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 extensions->robustnessKHR = true;
1635 // Direct3D guarantees to return zero for any resource that is accessed out of bounds.
1636 // See https://msdn.microsoft.com/en-us/library/windows/desktop/ff476332(v=vs.85).aspx
1637 // and https://msdn.microsoft.com/en-us/library/windows/desktop/ff476900(v=vs.85).aspx
1638 extensions->robustBufferAccessBehaviorKHR = true;
1639 extensions->blendMinmaxEXT = true;
1640 // https://docs.microsoft.com/en-us/windows/desktop/direct3ddxgi/format-support-for-direct3d-11-0-feature-level-hardware
1641 extensions->floatBlendEXT = true;
1642 extensions->framebufferBlitANGLE = GetFramebufferBlitSupport(featureLevel);
1643 extensions->framebufferBlitNV = extensions->framebufferBlitANGLE;
1644 extensions->framebufferMultisampleANGLE = GetFramebufferMultisampleSupport(featureLevel);
1645 extensions->instancedArraysANGLE = GetInstancingSupport(featureLevel);
1646 extensions->instancedArraysEXT = GetInstancingSupport(featureLevel);
1647 extensions->packReverseRowOrderANGLE = true;
1648 extensions->standardDerivativesOES = GetDerivativeInstructionSupport(featureLevel);
1649 extensions->shaderTextureLodEXT = GetShaderTextureLODSupport(featureLevel);
1650 extensions->fragDepthEXT = true;
1651 extensions->conservativeDepthEXT = (featureLevel >= D3D_FEATURE_LEVEL_11_0);
1652 extensions->polygonModeANGLE = true;
1653 extensions->polygonOffsetClampEXT = (featureLevel >= D3D_FEATURE_LEVEL_10_0);
1654 extensions->depthClampEXT = true;
1655 extensions->stencilTexturingANGLE = (featureLevel >= D3D_FEATURE_LEVEL_10_1);
1656 extensions->multiviewOVR = IsMultiviewSupported(featureLevel);
1657 extensions->multiview2OVR = IsMultiviewSupported(featureLevel);
1658 if (extensions->multiviewOVR || extensions->multiview2OVR)
1659 {
1660 caps->maxViews = std::min(static_cast<GLuint>(GetMaximum2DTextureArraySize(featureLevel)),
1661 GetMaxViewportAndScissorRectanglesPerPipeline(featureLevel));
1662 }
1663 extensions->textureUsageANGLE = true; // This could be false since it has no effect in D3D11
1664 extensions->discardFramebufferEXT = true;
1665 extensions->translatedShaderSourceANGLE = true;
1666 extensions->fboRenderMipmapOES = true;
1667 extensions->debugMarkerEXT = true;
1668 extensions->EGLImageOES = true;
1669 extensions->EGLImageExternalOES = true;
1670 extensions->EGLImageExternalWrapModesEXT = true;
1671 extensions->EGLImageExternalEssl3OES = true;
1672 extensions->EGLStreamConsumerExternalNV = true;
1673 extensions->unpackSubimageEXT = true;
1674 extensions->packSubimageNV = true;
1675 extensions->lossyEtcDecodeANGLE = true;
1676 extensions->syncQueryCHROMIUM = GetEventQuerySupport(featureLevel);
1677 extensions->copyTextureCHROMIUM = true;
1678 extensions->copyCompressedTextureCHROMIUM = true;
1679 extensions->textureStorageMultisample2dArrayOES = true;
1680 extensions->textureMirrorClampToEdgeEXT = true;
1681 extensions->shaderNoperspectiveInterpolationNV = (featureLevel >= D3D_FEATURE_LEVEL_10_0);
1682 extensions->sampleVariablesOES = (featureLevel >= D3D_FEATURE_LEVEL_11_0);
1683 extensions->shaderMultisampleInterpolationOES = (featureLevel >= D3D_FEATURE_LEVEL_11_0);
1684 if (extensions->shaderMultisampleInterpolationOES)
1685 {
1686 caps->subPixelInterpolationOffsetBits = 4;
1687 caps->minInterpolationOffset = -0.5f;
1688 caps->maxInterpolationOffset = +0.4375f; // +0.5 - (2 ^ -4)
1689 }
1690 extensions->multiviewMultisampleANGLE =
1691 ((extensions->multiviewOVR || extensions->multiview2OVR) &&
1692 extensions->textureStorageMultisample2dArrayOES);
1693 extensions->copyTexture3dANGLE = true;
1694 extensions->textureBorderClampEXT = true;
1695 extensions->textureBorderClampOES = true;
1696 extensions->multiDrawIndirectEXT = true;
1697 extensions->textureMultisampleANGLE = true;
1698 extensions->provokingVertexANGLE = true;
1699 extensions->blendFuncExtendedEXT = true;
1700 // http://anglebug.com/4926
1701 extensions->texture3DOES = false;
1702 extensions->baseInstanceEXT = true;
1703 extensions->baseVertexBaseInstanceANGLE = true;
1704 extensions->baseVertexBaseInstanceShaderBuiltinANGLE = true;
1705 extensions->drawElementsBaseVertexOES = true;
1706 extensions->drawElementsBaseVertexEXT = true;
1707 if (!strstr(description, "Adreno"))
1708 {
1709 extensions->multisampledRenderToTextureEXT = true;
1710 }
1711 extensions->videoTextureWEBGL = true;
1712
1713 // D3D11 cannot support reading depth texture as a luminance texture.
1714 // It treats it as a red-channel-only texture.
1715 extensions->depthTextureOES = false;
1716
1717 // readPixels on depth & stencil not working with D3D11 backend.
1718 extensions->readDepthNV = false;
1719 extensions->readStencilNV = false;
1720 extensions->depthBufferFloat2NV = false;
1721
1722 // GL_EXT_clip_control
1723 extensions->clipControlEXT = (featureLevel >= D3D_FEATURE_LEVEL_9_3);
1724
1725 // GL_APPLE_clip_distance / GL_EXT_clip_cull_distance / GL_ANGLE_clip_cull_distance
1726 extensions->clipDistanceAPPLE = true;
1727 extensions->clipCullDistanceEXT = true;
1728 extensions->clipCullDistanceANGLE = true;
1729 caps->maxClipDistances = D3D11_CLIP_OR_CULL_DISTANCE_COUNT;
1730 caps->maxCullDistances = D3D11_CLIP_OR_CULL_DISTANCE_COUNT;
1731 caps->maxCombinedClipAndCullDistances = D3D11_CLIP_OR_CULL_DISTANCE_COUNT;
1732
1733 // GL_KHR_parallel_shader_compile
1734 extensions->parallelShaderCompileKHR = true;
1735
1736 // GL_EXT_texture_buffer
1737 extensions->textureBufferEXT = HasTextureBufferSupport(device, renderer11DeviceCaps);
1738
1739 // GL_OES_texture_buffer
1740 extensions->textureBufferOES = extensions->textureBufferEXT;
1741
1742 // ANGLE_shader_pixel_local_storage -- fragment shader UAVs appear in D3D 11.0.
1743 if (featureLevel >= D3D_FEATURE_LEVEL_11_0)
1744 {
1745 extensions->shaderPixelLocalStorageANGLE = true;
1746 plsOptions->type = ShPixelLocalStorageType::ImageLoadStore;
1747 if (renderer11DeviceCaps.supportsRasterizerOrderViews)
1748 {
1749 extensions->shaderPixelLocalStorageCoherentANGLE = true;
1750 plsOptions->fragmentSyncType = ShFragmentSynchronizationType::RasterizerOrderViews_D3D;
1751 }
1752 // TODO(anglebug.com/7279): If we add RG* support to pixel local storage, these are *NOT*
1753 // in the set of common formats, so we need to query support for each individualy:
1754 // https://learn.microsoft.com/en-us/windows/win32/direct3d11/typed-unordered-access-view-loads
1755 plsOptions->supportsNativeRGBA8ImageFormats =
1756 renderer11DeviceCaps.supportsUAVLoadStoreCommonFormats;
1757 }
1758
1759 // D3D11 Feature Level 10_0+ uses SV_IsFrontFace in HLSL to emulate gl_FrontFacing.
1760 // D3D11 Feature Level 9_3 doesn't support SV_IsFrontFace, and has no equivalent, so can't
1761 // support gl_FrontFacing.
1762 limitations->noFrontFacingSupport = (featureLevel <= D3D_FEATURE_LEVEL_9_3);
1763
1764 // D3D11 Feature Level 9_3 doesn't support alpha-to-coverage
1765 limitations->noSampleAlphaToCoverageSupport = (featureLevel <= D3D_FEATURE_LEVEL_9_3);
1766
1767 // D3D11 has no concept of separate masks and refs for front and back faces in the depth stencil
1768 // state.
1769 limitations->noSeparateStencilRefsAndMasks = true;
1770
1771 // D3D11 cannot support constant color and alpha blend funcs together
1772 limitations->noSimultaneousConstantColorAndAlphaBlendFunc = true;
1773
1774 // D3D11 does not support multiple transform feedback outputs writing to the same buffer.
1775 limitations->noDoubleBoundTransformFeedbackBuffers = true;
1776
1777 // D3D11 does not support vertex attribute aliasing
1778 limitations->noVertexAttributeAliasing = true;
1779
1780 // D3D11 does not support compressed textures where the base mip level is not a multiple of 4
1781 limitations->compressedBaseMipLevelMultipleOfFour = true;
1782
1783 if (extensions->textureBufferAny())
1784 {
1785 caps->maxTextureBufferSize = 1 << D3D11_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP;
1786 // this maybe touble for RGB32 format.
1787 caps->textureBufferOffsetAlignment = 16;
1788 }
1789
1790 #ifdef ANGLE_ENABLE_WINDOWS_UWP
1791 // Setting a non-zero divisor on attribute zero doesn't work on certain Windows Phone 8-era
1792 // devices. We should prevent developers from doing this on ALL Windows Store devices. This will
1793 // maintain consistency across all Windows devices. We allow non-zero divisors on attribute zero
1794 // if the Client Version >= 3, since devices affected by this issue don't support ES3+.
1795 limitations->attributeZeroRequiresZeroDivisorInEXT = true;
1796 #endif
1797 }
1798
1799 } // namespace d3d11_gl
1800
1801 namespace gl_d3d11
1802 {
1803
ConvertBlendFunc(gl::BlendFactorType glBlend,bool isAlpha)1804 D3D11_BLEND ConvertBlendFunc(gl::BlendFactorType glBlend, bool isAlpha)
1805 {
1806 D3D11_BLEND d3dBlend = D3D11_BLEND_ZERO;
1807
1808 switch (glBlend)
1809 {
1810 case gl::BlendFactorType::Zero:
1811 d3dBlend = D3D11_BLEND_ZERO;
1812 break;
1813 case gl::BlendFactorType::One:
1814 d3dBlend = D3D11_BLEND_ONE;
1815 break;
1816 case gl::BlendFactorType::SrcColor:
1817 d3dBlend = (isAlpha ? D3D11_BLEND_SRC_ALPHA : D3D11_BLEND_SRC_COLOR);
1818 break;
1819 case gl::BlendFactorType::OneMinusSrcColor:
1820 d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC_ALPHA : D3D11_BLEND_INV_SRC_COLOR);
1821 break;
1822 case gl::BlendFactorType::DstColor:
1823 d3dBlend = (isAlpha ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_DEST_COLOR);
1824 break;
1825 case gl::BlendFactorType::OneMinusDstColor:
1826 d3dBlend = (isAlpha ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_INV_DEST_COLOR);
1827 break;
1828 case gl::BlendFactorType::SrcAlpha:
1829 d3dBlend = D3D11_BLEND_SRC_ALPHA;
1830 break;
1831 case gl::BlendFactorType::OneMinusSrcAlpha:
1832 d3dBlend = D3D11_BLEND_INV_SRC_ALPHA;
1833 break;
1834 case gl::BlendFactorType::DstAlpha:
1835 d3dBlend = D3D11_BLEND_DEST_ALPHA;
1836 break;
1837 case gl::BlendFactorType::OneMinusDstAlpha:
1838 d3dBlend = D3D11_BLEND_INV_DEST_ALPHA;
1839 break;
1840 case gl::BlendFactorType::ConstantColor:
1841 d3dBlend = D3D11_BLEND_BLEND_FACTOR;
1842 break;
1843 case gl::BlendFactorType::OneMinusConstantColor:
1844 d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR;
1845 break;
1846 case gl::BlendFactorType::ConstantAlpha:
1847 d3dBlend = D3D11_BLEND_BLEND_FACTOR;
1848 break;
1849 case gl::BlendFactorType::OneMinusConstantAlpha:
1850 d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR;
1851 break;
1852 case gl::BlendFactorType::SrcAlphaSaturate:
1853 d3dBlend = D3D11_BLEND_SRC_ALPHA_SAT;
1854 break;
1855 case gl::BlendFactorType::Src1Color:
1856 d3dBlend = (isAlpha ? D3D11_BLEND_SRC1_ALPHA : D3D11_BLEND_SRC1_COLOR);
1857 break;
1858 case gl::BlendFactorType::Src1Alpha:
1859 d3dBlend = D3D11_BLEND_SRC1_ALPHA;
1860 break;
1861 case gl::BlendFactorType::OneMinusSrc1Color:
1862 d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC1_ALPHA : D3D11_BLEND_INV_SRC1_COLOR);
1863 break;
1864 case gl::BlendFactorType::OneMinusSrc1Alpha:
1865 d3dBlend = D3D11_BLEND_INV_SRC1_ALPHA;
1866 break;
1867 default:
1868 UNREACHABLE();
1869 }
1870
1871 return d3dBlend;
1872 }
1873
ConvertBlendOp(gl::BlendEquationType glBlendOp)1874 D3D11_BLEND_OP ConvertBlendOp(gl::BlendEquationType glBlendOp)
1875 {
1876 D3D11_BLEND_OP d3dBlendOp = D3D11_BLEND_OP_ADD;
1877
1878 switch (glBlendOp)
1879 {
1880 case gl::BlendEquationType::Add:
1881 d3dBlendOp = D3D11_BLEND_OP_ADD;
1882 break;
1883 case gl::BlendEquationType::Subtract:
1884 d3dBlendOp = D3D11_BLEND_OP_SUBTRACT;
1885 break;
1886 case gl::BlendEquationType::ReverseSubtract:
1887 d3dBlendOp = D3D11_BLEND_OP_REV_SUBTRACT;
1888 break;
1889 case gl::BlendEquationType::Min:
1890 d3dBlendOp = D3D11_BLEND_OP_MIN;
1891 break;
1892 case gl::BlendEquationType::Max:
1893 d3dBlendOp = D3D11_BLEND_OP_MAX;
1894 break;
1895 default:
1896 UNREACHABLE();
1897 }
1898
1899 return d3dBlendOp;
1900 }
1901
ConvertColorMask(bool red,bool green,bool blue,bool alpha)1902 UINT8 ConvertColorMask(bool red, bool green, bool blue, bool alpha)
1903 {
1904 UINT8 mask = 0;
1905 if (red)
1906 {
1907 mask |= D3D11_COLOR_WRITE_ENABLE_RED;
1908 }
1909 if (green)
1910 {
1911 mask |= D3D11_COLOR_WRITE_ENABLE_GREEN;
1912 }
1913 if (blue)
1914 {
1915 mask |= D3D11_COLOR_WRITE_ENABLE_BLUE;
1916 }
1917 if (alpha)
1918 {
1919 mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
1920 }
1921 return mask;
1922 }
1923
ConvertCullMode(bool cullEnabled,gl::CullFaceMode cullMode)1924 D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, gl::CullFaceMode cullMode)
1925 {
1926 D3D11_CULL_MODE cull = D3D11_CULL_NONE;
1927
1928 if (cullEnabled)
1929 {
1930 switch (cullMode)
1931 {
1932 case gl::CullFaceMode::Front:
1933 cull = D3D11_CULL_FRONT;
1934 break;
1935 case gl::CullFaceMode::Back:
1936 cull = D3D11_CULL_BACK;
1937 break;
1938 case gl::CullFaceMode::FrontAndBack:
1939 cull = D3D11_CULL_NONE;
1940 break;
1941 default:
1942 UNREACHABLE();
1943 }
1944 }
1945 else
1946 {
1947 cull = D3D11_CULL_NONE;
1948 }
1949
1950 return cull;
1951 }
1952
ConvertComparison(GLenum comparison)1953 D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison)
1954 {
1955 D3D11_COMPARISON_FUNC d3dComp = D3D11_COMPARISON_NEVER;
1956 switch (comparison)
1957 {
1958 case GL_NEVER:
1959 d3dComp = D3D11_COMPARISON_NEVER;
1960 break;
1961 case GL_ALWAYS:
1962 d3dComp = D3D11_COMPARISON_ALWAYS;
1963 break;
1964 case GL_LESS:
1965 d3dComp = D3D11_COMPARISON_LESS;
1966 break;
1967 case GL_LEQUAL:
1968 d3dComp = D3D11_COMPARISON_LESS_EQUAL;
1969 break;
1970 case GL_EQUAL:
1971 d3dComp = D3D11_COMPARISON_EQUAL;
1972 break;
1973 case GL_GREATER:
1974 d3dComp = D3D11_COMPARISON_GREATER;
1975 break;
1976 case GL_GEQUAL:
1977 d3dComp = D3D11_COMPARISON_GREATER_EQUAL;
1978 break;
1979 case GL_NOTEQUAL:
1980 d3dComp = D3D11_COMPARISON_NOT_EQUAL;
1981 break;
1982 default:
1983 UNREACHABLE();
1984 }
1985
1986 return d3dComp;
1987 }
1988
ConvertDepthMask(bool depthWriteEnabled)1989 D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled)
1990 {
1991 return depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
1992 }
1993
ConvertStencilMask(GLuint stencilmask)1994 UINT8 ConvertStencilMask(GLuint stencilmask)
1995 {
1996 return static_cast<UINT8>(stencilmask);
1997 }
1998
ConvertStencilOp(GLenum stencilOp)1999 D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp)
2000 {
2001 D3D11_STENCIL_OP d3dStencilOp = D3D11_STENCIL_OP_KEEP;
2002
2003 switch (stencilOp)
2004 {
2005 case GL_ZERO:
2006 d3dStencilOp = D3D11_STENCIL_OP_ZERO;
2007 break;
2008 case GL_KEEP:
2009 d3dStencilOp = D3D11_STENCIL_OP_KEEP;
2010 break;
2011 case GL_REPLACE:
2012 d3dStencilOp = D3D11_STENCIL_OP_REPLACE;
2013 break;
2014 case GL_INCR:
2015 d3dStencilOp = D3D11_STENCIL_OP_INCR_SAT;
2016 break;
2017 case GL_DECR:
2018 d3dStencilOp = D3D11_STENCIL_OP_DECR_SAT;
2019 break;
2020 case GL_INVERT:
2021 d3dStencilOp = D3D11_STENCIL_OP_INVERT;
2022 break;
2023 case GL_INCR_WRAP:
2024 d3dStencilOp = D3D11_STENCIL_OP_INCR;
2025 break;
2026 case GL_DECR_WRAP:
2027 d3dStencilOp = D3D11_STENCIL_OP_DECR;
2028 break;
2029 default:
2030 UNREACHABLE();
2031 }
2032
2033 return d3dStencilOp;
2034 }
2035
ConvertFilter(GLenum minFilter,GLenum magFilter,float maxAnisotropy,GLenum comparisonMode)2036 D3D11_FILTER ConvertFilter(GLenum minFilter,
2037 GLenum magFilter,
2038 float maxAnisotropy,
2039 GLenum comparisonMode)
2040 {
2041 bool comparison = comparisonMode != GL_NONE;
2042
2043 if (maxAnisotropy > 1.0f)
2044 {
2045 return D3D11_ENCODE_ANISOTROPIC_FILTER(static_cast<D3D11_COMPARISON_FUNC>(comparison));
2046 }
2047 else
2048 {
2049 D3D11_FILTER_TYPE dxMin = D3D11_FILTER_TYPE_POINT;
2050 D3D11_FILTER_TYPE dxMip = D3D11_FILTER_TYPE_POINT;
2051 switch (minFilter)
2052 {
2053 case GL_NEAREST:
2054 dxMin = D3D11_FILTER_TYPE_POINT;
2055 dxMip = D3D11_FILTER_TYPE_POINT;
2056 break;
2057 case GL_LINEAR:
2058 dxMin = D3D11_FILTER_TYPE_LINEAR;
2059 dxMip = D3D11_FILTER_TYPE_POINT;
2060 break;
2061 case GL_NEAREST_MIPMAP_NEAREST:
2062 dxMin = D3D11_FILTER_TYPE_POINT;
2063 dxMip = D3D11_FILTER_TYPE_POINT;
2064 break;
2065 case GL_LINEAR_MIPMAP_NEAREST:
2066 dxMin = D3D11_FILTER_TYPE_LINEAR;
2067 dxMip = D3D11_FILTER_TYPE_POINT;
2068 break;
2069 case GL_NEAREST_MIPMAP_LINEAR:
2070 dxMin = D3D11_FILTER_TYPE_POINT;
2071 dxMip = D3D11_FILTER_TYPE_LINEAR;
2072 break;
2073 case GL_LINEAR_MIPMAP_LINEAR:
2074 dxMin = D3D11_FILTER_TYPE_LINEAR;
2075 dxMip = D3D11_FILTER_TYPE_LINEAR;
2076 break;
2077 default:
2078 UNREACHABLE();
2079 }
2080
2081 D3D11_FILTER_TYPE dxMag = D3D11_FILTER_TYPE_POINT;
2082 switch (magFilter)
2083 {
2084 case GL_NEAREST:
2085 dxMag = D3D11_FILTER_TYPE_POINT;
2086 break;
2087 case GL_LINEAR:
2088 dxMag = D3D11_FILTER_TYPE_LINEAR;
2089 break;
2090 default:
2091 UNREACHABLE();
2092 }
2093
2094 return D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip,
2095 static_cast<D3D11_COMPARISON_FUNC>(comparison));
2096 }
2097 }
2098
ConvertTextureWrap(GLenum wrap)2099 D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap)
2100 {
2101 switch (wrap)
2102 {
2103 case GL_REPEAT:
2104 return D3D11_TEXTURE_ADDRESS_WRAP;
2105 case GL_MIRRORED_REPEAT:
2106 return D3D11_TEXTURE_ADDRESS_MIRROR;
2107 case GL_CLAMP_TO_EDGE:
2108 return D3D11_TEXTURE_ADDRESS_CLAMP;
2109 case GL_CLAMP_TO_BORDER:
2110 return D3D11_TEXTURE_ADDRESS_BORDER;
2111 case GL_MIRROR_CLAMP_TO_EDGE_EXT:
2112 return D3D11_TEXTURE_ADDRESS_MIRROR_ONCE;
2113 default:
2114 UNREACHABLE();
2115 }
2116
2117 return D3D11_TEXTURE_ADDRESS_WRAP;
2118 }
2119
ConvertMaxAnisotropy(float maxAnisotropy,D3D_FEATURE_LEVEL featureLevel)2120 UINT ConvertMaxAnisotropy(float maxAnisotropy, D3D_FEATURE_LEVEL featureLevel)
2121 {
2122 return static_cast<UINT>(std::min(maxAnisotropy, d3d11_gl::GetMaximumAnisotropy(featureLevel)));
2123 }
2124
ConvertQueryType(gl::QueryType type)2125 D3D11_QUERY ConvertQueryType(gl::QueryType type)
2126 {
2127 switch (type)
2128 {
2129 case gl::QueryType::AnySamples:
2130 case gl::QueryType::AnySamplesConservative:
2131 return D3D11_QUERY_OCCLUSION;
2132 case gl::QueryType::TransformFeedbackPrimitivesWritten:
2133 return D3D11_QUERY_SO_STATISTICS;
2134 case gl::QueryType::TimeElapsed:
2135 // Two internal queries are also created for begin/end timestamps
2136 return D3D11_QUERY_TIMESTAMP_DISJOINT;
2137 case gl::QueryType::Timestamp:
2138 // A disjoint query is also created for timestamp
2139 return D3D11_QUERY_TIMESTAMP_DISJOINT;
2140 case gl::QueryType::CommandsCompleted:
2141 return D3D11_QUERY_EVENT;
2142 default:
2143 UNREACHABLE();
2144 return D3D11_QUERY_EVENT;
2145 }
2146 }
2147
2148 // Get the D3D11 write mask covering all color channels of a given format
GetColorMask(const gl::InternalFormat & format)2149 UINT8 GetColorMask(const gl::InternalFormat &format)
2150 {
2151 return ConvertColorMask(format.redBits > 0, format.greenBits > 0, format.blueBits > 0,
2152 format.alphaBits > 0);
2153 }
2154
2155 } // namespace gl_d3d11
2156
2157 namespace d3d11
2158 {
2159
GetDeviceType(ID3D11Device * device)2160 ANGLED3D11DeviceType GetDeviceType(ID3D11Device *device)
2161 {
2162 // Note that this function returns an ANGLED3D11DeviceType rather than a D3D_DRIVER_TYPE value,
2163 // since it is difficult to tell Software and Reference devices apart
2164
2165 IDXGIDevice *dxgiDevice = nullptr;
2166 IDXGIAdapter *dxgiAdapter = nullptr;
2167 IDXGIAdapter2 *dxgiAdapter2 = nullptr;
2168
2169 ANGLED3D11DeviceType retDeviceType = ANGLE_D3D11_DEVICE_TYPE_UNKNOWN;
2170
2171 HRESULT hr = device->QueryInterface(__uuidof(IDXGIDevice), (void **)&dxgiDevice);
2172 if (SUCCEEDED(hr))
2173 {
2174 hr = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void **)&dxgiAdapter);
2175 if (SUCCEEDED(hr))
2176 {
2177 std::wstring adapterString;
2178 HRESULT adapter2hr =
2179 dxgiAdapter->QueryInterface(__uuidof(dxgiAdapter2), (void **)&dxgiAdapter2);
2180 if (SUCCEEDED(adapter2hr))
2181 {
2182 // On D3D_FEATURE_LEVEL_9_*, IDXGIAdapter::GetDesc returns "Software Adapter"
2183 // for the description string. Try to use IDXGIAdapter2::GetDesc2 to get the
2184 // actual hardware values if possible.
2185 DXGI_ADAPTER_DESC2 adapterDesc2;
2186 dxgiAdapter2->GetDesc2(&adapterDesc2);
2187 adapterString = std::wstring(adapterDesc2.Description);
2188 }
2189 else
2190 {
2191 DXGI_ADAPTER_DESC adapterDesc;
2192 dxgiAdapter->GetDesc(&adapterDesc);
2193 adapterString = std::wstring(adapterDesc.Description);
2194 }
2195
2196 // Both Reference and Software adapters will be 'Software Adapter'
2197 const bool isSoftwareDevice =
2198 (adapterString.find(std::wstring(L"Software Adapter")) != std::string::npos);
2199 const bool isNullDevice = (adapterString == L"");
2200 const bool isWARPDevice =
2201 (adapterString.find(std::wstring(L"Basic Render")) != std::string::npos);
2202
2203 if (isSoftwareDevice || isNullDevice)
2204 {
2205 ASSERT(!isWARPDevice);
2206 retDeviceType = ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL;
2207 }
2208 else if (isWARPDevice)
2209 {
2210 retDeviceType = ANGLE_D3D11_DEVICE_TYPE_WARP;
2211 }
2212 else
2213 {
2214 retDeviceType = ANGLE_D3D11_DEVICE_TYPE_HARDWARE;
2215 }
2216 }
2217 }
2218
2219 SafeRelease(dxgiDevice);
2220 SafeRelease(dxgiAdapter);
2221 SafeRelease(dxgiAdapter2);
2222
2223 return retDeviceType;
2224 }
2225
MakeValidSize(bool isImage,DXGI_FORMAT format,GLsizei * requestWidth,GLsizei * requestHeight,int * levelOffset)2226 void MakeValidSize(bool isImage,
2227 DXGI_FORMAT format,
2228 GLsizei *requestWidth,
2229 GLsizei *requestHeight,
2230 int *levelOffset)
2231 {
2232 const DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(format);
2233 bool validFormat = format != DXGI_FORMAT_UNKNOWN;
2234 bool validImage = isImage && validFormat;
2235
2236 int upsampleCount = 0;
2237 // Don't expand the size of full textures that are at least (blockWidth x blockHeight) already.
2238 if (validImage || *requestWidth < static_cast<GLsizei>(dxgiFormatInfo.blockWidth) ||
2239 *requestHeight < static_cast<GLsizei>(dxgiFormatInfo.blockHeight))
2240 {
2241 while (*requestWidth % dxgiFormatInfo.blockWidth != 0 ||
2242 *requestHeight % dxgiFormatInfo.blockHeight != 0)
2243 {
2244 *requestWidth <<= 1;
2245 *requestHeight <<= 1;
2246 upsampleCount++;
2247 }
2248 }
2249 else if (validFormat)
2250 {
2251 if (*requestWidth % dxgiFormatInfo.blockWidth != 0)
2252 {
2253 *requestWidth = roundUp(*requestWidth, static_cast<GLsizei>(dxgiFormatInfo.blockWidth));
2254 }
2255
2256 if (*requestHeight % dxgiFormatInfo.blockHeight != 0)
2257 {
2258 *requestHeight =
2259 roundUp(*requestHeight, static_cast<GLsizei>(dxgiFormatInfo.blockHeight));
2260 }
2261 }
2262
2263 if (levelOffset)
2264 {
2265 *levelOffset = upsampleCount;
2266 }
2267 }
2268
GenerateInitialTextureData(const gl::Context * context,GLint internalFormat,const Renderer11DeviceCaps & renderer11DeviceCaps,GLuint width,GLuint height,GLuint depth,GLuint mipLevels,gl::TexLevelArray<D3D11_SUBRESOURCE_DATA> * outSubresourceData)2269 angle::Result GenerateInitialTextureData(
2270 const gl::Context *context,
2271 GLint internalFormat,
2272 const Renderer11DeviceCaps &renderer11DeviceCaps,
2273 GLuint width,
2274 GLuint height,
2275 GLuint depth,
2276 GLuint mipLevels,
2277 gl::TexLevelArray<D3D11_SUBRESOURCE_DATA> *outSubresourceData)
2278 {
2279 const d3d11::Format &d3dFormatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps);
2280 ASSERT(d3dFormatInfo.dataInitializerFunction != nullptr);
2281
2282 const d3d11::DXGIFormatSize &dxgiFormatInfo =
2283 d3d11::GetDXGIFormatSizeInfo(d3dFormatInfo.texFormat);
2284
2285 using CheckedSize = angle::CheckedNumeric<size_t>;
2286 CheckedSize rowPitch = CheckedSize(dxgiFormatInfo.pixelBytes) * CheckedSize(width);
2287 CheckedSize depthPitch = rowPitch * CheckedSize(height);
2288 CheckedSize maxImageSize = depthPitch * CheckedSize(depth);
2289
2290 Context11 *context11 = GetImplAs<Context11>(context);
2291 ANGLE_CHECK_GL_ALLOC(context11, maxImageSize.IsValid());
2292
2293 angle::MemoryBuffer *scratchBuffer = nullptr;
2294 ANGLE_CHECK_GL_ALLOC(context11,
2295 context->getScratchBuffer(maxImageSize.ValueOrDie(), &scratchBuffer));
2296
2297 d3dFormatInfo.dataInitializerFunction(width, height, depth, scratchBuffer->data(),
2298 rowPitch.ValueOrDie(), depthPitch.ValueOrDie());
2299
2300 for (unsigned int i = 0; i < mipLevels; i++)
2301 {
2302 unsigned int mipWidth = std::max(width >> i, 1U);
2303 unsigned int mipHeight = std::max(height >> i, 1U);
2304
2305 using CheckedUINT = angle::CheckedNumeric<UINT>;
2306 CheckedUINT mipRowPitch = CheckedUINT(dxgiFormatInfo.pixelBytes) * CheckedUINT(mipWidth);
2307 CheckedUINT mipDepthPitch = mipRowPitch * CheckedUINT(mipHeight);
2308
2309 ANGLE_CHECK_GL_ALLOC(context11, mipRowPitch.IsValid() && mipDepthPitch.IsValid());
2310
2311 outSubresourceData->at(i).pSysMem = scratchBuffer->data();
2312 outSubresourceData->at(i).SysMemPitch = mipRowPitch.ValueOrDie();
2313 outSubresourceData->at(i).SysMemSlicePitch = mipDepthPitch.ValueOrDie();
2314 }
2315
2316 return angle::Result::Continue;
2317 }
2318
GetPrimitiveRestartIndex()2319 UINT GetPrimitiveRestartIndex()
2320 {
2321 return std::numeric_limits<UINT>::max();
2322 }
2323
SetPositionTexCoordVertex(PositionTexCoordVertex * vertex,float x,float y,float u,float v)2324 void SetPositionTexCoordVertex(PositionTexCoordVertex *vertex, float x, float y, float u, float v)
2325 {
2326 vertex->x = x;
2327 vertex->y = y;
2328 vertex->u = u;
2329 vertex->v = v;
2330 }
2331
SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex * vertex,float x,float y,unsigned int layer,float u,float v,float s)2332 void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex *vertex,
2333 float x,
2334 float y,
2335 unsigned int layer,
2336 float u,
2337 float v,
2338 float s)
2339 {
2340 vertex->x = x;
2341 vertex->y = y;
2342 vertex->l = layer;
2343 vertex->u = u;
2344 vertex->v = v;
2345 vertex->s = s;
2346 }
2347
BlendStateKey()2348 BlendStateKey::BlendStateKey()
2349 {
2350 memset(this, 0, sizeof(BlendStateKey));
2351 blendStateExt = gl::BlendStateExt();
2352 }
2353
BlendStateKey(const BlendStateKey & other)2354 BlendStateKey::BlendStateKey(const BlendStateKey &other)
2355 {
2356 memcpy(this, &other, sizeof(BlendStateKey));
2357 }
2358
operator ==(const BlendStateKey & a,const BlendStateKey & b)2359 bool operator==(const BlendStateKey &a, const BlendStateKey &b)
2360 {
2361 return memcmp(&a, &b, sizeof(BlendStateKey)) == 0;
2362 }
2363
operator !=(const BlendStateKey & a,const BlendStateKey & b)2364 bool operator!=(const BlendStateKey &a, const BlendStateKey &b)
2365 {
2366 return !(a == b);
2367 }
2368
RasterizerStateKey()2369 RasterizerStateKey::RasterizerStateKey()
2370 {
2371 memset(this, 0, sizeof(RasterizerStateKey));
2372 }
2373
operator ==(const RasterizerStateKey & a,const RasterizerStateKey & b)2374 bool operator==(const RasterizerStateKey &a, const RasterizerStateKey &b)
2375 {
2376 return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0;
2377 }
2378
operator !=(const RasterizerStateKey & a,const RasterizerStateKey & b)2379 bool operator!=(const RasterizerStateKey &a, const RasterizerStateKey &b)
2380 {
2381 return !(a == b);
2382 }
2383
SetDebugName(ID3D11DeviceChild * resource,const char * internalName,const std::string * khrDebugName)2384 HRESULT SetDebugName(ID3D11DeviceChild *resource,
2385 const char *internalName,
2386 const std::string *khrDebugName)
2387 {
2388 // Prepend ANGLE to separate names from other components in the same process.
2389 std::string d3dName = "ANGLE";
2390 bool sendNameToD3D = false;
2391 if (internalName && internalName[0] != '\0')
2392 {
2393 d3dName += std::string("_") + internalName;
2394 sendNameToD3D = true;
2395 }
2396 if (khrDebugName && !khrDebugName->empty())
2397 {
2398 d3dName += std::string("_") + *khrDebugName;
2399 sendNameToD3D = true;
2400 }
2401 // If both internalName and khrDebugName are empty, avoid sending the string to d3d.
2402 if (sendNameToD3D)
2403 {
2404 return resource->SetPrivateData(WKPDID_D3DDebugObjectName,
2405 static_cast<UINT>(d3dName.size()), d3dName.c_str());
2406 }
2407 return S_OK;
2408 }
2409
2410 // Keep this in cpp file where it has visibility of Renderer11.h, otherwise calling
2411 // allocateResource is only compatible with Clang and MSVS, which support calling a
2412 // method on a forward declared class in a template.
2413 template <ResourceType ResourceT>
resolveImpl(d3d::Context * context,Renderer11 * renderer,const GetDescType<ResourceT> & desc,GetInitDataType<ResourceT> * initData,const char * name)2414 angle::Result LazyResource<ResourceT>::resolveImpl(d3d::Context *context,
2415 Renderer11 *renderer,
2416 const GetDescType<ResourceT> &desc,
2417 GetInitDataType<ResourceT> *initData,
2418 const char *name)
2419 {
2420 if (!mResource.valid())
2421 {
2422 ANGLE_TRY(renderer->allocateResource(context, desc, initData, &mResource));
2423 mResource.setInternalName(name);
2424 }
2425 return angle::Result::Continue;
2426 }
2427
2428 template angle::Result LazyResource<ResourceType::BlendState>::resolveImpl(
2429 d3d::Context *context,
2430 Renderer11 *renderer,
2431 const D3D11_BLEND_DESC &desc,
2432 void *initData,
2433 const char *name);
2434 template angle::Result LazyResource<ResourceType::ComputeShader>::resolveImpl(
2435 d3d::Context *context,
2436 Renderer11 *renderer,
2437 const ShaderData &desc,
2438 void *initData,
2439 const char *name);
2440 template angle::Result LazyResource<ResourceType::GeometryShader>::resolveImpl(
2441 d3d::Context *context,
2442 Renderer11 *renderer,
2443 const ShaderData &desc,
2444 const std::vector<D3D11_SO_DECLARATION_ENTRY> *initData,
2445 const char *name);
2446 template angle::Result LazyResource<ResourceType::InputLayout>::resolveImpl(
2447 d3d::Context *context,
2448 Renderer11 *renderer,
2449 const InputElementArray &desc,
2450 const ShaderData *initData,
2451 const char *name);
2452 template angle::Result LazyResource<ResourceType::PixelShader>::resolveImpl(d3d::Context *context,
2453 Renderer11 *renderer,
2454 const ShaderData &desc,
2455 void *initData,
2456 const char *name);
2457 template angle::Result LazyResource<ResourceType::VertexShader>::resolveImpl(d3d::Context *context,
2458 Renderer11 *renderer,
2459 const ShaderData &desc,
2460 void *initData,
2461 const char *name);
2462
LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC * inputDesc,size_t inputDescLen,const BYTE * byteCode,size_t byteCodeLen,const char * debugName)2463 LazyInputLayout::LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC *inputDesc,
2464 size_t inputDescLen,
2465 const BYTE *byteCode,
2466 size_t byteCodeLen,
2467 const char *debugName)
2468 : mInputDesc(inputDesc, inputDescLen), mByteCode(byteCode, byteCodeLen), mDebugName(debugName)
2469 {}
2470
~LazyInputLayout()2471 LazyInputLayout::~LazyInputLayout() {}
2472
resolve(d3d::Context * context,Renderer11 * renderer)2473 angle::Result LazyInputLayout::resolve(d3d::Context *context, Renderer11 *renderer)
2474 {
2475 return resolveImpl(context, renderer, mInputDesc, &mByteCode, mDebugName);
2476 }
2477
LazyBlendState(const D3D11_BLEND_DESC & desc,const char * debugName)2478 LazyBlendState::LazyBlendState(const D3D11_BLEND_DESC &desc, const char *debugName)
2479 : mDesc(desc), mDebugName(debugName)
2480 {}
2481
resolve(d3d::Context * context,Renderer11 * renderer)2482 angle::Result LazyBlendState::resolve(d3d::Context *context, Renderer11 *renderer)
2483 {
2484 return resolveImpl(context, renderer, mDesc, nullptr, mDebugName);
2485 }
2486
InitializeFeatures(const Renderer11DeviceCaps & deviceCaps,const DXGI_ADAPTER_DESC & adapterDesc,angle::FeaturesD3D * features)2487 void InitializeFeatures(const Renderer11DeviceCaps &deviceCaps,
2488 const DXGI_ADAPTER_DESC &adapterDesc,
2489 angle::FeaturesD3D *features)
2490 {
2491 bool isNvidia = IsNvidia(adapterDesc.VendorId);
2492 bool isIntel = IsIntel(adapterDesc.VendorId);
2493 bool isSkylake = false;
2494 bool isBroadwell = false;
2495 bool isHaswell = false;
2496 bool isIvyBridge = false;
2497 bool isAMD = IsAMD(adapterDesc.VendorId);
2498 bool isFeatureLevel9_3 = deviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3;
2499
2500 IntelDriverVersion capsVersion = IntelDriverVersion(0);
2501 if (isIntel)
2502 {
2503 capsVersion = d3d11_gl::GetIntelDriverVersion(deviceCaps.driverVersion);
2504
2505 isSkylake = IsSkylake(adapterDesc.DeviceId);
2506 isBroadwell = IsBroadwell(adapterDesc.DeviceId);
2507 isHaswell = IsHaswell(adapterDesc.DeviceId);
2508 isIvyBridge = IsIvyBridge(adapterDesc.DeviceId);
2509 }
2510
2511 if (isNvidia)
2512 {
2513 // TODO(jmadill): Narrow problematic driver range.
2514 bool driverVersionValid = deviceCaps.driverVersion.valid();
2515 if (driverVersionValid)
2516 {
2517 WORD part1 = HIWORD(deviceCaps.driverVersion.value().LowPart);
2518 WORD part2 = LOWORD(deviceCaps.driverVersion.value().LowPart);
2519
2520 // Disable the workaround to fix a second driver bug on newer NVIDIA.
2521 ANGLE_FEATURE_CONDITION(
2522 features, depthStencilBlitExtraCopy,
2523 (part1 <= 13u && part2 < 6881) && isNvidia && driverVersionValid);
2524 }
2525 else
2526 {
2527 ANGLE_FEATURE_CONDITION(features, depthStencilBlitExtraCopy,
2528 isNvidia && !driverVersionValid);
2529 }
2530 }
2531
2532 ANGLE_FEATURE_CONDITION(features, mrtPerfWorkaround, true);
2533 ANGLE_FEATURE_CONDITION(features, zeroMaxLodWorkaround, isFeatureLevel9_3);
2534 ANGLE_FEATURE_CONDITION(features, useInstancedPointSpriteEmulation, isFeatureLevel9_3);
2535 ANGLE_FEATURE_CONDITION(features, allowES3OnFL100, false);
2536
2537 // TODO(jmadill): Disable workaround when we have a fixed compiler DLL.
2538 ANGLE_FEATURE_CONDITION(features, expandIntegerPowExpressions, true);
2539
2540 ANGLE_FEATURE_CONDITION(features, flushAfterEndingTransformFeedback, isNvidia);
2541 ANGLE_FEATURE_CONDITION(features, getDimensionsIgnoresBaseLevel, isNvidia);
2542 ANGLE_FEATURE_CONDITION(features, skipVSConstantRegisterZero, isNvidia);
2543 ANGLE_FEATURE_CONDITION(features, forceAtomicValueResolution, isNvidia);
2544
2545 ANGLE_FEATURE_CONDITION(features, preAddTexelFetchOffsets, isIntel);
2546 ANGLE_FEATURE_CONDITION(features, useSystemMemoryForConstantBuffers, isIntel);
2547
2548 ANGLE_FEATURE_CONDITION(features, callClearTwice,
2549 isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) &&
2550 capsVersion < IntelDriverVersion(164771));
2551 ANGLE_FEATURE_CONDITION(features, emulateIsnanFloat,
2552 isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) &&
2553 capsVersion < IntelDriverVersion(164542));
2554 ANGLE_FEATURE_CONDITION(features, rewriteUnaryMinusOperator,
2555 isIntel && (isBroadwell || isHaswell) &&
2556 capsVersion >= IntelDriverVersion(150000) &&
2557 capsVersion < IntelDriverVersion(154624));
2558
2559 ANGLE_FEATURE_CONDITION(features, addMockTextureNoRenderTarget,
2560 isIntel && capsVersion >= IntelDriverVersion(160000) &&
2561 capsVersion < IntelDriverVersion(164815));
2562
2563 // Haswell/Ivybridge drivers occasionally corrupt (small?) (vertex?) texture data uploads.
2564 ANGLE_FEATURE_CONDITION(features, setDataFasterThanImageUpload,
2565 !(isIvyBridge || isBroadwell || isHaswell));
2566
2567 ANGLE_FEATURE_CONDITION(features, disableB5G6R5Support,
2568 (isIntel && capsVersion >= IntelDriverVersion(150000) &&
2569 capsVersion < IntelDriverVersion(154539)) ||
2570 isAMD);
2571
2572 // TODO(jmadill): Disable when we have a fixed driver version.
2573 // The tiny stencil texture workaround involves using CopySubresource or UpdateSubresource on a
2574 // depth stencil texture. This is not allowed until feature level 10.1 but since it is not
2575 // possible to support ES3 on these devices, there is no need for the workaround to begin with
2576 // (anglebug.com/1572).
2577 ANGLE_FEATURE_CONDITION(features, emulateTinyStencilTextures,
2578 isAMD && !(deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1));
2579
2580 // If the VPAndRTArrayIndexFromAnyShaderFeedingRasterizer feature is not available, we have to
2581 // select the viewport / RT array index in the geometry shader.
2582 ANGLE_FEATURE_CONDITION(features, selectViewInGeometryShader,
2583 !deviceCaps.supportsVpRtIndexWriteFromVertexShader);
2584
2585 // NVidia drivers have no trouble clearing textures without showing corruption.
2586 // Intel and AMD drivers that have trouble have been blocklisted by Chromium. In the case of
2587 // Intel, they've been blocklisted to the DX9 runtime.
2588 ANGLE_FEATURE_CONDITION(features, allowClearForRobustResourceInit, true);
2589
2590 // Allow translating uniform block to StructuredBuffer on Windows 10. This is targeted
2591 // to work around a slow fxc compile performance issue with dynamic uniform indexing.
2592 ANGLE_FEATURE_CONDITION(features, allowTranslateUniformBlockToStructuredBuffer,
2593 IsWindows10OrLater());
2594
2595 // D3D11 Feature Levels 9_3 and below do not support non-constant loop indexing and require
2596 // additional
2597 // pre-validation of the shader at compile time to produce a better error message.
2598 ANGLE_FEATURE_CONDITION(features, supportsNonConstantLoopIndexing, !isFeatureLevel9_3);
2599 }
2600
InitializeFrontendFeatures(const DXGI_ADAPTER_DESC & adapterDesc,angle::FrontendFeatures * features)2601 void InitializeFrontendFeatures(const DXGI_ADAPTER_DESC &adapterDesc,
2602 angle::FrontendFeatures *features)
2603 {
2604 bool isAMD = IsAMD(adapterDesc.VendorId);
2605
2606 ANGLE_FEATURE_CONDITION(features, forceDepthAttachmentInitOnClear, isAMD);
2607
2608 // The D3D backend's handling of compile and link is thread-safe
2609 ANGLE_FEATURE_CONDITION(features, compileJobIsThreadSafe, true);
2610 ANGLE_FEATURE_CONDITION(features, linkJobIsThreadSafe, true);
2611 }
2612
InitConstantBufferDesc(D3D11_BUFFER_DESC * constantBufferDescription,size_t byteWidth)2613 void InitConstantBufferDesc(D3D11_BUFFER_DESC *constantBufferDescription, size_t byteWidth)
2614 {
2615 constantBufferDescription->ByteWidth = static_cast<UINT>(byteWidth);
2616 constantBufferDescription->Usage = D3D11_USAGE_DYNAMIC;
2617 constantBufferDescription->BindFlags = D3D11_BIND_CONSTANT_BUFFER;
2618 constantBufferDescription->CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2619 constantBufferDescription->MiscFlags = 0;
2620 constantBufferDescription->StructureByteStride = 0;
2621 }
2622
2623 } // namespace d3d11
2624
2625 // TextureHelper11 implementation.
TextureHelper11()2626 TextureHelper11::TextureHelper11() : mFormatSet(nullptr), mSampleCount(0) {}
2627
TextureHelper11(TextureHelper11 && toCopy)2628 TextureHelper11::TextureHelper11(TextureHelper11 &&toCopy) : TextureHelper11()
2629 {
2630 *this = std::move(toCopy);
2631 }
2632
TextureHelper11(const TextureHelper11 & other)2633 TextureHelper11::TextureHelper11(const TextureHelper11 &other)
2634 : mFormatSet(other.mFormatSet), mExtents(other.mExtents), mSampleCount(other.mSampleCount)
2635 {
2636 mData = other.mData;
2637 }
2638
~TextureHelper11()2639 TextureHelper11::~TextureHelper11() {}
2640
getDesc(D3D11_TEXTURE2D_DESC * desc) const2641 void TextureHelper11::getDesc(D3D11_TEXTURE2D_DESC *desc) const
2642 {
2643 static_cast<ID3D11Texture2D *>(mData->object)->GetDesc(desc);
2644 }
2645
getDesc(D3D11_TEXTURE3D_DESC * desc) const2646 void TextureHelper11::getDesc(D3D11_TEXTURE3D_DESC *desc) const
2647 {
2648 static_cast<ID3D11Texture3D *>(mData->object)->GetDesc(desc);
2649 }
2650
getDesc(D3D11_BUFFER_DESC * desc) const2651 void TextureHelper11::getDesc(D3D11_BUFFER_DESC *desc) const
2652 {
2653 static_cast<ID3D11Buffer *>(mData->object)->GetDesc(desc);
2654 }
2655
initDesc(const D3D11_TEXTURE2D_DESC & desc2D)2656 void TextureHelper11::initDesc(const D3D11_TEXTURE2D_DESC &desc2D)
2657 {
2658 mData->resourceType = ResourceType::Texture2D;
2659 mExtents.width = static_cast<int>(desc2D.Width);
2660 mExtents.height = static_cast<int>(desc2D.Height);
2661 mExtents.depth = 1;
2662 mSampleCount = desc2D.SampleDesc.Count;
2663 }
2664
initDesc(const D3D11_TEXTURE3D_DESC & desc3D)2665 void TextureHelper11::initDesc(const D3D11_TEXTURE3D_DESC &desc3D)
2666 {
2667 mData->resourceType = ResourceType::Texture3D;
2668 mExtents.width = static_cast<int>(desc3D.Width);
2669 mExtents.height = static_cast<int>(desc3D.Height);
2670 mExtents.depth = static_cast<int>(desc3D.Depth);
2671 mSampleCount = 1;
2672 }
2673
initDesc(const D3D11_BUFFER_DESC & descBuffer)2674 void TextureHelper11::initDesc(const D3D11_BUFFER_DESC &descBuffer)
2675 {
2676 mData->resourceType = ResourceType::Buffer;
2677 mExtents.width = static_cast<int>(descBuffer.ByteWidth);
2678 mExtents.height = 1;
2679 mExtents.depth = 1;
2680 mSampleCount = 1;
2681 }
2682
operator =(TextureHelper11 && other)2683 TextureHelper11 &TextureHelper11::operator=(TextureHelper11 &&other)
2684 {
2685 std::swap(mData, other.mData);
2686 std::swap(mExtents, other.mExtents);
2687 std::swap(mFormatSet, other.mFormatSet);
2688 std::swap(mSampleCount, other.mSampleCount);
2689 return *this;
2690 }
2691
operator =(const TextureHelper11 & other)2692 TextureHelper11 &TextureHelper11::operator=(const TextureHelper11 &other)
2693 {
2694 mData = other.mData;
2695 mExtents = other.mExtents;
2696 mFormatSet = other.mFormatSet;
2697 mSampleCount = other.mSampleCount;
2698 return *this;
2699 }
2700
operator ==(const TextureHelper11 & other) const2701 bool TextureHelper11::operator==(const TextureHelper11 &other) const
2702 {
2703 return mData->object == other.mData->object;
2704 }
2705
operator !=(const TextureHelper11 & other) const2706 bool TextureHelper11::operator!=(const TextureHelper11 &other) const
2707 {
2708 return mData->object != other.mData->object;
2709 }
2710
UsePresentPathFast(const Renderer11 * renderer,const gl::FramebufferAttachment * framebufferAttachment)2711 bool UsePresentPathFast(const Renderer11 *renderer,
2712 const gl::FramebufferAttachment *framebufferAttachment)
2713 {
2714 if (framebufferAttachment == nullptr)
2715 {
2716 return false;
2717 }
2718
2719 return (framebufferAttachment->type() == GL_FRAMEBUFFER_DEFAULT &&
2720 renderer->presentPathFastEnabled());
2721 }
2722
UsePrimitiveRestartWorkaround(bool primitiveRestartFixedIndexEnabled,gl::DrawElementsType type)2723 bool UsePrimitiveRestartWorkaround(bool primitiveRestartFixedIndexEnabled,
2724 gl::DrawElementsType type)
2725 {
2726 // We should never have to deal with primitive restart workaround issue with GL_UNSIGNED_INT
2727 // indices, since we restrict it via MAX_ELEMENT_INDEX.
2728 return (!primitiveRestartFixedIndexEnabled && type == gl::DrawElementsType::UnsignedShort);
2729 }
2730
ClassifyIndexStorage(const gl::State & glState,const gl::Buffer * elementArrayBuffer,gl::DrawElementsType elementType,gl::DrawElementsType destElementType,unsigned int offset)2731 IndexStorageType ClassifyIndexStorage(const gl::State &glState,
2732 const gl::Buffer *elementArrayBuffer,
2733 gl::DrawElementsType elementType,
2734 gl::DrawElementsType destElementType,
2735 unsigned int offset)
2736 {
2737 // No buffer bound means we are streaming from a client pointer.
2738 if (!elementArrayBuffer || !IsOffsetAligned(elementType, offset))
2739 {
2740 return IndexStorageType::Dynamic;
2741 }
2742
2743 // The buffer can be used directly if the storage supports it and no translation needed.
2744 BufferD3D *bufferD3D = GetImplAs<BufferD3D>(elementArrayBuffer);
2745 if (bufferD3D->supportsDirectBinding() && destElementType == elementType)
2746 {
2747 return IndexStorageType::Direct;
2748 }
2749
2750 // Use a static copy when available.
2751 StaticIndexBufferInterface *staticBuffer = bufferD3D->getStaticIndexBuffer();
2752 if (staticBuffer != nullptr)
2753 {
2754 return IndexStorageType::Static;
2755 }
2756
2757 // Static buffer not available, fall back to streaming.
2758 return IndexStorageType::Dynamic;
2759 }
2760
SwizzleRequired(const gl::TextureState & textureState)2761 bool SwizzleRequired(const gl::TextureState &textureState)
2762 {
2763 // When sampling stencil, a swizzle is needed to move the stencil channel from G to R.
2764 return textureState.swizzleRequired() || textureState.isStencilMode();
2765 }
2766
GetEffectiveSwizzle(const gl::TextureState & textureState)2767 gl::SwizzleState GetEffectiveSwizzle(const gl::TextureState &textureState)
2768 {
2769 const gl::SwizzleState &swizzle = textureState.getSwizzleState();
2770 if (textureState.isStencilMode())
2771 {
2772 // Per GL semantics, the stencil value should be in the red channel, while D3D11 formats
2773 // leave stencil in the green channel. So copy the stencil value from green to all
2774 // components requesting red. Green and blue become zero; alpha becomes one.
2775 std::unordered_map<GLenum, GLenum> map = {{GL_RED, GL_GREEN}, {GL_GREEN, GL_ZERO},
2776 {GL_BLUE, GL_ZERO}, {GL_ALPHA, GL_ONE},
2777 {GL_ZERO, GL_ZERO}, {GL_ONE, GL_ONE}};
2778
2779 return gl::SwizzleState(map[swizzle.swizzleRed], map[swizzle.swizzleGreen],
2780 map[swizzle.swizzleBlue], map[swizzle.swizzleAlpha]);
2781 }
2782 return swizzle;
2783 }
2784
2785 } // namespace rx
2786