From 829bf86c57357d3c8ec598b92fcfdb1849e84075 Mon Sep 17 00:00:00 2001 From: Andrew Knight Date: Tue, 11 Nov 2014 17:11:54 +0200 Subject: [PATCH 10/16] ANGLE: Enable D3D11 for feature level 9 cards Enable use of ANGLE on lower-end hardware, such as Surface RT and Windows Phone 8. Change-Id: Ice536802e4eedc1d264abd0dd65960638fce59e4 --- src/3rdparty/angle/src/libGLESv2/angletypes.cpp | 6 +- .../src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp | 69 ++++--- .../src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp | 4 +- .../src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp | 7 +- .../renderer/d3d/d3d11/PixelTransfer11.cpp | 9 +- .../libGLESv2/renderer/d3d/d3d11/Renderer11.cpp | 226 +++++++++++++-------- .../src/libGLESv2/renderer/d3d/d3d11/Renderer11.h | 1 + .../renderer/d3d/d3d11/TextureStorage11.cpp | 4 +- .../libGLESv2/renderer/d3d/d3d11/formatutils11.cpp | 4 +- .../renderer/d3d/d3d11/renderer11_utils.cpp | 2 +- 10 files changed, 208 insertions(+), 124 deletions(-) diff --git a/src/3rdparty/angle/src/libGLESv2/angletypes.cpp b/src/3rdparty/angle/src/libGLESv2/angletypes.cpp index 6fd02e0..5a0cfc5 100644 --- a/src/3rdparty/angle/src/libGLESv2/angletypes.cpp +++ b/src/3rdparty/angle/src/libGLESv2/angletypes.cpp @@ -12,6 +12,8 @@ #include "libGLESv2/State.h" #include "libGLESv2/VertexArray.h" +#include + namespace gl { @@ -24,8 +26,8 @@ SamplerState::SamplerState() maxAnisotropy(1.0f), baseLevel(0), maxLevel(1000), - minLod(-1000.0f), - maxLod(1000.0f), + minLod(-FLT_MAX), + maxLod(FLT_MAX), compareMode(GL_NONE), compareFunc(GL_LEQUAL), swizzleRed(GL_RED), diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp index 91e7552..06aea9b 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp @@ -209,7 +209,7 @@ Blit11::Blit11(Renderer11 *renderer) pointSamplerDesc.BorderColor[2] = 0.0f; pointSamplerDesc.BorderColor[3] = 0.0f; pointSamplerDesc.MinLOD = 0.0f; - pointSamplerDesc.MaxLOD = 0.0f; + pointSamplerDesc.MaxLOD = mRenderer->isLevel9() ? D3D11_FLOAT32_MAX : 0.0f; result = device->CreateSamplerState(&pointSamplerDesc, &mPointSampler); ASSERT(SUCCEEDED(result)); @@ -228,7 +228,7 @@ Blit11::Blit11(Renderer11 *renderer) linearSamplerDesc.BorderColor[2] = 0.0f; linearSamplerDesc.BorderColor[3] = 0.0f; linearSamplerDesc.MinLOD = 0.0f; - linearSamplerDesc.MaxLOD = 0.0f; + linearSamplerDesc.MaxLOD = mRenderer->isLevel9() ? D3D11_FLOAT32_MAX : 0.0f; result = device->CreateSamplerState(&linearSamplerDesc, &mLinearSampler); ASSERT(SUCCEEDED(result)); @@ -290,28 +290,31 @@ Blit11::Blit11(Renderer11 *renderer) ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mQuad2DVS, "Blit11 2D vertex shader"); - result = device->CreatePixelShader(g_PS_PassthroughDepth2D, ArraySize(g_PS_PassthroughDepth2D), NULL, &mDepthPS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mDepthPS, "Blit11 2D depth pixel shader"); - - D3D11_INPUT_ELEMENT_DESC quad3DLayout[] = + if (!renderer->isLevel9()) { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - }; - - result = device->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), &mQuad3DIL); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mQuad3DIL, "Blit11 3D input layout"); - - result = device->CreateVertexShader(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), NULL, &mQuad3DVS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mQuad3DVS, "Blit11 3D vertex shader"); + result = device->CreatePixelShader(g_PS_PassthroughDepth2D, ArraySize(g_PS_PassthroughDepth2D), NULL, &mDepthPS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mDepthPS, "Blit11 2D depth pixel shader"); - result = device->CreateGeometryShader(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), NULL, &mQuad3DGS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mQuad3DGS, "Renderer11 copy 3D texture geometry shader"); + D3D11_INPUT_ELEMENT_DESC quad3DLayout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + + result = device->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), &mQuad3DIL); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mQuad3DIL, "Blit11 3D input layout"); + + result = device->CreateVertexShader(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), NULL, &mQuad3DVS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mQuad3DVS, "Blit11 3D vertex shader"); + + result = device->CreateGeometryShader(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), NULL, &mQuad3DGS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mQuad3DGS, "Renderer11 copy 3D texture geometry shader"); + } buildShaderMap(); @@ -970,22 +973,27 @@ void Blit11::buildShaderMap() ID3D11Device *device = mRenderer->getDevice(); add2DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader" )); - add2DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader" )); - add2DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader" )); add2DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader" )); add2DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader" )); - add2DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader" )); - add2DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader" )); add2DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader" )); - add2DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader" )); - add2DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader" )); add2DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader" )); - add2DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader" )); - add2DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader" )); add2DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader" )); add2DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader" )); add2DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader")); + addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleF2D, "Blit11 2D F swizzle pixel shader" )); + + if (mRenderer->isLevel9()) + return; + + add2DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader" )); + add2DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader" )); + add2DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader" )); + add2DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader" )); + add2DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader" )); + add2DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader" )); + add2DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader" )); + add2DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader" )); add3DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader" )); add3DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DUI, "Blit11 3D UI RGBA pixel shader" )); add3DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader" )); @@ -1003,7 +1011,6 @@ void Blit11::buildShaderMap() add3DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader" )); add3DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader")); - addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleF2D, "Blit11 2D F swizzle pixel shader" )); addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleUI2D, "Blit11 2D UI swizzle pixel shader")); addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleI2D, "Blit11 2D I swizzle pixel shader" )); diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp index 2d5fa3c..5aab379 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp @@ -753,7 +753,9 @@ void Buffer11::NativeBuffer11::fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Ren case BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK: bufferDesc->Usage = D3D11_USAGE_DEFAULT; - bufferDesc->BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_STREAM_OUTPUT; + bufferDesc->BindFlags = D3D11_BIND_VERTEX_BUFFER; + if (!renderer->isLevel9()) + bufferDesc->BindFlags |= D3D11_BIND_STREAM_OUTPUT; bufferDesc->CPUAccessFlags = 0; break; diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp index 4630762..7185a05 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp @@ -104,7 +104,7 @@ Clear11::Clear11(Renderer11 *renderer) rsDesc.DepthBias = 0; rsDesc.DepthBiasClamp = 0.0f; rsDesc.SlopeScaledDepthBias = 0.0f; - rsDesc.DepthClipEnable = FALSE; + rsDesc.DepthClipEnable = renderer->isLevel9(); rsDesc.ScissorEnable = FALSE; rsDesc.MultisampleEnable = FALSE; rsDesc.AntialiasedLineEnable = FALSE; @@ -114,6 +114,11 @@ Clear11::Clear11(Renderer11 *renderer) d3d11::SetDebugName(mRasterizerState, "Clear11 masked clear rasterizer state"); mFloatClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_FLOAT, g_VS_ClearFloat, g_PS_ClearFloat); + if (mRenderer->isLevel9()) { + memset(&mUintClearShader, 0, sizeof(ClearShader)); + memset(&mIntClearShader, 0, sizeof(ClearShader)); + return; + } mUintClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_UINT, g_VS_ClearUint, g_PS_ClearUint ); mIntClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_SINT, g_VS_ClearSint, g_PS_ClearSint ); } diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp index a4072d8..6a3d347 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp @@ -133,10 +133,13 @@ gl::Error PixelTransfer11::loadResources() return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture vertex shader."); } - mBufferToTextureGS = d3d11::CompileGS(device, g_GS_BufferToTexture, "BufferToTexture GS"); - if (!mBufferToTextureGS) + if (!mRenderer->isLevel9()) { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture geometry shader."); + mBufferToTextureGS = d3d11::CompileGS(device, g_GS_BufferToTexture, "BufferToTexture GS"); + if (!mBufferToTextureGS) + { + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture geometry shader."); + } } gl::Error error = buildShaderMap(); diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp index ffc6cc9..f6ba930 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp @@ -153,6 +153,24 @@ Renderer11::Renderer11(egl::Display *display, EGLNativeDisplayType hDc, const eg } } +#if !defined(ANGLE_ENABLE_D3D9) + if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 9) + { + if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 3) + { + mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_3); + } + if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 2) + { + mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_2); + } + if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1) + { + mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_1); + } + } +#endif + mDriverType = (attributes.get(EGL_PLATFORM_ANGLE_USE_WARP_ANGLE, EGL_FALSE) == EGL_TRUE) ? D3D_DRIVER_TYPE_WARP : D3D_DRIVER_TYPE_HARDWARE; } @@ -1170,6 +1188,83 @@ gl::Error Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, cons return gl::Error(GL_NO_ERROR); } } +template +static void fillLineLoopIndices(GLenum type, GLsizei count, const GLvoid *indices, T *data) +{ + switch (type) + { + case GL_NONE: // Non-indexed draw + for (int i = 0; i < count; i++) + { + data[i] = i; + } + data[count] = 0; + break; + case GL_UNSIGNED_BYTE: + for (int i = 0; i < count; i++) + { + data[i] = static_cast(indices)[i]; + } + data[count] = static_cast(indices)[0]; + break; + case GL_UNSIGNED_SHORT: + for (int i = 0; i < count; i++) + { + data[i] = static_cast(indices)[i]; + } + data[count] = static_cast(indices)[0]; + break; + case GL_UNSIGNED_INT: + for (int i = 0; i < count; i++) + { + data[i] = static_cast(indices)[i]; + } + data[count] = static_cast(indices)[0]; + break; + default: UNREACHABLE(); + } +} + +template +static void fillTriangleFanIndices(GLenum type, unsigned int numTris, const GLvoid *indices, T *data) +{ + switch (type) + { + case GL_NONE: // Non-indexed draw + for (unsigned int i = 0; i < numTris; i++) + { + data[i*3 + 0] = 0; + data[i*3 + 1] = i + 1; + data[i*3 + 2] = i + 2; + } + break; + case GL_UNSIGNED_BYTE: + for (unsigned int i = 0; i < numTris; i++) + { + data[i*3 + 0] = static_cast(indices)[0]; + data[i*3 + 1] = static_cast(indices)[i + 1]; + data[i*3 + 2] = static_cast(indices)[i + 2]; + } + break; + case GL_UNSIGNED_SHORT: + for (unsigned int i = 0; i < numTris; i++) + { + data[i*3 + 0] = static_cast(indices)[0]; + data[i*3 + 1] = static_cast(indices)[i + 1]; + data[i*3 + 2] = static_cast(indices)[i + 2]; + } + break; + case GL_UNSIGNED_INT: + for (unsigned int i = 0; i < numTris; i++) + { + data[i*3 + 0] = static_cast(indices)[0]; + data[i*3 + 1] = static_cast(indices)[i + 1]; + data[i*3 + 2] = static_cast(indices)[i + 2]; + } + break; + default: UNREACHABLE(); + } +} gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer) { @@ -1189,10 +1284,13 @@ gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *ind indices = bufferData + offset; } + // TODO: some level 9 hardware supports 32-bit indices; test and store support instead + const int indexType = isLevel9() ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT; + if (!mLineLoopIB) { mLineLoopIB = new StreamingIndexBufferInterface(this); - gl::Error error = mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT); + gl::Error error = mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, indexType); if (error.isError()) { SafeDelete(mLineLoopIB); @@ -1203,7 +1301,8 @@ gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *ind // Checked by Renderer11::applyPrimitiveType ASSERT(count >= 0); - if (static_cast(count) + 1 > (std::numeric_limits::max() / sizeof(unsigned int))) + int indexTypeSize = indexType == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int); + if (static_cast(count) + 1 > (std::numeric_limits::max() / indexTypeSize)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required."); } @@ -1223,42 +1322,12 @@ gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *ind return error; } - unsigned int *data = reinterpret_cast(mappedMemory); + if (indexType == GL_UNSIGNED_SHORT) + fillLineLoopIndices(type, count, indices, reinterpret_cast(mappedMemory)); + else + fillLineLoopIndices(type, count, indices, reinterpret_cast(mappedMemory)); unsigned int indexBufferOffset = offset; - switch (type) - { - case GL_NONE: // Non-indexed draw - for (int i = 0; i < count; i++) - { - data[i] = i; - } - data[count] = 0; - break; - case GL_UNSIGNED_BYTE: - for (int i = 0; i < count; i++) - { - data[i] = static_cast(indices)[i]; - } - data[count] = static_cast(indices)[0]; - break; - case GL_UNSIGNED_SHORT: - for (int i = 0; i < count; i++) - { - data[i] = static_cast(indices)[i]; - } - data[count] = static_cast(indices)[0]; - break; - case GL_UNSIGNED_INT: - for (int i = 0; i < count; i++) - { - data[i] = static_cast(indices)[i]; - } - data[count] = static_cast(indices)[0]; - break; - default: UNREACHABLE(); - } - error = mLineLoopIB->unmapBuffer(); if (error.isError()) { @@ -1300,10 +1369,12 @@ gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid * indices = bufferData + offset; } + const int indexType = isLevel9() ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT; + if (!mTriangleFanIB) { mTriangleFanIB = new StreamingIndexBufferInterface(this); - gl::Error error = mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT); + gl::Error error = mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, indexType); if (error.isError()) { SafeDelete(mTriangleFanIB); @@ -1316,13 +1387,14 @@ gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid * const unsigned int numTris = count - 2; - if (numTris > (std::numeric_limits::max() / (sizeof(unsigned int) * 3))) + int indexTypeSize = indexType == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int); + if (numTris > (std::numeric_limits::max() / (indexTypeSize * 3))) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required."); } - const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int); - gl::Error error = mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT); + const unsigned int spaceNeeded = (numTris * 3) * indexTypeSize; + gl::Error error = mTriangleFanIB->reserveBufferSpace(spaceNeeded, indexType); if (error.isError()) { return error; @@ -1336,45 +1408,12 @@ gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid * return error; } - unsigned int *data = reinterpret_cast(mappedMemory); - unsigned int indexBufferOffset = offset; + if (indexType == GL_UNSIGNED_SHORT) + fillTriangleFanIndices(type, numTris, indices, reinterpret_cast(mappedMemory)); + else + fillTriangleFanIndices(type, numTris, indices, reinterpret_cast(mappedMemory)); - switch (type) - { - case GL_NONE: // Non-indexed draw - for (unsigned int i = 0; i < numTris; i++) - { - data[i*3 + 0] = 0; - data[i*3 + 1] = i + 1; - data[i*3 + 2] = i + 2; - } - break; - case GL_UNSIGNED_BYTE: - for (unsigned int i = 0; i < numTris; i++) - { - data[i*3 + 0] = static_cast(indices)[0]; - data[i*3 + 1] = static_cast(indices)[i + 1]; - data[i*3 + 2] = static_cast(indices)[i + 2]; - } - break; - case GL_UNSIGNED_SHORT: - for (unsigned int i = 0; i < numTris; i++) - { - data[i*3 + 0] = static_cast(indices)[0]; - data[i*3 + 1] = static_cast(indices)[i + 1]; - data[i*3 + 2] = static_cast(indices)[i + 2]; - } - break; - case GL_UNSIGNED_INT: - for (unsigned int i = 0; i < numTris; i++) - { - data[i*3 + 0] = static_cast(indices)[0]; - data[i*3 + 1] = static_cast(indices)[i + 1]; - data[i*3 + 2] = static_cast(indices)[i + 2]; - } - break; - default: UNREACHABLE(); - } + unsigned int indexBufferOffset = offset; error = mTriangleFanIB->unmapBuffer(); if (error.isError()) @@ -1634,7 +1673,7 @@ gl::Error Renderer11::applyUniforms(const ProgramImpl &program, const std::vecto } // needed for the point sprite geometry shader - if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS) + if (mFeatureLevel >= D3D_FEATURE_LEVEL_10_0 && mCurrentGeometryConstantBuffer != mDriverConstantBufferPS) { mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS); mCurrentGeometryConstantBuffer = mDriverConstantBufferPS; @@ -1938,7 +1977,10 @@ int Renderer11::getMajorShaderModel() const { case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4 - case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4 + case D3D_FEATURE_LEVEL_10_0: + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: return D3D10_SHADER_MAJOR_VERSION; // 4 default: UNREACHABLE(); return 0; } } @@ -1949,7 +1991,10 @@ int Renderer11::getMinorShaderModel() const { case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1 - case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 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 D3D10_SHADER_MINOR_VERSION; // 0 default: UNREACHABLE(); return 0; } } @@ -2455,6 +2500,7 @@ gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog, const std::strin unsigned int profileMajorVersion = 0; unsigned int profileMinorVersion = 0; + const char *profileSuffix = NULL; switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: @@ -2469,12 +2515,30 @@ gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog, const std::strin profileMajorVersion = 4; profileMinorVersion = 0; break; + case D3D_FEATURE_LEVEL_9_3: + profileMajorVersion = 4; + profileMinorVersion = 0; + profileSuffix = "_level_9_3"; + break; + case D3D_FEATURE_LEVEL_9_2: + profileMajorVersion = 4; + profileMinorVersion = 0; + profileSuffix = "_level_9_2"; + break; + case D3D_FEATURE_LEVEL_9_1: + profileMajorVersion = 4; + profileMinorVersion = 0; + profileSuffix = "_level_9_1"; + break; + break; default: UNREACHABLE(); return gl::Error(GL_INVALID_OPERATION); } std::string profile = FormatString("%s_%u_%u", profileType, profileMajorVersion, profileMinorVersion); + if (profileSuffix) + profile += profileSuffix; UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL2; diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h index c789cae..d44bd2f 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h @@ -188,6 +188,7 @@ class Renderer11 : public RendererD3D ID3D11Device *getDevice() { return mDevice; } ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; }; DXGIFactory *getDxgiFactory() { return mDxgiFactory; }; + bool isLevel9() { return mFeatureLevel <= D3D_FEATURE_LEVEL_9_3; } Blit11 *getBlitter() { return mBlit; } diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp index 4287918..74af27e 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp @@ -744,7 +744,7 @@ gl::Error TextureStorage11_2D::getResource(ID3D11Resource **outResource) D3D11_TEXTURE2D_DESC desc; desc.Width = mTextureWidth; // Compressed texture size constraints? desc.Height = mTextureHeight; - desc.MipLevels = mMipLevels; + desc.MipLevels = mRenderer->isLevel9() ? 1 : mMipLevels; desc.ArraySize = 1; desc.Format = mTextureFormat; desc.SampleDesc.Count = 1; @@ -863,7 +863,7 @@ gl::Error TextureStorage11_2D::createSRV(int baseLevel, int mipLevels, DXGI_FORM srvDesc.Format = format; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel; - srvDesc.Texture2D.MipLevels = mipLevels; + srvDesc.Texture2D.MipLevels = mRenderer->isLevel9() ? -1 : mipLevels; ID3D11Device *device = mRenderer->getDevice(); HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV); diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp index 1ea916d..90a879e 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp @@ -557,7 +557,7 @@ D3D11LoadFunctionMap BuildD3D11LoadFunctionMap() InsertLoadFunction(&map, GL_ALPHA, GL_HALF_FLOAT_OES, LoadA16FToRGBA16F ); // From GL_EXT_texture_storage - InsertLoadFunction(&map, GL_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadToNative ); + InsertLoadFunction(&map, GL_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadA8ToRGBA8 ); InsertLoadFunction(&map, GL_LUMINANCE8_EXT, GL_UNSIGNED_BYTE, LoadL8ToRGBA8 ); InsertLoadFunction(&map, GL_LUMINANCE8_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadLA8ToRGBA8 ); InsertLoadFunction(&map, GL_ALPHA32F_EXT, GL_FLOAT, LoadA32FToRGBA32F ); @@ -795,7 +795,7 @@ static D3D11ES3FormatMap BuildD3D11FormatMap() // From GL_EXT_texture_storage // | GL internal format | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format | - InsertD3D11FormatInfo(&map, GL_ALPHA8_EXT, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN ); + InsertD3D11FormatInfo(&map, GL_ALPHA8_EXT, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN ); InsertD3D11FormatInfo(&map, GL_LUMINANCE8_EXT, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN ); InsertD3D11FormatInfo(&map, GL_ALPHA32F_EXT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN ); InsertD3D11FormatInfo(&map, GL_LUMINANCE32F_EXT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN ); diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp index 9ffc32e..cbfe557 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp @@ -284,7 +284,7 @@ static bool GetNPOTTextureSupport(D3D_FEATURE_LEVEL featureLevel) // 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; + case D3D_FEATURE_LEVEL_9_1: return true; // Provided that mipmaps & wrap modes are not used default: UNREACHABLE(); return false; } -- 1.9.4.msysgit.1