// // 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 "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" #include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" #include "libANGLE/renderer/d3d/FramebufferD3D.h" #include "libANGLE/renderer/Workarounds.h" #include "libANGLE/formatutils.h" #include "libANGLE/Program.h" #include "libANGLE/Framebuffer.h" #include "common/debug.h" #include #ifndef D3D_FL9_1_DEFAULT_MAX_ANISOTROPY # define D3D_FL9_1_DEFAULT_MAX_ANISOTROPY 2 #endif #ifndef D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT # define D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT 1 #endif #ifndef D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT # define D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT 4 #endif #ifndef D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT # define D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT 65535 #endif #ifndef D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT # define D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT 1048575 #endif #ifndef D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION # define D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION 512 #endif #ifndef D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION # define D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION 4096 #endif #ifndef D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION # define D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION 2048 #endif #ifndef D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION # define D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION 256 #endif #ifndef D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION # define D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION 4096 #endif #ifndef D3D11_REQ_TEXTURECUBE_DIMENSION # define D3D11_REQ_TEXTURECUBE_DIMENSION 16384 #endif #ifndef D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION # define D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION 2048 #endif #ifndef D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION # define D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION 2048 #endif #ifndef D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP # define D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP 32 #endif #ifndef D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP # define D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP 32 #endif #ifndef D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT # define D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT 32 #endif #ifndef D3D11_STANDARD_VERTEX_ELEMENT_COUNT # define D3D11_STANDARD_VERTEX_ELEMENT_COUNT 32 #endif #ifndef D3D10_1_SO_BUFFER_SLOT_COUNT # define D3D10_1_SO_BUFFER_SLOT_COUNT 4 #endif #ifndef D3D11_SO_BUFFER_SLOT_COUNT # define D3D11_SO_BUFFER_SLOT_COUNT 4 #endif #ifndef D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT # define D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 14 #endif #ifndef D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT # define D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 16 #endif #ifndef D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE # define D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE -8 #endif #ifndef D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE # define D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE 7 #endif #ifndef D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT # define D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT 4096 #endif #ifndef D3D11_PS_INPUT_REGISTER_COUNT # define D3D11_PS_INPUT_REGISTER_COUNT 32 #endif #ifndef D3D10_1_VS_OUTPUT_REGISTER_COUNT # define D3D10_1_VS_OUTPUT_REGISTER_COUNT 32 #endif #if defined(ANGLE_MINGW32_COMPAT) static const IID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 }; #endif namespace rx { namespace gl_d3d11 { D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha) { D3D11_BLEND d3dBlend = D3D11_BLEND_ZERO; switch (glBlend) { case GL_ZERO: d3dBlend = D3D11_BLEND_ZERO; break; case GL_ONE: d3dBlend = D3D11_BLEND_ONE; break; case GL_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_SRC_ALPHA : D3D11_BLEND_SRC_COLOR); break; case GL_ONE_MINUS_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC_ALPHA : D3D11_BLEND_INV_SRC_COLOR); break; case GL_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_DEST_COLOR); break; case GL_ONE_MINUS_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_INV_DEST_COLOR); break; case GL_SRC_ALPHA: d3dBlend = D3D11_BLEND_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3D11_BLEND_INV_SRC_ALPHA; break; case GL_DST_ALPHA: d3dBlend = D3D11_BLEND_DEST_ALPHA; break; case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3D11_BLEND_INV_DEST_ALPHA; break; case GL_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break; case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break; case GL_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break; case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break; case GL_SRC_ALPHA_SATURATE: d3dBlend = D3D11_BLEND_SRC_ALPHA_SAT; break; default: UNREACHABLE(); } return d3dBlend; } D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp) { D3D11_BLEND_OP d3dBlendOp = D3D11_BLEND_OP_ADD; switch (glBlendOp) { case GL_FUNC_ADD: d3dBlendOp = D3D11_BLEND_OP_ADD; break; case GL_FUNC_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_SUBTRACT; break; case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_REV_SUBTRACT; break; case GL_MIN: d3dBlendOp = D3D11_BLEND_OP_MIN; break; case GL_MAX: d3dBlendOp = D3D11_BLEND_OP_MAX; break; default: UNREACHABLE(); } return d3dBlendOp; } UINT8 ConvertColorMask(bool red, bool green, bool blue, bool alpha) { UINT8 mask = 0; if (red) { mask |= D3D11_COLOR_WRITE_ENABLE_RED; } if (green) { mask |= D3D11_COLOR_WRITE_ENABLE_GREEN; } if (blue) { mask |= D3D11_COLOR_WRITE_ENABLE_BLUE; } if (alpha) { mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA; } return mask; } D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode) { D3D11_CULL_MODE cull = D3D11_CULL_NONE; if (cullEnabled) { switch (cullMode) { case GL_FRONT: cull = D3D11_CULL_FRONT; break; case GL_BACK: cull = D3D11_CULL_BACK; break; case GL_FRONT_AND_BACK: cull = D3D11_CULL_NONE; break; default: UNREACHABLE(); } } else { cull = D3D11_CULL_NONE; } return cull; } D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison) { D3D11_COMPARISON_FUNC d3dComp = D3D11_COMPARISON_NEVER; switch (comparison) { case GL_NEVER: d3dComp = D3D11_COMPARISON_NEVER; break; case GL_ALWAYS: d3dComp = D3D11_COMPARISON_ALWAYS; break; case GL_LESS: d3dComp = D3D11_COMPARISON_LESS; break; case GL_LEQUAL: d3dComp = D3D11_COMPARISON_LESS_EQUAL; break; case GL_EQUAL: d3dComp = D3D11_COMPARISON_EQUAL; break; case GL_GREATER: d3dComp = D3D11_COMPARISON_GREATER; break; case GL_GEQUAL: d3dComp = D3D11_COMPARISON_GREATER_EQUAL; break; case GL_NOTEQUAL: d3dComp = D3D11_COMPARISON_NOT_EQUAL; break; default: UNREACHABLE(); } return d3dComp; } D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled) { return depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; } UINT8 ConvertStencilMask(GLuint stencilmask) { return static_cast(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(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(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 { GLint GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return 3; case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 2; default: UNREACHABLE(); return 0; } } static gl::TextureCaps GenerateTextureFormatCaps(GLint maxClientVersion, GLenum internalFormat, ID3D11Device *device) { gl::TextureCaps textureCaps; const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat, device->GetFeatureLevel()); UINT formatSupport; if (SUCCEEDED(device->CheckFormatSupport(formatInfo.texFormat, &formatSupport))) { const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat); if (internalFormatInfo.depthBits > 0 || internalFormatInfo.stencilBits > 0) { textureCaps.texturable = ((formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0); } else { UINT formatSupportMask = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE; if (maxClientVersion > 2) { formatSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURE3D; } textureCaps.texturable = ((formatSupport & formatSupportMask) == formatSupportMask); } } if (SUCCEEDED(device->CheckFormatSupport(formatInfo.renderFormat, &formatSupport)) && ((formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET) != 0)) { for (size_t sampleCount = 1; sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; sampleCount++) { UINT qualityCount = 0; if (SUCCEEDED(device->CheckMultisampleQualityLevels(formatInfo.renderFormat, sampleCount, &qualityCount)) && qualityCount > 0) { textureCaps.sampleCounts.insert(sampleCount); } } } textureCaps.filterable = SUCCEEDED(device->CheckFormatSupport(formatInfo.srvFormat, &formatSupport)) && ((formatSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE)) != 0; textureCaps.renderable = (SUCCEEDED(device->CheckFormatSupport(formatInfo.rtvFormat, &formatSupport)) && ((formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) != 0) || (SUCCEEDED(device->CheckFormatSupport(formatInfo.dsvFormat, &formatSupport)) && ((formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL) != 0)); return textureCaps; } static bool GetNPOTTextureSupport(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return true; // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return false; default: UNREACHABLE(); return false; } } static float GetMaximumAnisotropy(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_MAX_MAXANISOTROPY; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_MAX_MAXANISOTROPY; // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: return 16; case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_DEFAULT_MAX_ANISOTROPY; default: UNREACHABLE(); return 0; } } static bool GetOcclusionQuerySupport(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return true; // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateQuery case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: return true; case D3D_FEATURE_LEVEL_9_1: return false; default: UNREACHABLE(); return false; } } static bool GetEventQuerySupport(D3D_FEATURE_LEVEL featureLevel) { // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateQuery switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return true; default: UNREACHABLE(); return false; } } static bool GetInstancingSupport(D3D_FEATURE_LEVEL featureLevel) { // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateInputLayout switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return true; // Feature Level 9_3 supports instancing, but slot 0 in the input layout must not be instanced. // D3D9 has a similar restriction, where stream 0 must not be instanced. // This restriction can be worked around by remapping any non-instanced slot to slot 0. // This works because HLSL uses shader semantics to match the vertex inputs to the elements in the input layout, rather than the slots. // Note that we only support instancing via ANGLE_instanced_array on 9_3, since 9_3 doesn't support OpenGL ES 3.0 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 GetFramebufferMultisampleSupport(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return true; 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 bool GetFramebufferBlitSupport(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return true; 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 bool GetDerivativeInstructionSupport(D3D_FEATURE_LEVEL featureLevel) { // http://msdn.microsoft.com/en-us/library/windows/desktop/bb509588.aspx states that shader model // ps_2_x is required for the ddx (and other derivative functions). // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx states that feature level // 9.3 supports shader model ps_2_x. switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: case D3D_FEATURE_LEVEL_9_3: return true; case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return false; default: UNREACHABLE(); return false; } } static bool GetShaderTextureLODSupport(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return true; 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 size_t GetMaximumSimultaneousRenderTargets(D3D_FEATURE_LEVEL featureLevel) { // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateInputLayout switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT; case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT; default: UNREACHABLE(); return 0; } } static size_t GetMaximum2DTextureSize(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; default: UNREACHABLE(); return 0; } } static size_t GetMaximumCubeMapTextureSize(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURECUBE_DIMENSION; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURECUBE_DIMENSION; case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION; case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION; default: UNREACHABLE(); return 0; } } static size_t GetMaximum2DTextureArraySize(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 0; default: UNREACHABLE(); return 0; } } static size_t GetMaximum3DTextureSize(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; default: UNREACHABLE(); return 0; } } static size_t GetMaximumViewportSize(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_VIEWPORT_BOUNDS_MAX; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_VIEWPORT_BOUNDS_MAX; // No constants for D3D11 Feature Level 9 viewport size limits, use the maximum texture sizes case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; default: UNREACHABLE(); return 0; } } static size_t GetMaximumDrawIndexedIndexCount(D3D_FEATURE_LEVEL featureLevel) { // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since that's what's // returned from glGetInteger static_assert(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value."); static_assert(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value."); switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return std::numeric_limits::max(); case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: return D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT; case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT; default: UNREACHABLE(); return 0; } } static size_t GetMaximumDrawVertexCount(D3D_FEATURE_LEVEL featureLevel) { // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since that's what's // returned from glGetInteger static_assert(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value."); static_assert(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value."); switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return std::numeric_limits::max(); case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: return D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT; case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT; default: UNREACHABLE(); return 0; } } static size_t GetMaximumVertexInputSlots(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_STANDARD_VERTEX_ELEMENT_COUNT; case D3D_FEATURE_LEVEL_10_1: return D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT; case D3D_FEATURE_LEVEL_10_0: return D3D10_STANDARD_VERTEX_ELEMENT_COUNT; // From http://http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx "Max Input Slots" case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 16; default: UNREACHABLE(); return 0; } } static size_t GetMaximumVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel) { // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return 1024; // D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx ID3D11DeviceContext::VSSetConstantBuffers case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 255; default: UNREACHABLE(); return 0; } } static size_t GetReservedVertexUniformBuffers() { // Reserve one buffer for the application uniforms, and one for driver uniforms return 2; } static size_t GetMaximumVertexUniformBlocks(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedVertexUniformBuffers(); case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedVertexUniformBuffers(); // Uniform blocks not supported on D3D11 Feature Level 9 case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 0; default: UNREACHABLE(); return 0; } } static size_t GetReservedVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel) { // According to The OpenGL ES Shading Language specifications // (Language Version 1.00 section 10.16, Language Version 3.10 section 12.21) // built-in special variables (e.g. gl_FragCoord, or gl_PointCoord) // which are statically used in the shader should be included in the variable packing algorithm. // Therefore, we should not reserve output vectors for them. switch (featureLevel) { // We must reserve one output vector for dx_Position. // We also reserve one for gl_Position, which we unconditionally output on Feature Levels 10_0+, // even if it's unused in the shader (e.g. for transform feedback). TODO: This could be improved. #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return 2; // Just reserve dx_Position on Feature Level 9, since we don't ever need to output gl_Position. case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 1; default: UNREACHABLE(); return 0; } return 1; } static size_t GetMaximumVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel) { static_assert(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT, "Unexpected D3D11 constant value."); switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); case D3D_FEATURE_LEVEL_10_1: return D3D10_1_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); case D3D_FEATURE_LEVEL_10_0: return D3D10_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); // Use Shader Model 2.X limits case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 8 - GetReservedVertexOutputVectors(featureLevel); default: UNREACHABLE(); return 0; } } static size_t GetMaximumVertexTextureUnits(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; // Vertex textures not supported on D3D11 Feature Level 9 according to // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx // ID3D11DeviceContext::VSSetSamplers and ID3D11DeviceContext::VSSetShaderResources case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 0; default: UNREACHABLE(); return 0; } } static size_t GetMaximumPixelUniformVectors(D3D_FEATURE_LEVEL featureLevel) { // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return 1024; // D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx ID3D11DeviceContext::PSSetConstantBuffers case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 32; default: UNREACHABLE(); return 0; } } static size_t GetReservedPixelUniformBuffers() { // Reserve one buffer for the application uniforms, and one for driver uniforms return 2; } static size_t GetMaximumPixelUniformBlocks(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedPixelUniformBuffers(); case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedPixelUniformBuffers(); // Uniform blocks not supported on D3D11 Feature Level 9 case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 0; default: UNREACHABLE(); return 0; } } static size_t GetMaximumPixelInputVectors(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); // Use Shader Model 2.X limits case D3D_FEATURE_LEVEL_9_3: return 8 - GetReservedVertexOutputVectors(featureLevel); case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 8 - GetReservedVertexOutputVectors(featureLevel); default: UNREACHABLE(); return 0; } } static size_t GetMaximumPixelTextureUnits(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx ID3D11DeviceContext::PSSetShaderResources case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 16; default: UNREACHABLE(); return 0; } } static int GetMinimumTexelOffset(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE; // Sampling functions with offsets are not available below shader model 4.0. case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 0; default: UNREACHABLE(); return 0; } } static int GetMaximumTexelOffset(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE; // Sampling functions with offsets are not available below shader model 4.0. case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 0; default: UNREACHABLE(); return 0; } } static size_t GetMaximumConstantBufferSize(D3D_FEATURE_LEVEL featureLevel) { // Returns a size_t despite the limit being a GLuint64 because size_t is the maximum size of // any buffer that could be allocated. const size_t bytesPerComponent = 4 * sizeof(float); switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent; // Limits from http://msdn.microsoft.com/en-us/library/windows/desktop/ff476501.aspx remarks section case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 4096 * bytesPerComponent; default: UNREACHABLE(); return 0; } } static size_t GetMaximumStreamOutputBuffers(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return D3D11_SO_BUFFER_SLOT_COUNT; case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SO_BUFFER_SLOT_COUNT; case D3D_FEATURE_LEVEL_10_0: return D3D10_SO_BUFFER_SLOT_COUNT; case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 0; default: UNREACHABLE(); return 0; } } static size_t GetMaximumStreamOutputInterleavedComponents(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return GetMaximumVertexOutputVectors(featureLevel) * 4; case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 0; default: UNREACHABLE(); return 0; } } static size_t GetMaximumStreamOutputSeparateComponents(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { #if defined(ANGLE_ENABLE_D3D11_1) case D3D_FEATURE_LEVEL_11_1: #endif case D3D_FEATURE_LEVEL_11_0: return GetMaximumStreamOutputInterleavedComponents(featureLevel) / GetMaximumStreamOutputBuffers(featureLevel); // D3D 10 and 10.1 only allow one output per output slot if an output slot other than zero is used. case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return 4; case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 0; default: UNREACHABLE(); return 0; } } void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions) { D3D_FEATURE_LEVEL featureLevel = device->GetFeatureLevel(); GLuint maxSamples = 0; const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats(); for (gl::FormatSet::const_iterator internalFormat = allFormats.begin(); internalFormat != allFormats.end(); ++internalFormat) { gl::TextureCaps textureCaps = GenerateTextureFormatCaps(GetMaximumClientVersion(featureLevel), *internalFormat, device); textureCapsMap->insert(*internalFormat, textureCaps); maxSamples = std::max(maxSamples, textureCaps.getMaxSamples()); if (gl::GetInternalFormatInfo(*internalFormat).compressed) { caps->compressedTextureFormats.push_back(*internalFormat); } } // GL core feature limits caps->maxElementIndex = static_cast(std::numeric_limits::max()); caps->max3DTextureSize = GetMaximum3DTextureSize(featureLevel); caps->max2DTextureSize = GetMaximum2DTextureSize(featureLevel); caps->maxCubeMapTextureSize = GetMaximumCubeMapTextureSize(featureLevel); caps->maxArrayTextureLayers = GetMaximum2DTextureArraySize(featureLevel); // Unimplemented, set to minimum required caps->maxLODBias = 2.0f; // No specific limits on render target size, maximum 2D texture size is equivalent caps->maxRenderbufferSize = caps->max2DTextureSize; // Maximum draw buffers and color attachments are the same, max color attachments could eventually be // increased to 16 caps->maxDrawBuffers = GetMaximumSimultaneousRenderTargets(featureLevel); caps->maxColorAttachments = GetMaximumSimultaneousRenderTargets(featureLevel); // D3D11 has the same limit for viewport width and height caps->maxViewportWidth = GetMaximumViewportSize(featureLevel); caps->maxViewportHeight = caps->maxViewportWidth; // Choose a reasonable maximum, enforced in the shader. caps->minAliasedPointSize = 1.0f; caps->maxAliasedPointSize = 1024.0f; // Wide lines not supported caps->minAliasedLineWidth = 1.0f; caps->maxAliasedLineWidth = 1.0f; // Primitive count limits caps->maxElementsIndices = GetMaximumDrawIndexedIndexCount(featureLevel); caps->maxElementsVertices = GetMaximumDrawVertexCount(featureLevel); // Program and shader binary formats (no supported shader binary formats) caps->programBinaryFormats.push_back(GL_PROGRAM_BINARY_ANGLE); caps->vertexHighpFloat.setIEEEFloat(); caps->vertexMediumpFloat.setIEEEFloat(); caps->vertexLowpFloat.setIEEEFloat(); caps->fragmentHighpFloat.setIEEEFloat(); caps->fragmentMediumpFloat.setIEEEFloat(); caps->fragmentLowpFloat.setIEEEFloat(); // 32-bit integers are natively supported caps->vertexHighpInt.setTwosComplementInt(32); caps->vertexMediumpInt.setTwosComplementInt(32); caps->vertexLowpInt.setTwosComplementInt(32); caps->fragmentHighpInt.setTwosComplementInt(32); caps->fragmentMediumpInt.setTwosComplementInt(32); caps->fragmentLowpInt.setTwosComplementInt(32); // We do not wait for server fence objects internally, so report a max timeout of zero. caps->maxServerWaitTimeout = 0; // Vertex shader limits caps->maxVertexAttributes = GetMaximumVertexInputSlots(featureLevel); caps->maxVertexUniformComponents = GetMaximumVertexUniformVectors(featureLevel) * 4; caps->maxVertexUniformVectors = GetMaximumVertexUniformVectors(featureLevel); caps->maxVertexUniformBlocks = GetMaximumVertexUniformBlocks(featureLevel); caps->maxVertexOutputComponents = GetMaximumVertexOutputVectors(featureLevel) * 4; caps->maxVertexTextureImageUnits = GetMaximumVertexTextureUnits(featureLevel); // Fragment shader limits caps->maxFragmentUniformComponents = GetMaximumPixelUniformVectors(featureLevel) * 4; caps->maxFragmentUniformVectors = GetMaximumPixelUniformVectors(featureLevel); caps->maxFragmentUniformBlocks = GetMaximumPixelUniformBlocks(featureLevel); caps->maxFragmentInputComponents = GetMaximumPixelInputVectors(featureLevel) * 4; caps->maxTextureImageUnits = GetMaximumPixelTextureUnits(featureLevel); caps->minProgramTexelOffset = GetMinimumTexelOffset(featureLevel); caps->maxProgramTexelOffset = GetMaximumTexelOffset(featureLevel); // Aggregate shader limits caps->maxUniformBufferBindings = caps->maxVertexUniformBlocks + caps->maxFragmentUniformBlocks; caps->maxUniformBlockSize = GetMaximumConstantBufferSize(featureLevel); // Setting a large alignment forces uniform buffers to bind with zero offset caps->uniformBufferOffsetAlignment = static_cast(std::numeric_limits::max()); #if defined(ANGLE_ENABLE_D3D11_1) ID3D11DeviceContext1 *deviceContext1 = d3d11::DynamicCastComObject(deviceContext); if (deviceContext1) { D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options; device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS)); if (d3d11Options.ConstantBufferOffsetting) { // With DirectX 11.1, constant buffer offset and size must be a multiple of 16 constants of 16 bytes each. // https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649%28v=vs.85%29.aspx caps->uniformBufferOffsetAlignment = 256; } SafeRelease(deviceContext1); } #endif caps->maxCombinedUniformBlocks = caps->maxVertexUniformBlocks + caps->maxFragmentUniformBlocks; caps->maxCombinedVertexUniformComponents = (static_cast(caps->maxVertexUniformBlocks) * static_cast(caps->maxUniformBlockSize / 4)) + static_cast(caps->maxVertexUniformComponents); caps->maxCombinedFragmentUniformComponents = (static_cast(caps->maxFragmentUniformBlocks) * static_cast(caps->maxUniformBlockSize / 4)) + static_cast(caps->maxFragmentUniformComponents); caps->maxVaryingComponents = GetMaximumVertexOutputVectors(featureLevel) * 4; caps->maxVaryingVectors = GetMaximumVertexOutputVectors(featureLevel); caps->maxCombinedTextureImageUnits = caps->maxVertexTextureImageUnits + caps->maxTextureImageUnits; // Transform feedback limits caps->maxTransformFeedbackInterleavedComponents = GetMaximumStreamOutputInterleavedComponents(featureLevel); caps->maxTransformFeedbackSeparateAttributes = GetMaximumStreamOutputBuffers(featureLevel); caps->maxTransformFeedbackSeparateComponents = GetMaximumStreamOutputSeparateComponents(featureLevel); // GL extension support extensions->setTextureExtensionSupport(*textureCapsMap); extensions->elementIndexUint = true; extensions->packedDepthStencil = true; extensions->getProgramBinary = true; extensions->rgb8rgba8 = true; extensions->readFormatBGRA = true; extensions->pixelBufferObject = true; extensions->mapBuffer = true; extensions->mapBufferRange = true; extensions->textureNPOT = GetNPOTTextureSupport(featureLevel); extensions->drawBuffers = GetMaximumSimultaneousRenderTargets(featureLevel) > 1; extensions->textureStorage = true; extensions->textureFilterAnisotropic = true; extensions->maxTextureAnisotropy = GetMaximumAnisotropy(featureLevel); extensions->occlusionQueryBoolean = GetOcclusionQuerySupport(featureLevel); extensions->fence = GetEventQuerySupport(featureLevel); extensions->timerQuery = false; // Unimplemented extensions->robustness = true; extensions->blendMinMax = true; extensions->framebufferBlit = GetFramebufferBlitSupport(featureLevel); extensions->framebufferMultisample = GetFramebufferMultisampleSupport(featureLevel); extensions->maxSamples = maxSamples; extensions->instancedArrays = GetInstancingSupport(featureLevel); extensions->packReverseRowOrder = true; extensions->standardDerivatives = GetDerivativeInstructionSupport(featureLevel); extensions->shaderTextureLOD = GetShaderTextureLODSupport(featureLevel); extensions->fragDepth = true; extensions->textureUsage = true; // This could be false since it has no effect in D3D11 extensions->translatedShaderSource = true; } } namespace d3d11 { void MakeValidSize(bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset) { const DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format); int upsampleCount = 0; // Don't expand the size of full textures that are at least (blockWidth x blockHeight) already. if (isImage || *requestWidth < static_cast(dxgiFormatInfo.blockWidth) || *requestHeight < static_cast(dxgiFormatInfo.blockHeight)) { while (*requestWidth % dxgiFormatInfo.blockWidth != 0 || *requestHeight % dxgiFormatInfo.blockHeight != 0) { *requestWidth <<= 1; *requestHeight <<= 1; upsampleCount++; } } *levelOffset = upsampleCount; } void GenerateInitialTextureData(GLint internalFormat, D3D_FEATURE_LEVEL featureLevel, GLuint width, GLuint height, GLuint depth, GLuint mipLevels, std::vector *outSubresourceData, std::vector< std::vector > *outData) { const d3d11::TextureFormat &d3dFormatInfo = d3d11::GetTextureFormatInfo(internalFormat, featureLevel); ASSERT(d3dFormatInfo.dataInitializerFunction != NULL); const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3dFormatInfo.texFormat); outSubresourceData->resize(mipLevels); outData->resize(mipLevels); for (unsigned int i = 0; i < mipLevels; i++) { unsigned int mipWidth = std::max(width >> i, 1U); unsigned int mipHeight = std::max(height >> i, 1U); unsigned int mipDepth = std::max(depth >> i, 1U); unsigned int rowWidth = dxgiFormatInfo.pixelBytes * mipWidth; unsigned int imageSize = rowWidth * height; outData->at(i).resize(rowWidth * mipHeight * mipDepth); d3dFormatInfo.dataInitializerFunction(mipWidth, mipHeight, mipDepth, outData->at(i).data(), rowWidth, imageSize); outSubresourceData->at(i).pSysMem = outData->at(i).data(); outSubresourceData->at(i).SysMemPitch = rowWidth; outSubresourceData->at(i).SysMemSlicePitch = imageSize; } } void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v) { vertex->x = x; vertex->y = y; vertex->u = u; vertex->v = v; } void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y, unsigned int layer, float u, float v, float s) { vertex->x = x; vertex->y = y; vertex->l = layer; vertex->u = u; vertex->v = v; vertex->s = s; } HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name) { #if defined(_DEBUG) return resource->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name); #else return S_OK; #endif } gl::Error GetAttachmentRenderTarget(const gl::FramebufferAttachment *attachment, RenderTarget11 **outRT) { RenderTargetD3D *renderTarget = NULL; gl::Error error = rx::GetAttachmentRenderTarget(attachment, &renderTarget); if (error.isError()) { return error; } *outRT = RenderTarget11::makeRenderTarget11(renderTarget); return gl::Error(GL_NO_ERROR); } Workarounds GenerateWorkarounds(D3D_FEATURE_LEVEL featureLevel) { Workarounds workarounds; workarounds.mrtPerfWorkaround = true; workarounds.setDataFasterThanImageUpload = true; workarounds.zeroMaxLodWorkaround = (featureLevel <= D3D_FEATURE_LEVEL_9_3); workarounds.useInstancedPointSpriteEmulation = (featureLevel <= D3D_FEATURE_LEVEL_9_3); return workarounds; } } }