| // |
| // 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 <algorithm> |
| |
| #include "common/debug.h" |
| #include "libANGLE/Framebuffer.h" |
| #include "libANGLE/Program.h" |
| #include "libANGLE/formatutils.h" |
| #include "libANGLE/renderer/Workarounds.h" |
| #include "libANGLE/renderer/d3d/FramebufferD3D.h" |
| #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" |
| #include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" |
| #include "libANGLE/renderer/d3d/d3d11/dxgi_support_table.h" |
| #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" |
| |
| namespace rx |
| { |
| |
| namespace gl_d3d11 |
| { |
| |
| D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha) |
| { |
| D3D11_BLEND d3dBlend = D3D11_BLEND_ZERO; |
| |
| switch (glBlend) |
| { |
| case GL_ZERO: d3dBlend = D3D11_BLEND_ZERO; break; |
| case GL_ONE: d3dBlend = D3D11_BLEND_ONE; break; |
| case GL_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_SRC_ALPHA : D3D11_BLEND_SRC_COLOR); break; |
| case GL_ONE_MINUS_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC_ALPHA : D3D11_BLEND_INV_SRC_COLOR); break; |
| case GL_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_DEST_COLOR); break; |
| case GL_ONE_MINUS_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_INV_DEST_COLOR); break; |
| case GL_SRC_ALPHA: d3dBlend = D3D11_BLEND_SRC_ALPHA; break; |
| case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3D11_BLEND_INV_SRC_ALPHA; break; |
| case GL_DST_ALPHA: d3dBlend = D3D11_BLEND_DEST_ALPHA; break; |
| case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3D11_BLEND_INV_DEST_ALPHA; break; |
| case GL_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break; |
| case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break; |
| case GL_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break; |
| case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break; |
| case GL_SRC_ALPHA_SATURATE: d3dBlend = D3D11_BLEND_SRC_ALPHA_SAT; break; |
| default: UNREACHABLE(); |
| } |
| |
| return d3dBlend; |
| } |
| |
| D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp) |
| { |
| D3D11_BLEND_OP d3dBlendOp = D3D11_BLEND_OP_ADD; |
| |
| switch (glBlendOp) |
| { |
| case GL_FUNC_ADD: d3dBlendOp = D3D11_BLEND_OP_ADD; break; |
| case GL_FUNC_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_SUBTRACT; break; |
| case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_REV_SUBTRACT; break; |
| case GL_MIN: d3dBlendOp = D3D11_BLEND_OP_MIN; break; |
| case GL_MAX: d3dBlendOp = D3D11_BLEND_OP_MAX; break; |
| default: UNREACHABLE(); |
| } |
| |
| return d3dBlendOp; |
| } |
| |
| UINT8 ConvertColorMask(bool red, bool green, bool blue, bool alpha) |
| { |
| UINT8 mask = 0; |
| if (red) |
| { |
| mask |= D3D11_COLOR_WRITE_ENABLE_RED; |
| } |
| if (green) |
| { |
| mask |= D3D11_COLOR_WRITE_ENABLE_GREEN; |
| } |
| if (blue) |
| { |
| mask |= D3D11_COLOR_WRITE_ENABLE_BLUE; |
| } |
| if (alpha) |
| { |
| mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA; |
| } |
| return mask; |
| } |
| |
| D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode) |
| { |
| D3D11_CULL_MODE cull = D3D11_CULL_NONE; |
| |
| if (cullEnabled) |
| { |
| switch (cullMode) |
| { |
| case GL_FRONT: cull = D3D11_CULL_FRONT; break; |
| case GL_BACK: cull = D3D11_CULL_BACK; break; |
| case GL_FRONT_AND_BACK: cull = D3D11_CULL_NONE; break; |
| default: UNREACHABLE(); |
| } |
| } |
| else |
| { |
| cull = D3D11_CULL_NONE; |
| } |
| |
| return cull; |
| } |
| |
| D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison) |
| { |
| D3D11_COMPARISON_FUNC d3dComp = D3D11_COMPARISON_NEVER; |
| switch (comparison) |
| { |
| case GL_NEVER: d3dComp = D3D11_COMPARISON_NEVER; break; |
| case GL_ALWAYS: d3dComp = D3D11_COMPARISON_ALWAYS; break; |
| case GL_LESS: d3dComp = D3D11_COMPARISON_LESS; break; |
| case GL_LEQUAL: d3dComp = D3D11_COMPARISON_LESS_EQUAL; break; |
| case GL_EQUAL: d3dComp = D3D11_COMPARISON_EQUAL; break; |
| case GL_GREATER: d3dComp = D3D11_COMPARISON_GREATER; break; |
| case GL_GEQUAL: d3dComp = D3D11_COMPARISON_GREATER_EQUAL; break; |
| case GL_NOTEQUAL: d3dComp = D3D11_COMPARISON_NOT_EQUAL; break; |
| default: UNREACHABLE(); |
| } |
| |
| return d3dComp; |
| } |
| |
| D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled) |
| { |
| return depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; |
| } |
| |
| UINT8 ConvertStencilMask(GLuint stencilmask) |
| { |
| return static_cast<UINT8>(stencilmask); |
| } |
| |
| D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp) |
| { |
| D3D11_STENCIL_OP d3dStencilOp = D3D11_STENCIL_OP_KEEP; |
| |
| switch (stencilOp) |
| { |
| case GL_ZERO: d3dStencilOp = D3D11_STENCIL_OP_ZERO; break; |
| case GL_KEEP: d3dStencilOp = D3D11_STENCIL_OP_KEEP; break; |
| case GL_REPLACE: d3dStencilOp = D3D11_STENCIL_OP_REPLACE; break; |
| case GL_INCR: d3dStencilOp = D3D11_STENCIL_OP_INCR_SAT; break; |
| case GL_DECR: d3dStencilOp = D3D11_STENCIL_OP_DECR_SAT; break; |
| case GL_INVERT: d3dStencilOp = D3D11_STENCIL_OP_INVERT; break; |
| case GL_INCR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_INCR; break; |
| case GL_DECR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_DECR; break; |
| default: UNREACHABLE(); |
| } |
| |
| return d3dStencilOp; |
| } |
| |
| D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode) |
| { |
| bool comparison = comparisonMode != GL_NONE; |
| |
| if (maxAnisotropy > 1.0f) |
| { |
| return D3D11_ENCODE_ANISOTROPIC_FILTER(static_cast<D3D11_COMPARISON_FUNC>(comparison)); |
| } |
| else |
| { |
| D3D11_FILTER_TYPE dxMin = D3D11_FILTER_TYPE_POINT; |
| D3D11_FILTER_TYPE dxMip = D3D11_FILTER_TYPE_POINT; |
| switch (minFilter) |
| { |
| case GL_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_POINT; break; |
| case GL_LINEAR: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT; break; |
| case GL_NEAREST_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_POINT; break; |
| case GL_LINEAR_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT; break; |
| case GL_NEAREST_MIPMAP_LINEAR: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_LINEAR; break; |
| case GL_LINEAR_MIPMAP_LINEAR: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_LINEAR; break; |
| default: UNREACHABLE(); |
| } |
| |
| D3D11_FILTER_TYPE dxMag = D3D11_FILTER_TYPE_POINT; |
| switch (magFilter) |
| { |
| case GL_NEAREST: dxMag = D3D11_FILTER_TYPE_POINT; break; |
| case GL_LINEAR: dxMag = D3D11_FILTER_TYPE_LINEAR; break; |
| default: UNREACHABLE(); |
| } |
| |
| return D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip, static_cast<D3D11_COMPARISON_FUNC>(comparison)); |
| } |
| } |
| |
| D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap) |
| { |
| switch (wrap) |
| { |
| case GL_REPEAT: return D3D11_TEXTURE_ADDRESS_WRAP; |
| case GL_CLAMP_TO_EDGE: return D3D11_TEXTURE_ADDRESS_CLAMP; |
| case GL_MIRRORED_REPEAT: return D3D11_TEXTURE_ADDRESS_MIRROR; |
| default: UNREACHABLE(); |
| } |
| |
| return D3D11_TEXTURE_ADDRESS_WRAP; |
| } |
| |
| D3D11_QUERY ConvertQueryType(GLenum queryType) |
| { |
| switch (queryType) |
| { |
| case GL_ANY_SAMPLES_PASSED_EXT: |
| case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: return D3D11_QUERY_OCCLUSION; |
| case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: return D3D11_QUERY_SO_STATISTICS; |
| default: UNREACHABLE(); return D3D11_QUERY_EVENT; |
| } |
| } |
| |
| } |
| |
| |
| namespace d3d11_gl |
| { |
| |
| namespace |
| { |
| |
| // 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%x", dxgiFormat); |
| } |
| } |
| |
| return ((supportedBits & supportMask) == supportMask); |
| } |
| |
| private: |
| ID3D11Device *mDevice; |
| D3D_FEATURE_LEVEL mFeatureLevel; |
| }; |
| |
| } // anonymous namespace |
| |
| GLint GetMaximumClientVersion(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 3; |
| |
| case D3D_FEATURE_LEVEL_9_3: |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: return 2; |
| |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| static gl::TextureCaps GenerateTextureFormatCaps(GLint maxClientVersion, GLenum internalFormat, ID3D11Device *device, const Renderer11DeviceCaps &renderer11DeviceCaps) |
| { |
| gl::TextureCaps textureCaps; |
| |
| DXGISupportHelper support(device, renderer11DeviceCaps.featureLevel); |
| const d3d11::TextureFormat &formatInfo = |
| d3d11::GetTextureFormatInfo(internalFormat, renderer11DeviceCaps); |
| |
| const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat); |
| |
| UINT texSupportMask = D3D11_FORMAT_SUPPORT_TEXTURE2D; |
| if (internalFormatInfo.depthBits == 0 && internalFormatInfo.stencilBits == 0) |
| { |
| texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURECUBE; |
| if (maxClientVersion > 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)); |
| |
| if (support.query(formatInfo.renderFormat, D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET)) |
| { |
| // Assume 1x |
| textureCaps.sampleCounts.insert(1); |
| |
| for (size_t sampleCount = 2; sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; sampleCount *= 2) |
| { |
| UINT qualityCount = 0; |
| if (SUCCEEDED(device->CheckMultisampleQualityLevels(formatInfo.renderFormat, sampleCount, &qualityCount))) |
| { |
| // Assume we always support lower sample counts |
| if (qualityCount == 0) |
| { |
| break; |
| } |
| textureCaps.sampleCounts.insert(sampleCount); |
| } |
| } |
| } |
| |
| return textureCaps; |
| } |
| |
| static bool GetNPOTTextureSupport(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return true; |
| |
| // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx |
| case D3D_FEATURE_LEVEL_9_3: |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: return false; |
| |
| default: UNREACHABLE(); return false; |
| } |
| } |
| |
| static float GetMaximumAnisotropy(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: return D3D11_MAX_MAXANISOTROPY; |
| |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_MAX_MAXANISOTROPY; |
| |
| // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx |
| case D3D_FEATURE_LEVEL_9_3: |
| case D3D_FEATURE_LEVEL_9_2: return 16; |
| |
| case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_DEFAULT_MAX_ANISOTROPY; |
| |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| static bool GetOcclusionQuerySupport(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return true; |
| |
| // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateQuery |
| case D3D_FEATURE_LEVEL_9_3: |
| case D3D_FEATURE_LEVEL_9_2: return true; |
| case D3D_FEATURE_LEVEL_9_1: return false; |
| |
| default: UNREACHABLE(); return false; |
| } |
| } |
| |
| static bool GetEventQuerySupport(D3D_FEATURE_LEVEL featureLevel) |
| { |
| // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateQuery |
| |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: |
| case D3D_FEATURE_LEVEL_9_3: |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: return true; |
| |
| default: UNREACHABLE(); return false; |
| } |
| } |
| |
| static bool GetInstancingSupport(D3D_FEATURE_LEVEL featureLevel) |
| { |
| // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateInputLayout |
| |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return true; |
| |
| // Feature Level 9_3 supports instancing, but slot 0 in the input layout must not be instanced. |
| // D3D9 has a similar restriction, where stream 0 must not be instanced. |
| // This restriction can be worked around by remapping any non-instanced slot to slot 0. |
| // This works because HLSL uses shader semantics to match the vertex inputs to the elements in the input layout, rather than the slots. |
| // Note that we only support instancing via ANGLE_instanced_array on 9_3, since 9_3 doesn't support OpenGL ES 3.0 |
| case D3D_FEATURE_LEVEL_9_3: return true; |
| |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: return false; |
| |
| default: UNREACHABLE(); return false; |
| } |
| } |
| |
| static bool GetFramebufferMultisampleSupport(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| 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; |
| } |
| } |
| |
| static 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; |
| } |
| } |
| |
| static bool GetDerivativeInstructionSupport(D3D_FEATURE_LEVEL featureLevel) |
| { |
| // http://msdn.microsoft.com/en-us/library/windows/desktop/bb509588.aspx states that shader model |
| // ps_2_x is required for the ddx (and other derivative functions). |
| |
| // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx states that feature level |
| // 9.3 supports shader model ps_2_x. |
| |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: |
| case D3D_FEATURE_LEVEL_9_3: return true; |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: return false; |
| |
| default: UNREACHABLE(); return false; |
| } |
| } |
| |
| static 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; |
| } |
| } |
| |
| static size_t GetMaximumSimultaneousRenderTargets(D3D_FEATURE_LEVEL featureLevel) |
| { |
| // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateInputLayout |
| |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; |
| |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; |
| |
| case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT; |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT; |
| |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| static size_t GetMaximum2DTextureSize(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; |
| |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; |
| |
| case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; |
| |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| static size_t GetMaximumCubeMapTextureSize(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURECUBE_DIMENSION; |
| |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURECUBE_DIMENSION; |
| |
| case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION; |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION; |
| |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| static size_t GetMaximum2DTextureArraySize(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; |
| |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; |
| |
| case D3D_FEATURE_LEVEL_9_3: |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: return 0; |
| |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| static size_t GetMaximum3DTextureSize(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; |
| |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; |
| |
| case D3D_FEATURE_LEVEL_9_3: |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; |
| |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| static size_t GetMaximumViewportSize(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: return D3D11_VIEWPORT_BOUNDS_MAX; |
| |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_VIEWPORT_BOUNDS_MAX; |
| |
| // No constants for D3D11 Feature Level 9 viewport size limits, use the maximum texture sizes |
| case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; |
| |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| static size_t GetMaximumDrawIndexedIndexCount(D3D_FEATURE_LEVEL featureLevel) |
| { |
| // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since that's what's |
| // returned from glGetInteger |
| static_assert(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value."); |
| static_assert(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value."); |
| |
| switch (featureLevel) |
| { |
| 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<GLint>::max(); |
| |
| case D3D_FEATURE_LEVEL_9_3: |
| case D3D_FEATURE_LEVEL_9_2: return D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT; |
| case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT; |
| |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| static size_t GetMaximumDrawVertexCount(D3D_FEATURE_LEVEL featureLevel) |
| { |
| // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since that's what's |
| // returned from glGetInteger |
| 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<GLint>::max(); |
| |
| case D3D_FEATURE_LEVEL_9_3: |
| case D3D_FEATURE_LEVEL_9_2: return D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT; |
| case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT; |
| |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| static size_t GetMaximumVertexInputSlots(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| 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; |
| } |
| } |
| |
| static size_t GetMaximumVertexUniformVectors(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::VSSetConstantBuffers |
| case D3D_FEATURE_LEVEL_9_3: |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: return 255; |
| |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| static size_t GetReservedVertexUniformBuffers() |
| { |
| // Reserve one buffer for the application uniforms, and one for driver uniforms |
| return 2; |
| } |
| |
| static size_t GetMaximumVertexUniformBlocks(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedVertexUniformBuffers(); |
| |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedVertexUniformBuffers(); |
| |
| // Uniform blocks not supported on D3D11 Feature Level 9 |
| case D3D_FEATURE_LEVEL_9_3: |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: return 0; |
| |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| static size_t GetReservedVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel) |
| { |
| // According to The OpenGL ES Shading Language specifications |
| // (Language Version 1.00 section 10.16, Language Version 3.10 section 12.21) |
| // built-in special variables (e.g. gl_FragCoord, or gl_PointCoord) |
| // which are statically used in the shader should be included in the variable packing algorithm. |
| // Therefore, we should not reserve output vectors for them. |
| |
| switch (featureLevel) |
| { |
| // We must reserve one output vector for dx_Position. |
| // We also reserve one for gl_Position, which we unconditionally output on Feature Levels 10_0+, |
| // even if it's unused in the shader (e.g. for transform feedback). TODO: This could be improved. |
| 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; |
| } |
| |
| return 1; |
| } |
| |
| static size_t GetMaximumVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel) |
| { |
| static_assert(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT, "Unexpected D3D11 constant value."); |
| |
| switch (featureLevel) |
| { |
| 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; |
| } |
| } |
| |
| static 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; |
| } |
| } |
| |
| static 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; |
| |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| static size_t GetReservedPixelUniformBuffers() |
| { |
| // Reserve one buffer for the application uniforms, and one for driver uniforms |
| return 2; |
| } |
| |
| static size_t GetMaximumPixelUniformBlocks(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedPixelUniformBuffers(); |
| |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedPixelUniformBuffers(); |
| |
| // Uniform blocks not supported on D3D11 Feature Level 9 |
| case D3D_FEATURE_LEVEL_9_3: |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: return 0; |
| |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| static size_t GetMaximumPixelInputVectors(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| 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; |
| } |
| } |
| |
| static 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; |
| } |
| } |
| |
| static 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; |
| } |
| } |
| |
| static 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; |
| } |
| } |
| |
| static size_t GetMaximumConstantBufferSize(D3D_FEATURE_LEVEL featureLevel) |
| { |
| // Returns a size_t despite the limit being a GLuint64 because size_t is the maximum size of |
| // any buffer that could be allocated. |
| |
| const size_t bytesPerComponent = 4 * sizeof(float); |
| |
| switch (featureLevel) |
| { |
| 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; |
| } |
| } |
| |
| static 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; |
| } |
| } |
| |
| static 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; |
| } |
| } |
| |
| static 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; |
| } |
| } |
| |
| void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, const Renderer11DeviceCaps &renderer11DeviceCaps, gl::Caps *caps, |
| gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions, gl::Limitations *limitations) |
| { |
| GLuint maxSamples = 0; |
| D3D_FEATURE_LEVEL featureLevel = renderer11DeviceCaps.featureLevel; |
| const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats(); |
| for (gl::FormatSet::const_iterator internalFormat = allFormats.begin(); internalFormat != allFormats.end(); ++internalFormat) |
| { |
| gl::TextureCaps textureCaps = GenerateTextureFormatCaps(GetMaximumClientVersion(featureLevel), *internalFormat, device, renderer11DeviceCaps); |
| textureCapsMap->insert(*internalFormat, textureCaps); |
| |
| maxSamples = std::max(maxSamples, textureCaps.getMaxSamples()); |
| |
| if (gl::GetInternalFormatInfo(*internalFormat).compressed) |
| { |
| caps->compressedTextureFormats.push_back(*internalFormat); |
| } |
| } |
| |
| // GL core feature limits |
| caps->maxElementIndex = static_cast<GLint64>(std::numeric_limits<unsigned int>::max()); |
| caps->max3DTextureSize = GetMaximum3DTextureSize(featureLevel); |
| caps->max2DTextureSize = GetMaximum2DTextureSize(featureLevel); |
| caps->maxCubeMapTextureSize = GetMaximumCubeMapTextureSize(featureLevel); |
| caps->maxArrayTextureLayers = GetMaximum2DTextureArraySize(featureLevel); |
| |
| // Unimplemented, set to minimum required |
| caps->maxLODBias = 2.0f; |
| |
| // No specific limits on render target size, maximum 2D texture size is equivalent |
| caps->maxRenderbufferSize = caps->max2DTextureSize; |
| |
| // Maximum draw buffers and color attachments are the same, max color attachments could eventually be |
| // increased to 16 |
| caps->maxDrawBuffers = GetMaximumSimultaneousRenderTargets(featureLevel); |
| caps->maxColorAttachments = GetMaximumSimultaneousRenderTargets(featureLevel); |
| |
| // D3D11 has the same limit for viewport width and height |
| caps->maxViewportWidth = GetMaximumViewportSize(featureLevel); |
| caps->maxViewportHeight = caps->maxViewportWidth; |
| |
| // Choose a reasonable maximum, enforced in the shader. |
| caps->minAliasedPointSize = 1.0f; |
| caps->maxAliasedPointSize = 1024.0f; |
| |
| // Wide lines not supported |
| caps->minAliasedLineWidth = 1.0f; |
| caps->maxAliasedLineWidth = 1.0f; |
| |
| // Primitive count limits |
| caps->maxElementsIndices = GetMaximumDrawIndexedIndexCount(featureLevel); |
| caps->maxElementsVertices = GetMaximumDrawVertexCount(featureLevel); |
| |
| // Program and shader binary formats (no supported shader binary formats) |
| caps->programBinaryFormats.push_back(GL_PROGRAM_BINARY_ANGLE); |
| |
| caps->vertexHighpFloat.setIEEEFloat(); |
| caps->vertexMediumpFloat.setIEEEFloat(); |
| caps->vertexLowpFloat.setIEEEFloat(); |
| caps->fragmentHighpFloat.setIEEEFloat(); |
| caps->fragmentMediumpFloat.setIEEEFloat(); |
| caps->fragmentLowpFloat.setIEEEFloat(); |
| |
| // 32-bit integers are natively supported |
| caps->vertexHighpInt.setTwosComplementInt(32); |
| caps->vertexMediumpInt.setTwosComplementInt(32); |
| caps->vertexLowpInt.setTwosComplementInt(32); |
| caps->fragmentHighpInt.setTwosComplementInt(32); |
| caps->fragmentMediumpInt.setTwosComplementInt(32); |
| caps->fragmentLowpInt.setTwosComplementInt(32); |
| |
| // We do not wait for server fence objects internally, so report a max timeout of zero. |
| caps->maxServerWaitTimeout = 0; |
| |
| // Vertex shader limits |
| caps->maxVertexAttributes = GetMaximumVertexInputSlots(featureLevel); |
| caps->maxVertexUniformComponents = GetMaximumVertexUniformVectors(featureLevel) * 4; |
| caps->maxVertexUniformVectors = GetMaximumVertexUniformVectors(featureLevel); |
| caps->maxVertexUniformBlocks = GetMaximumVertexUniformBlocks(featureLevel); |
| caps->maxVertexOutputComponents = GetMaximumVertexOutputVectors(featureLevel) * 4; |
| caps->maxVertexTextureImageUnits = GetMaximumVertexTextureUnits(featureLevel); |
| |
| // Fragment shader limits |
| caps->maxFragmentUniformComponents = GetMaximumPixelUniformVectors(featureLevel) * 4; |
| caps->maxFragmentUniformVectors = GetMaximumPixelUniformVectors(featureLevel); |
| caps->maxFragmentUniformBlocks = GetMaximumPixelUniformBlocks(featureLevel); |
| caps->maxFragmentInputComponents = GetMaximumPixelInputVectors(featureLevel) * 4; |
| caps->maxTextureImageUnits = GetMaximumPixelTextureUnits(featureLevel); |
| caps->minProgramTexelOffset = GetMinimumTexelOffset(featureLevel); |
| caps->maxProgramTexelOffset = GetMaximumTexelOffset(featureLevel); |
| |
| // Aggregate shader limits |
| caps->maxUniformBufferBindings = caps->maxVertexUniformBlocks + caps->maxFragmentUniformBlocks; |
| caps->maxUniformBlockSize = GetMaximumConstantBufferSize(featureLevel); |
| |
| // 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<GLint64>(caps->maxVertexUniformBlocks) * static_cast<GLint64>(caps->maxUniformBlockSize / 4)) + |
| static_cast<GLint64>(caps->maxVertexUniformComponents); |
| caps->maxCombinedFragmentUniformComponents = (static_cast<GLint64>(caps->maxFragmentUniformBlocks) * static_cast<GLint64>(caps->maxUniformBlockSize / 4)) + |
| static_cast<GLint64>(caps->maxFragmentUniformComponents); |
| caps->maxVaryingComponents = GetMaximumVertexOutputVectors(featureLevel) * 4; |
| caps->maxVaryingVectors = GetMaximumVertexOutputVectors(featureLevel); |
| caps->maxCombinedTextureImageUnits = caps->maxVertexTextureImageUnits + caps->maxTextureImageUnits; |
| |
| // Transform feedback limits |
| caps->maxTransformFeedbackInterleavedComponents = GetMaximumStreamOutputInterleavedComponents(featureLevel); |
| caps->maxTransformFeedbackSeparateAttributes = GetMaximumStreamOutputBuffers(featureLevel); |
| caps->maxTransformFeedbackSeparateComponents = GetMaximumStreamOutputSeparateComponents(featureLevel); |
| |
| // Multisample limits |
| caps->maxSamples = maxSamples; |
| |
| // 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->timerQuery = false; // Unimplemented |
| extensions->robustness = 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->textureUsage = true; // This could be false since it has no effect in D3D11 |
| extensions->discardFramebuffer = false; // TODO: enable this once BUG:497445 is fixed (Chrome WebGL video tests fail with this extension active) |
| extensions->translatedShaderSource = true; |
| extensions->fboRenderMipmap = false; |
| extensions->debugMarker = 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); |
| |
| #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 |
| } |
| |
| } |
| |
| namespace d3d11 |
| { |
| |
| void MakeValidSize(bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset) |
| { |
| const DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format); |
| |
| int upsampleCount = 0; |
| // Don't expand the size of full textures that are at least (blockWidth x blockHeight) already. |
| if (isImage || *requestWidth < static_cast<GLsizei>(dxgiFormatInfo.blockWidth) || |
| *requestHeight < static_cast<GLsizei>(dxgiFormatInfo.blockHeight)) |
| { |
| while (*requestWidth % dxgiFormatInfo.blockWidth != 0 || *requestHeight % dxgiFormatInfo.blockHeight != 0) |
| { |
| *requestWidth <<= 1; |
| *requestHeight <<= 1; |
| upsampleCount++; |
| } |
| } |
| *levelOffset = upsampleCount; |
| } |
| |
| void GenerateInitialTextureData(GLint internalFormat, const Renderer11DeviceCaps &renderer11DeviceCaps, GLuint width, GLuint height, GLuint depth, |
| GLuint mipLevels, std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData, |
| std::vector< std::vector<BYTE> > *outData) |
| { |
| const d3d11::TextureFormat &d3dFormatInfo = d3d11::GetTextureFormatInfo(internalFormat, renderer11DeviceCaps); |
| ASSERT(d3dFormatInfo.dataInitializerFunction != NULL); |
| |
| const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3dFormatInfo.texFormat); |
| |
| outSubresourceData->resize(mipLevels); |
| outData->resize(mipLevels); |
| |
| for (unsigned int i = 0; i < mipLevels; i++) |
| { |
| unsigned int mipWidth = std::max(width >> i, 1U); |
| unsigned int mipHeight = std::max(height >> i, 1U); |
| unsigned int mipDepth = std::max(depth >> i, 1U); |
| |
| unsigned int rowWidth = dxgiFormatInfo.pixelBytes * mipWidth; |
| unsigned int imageSize = rowWidth * height; |
| |
| outData->at(i).resize(rowWidth * mipHeight * mipDepth); |
| d3dFormatInfo.dataInitializerFunction(mipWidth, mipHeight, mipDepth, outData->at(i).data(), rowWidth, imageSize); |
| |
| outSubresourceData->at(i).pSysMem = outData->at(i).data(); |
| outSubresourceData->at(i).SysMemPitch = rowWidth; |
| outSubresourceData->at(i).SysMemSlicePitch = imageSize; |
| } |
| } |
| |
| void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v) |
| { |
| vertex->x = x; |
| vertex->y = y; |
| vertex->u = u; |
| vertex->v = v; |
| } |
| |
| void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y, |
| unsigned int layer, float u, float v, float s) |
| { |
| vertex->x = x; |
| vertex->y = y; |
| vertex->l = layer; |
| vertex->u = u; |
| vertex->v = v; |
| vertex->s = s; |
| } |
| |
| HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name) |
| { |
| #if defined(_DEBUG) |
| return resource->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name); |
| #else |
| return S_OK; |
| #endif |
| } |
| |
| Workarounds GenerateWorkarounds(D3D_FEATURE_LEVEL featureLevel) |
| { |
| Workarounds workarounds; |
| workarounds.mrtPerfWorkaround = true; |
| workarounds.setDataFasterThanImageUpload = true; |
| workarounds.zeroMaxLodWorkaround = (featureLevel <= D3D_FEATURE_LEVEL_9_3); |
| workarounds.useInstancedPointSpriteEmulation = (featureLevel <= D3D_FEATURE_LEVEL_9_3); |
| return workarounds; |
| } |
| |
| } |
| |
| } |