// // 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 #include "common/debug.h" #include "libANGLE/Buffer.h" #include "libANGLE/Context.h" #include "libANGLE/Framebuffer.h" #include "libANGLE/Program.h" #include "libANGLE/State.h" #include "libANGLE/VertexArray.h" #include "libANGLE/formatutils.h" #include "libANGLE/renderer/d3d/BufferD3D.h" #include "libANGLE/renderer/d3d/FramebufferD3D.h" #include "libANGLE/renderer/d3d/IndexBuffer.h" #include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "libANGLE/renderer/d3d/d3d11/dxgi_support_table.h" #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" #include "libANGLE/renderer/d3d/d3d11/texture_format_table.h" #include "libANGLE/renderer/driver_utils.h" #include "platform/Platform.h" #include "platform/WorkaroundsD3D.h" namespace rx { namespace d3d11_gl { namespace { // Standard D3D sample positions from // https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218.aspx using SamplePositionsArray = std::array; static constexpr std::array kSamplePositions = { {{{0.5f, 0.5f}}, {{0.75f, 0.75f, 0.25f, 0.25f}}, {{0.375f, 0.125f, 0.875f, 0.375f, 0.125f, 0.625f, 0.625f, 0.875f}}, {{0.5625f, 0.3125f, 0.4375f, 0.6875f, 0.8125f, 0.5625f, 0.3125f, 0.1875f, 0.1875f, 0.8125f, 0.0625f, 0.4375f, 0.6875f, 0.9375f, 0.9375f, 0.0625f}}, {{0.5625f, 0.5625f, 0.4375f, 0.3125f, 0.3125f, 0.625f, 0.75f, 0.4375f, 0.1875f, 0.375f, 0.625f, 0.8125f, 0.8125f, 0.6875f, 0.6875f, 0.1875f, 0.375f, 0.875f, 0.5f, 0.0625f, 0.25f, 0.125f, 0.125f, 0.75f, 0.0f, 0.5f, 0.9375f, 0.25f, 0.875f, 0.9375f, 0.0625f, 0.0f}}}}; // Helper functor for querying DXGI support. Saves passing the parameters repeatedly. class DXGISupportHelper : angle::NonCopyable { public: DXGISupportHelper(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel) : mDevice(device), mFeatureLevel(featureLevel) { } bool query(DXGI_FORMAT dxgiFormat, UINT supportMask) { if (dxgiFormat == DXGI_FORMAT_UNKNOWN) return false; auto dxgiSupport = d3d11::GetDXGISupport(dxgiFormat, mFeatureLevel); UINT supportedBits = dxgiSupport.alwaysSupportedFlags; if ((dxgiSupport.optionallySupportedFlags & supportMask) != 0) { UINT formatSupport; if (SUCCEEDED(mDevice->CheckFormatSupport(dxgiFormat, &formatSupport))) { supportedBits |= (formatSupport & supportMask); } else { // TODO(jmadill): find out why we fail this call sometimes in FL9_3 // ERR() << "Error checking format support for format 0x" << std::hex << dxgiFormat; } } return ((supportedBits & supportMask) == supportMask); } private: ID3D11Device *mDevice; D3D_FEATURE_LEVEL mFeatureLevel; }; gl::TextureCaps GenerateTextureFormatCaps(gl::Version maxClientVersion, GLenum internalFormat, ID3D11Device *device, const Renderer11DeviceCaps &renderer11DeviceCaps) { gl::TextureCaps textureCaps; DXGISupportHelper support(device, renderer11DeviceCaps.featureLevel); const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps); const gl::InternalFormat &internalFormatInfo = gl::GetSizedInternalFormatInfo(internalFormat); UINT texSupportMask = D3D11_FORMAT_SUPPORT_TEXTURE2D; if (internalFormatInfo.depthBits == 0 && internalFormatInfo.stencilBits == 0) { texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURECUBE; if (maxClientVersion.major > 2) { texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURE3D; } } textureCaps.texturable = support.query(formatInfo.texFormat, texSupportMask); textureCaps.filterable = support.query(formatInfo.srvFormat, D3D11_FORMAT_SUPPORT_SHADER_SAMPLE); textureCaps.renderable = (support.query(formatInfo.rtvFormat, D3D11_FORMAT_SUPPORT_RENDER_TARGET)) || (support.query(formatInfo.dsvFormat, D3D11_FORMAT_SUPPORT_DEPTH_STENCIL)); DXGI_FORMAT renderFormat = DXGI_FORMAT_UNKNOWN; if (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN) { renderFormat = formatInfo.dsvFormat; } else if (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN) { renderFormat = formatInfo.rtvFormat; } if (renderFormat != DXGI_FORMAT_UNKNOWN && support.query(renderFormat, D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET)) { // Assume 1x textureCaps.sampleCounts.insert(1); for (unsigned int sampleCount = 2; sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; sampleCount *= 2) { UINT qualityCount = 0; if (SUCCEEDED(device->CheckMultisampleQualityLevels(renderFormat, sampleCount, &qualityCount))) { // Assume we always support lower sample counts if (qualityCount == 0) { break; } textureCaps.sampleCounts.insert(sampleCount); } } } return textureCaps; } 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; } } 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; } } 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; } } 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; } } 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: 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; } } bool GetFramebufferMultisampleSupport(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; case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return false; default: UNREACHABLE(); return false; } } bool GetFramebufferBlitSupport(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; case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return false; default: UNREACHABLE(); return false; } } 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; } } bool GetShaderTextureLODSupport(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; case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return false; default: UNREACHABLE(); return false; } } 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; 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; } } 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; } } 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; } } 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; } } 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; } } 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 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; } } 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) { 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 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; } } 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) { 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 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; } } size_t GetMaximumVertexInputSlots(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: 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; } } size_t GetMaximumVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return 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 - d3d11_gl::GetReservedVertexUniformVectors(featureLevel); default: UNREACHABLE(); return 0; } } size_t GetMaximumVertexUniformBlocks(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT; // 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; } } 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. 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 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; } } 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) { case D3D_FEATURE_LEVEL_11_1: 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; } } size_t GetMaximumVertexTextureUnits(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: 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; } } size_t GetMaximumPixelUniformVectors(D3D_FEATURE_LEVEL featureLevel) { // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: 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 - d3d11_gl::GetReservedFragmentUniformVectors(featureLevel); default: UNREACHABLE(); return 0; } } size_t GetMaximumPixelUniformBlocks(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT; // 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; } } size_t GetMaximumPixelInputVectors(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: 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; } } size_t GetMaximumPixelTextureUnits(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: 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; } } std::array GetMaxComputeWorkGroupCount(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_0: return {{D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION, D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION, D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION}}; break; default: return {{0, 0, 0}}; } } std::array GetMaxComputeWorkGroupSize(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_0: return {{D3D11_CS_THREAD_GROUP_MAX_X, D3D11_CS_THREAD_GROUP_MAX_Y, D3D11_CS_THREAD_GROUP_MAX_Z}}; break; default: return {{0, 0, 0}}; } } size_t GetMaxComputeWorkGroupInvocations(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_0: return D3D11_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP; default: return 0; } } size_t GetMaximumComputeUniformVectors(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; default: return 0; } } size_t GetMaximumComputeUniformBlocks(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT; default: return 0; } } size_t GetMaximumComputeTextureUnits(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; default: return 0; } } size_t GetMaximumImageUnits(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_0: // TODO(xinghua.cao@intel.com): Get a more accurate limit. For now using // the minimum requirement for GLES 3.1. return 4; default: return 0; } } size_t GetMaximumComputeImageUniforms(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_0: // TODO(xinghua.cao@intel.com): Get a more accurate limit. For now using // the minimum requirement for GLES 3.1. return 4; default: return 0; } } int GetMinimumTexelOffset(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: 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; } } int GetMaximumTexelOffset(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: 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; } } 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) { case D3D_FEATURE_LEVEL_11_1: 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; } } size_t GetMaximumStreamOutputBuffers(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: 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; } } size_t GetMaximumStreamOutputInterleavedComponents(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 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; } } size_t GetMaximumStreamOutputSeparateComponents(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: 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; } } size_t GetMaximumRenderToBufferWindowSize(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH; // REQ_RENDER_TO_BUFFER_WINDOW_WIDTH not supported on D3D11 Feature Level 9, // 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; } } IntelDriverVersion GetIntelDriverVersion(const Optional driverVersion) { if (!driverVersion.valid()) return IntelDriverVersion(0); // According to http://www.intel.com/content/www/us/en/support/graphics-drivers/000005654.html, // only the fourth part is necessary since it stands for the driver specific unique version // number. WORD part = LOWORD(driverVersion.value().LowPart); return IntelDriverVersion(part); } } // anonymous namespace unsigned int GetReservedVertexUniformVectors(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 0; case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 3; // dx_ViewAdjust, dx_ViewCoords and dx_ViewScale default: UNREACHABLE(); return 0; } } unsigned int GetReservedFragmentUniformVectors(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 0; case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 3; default: UNREACHABLE(); return 0; } } gl::Version GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_0: return gl::Version(3, 1); case D3D_FEATURE_LEVEL_10_1: return gl::Version(3, 0); 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 gl::Version(2, 0); default: UNREACHABLE(); return gl::Version(0, 0); } } unsigned int GetMaxViewportAndScissorRectanglesPerPipeline(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_0: return D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; 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 1; default: UNREACHABLE(); return 0; } } bool IsMultiviewSupported(D3D_FEATURE_LEVEL featureLevel) { // The ANGLE_multiview extension can always be supported in D3D11 through geometry shaders. switch (featureLevel) { case D3D_FEATURE_LEVEL_11_1: case D3D_FEATURE_LEVEL_11_0: return true; default: return false; } } unsigned int GetMaxSampleMaskWords(D3D_FEATURE_LEVEL featureLevel) { switch (featureLevel) { // D3D10+ only allows 1 sample mask. 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 1u; case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return 0u; default: UNREACHABLE(); return 0u; } } void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, const Renderer11DeviceCaps &renderer11DeviceCaps, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions, gl::Limitations *limitations) { D3D_FEATURE_LEVEL featureLevel = renderer11DeviceCaps.featureLevel; const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats(); for (GLenum internalFormat : allFormats) { gl::TextureCaps textureCaps = GenerateTextureFormatCaps( GetMaximumClientVersion(featureLevel), internalFormat, device, renderer11DeviceCaps); textureCapsMap->insert(internalFormat, textureCaps); if (gl::GetSizedInternalFormatInfo(internalFormat).compressed) { caps->compressedTextureFormats.push_back(internalFormat); } } // GL core feature limits // Reserve MAX_UINT for D3D11's primitive restart. caps->maxElementIndex = static_cast(std::numeric_limits::max() - 1); caps->max3DTextureSize = static_cast(GetMaximum3DTextureSize(featureLevel)); caps->max2DTextureSize = static_cast(GetMaximum2DTextureSize(featureLevel)); caps->maxCubeMapTextureSize = static_cast(GetMaximumCubeMapTextureSize(featureLevel)); caps->maxArrayTextureLayers = static_cast(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 = static_cast(GetMaximumSimultaneousRenderTargets(featureLevel)); caps->maxColorAttachments = static_cast(GetMaximumSimultaneousRenderTargets(featureLevel)); // D3D11 has the same limit for viewport width and height caps->maxViewportWidth = static_cast(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 = static_cast(GetMaximumDrawIndexedIndexCount(featureLevel)); caps->maxElementsVertices = static_cast(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 = static_cast(GetMaximumVertexInputSlots(featureLevel)); caps->maxVertexUniformComponents = static_cast(GetMaximumVertexUniformVectors(featureLevel)) * 4; caps->maxVertexUniformVectors = static_cast(GetMaximumVertexUniformVectors(featureLevel)); caps->maxVertexUniformBlocks = static_cast(GetMaximumVertexUniformBlocks(featureLevel)); caps->maxVertexOutputComponents = static_cast(GetMaximumVertexOutputVectors(featureLevel)) * 4; caps->maxVertexTextureImageUnits = static_cast(GetMaximumVertexTextureUnits(featureLevel)); // Vertex Attribute Bindings are emulated on D3D11. caps->maxVertexAttribBindings = caps->maxVertexAttributes; // Experimental testing confirmed there is no explicit limit on maximum buffer offset in D3D11. caps->maxVertexAttribRelativeOffset = std::numeric_limits::max(); // Experimental testing confirmed 2048 is the maximum stride that D3D11 can support on all // platforms. caps->maxVertexAttribStride = 2048; // Fragment shader limits caps->maxFragmentUniformComponents = static_cast(GetMaximumPixelUniformVectors(featureLevel)) * 4; caps->maxFragmentUniformVectors = static_cast(GetMaximumPixelUniformVectors(featureLevel)); caps->maxFragmentUniformBlocks = static_cast(GetMaximumPixelUniformBlocks(featureLevel)); caps->maxFragmentInputComponents = static_cast(GetMaximumPixelInputVectors(featureLevel)) * 4; caps->maxTextureImageUnits = static_cast(GetMaximumPixelTextureUnits(featureLevel)); caps->minProgramTexelOffset = GetMinimumTexelOffset(featureLevel); caps->maxProgramTexelOffset = GetMaximumTexelOffset(featureLevel); // Compute shader limits caps->maxComputeWorkGroupCount = GetMaxComputeWorkGroupCount(featureLevel); caps->maxComputeWorkGroupSize = GetMaxComputeWorkGroupSize(featureLevel); caps->maxComputeWorkGroupInvocations = static_cast(GetMaxComputeWorkGroupInvocations(featureLevel)); caps->maxComputeUniformComponents = static_cast(GetMaximumComputeUniformVectors(featureLevel)) * 4; caps->maxComputeUniformBlocks = static_cast(GetMaximumComputeUniformBlocks(featureLevel)); caps->maxComputeTextureImageUnits = static_cast(GetMaximumComputeTextureUnits(featureLevel)); caps->maxImageUnits = static_cast(GetMaximumImageUnits(featureLevel)); caps->maxComputeImageUniforms = static_cast(GetMaximumComputeImageUniforms(featureLevel)); // Aggregate shader limits caps->maxUniformBufferBindings = caps->maxVertexUniformBlocks + caps->maxFragmentUniformBlocks; caps->maxUniformBlockSize = GetMaximumConstantBufferSize(featureLevel); // TODO(oetuaho): Get a more accurate limit. For now using the minimum requirement for GLES 3.1. caps->maxUniformLocations = 1024; // 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 // With DirectX 11.0, we emulate UBO offsets using copies of ranges of the UBO however // we still keep the same alignment as 11.1 for consistency. caps->uniformBufferOffsetAlignment = 256; 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->maxCombinedComputeUniformComponents = static_cast(caps->maxComputeUniformBlocks * (caps->maxUniformBlockSize / 4) + caps->maxComputeUniformComponents); caps->maxVaryingComponents = static_cast(GetMaximumVertexOutputVectors(featureLevel)) * 4; caps->maxVaryingVectors = static_cast(GetMaximumVertexOutputVectors(featureLevel)); caps->maxCombinedTextureImageUnits = caps->maxVertexTextureImageUnits + caps->maxTextureImageUnits; // Transform feedback limits caps->maxTransformFeedbackInterleavedComponents = static_cast(GetMaximumStreamOutputInterleavedComponents(featureLevel)); caps->maxTransformFeedbackSeparateAttributes = static_cast(GetMaximumStreamOutputBuffers(featureLevel)); caps->maxTransformFeedbackSeparateComponents = static_cast(GetMaximumStreamOutputSeparateComponents(featureLevel)); // Defer the computation of multisample limits to Context::updateCaps() where max*Samples values // are determined according to available sample counts for each individual format. caps->maxSamples = std::numeric_limits::max(); caps->maxColorTextureSamples = std::numeric_limits::max(); caps->maxDepthTextureSamples = std::numeric_limits::max(); caps->maxIntegerSamples = std::numeric_limits::max(); // Sample mask words limits caps->maxSampleMaskWords = GetMaxSampleMaskWords(featureLevel); // Framebuffer limits caps->maxFramebufferSamples = std::numeric_limits::max(); caps->maxFramebufferWidth = static_cast(GetMaximumRenderToBufferWindowSize(featureLevel)); caps->maxFramebufferHeight = caps->maxFramebufferWidth; // GL extension support extensions->setTextureExtensionSupport(*textureCapsMap); extensions->elementIndexUint = 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->disjointTimerQuery = true; extensions->queryCounterBitsTimeElapsed = 64; extensions->queryCounterBitsTimestamp = 0; // Timestamps cannot be supported due to D3D11 limitations extensions->robustness = true; // Direct3D guarantees to return zero for any resource that is accessed out of bounds. // See https://msdn.microsoft.com/en-us/library/windows/desktop/ff476332(v=vs.85).aspx // and https://msdn.microsoft.com/en-us/library/windows/desktop/ff476900(v=vs.85).aspx extensions->robustBufferAccessBehavior = true; extensions->blendMinMax = true; extensions->framebufferBlit = GetFramebufferBlitSupport(featureLevel); extensions->framebufferMultisample = GetFramebufferMultisampleSupport(featureLevel); extensions->instancedArrays = GetInstancingSupport(featureLevel); extensions->packReverseRowOrder = true; extensions->standardDerivatives = GetDerivativeInstructionSupport(featureLevel); extensions->shaderTextureLOD = GetShaderTextureLODSupport(featureLevel); extensions->fragDepth = true; extensions->multiview = IsMultiviewSupported(featureLevel); if (extensions->multiview) { extensions->maxViews = std::min(static_cast(gl::IMPLEMENTATION_ANGLE_MULTIVIEW_MAX_VIEWS), std::min(static_cast(GetMaximum2DTextureArraySize(featureLevel)), GetMaxViewportAndScissorRectanglesPerPipeline(featureLevel))); } extensions->textureUsage = true; // This could be false since it has no effect in D3D11 extensions->discardFramebuffer = true; extensions->translatedShaderSource = true; extensions->fboRenderMipmap = false; extensions->debugMarker = true; extensions->eglImage = true; extensions->eglImageExternal = true; extensions->eglImageExternalEssl3 = true; extensions->eglStreamConsumerExternal = true; extensions->unpackSubimage = true; extensions->packSubimage = true; extensions->lossyETCDecode = true; extensions->syncQuery = GetEventQuerySupport(featureLevel); extensions->copyTexture = true; extensions->copyCompressedTexture = true; // D3D11 Feature Level 10_0+ uses SV_IsFrontFace in HLSL to emulate gl_FrontFacing. // D3D11 Feature Level 9_3 doesn't support SV_IsFrontFace, and has no equivalent, so can't support gl_FrontFacing. limitations->noFrontFacingSupport = (renderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3); // D3D11 Feature Level 9_3 doesn't support alpha-to-coverage limitations->noSampleAlphaToCoverageSupport = (renderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3); // D3D11 Feature Levels 9_3 and below do not support non-constant loop indexing and require // additional // pre-validation of the shader at compile time to produce a better error message. limitations->shadersRequireIndexedLoopValidation = (renderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3); // D3D11 has no concept of separate masks and refs for front and back faces in the depth stencil // state. limitations->noSeparateStencilRefsAndMasks = true; // D3D11 cannot support constant color and alpha blend funcs together limitations->noSimultaneousConstantColorAndAlphaBlendFunc = true; #ifdef ANGLE_ENABLE_WINDOWS_STORE // Setting a non-zero divisor on attribute zero doesn't work on certain Windows Phone 8-era devices. // We should prevent developers from doing this on ALL Windows Store devices. This will maintain consistency across all Windows devices. // We allow non-zero divisors on attribute zero if the Client Version >= 3, since devices affected by this issue don't support ES3+. limitations->attributeZeroRequiresZeroDivisorInEXT = true; #endif } void GetSamplePosition(GLsizei sampleCount, size_t index, GLfloat *xy) { size_t indexKey = static_cast(ceil(log(sampleCount))); ASSERT(indexKey < kSamplePositions.size() && (2 * index + 1) < kSamplePositions[indexKey].size()); xy[0] = kSamplePositions[indexKey][2 * index]; xy[1] = kSamplePositions[indexKey][2 * index + 1]; } } // namespace d3d11_gl 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, gl::CullFaceMode cullMode) { D3D11_CULL_MODE cull = D3D11_CULL_NONE; if (cullEnabled) { switch (cullMode) { case gl::CullFaceMode::Front: cull = D3D11_CULL_FRONT; break; case gl::CullFaceMode::Back: cull = D3D11_CULL_BACK; break; case gl::CullFaceMode::FrontAndBack: 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; } UINT ConvertMaxAnisotropy(float maxAnisotropy, D3D_FEATURE_LEVEL featureLevel) { return static_cast(std::min(maxAnisotropy, d3d11_gl::GetMaximumAnisotropy(featureLevel))); } 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; case GL_TIME_ELAPSED_EXT: // Two internal queries are also created for begin/end timestamps return D3D11_QUERY_TIMESTAMP_DISJOINT; case GL_COMMANDS_COMPLETED_CHROMIUM: return D3D11_QUERY_EVENT; default: UNREACHABLE(); return D3D11_QUERY_EVENT; } } // Get the D3D11 write mask covering all color channels of a given format UINT8 GetColorMask(const gl::InternalFormat &format) { return ConvertColorMask(format.redBits > 0, format.greenBits > 0, format.blueBits > 0, format.alphaBits > 0); } } // namespace gl_d3d11 namespace d3d11 { ANGLED3D11DeviceType GetDeviceType(ID3D11Device *device) { // Note that this function returns an ANGLED3D11DeviceType rather than a D3D_DRIVER_TYPE value, // since it is difficult to tell Software and Reference devices apart IDXGIDevice *dxgiDevice = nullptr; IDXGIAdapter *dxgiAdapter = nullptr; IDXGIAdapter2 *dxgiAdapter2 = nullptr; ANGLED3D11DeviceType retDeviceType = ANGLE_D3D11_DEVICE_TYPE_UNKNOWN; HRESULT hr = device->QueryInterface(__uuidof(IDXGIDevice), (void **)&dxgiDevice); if (SUCCEEDED(hr)) { hr = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void **)&dxgiAdapter); if (SUCCEEDED(hr)) { std::wstring adapterString; HRESULT adapter2hr = dxgiAdapter->QueryInterface(__uuidof(dxgiAdapter2), (void **)&dxgiAdapter2); if (SUCCEEDED(adapter2hr)) { // On D3D_FEATURE_LEVEL_9_*, IDXGIAdapter::GetDesc returns "Software Adapter" // for the description string. Try to use IDXGIAdapter2::GetDesc2 to get the // actual hardware values if possible. DXGI_ADAPTER_DESC2 adapterDesc2; dxgiAdapter2->GetDesc2(&adapterDesc2); adapterString = std::wstring(adapterDesc2.Description); } else { DXGI_ADAPTER_DESC adapterDesc; dxgiAdapter->GetDesc(&adapterDesc); adapterString = std::wstring(adapterDesc.Description); } // Both Reference and Software adapters will be 'Software Adapter' const bool isSoftwareDevice = (adapterString.find(std::wstring(L"Software Adapter")) != std::string::npos); const bool isNullDevice = (adapterString == L""); const bool isWARPDevice = (adapterString.find(std::wstring(L"Basic Render")) != std::string::npos); if (isSoftwareDevice || isNullDevice) { ASSERT(!isWARPDevice); retDeviceType = ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL; } else if (isWARPDevice) { retDeviceType = ANGLE_D3D11_DEVICE_TYPE_WARP; } else { retDeviceType = ANGLE_D3D11_DEVICE_TYPE_HARDWARE; } } } SafeRelease(dxgiDevice); SafeRelease(dxgiAdapter); SafeRelease(dxgiAdapter2); return retDeviceType; } void MakeValidSize(bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset) { const DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(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++; } } if (levelOffset) { *levelOffset = upsampleCount; } } void GenerateInitialTextureData(GLint internalFormat, const Renderer11DeviceCaps &renderer11DeviceCaps, GLuint width, GLuint height, GLuint depth, GLuint mipLevels, std::vector *outSubresourceData, std::vector> *outData) { const d3d11::Format &d3dFormatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps); ASSERT(d3dFormatInfo.dataInitializerFunction != nullptr); const d3d11::DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(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; } } UINT GetPrimitiveRestartIndex() { return std::numeric_limits::max(); } 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; } BlendStateKey::BlendStateKey() { memset(this, 0, sizeof(BlendStateKey)); } bool operator==(const BlendStateKey &a, const BlendStateKey &b) { return memcmp(&a, &b, sizeof(BlendStateKey)) == 0; } bool operator!=(const BlendStateKey &a, const BlendStateKey &b) { return !(a == b); } RasterizerStateKey::RasterizerStateKey() { memset(this, 0, sizeof(RasterizerStateKey)); } bool operator==(const RasterizerStateKey &a, const RasterizerStateKey &b) { return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0; } bool operator!=(const RasterizerStateKey &a, const RasterizerStateKey &b) { return !(a == b); } HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name) { #if defined(_DEBUG) UINT existingDataSize = 0; resource->GetPrivateData(WKPDID_D3DDebugObjectName, &existingDataSize, nullptr); // Don't check the HRESULT- if it failed then that probably just means that no private data // exists yet if (existingDataSize > 0) { // In some cases, ANGLE will try to apply two names to one object, which causes // a D3D SDK Layers warning. This can occur if, for example, you 'create' two objects // (e.g.Rasterizer States) with identical DESCs on the same device. D3D11 will optimize // these calls and return the same object both times. static const char *multipleNamesUsed = "Multiple names set by ANGLE"; // Remove the existing name HRESULT hr = resource->SetPrivateData(WKPDID_D3DDebugObjectName, 0, nullptr); if (FAILED(hr)) { return hr; } // Apply the new name return resource->SetPrivateData(WKPDID_D3DDebugObjectName, static_cast(strlen(multipleNamesUsed)), multipleNamesUsed); } else { return resource->SetPrivateData(WKPDID_D3DDebugObjectName, static_cast(strlen(name)), name); } #else return S_OK; #endif } // Keep this in cpp file where it has visibility of Renderer11.h, otherwise calling // allocateResource is only compatible with Clang and MSVS, which support calling a // method on a forward declared class in a template. template gl::Error LazyResource::resolveImpl(Renderer11 *renderer, const GetDescType &desc, GetInitDataType *initData, const char *name) { if (!mResource.valid()) { ANGLE_TRY(renderer->allocateResource(desc, initData, &mResource)); mResource.setDebugName(name); } return gl::NoError(); } template gl::Error LazyResource::resolveImpl(Renderer11 *renderer, const D3D11_BLEND_DESC &desc, void *initData, const char *name); template gl::Error LazyResource::resolveImpl(Renderer11 *renderer, const ShaderData &desc, void *initData, const char *name); template gl::Error LazyResource::resolveImpl( Renderer11 *renderer, const ShaderData &desc, const std::vector *initData, const char *name); template gl::Error LazyResource::resolveImpl( Renderer11 *renderer, const InputElementArray &desc, const ShaderData *initData, const char *name); template gl::Error LazyResource::resolveImpl(Renderer11 *renderer, const ShaderData &desc, void *initData, const char *name); template gl::Error LazyResource::resolveImpl(Renderer11 *renderer, const ShaderData &desc, void *initData, const char *name); LazyInputLayout::LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC *inputDesc, size_t inputDescLen, const BYTE *byteCode, size_t byteCodeLen, const char *debugName) : mInputDesc(inputDesc, inputDescLen), mByteCode(byteCode, byteCodeLen), mDebugName(debugName) { } LazyInputLayout::~LazyInputLayout() { } gl::Error LazyInputLayout::resolve(Renderer11 *renderer) { return resolveImpl(renderer, mInputDesc, &mByteCode, mDebugName); } LazyBlendState::LazyBlendState(const D3D11_BLEND_DESC &desc, const char *debugName) : mDesc(desc), mDebugName(debugName) { } gl::Error LazyBlendState::resolve(Renderer11 *renderer) { return resolveImpl(renderer, mDesc, nullptr, mDebugName); } angle::WorkaroundsD3D GenerateWorkarounds(const Renderer11DeviceCaps &deviceCaps, const DXGI_ADAPTER_DESC &adapterDesc) { bool is9_3 = (deviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3); angle::WorkaroundsD3D workarounds; workarounds.mrtPerfWorkaround = true; workarounds.setDataFasterThanImageUpload = true; workarounds.zeroMaxLodWorkaround = is9_3; workarounds.useInstancedPointSpriteEmulation = is9_3; // TODO(jmadill): Narrow problematic driver range. if (IsNvidia(adapterDesc.VendorId)) { if (deviceCaps.driverVersion.valid()) { WORD part1 = HIWORD(deviceCaps.driverVersion.value().LowPart); WORD part2 = LOWORD(deviceCaps.driverVersion.value().LowPart); // Disable the workaround to fix a second driver bug on newer NVIDIA. workarounds.depthStencilBlitExtraCopy = (part1 <= 13u && part2 < 6881); } else { workarounds.depthStencilBlitExtraCopy = true; } } // TODO(jmadill): Disable workaround when we have a fixed compiler DLL. workarounds.expandIntegerPowExpressions = true; workarounds.flushAfterEndingTransformFeedback = IsNvidia(adapterDesc.VendorId); workarounds.getDimensionsIgnoresBaseLevel = IsNvidia(adapterDesc.VendorId); if (IsIntel(adapterDesc.VendorId)) { IntelDriverVersion capsVersion = d3d11_gl::GetIntelDriverVersion(deviceCaps.driverVersion); workarounds.preAddTexelFetchOffsets = true; workarounds.useSystemMemoryForConstantBuffers = true; workarounds.disableB5G6R5Support = capsVersion < IntelDriverVersion(4539); workarounds.addDummyTextureNoRenderTarget = capsVersion < IntelDriverVersion(4815); if (IsSkylake(adapterDesc.DeviceId)) { workarounds.callClearTwice = capsVersion < IntelDriverVersion(4771); workarounds.emulateIsnanFloat = capsVersion < IntelDriverVersion(4542); } else if (IsBroadwell(adapterDesc.DeviceId) || IsHaswell(adapterDesc.DeviceId)) { workarounds.rewriteUnaryMinusOperator = capsVersion < IntelDriverVersion(4624); } } // TODO(jmadill): Disable when we have a fixed driver version. workarounds.emulateTinyStencilTextures = IsAMD(adapterDesc.VendorId); // The tiny stencil texture workaround involves using CopySubresource or UpdateSubresource on a // depth stencil texture. This is not allowed until feature level 10.1 but since it is not // possible to support ES3 on these devices, there is no need for the workaround to begin with // (anglebug.com/1572). if (deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1) { workarounds.emulateTinyStencilTextures = false; } // If the VPAndRTArrayIndexFromAnyShaderFeedingRasterizer feature is not available, we have to // select the viewport / RT array index in the geometry shader. workarounds.selectViewInGeometryShader = (deviceCaps.supportsVpRtIndexWriteFromVertexShader == false); // Call platform hooks for testing overrides. auto *platform = ANGLEPlatformCurrent(); platform->overrideWorkaroundsD3D(platform, &workarounds); return workarounds; } void InitConstantBufferDesc(D3D11_BUFFER_DESC *constantBufferDescription, size_t byteWidth) { constantBufferDescription->ByteWidth = static_cast(byteWidth); constantBufferDescription->Usage = D3D11_USAGE_DYNAMIC; constantBufferDescription->BindFlags = D3D11_BIND_CONSTANT_BUFFER; constantBufferDescription->CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; constantBufferDescription->MiscFlags = 0; constantBufferDescription->StructureByteStride = 0; } } // namespace d3d11 // TextureHelper11 implementation. TextureHelper11::TextureHelper11() : mFormatSet(nullptr), mSampleCount(0) { } TextureHelper11::TextureHelper11(TextureHelper11 &&toCopy) : TextureHelper11() { *this = std::move(toCopy); } TextureHelper11::TextureHelper11(const TextureHelper11 &other) : mFormatSet(other.mFormatSet), mExtents(other.mExtents), mSampleCount(other.mSampleCount) { mData = other.mData; } TextureHelper11::~TextureHelper11() { } void TextureHelper11::getDesc(D3D11_TEXTURE2D_DESC *desc) const { static_cast(mData->object)->GetDesc(desc); } void TextureHelper11::getDesc(D3D11_TEXTURE3D_DESC *desc) const { static_cast(mData->object)->GetDesc(desc); } void TextureHelper11::initDesc(const D3D11_TEXTURE2D_DESC &desc2D) { mData->resourceType = ResourceType::Texture2D; mExtents.width = static_cast(desc2D.Width); mExtents.height = static_cast(desc2D.Height); mExtents.depth = 1; mSampleCount = desc2D.SampleDesc.Count; } void TextureHelper11::initDesc(const D3D11_TEXTURE3D_DESC &desc3D) { mData->resourceType = ResourceType::Texture3D; mExtents.width = static_cast(desc3D.Width); mExtents.height = static_cast(desc3D.Height); mExtents.depth = static_cast(desc3D.Depth); mSampleCount = 1; } TextureHelper11 &TextureHelper11::operator=(TextureHelper11 &&other) { std::swap(mData, other.mData); std::swap(mExtents, other.mExtents); std::swap(mFormatSet, other.mFormatSet); std::swap(mSampleCount, other.mSampleCount); return *this; } TextureHelper11 &TextureHelper11::operator=(const TextureHelper11 &other) { mData = other.mData; mExtents = other.mExtents; mFormatSet = other.mFormatSet; mSampleCount = other.mSampleCount; return *this; } bool TextureHelper11::operator==(const TextureHelper11 &other) const { return mData->object == other.mData->object; } bool TextureHelper11::operator!=(const TextureHelper11 &other) const { return mData->object != other.mData->object; } bool UsePresentPathFast(const Renderer11 *renderer, const gl::FramebufferAttachment *framebufferAttachment) { if (framebufferAttachment == nullptr) { return false; } return (framebufferAttachment->type() == GL_FRAMEBUFFER_DEFAULT && renderer->presentPathFastEnabled()); } bool UsePrimitiveRestartWorkaround(bool primitiveRestartFixedIndexEnabled, GLenum type) { // We should never have to deal with primitive restart workaround issue with GL_UNSIGNED_INT // indices, since we restrict it via MAX_ELEMENT_INDEX. return (!primitiveRestartFixedIndexEnabled && type == GL_UNSIGNED_SHORT); } bool IsStreamingIndexData(const gl::Context *context, GLenum srcType) { const auto &glState = context->getGLState(); gl::Buffer *glBuffer = glState.getVertexArray()->getElementArrayBuffer().get(); // Case 1: the indices are passed by pointer, which forces the streaming of index data if (glBuffer == nullptr) { return true; } bool primitiveRestartWorkaround = UsePrimitiveRestartWorkaround(glState.isPrimitiveRestartEnabled(), srcType); BufferD3D *buffer = GetImplAs(glBuffer); const GLenum dstType = (srcType == GL_UNSIGNED_INT || primitiveRestartWorkaround) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT; // Case 2a: the buffer can be used directly if (buffer->supportsDirectBinding() && dstType == srcType) { return false; } // Case 2b: use a static translated copy or fall back to streaming StaticIndexBufferInterface *staticBuffer = buffer->getStaticIndexBuffer(); if (staticBuffer == nullptr) { return true; } if ((staticBuffer->getBufferSize() == 0) || (staticBuffer->getIndexType() != dstType)) { return true; } return false; } IndexStorageType ClassifyIndexStorage(const gl::State &glState, const gl::Buffer *elementArrayBuffer, GLenum elementType, GLenum destElementType, unsigned int offset, bool *needsTranslation) { // No buffer bound means we are streaming from a client pointer. if (!elementArrayBuffer || !IsOffsetAligned(elementType, offset)) { *needsTranslation = true; return IndexStorageType::Dynamic; } // The buffer can be used directly if the storage supports it and no translation needed. BufferD3D *bufferD3D = GetImplAs(elementArrayBuffer); if (bufferD3D->supportsDirectBinding() && destElementType == elementType) { *needsTranslation = false; return IndexStorageType::Direct; } // Use a static copy when available. StaticIndexBufferInterface *staticBuffer = bufferD3D->getStaticIndexBuffer(); if (staticBuffer != nullptr) { // Need to re-translate the static data if has never been used, or changed type. *needsTranslation = (staticBuffer->getBufferSize() == 0 || staticBuffer->getIndexType() != destElementType); return IndexStorageType::Static; } // Static buffer not available, fall back to streaming. *needsTranslation = true; return IndexStorageType::Dynamic; } } // namespace rx