From 5f8de423f190bbb79a62f804151bc24824fa32d8 Mon Sep 17 00:00:00 2001 From: "Matt A. Tobin" Date: Fri, 2 Feb 2018 04:16:08 -0500 Subject: Add m-esr52 at 52.6.0 --- .../renderer/d3d/d3d11/renderer11_utils.cpp | 2096 ++++++++++++++++++++ 1 file changed, 2096 insertions(+) create mode 100755 gfx/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp (limited to 'gfx/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp') diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp new file mode 100755 index 000000000..5bb51feca --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp @@ -0,0 +1,2096 @@ +// +// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// renderer11_utils.cpp: Conversion functions and other utility routines +// specific to the D3D11 renderer. + +#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" + +#include + +#include "common/debug.h" +#include "libANGLE/formatutils.h" +#include "libANGLE/Framebuffer.h" +#include "libANGLE/Program.h" +#include "libANGLE/renderer/d3d/d3d11/dxgi_support_table.h" +#include "libANGLE/renderer/d3d/d3d11/formatutils11.h" +#include "libANGLE/renderer/d3d/d3d11/Renderer11.h" +#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" +#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h" +#include "libANGLE/renderer/d3d/FramebufferD3D.h" +#include "libANGLE/renderer/d3d/WorkaroundsD3D.h" +#include "libANGLE/renderer/driver_utils.h" + +namespace rx +{ + +namespace d3d11_gl +{ +namespace +{ + +// Helper functor for querying DXGI support. Saves passing the parameters repeatedly. +class DXGISupportHelper : angle::NonCopyable +{ + public: + DXGISupportHelper(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel) + : mDevice(device), mFeatureLevel(featureLevel) + { + } + + bool query(DXGI_FORMAT dxgiFormat, UINT supportMask) + { + if (dxgiFormat == DXGI_FORMAT_UNKNOWN) + return false; + + auto dxgiSupport = d3d11::GetDXGISupport(dxgiFormat, mFeatureLevel); + + UINT supportedBits = dxgiSupport.alwaysSupportedFlags; + + if ((dxgiSupport.optionallySupportedFlags & supportMask) != 0) + { + UINT formatSupport; + if (SUCCEEDED(mDevice->CheckFormatSupport(dxgiFormat, &formatSupport))) + { + supportedBits |= (formatSupport & supportMask); + } + else + { + // TODO(jmadill): find out why we fail this call sometimes in FL9_3 + // ERR("Error checking format support for format 0x%x", dxgiFormat); + } + } + + return ((supportedBits & supportMask) == supportMask); + } + + private: + ID3D11Device *mDevice; + D3D_FEATURE_LEVEL mFeatureLevel; +}; + +gl::TextureCaps GenerateTextureFormatCaps(GLint 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::GetInternalFormatInfo(internalFormat); + + UINT texSupportMask = D3D11_FORMAT_SUPPORT_TEXTURE2D; + if (internalFormatInfo.depthBits == 0 && internalFormatInfo.stencilBits == 0) + { + texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURECUBE; + if (maxClientVersion > 2) + { + texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURE3D; + } + } + + textureCaps.texturable = support.query(formatInfo.texFormat, texSupportMask); + textureCaps.filterable = + support.query(formatInfo.srvFormat, D3D11_FORMAT_SUPPORT_SHADER_SAMPLE); + textureCaps.renderable = + (support.query(formatInfo.rtvFormat, D3D11_FORMAT_SUPPORT_RENDER_TARGET)) || + (support.query(formatInfo.dsvFormat, D3D11_FORMAT_SUPPORT_DEPTH_STENCIL)); + + 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; + } +} + +size_t GetMaximumSimultaneousRenderTargets(D3D_FEATURE_LEVEL featureLevel) +{ + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx + // ID3D11Device::CreateInputLayout + + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; + + case D3D_FEATURE_LEVEL_9_3: + return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT; + + default: + UNREACHABLE(); + return 0; + } +} + +size_t GetMaximum2DTextureSize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; + + case D3D_FEATURE_LEVEL_9_3: + return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; + + default: + UNREACHABLE(); + return 0; + } +} + +size_t GetMaximumCubeMapTextureSize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_REQ_TEXTURECUBE_DIMENSION; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_REQ_TEXTURECUBE_DIMENSION; + + case D3D_FEATURE_LEVEL_9_3: + return D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION; + + default: + UNREACHABLE(); + return 0; + } +} + +size_t GetMaximum2DTextureArraySize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + + default: + UNREACHABLE(); + return 0; + } +} + +size_t GetMaximum3DTextureSize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; + + default: + UNREACHABLE(); + return 0; + } +} + +size_t GetMaximumViewportSize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_VIEWPORT_BOUNDS_MAX; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_VIEWPORT_BOUNDS_MAX; + + // No constants for D3D11 Feature Level 9 viewport size limits, use the maximum + // texture sizes + case D3D_FEATURE_LEVEL_9_3: + return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; + + default: + UNREACHABLE(); + return 0; + } +} + +size_t GetMaximumDrawIndexedIndexCount(D3D_FEATURE_LEVEL featureLevel) +{ + // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since + // that's what's + // returned from glGetInteger + static_assert(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32, + "Unexpected D3D11 constant value."); + static_assert(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32, + "Unexpected D3D11 constant value."); + + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return std::numeric_limits::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; + } +} + +size_t GetMaximumDrawVertexCount(D3D_FEATURE_LEVEL featureLevel) +{ + // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since + // that's what's + // returned from glGetInteger + static_assert(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value."); + static_assert(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value."); + + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return std::numeric_limits::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; + } +} + +size_t GetMaximumVertexInputSlots(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_STANDARD_VERTEX_ELEMENT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + return D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT; + case D3D_FEATURE_LEVEL_10_0: + return D3D10_STANDARD_VERTEX_ELEMENT_COUNT; + + // From http://http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx + // "Max Input Slots" + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 16; + + default: + UNREACHABLE(); + return 0; + } +} + +size_t 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; + } +} + +size_t GetMaximumVertexUniformBlocks(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - + 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; + } +} + +size_t GetReservedVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel) +{ + // According to The OpenGL ES Shading Language specifications + // (Language Version 1.00 section 10.16, Language Version 3.10 section 12.21) + // built-in special variables (e.g. gl_FragCoord, or gl_PointCoord) + // which are statically used in the shader should be included in the variable packing + // algorithm. + // Therefore, we should not reserve output vectors for them. + + switch (featureLevel) + { + // We must reserve one output vector for dx_Position. + // We also reserve one for gl_Position, which we unconditionally output on Feature + // Levels 10_0+, + // even if it's unused in the shader (e.g. for transform feedback). TODO: This could + // be improved. + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return 2; + + // Just reserve dx_Position on Feature Level 9, since we don't ever need to output + // gl_Position. + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 1; + + default: + UNREACHABLE(); + return 0; + } +} + +size_t GetMaximumVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel) +{ + static_assert(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT, + "Unexpected D3D11 constant value."); + + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); + + case D3D_FEATURE_LEVEL_10_1: + return D3D10_1_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); + case D3D_FEATURE_LEVEL_10_0: + return D3D10_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); + + // Use Shader Model 2.X limits + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 8 - GetReservedVertexOutputVectors(featureLevel); + + default: + UNREACHABLE(); + return 0; + } +} + +size_t GetMaximumVertexTextureUnits(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; + + // Vertex textures not supported on D3D11 Feature Level 9 according to + // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx + // ID3D11DeviceContext::VSSetSamplers and ID3D11DeviceContext::VSSetShaderResources + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + + default: + UNREACHABLE(); + return 0; + } +} + +size_t GetMaximumPixelUniformVectors(D3D_FEATURE_LEVEL featureLevel) +{ + // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return 1024; // D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; + + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx + // ID3D11DeviceContext::PSSetConstantBuffers + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 32 - d3d11_gl::GetReservedFragmentUniformVectors(featureLevel); + + default: + UNREACHABLE(); + return 0; + } +} + +size_t GetMaximumPixelUniformBlocks(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - + 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; + } +} + +size_t GetMaximumPixelInputVectors(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); + + // Use Shader Model 2.X limits + case D3D_FEATURE_LEVEL_9_3: + return 8 - GetReservedVertexOutputVectors(featureLevel); + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 8 - GetReservedVertexOutputVectors(featureLevel); + + default: + UNREACHABLE(); + return 0; + } +} + +size_t GetMaximumPixelTextureUnits(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; + + // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx + // ID3D11DeviceContext::PSSetShaderResources + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 16; + + default: + UNREACHABLE(); + return 0; + } +} + +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; + } +} + +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; + } +} + +size_t GetMaximumStreamOutputBuffers(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_SO_BUFFER_SLOT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + return D3D10_1_SO_BUFFER_SLOT_COUNT; + case D3D_FEATURE_LEVEL_10_0: + return D3D10_SO_BUFFER_SLOT_COUNT; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + + default: + UNREACHABLE(); + return 0; + } +} + +size_t GetMaximumStreamOutputInterleavedComponents(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return GetMaximumVertexOutputVectors(featureLevel) * 4; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + + default: + UNREACHABLE(); + return 0; + } +} + +size_t GetMaximumStreamOutputSeparateComponents(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return GetMaximumStreamOutputInterleavedComponents(featureLevel) / + GetMaximumStreamOutputBuffers(featureLevel); + + // D3D 10 and 10.1 only allow one output per output slot if an output slot other + // than zero is used. + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return 4; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + + default: + UNREACHABLE(); + return 0; + } +} + +} // 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; + } +} + +GLint GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + return 3; + + 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 2; + + default: + UNREACHABLE(); + return 0; + } +} + +void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, const Renderer11DeviceCaps &renderer11DeviceCaps, gl::Caps *caps, + gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions, gl::Limitations *limitations) +{ + GLuint maxSamples = 0; + D3D_FEATURE_LEVEL featureLevel = renderer11DeviceCaps.featureLevel; + const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats(); + for (gl::FormatSet::const_iterator internalFormat = allFormats.begin(); internalFormat != allFormats.end(); ++internalFormat) + { + gl::TextureCaps textureCaps = GenerateTextureFormatCaps(GetMaximumClientVersion(featureLevel), *internalFormat, device, renderer11DeviceCaps); + textureCapsMap->insert(*internalFormat, textureCaps); + + maxSamples = std::max(maxSamples, textureCaps.getMaxSamples()); + + if (gl::GetInternalFormatInfo(*internalFormat).compressed) + { + caps->compressedTextureFormats.push_back(*internalFormat); + } + } + + // GL core feature limits + // Reserve MAX_UINT for D3D11's primitive restart. + caps->maxElementIndex = static_cast(std::numeric_limits::max() - 1); + caps->max3DTextureSize = static_cast(GetMaximum3DTextureSize(featureLevel)); + caps->max2DTextureSize = static_cast(GetMaximum2DTextureSize(featureLevel)); + caps->maxCubeMapTextureSize = static_cast(GetMaximumCubeMapTextureSize(featureLevel)); + caps->maxArrayTextureLayers = static_cast(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 = static_cast(GetMaximumSimultaneousRenderTargets(featureLevel)); + caps->maxColorAttachments = + static_cast(GetMaximumSimultaneousRenderTargets(featureLevel)); + + // D3D11 has the same limit for viewport width and height + caps->maxViewportWidth = static_cast(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 = static_cast(GetMaximumDrawIndexedIndexCount(featureLevel)); + caps->maxElementsVertices = static_cast(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 = static_cast(GetMaximumVertexInputSlots(featureLevel)); + caps->maxVertexUniformComponents = + static_cast(GetMaximumVertexUniformVectors(featureLevel)) * 4; + caps->maxVertexUniformVectors = + static_cast(GetMaximumVertexUniformVectors(featureLevel)); + caps->maxVertexUniformBlocks = static_cast(GetMaximumVertexUniformBlocks(featureLevel)); + caps->maxVertexOutputComponents = + static_cast(GetMaximumVertexOutputVectors(featureLevel)) * 4; + caps->maxVertexTextureImageUnits = + static_cast(GetMaximumVertexTextureUnits(featureLevel)); + + // Fragment shader limits + caps->maxFragmentUniformComponents = + static_cast(GetMaximumPixelUniformVectors(featureLevel)) * 4; + caps->maxFragmentUniformVectors = + static_cast(GetMaximumPixelUniformVectors(featureLevel)); + caps->maxFragmentUniformBlocks = + static_cast(GetMaximumPixelUniformBlocks(featureLevel)); + caps->maxFragmentInputComponents = + static_cast(GetMaximumPixelInputVectors(featureLevel)) * 4; + caps->maxTextureImageUnits = static_cast(GetMaximumPixelTextureUnits(featureLevel)); + caps->minProgramTexelOffset = GetMinimumTexelOffset(featureLevel); + caps->maxProgramTexelOffset = GetMaximumTexelOffset(featureLevel); + + // Aggregate shader limits + caps->maxUniformBufferBindings = caps->maxVertexUniformBlocks + caps->maxFragmentUniformBlocks; + caps->maxUniformBlockSize = GetMaximumConstantBufferSize(featureLevel); + + // With DirectX 11.1, constant buffer offset and size must be a multiple of 16 constants of 16 bytes each. + // https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649%28v=vs.85%29.aspx + // With DirectX 11.0, we emulate UBO offsets using copies of ranges of the UBO however + // we still keep the same alignment as 11.1 for consistency. + caps->uniformBufferOffsetAlignment = 256; + + caps->maxCombinedUniformBlocks = caps->maxVertexUniformBlocks + caps->maxFragmentUniformBlocks; + caps->maxCombinedVertexUniformComponents = (static_cast(caps->maxVertexUniformBlocks) * static_cast(caps->maxUniformBlockSize / 4)) + + static_cast(caps->maxVertexUniformComponents); + caps->maxCombinedFragmentUniformComponents = (static_cast(caps->maxFragmentUniformBlocks) * static_cast(caps->maxUniformBlockSize / 4)) + + static_cast(caps->maxFragmentUniformComponents); + caps->maxVaryingComponents = + static_cast(GetMaximumVertexOutputVectors(featureLevel)) * 4; + caps->maxVaryingVectors = static_cast(GetMaximumVertexOutputVectors(featureLevel)); + caps->maxCombinedTextureImageUnits = caps->maxVertexTextureImageUnits + caps->maxTextureImageUnits; + + // Transform feedback limits + caps->maxTransformFeedbackInterleavedComponents = + static_cast(GetMaximumStreamOutputInterleavedComponents(featureLevel)); + caps->maxTransformFeedbackSeparateAttributes = + static_cast(GetMaximumStreamOutputBuffers(featureLevel)); + caps->maxTransformFeedbackSeparateComponents = + static_cast(GetMaximumStreamOutputSeparateComponents(featureLevel)); + + // Multisample limits + caps->maxSamples = maxSamples; + + // GL extension support + extensions->setTextureExtensionSupport(*textureCapsMap); + extensions->elementIndexUint = true; + extensions->getProgramBinary = true; + extensions->rgb8rgba8 = true; + extensions->readFormatBGRA = true; + extensions->pixelBufferObject = true; + extensions->mapBuffer = true; + extensions->mapBufferRange = true; + extensions->textureNPOT = GetNPOTTextureSupport(featureLevel); + extensions->drawBuffers = GetMaximumSimultaneousRenderTargets(featureLevel) > 1; + extensions->textureStorage = true; + extensions->textureFilterAnisotropic = true; + extensions->maxTextureAnisotropy = GetMaximumAnisotropy(featureLevel); + extensions->occlusionQueryBoolean = GetOcclusionQuerySupport(featureLevel); + extensions->fence = GetEventQuerySupport(featureLevel); + extensions->timerQuery = false; // Unimplemented + extensions->disjointTimerQuery = true; + extensions->queryCounterBitsTimeElapsed = 64; + extensions->queryCounterBitsTimestamp = + 0; // Timestamps cannot be supported due to D3D11 limitations + extensions->robustness = true; + extensions->blendMinMax = true; + extensions->framebufferBlit = GetFramebufferBlitSupport(featureLevel); + extensions->framebufferMultisample = GetFramebufferMultisampleSupport(featureLevel); + extensions->instancedArrays = GetInstancingSupport(featureLevel); + extensions->packReverseRowOrder = true; + extensions->standardDerivatives = GetDerivativeInstructionSupport(featureLevel); + extensions->shaderTextureLOD = GetShaderTextureLODSupport(featureLevel); + extensions->fragDepth = true; + extensions->textureUsage = true; // This could be false since it has no effect in D3D11 + extensions->discardFramebuffer = true; + extensions->translatedShaderSource = true; + extensions->fboRenderMipmap = false; + extensions->debugMarker = true; + extensions->eglImage = true; + extensions->eglImageExternal = true; + extensions->eglImageExternalEssl3 = true; + extensions->eglStreamConsumerExternal = true; + extensions->unpackSubimage = true; + extensions->packSubimage = true; + extensions->lossyETCDecode = true; + extensions->syncQuery = GetEventQuerySupport(featureLevel); + extensions->copyTexture = true; + extensions->copyCompressedTexture = true; + + // 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; + +#ifdef ANGLE_ENABLE_WINDOWS_STORE + // 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; + default: + UNREACHABLE(); + } + + return d3dBlend; +} + +D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp) +{ + D3D11_BLEND_OP d3dBlendOp = D3D11_BLEND_OP_ADD; + + switch (glBlendOp) + { + case GL_FUNC_ADD: + d3dBlendOp = D3D11_BLEND_OP_ADD; + break; + case GL_FUNC_SUBTRACT: + d3dBlendOp = D3D11_BLEND_OP_SUBTRACT; + break; + case GL_FUNC_REVERSE_SUBTRACT: + d3dBlendOp = D3D11_BLEND_OP_REV_SUBTRACT; + break; + case GL_MIN: + d3dBlendOp = D3D11_BLEND_OP_MIN; + break; + case GL_MAX: + d3dBlendOp = D3D11_BLEND_OP_MAX; + break; + default: + UNREACHABLE(); + } + + return d3dBlendOp; +} + +UINT8 ConvertColorMask(bool red, bool green, bool blue, bool alpha) +{ + UINT8 mask = 0; + if (red) + { + mask |= D3D11_COLOR_WRITE_ENABLE_RED; + } + if (green) + { + mask |= D3D11_COLOR_WRITE_ENABLE_GREEN; + } + if (blue) + { + mask |= D3D11_COLOR_WRITE_ENABLE_BLUE; + } + if (alpha) + { + mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA; + } + return mask; +} + +D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode) +{ + D3D11_CULL_MODE cull = D3D11_CULL_NONE; + + if (cullEnabled) + { + switch (cullMode) + { + case GL_FRONT: + cull = D3D11_CULL_FRONT; + break; + case GL_BACK: + cull = D3D11_CULL_BACK; + break; + case GL_FRONT_AND_BACK: + cull = D3D11_CULL_NONE; + break; + default: + UNREACHABLE(); + } + } + else + { + cull = D3D11_CULL_NONE; + } + + return cull; +} + +D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison) +{ + D3D11_COMPARISON_FUNC d3dComp = D3D11_COMPARISON_NEVER; + switch (comparison) + { + case GL_NEVER: + d3dComp = D3D11_COMPARISON_NEVER; + break; + case GL_ALWAYS: + d3dComp = D3D11_COMPARISON_ALWAYS; + break; + case GL_LESS: + d3dComp = D3D11_COMPARISON_LESS; + break; + case GL_LEQUAL: + d3dComp = D3D11_COMPARISON_LESS_EQUAL; + break; + case GL_EQUAL: + d3dComp = D3D11_COMPARISON_EQUAL; + break; + case GL_GREATER: + d3dComp = D3D11_COMPARISON_GREATER; + break; + case GL_GEQUAL: + d3dComp = D3D11_COMPARISON_GREATER_EQUAL; + break; + case GL_NOTEQUAL: + d3dComp = D3D11_COMPARISON_NOT_EQUAL; + break; + default: + UNREACHABLE(); + } + + return d3dComp; +} + +D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled) +{ + return depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; +} + +UINT8 ConvertStencilMask(GLuint stencilmask) +{ + return static_cast(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(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(comparison)); + } +} + +D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap) +{ + switch (wrap) + { + case GL_REPEAT: + return D3D11_TEXTURE_ADDRESS_WRAP; + case GL_CLAMP_TO_EDGE: + return D3D11_TEXTURE_ADDRESS_CLAMP; + case GL_MIRRORED_REPEAT: + return D3D11_TEXTURE_ADDRESS_MIRROR; + default: + UNREACHABLE(); + } + + return D3D11_TEXTURE_ADDRESS_WRAP; +} + +UINT ConvertMaxAnisotropy(float maxAnisotropy, D3D_FEATURE_LEVEL featureLevel) +{ + return static_cast(std::min(maxAnisotropy, d3d11_gl::GetMaximumAnisotropy(featureLevel))); +} + +D3D11_QUERY ConvertQueryType(GLenum queryType) +{ + switch (queryType) + { + case GL_ANY_SAMPLES_PASSED_EXT: + case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: + return D3D11_QUERY_OCCLUSION; + case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: + return D3D11_QUERY_SO_STATISTICS; + case GL_TIME_ELAPSED_EXT: + // Two internal queries are also created for begin/end timestamps + return D3D11_QUERY_TIMESTAMP_DISJOINT; + case GL_COMMANDS_COMPLETED_CHROMIUM: + return D3D11_QUERY_EVENT; + default: + UNREACHABLE(); + return D3D11_QUERY_EVENT; + } +} + +} // 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(dxgiFormatInfo.blockWidth) || + *requestHeight < static_cast(dxgiFormatInfo.blockHeight)) + { + while (*requestWidth % dxgiFormatInfo.blockWidth != 0 || *requestHeight % dxgiFormatInfo.blockHeight != 0) + { + *requestWidth <<= 1; + *requestHeight <<= 1; + upsampleCount++; + } + } + *levelOffset = upsampleCount; +} + +void GenerateInitialTextureData(GLint internalFormat, + const Renderer11DeviceCaps &renderer11DeviceCaps, + GLuint width, + GLuint height, + GLuint depth, + GLuint mipLevels, + std::vector *outSubresourceData, + std::vector> *outData) +{ + const d3d11::Format &d3dFormatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps); + ASSERT(d3dFormatInfo.dataInitializerFunction != NULL); + + const d3d11::DXGIFormatSize &dxgiFormatInfo = + d3d11::GetDXGIFormatSizeInfo(d3dFormatInfo.texFormat); + + outSubresourceData->resize(mipLevels); + outData->resize(mipLevels); + + for (unsigned int i = 0; i < mipLevels; i++) + { + unsigned int mipWidth = std::max(width >> i, 1U); + unsigned int mipHeight = std::max(height >> i, 1U); + unsigned int mipDepth = std::max(depth >> i, 1U); + + unsigned int rowWidth = dxgiFormatInfo.pixelBytes * mipWidth; + unsigned int imageSize = rowWidth * height; + + outData->at(i).resize(rowWidth * mipHeight * mipDepth); + d3dFormatInfo.dataInitializerFunction(mipWidth, mipHeight, mipDepth, outData->at(i).data(), rowWidth, imageSize); + + outSubresourceData->at(i).pSysMem = outData->at(i).data(); + outSubresourceData->at(i).SysMemPitch = rowWidth; + outSubresourceData->at(i).SysMemSlicePitch = imageSize; + } +} + +UINT GetPrimitiveRestartIndex() +{ + return std::numeric_limits::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; +} + +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(strlen(multipleNamesUsed)), + multipleNamesUsed); + } + else + { + return resource->SetPrivateData(WKPDID_D3DDebugObjectName, + static_cast(strlen(name)), name); + } +#else + return S_OK; +#endif +} + +LazyInputLayout::LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC *inputDesc, + size_t inputDescLen, + const BYTE *byteCode, + size_t byteCodeLen, + const char *debugName) + : mInputDesc(inputDescLen), + mByteCodeLen(byteCodeLen), + mByteCode(byteCode), + mDebugName(debugName) +{ + memcpy(&mInputDesc[0], inputDesc, sizeof(D3D11_INPUT_ELEMENT_DESC) * inputDescLen); +} + +ID3D11InputLayout *LazyInputLayout::resolve(ID3D11Device *device) +{ + checkAssociatedDevice(device); + + if (mResource == nullptr) + { + HRESULT result = + device->CreateInputLayout(&mInputDesc[0], static_cast(mInputDesc.size()), + mByteCode, mByteCodeLen, &mResource); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mResource, mDebugName); + } + + return mResource; +} + +LazyBlendState::LazyBlendState(const D3D11_BLEND_DESC &desc, const char *debugName) + : mDesc(desc), mDebugName(debugName) +{ +} + +ID3D11BlendState *LazyBlendState::resolve(ID3D11Device *device) +{ + checkAssociatedDevice(device); + + if (mResource == nullptr) + { + HRESULT result = device->CreateBlendState(&mDesc, &mResource); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mResource, mDebugName); + } + + return mResource; +} + +WorkaroundsD3D GenerateWorkarounds(const Renderer11DeviceCaps &deviceCaps, + const DXGI_ADAPTER_DESC &adapterDesc) +{ + bool is9_3 = (deviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3); + + WorkaroundsD3D workarounds; + workarounds.mrtPerfWorkaround = true; + workarounds.setDataFasterThanImageUpload = true; + workarounds.zeroMaxLodWorkaround = is9_3; + workarounds.useInstancedPointSpriteEmulation = is9_3; + + // TODO(jmadill): Narrow problematic driver range. + if (IsNvidia(adapterDesc.VendorId)) + { + if (deviceCaps.driverVersion.valid()) + { + 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. + workarounds.depthStencilBlitExtraCopy = (part1 <= 13u && part2 < 6881); + } + else + { + workarounds.depthStencilBlitExtraCopy = true; + } + } + + // TODO(jmadill): Disable workaround when we have a fixed compiler DLL. + workarounds.expandIntegerPowExpressions = true; + + workarounds.flushAfterEndingTransformFeedback = IsNvidia(adapterDesc.VendorId); + workarounds.getDimensionsIgnoresBaseLevel = IsNvidia(adapterDesc.VendorId); + + workarounds.preAddTexelFetchOffsets = IsIntel(adapterDesc.VendorId); + workarounds.disableB5G6R5Support = IsIntel(adapterDesc.VendorId); + workarounds.rewriteUnaryMinusOperator = + IsIntel(adapterDesc.VendorId) && + (IsBroadwell(adapterDesc.DeviceId) || IsHaswell(adapterDesc.DeviceId)); + workarounds.emulateIsnanFloat = + IsIntel(adapterDesc.VendorId) && IsSkylake(adapterDesc.DeviceId); + workarounds.callClearTwice = + IsIntel(adapterDesc.VendorId) && IsSkylake(adapterDesc.DeviceId); + + // TODO(jmadill): Disable when we have a fixed driver version. + workarounds.emulateTinyStencilTextures = IsAMD(adapterDesc.VendorId); + + // 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). + if (deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1) + { + workarounds.emulateTinyStencilTextures = false; + } + + workarounds.useSystemMemoryForConstantBuffers = IsIntel(adapterDesc.VendorId); + + return workarounds; +} + +void InitConstantBufferDesc(D3D11_BUFFER_DESC *constantBufferDescription, size_t byteWidth) +{ + constantBufferDescription->ByteWidth = static_cast(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::TextureHelper11() + : mTextureType(GL_NONE), + mFormat(DXGI_FORMAT_UNKNOWN), + mFormatSet(nullptr), + mSampleCount(0), + mTexture2D(nullptr), + mTexture3D(nullptr) +{ +} + +TextureHelper11::TextureHelper11(TextureHelper11 &&toCopy) + : mTextureType(toCopy.mTextureType), + mExtents(toCopy.mExtents), + mFormat(toCopy.mFormat), + mFormatSet(toCopy.mFormatSet), + mSampleCount(toCopy.mSampleCount), + mTexture2D(toCopy.mTexture2D), + mTexture3D(toCopy.mTexture3D) +{ + toCopy.reset(); +} + +// static +TextureHelper11 TextureHelper11::MakeAndReference(ID3D11Resource *genericResource, + const d3d11::Format &formatSet) +{ + TextureHelper11 newHelper; + newHelper.mFormatSet = &formatSet; + newHelper.mTexture2D = d3d11::DynamicCastComObject(genericResource); + newHelper.mTexture3D = d3d11::DynamicCastComObject(genericResource); + newHelper.mTextureType = newHelper.mTexture2D ? GL_TEXTURE_2D : GL_TEXTURE_3D; + newHelper.initDesc(); + return newHelper; +} + +// static +TextureHelper11 TextureHelper11::MakeAndPossess2D(ID3D11Texture2D *texToOwn, + const d3d11::Format &formatSet) +{ + TextureHelper11 newHelper; + newHelper.mFormatSet = &formatSet; + newHelper.mTexture2D = texToOwn; + newHelper.mTextureType = GL_TEXTURE_2D; + newHelper.initDesc(); + return newHelper; +} + +// static +TextureHelper11 TextureHelper11::MakeAndPossess3D(ID3D11Texture3D *texToOwn, + const d3d11::Format &formatSet) +{ + TextureHelper11 newHelper; + newHelper.mFormatSet = &formatSet; + newHelper.mTexture3D = texToOwn; + newHelper.mTextureType = GL_TEXTURE_3D; + newHelper.initDesc(); + return newHelper; +} + +void TextureHelper11::initDesc() +{ + if (mTextureType == GL_TEXTURE_2D) + { + ASSERT(!mTexture3D); + D3D11_TEXTURE2D_DESC desc2D; + mTexture2D->GetDesc(&desc2D); + + mExtents.width = static_cast(desc2D.Width); + mExtents.height = static_cast(desc2D.Height); + mExtents.depth = 1; + mFormat = desc2D.Format; + mSampleCount = desc2D.SampleDesc.Count; + } + else + { + ASSERT(mTexture3D && mTextureType == GL_TEXTURE_3D); + D3D11_TEXTURE3D_DESC desc3D; + mTexture3D->GetDesc(&desc3D); + + mExtents.width = static_cast(desc3D.Width); + mExtents.height = static_cast(desc3D.Height); + mExtents.depth = static_cast(desc3D.Depth); + mFormat = desc3D.Format; + mSampleCount = 1; + } + ASSERT(mFormatSet && mFormat == mFormatSet->texFormat); +} + +TextureHelper11::~TextureHelper11() +{ + SafeRelease(mTexture2D); + SafeRelease(mTexture3D); +} + +ID3D11Resource *TextureHelper11::getResource() const +{ + return mTexture2D ? static_cast(mTexture2D) + : static_cast(mTexture3D); +} + +TextureHelper11 &TextureHelper11::operator=(TextureHelper11 &&texture) +{ + SafeRelease(mTexture2D); + SafeRelease(mTexture3D); + + mTextureType = texture.mTextureType; + mExtents = texture.mExtents; + mFormat = texture.mFormat; + mFormatSet = texture.mFormatSet; + mSampleCount = texture.mSampleCount; + mTexture2D = texture.mTexture2D; + mTexture3D = texture.mTexture3D; + texture.reset(); + return *this; +} + +void TextureHelper11::reset() +{ + mTextureType = GL_NONE; + mExtents = gl::Extents(); + mFormat = DXGI_FORMAT_UNKNOWN; + mFormatSet = nullptr; + mSampleCount = 0; + mTexture2D = nullptr; + mTexture3D = nullptr; +} + +bool TextureHelper11::valid() const +{ + return (mTextureType != GL_NONE); +} + +gl::ErrorOrResult CreateStagingTexture(GLenum textureType, + const d3d11::Format &formatSet, + const gl::Extents &size, + StagingAccess readAndWriteAccess, + ID3D11Device *device) +{ + if (textureType == GL_TEXTURE_2D) + { + D3D11_TEXTURE2D_DESC stagingDesc; + stagingDesc.Width = size.width; + stagingDesc.Height = size.height; + stagingDesc.MipLevels = 1; + stagingDesc.ArraySize = 1; + stagingDesc.Format = formatSet.texFormat; + stagingDesc.SampleDesc.Count = 1; + stagingDesc.SampleDesc.Quality = 0; + stagingDesc.Usage = D3D11_USAGE_STAGING; + stagingDesc.BindFlags = 0; + stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; + stagingDesc.MiscFlags = 0; + + if (readAndWriteAccess == StagingAccess::READ_WRITE) + { + stagingDesc.CPUAccessFlags |= D3D11_CPU_ACCESS_WRITE; + } + + ID3D11Texture2D *stagingTex = nullptr; + HRESULT result = device->CreateTexture2D(&stagingDesc, nullptr, &stagingTex); + if (FAILED(result)) + { + return gl::Error(GL_OUT_OF_MEMORY, "CreateStagingTextureFor failed, HRESULT: 0x%X.", + result); + } + + return TextureHelper11::MakeAndPossess2D(stagingTex, formatSet); + } + ASSERT(textureType == GL_TEXTURE_3D); + + D3D11_TEXTURE3D_DESC stagingDesc; + stagingDesc.Width = size.width; + stagingDesc.Height = size.height; + stagingDesc.Depth = 1; + stagingDesc.MipLevels = 1; + stagingDesc.Format = formatSet.texFormat; + stagingDesc.Usage = D3D11_USAGE_STAGING; + stagingDesc.BindFlags = 0; + stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; + stagingDesc.MiscFlags = 0; + + ID3D11Texture3D *stagingTex = nullptr; + HRESULT result = device->CreateTexture3D(&stagingDesc, nullptr, &stagingTex); + if (FAILED(result)) + { + return gl::Error(GL_OUT_OF_MEMORY, "CreateStagingTextureFor failed, HRESULT: 0x%X.", + result); + } + + return TextureHelper11::MakeAndPossess3D(stagingTex, formatSet); +} + +bool UsePresentPathFast(const Renderer11 *renderer, + const gl::FramebufferAttachment *framebufferAttachment) +{ + if (framebufferAttachment == nullptr) + { + return false; + } + + return (framebufferAttachment->type() == GL_FRAMEBUFFER_DEFAULT && + renderer->presentPathFastEnabled()); +} + +} // namespace rx -- cgit v1.2.3