// // 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 #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/formatutils11.h" #include "libANGLE/renderer/d3d/d3d11/texture_format_table.h" #include "libANGLE/renderer/driver_utils.h" #include "libANGLE/renderer/dxgi_support_table.h" #include "platform/PlatformMethods.h" #include "platform/autogen/FeaturesD3D_autogen.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::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::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 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}}; default: return {{0, 0, 0}}; } } std::array 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}}; 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 driverVersion) { if (!driverVersion.valid()) return IntelDriverVersion(0); DWORD lowPart = driverVersion.value().LowPart; return IntelDriverVersion(HIWORD(lowPart) * 10000 + LOWORD(lowPart)); } } // 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 4; // dx_ViewCoords, dx_DepthFront, dx_DepthRange, dx_FragCoordOffset default: UNREACHABLE(); return 0; } } gl::Version GetMaximumClientVersion(const Renderer11DeviceCaps &caps) { switch (caps.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: if (caps.allowES3OnFL10_0) { return gl::Version(3, 0); } else { return gl::Version(2, 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 multiview extensions 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; } } bool HasTextureBufferSupport(ID3D11Device *device, const Renderer11DeviceCaps &renderer11DeviceCaps) { if (renderer11DeviceCaps.featureLevel < D3D_FEATURE_LEVEL_11_0) return false; if (!renderer11DeviceCaps.supportsTypedUAVLoadAdditionalFormats) return false; // https://docs.microsoft.com/en-us/windows/win32/direct3d12/typed-unordered-access-view-loads // we don't need to check the typed store. from the spec, // https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FormatList // all the following format support typed stored. // According to spec, // https://www.khronos.org/registry/OpenGL-Refpages/es3/html/glBindImageTexture.xhtml the // required image unit format are GL_RGBA32F, GL_RGBA32UI, GL_RGBA32I, GL_RGBA16F, GL_RGBA16UI, // GL_RGBA16I, GL_RGBA8, GL_RGBAUI, GL_RGBA8I, GL_RGBA8_SNORM, GL_R32F, GL_R32UI, GL_R32I, const std::array &optionalFormats = { DXGI_FORMAT_R32G32B32A32_FLOAT, // test for GL_RGBA32(UIF), GL_RGBA16(UIF), // GL_RGBA8(UIUnorm) DXGI_FORMAT_R8G8B8A8_SNORM, // test for GL_RGBA8_SNORM, }; for (DXGI_FORMAT dxgiFormat : optionalFormats) { D3D11_FEATURE_DATA_FORMAT_SUPPORT FormatSupport = {dxgiFormat, 0}; if (!SUCCEEDED(device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &FormatSupport, sizeof(FormatSupport)))) { WARN() << "Error checking typed load support for format 0x" << std::hex << dxgiFormat; return false; } if ((FormatSupport.OutFormatSupport & D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD) == 0) return false; } return true; } 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, ShPixelLocalStorageOptions *plsOptions) { const D3D_FEATURE_LEVEL featureLevel = renderer11DeviceCaps.featureLevel; const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats(); for (GLenum internalFormat : allFormats) { gl::TextureCaps textureCaps = GenerateTextureFormatCaps(GetMaximumClientVersion(renderer11DeviceCaps), internalFormat, device, renderer11DeviceCaps); textureCapsMap->insert(internalFormat, textureCaps); } // GL core feature limits // Reserve MAX_UINT for D3D11's primitive restart. caps->maxElementIndex = static_cast(std::numeric_limits::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::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(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(caps->maxShaderUniformBlocks[shaderType]) * static_cast(caps->maxUniformBlockSize / 4) + static_cast(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::max(); caps->maxColorTextureSamples = std::numeric_limits::max(); caps->maxDepthTextureSamples = std::numeric_limits::max(); caps->maxIntegerSamples = std::numeric_limits::max(); // Sample mask words limits caps->maxSampleMaskWords = GetMaxSampleMaskWords(featureLevel); // Framebuffer limits caps->maxFramebufferSamples = std::numeric_limits::max(); caps->maxFramebufferWidth = GetMaximumRenderToBufferWindowSize(featureLevel); caps->maxFramebufferHeight = caps->maxFramebufferWidth; // Texture gather offset limits caps->minProgramTextureGatherOffset = GetMinimumTextureGatherOffset(featureLevel); caps->maxProgramTextureGatherOffset = GetMaximumTextureGatherOffset(featureLevel); caps->maxTextureAnisotropy = GetMaximumAnisotropy(featureLevel); caps->queryCounterBitsTimeElapsed = 64; caps->queryCounterBitsTimestamp = features.enableTimestampQueries.enabled ? 64 : 0; caps->maxDualSourceDrawBuffers = 1; // 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->compressedETC1RGB8SubTextureEXT = false; extensions->elementIndexUintOES = true; extensions->getProgramBinaryOES = true; extensions->rgb8Rgba8OES = true; extensions->readFormatBgraEXT = true; extensions->pixelBufferObjectNV = true; extensions->mapbufferOES = true; extensions->mapBufferRangeEXT = true; extensions->textureNpotOES = GetNPOTTextureSupport(featureLevel); extensions->drawBuffersEXT = GetMaximumSimultaneousRenderTargets(featureLevel) > 1; extensions->drawBuffersIndexedEXT = (featureLevel >= D3D_FEATURE_LEVEL_10_1); extensions->drawBuffersIndexedOES = extensions->drawBuffersIndexedEXT; extensions->textureStorageEXT = true; extensions->textureFilterAnisotropicEXT = true; extensions->occlusionQueryBooleanEXT = GetOcclusionQuerySupport(featureLevel); extensions->fenceNV = GetEventQuerySupport(featureLevel); extensions->disjointTimerQueryEXT = true; extensions->robustnessEXT = 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->robustBufferAccessBehaviorKHR = true; extensions->blendMinmaxEXT = true; // https://docs.microsoft.com/en-us/windows/desktop/direct3ddxgi/format-support-for-direct3d-11-0-feature-level-hardware extensions->floatBlendEXT = true; extensions->framebufferBlitANGLE = GetFramebufferBlitSupport(featureLevel); extensions->framebufferBlitNV = extensions->framebufferBlitANGLE; extensions->framebufferMultisampleANGLE = GetFramebufferMultisampleSupport(featureLevel); extensions->instancedArraysANGLE = GetInstancingSupport(featureLevel); extensions->instancedArraysEXT = GetInstancingSupport(featureLevel); extensions->packReverseRowOrderANGLE = true; extensions->standardDerivativesOES = GetDerivativeInstructionSupport(featureLevel); extensions->shaderTextureLodEXT = GetShaderTextureLODSupport(featureLevel); extensions->fragDepthEXT = true; extensions->conservativeDepthEXT = (featureLevel >= D3D_FEATURE_LEVEL_11_0); extensions->polygonModeANGLE = true; extensions->polygonOffsetClampEXT = (featureLevel >= D3D_FEATURE_LEVEL_10_0); extensions->depthClampEXT = true; extensions->stencilTexturingANGLE = (featureLevel >= D3D_FEATURE_LEVEL_10_1); extensions->multiviewOVR = IsMultiviewSupported(featureLevel); extensions->multiview2OVR = IsMultiviewSupported(featureLevel); if (extensions->multiviewOVR || extensions->multiview2OVR) { caps->maxViews = std::min(static_cast(GetMaximum2DTextureArraySize(featureLevel)), GetMaxViewportAndScissorRectanglesPerPipeline(featureLevel)); } extensions->textureUsageANGLE = true; // This could be false since it has no effect in D3D11 extensions->discardFramebufferEXT = true; extensions->translatedShaderSourceANGLE = true; extensions->fboRenderMipmapOES = true; extensions->debugMarkerEXT = true; extensions->EGLImageOES = true; extensions->EGLImageExternalOES = true; extensions->EGLImageExternalWrapModesEXT = true; extensions->EGLImageExternalEssl3OES = true; extensions->EGLStreamConsumerExternalNV = true; extensions->unpackSubimageEXT = true; extensions->packSubimageNV = true; extensions->lossyEtcDecodeANGLE = true; extensions->syncQueryCHROMIUM = GetEventQuerySupport(featureLevel); extensions->copyTextureCHROMIUM = true; extensions->copyCompressedTextureCHROMIUM = true; extensions->textureStorageMultisample2dArrayOES = true; extensions->textureMirrorClampToEdgeEXT = true; extensions->shaderNoperspectiveInterpolationNV = (featureLevel >= D3D_FEATURE_LEVEL_10_0); extensions->sampleVariablesOES = (featureLevel >= D3D_FEATURE_LEVEL_11_0); extensions->shaderMultisampleInterpolationOES = (featureLevel >= D3D_FEATURE_LEVEL_11_0); if (extensions->shaderMultisampleInterpolationOES) { caps->subPixelInterpolationOffsetBits = 4; caps->minInterpolationOffset = -0.5f; caps->maxInterpolationOffset = +0.4375f; // +0.5 - (2 ^ -4) } extensions->multiviewMultisampleANGLE = ((extensions->multiviewOVR || extensions->multiview2OVR) && extensions->textureStorageMultisample2dArrayOES); extensions->copyTexture3dANGLE = true; extensions->textureBorderClampEXT = true; extensions->textureBorderClampOES = true; extensions->multiDrawIndirectEXT = true; extensions->textureMultisampleANGLE = true; extensions->provokingVertexANGLE = true; extensions->blendFuncExtendedEXT = true; // http://anglebug.com/4926 extensions->texture3DOES = false; extensions->baseInstanceEXT = true; extensions->baseVertexBaseInstanceANGLE = true; extensions->baseVertexBaseInstanceShaderBuiltinANGLE = true; extensions->drawElementsBaseVertexOES = true; extensions->drawElementsBaseVertexEXT = true; if (!strstr(description, "Adreno")) { extensions->multisampledRenderToTextureEXT = true; } extensions->videoTextureWEBGL = true; // D3D11 cannot support reading depth texture as a luminance texture. // It treats it as a red-channel-only texture. extensions->depthTextureOES = false; // readPixels on depth & stencil not working with D3D11 backend. extensions->readDepthNV = false; extensions->readStencilNV = false; extensions->depthBufferFloat2NV = false; // GL_EXT_clip_control extensions->clipControlEXT = (featureLevel >= D3D_FEATURE_LEVEL_9_3); // GL_APPLE_clip_distance / GL_EXT_clip_cull_distance / GL_ANGLE_clip_cull_distance extensions->clipDistanceAPPLE = true; extensions->clipCullDistanceEXT = true; extensions->clipCullDistanceANGLE = true; caps->maxClipDistances = D3D11_CLIP_OR_CULL_DISTANCE_COUNT; caps->maxCullDistances = D3D11_CLIP_OR_CULL_DISTANCE_COUNT; caps->maxCombinedClipAndCullDistances = D3D11_CLIP_OR_CULL_DISTANCE_COUNT; // GL_KHR_parallel_shader_compile extensions->parallelShaderCompileKHR = true; // GL_EXT_texture_buffer extensions->textureBufferEXT = HasTextureBufferSupport(device, renderer11DeviceCaps); // GL_OES_texture_buffer extensions->textureBufferOES = extensions->textureBufferEXT; // ANGLE_shader_pixel_local_storage -- fragment shader UAVs appear in D3D 11.0. if (featureLevel >= D3D_FEATURE_LEVEL_11_0) { extensions->shaderPixelLocalStorageANGLE = true; plsOptions->type = ShPixelLocalStorageType::ImageLoadStore; if (renderer11DeviceCaps.supportsRasterizerOrderViews) { extensions->shaderPixelLocalStorageCoherentANGLE = true; plsOptions->fragmentSyncType = ShFragmentSynchronizationType::RasterizerOrderViews_D3D; } // TODO(anglebug.com/7279): If we add RG* support to pixel local storage, these are *NOT* // in the set of common formats, so we need to query support for each individualy: // https://learn.microsoft.com/en-us/windows/win32/direct3d11/typed-unordered-access-view-loads plsOptions->supportsNativeRGBA8ImageFormats = renderer11DeviceCaps.supportsUAVLoadStoreCommonFormats; } // 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 = (featureLevel <= D3D_FEATURE_LEVEL_9_3); // D3D11 Feature Level 9_3 doesn't support alpha-to-coverage limitations->noSampleAlphaToCoverageSupport = (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 = (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; // D3D11 does not support compressed textures where the base mip level is not a multiple of 4 limitations->compressedBaseMipLevelMultipleOfFour = true; if (extensions->textureBufferAny()) { caps->maxTextureBufferSize = 1 << D3D11_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP; // this maybe touble for RGB32 format. caps->textureBufferOffsetAlignment = 16; } #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(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_MIRRORED_REPEAT: return D3D11_TEXTURE_ADDRESS_MIRROR; case GL_CLAMP_TO_EDGE: return D3D11_TEXTURE_ADDRESS_CLAMP; case GL_CLAMP_TO_BORDER: return D3D11_TEXTURE_ADDRESS_BORDER; case GL_MIRROR_CLAMP_TO_EDGE_EXT: return D3D11_TEXTURE_ADDRESS_MIRROR_ONCE; 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(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::Timestamp: // A disjoint query is also created for timestamp 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); bool validFormat = format != DXGI_FORMAT_UNKNOWN; bool validImage = isImage && validFormat; int upsampleCount = 0; // Don't expand the size of full textures that are at least (blockWidth x blockHeight) already. if (validImage || *requestWidth < static_cast(dxgiFormatInfo.blockWidth) || *requestHeight < static_cast(dxgiFormatInfo.blockHeight)) { while (*requestWidth % dxgiFormatInfo.blockWidth != 0 || *requestHeight % dxgiFormatInfo.blockHeight != 0) { *requestWidth <<= 1; *requestHeight <<= 1; upsampleCount++; } } else if (validFormat) { if (*requestWidth % dxgiFormatInfo.blockWidth != 0) { *requestWidth = roundUp(*requestWidth, static_cast(dxgiFormatInfo.blockWidth)); } if (*requestHeight % dxgiFormatInfo.blockHeight != 0) { *requestHeight = roundUp(*requestHeight, static_cast(dxgiFormatInfo.blockHeight)); } } 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 *outSubresourceData) { const d3d11::Format &d3dFormatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps); ASSERT(d3dFormatInfo.dataInitializerFunction != nullptr); const d3d11::DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(d3dFormatInfo.texFormat); using CheckedSize = angle::CheckedNumeric; CheckedSize rowPitch = CheckedSize(dxgiFormatInfo.pixelBytes) * CheckedSize(width); CheckedSize depthPitch = rowPitch * CheckedSize(height); CheckedSize maxImageSize = depthPitch * CheckedSize(depth); Context11 *context11 = GetImplAs(context); ANGLE_CHECK_GL_ALLOC(context11, maxImageSize.IsValid()); angle::MemoryBuffer *scratchBuffer = nullptr; ANGLE_CHECK_GL_ALLOC(context11, context->getScratchBuffer(maxImageSize.ValueOrDie(), &scratchBuffer)); d3dFormatInfo.dataInitializerFunction(width, height, depth, scratchBuffer->data(), rowPitch.ValueOrDie(), depthPitch.ValueOrDie()); for (unsigned int i = 0; i < mipLevels; i++) { unsigned int mipWidth = std::max(width >> i, 1U); unsigned int mipHeight = std::max(height >> i, 1U); using CheckedUINT = angle::CheckedNumeric; CheckedUINT mipRowPitch = CheckedUINT(dxgiFormatInfo.pixelBytes) * CheckedUINT(mipWidth); CheckedUINT mipDepthPitch = mipRowPitch * CheckedUINT(mipHeight); ANGLE_CHECK_GL_ALLOC(context11, mipRowPitch.IsValid() && mipDepthPitch.IsValid()); outSubresourceData->at(i).pSysMem = scratchBuffer->data(); outSubresourceData->at(i).SysMemPitch = mipRowPitch.ValueOrDie(); outSubresourceData->at(i).SysMemSlicePitch = mipDepthPitch.ValueOrDie(); } return angle::Result::Continue; } 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; } BlendStateKey::BlendStateKey() { memset(this, 0, sizeof(BlendStateKey)); blendStateExt = gl::BlendStateExt(); } BlendStateKey::BlendStateKey(const BlendStateKey &other) { memcpy(this, &other, 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 *internalName, const std::string *khrDebugName) { // Prepend ANGLE to separate names from other components in the same process. std::string d3dName = "ANGLE"; bool sendNameToD3D = false; if (internalName && internalName[0] != '\0') { d3dName += std::string("_") + internalName; sendNameToD3D = true; } if (khrDebugName && !khrDebugName->empty()) { d3dName += std::string("_") + *khrDebugName; sendNameToD3D = true; } // If both internalName and khrDebugName are empty, avoid sending the string to d3d. if (sendNameToD3D) { return resource->SetPrivateData(WKPDID_D3DDebugObjectName, static_cast(d3dName.size()), d3dName.c_str()); } return S_OK; } // 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 angle::Result LazyResource::resolveImpl(d3d::Context *context, Renderer11 *renderer, const GetDescType &desc, GetInitDataType *initData, const char *name) { if (!mResource.valid()) { ANGLE_TRY(renderer->allocateResource(context, desc, initData, &mResource)); mResource.setInternalName(name); } return angle::Result::Continue; } template angle::Result LazyResource::resolveImpl( d3d::Context *context, Renderer11 *renderer, const D3D11_BLEND_DESC &desc, void *initData, const char *name); template angle::Result LazyResource::resolveImpl( d3d::Context *context, Renderer11 *renderer, const ShaderData &desc, void *initData, const char *name); template angle::Result LazyResource::resolveImpl( d3d::Context *context, Renderer11 *renderer, const ShaderData &desc, const std::vector *initData, const char *name); template angle::Result LazyResource::resolveImpl( d3d::Context *context, Renderer11 *renderer, const InputElementArray &desc, const ShaderData *initData, const char *name); template angle::Result LazyResource::resolveImpl(d3d::Context *context, Renderer11 *renderer, const ShaderData &desc, void *initData, const char *name); template angle::Result LazyResource::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); 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); ANGLE_FEATURE_CONDITION(features, allowES3OnFL100, false); // 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(160000) && capsVersion < IntelDriverVersion(164771)); ANGLE_FEATURE_CONDITION(features, emulateIsnanFloat, isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164542)); ANGLE_FEATURE_CONDITION(features, rewriteUnaryMinusOperator, isIntel && (isBroadwell || isHaswell) && capsVersion >= IntelDriverVersion(150000) && capsVersion < IntelDriverVersion(154624)); ANGLE_FEATURE_CONDITION(features, addMockTextureNoRenderTarget, isIntel && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164815)); // 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(150000) && capsVersion < IntelDriverVersion(154539)) || 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); // NVidia drivers have no trouble clearing textures without showing corruption. // Intel and AMD drivers that have trouble have been blocklisted by Chromium. In the case of // Intel, they've been blocklisted to the DX9 runtime. ANGLE_FEATURE_CONDITION(features, allowClearForRobustResourceInit, true); // Allow translating uniform block to StructuredBuffer on Windows 10. This is targeted // to work around a slow fxc compile performance issue with dynamic uniform indexing. ANGLE_FEATURE_CONDITION(features, allowTranslateUniformBlockToStructuredBuffer, IsWindows10OrLater()); } void InitializeFrontendFeatures(const DXGI_ADAPTER_DESC &adapterDesc, angle::FrontendFeatures *features) { bool isAMD = IsAMD(adapterDesc.VendorId); ANGLE_FEATURE_CONDITION(features, forceDepthAttachmentInitOnClear, isAMD); } 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 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(mData->object)->GetDesc(desc); } void TextureHelper11::getDesc(D3D11_TEXTURE3D_DESC *desc) const { static_cast(mData->object)->GetDesc(desc); } void TextureHelper11::getDesc(D3D11_BUFFER_DESC *desc) const { static_cast(mData->object)->GetDesc(desc); } void TextureHelper11::initDesc(const D3D11_TEXTURE2D_DESC &desc2D) { mData->resourceType = ResourceType::Texture2D; mExtents.width = static_cast(desc2D.Width); mExtents.height = static_cast(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(desc3D.Width); mExtents.height = static_cast(desc3D.Height); mExtents.depth = static_cast(desc3D.Depth); mSampleCount = 1; } void TextureHelper11::initDesc(const D3D11_BUFFER_DESC &descBuffer) { mData->resourceType = ResourceType::Buffer; mExtents.width = static_cast(descBuffer.ByteWidth); mExtents.height = 1; mExtents.depth = 1; 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(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; } bool SwizzleRequired(const gl::TextureState &textureState) { // When sampling stencil, a swizzle is needed to move the stencil channel from G to R. return textureState.swizzleRequired() || textureState.isStencilMode(); } gl::SwizzleState GetEffectiveSwizzle(const gl::TextureState &textureState) { const gl::SwizzleState &swizzle = textureState.getSwizzleState(); if (textureState.isStencilMode()) { // Per GL semantics, the stencil value should be in the red channel, while D3D11 formats // leave stencil in the green channel. So copy the stencil value from green to all // components requesting red. Green and blue become zero; alpha becomes one. std::unordered_map map = {{GL_RED, GL_GREEN}, {GL_GREEN, GL_ZERO}, {GL_BLUE, GL_ZERO}, {GL_ALPHA, GL_ONE}, {GL_ZERO, GL_ZERO}, {GL_ONE, GL_ONE}}; return gl::SwizzleState(map[swizzle.swizzleRed], map[swizzle.swizzleGreen], map[swizzle.swizzleBlue], map[swizzle.swizzleAlpha]); } return swizzle; } } // namespace rx