+
+ ASSERT(result == S_OK || result == S_FALSE);
+
+ return (result == S_OK);
+}
+
+bool Fence9::hasError() const
+{
+ return mRenderer->isDeviceLost();
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Fence9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Fence9.h
new file mode 100644
index 0000000000..e923a2178c
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Fence9.h
@@ -0,0 +1,38 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Fence9.h: Defines the rx::Fence9 class which implements rx::FenceImpl.
+
+#ifndef LIBGLESV2_RENDERER_FENCE9_H_
+#define LIBGLESV2_RENDERER_FENCE9_H_
+
+#include "libGLESv2/renderer/FenceImpl.h"
+
+namespace rx
+{
+class Renderer9;
+
+class Fence9 : public FenceImpl
+{
+ public:
+ explicit Fence9(rx::Renderer9 *renderer);
+ virtual ~Fence9();
+
+ bool isSet() const;
+ void set();
+ bool test(bool flushCommandBuffer);
+ bool hasError() const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(Fence9);
+
+ rx::Renderer9 *mRenderer;
+ IDirect3DQuery9 *mQuery;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_FENCE9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Image9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Image9.cpp
new file mode 100644
index 0000000000..e237c3b6e1
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Image9.cpp
@@ -0,0 +1,703 @@
+
+#include "precompiled.h"
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Image9.cpp: Implements the rx::Image9 class, which acts as the interface to
+// the actual underlying surfaces of a Texture.
+
+#include "libGLESv2/renderer/d3d/d3d9/Image9.h"
+
+#include "libGLESv2/main.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/FramebufferAttachment.h"
+#include "libGLESv2/Renderbuffer.h"
+#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
+#include "libGLESv2/renderer/d3d/d3d9/RenderTarget9.h"
+#include "libGLESv2/renderer/d3d/d3d9/TextureStorage9.h"
+
+#include "libGLESv2/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libGLESv2/renderer/d3d/d3d9/formatutils9.h"
+
+namespace rx
+{
+
+Image9::Image9()
+{
+ mSurface = NULL;
+ mRenderer = NULL;
+
+ mD3DPool = D3DPOOL_SYSTEMMEM;
+ mD3DFormat = D3DFMT_UNKNOWN;
+}
+
+Image9::~Image9()
+{
+ SafeRelease(mSurface);
+}
+
+void Image9::generateMip(IDirect3DSurface9 *destSurface, IDirect3DSurface9 *sourceSurface)
+{
+ D3DSURFACE_DESC destDesc;
+ HRESULT result = destSurface->GetDesc(&destDesc);
+ ASSERT(SUCCEEDED(result));
+
+ D3DSURFACE_DESC sourceDesc;
+ result = sourceSurface->GetDesc(&sourceDesc);
+ ASSERT(SUCCEEDED(result));
+
+ ASSERT(sourceDesc.Format == destDesc.Format);
+ ASSERT(sourceDesc.Width == 1 || sourceDesc.Width / 2 == destDesc.Width);
+ ASSERT(sourceDesc.Height == 1 || sourceDesc.Height / 2 == destDesc.Height);
+
+ MipGenerationFunction mipFunction = d3d9::GetMipGenerationFunction(sourceDesc.Format);
+ ASSERT(mipFunction != NULL);
+
+ D3DLOCKED_RECT sourceLocked = {0};
+ result = sourceSurface->LockRect(&sourceLocked, NULL, D3DLOCK_READONLY);
+ ASSERT(SUCCEEDED(result));
+
+ D3DLOCKED_RECT destLocked = {0};
+ result = destSurface->LockRect(&destLocked, NULL, 0);
+ ASSERT(SUCCEEDED(result));
+
+ const uint8_t *sourceData = reinterpret_cast<const uint8_t*>(sourceLocked.pBits);
+ uint8_t *destData = reinterpret_cast<uint8_t*>(destLocked.pBits);
+
+ if (sourceData && destData)
+ {
+ mipFunction(sourceDesc.Width, sourceDesc.Height, 1, sourceData, sourceLocked.Pitch, 0,
+ destData, destLocked.Pitch, 0);
+ }
+
+ destSurface->UnlockRect();
+ sourceSurface->UnlockRect();
+}
+
+Image9 *Image9::makeImage9(Image *img)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(rx::Image9*, img));
+ return static_cast<rx::Image9*>(img);
+}
+
+void Image9::generateMipmap(Image9 *dest, Image9 *source)
+{
+ IDirect3DSurface9 *sourceSurface = source->getSurface();
+ if (sourceSurface == NULL)
+ return gl::error(GL_OUT_OF_MEMORY);
+
+ IDirect3DSurface9 *destSurface = dest->getSurface();
+ generateMip(destSurface, sourceSurface);
+
+ dest->markDirty();
+}
+
+void Image9::copyLockableSurfaces(IDirect3DSurface9 *dest, IDirect3DSurface9 *source)
+{
+ D3DLOCKED_RECT sourceLock = {0};
+ D3DLOCKED_RECT destLock = {0};
+
+ source->LockRect(&sourceLock, NULL, 0);
+ dest->LockRect(&destLock, NULL, 0);
+
+ if (sourceLock.pBits && destLock.pBits)
+ {
+ D3DSURFACE_DESC desc;
+ source->GetDesc(&desc);
+
+ int blockHeight = d3d9::GetBlockHeight(desc.Format);
+ int rows = desc.Height / blockHeight;
+
+ int bytes = d3d9::GetBlockSize(desc.Format, desc.Width, blockHeight);
+ ASSERT(bytes <= sourceLock.Pitch && bytes <= destLock.Pitch);
+
+ for(int i = 0; i < rows; i++)
+ {
+ memcpy((char*)destLock.pBits + destLock.Pitch * i, (char*)sourceLock.pBits + sourceLock.Pitch * i, bytes);
+ }
+
+ source->UnlockRect();
+ dest->UnlockRect();
+ }
+ else UNREACHABLE();
+}
+
+bool Image9::redefine(rx::Renderer *renderer, GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, bool forceRelease)
+{
+ // 3D textures are not supported by the D3D9 backend.
+ ASSERT(depth <= 1);
+
+ // Only 2D and cube texture are supported by the D3D9 backend.
+ ASSERT(target == GL_TEXTURE_2D || target == GL_TEXTURE_CUBE_MAP);
+
+ if (mWidth != width ||
+ mHeight != height ||
+ mDepth != depth ||
+ mInternalFormat != internalformat ||
+ forceRelease)
+ {
+ mRenderer = Renderer9::makeRenderer9(renderer);
+
+ mWidth = width;
+ mHeight = height;
+ mDepth = depth;
+ mInternalFormat = internalformat;
+
+ // compute the d3d format that will be used
+ mD3DFormat = gl_d3d9::GetTextureFormat(internalformat);
+ mActualFormat = d3d9_gl::GetInternalFormat(mD3DFormat);
+ mRenderable = gl_d3d9::GetRenderFormat(internalformat) != D3DFMT_UNKNOWN;
+
+ SafeRelease(mSurface);
+ mDirty = gl_d3d9::RequiresTextureDataInitialization(mInternalFormat);
+
+ return true;
+ }
+
+ return false;
+}
+
+void Image9::createSurface()
+{
+ if(mSurface)
+ {
+ return;
+ }
+
+ IDirect3DTexture9 *newTexture = NULL;
+ IDirect3DSurface9 *newSurface = NULL;
+ const D3DPOOL poolToUse = D3DPOOL_SYSTEMMEM;
+ const D3DFORMAT d3dFormat = getD3DFormat();
+
+ if (mWidth != 0 && mHeight != 0)
+ {
+ int levelToFetch = 0;
+ GLsizei requestWidth = mWidth;
+ GLsizei requestHeight = mHeight;
+ d3d9::MakeValidSize(true, d3dFormat, &requestWidth, &requestHeight, &levelToFetch);
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ HRESULT result = device->CreateTexture(requestWidth, requestHeight, levelToFetch + 1, 0, d3dFormat,
+ poolToUse, &newTexture, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ ERR("Creating image surface failed.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ newTexture->GetSurfaceLevel(levelToFetch, &newSurface);
+ SafeRelease(newTexture);
+
+ if (gl_d3d9::RequiresTextureDataInitialization(mInternalFormat))
+ {
+ InitializeTextureDataFunction initializeFunc = gl_d3d9::GetTextureDataInitializationFunction(mInternalFormat);
+
+ RECT entireRect;
+ entireRect.left = 0;
+ entireRect.right = mWidth;
+ entireRect.top = 0;
+ entireRect.bottom = mHeight;
+
+ D3DLOCKED_RECT lockedRect;
+ result = newSurface->LockRect(&lockedRect, &entireRect, 0);
+ ASSERT(SUCCEEDED(result));
+
+ initializeFunc(mWidth, mHeight, 1, reinterpret_cast<uint8_t*>(lockedRect.pBits), lockedRect.Pitch, 0);
+
+ result = newSurface->UnlockRect();
+ ASSERT(SUCCEEDED(result));
+ }
+ }
+
+ mSurface = newSurface;
+ mDirty = false;
+ mD3DPool = poolToUse;
+}
+
+HRESULT Image9::lock(D3DLOCKED_RECT *lockedRect, const RECT *rect)
+{
+ createSurface();
+
+ HRESULT result = D3DERR_INVALIDCALL;
+
+ if (mSurface)
+ {
+ result = mSurface->LockRect(lockedRect, rect, 0);
+ ASSERT(SUCCEEDED(result));
+
+ mDirty = true;
+ }
+
+ return result;
+}
+
+void Image9::unlock()
+{
+ if (mSurface)
+ {
+ HRESULT result = mSurface->UnlockRect();
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ }
+}
+
+D3DFORMAT Image9::getD3DFormat() const
+{
+ // this should only happen if the image hasn't been redefined first
+ // which would be a bug by the caller
+ ASSERT(mD3DFormat != D3DFMT_UNKNOWN);
+
+ return mD3DFormat;
+}
+
+bool Image9::isDirty() const
+{
+ // Make sure to that this image is marked as dirty even if the staging texture hasn't been created yet
+ // if initialization is required before use.
+ return (mSurface || gl_d3d9::RequiresTextureDataInitialization(mInternalFormat)) && mDirty;
+}
+
+IDirect3DSurface9 *Image9::getSurface()
+{
+ createSurface();
+
+ return mSurface;
+}
+
+void Image9::setManagedSurface(TextureStorageInterface2D *storage, int level)
+{
+ TextureStorage9_2D *storage9 = TextureStorage9_2D::makeTextureStorage9_2D(storage->getStorageInstance());
+ setManagedSurface(storage9->getSurfaceLevel(level, false));
+}
+
+void Image9::setManagedSurface(TextureStorageInterfaceCube *storage, int face, int level)
+{
+ TextureStorage9_Cube *storage9 = TextureStorage9_Cube::makeTextureStorage9_Cube(storage->getStorageInstance());
+ setManagedSurface(storage9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level, false));
+}
+
+void Image9::setManagedSurface(IDirect3DSurface9 *surface)
+{
+ D3DSURFACE_DESC desc;
+ surface->GetDesc(&desc);
+ ASSERT(desc.Pool == D3DPOOL_MANAGED);
+
+ if ((GLsizei)desc.Width == mWidth && (GLsizei)desc.Height == mHeight)
+ {
+ if (mSurface)
+ {
+ copyLockableSurfaces(surface, mSurface);
+ SafeRelease(mSurface);
+ }
+
+ mSurface = surface;
+ mD3DPool = desc.Pool;
+ }
+}
+
+bool Image9::copyToStorage(TextureStorageInterface2D *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
+{
+ ASSERT(getSurface() != NULL);
+ TextureStorage9_2D *storage9 = TextureStorage9_2D::makeTextureStorage9_2D(storage->getStorageInstance());
+ return copyToSurface(storage9->getSurfaceLevel(level, true), xoffset, yoffset, width, height);
+}
+
+bool Image9::copyToStorage(TextureStorageInterfaceCube *storage, int face, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
+{
+ ASSERT(getSurface() != NULL);
+ TextureStorage9_Cube *storage9 = TextureStorage9_Cube::makeTextureStorage9_Cube(storage->getStorageInstance());
+ return copyToSurface(storage9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level, true), xoffset, yoffset, width, height);
+}
+
+bool Image9::copyToStorage(TextureStorageInterface3D *storage, int level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
+{
+ // 3D textures are not supported by the D3D9 backend.
+ UNREACHABLE();
+ return false;
+}
+
+bool Image9::copyToStorage(TextureStorageInterface2DArray *storage, int level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height)
+{
+ // 2D array textures are not supported by the D3D9 backend.
+ UNREACHABLE();
+ return false;
+}
+
+bool Image9::copyToSurface(IDirect3DSurface9 *destSurface, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
+{
+ ASSERT(width > 0 && height > 0);
+
+ if (!destSurface)
+ return false;
+
+ IDirect3DSurface9 *sourceSurface = getSurface();
+
+ if (sourceSurface && sourceSurface != destSurface)
+ {
+ RECT rect;
+ rect.left = xoffset;
+ rect.top = yoffset;
+ rect.right = xoffset + width;
+ rect.bottom = yoffset + height;
+
+ POINT point = {rect.left, rect.top};
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ if (mD3DPool == D3DPOOL_MANAGED)
+ {
+ D3DSURFACE_DESC desc;
+ sourceSurface->GetDesc(&desc);
+
+ IDirect3DSurface9 *surf = 0;
+ HRESULT result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
+
+ if (SUCCEEDED(result))
+ {
+ copyLockableSurfaces(surf, sourceSurface);
+ result = device->UpdateSurface(surf, &rect, destSurface, &point);
+ ASSERT(SUCCEEDED(result));
+ SafeRelease(surf);
+ }
+ }
+ else
+ {
+ // UpdateSurface: source must be SYSTEMMEM, dest must be DEFAULT pools
+ HRESULT result = device->UpdateSurface(sourceSurface, &rect, destSurface, &point);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ }
+ }
+
+ SafeRelease(destSurface);
+ return true;
+}
+
+// Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input
+// into the target pixel rectangle.
+void Image9::loadData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ GLint unpackAlignment, GLenum type, const void *input)
+{
+ // 3D textures are not supported by the D3D9 backend.
+ ASSERT(zoffset == 0 && depth == 1);
+
+ GLsizei inputRowPitch = gl::GetRowPitch(mInternalFormat, type, width, unpackAlignment);
+
+ LoadImageFunction loadFunction = d3d9::GetImageLoadFunction(mInternalFormat);
+ ASSERT(loadFunction != NULL);
+
+ RECT lockRect =
+ {
+ xoffset, yoffset,
+ xoffset + width, yoffset + height
+ };
+
+ D3DLOCKED_RECT locked;
+ HRESULT result = lock(&locked, &lockRect);
+ if (FAILED(result))
+ {
+ return;
+ }
+
+ loadFunction(width, height, depth,
+ reinterpret_cast<const uint8_t*>(input), inputRowPitch, 0,
+ reinterpret_cast<uint8_t*>(locked.pBits), locked.Pitch, 0);
+
+ unlock();
+}
+
+void Image9::loadCompressedData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ const void *input)
+{
+ // 3D textures are not supported by the D3D9 backend.
+ ASSERT(zoffset == 0 && depth == 1);
+
+ GLsizei inputRowPitch = gl::GetRowPitch(mInternalFormat, GL_UNSIGNED_BYTE, width, 1);
+ GLsizei inputDepthPitch = gl::GetDepthPitch(mInternalFormat, GL_UNSIGNED_BYTE, width, height, 1);
+
+ ASSERT(xoffset % d3d9::GetBlockWidth(mD3DFormat) == 0);
+ ASSERT(yoffset % d3d9::GetBlockHeight(mD3DFormat) == 0);
+
+ LoadImageFunction loadFunction = d3d9::GetImageLoadFunction(mInternalFormat);
+ ASSERT(loadFunction != NULL);
+
+ RECT lockRect =
+ {
+ xoffset, yoffset,
+ xoffset + width, yoffset + height
+ };
+
+ D3DLOCKED_RECT locked;
+ HRESULT result = lock(&locked, &lockRect);
+ if (FAILED(result))
+ {
+ return;
+ }
+
+ loadFunction(width, height, depth,
+ reinterpret_cast<const uint8_t*>(input), inputRowPitch, inputDepthPitch,
+ reinterpret_cast<uint8_t*>(locked.pBits), locked.Pitch, 0);
+
+ unlock();
+}
+
+// This implements glCopyTex[Sub]Image2D for non-renderable internal texture formats and incomplete textures
+void Image9::copy(GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ // ES3.0 only behaviour to copy into a 3d texture
+ ASSERT(zoffset == 0);
+
+ RenderTarget9 *renderTarget = NULL;
+ IDirect3DSurface9 *surface = NULL;
+ gl::FramebufferAttachment *colorbuffer = source->getColorbuffer(0);
+
+ if (colorbuffer)
+ {
+ renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
+ }
+
+ if (renderTarget)
+ {
+ surface = renderTarget->getSurface();
+ }
+
+ if (!surface)
+ {
+ ERR("Failed to retrieve the render target.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ IDirect3DSurface9 *renderTargetData = NULL;
+ D3DSURFACE_DESC description;
+ surface->GetDesc(&description);
+
+ HRESULT result = device->CreateOffscreenPlainSurface(description.Width, description.Height, description.Format, D3DPOOL_SYSTEMMEM, &renderTargetData, NULL);
+
+ if (FAILED(result))
+ {
+ ERR("Could not create matching destination surface.");
+ SafeRelease(surface);
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ result = device->GetRenderTargetData(surface, renderTargetData);
+
+ if (FAILED(result))
+ {
+ ERR("GetRenderTargetData unexpectedly failed.");
+ SafeRelease(renderTargetData);
+ SafeRelease(surface);
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ RECT sourceRect = {x, y, x + width, y + height};
+ RECT destRect = {xoffset, yoffset, xoffset + width, yoffset + height};
+
+ D3DLOCKED_RECT sourceLock = {0};
+ result = renderTargetData->LockRect(&sourceLock, &sourceRect, 0);
+
+ if (FAILED(result))
+ {
+ ERR("Failed to lock the source surface (rectangle might be invalid).");
+ SafeRelease(renderTargetData);
+ SafeRelease(surface);
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ D3DLOCKED_RECT destLock = {0};
+ result = lock(&destLock, &destRect);
+
+ if (FAILED(result))
+ {
+ ERR("Failed to lock the destination surface (rectangle might be invalid).");
+ renderTargetData->UnlockRect();
+ SafeRelease(renderTargetData);
+ SafeRelease(surface);
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ if (destLock.pBits && sourceLock.pBits)
+ {
+ unsigned char *source = (unsigned char*)sourceLock.pBits;
+ unsigned char *dest = (unsigned char*)destLock.pBits;
+
+ switch (description.Format)
+ {
+ case D3DFMT_X8R8G8B8:
+ case D3DFMT_A8R8G8B8:
+ switch(getD3DFormat())
+ {
+ case D3DFMT_X8R8G8B8:
+ case D3DFMT_A8R8G8B8:
+ for(int y = 0; y < height; y++)
+ {
+ memcpy(dest, source, 4 * width);
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_L8:
+ for(int y = 0; y < height; y++)
+ {
+ for(int x = 0; x < width; x++)
+ {
+ dest[x] = source[x * 4 + 2];
+ }
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_A8L8:
+ for(int y = 0; y < height; y++)
+ {
+ for(int x = 0; x < width; x++)
+ {
+ dest[x * 2 + 0] = source[x * 4 + 2];
+ dest[x * 2 + 1] = source[x * 4 + 3];
+ }
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ default:
+ UNREACHABLE();
+ }
+ break;
+ case D3DFMT_R5G6B5:
+ switch(getD3DFormat())
+ {
+ case D3DFMT_X8R8G8B8:
+ for(int y = 0; y < height; y++)
+ {
+ for(int x = 0; x < width; x++)
+ {
+ unsigned short rgb = ((unsigned short*)source)[x];
+ unsigned char red = (rgb & 0xF800) >> 8;
+ unsigned char green = (rgb & 0x07E0) >> 3;
+ unsigned char blue = (rgb & 0x001F) << 3;
+ dest[x + 0] = blue | (blue >> 5);
+ dest[x + 1] = green | (green >> 6);
+ dest[x + 2] = red | (red >> 5);
+ dest[x + 3] = 0xFF;
+ }
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_L8:
+ for(int y = 0; y < height; y++)
+ {
+ for(int x = 0; x < width; x++)
+ {
+ unsigned char red = source[x * 2 + 1] & 0xF8;
+ dest[x] = red | (red >> 5);
+ }
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ default:
+ UNREACHABLE();
+ }
+ break;
+ case D3DFMT_A1R5G5B5:
+ switch(getD3DFormat())
+ {
+ case D3DFMT_X8R8G8B8:
+ for(int y = 0; y < height; y++)
+ {
+ for(int x = 0; x < width; x++)
+ {
+ unsigned short argb = ((unsigned short*)source)[x];
+ unsigned char red = (argb & 0x7C00) >> 7;
+ unsigned char green = (argb & 0x03E0) >> 2;
+ unsigned char blue = (argb & 0x001F) << 3;
+ dest[x + 0] = blue | (blue >> 5);
+ dest[x + 1] = green | (green >> 5);
+ dest[x + 2] = red | (red >> 5);
+ dest[x + 3] = 0xFF;
+ }
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_A8R8G8B8:
+ for(int y = 0; y < height; y++)
+ {
+ for(int x = 0; x < width; x++)
+ {
+ unsigned short argb = ((unsigned short*)source)[x];
+ unsigned char red = (argb & 0x7C00) >> 7;
+ unsigned char green = (argb & 0x03E0) >> 2;
+ unsigned char blue = (argb & 0x001F) << 3;
+ unsigned char alpha = (signed short)argb >> 15;
+ dest[x + 0] = blue | (blue >> 5);
+ dest[x + 1] = green | (green >> 5);
+ dest[x + 2] = red | (red >> 5);
+ dest[x + 3] = alpha;
+ }
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_L8:
+ for(int y = 0; y < height; y++)
+ {
+ for(int x = 0; x < width; x++)
+ {
+ unsigned char red = source[x * 2 + 1] & 0x7C;
+ dest[x] = (red << 1) | (red >> 4);
+ }
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_A8L8:
+ for(int y = 0; y < height; y++)
+ {
+ for(int x = 0; x < width; x++)
+ {
+ unsigned char red = source[x * 2 + 1] & 0x7C;
+ dest[x * 2 + 0] = (red << 1) | (red >> 4);
+ dest[x * 2 + 1] = (signed char)source[x * 2 + 1] >> 7;
+ }
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ default:
+ UNREACHABLE();
+ }
+ break;
+ default:
+ UNREACHABLE();
+ }
+ }
+
+ unlock();
+ renderTargetData->UnlockRect();
+
+ SafeRelease(renderTargetData);
+ SafeRelease(surface);
+
+ mDirty = true;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Image9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Image9.h
new file mode 100644
index 0000000000..2d1536f24b
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Image9.h
@@ -0,0 +1,80 @@
+//
+// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Image9.h: Defines the rx::Image9 class, which acts as the interface to
+// the actual underlying surfaces of a Texture.
+
+#ifndef LIBGLESV2_RENDERER_IMAGE9_H_
+#define LIBGLESV2_RENDERER_IMAGE9_H_
+
+#include "libGLESv2/renderer/d3d/ImageD3D.h"
+#include "common/debug.h"
+
+namespace gl
+{
+class Framebuffer;
+}
+
+namespace rx
+{
+class Renderer;
+class Renderer9;
+class TextureStorageInterface2D;
+class TextureStorageInterfaceCube;
+
+class Image9 : public ImageD3D
+{
+ public:
+ Image9();
+ ~Image9();
+
+ static Image9 *makeImage9(Image *img);
+
+ static void generateMipmap(Image9 *dest, Image9 *source);
+ static void generateMip(IDirect3DSurface9 *destSurface, IDirect3DSurface9 *sourceSurface);
+ static void copyLockableSurfaces(IDirect3DSurface9 *dest, IDirect3DSurface9 *source);
+
+ virtual bool redefine(Renderer *renderer, GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, bool forceRelease);
+
+ D3DFORMAT getD3DFormat() const;
+
+ virtual bool isDirty() const;
+ IDirect3DSurface9 *getSurface();
+
+ virtual void setManagedSurface(TextureStorageInterface2D *storage, int level);
+ virtual void setManagedSurface(TextureStorageInterfaceCube *storage, int face, int level);
+ virtual bool copyToStorage(TextureStorageInterface2D *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
+ virtual bool copyToStorage(TextureStorageInterfaceCube *storage, int face, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
+ virtual bool copyToStorage(TextureStorageInterface3D *storage, int level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
+ virtual bool copyToStorage(TextureStorageInterface2DArray *storage, int level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height);
+
+ virtual void loadData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ GLint unpackAlignment, GLenum type, const void *input);
+ virtual void loadCompressedData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ const void *input);
+
+ virtual void copy(GLint xoffset, GLint yoffset, GLint zoffset,GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(Image9);
+
+ void createSurface();
+ void setManagedSurface(IDirect3DSurface9 *surface);
+ bool copyToSurface(IDirect3DSurface9 *dest, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
+
+ HRESULT lock(D3DLOCKED_RECT *lockedRect, const RECT *rect);
+ void unlock();
+
+ Renderer9 *mRenderer;
+
+ D3DPOOL mD3DPool; // can only be D3DPOOL_SYSTEMMEM or D3DPOOL_MANAGED since it needs to be lockable.
+ D3DFORMAT mD3DFormat;
+
+ IDirect3DSurface9 *mSurface;
+};
+}
+
+#endif // LIBGLESV2_RENDERER_IMAGE9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/IndexBuffer9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/IndexBuffer9.cpp
new file mode 100644
index 0000000000..472e6981a8
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/IndexBuffer9.cpp
@@ -0,0 +1,199 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Indexffer9.cpp: Defines the D3D9 IndexBuffer implementation.
+
+#include "libGLESv2/renderer/d3d/d3d9/IndexBuffer9.h"
+#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
+
+namespace rx
+{
+
+IndexBuffer9::IndexBuffer9(Renderer9 *const renderer) : mRenderer(renderer)
+{
+ mIndexBuffer = NULL;
+ mBufferSize = 0;
+ mIndexType = 0;
+ mDynamic = false;
+}
+
+IndexBuffer9::~IndexBuffer9()
+{
+ SafeRelease(mIndexBuffer);
+}
+
+bool IndexBuffer9::initialize(unsigned int bufferSize, GLenum indexType, bool dynamic)
+{
+ SafeRelease(mIndexBuffer);
+
+ updateSerial();
+
+ if (bufferSize > 0)
+ {
+ D3DFORMAT format;
+ if (indexType == GL_UNSIGNED_SHORT || indexType == GL_UNSIGNED_BYTE)
+ {
+ format = D3DFMT_INDEX16;
+ }
+ else if (indexType == GL_UNSIGNED_INT)
+ {
+ if (mRenderer->getRendererExtensions().elementIndexUint)
+ {
+ format = D3DFMT_INDEX32;
+ }
+ else
+ {
+ ERR("Attempted to create a 32-bit index buffer but renderer does not support 32-bit indices.");
+ return false;
+ }
+ }
+ else
+ {
+ ERR("Invalid index type %u.", indexType);
+ return false;
+ }
+
+ DWORD usageFlags = D3DUSAGE_WRITEONLY;
+ if (dynamic)
+ {
+ usageFlags |= D3DUSAGE_DYNAMIC;
+ }
+
+ HRESULT result = mRenderer->createIndexBuffer(bufferSize, usageFlags, format, &mIndexBuffer);
+ if (FAILED(result))
+ {
+ ERR("Failed to create an index buffer of size %u, result: 0x%08x.", mBufferSize, result);
+ return false;
+ }
+ }
+
+ mBufferSize = bufferSize;
+ mIndexType = indexType;
+ mDynamic = dynamic;
+
+ return true;
+}
+
+IndexBuffer9 *IndexBuffer9::makeIndexBuffer9(IndexBuffer *indexBuffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(IndexBuffer9*, indexBuffer));
+ return static_cast<IndexBuffer9*>(indexBuffer);
+}
+
+bool IndexBuffer9::mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory)
+{
+ if (mIndexBuffer)
+ {
+ DWORD lockFlags = mDynamic ? D3DLOCK_NOOVERWRITE : 0;
+
+ void *mapPtr = NULL;
+ HRESULT result = mIndexBuffer->Lock(offset, size, &mapPtr, lockFlags);
+ if (FAILED(result))
+ {
+ ERR("Index buffer lock failed with error 0x%08x", result);
+ return false;
+ }
+
+ *outMappedMemory = mapPtr;
+ return true;
+ }
+ else
+ {
+ ERR("Index buffer not initialized.");
+ return false;
+ }
+}
+
+bool IndexBuffer9::unmapBuffer()
+{
+ if (mIndexBuffer)
+ {
+ HRESULT result = mIndexBuffer->Unlock();
+ if (FAILED(result))
+ {
+ ERR("Index buffer unlock failed with error 0x%08x", result);
+ return false;
+ }
+
+ return true;
+ }
+ else
+ {
+ ERR("Index buffer not initialized.");
+ return false;
+ }
+}
+
+GLenum IndexBuffer9::getIndexType() const
+{
+ return mIndexType;
+}
+
+unsigned int IndexBuffer9::getBufferSize() const
+{
+ return mBufferSize;
+}
+
+bool IndexBuffer9::setSize(unsigned int bufferSize, GLenum indexType)
+{
+ if (bufferSize > mBufferSize || indexType != mIndexType)
+ {
+ return initialize(bufferSize, indexType, mDynamic);
+ }
+ else
+ {
+ return true;
+ }
+}
+
+bool IndexBuffer9::discard()
+{
+ if (mIndexBuffer)
+ {
+ void *dummy;
+ HRESULT result;
+
+ result = mIndexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD);
+ if (FAILED(result))
+ {
+ ERR("Discard lock failed with error 0x%08x", result);
+ return false;
+ }
+
+ result = mIndexBuffer->Unlock();
+ if (FAILED(result))
+ {
+ ERR("Discard unlock failed with error 0x%08x", result);
+ return false;
+ }
+
+ return true;
+ }
+ else
+ {
+ ERR("Index buffer not initialized.");
+ return false;
+ }
+}
+
+D3DFORMAT IndexBuffer9::getIndexFormat() const
+{
+ switch (mIndexType)
+ {
+ case GL_UNSIGNED_BYTE: return D3DFMT_INDEX16;
+ case GL_UNSIGNED_SHORT: return D3DFMT_INDEX16;
+ case GL_UNSIGNED_INT: return D3DFMT_INDEX32;
+ default: UNREACHABLE(); return D3DFMT_UNKNOWN;
+ }
+}
+
+IDirect3DIndexBuffer9 * IndexBuffer9::getBuffer() const
+{
+ return mIndexBuffer;
+}
+
+} \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/IndexBuffer9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/IndexBuffer9.h
new file mode 100644
index 0000000000..cfc20e1c64
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/IndexBuffer9.h
@@ -0,0 +1,53 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Indexffer9.h: Defines the D3D9 IndexBuffer implementation.
+
+#ifndef LIBGLESV2_RENDERER_INDEXBUFFER9_H_
+#define LIBGLESV2_RENDERER_INDEXBUFFER9_H_
+
+#include "libGLESv2/renderer/d3d/IndexBuffer.h"
+
+namespace rx
+{
+class Renderer9;
+
+class IndexBuffer9 : public IndexBuffer
+{
+ public:
+ explicit IndexBuffer9(Renderer9 *const renderer);
+ virtual ~IndexBuffer9();
+
+ virtual bool initialize(unsigned int bufferSize, GLenum indexType, bool dynamic);
+
+ static IndexBuffer9 *makeIndexBuffer9(IndexBuffer *indexBuffer);
+
+ virtual bool mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory);
+ virtual bool unmapBuffer();
+
+ virtual GLenum getIndexType() const;
+ virtual unsigned int getBufferSize() const;
+ virtual bool setSize(unsigned int bufferSize, GLenum indexType);
+
+ virtual bool discard();
+
+ D3DFORMAT getIndexFormat() const;
+ IDirect3DIndexBuffer9 *getBuffer() const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(IndexBuffer9);
+
+ rx::Renderer9 *const mRenderer;
+
+ IDirect3DIndexBuffer9 *mIndexBuffer;
+ unsigned int mBufferSize;
+ GLenum mIndexType;
+ bool mDynamic;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_INDEXBUFFER9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Query9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Query9.cpp
new file mode 100644
index 0000000000..3c6f1d0d43
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Query9.cpp
@@ -0,0 +1,125 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Query9.cpp: Defines the rx::Query9 class which implements rx::QueryImpl.
+
+
+#include "libGLESv2/renderer/d3d/d3d9/Query9.h"
+#include "libGLESv2/main.h"
+#include "libGLESv2/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
+
+namespace rx
+{
+
+Query9::Query9(rx::Renderer9 *renderer, GLenum type) : QueryImpl(type)
+{
+ mRenderer = renderer;
+ mQuery = NULL;
+}
+
+Query9::~Query9()
+{
+ SafeRelease(mQuery);
+}
+
+void Query9::begin()
+{
+ if (mQuery == NULL)
+ {
+ if (FAILED(mRenderer->getDevice()->CreateQuery(D3DQUERYTYPE_OCCLUSION, &mQuery)))
+ {
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ HRESULT result = mQuery->Issue(D3DISSUE_BEGIN);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+}
+
+void Query9::end()
+{
+ ASSERT(mQuery);
+
+ HRESULT result = mQuery->Issue(D3DISSUE_END);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+
+ mStatus = GL_FALSE;
+ mResult = GL_FALSE;
+}
+
+GLuint Query9::getResult()
+{
+ if (mQuery != NULL)
+ {
+ while (!testQuery())
+ {
+ Sleep(0);
+ // explicitly check for device loss
+ // some drivers seem to return S_FALSE even if the device is lost
+ // instead of D3DERR_DEVICELOST like they should
+ if (mRenderer->testDeviceLost(true))
+ {
+ return gl::error(GL_OUT_OF_MEMORY, 0);
+ }
+ }
+ }
+
+ return mResult;
+}
+
+GLboolean Query9::isResultAvailable()
+{
+ if (mQuery != NULL)
+ {
+ testQuery();
+ }
+
+ return mStatus;
+}
+
+GLboolean Query9::testQuery()
+{
+ if (mQuery != NULL && mStatus != GL_TRUE)
+ {
+ DWORD numPixels = 0;
+
+ HRESULT hres = mQuery->GetData(&numPixels, sizeof(DWORD), D3DGETDATA_FLUSH);
+ if (hres == S_OK)
+ {
+ mStatus = GL_TRUE;
+
+ switch (getType())
+ {
+ case GL_ANY_SAMPLES_PASSED_EXT:
+ case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
+ mResult = (numPixels > 0) ? GL_TRUE : GL_FALSE;
+ break;
+ default:
+ ASSERT(false);
+ }
+ }
+ else if (d3d9::isDeviceLostError(hres))
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::error(GL_OUT_OF_MEMORY, GL_TRUE);
+ }
+
+ return mStatus;
+ }
+
+ return GL_TRUE; // prevent blocking when query is null
+}
+
+bool Query9::isStarted() const
+{
+ return (mQuery != NULL);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Query9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Query9.h
new file mode 100644
index 0000000000..62906230c4
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Query9.h
@@ -0,0 +1,41 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Query9.h: Defines the rx::Query9 class which implements rx::QueryImpl.
+
+#ifndef LIBGLESV2_RENDERER_QUERY9_H_
+#define LIBGLESV2_RENDERER_QUERY9_H_
+
+#include "libGLESv2/renderer/QueryImpl.h"
+
+namespace rx
+{
+class Renderer9;
+
+class Query9 : public QueryImpl
+{
+ public:
+ Query9(rx::Renderer9 *renderer, GLenum type);
+ virtual ~Query9();
+
+ virtual void begin();
+ virtual void end();
+ virtual GLuint getResult();
+ virtual GLboolean isResultAvailable();
+ virtual bool isStarted() const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(Query9);
+
+ GLboolean testQuery();
+
+ rx::Renderer9 *mRenderer;
+ IDirect3DQuery9 *mQuery;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_QUERY9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/RenderTarget9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/RenderTarget9.cpp
new file mode 100644
index 0000000000..49bd9b4000
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/RenderTarget9.cpp
@@ -0,0 +1,139 @@
+#include "precompiled.h"
+//
+// 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.
+//
+
+// RenderTarget9.cpp: Implements a D3D9-specific wrapper for IDirect3DSurface9
+// pointers retained by renderbuffers.
+
+#include "libGLESv2/renderer/d3d/d3d9/RenderTarget9.h"
+#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
+
+#include "libGLESv2/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libGLESv2/renderer/d3d/d3d9/formatutils9.h"
+#include "libGLESv2/main.h"
+
+namespace rx
+{
+
+// TODO: AddRef the incoming surface to take ownership instead of expecting that its ref is being given.
+RenderTarget9::RenderTarget9(Renderer *renderer, IDirect3DSurface9 *surface)
+{
+ mRenderer = Renderer9::makeRenderer9(renderer);
+ mRenderTarget = surface;
+
+ if (mRenderTarget)
+ {
+ D3DSURFACE_DESC description;
+ mRenderTarget->GetDesc(&description);
+
+ mWidth = description.Width;
+ mHeight = description.Height;
+ mDepth = 1;
+
+ mInternalFormat = d3d9_gl::GetInternalFormat(description.Format);
+ mActualFormat = d3d9_gl::GetInternalFormat(description.Format);
+ mSamples = d3d9_gl::GetSamplesCount(description.MultiSampleType);
+ }
+}
+
+RenderTarget9::RenderTarget9(Renderer *renderer, GLsizei width, GLsizei height, GLenum internalFormat, GLsizei samples)
+{
+ mRenderer = Renderer9::makeRenderer9(renderer);
+ mRenderTarget = NULL;
+
+ D3DFORMAT renderFormat = gl_d3d9::GetRenderFormat(internalFormat);
+ int supportedSamples = mRenderer->getNearestSupportedSamples(renderFormat, samples);
+
+ if (supportedSamples == -1)
+ {
+ gl::error(GL_OUT_OF_MEMORY);
+
+ return;
+ }
+
+ HRESULT result = D3DERR_INVALIDCALL;
+
+ if (width > 0 && height > 0)
+ {
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ bool requiresInitialization = false;
+
+ if (gl::GetDepthBits(internalFormat) > 0 ||
+ gl::GetStencilBits(internalFormat) > 0)
+ {
+ result = device->CreateDepthStencilSurface(width, height, renderFormat,
+ gl_d3d9::GetMultisampleType(supportedSamples),
+ 0, FALSE, &mRenderTarget, NULL);
+ }
+ else
+ {
+ requiresInitialization = gl_d3d9::RequiresTextureDataInitialization(internalFormat);
+
+ result = device->CreateRenderTarget(width, height, renderFormat,
+ gl_d3d9::GetMultisampleType(supportedSamples),
+ 0, FALSE, &mRenderTarget, NULL);
+ }
+
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
+ {
+ gl::error(GL_OUT_OF_MEMORY);
+
+ return;
+ }
+
+ ASSERT(SUCCEEDED(result));
+
+ if (requiresInitialization)
+ {
+ // This format requires that the data be initialized before the render target can be used
+ // Unfortunately this requires a Get call on the d3d device but it is far better than having
+ // to mark the render target as lockable and copy data to the gpu.
+ IDirect3DSurface9 *prevRenderTarget = NULL;
+ device->GetRenderTarget(0, &prevRenderTarget);
+ device->SetRenderTarget(0, mRenderTarget);
+ device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 255), 0.0f, 0);
+ device->SetRenderTarget(0, prevRenderTarget);
+ }
+ }
+
+ mWidth = width;
+ mHeight = height;
+ mDepth = 1;
+ mInternalFormat = internalFormat;
+ mSamples = supportedSamples;
+ mActualFormat = d3d9_gl::GetInternalFormat(renderFormat);
+}
+
+RenderTarget9::~RenderTarget9()
+{
+ SafeRelease(mRenderTarget);
+}
+
+RenderTarget9 *RenderTarget9::makeRenderTarget9(RenderTarget *target)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(rx::RenderTarget9*, target));
+ return static_cast<rx::RenderTarget9*>(target);
+}
+
+void RenderTarget9::invalidate(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ // Currently a no-op
+}
+
+IDirect3DSurface9 *RenderTarget9::getSurface()
+{
+ // Caller is responsible for releasing the returned surface reference.
+ // TODO: remove the AddRef to match RenderTarget11
+ if (mRenderTarget)
+ {
+ mRenderTarget->AddRef();
+ }
+
+ return mRenderTarget;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/RenderTarget9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/RenderTarget9.h
new file mode 100644
index 0000000000..68d7adb49e
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/RenderTarget9.h
@@ -0,0 +1,43 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderTarget9.h: Defines a D3D9-specific wrapper for IDirect3DSurface9 pointers
+// retained by Renderbuffers.
+
+#ifndef LIBGLESV2_RENDERER_RENDERTARGET9_H_
+#define LIBGLESV2_RENDERER_RENDERTARGET9_H_
+
+#include "libGLESv2/renderer/RenderTarget.h"
+
+namespace rx
+{
+class Renderer;
+class Renderer9;
+
+class RenderTarget9 : public RenderTarget
+{
+ public:
+ RenderTarget9(Renderer *renderer, IDirect3DSurface9 *surface);
+ RenderTarget9(Renderer *renderer, GLsizei width, GLsizei height, GLenum internalFormat, GLsizei samples);
+ virtual ~RenderTarget9();
+
+ static RenderTarget9 *makeRenderTarget9(RenderTarget *renderTarget);
+
+ virtual void invalidate(GLint x, GLint y, GLsizei width, GLsizei height);
+
+ IDirect3DSurface9 *getSurface();
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(RenderTarget9);
+
+ IDirect3DSurface9 *mRenderTarget;
+
+ Renderer9 *mRenderer;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_RENDERTARGET9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp
new file mode 100644
index 0000000000..491c27a6ab
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp
@@ -0,0 +1,3254 @@
+#include "precompiled.h"
+//
+// 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.
+//
+
+// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
+
+#include "common/utilities.h"
+
+#include "libGLESv2/main.h"
+#include "libGLESv2/Buffer.h"
+#include "libGLESv2/Texture.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/FramebufferAttachment.h"
+#include "libGLESv2/Renderbuffer.h"
+#include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/renderer/d3d/IndexDataManager.h"
+#include "libGLESv2/renderer/d3d/TextureD3D.h"
+#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
+#include "libGLESv2/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libGLESv2/renderer/d3d/d3d9/formatutils9.h"
+#include "libGLESv2/renderer/d3d/d3d9/ShaderExecutable9.h"
+#include "libGLESv2/renderer/d3d/d3d9/SwapChain9.h"
+#include "libGLESv2/renderer/d3d/d3d9/TextureStorage9.h"
+#include "libGLESv2/renderer/d3d/d3d9/Image9.h"
+#include "libGLESv2/renderer/d3d/d3d9/Blit9.h"
+#include "libGLESv2/renderer/d3d/d3d9/RenderTarget9.h"
+#include "libGLESv2/renderer/d3d/d3d9/VertexBuffer9.h"
+#include "libGLESv2/renderer/d3d/d3d9/IndexBuffer9.h"
+#include "libGLESv2/renderer/d3d/d3d9/Buffer9.h"
+#include "libGLESv2/renderer/d3d/d3d9/Query9.h"
+#include "libGLESv2/renderer/d3d/d3d9/Fence9.h"
+#include "libGLESv2/renderer/d3d/d3d9/VertexArray9.h"
+#include "libGLESv2/angletypes.h"
+
+#include "libEGL/Display.h"
+
+#include "third_party/trace_event/trace_event.h"
+
+// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
+#define REF_RAST 0
+
+// The "Debug This Pixel..." feature in PIX often fails when using the
+// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
+// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
+#if !defined(ANGLE_ENABLE_D3D9EX)
+// Enables use of the IDirect3D9Ex interface, when available
+#define ANGLE_ENABLE_D3D9EX 1
+#endif // !defined(ANGLE_ENABLE_D3D9EX)
+
+#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
+#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
+#endif
+
+const D3DFORMAT D3DFMT_INTZ = ((D3DFORMAT)(MAKEFOURCC('I','N','T','Z')));
+const D3DFORMAT D3DFMT_NULL = ((D3DFORMAT)(MAKEFOURCC('N','U','L','L')));
+
+namespace rx
+{
+static const D3DFORMAT RenderTargetFormats[] =
+ {
+ D3DFMT_A1R5G5B5,
+ // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
+ D3DFMT_A8R8G8B8,
+ D3DFMT_R5G6B5,
+ // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
+ D3DFMT_X8R8G8B8
+ };
+
+static const D3DFORMAT DepthStencilFormats[] =
+ {
+ D3DFMT_UNKNOWN,
+ // D3DFMT_D16_LOCKABLE,
+ D3DFMT_D32,
+ // D3DFMT_D15S1,
+ D3DFMT_D24S8,
+ D3DFMT_D24X8,
+ // D3DFMT_D24X4S4,
+ D3DFMT_D16,
+ // D3DFMT_D32F_LOCKABLE,
+ // D3DFMT_D24FS8
+ };
+
+enum
+{
+ MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
+ MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32,
+ MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224,
+ MAX_VARYING_VECTORS_SM2 = 8,
+ MAX_VARYING_VECTORS_SM3 = 10,
+
+ MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
+};
+
+Renderer9::Renderer9(egl::Display *display, EGLNativeDisplayType hDc, EGLint requestedDisplay)
+ : Renderer(display),
+ mDc(hDc)
+{
+ mD3d9Module = NULL;
+
+ mD3d9 = NULL;
+ mD3d9Ex = NULL;
+ mDevice = NULL;
+ mDeviceEx = NULL;
+ mDeviceWindow = NULL;
+ mBlit = NULL;
+
+ mAdapter = D3DADAPTER_DEFAULT;
+
+ #if REF_RAST == 1 || defined(FORCE_REF_RAST)
+ mDeviceType = D3DDEVTYPE_REF;
+ #else
+ mDeviceType = D3DDEVTYPE_HAL;
+ #endif
+
+ mDeviceLost = false;
+
+ mMaxSupportedSamples = 0;
+
+ mMaskedClearSavedState = NULL;
+
+ mVertexDataManager = NULL;
+ mIndexDataManager = NULL;
+ mLineLoopIB = NULL;
+
+ mMaxNullColorbufferLRU = 0;
+ for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
+ {
+ mNullColorbufferCache[i].lruCount = 0;
+ mNullColorbufferCache[i].width = 0;
+ mNullColorbufferCache[i].height = 0;
+ mNullColorbufferCache[i].buffer = NULL;
+ }
+
+ mAppliedVertexShader = NULL;
+ mAppliedPixelShader = NULL;
+ mAppliedProgramSerial = 0;
+}
+
+Renderer9::~Renderer9()
+{
+ if (mDevice)
+ {
+ // If the device is lost, reset it first to prevent leaving the driver in an unstable state
+ if (testDeviceLost(false))
+ {
+ resetDevice();
+ }
+ }
+
+ release();
+}
+
+void Renderer9::release()
+{
+ releaseDeviceResources();
+
+ SafeRelease(mDevice);
+ SafeRelease(mDeviceEx);
+ SafeRelease(mD3d9);
+ SafeRelease(mD3d9Ex);
+
+ mCompiler.release();
+
+ if (mDeviceWindow)
+ {
+ DestroyWindow(mDeviceWindow);
+ mDeviceWindow = NULL;
+ }
+
+ mD3d9Module = NULL;
+}
+
+Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
+ return static_cast<rx::Renderer9*>(renderer);
+}
+
+EGLint Renderer9::initialize()
+{
+ if (!mCompiler.initialize())
+ {
+ return EGL_NOT_INITIALIZED;
+ }
+
+ TRACE_EVENT0("gpu", "GetModuleHandle_d3d9");
+ mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
+
+ if (mD3d9Module == NULL)
+ {
+ ERR("No D3D9 module found - aborting!\n");
+ return EGL_NOT_INITIALIZED;
+ }
+
+ typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
+ Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
+
+ // Use Direct3D9Ex if available. Among other things, this version is less
+ // inclined to report a lost context, for example when the user switches
+ // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
+ if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
+ {
+ TRACE_EVENT0("gpu", "D3d9Ex_QueryInterface");
+ ASSERT(mD3d9Ex);
+ mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
+ ASSERT(mD3d9);
+ }
+ else
+ {
+ TRACE_EVENT0("gpu", "Direct3DCreate9");
+ mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
+ }
+
+ if (!mD3d9)
+ {
+ ERR("Could not create D3D9 device - aborting!\n");
+ return EGL_NOT_INITIALIZED;
+ }
+
+ if (mDc != NULL)
+ {
+ // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
+ }
+
+ HRESULT result;
+
+ // Give up on getting device caps after about one second.
+ {
+ TRACE_EVENT0("gpu", "GetDeviceCaps");
+ for (int i = 0; i < 10; ++i)
+ {
+ result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
+ if (SUCCEEDED(result))
+ {
+ break;
+ }
+ else if (result == D3DERR_NOTAVAILABLE)
+ {
+ Sleep(100); // Give the driver some time to initialize/recover
+ }
+ else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
+ {
+ ERR("failed to get device caps (0x%x)\n", result);
+ return EGL_NOT_INITIALIZED;
+ }
+ }
+ }
+
+ if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
+ {
+ ERR("Renderer does not support PS 2.0. aborting!\n");
+ return EGL_NOT_INITIALIZED;
+ }
+
+ // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
+ // This is required by Texture2D::ensureRenderTarget.
+ if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
+ {
+ ERR("Renderer does not support stretctrect from textures!\n");
+ return EGL_NOT_INITIALIZED;
+ }
+
+ {
+ TRACE_EVENT0("gpu", "GetAdapterIdentifier");
+ mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
+ }
+
+ mMinSwapInterval = 4;
+ mMaxSwapInterval = 0;
+
+ if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
+ {
+ mMinSwapInterval = std::min(mMinSwapInterval, 0);
+ mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
+ }
+ if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
+ {
+ mMinSwapInterval = std::min(mMinSwapInterval, 1);
+ mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
+ }
+ if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
+ {
+ mMinSwapInterval = std::min(mMinSwapInterval, 2);
+ mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
+ }
+ if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
+ {
+ mMinSwapInterval = std::min(mMinSwapInterval, 3);
+ mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
+ }
+ if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
+ {
+ mMinSwapInterval = std::min(mMinSwapInterval, 4);
+ mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
+ }
+
+ mMaxSupportedSamples = 0;
+
+ const d3d9::D3DFormatSet &d3d9Formats = d3d9::GetAllUsedD3DFormats();
+ for (d3d9::D3DFormatSet::const_iterator i = d3d9Formats.begin(); i != d3d9Formats.end(); ++i)
+ {
+ TRACE_EVENT0("gpu", "getMultiSampleSupport");
+ MultisampleSupportInfo support = getMultiSampleSupport(*i);
+ mMultiSampleSupport[*i] = support;
+ mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
+ }
+
+ static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
+ static const TCHAR className[] = TEXT("STATIC");
+
+ {
+ TRACE_EVENT0("gpu", "CreateWindowEx");
+ mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
+ }
+
+ D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
+ DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
+
+ {
+ TRACE_EVENT0("gpu", "D3d9_CreateDevice");
+ result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
+ }
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
+ {
+ return EGL_BAD_ALLOC;
+ }
+
+ if (FAILED(result))
+ {
+ TRACE_EVENT0("gpu", "D3d9_CreateDevice2");
+ result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ if (mD3d9Ex)
+ {
+ TRACE_EVENT0("gpu", "mDevice_QueryInterface");
+ result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**)&mDeviceEx);
+ ASSERT(SUCCEEDED(result));
+ }
+
+ {
+ TRACE_EVENT0("gpu", "ShaderCache initialize");
+ mVertexShaderCache.initialize(mDevice);
+ mPixelShaderCache.initialize(mDevice);
+ }
+
+ D3DDISPLAYMODE currentDisplayMode;
+ mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
+
+ // Check vertex texture support
+ // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
+ // We test this using D3D9 by checking support for the R16F format.
+ mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
+ D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
+
+ initializeDevice();
+
+ d3d9::InitializeVertexTranslations(this);
+
+ return EGL_SUCCESS;
+}
+
+// do any one-time device initialization
+// NOTE: this is also needed after a device lost/reset
+// to reset the scene status and ensure the default states are reset.
+void Renderer9::initializeDevice()
+{
+ // Permanent non-default states
+ mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
+ mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
+
+ if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
+ {
+ mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
+ }
+
+ markAllStateDirty();
+
+ mSceneStarted = false;
+
+ ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
+ mBlit = new Blit9(this);
+ mVertexDataManager = new rx::VertexDataManager(this);
+ mIndexDataManager = new rx::IndexDataManager(this);
+}
+
+D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
+{
+ D3DPRESENT_PARAMETERS presentParameters = {0};
+
+ // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
+ presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
+ presentParameters.BackBufferCount = 1;
+ presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
+ presentParameters.BackBufferWidth = 1;
+ presentParameters.BackBufferHeight = 1;
+ presentParameters.EnableAutoDepthStencil = FALSE;
+ presentParameters.Flags = 0;
+ presentParameters.hDeviceWindow = mDeviceWindow;
+ presentParameters.MultiSampleQuality = 0;
+ presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
+ presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
+ presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
+ presentParameters.Windowed = TRUE;
+
+ return presentParameters;
+}
+
+int Renderer9::generateConfigs(ConfigDesc **configDescList)
+{
+ D3DDISPLAYMODE currentDisplayMode;
+ mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
+
+ unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
+ unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
+ (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
+ int numConfigs = 0;
+
+ for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
+ {
+ D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
+
+ HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
+
+ if (SUCCEEDED(result))
+ {
+ for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
+ {
+ D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
+ HRESULT result = D3D_OK;
+
+ if(depthStencilFormat != D3DFMT_UNKNOWN)
+ {
+ result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ if(depthStencilFormat != D3DFMT_UNKNOWN)
+ {
+ result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
+ }
+
+ if (SUCCEEDED(result))
+ {
+ ConfigDesc newConfig;
+ newConfig.renderTargetFormat = d3d9_gl::GetInternalFormat(renderTargetFormat);
+ newConfig.depthStencilFormat = d3d9_gl::GetInternalFormat(depthStencilFormat);
+ newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
+ newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
+ newConfig.es3Capable = false;
+
+ (*configDescList)[numConfigs++] = newConfig;
+ }
+ }
+ }
+ }
+ }
+
+ return numConfigs;
+}
+
+void Renderer9::deleteConfigs(ConfigDesc *configDescList)
+{
+ delete [] (configDescList);
+}
+
+void Renderer9::startScene()
+{
+ if (!mSceneStarted)
+ {
+ long result = mDevice->BeginScene();
+ if (SUCCEEDED(result)) {
+ // This is defensive checking against the device being
+ // lost at unexpected times.
+ mSceneStarted = true;
+ }
+ }
+}
+
+void Renderer9::endScene()
+{
+ if (mSceneStarted)
+ {
+ // EndScene can fail if the device was lost, for example due
+ // to a TDR during a draw call.
+ mDevice->EndScene();
+ mSceneStarted = false;
+ }
+}
+
+void Renderer9::sync(bool block)
+{
+ HRESULT result;
+
+ IDirect3DQuery9* query = allocateEventQuery();
+ if (!query)
+ {
+ return;
+ }
+
+ result = query->Issue(D3DISSUE_END);
+ ASSERT(SUCCEEDED(result));
+
+ do
+ {
+ result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
+
+ if(block && result == S_FALSE)
+ {
+ // Keep polling, but allow other threads to do something useful first
+ Sleep(0);
+ // explicitly check for device loss
+ // some drivers seem to return S_FALSE even if the device is lost
+ // instead of D3DERR_DEVICELOST like they should
+ if (testDeviceLost(false))
+ {
+ result = D3DERR_DEVICELOST;
+ }
+ }
+ }
+ while(block && result == S_FALSE);
+
+ freeEventQuery(query);
+
+ if (d3d9::isDeviceLostError(result))
+ {
+ notifyDeviceLost();
+ }
+}
+
+SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
+{
+ return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
+}
+
+IDirect3DQuery9* Renderer9::allocateEventQuery()
+{
+ IDirect3DQuery9 *query = NULL;
+
+ if (mEventQueryPool.empty())
+ {
+ HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+ }
+ else
+ {
+ query = mEventQueryPool.back();
+ mEventQueryPool.pop_back();
+ }
+
+ return query;
+}
+
+void Renderer9::freeEventQuery(IDirect3DQuery9* query)
+{
+ if (mEventQueryPool.size() > 1000)
+ {
+ SafeRelease(query);
+ }
+ else
+ {
+ mEventQueryPool.push_back(query);
+ }
+}
+
+IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
+{
+ return mVertexShaderCache.create(function, length);
+}
+
+IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
+{
+ return mPixelShaderCache.create(function, length);
+}
+
+HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
+{
+ D3DPOOL Pool = getBufferPool(Usage);
+ return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
+}
+
+VertexBuffer *Renderer9::createVertexBuffer()
+{
+ return new VertexBuffer9(this);
+}
+
+HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
+{
+ D3DPOOL Pool = getBufferPool(Usage);
+ return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
+}
+
+IndexBuffer *Renderer9::createIndexBuffer()
+{
+ return new IndexBuffer9(this);
+}
+
+BufferImpl *Renderer9::createBuffer()
+{
+ return new Buffer9(this);
+}
+
+VertexArrayImpl *Renderer9::createVertexArray()
+{
+ return new VertexArray9(this);
+}
+
+QueryImpl *Renderer9::createQuery(GLenum type)
+{
+ return new Query9(this, type);
+}
+
+FenceImpl *Renderer9::createFence()
+{
+ return new Fence9(this);
+}
+
+bool Renderer9::supportsFastCopyBufferToTexture(GLenum internalFormat) const
+{
+ // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3.
+ return false;
+}
+
+bool Renderer9::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
+{
+ // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3.
+ UNREACHABLE();
+ return false;
+}
+
+void Renderer9::generateSwizzle(gl::Texture *texture)
+{
+ // Swizzled textures are not available in ES2 or D3D9
+ UNREACHABLE();
+}
+
+void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
+{
+ bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
+ gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
+
+ if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
+ {
+ int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
+ int d3dSampler = index + d3dSamplerOffset;
+
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
+
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
+ D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
+ gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.baseLevel);
+ if (getRendererExtensions().textureFilterAnisotropic)
+ {
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
+ }
+ }
+
+ forceSetSamplers[index] = false;
+ appliedSamplers[index] = samplerState;
+}
+
+void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
+{
+ int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
+ int d3dSampler = index + d3dSamplerOffset;
+ IDirect3DBaseTexture9 *d3dTexture = NULL;
+ unsigned int serial = 0;
+ bool forceSetTexture = false;
+
+ unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
+
+ if (texture)
+ {
+ TextureStorageInterface *texStorage = texture->getNativeTexture();
+ if (texStorage)
+ {
+ TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
+ d3dTexture = storage9->getBaseTexture();
+ }
+ // If we get NULL back from getBaseTexture here, something went wrong
+ // in the texture class and we're unexpectedly missing the d3d texture
+ ASSERT(d3dTexture != NULL);
+
+ serial = texture->getTextureSerial();
+ forceSetTexture = texture->hasDirtyImages();
+ }
+
+ if (forceSetTexture || appliedSerials[index] != serial)
+ {
+ mDevice->SetTexture(d3dSampler, d3dTexture);
+ }
+
+ appliedSerials[index] = serial;
+}
+
+bool Renderer9::setUniformBuffers(const gl::Buffer* /*vertexUniformBuffers*/[], const gl::Buffer* /*fragmentUniformBuffers*/[])
+{
+ // No effect in ES2/D3D9
+ return true;
+}
+
+void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
+{
+ bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
+
+ if (rasterStateChanged)
+ {
+ // Set the cull mode
+ if (rasterState.cullFace)
+ {
+ mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ }
+
+ if (rasterState.polygonOffsetFill)
+ {
+ if (mCurDepthSize > 0)
+ {
+ mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
+
+ float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
+ mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
+ }
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
+ mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
+ }
+
+ mCurRasterState = rasterState;
+ }
+
+ mForceSetRasterState = false;
+}
+
+void Renderer9::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+ unsigned int sampleMask)
+{
+ bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
+ bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0;
+ bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
+
+ if (blendStateChanged || blendColorChanged)
+ {
+ if (blendState.blend)
+ {
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+
+ if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
+ blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
+ {
+ mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
+ gl::unorm<8>(blendColor.alpha),
+ gl::unorm<8>(blendColor.alpha),
+ gl::unorm<8>(blendColor.alpha)));
+ }
+
+ mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
+ mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
+ mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
+
+ if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
+ blendState.destBlendRGB != blendState.destBlendAlpha ||
+ blendState.blendEquationRGB != blendState.blendEquationAlpha)
+ {
+ mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+
+ mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
+ mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
+ mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
+ }
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ }
+
+ if (blendState.sampleAlphaToCoverage)
+ {
+ FIXME("Sample alpha to coverage is unimplemented.");
+ }
+
+ gl::FramebufferAttachment *attachment = framebuffer->getFirstColorbuffer();
+ GLenum internalFormat = attachment ? attachment->getInternalFormat() : GL_NONE;
+
+ // Set the color mask
+ bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
+ // Apparently some ATI cards have a bug where a draw with a zero color
+ // write mask can cause later draws to have incorrect results. Instead,
+ // set a nonzero color write mask but modify the blend state so that no
+ // drawing is done.
+ // http://code.google.com/p/angleproject/issues/detail?id=169
+
+ DWORD colorMask = gl_d3d9::ConvertColorMask(gl::GetRedBits(internalFormat) > 0 && blendState.colorMaskRed,
+ gl::GetGreenBits(internalFormat) > 0 && blendState.colorMaskGreen,
+ gl::GetBlueBits(internalFormat) > 0 && blendState.colorMaskBlue,
+ gl::GetAlphaBits(internalFormat) > 0 && blendState.colorMaskAlpha);
+ if (colorMask == 0 && !zeroColorMaskAllowed)
+ {
+ // Enable green channel, but set blending so nothing will be drawn.
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+
+ mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
+ mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
+ mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
+ }
+
+ mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
+
+ mCurBlendState = blendState;
+ mCurBlendColor = blendColor;
+ }
+
+ if (sampleMaskChanged)
+ {
+ // Set the multisample mask
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
+
+ mCurSampleMask = sampleMask;
+ }
+
+ mForceSetBlendState = false;
+}
+
+void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW)
+{
+ bool depthStencilStateChanged = mForceSetDepthStencilState ||
+ memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
+ bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
+ stencilBackRef != mCurStencilBackRef;
+ bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
+
+ if (depthStencilStateChanged)
+ {
+ if (depthStencilState.depthTest)
+ {
+ mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
+ mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
+ }
+
+ mCurDepthStencilState = depthStencilState;
+ }
+
+ if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
+ {
+ if (depthStencilState.stencilTest && mCurStencilSize > 0)
+ {
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
+ mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
+
+ // FIXME: Unsupported by D3D9
+ const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
+ const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
+ const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
+
+ ASSERT(depthStencilState.stencilWritemask == depthStencilState.stencilBackWritemask);
+ ASSERT(stencilRef == stencilBackRef);
+ ASSERT(depthStencilState.stencilMask == depthStencilState.stencilBackMask);
+
+ // get the maximum size of the stencil ref
+ unsigned int maxStencil = (1 << mCurStencilSize) - 1;
+
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
+ depthStencilState.stencilWritemask);
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
+ gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
+
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
+ (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
+ depthStencilState.stencilMask);
+
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
+
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
+ depthStencilState.stencilBackWritemask);
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
+ gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
+
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
+ (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
+ depthStencilState.stencilBackMask);
+
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ }
+
+ mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
+
+ mCurStencilRef = stencilRef;
+ mCurStencilBackRef = stencilBackRef;
+ mCurFrontFaceCCW = frontFaceCCW;
+ }
+
+ mForceSetDepthStencilState = false;
+}
+
+void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
+{
+ bool scissorChanged = mForceSetScissor ||
+ memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
+ enabled != mScissorEnabled;
+
+ if (scissorChanged)
+ {
+ if (enabled)
+ {
+ RECT rect;
+ rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
+ rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
+ rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
+ rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
+ mDevice->SetScissorRect(&rect);
+ }
+
+ mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
+
+ mScissorEnabled = enabled;
+ mCurScissor = scissor;
+ }
+
+ mForceSetScissor = false;
+}
+
+bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport)
+{
+ gl::Rectangle actualViewport = viewport;
+ float actualZNear = gl::clamp01(zNear);
+ float actualZFar = gl::clamp01(zFar);
+ if (ignoreViewport)
+ {
+ actualViewport.x = 0;
+ actualViewport.y = 0;
+ actualViewport.width = mRenderTargetDesc.width;
+ actualViewport.height = mRenderTargetDesc.height;
+ actualZNear = 0.0f;
+ actualZFar = 1.0f;
+ }
+
+ D3DVIEWPORT9 dxViewport;
+ dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
+ dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
+ dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
+ dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
+ dxViewport.MinZ = actualZNear;
+ dxViewport.MaxZ = actualZFar;
+
+ if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
+ {
+ return false; // Nothing to render
+ }
+
+ float depthFront = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
+
+ bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
+ actualZNear != mCurNear || actualZFar != mCurFar || mCurDepthFront != depthFront;
+ if (viewportChanged)
+ {
+ mDevice->SetViewport(&dxViewport);
+
+ mCurViewport = actualViewport;
+ mCurNear = actualZNear;
+ mCurFar = actualZFar;
+ mCurDepthFront = depthFront;
+
+ dx_VertexConstants vc = {0};
+ dx_PixelConstants pc = {0};
+
+ vc.viewAdjust[0] = (float)((actualViewport.width - (int)dxViewport.Width) + 2 * (actualViewport.x - (int)dxViewport.X) - 1) / dxViewport.Width;
+ vc.viewAdjust[1] = (float)((actualViewport.height - (int)dxViewport.Height) + 2 * (actualViewport.y - (int)dxViewport.Y) - 1) / dxViewport.Height;
+ vc.viewAdjust[2] = (float)actualViewport.width / dxViewport.Width;
+ vc.viewAdjust[3] = (float)actualViewport.height / dxViewport.Height;
+
+ pc.viewCoords[0] = actualViewport.width * 0.5f;
+ pc.viewCoords[1] = actualViewport.height * 0.5f;
+ pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
+ pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
+
+ pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
+ pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
+ pc.depthFront[2] = depthFront;
+
+ vc.depthRange[0] = actualZNear;
+ vc.depthRange[1] = actualZFar;
+ vc.depthRange[2] = actualZFar - actualZNear;
+
+ pc.depthRange[0] = actualZNear;
+ pc.depthRange[1] = actualZFar;
+ pc.depthRange[2] = actualZFar - actualZNear;
+
+ if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
+ {
+ mVertexConstants = vc;
+ mDxUniformsDirty = true;
+ }
+
+ if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
+ {
+ mPixelConstants = pc;
+ mDxUniformsDirty = true;
+ }
+ }
+
+ mForceSetViewport = false;
+ return true;
+}
+
+bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
+{
+ switch (mode)
+ {
+ case GL_POINTS:
+ mPrimitiveType = D3DPT_POINTLIST;
+ mPrimitiveCount = count;
+ break;
+ case GL_LINES:
+ mPrimitiveType = D3DPT_LINELIST;
+ mPrimitiveCount = count / 2;
+ break;
+ case GL_LINE_LOOP:
+ mPrimitiveType = D3DPT_LINESTRIP;
+ mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
+ break;
+ case GL_LINE_STRIP:
+ mPrimitiveType = D3DPT_LINESTRIP;
+ mPrimitiveCount = count - 1;
+ break;
+ case GL_TRIANGLES:
+ mPrimitiveType = D3DPT_TRIANGLELIST;
+ mPrimitiveCount = count / 3;
+ break;
+ case GL_TRIANGLE_STRIP:
+ mPrimitiveType = D3DPT_TRIANGLESTRIP;
+ mPrimitiveCount = count - 2;
+ break;
+ case GL_TRIANGLE_FAN:
+ mPrimitiveType = D3DPT_TRIANGLEFAN;
+ mPrimitiveCount = count - 2;
+ break;
+ default:
+ UNREACHABLE();
+ return false;
+ }
+
+ return mPrimitiveCount > 0;
+}
+
+
+gl::FramebufferAttachment *Renderer9::getNullColorbuffer(gl::FramebufferAttachment *depthbuffer)
+{
+ if (!depthbuffer)
+ {
+ ERR("Unexpected null depthbuffer for depth-only FBO.");
+ return NULL;
+ }
+
+ GLsizei width = depthbuffer->getWidth();
+ GLsizei height = depthbuffer->getHeight();
+
+ // search cached nullcolorbuffers
+ for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
+ {
+ if (mNullColorbufferCache[i].buffer != NULL &&
+ mNullColorbufferCache[i].width == width &&
+ mNullColorbufferCache[i].height == height)
+ {
+ mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
+ return mNullColorbufferCache[i].buffer;
+ }
+ }
+
+ gl::Renderbuffer *nullRenderbuffer = new gl::Renderbuffer(0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
+ gl::RenderbufferAttachment *nullbuffer = new gl::RenderbufferAttachment(nullRenderbuffer);
+
+ // add nullbuffer to the cache
+ NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
+ for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
+ {
+ if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
+ {
+ oldest = &mNullColorbufferCache[i];
+ }
+ }
+
+ delete oldest->buffer;
+ oldest->buffer = nullbuffer;
+ oldest->lruCount = ++mMaxNullColorbufferLRU;
+ oldest->width = width;
+ oldest->height = height;
+
+ return nullbuffer;
+}
+
+bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
+{
+ // if there is no color attachment we must synthesize a NULL colorattachment
+ // to keep the D3D runtime happy. This should only be possible if depth texturing.
+ gl::FramebufferAttachment *attachment = framebuffer->getColorbuffer(0);
+ if (!attachment)
+ {
+ attachment = getNullColorbuffer(framebuffer->getDepthbuffer());
+ }
+ if (!attachment)
+ {
+ ERR("unable to locate renderbuffer for FBO.");
+ return false;
+ }
+
+ bool renderTargetChanged = false;
+ unsigned int renderTargetSerial = attachment->getSerial();
+ if (renderTargetSerial != mAppliedRenderTargetSerial)
+ {
+ // Apply the render target on the device
+ IDirect3DSurface9 *renderTargetSurface = NULL;
+
+ RenderTarget *renderTarget = attachment->getRenderTarget();
+ if (renderTarget)
+ {
+ renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
+ }
+
+ if (!renderTargetSurface)
+ {
+ ERR("render target pointer unexpectedly null.");
+ return false; // Context must be lost
+ }
+
+ mDevice->SetRenderTarget(0, renderTargetSurface);
+ SafeRelease(renderTargetSurface);
+
+ mAppliedRenderTargetSerial = renderTargetSerial;
+ renderTargetChanged = true;
+ }
+
+ gl::FramebufferAttachment *depthStencil = framebuffer->getDepthbuffer();
+ unsigned int depthbufferSerial = 0;
+ unsigned int stencilbufferSerial = 0;
+ if (depthStencil)
+ {
+ depthbufferSerial = depthStencil->getSerial();
+ }
+ else if (framebuffer->getStencilbuffer())
+ {
+ depthStencil = framebuffer->getStencilbuffer();
+ stencilbufferSerial = depthStencil->getSerial();
+ }
+
+ if (depthbufferSerial != mAppliedDepthbufferSerial ||
+ stencilbufferSerial != mAppliedStencilbufferSerial ||
+ !mDepthStencilInitialized)
+ {
+ unsigned int depthSize = 0;
+ unsigned int stencilSize = 0;
+
+ // Apply the depth stencil on the device
+ if (depthStencil)
+ {
+ IDirect3DSurface9 *depthStencilSurface = NULL;
+ RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
+
+ if (depthStencilRenderTarget)
+ {
+ depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
+ }
+
+ if (!depthStencilSurface)
+ {
+ ERR("depth stencil pointer unexpectedly null.");
+ return false; // Context must be lost
+ }
+
+ mDevice->SetDepthStencilSurface(depthStencilSurface);
+ SafeRelease(depthStencilSurface);
+
+ depthSize = depthStencil->getDepthSize();
+ stencilSize = depthStencil->getStencilSize();
+ }
+ else
+ {
+ mDevice->SetDepthStencilSurface(NULL);
+ }
+
+ if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
+ {
+ mCurDepthSize = depthSize;
+ mForceSetRasterState = true;
+ }
+
+ if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
+ {
+ mCurStencilSize = stencilSize;
+ mForceSetDepthStencilState = true;
+ }
+
+ mAppliedDepthbufferSerial = depthbufferSerial;
+ mAppliedStencilbufferSerial = stencilbufferSerial;
+ mDepthStencilInitialized = true;
+ }
+
+ if (renderTargetChanged || !mRenderTargetDescInitialized)
+ {
+ mForceSetScissor = true;
+ mForceSetViewport = true;
+ mForceSetBlendState = true;
+
+ mRenderTargetDesc.width = attachment->getWidth();
+ mRenderTargetDesc.height = attachment->getHeight();
+ mRenderTargetDesc.format = attachment->getActualFormat();
+ mRenderTargetDescInitialized = true;
+ }
+
+ return true;
+}
+
+GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
+ GLint first, GLsizei count, GLsizei instances)
+{
+ TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
+ GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
+ if (err != GL_NO_ERROR)
+ {
+ return err;
+ }
+
+ return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
+}
+
+// Applies the indices and element array bindings to the Direct3D 9 device
+GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
+{
+ GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
+
+ if (err == GL_NO_ERROR)
+ {
+ // Directly binding the storage buffer is not supported for d3d9
+ ASSERT(indexInfo->storage == NULL);
+
+ if (indexInfo->serial != mAppliedIBSerial)
+ {
+ IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
+
+ mDevice->SetIndices(indexBuffer->getBuffer());
+ mAppliedIBSerial = indexInfo->serial;
+ }
+ }
+
+ return err;
+}
+
+void Renderer9::applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[])
+{
+ UNREACHABLE();
+}
+
+void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive)
+{
+ ASSERT(!transformFeedbackActive);
+
+ startScene();
+
+ if (mode == GL_LINE_LOOP)
+ {
+ drawLineLoop(count, GL_NONE, NULL, 0, NULL);
+ }
+ else if (instances > 0)
+ {
+ StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
+ if (countingIB)
+ {
+ if (mAppliedIBSerial != countingIB->getSerial())
+ {
+ IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
+
+ mDevice->SetIndices(indexBuffer->getBuffer());
+ mAppliedIBSerial = countingIB->getSerial();
+ }
+
+ for (int i = 0; i < mRepeatDraw; i++)
+ {
+ mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
+ }
+ }
+ else
+ {
+ ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+ else // Regular case
+ {
+ mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
+ }
+}
+
+void Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
+ gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei /*instances*/)
+{
+ startScene();
+
+ if (mode == GL_POINTS)
+ {
+ drawIndexedPoints(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
+ }
+ else if (mode == GL_LINE_LOOP)
+ {
+ drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
+ }
+ else
+ {
+ for (int i = 0; i < mRepeatDraw; i++)
+ {
+ GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
+ mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
+ }
+ }
+}
+
+void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
+{
+ // Get the raw indices for an indexed draw
+ if (type != GL_NONE && elementArrayBuffer)
+ {
+ gl::Buffer *indexBuffer = elementArrayBuffer;
+ BufferImpl *storage = indexBuffer->getImplementation();
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+ indices = static_cast<const GLubyte*>(storage->getData()) + offset;
+ }
+
+ unsigned int startIndex = 0;
+
+ if (getRendererExtensions().elementIndexUint)
+ {
+ if (!mLineLoopIB)
+ {
+ mLineLoopIB = new StreamingIndexBufferInterface(this);
+ if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
+ {
+ delete mLineLoopIB;
+ mLineLoopIB = NULL;
+
+ ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ // Checked by Renderer9::applyPrimitiveType
+ ASSERT(count >= 0);
+
+ if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
+ {
+ ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
+ if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
+ {
+ ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ void* mappedMemory = NULL;
+ unsigned int offset = 0;
+ if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
+ {
+ ERR("Could not map index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ startIndex = static_cast<unsigned int>(offset) / 4;
+ unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+
+ 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();
+ }
+
+ if (!mLineLoopIB->unmapBuffer())
+ {
+ ERR("Could not unmap index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+ else
+ {
+ if (!mLineLoopIB)
+ {
+ mLineLoopIB = new StreamingIndexBufferInterface(this);
+ if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
+ {
+ delete mLineLoopIB;
+ mLineLoopIB = NULL;
+
+ ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ // Checked by Renderer9::applyPrimitiveType
+ ASSERT(count >= 0);
+
+ if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned short>::max() / sizeof(unsigned short)))
+ {
+ ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned short);
+ if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
+ {
+ ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ void* mappedMemory = NULL;
+ unsigned int offset;
+ if (mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
+ {
+ ERR("Could not map index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ startIndex = static_cast<unsigned int>(offset) / 2;
+ unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
+
+ 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();
+ }
+
+ if (!mLineLoopIB->unmapBuffer())
+ {
+ ERR("Could not unmap index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ if (mAppliedIBSerial != mLineLoopIB->getSerial())
+ {
+ IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
+
+ mDevice->SetIndices(indexBuffer->getBuffer());
+ mAppliedIBSerial = mLineLoopIB->getSerial();
+ }
+
+ mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
+}
+
+template <typename T>
+static void drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices, int minIndex)
+{
+ for (int i = 0; i < count; i++)
+ {
+ unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]) - minIndex;
+ device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
+ }
+}
+
+void Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
+{
+ // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
+ // for each individual point. This call is not expected to happen often.
+
+ if (elementArrayBuffer)
+ {
+ BufferImpl *storage = elementArrayBuffer->getImplementation();
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+ indices = static_cast<const GLubyte*>(storage->getData()) + offset;
+ }
+
+ switch (type)
+ {
+ case GL_UNSIGNED_BYTE: drawPoints<GLubyte>(mDevice, count, indices, minIndex); break;
+ case GL_UNSIGNED_SHORT: drawPoints<GLushort>(mDevice, count, indices, minIndex); break;
+ case GL_UNSIGNED_INT: drawPoints<GLuint>(mDevice, count, indices, minIndex); break;
+ default: UNREACHABLE();
+ }
+}
+
+void Renderer9::applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
+ bool rasterizerDiscard, bool transformFeedbackActive)
+{
+ ASSERT(!transformFeedbackActive);
+ ASSERT(!rasterizerDiscard);
+
+ ShaderExecutable *vertexExe = programBinary->getVertexExecutableForInputLayout(inputLayout);
+ ShaderExecutable *pixelExe = programBinary->getPixelExecutableForFramebuffer(framebuffer);
+
+ IDirect3DVertexShader9 *vertexShader = (vertexExe ? ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader() : NULL);
+ IDirect3DPixelShader9 *pixelShader = (pixelExe ? ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader() : NULL);
+
+ if (vertexShader != mAppliedVertexShader)
+ {
+ mDevice->SetVertexShader(vertexShader);
+ mAppliedVertexShader = vertexShader;
+ }
+
+ if (pixelShader != mAppliedPixelShader)
+ {
+ mDevice->SetPixelShader(pixelShader);
+ mAppliedPixelShader = pixelShader;
+ }
+
+ // D3D9 has a quirk where creating multiple shaders with the same content
+ // can return the same shader pointer. Because GL programs store different data
+ // per-program, checking the program serial guarantees we upload fresh
+ // uniform data even if our shader pointers are the same.
+ // https://code.google.com/p/angleproject/issues/detail?id=661
+ unsigned int programSerial = programBinary->getSerial();
+ if (programSerial != mAppliedProgramSerial)
+ {
+ programBinary->dirtyAllUniforms();
+ mDxUniformsDirty = true;
+ mAppliedProgramSerial = programSerial;
+ }
+}
+
+void Renderer9::applyUniforms(const gl::ProgramBinary &programBinary)
+{
+ const std::vector<gl::LinkedUniform*> &uniformArray = programBinary.getUniforms();
+
+ for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
+ {
+ gl::LinkedUniform *targetUniform = uniformArray[uniformIndex];
+
+ if (targetUniform->dirty)
+ {
+ GLfloat *f = (GLfloat*)targetUniform->data;
+ GLint *i = (GLint*)targetUniform->data;
+
+ switch (targetUniform->type)
+ {
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_CUBE:
+ break;
+ case GL_BOOL:
+ case GL_BOOL_VEC2:
+ case GL_BOOL_VEC3:
+ case GL_BOOL_VEC4:
+ applyUniformnbv(targetUniform, i);
+ break;
+ case GL_FLOAT:
+ case GL_FLOAT_VEC2:
+ case GL_FLOAT_VEC3:
+ case GL_FLOAT_VEC4:
+ case GL_FLOAT_MAT2:
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT4:
+ applyUniformnfv(targetUniform, f);
+ break;
+ case GL_INT:
+ case GL_INT_VEC2:
+ case GL_INT_VEC3:
+ case GL_INT_VEC4:
+ applyUniformniv(targetUniform, i);
+ break;
+ default:
+ UNREACHABLE();
+ }
+ }
+ }
+
+ // Driver uniforms
+ if (mDxUniformsDirty)
+ {
+ mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
+ mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
+ mDxUniformsDirty = false;
+ }
+}
+
+void Renderer9::applyUniformnfv(gl::LinkedUniform *targetUniform, const GLfloat *v)
+{
+ if (targetUniform->isReferencedByFragmentShader())
+ {
+ mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
+ }
+
+ if (targetUniform->isReferencedByVertexShader())
+ {
+ mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
+ }
+}
+
+void Renderer9::applyUniformniv(gl::LinkedUniform *targetUniform, const GLint *v)
+{
+ ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
+ GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
+
+ for (unsigned int i = 0; i < targetUniform->registerCount; i++)
+ {
+ vector[i][0] = (GLfloat)v[4 * i + 0];
+ vector[i][1] = (GLfloat)v[4 * i + 1];
+ vector[i][2] = (GLfloat)v[4 * i + 2];
+ vector[i][3] = (GLfloat)v[4 * i + 3];
+ }
+
+ applyUniformnfv(targetUniform, (GLfloat*)vector);
+}
+
+void Renderer9::applyUniformnbv(gl::LinkedUniform *targetUniform, const GLint *v)
+{
+ ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
+ GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
+
+ for (unsigned int i = 0; i < targetUniform->registerCount; i++)
+ {
+ vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
+ vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
+ vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
+ vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
+ }
+
+ applyUniformnfv(targetUniform, (GLfloat*)vector);
+}
+
+void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
+{
+ if (clearParams.colorClearType != GL_FLOAT)
+ {
+ // Clearing buffers with non-float values is not supported by Renderer9 and ES 2.0
+ UNREACHABLE();
+ return;
+ }
+
+ bool clearColor = clearParams.clearColor[0];
+ for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
+ {
+ if (clearParams.clearColor[i] != clearColor)
+ {
+ // Clearing individual buffers other than buffer zero is not supported by Renderer9 and ES 2.0
+ UNREACHABLE();
+ return;
+ }
+ }
+
+ float depth = gl::clamp01(clearParams.depthClearValue);
+ DWORD stencil = clearParams.stencilClearValue & 0x000000FF;
+
+ unsigned int stencilUnmasked = 0x0;
+ if (clearParams.clearStencil && frameBuffer->hasStencil())
+ {
+ unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat());
+ stencilUnmasked = (0x1 << stencilSize) - 1;
+ }
+
+ const bool needMaskedStencilClear = clearParams.clearStencil &&
+ (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
+
+ bool needMaskedColorClear = false;
+ D3DCOLOR color = D3DCOLOR_ARGB(255, 0, 0, 0);
+ if (clearColor)
+ {
+ gl::FramebufferAttachment *attachment = frameBuffer->getFirstColorbuffer();
+ GLenum internalFormat = attachment->getInternalFormat();
+ GLenum actualFormat = attachment->getActualFormat();
+
+ GLuint internalRedBits = gl::GetRedBits(internalFormat);
+ GLuint internalGreenBits = gl::GetGreenBits(internalFormat);
+ GLuint internalBlueBits = gl::GetBlueBits(internalFormat);
+ GLuint internalAlphaBits = gl::GetAlphaBits(internalFormat);
+
+ GLuint actualRedBits = gl::GetRedBits(actualFormat);
+ GLuint actualGreenBits = gl::GetGreenBits(actualFormat);
+ GLuint actualBlueBits = gl::GetBlueBits(actualFormat);
+ GLuint actualAlphaBits = gl::GetAlphaBits(actualFormat);
+
+ color = D3DCOLOR_ARGB(gl::unorm<8>((internalAlphaBits == 0 && actualAlphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha),
+ gl::unorm<8>((internalRedBits == 0 && actualRedBits > 0) ? 0.0f : clearParams.colorFClearValue.red),
+ gl::unorm<8>((internalGreenBits == 0 && actualGreenBits > 0) ? 0.0f : clearParams.colorFClearValue.green),
+ gl::unorm<8>((internalBlueBits == 0 && actualBlueBits > 0) ? 0.0f : clearParams.colorFClearValue.blue));
+
+ if ((internalRedBits > 0 && !clearParams.colorMaskRed) ||
+ (internalGreenBits > 0 && !clearParams.colorMaskGreen) ||
+ (internalBlueBits > 0 && !clearParams.colorMaskBlue) ||
+ (internalAlphaBits > 0 && !clearParams.colorMaskAlpha))
+ {
+ needMaskedColorClear = true;
+ }
+ }
+
+ if (needMaskedColorClear || needMaskedStencilClear)
+ {
+ // State which is altered in all paths from this point to the clear call is saved.
+ // State which is altered in only some paths will be flagged dirty in the case that
+ // that path is taken.
+ HRESULT hr;
+ if (mMaskedClearSavedState == NULL)
+ {
+ hr = mDevice->BeginStateBlock();
+ ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+
+ mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
+ mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ mDevice->SetPixelShader(NULL);
+ mDevice->SetVertexShader(NULL);
+ mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
+ mDevice->SetStreamSource(0, NULL, 0, 0);
+ mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+ mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+ mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
+ mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
+ mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
+ mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
+
+ for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mDevice->SetStreamSourceFreq(i, 1);
+ }
+
+ hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
+ ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+ }
+
+ ASSERT(mMaskedClearSavedState != NULL);
+
+ if (mMaskedClearSavedState != NULL)
+ {
+ hr = mMaskedClearSavedState->Capture();
+ ASSERT(SUCCEEDED(hr));
+ }
+
+ mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
+ mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
+
+ if (clearColor)
+ {
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
+ gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
+ clearParams.colorMaskGreen,
+ clearParams.colorMaskBlue,
+ clearParams.colorMaskAlpha));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
+ }
+
+ if (stencilUnmasked != 0x0 && clearParams.clearStencil)
+ {
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
+ mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
+ mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
+ mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
+ mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
+ mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
+ mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
+ mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ }
+
+ mDevice->SetPixelShader(NULL);
+ mDevice->SetVertexShader(NULL);
+ mDevice->SetFVF(D3DFVF_XYZRHW);
+ mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+ mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+ mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
+ mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
+ mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
+ mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
+
+ for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mDevice->SetStreamSourceFreq(i, 1);
+ }
+
+ float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
+ quad[0][0] = -0.5f;
+ quad[0][1] = mRenderTargetDesc.height - 0.5f;
+ quad[0][2] = 0.0f;
+ quad[0][3] = 1.0f;
+
+ quad[1][0] = mRenderTargetDesc.width - 0.5f;
+ quad[1][1] = mRenderTargetDesc.height - 0.5f;
+ quad[1][2] = 0.0f;
+ quad[1][3] = 1.0f;
+
+ quad[2][0] = -0.5f;
+ quad[2][1] = -0.5f;
+ quad[2][2] = 0.0f;
+ quad[2][3] = 1.0f;
+
+ quad[3][0] = mRenderTargetDesc.width - 0.5f;
+ quad[3][1] = -0.5f;
+ quad[3][2] = 0.0f;
+ quad[3][3] = 1.0f;
+
+ startScene();
+ mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
+
+ if (clearParams.clearDepth)
+ {
+ mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
+ mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
+ mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
+ }
+
+ if (mMaskedClearSavedState != NULL)
+ {
+ mMaskedClearSavedState->Apply();
+ }
+ }
+ else if (clearColor || clearParams.clearDepth || clearParams.clearStencil)
+ {
+ DWORD dxClearFlags = 0;
+ if (clearColor)
+ {
+ dxClearFlags |= D3DCLEAR_TARGET;
+ }
+ if (clearParams.clearDepth)
+ {
+ dxClearFlags |= D3DCLEAR_ZBUFFER;
+ }
+ if (clearParams.clearStencil)
+ {
+ dxClearFlags |= D3DCLEAR_STENCIL;
+ }
+
+ mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
+ }
+}
+
+void Renderer9::markAllStateDirty()
+{
+ mAppliedRenderTargetSerial = 0;
+ mAppliedDepthbufferSerial = 0;
+ mAppliedStencilbufferSerial = 0;
+ mDepthStencilInitialized = false;
+ mRenderTargetDescInitialized = false;
+
+ mForceSetDepthStencilState = true;
+ mForceSetRasterState = true;
+ mForceSetScissor = true;
+ mForceSetViewport = true;
+ mForceSetBlendState = true;
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
+ {
+ mForceSetVertexSamplerStates[i] = true;
+ mCurVertexTextureSerials[i] = 0;
+ }
+ for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
+ {
+ mForceSetPixelSamplerStates[i] = true;
+ mCurPixelTextureSerials[i] = 0;
+ }
+
+ mAppliedIBSerial = 0;
+ mAppliedVertexShader = NULL;
+ mAppliedPixelShader = NULL;
+ mAppliedProgramSerial = 0;
+ mDxUniformsDirty = true;
+
+ mVertexDeclarationCache.markStateDirty();
+}
+
+void Renderer9::releaseDeviceResources()
+{
+ for (size_t i = 0; i < mEventQueryPool.size(); i++)
+ {
+ SafeRelease(mEventQueryPool[i]);
+ }
+ mEventQueryPool.clear();
+
+ SafeRelease(mMaskedClearSavedState);
+
+ mVertexShaderCache.clear();
+ mPixelShaderCache.clear();
+
+ SafeDelete(mBlit);
+ SafeDelete(mVertexDataManager);
+ SafeDelete(mIndexDataManager);
+ SafeDelete(mLineLoopIB);
+
+ for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
+ {
+ SafeDelete(mNullColorbufferCache[i].buffer);
+ }
+}
+
+void Renderer9::notifyDeviceLost()
+{
+ mDeviceLost = true;
+ mDisplay->notifyDeviceLost();
+}
+
+bool Renderer9::isDeviceLost()
+{
+ return mDeviceLost;
+}
+
+// set notify to true to broadcast a message to all contexts of the device loss
+bool Renderer9::testDeviceLost(bool notify)
+{
+ HRESULT status = getDeviceStatusCode();
+ bool isLost = FAILED(status);
+
+ if (isLost)
+ {
+ // ensure we note the device loss --
+ // we'll probably get this done again by notifyDeviceLost
+ // but best to remember it!
+ // Note that we don't want to clear the device loss status here
+ // -- this needs to be done by resetDevice
+ mDeviceLost = true;
+ if (notify)
+ {
+ notifyDeviceLost();
+ }
+ }
+
+ return isLost;
+}
+
+HRESULT Renderer9::getDeviceStatusCode()
+{
+ HRESULT status = D3D_OK;
+
+ if (mDeviceEx)
+ {
+ status = mDeviceEx->CheckDeviceState(NULL);
+ }
+ else if (mDevice)
+ {
+ status = mDevice->TestCooperativeLevel();
+ }
+
+ return status;
+}
+
+bool Renderer9::testDeviceResettable()
+{
+ // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
+ // DEVICEREMOVED indicates the device has been stopped and must be recreated
+ switch (getDeviceStatusCode())
+ {
+ case D3DERR_DEVICENOTRESET:
+ case D3DERR_DEVICEHUNG:
+ return true;
+ case D3DERR_DEVICELOST:
+ return (mDeviceEx != NULL);
+ case D3DERR_DEVICEREMOVED:
+ ASSERT(mDeviceEx != NULL);
+ return isRemovedDeviceResettable();
+ default:
+ return false;
+ }
+}
+
+bool Renderer9::resetDevice()
+{
+ releaseDeviceResources();
+
+ D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
+
+ HRESULT result = D3D_OK;
+ bool lost = testDeviceLost(false);
+ bool removedDevice = (getDeviceStatusCode() == D3DERR_DEVICEREMOVED);
+
+ // Device Removed is a feature which is only present with D3D9Ex
+ ASSERT(mDeviceEx != NULL || !removedDevice);
+
+ for (int attempts = 3; lost && attempts > 0; attempts--)
+ {
+ if (removedDevice)
+ {
+ // Device removed, which may trigger on driver reinstallation,
+ // may cause a longer wait other reset attempts before the
+ // system is ready to handle creating a new device.
+ Sleep(800);
+ lost = !resetRemovedDevice();
+ }
+ else if (mDeviceEx)
+ {
+ Sleep(500); // Give the graphics driver some CPU time
+ result = mDeviceEx->ResetEx(&presentParameters, NULL);
+ lost = testDeviceLost(false);
+ }
+ else
+ {
+ result = mDevice->TestCooperativeLevel();
+ while (result == D3DERR_DEVICELOST)
+ {
+ Sleep(100); // Give the graphics driver some CPU time
+ result = mDevice->TestCooperativeLevel();
+ }
+
+ if (result == D3DERR_DEVICENOTRESET)
+ {
+ result = mDevice->Reset(&presentParameters);
+ }
+ lost = testDeviceLost(false);
+ }
+ }
+
+ if (FAILED(result))
+ {
+ ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
+ return false;
+ }
+
+ if (removedDevice && lost)
+ {
+ ERR("Device lost reset failed multiple times");
+ return false;
+ }
+
+ // If the device was removed, we already finished re-initialization in resetRemovedDevice
+ if (!removedDevice)
+ {
+ // reset device defaults
+ initializeDevice();
+ }
+
+ mDeviceLost = false;
+
+ return true;
+}
+
+bool Renderer9::isRemovedDeviceResettable() const
+{
+ bool success = false;
+
+#ifdef ANGLE_ENABLE_D3D9EX
+ IDirect3D9Ex *d3d9Ex = NULL;
+ typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
+ Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
+
+ if (Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &d3d9Ex)))
+ {
+ D3DCAPS9 deviceCaps;
+ HRESULT result = d3d9Ex->GetDeviceCaps(mAdapter, mDeviceType, &deviceCaps);
+ success = SUCCEEDED(result);
+ }
+
+ SafeRelease(d3d9Ex);
+#else
+ ASSERT(UNREACHABLE());
+#endif
+
+ return success;
+}
+
+bool Renderer9::resetRemovedDevice()
+{
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/bb172554(v=vs.85).aspx:
+ // The hardware adapter has been removed. Application must destroy the device, do enumeration of
+ // adapters and create another Direct3D device. If application continues rendering without
+ // calling Reset, the rendering calls will succeed. Applies to Direct3D 9Ex only.
+ release();
+ return (initialize() == EGL_SUCCESS);
+}
+
+DWORD Renderer9::getAdapterVendor() const
+{
+ return mAdapterIdentifier.VendorId;
+}
+
+std::string Renderer9::getRendererDescription() const
+{
+ std::ostringstream rendererString;
+
+ rendererString << mAdapterIdentifier.Description;
+ if (getShareHandleSupport())
+ {
+ rendererString << " Direct3D9Ex";
+ }
+ else
+ {
+ rendererString << " Direct3D9";
+ }
+
+ rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
+ rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
+
+ return rendererString.str();
+}
+
+GUID Renderer9::getAdapterIdentifier() const
+{
+ return mAdapterIdentifier.DeviceIdentifier;
+}
+
+Renderer9::MultisampleSupportInfo Renderer9::getMultiSampleSupport(D3DFORMAT format)
+{
+ MultisampleSupportInfo support = { 0 };
+
+ for (unsigned int multiSampleIndex = 0; multiSampleIndex < ArraySize(support.supportedSamples); multiSampleIndex++)
+ {
+ HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format, TRUE,
+ (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
+
+ if (SUCCEEDED(result))
+ {
+ support.supportedSamples[multiSampleIndex] = true;
+ if (multiSampleIndex != D3DMULTISAMPLE_NONMASKABLE)
+ {
+ support.maxSupportedSamples = std::max(support.maxSupportedSamples, multiSampleIndex);
+ }
+ }
+ else
+ {
+ support.supportedSamples[multiSampleIndex] = false;
+ }
+ }
+
+ return support;
+}
+
+unsigned int Renderer9::getMaxVertexTextureImageUnits() const
+{
+ META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
+ return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
+}
+
+unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
+{
+ return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
+}
+
+unsigned int Renderer9::getReservedVertexUniformVectors() const
+{
+ return 2; // dx_ViewAdjust and dx_DepthRange.
+}
+
+unsigned int Renderer9::getReservedFragmentUniformVectors() const
+{
+ return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
+}
+
+unsigned int Renderer9::getMaxVertexUniformVectors() const
+{
+ return MAX_VERTEX_CONSTANT_VECTORS_D3D9 - getReservedVertexUniformVectors();
+}
+
+unsigned int Renderer9::getMaxFragmentUniformVectors() const
+{
+ const int maxPixelConstantVectors = (getMajorShaderModel() >= 3) ? MAX_PIXEL_CONSTANT_VECTORS_SM3 : MAX_PIXEL_CONSTANT_VECTORS_SM2;
+
+ return maxPixelConstantVectors - getReservedFragmentUniformVectors();
+}
+
+unsigned int Renderer9::getMaxVaryingVectors() const
+{
+ return (getMajorShaderModel() >= 3) ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
+}
+
+unsigned int Renderer9::getMaxVertexShaderUniformBuffers() const
+{
+ return 0;
+}
+
+unsigned int Renderer9::getMaxFragmentShaderUniformBuffers() const
+{
+ return 0;
+}
+
+unsigned int Renderer9::getReservedVertexUniformBuffers() const
+{
+ return 0;
+}
+
+unsigned int Renderer9::getReservedFragmentUniformBuffers() const
+{
+ return 0;
+}
+
+unsigned int Renderer9::getMaxTransformFeedbackBuffers() const
+{
+ return 0;
+}
+
+unsigned int Renderer9::getMaxTransformFeedbackSeparateComponents() const
+{
+ return 0;
+}
+
+unsigned int Renderer9::getMaxTransformFeedbackInterleavedComponents() const
+{
+ return 0;
+}
+
+unsigned int Renderer9::getMaxUniformBufferSize() const
+{
+ return 0;
+}
+
+bool Renderer9::getShareHandleSupport() const
+{
+ // PIX doesn't seem to support using share handles, so disable them.
+ return (mD3d9Ex != NULL) && !gl::perfActive();
+}
+
+bool Renderer9::getPostSubBufferSupport() const
+{
+ return true;
+}
+
+int Renderer9::getMaxRecommendedElementsIndices() const
+{
+ // ES3 only
+ UNREACHABLE();
+ return 0;
+}
+
+int Renderer9::getMaxRecommendedElementsVertices() const
+{
+ // ES3 only
+ UNREACHABLE();
+ return 0;
+}
+
+bool Renderer9::getSRGBTextureSupport() const
+{
+ return false;
+}
+
+int Renderer9::getMajorShaderModel() const
+{
+ return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
+}
+
+DWORD Renderer9::getCapsDeclTypes() const
+{
+ return mDeviceCaps.DeclTypes;
+}
+
+int Renderer9::getMinSwapInterval() const
+{
+ return mMinSwapInterval;
+}
+
+int Renderer9::getMaxSwapInterval() const
+{
+ return mMaxSwapInterval;
+}
+
+int Renderer9::getMaxSupportedSamples() const
+{
+ return mMaxSupportedSamples;
+}
+
+GLsizei Renderer9::getMaxSupportedFormatSamples(GLenum internalFormat) const
+{
+ D3DFORMAT format = gl_d3d9::GetTextureFormat(internalFormat);
+ MultisampleSupportMap::const_iterator itr = mMultiSampleSupport.find(format);
+ return (itr != mMultiSampleSupport.end()) ? mMaxSupportedSamples : 0;
+}
+
+GLsizei Renderer9::getNumSampleCounts(GLenum internalFormat) const
+{
+ D3DFORMAT format = gl_d3d9::GetTextureFormat(internalFormat);
+ MultisampleSupportMap::const_iterator iter = mMultiSampleSupport.find(format);
+
+ unsigned int numCounts = 0;
+ if (iter != mMultiSampleSupport.end())
+ {
+ const MultisampleSupportInfo& info = iter->second;
+ for (int i = 0; i < D3DMULTISAMPLE_16_SAMPLES; i++)
+ {
+ if (i != D3DMULTISAMPLE_NONMASKABLE && info.supportedSamples[i])
+ {
+ numCounts++;
+ }
+ }
+ }
+
+ return numCounts;
+}
+
+void Renderer9::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const
+{
+ D3DFORMAT format = gl_d3d9::GetTextureFormat(internalFormat);
+ MultisampleSupportMap::const_iterator iter = mMultiSampleSupport.find(format);
+
+ if (iter != mMultiSampleSupport.end())
+ {
+ const MultisampleSupportInfo& info = iter->second;
+ int bufPos = 0;
+ for (int i = D3DMULTISAMPLE_16_SAMPLES; i >= 0 && bufPos < bufSize; i--)
+ {
+ if (i != D3DMULTISAMPLE_NONMASKABLE && info.supportedSamples[i])
+ {
+ params[bufPos++] = i;
+ }
+ }
+ }
+}
+
+int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
+{
+ if (requested == 0)
+ {
+ return requested;
+ }
+
+ MultisampleSupportMap::const_iterator itr = mMultiSampleSupport.find(format);
+ if (itr == mMultiSampleSupport.end())
+ {
+ if (format == D3DFMT_UNKNOWN)
+ return 0;
+ return -1;
+ }
+
+ for (unsigned int i = requested; i < ArraySize(itr->second.supportedSamples); ++i)
+ {
+ if (itr->second.supportedSamples[i] && i != D3DMULTISAMPLE_NONMASKABLE)
+ {
+ return i;
+ }
+ }
+
+ return -1;
+}
+
+bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
+{
+ bool result = false;
+
+ if (source && dest)
+ {
+ TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
+ TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
+
+ int levels = source9->getLevelCount();
+ for (int i = 0; i < levels; ++i)
+ {
+ IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
+ IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
+
+ result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
+
+ SafeRelease(srcSurf);
+ SafeRelease(dstSurf);
+
+ if (!result)
+ {
+ return false;
+ }
+ }
+ }
+
+ return result;
+}
+
+bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
+{
+ bool result = false;
+
+ if (source && dest)
+ {
+ TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
+ TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
+ int levels = source9->getLevelCount();
+ for (int f = 0; f < 6; f++)
+ {
+ for (int i = 0; i < levels; i++)
+ {
+ IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
+ IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
+
+ result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
+
+ SafeRelease(srcSurf);
+ SafeRelease(dstSurf);
+
+ if (!result)
+ {
+ return false;
+ }
+ }
+ }
+ }
+
+ return result;
+}
+
+bool Renderer9::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
+{
+ // 3D textures are not available in the D3D9 backend.
+ UNREACHABLE();
+ return false;
+}
+
+bool Renderer9::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
+{
+ // 2D array textures are not supported by the D3D9 backend.
+ UNREACHABLE();
+ return false;
+}
+
+D3DPOOL Renderer9::getBufferPool(DWORD usage) const
+{
+ if (mD3d9Ex != NULL)
+ {
+ return D3DPOOL_DEFAULT;
+ }
+ else
+ {
+ if (!(usage & D3DUSAGE_DYNAMIC))
+ {
+ return D3DPOOL_MANAGED;
+ }
+ }
+
+ return D3DPOOL_DEFAULT;
+}
+
+bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
+{
+ RECT rect;
+ rect.left = sourceRect.x;
+ rect.top = sourceRect.y;
+ rect.right = sourceRect.x + sourceRect.width;
+ rect.bottom = sourceRect.y + sourceRect.height;
+
+ return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
+}
+
+bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
+{
+ RECT rect;
+ rect.left = sourceRect.x;
+ rect.top = sourceRect.y;
+ rect.right = sourceRect.x + sourceRect.width;
+ rect.bottom = sourceRect.y + sourceRect.height;
+
+ return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
+}
+
+bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
+{
+ // 3D textures are not available in the D3D9 backend.
+ UNREACHABLE();
+ return false;
+}
+
+bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
+{
+ // 2D array textures are not available in the D3D9 backend.
+ UNREACHABLE();
+ return false;
+}
+
+bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
+ const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
+{
+ ASSERT(filter == GL_NEAREST);
+
+ endScene();
+
+ if (blitRenderTarget)
+ {
+ gl::FramebufferAttachment *readBuffer = readFramebuffer->getColorbuffer(0);
+ gl::FramebufferAttachment *drawBuffer = drawFramebuffer->getColorbuffer(0);
+ RenderTarget9 *readRenderTarget = NULL;
+ RenderTarget9 *drawRenderTarget = NULL;
+ IDirect3DSurface9* readSurface = NULL;
+ IDirect3DSurface9* drawSurface = NULL;
+
+ if (readBuffer)
+ {
+ readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
+ }
+ if (drawBuffer)
+ {
+ drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
+ }
+
+ if (readRenderTarget)
+ {
+ readSurface = readRenderTarget->getSurface();
+ }
+ if (drawRenderTarget)
+ {
+ drawSurface = drawRenderTarget->getSurface();
+ }
+
+ if (!readSurface || !drawSurface)
+ {
+ ERR("Failed to retrieve the render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ gl::Extents srcSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
+ gl::Extents dstSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
+
+ RECT srcRect;
+ srcRect.left = readRect.x;
+ srcRect.right = readRect.x + readRect.width;
+ srcRect.top = readRect.y;
+ srcRect.bottom = readRect.y + readRect.height;
+
+ RECT dstRect;
+ dstRect.left = drawRect.x;
+ dstRect.right = drawRect.x + drawRect.width;
+ dstRect.top = drawRect.y;
+ dstRect.bottom = drawRect.y + drawRect.height;
+
+ // Clip the rectangles to the scissor rectangle
+ if (scissor)
+ {
+ if (dstRect.left < scissor->x)
+ {
+ srcRect.left += (scissor->x - dstRect.left);
+ dstRect.left = scissor->x;
+ }
+ if (dstRect.top < scissor->y)
+ {
+ srcRect.top += (scissor->y - dstRect.top);
+ dstRect.top = scissor->y;
+ }
+ if (dstRect.right > scissor->x + scissor->width)
+ {
+ srcRect.right -= (dstRect.right - (scissor->x + scissor->width));
+ dstRect.right = scissor->x + scissor->width;
+ }
+ if (dstRect.bottom > scissor->y + scissor->height)
+ {
+ srcRect.bottom -= (dstRect.bottom - (scissor->y + scissor->height));
+ dstRect.bottom = scissor->y + scissor->height;
+ }
+ }
+
+ // Clip the rectangles to the destination size
+ if (dstRect.left < 0)
+ {
+ srcRect.left += -dstRect.left;
+ dstRect.left = 0;
+ }
+ if (dstRect.right > dstSize.width)
+ {
+ srcRect.right -= (dstRect.right - dstSize.width);
+ dstRect.right = dstSize.width;
+ }
+ if (dstRect.top < 0)
+ {
+ srcRect.top += -dstRect.top;
+ dstRect.top = 0;
+ }
+ if (dstRect.bottom > dstSize.height)
+ {
+ srcRect.bottom -= (dstRect.bottom - dstSize.height);
+ dstRect.bottom = dstSize.height;
+ }
+
+ // Clip the rectangles to the source size
+ if (srcRect.left < 0)
+ {
+ dstRect.left += -srcRect.left;
+ srcRect.left = 0;
+ }
+ if (srcRect.right > srcSize.width)
+ {
+ dstRect.right -= (srcRect.right - srcSize.width);
+ srcRect.right = srcSize.width;
+ }
+ if (srcRect.top < 0)
+ {
+ dstRect.top += -srcRect.top;
+ srcRect.top = 0;
+ }
+ if (srcRect.bottom > srcSize.height)
+ {
+ dstRect.bottom -= (srcRect.bottom - srcSize.height);
+ srcRect.bottom = srcSize.height;
+ }
+
+ HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
+
+ SafeRelease(readSurface);
+ SafeRelease(drawSurface);
+
+ if (FAILED(result))
+ {
+ ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
+ return false;
+ }
+ }
+
+ if (blitDepth || blitStencil)
+ {
+ gl::FramebufferAttachment *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
+ gl::FramebufferAttachment *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
+ RenderTarget9 *readDepthStencil = NULL;
+ RenderTarget9 *drawDepthStencil = NULL;
+ IDirect3DSurface9* readSurface = NULL;
+ IDirect3DSurface9* drawSurface = NULL;
+
+ if (readBuffer)
+ {
+ readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
+ }
+ if (drawBuffer)
+ {
+ drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
+ }
+
+ if (readDepthStencil)
+ {
+ readSurface = readDepthStencil->getSurface();
+ }
+ if (drawDepthStencil)
+ {
+ drawSurface = drawDepthStencil->getSurface();
+ }
+
+ if (!readSurface || !drawSurface)
+ {
+ ERR("Failed to retrieve the render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
+
+ SafeRelease(readSurface);
+ SafeRelease(drawSurface);
+
+ if (FAILED(result))
+ {
+ ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
+ return false;
+ }
+ }
+
+ return true;
+}
+
+void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
+ GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void* pixels)
+{
+ ASSERT(pack.pixelBuffer.get() == NULL);
+
+ RenderTarget9 *renderTarget = NULL;
+ IDirect3DSurface9 *surface = NULL;
+ gl::FramebufferAttachment *colorbuffer = framebuffer->getColorbuffer(0);
+
+ if (colorbuffer)
+ {
+ renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
+ }
+
+ if (renderTarget)
+ {
+ surface = renderTarget->getSurface();
+ }
+
+ if (!surface)
+ {
+ // context must be lost
+ return;
+ }
+
+ D3DSURFACE_DESC desc;
+ surface->GetDesc(&desc);
+
+ if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
+ {
+ UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
+ SafeRelease(surface);
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ HRESULT result;
+ IDirect3DSurface9 *systemSurface = NULL;
+ bool directToPixels = !pack.reverseRowOrder && pack.alignment <= 4 && getShareHandleSupport() &&
+ x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
+ desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
+ if (directToPixels)
+ {
+ // Use the pixels ptr as a shared handle to write directly into client's memory
+ result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
+ D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
+ if (FAILED(result))
+ {
+ // Try again without the shared handle
+ directToPixels = false;
+ }
+ }
+
+ if (!directToPixels)
+ {
+ result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
+ D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ SafeRelease(surface);
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ result = mDevice->GetRenderTargetData(surface, systemSurface);
+ SafeRelease(surface);
+
+ if (FAILED(result))
+ {
+ SafeRelease(systemSurface);
+
+ // It turns out that D3D will sometimes produce more error
+ // codes than those documented.
+ if (d3d9::isDeviceLostError(result))
+ {
+ notifyDeviceLost();
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ else
+ {
+ UNREACHABLE();
+ return;
+ }
+
+ }
+
+ if (directToPixels)
+ {
+ SafeRelease(systemSurface);
+ return;
+ }
+
+ RECT rect;
+ rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
+ rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
+ rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
+ rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
+
+ D3DLOCKED_RECT lock;
+ result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
+
+ if (FAILED(result))
+ {
+ UNREACHABLE();
+ SafeRelease(systemSurface);
+
+ return; // No sensible error to generate
+ }
+
+ unsigned char *source;
+ int inputPitch;
+ if (pack.reverseRowOrder)
+ {
+ source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
+ inputPitch = -lock.Pitch;
+ }
+ else
+ {
+ source = (unsigned char*)lock.pBits;
+ inputPitch = lock.Pitch;
+ }
+
+ GLenum sourceInternalFormat = d3d9_gl::GetInternalFormat(desc.Format);
+ GLenum sourceFormat = gl::GetFormat(sourceInternalFormat);
+ GLenum sourceType = gl::GetType(sourceInternalFormat);
+
+ GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat);
+
+ if (sourceFormat == format && sourceType == type)
+ {
+ // Direct copy possible
+ unsigned char *dest = static_cast<unsigned char*>(pixels);
+ for (int y = 0; y < rect.bottom - rect.top; y++)
+ {
+ memcpy(dest + y * outputPitch, source + y * inputPitch, (rect.right - rect.left) * sourcePixelSize);
+ }
+ }
+ else
+ {
+ GLenum destInternalFormat = gl::GetSizedInternalFormat(format, type);
+ GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat);
+ GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat);
+
+ ColorCopyFunction fastCopyFunc = d3d9::GetFastCopyFunction(desc.Format, format, type);
+ if (fastCopyFunc)
+ {
+ // Fast copy is possible through some special function
+ for (int y = 0; y < rect.bottom - rect.top; y++)
+ {
+ for (int x = 0; x < rect.right - rect.left; x++)
+ {
+ void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
+ void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
+
+ fastCopyFunc(src, dest);
+ }
+ }
+ }
+ else
+ {
+ ColorReadFunction readFunc = d3d9::GetColorReadFunction(desc.Format);
+ ColorWriteFunction writeFunc = gl::GetColorWriteFunction(format, type);
+
+ gl::ColorF temp;
+
+ for (int y = 0; y < rect.bottom - rect.top; y++)
+ {
+ for (int x = 0; x < rect.right - rect.left; x++)
+ {
+ void *dest = reinterpret_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
+ void *src = source + y * inputPitch + x * sourcePixelSize;
+
+ // readFunc and writeFunc will be using the same type of color, CopyTexImage
+ // will not allow the copy otherwise.
+ readFunc(src, &temp);
+ writeFunc(&temp, dest);
+ }
+ }
+ }
+ }
+
+ systemSurface->UnlockRect();
+ SafeRelease(systemSurface);
+}
+
+RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
+{
+ SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
+ IDirect3DSurface9 *surface = NULL;
+ if (depth)
+ {
+ surface = swapChain9->getDepthStencil();
+ }
+ else
+ {
+ surface = swapChain9->getRenderTarget();
+ }
+
+ RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
+
+ return renderTarget;
+}
+
+RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
+{
+ RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
+ return renderTarget;
+}
+
+ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers)
+{
+ // Transform feedback is not supported in ES2 or D3D9
+ ASSERT(transformFeedbackVaryings.size() == 0);
+
+ ShaderExecutable9 *executable = NULL;
+
+ switch (type)
+ {
+ case rx::SHADER_VERTEX:
+ {
+ IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
+ if (vshader)
+ {
+ executable = new ShaderExecutable9(function, length, vshader);
+ }
+ }
+ break;
+ case rx::SHADER_PIXEL:
+ {
+ IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
+ if (pshader)
+ {
+ executable = new ShaderExecutable9(function, length, pshader);
+ }
+ }
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ return executable;
+}
+
+ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, D3DWorkaroundType workaround)
+{
+ // Transform feedback is not supported in ES2 or D3D9
+ ASSERT(transformFeedbackVaryings.size() == 0);
+
+ const char *profile = NULL;
+
+ switch (type)
+ {
+ case rx::SHADER_VERTEX:
+ profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
+ break;
+ case rx::SHADER_PIXEL:
+ profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
+ break;
+ default:
+ UNREACHABLE();
+ return NULL;
+ }
+
+ UINT flags = ANGLE_COMPILE_OPTIMIZATION_LEVEL;
+
+ if (workaround == ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION)
+ {
+ flags = D3DCOMPILE_SKIP_OPTIMIZATION;
+ }
+ else if (workaround == ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION)
+ {
+ flags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
+ }
+ else ASSERT(workaround == ANGLE_D3D_WORKAROUND_NONE);
+
+ if (gl::perfActive())
+ {
+#ifndef NDEBUG
+ flags = D3DCOMPILE_SKIP_OPTIMIZATION;
+#endif
+
+ flags |= D3DCOMPILE_DEBUG;
+
+ std::string sourcePath = getTempPath();
+ std::string sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(shaderHLSL);
+ writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
+ }
+
+ // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
+ // Try the default flags first and if compilation fails, try some alternatives.
+ const UINT extraFlags[] =
+ {
+ flags,
+ flags | D3DCOMPILE_AVOID_FLOW_CONTROL,
+ flags | D3DCOMPILE_PREFER_FLOW_CONTROL
+ };
+
+ const static char *extraFlagNames[] =
+ {
+ "default",
+ "avoid flow control",
+ "prefer flow control"
+ };
+
+ int attempts = ArraySize(extraFlags);
+
+ ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, extraFlags, extraFlagNames, attempts);
+ if (!binary)
+ {
+ return NULL;
+ }
+
+ ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type,
+ transformFeedbackVaryings, separatedOutputBuffers);
+ SafeRelease(binary);
+
+ return executable;
+}
+
+rx::UniformStorage *Renderer9::createUniformStorage(size_t storageSize)
+{
+ return new UniformStorage(storageSize);
+}
+
+bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
+{
+ return mBlit->boxFilter(source, dest);
+}
+
+D3DPOOL Renderer9::getTexturePool(DWORD usage) const
+{
+ if (mD3d9Ex != NULL)
+ {
+ return D3DPOOL_DEFAULT;
+ }
+ else
+ {
+ if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
+ {
+ return D3DPOOL_MANAGED;
+ }
+ }
+
+ return D3DPOOL_DEFAULT;
+}
+
+bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
+{
+ if (source && dest)
+ {
+ HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
+
+ if (fromManaged)
+ {
+ D3DSURFACE_DESC desc;
+ source->GetDesc(&desc);
+
+ IDirect3DSurface9 *surf = 0;
+ result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
+
+ if (SUCCEEDED(result))
+ {
+ Image9::copyLockableSurfaces(surf, source);
+ result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
+ SafeRelease(surf);
+ }
+ }
+ else
+ {
+ endScene();
+ result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
+ }
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return false;
+ }
+ }
+
+ return true;
+}
+
+Image *Renderer9::createImage()
+{
+ return new Image9();
+}
+
+void Renderer9::generateMipmap(Image *dest, Image *src)
+{
+ Image9 *src9 = Image9::makeImage9(src);
+ Image9 *dst9 = Image9::makeImage9(dest);
+ Image9::generateMipmap(dst9, src9);
+}
+
+TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
+{
+ SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
+ return new TextureStorage9_2D(this, swapChain9);
+}
+
+TextureStorage *Renderer9::createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels)
+{
+ return new TextureStorage9_2D(this, internalformat, renderTarget, width, height, levels);
+}
+
+TextureStorage *Renderer9::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels)
+{
+ return new TextureStorage9_Cube(this, internalformat, renderTarget, size, levels);
+}
+
+TextureStorage *Renderer9::createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
+{
+ // 3D textures are not supported by the D3D9 backend.
+ UNREACHABLE();
+
+ return NULL;
+}
+
+TextureStorage *Renderer9::createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
+{
+ // 2D array textures are not supported by the D3D9 backend.
+ UNREACHABLE();
+
+ return NULL;
+}
+
+Texture2DImpl *Renderer9::createTexture2D()
+{
+ return new TextureD3D_2D(this);
+}
+
+TextureCubeImpl *Renderer9::createTextureCube()
+{
+ return new TextureD3D_Cube(this);
+}
+
+Texture3DImpl *Renderer9::createTexture3D()
+{
+ return new TextureD3D_3D(this);
+}
+
+Texture2DArrayImpl *Renderer9::createTexture2DArray()
+{
+ return new TextureD3D_2DArray(this);
+}
+
+bool Renderer9::getLUID(LUID *adapterLuid) const
+{
+ adapterLuid->HighPart = 0;
+ adapterLuid->LowPart = 0;
+
+ if (mD3d9Ex)
+ {
+ mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid);
+ return true;
+ }
+
+ return false;
+}
+
+GLenum Renderer9::getNativeTextureFormat(GLenum internalFormat) const
+{
+ return d3d9_gl::GetInternalFormat(gl_d3d9::GetTextureFormat(internalFormat));
+}
+
+rx::VertexConversionType Renderer9::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
+{
+ return d3d9::GetVertexConversionType(vertexFormat);
+}
+
+GLenum Renderer9::getVertexComponentType(const gl::VertexFormat &vertexFormat) const
+{
+ D3DDECLTYPE declType = d3d9::GetNativeVertexFormat(vertexFormat);
+ return d3d9::GetDeclTypeComponentType(declType);
+}
+
+void Renderer9::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const
+{
+ d3d9_gl::GenerateCaps(mD3d9, mDevice, mDeviceType, mAdapter, outCaps, outTextureCaps, outExtensions);
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Renderer9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Renderer9.h
new file mode 100644
index 0000000000..070623c9db
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Renderer9.h
@@ -0,0 +1,364 @@
+//
+// 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.
+//
+
+// Renderer9.h: Defines a back-end specific class for the D3D9 renderer.
+
+#ifndef LIBGLESV2_RENDERER_RENDERER9_H_
+#define LIBGLESV2_RENDERER_RENDERER9_H_
+
+#include "common/angleutils.h"
+#include "common/mathutil.h"
+#include "libGLESv2/renderer/d3d/HLSLCompiler.h"
+#include "libGLESv2/renderer/d3d/d3d9/ShaderCache.h"
+#include "libGLESv2/renderer/d3d/d3d9/VertexDeclarationCache.h"
+#include "libGLESv2/renderer/Renderer.h"
+#include "libGLESv2/renderer/RenderTarget.h"
+
+namespace gl
+{
+class FramebufferAttachment;
+}
+
+namespace rx
+{
+class VertexDataManager;
+class IndexDataManager;
+class StreamingIndexBufferInterface;
+struct TranslatedAttribute;
+class Blit9;
+
+class Renderer9 : public Renderer
+{
+ public:
+ Renderer9(egl::Display *display, EGLNativeDisplayType hDc, EGLint requestedDisplay);
+ virtual ~Renderer9();
+
+ static Renderer9 *makeRenderer9(Renderer *renderer);
+
+ virtual EGLint initialize();
+ virtual bool resetDevice();
+
+ virtual int generateConfigs(ConfigDesc **configDescList);
+ virtual void deleteConfigs(ConfigDesc *configDescList);
+
+ void startScene();
+ void endScene();
+
+ virtual void sync(bool block);
+
+ virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
+
+ IDirect3DQuery9* allocateEventQuery();
+ void freeEventQuery(IDirect3DQuery9* query);
+
+ // resource creation
+ IDirect3DVertexShader9 *createVertexShader(const DWORD *function, size_t length);
+ IDirect3DPixelShader9 *createPixelShader(const DWORD *function, size_t length);
+ HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer);
+ HRESULT createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer);
+ virtual void generateSwizzle(gl::Texture *texture);
+ virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
+ virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture);
+
+ virtual bool setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]);
+
+ virtual void setRasterizerState(const gl::RasterizerState &rasterState);
+ virtual void setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+ unsigned int sampleMask);
+ virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW);
+
+ virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
+ virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport);
+
+ virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
+ virtual void applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
+ bool rasterizerDiscard, bool transformFeedbackActive);
+ virtual void applyUniforms(const gl::ProgramBinary &programBinary);
+ virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount);
+ virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
+ GLint first, GLsizei count, GLsizei instances);
+ virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
+
+ virtual void applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[]);
+
+ virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive);
+ virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
+ gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
+
+ virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
+
+ virtual void markAllStateDirty();
+
+ // lost device
+ void notifyDeviceLost();
+ virtual bool isDeviceLost();
+ virtual bool testDeviceLost(bool notify);
+ virtual bool testDeviceResettable();
+
+ IDirect3DDevice9 *getDevice() { return mDevice; }
+ virtual DWORD getAdapterVendor() const;
+ virtual std::string getRendererDescription() const;
+ virtual GUID getAdapterIdentifier() const;
+
+ virtual unsigned int getMaxVertexTextureImageUnits() const;
+ virtual unsigned int getMaxCombinedTextureImageUnits() const;
+ virtual unsigned int getReservedVertexUniformVectors() const;
+ virtual unsigned int getReservedFragmentUniformVectors() const;
+ virtual unsigned int getMaxVertexUniformVectors() const;
+ virtual unsigned int getMaxFragmentUniformVectors() const;
+ virtual unsigned int getMaxVaryingVectors() const;
+ virtual unsigned int getMaxVertexShaderUniformBuffers() const;
+ virtual unsigned int getMaxFragmentShaderUniformBuffers() const;
+ virtual unsigned int getReservedVertexUniformBuffers() const;
+ virtual unsigned int getReservedFragmentUniformBuffers() const;
+ virtual unsigned int getMaxTransformFeedbackBuffers() const;
+ virtual unsigned int getMaxTransformFeedbackSeparateComponents() const;
+ virtual unsigned int getMaxTransformFeedbackInterleavedComponents() const;
+ virtual unsigned int getMaxUniformBufferSize() const;
+ virtual bool getShareHandleSupport() const;
+ virtual bool getPostSubBufferSupport() const;
+ virtual int getMaxRecommendedElementsIndices() const;
+ virtual int getMaxRecommendedElementsVertices() const;
+ virtual bool getSRGBTextureSupport() const;
+
+ virtual int getMajorShaderModel() const;
+ DWORD getCapsDeclTypes() const;
+ virtual int getMinSwapInterval() const;
+ virtual int getMaxSwapInterval() const;
+
+ virtual GLsizei getMaxSupportedSamples() const;
+ virtual GLsizei getMaxSupportedFormatSamples(GLenum internalFormat) const;
+ virtual GLsizei getNumSampleCounts(GLenum internalFormat) const;
+ virtual void getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const;
+ int getNearestSupportedSamples(D3DFORMAT format, int requested) const;
+
+ // Pixel operations
+ virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source);
+ virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source);
+ virtual bool copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source);
+ virtual bool copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source);
+
+ virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level);
+ virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level);
+ virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level);
+ virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level);
+
+ virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
+ const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter);
+ virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
+ GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void* pixels);
+
+ // RenderTarget creation
+ virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
+ virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples);
+
+ // Shader operations
+ virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers);
+ virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, D3DWorkaroundType workaround);
+ virtual UniformStorage *createUniformStorage(size_t storageSize);
+
+ // Image operations
+ virtual Image *createImage();
+ virtual void generateMipmap(Image *dest, Image *source);
+ virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain);
+ virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels);
+ virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels);
+ virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
+ virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
+
+ // Texture creation
+ virtual Texture2DImpl *createTexture2D();
+ virtual TextureCubeImpl *createTextureCube();
+ virtual Texture3DImpl *createTexture3D();
+ virtual Texture2DArrayImpl *createTexture2DArray();
+
+ // Buffer creation
+ virtual BufferImpl *createBuffer();
+ virtual VertexBuffer *createVertexBuffer();
+ virtual IndexBuffer *createIndexBuffer();
+
+ // Vertex Array creation
+ virtual VertexArrayImpl *createVertexArray();
+
+ // Query and Fence creation
+ virtual QueryImpl *createQuery(GLenum type);
+ virtual FenceImpl *createFence();
+
+ // Buffer-to-texture and Texture-to-buffer copies
+ virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const;
+ virtual bool fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
+
+ // D3D9-renderer specific methods
+ bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
+
+ D3DPOOL getTexturePool(DWORD usage) const;
+
+ virtual bool getLUID(LUID *adapterLuid) const;
+ virtual GLenum getNativeTextureFormat(GLenum internalFormat) const;
+ virtual rx::VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const;
+ virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(Renderer9);
+
+ virtual void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const;
+
+ void release();
+
+ void applyUniformnfv(gl::LinkedUniform *targetUniform, const GLfloat *v);
+ void applyUniformniv(gl::LinkedUniform *targetUniform, const GLint *v);
+ void applyUniformnbv(gl::LinkedUniform *targetUniform, const GLint *v);
+
+ void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
+ void drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
+
+ bool copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged);
+ gl::FramebufferAttachment *getNullColorbuffer(gl::FramebufferAttachment *depthbuffer);
+
+ D3DPOOL getBufferPool(DWORD usage) const;
+
+ HMODULE mD3d9Module;
+ HDC mDc;
+
+ void initializeDevice();
+ D3DPRESENT_PARAMETERS getDefaultPresentParameters();
+ void releaseDeviceResources();
+
+ HRESULT getDeviceStatusCode();
+ bool isRemovedDeviceResettable() const;
+ bool resetRemovedDevice();
+
+ UINT mAdapter;
+ D3DDEVTYPE mDeviceType;
+ IDirect3D9 *mD3d9; // Always valid after successful initialization.
+ IDirect3D9Ex *mD3d9Ex; // Might be null if D3D9Ex is not supported.
+ IDirect3DDevice9 *mDevice;
+ IDirect3DDevice9Ex *mDeviceEx; // Might be null if D3D9Ex is not supported.
+
+ HLSLCompiler mCompiler;
+
+ Blit9 *mBlit;
+
+ HWND mDeviceWindow;
+
+ bool mDeviceLost;
+ D3DCAPS9 mDeviceCaps;
+ D3DADAPTER_IDENTIFIER9 mAdapterIdentifier;
+
+ D3DPRIMITIVETYPE mPrimitiveType;
+ int mPrimitiveCount;
+ GLsizei mRepeatDraw;
+
+ bool mSceneStarted;
+ int mMinSwapInterval;
+ int mMaxSwapInterval;
+
+ bool mVertexTextureSupport;
+
+ struct MultisampleSupportInfo
+ {
+ bool supportedSamples[D3DMULTISAMPLE_16_SAMPLES + 1];
+ unsigned int maxSupportedSamples;
+ };
+ typedef std::map<D3DFORMAT, MultisampleSupportInfo> MultisampleSupportMap;
+ MultisampleSupportMap mMultiSampleSupport;
+ unsigned int mMaxSupportedSamples;
+
+ MultisampleSupportInfo getMultiSampleSupport(D3DFORMAT format);
+
+ // current render target states
+ unsigned int mAppliedRenderTargetSerial;
+ unsigned int mAppliedDepthbufferSerial;
+ unsigned int mAppliedStencilbufferSerial;
+ bool mDepthStencilInitialized;
+ bool mRenderTargetDescInitialized;
+ rx::RenderTarget::Desc mRenderTargetDesc;
+ unsigned int mCurStencilSize;
+ unsigned int mCurDepthSize;
+
+ IDirect3DStateBlock9 *mMaskedClearSavedState;
+
+ // previously set render states
+ bool mForceSetDepthStencilState;
+ gl::DepthStencilState mCurDepthStencilState;
+ int mCurStencilRef;
+ int mCurStencilBackRef;
+ bool mCurFrontFaceCCW;
+
+ bool mForceSetRasterState;
+ gl::RasterizerState mCurRasterState;
+
+ bool mForceSetScissor;
+ gl::Rectangle mCurScissor;
+ bool mScissorEnabled;
+
+ bool mForceSetViewport;
+ gl::Rectangle mCurViewport;
+ float mCurNear;
+ float mCurFar;
+ float mCurDepthFront;
+
+ bool mForceSetBlendState;
+ gl::BlendState mCurBlendState;
+ gl::ColorF mCurBlendColor;
+ GLuint mCurSampleMask;
+
+ // Currently applied sampler states
+ bool mForceSetVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
+ gl::SamplerState mCurVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
+
+ bool mForceSetPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
+ gl::SamplerState mCurPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
+
+ // Currently applied textures
+ unsigned int mCurVertexTextureSerials[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
+ unsigned int mCurPixelTextureSerials[gl::MAX_TEXTURE_IMAGE_UNITS];
+
+ unsigned int mAppliedIBSerial;
+ IDirect3DVertexShader9 *mAppliedVertexShader;
+ IDirect3DPixelShader9 *mAppliedPixelShader;
+ unsigned int mAppliedProgramSerial;
+
+ rx::dx_VertexConstants mVertexConstants;
+ rx::dx_PixelConstants mPixelConstants;
+ bool mDxUniformsDirty;
+
+ // A pool of event queries that are currently unused.
+ std::vector<IDirect3DQuery9*> mEventQueryPool;
+ VertexShaderCache mVertexShaderCache;
+ PixelShaderCache mPixelShaderCache;
+
+ VertexDataManager *mVertexDataManager;
+ VertexDeclarationCache mVertexDeclarationCache;
+
+ IndexDataManager *mIndexDataManager;
+ StreamingIndexBufferInterface *mLineLoopIB;
+
+ enum { NUM_NULL_COLORBUFFER_CACHE_ENTRIES = 12 };
+ struct NullColorbufferCacheEntry
+ {
+ UINT lruCount;
+ int width;
+ int height;
+ gl::FramebufferAttachment *buffer;
+ } mNullColorbufferCache[NUM_NULL_COLORBUFFER_CACHE_ENTRIES];
+ UINT mMaxNullColorbufferLRU;
+
+};
+
+}
+#endif // LIBGLESV2_RENDERER_RENDERER9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/ShaderCache.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/ShaderCache.h
new file mode 100644
index 0000000000..a03528c9b5
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/ShaderCache.h
@@ -0,0 +1,102 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ShaderCache: Defines rx::ShaderCache, a cache of Direct3D shader objects
+// keyed by their byte code.
+
+#ifndef LIBGLESV2_RENDERER_SHADER_CACHE_H_
+#define LIBGLESV2_RENDERER_SHADER_CACHE_H_
+
+#include "common/debug.h"
+
+namespace rx
+{
+template <typename ShaderObject>
+class ShaderCache
+{
+ public:
+ ShaderCache() : mDevice(NULL)
+ {
+ }
+
+ ~ShaderCache()
+ {
+ // Call clear while the device is still valid.
+ ASSERT(mMap.empty());
+ }
+
+ void initialize(IDirect3DDevice9* device)
+ {
+ mDevice = device;
+ }
+
+ ShaderObject *create(const DWORD *function, size_t length)
+ {
+ std::string key(reinterpret_cast<const char*>(function), length);
+ typename Map::iterator it = mMap.find(key);
+ if (it != mMap.end())
+ {
+ it->second->AddRef();
+ return it->second;
+ }
+
+ ShaderObject *shader;
+ HRESULT result = createShader(function, &shader);
+ if (FAILED(result))
+ {
+ return NULL;
+ }
+
+ // Random eviction policy.
+ if (mMap.size() >= kMaxMapSize)
+ {
+ SafeRelease(mMap.begin()->second);
+ mMap.erase(mMap.begin());
+ }
+
+ shader->AddRef();
+ mMap[key] = shader;
+
+ return shader;
+ }
+
+ void clear()
+ {
+ for (typename Map::iterator it = mMap.begin(); it != mMap.end(); ++it)
+ {
+ SafeRelease(it->second);
+ }
+
+ mMap.clear();
+ }
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(ShaderCache);
+
+ const static size_t kMaxMapSize = 100;
+
+ HRESULT createShader(const DWORD *function, IDirect3DVertexShader9 **shader)
+ {
+ return mDevice->CreateVertexShader(function, shader);
+ }
+
+ HRESULT createShader(const DWORD *function, IDirect3DPixelShader9 **shader)
+ {
+ return mDevice->CreatePixelShader(function, shader);
+ }
+
+ typedef std::unordered_map<std::string, ShaderObject*> Map;
+ Map mMap;
+
+ IDirect3DDevice9 *mDevice;
+};
+
+typedef ShaderCache<IDirect3DVertexShader9> VertexShaderCache;
+typedef ShaderCache<IDirect3DPixelShader9> PixelShaderCache;
+
+}
+
+#endif // LIBGLESV2_RENDERER_SHADER_CACHE_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/ShaderExecutable9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/ShaderExecutable9.cpp
new file mode 100644
index 0000000000..c10ddbf6ce
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/ShaderExecutable9.cpp
@@ -0,0 +1,54 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ShaderExecutable9.cpp: Implements a D3D9-specific class to contain shader
+// executable implementation details.
+
+#include "libGLESv2/renderer/d3d/d3d9/ShaderExecutable9.h"
+
+#include "common/debug.h"
+
+namespace rx
+{
+
+ShaderExecutable9::ShaderExecutable9(const void *function, size_t length, IDirect3DPixelShader9 *executable)
+ : ShaderExecutable(function, length)
+{
+ mPixelExecutable = executable;
+ mVertexExecutable = NULL;
+}
+
+ShaderExecutable9::ShaderExecutable9(const void *function, size_t length, IDirect3DVertexShader9 *executable)
+ : ShaderExecutable(function, length)
+{
+ mVertexExecutable = executable;
+ mPixelExecutable = NULL;
+}
+
+ShaderExecutable9::~ShaderExecutable9()
+{
+ SafeRelease(mVertexExecutable);
+ SafeRelease(mPixelExecutable);
+}
+
+ShaderExecutable9 *ShaderExecutable9::makeShaderExecutable9(ShaderExecutable *executable)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(ShaderExecutable9*, executable));
+ return static_cast<ShaderExecutable9*>(executable);
+}
+
+IDirect3DVertexShader9 *ShaderExecutable9::getVertexShader() const
+{
+ return mVertexExecutable;
+}
+
+IDirect3DPixelShader9 *ShaderExecutable9::getPixelShader() const
+{
+ return mPixelExecutable;
+}
+
+} \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/ShaderExecutable9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/ShaderExecutable9.h
new file mode 100644
index 0000000000..fa1e6c2844
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/ShaderExecutable9.h
@@ -0,0 +1,39 @@
+//
+// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ShaderExecutable9.h: Defines a D3D9-specific class to contain shader
+// executable implementation details.
+
+#ifndef LIBGLESV2_RENDERER_SHADEREXECUTABLE9_H_
+#define LIBGLESV2_RENDERER_SHADEREXECUTABLE9_H_
+
+#include "libGLESv2/renderer/ShaderExecutable.h"
+
+namespace rx
+{
+
+class ShaderExecutable9 : public ShaderExecutable
+{
+ public:
+ ShaderExecutable9(const void *function, size_t length, IDirect3DPixelShader9 *executable);
+ ShaderExecutable9(const void *function, size_t length, IDirect3DVertexShader9 *executable);
+ virtual ~ShaderExecutable9();
+
+ static ShaderExecutable9 *makeShaderExecutable9(ShaderExecutable *executable);
+
+ IDirect3DPixelShader9 *getPixelShader() const;
+ IDirect3DVertexShader9 *getVertexShader() const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(ShaderExecutable9);
+
+ IDirect3DPixelShader9 *mPixelExecutable;
+ IDirect3DVertexShader9 *mVertexExecutable;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_SHADEREXECUTABLE9_H_ \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/SwapChain9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/SwapChain9.cpp
new file mode 100644
index 0000000000..c6567b635f
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/SwapChain9.cpp
@@ -0,0 +1,416 @@
+#include "precompiled.h"
+//
+// 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.
+//
+
+// SwapChain9.cpp: Implements a back-end specific class for the D3D9 swap chain.
+
+#include "libGLESv2/renderer/d3d/d3d9/SwapChain9.h"
+#include "libGLESv2/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libGLESv2/renderer/d3d/d3d9/formatutils9.h"
+#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
+
+namespace rx
+{
+
+SwapChain9::SwapChain9(Renderer9 *renderer, HWND window, HANDLE shareHandle,
+ GLenum backBufferFormat, GLenum depthBufferFormat)
+ : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat)
+{
+ mSwapChain = NULL;
+ mBackBuffer = NULL;
+ mDepthStencil = NULL;
+ mRenderTarget = NULL;
+ mOffscreenTexture = NULL;
+ mWidth = -1;
+ mHeight = -1;
+ mSwapInterval = -1;
+}
+
+SwapChain9::~SwapChain9()
+{
+ release();
+}
+
+void SwapChain9::release()
+{
+ SafeRelease(mSwapChain);
+ SafeRelease(mBackBuffer);
+ SafeRelease(mDepthStencil);
+ SafeRelease(mRenderTarget);
+ SafeRelease(mOffscreenTexture);
+
+ if (mWindow)
+ {
+ mShareHandle = NULL;
+ }
+}
+
+static DWORD convertInterval(EGLint interval)
+{
+#if ANGLE_FORCE_VSYNC_OFF
+ return D3DPRESENT_INTERVAL_IMMEDIATE;
+#else
+ switch(interval)
+ {
+ case 0: return D3DPRESENT_INTERVAL_IMMEDIATE;
+ case 1: return D3DPRESENT_INTERVAL_ONE;
+ case 2: return D3DPRESENT_INTERVAL_TWO;
+ case 3: return D3DPRESENT_INTERVAL_THREE;
+ case 4: return D3DPRESENT_INTERVAL_FOUR;
+ default: UNREACHABLE();
+ }
+
+ return D3DPRESENT_INTERVAL_DEFAULT;
+#endif
+}
+
+EGLint SwapChain9::resize(int backbufferWidth, int backbufferHeight)
+{
+ // D3D9 does not support resizing swap chains without recreating them
+ return reset(backbufferWidth, backbufferHeight, mSwapInterval);
+}
+
+EGLint SwapChain9::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ if (device == NULL)
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ // Evict all non-render target textures to system memory and release all resources
+ // before reallocating them to free up as much video memory as possible.
+ device->EvictManagedResources();
+
+ HRESULT result;
+
+ // Release specific resources to free up memory for the new render target, while the
+ // old render target still exists for the purpose of preserving its contents.
+ SafeRelease(mSwapChain);
+ SafeRelease(mBackBuffer);
+ SafeRelease(mOffscreenTexture);
+ SafeRelease(mDepthStencil);
+
+ HANDLE *pShareHandle = NULL;
+ if (!mWindow && mRenderer->getShareHandleSupport())
+ {
+ pShareHandle = &mShareHandle;
+ }
+
+ result = device->CreateTexture(backbufferWidth, backbufferHeight, 1, D3DUSAGE_RENDERTARGET,
+ gl_d3d9::GetTextureFormat(mBackBufferFormat),
+ D3DPOOL_DEFAULT, &mOffscreenTexture, pShareHandle);
+ if (FAILED(result))
+ {
+ ERR("Could not create offscreen texture: %08lX", result);
+ release();
+
+ if (d3d9::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ IDirect3DSurface9 *oldRenderTarget = mRenderTarget;
+
+ result = mOffscreenTexture->GetSurfaceLevel(0, &mRenderTarget);
+ ASSERT(SUCCEEDED(result));
+
+ if (oldRenderTarget)
+ {
+ RECT rect =
+ {
+ 0, 0,
+ mWidth, mHeight
+ };
+
+ if (rect.right > static_cast<LONG>(backbufferWidth))
+ {
+ rect.right = backbufferWidth;
+ }
+
+ if (rect.bottom > static_cast<LONG>(backbufferHeight))
+ {
+ rect.bottom = backbufferHeight;
+ }
+
+ mRenderer->endScene();
+
+ result = device->StretchRect(oldRenderTarget, &rect, mRenderTarget, &rect, D3DTEXF_NONE);
+ ASSERT(SUCCEEDED(result));
+
+ SafeRelease(oldRenderTarget);
+ }
+
+ if (mWindow)
+ {
+ D3DPRESENT_PARAMETERS presentParameters = {0};
+ presentParameters.AutoDepthStencilFormat = gl_d3d9::GetRenderFormat(mDepthBufferFormat);
+ presentParameters.BackBufferCount = 1;
+ presentParameters.BackBufferFormat = gl_d3d9::GetRenderFormat(mBackBufferFormat);
+ presentParameters.EnableAutoDepthStencil = FALSE;
+ presentParameters.Flags = 0;
+ presentParameters.hDeviceWindow = mWindow;
+ presentParameters.MultiSampleQuality = 0; // FIXME: Unimplemented
+ presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE; // FIXME: Unimplemented
+ presentParameters.PresentationInterval = convertInterval(swapInterval);
+ presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
+ presentParameters.Windowed = TRUE;
+ presentParameters.BackBufferWidth = backbufferWidth;
+ presentParameters.BackBufferHeight = backbufferHeight;
+
+ // http://crbug.com/140239
+ // http://crbug.com/143434
+ //
+ // Some AMD/Intel switchable systems / drivers appear to round swap chain surfaces to a multiple of 64 pixels in width
+ // when using the integrated Intel. This rounds the width up rather than down.
+ //
+ // Some non-switchable AMD GPUs / drivers do not respect the source rectangle to Present. Therefore, when the vendor ID
+ // is not Intel, the back buffer width must be exactly the same width as the window or horizontal scaling will occur.
+ if (mRenderer->getAdapterVendor() == VENDOR_ID_INTEL)
+ {
+ presentParameters.BackBufferWidth = (presentParameters.BackBufferWidth + 63) / 64 * 64;
+ }
+
+ result = device->CreateAdditionalSwapChain(&presentParameters, &mSwapChain);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL || result == D3DERR_DEVICELOST);
+
+ ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
+ release();
+
+ if (d3d9::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer);
+ ASSERT(SUCCEEDED(result));
+ InvalidateRect(mWindow, NULL, FALSE);
+ }
+
+ if (mDepthBufferFormat != GL_NONE)
+ {
+ result = device->CreateDepthStencilSurface(backbufferWidth, backbufferHeight,
+ gl_d3d9::GetRenderFormat(mDepthBufferFormat),
+ D3DMULTISAMPLE_NONE, 0, FALSE, &mDepthStencil, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL);
+
+ ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
+ release();
+
+ if (d3d9::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+ }
+
+ mWidth = backbufferWidth;
+ mHeight = backbufferHeight;
+ mSwapInterval = swapInterval;
+
+ return EGL_SUCCESS;
+}
+
+// parameters should be validated/clamped by caller
+EGLint SwapChain9::swapRect(EGLint x, EGLint y, EGLint width, EGLint height, EGLint)
+{
+ if (!mSwapChain)
+ {
+ return EGL_SUCCESS;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ // Disable all pipeline operations
+ device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
+ device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
+ device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
+ device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
+ device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+ device->SetPixelShader(NULL);
+ device->SetVertexShader(NULL);
+
+ device->SetRenderTarget(0, mBackBuffer);
+ device->SetDepthStencilSurface(NULL);
+
+ device->SetTexture(0, mOffscreenTexture);
+ device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+ device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
+ device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
+ device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
+ device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
+ device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
+ device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
+ device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
+
+ for (UINT streamIndex = 0; streamIndex < gl::MAX_VERTEX_ATTRIBS; streamIndex++)
+ {
+ device->SetStreamSourceFreq(streamIndex, 1);
+ }
+
+ D3DVIEWPORT9 viewport = {0, 0, mWidth, mHeight, 0.0f, 1.0f};
+ device->SetViewport(&viewport);
+
+ float x1 = x - 0.5f;
+ float y1 = (mHeight - y - height) - 0.5f;
+ float x2 = (x + width) - 0.5f;
+ float y2 = (mHeight - y) - 0.5f;
+
+ float u1 = x / float(mWidth);
+ float v1 = y / float(mHeight);
+ float u2 = (x + width) / float(mWidth);
+ float v2 = (y + height) / float(mHeight);
+
+ float quad[4][6] = {{x1, y1, 0.0f, 1.0f, u1, v2},
+ {x2, y1, 0.0f, 1.0f, u2, v2},
+ {x2, y2, 0.0f, 1.0f, u2, v1},
+ {x1, y2, 0.0f, 1.0f, u1, v1}}; // x, y, z, rhw, u, v
+
+ mRenderer->startScene();
+ device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, quad, 6 * sizeof(float));
+ mRenderer->endScene();
+
+ device->SetTexture(0, NULL);
+
+ RECT rect =
+ {
+ x, mHeight - y - height,
+ x + width, mHeight - y
+ };
+
+ HRESULT result = mSwapChain->Present(&rect, &rect, NULL, NULL, 0);
+
+ mRenderer->markAllStateDirty();
+
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DRIVERINTERNALERROR)
+ {
+ return EGL_BAD_ALLOC;
+ }
+
+ // On Windows 8 systems, IDirect3DSwapChain9::Present sometimes returns 0x88760873 when the windows is
+ // in the process of entering/exiting fullscreen. This code doesn't seem to have any documentation. The
+ // device appears to be ok after emitting this error so simply return a failure to swap.
+ if (result == 0x88760873)
+ {
+ return EGL_BAD_MATCH;
+ }
+
+ // http://crbug.com/313210
+ // If our swap failed, trigger a device lost event. Resetting will work around an AMD-specific
+ // device removed bug with lost contexts when reinstalling drivers.
+ if (FAILED(result))
+ {
+ mRenderer->notifyDeviceLost();
+ return EGL_CONTEXT_LOST;
+ }
+
+ return EGL_SUCCESS;
+}
+
+// Increments refcount on surface.
+// caller must Release() the returned surface
+// TODO: remove the AddRef to match SwapChain11
+IDirect3DSurface9 *SwapChain9::getRenderTarget()
+{
+ if (mRenderTarget)
+ {
+ mRenderTarget->AddRef();
+ }
+
+ return mRenderTarget;
+}
+
+// Increments refcount on surface.
+// caller must Release() the returned surface
+// TODO: remove the AddRef to match SwapChain11
+IDirect3DSurface9 *SwapChain9::getDepthStencil()
+{
+ if (mDepthStencil)
+ {
+ mDepthStencil->AddRef();
+ }
+
+ return mDepthStencil;
+}
+
+// Increments refcount on texture.
+// caller must Release() the returned texture
+// TODO: remove the AddRef to match SwapChain11
+IDirect3DTexture9 *SwapChain9::getOffscreenTexture()
+{
+ if (mOffscreenTexture)
+ {
+ mOffscreenTexture->AddRef();
+ }
+
+ return mOffscreenTexture;
+}
+
+SwapChain9 *SwapChain9::makeSwapChain9(SwapChain *swapChain)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(rx::SwapChain9*, swapChain));
+ return static_cast<rx::SwapChain9*>(swapChain);
+}
+
+void SwapChain9::recreate()
+{
+ if (!mSwapChain)
+ {
+ return;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+ if (device == NULL)
+ {
+ return;
+ }
+
+ D3DPRESENT_PARAMETERS presentParameters;
+ HRESULT result = mSwapChain->GetPresentParameters(&presentParameters);
+ ASSERT(SUCCEEDED(result));
+
+ IDirect3DSwapChain9* newSwapChain = NULL;
+ result = device->CreateAdditionalSwapChain(&presentParameters, &newSwapChain);
+ if (FAILED(result))
+ {
+ return;
+ }
+
+ SafeRelease(mSwapChain);
+ mSwapChain = newSwapChain;
+
+ SafeRelease(mBackBuffer);
+ result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer);
+ ASSERT(SUCCEEDED(result));
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/SwapChain9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/SwapChain9.h
new file mode 100644
index 0000000000..4d756f80d1
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/SwapChain9.h
@@ -0,0 +1,55 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// SwapChain9.h: Defines a back-end specific class for the D3D9 swap chain.
+
+#ifndef LIBGLESV2_RENDERER_SWAPCHAIN9_H_
+#define LIBGLESV2_RENDERER_SWAPCHAIN9_H_
+
+#include "common/angleutils.h"
+#include "libGLESv2/renderer/SwapChain.h"
+
+namespace rx
+{
+class Renderer9;
+
+class SwapChain9 : public SwapChain
+{
+ public:
+ SwapChain9(Renderer9 *renderer, HWND window, HANDLE shareHandle,
+ GLenum backBufferFormat, GLenum depthBufferFormat);
+ virtual ~SwapChain9();
+
+ EGLint resize(EGLint backbufferWidth, EGLint backbufferHeight);
+ virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval);
+ virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height, EGLint);
+ virtual void recreate();
+
+ virtual IDirect3DSurface9 *getRenderTarget();
+ virtual IDirect3DSurface9 *getDepthStencil();
+ virtual IDirect3DTexture9 *getOffscreenTexture();
+
+ static SwapChain9 *makeSwapChain9(SwapChain *swapChain);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(SwapChain9);
+
+ void release();
+
+ Renderer9 *mRenderer;
+ EGLint mHeight;
+ EGLint mWidth;
+ EGLint mSwapInterval;
+
+ IDirect3DSwapChain9 *mSwapChain;
+ IDirect3DSurface9 *mBackBuffer;
+ IDirect3DSurface9 *mRenderTarget;
+ IDirect3DSurface9 *mDepthStencil;
+ IDirect3DTexture9* mOffscreenTexture;
+};
+
+}
+#endif // LIBGLESV2_RENDERER_SWAPCHAIN9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/TextureStorage9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/TextureStorage9.cpp
new file mode 100644
index 0000000000..b065ee80fe
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/TextureStorage9.cpp
@@ -0,0 +1,307 @@
+#include "precompiled.h"
+//
+// 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.
+//
+
+// TextureStorage9.cpp: Implements the abstract rx::TextureStorage9 class and its concrete derived
+// classes TextureStorage9_2D and TextureStorage9_Cube, which act as the interface to the
+// D3D9 texture.
+
+#include "libGLESv2/main.h"
+#include "libGLESv2/renderer/d3d/TextureD3D.h"
+#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
+#include "libGLESv2/renderer/d3d/d3d9/TextureStorage9.h"
+#include "libGLESv2/renderer/d3d/d3d9/SwapChain9.h"
+#include "libGLESv2/renderer/d3d/d3d9/RenderTarget9.h"
+#include "libGLESv2/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libGLESv2/renderer/d3d/d3d9/formatutils9.h"
+#include "libGLESv2/Texture.h"
+
+namespace rx
+{
+TextureStorage9::TextureStorage9(Renderer *renderer, DWORD usage)
+ : mTopLevel(0),
+ mRenderer(Renderer9::makeRenderer9(renderer)),
+ mD3DUsage(usage),
+ mD3DPool(mRenderer->getTexturePool(usage))
+{
+}
+
+TextureStorage9::~TextureStorage9()
+{
+}
+
+TextureStorage9 *TextureStorage9::makeTextureStorage9(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage9*, storage));
+ return static_cast<TextureStorage9*>(storage);
+}
+
+DWORD TextureStorage9::GetTextureUsage(GLenum internalformat, bool renderTarget)
+{
+ DWORD d3dusage = 0;
+
+ if (gl::GetDepthBits(internalformat) > 0 ||
+ gl::GetStencilBits(internalformat) > 0)
+ {
+ d3dusage |= D3DUSAGE_DEPTHSTENCIL;
+ }
+ else if (renderTarget && (gl_d3d9::GetRenderFormat(internalformat) != D3DFMT_UNKNOWN))
+ {
+ d3dusage |= D3DUSAGE_RENDERTARGET;
+ }
+
+ return d3dusage;
+}
+
+
+bool TextureStorage9::isRenderTarget() const
+{
+ return (mD3DUsage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL)) != 0;
+}
+
+bool TextureStorage9::isManaged() const
+{
+ return (mD3DPool == D3DPOOL_MANAGED);
+}
+
+D3DPOOL TextureStorage9::getPool() const
+{
+ return mD3DPool;
+}
+
+DWORD TextureStorage9::getUsage() const
+{
+ return mD3DUsage;
+}
+
+int TextureStorage9::getTopLevel() const
+{
+ return mTopLevel;
+}
+
+int TextureStorage9::getLevelCount() const
+{
+ return getBaseTexture() ? (getBaseTexture()->GetLevelCount() - getTopLevel()) : 0;
+}
+
+TextureStorage9_2D::TextureStorage9_2D(Renderer *renderer, SwapChain9 *swapchain)
+ : TextureStorage9(renderer, D3DUSAGE_RENDERTARGET)
+{
+ IDirect3DTexture9 *surfaceTexture = swapchain->getOffscreenTexture();
+ mTexture = surfaceTexture;
+ mRenderTarget = NULL;
+
+ initializeRenderTarget();
+}
+
+TextureStorage9_2D::TextureStorage9_2D(Renderer *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels)
+ : TextureStorage9(renderer, GetTextureUsage(internalformat, renderTarget))
+{
+ mTexture = NULL;
+ mRenderTarget = NULL;
+ // if the width or height is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (width > 0 && height > 0)
+ {
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+ D3DFORMAT format = gl_d3d9::GetTextureFormat(internalformat);
+ d3d9::MakeValidSize(false, format, &width, &height, &mTopLevel);
+ UINT creationLevels = (levels == 0) ? 0 : mTopLevel + levels;
+
+ HRESULT result = device->CreateTexture(width, height, creationLevels, getUsage(), format, getPool(), &mTexture, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ initializeRenderTarget();
+}
+
+TextureStorage9_2D::~TextureStorage9_2D()
+{
+ SafeRelease(mTexture);
+ SafeDelete(mRenderTarget);
+}
+
+TextureStorage9_2D *TextureStorage9_2D::makeTextureStorage9_2D(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage9_2D*, storage));
+ return static_cast<TextureStorage9_2D*>(storage);
+}
+
+// Increments refcount on surface.
+// caller must Release() the returned surface
+IDirect3DSurface9 *TextureStorage9_2D::getSurfaceLevel(int level, bool dirty)
+{
+ IDirect3DSurface9 *surface = NULL;
+
+ if (mTexture)
+ {
+ HRESULT result = mTexture->GetSurfaceLevel(level + mTopLevel, &surface);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+
+ // With managed textures the driver needs to be informed of updates to the lower mipmap levels
+ if (level + mTopLevel != 0 && isManaged() && dirty)
+ {
+ mTexture->AddDirtyRect(NULL);
+ }
+ }
+
+ return surface;
+}
+
+RenderTarget *TextureStorage9_2D::getRenderTarget(int level)
+{
+ return mRenderTarget;
+}
+
+void TextureStorage9_2D::generateMipmap(int level)
+{
+ IDirect3DSurface9 *upper = getSurfaceLevel(level - 1, false);
+ IDirect3DSurface9 *lower = getSurfaceLevel(level, true);
+
+ if (upper != NULL && lower != NULL)
+ {
+ mRenderer->boxFilter(upper, lower);
+ }
+
+ SafeRelease(upper);
+ SafeRelease(lower);
+}
+
+IDirect3DBaseTexture9 *TextureStorage9_2D::getBaseTexture() const
+{
+ return mTexture;
+}
+
+void TextureStorage9_2D::initializeRenderTarget()
+{
+ ASSERT(mRenderTarget == NULL);
+
+ if (mTexture != NULL && isRenderTarget())
+ {
+ IDirect3DSurface9 *surface = getSurfaceLevel(0, false);
+
+ mRenderTarget = new RenderTarget9(mRenderer, surface);
+ }
+}
+
+TextureStorage9_Cube::TextureStorage9_Cube(Renderer *renderer, GLenum internalformat, bool renderTarget, int size, int levels)
+ : TextureStorage9(renderer, GetTextureUsage(internalformat, renderTarget))
+{
+ mTexture = NULL;
+ for (int i = 0; i < 6; ++i)
+ {
+ mRenderTarget[i] = NULL;
+ }
+
+ // if the size is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (size > 0)
+ {
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+ int height = size;
+ D3DFORMAT format = gl_d3d9::GetTextureFormat(internalformat);
+ d3d9::MakeValidSize(false, format, &size, &height, &mTopLevel);
+ UINT creationLevels = (levels == 0) ? 0 : mTopLevel + levels;
+
+ HRESULT result = device->CreateCubeTexture(size, creationLevels, getUsage(), format, getPool(), &mTexture, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ initializeRenderTarget();
+}
+
+TextureStorage9_Cube::~TextureStorage9_Cube()
+{
+ SafeRelease(mTexture);
+
+ for (int i = 0; i < 6; ++i)
+ {
+ SafeDelete(mRenderTarget[i]);
+ }
+}
+
+TextureStorage9_Cube *TextureStorage9_Cube::makeTextureStorage9_Cube(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage9_Cube*, storage));
+ return static_cast<TextureStorage9_Cube*>(storage);
+}
+
+// Increments refcount on surface.
+// caller must Release() the returned surface
+IDirect3DSurface9 *TextureStorage9_Cube::getCubeMapSurface(GLenum faceTarget, int level, bool dirty)
+{
+ IDirect3DSurface9 *surface = NULL;
+
+ if (mTexture)
+ {
+ D3DCUBEMAP_FACES face = gl_d3d9::ConvertCubeFace(faceTarget);
+ HRESULT result = mTexture->GetCubeMapSurface(face, level + mTopLevel, &surface);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(SUCCEEDED(result));
+
+ // With managed textures the driver needs to be informed of updates to the lower mipmap levels
+ if (level != 0 && isManaged() && dirty)
+ {
+ mTexture->AddDirtyRect(face, NULL);
+ }
+ }
+
+ return surface;
+}
+
+RenderTarget *TextureStorage9_Cube::getRenderTargetFace(GLenum faceTarget, int level)
+{
+ return mRenderTarget[TextureD3D_Cube::targetToIndex(faceTarget)];
+}
+
+void TextureStorage9_Cube::generateMipmap(int faceIndex, int level)
+{
+ IDirect3DSurface9 *upper = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level - 1, false);
+ IDirect3DSurface9 *lower = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, true);
+
+ if (upper != NULL && lower != NULL)
+ {
+ mRenderer->boxFilter(upper, lower);
+ }
+
+ SafeRelease(upper);
+ SafeRelease(lower);
+}
+
+IDirect3DBaseTexture9 *TextureStorage9_Cube::getBaseTexture() const
+{
+ return mTexture;
+}
+
+void TextureStorage9_Cube::initializeRenderTarget()
+{
+ if (mTexture != NULL && isRenderTarget())
+ {
+ IDirect3DSurface9 *surface = NULL;
+
+ for (int i = 0; i < 6; ++i)
+ {
+ ASSERT(mRenderTarget[i] == NULL);
+
+ surface = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, false);
+
+ mRenderTarget[i] = new RenderTarget9(mRenderer, surface);
+ }
+ }
+}
+
+} \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/TextureStorage9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/TextureStorage9.h
new file mode 100644
index 0000000000..cc7c155d34
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/TextureStorage9.h
@@ -0,0 +1,109 @@
+//
+// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage9.h: Defines the abstract rx::TextureStorage9 class and its concrete derived
+// classes TextureStorage9_2D and TextureStorage9_Cube, which act as the interface to the
+// D3D9 texture.
+
+#ifndef LIBGLESV2_RENDERER_TEXTURESTORAGE9_H_
+#define LIBGLESV2_RENDERER_TEXTURESTORAGE9_H_
+
+#include "libGLESv2/renderer/d3d/TextureStorage.h"
+#include "common/debug.h"
+
+namespace rx
+{
+class Renderer9;
+class SwapChain9;
+class RenderTarget;
+class RenderTarget9;
+
+class TextureStorage9 : public TextureStorage
+{
+ public:
+ virtual ~TextureStorage9();
+
+ static TextureStorage9 *makeTextureStorage9(TextureStorage *storage);
+
+ static DWORD GetTextureUsage(GLenum internalformat, bool renderTarget);
+
+ D3DPOOL getPool() const;
+ DWORD getUsage() const;
+
+ virtual IDirect3DBaseTexture9 *getBaseTexture() const = 0;
+ virtual RenderTarget *getRenderTarget(int level) { return NULL; }
+ virtual RenderTarget *getRenderTargetFace(GLenum faceTarget, int level) { return NULL; }
+ virtual RenderTarget *getRenderTargetLayer(int mipLevel, int layer) { return NULL; }
+ virtual void generateMipmap(int level) {};
+ virtual void generateMipmap(int face, int level) {};
+
+ virtual int getTopLevel() const;
+ virtual bool isRenderTarget() const;
+ virtual bool isManaged() const;
+ virtual int getLevelCount() const;
+
+ protected:
+ int mTopLevel;
+ Renderer9 *mRenderer;
+
+ TextureStorage9(Renderer *renderer, DWORD usage);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorage9);
+
+ const DWORD mD3DUsage;
+ const D3DPOOL mD3DPool;
+};
+
+class TextureStorage9_2D : public TextureStorage9
+{
+ public:
+ TextureStorage9_2D(Renderer *renderer, SwapChain9 *swapchain);
+ TextureStorage9_2D(Renderer *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels);
+ virtual ~TextureStorage9_2D();
+
+ static TextureStorage9_2D *makeTextureStorage9_2D(TextureStorage *storage);
+
+ IDirect3DSurface9 *getSurfaceLevel(int level, bool dirty);
+ virtual RenderTarget *getRenderTarget(int level);
+ virtual IDirect3DBaseTexture9 *getBaseTexture() const;
+ virtual void generateMipmap(int level);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorage9_2D);
+
+ void initializeRenderTarget();
+
+ IDirect3DTexture9 *mTexture;
+ RenderTarget9 *mRenderTarget;
+};
+
+class TextureStorage9_Cube : public TextureStorage9
+{
+ public:
+ TextureStorage9_Cube(Renderer *renderer, GLenum internalformat, bool renderTarget, int size, int levels);
+ virtual ~TextureStorage9_Cube();
+
+ static TextureStorage9_Cube *makeTextureStorage9_Cube(TextureStorage *storage);
+
+ IDirect3DSurface9 *getCubeMapSurface(GLenum faceTarget, int level, bool dirty);
+ virtual RenderTarget *getRenderTargetFace(GLenum faceTarget, int level);
+ virtual IDirect3DBaseTexture9 *getBaseTexture() const;
+ virtual void generateMipmap(int faceIndex, int level);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorage9_Cube);
+
+ void initializeRenderTarget();
+
+ IDirect3DCubeTexture9 *mTexture;
+ RenderTarget9 *mRenderTarget[6];
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_TEXTURESTORAGE9_H_
+
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexArray9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexArray9.h
new file mode 100644
index 0000000000..66a6c64d81
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexArray9.h
@@ -0,0 +1,43 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexArray9.h: Defines the rx::VertexArray9 class which implements rx::VertexArrayImpl.
+
+#ifndef LIBGLESV2_RENDERER_VERTEXARRAY9_H_
+#define LIBGLESV2_RENDERER_VERTEXARRAY9_H_
+
+#include "libGLESv2/renderer/VertexArrayImpl.h"
+#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
+
+namespace rx
+{
+class Renderer9;
+
+class VertexArray9 : public VertexArrayImpl
+{
+ public:
+ VertexArray9(rx::Renderer9 *renderer)
+ : VertexArrayImpl(),
+ mRenderer(renderer)
+ {
+ }
+
+ virtual ~VertexArray9() { }
+
+ virtual void setElementArrayBuffer(const gl::Buffer *buffer) { }
+ virtual void setAttribute(size_t idx, const gl::VertexAttribute &attr) { }
+ virtual void setAttributeDivisor(size_t idx, GLuint divisor) { }
+ virtual void enableAttribute(size_t idx, bool enabledState) { }
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(VertexArray9);
+
+ rx::Renderer9 *mRenderer;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_VERTEXARRAY9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexBuffer9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexBuffer9.cpp
new file mode 100644
index 0000000000..d260640dbe
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexBuffer9.cpp
@@ -0,0 +1,252 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexBuffer9.cpp: Defines the D3D9 VertexBuffer implementation.
+
+#include "libGLESv2/renderer/d3d/d3d9/VertexBuffer9.h"
+#include "libGLESv2/renderer/vertexconversion.h"
+#include "libGLESv2/renderer/BufferImpl.h"
+#include "libGLESv2/VertexAttribute.h"
+#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
+#include "libGLESv2/renderer/d3d/d3d9/formatutils9.h"
+
+#include "libGLESv2/Buffer.h"
+
+namespace rx
+{
+
+VertexBuffer9::VertexBuffer9(rx::Renderer9 *const renderer) : mRenderer(renderer)
+{
+ mVertexBuffer = NULL;
+ mBufferSize = 0;
+ mDynamicUsage = false;
+}
+
+VertexBuffer9::~VertexBuffer9()
+{
+ SafeRelease(mVertexBuffer);
+}
+
+bool VertexBuffer9::initialize(unsigned int size, bool dynamicUsage)
+{
+ SafeRelease(mVertexBuffer);
+
+ updateSerial();
+
+ if (size > 0)
+ {
+ DWORD flags = D3DUSAGE_WRITEONLY;
+ if (dynamicUsage)
+ {
+ flags |= D3DUSAGE_DYNAMIC;
+ }
+
+ HRESULT result = mRenderer->createVertexBuffer(size, flags, &mVertexBuffer);
+
+ if (FAILED(result))
+ {
+ ERR("Out of memory allocating a vertex buffer of size %lu.", size);
+ return false;
+ }
+ }
+
+ mBufferSize = size;
+ mDynamicUsage = dynamicUsage;
+ return true;
+}
+
+VertexBuffer9 *VertexBuffer9::makeVertexBuffer9(VertexBuffer *vertexBuffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(VertexBuffer9*, vertexBuffer));
+ return static_cast<VertexBuffer9*>(vertexBuffer);
+}
+
+bool VertexBuffer9::storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int offset)
+{
+ if (mVertexBuffer)
+ {
+ gl::Buffer *buffer = attrib.buffer.get();
+
+ int inputStride = gl::ComputeVertexAttributeStride(attrib);
+ int elementSize = gl::ComputeVertexAttributeTypeSize(attrib);
+
+ DWORD lockFlags = mDynamicUsage ? D3DLOCK_NOOVERWRITE : 0;
+
+ void *mapPtr = NULL;
+
+ unsigned int mapSize;
+ if (!spaceRequired(attrib, count, instances, &mapSize))
+ {
+ return false;
+ }
+
+ HRESULT result = mVertexBuffer->Lock(offset, mapSize, &mapPtr, lockFlags);
+
+ if (FAILED(result))
+ {
+ ERR("Lock failed with error 0x%08x", result);
+ return false;
+ }
+
+ const char *input = NULL;
+ if (attrib.enabled)
+ {
+ if (buffer)
+ {
+ BufferImpl *storage = buffer->getImplementation();
+ input = static_cast<const char*>(storage->getData()) + static_cast<int>(attrib.offset);
+ }
+ else
+ {
+ input = static_cast<const char*>(attrib.pointer);
+ }
+ }
+ else
+ {
+ input = reinterpret_cast<const char*>(currentValue.FloatValues);
+ }
+
+ if (instances == 0 || attrib.divisor == 0)
+ {
+ input += inputStride * start;
+ }
+
+ gl::VertexFormat vertexFormat(attrib, currentValue.Type);
+ bool needsConversion = (d3d9::GetVertexConversionType(vertexFormat) & VERTEX_CONVERT_CPU) > 0;
+
+ if (!needsConversion && inputStride == elementSize)
+ {
+ size_t copySize = static_cast<size_t>(count) * static_cast<size_t>(inputStride);
+ memcpy(mapPtr, input, copySize);
+ }
+ else
+ {
+ VertexCopyFunction copyFunction = d3d9::GetVertexCopyFunction(vertexFormat);
+ copyFunction(input, inputStride, count, mapPtr);
+ }
+
+ mVertexBuffer->Unlock();
+
+ return true;
+ }
+ else
+ {
+ ERR("Vertex buffer not initialized.");
+ return false;
+ }
+}
+
+bool VertexBuffer9::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances,
+ unsigned int *outSpaceRequired) const
+{
+ return spaceRequired(attrib, count, instances, outSpaceRequired);
+}
+
+unsigned int VertexBuffer9::getBufferSize() const
+{
+ return mBufferSize;
+}
+
+bool VertexBuffer9::setBufferSize(unsigned int size)
+{
+ if (size > mBufferSize)
+ {
+ return initialize(size, mDynamicUsage);
+ }
+ else
+ {
+ return true;
+ }
+}
+
+bool VertexBuffer9::discard()
+{
+ if (mVertexBuffer)
+ {
+ void *dummy;
+ HRESULT result;
+
+ result = mVertexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD);
+ if (FAILED(result))
+ {
+ ERR("Discard lock failed with error 0x%08x", result);
+ return false;
+ }
+
+ result = mVertexBuffer->Unlock();
+ if (FAILED(result))
+ {
+ ERR("Discard unlock failed with error 0x%08x", result);
+ return false;
+ }
+
+ return true;
+ }
+ else
+ {
+ ERR("Vertex buffer not initialized.");
+ return false;
+ }
+}
+
+IDirect3DVertexBuffer9 * VertexBuffer9::getBuffer() const
+{
+ return mVertexBuffer;
+}
+
+bool VertexBuffer9::spaceRequired(const gl::VertexAttribute &attrib, std::size_t count, GLsizei instances,
+ unsigned int *outSpaceRequired)
+{
+ gl::VertexFormat vertexFormat(attrib, GL_FLOAT);
+ unsigned int elementSize = d3d9::GetVertexElementSize(vertexFormat);
+
+ if (attrib.enabled)
+ {
+ unsigned int elementCount = 0;
+ if (instances == 0 || attrib.divisor == 0)
+ {
+ elementCount = count;
+ }
+ else
+ {
+ if (static_cast<unsigned int>(instances) < std::numeric_limits<unsigned int>::max() - (attrib.divisor - 1))
+ {
+ // Round up
+ elementCount = (static_cast<unsigned int>(instances) + (attrib.divisor - 1)) / attrib.divisor;
+ }
+ else
+ {
+ elementCount = static_cast<unsigned int>(instances) / attrib.divisor;
+ }
+ }
+
+ if (elementSize <= std::numeric_limits<unsigned int>::max() / elementCount)
+ {
+ if (outSpaceRequired)
+ {
+ *outSpaceRequired = elementSize * elementCount;
+ }
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+ }
+ else
+ {
+ const unsigned int elementSize = 4;
+ if (outSpaceRequired)
+ {
+ *outSpaceRequired = elementSize * 4;
+ }
+ return true;
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexBuffer9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexBuffer9.h
new file mode 100644
index 0000000000..fc4b6b6d26
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexBuffer9.h
@@ -0,0 +1,54 @@
+//
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexBuffer9.h: Defines the D3D9 VertexBuffer implementation.
+
+#ifndef LIBGLESV2_RENDERER_VERTEXBUFFER9_H_
+#define LIBGLESV2_RENDERER_VERTEXBUFFER9_H_
+
+#include "libGLESv2/renderer/d3d/VertexBuffer.h"
+
+namespace rx
+{
+class Renderer9;
+
+class VertexBuffer9 : public VertexBuffer
+{
+ public:
+ explicit VertexBuffer9(rx::Renderer9 *const renderer);
+ virtual ~VertexBuffer9();
+
+ virtual bool initialize(unsigned int size, bool dynamicUsage);
+
+ static VertexBuffer9 *makeVertexBuffer9(VertexBuffer *vertexBuffer);
+
+ virtual bool storeVertexAttributes(const gl::VertexAttribute &attrib, const gl::VertexAttribCurrentValueData &currentValue,
+ GLint start, GLsizei count, GLsizei instances, unsigned int offset);
+
+ virtual bool getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances, unsigned int *outSpaceRequired) const;
+
+ virtual unsigned int getBufferSize() const;
+ virtual bool setBufferSize(unsigned int size);
+ virtual bool discard();
+
+ IDirect3DVertexBuffer9 *getBuffer() const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(VertexBuffer9);
+
+ rx::Renderer9 *const mRenderer;
+
+ IDirect3DVertexBuffer9 *mVertexBuffer;
+ unsigned int mBufferSize;
+ bool mDynamicUsage;
+
+ static bool spaceRequired(const gl::VertexAttribute &attrib, std::size_t count, GLsizei instances,
+ unsigned int *outSpaceRequired);
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_VERTEXBUFFER9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexDeclarationCache.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexDeclarationCache.cpp
new file mode 100644
index 0000000000..303d8ad299
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexDeclarationCache.cpp
@@ -0,0 +1,216 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexDeclarationCache.cpp: Implements a helper class to construct and cache vertex declarations.
+
+#include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/VertexAttribute.h"
+#include "libGLESv2/renderer/d3d/d3d9/VertexBuffer9.h"
+#include "libGLESv2/renderer/d3d/d3d9/VertexDeclarationCache.h"
+#include "libGLESv2/renderer/d3d/d3d9/formatutils9.h"
+
+namespace rx
+{
+
+VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
+{
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ mVertexDeclCache[i].vertexDeclaration = NULL;
+ mVertexDeclCache[i].lruCount = 0;
+ }
+
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mAppliedVBs[i].serial = 0;
+ }
+
+ mLastSetVDecl = NULL;
+ mInstancingEnabled = true;
+}
+
+VertexDeclarationCache::~VertexDeclarationCache()
+{
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ SafeRelease(mVertexDeclCache[i].vertexDeclaration);
+ }
+}
+
+GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], gl::ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw)
+{
+ *repeatDraw = 1;
+
+ int indexedAttribute = gl::MAX_VERTEX_ATTRIBS;
+ int instancedAttribute = gl::MAX_VERTEX_ATTRIBS;
+
+ if (instances > 0)
+ {
+ // Find an indexed attribute to be mapped to D3D stream 0
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (attributes[i].active)
+ {
+ if (indexedAttribute == gl::MAX_VERTEX_ATTRIBS && attributes[i].divisor == 0)
+ {
+ indexedAttribute = i;
+ }
+ else if (instancedAttribute == gl::MAX_VERTEX_ATTRIBS && attributes[i].divisor != 0)
+ {
+ instancedAttribute = i;
+ }
+ if (indexedAttribute != gl::MAX_VERTEX_ATTRIBS && instancedAttribute != gl::MAX_VERTEX_ATTRIBS)
+ break; // Found both an indexed and instanced attribute
+ }
+ }
+
+ if (indexedAttribute == gl::MAX_VERTEX_ATTRIBS)
+ {
+ return GL_INVALID_OPERATION;
+ }
+ }
+
+ D3DVERTEXELEMENT9 elements[gl::MAX_VERTEX_ATTRIBS + 1];
+ D3DVERTEXELEMENT9 *element = &elements[0];
+
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (attributes[i].active)
+ {
+ // Directly binding the storage buffer is not supported for d3d9
+ ASSERT(attributes[i].storage == NULL);
+
+ int stream = i;
+
+ if (instances > 0)
+ {
+ // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
+ if (instancedAttribute == gl::MAX_VERTEX_ATTRIBS)
+ {
+ *repeatDraw = instances;
+ }
+ else
+ {
+ if (i == indexedAttribute)
+ {
+ stream = 0;
+ }
+ else if (i == 0)
+ {
+ stream = indexedAttribute;
+ }
+
+ UINT frequency = 1;
+
+ if (attributes[i].divisor == 0)
+ {
+ frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
+ }
+ else
+ {
+ frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
+ }
+
+ device->SetStreamSourceFreq(stream, frequency);
+ mInstancingEnabled = true;
+ }
+ }
+
+ VertexBuffer9 *vertexBuffer = VertexBuffer9::makeVertexBuffer9(attributes[i].vertexBuffer);
+
+ if (mAppliedVBs[stream].serial != attributes[i].serial ||
+ mAppliedVBs[stream].stride != attributes[i].stride ||
+ mAppliedVBs[stream].offset != attributes[i].offset)
+ {
+ device->SetStreamSource(stream, vertexBuffer->getBuffer(), attributes[i].offset, attributes[i].stride);
+ mAppliedVBs[stream].serial = attributes[i].serial;
+ mAppliedVBs[stream].stride = attributes[i].stride;
+ mAppliedVBs[stream].offset = attributes[i].offset;
+ }
+
+ gl::VertexFormat vertexFormat(*attributes[i].attribute, GL_FLOAT);
+
+ element->Stream = stream;
+ element->Offset = 0;
+ element->Type = d3d9::GetNativeVertexFormat(vertexFormat);
+ element->Method = D3DDECLMETHOD_DEFAULT;
+ element->Usage = D3DDECLUSAGE_TEXCOORD;
+ element->UsageIndex = programBinary->getSemanticIndex(i);
+ element++;
+ }
+ }
+
+ if (instances == 0 || instancedAttribute == gl::MAX_VERTEX_ATTRIBS)
+ {
+ if (mInstancingEnabled)
+ {
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ device->SetStreamSourceFreq(i, 1);
+ }
+
+ mInstancingEnabled = false;
+ }
+ }
+
+ static const D3DVERTEXELEMENT9 end = D3DDECL_END();
+ *(element++) = end;
+
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
+ if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
+ {
+ entry->lruCount = ++mMaxLru;
+ if(entry->vertexDeclaration != mLastSetVDecl)
+ {
+ device->SetVertexDeclaration(entry->vertexDeclaration);
+ mLastSetVDecl = entry->vertexDeclaration;
+ }
+
+ return GL_NO_ERROR;
+ }
+ }
+
+ VertexDeclCacheEntry *lastCache = mVertexDeclCache;
+
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
+ {
+ lastCache = &mVertexDeclCache[i];
+ }
+ }
+
+ if (lastCache->vertexDeclaration != NULL)
+ {
+ SafeRelease(lastCache->vertexDeclaration);
+ // mLastSetVDecl is set to the replacement, so we don't have to worry
+ // about it.
+ }
+
+ memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
+ device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
+ device->SetVertexDeclaration(lastCache->vertexDeclaration);
+ mLastSetVDecl = lastCache->vertexDeclaration;
+ lastCache->lruCount = ++mMaxLru;
+
+ return GL_NO_ERROR;
+}
+
+void VertexDeclarationCache::markStateDirty()
+{
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mAppliedVBs[i].serial = 0;
+ }
+
+ mLastSetVDecl = NULL;
+ mInstancingEnabled = true; // Forces it to be disabled when not used
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexDeclarationCache.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexDeclarationCache.h
new file mode 100644
index 0000000000..004e28df4f
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/VertexDeclarationCache.h
@@ -0,0 +1,58 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// VertexDeclarationCache.h: Defines a helper class to construct and cache vertex declarations.
+
+#ifndef LIBGLESV2_RENDERER_VERTEXDECLARATIONCACHE_H_
+#define LIBGLESV2_RENDERER_VERTEXDECLARATIONCACHE_H_
+
+#include "libGLESv2/renderer/d3d/VertexDataManager.h"
+
+namespace gl
+{
+class VertexDataManager;
+}
+
+namespace rx
+{
+
+class VertexDeclarationCache
+{
+ public:
+ VertexDeclarationCache();
+ ~VertexDeclarationCache();
+
+ GLenum applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], gl::ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw);
+
+ void markStateDirty();
+
+ private:
+ UINT mMaxLru;
+
+ enum { NUM_VERTEX_DECL_CACHE_ENTRIES = 32 };
+
+ struct VBData
+ {
+ unsigned int serial;
+ unsigned int stride;
+ unsigned int offset;
+ };
+
+ VBData mAppliedVBs[gl::MAX_VERTEX_ATTRIBS];
+ IDirect3DVertexDeclaration9 *mLastSetVDecl;
+ bool mInstancingEnabled;
+
+ struct VertexDeclCacheEntry
+ {
+ D3DVERTEXELEMENT9 cachedElements[gl::MAX_VERTEX_ATTRIBS + 1];
+ UINT lruCount;
+ IDirect3DVertexDeclaration9 *vertexDeclaration;
+ } mVertexDeclCache[NUM_VERTEX_DECL_CACHE_ENTRIES];
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_VERTEXDECLARATIONCACHE_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/formatutils9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/formatutils9.cpp
new file mode 100644
index 0000000000..f5d1da62b3
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/formatutils9.cpp
@@ -0,0 +1,820 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2013-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// formatutils9.cpp: Queries for GL image formats and their translations to D3D9
+// formats.
+
+#include "libGLESv2/renderer/d3d/d3d9/formatutils9.h"
+#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
+#include "libGLESv2/renderer/generatemip.h"
+#include "libGLESv2/renderer/loadimage.h"
+#include "libGLESv2/renderer/copyimage.h"
+#include "libGLESv2/renderer/vertexconversion.h"
+
+namespace rx
+{
+
+// Each GL internal format corresponds to one D3D format and data loading function.
+// Due to not all formats being available all the time, some of the function/format types are wrapped
+// in templates that perform format support queries on a Renderer9 object which is supplied
+// when requesting the function or format.
+
+typedef bool(*FallbackPredicateFunction)();
+
+template <FallbackPredicateFunction pred, LoadImageFunction prefered, LoadImageFunction fallback>
+static void FallbackLoad(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ if (pred())
+ {
+ prefered(width, height, depth, input, inputRowPitch, inputDepthPitch, output, outputRowPitch, outputDepthPitch);
+ }
+ else
+ {
+ fallback(width, height, depth, input, inputRowPitch, inputDepthPitch, output, outputRowPitch, outputDepthPitch);
+ }
+}
+
+static void UnreachableLoad(size_t width, size_t height, size_t depth,
+ const uint8_t *input, size_t inputRowPitch, size_t inputDepthPitch,
+ uint8_t *output, size_t outputRowPitch, size_t outputDepthPitch)
+{
+ UNREACHABLE();
+}
+
+const D3DFORMAT D3DFMT_INTZ = ((D3DFORMAT)(MAKEFOURCC('I', 'N', 'T', 'Z')));
+const D3DFORMAT D3DFMT_NULL = ((D3DFORMAT)(MAKEFOURCC('N', 'U', 'L', 'L')));
+
+struct D3D9FormatInfo
+{
+ D3DFORMAT mTexFormat;
+ D3DFORMAT mRenderFormat;
+ LoadImageFunction mLoadFunction;
+
+ D3D9FormatInfo()
+ : mTexFormat(D3DFMT_NULL), mRenderFormat(D3DFMT_NULL), mLoadFunction(NULL)
+ { }
+
+ D3D9FormatInfo(D3DFORMAT textureFormat, D3DFORMAT renderFormat, LoadImageFunction loadFunc)
+ : mTexFormat(textureFormat), mRenderFormat(renderFormat), mLoadFunction(loadFunc)
+ { }
+};
+
+typedef std::pair<GLenum, D3D9FormatInfo> D3D9FormatPair;
+typedef std::map<GLenum, D3D9FormatInfo> D3D9FormatMap;
+
+static D3D9FormatMap BuildD3D9FormatMap()
+{
+ D3D9FormatMap map;
+
+ // | Internal format | Texture format | Render format | Load function |
+ map.insert(D3D9FormatPair(GL_NONE, D3D9FormatInfo(D3DFMT_NULL, D3DFMT_NULL, UnreachableLoad )));
+
+ map.insert(D3D9FormatPair(GL_DEPTH_COMPONENT16, D3D9FormatInfo(D3DFMT_INTZ, D3DFMT_D24S8, UnreachableLoad )));
+ map.insert(D3D9FormatPair(GL_DEPTH_COMPONENT32_OES, D3D9FormatInfo(D3DFMT_INTZ, D3DFMT_D32, UnreachableLoad )));
+ map.insert(D3D9FormatPair(GL_DEPTH24_STENCIL8_OES, D3D9FormatInfo(D3DFMT_INTZ, D3DFMT_D24S8, UnreachableLoad )));
+ map.insert(D3D9FormatPair(GL_STENCIL_INDEX8, D3D9FormatInfo(D3DFMT_UNKNOWN, D3DFMT_D24S8, UnreachableLoad ))); // TODO: What's the texture format?
+
+ map.insert(D3D9FormatPair(GL_RGBA32F_EXT, D3D9FormatInfo(D3DFMT_A32B32G32R32F, D3DFMT_A32B32G32R32F, LoadToNative<GLfloat, 4> )));
+ map.insert(D3D9FormatPair(GL_RGB32F_EXT, D3D9FormatInfo(D3DFMT_A32B32G32R32F, D3DFMT_A32B32G32R32F, LoadToNative3To4<GLfloat, gl::Float32One>)));
+ map.insert(D3D9FormatPair(GL_RG32F_EXT, D3D9FormatInfo(D3DFMT_G32R32F, D3DFMT_G32R32F, LoadToNative<GLfloat, 2> )));
+ map.insert(D3D9FormatPair(GL_R32F_EXT, D3D9FormatInfo(D3DFMT_R32F, D3DFMT_R32F, LoadToNative<GLfloat, 1> )));
+ map.insert(D3D9FormatPair(GL_ALPHA32F_EXT, D3D9FormatInfo(D3DFMT_A32B32G32R32F, D3DFMT_UNKNOWN, LoadA32FToRGBA32F )));
+ map.insert(D3D9FormatPair(GL_LUMINANCE32F_EXT, D3D9FormatInfo(D3DFMT_A32B32G32R32F, D3DFMT_UNKNOWN, LoadL32FToRGBA32F )));
+ map.insert(D3D9FormatPair(GL_LUMINANCE_ALPHA32F_EXT, D3D9FormatInfo(D3DFMT_A32B32G32R32F, D3DFMT_UNKNOWN, LoadLA32FToRGBA32F )));
+
+ map.insert(D3D9FormatPair(GL_RGBA16F_EXT, D3D9FormatInfo(D3DFMT_A16B16G16R16F, D3DFMT_A16B16G16R16F, LoadToNative<GLhalf, 4> )));
+ map.insert(D3D9FormatPair(GL_RGB16F_EXT, D3D9FormatInfo(D3DFMT_A16B16G16R16F, D3DFMT_A16B16G16R16F, LoadToNative3To4<GLhalf, gl::Float16One> )));
+ map.insert(D3D9FormatPair(GL_RG16F_EXT, D3D9FormatInfo(D3DFMT_G16R16F, D3DFMT_G16R16F, LoadToNative<GLhalf, 2> )));
+ map.insert(D3D9FormatPair(GL_R16F_EXT, D3D9FormatInfo(D3DFMT_R16F, D3DFMT_R16F, LoadToNative<GLhalf, 1> )));
+ map.insert(D3D9FormatPair(GL_ALPHA16F_EXT, D3D9FormatInfo(D3DFMT_A16B16G16R16F, D3DFMT_UNKNOWN, LoadA16FToRGBA16F )));
+ map.insert(D3D9FormatPair(GL_LUMINANCE16F_EXT, D3D9FormatInfo(D3DFMT_A16B16G16R16F, D3DFMT_UNKNOWN, LoadL16FToRGBA16F )));
+ map.insert(D3D9FormatPair(GL_LUMINANCE_ALPHA16F_EXT, D3D9FormatInfo(D3DFMT_A16B16G16R16F, D3DFMT_UNKNOWN, LoadLA16FToRGBA16F )));
+
+ map.insert(D3D9FormatPair(GL_ALPHA8_EXT, D3D9FormatInfo(D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FallbackLoad<gl::supportsSSE2, LoadA8ToBGRA8_SSE2, LoadA8ToBGRA8>)));
+
+ map.insert(D3D9FormatPair(GL_RGB8_OES, D3D9FormatInfo(D3DFMT_X8R8G8B8, D3DFMT_X8R8G8B8, LoadRGB8ToBGRX8 )));
+ map.insert(D3D9FormatPair(GL_RGB565, D3D9FormatInfo(D3DFMT_X8R8G8B8, D3DFMT_X8R8G8B8, LoadR5G6B5ToBGRA8 )));
+ map.insert(D3D9FormatPair(GL_RGBA8_OES, D3D9FormatInfo(D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FallbackLoad<gl::supportsSSE2, LoadRGBA8ToBGRA8_SSE2, LoadRGBA8ToBGRA8>)));
+ map.insert(D3D9FormatPair(GL_RGBA4, D3D9FormatInfo(D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, LoadRGBA4ToBGRA8 )));
+ map.insert(D3D9FormatPair(GL_RGB5_A1, D3D9FormatInfo(D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, LoadRGB5A1ToBGRA8 )));
+ map.insert(D3D9FormatPair(GL_R8_EXT, D3D9FormatInfo(D3DFMT_X8R8G8B8, D3DFMT_X8R8G8B8, LoadR8ToBGRX8 )));
+ map.insert(D3D9FormatPair(GL_RG8_EXT, D3D9FormatInfo(D3DFMT_X8R8G8B8, D3DFMT_X8R8G8B8, LoadRG8ToBGRX8 )));
+
+ map.insert(D3D9FormatPair(GL_BGRA8_EXT, D3D9FormatInfo(D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, LoadToNative<GLubyte, 4> )));
+ map.insert(D3D9FormatPair(GL_BGRA4_ANGLEX, D3D9FormatInfo(D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, LoadBGRA4ToBGRA8 )));
+ map.insert(D3D9FormatPair(GL_BGR5_A1_ANGLEX, D3D9FormatInfo(D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, LoadBGR5A1ToBGRA8 )));
+
+ map.insert(D3D9FormatPair(GL_COMPRESSED_RGB_S3TC_DXT1_EXT, D3D9FormatInfo(D3DFMT_DXT1, D3DFMT_UNKNOWN, LoadCompressedToNative<4, 4, 8> )));
+ map.insert(D3D9FormatPair(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, D3D9FormatInfo(D3DFMT_DXT1, D3DFMT_UNKNOWN, LoadCompressedToNative<4, 4, 8> )));
+ map.insert(D3D9FormatPair(GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, D3D9FormatInfo(D3DFMT_DXT3, D3DFMT_UNKNOWN, LoadCompressedToNative<4, 4, 16> )));
+ map.insert(D3D9FormatPair(GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, D3D9FormatInfo(D3DFMT_DXT5, D3DFMT_UNKNOWN, LoadCompressedToNative<4, 4, 16> )));
+
+ // These formats require checking if the renderer supports D3DFMT_L8 or D3DFMT_A8L8 and
+ // then changing the format and loading function appropriately.
+ map.insert(D3D9FormatPair(GL_LUMINANCE8_EXT, D3D9FormatInfo(D3DFMT_L8, D3DFMT_UNKNOWN, LoadToNative<GLubyte, 1> )));
+ map.insert(D3D9FormatPair(GL_LUMINANCE8_ALPHA8_EXT, D3D9FormatInfo(D3DFMT_A8L8, D3DFMT_UNKNOWN, LoadToNative<GLubyte, 2> )));
+
+ return map;
+}
+
+static bool GetD3D9FormatInfo(GLenum internalFormat, D3D9FormatInfo *outFormatInfo)
+{
+ static const D3D9FormatMap formatMap = BuildD3D9FormatMap();
+ D3D9FormatMap::const_iterator iter = formatMap.find(internalFormat);
+ if (iter != formatMap.end())
+ {
+ if (outFormatInfo)
+ {
+ *outFormatInfo = iter->second;
+ }
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+}
+
+// A map to determine the pixel size and mip generation function of a given D3D format
+struct D3DFormatInfo
+{
+ GLuint mPixelBits;
+ GLuint mBlockWidth;
+ GLuint mBlockHeight;
+ GLenum mInternalFormat;
+
+ MipGenerationFunction mMipGenerationFunction;
+ ColorReadFunction mColorReadFunction;
+
+ D3DFormatInfo()
+ : mPixelBits(0), mBlockWidth(0), mBlockHeight(0), mInternalFormat(GL_NONE), mMipGenerationFunction(NULL),
+ mColorReadFunction(NULL)
+ { }
+
+ D3DFormatInfo(GLuint pixelBits, GLuint blockWidth, GLuint blockHeight, GLenum internalFormat,
+ MipGenerationFunction mipFunc, ColorReadFunction readFunc)
+ : mPixelBits(pixelBits), mBlockWidth(blockWidth), mBlockHeight(blockHeight), mInternalFormat(internalFormat),
+ mMipGenerationFunction(mipFunc), mColorReadFunction(readFunc)
+ { }
+};
+
+typedef std::pair<D3DFORMAT, D3DFormatInfo> D3D9FormatInfoPair;
+typedef std::map<D3DFORMAT, D3DFormatInfo> D3D9FormatInfoMap;
+
+static D3D9FormatInfoMap BuildD3D9FormatInfoMap()
+{
+ D3D9FormatInfoMap map;
+
+ // | D3DFORMAT | | S |W |H | Internal format | Mip generation function | Color read function |
+ map.insert(D3D9FormatInfoPair(D3DFMT_NULL, D3DFormatInfo( 0, 0, 0, GL_NONE, NULL, NULL )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_UNKNOWN, D3DFormatInfo( 0, 0, 0, GL_NONE, NULL, NULL )));
+
+ map.insert(D3D9FormatInfoPair(D3DFMT_L8, D3DFormatInfo( 8, 1, 1, GL_LUMINANCE8_EXT, GenerateMip<L8>, ReadColor<L8, GLfloat> )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_A8, D3DFormatInfo( 8, 1, 1, GL_ALPHA8_EXT, GenerateMip<A8>, ReadColor<A8, GLfloat> )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_A8L8, D3DFormatInfo( 16, 1, 1, GL_LUMINANCE8_ALPHA8_EXT, GenerateMip<A8L8>, ReadColor<A8L8, GLfloat> )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_A4R4G4B4, D3DFormatInfo( 16, 1, 1, GL_BGRA4_ANGLEX, GenerateMip<B4G4R4A4>, ReadColor<B4G4R4A4, GLfloat> )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_A1R5G5B5, D3DFormatInfo( 16, 1, 1, GL_BGR5_A1_ANGLEX, GenerateMip<B5G5R5A1>, ReadColor<B5G5R5A1, GLfloat> )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_R5G6B5, D3DFormatInfo( 16, 1, 1, GL_RGB565, GenerateMip<R5G6B5>, ReadColor<R5G6B5, GLfloat> )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_X8R8G8B8, D3DFormatInfo( 32, 1, 1, GL_BGRA8_EXT, GenerateMip<B8G8R8X8>, ReadColor<B8G8R8X8, GLfloat> )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_A8R8G8B8, D3DFormatInfo( 32, 1, 1, GL_BGRA8_EXT, GenerateMip<B8G8R8A8>, ReadColor<B8G8R8A8, GLfloat> )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_R16F, D3DFormatInfo( 16, 1, 1, GL_R16F_EXT, GenerateMip<R16F>, ReadColor<R16F, GLfloat> )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_G16R16F, D3DFormatInfo( 32, 1, 1, GL_RG16F_EXT, GenerateMip<R16G16F>, ReadColor<R16G16F, GLfloat> )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_A16B16G16R16F, D3DFormatInfo( 64, 1, 1, GL_RGBA16F_EXT, GenerateMip<R16G16B16A16F>, ReadColor<R16G16B16A16F, GLfloat>)));
+ map.insert(D3D9FormatInfoPair(D3DFMT_R32F, D3DFormatInfo( 32, 1, 1, GL_R32F_EXT, GenerateMip<R32F>, ReadColor<R32F, GLfloat> )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_G32R32F, D3DFormatInfo( 64, 1, 1, GL_RG32F_EXT, GenerateMip<R32G32F>, ReadColor<R32G32F, GLfloat> )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_A32B32G32R32F, D3DFormatInfo(128, 1, 1, GL_RGBA32F_EXT, GenerateMip<R32G32B32A32F>, ReadColor<R32G32B32A32F, GLfloat>)));
+
+ map.insert(D3D9FormatInfoPair(D3DFMT_D16, D3DFormatInfo( 16, 1, 1, GL_DEPTH_COMPONENT16, NULL, NULL )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_D24S8, D3DFormatInfo( 32, 1, 1, GL_DEPTH24_STENCIL8_OES, NULL, NULL )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_D24X8, D3DFormatInfo( 32, 1, 1, GL_DEPTH_COMPONENT16, NULL, NULL )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_D32, D3DFormatInfo( 32, 1, 1, GL_DEPTH_COMPONENT32_OES, NULL, NULL )));
+
+ map.insert(D3D9FormatInfoPair(D3DFMT_INTZ, D3DFormatInfo( 32, 1, 1, GL_DEPTH24_STENCIL8_OES, NULL, NULL )));
+
+ map.insert(D3D9FormatInfoPair(D3DFMT_DXT1, D3DFormatInfo( 64, 4, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, NULL, NULL )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_DXT3, D3DFormatInfo(128, 4, 4, GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE, NULL, NULL )));
+ map.insert(D3D9FormatInfoPair(D3DFMT_DXT5, D3DFormatInfo(128, 4, 4, GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE, NULL, NULL )));
+
+ return map;
+}
+
+static const D3D9FormatInfoMap &GetD3D9FormatInfoMap()
+{
+ static const D3D9FormatInfoMap infoMap = BuildD3D9FormatInfoMap();
+ return infoMap;
+}
+
+static bool GetD3D9FormatInfo(D3DFORMAT format, D3DFormatInfo *outFormatInfo)
+{
+ const D3D9FormatInfoMap &infoMap = GetD3D9FormatInfoMap();
+ D3D9FormatInfoMap::const_iterator iter = infoMap.find(format);
+ if (iter != infoMap.end())
+ {
+ if (outFormatInfo)
+ {
+ *outFormatInfo = iter->second;
+ }
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+}
+static d3d9::D3DFormatSet BuildAllD3DFormatSet()
+{
+ d3d9::D3DFormatSet set;
+
+ const D3D9FormatInfoMap &infoMap = GetD3D9FormatInfoMap();
+ for (D3D9FormatInfoMap::const_iterator i = infoMap.begin(); i != infoMap.end(); ++i)
+ {
+ set.insert(i->first);
+ }
+
+ return set;
+}
+
+struct D3D9FastCopyFormat
+{
+ D3DFORMAT mSourceFormat;
+ GLenum mDestFormat;
+ GLenum mDestType;
+
+ D3D9FastCopyFormat(D3DFORMAT sourceFormat, GLenum destFormat, GLenum destType)
+ : mSourceFormat(sourceFormat), mDestFormat(destFormat), mDestType(destType)
+ { }
+
+ bool operator<(const D3D9FastCopyFormat& other) const
+ {
+ return memcmp(this, &other, sizeof(D3D9FastCopyFormat)) < 0;
+ }
+};
+
+typedef std::map<D3D9FastCopyFormat, ColorCopyFunction> D3D9FastCopyMap;
+typedef std::pair<D3D9FastCopyFormat, ColorCopyFunction> D3D9FastCopyPair;
+
+static D3D9FastCopyMap BuildFastCopyMap()
+{
+ D3D9FastCopyMap map;
+
+ map.insert(D3D9FastCopyPair(D3D9FastCopyFormat(D3DFMT_A8R8G8B8, GL_RGBA, GL_UNSIGNED_BYTE), CopyBGRAUByteToRGBAUByte));
+
+ return map;
+}
+
+typedef std::pair<GLint, InitializeTextureDataFunction> InternalFormatInitialzerPair;
+typedef std::map<GLint, InitializeTextureDataFunction> InternalFormatInitialzerMap;
+
+static InternalFormatInitialzerMap BuildInternalFormatInitialzerMap()
+{
+ InternalFormatInitialzerMap map;
+
+ map.insert(InternalFormatInitialzerPair(GL_RGB16F, Initialize4ComponentData<GLhalf, 0x0000, 0x0000, 0x0000, gl::Float16One>));
+ map.insert(InternalFormatInitialzerPair(GL_RGB32F, Initialize4ComponentData<GLfloat, 0x00000000, 0x00000000, 0x00000000, gl::Float32One>));
+
+ return map;
+}
+
+static const InternalFormatInitialzerMap &GetInternalFormatInitialzerMap()
+{
+ static const InternalFormatInitialzerMap map = BuildInternalFormatInitialzerMap();
+ return map;
+}
+
+namespace d3d9
+{
+
+MipGenerationFunction GetMipGenerationFunction(D3DFORMAT format)
+{
+ D3DFormatInfo d3dFormatInfo;
+ if (GetD3D9FormatInfo(format, &d3dFormatInfo))
+ {
+ return d3dFormatInfo.mMipGenerationFunction;
+ }
+ else
+ {
+ UNREACHABLE();
+ return NULL;
+ }
+}
+
+LoadImageFunction GetImageLoadFunction(GLenum internalFormat)
+{
+ D3D9FormatInfo d3d9FormatInfo;
+ if (GetD3D9FormatInfo(internalFormat, &d3d9FormatInfo))
+ {
+ return d3d9FormatInfo.mLoadFunction;
+ }
+ else
+ {
+ UNREACHABLE();
+ return NULL;
+ }
+}
+
+GLuint GetFormatPixelBytes(D3DFORMAT format)
+{
+ D3DFormatInfo d3dFormatInfo;
+ if (GetD3D9FormatInfo(format, &d3dFormatInfo))
+ {
+ return d3dFormatInfo.mPixelBits / 8;
+ }
+ else
+ {
+ UNREACHABLE();
+ return 0;
+ }
+}
+
+GLuint GetBlockWidth(D3DFORMAT format)
+{
+ D3DFormatInfo d3dFormatInfo;
+ if (GetD3D9FormatInfo(format, &d3dFormatInfo))
+ {
+ return d3dFormatInfo.mBlockWidth;
+ }
+ else
+ {
+ UNREACHABLE();
+ return 0;
+ }
+}
+
+GLuint GetBlockHeight(D3DFORMAT format)
+{
+ D3DFormatInfo d3dFormatInfo;
+ if (GetD3D9FormatInfo(format, &d3dFormatInfo))
+ {
+ return d3dFormatInfo.mBlockHeight;
+ }
+ else
+ {
+ UNREACHABLE();
+ return 0;
+ }
+}
+
+GLuint GetBlockSize(D3DFORMAT format, GLuint width, GLuint height)
+{
+ D3DFormatInfo d3dFormatInfo;
+ if (GetD3D9FormatInfo(format, &d3dFormatInfo))
+ {
+ GLuint numBlocksWide = (width + d3dFormatInfo.mBlockWidth - 1) / d3dFormatInfo.mBlockWidth;
+ GLuint numBlocksHight = (height + d3dFormatInfo.mBlockHeight - 1) / d3dFormatInfo.mBlockHeight;
+
+ return (d3dFormatInfo.mPixelBits * numBlocksWide * numBlocksHight) / 8;
+ }
+ else
+ {
+ UNREACHABLE();
+ return 0;
+ }
+}
+
+void MakeValidSize(bool isImage, D3DFORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset)
+{
+ D3DFormatInfo d3dFormatInfo;
+ if (GetD3D9FormatInfo(format, &d3dFormatInfo))
+ {
+ int upsampleCount = 0;
+
+ GLsizei blockWidth = d3dFormatInfo.mBlockWidth;
+ GLsizei blockHeight = d3dFormatInfo.mBlockHeight;
+
+ // Don't expand the size of full textures that are at least (blockWidth x blockHeight) already.
+ if (isImage || *requestWidth < blockWidth || *requestHeight < blockHeight)
+ {
+ while (*requestWidth % blockWidth != 0 || *requestHeight % blockHeight != 0)
+ {
+ *requestWidth <<= 1;
+ *requestHeight <<= 1;
+ upsampleCount++;
+ }
+ }
+ *levelOffset = upsampleCount;
+ }
+}
+
+const D3DFormatSet &GetAllUsedD3DFormats()
+{
+ static const D3DFormatSet formatSet = BuildAllD3DFormatSet();
+ return formatSet;
+}
+
+ColorReadFunction GetColorReadFunction(D3DFORMAT format)
+{
+ D3DFormatInfo d3dFormatInfo;
+ if (GetD3D9FormatInfo(format, &d3dFormatInfo))
+ {
+ return d3dFormatInfo.mColorReadFunction;
+ }
+ else
+ {
+ UNREACHABLE();
+ return NULL;
+ }
+}
+
+ColorCopyFunction GetFastCopyFunction(D3DFORMAT sourceFormat, GLenum destFormat, GLenum destType)
+{
+ static const D3D9FastCopyMap fastCopyMap = BuildFastCopyMap();
+ D3D9FastCopyMap::const_iterator iter = fastCopyMap.find(D3D9FastCopyFormat(sourceFormat, destFormat, destType));
+ return (iter != fastCopyMap.end()) ? iter->second : NULL;
+}
+
+GLenum GetDeclTypeComponentType(D3DDECLTYPE declType)
+{
+ switch (declType)
+ {
+ case D3DDECLTYPE_FLOAT1: return GL_FLOAT;
+ case D3DDECLTYPE_FLOAT2: return GL_FLOAT;
+ case D3DDECLTYPE_FLOAT3: return GL_FLOAT;
+ case D3DDECLTYPE_FLOAT4: return GL_FLOAT;
+ case D3DDECLTYPE_UBYTE4: return GL_UNSIGNED_INT;
+ case D3DDECLTYPE_SHORT2: return GL_INT;
+ case D3DDECLTYPE_SHORT4: return GL_INT;
+ case D3DDECLTYPE_UBYTE4N: return GL_UNSIGNED_NORMALIZED;
+ case D3DDECLTYPE_SHORT4N: return GL_SIGNED_NORMALIZED;
+ case D3DDECLTYPE_USHORT4N: return GL_UNSIGNED_NORMALIZED;
+ case D3DDECLTYPE_SHORT2N: return GL_SIGNED_NORMALIZED;
+ case D3DDECLTYPE_USHORT2N: return GL_UNSIGNED_NORMALIZED;
+ default: UNREACHABLE(); return GL_NONE;
+ }
+}
+
+// Attribute format conversion
+enum { NUM_GL_VERTEX_ATTRIB_TYPES = 6 };
+
+struct FormatConverter
+{
+ bool identity;
+ std::size_t outputElementSize;
+ void (*convertArray)(const void *in, std::size_t stride, std::size_t n, void *out);
+ D3DDECLTYPE d3dDeclType;
+};
+
+struct TranslationDescription
+{
+ DWORD capsFlag;
+ FormatConverter preferredConversion;
+ FormatConverter fallbackConversion;
+};
+
+static unsigned int typeIndex(GLenum type);
+static const FormatConverter &formatConverter(const gl::VertexAttribute &attribute);
+
+bool mTranslationsInitialized = false;
+FormatConverter mFormatConverters[NUM_GL_VERTEX_ATTRIB_TYPES][2][4];
+
+// Mapping from OpenGL-ES vertex attrib type to D3D decl type:
+//
+// BYTE SHORT (Cast)
+// BYTE-norm FLOAT (Normalize) (can't be exactly represented as SHORT-norm)
+// UNSIGNED_BYTE UBYTE4 (Identity) or SHORT (Cast)
+// UNSIGNED_BYTE-norm UBYTE4N (Identity) or FLOAT (Normalize)
+// SHORT SHORT (Identity)
+// SHORT-norm SHORT-norm (Identity) or FLOAT (Normalize)
+// UNSIGNED_SHORT FLOAT (Cast)
+// UNSIGNED_SHORT-norm USHORT-norm (Identity) or FLOAT (Normalize)
+// FIXED (not in WebGL) FLOAT (FixedToFloat)
+// FLOAT FLOAT (Identity)
+
+// GLToCType maps from GL type (as GLenum) to the C typedef.
+template <GLenum GLType> struct GLToCType { };
+
+template <> struct GLToCType<GL_BYTE> { typedef GLbyte type; };
+template <> struct GLToCType<GL_UNSIGNED_BYTE> { typedef GLubyte type; };
+template <> struct GLToCType<GL_SHORT> { typedef GLshort type; };
+template <> struct GLToCType<GL_UNSIGNED_SHORT> { typedef GLushort type; };
+template <> struct GLToCType<GL_FIXED> { typedef GLuint type; };
+template <> struct GLToCType<GL_FLOAT> { typedef GLfloat type; };
+
+// This differs from D3DDECLTYPE in that it is unsized. (Size expansion is applied last.)
+enum D3DVertexType
+{
+ D3DVT_FLOAT,
+ D3DVT_SHORT,
+ D3DVT_SHORT_NORM,
+ D3DVT_UBYTE,
+ D3DVT_UBYTE_NORM,
+ D3DVT_USHORT_NORM
+};
+
+// D3DToCType maps from D3D vertex type (as enum D3DVertexType) to the corresponding C type.
+template <unsigned int D3DType> struct D3DToCType { };
+
+template <> struct D3DToCType<D3DVT_FLOAT> { typedef float type; };
+template <> struct D3DToCType<D3DVT_SHORT> { typedef short type; };
+template <> struct D3DToCType<D3DVT_SHORT_NORM> { typedef short type; };
+template <> struct D3DToCType<D3DVT_UBYTE> { typedef unsigned char type; };
+template <> struct D3DToCType<D3DVT_UBYTE_NORM> { typedef unsigned char type; };
+template <> struct D3DToCType<D3DVT_USHORT_NORM> { typedef unsigned short type; };
+
+// Encode the type/size combinations that D3D permits. For each type/size it expands to a widener that will provide the appropriate final size.
+template <unsigned int type, int size> struct WidenRule { };
+
+template <int size> struct WidenRule<D3DVT_FLOAT, size> : NoWiden<size> { };
+template <int size> struct WidenRule<D3DVT_SHORT, size> : WidenToEven<size> { };
+template <int size> struct WidenRule<D3DVT_SHORT_NORM, size> : WidenToEven<size> { };
+template <int size> struct WidenRule<D3DVT_UBYTE, size> : WidenToFour<size> { };
+template <int size> struct WidenRule<D3DVT_UBYTE_NORM, size> : WidenToFour<size> { };
+template <int size> struct WidenRule<D3DVT_USHORT_NORM, size> : WidenToEven<size> { };
+
+// VertexTypeFlags encodes the D3DCAPS9::DeclType flag and vertex declaration flag for each D3D vertex type & size combination.
+template <unsigned int d3dtype, int size> struct VertexTypeFlags { };
+
+template <unsigned int _capflag, unsigned int _declflag>
+struct VertexTypeFlagsHelper
+{
+ enum { capflag = _capflag };
+ enum { declflag = _declflag };
+};
+
+template <> struct VertexTypeFlags<D3DVT_FLOAT, 1> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT1> { };
+template <> struct VertexTypeFlags<D3DVT_FLOAT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT2> { };
+template <> struct VertexTypeFlags<D3DVT_FLOAT, 3> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT3> { };
+template <> struct VertexTypeFlags<D3DVT_FLOAT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT4> { };
+template <> struct VertexTypeFlags<D3DVT_SHORT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT2> { };
+template <> struct VertexTypeFlags<D3DVT_SHORT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT4> { };
+template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT2N, D3DDECLTYPE_SHORT2N> { };
+template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT4N, D3DDECLTYPE_SHORT4N> { };
+template <> struct VertexTypeFlags<D3DVT_UBYTE, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4, D3DDECLTYPE_UBYTE4> { };
+template <> struct VertexTypeFlags<D3DVT_UBYTE_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4N, D3DDECLTYPE_UBYTE4N> { };
+template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT2N, D3DDECLTYPE_USHORT2N> { };
+template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT4N, D3DDECLTYPE_USHORT4N> { };
+
+
+// VertexTypeMapping maps GL type & normalized flag to preferred and fallback D3D vertex types (as D3DVertexType enums).
+template <GLenum GLtype, bool normalized> struct VertexTypeMapping { };
+
+template <D3DVertexType Preferred, D3DVertexType Fallback = Preferred>
+struct VertexTypeMappingBase
+{
+ enum { preferred = Preferred };
+ enum { fallback = Fallback };
+};
+
+template <> struct VertexTypeMapping<GL_BYTE, false> : VertexTypeMappingBase<D3DVT_SHORT> { }; // Cast
+template <> struct VertexTypeMapping<GL_BYTE, true> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Normalize
+template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, false> : VertexTypeMappingBase<D3DVT_UBYTE, D3DVT_FLOAT> { }; // Identity, Cast
+template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, true> : VertexTypeMappingBase<D3DVT_UBYTE_NORM, D3DVT_FLOAT> { }; // Identity, Normalize
+template <> struct VertexTypeMapping<GL_SHORT, false> : VertexTypeMappingBase<D3DVT_SHORT> { }; // Identity
+template <> struct VertexTypeMapping<GL_SHORT, true> : VertexTypeMappingBase<D3DVT_SHORT_NORM, D3DVT_FLOAT> { }; // Cast, Normalize
+template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, false> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Cast
+template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, true> : VertexTypeMappingBase<D3DVT_USHORT_NORM, D3DVT_FLOAT> { }; // Cast, Normalize
+template <bool normalized> struct VertexTypeMapping<GL_FIXED, normalized> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // FixedToFloat
+template <bool normalized> struct VertexTypeMapping<GL_FLOAT, normalized> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Identity
+
+
+// Given a GL type & norm flag and a D3D type, ConversionRule provides the type conversion rule (Cast, Normalize, Identity, FixedToFloat).
+// The conversion rules themselves are defined in vertexconversion.h.
+
+// Almost all cases are covered by Cast (including those that are actually Identity since Cast<T,T> knows it's an identity mapping).
+template <GLenum fromType, bool normalized, unsigned int toType>
+struct ConversionRule : Cast<typename GLToCType<fromType>::type, typename D3DToCType<toType>::type> { };
+
+// All conversions from normalized types to float use the Normalize operator.
+template <GLenum fromType> struct ConversionRule<fromType, true, D3DVT_FLOAT> : Normalize<typename GLToCType<fromType>::type> { };
+
+// Use a full specialization for this so that it preferentially matches ahead of the generic normalize-to-float rules.
+template <> struct ConversionRule<GL_FIXED, true, D3DVT_FLOAT> : FixedToFloat<GLint, 16> { };
+template <> struct ConversionRule<GL_FIXED, false, D3DVT_FLOAT> : FixedToFloat<GLint, 16> { };
+
+// A 2-stage construction is used for DefaultVertexValues because float must use SimpleDefaultValues (i.e. 0/1)
+// whether it is normalized or not.
+template <class T, bool normalized> struct DefaultVertexValuesStage2 { };
+
+template <class T> struct DefaultVertexValuesStage2<T, true> : NormalizedDefaultValues<T> { };
+template <class T> struct DefaultVertexValuesStage2<T, false> : SimpleDefaultValues<T> { };
+
+// Work out the default value rule for a D3D type (expressed as the C type) and
+template <class T, bool normalized> struct DefaultVertexValues : DefaultVertexValuesStage2<T, normalized> { };
+template <bool normalized> struct DefaultVertexValues<float, normalized> : SimpleDefaultValues<float> { };
+
+// Policy rules for use with Converter, to choose whether to use the preferred or fallback conversion.
+// The fallback conversion produces an output that all D3D9 devices must support.
+template <class T> struct UsePreferred { enum { type = T::preferred }; };
+template <class T> struct UseFallback { enum { type = T::fallback }; };
+
+// Converter ties it all together. Given an OpenGL type/norm/size and choice of preferred/fallback conversion,
+// it provides all the members of the appropriate VertexDataConverter, the D3DCAPS9::DeclTypes flag in cap flag
+// and the D3DDECLTYPE member needed for the vertex declaration in declflag.
+template <GLenum fromType, bool normalized, int size, template <class T> class PreferenceRule>
+struct Converter
+ : VertexDataConverter<typename GLToCType<fromType>::type,
+ WidenRule<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type, size>,
+ ConversionRule<fromType,
+ normalized,
+ PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>,
+ DefaultVertexValues<typename D3DToCType<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>::type, normalized > >
+{
+private:
+ enum { d3dtype = PreferenceRule< VertexTypeMapping<fromType, normalized> >::type };
+ enum { d3dsize = WidenRule<d3dtype, size>::finalWidth };
+
+public:
+ enum { capflag = VertexTypeFlags<d3dtype, d3dsize>::capflag };
+ enum { declflag = VertexTypeFlags<d3dtype, d3dsize>::declflag };
+};
+
+// Initialize a TranslationInfo
+#define TRANSLATION(type, norm, size, preferred) \
+ { \
+ Converter<type, norm, size, preferred>::identity, \
+ Converter<type, norm, size, preferred>::finalSize, \
+ Converter<type, norm, size, preferred>::convertArray, \
+ static_cast<D3DDECLTYPE>(Converter<type, norm, size, preferred>::declflag) \
+ }
+
+#define TRANSLATION_FOR_TYPE_NORM_SIZE(type, norm, size) \
+ { \
+ Converter<type, norm, size, UsePreferred>::capflag, \
+ TRANSLATION(type, norm, size, UsePreferred), \
+ TRANSLATION(type, norm, size, UseFallback) \
+ }
+
+#define TRANSLATIONS_FOR_TYPE(type) \
+ { \
+ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \
+ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 4) }, \
+ }
+
+#define TRANSLATIONS_FOR_TYPE_NO_NORM(type) \
+ { \
+ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \
+ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \
+ }
+
+const TranslationDescription mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4] = // [GL types as enumerated by typeIndex()][normalized][size-1]
+{
+ TRANSLATIONS_FOR_TYPE(GL_BYTE),
+ TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_BYTE),
+ TRANSLATIONS_FOR_TYPE(GL_SHORT),
+ TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_SHORT),
+ TRANSLATIONS_FOR_TYPE_NO_NORM(GL_FIXED),
+ TRANSLATIONS_FOR_TYPE_NO_NORM(GL_FLOAT)
+};
+
+void InitializeVertexTranslations(const rx::Renderer9 *renderer)
+{
+ DWORD declTypes = renderer->getCapsDeclTypes();
+
+ for (unsigned int i = 0; i < NUM_GL_VERTEX_ATTRIB_TYPES; i++)
+ {
+ for (unsigned int j = 0; j < 2; j++)
+ {
+ for (unsigned int k = 0; k < 4; k++)
+ {
+ if (mPossibleTranslations[i][j][k].capsFlag == 0 || (declTypes & mPossibleTranslations[i][j][k].capsFlag) != 0)
+ {
+ mFormatConverters[i][j][k] = mPossibleTranslations[i][j][k].preferredConversion;
+ }
+ else
+ {
+ mFormatConverters[i][j][k] = mPossibleTranslations[i][j][k].fallbackConversion;
+ }
+ }
+ }
+ }
+}
+
+unsigned int typeIndex(GLenum type)
+{
+ switch (type)
+ {
+ case GL_BYTE: return 0;
+ case GL_UNSIGNED_BYTE: return 1;
+ case GL_SHORT: return 2;
+ case GL_UNSIGNED_SHORT: return 3;
+ case GL_FIXED: return 4;
+ case GL_FLOAT: return 5;
+
+ default: UNREACHABLE(); return 5;
+ }
+}
+
+const FormatConverter &formatConverter(const gl::VertexFormat &vertexFormat)
+{
+ // Pure integer attributes only supported in ES3.0
+ ASSERT(!vertexFormat.mPureInteger);
+ return mFormatConverters[typeIndex(vertexFormat.mType)][vertexFormat.mNormalized][vertexFormat.mComponents - 1];
+}
+
+VertexCopyFunction GetVertexCopyFunction(const gl::VertexFormat &vertexFormat)
+{
+ return formatConverter(vertexFormat).convertArray;
+}
+
+size_t GetVertexElementSize(const gl::VertexFormat &vertexFormat)
+{
+ return formatConverter(vertexFormat).outputElementSize;
+}
+
+VertexConversionType GetVertexConversionType(const gl::VertexFormat &vertexFormat)
+{
+ return (formatConverter(vertexFormat).identity ? VERTEX_CONVERT_NONE : VERTEX_CONVERT_CPU);
+}
+
+D3DDECLTYPE GetNativeVertexFormat(const gl::VertexFormat &vertexFormat)
+{
+ return formatConverter(vertexFormat).d3dDeclType;
+}
+
+}
+
+namespace gl_d3d9
+{
+
+D3DFORMAT GetTextureFormat(GLenum internalFormat)
+{
+ D3D9FormatInfo d3d9FormatInfo;
+ if (GetD3D9FormatInfo(internalFormat, &d3d9FormatInfo))
+ {
+ return d3d9FormatInfo.mTexFormat;
+ }
+ else
+ {
+ return D3DFMT_UNKNOWN;
+ }
+}
+
+D3DFORMAT GetRenderFormat(GLenum internalFormat)
+{
+ D3D9FormatInfo d3d9FormatInfo;
+ if (GetD3D9FormatInfo(internalFormat, &d3d9FormatInfo))
+ {
+ return d3d9FormatInfo.mRenderFormat;
+ }
+ else
+ {
+ return D3DFMT_UNKNOWN;
+ }
+}
+
+D3DMULTISAMPLE_TYPE GetMultisampleType(GLsizei samples)
+{
+ return (samples > 1) ? static_cast<D3DMULTISAMPLE_TYPE>(samples) : D3DMULTISAMPLE_NONE;
+}
+
+bool RequiresTextureDataInitialization(GLint internalFormat)
+{
+ const InternalFormatInitialzerMap &map = GetInternalFormatInitialzerMap();
+ return map.find(internalFormat) != map.end();
+}
+
+InitializeTextureDataFunction GetTextureDataInitializationFunction(GLint internalFormat)
+{
+ const InternalFormatInitialzerMap &map = GetInternalFormatInitialzerMap();
+ InternalFormatInitialzerMap::const_iterator iter = map.find(internalFormat);
+ if (iter != map.end())
+ {
+ return iter->second;
+ }
+ else
+ {
+ UNREACHABLE();
+ return NULL;
+ }
+}
+
+}
+
+namespace d3d9_gl
+{
+
+GLenum GetInternalFormat(D3DFORMAT format)
+{
+ static const D3D9FormatInfoMap infoMap = BuildD3D9FormatInfoMap();
+ D3D9FormatInfoMap::const_iterator iter = infoMap.find(format);
+ if (iter != infoMap.end())
+ {
+ return iter->second.mInternalFormat;
+ }
+ else
+ {
+ UNREACHABLE();
+ return GL_NONE;
+ }
+}
+
+GLsizei GetSamplesCount(D3DMULTISAMPLE_TYPE type)
+{
+ return (type != D3DMULTISAMPLE_NONMASKABLE) ? type : 0;
+}
+
+bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format)
+{
+ GLenum internalFormat = d3d9_gl::GetInternalFormat(d3dformat);
+ GLenum convertedFormat = gl::GetFormat(internalFormat);
+ return convertedFormat == format;
+}
+
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/formatutils9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/formatutils9.h
new file mode 100644
index 0000000000..26388794e0
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/formatutils9.h
@@ -0,0 +1,77 @@
+//
+// Copyright (c) 2013-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// formatutils9.h: Queries for GL image formats and their translations to D3D9
+// formats.
+
+#ifndef LIBGLESV2_RENDERER_FORMATUTILS9_H_
+#define LIBGLESV2_RENDERER_FORMATUTILS9_H_
+
+#include "libGLESv2/formatutils.h"
+
+namespace rx
+{
+
+class Renderer9;
+
+namespace d3d9
+{
+
+typedef std::set<D3DFORMAT> D3DFormatSet;
+
+MipGenerationFunction GetMipGenerationFunction(D3DFORMAT format);
+LoadImageFunction GetImageLoadFunction(GLenum internalFormat);
+
+GLuint GetFormatPixelBytes(D3DFORMAT format);
+GLuint GetBlockWidth(D3DFORMAT format);
+GLuint GetBlockHeight(D3DFORMAT format);
+GLuint GetBlockSize(D3DFORMAT format, GLuint width, GLuint height);
+
+void MakeValidSize(bool isImage, D3DFORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset);
+
+const D3DFormatSet &GetAllUsedD3DFormats();
+
+ColorReadFunction GetColorReadFunction(D3DFORMAT format);
+ColorCopyFunction GetFastCopyFunction(D3DFORMAT sourceFormat, GLenum destFormat, GLenum destType);
+
+VertexCopyFunction GetVertexCopyFunction(const gl::VertexFormat &vertexFormat);
+size_t GetVertexElementSize(const gl::VertexFormat &vertexFormat);
+VertexConversionType GetVertexConversionType(const gl::VertexFormat &vertexFormat);
+D3DDECLTYPE GetNativeVertexFormat(const gl::VertexFormat &vertexFormat);
+
+GLenum GetDeclTypeComponentType(D3DDECLTYPE declType);
+int GetDeclTypeComponentCount(D3DDECLTYPE declType);
+bool IsDeclTypeNormalized(D3DDECLTYPE declType);
+
+void InitializeVertexTranslations(const rx::Renderer9 *renderer);
+
+}
+
+namespace gl_d3d9
+{
+
+D3DFORMAT GetTextureFormat(GLenum internalForma);
+D3DFORMAT GetRenderFormat(GLenum internalFormat);
+
+D3DMULTISAMPLE_TYPE GetMultisampleType(GLsizei samples);
+
+bool RequiresTextureDataInitialization(GLint internalFormat);
+InitializeTextureDataFunction GetTextureDataInitializationFunction(GLint internalFormat);
+
+}
+
+namespace d3d9_gl
+{
+
+GLenum GetInternalFormat(D3DFORMAT format);
+GLsizei GetSamplesCount(D3DMULTISAMPLE_TYPE type);
+bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format);
+
+}
+
+}
+
+#endif // LIBGLESV2_RENDERER_FORMATUTILS9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/renderer9_utils.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/renderer9_utils.cpp
new file mode 100644
index 0000000000..68e5378fbb
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/renderer9_utils.cpp
@@ -0,0 +1,409 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// renderer9_utils.cpp: Conversion functions and other utility routines
+// specific to the D3D9 renderer.
+
+#include "libGLESv2/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libGLESv2/renderer/d3d/d3d9/formatutils9.h"
+#include "libGLESv2/formatutils.h"
+#include "common/mathutil.h"
+#include "libGLESv2/Context.h"
+
+#include "common/debug.h"
+
+#include "third_party/systeminfo/SystemInfo.h"
+
+namespace rx
+{
+
+namespace gl_d3d9
+{
+
+D3DCMPFUNC ConvertComparison(GLenum comparison)
+{
+ D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
+ switch (comparison)
+ {
+ case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
+ case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
+ case GL_LESS: d3dComp = D3DCMP_LESS; break;
+ case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
+ case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
+ case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
+ case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
+ case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dComp;
+}
+
+D3DCOLOR ConvertColor(gl::ColorF color)
+{
+ return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
+ gl::unorm<8>(color.green),
+ gl::unorm<8>(color.blue),
+ gl::unorm<8>(color.alpha));
+}
+
+D3DBLEND ConvertBlendFunc(GLenum blend)
+{
+ D3DBLEND d3dBlend = D3DBLEND_ZERO;
+
+ switch (blend)
+ {
+ case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
+ case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
+ case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
+ case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
+ case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
+ case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
+ case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
+ case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
+ case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
+ case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
+ case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
+ case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
+ case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
+ case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
+ case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dBlend;
+}
+
+D3DBLENDOP ConvertBlendOp(GLenum blendOp)
+{
+ D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
+
+ switch (blendOp)
+ {
+ case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
+ case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
+ case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
+ case GL_MIN_EXT: d3dBlendOp = D3DBLENDOP_MIN; break;
+ case GL_MAX_EXT: d3dBlendOp = D3DBLENDOP_MAX; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dBlendOp;
+}
+
+D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
+{
+ D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
+
+ switch (stencilOp)
+ {
+ case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
+ case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
+ case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
+ case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
+ case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
+ case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
+ case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
+ case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dStencilOp;
+}
+
+D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
+{
+ D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
+
+ switch (wrap)
+ {
+ case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
+ case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
+ case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dWrap;
+}
+
+D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
+{
+ D3DCULL cull = D3DCULL_CCW;
+ switch (cullFace)
+ {
+ case GL_FRONT:
+ cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
+ break;
+ case GL_BACK:
+ cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
+ break;
+ case GL_FRONT_AND_BACK:
+ cull = D3DCULL_NONE; // culling will be handled during draw
+ break;
+ default: UNREACHABLE();
+ }
+
+ return cull;
+}
+
+D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
+{
+ D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
+
+ switch (cubeFace)
+ {
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
+ face = D3DCUBEMAP_FACE_POSITIVE_X;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
+ face = D3DCUBEMAP_FACE_NEGATIVE_X;
+ break;
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
+ face = D3DCUBEMAP_FACE_POSITIVE_Y;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
+ face = D3DCUBEMAP_FACE_NEGATIVE_Y;
+ break;
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
+ face = D3DCUBEMAP_FACE_POSITIVE_Z;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
+ face = D3DCUBEMAP_FACE_NEGATIVE_Z;
+ break;
+ default: UNREACHABLE();
+ }
+
+ return face;
+}
+
+DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
+{
+ return (red ? D3DCOLORWRITEENABLE_RED : 0) |
+ (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
+ (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
+ (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
+}
+
+D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy)
+{
+ if (maxAnisotropy > 1.0f)
+ {
+ return D3DTEXF_ANISOTROPIC;
+ }
+
+ D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
+ switch (magFilter)
+ {
+ case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
+ case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dMagFilter;
+}
+
+void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy)
+{
+ switch (minFilter)
+ {
+ case GL_NEAREST:
+ *d3dMinFilter = D3DTEXF_POINT;
+ *d3dMipFilter = D3DTEXF_NONE;
+ break;
+ case GL_LINEAR:
+ *d3dMinFilter = D3DTEXF_LINEAR;
+ *d3dMipFilter = D3DTEXF_NONE;
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ *d3dMinFilter = D3DTEXF_POINT;
+ *d3dMipFilter = D3DTEXF_POINT;
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ *d3dMinFilter = D3DTEXF_LINEAR;
+ *d3dMipFilter = D3DTEXF_POINT;
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ *d3dMinFilter = D3DTEXF_POINT;
+ *d3dMipFilter = D3DTEXF_LINEAR;
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ *d3dMinFilter = D3DTEXF_LINEAR;
+ *d3dMipFilter = D3DTEXF_LINEAR;
+ break;
+ default:
+ *d3dMinFilter = D3DTEXF_POINT;
+ *d3dMipFilter = D3DTEXF_NONE;
+ UNREACHABLE();
+ }
+
+ if (maxAnisotropy > 1.0f)
+ {
+ *d3dMinFilter = D3DTEXF_ANISOTROPIC;
+ }
+}
+
+}
+
+namespace d3d9_gl
+{
+
+static gl::TextureCaps GenerateTextureFormatCaps(GLenum internalFormat, IDirect3D9 *d3d9, D3DDEVTYPE deviceType,
+ UINT adapter, D3DFORMAT adapterFormat)
+{
+ gl::TextureCaps textureCaps;
+
+ D3DFORMAT renderFormat = gl_d3d9::GetRenderFormat(internalFormat);
+ if (gl::GetDepthBits(internalFormat) > 0 || gl::GetStencilBits(internalFormat) > 0)
+ {
+ textureCaps.texturable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, 0, D3DRTYPE_TEXTURE, renderFormat));
+ textureCaps.filterable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_QUERY_FILTER, D3DRTYPE_TEXTURE, renderFormat));
+ textureCaps.renderable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, renderFormat)) ||
+ SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, renderFormat));
+ }
+ else
+ {
+ D3DFORMAT textureFormat = gl_d3d9::GetTextureFormat(internalFormat);
+ textureCaps.texturable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, 0, D3DRTYPE_TEXTURE, textureFormat)) &&
+ SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, 0, D3DRTYPE_CUBETEXTURE, textureFormat));
+ textureCaps.filterable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_QUERY_FILTER, D3DRTYPE_TEXTURE, textureFormat));
+ textureCaps.renderable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, textureFormat)) ||
+ SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, textureFormat));
+ }
+
+ textureCaps.sampleCounts.insert(1);
+ for (size_t i = D3DMULTISAMPLE_2_SAMPLES; i <= D3DMULTISAMPLE_16_SAMPLES; i++)
+ {
+ D3DMULTISAMPLE_TYPE multisampleType = D3DMULTISAMPLE_TYPE(i);
+
+ HRESULT result = d3d9->CheckDeviceMultiSampleType(adapter, deviceType, renderFormat, TRUE, multisampleType, NULL);
+ if (SUCCEEDED(result))
+ {
+ textureCaps.sampleCounts.insert(i);
+ }
+ }
+
+ return textureCaps;
+}
+
+void GenerateCaps(IDirect3D9 *d3d9, IDirect3DDevice9 *device, D3DDEVTYPE deviceType, UINT adapter, gl::Caps *caps,
+ gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions)
+{
+ D3DCAPS9 deviceCaps;
+ if (FAILED(d3d9->GetDeviceCaps(adapter, deviceType, &deviceCaps)))
+ {
+ // Can't continue with out device caps
+ return;
+ }
+
+ D3DDISPLAYMODE currentDisplayMode;
+ d3d9->GetAdapterDisplayMode(adapter, &currentDisplayMode);
+
+ const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats();
+ for (gl::FormatSet::const_iterator internalFormat = allFormats.begin(); internalFormat != allFormats.end(); ++internalFormat)
+ {
+ gl::TextureCaps textureCaps = GenerateTextureFormatCaps(*internalFormat, d3d9, deviceType, adapter,
+ currentDisplayMode.Format);
+ textureCapsMap->insert(*internalFormat, textureCaps);
+ }
+
+ // GL core feature limits
+ caps->maxElementIndex = static_cast<GLint64>(std::numeric_limits<unsigned int>::max());
+
+ // 3D textures are unimplemented in D3D9
+ caps->max3DTextureSize = 1;
+
+ // Only one limit in GL, use the minimum dimension
+ caps->max2DTextureSize = std::min(deviceCaps.MaxTextureWidth, deviceCaps.MaxTextureHeight);
+
+ // D3D treats cube maps as a special case of 2D textures
+ caps->maxCubeMapTextureSize = caps->max2DTextureSize;
+
+ // Array textures are not available in D3D9
+ caps->maxArrayTextureLayers = 1;
+
+ // ES3-only feature
+ caps->maxLODBias = 0.0f;
+
+ // No specific limits on render target size, maximum 2D texture size is equivalent
+ caps->maxRenderbufferSize = caps->max2DTextureSize;
+
+ // Draw buffers are not supported in D3D9
+ caps->maxDrawBuffers = 1;
+ caps->maxColorAttachments = 1;
+
+ // No specific limits on viewport size, maximum 2D texture size is equivalent
+ caps->maxViewportWidth = caps->max2DTextureSize;
+ caps->maxViewportHeight = caps->maxViewportWidth;
+
+ // Point size is clamped to 1.0f when the shader model is less than 3
+ caps->minAliasedPointSize = 1.0f;
+ caps->maxAliasedPointSize = ((D3DSHADER_VERSION_MAJOR(deviceCaps.PixelShaderVersion) >= 3) ? deviceCaps.MaxPointSize : 1.0f);
+
+ // Wide lines not supported
+ caps->minAliasedLineWidth = 1.0f;
+ caps->maxAliasedLineWidth = 1.0f;
+
+ // GL extension support
+ extensions->setTextureExtensionSupport(*textureCapsMap);
+ extensions->elementIndexUint = deviceCaps.MaxVertexIndex >= (1 << 16);
+ extensions->packedDepthStencil = true;
+ extensions->getProgramBinary = true;
+ extensions->rgb8rgba8 = true;
+ extensions->readFormatBGRA = true;
+ extensions->pixelBufferObject = false;
+ extensions->mapBuffer = false;
+ extensions->mapBufferRange = false;
+
+ // ATI cards on XP have problems with non-power-of-two textures.
+ D3DADAPTER_IDENTIFIER9 adapterId = { 0 };
+ if (SUCCEEDED(d3d9->GetAdapterIdentifier(adapter, 0, &adapterId)))
+ {
+ extensions->textureNPOT = !(deviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
+ !(deviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
+ !(deviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
+ !(isWindowsVistaOrGreater() && adapterId.VendorId == VENDOR_ID_AMD);
+ }
+ else
+ {
+ extensions->textureNPOT = false;
+ }
+
+ extensions->drawBuffers = false;
+ extensions->textureStorage = true;
+
+ // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
+ extensions->textureFilterAnisotropic = (deviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) != 0 && deviceCaps.MaxAnisotropy >= 2;
+ extensions->maxTextureAnisotropy = static_cast<GLfloat>(deviceCaps.MaxAnisotropy);
+
+ // Check occlusion query support by trying to create one
+ IDirect3DQuery9 *occlusionQuery = NULL;
+ extensions->occlusionQueryBoolean = SUCCEEDED(device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery;
+ SafeRelease(occlusionQuery);
+
+ // Check event query support by trying to create one
+ IDirect3DQuery9 *eventQuery = NULL;
+ extensions->fence = SUCCEEDED(device->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery;
+ SafeRelease(eventQuery);
+
+ extensions->timerQuery = false; // Unimplemented
+ extensions->robustness = true;
+ extensions->blendMinMax = true;
+ extensions->framebufferBlit = true;
+ extensions->framebufferMultisample = true;
+ extensions->instancedArrays = deviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
+ extensions->packReverseRowOrder = true;
+ extensions->standardDerivatives = (deviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
+ extensions->shaderTextureLOD = true;
+ extensions->fragDepth = true;
+ extensions->textureUsage = true;
+ extensions->translatedShaderSource = true;
+ extensions->colorBufferFloat = false;
+}
+
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/renderer9_utils.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/renderer9_utils.h
new file mode 100644
index 0000000000..7f3c65d3e0
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/renderer9_utils.h
@@ -0,0 +1,65 @@
+//
+// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// renderer9_utils.h: Conversion functions and other utility routines
+// specific to the D3D9 renderer
+
+#ifndef LIBGLESV2_RENDERER_RENDERER9_UTILS_H
+#define LIBGLESV2_RENDERER_RENDERER9_UTILS_H
+
+#include "libGLESv2/angletypes.h"
+#include "libGLESv2/Caps.h"
+
+namespace rx
+{
+
+namespace gl_d3d9
+{
+
+D3DCMPFUNC ConvertComparison(GLenum comparison);
+D3DCOLOR ConvertColor(gl::ColorF color);
+D3DBLEND ConvertBlendFunc(GLenum blend);
+D3DBLENDOP ConvertBlendOp(GLenum blendOp);
+D3DSTENCILOP ConvertStencilOp(GLenum stencilOp);
+D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap);
+D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace);
+D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace);
+DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha);
+D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy);
+void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy);
+
+}
+
+namespace d3d9_gl
+{
+
+void GenerateCaps(IDirect3D9 *d3d9, IDirect3DDevice9 *device, D3DDEVTYPE deviceType, UINT adapter, gl::Caps *caps,
+ gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions);
+
+}
+
+namespace d3d9
+{
+
+inline bool isDeviceLostError(HRESULT errorCode)
+{
+ switch (errorCode)
+ {
+ case D3DERR_DRIVERINTERNALERROR:
+ case D3DERR_DEVICELOST:
+ case D3DERR_DEVICEHUNG:
+ case D3DERR_DEVICEREMOVED:
+ return true;
+ default:
+ return false;
+ }
+}
+
+}
+
+}
+
+#endif // LIBGLESV2_RENDERER_RENDERER9_UTILS_H
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/shaders/Blit.ps b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/shaders/Blit.ps
new file mode 100644
index 0000000000..eb43eb3e7a
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/shaders/Blit.ps
@@ -0,0 +1,33 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+sampler2D tex : s0;
+
+uniform float4 mult : c0;
+uniform float4 add : c1;
+
+// Passthrough Pixel Shader
+// Outputs texture 0 sampled at texcoord 0.
+float4 PS_passthrough(float4 texcoord : TEXCOORD0) : COLOR
+{
+ return tex2D(tex, texcoord.xy);
+};
+
+// Luminance Conversion Pixel Shader
+// Performs a mad operation using the LA data from the texture with mult.xw and add.xw.
+// Returns data in the form of llla
+float4 PS_luminance(float4 texcoord : TEXCOORD0) : COLOR
+{
+ return (tex2D(tex, texcoord.xy).xw * mult.xw + add.xw).xxxy;
+};
+
+// RGB/A Component Mask Pixel Shader
+// Performs a mad operation using the texture's RGBA data with mult.xyzw and add.xyzw.
+// Returns data in the form of rgba
+float4 PS_componentmask(float4 texcoord : TEXCOORD0) : COLOR
+{
+ return tex2D(tex, texcoord.xy) * mult + add;
+};
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/shaders/Blit.vs b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/shaders/Blit.vs
new file mode 100644
index 0000000000..3bd611ba5d
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/shaders/Blit.vs
@@ -0,0 +1,43 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+struct VS_OUTPUT
+{
+ float4 position : POSITION;
+ float4 texcoord : TEXCOORD0;
+};
+
+uniform float4 halfPixelSize : c0;
+
+// Standard Vertex Shader
+// Input 0 is the homogenous position.
+// Outputs the homogenous position as-is.
+// Outputs a tex coord with (0,0) in the upper-left corner of the screen and (1,1) in the bottom right.
+// C0.X must be negative half-pixel width, C0.Y must be half-pixel height. C0.ZW must be 0.
+VS_OUTPUT VS_standard(in float4 position : POSITION)
+{
+ VS_OUTPUT Out;
+
+ Out.position = position + halfPixelSize;
+ Out.texcoord = position * float4(0.5, -0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0);
+
+ return Out;
+};
+
+// Flip Y Vertex Shader
+// Input 0 is the homogenous position.
+// Outputs the homogenous position as-is.
+// Outputs a tex coord with (0,1) in the upper-left corner of the screen and (1,0) in the bottom right.
+// C0.XY must be the half-pixel width and height. C0.ZW must be 0.
+VS_OUTPUT VS_flipy(in float4 position : POSITION)
+{
+ VS_OUTPUT Out;
+
+ Out.position = position + halfPixelSize;
+ Out.texcoord = position * float4(0.5, 0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0);
+
+ return Out;
+};