Hash :
99d492c2
Author :
Date :
2018-02-27T15:17:10
Use packed enums for the texture types and targets, part 2 This completes the refactor by using the packed enums in the gl:: layer and in the backends. The packed enum code generation is modified to support explicitly assigning values to the packed enums so that the TextureTarget cube map faces are in the correct order and easy to iterate over. BUG=angleproject:2169 Change-Id: I5903235e684ccf382e92a8a1e10c5c85b4b16a04 Reviewed-on: https://chromium-review.googlesource.com/939994 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// renderer9_utils.cpp: Conversion functions and other utility routines
// specific to the D3D9 renderer.
#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
#include "common/mathutil.h"
#include "common/debug.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
#include "libANGLE/renderer/d3d/FramebufferD3D.h"
#include "libANGLE/renderer/driver_utils.h"
#include "platform/Platform.h"
#include "platform/WorkaroundsD3D.h"
#include "third_party/systeminfo/SystemInfo.h"
namespace rx
{
namespace gl_d3d9
{
D3DCMPFUNC ConvertComparison(GLenum comparison)
{
D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
switch (comparison)
{
case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
case GL_LESS: d3dComp = D3DCMP_LESS; break;
case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
default: UNREACHABLE();
}
return d3dComp;
}
D3DCOLOR ConvertColor(gl::ColorF color)
{
return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
gl::unorm<8>(color.green),
gl::unorm<8>(color.blue),
gl::unorm<8>(color.alpha));
}
D3DBLEND ConvertBlendFunc(GLenum blend)
{
D3DBLEND d3dBlend = D3DBLEND_ZERO;
switch (blend)
{
case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
default: UNREACHABLE();
}
return d3dBlend;
}
D3DBLENDOP ConvertBlendOp(GLenum blendOp)
{
D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
switch (blendOp)
{
case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
case GL_MIN_EXT: d3dBlendOp = D3DBLENDOP_MIN; break;
case GL_MAX_EXT: d3dBlendOp = D3DBLENDOP_MAX; break;
default: UNREACHABLE();
}
return d3dBlendOp;
}
D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
{
D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
switch (stencilOp)
{
case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
default: UNREACHABLE();
}
return d3dStencilOp;
}
D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
{
D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
switch (wrap)
{
case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
default: UNREACHABLE();
}
return d3dWrap;
}
D3DCULL ConvertCullMode(gl::CullFaceMode cullFace, GLenum frontFace)
{
D3DCULL cull = D3DCULL_CCW;
switch (cullFace)
{
case gl::CullFaceMode::Front:
cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
break;
case gl::CullFaceMode::Back:
cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
break;
case gl::CullFaceMode::FrontAndBack:
cull = D3DCULL_NONE; // culling will be handled during draw
break;
default:
UNREACHABLE();
}
return cull;
}
D3DCUBEMAP_FACES ConvertCubeFace(gl::TextureTarget cubeFace)
{
D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
switch (cubeFace)
{
case gl::TextureTarget::CubeMapPositiveX:
face = D3DCUBEMAP_FACE_POSITIVE_X;
break;
case gl::TextureTarget::CubeMapNegativeX:
face = D3DCUBEMAP_FACE_NEGATIVE_X;
break;
case gl::TextureTarget::CubeMapPositiveY:
face = D3DCUBEMAP_FACE_POSITIVE_Y;
break;
case gl::TextureTarget::CubeMapNegativeY:
face = D3DCUBEMAP_FACE_NEGATIVE_Y;
break;
case gl::TextureTarget::CubeMapPositiveZ:
face = D3DCUBEMAP_FACE_POSITIVE_Z;
break;
case gl::TextureTarget::CubeMapNegativeZ:
face = D3DCUBEMAP_FACE_NEGATIVE_Z;
break;
default:
UNREACHABLE();
}
return face;
}
DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
{
return (red ? D3DCOLORWRITEENABLE_RED : 0) |
(green ? D3DCOLORWRITEENABLE_GREEN : 0) |
(blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
(alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
}
D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy)
{
if (maxAnisotropy > 1.0f)
{
return D3DTEXF_ANISOTROPIC;
}
D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
switch (magFilter)
{
case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
default: UNREACHABLE();
}
return d3dMagFilter;
}
void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter,
float *d3dLodBias, float maxAnisotropy, size_t baseLevel)
{
switch (minFilter)
{
case GL_NEAREST:
*d3dMinFilter = D3DTEXF_POINT;
*d3dMipFilter = D3DTEXF_NONE;
break;
case GL_LINEAR:
*d3dMinFilter = D3DTEXF_LINEAR;
*d3dMipFilter = D3DTEXF_NONE;
break;
case GL_NEAREST_MIPMAP_NEAREST:
*d3dMinFilter = D3DTEXF_POINT;
*d3dMipFilter = D3DTEXF_POINT;
break;
case GL_LINEAR_MIPMAP_NEAREST:
*d3dMinFilter = D3DTEXF_LINEAR;
*d3dMipFilter = D3DTEXF_POINT;
break;
case GL_NEAREST_MIPMAP_LINEAR:
*d3dMinFilter = D3DTEXF_POINT;
*d3dMipFilter = D3DTEXF_LINEAR;
break;
case GL_LINEAR_MIPMAP_LINEAR:
*d3dMinFilter = D3DTEXF_LINEAR;
*d3dMipFilter = D3DTEXF_LINEAR;
break;
default:
*d3dMinFilter = D3DTEXF_POINT;
*d3dMipFilter = D3DTEXF_NONE;
UNREACHABLE();
}
// Disabling mipmapping will always sample from level 0 of the texture. It is possible to work
// around this by modifying D3DSAMP_MAXMIPLEVEL to force a specific mip level to become the
// lowest sampled mip level and using a large negative value for D3DSAMP_MIPMAPLODBIAS to
// ensure that only the base mip level is sampled.
if (baseLevel > 0 && *d3dMipFilter == D3DTEXF_NONE)
{
*d3dMipFilter = D3DTEXF_POINT;
*d3dLodBias = -static_cast<float>(gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
}
else
{
*d3dLodBias = 0.0f;
}
if (maxAnisotropy > 1.0f)
{
*d3dMinFilter = D3DTEXF_ANISOTROPIC;
}
}
D3DQUERYTYPE ConvertQueryType(GLenum queryType)
{
switch (queryType)
{
case GL_ANY_SAMPLES_PASSED_EXT:
case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
return D3DQUERYTYPE_OCCLUSION;
case GL_COMMANDS_COMPLETED_CHROMIUM:
return D3DQUERYTYPE_EVENT;
default:
UNREACHABLE();
return static_cast<D3DQUERYTYPE>(0);
}
}
D3DMULTISAMPLE_TYPE GetMultisampleType(GLuint samples)
{
return (samples > 1) ? static_cast<D3DMULTISAMPLE_TYPE>(samples) : D3DMULTISAMPLE_NONE;
}
}
namespace d3d9_gl
{
unsigned int GetReservedVaryingVectors()
{
// We reserve two registers for "dx_Position" and "gl_Position". The spec says they
// don't count towards the varying limit, so we must make space for them. We also
// reserve the last register since it can only pass a PSIZE, and not any arbitrary
// varying.
return 3;
}
unsigned int GetReservedVertexUniformVectors()
{
return 3; // dx_ViewCoords, dx_ViewAdjust and dx_DepthRange.
}
unsigned int GetReservedFragmentUniformVectors()
{
return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
}
GLsizei GetSamplesCount(D3DMULTISAMPLE_TYPE type)
{
return (type != D3DMULTISAMPLE_NONMASKABLE) ? type : 0;
}
bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format)
{
GLenum internalFormat = d3d9::GetD3DFormatInfo(d3dformat).info().glInternalFormat;
GLenum convertedFormat = gl::GetSizedInternalFormatInfo(internalFormat).format;
return convertedFormat == format;
}
static gl::TextureCaps GenerateTextureFormatCaps(GLenum internalFormat, IDirect3D9 *d3d9, D3DDEVTYPE deviceType,
UINT adapter, D3DFORMAT adapterFormat)
{
gl::TextureCaps textureCaps;
const d3d9::TextureFormat &d3dFormatInfo = d3d9::GetTextureFormatInfo(internalFormat);
const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(internalFormat);
if (d3dFormatInfo.texFormat != D3DFMT_UNKNOWN)
{
if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0)
{
textureCaps.texturable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, 0, D3DRTYPE_TEXTURE, d3dFormatInfo.texFormat));
}
else
{
textureCaps.texturable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, 0, D3DRTYPE_TEXTURE, d3dFormatInfo.texFormat)) &&
SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, 0, D3DRTYPE_CUBETEXTURE, d3dFormatInfo.texFormat));
}
textureCaps.filterable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_QUERY_FILTER, D3DRTYPE_TEXTURE, d3dFormatInfo.texFormat));
}
if (d3dFormatInfo.renderFormat != D3DFMT_UNKNOWN)
{
textureCaps.renderable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, d3dFormatInfo.renderFormat));
if ((formatInfo.depthBits > 0 || formatInfo.stencilBits > 0) && !textureCaps.renderable)
{
textureCaps.renderable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, d3dFormatInfo.renderFormat));
}
textureCaps.sampleCounts.insert(1);
for (unsigned int i = D3DMULTISAMPLE_2_SAMPLES; i <= D3DMULTISAMPLE_16_SAMPLES; i++)
{
D3DMULTISAMPLE_TYPE multisampleType = D3DMULTISAMPLE_TYPE(i);
HRESULT result = d3d9->CheckDeviceMultiSampleType(
adapter, deviceType, d3dFormatInfo.renderFormat, TRUE, multisampleType, nullptr);
if (SUCCEEDED(result))
{
textureCaps.sampleCounts.insert(i);
}
}
}
return textureCaps;
}
void GenerateCaps(IDirect3D9 *d3d9,
IDirect3DDevice9 *device,
D3DDEVTYPE deviceType,
UINT adapter,
gl::Caps *caps,
gl::TextureCapsMap *textureCapsMap,
gl::Extensions *extensions,
gl::Limitations *limitations)
{
D3DCAPS9 deviceCaps;
if (FAILED(d3d9->GetDeviceCaps(adapter, deviceType, &deviceCaps)))
{
// Can't continue with out device caps
return;
}
D3DDISPLAYMODE currentDisplayMode;
d3d9->GetAdapterDisplayMode(adapter, ¤tDisplayMode);
GLuint maxSamples = 0;
for (GLenum internalFormat : gl::GetAllSizedInternalFormats())
{
gl::TextureCaps textureCaps = GenerateTextureFormatCaps(internalFormat, d3d9, deviceType,
adapter, currentDisplayMode.Format);
textureCapsMap->insert(internalFormat, textureCaps);
maxSamples = std::max(maxSamples, textureCaps.getMaxSamples());
if (gl::GetSizedInternalFormatInfo(internalFormat).compressed)
{
caps->compressedTextureFormats.push_back(internalFormat);
}
}
// GL core feature limits
caps->maxElementIndex = static_cast<GLint64>(std::numeric_limits<unsigned int>::max());
// 3D textures are unimplemented in D3D9
caps->max3DTextureSize = 1;
// Only one limit in GL, use the minimum dimension
caps->max2DTextureSize = std::min(deviceCaps.MaxTextureWidth, deviceCaps.MaxTextureHeight);
// D3D treats cube maps as a special case of 2D textures
caps->maxCubeMapTextureSize = caps->max2DTextureSize;
// Array textures are not available in D3D9
caps->maxArrayTextureLayers = 1;
// ES3-only feature
caps->maxLODBias = 0.0f;
// No specific limits on render target size, maximum 2D texture size is equivalent
caps->maxRenderbufferSize = caps->max2DTextureSize;
// Draw buffers are not supported in D3D9
caps->maxDrawBuffers = 1;
caps->maxColorAttachments = 1;
// No specific limits on viewport size, maximum 2D texture size is equivalent
caps->maxViewportWidth = caps->max2DTextureSize;
caps->maxViewportHeight = caps->maxViewportWidth;
// Point size is clamped to 1.0f when the shader model is less than 3
caps->minAliasedPointSize = 1.0f;
caps->maxAliasedPointSize = ((D3DSHADER_VERSION_MAJOR(deviceCaps.PixelShaderVersion) >= 3) ? deviceCaps.MaxPointSize : 1.0f);
// Wide lines not supported
caps->minAliasedLineWidth = 1.0f;
caps->maxAliasedLineWidth = 1.0f;
// Primitive count limits (unused in ES2)
caps->maxElementsIndices = 0;
caps->maxElementsVertices = 0;
// 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();
// Some (most) hardware only supports single-precision floating-point numbers,
// which can accurately represent integers up to +/-16777216
caps->vertexHighpInt.setSimulatedInt(24);
caps->vertexMediumpInt.setSimulatedInt(24);
caps->vertexLowpInt.setSimulatedInt(24);
caps->fragmentHighpInt.setSimulatedInt(24);
caps->fragmentMediumpInt.setSimulatedInt(24);
caps->fragmentLowpInt.setSimulatedInt(24);
// WaitSync is ES3-only, set to zero
caps->maxServerWaitTimeout = 0;
// Vertex shader limits
caps->maxVertexAttributes = 16;
// Vertex Attrib Binding not supported.
caps->maxVertexAttribBindings = caps->maxVertexAttributes;
const size_t MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256;
caps->maxVertexUniformVectors =
MAX_VERTEX_CONSTANT_VECTORS_D3D9 - GetReservedVertexUniformVectors();
caps->maxVertexUniformComponents = caps->maxVertexUniformVectors * 4;
caps->maxVertexUniformBlocks = 0;
// SM3 only supports 12 output variables, but the special 12th register is only for PSIZE.
const unsigned int MAX_VERTEX_OUTPUT_VECTORS_SM3 = 12 - GetReservedVaryingVectors();
const unsigned int MAX_VERTEX_OUTPUT_VECTORS_SM2 = 10 - GetReservedVaryingVectors();
caps->maxVertexOutputComponents = ((deviceCaps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) ? MAX_VERTEX_OUTPUT_VECTORS_SM3
: MAX_VERTEX_OUTPUT_VECTORS_SM2) * 4;
// Only Direct3D 10 ready devices support all the necessary vertex texture formats.
// We test this using D3D9 by checking support for the R16F format.
if (deviceCaps.VertexShaderVersion >= D3DVS_VERSION(3, 0) &&
SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, currentDisplayMode.Format,
D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F)))
{
const size_t MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4;
caps->maxVertexTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS_VTF_SM3;
}
else
{
caps->maxVertexTextureImageUnits = 0;
}
// Fragment shader limits
const size_t MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224;
const size_t MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32;
caps->maxFragmentUniformVectors =
((deviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0)) ? MAX_PIXEL_CONSTANT_VECTORS_SM3
: MAX_PIXEL_CONSTANT_VECTORS_SM2) -
GetReservedFragmentUniformVectors();
caps->maxFragmentUniformComponents = caps->maxFragmentUniformVectors * 4;
caps->maxFragmentUniformBlocks = 0;
caps->maxFragmentInputComponents = caps->maxVertexOutputComponents;
caps->maxTextureImageUnits = 16;
caps->minProgramTexelOffset = 0;
caps->maxProgramTexelOffset = 0;
// Aggregate shader limits (unused in ES2)
caps->maxUniformBufferBindings = 0;
caps->maxUniformBlockSize = 0;
caps->uniformBufferOffsetAlignment = 0;
caps->maxCombinedUniformBlocks = 0;
caps->maxCombinedVertexUniformComponents = 0;
caps->maxCombinedFragmentUniformComponents = 0;
caps->maxVaryingComponents = 0;
// Aggregate shader limits
caps->maxVaryingVectors = caps->maxVertexOutputComponents / 4;
caps->maxCombinedTextureImageUnits = caps->maxVertexTextureImageUnits + caps->maxTextureImageUnits;
// Transform feedback limits
caps->maxTransformFeedbackInterleavedComponents = 0;
caps->maxTransformFeedbackSeparateAttributes = 0;
caps->maxTransformFeedbackSeparateComponents = 0;
// Multisample limits
caps->maxSamples = maxSamples;
// GL extension support
extensions->setTextureExtensionSupport(*textureCapsMap);
extensions->elementIndexUint = deviceCaps.MaxVertexIndex >= (1 << 16);
extensions->getProgramBinary = true;
extensions->rgb8rgba8 = true;
extensions->readFormatBGRA = true;
extensions->pixelBufferObject = false;
extensions->mapBuffer = false;
extensions->mapBufferRange = false;
// textureRG is emulated and not performant.
extensions->textureRG = false;
D3DADAPTER_IDENTIFIER9 adapterId = {};
if (SUCCEEDED(d3d9->GetAdapterIdentifier(adapter, 0, &adapterId)))
{
// ATI cards on XP have problems with non-power-of-two textures.
extensions->textureNPOT = !(deviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
!(deviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
!(deviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
!(!isWindowsVistaOrGreater() && IsAMD(adapterId.VendorId));
// Disable depth texture support on AMD cards (See ANGLE issue 839)
if (IsAMD(adapterId.VendorId))
{
extensions->depthTextures = false;
}
}
else
{
extensions->textureNPOT = false;
}
extensions->drawBuffers = false;
extensions->textureStorage = true;
// Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
extensions->textureFilterAnisotropic = (deviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) != 0 && deviceCaps.MaxAnisotropy >= 2;
extensions->maxTextureAnisotropy = static_cast<GLfloat>(deviceCaps.MaxAnisotropy);
// Check occlusion query support by trying to create one
IDirect3DQuery9 *occlusionQuery = nullptr;
extensions->occlusionQueryBoolean = SUCCEEDED(device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery;
SafeRelease(occlusionQuery);
// Check event query support by trying to create one
IDirect3DQuery9 *eventQuery = nullptr;
extensions->fence = SUCCEEDED(device->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery;
SafeRelease(eventQuery);
extensions->disjointTimerQuery = false;
extensions->robustness = true;
// It seems that only DirectX 10 and higher enforce the well-defined behavior of always
// returning zero values when out-of-bounds reads. See
// https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_robustness.txt
extensions->robustBufferAccessBehavior = false;
extensions->blendMinMax = true;
extensions->framebufferBlit = true;
extensions->framebufferMultisample = true;
extensions->instancedArrays = deviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
extensions->packReverseRowOrder = true;
extensions->standardDerivatives = (deviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
extensions->shaderTextureLOD = true;
extensions->fragDepth = true;
extensions->textureUsage = true;
extensions->translatedShaderSource = true;
extensions->fboRenderMipmap = false;
extensions->discardFramebuffer = false; // It would be valid to set this to true, since glDiscardFramebufferEXT is just a hint
extensions->colorBufferFloat = false;
extensions->debugMarker = true;
extensions->eglImage = true;
extensions->eglImageExternal = true;
extensions->unpackSubimage = true;
extensions->packSubimage = true;
extensions->syncQuery = extensions->fence;
extensions->copyTexture = true;
// D3D9 has no concept of separate masks and refs for front and back faces in the depth stencil
// state.
limitations->noSeparateStencilRefsAndMasks = true;
// D3D9 shader models have limited support for looping, so the Appendix A
// index/loop limitations are necessary. Workarounds that are needed to
// support dynamic indexing of vectors on HLSL also don't work on D3D9.
limitations->shadersRequireIndexedLoopValidation = true;
// D3D9 cannot support constant color and alpha blend funcs together
limitations->noSimultaneousConstantColorAndAlphaBlendFunc = true;
// D3D9 cannot support packing more than one variable to a single varying.
// TODO(jmadill): Implement more sophisticated component packing in D3D9.
limitations->noFlexibleVaryingPacking = true;
}
}
namespace d3d9
{
GLuint ComputeBlockSize(D3DFORMAT format, GLuint width, GLuint height)
{
const D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(format);
GLuint numBlocksWide = (width + d3dFormatInfo.blockWidth - 1) / d3dFormatInfo.blockWidth;
GLuint numBlocksHight = (height + d3dFormatInfo.blockHeight - 1) / d3dFormatInfo.blockHeight;
return (d3dFormatInfo.pixelBytes * numBlocksWide * numBlocksHight);
}
void MakeValidSize(bool isImage, D3DFORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset)
{
const D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(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>(d3dFormatInfo.blockWidth) ||
*requestHeight < static_cast<GLsizei>(d3dFormatInfo.blockHeight))
{
while (*requestWidth % d3dFormatInfo.blockWidth != 0 || *requestHeight % d3dFormatInfo.blockHeight != 0)
{
*requestWidth <<= 1;
*requestHeight <<= 1;
upsampleCount++;
}
}
*levelOffset = upsampleCount;
}
angle::WorkaroundsD3D GenerateWorkarounds()
{
angle::WorkaroundsD3D workarounds;
workarounds.mrtPerfWorkaround = true;
workarounds.setDataFasterThanImageUpload = false;
workarounds.useInstancedPointSpriteEmulation = false;
// TODO(jmadill): Disable workaround when we have a fixed compiler DLL.
workarounds.expandIntegerPowExpressions = true;
// Call platform hooks for testing overrides.
auto *platform = ANGLEPlatformCurrent();
platform->overrideWorkaroundsD3D(platform, &workarounds);
return workarounds;
}
} // namespace d3d9
} // namespace rx