| // |
| // Copyright 2012 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 <versionhelpers.h> |
| #include <algorithm> |
| |
| #include "common/debug.h" |
| #include "libANGLE/Buffer.h" |
| #include "libANGLE/Context.h" |
| #include "libANGLE/Framebuffer.h" |
| #include "libANGLE/Program.h" |
| #include "libANGLE/State.h" |
| #include "libANGLE/VertexArray.h" |
| #include "libANGLE/formatutils.h" |
| #include "libANGLE/renderer/d3d/BufferD3D.h" |
| #include "libANGLE/renderer/d3d/FramebufferD3D.h" |
| #include "libANGLE/renderer/d3d/d3d11/Context11.h" |
| #include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" |
| #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" |
| #include "libANGLE/renderer/d3d/d3d11/dxgi_support_table.h" |
| #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" |
| #include "libANGLE/renderer/d3d/d3d11/texture_format_table.h" |
| #include "libANGLE/renderer/driver_utils.h" |
| #include "platform/FeaturesD3D.h" |
| #include "platform/Platform.h" |
| |
| namespace rx |
| { |
| |
| namespace d3d11_gl |
| { |
| namespace |
| { |
| // TODO(xinghua.cao@intel.com): Get a more accurate limit. |
| static D3D_FEATURE_LEVEL kMinimumFeatureLevelForES31 = D3D_FEATURE_LEVEL_11_0; |
| |
| // 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" << std::hex << dxgiFormat; |
| } |
| } |
| |
| return ((supportedBits & supportMask) == supportMask); |
| } |
| |
| private: |
| ID3D11Device *mDevice; |
| D3D_FEATURE_LEVEL mFeatureLevel; |
| }; |
| |
| gl::TextureCaps GenerateTextureFormatCaps(gl::Version maxClientVersion, |
| GLenum internalFormat, |
| ID3D11Device *device, |
| const Renderer11DeviceCaps &renderer11DeviceCaps) |
| { |
| gl::TextureCaps textureCaps; |
| |
| DXGISupportHelper support(device, renderer11DeviceCaps.featureLevel); |
| const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps); |
| |
| const gl::InternalFormat &internalFormatInfo = gl::GetSizedInternalFormatInfo(internalFormat); |
| |
| UINT texSupportMask = D3D11_FORMAT_SUPPORT_TEXTURE2D; |
| if (internalFormatInfo.depthBits == 0 && internalFormatInfo.stencilBits == 0) |
| { |
| texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURECUBE; |
| if (maxClientVersion.major > 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.textureAttachment = |
| (support.query(formatInfo.rtvFormat, D3D11_FORMAT_SUPPORT_RENDER_TARGET)) || |
| (support.query(formatInfo.dsvFormat, D3D11_FORMAT_SUPPORT_DEPTH_STENCIL)); |
| textureCaps.renderbuffer = textureCaps.textureAttachment; |
| textureCaps.blendable = textureCaps.renderbuffer; |
| |
| DXGI_FORMAT renderFormat = DXGI_FORMAT_UNKNOWN; |
| if (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN) |
| { |
| renderFormat = formatInfo.dsvFormat; |
| } |
| else if (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN) |
| { |
| renderFormat = formatInfo.rtvFormat; |
| } |
| if (renderFormat != DXGI_FORMAT_UNKNOWN && |
| support.query(renderFormat, D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET)) |
| { |
| // Assume 1x |
| textureCaps.sampleCounts.insert(1); |
| |
| for (unsigned int sampleCount = 2; sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; |
| sampleCount *= 2) |
| { |
| UINT qualityCount = 0; |
| if (SUCCEEDED(device->CheckMultisampleQualityLevels(renderFormat, sampleCount, |
| &qualityCount))) |
| { |
| // Assume we always support lower sample counts |
| if (qualityCount == 0) |
| { |
| break; |
| } |
| textureCaps.sampleCounts.insert(sampleCount); |
| } |
| } |
| } |
| |
| return textureCaps; |
| } |
| |
| 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; |
| } |
| } |
| |
| 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; |
| } |
| } |
| |
| 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; |
| } |
| } |
| |
| 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; |
| } |
| } |
| |
| 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; |
| } |
| } |
| |
| 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; |
| } |
| } |
| |
| 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; |
| } |
| } |
| |
| 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; |
| } |
| } |
| |
| 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| int GetMaximumVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; |
| |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: |
| return 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 - d3d11_gl::GetReservedVertexUniformVectors(featureLevel); |
| |
| default: |
| UNREACHABLE(); |
| return 0; |
| } |
| } |
| |
| int 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 - |
| d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT; |
| |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: |
| return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - |
| d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT; |
| |
| // 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| int 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 - d3d11_gl::GetReservedFragmentUniformVectors(featureLevel); |
| |
| default: |
| UNREACHABLE(); |
| return 0; |
| } |
| } |
| |
| int 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 - |
| d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT; |
| |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: |
| return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - |
| d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT; |
| |
| // 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| std::array<GLint, 3> GetMaxComputeWorkGroupCount(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| return {{D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION, |
| D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION, |
| D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION}}; |
| break; |
| default: |
| return {{0, 0, 0}}; |
| } |
| } |
| |
| std::array<GLint, 3> GetMaxComputeWorkGroupSize(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| return {{D3D11_CS_THREAD_GROUP_MAX_X, D3D11_CS_THREAD_GROUP_MAX_Y, |
| D3D11_CS_THREAD_GROUP_MAX_Z}}; |
| break; |
| default: |
| return {{0, 0, 0}}; |
| } |
| } |
| |
| int GetMaxComputeWorkGroupInvocations(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| return D3D11_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP; |
| default: |
| return 0; |
| } |
| } |
| |
| int GetMaxComputeSharedMemorySize(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| // In D3D11 the maximum total size of all variables with the groupshared storage class is |
| // 32kb. |
| // https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/dx-graphics-hlsl-variable-syntax |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| return 32768; |
| default: |
| return 0; |
| } |
| } |
| |
| int GetMaximumComputeUniformVectors(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; |
| default: |
| return 0; |
| } |
| } |
| |
| int GetMaximumComputeUniformBlocks(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 - |
| d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT; |
| default: |
| return 0; |
| } |
| } |
| |
| int GetMaximumComputeTextureUnits(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; |
| default: |
| return 0; |
| } |
| } |
| |
| void SetUAVRelatedResourceLimits(D3D_FEATURE_LEVEL featureLevel, gl::Caps *caps) |
| { |
| ASSERT(caps); |
| |
| GLuint reservedUAVsForAtomicCounterBuffers = 0u; |
| |
| // For pixel shaders, the render targets and unordered access views share the same resource |
| // slots when being written out. |
| // https://msdn.microsoft.com/en-us/library/windows/desktop/ff476465(v=vs.85).aspx |
| GLuint maxNumRTVsAndUAVs = 0u; |
| |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| // Currently we allocate 4 UAV slots for atomic counter buffers on feature level 11_1. |
| reservedUAVsForAtomicCounterBuffers = 4u; |
| maxNumRTVsAndUAVs = D3D11_1_UAV_SLOT_COUNT; |
| break; |
| case D3D_FEATURE_LEVEL_11_0: |
| // Currently we allocate 1 UAV slot for atomic counter buffers on feature level 11_0. |
| reservedUAVsForAtomicCounterBuffers = 1u; |
| maxNumRTVsAndUAVs = D3D11_PS_CS_UAV_REGISTER_COUNT; |
| break; |
| default: |
| return; |
| } |
| |
| // Set limits on atomic counter buffers in fragment shaders and compute shaders. |
| caps->maxCombinedAtomicCounterBuffers = reservedUAVsForAtomicCounterBuffers; |
| caps->maxShaderAtomicCounterBuffers[gl::ShaderType::Compute] = |
| reservedUAVsForAtomicCounterBuffers; |
| caps->maxShaderAtomicCounterBuffers[gl::ShaderType::Fragment] = |
| reservedUAVsForAtomicCounterBuffers; |
| caps->maxAtomicCounterBufferBindings = reservedUAVsForAtomicCounterBuffers; |
| |
| // Setting MAX_COMPUTE_ATOMIC_COUNTERS to a conservative number of 1024 * the number of UAV |
| // reserved for atomic counters. It could theoretically be set to max buffer size / 4 but that |
| // number could cause problems. |
| caps->maxCombinedAtomicCounters = reservedUAVsForAtomicCounterBuffers * 1024; |
| caps->maxShaderAtomicCounters[gl::ShaderType::Compute] = caps->maxCombinedAtomicCounters; |
| |
| // See |
| // https://docs.microsoft.com/en-us/windows/desktop/direct3d11/overviews-direct3d-11-resources-limits |
| // Resource size (in MB) for any of the preceding resources is min(max(128,0.25f * (amount of |
| // dedicated VRAM)), 2048) MB. So we set it to 128MB to keep same with GL backend. |
| caps->maxShaderStorageBlockSize = |
| D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024 * 1024; |
| |
| // Allocate the remaining slots for images and shader storage blocks. |
| // The maximum number of fragment shader outputs depends on the current context version, so we |
| // will not set it here. See comments in Context11::initialize(). |
| caps->maxCombinedShaderOutputResources = |
| maxNumRTVsAndUAVs - reservedUAVsForAtomicCounterBuffers; |
| |
| // Set limits on images and shader storage blocks in fragment shaders and compute shaders. |
| caps->maxCombinedShaderStorageBlocks = caps->maxCombinedShaderOutputResources; |
| caps->maxShaderStorageBlocks[gl::ShaderType::Compute] = caps->maxCombinedShaderOutputResources; |
| caps->maxShaderStorageBlocks[gl::ShaderType::Fragment] = caps->maxCombinedShaderOutputResources; |
| caps->maxShaderStorageBufferBindings = caps->maxCombinedShaderOutputResources; |
| |
| caps->maxImageUnits = caps->maxCombinedShaderOutputResources; |
| caps->maxCombinedImageUniforms = caps->maxCombinedShaderOutputResources; |
| caps->maxShaderImageUniforms[gl::ShaderType::Compute] = caps->maxCombinedShaderOutputResources; |
| caps->maxShaderImageUniforms[gl::ShaderType::Fragment] = caps->maxCombinedShaderOutputResources; |
| |
| // On feature level 11_1, UAVs are also available in vertex shaders and geometry shaders. |
| if (featureLevel == D3D_FEATURE_LEVEL_11_1) |
| { |
| caps->maxShaderAtomicCounterBuffers[gl::ShaderType::Vertex] = |
| caps->maxCombinedAtomicCounterBuffers; |
| caps->maxShaderAtomicCounterBuffers[gl::ShaderType::Geometry] = |
| caps->maxCombinedAtomicCounterBuffers; |
| |
| caps->maxShaderImageUniforms[gl::ShaderType::Vertex] = |
| caps->maxCombinedShaderOutputResources; |
| caps->maxShaderStorageBlocks[gl::ShaderType::Vertex] = |
| caps->maxCombinedShaderOutputResources; |
| caps->maxShaderImageUniforms[gl::ShaderType::Geometry] = |
| caps->maxCombinedShaderOutputResources; |
| caps->maxShaderStorageBlocks[gl::ShaderType::Geometry] = |
| caps->maxCombinedShaderOutputResources; |
| } |
| } |
| |
| 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; |
| } |
| } |
| |
| 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; |
| } |
| } |
| |
| int GetMinimumTextureGatherOffset(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| // https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/gather4-po--sm5---asm- |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| return -32; |
| |
| 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 0; |
| |
| default: |
| UNREACHABLE(); |
| return 0; |
| } |
| } |
| |
| int GetMaximumTextureGatherOffset(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| // https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/gather4-po--sm5---asm- |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| return 31; |
| |
| 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 0; |
| |
| default: |
| UNREACHABLE(); |
| return 0; |
| } |
| } |
| |
| 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| int 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; |
| } |
| } |
| |
| int GetMaximumRenderToBufferWindowSize(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| return D3D11_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH; |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: |
| return D3D10_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH; |
| |
| // REQ_RENDER_TO_BUFFER_WINDOW_WIDTH not supported on D3D11 Feature Level 9, |
| // 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; |
| } |
| } |
| |
| IntelDriverVersion GetIntelDriverVersion(const Optional<LARGE_INTEGER> driverVersion) |
| { |
| if (!driverVersion.valid()) |
| return IntelDriverVersion(0); |
| |
| // According to http://www.intel.com/content/www/us/en/support/graphics-drivers/000005654.html, |
| // only the fourth part is necessary since it stands for the driver specific unique version |
| // number. |
| WORD part = LOWORD(driverVersion.value().LowPart); |
| return IntelDriverVersion(part); |
| } |
| |
| } // anonymous namespace |
| |
| unsigned int GetReservedVertexUniformVectors(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 0; |
| |
| case D3D_FEATURE_LEVEL_9_3: |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: |
| return 3; // dx_ViewAdjust, dx_ViewCoords and dx_ViewScale |
| |
| default: |
| UNREACHABLE(); |
| return 0; |
| } |
| } |
| |
| unsigned int GetReservedFragmentUniformVectors(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 0; |
| |
| case D3D_FEATURE_LEVEL_9_3: |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: |
| return 3; |
| |
| default: |
| UNREACHABLE(); |
| return 0; |
| } |
| } |
| |
| gl::Version GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| return gl::Version(3, 1); |
| case D3D_FEATURE_LEVEL_10_1: |
| return gl::Version(3, 0); |
| |
| case D3D_FEATURE_LEVEL_10_0: |
| case D3D_FEATURE_LEVEL_9_3: |
| case D3D_FEATURE_LEVEL_9_2: |
| case D3D_FEATURE_LEVEL_9_1: |
| return gl::Version(2, 0); |
| |
| default: |
| UNREACHABLE(); |
| return gl::Version(0, 0); |
| } |
| } |
| |
| D3D_FEATURE_LEVEL GetMinimumFeatureLevelForES31() |
| { |
| return kMinimumFeatureLevelForES31; |
| } |
| |
| unsigned int GetMaxViewportAndScissorRectanglesPerPipeline(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| return D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; |
| 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 1; |
| default: |
| UNREACHABLE(); |
| return 0; |
| } |
| } |
| |
| bool IsMultiviewSupported(D3D_FEATURE_LEVEL featureLevel) |
| { |
| // The ANGLE_multiview extension can always be supported in D3D11 through geometry shaders. |
| switch (featureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_1: |
| case D3D_FEATURE_LEVEL_11_0: |
| return true; |
| default: |
| return false; |
| } |
| } |
| |
| int GetMaxSampleMaskWords(D3D_FEATURE_LEVEL featureLevel) |
| { |
| switch (featureLevel) |
| { |
| // D3D10+ only allows 1 sample mask. |
| 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 1; |
| 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, |
| const angle::FeaturesD3D &features, |
| const char *description, |
| gl::Caps *caps, |
| gl::TextureCapsMap *textureCapsMap, |
| gl::Extensions *extensions, |
| gl::Limitations *limitations) |
| { |
| D3D_FEATURE_LEVEL featureLevel = renderer11DeviceCaps.featureLevel; |
| const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats(); |
| for (GLenum internalFormat : allFormats) |
| { |
| gl::TextureCaps textureCaps = GenerateTextureFormatCaps( |
| GetMaximumClientVersion(featureLevel), internalFormat, device, renderer11DeviceCaps); |
| textureCapsMap->insert(internalFormat, textureCaps); |
| |
| if (gl::GetSizedInternalFormatInfo(internalFormat).compressed) |
| { |
| caps->compressedTextureFormats.push_back(internalFormat); |
| } |
| } |
| |
| // GL core feature limits |
| // Reserve MAX_UINT for D3D11's primitive restart. |
| caps->maxElementIndex = static_cast<GLint64>(std::numeric_limits<unsigned int>::max() - 1); |
| 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->maxVertexUniformVectors = GetMaximumVertexUniformVectors(featureLevel); |
| if (features.skipVSConstantRegisterZero.enabled) |
| { |
| caps->maxVertexUniformVectors -= 1; |
| } |
| caps->maxShaderUniformComponents[gl::ShaderType::Vertex] = caps->maxVertexUniformVectors * 4; |
| caps->maxShaderUniformBlocks[gl::ShaderType::Vertex] = |
| GetMaximumVertexUniformBlocks(featureLevel); |
| caps->maxVertexOutputComponents = GetMaximumVertexOutputVectors(featureLevel) * 4; |
| caps->maxShaderTextureImageUnits[gl::ShaderType::Vertex] = |
| GetMaximumVertexTextureUnits(featureLevel); |
| |
| // Vertex Attribute Bindings are emulated on D3D11. |
| caps->maxVertexAttribBindings = caps->maxVertexAttributes; |
| // Experimental testing confirmed there is no explicit limit on maximum buffer offset in D3D11. |
| caps->maxVertexAttribRelativeOffset = std::numeric_limits<GLint>::max(); |
| // Experimental testing confirmed 2048 is the maximum stride that D3D11 can support on all |
| // platforms. |
| caps->maxVertexAttribStride = 2048; |
| |
| // Fragment shader limits |
| caps->maxFragmentUniformVectors = GetMaximumPixelUniformVectors(featureLevel); |
| caps->maxShaderUniformComponents[gl::ShaderType::Fragment] = |
| caps->maxFragmentUniformVectors * 4; |
| caps->maxShaderUniformBlocks[gl::ShaderType::Fragment] = |
| GetMaximumPixelUniformBlocks(featureLevel); |
| caps->maxFragmentInputComponents = GetMaximumPixelInputVectors(featureLevel) * 4; |
| caps->maxShaderTextureImageUnits[gl::ShaderType::Fragment] = |
| GetMaximumPixelTextureUnits(featureLevel); |
| caps->minProgramTexelOffset = GetMinimumTexelOffset(featureLevel); |
| caps->maxProgramTexelOffset = GetMaximumTexelOffset(featureLevel); |
| |
| // Compute shader limits |
| caps->maxComputeWorkGroupCount = GetMaxComputeWorkGroupCount(featureLevel); |
| caps->maxComputeWorkGroupSize = GetMaxComputeWorkGroupSize(featureLevel); |
| caps->maxComputeWorkGroupInvocations = GetMaxComputeWorkGroupInvocations(featureLevel); |
| caps->maxComputeSharedMemorySize = GetMaxComputeSharedMemorySize(featureLevel); |
| caps->maxShaderUniformComponents[gl::ShaderType::Compute] = |
| GetMaximumComputeUniformVectors(featureLevel) * 4; |
| caps->maxShaderUniformBlocks[gl::ShaderType::Compute] = |
| GetMaximumComputeUniformBlocks(featureLevel); |
| caps->maxShaderTextureImageUnits[gl::ShaderType::Compute] = |
| GetMaximumComputeTextureUnits(featureLevel); |
| |
| SetUAVRelatedResourceLimits(featureLevel, caps); |
| |
| // Aggregate shader limits |
| caps->maxUniformBufferBindings = caps->maxShaderUniformBlocks[gl::ShaderType::Vertex] + |
| caps->maxShaderUniformBlocks[gl::ShaderType::Fragment]; |
| caps->maxUniformBlockSize = static_cast<GLuint64>(GetMaximumConstantBufferSize(featureLevel)); |
| |
| // TODO(oetuaho): Get a more accurate limit. For now using the minimum requirement for GLES 3.1. |
| caps->maxUniformLocations = 1024; |
| |
| // 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->maxShaderUniformBlocks[gl::ShaderType::Vertex] + |
| caps->maxShaderUniformBlocks[gl::ShaderType::Fragment]; |
| |
| // A shader storage block will be translated to a structure in HLSL. So We reference the HLSL |
| // structure packing rules |
| // https://msdn.microsoft.com/en-us/library/windows/desktop/bb509632(v=vs.85).aspx. The |
| // resulting size of any structure will always be evenly divisible by sizeof(four-component |
| // vector). |
| caps->shaderStorageBufferOffsetAlignment = 16; |
| |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) |
| { |
| caps->maxCombinedShaderUniformComponents[shaderType] = |
| static_cast<GLint64>(caps->maxShaderUniformBlocks[shaderType]) * |
| static_cast<GLint64>(caps->maxUniformBlockSize / 4) + |
| static_cast<GLint64>(caps->maxShaderUniformComponents[shaderType]); |
| } |
| |
| caps->maxVaryingComponents = GetMaximumVertexOutputVectors(featureLevel) * 4; |
| caps->maxVaryingVectors = GetMaximumVertexOutputVectors(featureLevel); |
| caps->maxCombinedTextureImageUnits = caps->maxShaderTextureImageUnits[gl::ShaderType::Vertex] + |
| caps->maxShaderTextureImageUnits[gl::ShaderType::Fragment]; |
| |
| // Transform feedback limits |
| caps->maxTransformFeedbackInterleavedComponents = |
| GetMaximumStreamOutputInterleavedComponents(featureLevel); |
| caps->maxTransformFeedbackSeparateAttributes = GetMaximumStreamOutputBuffers(featureLevel); |
| caps->maxTransformFeedbackSeparateComponents = |
| GetMaximumStreamOutputSeparateComponents(featureLevel); |
| |
| // Defer the computation of multisample limits to Context::updateCaps() where max*Samples values |
| // are determined according to available sample counts for each individual format. |
| caps->maxSamples = std::numeric_limits<GLint>::max(); |
| caps->maxColorTextureSamples = std::numeric_limits<GLint>::max(); |
| caps->maxDepthTextureSamples = std::numeric_limits<GLint>::max(); |
| caps->maxIntegerSamples = std::numeric_limits<GLint>::max(); |
| |
| // Sample mask words limits |
| caps->maxSampleMaskWords = GetMaxSampleMaskWords(featureLevel); |
| |
| // Framebuffer limits |
| caps->maxFramebufferSamples = std::numeric_limits<GLint>::max(); |
| caps->maxFramebufferWidth = GetMaximumRenderToBufferWindowSize(featureLevel); |
| caps->maxFramebufferHeight = caps->maxFramebufferWidth; |
| |
| // Texture gather offset limits |
| caps->minProgramTextureGatherOffset = GetMinimumTextureGatherOffset(featureLevel); |
| caps->maxProgramTextureGatherOffset = GetMaximumTextureGatherOffset(featureLevel); |
| |
| // GL extension support |
| extensions->setTextureExtensionSupport(*textureCapsMap); |
| |
| // Explicitly disable GL_OES_compressed_ETC1_RGB8_texture because it's emulated and never |
| // becomes core. WebGL doesn't want to expose it unless there is native support. |
| extensions->compressedETC1RGB8TextureOES = false; |
| |
| extensions->elementIndexUintOES = true; |
| extensions->getProgramBinaryOES = true; |
| extensions->rgb8rgba8OES = true; |
| extensions->readFormatBGRA = true; |
| extensions->pixelBufferObjectNV = true; |
| extensions->mapBufferOES = true; |
| extensions->mapBufferRange = true; |
| extensions->textureNPOTOES = GetNPOTTextureSupport(featureLevel); |
| extensions->drawBuffers = GetMaximumSimultaneousRenderTargets(featureLevel) > 1; |
| extensions->textureStorage = true; |
| extensions->textureFilterAnisotropic = true; |
| extensions->maxTextureAnisotropy = GetMaximumAnisotropy(featureLevel); |
| extensions->occlusionQueryBoolean = GetOcclusionQuerySupport(featureLevel); |
| extensions->fenceNV = GetEventQuerySupport(featureLevel); |
| extensions->disjointTimerQuery = true; |
| extensions->queryCounterBitsTimeElapsed = 64; |
| extensions->queryCounterBitsTimestamp = |
| 0; // Timestamps cannot be supported due to D3D11 limitations |
| extensions->robustness = true; |
| // Direct3D guarantees to return zero for any resource that is accessed out of bounds. |
| // See https://msdn.microsoft.com/en-us/library/windows/desktop/ff476332(v=vs.85).aspx |
| // and https://msdn.microsoft.com/en-us/library/windows/desktop/ff476900(v=vs.85).aspx |
| extensions->robustBufferAccessBehavior = true; |
| extensions->blendMinMax = true; |
| // https://docs.microsoft.com/en-us/windows/desktop/direct3ddxgi/format-support-for-direct3d-11-0-feature-level-hardware |
| extensions->floatBlend = true; |
| extensions->framebufferBlit = GetFramebufferBlitSupport(featureLevel); |
| extensions->framebufferMultisample = GetFramebufferMultisampleSupport(featureLevel); |
| extensions->instancedArraysANGLE = GetInstancingSupport(featureLevel); |
| extensions->instancedArraysEXT = GetInstancingSupport(featureLevel); |
| extensions->packReverseRowOrder = true; |
| extensions->standardDerivativesOES = GetDerivativeInstructionSupport(featureLevel); |
| extensions->shaderTextureLOD = GetShaderTextureLODSupport(featureLevel); |
| extensions->fragDepth = true; |
| extensions->multiview = IsMultiviewSupported(featureLevel); |
| extensions->multiview2 = IsMultiviewSupported(featureLevel); |
| if (extensions->multiview || extensions->multiview2) |
| { |
| extensions->maxViews = |
| std::min(static_cast<GLuint>(gl::IMPLEMENTATION_ANGLE_MULTIVIEW_MAX_VIEWS), |
| std::min(static_cast<GLuint>(GetMaximum2DTextureArraySize(featureLevel)), |
| GetMaxViewportAndScissorRectanglesPerPipeline(featureLevel))); |
| } |
| extensions->textureUsage = true; // This could be false since it has no effect in D3D11 |
| extensions->discardFramebuffer = true; |
| extensions->translatedShaderSource = true; |
| extensions->fboRenderMipmapOES = true; |
| extensions->debugMarker = true; |
| extensions->eglImageOES = true; |
| extensions->eglImageExternalOES = true; |
| extensions->eglImageExternalEssl3OES = true; |
| extensions->eglStreamConsumerExternalNV = true; |
| extensions->unpackSubimage = true; |
| extensions->packSubimage = true; |
| extensions->lossyETCDecode = true; |
| extensions->syncQuery = GetEventQuerySupport(featureLevel); |
| extensions->copyTexture = true; |
| extensions->copyCompressedTexture = true; |
| extensions->textureStorageMultisample2DArrayOES = true; |
| extensions->multiviewMultisample = ((extensions->multiview || extensions->multiview2) && |
| extensions->textureStorageMultisample2DArrayOES); |
| extensions->copyTexture3d = true; |
| extensions->textureBorderClampOES = true; |
| extensions->textureMultisample = true; |
| extensions->provokingVertex = true; |
| extensions->blendFuncExtended = true; |
| extensions->maxDualSourceDrawBuffers = 1; |
| extensions->texture3DOES = true; |
| extensions->baseVertexBaseInstance = true; |
| if (!strstr(description, "Adreno")) |
| { |
| extensions->multisampledRenderToTexture = true; |
| } |
| extensions->webglVideoTexture = true; |
| |
| // D3D11 cannot support reading depth texture as a luminance texture. |
| // It treats it as a red-channel-only texture. |
| extensions->depthTextureOES = false; |
| |
| // 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); |
| |
| // D3D11 Feature Levels 9_3 and below do not support non-constant loop indexing and require |
| // additional |
| // pre-validation of the shader at compile time to produce a better error message. |
| limitations->shadersRequireIndexedLoopValidation = |
| (renderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3); |
| |
| // D3D11 has no concept of separate masks and refs for front and back faces in the depth stencil |
| // state. |
| limitations->noSeparateStencilRefsAndMasks = true; |
| |
| // D3D11 cannot support constant color and alpha blend funcs together |
| limitations->noSimultaneousConstantColorAndAlphaBlendFunc = true; |
| |
| // D3D11 does not support multiple transform feedback outputs writing to the same buffer. |
| limitations->noDoubleBoundTransformFeedbackBuffers = true; |
| |
| // D3D11 does not support vertex attribute aliasing |
| limitations->noVertexAttributeAliasing = true; |
| |
| #ifdef ANGLE_ENABLE_WINDOWS_UWP |
| // 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_gl |
| |
| 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; |
| case GL_SRC1_COLOR_EXT: |
| d3dBlend = (isAlpha ? D3D11_BLEND_SRC1_ALPHA : D3D11_BLEND_SRC1_COLOR); |
| break; |
| case GL_SRC1_ALPHA_EXT: |
| d3dBlend = D3D11_BLEND_SRC1_ALPHA; |
| break; |
| case GL_ONE_MINUS_SRC1_COLOR_EXT: |
| d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC1_ALPHA : D3D11_BLEND_INV_SRC1_COLOR); |
| break; |
| case GL_ONE_MINUS_SRC1_ALPHA_EXT: |
| d3dBlend = D3D11_BLEND_INV_SRC1_ALPHA; |
| 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, gl::CullFaceMode cullMode) |
| { |
| D3D11_CULL_MODE cull = D3D11_CULL_NONE; |
| |
| if (cullEnabled) |
| { |
| switch (cullMode) |
| { |
| case gl::CullFaceMode::Front: |
| cull = D3D11_CULL_FRONT; |
| break; |
| case gl::CullFaceMode::Back: |
| cull = D3D11_CULL_BACK; |
| break; |
| case gl::CullFaceMode::FrontAndBack: |
| 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_CLAMP_TO_BORDER: |
| return D3D11_TEXTURE_ADDRESS_BORDER; |
| case GL_MIRRORED_REPEAT: |
| return D3D11_TEXTURE_ADDRESS_MIRROR; |
| default: |
| UNREACHABLE(); |
| } |
| |
| return D3D11_TEXTURE_ADDRESS_WRAP; |
| } |
| |
| UINT ConvertMaxAnisotropy(float maxAnisotropy, D3D_FEATURE_LEVEL featureLevel) |
| { |
| return static_cast<UINT>(std::min(maxAnisotropy, d3d11_gl::GetMaximumAnisotropy(featureLevel))); |
| } |
| |
| D3D11_QUERY ConvertQueryType(gl::QueryType type) |
| { |
| switch (type) |
| { |
| case gl::QueryType::AnySamples: |
| case gl::QueryType::AnySamplesConservative: |
| return D3D11_QUERY_OCCLUSION; |
| case gl::QueryType::TransformFeedbackPrimitivesWritten: |
| return D3D11_QUERY_SO_STATISTICS; |
| case gl::QueryType::TimeElapsed: |
| // Two internal queries are also created for begin/end timestamps |
| return D3D11_QUERY_TIMESTAMP_DISJOINT; |
| case gl::QueryType::CommandsCompleted: |
| return D3D11_QUERY_EVENT; |
| default: |
| UNREACHABLE(); |
| return D3D11_QUERY_EVENT; |
| } |
| } |
| |
| // Get the D3D11 write mask covering all color channels of a given format |
| UINT8 GetColorMask(const gl::InternalFormat &format) |
| { |
| return ConvertColorMask(format.redBits > 0, format.greenBits > 0, format.blueBits > 0, |
| format.alphaBits > 0); |
| } |
| |
| } // namespace gl_d3d11 |
| |
| namespace d3d11 |
| { |
| |
| ANGLED3D11DeviceType GetDeviceType(ID3D11Device *device) |
| { |
| // Note that this function returns an ANGLED3D11DeviceType rather than a D3D_DRIVER_TYPE value, |
| // since it is difficult to tell Software and Reference devices apart |
| |
| IDXGIDevice *dxgiDevice = nullptr; |
| IDXGIAdapter *dxgiAdapter = nullptr; |
| IDXGIAdapter2 *dxgiAdapter2 = nullptr; |
| |
| ANGLED3D11DeviceType retDeviceType = ANGLE_D3D11_DEVICE_TYPE_UNKNOWN; |
| |
| HRESULT hr = device->QueryInterface(__uuidof(IDXGIDevice), (void **)&dxgiDevice); |
| if (SUCCEEDED(hr)) |
| { |
| hr = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void **)&dxgiAdapter); |
| if (SUCCEEDED(hr)) |
| { |
| std::wstring adapterString; |
| HRESULT adapter2hr = |
| dxgiAdapter->QueryInterface(__uuidof(dxgiAdapter2), (void **)&dxgiAdapter2); |
| if (SUCCEEDED(adapter2hr)) |
| { |
| // On D3D_FEATURE_LEVEL_9_*, IDXGIAdapter::GetDesc returns "Software Adapter" |
| // for the description string. Try to use IDXGIAdapter2::GetDesc2 to get the |
| // actual hardware values if possible. |
| DXGI_ADAPTER_DESC2 adapterDesc2; |
| dxgiAdapter2->GetDesc2(&adapterDesc2); |
| adapterString = std::wstring(adapterDesc2.Description); |
| } |
| else |
| { |
| DXGI_ADAPTER_DESC adapterDesc; |
| dxgiAdapter->GetDesc(&adapterDesc); |
| adapterString = std::wstring(adapterDesc.Description); |
| } |
| |
| // Both Reference and Software adapters will be 'Software Adapter' |
| const bool isSoftwareDevice = |
| (adapterString.find(std::wstring(L"Software Adapter")) != std::string::npos); |
| const bool isNullDevice = (adapterString == L""); |
| const bool isWARPDevice = |
| (adapterString.find(std::wstring(L"Basic Render")) != std::string::npos); |
| |
| if (isSoftwareDevice || isNullDevice) |
| { |
| ASSERT(!isWARPDevice); |
| retDeviceType = ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL; |
| } |
| else if (isWARPDevice) |
| { |
| retDeviceType = ANGLE_D3D11_DEVICE_TYPE_WARP; |
| } |
| else |
| { |
| retDeviceType = ANGLE_D3D11_DEVICE_TYPE_HARDWARE; |
| } |
| } |
| } |
| |
| SafeRelease(dxgiDevice); |
| SafeRelease(dxgiAdapter); |
| SafeRelease(dxgiAdapter2); |
| |
| return retDeviceType; |
| } |
| |
| void MakeValidSize(bool isImage, |
| DXGI_FORMAT format, |
| GLsizei *requestWidth, |
| GLsizei *requestHeight, |
| int *levelOffset) |
| { |
| const DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(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++; |
| } |
| } |
| if (levelOffset) |
| { |
| *levelOffset = upsampleCount; |
| } |
| } |
| |
| angle::Result GenerateInitialTextureData( |
| const gl::Context *context, |
| GLint internalFormat, |
| const Renderer11DeviceCaps &renderer11DeviceCaps, |
| GLuint width, |
| GLuint height, |
| GLuint depth, |
| GLuint mipLevels, |
| gl::TexLevelArray<D3D11_SUBRESOURCE_DATA> *outSubresourceData) |
| { |
| const d3d11::Format &d3dFormatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps); |
| ASSERT(d3dFormatInfo.dataInitializerFunction != nullptr); |
| |
| const d3d11::DXGIFormatSize &dxgiFormatInfo = |
| d3d11::GetDXGIFormatSizeInfo(d3dFormatInfo.texFormat); |
| |
| unsigned int rowPitch = dxgiFormatInfo.pixelBytes * width; |
| unsigned int depthPitch = rowPitch * height; |
| unsigned int maxImageSize = depthPitch * depth; |
| |
| angle::MemoryBuffer *scratchBuffer = nullptr; |
| ANGLE_CHECK_GL_ALLOC(GetImplAs<Context11>(context), |
| context->getScratchBuffer(maxImageSize, &scratchBuffer)); |
| |
| d3dFormatInfo.dataInitializerFunction(width, height, depth, scratchBuffer->data(), rowPitch, |
| depthPitch); |
| |
| 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 mipRowPitch = dxgiFormatInfo.pixelBytes * mipWidth; |
| unsigned int mipDepthPitch = mipRowPitch * mipHeight; |
| |
| outSubresourceData->at(i).pSysMem = scratchBuffer->data(); |
| outSubresourceData->at(i).SysMemPitch = mipRowPitch; |
| outSubresourceData->at(i).SysMemSlicePitch = mipDepthPitch; |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| UINT GetPrimitiveRestartIndex() |
| { |
| return std::numeric_limits<UINT>::max(); |
| } |
| |
| 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; |
| } |
| |
| BlendStateKey::BlendStateKey() |
| { |
| memset(this, 0, sizeof(BlendStateKey)); |
| } |
| |
| bool operator==(const BlendStateKey &a, const BlendStateKey &b) |
| { |
| return memcmp(&a, &b, sizeof(BlendStateKey)) == 0; |
| } |
| |
| bool operator!=(const BlendStateKey &a, const BlendStateKey &b) |
| { |
| return !(a == b); |
| } |
| |
| RasterizerStateKey::RasterizerStateKey() |
| { |
| memset(this, 0, sizeof(RasterizerStateKey)); |
| } |
| |
| bool operator==(const RasterizerStateKey &a, const RasterizerStateKey &b) |
| { |
| return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0; |
| } |
| |
| bool operator!=(const RasterizerStateKey &a, const RasterizerStateKey &b) |
| { |
| return !(a == b); |
| } |
| |
| HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name) |
| { |
| #if defined(_DEBUG) |
| UINT existingDataSize = 0; |
| resource->GetPrivateData(WKPDID_D3DDebugObjectName, &existingDataSize, nullptr); |
| // Don't check the HRESULT- if it failed then that probably just means that no private data |
| // exists yet |
| |
| if (existingDataSize > 0) |
| { |
| // In some cases, ANGLE will try to apply two names to one object, which causes |
| // a D3D SDK Layers warning. This can occur if, for example, you 'create' two objects |
| // (e.g.Rasterizer States) with identical DESCs on the same device. D3D11 will optimize |
| // these calls and return the same object both times. |
| static const char *multipleNamesUsed = "Multiple names set by ANGLE"; |
| |
| // Remove the existing name |
| HRESULT hr = resource->SetPrivateData(WKPDID_D3DDebugObjectName, 0, nullptr); |
| if (FAILED(hr)) |
| { |
| return hr; |
| } |
| |
| // Apply the new name |
| return resource->SetPrivateData(WKPDID_D3DDebugObjectName, |
| static_cast<unsigned int>(strlen(multipleNamesUsed)), |
| multipleNamesUsed); |
| } |
| else |
| { |
| return resource->SetPrivateData(WKPDID_D3DDebugObjectName, |
| static_cast<unsigned int>(strlen(name)), name); |
| } |
| #else |
| return S_OK; |
| #endif |
| } |
| |
| // Keep this in cpp file where it has visibility of Renderer11.h, otherwise calling |
| // allocateResource is only compatible with Clang and MSVS, which support calling a |
| // method on a forward declared class in a template. |
| template <ResourceType ResourceT> |
| angle::Result LazyResource<ResourceT>::resolveImpl(d3d::Context *context, |
| Renderer11 *renderer, |
| const GetDescType<ResourceT> &desc, |
| GetInitDataType<ResourceT> *initData, |
| const char *name) |
| { |
| if (!mResource.valid()) |
| { |
| ANGLE_TRY(renderer->allocateResource(context, desc, initData, &mResource)); |
| mResource.setDebugName(name); |
| } |
| return angle::Result::Continue; |
| } |
| |
| template angle::Result LazyResource<ResourceType::BlendState>::resolveImpl( |
| d3d::Context *context, |
| Renderer11 *renderer, |
| const D3D11_BLEND_DESC &desc, |
| void *initData, |
| const char *name); |
| template angle::Result LazyResource<ResourceType::ComputeShader>::resolveImpl( |
| d3d::Context *context, |
| Renderer11 *renderer, |
| const ShaderData &desc, |
| void *initData, |
| const char *name); |
| template angle::Result LazyResource<ResourceType::GeometryShader>::resolveImpl( |
| d3d::Context *context, |
| Renderer11 *renderer, |
| const ShaderData &desc, |
| const std::vector<D3D11_SO_DECLARATION_ENTRY> *initData, |
| const char *name); |
| template angle::Result LazyResource<ResourceType::InputLayout>::resolveImpl( |
| d3d::Context *context, |
| Renderer11 *renderer, |
| const InputElementArray &desc, |
| const ShaderData *initData, |
| const char *name); |
| template angle::Result LazyResource<ResourceType::PixelShader>::resolveImpl(d3d::Context *context, |
| Renderer11 *renderer, |
| const ShaderData &desc, |
| void *initData, |
| const char *name); |
| template angle::Result LazyResource<ResourceType::VertexShader>::resolveImpl(d3d::Context *context, |
| Renderer11 *renderer, |
| const ShaderData &desc, |
| void *initData, |
| const char *name); |
| |
| LazyInputLayout::LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC *inputDesc, |
| size_t inputDescLen, |
| const BYTE *byteCode, |
| size_t byteCodeLen, |
| const char *debugName) |
| : mInputDesc(inputDesc, inputDescLen), mByteCode(byteCode, byteCodeLen), mDebugName(debugName) |
| {} |
| |
| LazyInputLayout::~LazyInputLayout() {} |
| |
| angle::Result LazyInputLayout::resolve(d3d::Context *context, Renderer11 *renderer) |
| { |
| return resolveImpl(context, renderer, mInputDesc, &mByteCode, mDebugName); |
| } |
| |
| LazyBlendState::LazyBlendState(const D3D11_BLEND_DESC &desc, const char *debugName) |
| : mDesc(desc), mDebugName(debugName) |
| {} |
| |
| angle::Result LazyBlendState::resolve(d3d::Context *context, Renderer11 *renderer) |
| { |
| return resolveImpl(context, renderer, mDesc, nullptr, mDebugName); |
| } |
| |
| void InitializeFeatures(const Renderer11DeviceCaps &deviceCaps, |
| const DXGI_ADAPTER_DESC &adapterDesc, |
| angle::FeaturesD3D *features) |
| { |
| bool isNvidia = IsNvidia(adapterDesc.VendorId); |
| bool isIntel = IsIntel(adapterDesc.VendorId); |
| bool isSkylake = false; |
| bool isBroadwell = false; |
| bool isHaswell = false; |
| bool isIvyBridge = false; |
| bool isAMD = IsAMD(adapterDesc.VendorId); |
| bool isFeatureLevel9_3 = (deviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3); |
| #if defined(ANGLE_ENABLE_WINDOWS_UWP) |
| bool isWin10 = true; |
| #else |
| bool isWin10 = IsWindows10OrGreater(); |
| #endif |
| IntelDriverVersion capsVersion = IntelDriverVersion(0); |
| if (isIntel) |
| { |
| capsVersion = d3d11_gl::GetIntelDriverVersion(deviceCaps.driverVersion); |
| |
| isSkylake = IsSkylake(adapterDesc.DeviceId); |
| isBroadwell = IsBroadwell(adapterDesc.DeviceId); |
| isHaswell = IsHaswell(adapterDesc.DeviceId); |
| isIvyBridge = IsIvyBridge(adapterDesc.DeviceId); |
| } |
| |
| if (isNvidia) |
| { |
| // TODO(jmadill): Narrow problematic driver range. |
| bool driverVersionValid = deviceCaps.driverVersion.valid(); |
| if (driverVersionValid) |
| { |
| WORD part1 = HIWORD(deviceCaps.driverVersion.value().LowPart); |
| WORD part2 = LOWORD(deviceCaps.driverVersion.value().LowPart); |
| |
| // Disable the workaround to fix a second driver bug on newer NVIDIA. |
| ANGLE_FEATURE_CONDITION( |
| features, depthStencilBlitExtraCopy, |
| (part1 <= 13u && part2 < 6881) && isNvidia && driverVersionValid); |
| } |
| else |
| { |
| ANGLE_FEATURE_CONDITION(features, depthStencilBlitExtraCopy, |
| isNvidia && !driverVersionValid); |
| } |
| } |
| |
| ANGLE_FEATURE_CONDITION(features, mrtPerfWorkaround, true); |
| ANGLE_FEATURE_CONDITION(features, zeroMaxLodWorkaround, isFeatureLevel9_3); |
| ANGLE_FEATURE_CONDITION(features, useInstancedPointSpriteEmulation, isFeatureLevel9_3); |
| |
| // TODO(jmadill): Disable workaround when we have a fixed compiler DLL. |
| ANGLE_FEATURE_CONDITION(features, expandIntegerPowExpressions, true); |
| |
| ANGLE_FEATURE_CONDITION(features, flushAfterEndingTransformFeedback, isNvidia); |
| ANGLE_FEATURE_CONDITION(features, getDimensionsIgnoresBaseLevel, isNvidia); |
| ANGLE_FEATURE_CONDITION(features, skipVSConstantRegisterZero, isNvidia); |
| ANGLE_FEATURE_CONDITION(features, forceAtomicValueResolution, isNvidia); |
| |
| ANGLE_FEATURE_CONDITION(features, preAddTexelFetchOffsets, isIntel); |
| ANGLE_FEATURE_CONDITION(features, useSystemMemoryForConstantBuffers, isIntel); |
| |
| ANGLE_FEATURE_CONDITION(features, callClearTwice, |
| isIntel && isSkylake && capsVersion < IntelDriverVersion(4771)); |
| ANGLE_FEATURE_CONDITION(features, emulateIsnanFloat, |
| isIntel && isSkylake && capsVersion < IntelDriverVersion(4542)); |
| ANGLE_FEATURE_CONDITION( |
| features, rewriteUnaryMinusOperator, |
| isIntel && (isBroadwell || isHaswell) && capsVersion < IntelDriverVersion(4624)); |
| |
| ANGLE_FEATURE_CONDITION(features, addDummyTextureNoRenderTarget, |
| isIntel && capsVersion < IntelDriverVersion(4815)); |
| |
| // Haswell/Ivybridge drivers occasionally corrupt (small?) (vertex?) texture data uploads. |
| ANGLE_FEATURE_CONDITION(features, setDataFasterThanImageUpload, |
| !(isIvyBridge || isBroadwell || isHaswell)); |
| |
| ANGLE_FEATURE_CONDITION(features, disableB5G6R5Support, |
| (isIntel && capsVersion < IntelDriverVersion(4539)) || isAMD); |
| |
| // TODO(jmadill): Disable when we have a fixed driver version. |
| // The tiny stencil texture workaround involves using CopySubresource or UpdateSubresource on a |
| // depth stencil texture. This is not allowed until feature level 10.1 but since it is not |
| // possible to support ES3 on these devices, there is no need for the workaround to begin with |
| // (anglebug.com/1572). |
| ANGLE_FEATURE_CONDITION(features, emulateTinyStencilTextures, |
| isAMD && !(deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1)); |
| |
| // If the VPAndRTArrayIndexFromAnyShaderFeedingRasterizer feature is not available, we have to |
| // select the viewport / RT array index in the geometry shader. |
| ANGLE_FEATURE_CONDITION(features, selectViewInGeometryShader, |
| !deviceCaps.supportsVpRtIndexWriteFromVertexShader); |
| |
| // Never clear for robust resource init. This matches Chrome's texture clearning behaviour. |
| ANGLE_FEATURE_CONDITION(features, allowClearForRobustResourceInit, false); |
| |
| // Don't translate uniform block to StructuredBuffer on Windows 7 and earlier. This is targeted |
| // to work around a bug that fails to allocate ShaderResourceView for StructuredBuffer. |
| ANGLE_FEATURE_CONDITION(features, dontTranslateUniformBlockToStructuredBuffer, !isWin10); |
| |
| // Call platform hooks for testing overrides. |
| auto *platform = ANGLEPlatformCurrent(); |
| platform->overrideWorkaroundsD3D(platform, features); |
| } |
| |
| void InitConstantBufferDesc(D3D11_BUFFER_DESC *constantBufferDescription, size_t byteWidth) |
| { |
| constantBufferDescription->ByteWidth = static_cast<UINT>(byteWidth); |
| constantBufferDescription->Usage = D3D11_USAGE_DYNAMIC; |
| constantBufferDescription->BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
| constantBufferDescription->CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| constantBufferDescription->MiscFlags = 0; |
| constantBufferDescription->StructureByteStride = 0; |
| } |
| |
| } // namespace d3d11 |
| |
| // TextureHelper11 implementation. |
| TextureHelper11::TextureHelper11() : mFormatSet(nullptr), mSampleCount(0) {} |
| |
| TextureHelper11::TextureHelper11(TextureHelper11 &&toCopy) : TextureHelper11() |
| { |
| *this = std::move(toCopy); |
| } |
| |
| TextureHelper11::TextureHelper11(const TextureHelper11 &other) |
| : mFormatSet(other.mFormatSet), mExtents(other.mExtents), mSampleCount(other.mSampleCount) |
| { |
| mData = other.mData; |
| } |
| |
| TextureHelper11::~TextureHelper11() {} |
| |
| void TextureHelper11::getDesc(D3D11_TEXTURE2D_DESC *desc) const |
| { |
| static_cast<ID3D11Texture2D *>(mData->object)->GetDesc(desc); |
| } |
| |
| void TextureHelper11::getDesc(D3D11_TEXTURE3D_DESC *desc) const |
| { |
| static_cast<ID3D11Texture3D *>(mData->object)->GetDesc(desc); |
| } |
| |
| void TextureHelper11::initDesc(const D3D11_TEXTURE2D_DESC &desc2D) |
| { |
| mData->resourceType = ResourceType::Texture2D; |
| mExtents.width = static_cast<int>(desc2D.Width); |
| mExtents.height = static_cast<int>(desc2D.Height); |
| mExtents.depth = 1; |
| mSampleCount = desc2D.SampleDesc.Count; |
| } |
| |
| void TextureHelper11::initDesc(const D3D11_TEXTURE3D_DESC &desc3D) |
| { |
| mData->resourceType = ResourceType::Texture3D; |
| mExtents.width = static_cast<int>(desc3D.Width); |
| mExtents.height = static_cast<int>(desc3D.Height); |
| mExtents.depth = static_cast<int>(desc3D.Depth); |
| mSampleCount = 1; |
| } |
| |
| TextureHelper11 &TextureHelper11::operator=(TextureHelper11 &&other) |
| { |
| std::swap(mData, other.mData); |
| std::swap(mExtents, other.mExtents); |
| std::swap(mFormatSet, other.mFormatSet); |
| std::swap(mSampleCount, other.mSampleCount); |
| return *this; |
| } |
| |
| TextureHelper11 &TextureHelper11::operator=(const TextureHelper11 &other) |
| { |
| mData = other.mData; |
| mExtents = other.mExtents; |
| mFormatSet = other.mFormatSet; |
| mSampleCount = other.mSampleCount; |
| return *this; |
| } |
| |
| bool TextureHelper11::operator==(const TextureHelper11 &other) const |
| { |
| return mData->object == other.mData->object; |
| } |
| |
| bool TextureHelper11::operator!=(const TextureHelper11 &other) const |
| { |
| return mData->object != other.mData->object; |
| } |
| |
| bool UsePresentPathFast(const Renderer11 *renderer, |
| const gl::FramebufferAttachment *framebufferAttachment) |
| { |
| if (framebufferAttachment == nullptr) |
| { |
| return false; |
| } |
| |
| return (framebufferAttachment->type() == GL_FRAMEBUFFER_DEFAULT && |
| renderer->presentPathFastEnabled()); |
| } |
| |
| bool UsePrimitiveRestartWorkaround(bool primitiveRestartFixedIndexEnabled, |
| gl::DrawElementsType type) |
| { |
| // We should never have to deal with primitive restart workaround issue with GL_UNSIGNED_INT |
| // indices, since we restrict it via MAX_ELEMENT_INDEX. |
| return (!primitiveRestartFixedIndexEnabled && type == gl::DrawElementsType::UnsignedShort); |
| } |
| |
| IndexStorageType ClassifyIndexStorage(const gl::State &glState, |
| const gl::Buffer *elementArrayBuffer, |
| gl::DrawElementsType elementType, |
| gl::DrawElementsType destElementType, |
| unsigned int offset) |
| { |
| // No buffer bound means we are streaming from a client pointer. |
| if (!elementArrayBuffer || !IsOffsetAligned(elementType, offset)) |
| { |
| return IndexStorageType::Dynamic; |
| } |
| |
| // The buffer can be used directly if the storage supports it and no translation needed. |
| BufferD3D *bufferD3D = GetImplAs<BufferD3D>(elementArrayBuffer); |
| if (bufferD3D->supportsDirectBinding() && destElementType == elementType) |
| { |
| return IndexStorageType::Direct; |
| } |
| |
| // Use a static copy when available. |
| StaticIndexBufferInterface *staticBuffer = bufferD3D->getStaticIndexBuffer(); |
| if (staticBuffer != nullptr) |
| { |
| return IndexStorageType::Static; |
| } |
| |
| // Static buffer not available, fall back to streaming. |
| return IndexStorageType::Dynamic; |
| } |
| } // namespace rx |