// // Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // renderer9_utils.cpp: Conversion functions and other utility routines // specific to the D3D9 renderer. #include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h" #include "common/mathutil.h" #include "common/debug.h" #include "libANGLE/formatutils.h" #include "libANGLE/Framebuffer.h" #include "libANGLE/renderer/d3d/d3d9/formatutils9.h" #include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h" #include "libANGLE/renderer/d3d/FramebufferD3D.h" #include "libANGLE/renderer/d3d/WorkaroundsD3D.h" #include "third_party/systeminfo/SystemInfo.h" namespace rx { namespace gl_d3d9 { D3DCMPFUNC ConvertComparison(GLenum comparison) { D3DCMPFUNC d3dComp = D3DCMP_ALWAYS; switch (comparison) { case GL_NEVER: d3dComp = D3DCMP_NEVER; break; case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break; case GL_LESS: d3dComp = D3DCMP_LESS; break; case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break; case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break; case GL_GREATER: d3dComp = D3DCMP_GREATER; break; case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break; case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break; default: UNREACHABLE(); } return d3dComp; } D3DCOLOR ConvertColor(gl::ColorF color) { return D3DCOLOR_RGBA(gl::unorm<8>(color.red), gl::unorm<8>(color.green), gl::unorm<8>(color.blue), gl::unorm<8>(color.alpha)); } D3DBLEND ConvertBlendFunc(GLenum blend) { D3DBLEND d3dBlend = D3DBLEND_ZERO; switch (blend) { case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break; case GL_ONE: d3dBlend = D3DBLEND_ONE; break; case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break; case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break; case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break; case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break; case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break; case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break; case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break; case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break; case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break; case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break; case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break; case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break; default: UNREACHABLE(); } return d3dBlend; } D3DBLENDOP ConvertBlendOp(GLenum blendOp) { D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD; switch (blendOp) { case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break; case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break; case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break; case GL_MIN_EXT: d3dBlendOp = D3DBLENDOP_MIN; break; case GL_MAX_EXT: d3dBlendOp = D3DBLENDOP_MAX; break; default: UNREACHABLE(); } return d3dBlendOp; } D3DSTENCILOP ConvertStencilOp(GLenum stencilOp) { D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP; switch (stencilOp) { case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break; case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break; case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break; case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break; case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break; case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break; case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break; case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break; default: UNREACHABLE(); } return d3dStencilOp; } D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap) { D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP; switch (wrap) { case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break; case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break; case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break; default: UNREACHABLE(); } return d3dWrap; } D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace) { D3DCULL cull = D3DCULL_CCW; switch (cullFace) { case GL_FRONT: cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW); break; case GL_BACK: cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW); break; case GL_FRONT_AND_BACK: cull = D3DCULL_NONE; // culling will be handled during draw break; default: UNREACHABLE(); } return cull; } D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace) { D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X; switch (cubeFace) { case GL_TEXTURE_CUBE_MAP_POSITIVE_X: face = D3DCUBEMAP_FACE_POSITIVE_X; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: face = D3DCUBEMAP_FACE_NEGATIVE_X; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: face = D3DCUBEMAP_FACE_POSITIVE_Y; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: face = D3DCUBEMAP_FACE_NEGATIVE_Y; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: face = D3DCUBEMAP_FACE_POSITIVE_Z; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: face = D3DCUBEMAP_FACE_NEGATIVE_Z; break; default: UNREACHABLE(); } return face; } DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha) { return (red ? D3DCOLORWRITEENABLE_RED : 0) | (green ? D3DCOLORWRITEENABLE_GREEN : 0) | (blue ? D3DCOLORWRITEENABLE_BLUE : 0) | (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0); } D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy) { if (maxAnisotropy > 1.0f) { return D3DTEXF_ANISOTROPIC; } D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT; switch (magFilter) { case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break; case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break; default: UNREACHABLE(); } return d3dMagFilter; } void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float *d3dLodBias, float maxAnisotropy, size_t baseLevel) { switch (minFilter) { case GL_NEAREST: *d3dMinFilter = D3DTEXF_POINT; *d3dMipFilter = D3DTEXF_NONE; break; case GL_LINEAR: *d3dMinFilter = D3DTEXF_LINEAR; *d3dMipFilter = D3DTEXF_NONE; break; case GL_NEAREST_MIPMAP_NEAREST: *d3dMinFilter = D3DTEXF_POINT; *d3dMipFilter = D3DTEXF_POINT; break; case GL_LINEAR_MIPMAP_NEAREST: *d3dMinFilter = D3DTEXF_LINEAR; *d3dMipFilter = D3DTEXF_POINT; break; case GL_NEAREST_MIPMAP_LINEAR: *d3dMinFilter = D3DTEXF_POINT; *d3dMipFilter = D3DTEXF_LINEAR; break; case GL_LINEAR_MIPMAP_LINEAR: *d3dMinFilter = D3DTEXF_LINEAR; *d3dMipFilter = D3DTEXF_LINEAR; break; default: *d3dMinFilter = D3DTEXF_POINT; *d3dMipFilter = D3DTEXF_NONE; UNREACHABLE(); } // Disabling mipmapping will always sample from level 0 of the texture. It is possible to work // around this by modifying D3DSAMP_MAXMIPLEVEL to force a specific mip level to become the // lowest sampled mip level and using a large negative value for D3DSAMP_MIPMAPLODBIAS to // ensure that only the base mip level is sampled. if (baseLevel > 0 && *d3dMipFilter == D3DTEXF_NONE) { *d3dMipFilter = D3DTEXF_POINT; *d3dLodBias = -static_cast(gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); } else { *d3dLodBias = 0.0f; } if (maxAnisotropy > 1.0f) { *d3dMinFilter = D3DTEXF_ANISOTROPIC; } } D3DQUERYTYPE ConvertQueryType(GLenum queryType) { switch (queryType) { case GL_ANY_SAMPLES_PASSED_EXT: case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: return D3DQUERYTYPE_OCCLUSION; case GL_COMMANDS_COMPLETED_CHROMIUM: return D3DQUERYTYPE_EVENT; default: UNREACHABLE(); return static_cast(0); } } D3DMULTISAMPLE_TYPE GetMultisampleType(GLuint samples) { return (samples > 1) ? static_cast(samples) : D3DMULTISAMPLE_NONE; } } namespace d3d9_gl { unsigned int GetReservedVertexUniformVectors() { return 3; // dx_ViewCoords, dx_ViewAdjust and dx_DepthRange. } unsigned int GetReservedFragmentUniformVectors() { return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange. } GLsizei GetSamplesCount(D3DMULTISAMPLE_TYPE type) { return (type != D3DMULTISAMPLE_NONMASKABLE) ? type : 0; } bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format) { GLenum internalFormat = d3d9::GetD3DFormatInfo(d3dformat).info->glInternalFormat; GLenum convertedFormat = gl::GetInternalFormatInfo(internalFormat).format; return convertedFormat == format; } static gl::TextureCaps GenerateTextureFormatCaps(GLenum internalFormat, IDirect3D9 *d3d9, D3DDEVTYPE deviceType, UINT adapter, D3DFORMAT adapterFormat) { gl::TextureCaps textureCaps; const d3d9::TextureFormat &d3dFormatInfo = d3d9::GetTextureFormatInfo(internalFormat); const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat); if (d3dFormatInfo.texFormat != D3DFMT_UNKNOWN) { if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0) { textureCaps.texturable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, 0, D3DRTYPE_TEXTURE, d3dFormatInfo.texFormat)); } else { textureCaps.texturable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, 0, D3DRTYPE_TEXTURE, d3dFormatInfo.texFormat)) && SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, 0, D3DRTYPE_CUBETEXTURE, d3dFormatInfo.texFormat)); } textureCaps.filterable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_QUERY_FILTER, D3DRTYPE_TEXTURE, d3dFormatInfo.texFormat)); } if (d3dFormatInfo.renderFormat != D3DFMT_UNKNOWN) { textureCaps.renderable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, d3dFormatInfo.renderFormat)); if ((formatInfo.depthBits > 0 || formatInfo.stencilBits > 0) && !textureCaps.renderable) { textureCaps.renderable = SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, adapterFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, d3dFormatInfo.renderFormat)); } textureCaps.sampleCounts.insert(1); for (unsigned int i = D3DMULTISAMPLE_2_SAMPLES; i <= D3DMULTISAMPLE_16_SAMPLES; i++) { D3DMULTISAMPLE_TYPE multisampleType = D3DMULTISAMPLE_TYPE(i); HRESULT result = d3d9->CheckDeviceMultiSampleType(adapter, deviceType, d3dFormatInfo.renderFormat, TRUE, multisampleType, NULL); if (SUCCEEDED(result)) { textureCaps.sampleCounts.insert(i); } } } return textureCaps; } void GenerateCaps(IDirect3D9 *d3d9, IDirect3DDevice9 *device, D3DDEVTYPE deviceType, UINT adapter, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions, gl::Limitations *limitations) { D3DCAPS9 deviceCaps; if (FAILED(d3d9->GetDeviceCaps(adapter, deviceType, &deviceCaps))) { // Can't continue with out device caps return; } D3DDISPLAYMODE currentDisplayMode; d3d9->GetAdapterDisplayMode(adapter, ¤tDisplayMode); GLuint maxSamples = 0; const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats(); for (gl::FormatSet::const_iterator internalFormat = allFormats.begin(); internalFormat != allFormats.end(); ++internalFormat) { gl::TextureCaps textureCaps = GenerateTextureFormatCaps(*internalFormat, d3d9, deviceType, adapter, currentDisplayMode.Format); textureCapsMap->insert(*internalFormat, textureCaps); maxSamples = std::max(maxSamples, textureCaps.getMaxSamples()); if (gl::GetInternalFormatInfo(*internalFormat).compressed) { caps->compressedTextureFormats.push_back(*internalFormat); } } // GL core feature limits caps->maxElementIndex = static_cast(std::numeric_limits::max()); // 3D textures are unimplemented in D3D9 caps->max3DTextureSize = 1; // Only one limit in GL, use the minimum dimension caps->max2DTextureSize = std::min(deviceCaps.MaxTextureWidth, deviceCaps.MaxTextureHeight); // D3D treats cube maps as a special case of 2D textures caps->maxCubeMapTextureSize = caps->max2DTextureSize; // Array textures are not available in D3D9 caps->maxArrayTextureLayers = 1; // ES3-only feature caps->maxLODBias = 0.0f; // No specific limits on render target size, maximum 2D texture size is equivalent caps->maxRenderbufferSize = caps->max2DTextureSize; // Draw buffers are not supported in D3D9 caps->maxDrawBuffers = 1; caps->maxColorAttachments = 1; // No specific limits on viewport size, maximum 2D texture size is equivalent caps->maxViewportWidth = caps->max2DTextureSize; caps->maxViewportHeight = caps->maxViewportWidth; // Point size is clamped to 1.0f when the shader model is less than 3 caps->minAliasedPointSize = 1.0f; caps->maxAliasedPointSize = ((D3DSHADER_VERSION_MAJOR(deviceCaps.PixelShaderVersion) >= 3) ? deviceCaps.MaxPointSize : 1.0f); // Wide lines not supported caps->minAliasedLineWidth = 1.0f; caps->maxAliasedLineWidth = 1.0f; // Primitive count limits (unused in ES2) caps->maxElementsIndices = 0; caps->maxElementsVertices = 0; // Program and shader binary formats (no supported shader binary formats) caps->programBinaryFormats.push_back(GL_PROGRAM_BINARY_ANGLE); caps->vertexHighpFloat.setIEEEFloat(); caps->vertexMediumpFloat.setIEEEFloat(); caps->vertexLowpFloat.setIEEEFloat(); caps->fragmentHighpFloat.setIEEEFloat(); caps->fragmentMediumpFloat.setIEEEFloat(); caps->fragmentLowpFloat.setIEEEFloat(); // Some (most) hardware only supports single-precision floating-point numbers, // which can accurately represent integers up to +/-16777216 caps->vertexHighpInt.setSimulatedInt(24); caps->vertexMediumpInt.setSimulatedInt(24); caps->vertexLowpInt.setSimulatedInt(24); caps->fragmentHighpInt.setSimulatedInt(24); caps->fragmentMediumpInt.setSimulatedInt(24); caps->fragmentLowpInt.setSimulatedInt(24); // WaitSync is ES3-only, set to zero caps->maxServerWaitTimeout = 0; // Vertex shader limits caps->maxVertexAttributes = 16; const size_t MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256; caps->maxVertexUniformVectors = MAX_VERTEX_CONSTANT_VECTORS_D3D9 - GetReservedVertexUniformVectors(); caps->maxVertexUniformComponents = caps->maxVertexUniformVectors * 4; caps->maxVertexUniformBlocks = 0; // SM3 only supports 11 output variables, with a special 12th register for PSIZE. const size_t MAX_VERTEX_OUTPUT_VECTORS_SM3 = 9; const size_t MAX_VERTEX_OUTPUT_VECTORS_SM2 = 7; caps->maxVertexOutputComponents = ((deviceCaps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) ? MAX_VERTEX_OUTPUT_VECTORS_SM3 : MAX_VERTEX_OUTPUT_VECTORS_SM2) * 4; // Only Direct3D 10 ready devices support all the necessary vertex texture formats. // We test this using D3D9 by checking support for the R16F format. if (deviceCaps.VertexShaderVersion >= D3DVS_VERSION(3, 0) && SUCCEEDED(d3d9->CheckDeviceFormat(adapter, deviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F))) { const size_t MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4; caps->maxVertexTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS_VTF_SM3; } else { caps->maxVertexTextureImageUnits = 0; } // Fragment shader limits const size_t MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224; const size_t MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32; caps->maxFragmentUniformVectors = ((deviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0)) ? MAX_PIXEL_CONSTANT_VECTORS_SM3 : MAX_PIXEL_CONSTANT_VECTORS_SM2) - GetReservedFragmentUniformVectors(); caps->maxFragmentUniformComponents = caps->maxFragmentUniformVectors * 4; caps->maxFragmentUniformBlocks = 0; caps->maxFragmentInputComponents = caps->maxVertexOutputComponents; caps->maxTextureImageUnits = 16; caps->minProgramTexelOffset = 0; caps->maxProgramTexelOffset = 0; // Aggregate shader limits (unused in ES2) caps->maxUniformBufferBindings = 0; caps->maxUniformBlockSize = 0; caps->uniformBufferOffsetAlignment = 0; caps->maxCombinedUniformBlocks = 0; caps->maxCombinedVertexUniformComponents = 0; caps->maxCombinedFragmentUniformComponents = 0; caps->maxVaryingComponents = 0; // Aggregate shader limits caps->maxVaryingVectors = caps->maxVertexOutputComponents / 4; caps->maxCombinedTextureImageUnits = caps->maxVertexTextureImageUnits + caps->maxTextureImageUnits; // Transform feedback limits caps->maxTransformFeedbackInterleavedComponents = 0; caps->maxTransformFeedbackSeparateAttributes = 0; caps->maxTransformFeedbackSeparateComponents = 0; // Multisample limits caps->maxSamples = maxSamples; // GL extension support extensions->setTextureExtensionSupport(*textureCapsMap); extensions->elementIndexUint = deviceCaps.MaxVertexIndex >= (1 << 16); extensions->getProgramBinary = true; extensions->rgb8rgba8 = true; extensions->readFormatBGRA = true; extensions->pixelBufferObject = false; extensions->mapBuffer = false; extensions->mapBufferRange = false; // textureRG is emulated and not performant. extensions->textureRG = false; D3DADAPTER_IDENTIFIER9 adapterId = {}; if (SUCCEEDED(d3d9->GetAdapterIdentifier(adapter, 0, &adapterId))) { // ATI cards on XP have problems with non-power-of-two textures. extensions->textureNPOT = !(deviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) && !(deviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) && !(deviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) && !(!isWindowsVistaOrGreater() && adapterId.VendorId == VENDOR_ID_AMD); // Disable depth texture support on AMD cards (See ANGLE issue 839) if (adapterId.VendorId == VENDOR_ID_AMD) { extensions->depthTextures = false; } } else { extensions->textureNPOT = false; } extensions->drawBuffers = false; extensions->textureStorage = true; // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec extensions->textureFilterAnisotropic = (deviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) != 0 && deviceCaps.MaxAnisotropy >= 2; extensions->maxTextureAnisotropy = static_cast(deviceCaps.MaxAnisotropy); // Check occlusion query support by trying to create one IDirect3DQuery9 *occlusionQuery = NULL; extensions->occlusionQueryBoolean = SUCCEEDED(device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery; SafeRelease(occlusionQuery); // Check event query support by trying to create one IDirect3DQuery9 *eventQuery = NULL; extensions->fence = SUCCEEDED(device->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery; SafeRelease(eventQuery); extensions->timerQuery = false; // Unimplemented extensions->disjointTimerQuery = false; extensions->robustness = true; extensions->blendMinMax = true; extensions->framebufferBlit = true; extensions->framebufferMultisample = true; extensions->instancedArrays = deviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0); extensions->packReverseRowOrder = true; extensions->standardDerivatives = (deviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0; extensions->shaderTextureLOD = true; extensions->fragDepth = true; extensions->textureUsage = true; extensions->translatedShaderSource = true; extensions->fboRenderMipmap = false; extensions->discardFramebuffer = false; // It would be valid to set this to true, since glDiscardFramebufferEXT is just a hint extensions->colorBufferFloat = false; extensions->debugMarker = true; extensions->eglImage = true; extensions->eglImageExternal = true; extensions->unpackSubimage = true; extensions->packSubimage = true; extensions->syncQuery = extensions->fence; // D3D9 has no concept of separate masks and refs for front and back faces in the depth stencil // state. limitations->noSeparateStencilRefsAndMasks = true; // D3D9 shader models have limited support for looping, so the Appendix A // index/loop limitations are necessary. Workarounds that are needed to // support dynamic indexing of vectors on HLSL also don't work on D3D9. limitations->shadersRequireIndexedLoopValidation = true; // D3D9 cannot support constant color and alpha blend funcs together limitations->noSimultaneousConstantColorAndAlphaBlendFunc = true; } } namespace d3d9 { GLuint ComputeBlockSize(D3DFORMAT format, GLuint width, GLuint height) { const D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(format); GLuint numBlocksWide = (width + d3dFormatInfo.blockWidth - 1) / d3dFormatInfo.blockWidth; GLuint numBlocksHight = (height + d3dFormatInfo.blockHeight - 1) / d3dFormatInfo.blockHeight; return (d3dFormatInfo.pixelBytes * numBlocksWide * numBlocksHight); } void MakeValidSize(bool isImage, D3DFORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset) { const D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(format); int upsampleCount = 0; // Don't expand the size of full textures that are at least (blockWidth x blockHeight) already. if (isImage || *requestWidth < static_cast(d3dFormatInfo.blockWidth) || *requestHeight < static_cast(d3dFormatInfo.blockHeight)) { while (*requestWidth % d3dFormatInfo.blockWidth != 0 || *requestHeight % d3dFormatInfo.blockHeight != 0) { *requestWidth <<= 1; *requestHeight <<= 1; upsampleCount++; } } *levelOffset = upsampleCount; } WorkaroundsD3D GenerateWorkarounds() { WorkaroundsD3D workarounds; workarounds.mrtPerfWorkaround = true; workarounds.setDataFasterThanImageUpload = false; workarounds.useInstancedPointSpriteEmulation = false; // TODO(jmadill): Disable workaround when we have a fixed compiler DLL. workarounds.expandIntegerPowExpressions = true; return workarounds; } } // namespace d3d9 } // namespace rx