Hash :
62342590
Author :
Date :
2015-06-18T17:29:52
Revert "Add workaround for flushing before readPixels." This reverts commit 46c13a15fa90130eca14301a4ef6deed12315037. Seems to have introduced significant flakiness on the Windows AMD FYI bot. Reverting while investigating. Change-Id: I9cfdb09a4a0d792a0c5db76c8b0b9d3285c0695a Reviewed-on: https://chromium-review.googlesource.com/280365 Tested-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org>
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//
// 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)
{
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;
}
}
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;
}
}
}