1 //
2 // Copyright 2012 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6
7 // renderer11_utils.cpp: Conversion functions and other utility routines
8 // specific to the D3D11 renderer.
9
10 #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
11
12 #include <algorithm>
13
14 #include "common/debug.h"
15 #include "libANGLE/Buffer.h"
16 #include "libANGLE/Context.h"
17 #include "libANGLE/Framebuffer.h"
18 #include "libANGLE/Program.h"
19 #include "libANGLE/State.h"
20 #include "libANGLE/VertexArray.h"
21 #include "libANGLE/formatutils.h"
22 #include "libANGLE/renderer/d3d/BufferD3D.h"
23 #include "libANGLE/renderer/d3d/FramebufferD3D.h"
24 #include "libANGLE/renderer/d3d/d3d11/Context11.h"
25 #include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
26 #include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
27 #include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
28 #include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
29 #include "libANGLE/renderer/driver_utils.h"
30 #include "libANGLE/renderer/dxgi_support_table.h"
31 #include "platform/PlatformMethods.h"
32 #include "platform/autogen/FeaturesD3D_autogen.h"
33
34 namespace rx
35 {
36
37 namespace d3d11_gl
38 {
39 namespace
40 {
41 // TODO(xinghua.cao@intel.com): Get a more accurate limit.
42 static D3D_FEATURE_LEVEL kMinimumFeatureLevelForES31 = D3D_FEATURE_LEVEL_11_0;
43
44 // Helper functor for querying DXGI support. Saves passing the parameters repeatedly.
45 class DXGISupportHelper : angle::NonCopyable
46 {
47 public:
DXGISupportHelper(ID3D11Device * device,D3D_FEATURE_LEVEL featureLevel)48 DXGISupportHelper(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel)
49 : mDevice(device), mFeatureLevel(featureLevel)
50 {}
51
query(DXGI_FORMAT dxgiFormat,UINT supportMask)52 bool query(DXGI_FORMAT dxgiFormat, UINT supportMask)
53 {
54 if (dxgiFormat == DXGI_FORMAT_UNKNOWN)
55 return false;
56
57 auto dxgiSupport = d3d11::GetDXGISupport(dxgiFormat, mFeatureLevel);
58
59 UINT supportedBits = dxgiSupport.alwaysSupportedFlags;
60
61 if ((dxgiSupport.optionallySupportedFlags & supportMask) != 0)
62 {
63 UINT formatSupport;
64 if (SUCCEEDED(mDevice->CheckFormatSupport(dxgiFormat, &formatSupport)))
65 {
66 supportedBits |= (formatSupport & supportMask);
67 }
68 else
69 {
70 // TODO(jmadill): find out why we fail this call sometimes in FL9_3
71 // ERR() << "Error checking format support for format 0x" << std::hex << dxgiFormat;
72 }
73 }
74
75 return ((supportedBits & supportMask) == supportMask);
76 }
77
78 private:
79 ID3D11Device *mDevice;
80 D3D_FEATURE_LEVEL mFeatureLevel;
81 };
82
GenerateTextureFormatCaps(gl::Version maxClientVersion,GLenum internalFormat,ID3D11Device * device,const Renderer11DeviceCaps & renderer11DeviceCaps)83 gl::TextureCaps GenerateTextureFormatCaps(gl::Version maxClientVersion,
84 GLenum internalFormat,
85 ID3D11Device *device,
86 const Renderer11DeviceCaps &renderer11DeviceCaps)
87 {
88 gl::TextureCaps textureCaps;
89
90 DXGISupportHelper support(device, renderer11DeviceCaps.featureLevel);
91 const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps);
92
93 const gl::InternalFormat &internalFormatInfo = gl::GetSizedInternalFormatInfo(internalFormat);
94
95 UINT texSupportMask = D3D11_FORMAT_SUPPORT_TEXTURE2D;
96 if (internalFormatInfo.depthBits == 0 && internalFormatInfo.stencilBits == 0)
97 {
98 texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURECUBE;
99 if (maxClientVersion.major > 2)
100 {
101 texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURE3D;
102 }
103 }
104
105 textureCaps.texturable = support.query(formatInfo.texFormat, texSupportMask);
106 textureCaps.filterable =
107 support.query(formatInfo.srvFormat, D3D11_FORMAT_SUPPORT_SHADER_SAMPLE);
108 textureCaps.textureAttachment =
109 (support.query(formatInfo.rtvFormat, D3D11_FORMAT_SUPPORT_RENDER_TARGET)) ||
110 (support.query(formatInfo.dsvFormat, D3D11_FORMAT_SUPPORT_DEPTH_STENCIL));
111 textureCaps.renderbuffer = textureCaps.textureAttachment;
112 textureCaps.blendable = textureCaps.renderbuffer;
113
114 DXGI_FORMAT renderFormat = DXGI_FORMAT_UNKNOWN;
115 if (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
116 {
117 renderFormat = formatInfo.dsvFormat;
118 }
119 else if (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
120 {
121 renderFormat = formatInfo.rtvFormat;
122 }
123 if (renderFormat != DXGI_FORMAT_UNKNOWN &&
124 support.query(renderFormat, D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
125 {
126 // Assume 1x
127 textureCaps.sampleCounts.insert(1);
128
129 for (unsigned int sampleCount = 2; sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT;
130 sampleCount *= 2)
131 {
132 UINT qualityCount = 0;
133 if (SUCCEEDED(device->CheckMultisampleQualityLevels(renderFormat, sampleCount,
134 &qualityCount)))
135 {
136 // Assume we always support lower sample counts
137 if (qualityCount == 0)
138 {
139 break;
140 }
141 textureCaps.sampleCounts.insert(sampleCount);
142 }
143 }
144 }
145
146 return textureCaps;
147 }
148
GetNPOTTextureSupport(D3D_FEATURE_LEVEL featureLevel)149 bool GetNPOTTextureSupport(D3D_FEATURE_LEVEL featureLevel)
150 {
151 switch (featureLevel)
152 {
153 case D3D_FEATURE_LEVEL_11_1:
154 case D3D_FEATURE_LEVEL_11_0:
155 case D3D_FEATURE_LEVEL_10_1:
156 case D3D_FEATURE_LEVEL_10_0:
157 return true;
158
159 // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx
160 case D3D_FEATURE_LEVEL_9_3:
161 case D3D_FEATURE_LEVEL_9_2:
162 case D3D_FEATURE_LEVEL_9_1:
163 return false;
164
165 default:
166 UNREACHABLE();
167 return false;
168 }
169 }
170
GetMaximumAnisotropy(D3D_FEATURE_LEVEL featureLevel)171 float GetMaximumAnisotropy(D3D_FEATURE_LEVEL featureLevel)
172 {
173 switch (featureLevel)
174 {
175 case D3D_FEATURE_LEVEL_11_1:
176 case D3D_FEATURE_LEVEL_11_0:
177 return D3D11_MAX_MAXANISOTROPY;
178
179 case D3D_FEATURE_LEVEL_10_1:
180 case D3D_FEATURE_LEVEL_10_0:
181 return D3D10_MAX_MAXANISOTROPY;
182
183 // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx
184 case D3D_FEATURE_LEVEL_9_3:
185 case D3D_FEATURE_LEVEL_9_2:
186 return 16;
187
188 case D3D_FEATURE_LEVEL_9_1:
189 return D3D_FL9_1_DEFAULT_MAX_ANISOTROPY;
190
191 default:
192 UNREACHABLE();
193 return 0;
194 }
195 }
196
GetOcclusionQuerySupport(D3D_FEATURE_LEVEL featureLevel)197 bool GetOcclusionQuerySupport(D3D_FEATURE_LEVEL featureLevel)
198 {
199 switch (featureLevel)
200 {
201 case D3D_FEATURE_LEVEL_11_1:
202 case D3D_FEATURE_LEVEL_11_0:
203 case D3D_FEATURE_LEVEL_10_1:
204 case D3D_FEATURE_LEVEL_10_0:
205 return true;
206
207 // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx
208 // ID3D11Device::CreateQuery
209 case D3D_FEATURE_LEVEL_9_3:
210 case D3D_FEATURE_LEVEL_9_2:
211 return true;
212 case D3D_FEATURE_LEVEL_9_1:
213 return false;
214
215 default:
216 UNREACHABLE();
217 return false;
218 }
219 }
220
GetEventQuerySupport(D3D_FEATURE_LEVEL featureLevel)221 bool GetEventQuerySupport(D3D_FEATURE_LEVEL featureLevel)
222 {
223 // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx
224 // ID3D11Device::CreateQuery
225
226 switch (featureLevel)
227 {
228 case D3D_FEATURE_LEVEL_11_1:
229 case D3D_FEATURE_LEVEL_11_0:
230 case D3D_FEATURE_LEVEL_10_1:
231 case D3D_FEATURE_LEVEL_10_0:
232 case D3D_FEATURE_LEVEL_9_3:
233 case D3D_FEATURE_LEVEL_9_2:
234 case D3D_FEATURE_LEVEL_9_1:
235 return true;
236
237 default:
238 UNREACHABLE();
239 return false;
240 }
241 }
242
GetInstancingSupport(D3D_FEATURE_LEVEL featureLevel)243 bool GetInstancingSupport(D3D_FEATURE_LEVEL featureLevel)
244 {
245 // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx
246 // ID3D11Device::CreateInputLayout
247
248 switch (featureLevel)
249 {
250 case D3D_FEATURE_LEVEL_11_1:
251 case D3D_FEATURE_LEVEL_11_0:
252 case D3D_FEATURE_LEVEL_10_1:
253 case D3D_FEATURE_LEVEL_10_0:
254 return true;
255
256 // Feature Level 9_3 supports instancing, but slot 0 in the input layout must not be
257 // instanced.
258 // D3D9 has a similar restriction, where stream 0 must not be instanced.
259 // This restriction can be worked around by remapping any non-instanced slot to slot
260 // 0.
261 // This works because HLSL uses shader semantics to match the vertex inputs to the
262 // elements in the input layout, rather than the slots.
263 // Note that we only support instancing via ANGLE_instanced_array on 9_3, since 9_3
264 // doesn't support OpenGL ES 3.0
265 case D3D_FEATURE_LEVEL_9_3:
266 return true;
267
268 case D3D_FEATURE_LEVEL_9_2:
269 case D3D_FEATURE_LEVEL_9_1:
270 return false;
271
272 default:
273 UNREACHABLE();
274 return false;
275 }
276 }
277
GetFramebufferMultisampleSupport(D3D_FEATURE_LEVEL featureLevel)278 bool GetFramebufferMultisampleSupport(D3D_FEATURE_LEVEL featureLevel)
279 {
280 switch (featureLevel)
281 {
282 case D3D_FEATURE_LEVEL_11_1:
283 case D3D_FEATURE_LEVEL_11_0:
284 case D3D_FEATURE_LEVEL_10_1:
285 case D3D_FEATURE_LEVEL_10_0:
286 return true;
287
288 case D3D_FEATURE_LEVEL_9_3:
289 case D3D_FEATURE_LEVEL_9_2:
290 case D3D_FEATURE_LEVEL_9_1:
291 return false;
292
293 default:
294 UNREACHABLE();
295 return false;
296 }
297 }
298
GetFramebufferBlitSupport(D3D_FEATURE_LEVEL featureLevel)299 bool GetFramebufferBlitSupport(D3D_FEATURE_LEVEL featureLevel)
300 {
301 switch (featureLevel)
302 {
303 case D3D_FEATURE_LEVEL_11_1:
304 case D3D_FEATURE_LEVEL_11_0:
305 case D3D_FEATURE_LEVEL_10_1:
306 case D3D_FEATURE_LEVEL_10_0:
307 return true;
308
309 case D3D_FEATURE_LEVEL_9_3:
310 case D3D_FEATURE_LEVEL_9_2:
311 case D3D_FEATURE_LEVEL_9_1:
312 return false;
313
314 default:
315 UNREACHABLE();
316 return false;
317 }
318 }
319
GetDerivativeInstructionSupport(D3D_FEATURE_LEVEL featureLevel)320 bool GetDerivativeInstructionSupport(D3D_FEATURE_LEVEL featureLevel)
321 {
322 // http://msdn.microsoft.com/en-us/library/windows/desktop/bb509588.aspx states that
323 // shader model
324 // ps_2_x is required for the ddx (and other derivative functions).
325
326 // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx states that
327 // feature level
328 // 9.3 supports shader model ps_2_x.
329
330 switch (featureLevel)
331 {
332 case D3D_FEATURE_LEVEL_11_1:
333 case D3D_FEATURE_LEVEL_11_0:
334 case D3D_FEATURE_LEVEL_10_1:
335 case D3D_FEATURE_LEVEL_10_0:
336 case D3D_FEATURE_LEVEL_9_3:
337 return true;
338 case D3D_FEATURE_LEVEL_9_2:
339 case D3D_FEATURE_LEVEL_9_1:
340 return false;
341
342 default:
343 UNREACHABLE();
344 return false;
345 }
346 }
347
GetShaderTextureLODSupport(D3D_FEATURE_LEVEL featureLevel)348 bool GetShaderTextureLODSupport(D3D_FEATURE_LEVEL featureLevel)
349 {
350 switch (featureLevel)
351 {
352 case D3D_FEATURE_LEVEL_11_1:
353 case D3D_FEATURE_LEVEL_11_0:
354 case D3D_FEATURE_LEVEL_10_1:
355 case D3D_FEATURE_LEVEL_10_0:
356 return true;
357
358 case D3D_FEATURE_LEVEL_9_3:
359 case D3D_FEATURE_LEVEL_9_2:
360 case D3D_FEATURE_LEVEL_9_1:
361 return false;
362
363 default:
364 UNREACHABLE();
365 return false;
366 }
367 }
368
GetMaximumSimultaneousRenderTargets(D3D_FEATURE_LEVEL featureLevel)369 int GetMaximumSimultaneousRenderTargets(D3D_FEATURE_LEVEL featureLevel)
370 {
371 // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx
372 // ID3D11Device::CreateInputLayout
373
374 switch (featureLevel)
375 {
376 case D3D_FEATURE_LEVEL_11_1:
377 case D3D_FEATURE_LEVEL_11_0:
378 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT;
379
380 case D3D_FEATURE_LEVEL_10_1:
381 case D3D_FEATURE_LEVEL_10_0:
382 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT;
383
384 case D3D_FEATURE_LEVEL_9_3:
385 return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT;
386 case D3D_FEATURE_LEVEL_9_2:
387 case D3D_FEATURE_LEVEL_9_1:
388 return D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT;
389
390 default:
391 UNREACHABLE();
392 return 0;
393 }
394 }
395
GetMaximum2DTextureSize(D3D_FEATURE_LEVEL featureLevel)396 int GetMaximum2DTextureSize(D3D_FEATURE_LEVEL featureLevel)
397 {
398 switch (featureLevel)
399 {
400 case D3D_FEATURE_LEVEL_11_1:
401 case D3D_FEATURE_LEVEL_11_0:
402 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
403
404 case D3D_FEATURE_LEVEL_10_1:
405 case D3D_FEATURE_LEVEL_10_0:
406 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
407
408 case D3D_FEATURE_LEVEL_9_3:
409 return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
410 case D3D_FEATURE_LEVEL_9_2:
411 case D3D_FEATURE_LEVEL_9_1:
412 return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
413
414 default:
415 UNREACHABLE();
416 return 0;
417 }
418 }
419
GetMaximumCubeMapTextureSize(D3D_FEATURE_LEVEL featureLevel)420 int GetMaximumCubeMapTextureSize(D3D_FEATURE_LEVEL featureLevel)
421 {
422 switch (featureLevel)
423 {
424 case D3D_FEATURE_LEVEL_11_1:
425 case D3D_FEATURE_LEVEL_11_0:
426 return D3D11_REQ_TEXTURECUBE_DIMENSION;
427
428 case D3D_FEATURE_LEVEL_10_1:
429 case D3D_FEATURE_LEVEL_10_0:
430 return D3D10_REQ_TEXTURECUBE_DIMENSION;
431
432 case D3D_FEATURE_LEVEL_9_3:
433 return D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION;
434 case D3D_FEATURE_LEVEL_9_2:
435 case D3D_FEATURE_LEVEL_9_1:
436 return D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION;
437
438 default:
439 UNREACHABLE();
440 return 0;
441 }
442 }
443
GetMaximum2DTextureArraySize(D3D_FEATURE_LEVEL featureLevel)444 int GetMaximum2DTextureArraySize(D3D_FEATURE_LEVEL featureLevel)
445 {
446 switch (featureLevel)
447 {
448 case D3D_FEATURE_LEVEL_11_1:
449 case D3D_FEATURE_LEVEL_11_0:
450 return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
451
452 case D3D_FEATURE_LEVEL_10_1:
453 case D3D_FEATURE_LEVEL_10_0:
454 return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
455
456 case D3D_FEATURE_LEVEL_9_3:
457 case D3D_FEATURE_LEVEL_9_2:
458 case D3D_FEATURE_LEVEL_9_1:
459 return 0;
460
461 default:
462 UNREACHABLE();
463 return 0;
464 }
465 }
466
GetMaximum3DTextureSize(D3D_FEATURE_LEVEL featureLevel)467 int GetMaximum3DTextureSize(D3D_FEATURE_LEVEL featureLevel)
468 {
469 switch (featureLevel)
470 {
471 case D3D_FEATURE_LEVEL_11_1:
472 case D3D_FEATURE_LEVEL_11_0:
473 return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
474
475 case D3D_FEATURE_LEVEL_10_1:
476 case D3D_FEATURE_LEVEL_10_0:
477 return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
478
479 case D3D_FEATURE_LEVEL_9_3:
480 case D3D_FEATURE_LEVEL_9_2:
481 case D3D_FEATURE_LEVEL_9_1:
482 return D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
483
484 default:
485 UNREACHABLE();
486 return 0;
487 }
488 }
489
GetMaximumViewportSize(D3D_FEATURE_LEVEL featureLevel)490 int GetMaximumViewportSize(D3D_FEATURE_LEVEL featureLevel)
491 {
492 switch (featureLevel)
493 {
494 case D3D_FEATURE_LEVEL_11_1:
495 case D3D_FEATURE_LEVEL_11_0:
496 return D3D11_VIEWPORT_BOUNDS_MAX;
497
498 case D3D_FEATURE_LEVEL_10_1:
499 case D3D_FEATURE_LEVEL_10_0:
500 return D3D10_VIEWPORT_BOUNDS_MAX;
501
502 // No constants for D3D11 Feature Level 9 viewport size limits, use the maximum
503 // texture sizes
504 case D3D_FEATURE_LEVEL_9_3:
505 return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
506 case D3D_FEATURE_LEVEL_9_2:
507 case D3D_FEATURE_LEVEL_9_1:
508 return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
509
510 default:
511 UNREACHABLE();
512 return 0;
513 }
514 }
515
GetMaximumDrawIndexedIndexCount(D3D_FEATURE_LEVEL featureLevel)516 int GetMaximumDrawIndexedIndexCount(D3D_FEATURE_LEVEL featureLevel)
517 {
518 // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since
519 // that's what's
520 // returned from glGetInteger
521 static_assert(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32,
522 "Unexpected D3D11 constant value.");
523 static_assert(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32,
524 "Unexpected D3D11 constant value.");
525
526 switch (featureLevel)
527 {
528 case D3D_FEATURE_LEVEL_11_1:
529 case D3D_FEATURE_LEVEL_11_0:
530 case D3D_FEATURE_LEVEL_10_1:
531 case D3D_FEATURE_LEVEL_10_0:
532 return std::numeric_limits<GLint>::max();
533
534 case D3D_FEATURE_LEVEL_9_3:
535 case D3D_FEATURE_LEVEL_9_2:
536 return D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT;
537 case D3D_FEATURE_LEVEL_9_1:
538 return D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT;
539
540 default:
541 UNREACHABLE();
542 return 0;
543 }
544 }
545
GetMaximumDrawVertexCount(D3D_FEATURE_LEVEL featureLevel)546 int GetMaximumDrawVertexCount(D3D_FEATURE_LEVEL featureLevel)
547 {
548 // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since
549 // that's what's
550 // returned from glGetInteger
551 static_assert(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value.");
552 static_assert(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value.");
553
554 switch (featureLevel)
555 {
556 case D3D_FEATURE_LEVEL_11_1:
557 case D3D_FEATURE_LEVEL_11_0:
558 case D3D_FEATURE_LEVEL_10_1:
559 case D3D_FEATURE_LEVEL_10_0:
560 return std::numeric_limits<GLint>::max();
561
562 case D3D_FEATURE_LEVEL_9_3:
563 case D3D_FEATURE_LEVEL_9_2:
564 return D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT;
565 case D3D_FEATURE_LEVEL_9_1:
566 return D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT;
567
568 default:
569 UNREACHABLE();
570 return 0;
571 }
572 }
573
GetMaximumVertexInputSlots(D3D_FEATURE_LEVEL featureLevel)574 int GetMaximumVertexInputSlots(D3D_FEATURE_LEVEL featureLevel)
575 {
576 switch (featureLevel)
577 {
578 case D3D_FEATURE_LEVEL_11_1:
579 case D3D_FEATURE_LEVEL_11_0:
580 return D3D11_STANDARD_VERTEX_ELEMENT_COUNT;
581
582 case D3D_FEATURE_LEVEL_10_1:
583 return D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT;
584 case D3D_FEATURE_LEVEL_10_0:
585 return D3D10_STANDARD_VERTEX_ELEMENT_COUNT;
586
587 // From http://http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx
588 // "Max Input Slots"
589 case D3D_FEATURE_LEVEL_9_3:
590 case D3D_FEATURE_LEVEL_9_2:
591 case D3D_FEATURE_LEVEL_9_1:
592 return 16;
593
594 default:
595 UNREACHABLE();
596 return 0;
597 }
598 }
599
GetMaximumVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel)600 int GetMaximumVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel)
601 {
602 switch (featureLevel)
603 {
604 case D3D_FEATURE_LEVEL_11_1:
605 case D3D_FEATURE_LEVEL_11_0:
606 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
607
608 case D3D_FEATURE_LEVEL_10_1:
609 case D3D_FEATURE_LEVEL_10_0:
610 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
611
612 // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx
613 // ID3D11DeviceContext::VSSetConstantBuffers
614 case D3D_FEATURE_LEVEL_9_3:
615 case D3D_FEATURE_LEVEL_9_2:
616 case D3D_FEATURE_LEVEL_9_1:
617 return 255 - d3d11_gl::GetReservedVertexUniformVectors(featureLevel);
618
619 default:
620 UNREACHABLE();
621 return 0;
622 }
623 }
624
GetMaximumVertexUniformBlocks(D3D_FEATURE_LEVEL featureLevel)625 int GetMaximumVertexUniformBlocks(D3D_FEATURE_LEVEL featureLevel)
626 {
627 switch (featureLevel)
628 {
629 case D3D_FEATURE_LEVEL_11_1:
630 case D3D_FEATURE_LEVEL_11_0:
631 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT -
632 d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT;
633
634 case D3D_FEATURE_LEVEL_10_1:
635 case D3D_FEATURE_LEVEL_10_0:
636 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT -
637 d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT;
638
639 // Uniform blocks not supported on D3D11 Feature Level 9
640 case D3D_FEATURE_LEVEL_9_3:
641 case D3D_FEATURE_LEVEL_9_2:
642 case D3D_FEATURE_LEVEL_9_1:
643 return 0;
644
645 default:
646 UNREACHABLE();
647 return 0;
648 }
649 }
650
GetReservedVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel)651 int GetReservedVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel)
652 {
653 // According to The OpenGL ES Shading Language specifications
654 // (Language Version 1.00 section 10.16, Language Version 3.10 section 12.21)
655 // built-in special variables (e.g. gl_FragCoord, or gl_PointCoord)
656 // which are statically used in the shader should be included in the variable packing
657 // algorithm.
658 // Therefore, we should not reserve output vectors for them.
659
660 switch (featureLevel)
661 {
662 // We must reserve one output vector for dx_Position.
663 // We also reserve one for gl_Position, which we unconditionally output on Feature
664 // Levels 10_0+,
665 // even if it's unused in the shader (e.g. for transform feedback). TODO: This could
666 // be improved.
667 case D3D_FEATURE_LEVEL_11_1:
668 case D3D_FEATURE_LEVEL_11_0:
669 case D3D_FEATURE_LEVEL_10_1:
670 case D3D_FEATURE_LEVEL_10_0:
671 return 2;
672
673 // Just reserve dx_Position on Feature Level 9, since we don't ever need to output
674 // gl_Position.
675 case D3D_FEATURE_LEVEL_9_3:
676 case D3D_FEATURE_LEVEL_9_2:
677 case D3D_FEATURE_LEVEL_9_1:
678 return 1;
679
680 default:
681 UNREACHABLE();
682 return 0;
683 }
684 }
685
GetMaximumVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel)686 int GetMaximumVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel)
687 {
688 static_assert(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT,
689 "Unexpected D3D11 constant value.");
690
691 switch (featureLevel)
692 {
693 case D3D_FEATURE_LEVEL_11_1:
694 case D3D_FEATURE_LEVEL_11_0:
695 return D3D11_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
696
697 case D3D_FEATURE_LEVEL_10_1:
698 return D3D10_1_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
699 case D3D_FEATURE_LEVEL_10_0:
700 return D3D10_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
701
702 // Use Shader Model 2.X limits
703 case D3D_FEATURE_LEVEL_9_3:
704 case D3D_FEATURE_LEVEL_9_2:
705 case D3D_FEATURE_LEVEL_9_1:
706 return 8 - GetReservedVertexOutputVectors(featureLevel);
707
708 default:
709 UNREACHABLE();
710 return 0;
711 }
712 }
713
GetMaximumVertexTextureUnits(D3D_FEATURE_LEVEL featureLevel)714 int GetMaximumVertexTextureUnits(D3D_FEATURE_LEVEL featureLevel)
715 {
716 switch (featureLevel)
717 {
718 case D3D_FEATURE_LEVEL_11_1:
719 case D3D_FEATURE_LEVEL_11_0:
720 return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT;
721
722 case D3D_FEATURE_LEVEL_10_1:
723 case D3D_FEATURE_LEVEL_10_0:
724 return D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT;
725
726 // Vertex textures not supported on D3D11 Feature Level 9 according to
727 // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx
728 // ID3D11DeviceContext::VSSetSamplers and ID3D11DeviceContext::VSSetShaderResources
729 case D3D_FEATURE_LEVEL_9_3:
730 case D3D_FEATURE_LEVEL_9_2:
731 case D3D_FEATURE_LEVEL_9_1:
732 return 0;
733
734 default:
735 UNREACHABLE();
736 return 0;
737 }
738 }
739
GetMaximumPixelUniformVectors(D3D_FEATURE_LEVEL featureLevel)740 int GetMaximumPixelUniformVectors(D3D_FEATURE_LEVEL featureLevel)
741 {
742 // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass
743 switch (featureLevel)
744 {
745 case D3D_FEATURE_LEVEL_11_1:
746 case D3D_FEATURE_LEVEL_11_0:
747 return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
748
749 case D3D_FEATURE_LEVEL_10_1:
750 case D3D_FEATURE_LEVEL_10_0:
751 return 1024; // D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
752
753 // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx
754 // ID3D11DeviceContext::PSSetConstantBuffers
755 case D3D_FEATURE_LEVEL_9_3:
756 case D3D_FEATURE_LEVEL_9_2:
757 case D3D_FEATURE_LEVEL_9_1:
758 return 32 - d3d11_gl::GetReservedFragmentUniformVectors(featureLevel);
759
760 default:
761 UNREACHABLE();
762 return 0;
763 }
764 }
765
GetMaximumPixelUniformBlocks(D3D_FEATURE_LEVEL featureLevel)766 int GetMaximumPixelUniformBlocks(D3D_FEATURE_LEVEL featureLevel)
767 {
768 switch (featureLevel)
769 {
770 case D3D_FEATURE_LEVEL_11_1:
771 case D3D_FEATURE_LEVEL_11_0:
772 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT -
773 d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT;
774
775 case D3D_FEATURE_LEVEL_10_1:
776 case D3D_FEATURE_LEVEL_10_0:
777 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT -
778 d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT;
779
780 // Uniform blocks not supported on D3D11 Feature Level 9
781 case D3D_FEATURE_LEVEL_9_3:
782 case D3D_FEATURE_LEVEL_9_2:
783 case D3D_FEATURE_LEVEL_9_1:
784 return 0;
785
786 default:
787 UNREACHABLE();
788 return 0;
789 }
790 }
791
GetMaximumPixelInputVectors(D3D_FEATURE_LEVEL featureLevel)792 int GetMaximumPixelInputVectors(D3D_FEATURE_LEVEL featureLevel)
793 {
794 switch (featureLevel)
795 {
796 case D3D_FEATURE_LEVEL_11_1:
797 case D3D_FEATURE_LEVEL_11_0:
798 return D3D11_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
799
800 case D3D_FEATURE_LEVEL_10_1:
801 case D3D_FEATURE_LEVEL_10_0:
802 return D3D10_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
803
804 // Use Shader Model 2.X limits
805 case D3D_FEATURE_LEVEL_9_3:
806 return 8 - GetReservedVertexOutputVectors(featureLevel);
807 case D3D_FEATURE_LEVEL_9_2:
808 case D3D_FEATURE_LEVEL_9_1:
809 return 8 - GetReservedVertexOutputVectors(featureLevel);
810
811 default:
812 UNREACHABLE();
813 return 0;
814 }
815 }
816
GetMaximumPixelTextureUnits(D3D_FEATURE_LEVEL featureLevel)817 int GetMaximumPixelTextureUnits(D3D_FEATURE_LEVEL featureLevel)
818 {
819 switch (featureLevel)
820 {
821 case D3D_FEATURE_LEVEL_11_1:
822 case D3D_FEATURE_LEVEL_11_0:
823 return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT;
824
825 case D3D_FEATURE_LEVEL_10_1:
826 case D3D_FEATURE_LEVEL_10_0:
827 return D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT;
828
829 // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx
830 // ID3D11DeviceContext::PSSetShaderResources
831 case D3D_FEATURE_LEVEL_9_3:
832 case D3D_FEATURE_LEVEL_9_2:
833 case D3D_FEATURE_LEVEL_9_1:
834 return 16;
835
836 default:
837 UNREACHABLE();
838 return 0;
839 }
840 }
841
GetMaxComputeWorkGroupCount(D3D_FEATURE_LEVEL featureLevel)842 std::array<GLint, 3> GetMaxComputeWorkGroupCount(D3D_FEATURE_LEVEL featureLevel)
843 {
844 switch (featureLevel)
845 {
846 case D3D_FEATURE_LEVEL_11_1:
847 case D3D_FEATURE_LEVEL_11_0:
848 return {{D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION,
849 D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION,
850 D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION}};
851 default:
852 return {{0, 0, 0}};
853 }
854 }
855
GetMaxComputeWorkGroupSize(D3D_FEATURE_LEVEL featureLevel)856 std::array<GLint, 3> GetMaxComputeWorkGroupSize(D3D_FEATURE_LEVEL featureLevel)
857 {
858 switch (featureLevel)
859 {
860 case D3D_FEATURE_LEVEL_11_1:
861 case D3D_FEATURE_LEVEL_11_0:
862 return {{D3D11_CS_THREAD_GROUP_MAX_X, D3D11_CS_THREAD_GROUP_MAX_Y,
863 D3D11_CS_THREAD_GROUP_MAX_Z}};
864 default:
865 return {{0, 0, 0}};
866 }
867 }
868
GetMaxComputeWorkGroupInvocations(D3D_FEATURE_LEVEL featureLevel)869 int GetMaxComputeWorkGroupInvocations(D3D_FEATURE_LEVEL featureLevel)
870 {
871 switch (featureLevel)
872 {
873 case D3D_FEATURE_LEVEL_11_1:
874 case D3D_FEATURE_LEVEL_11_0:
875 return D3D11_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP;
876 default:
877 return 0;
878 }
879 }
880
GetMaxComputeSharedMemorySize(D3D_FEATURE_LEVEL featureLevel)881 int GetMaxComputeSharedMemorySize(D3D_FEATURE_LEVEL featureLevel)
882 {
883 switch (featureLevel)
884 {
885 // In D3D11 the maximum total size of all variables with the groupshared storage class is
886 // 32kb.
887 // https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/dx-graphics-hlsl-variable-syntax
888 case D3D_FEATURE_LEVEL_11_1:
889 case D3D_FEATURE_LEVEL_11_0:
890 return 32768;
891 default:
892 return 0;
893 }
894 }
895
GetMaximumComputeUniformVectors(D3D_FEATURE_LEVEL featureLevel)896 int GetMaximumComputeUniformVectors(D3D_FEATURE_LEVEL featureLevel)
897 {
898 switch (featureLevel)
899 {
900 case D3D_FEATURE_LEVEL_11_1:
901 case D3D_FEATURE_LEVEL_11_0:
902 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
903 default:
904 return 0;
905 }
906 }
907
GetMaximumComputeUniformBlocks(D3D_FEATURE_LEVEL featureLevel)908 int GetMaximumComputeUniformBlocks(D3D_FEATURE_LEVEL featureLevel)
909 {
910 switch (featureLevel)
911 {
912 case D3D_FEATURE_LEVEL_11_1:
913 case D3D_FEATURE_LEVEL_11_0:
914 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT -
915 d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT;
916 default:
917 return 0;
918 }
919 }
920
GetMaximumComputeTextureUnits(D3D_FEATURE_LEVEL featureLevel)921 int GetMaximumComputeTextureUnits(D3D_FEATURE_LEVEL featureLevel)
922 {
923 switch (featureLevel)
924 {
925 case D3D_FEATURE_LEVEL_11_1:
926 case D3D_FEATURE_LEVEL_11_0:
927 return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT;
928 default:
929 return 0;
930 }
931 }
932
SetUAVRelatedResourceLimits(D3D_FEATURE_LEVEL featureLevel,gl::Caps * caps)933 void SetUAVRelatedResourceLimits(D3D_FEATURE_LEVEL featureLevel, gl::Caps *caps)
934 {
935 ASSERT(caps);
936
937 GLuint reservedUAVsForAtomicCounterBuffers = 0u;
938
939 // For pixel shaders, the render targets and unordered access views share the same resource
940 // slots when being written out.
941 // https://msdn.microsoft.com/en-us/library/windows/desktop/ff476465(v=vs.85).aspx
942 GLuint maxNumRTVsAndUAVs = 0u;
943
944 switch (featureLevel)
945 {
946 case D3D_FEATURE_LEVEL_11_1:
947 // Currently we allocate 4 UAV slots for atomic counter buffers on feature level 11_1.
948 reservedUAVsForAtomicCounterBuffers = 4u;
949 maxNumRTVsAndUAVs = D3D11_1_UAV_SLOT_COUNT;
950 break;
951 case D3D_FEATURE_LEVEL_11_0:
952 // Currently we allocate 1 UAV slot for atomic counter buffers on feature level 11_0.
953 reservedUAVsForAtomicCounterBuffers = 1u;
954 maxNumRTVsAndUAVs = D3D11_PS_CS_UAV_REGISTER_COUNT;
955 break;
956 default:
957 return;
958 }
959
960 // Set limits on atomic counter buffers in fragment shaders and compute shaders.
961 caps->maxCombinedAtomicCounterBuffers = reservedUAVsForAtomicCounterBuffers;
962 caps->maxShaderAtomicCounterBuffers[gl::ShaderType::Compute] =
963 reservedUAVsForAtomicCounterBuffers;
964 caps->maxShaderAtomicCounterBuffers[gl::ShaderType::Fragment] =
965 reservedUAVsForAtomicCounterBuffers;
966 caps->maxAtomicCounterBufferBindings = reservedUAVsForAtomicCounterBuffers;
967
968 // Setting MAX_COMPUTE_ATOMIC_COUNTERS to a conservative number of 1024 * the number of UAV
969 // reserved for atomic counters. It could theoretically be set to max buffer size / 4 but that
970 // number could cause problems.
971 caps->maxCombinedAtomicCounters = reservedUAVsForAtomicCounterBuffers * 1024;
972 caps->maxShaderAtomicCounters[gl::ShaderType::Compute] = caps->maxCombinedAtomicCounters;
973
974 // See
975 // https://docs.microsoft.com/en-us/windows/desktop/direct3d11/overviews-direct3d-11-resources-limits
976 // Resource size (in MB) for any of the preceding resources is min(max(128,0.25f * (amount of
977 // dedicated VRAM)), 2048) MB. So we set it to 128MB to keep same with GL backend.
978 caps->maxShaderStorageBlockSize =
979 D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024 * 1024;
980
981 // Allocate the remaining slots for images and shader storage blocks.
982 // The maximum number of fragment shader outputs depends on the current context version, so we
983 // will not set it here. See comments in Context11::initialize().
984 caps->maxCombinedShaderOutputResources =
985 maxNumRTVsAndUAVs - reservedUAVsForAtomicCounterBuffers;
986
987 // Set limits on images and shader storage blocks in fragment shaders and compute shaders.
988 caps->maxCombinedShaderStorageBlocks = caps->maxCombinedShaderOutputResources;
989 caps->maxShaderStorageBlocks[gl::ShaderType::Compute] = caps->maxCombinedShaderOutputResources;
990 caps->maxShaderStorageBlocks[gl::ShaderType::Fragment] = caps->maxCombinedShaderOutputResources;
991 caps->maxShaderStorageBufferBindings = caps->maxCombinedShaderOutputResources;
992
993 caps->maxImageUnits = caps->maxCombinedShaderOutputResources;
994 caps->maxCombinedImageUniforms = caps->maxCombinedShaderOutputResources;
995 caps->maxShaderImageUniforms[gl::ShaderType::Compute] = caps->maxCombinedShaderOutputResources;
996 caps->maxShaderImageUniforms[gl::ShaderType::Fragment] = caps->maxCombinedShaderOutputResources;
997
998 // On feature level 11_1, UAVs are also available in vertex shaders and geometry shaders.
999 if (featureLevel == D3D_FEATURE_LEVEL_11_1)
1000 {
1001 caps->maxShaderAtomicCounterBuffers[gl::ShaderType::Vertex] =
1002 caps->maxCombinedAtomicCounterBuffers;
1003 caps->maxShaderAtomicCounterBuffers[gl::ShaderType::Geometry] =
1004 caps->maxCombinedAtomicCounterBuffers;
1005
1006 caps->maxShaderImageUniforms[gl::ShaderType::Vertex] =
1007 caps->maxCombinedShaderOutputResources;
1008 caps->maxShaderStorageBlocks[gl::ShaderType::Vertex] =
1009 caps->maxCombinedShaderOutputResources;
1010 caps->maxShaderImageUniforms[gl::ShaderType::Geometry] =
1011 caps->maxCombinedShaderOutputResources;
1012 caps->maxShaderStorageBlocks[gl::ShaderType::Geometry] =
1013 caps->maxCombinedShaderOutputResources;
1014 }
1015 }
1016
GetMinimumTexelOffset(D3D_FEATURE_LEVEL featureLevel)1017 int GetMinimumTexelOffset(D3D_FEATURE_LEVEL featureLevel)
1018 {
1019 switch (featureLevel)
1020 {
1021 case D3D_FEATURE_LEVEL_11_1:
1022 case D3D_FEATURE_LEVEL_11_0:
1023 return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE;
1024
1025 case D3D_FEATURE_LEVEL_10_1:
1026 case D3D_FEATURE_LEVEL_10_0:
1027 return D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE;
1028
1029 // Sampling functions with offsets are not available below shader model 4.0.
1030 case D3D_FEATURE_LEVEL_9_3:
1031 case D3D_FEATURE_LEVEL_9_2:
1032 case D3D_FEATURE_LEVEL_9_1:
1033 return 0;
1034
1035 default:
1036 UNREACHABLE();
1037 return 0;
1038 }
1039 }
1040
GetMaximumTexelOffset(D3D_FEATURE_LEVEL featureLevel)1041 int GetMaximumTexelOffset(D3D_FEATURE_LEVEL featureLevel)
1042 {
1043 switch (featureLevel)
1044 {
1045 case D3D_FEATURE_LEVEL_11_1:
1046 case D3D_FEATURE_LEVEL_11_0:
1047 return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE;
1048 case D3D_FEATURE_LEVEL_10_1:
1049 case D3D_FEATURE_LEVEL_10_0:
1050 return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE;
1051
1052 // Sampling functions with offsets are not available below shader model 4.0.
1053 case D3D_FEATURE_LEVEL_9_3:
1054 case D3D_FEATURE_LEVEL_9_2:
1055 case D3D_FEATURE_LEVEL_9_1:
1056 return 0;
1057
1058 default:
1059 UNREACHABLE();
1060 return 0;
1061 }
1062 }
1063
GetMinimumTextureGatherOffset(D3D_FEATURE_LEVEL featureLevel)1064 int GetMinimumTextureGatherOffset(D3D_FEATURE_LEVEL featureLevel)
1065 {
1066 switch (featureLevel)
1067 {
1068 // https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/gather4-po--sm5---asm-
1069 case D3D_FEATURE_LEVEL_11_1:
1070 case D3D_FEATURE_LEVEL_11_0:
1071 return -32;
1072
1073 case D3D_FEATURE_LEVEL_10_1:
1074 case D3D_FEATURE_LEVEL_10_0:
1075 case D3D_FEATURE_LEVEL_9_3:
1076 case D3D_FEATURE_LEVEL_9_2:
1077 case D3D_FEATURE_LEVEL_9_1:
1078 return 0;
1079
1080 default:
1081 UNREACHABLE();
1082 return 0;
1083 }
1084 }
1085
GetMaximumTextureGatherOffset(D3D_FEATURE_LEVEL featureLevel)1086 int GetMaximumTextureGatherOffset(D3D_FEATURE_LEVEL featureLevel)
1087 {
1088 switch (featureLevel)
1089 {
1090 // https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/gather4-po--sm5---asm-
1091 case D3D_FEATURE_LEVEL_11_1:
1092 case D3D_FEATURE_LEVEL_11_0:
1093 return 31;
1094
1095 case D3D_FEATURE_LEVEL_10_1:
1096 case D3D_FEATURE_LEVEL_10_0:
1097 case D3D_FEATURE_LEVEL_9_3:
1098 case D3D_FEATURE_LEVEL_9_2:
1099 case D3D_FEATURE_LEVEL_9_1:
1100 return 0;
1101
1102 default:
1103 UNREACHABLE();
1104 return 0;
1105 }
1106 }
1107
GetMaximumConstantBufferSize(D3D_FEATURE_LEVEL featureLevel)1108 size_t GetMaximumConstantBufferSize(D3D_FEATURE_LEVEL featureLevel)
1109 {
1110 // Returns a size_t despite the limit being a GLuint64 because size_t is the maximum
1111 // size of
1112 // any buffer that could be allocated.
1113
1114 const size_t bytesPerComponent = 4 * sizeof(float);
1115
1116 switch (featureLevel)
1117 {
1118 case D3D_FEATURE_LEVEL_11_1:
1119 case D3D_FEATURE_LEVEL_11_0:
1120 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
1121
1122 case D3D_FEATURE_LEVEL_10_1:
1123 case D3D_FEATURE_LEVEL_10_0:
1124 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
1125
1126 // Limits from http://msdn.microsoft.com/en-us/library/windows/desktop/ff476501.aspx
1127 // remarks section
1128 case D3D_FEATURE_LEVEL_9_3:
1129 case D3D_FEATURE_LEVEL_9_2:
1130 case D3D_FEATURE_LEVEL_9_1:
1131 return 4096 * bytesPerComponent;
1132
1133 default:
1134 UNREACHABLE();
1135 return 0;
1136 }
1137 }
1138
GetMaximumStreamOutputBuffers(D3D_FEATURE_LEVEL featureLevel)1139 int GetMaximumStreamOutputBuffers(D3D_FEATURE_LEVEL featureLevel)
1140 {
1141 switch (featureLevel)
1142 {
1143 case D3D_FEATURE_LEVEL_11_1:
1144 case D3D_FEATURE_LEVEL_11_0:
1145 return D3D11_SO_BUFFER_SLOT_COUNT;
1146
1147 case D3D_FEATURE_LEVEL_10_1:
1148 return D3D10_1_SO_BUFFER_SLOT_COUNT;
1149 case D3D_FEATURE_LEVEL_10_0:
1150 return D3D10_SO_BUFFER_SLOT_COUNT;
1151
1152 case D3D_FEATURE_LEVEL_9_3:
1153 case D3D_FEATURE_LEVEL_9_2:
1154 case D3D_FEATURE_LEVEL_9_1:
1155 return 0;
1156
1157 default:
1158 UNREACHABLE();
1159 return 0;
1160 }
1161 }
1162
GetMaximumStreamOutputInterleavedComponents(D3D_FEATURE_LEVEL featureLevel)1163 int GetMaximumStreamOutputInterleavedComponents(D3D_FEATURE_LEVEL featureLevel)
1164 {
1165 switch (featureLevel)
1166 {
1167 case D3D_FEATURE_LEVEL_11_1:
1168 case D3D_FEATURE_LEVEL_11_0:
1169
1170 case D3D_FEATURE_LEVEL_10_1:
1171 case D3D_FEATURE_LEVEL_10_0:
1172 return GetMaximumVertexOutputVectors(featureLevel) * 4;
1173
1174 case D3D_FEATURE_LEVEL_9_3:
1175 case D3D_FEATURE_LEVEL_9_2:
1176 case D3D_FEATURE_LEVEL_9_1:
1177 return 0;
1178
1179 default:
1180 UNREACHABLE();
1181 return 0;
1182 }
1183 }
1184
GetMaximumStreamOutputSeparateComponents(D3D_FEATURE_LEVEL featureLevel)1185 int GetMaximumStreamOutputSeparateComponents(D3D_FEATURE_LEVEL featureLevel)
1186 {
1187 switch (featureLevel)
1188 {
1189 case D3D_FEATURE_LEVEL_11_1:
1190 case D3D_FEATURE_LEVEL_11_0:
1191 return GetMaximumStreamOutputInterleavedComponents(featureLevel) /
1192 GetMaximumStreamOutputBuffers(featureLevel);
1193
1194 // D3D 10 and 10.1 only allow one output per output slot if an output slot other
1195 // than zero is used.
1196 case D3D_FEATURE_LEVEL_10_1:
1197 case D3D_FEATURE_LEVEL_10_0:
1198 return 4;
1199
1200 case D3D_FEATURE_LEVEL_9_3:
1201 case D3D_FEATURE_LEVEL_9_2:
1202 case D3D_FEATURE_LEVEL_9_1:
1203 return 0;
1204
1205 default:
1206 UNREACHABLE();
1207 return 0;
1208 }
1209 }
1210
GetMaximumRenderToBufferWindowSize(D3D_FEATURE_LEVEL featureLevel)1211 int GetMaximumRenderToBufferWindowSize(D3D_FEATURE_LEVEL featureLevel)
1212 {
1213 switch (featureLevel)
1214 {
1215 case D3D_FEATURE_LEVEL_11_1:
1216 case D3D_FEATURE_LEVEL_11_0:
1217 return D3D11_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH;
1218 case D3D_FEATURE_LEVEL_10_1:
1219 case D3D_FEATURE_LEVEL_10_0:
1220 return D3D10_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH;
1221
1222 // REQ_RENDER_TO_BUFFER_WINDOW_WIDTH not supported on D3D11 Feature Level 9,
1223 // use the maximum texture sizes
1224 case D3D_FEATURE_LEVEL_9_3:
1225 return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
1226 case D3D_FEATURE_LEVEL_9_2:
1227 case D3D_FEATURE_LEVEL_9_1:
1228 return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
1229
1230 default:
1231 UNREACHABLE();
1232 return 0;
1233 }
1234 }
1235
GetIntelDriverVersion(const Optional<LARGE_INTEGER> driverVersion)1236 IntelDriverVersion GetIntelDriverVersion(const Optional<LARGE_INTEGER> driverVersion)
1237 {
1238 if (!driverVersion.valid())
1239 return IntelDriverVersion(0);
1240
1241 DWORD lowPart = driverVersion.value().LowPart;
1242 return IntelDriverVersion(HIWORD(lowPart) * 10000 + LOWORD(lowPart));
1243 }
1244
1245 } // anonymous namespace
1246
GetReservedVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel)1247 unsigned int GetReservedVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel)
1248 {
1249 switch (featureLevel)
1250 {
1251 case D3D_FEATURE_LEVEL_11_1:
1252 case D3D_FEATURE_LEVEL_11_0:
1253 case D3D_FEATURE_LEVEL_10_1:
1254 case D3D_FEATURE_LEVEL_10_0:
1255 return 0;
1256
1257 case D3D_FEATURE_LEVEL_9_3:
1258 case D3D_FEATURE_LEVEL_9_2:
1259 case D3D_FEATURE_LEVEL_9_1:
1260 return 3; // dx_ViewAdjust, dx_ViewCoords and dx_ViewScale
1261
1262 default:
1263 UNREACHABLE();
1264 return 0;
1265 }
1266 }
1267
GetReservedFragmentUniformVectors(D3D_FEATURE_LEVEL featureLevel)1268 unsigned int GetReservedFragmentUniformVectors(D3D_FEATURE_LEVEL featureLevel)
1269 {
1270 switch (featureLevel)
1271 {
1272 case D3D_FEATURE_LEVEL_11_1:
1273 case D3D_FEATURE_LEVEL_11_0:
1274 case D3D_FEATURE_LEVEL_10_1:
1275 case D3D_FEATURE_LEVEL_10_0:
1276 return 0;
1277
1278 case D3D_FEATURE_LEVEL_9_3:
1279 case D3D_FEATURE_LEVEL_9_2:
1280 case D3D_FEATURE_LEVEL_9_1:
1281 return 4; // dx_ViewCoords, dx_DepthFront, dx_DepthRange, dx_FragCoordOffset
1282
1283 default:
1284 UNREACHABLE();
1285 return 0;
1286 }
1287 }
1288
GetMaximumClientVersion(const Renderer11DeviceCaps & caps)1289 gl::Version GetMaximumClientVersion(const Renderer11DeviceCaps &caps)
1290 {
1291 switch (caps.featureLevel)
1292 {
1293 case D3D_FEATURE_LEVEL_11_1:
1294 case D3D_FEATURE_LEVEL_11_0:
1295 return gl::Version(3, 1);
1296 case D3D_FEATURE_LEVEL_10_1:
1297 return gl::Version(3, 0);
1298
1299 case D3D_FEATURE_LEVEL_10_0:
1300 if (caps.allowES3OnFL10_0)
1301 {
1302 return gl::Version(3, 0);
1303 }
1304 else
1305 {
1306 return gl::Version(2, 0);
1307 }
1308 case D3D_FEATURE_LEVEL_9_3:
1309 case D3D_FEATURE_LEVEL_9_2:
1310 case D3D_FEATURE_LEVEL_9_1:
1311 return gl::Version(2, 0);
1312
1313 default:
1314 UNREACHABLE();
1315 return gl::Version(0, 0);
1316 }
1317 }
1318
GetMinimumFeatureLevelForES31()1319 D3D_FEATURE_LEVEL GetMinimumFeatureLevelForES31()
1320 {
1321 return kMinimumFeatureLevelForES31;
1322 }
1323
GetMaxViewportAndScissorRectanglesPerPipeline(D3D_FEATURE_LEVEL featureLevel)1324 unsigned int GetMaxViewportAndScissorRectanglesPerPipeline(D3D_FEATURE_LEVEL featureLevel)
1325 {
1326 switch (featureLevel)
1327 {
1328 case D3D_FEATURE_LEVEL_11_1:
1329 case D3D_FEATURE_LEVEL_11_0:
1330 return D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
1331 case D3D_FEATURE_LEVEL_10_1:
1332 case D3D_FEATURE_LEVEL_10_0:
1333 case D3D_FEATURE_LEVEL_9_3:
1334 case D3D_FEATURE_LEVEL_9_2:
1335 case D3D_FEATURE_LEVEL_9_1:
1336 return 1;
1337 default:
1338 UNREACHABLE();
1339 return 0;
1340 }
1341 }
1342
IsMultiviewSupported(D3D_FEATURE_LEVEL featureLevel)1343 bool IsMultiviewSupported(D3D_FEATURE_LEVEL featureLevel)
1344 {
1345 // The multiview extensions can always be supported in D3D11 through geometry shaders.
1346 switch (featureLevel)
1347 {
1348 case D3D_FEATURE_LEVEL_11_1:
1349 case D3D_FEATURE_LEVEL_11_0:
1350 return true;
1351 default:
1352 return false;
1353 }
1354 }
1355
GetMaxSampleMaskWords(D3D_FEATURE_LEVEL featureLevel)1356 int GetMaxSampleMaskWords(D3D_FEATURE_LEVEL featureLevel)
1357 {
1358 switch (featureLevel)
1359 {
1360 // D3D10+ only allows 1 sample mask.
1361 case D3D_FEATURE_LEVEL_11_1:
1362 case D3D_FEATURE_LEVEL_11_0:
1363 case D3D_FEATURE_LEVEL_10_1:
1364 case D3D_FEATURE_LEVEL_10_0:
1365 return 1;
1366 case D3D_FEATURE_LEVEL_9_3:
1367 case D3D_FEATURE_LEVEL_9_2:
1368 case D3D_FEATURE_LEVEL_9_1:
1369 return 0;
1370 default:
1371 UNREACHABLE();
1372 return 0;
1373 }
1374 }
1375
HasTextureBufferSupport(ID3D11Device * device,const Renderer11DeviceCaps & renderer11DeviceCaps)1376 bool HasTextureBufferSupport(ID3D11Device *device, const Renderer11DeviceCaps &renderer11DeviceCaps)
1377 {
1378 if (renderer11DeviceCaps.featureLevel < D3D_FEATURE_LEVEL_11_0)
1379 return false;
1380
1381 if (!renderer11DeviceCaps.supportsTypedUAVLoadAdditionalFormats)
1382 return false;
1383
1384 // https://docs.microsoft.com/en-us/windows/win32/direct3d12/typed-unordered-access-view-loads
1385 // we don't need to check the typed store. from the spec,
1386 // https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FormatList
1387 // all the following format support typed stored.
1388 // According to spec,
1389 // https://www.khronos.org/registry/OpenGL-Refpages/es3/html/glBindImageTexture.xhtml the
1390 // required image unit format are GL_RGBA32F, GL_RGBA32UI, GL_RGBA32I, GL_RGBA16F, GL_RGBA16UI,
1391 // GL_RGBA16I, GL_RGBA8, GL_RGBAUI, GL_RGBA8I, GL_RGBA8_SNORM, GL_R32F, GL_R32UI, GL_R32I,
1392 const std::array<DXGI_FORMAT, 2> &optionalFormats = {
1393 DXGI_FORMAT_R32G32B32A32_FLOAT, // test for GL_RGBA32(UIF), GL_RGBA16(UIF),
1394 // GL_RGBA8(UIUnorm)
1395 DXGI_FORMAT_R8G8B8A8_SNORM, // test for GL_RGBA8_SNORM,
1396 };
1397
1398 for (DXGI_FORMAT dxgiFormat : optionalFormats)
1399 {
1400 D3D11_FEATURE_DATA_FORMAT_SUPPORT FormatSupport = {dxgiFormat, 0};
1401 if (!SUCCEEDED(device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &FormatSupport,
1402 sizeof(FormatSupport))))
1403 {
1404 WARN() << "Error checking typed load support for format 0x" << std::hex << dxgiFormat;
1405 return false;
1406 }
1407 if ((FormatSupport.OutFormatSupport & D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD) == 0)
1408 return false;
1409 }
1410 return true;
1411 }
1412
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)1413 void GenerateCaps(ID3D11Device *device,
1414 ID3D11DeviceContext *deviceContext,
1415 const Renderer11DeviceCaps &renderer11DeviceCaps,
1416 const angle::FeaturesD3D &features,
1417 const char *description,
1418 gl::Caps *caps,
1419 gl::TextureCapsMap *textureCapsMap,
1420 gl::Extensions *extensions,
1421 gl::Limitations *limitations,
1422 ShPixelLocalStorageOptions *plsOptions)
1423 {
1424 const D3D_FEATURE_LEVEL featureLevel = renderer11DeviceCaps.featureLevel;
1425 const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats();
1426 for (GLenum internalFormat : allFormats)
1427 {
1428 gl::TextureCaps textureCaps =
1429 GenerateTextureFormatCaps(GetMaximumClientVersion(renderer11DeviceCaps), internalFormat,
1430 device, renderer11DeviceCaps);
1431 textureCapsMap->insert(internalFormat, textureCaps);
1432 }
1433
1434 // GL core feature limits
1435 // Reserve MAX_UINT for D3D11's primitive restart.
1436 caps->maxElementIndex = static_cast<GLint64>(std::numeric_limits<unsigned int>::max() - 1);
1437 caps->max3DTextureSize = GetMaximum3DTextureSize(featureLevel);
1438 caps->max2DTextureSize = GetMaximum2DTextureSize(featureLevel);
1439 caps->maxCubeMapTextureSize = GetMaximumCubeMapTextureSize(featureLevel);
1440 caps->maxArrayTextureLayers = GetMaximum2DTextureArraySize(featureLevel);
1441
1442 // Unimplemented, set to minimum required
1443 caps->maxLODBias = 2.0f;
1444
1445 // No specific limits on render target size, maximum 2D texture size is equivalent
1446 caps->maxRenderbufferSize = caps->max2DTextureSize;
1447
1448 // Maximum draw buffers and color attachments are the same, max color attachments could
1449 // eventually be increased to 16
1450 caps->maxDrawBuffers = GetMaximumSimultaneousRenderTargets(featureLevel);
1451 caps->maxColorAttachments = GetMaximumSimultaneousRenderTargets(featureLevel);
1452
1453 // D3D11 has the same limit for viewport width and height
1454 caps->maxViewportWidth = GetMaximumViewportSize(featureLevel);
1455 caps->maxViewportHeight = caps->maxViewportWidth;
1456
1457 // Choose a reasonable maximum, enforced in the shader.
1458 caps->minAliasedPointSize = 1.0f;
1459 caps->maxAliasedPointSize = 1024.0f;
1460
1461 // Wide lines not supported
1462 caps->minAliasedLineWidth = 1.0f;
1463 caps->maxAliasedLineWidth = 1.0f;
1464
1465 // Primitive count limits
1466 caps->maxElementsIndices = GetMaximumDrawIndexedIndexCount(featureLevel);
1467 caps->maxElementsVertices = GetMaximumDrawVertexCount(featureLevel);
1468
1469 // Program and shader binary formats (no supported shader binary formats)
1470 caps->programBinaryFormats.push_back(GL_PROGRAM_BINARY_ANGLE);
1471
1472 caps->vertexHighpFloat.setIEEEFloat();
1473 caps->vertexMediumpFloat.setIEEEFloat();
1474 caps->vertexLowpFloat.setIEEEFloat();
1475 caps->fragmentHighpFloat.setIEEEFloat();
1476 caps->fragmentMediumpFloat.setIEEEFloat();
1477 caps->fragmentLowpFloat.setIEEEFloat();
1478
1479 // 32-bit integers are natively supported
1480 caps->vertexHighpInt.setTwosComplementInt(32);
1481 caps->vertexMediumpInt.setTwosComplementInt(32);
1482 caps->vertexLowpInt.setTwosComplementInt(32);
1483 caps->fragmentHighpInt.setTwosComplementInt(32);
1484 caps->fragmentMediumpInt.setTwosComplementInt(32);
1485 caps->fragmentLowpInt.setTwosComplementInt(32);
1486
1487 // We do not wait for server fence objects internally, so report a max timeout of zero.
1488 caps->maxServerWaitTimeout = 0;
1489
1490 // Vertex shader limits
1491 caps->maxVertexAttributes = GetMaximumVertexInputSlots(featureLevel);
1492 caps->maxVertexUniformVectors = GetMaximumVertexUniformVectors(featureLevel);
1493 if (features.skipVSConstantRegisterZero.enabled)
1494 {
1495 caps->maxVertexUniformVectors -= 1;
1496 }
1497 caps->maxShaderUniformComponents[gl::ShaderType::Vertex] = caps->maxVertexUniformVectors * 4;
1498 caps->maxShaderUniformBlocks[gl::ShaderType::Vertex] =
1499 GetMaximumVertexUniformBlocks(featureLevel);
1500 caps->maxVertexOutputComponents = GetMaximumVertexOutputVectors(featureLevel) * 4;
1501 caps->maxShaderTextureImageUnits[gl::ShaderType::Vertex] =
1502 GetMaximumVertexTextureUnits(featureLevel);
1503
1504 // Vertex Attribute Bindings are emulated on D3D11.
1505 caps->maxVertexAttribBindings = caps->maxVertexAttributes;
1506 // Experimental testing confirmed there is no explicit limit on maximum buffer offset in D3D11.
1507 caps->maxVertexAttribRelativeOffset = std::numeric_limits<GLint>::max();
1508 // Experimental testing confirmed 2048 is the maximum stride that D3D11 can support on all
1509 // platforms.
1510 caps->maxVertexAttribStride = 2048;
1511
1512 // Fragment shader limits
1513 caps->maxFragmentUniformVectors = GetMaximumPixelUniformVectors(featureLevel);
1514 caps->maxShaderUniformComponents[gl::ShaderType::Fragment] =
1515 caps->maxFragmentUniformVectors * 4;
1516 caps->maxShaderUniformBlocks[gl::ShaderType::Fragment] =
1517 GetMaximumPixelUniformBlocks(featureLevel);
1518 caps->maxFragmentInputComponents = GetMaximumPixelInputVectors(featureLevel) * 4;
1519 caps->maxShaderTextureImageUnits[gl::ShaderType::Fragment] =
1520 GetMaximumPixelTextureUnits(featureLevel);
1521 caps->minProgramTexelOffset = GetMinimumTexelOffset(featureLevel);
1522 caps->maxProgramTexelOffset = GetMaximumTexelOffset(featureLevel);
1523
1524 // Compute shader limits
1525 caps->maxComputeWorkGroupCount = GetMaxComputeWorkGroupCount(featureLevel);
1526 caps->maxComputeWorkGroupSize = GetMaxComputeWorkGroupSize(featureLevel);
1527 caps->maxComputeWorkGroupInvocations = GetMaxComputeWorkGroupInvocations(featureLevel);
1528 caps->maxComputeSharedMemorySize = GetMaxComputeSharedMemorySize(featureLevel);
1529 caps->maxShaderUniformComponents[gl::ShaderType::Compute] =
1530 GetMaximumComputeUniformVectors(featureLevel) * 4;
1531 caps->maxShaderUniformBlocks[gl::ShaderType::Compute] =
1532 GetMaximumComputeUniformBlocks(featureLevel);
1533 caps->maxShaderTextureImageUnits[gl::ShaderType::Compute] =
1534 GetMaximumComputeTextureUnits(featureLevel);
1535
1536 SetUAVRelatedResourceLimits(featureLevel, caps);
1537
1538 // Aggregate shader limits
1539 caps->maxUniformBufferBindings = caps->maxShaderUniformBlocks[gl::ShaderType::Vertex] +
1540 caps->maxShaderUniformBlocks[gl::ShaderType::Fragment];
1541 caps->maxUniformBlockSize = static_cast<GLuint64>(GetMaximumConstantBufferSize(featureLevel));
1542
1543 // TODO(oetuaho): Get a more accurate limit. For now using the minimum requirement for GLES 3.1.
1544 caps->maxUniformLocations = 1024;
1545
1546 // With DirectX 11.1, constant buffer offset and size must be a multiple of 16 constants of 16
1547 // bytes each.
1548 // https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649%28v=vs.85%29.aspx
1549 // With DirectX 11.0, we emulate UBO offsets using copies of ranges of the UBO however
1550 // we still keep the same alignment as 11.1 for consistency.
1551 caps->uniformBufferOffsetAlignment = 256;
1552
1553 caps->maxCombinedUniformBlocks = caps->maxShaderUniformBlocks[gl::ShaderType::Vertex] +
1554 caps->maxShaderUniformBlocks[gl::ShaderType::Fragment];
1555
1556 // A shader storage block will be translated to a structure in HLSL. So We reference the HLSL
1557 // structure packing rules
1558 // https://msdn.microsoft.com/en-us/library/windows/desktop/bb509632(v=vs.85).aspx. The
1559 // resulting size of any structure will always be evenly divisible by sizeof(four-component
1560 // vector).
1561 caps->shaderStorageBufferOffsetAlignment = 16;
1562
1563 for (gl::ShaderType shaderType : gl::AllShaderTypes())
1564 {
1565 caps->maxCombinedShaderUniformComponents[shaderType] =
1566 static_cast<GLint64>(caps->maxShaderUniformBlocks[shaderType]) *
1567 static_cast<GLint64>(caps->maxUniformBlockSize / 4) +
1568 static_cast<GLint64>(caps->maxShaderUniformComponents[shaderType]);
1569 }
1570
1571 caps->maxVaryingComponents = GetMaximumVertexOutputVectors(featureLevel) * 4;
1572 caps->maxVaryingVectors = GetMaximumVertexOutputVectors(featureLevel);
1573 caps->maxCombinedTextureImageUnits = caps->maxShaderTextureImageUnits[gl::ShaderType::Vertex] +
1574 caps->maxShaderTextureImageUnits[gl::ShaderType::Fragment];
1575
1576 // Transform feedback limits
1577 caps->maxTransformFeedbackInterleavedComponents =
1578 GetMaximumStreamOutputInterleavedComponents(featureLevel);
1579 caps->maxTransformFeedbackSeparateAttributes = GetMaximumStreamOutputBuffers(featureLevel);
1580 caps->maxTransformFeedbackSeparateComponents =
1581 GetMaximumStreamOutputSeparateComponents(featureLevel);
1582
1583 // Defer the computation of multisample limits to Context::updateCaps() where max*Samples values
1584 // are determined according to available sample counts for each individual format.
1585 caps->maxSamples = std::numeric_limits<GLint>::max();
1586 caps->maxColorTextureSamples = std::numeric_limits<GLint>::max();
1587 caps->maxDepthTextureSamples = std::numeric_limits<GLint>::max();
1588 caps->maxIntegerSamples = std::numeric_limits<GLint>::max();
1589
1590 // Sample mask words limits
1591 caps->maxSampleMaskWords = GetMaxSampleMaskWords(featureLevel);
1592
1593 // Framebuffer limits
1594 caps->maxFramebufferSamples = std::numeric_limits<GLint>::max();
1595 caps->maxFramebufferWidth = GetMaximumRenderToBufferWindowSize(featureLevel);
1596 caps->maxFramebufferHeight = caps->maxFramebufferWidth;
1597
1598 // Texture gather offset limits
1599 caps->minProgramTextureGatherOffset = GetMinimumTextureGatherOffset(featureLevel);
1600 caps->maxProgramTextureGatherOffset = GetMaximumTextureGatherOffset(featureLevel);
1601
1602 caps->maxTextureAnisotropy = GetMaximumAnisotropy(featureLevel);
1603 caps->queryCounterBitsTimeElapsed = 64;
1604
1605 caps->queryCounterBitsTimestamp = features.enableTimestampQueries.enabled ? 64 : 0;
1606
1607 caps->maxDualSourceDrawBuffers = 1;
1608
1609 // GL extension support
1610 extensions->setTextureExtensionSupport(*textureCapsMap);
1611
1612 // Explicitly disable GL_OES_compressed_ETC1_RGB8_texture because it's emulated and never
1613 // becomes core. WebGL doesn't want to expose it unless there is native support.
1614 extensions->compressedETC1RGB8TextureOES = false;
1615 extensions->compressedETC1RGB8SubTextureEXT = false;
1616
1617 extensions->elementIndexUintOES = true;
1618 extensions->getProgramBinaryOES = true;
1619 extensions->rgb8Rgba8OES = true;
1620 extensions->readFormatBgraEXT = true;
1621 extensions->pixelBufferObjectNV = true;
1622 extensions->mapbufferOES = true;
1623 extensions->mapBufferRangeEXT = true;
1624 extensions->textureNpotOES = GetNPOTTextureSupport(featureLevel);
1625 extensions->drawBuffersEXT = GetMaximumSimultaneousRenderTargets(featureLevel) > 1;
1626 extensions->drawBuffersIndexedEXT = (featureLevel >= D3D_FEATURE_LEVEL_10_1);
1627 extensions->drawBuffersIndexedOES = extensions->drawBuffersIndexedEXT;
1628 extensions->textureStorageEXT = true;
1629 extensions->textureFilterAnisotropicEXT = true;
1630 extensions->occlusionQueryBooleanEXT = GetOcclusionQuerySupport(featureLevel);
1631 extensions->fenceNV = GetEventQuerySupport(featureLevel);
1632 extensions->disjointTimerQueryEXT = true;
1633 extensions->robustnessEXT = true;
1634 // Direct3D guarantees to return zero for any resource that is accessed out of bounds.
1635 // See https://msdn.microsoft.com/en-us/library/windows/desktop/ff476332(v=vs.85).aspx
1636 // and https://msdn.microsoft.com/en-us/library/windows/desktop/ff476900(v=vs.85).aspx
1637 extensions->robustBufferAccessBehaviorKHR = true;
1638 extensions->blendMinmaxEXT = true;
1639 // https://docs.microsoft.com/en-us/windows/desktop/direct3ddxgi/format-support-for-direct3d-11-0-feature-level-hardware
1640 extensions->floatBlendEXT = true;
1641 extensions->framebufferBlitANGLE = GetFramebufferBlitSupport(featureLevel);
1642 extensions->framebufferBlitNV = extensions->framebufferBlitANGLE;
1643 extensions->framebufferMultisampleANGLE = GetFramebufferMultisampleSupport(featureLevel);
1644 extensions->instancedArraysANGLE = GetInstancingSupport(featureLevel);
1645 extensions->instancedArraysEXT = GetInstancingSupport(featureLevel);
1646 extensions->packReverseRowOrderANGLE = true;
1647 extensions->standardDerivativesOES = GetDerivativeInstructionSupport(featureLevel);
1648 extensions->shaderTextureLodEXT = GetShaderTextureLODSupport(featureLevel);
1649 extensions->fragDepthEXT = true;
1650 extensions->conservativeDepthEXT = (featureLevel >= D3D_FEATURE_LEVEL_11_0);
1651 extensions->polygonModeANGLE = true;
1652 extensions->polygonOffsetClampEXT = (featureLevel >= D3D_FEATURE_LEVEL_10_0);
1653 extensions->depthClampEXT = true;
1654 extensions->stencilTexturingANGLE = (featureLevel >= D3D_FEATURE_LEVEL_10_1);
1655 extensions->multiviewOVR = IsMultiviewSupported(featureLevel);
1656 extensions->multiview2OVR = IsMultiviewSupported(featureLevel);
1657 if (extensions->multiviewOVR || extensions->multiview2OVR)
1658 {
1659 caps->maxViews = std::min(static_cast<GLuint>(GetMaximum2DTextureArraySize(featureLevel)),
1660 GetMaxViewportAndScissorRectanglesPerPipeline(featureLevel));
1661 }
1662 extensions->textureUsageANGLE = true; // This could be false since it has no effect in D3D11
1663 extensions->discardFramebufferEXT = true;
1664 extensions->translatedShaderSourceANGLE = true;
1665 extensions->fboRenderMipmapOES = true;
1666 extensions->debugMarkerEXT = true;
1667 extensions->EGLImageOES = true;
1668 extensions->EGLImageExternalOES = true;
1669 extensions->EGLImageExternalWrapModesEXT = true;
1670 extensions->EGLImageExternalEssl3OES = true;
1671 extensions->EGLStreamConsumerExternalNV = true;
1672 extensions->unpackSubimageEXT = true;
1673 extensions->packSubimageNV = true;
1674 extensions->lossyEtcDecodeANGLE = true;
1675 extensions->syncQueryCHROMIUM = GetEventQuerySupport(featureLevel);
1676 extensions->copyTextureCHROMIUM = true;
1677 extensions->copyCompressedTextureCHROMIUM = true;
1678 extensions->textureStorageMultisample2dArrayOES = true;
1679 extensions->textureMirrorClampToEdgeEXT = true;
1680 extensions->shaderNoperspectiveInterpolationNV = (featureLevel >= D3D_FEATURE_LEVEL_10_0);
1681 extensions->sampleVariablesOES = (featureLevel >= D3D_FEATURE_LEVEL_11_0);
1682 extensions->shaderMultisampleInterpolationOES = (featureLevel >= D3D_FEATURE_LEVEL_11_0);
1683 if (extensions->shaderMultisampleInterpolationOES)
1684 {
1685 caps->subPixelInterpolationOffsetBits = 4;
1686 caps->minInterpolationOffset = -0.5f;
1687 caps->maxInterpolationOffset = +0.4375f; // +0.5 - (2 ^ -4)
1688 }
1689 extensions->multiviewMultisampleANGLE =
1690 ((extensions->multiviewOVR || extensions->multiview2OVR) &&
1691 extensions->textureStorageMultisample2dArrayOES);
1692 extensions->copyTexture3dANGLE = true;
1693 extensions->textureBorderClampEXT = true;
1694 extensions->textureBorderClampOES = true;
1695 extensions->multiDrawIndirectEXT = true;
1696 extensions->textureMultisampleANGLE = true;
1697 extensions->provokingVertexANGLE = true;
1698 extensions->blendFuncExtendedEXT = true;
1699 // http://anglebug.com/4926
1700 extensions->texture3DOES = false;
1701 extensions->baseInstanceEXT = true;
1702 extensions->baseVertexBaseInstanceANGLE = true;
1703 extensions->baseVertexBaseInstanceShaderBuiltinANGLE = true;
1704 extensions->drawElementsBaseVertexOES = true;
1705 extensions->drawElementsBaseVertexEXT = true;
1706 if (!strstr(description, "Adreno"))
1707 {
1708 extensions->multisampledRenderToTextureEXT = true;
1709 }
1710 extensions->videoTextureWEBGL = true;
1711
1712 // D3D11 cannot support reading depth texture as a luminance texture.
1713 // It treats it as a red-channel-only texture.
1714 extensions->depthTextureOES = false;
1715
1716 // readPixels on depth & stencil not working with D3D11 backend.
1717 extensions->readDepthNV = false;
1718 extensions->readStencilNV = false;
1719 extensions->depthBufferFloat2NV = false;
1720
1721 // GL_EXT_clip_control
1722 extensions->clipControlEXT = (featureLevel >= D3D_FEATURE_LEVEL_9_3);
1723
1724 // GL_APPLE_clip_distance / GL_EXT_clip_cull_distance / GL_ANGLE_clip_cull_distance
1725 extensions->clipDistanceAPPLE = true;
1726 extensions->clipCullDistanceEXT = true;
1727 extensions->clipCullDistanceANGLE = true;
1728 caps->maxClipDistances = D3D11_CLIP_OR_CULL_DISTANCE_COUNT;
1729 caps->maxCullDistances = D3D11_CLIP_OR_CULL_DISTANCE_COUNT;
1730 caps->maxCombinedClipAndCullDistances = D3D11_CLIP_OR_CULL_DISTANCE_COUNT;
1731
1732 // GL_KHR_parallel_shader_compile
1733 extensions->parallelShaderCompileKHR = true;
1734
1735 // GL_EXT_texture_buffer
1736 extensions->textureBufferEXT = HasTextureBufferSupport(device, renderer11DeviceCaps);
1737
1738 // GL_OES_texture_buffer
1739 extensions->textureBufferOES = extensions->textureBufferEXT;
1740
1741 // ANGLE_shader_pixel_local_storage -- fragment shader UAVs appear in D3D 11.0.
1742 if (featureLevel >= D3D_FEATURE_LEVEL_11_0)
1743 {
1744 extensions->shaderPixelLocalStorageANGLE = true;
1745 plsOptions->type = ShPixelLocalStorageType::ImageLoadStore;
1746 if (renderer11DeviceCaps.supportsRasterizerOrderViews)
1747 {
1748 extensions->shaderPixelLocalStorageCoherentANGLE = true;
1749 plsOptions->fragmentSyncType = ShFragmentSynchronizationType::RasterizerOrderViews_D3D;
1750 }
1751 // TODO(anglebug.com/7279): If we add RG* support to pixel local storage, these are *NOT*
1752 // in the set of common formats, so we need to query support for each individualy:
1753 // https://learn.microsoft.com/en-us/windows/win32/direct3d11/typed-unordered-access-view-loads
1754 plsOptions->supportsNativeRGBA8ImageFormats =
1755 renderer11DeviceCaps.supportsUAVLoadStoreCommonFormats;
1756 }
1757
1758 // D3D11 Feature Level 10_0+ uses SV_IsFrontFace in HLSL to emulate gl_FrontFacing.
1759 // D3D11 Feature Level 9_3 doesn't support SV_IsFrontFace, and has no equivalent, so can't
1760 // support gl_FrontFacing.
1761 limitations->noFrontFacingSupport = (featureLevel <= D3D_FEATURE_LEVEL_9_3);
1762
1763 // D3D11 Feature Level 9_3 doesn't support alpha-to-coverage
1764 limitations->noSampleAlphaToCoverageSupport = (featureLevel <= D3D_FEATURE_LEVEL_9_3);
1765
1766 // D3D11 Feature Levels 9_3 and below do not support non-constant loop indexing and require
1767 // additional
1768 // pre-validation of the shader at compile time to produce a better error message.
1769 limitations->shadersRequireIndexedLoopValidation = (featureLevel <= D3D_FEATURE_LEVEL_9_3);
1770
1771 // D3D11 has no concept of separate masks and refs for front and back faces in the depth stencil
1772 // state.
1773 limitations->noSeparateStencilRefsAndMasks = true;
1774
1775 // D3D11 cannot support constant color and alpha blend funcs together
1776 limitations->noSimultaneousConstantColorAndAlphaBlendFunc = true;
1777
1778 // D3D11 does not support multiple transform feedback outputs writing to the same buffer.
1779 limitations->noDoubleBoundTransformFeedbackBuffers = true;
1780
1781 // D3D11 does not support vertex attribute aliasing
1782 limitations->noVertexAttributeAliasing = true;
1783
1784 // D3D11 does not support compressed textures where the base mip level is not a multiple of 4
1785 limitations->compressedBaseMipLevelMultipleOfFour = true;
1786
1787 if (extensions->textureBufferAny())
1788 {
1789 caps->maxTextureBufferSize = 1 << D3D11_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP;
1790 // this maybe touble for RGB32 format.
1791 caps->textureBufferOffsetAlignment = 16;
1792 }
1793
1794 #ifdef ANGLE_ENABLE_WINDOWS_UWP
1795 // Setting a non-zero divisor on attribute zero doesn't work on certain Windows Phone 8-era
1796 // devices. We should prevent developers from doing this on ALL Windows Store devices. This will
1797 // maintain consistency across all Windows devices. We allow non-zero divisors on attribute zero
1798 // if the Client Version >= 3, since devices affected by this issue don't support ES3+.
1799 limitations->attributeZeroRequiresZeroDivisorInEXT = true;
1800 #endif
1801 }
1802
1803 } // namespace d3d11_gl
1804
1805 namespace gl_d3d11
1806 {
1807
ConvertBlendFunc(GLenum glBlend,bool isAlpha)1808 D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha)
1809 {
1810 D3D11_BLEND d3dBlend = D3D11_BLEND_ZERO;
1811
1812 switch (glBlend)
1813 {
1814 case GL_ZERO:
1815 d3dBlend = D3D11_BLEND_ZERO;
1816 break;
1817 case GL_ONE:
1818 d3dBlend = D3D11_BLEND_ONE;
1819 break;
1820 case GL_SRC_COLOR:
1821 d3dBlend = (isAlpha ? D3D11_BLEND_SRC_ALPHA : D3D11_BLEND_SRC_COLOR);
1822 break;
1823 case GL_ONE_MINUS_SRC_COLOR:
1824 d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC_ALPHA : D3D11_BLEND_INV_SRC_COLOR);
1825 break;
1826 case GL_DST_COLOR:
1827 d3dBlend = (isAlpha ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_DEST_COLOR);
1828 break;
1829 case GL_ONE_MINUS_DST_COLOR:
1830 d3dBlend = (isAlpha ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_INV_DEST_COLOR);
1831 break;
1832 case GL_SRC_ALPHA:
1833 d3dBlend = D3D11_BLEND_SRC_ALPHA;
1834 break;
1835 case GL_ONE_MINUS_SRC_ALPHA:
1836 d3dBlend = D3D11_BLEND_INV_SRC_ALPHA;
1837 break;
1838 case GL_DST_ALPHA:
1839 d3dBlend = D3D11_BLEND_DEST_ALPHA;
1840 break;
1841 case GL_ONE_MINUS_DST_ALPHA:
1842 d3dBlend = D3D11_BLEND_INV_DEST_ALPHA;
1843 break;
1844 case GL_CONSTANT_COLOR:
1845 d3dBlend = D3D11_BLEND_BLEND_FACTOR;
1846 break;
1847 case GL_ONE_MINUS_CONSTANT_COLOR:
1848 d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR;
1849 break;
1850 case GL_CONSTANT_ALPHA:
1851 d3dBlend = D3D11_BLEND_BLEND_FACTOR;
1852 break;
1853 case GL_ONE_MINUS_CONSTANT_ALPHA:
1854 d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR;
1855 break;
1856 case GL_SRC_ALPHA_SATURATE:
1857 d3dBlend = D3D11_BLEND_SRC_ALPHA_SAT;
1858 break;
1859 case GL_SRC1_COLOR_EXT:
1860 d3dBlend = (isAlpha ? D3D11_BLEND_SRC1_ALPHA : D3D11_BLEND_SRC1_COLOR);
1861 break;
1862 case GL_SRC1_ALPHA_EXT:
1863 d3dBlend = D3D11_BLEND_SRC1_ALPHA;
1864 break;
1865 case GL_ONE_MINUS_SRC1_COLOR_EXT:
1866 d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC1_ALPHA : D3D11_BLEND_INV_SRC1_COLOR);
1867 break;
1868 case GL_ONE_MINUS_SRC1_ALPHA_EXT:
1869 d3dBlend = D3D11_BLEND_INV_SRC1_ALPHA;
1870 break;
1871 default:
1872 UNREACHABLE();
1873 }
1874
1875 return d3dBlend;
1876 }
1877
ConvertBlendOp(GLenum glBlendOp)1878 D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp)
1879 {
1880 D3D11_BLEND_OP d3dBlendOp = D3D11_BLEND_OP_ADD;
1881
1882 switch (glBlendOp)
1883 {
1884 case GL_FUNC_ADD:
1885 d3dBlendOp = D3D11_BLEND_OP_ADD;
1886 break;
1887 case GL_FUNC_SUBTRACT:
1888 d3dBlendOp = D3D11_BLEND_OP_SUBTRACT;
1889 break;
1890 case GL_FUNC_REVERSE_SUBTRACT:
1891 d3dBlendOp = D3D11_BLEND_OP_REV_SUBTRACT;
1892 break;
1893 case GL_MIN:
1894 d3dBlendOp = D3D11_BLEND_OP_MIN;
1895 break;
1896 case GL_MAX:
1897 d3dBlendOp = D3D11_BLEND_OP_MAX;
1898 break;
1899 default:
1900 UNREACHABLE();
1901 }
1902
1903 return d3dBlendOp;
1904 }
1905
ConvertColorMask(bool red,bool green,bool blue,bool alpha)1906 UINT8 ConvertColorMask(bool red, bool green, bool blue, bool alpha)
1907 {
1908 UINT8 mask = 0;
1909 if (red)
1910 {
1911 mask |= D3D11_COLOR_WRITE_ENABLE_RED;
1912 }
1913 if (green)
1914 {
1915 mask |= D3D11_COLOR_WRITE_ENABLE_GREEN;
1916 }
1917 if (blue)
1918 {
1919 mask |= D3D11_COLOR_WRITE_ENABLE_BLUE;
1920 }
1921 if (alpha)
1922 {
1923 mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
1924 }
1925 return mask;
1926 }
1927
ConvertCullMode(bool cullEnabled,gl::CullFaceMode cullMode)1928 D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, gl::CullFaceMode cullMode)
1929 {
1930 D3D11_CULL_MODE cull = D3D11_CULL_NONE;
1931
1932 if (cullEnabled)
1933 {
1934 switch (cullMode)
1935 {
1936 case gl::CullFaceMode::Front:
1937 cull = D3D11_CULL_FRONT;
1938 break;
1939 case gl::CullFaceMode::Back:
1940 cull = D3D11_CULL_BACK;
1941 break;
1942 case gl::CullFaceMode::FrontAndBack:
1943 cull = D3D11_CULL_NONE;
1944 break;
1945 default:
1946 UNREACHABLE();
1947 }
1948 }
1949 else
1950 {
1951 cull = D3D11_CULL_NONE;
1952 }
1953
1954 return cull;
1955 }
1956
ConvertComparison(GLenum comparison)1957 D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison)
1958 {
1959 D3D11_COMPARISON_FUNC d3dComp = D3D11_COMPARISON_NEVER;
1960 switch (comparison)
1961 {
1962 case GL_NEVER:
1963 d3dComp = D3D11_COMPARISON_NEVER;
1964 break;
1965 case GL_ALWAYS:
1966 d3dComp = D3D11_COMPARISON_ALWAYS;
1967 break;
1968 case GL_LESS:
1969 d3dComp = D3D11_COMPARISON_LESS;
1970 break;
1971 case GL_LEQUAL:
1972 d3dComp = D3D11_COMPARISON_LESS_EQUAL;
1973 break;
1974 case GL_EQUAL:
1975 d3dComp = D3D11_COMPARISON_EQUAL;
1976 break;
1977 case GL_GREATER:
1978 d3dComp = D3D11_COMPARISON_GREATER;
1979 break;
1980 case GL_GEQUAL:
1981 d3dComp = D3D11_COMPARISON_GREATER_EQUAL;
1982 break;
1983 case GL_NOTEQUAL:
1984 d3dComp = D3D11_COMPARISON_NOT_EQUAL;
1985 break;
1986 default:
1987 UNREACHABLE();
1988 }
1989
1990 return d3dComp;
1991 }
1992
ConvertDepthMask(bool depthWriteEnabled)1993 D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled)
1994 {
1995 return depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
1996 }
1997
ConvertStencilMask(GLuint stencilmask)1998 UINT8 ConvertStencilMask(GLuint stencilmask)
1999 {
2000 return static_cast<UINT8>(stencilmask);
2001 }
2002
ConvertStencilOp(GLenum stencilOp)2003 D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp)
2004 {
2005 D3D11_STENCIL_OP d3dStencilOp = D3D11_STENCIL_OP_KEEP;
2006
2007 switch (stencilOp)
2008 {
2009 case GL_ZERO:
2010 d3dStencilOp = D3D11_STENCIL_OP_ZERO;
2011 break;
2012 case GL_KEEP:
2013 d3dStencilOp = D3D11_STENCIL_OP_KEEP;
2014 break;
2015 case GL_REPLACE:
2016 d3dStencilOp = D3D11_STENCIL_OP_REPLACE;
2017 break;
2018 case GL_INCR:
2019 d3dStencilOp = D3D11_STENCIL_OP_INCR_SAT;
2020 break;
2021 case GL_DECR:
2022 d3dStencilOp = D3D11_STENCIL_OP_DECR_SAT;
2023 break;
2024 case GL_INVERT:
2025 d3dStencilOp = D3D11_STENCIL_OP_INVERT;
2026 break;
2027 case GL_INCR_WRAP:
2028 d3dStencilOp = D3D11_STENCIL_OP_INCR;
2029 break;
2030 case GL_DECR_WRAP:
2031 d3dStencilOp = D3D11_STENCIL_OP_DECR;
2032 break;
2033 default:
2034 UNREACHABLE();
2035 }
2036
2037 return d3dStencilOp;
2038 }
2039
ConvertFilter(GLenum minFilter,GLenum magFilter,float maxAnisotropy,GLenum comparisonMode)2040 D3D11_FILTER ConvertFilter(GLenum minFilter,
2041 GLenum magFilter,
2042 float maxAnisotropy,
2043 GLenum comparisonMode)
2044 {
2045 bool comparison = comparisonMode != GL_NONE;
2046
2047 if (maxAnisotropy > 1.0f)
2048 {
2049 return D3D11_ENCODE_ANISOTROPIC_FILTER(static_cast<D3D11_COMPARISON_FUNC>(comparison));
2050 }
2051 else
2052 {
2053 D3D11_FILTER_TYPE dxMin = D3D11_FILTER_TYPE_POINT;
2054 D3D11_FILTER_TYPE dxMip = D3D11_FILTER_TYPE_POINT;
2055 switch (minFilter)
2056 {
2057 case GL_NEAREST:
2058 dxMin = D3D11_FILTER_TYPE_POINT;
2059 dxMip = D3D11_FILTER_TYPE_POINT;
2060 break;
2061 case GL_LINEAR:
2062 dxMin = D3D11_FILTER_TYPE_LINEAR;
2063 dxMip = D3D11_FILTER_TYPE_POINT;
2064 break;
2065 case GL_NEAREST_MIPMAP_NEAREST:
2066 dxMin = D3D11_FILTER_TYPE_POINT;
2067 dxMip = D3D11_FILTER_TYPE_POINT;
2068 break;
2069 case GL_LINEAR_MIPMAP_NEAREST:
2070 dxMin = D3D11_FILTER_TYPE_LINEAR;
2071 dxMip = D3D11_FILTER_TYPE_POINT;
2072 break;
2073 case GL_NEAREST_MIPMAP_LINEAR:
2074 dxMin = D3D11_FILTER_TYPE_POINT;
2075 dxMip = D3D11_FILTER_TYPE_LINEAR;
2076 break;
2077 case GL_LINEAR_MIPMAP_LINEAR:
2078 dxMin = D3D11_FILTER_TYPE_LINEAR;
2079 dxMip = D3D11_FILTER_TYPE_LINEAR;
2080 break;
2081 default:
2082 UNREACHABLE();
2083 }
2084
2085 D3D11_FILTER_TYPE dxMag = D3D11_FILTER_TYPE_POINT;
2086 switch (magFilter)
2087 {
2088 case GL_NEAREST:
2089 dxMag = D3D11_FILTER_TYPE_POINT;
2090 break;
2091 case GL_LINEAR:
2092 dxMag = D3D11_FILTER_TYPE_LINEAR;
2093 break;
2094 default:
2095 UNREACHABLE();
2096 }
2097
2098 return D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip,
2099 static_cast<D3D11_COMPARISON_FUNC>(comparison));
2100 }
2101 }
2102
ConvertTextureWrap(GLenum wrap)2103 D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap)
2104 {
2105 switch (wrap)
2106 {
2107 case GL_REPEAT:
2108 return D3D11_TEXTURE_ADDRESS_WRAP;
2109 case GL_MIRRORED_REPEAT:
2110 return D3D11_TEXTURE_ADDRESS_MIRROR;
2111 case GL_CLAMP_TO_EDGE:
2112 return D3D11_TEXTURE_ADDRESS_CLAMP;
2113 case GL_CLAMP_TO_BORDER:
2114 return D3D11_TEXTURE_ADDRESS_BORDER;
2115 case GL_MIRROR_CLAMP_TO_EDGE_EXT:
2116 return D3D11_TEXTURE_ADDRESS_MIRROR_ONCE;
2117 default:
2118 UNREACHABLE();
2119 }
2120
2121 return D3D11_TEXTURE_ADDRESS_WRAP;
2122 }
2123
ConvertMaxAnisotropy(float maxAnisotropy,D3D_FEATURE_LEVEL featureLevel)2124 UINT ConvertMaxAnisotropy(float maxAnisotropy, D3D_FEATURE_LEVEL featureLevel)
2125 {
2126 return static_cast<UINT>(std::min(maxAnisotropy, d3d11_gl::GetMaximumAnisotropy(featureLevel)));
2127 }
2128
ConvertQueryType(gl::QueryType type)2129 D3D11_QUERY ConvertQueryType(gl::QueryType type)
2130 {
2131 switch (type)
2132 {
2133 case gl::QueryType::AnySamples:
2134 case gl::QueryType::AnySamplesConservative:
2135 return D3D11_QUERY_OCCLUSION;
2136 case gl::QueryType::TransformFeedbackPrimitivesWritten:
2137 return D3D11_QUERY_SO_STATISTICS;
2138 case gl::QueryType::TimeElapsed:
2139 // Two internal queries are also created for begin/end timestamps
2140 return D3D11_QUERY_TIMESTAMP_DISJOINT;
2141 case gl::QueryType::Timestamp:
2142 // A disjoint query is also created for timestamp
2143 return D3D11_QUERY_TIMESTAMP_DISJOINT;
2144 case gl::QueryType::CommandsCompleted:
2145 return D3D11_QUERY_EVENT;
2146 default:
2147 UNREACHABLE();
2148 return D3D11_QUERY_EVENT;
2149 }
2150 }
2151
2152 // Get the D3D11 write mask covering all color channels of a given format
GetColorMask(const gl::InternalFormat & format)2153 UINT8 GetColorMask(const gl::InternalFormat &format)
2154 {
2155 return ConvertColorMask(format.redBits > 0, format.greenBits > 0, format.blueBits > 0,
2156 format.alphaBits > 0);
2157 }
2158
2159 } // namespace gl_d3d11
2160
2161 namespace d3d11
2162 {
2163
GetDeviceType(ID3D11Device * device)2164 ANGLED3D11DeviceType GetDeviceType(ID3D11Device *device)
2165 {
2166 // Note that this function returns an ANGLED3D11DeviceType rather than a D3D_DRIVER_TYPE value,
2167 // since it is difficult to tell Software and Reference devices apart
2168
2169 IDXGIDevice *dxgiDevice = nullptr;
2170 IDXGIAdapter *dxgiAdapter = nullptr;
2171 IDXGIAdapter2 *dxgiAdapter2 = nullptr;
2172
2173 ANGLED3D11DeviceType retDeviceType = ANGLE_D3D11_DEVICE_TYPE_UNKNOWN;
2174
2175 HRESULT hr = device->QueryInterface(__uuidof(IDXGIDevice), (void **)&dxgiDevice);
2176 if (SUCCEEDED(hr))
2177 {
2178 hr = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void **)&dxgiAdapter);
2179 if (SUCCEEDED(hr))
2180 {
2181 std::wstring adapterString;
2182 HRESULT adapter2hr =
2183 dxgiAdapter->QueryInterface(__uuidof(dxgiAdapter2), (void **)&dxgiAdapter2);
2184 if (SUCCEEDED(adapter2hr))
2185 {
2186 // On D3D_FEATURE_LEVEL_9_*, IDXGIAdapter::GetDesc returns "Software Adapter"
2187 // for the description string. Try to use IDXGIAdapter2::GetDesc2 to get the
2188 // actual hardware values if possible.
2189 DXGI_ADAPTER_DESC2 adapterDesc2;
2190 dxgiAdapter2->GetDesc2(&adapterDesc2);
2191 adapterString = std::wstring(adapterDesc2.Description);
2192 }
2193 else
2194 {
2195 DXGI_ADAPTER_DESC adapterDesc;
2196 dxgiAdapter->GetDesc(&adapterDesc);
2197 adapterString = std::wstring(adapterDesc.Description);
2198 }
2199
2200 // Both Reference and Software adapters will be 'Software Adapter'
2201 const bool isSoftwareDevice =
2202 (adapterString.find(std::wstring(L"Software Adapter")) != std::string::npos);
2203 const bool isNullDevice = (adapterString == L"");
2204 const bool isWARPDevice =
2205 (adapterString.find(std::wstring(L"Basic Render")) != std::string::npos);
2206
2207 if (isSoftwareDevice || isNullDevice)
2208 {
2209 ASSERT(!isWARPDevice);
2210 retDeviceType = ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL;
2211 }
2212 else if (isWARPDevice)
2213 {
2214 retDeviceType = ANGLE_D3D11_DEVICE_TYPE_WARP;
2215 }
2216 else
2217 {
2218 retDeviceType = ANGLE_D3D11_DEVICE_TYPE_HARDWARE;
2219 }
2220 }
2221 }
2222
2223 SafeRelease(dxgiDevice);
2224 SafeRelease(dxgiAdapter);
2225 SafeRelease(dxgiAdapter2);
2226
2227 return retDeviceType;
2228 }
2229
MakeValidSize(bool isImage,DXGI_FORMAT format,GLsizei * requestWidth,GLsizei * requestHeight,int * levelOffset)2230 void MakeValidSize(bool isImage,
2231 DXGI_FORMAT format,
2232 GLsizei *requestWidth,
2233 GLsizei *requestHeight,
2234 int *levelOffset)
2235 {
2236 const DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(format);
2237 bool validFormat = format != DXGI_FORMAT_UNKNOWN;
2238 bool validImage = isImage && validFormat;
2239
2240 int upsampleCount = 0;
2241 // Don't expand the size of full textures that are at least (blockWidth x blockHeight) already.
2242 if (validImage || *requestWidth < static_cast<GLsizei>(dxgiFormatInfo.blockWidth) ||
2243 *requestHeight < static_cast<GLsizei>(dxgiFormatInfo.blockHeight))
2244 {
2245 while (*requestWidth % dxgiFormatInfo.blockWidth != 0 ||
2246 *requestHeight % dxgiFormatInfo.blockHeight != 0)
2247 {
2248 *requestWidth <<= 1;
2249 *requestHeight <<= 1;
2250 upsampleCount++;
2251 }
2252 }
2253 else if (validFormat)
2254 {
2255 if (*requestWidth % dxgiFormatInfo.blockWidth != 0)
2256 {
2257 *requestWidth = roundUp(*requestWidth, static_cast<GLsizei>(dxgiFormatInfo.blockWidth));
2258 }
2259
2260 if (*requestHeight % dxgiFormatInfo.blockHeight != 0)
2261 {
2262 *requestHeight =
2263 roundUp(*requestHeight, static_cast<GLsizei>(dxgiFormatInfo.blockHeight));
2264 }
2265 }
2266
2267 if (levelOffset)
2268 {
2269 *levelOffset = upsampleCount;
2270 }
2271 }
2272
GenerateInitialTextureData(const gl::Context * context,GLint internalFormat,const Renderer11DeviceCaps & renderer11DeviceCaps,GLuint width,GLuint height,GLuint depth,GLuint mipLevels,gl::TexLevelArray<D3D11_SUBRESOURCE_DATA> * outSubresourceData)2273 angle::Result GenerateInitialTextureData(
2274 const gl::Context *context,
2275 GLint internalFormat,
2276 const Renderer11DeviceCaps &renderer11DeviceCaps,
2277 GLuint width,
2278 GLuint height,
2279 GLuint depth,
2280 GLuint mipLevels,
2281 gl::TexLevelArray<D3D11_SUBRESOURCE_DATA> *outSubresourceData)
2282 {
2283 const d3d11::Format &d3dFormatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps);
2284 ASSERT(d3dFormatInfo.dataInitializerFunction != nullptr);
2285
2286 const d3d11::DXGIFormatSize &dxgiFormatInfo =
2287 d3d11::GetDXGIFormatSizeInfo(d3dFormatInfo.texFormat);
2288
2289 using CheckedSize = angle::CheckedNumeric<size_t>;
2290 CheckedSize rowPitch = CheckedSize(dxgiFormatInfo.pixelBytes) * CheckedSize(width);
2291 CheckedSize depthPitch = rowPitch * CheckedSize(height);
2292 CheckedSize maxImageSize = depthPitch * CheckedSize(depth);
2293
2294 Context11 *context11 = GetImplAs<Context11>(context);
2295 ANGLE_CHECK_GL_ALLOC(context11, maxImageSize.IsValid());
2296
2297 angle::MemoryBuffer *scratchBuffer = nullptr;
2298 ANGLE_CHECK_GL_ALLOC(context11,
2299 context->getScratchBuffer(maxImageSize.ValueOrDie(), &scratchBuffer));
2300
2301 d3dFormatInfo.dataInitializerFunction(width, height, depth, scratchBuffer->data(),
2302 rowPitch.ValueOrDie(), depthPitch.ValueOrDie());
2303
2304 for (unsigned int i = 0; i < mipLevels; i++)
2305 {
2306 unsigned int mipWidth = std::max(width >> i, 1U);
2307 unsigned int mipHeight = std::max(height >> i, 1U);
2308
2309 using CheckedUINT = angle::CheckedNumeric<UINT>;
2310 CheckedUINT mipRowPitch = CheckedUINT(dxgiFormatInfo.pixelBytes) * CheckedUINT(mipWidth);
2311 CheckedUINT mipDepthPitch = mipRowPitch * CheckedUINT(mipHeight);
2312
2313 ANGLE_CHECK_GL_ALLOC(context11, mipRowPitch.IsValid() && mipDepthPitch.IsValid());
2314
2315 outSubresourceData->at(i).pSysMem = scratchBuffer->data();
2316 outSubresourceData->at(i).SysMemPitch = mipRowPitch.ValueOrDie();
2317 outSubresourceData->at(i).SysMemSlicePitch = mipDepthPitch.ValueOrDie();
2318 }
2319
2320 return angle::Result::Continue;
2321 }
2322
GetPrimitiveRestartIndex()2323 UINT GetPrimitiveRestartIndex()
2324 {
2325 return std::numeric_limits<UINT>::max();
2326 }
2327
SetPositionTexCoordVertex(PositionTexCoordVertex * vertex,float x,float y,float u,float v)2328 void SetPositionTexCoordVertex(PositionTexCoordVertex *vertex, float x, float y, float u, float v)
2329 {
2330 vertex->x = x;
2331 vertex->y = y;
2332 vertex->u = u;
2333 vertex->v = v;
2334 }
2335
SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex * vertex,float x,float y,unsigned int layer,float u,float v,float s)2336 void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex *vertex,
2337 float x,
2338 float y,
2339 unsigned int layer,
2340 float u,
2341 float v,
2342 float s)
2343 {
2344 vertex->x = x;
2345 vertex->y = y;
2346 vertex->l = layer;
2347 vertex->u = u;
2348 vertex->v = v;
2349 vertex->s = s;
2350 }
2351
BlendStateKey()2352 BlendStateKey::BlendStateKey()
2353 {
2354 memset(this, 0, sizeof(BlendStateKey));
2355 blendStateExt = gl::BlendStateExt();
2356 }
2357
BlendStateKey(const BlendStateKey & other)2358 BlendStateKey::BlendStateKey(const BlendStateKey &other)
2359 {
2360 memcpy(this, &other, sizeof(BlendStateKey));
2361 }
2362
operator ==(const BlendStateKey & a,const BlendStateKey & b)2363 bool operator==(const BlendStateKey &a, const BlendStateKey &b)
2364 {
2365 return memcmp(&a, &b, sizeof(BlendStateKey)) == 0;
2366 }
2367
operator !=(const BlendStateKey & a,const BlendStateKey & b)2368 bool operator!=(const BlendStateKey &a, const BlendStateKey &b)
2369 {
2370 return !(a == b);
2371 }
2372
RasterizerStateKey()2373 RasterizerStateKey::RasterizerStateKey()
2374 {
2375 memset(this, 0, sizeof(RasterizerStateKey));
2376 }
2377
operator ==(const RasterizerStateKey & a,const RasterizerStateKey & b)2378 bool operator==(const RasterizerStateKey &a, const RasterizerStateKey &b)
2379 {
2380 return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0;
2381 }
2382
operator !=(const RasterizerStateKey & a,const RasterizerStateKey & b)2383 bool operator!=(const RasterizerStateKey &a, const RasterizerStateKey &b)
2384 {
2385 return !(a == b);
2386 }
2387
SetDebugName(ID3D11DeviceChild * resource,const char * internalName,const std::string * khrDebugName)2388 HRESULT SetDebugName(ID3D11DeviceChild *resource,
2389 const char *internalName,
2390 const std::string *khrDebugName)
2391 {
2392 // Prepend ANGLE to separate names from other components in the same process.
2393 std::string d3dName = "ANGLE";
2394 bool sendNameToD3D = false;
2395 if (internalName && internalName[0] != '\0')
2396 {
2397 d3dName += std::string("_") + internalName;
2398 sendNameToD3D = true;
2399 }
2400 if (khrDebugName && !khrDebugName->empty())
2401 {
2402 d3dName += std::string("_") + *khrDebugName;
2403 sendNameToD3D = true;
2404 }
2405 // If both internalName and khrDebugName are empty, avoid sending the string to d3d.
2406 if (sendNameToD3D)
2407 {
2408 return resource->SetPrivateData(WKPDID_D3DDebugObjectName,
2409 static_cast<UINT>(d3dName.size()), d3dName.c_str());
2410 }
2411 return S_OK;
2412 }
2413
2414 // Keep this in cpp file where it has visibility of Renderer11.h, otherwise calling
2415 // allocateResource is only compatible with Clang and MSVS, which support calling a
2416 // method on a forward declared class in a template.
2417 template <ResourceType ResourceT>
resolveImpl(d3d::Context * context,Renderer11 * renderer,const GetDescType<ResourceT> & desc,GetInitDataType<ResourceT> * initData,const char * name)2418 angle::Result LazyResource<ResourceT>::resolveImpl(d3d::Context *context,
2419 Renderer11 *renderer,
2420 const GetDescType<ResourceT> &desc,
2421 GetInitDataType<ResourceT> *initData,
2422 const char *name)
2423 {
2424 if (!mResource.valid())
2425 {
2426 ANGLE_TRY(renderer->allocateResource(context, desc, initData, &mResource));
2427 mResource.setInternalName(name);
2428 }
2429 return angle::Result::Continue;
2430 }
2431
2432 template angle::Result LazyResource<ResourceType::BlendState>::resolveImpl(
2433 d3d::Context *context,
2434 Renderer11 *renderer,
2435 const D3D11_BLEND_DESC &desc,
2436 void *initData,
2437 const char *name);
2438 template angle::Result LazyResource<ResourceType::ComputeShader>::resolveImpl(
2439 d3d::Context *context,
2440 Renderer11 *renderer,
2441 const ShaderData &desc,
2442 void *initData,
2443 const char *name);
2444 template angle::Result LazyResource<ResourceType::GeometryShader>::resolveImpl(
2445 d3d::Context *context,
2446 Renderer11 *renderer,
2447 const ShaderData &desc,
2448 const std::vector<D3D11_SO_DECLARATION_ENTRY> *initData,
2449 const char *name);
2450 template angle::Result LazyResource<ResourceType::InputLayout>::resolveImpl(
2451 d3d::Context *context,
2452 Renderer11 *renderer,
2453 const InputElementArray &desc,
2454 const ShaderData *initData,
2455 const char *name);
2456 template angle::Result LazyResource<ResourceType::PixelShader>::resolveImpl(d3d::Context *context,
2457 Renderer11 *renderer,
2458 const ShaderData &desc,
2459 void *initData,
2460 const char *name);
2461 template angle::Result LazyResource<ResourceType::VertexShader>::resolveImpl(d3d::Context *context,
2462 Renderer11 *renderer,
2463 const ShaderData &desc,
2464 void *initData,
2465 const char *name);
2466
LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC * inputDesc,size_t inputDescLen,const BYTE * byteCode,size_t byteCodeLen,const char * debugName)2467 LazyInputLayout::LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC *inputDesc,
2468 size_t inputDescLen,
2469 const BYTE *byteCode,
2470 size_t byteCodeLen,
2471 const char *debugName)
2472 : mInputDesc(inputDesc, inputDescLen), mByteCode(byteCode, byteCodeLen), mDebugName(debugName)
2473 {}
2474
~LazyInputLayout()2475 LazyInputLayout::~LazyInputLayout() {}
2476
resolve(d3d::Context * context,Renderer11 * renderer)2477 angle::Result LazyInputLayout::resolve(d3d::Context *context, Renderer11 *renderer)
2478 {
2479 return resolveImpl(context, renderer, mInputDesc, &mByteCode, mDebugName);
2480 }
2481
LazyBlendState(const D3D11_BLEND_DESC & desc,const char * debugName)2482 LazyBlendState::LazyBlendState(const D3D11_BLEND_DESC &desc, const char *debugName)
2483 : mDesc(desc), mDebugName(debugName)
2484 {}
2485
resolve(d3d::Context * context,Renderer11 * renderer)2486 angle::Result LazyBlendState::resolve(d3d::Context *context, Renderer11 *renderer)
2487 {
2488 return resolveImpl(context, renderer, mDesc, nullptr, mDebugName);
2489 }
2490
InitializeFeatures(const Renderer11DeviceCaps & deviceCaps,const DXGI_ADAPTER_DESC & adapterDesc,angle::FeaturesD3D * features)2491 void InitializeFeatures(const Renderer11DeviceCaps &deviceCaps,
2492 const DXGI_ADAPTER_DESC &adapterDesc,
2493 angle::FeaturesD3D *features)
2494 {
2495 bool isNvidia = IsNvidia(adapterDesc.VendorId);
2496 bool isIntel = IsIntel(adapterDesc.VendorId);
2497 bool isSkylake = false;
2498 bool isBroadwell = false;
2499 bool isHaswell = false;
2500 bool isIvyBridge = false;
2501 bool isAMD = IsAMD(adapterDesc.VendorId);
2502 bool isFeatureLevel9_3 = (deviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3);
2503
2504 IntelDriverVersion capsVersion = IntelDriverVersion(0);
2505 if (isIntel)
2506 {
2507 capsVersion = d3d11_gl::GetIntelDriverVersion(deviceCaps.driverVersion);
2508
2509 isSkylake = IsSkylake(adapterDesc.DeviceId);
2510 isBroadwell = IsBroadwell(adapterDesc.DeviceId);
2511 isHaswell = IsHaswell(adapterDesc.DeviceId);
2512 isIvyBridge = IsIvyBridge(adapterDesc.DeviceId);
2513 }
2514
2515 if (isNvidia)
2516 {
2517 // TODO(jmadill): Narrow problematic driver range.
2518 bool driverVersionValid = deviceCaps.driverVersion.valid();
2519 if (driverVersionValid)
2520 {
2521 WORD part1 = HIWORD(deviceCaps.driverVersion.value().LowPart);
2522 WORD part2 = LOWORD(deviceCaps.driverVersion.value().LowPart);
2523
2524 // Disable the workaround to fix a second driver bug on newer NVIDIA.
2525 ANGLE_FEATURE_CONDITION(
2526 features, depthStencilBlitExtraCopy,
2527 (part1 <= 13u && part2 < 6881) && isNvidia && driverVersionValid);
2528 }
2529 else
2530 {
2531 ANGLE_FEATURE_CONDITION(features, depthStencilBlitExtraCopy,
2532 isNvidia && !driverVersionValid);
2533 }
2534 }
2535
2536 ANGLE_FEATURE_CONDITION(features, mrtPerfWorkaround, true);
2537 ANGLE_FEATURE_CONDITION(features, zeroMaxLodWorkaround, isFeatureLevel9_3);
2538 ANGLE_FEATURE_CONDITION(features, useInstancedPointSpriteEmulation, isFeatureLevel9_3);
2539 ANGLE_FEATURE_CONDITION(features, allowES3OnFL100, false);
2540
2541 // TODO(jmadill): Disable workaround when we have a fixed compiler DLL.
2542 ANGLE_FEATURE_CONDITION(features, expandIntegerPowExpressions, true);
2543
2544 ANGLE_FEATURE_CONDITION(features, flushAfterEndingTransformFeedback, isNvidia);
2545 ANGLE_FEATURE_CONDITION(features, getDimensionsIgnoresBaseLevel, isNvidia);
2546 ANGLE_FEATURE_CONDITION(features, skipVSConstantRegisterZero, isNvidia);
2547 ANGLE_FEATURE_CONDITION(features, forceAtomicValueResolution, isNvidia);
2548
2549 ANGLE_FEATURE_CONDITION(features, preAddTexelFetchOffsets, isIntel);
2550 ANGLE_FEATURE_CONDITION(features, useSystemMemoryForConstantBuffers, isIntel);
2551
2552 ANGLE_FEATURE_CONDITION(features, callClearTwice,
2553 isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) &&
2554 capsVersion < IntelDriverVersion(164771));
2555 ANGLE_FEATURE_CONDITION(features, emulateIsnanFloat,
2556 isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) &&
2557 capsVersion < IntelDriverVersion(164542));
2558 ANGLE_FEATURE_CONDITION(features, rewriteUnaryMinusOperator,
2559 isIntel && (isBroadwell || isHaswell) &&
2560 capsVersion >= IntelDriverVersion(150000) &&
2561 capsVersion < IntelDriverVersion(154624));
2562
2563 ANGLE_FEATURE_CONDITION(features, addMockTextureNoRenderTarget,
2564 isIntel && capsVersion >= IntelDriverVersion(160000) &&
2565 capsVersion < IntelDriverVersion(164815));
2566
2567 // Haswell/Ivybridge drivers occasionally corrupt (small?) (vertex?) texture data uploads.
2568 ANGLE_FEATURE_CONDITION(features, setDataFasterThanImageUpload,
2569 !(isIvyBridge || isBroadwell || isHaswell));
2570
2571 ANGLE_FEATURE_CONDITION(features, disableB5G6R5Support,
2572 (isIntel && capsVersion >= IntelDriverVersion(150000) &&
2573 capsVersion < IntelDriverVersion(154539)) ||
2574 isAMD);
2575
2576 // TODO(jmadill): Disable when we have a fixed driver version.
2577 // The tiny stencil texture workaround involves using CopySubresource or UpdateSubresource on a
2578 // depth stencil texture. This is not allowed until feature level 10.1 but since it is not
2579 // possible to support ES3 on these devices, there is no need for the workaround to begin with
2580 // (anglebug.com/1572).
2581 ANGLE_FEATURE_CONDITION(features, emulateTinyStencilTextures,
2582 isAMD && !(deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1));
2583
2584 // If the VPAndRTArrayIndexFromAnyShaderFeedingRasterizer feature is not available, we have to
2585 // select the viewport / RT array index in the geometry shader.
2586 ANGLE_FEATURE_CONDITION(features, selectViewInGeometryShader,
2587 !deviceCaps.supportsVpRtIndexWriteFromVertexShader);
2588
2589 // NVidia drivers have no trouble clearing textures without showing corruption.
2590 // Intel and AMD drivers that have trouble have been blocklisted by Chromium. In the case of
2591 // Intel, they've been blocklisted to the DX9 runtime.
2592 ANGLE_FEATURE_CONDITION(features, allowClearForRobustResourceInit, true);
2593
2594 // Allow translating uniform block to StructuredBuffer on Windows 10. This is targeted
2595 // to work around a slow fxc compile performance issue with dynamic uniform indexing.
2596 ANGLE_FEATURE_CONDITION(features, allowTranslateUniformBlockToStructuredBuffer,
2597 IsWindows10OrLater());
2598 }
2599
InitializeFrontendFeatures(const DXGI_ADAPTER_DESC & adapterDesc,angle::FrontendFeatures * features)2600 void InitializeFrontendFeatures(const DXGI_ADAPTER_DESC &adapterDesc,
2601 angle::FrontendFeatures *features)
2602 {
2603 bool isAMD = IsAMD(adapterDesc.VendorId);
2604
2605 ANGLE_FEATURE_CONDITION(features, forceDepthAttachmentInitOnClear, isAMD);
2606 }
2607
InitConstantBufferDesc(D3D11_BUFFER_DESC * constantBufferDescription,size_t byteWidth)2608 void InitConstantBufferDesc(D3D11_BUFFER_DESC *constantBufferDescription, size_t byteWidth)
2609 {
2610 constantBufferDescription->ByteWidth = static_cast<UINT>(byteWidth);
2611 constantBufferDescription->Usage = D3D11_USAGE_DYNAMIC;
2612 constantBufferDescription->BindFlags = D3D11_BIND_CONSTANT_BUFFER;
2613 constantBufferDescription->CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2614 constantBufferDescription->MiscFlags = 0;
2615 constantBufferDescription->StructureByteStride = 0;
2616 }
2617
2618 } // namespace d3d11
2619
2620 // TextureHelper11 implementation.
TextureHelper11()2621 TextureHelper11::TextureHelper11() : mFormatSet(nullptr), mSampleCount(0) {}
2622
TextureHelper11(TextureHelper11 && toCopy)2623 TextureHelper11::TextureHelper11(TextureHelper11 &&toCopy) : TextureHelper11()
2624 {
2625 *this = std::move(toCopy);
2626 }
2627
TextureHelper11(const TextureHelper11 & other)2628 TextureHelper11::TextureHelper11(const TextureHelper11 &other)
2629 : mFormatSet(other.mFormatSet), mExtents(other.mExtents), mSampleCount(other.mSampleCount)
2630 {
2631 mData = other.mData;
2632 }
2633
~TextureHelper11()2634 TextureHelper11::~TextureHelper11() {}
2635
getDesc(D3D11_TEXTURE2D_DESC * desc) const2636 void TextureHelper11::getDesc(D3D11_TEXTURE2D_DESC *desc) const
2637 {
2638 static_cast<ID3D11Texture2D *>(mData->object)->GetDesc(desc);
2639 }
2640
getDesc(D3D11_TEXTURE3D_DESC * desc) const2641 void TextureHelper11::getDesc(D3D11_TEXTURE3D_DESC *desc) const
2642 {
2643 static_cast<ID3D11Texture3D *>(mData->object)->GetDesc(desc);
2644 }
2645
getDesc(D3D11_BUFFER_DESC * desc) const2646 void TextureHelper11::getDesc(D3D11_BUFFER_DESC *desc) const
2647 {
2648 static_cast<ID3D11Buffer *>(mData->object)->GetDesc(desc);
2649 }
2650
initDesc(const D3D11_TEXTURE2D_DESC & desc2D)2651 void TextureHelper11::initDesc(const D3D11_TEXTURE2D_DESC &desc2D)
2652 {
2653 mData->resourceType = ResourceType::Texture2D;
2654 mExtents.width = static_cast<int>(desc2D.Width);
2655 mExtents.height = static_cast<int>(desc2D.Height);
2656 mExtents.depth = 1;
2657 mSampleCount = desc2D.SampleDesc.Count;
2658 }
2659
initDesc(const D3D11_TEXTURE3D_DESC & desc3D)2660 void TextureHelper11::initDesc(const D3D11_TEXTURE3D_DESC &desc3D)
2661 {
2662 mData->resourceType = ResourceType::Texture3D;
2663 mExtents.width = static_cast<int>(desc3D.Width);
2664 mExtents.height = static_cast<int>(desc3D.Height);
2665 mExtents.depth = static_cast<int>(desc3D.Depth);
2666 mSampleCount = 1;
2667 }
2668
initDesc(const D3D11_BUFFER_DESC & descBuffer)2669 void TextureHelper11::initDesc(const D3D11_BUFFER_DESC &descBuffer)
2670 {
2671 mData->resourceType = ResourceType::Buffer;
2672 mExtents.width = static_cast<int>(descBuffer.ByteWidth);
2673 mExtents.height = 1;
2674 mExtents.depth = 1;
2675 mSampleCount = 1;
2676 }
2677
operator =(TextureHelper11 && other)2678 TextureHelper11 &TextureHelper11::operator=(TextureHelper11 &&other)
2679 {
2680 std::swap(mData, other.mData);
2681 std::swap(mExtents, other.mExtents);
2682 std::swap(mFormatSet, other.mFormatSet);
2683 std::swap(mSampleCount, other.mSampleCount);
2684 return *this;
2685 }
2686
operator =(const TextureHelper11 & other)2687 TextureHelper11 &TextureHelper11::operator=(const TextureHelper11 &other)
2688 {
2689 mData = other.mData;
2690 mExtents = other.mExtents;
2691 mFormatSet = other.mFormatSet;
2692 mSampleCount = other.mSampleCount;
2693 return *this;
2694 }
2695
operator ==(const TextureHelper11 & other) const2696 bool TextureHelper11::operator==(const TextureHelper11 &other) const
2697 {
2698 return mData->object == other.mData->object;
2699 }
2700
operator !=(const TextureHelper11 & other) const2701 bool TextureHelper11::operator!=(const TextureHelper11 &other) const
2702 {
2703 return mData->object != other.mData->object;
2704 }
2705
UsePresentPathFast(const Renderer11 * renderer,const gl::FramebufferAttachment * framebufferAttachment)2706 bool UsePresentPathFast(const Renderer11 *renderer,
2707 const gl::FramebufferAttachment *framebufferAttachment)
2708 {
2709 if (framebufferAttachment == nullptr)
2710 {
2711 return false;
2712 }
2713
2714 return (framebufferAttachment->type() == GL_FRAMEBUFFER_DEFAULT &&
2715 renderer->presentPathFastEnabled());
2716 }
2717
UsePrimitiveRestartWorkaround(bool primitiveRestartFixedIndexEnabled,gl::DrawElementsType type)2718 bool UsePrimitiveRestartWorkaround(bool primitiveRestartFixedIndexEnabled,
2719 gl::DrawElementsType type)
2720 {
2721 // We should never have to deal with primitive restart workaround issue with GL_UNSIGNED_INT
2722 // indices, since we restrict it via MAX_ELEMENT_INDEX.
2723 return (!primitiveRestartFixedIndexEnabled && type == gl::DrawElementsType::UnsignedShort);
2724 }
2725
ClassifyIndexStorage(const gl::State & glState,const gl::Buffer * elementArrayBuffer,gl::DrawElementsType elementType,gl::DrawElementsType destElementType,unsigned int offset)2726 IndexStorageType ClassifyIndexStorage(const gl::State &glState,
2727 const gl::Buffer *elementArrayBuffer,
2728 gl::DrawElementsType elementType,
2729 gl::DrawElementsType destElementType,
2730 unsigned int offset)
2731 {
2732 // No buffer bound means we are streaming from a client pointer.
2733 if (!elementArrayBuffer || !IsOffsetAligned(elementType, offset))
2734 {
2735 return IndexStorageType::Dynamic;
2736 }
2737
2738 // The buffer can be used directly if the storage supports it and no translation needed.
2739 BufferD3D *bufferD3D = GetImplAs<BufferD3D>(elementArrayBuffer);
2740 if (bufferD3D->supportsDirectBinding() && destElementType == elementType)
2741 {
2742 return IndexStorageType::Direct;
2743 }
2744
2745 // Use a static copy when available.
2746 StaticIndexBufferInterface *staticBuffer = bufferD3D->getStaticIndexBuffer();
2747 if (staticBuffer != nullptr)
2748 {
2749 return IndexStorageType::Static;
2750 }
2751
2752 // Static buffer not available, fall back to streaming.
2753 return IndexStorageType::Dynamic;
2754 }
2755
SwizzleRequired(const gl::TextureState & textureState)2756 bool SwizzleRequired(const gl::TextureState &textureState)
2757 {
2758 // When sampling stencil, a swizzle is needed to move the stencil channel from G to R.
2759 return textureState.swizzleRequired() || textureState.isStencilMode();
2760 }
2761
GetEffectiveSwizzle(const gl::TextureState & textureState)2762 gl::SwizzleState GetEffectiveSwizzle(const gl::TextureState &textureState)
2763 {
2764 const gl::SwizzleState &swizzle = textureState.getSwizzleState();
2765 if (textureState.isStencilMode())
2766 {
2767 // Per GL semantics, the stencil value should be in the red channel, while D3D11 formats
2768 // leave stencil in the green channel. So copy the stencil value from green to all
2769 // components requesting red. Green and blue become zero; alpha becomes one.
2770 std::unordered_map<GLenum, GLenum> map = {{GL_RED, GL_GREEN}, {GL_GREEN, GL_ZERO},
2771 {GL_BLUE, GL_ZERO}, {GL_ALPHA, GL_ONE},
2772 {GL_ZERO, GL_ZERO}, {GL_ONE, GL_ONE}};
2773
2774 return gl::SwizzleState(map[swizzle.swizzleRed], map[swizzle.swizzleGreen],
2775 map[swizzle.swizzleBlue], map[swizzle.swizzleAlpha]);
2776 }
2777 return swizzle;
2778 }
2779
2780 } // namespace rx
2781