Hash :
5d601382
Author :
Date :
2014-07-22T15:14:06
Simplify formatutils.h by exposing the info structures. Removed all the separate query functions and simply expose the internal info structures. This reduces the number of std::map/std::set operations that were hidden behind the API. Moved the validation tables for ES3 format combinations and effective internal formats into validationES3.cpp so that formatutils.h only has generic GL format queries. BUG=angle:658 Change-Id: Ieb60d42b8eafcdb4f21dcbec130b39478ce5f7c5 Reviewed-on: https://chromium-review.googlesource.com/206835 Reviewed-by: Nicolas Capens <capn@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
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#include "precompiled.h"
//
// 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 "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
#include "common/debug.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
{
static gl::TextureCaps GenerateTextureFormatCaps(GLenum internalFormat, ID3D11Device *device)
{
gl::TextureCaps textureCaps;
DXGI_FORMAT textureFormat = gl_d3d11::GetTexFormat(internalFormat);
DXGI_FORMAT srvFormat = gl_d3d11::GetSRVFormat(internalFormat);
DXGI_FORMAT rtvFormat = gl_d3d11::GetRTVFormat(internalFormat);
DXGI_FORMAT dsvFormat = gl_d3d11::GetDSVFormat(internalFormat);
DXGI_FORMAT renderFormat = gl_d3d11::GetRenderableFormat(internalFormat);
UINT formatSupport;
if (SUCCEEDED(device->CheckFormatSupport(textureFormat, &formatSupport)))
{
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat);
if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0)
{
textureCaps.texturable = ((formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0);
}
else
{
textureCaps.texturable = ((formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0) &&
((formatSupport & D3D11_FORMAT_SUPPORT_TEXTURECUBE) != 0) &&
((formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE3D) != 0);
}
}
if (SUCCEEDED(device->CheckFormatSupport(renderFormat, &formatSupport)) &&
((formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET) != 0))
{
for (size_t sampleCount = 1; sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; sampleCount++)
{
UINT qualityCount = 0;
if (SUCCEEDED(device->CheckMultisampleQualityLevels(renderFormat, sampleCount, &qualityCount)) &&
qualityCount > 0)
{
textureCaps.sampleCounts.insert(sampleCount);
}
}
}
textureCaps.filterable = SUCCEEDED(device->CheckFormatSupport(srvFormat, &formatSupport)) &&
((formatSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE)) != 0;
textureCaps.renderable = (SUCCEEDED(device->CheckFormatSupport(rtvFormat, &formatSupport)) &&
((formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) != 0) ||
(SUCCEEDED(device->CheckFormatSupport(dsvFormat, &formatSupport)) &&
((formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL) != 0));
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:
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 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 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;
// FIXME(geofflang): Work around NVIDIA driver bug by repacking buffers
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0: return 1; /* 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 D3D9 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;
}
}
void GenerateCaps(ID3D11Device *device, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions)
{
GLuint maxSamples = 0;
const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats();
for (gl::FormatSet::const_iterator internalFormat = allFormats.begin(); internalFormat != allFormats.end(); ++internalFormat)
{
gl::TextureCaps textureCaps = GenerateTextureFormatCaps(*internalFormat, device);
textureCapsMap->insert(*internalFormat, textureCaps);
maxSamples = std::max(maxSamples, textureCaps.getMaxSamples());
}
D3D_FEATURE_LEVEL featureLevel = device->GetFeatureLevel();
// 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;
// GL extension support
extensions->setTextureExtensionSupport(*textureCapsMap);
extensions->elementIndexUint = true;
extensions->packedDepthStencil = 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 = true;
extensions->framebufferMultisample = true;
extensions->maxSamples = maxSamples;
extensions->instancedArrays = GetInstancingSupport(featureLevel);
extensions->packReverseRowOrder = true;
extensions->standardDerivatives = GetDerivativeInstructionSupport(featureLevel);
extensions->shaderTextureLOD = true;
extensions->fragDepth = true;
extensions->textureUsage = true; // This could be false since it has no effect in D3D11
extensions->translatedShaderSource = true;
}
}
namespace d3d11
{
void GenerateInitialTextureData(GLint internalFormat, GLuint width, GLuint height, GLuint depth,
GLuint mipLevels, std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData,
std::vector< std::vector<BYTE> > *outData)
{
InitializeTextureDataFunction initializeFunc = gl_d3d11::GetTextureDataInitializationFunction(internalFormat);
DXGI_FORMAT dxgiFormat = gl_d3d11::GetTexFormat(internalFormat);
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 = d3d11::GetFormatPixelBytes(dxgiFormat) * mipWidth;
unsigned int imageSize = rowWidth * height;
outData->at(i).resize(rowWidth * mipHeight * mipDepth);
initializeFunc(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
}
}
}