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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
commit | 26a029d407be480d791972afb5975cf62c9360a6 (patch) | |
tree | f435a8308119effd964b339f76abb83a57c29483 /gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp | |
parent | Initial commit. (diff) | |
download | firefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz firefox-26a029d407be480d791972afb5975cf62c9360a6.zip |
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp | 2751 |
1 files changed, 2751 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp new file mode 100644 index 0000000000..8cd97ee43d --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp @@ -0,0 +1,2751 @@ +// +// Copyright 2012 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// renderer11_utils.cpp: Conversion functions and other utility routines +// specific to the D3D11 renderer. + +#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" + +#include <versionhelpers.h> +#include <algorithm> + +#include "common/debug.h" +#include "libANGLE/Buffer.h" +#include "libANGLE/Context.h" +#include "libANGLE/Framebuffer.h" +#include "libANGLE/Program.h" +#include "libANGLE/State.h" +#include "libANGLE/VertexArray.h" +#include "libANGLE/formatutils.h" +#include "libANGLE/renderer/d3d/BufferD3D.h" +#include "libANGLE/renderer/d3d/FramebufferD3D.h" +#include "libANGLE/renderer/d3d/d3d11/Context11.h" +#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" +#include "libANGLE/renderer/d3d/d3d11/Renderer11.h" +#include "libANGLE/renderer/d3d/d3d11/formatutils11.h" +#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h" +#include "libANGLE/renderer/driver_utils.h" +#include "libANGLE/renderer/dxgi_support_table.h" +#include "platform/FeaturesD3D_autogen.h" +#include "platform/PlatformMethods.h" + +namespace rx +{ + +namespace d3d11_gl +{ +namespace +{ +// TODO(xinghua.cao@intel.com): Get a more accurate limit. +static D3D_FEATURE_LEVEL kMinimumFeatureLevelForES31 = D3D_FEATURE_LEVEL_11_0; + +// Helper functor for querying DXGI support. Saves passing the parameters repeatedly. +class DXGISupportHelper : angle::NonCopyable +{ + public: + DXGISupportHelper(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel) + : mDevice(device), mFeatureLevel(featureLevel) + {} + + bool query(DXGI_FORMAT dxgiFormat, UINT supportMask) + { + if (dxgiFormat == DXGI_FORMAT_UNKNOWN) + return false; + + auto dxgiSupport = d3d11::GetDXGISupport(dxgiFormat, mFeatureLevel); + + UINT supportedBits = dxgiSupport.alwaysSupportedFlags; + + if ((dxgiSupport.optionallySupportedFlags & supportMask) != 0) + { + UINT formatSupport; + if (SUCCEEDED(mDevice->CheckFormatSupport(dxgiFormat, &formatSupport))) + { + supportedBits |= (formatSupport & supportMask); + } + else + { + // TODO(jmadill): find out why we fail this call sometimes in FL9_3 + // ERR() << "Error checking format support for format 0x" << std::hex << dxgiFormat; + } + } + + return ((supportedBits & supportMask) == supportMask); + } + + private: + ID3D11Device *mDevice; + D3D_FEATURE_LEVEL mFeatureLevel; +}; + +gl::TextureCaps GenerateTextureFormatCaps(gl::Version maxClientVersion, + GLenum internalFormat, + ID3D11Device *device, + const Renderer11DeviceCaps &renderer11DeviceCaps) +{ + gl::TextureCaps textureCaps; + + DXGISupportHelper support(device, renderer11DeviceCaps.featureLevel); + const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps); + + const gl::InternalFormat &internalFormatInfo = gl::GetSizedInternalFormatInfo(internalFormat); + + UINT texSupportMask = D3D11_FORMAT_SUPPORT_TEXTURE2D; + if (internalFormatInfo.depthBits == 0 && internalFormatInfo.stencilBits == 0) + { + texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURECUBE; + if (maxClientVersion.major > 2) + { + texSupportMask |= D3D11_FORMAT_SUPPORT_TEXTURE3D; + } + } + + textureCaps.texturable = support.query(formatInfo.texFormat, texSupportMask); + textureCaps.filterable = + support.query(formatInfo.srvFormat, D3D11_FORMAT_SUPPORT_SHADER_SAMPLE); + textureCaps.textureAttachment = + (support.query(formatInfo.rtvFormat, D3D11_FORMAT_SUPPORT_RENDER_TARGET)) || + (support.query(formatInfo.dsvFormat, D3D11_FORMAT_SUPPORT_DEPTH_STENCIL)); + textureCaps.renderbuffer = textureCaps.textureAttachment; + textureCaps.blendable = textureCaps.renderbuffer; + + DXGI_FORMAT renderFormat = DXGI_FORMAT_UNKNOWN; + if (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN) + { + renderFormat = formatInfo.dsvFormat; + } + else if (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN) + { + renderFormat = formatInfo.rtvFormat; + } + if (renderFormat != DXGI_FORMAT_UNKNOWN && + support.query(renderFormat, D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET)) + { + // Assume 1x + textureCaps.sampleCounts.insert(1); + + for (unsigned int sampleCount = 2; sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; + sampleCount *= 2) + { + UINT qualityCount = 0; + if (SUCCEEDED(device->CheckMultisampleQualityLevels(renderFormat, sampleCount, + &qualityCount))) + { + // Assume we always support lower sample counts + if (qualityCount == 0) + { + break; + } + textureCaps.sampleCounts.insert(sampleCount); + } + } + } + + return textureCaps; +} + +bool GetNPOTTextureSupport(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return true; + + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return false; + + default: + UNREACHABLE(); + return false; + } +} + +float GetMaximumAnisotropy(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_MAX_MAXANISOTROPY; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_MAX_MAXANISOTROPY; + + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + return 16; + + case D3D_FEATURE_LEVEL_9_1: + return D3D_FL9_1_DEFAULT_MAX_ANISOTROPY; + + default: + UNREACHABLE(); + return 0; + } +} + +bool GetOcclusionQuerySupport(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return true; + + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx + // ID3D11Device::CreateQuery + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + return true; + case D3D_FEATURE_LEVEL_9_1: + return false; + + default: + UNREACHABLE(); + return false; + } +} + +bool GetEventQuerySupport(D3D_FEATURE_LEVEL featureLevel) +{ + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx + // ID3D11Device::CreateQuery + + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return true; + + default: + UNREACHABLE(); + return false; + } +} + +bool GetInstancingSupport(D3D_FEATURE_LEVEL featureLevel) +{ + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx + // ID3D11Device::CreateInputLayout + + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return true; + + // Feature Level 9_3 supports instancing, but slot 0 in the input layout must not be + // instanced. + // D3D9 has a similar restriction, where stream 0 must not be instanced. + // This restriction can be worked around by remapping any non-instanced slot to slot + // 0. + // This works because HLSL uses shader semantics to match the vertex inputs to the + // elements in the input layout, rather than the slots. + // Note that we only support instancing via ANGLE_instanced_array on 9_3, since 9_3 + // doesn't support OpenGL ES 3.0 + case D3D_FEATURE_LEVEL_9_3: + return true; + + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return false; + + default: + UNREACHABLE(); + return false; + } +} + +bool GetFramebufferMultisampleSupport(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return true; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return false; + + default: + UNREACHABLE(); + return false; + } +} + +bool GetFramebufferBlitSupport(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return true; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return false; + + default: + UNREACHABLE(); + return false; + } +} + +bool GetDerivativeInstructionSupport(D3D_FEATURE_LEVEL featureLevel) +{ + // http://msdn.microsoft.com/en-us/library/windows/desktop/bb509588.aspx states that + // shader model + // ps_2_x is required for the ddx (and other derivative functions). + + // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx states that + // feature level + // 9.3 supports shader model ps_2_x. + + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + case D3D_FEATURE_LEVEL_9_3: + return true; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return false; + + default: + UNREACHABLE(); + return false; + } +} + +bool GetShaderTextureLODSupport(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return true; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return false; + + default: + UNREACHABLE(); + return false; + } +} + +int GetMaximumSimultaneousRenderTargets(D3D_FEATURE_LEVEL featureLevel) +{ + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx + // ID3D11Device::CreateInputLayout + + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; + + case D3D_FEATURE_LEVEL_9_3: + return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximum2DTextureSize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; + + case D3D_FEATURE_LEVEL_9_3: + return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumCubeMapTextureSize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_REQ_TEXTURECUBE_DIMENSION; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_REQ_TEXTURECUBE_DIMENSION; + + case D3D_FEATURE_LEVEL_9_3: + return D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximum2DTextureArraySize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximum3DTextureSize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumViewportSize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_VIEWPORT_BOUNDS_MAX; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_VIEWPORT_BOUNDS_MAX; + + // No constants for D3D11 Feature Level 9 viewport size limits, use the maximum + // texture sizes + case D3D_FEATURE_LEVEL_9_3: + return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumDrawIndexedIndexCount(D3D_FEATURE_LEVEL featureLevel) +{ + // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since + // that's what's + // returned from glGetInteger + static_assert(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32, + "Unexpected D3D11 constant value."); + static_assert(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32, + "Unexpected D3D11 constant value."); + + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return std::numeric_limits<GLint>::max(); + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + return D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT; + case D3D_FEATURE_LEVEL_9_1: + return D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumDrawVertexCount(D3D_FEATURE_LEVEL featureLevel) +{ + // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since + // that's what's + // returned from glGetInteger + static_assert(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value."); + static_assert(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32, "Unexpected D3D11 constant value."); + + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return std::numeric_limits<GLint>::max(); + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + return D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT; + case D3D_FEATURE_LEVEL_9_1: + return D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumVertexInputSlots(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_STANDARD_VERTEX_ELEMENT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + return D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT; + case D3D_FEATURE_LEVEL_10_0: + return D3D10_STANDARD_VERTEX_ELEMENT_COUNT; + + // From http://http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx + // "Max Input Slots" + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 16; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; + + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx + // ID3D11DeviceContext::VSSetConstantBuffers + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 255 - d3d11_gl::GetReservedVertexUniformVectors(featureLevel); + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumVertexUniformBlocks(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - + d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - + d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT; + + // Uniform blocks not supported on D3D11 Feature Level 9 + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetReservedVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel) +{ + // According to The OpenGL ES Shading Language specifications + // (Language Version 1.00 section 10.16, Language Version 3.10 section 12.21) + // built-in special variables (e.g. gl_FragCoord, or gl_PointCoord) + // which are statically used in the shader should be included in the variable packing + // algorithm. + // Therefore, we should not reserve output vectors for them. + + switch (featureLevel) + { + // We must reserve one output vector for dx_Position. + // We also reserve one for gl_Position, which we unconditionally output on Feature + // Levels 10_0+, + // even if it's unused in the shader (e.g. for transform feedback). TODO: This could + // be improved. + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return 2; + + // Just reserve dx_Position on Feature Level 9, since we don't ever need to output + // gl_Position. + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 1; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel) +{ + static_assert(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT, + "Unexpected D3D11 constant value."); + + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); + + case D3D_FEATURE_LEVEL_10_1: + return D3D10_1_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); + case D3D_FEATURE_LEVEL_10_0: + return D3D10_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); + + // Use Shader Model 2.X limits + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 8 - GetReservedVertexOutputVectors(featureLevel); + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumVertexTextureUnits(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; + + // Vertex textures not supported on D3D11 Feature Level 9 according to + // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx + // ID3D11DeviceContext::VSSetSamplers and ID3D11DeviceContext::VSSetShaderResources + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumPixelUniformVectors(D3D_FEATURE_LEVEL featureLevel) +{ + // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return 1024; // D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; + + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx + // ID3D11DeviceContext::PSSetConstantBuffers + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 32 - d3d11_gl::GetReservedFragmentUniformVectors(featureLevel); + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumPixelUniformBlocks(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - + d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - + d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT; + + // Uniform blocks not supported on D3D11 Feature Level 9 + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumPixelInputVectors(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel); + + // Use Shader Model 2.X limits + case D3D_FEATURE_LEVEL_9_3: + return 8 - GetReservedVertexOutputVectors(featureLevel); + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 8 - GetReservedVertexOutputVectors(featureLevel); + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumPixelTextureUnits(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; + + // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx + // ID3D11DeviceContext::PSSetShaderResources + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 16; + + default: + UNREACHABLE(); + return 0; + } +} + +std::array<GLint, 3> GetMaxComputeWorkGroupCount(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return {{D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION, + D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION, + D3D11_CS_DISPATCH_MAX_THREAD_GROUPS_PER_DIMENSION}}; + default: + return {{0, 0, 0}}; + } +} + +std::array<GLint, 3> GetMaxComputeWorkGroupSize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return {{D3D11_CS_THREAD_GROUP_MAX_X, D3D11_CS_THREAD_GROUP_MAX_Y, + D3D11_CS_THREAD_GROUP_MAX_Z}}; + default: + return {{0, 0, 0}}; + } +} + +int GetMaxComputeWorkGroupInvocations(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_CS_THREAD_GROUP_MAX_THREADS_PER_GROUP; + default: + return 0; + } +} + +int GetMaxComputeSharedMemorySize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + // In D3D11 the maximum total size of all variables with the groupshared storage class is + // 32kb. + // https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/dx-graphics-hlsl-variable-syntax + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return 32768; + default: + return 0; + } +} + +int GetMaximumComputeUniformVectors(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT; + default: + return 0; + } +} + +int GetMaximumComputeUniformBlocks(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - + d3d11::RESERVED_CONSTANT_BUFFER_SLOT_COUNT; + default: + return 0; + } +} + +int GetMaximumComputeTextureUnits(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; + default: + return 0; + } +} + +void SetUAVRelatedResourceLimits(D3D_FEATURE_LEVEL featureLevel, gl::Caps *caps) +{ + ASSERT(caps); + + GLuint reservedUAVsForAtomicCounterBuffers = 0u; + + // For pixel shaders, the render targets and unordered access views share the same resource + // slots when being written out. + // https://msdn.microsoft.com/en-us/library/windows/desktop/ff476465(v=vs.85).aspx + GLuint maxNumRTVsAndUAVs = 0u; + + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + // Currently we allocate 4 UAV slots for atomic counter buffers on feature level 11_1. + reservedUAVsForAtomicCounterBuffers = 4u; + maxNumRTVsAndUAVs = D3D11_1_UAV_SLOT_COUNT; + break; + case D3D_FEATURE_LEVEL_11_0: + // Currently we allocate 1 UAV slot for atomic counter buffers on feature level 11_0. + reservedUAVsForAtomicCounterBuffers = 1u; + maxNumRTVsAndUAVs = D3D11_PS_CS_UAV_REGISTER_COUNT; + break; + default: + return; + } + + // Set limits on atomic counter buffers in fragment shaders and compute shaders. + caps->maxCombinedAtomicCounterBuffers = reservedUAVsForAtomicCounterBuffers; + caps->maxShaderAtomicCounterBuffers[gl::ShaderType::Compute] = + reservedUAVsForAtomicCounterBuffers; + caps->maxShaderAtomicCounterBuffers[gl::ShaderType::Fragment] = + reservedUAVsForAtomicCounterBuffers; + caps->maxAtomicCounterBufferBindings = reservedUAVsForAtomicCounterBuffers; + + // Setting MAX_COMPUTE_ATOMIC_COUNTERS to a conservative number of 1024 * the number of UAV + // reserved for atomic counters. It could theoretically be set to max buffer size / 4 but that + // number could cause problems. + caps->maxCombinedAtomicCounters = reservedUAVsForAtomicCounterBuffers * 1024; + caps->maxShaderAtomicCounters[gl::ShaderType::Compute] = caps->maxCombinedAtomicCounters; + + // See + // https://docs.microsoft.com/en-us/windows/desktop/direct3d11/overviews-direct3d-11-resources-limits + // Resource size (in MB) for any of the preceding resources is min(max(128,0.25f * (amount of + // dedicated VRAM)), 2048) MB. So we set it to 128MB to keep same with GL backend. + caps->maxShaderStorageBlockSize = + D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024 * 1024; + + // Allocate the remaining slots for images and shader storage blocks. + // The maximum number of fragment shader outputs depends on the current context version, so we + // will not set it here. See comments in Context11::initialize(). + caps->maxCombinedShaderOutputResources = + maxNumRTVsAndUAVs - reservedUAVsForAtomicCounterBuffers; + + // Set limits on images and shader storage blocks in fragment shaders and compute shaders. + caps->maxCombinedShaderStorageBlocks = caps->maxCombinedShaderOutputResources; + caps->maxShaderStorageBlocks[gl::ShaderType::Compute] = caps->maxCombinedShaderOutputResources; + caps->maxShaderStorageBlocks[gl::ShaderType::Fragment] = caps->maxCombinedShaderOutputResources; + caps->maxShaderStorageBufferBindings = caps->maxCombinedShaderOutputResources; + + caps->maxImageUnits = caps->maxCombinedShaderOutputResources; + caps->maxCombinedImageUniforms = caps->maxCombinedShaderOutputResources; + caps->maxShaderImageUniforms[gl::ShaderType::Compute] = caps->maxCombinedShaderOutputResources; + caps->maxShaderImageUniforms[gl::ShaderType::Fragment] = caps->maxCombinedShaderOutputResources; + + // On feature level 11_1, UAVs are also available in vertex shaders and geometry shaders. + if (featureLevel == D3D_FEATURE_LEVEL_11_1) + { + caps->maxShaderAtomicCounterBuffers[gl::ShaderType::Vertex] = + caps->maxCombinedAtomicCounterBuffers; + caps->maxShaderAtomicCounterBuffers[gl::ShaderType::Geometry] = + caps->maxCombinedAtomicCounterBuffers; + + caps->maxShaderImageUniforms[gl::ShaderType::Vertex] = + caps->maxCombinedShaderOutputResources; + caps->maxShaderStorageBlocks[gl::ShaderType::Vertex] = + caps->maxCombinedShaderOutputResources; + caps->maxShaderImageUniforms[gl::ShaderType::Geometry] = + caps->maxCombinedShaderOutputResources; + caps->maxShaderStorageBlocks[gl::ShaderType::Geometry] = + caps->maxCombinedShaderOutputResources; + } +} + +int GetMinimumTexelOffset(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE; + + // Sampling functions with offsets are not available below shader model 4.0. + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumTexelOffset(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE; + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE; + + // Sampling functions with offsets are not available below shader model 4.0. + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMinimumTextureGatherOffset(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + // https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/gather4-po--sm5---asm- + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return -32; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumTextureGatherOffset(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + // https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/gather4-po--sm5---asm- + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return 31; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + + default: + UNREACHABLE(); + return 0; + } +} + +size_t GetMaximumConstantBufferSize(D3D_FEATURE_LEVEL featureLevel) +{ + // Returns a size_t despite the limit being a GLuint64 because size_t is the maximum + // size of + // any buffer that could be allocated. + + const size_t bytesPerComponent = 4 * sizeof(float); + + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent; + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent; + + // Limits from http://msdn.microsoft.com/en-us/library/windows/desktop/ff476501.aspx + // remarks section + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 4096 * bytesPerComponent; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumStreamOutputBuffers(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_SO_BUFFER_SLOT_COUNT; + + case D3D_FEATURE_LEVEL_10_1: + return D3D10_1_SO_BUFFER_SLOT_COUNT; + case D3D_FEATURE_LEVEL_10_0: + return D3D10_SO_BUFFER_SLOT_COUNT; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumStreamOutputInterleavedComponents(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return GetMaximumVertexOutputVectors(featureLevel) * 4; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumStreamOutputSeparateComponents(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return GetMaximumStreamOutputInterleavedComponents(featureLevel) / + GetMaximumStreamOutputBuffers(featureLevel); + + // D3D 10 and 10.1 only allow one output per output slot if an output slot other + // than zero is used. + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return 4; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + + default: + UNREACHABLE(); + return 0; + } +} + +int GetMaximumRenderToBufferWindowSize(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH; + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_REQ_RENDER_TO_BUFFER_WINDOW_WIDTH; + + // REQ_RENDER_TO_BUFFER_WINDOW_WIDTH not supported on D3D11 Feature Level 9, + // use the maximum texture sizes + case D3D_FEATURE_LEVEL_9_3: + return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; + + default: + UNREACHABLE(); + return 0; + } +} + +IntelDriverVersion GetIntelDriverVersion(const Optional<LARGE_INTEGER> driverVersion) +{ + if (!driverVersion.valid()) + return IntelDriverVersion(0); + + DWORD lowPart = driverVersion.value().LowPart; + return IntelDriverVersion(HIWORD(lowPart) * 10000 + LOWORD(lowPart)); +} + +} // anonymous namespace + +unsigned int GetReservedVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return 0; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 3; // dx_ViewAdjust, dx_ViewCoords and dx_ViewScale + + default: + UNREACHABLE(); + return 0; + } +} + +unsigned int GetReservedFragmentUniformVectors(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return 0; + + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 4; // dx_ViewCoords, dx_DepthFront, dx_DepthRange, dx_FragCoordOffset + + default: + UNREACHABLE(); + return 0; + } +} + +gl::Version GetMaximumClientVersion(const Renderer11DeviceCaps &caps) +{ + switch (caps.featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return gl::Version(3, 1); + case D3D_FEATURE_LEVEL_10_1: + return gl::Version(3, 0); + + case D3D_FEATURE_LEVEL_10_0: + if (caps.allowES3OnFL10_0) + { + return gl::Version(3, 0); + } + else + { + return gl::Version(2, 0); + } + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return gl::Version(2, 0); + + default: + UNREACHABLE(); + return gl::Version(0, 0); + } +} + +D3D_FEATURE_LEVEL GetMinimumFeatureLevelForES31() +{ + return kMinimumFeatureLevelForES31; +} + +unsigned int GetMaxViewportAndScissorRectanglesPerPipeline(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 1; + default: + UNREACHABLE(); + return 0; + } +} + +bool IsMultiviewSupported(D3D_FEATURE_LEVEL featureLevel) +{ + // The ANGLE_multiview extension can always be supported in D3D11 through geometry shaders. + switch (featureLevel) + { + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + return true; + default: + return false; + } +} + +int GetMaxSampleMaskWords(D3D_FEATURE_LEVEL featureLevel) +{ + switch (featureLevel) + { + // D3D10+ only allows 1 sample mask. + case D3D_FEATURE_LEVEL_11_1: + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return 1; + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: + case D3D_FEATURE_LEVEL_9_1: + return 0; + default: + UNREACHABLE(); + return 0; + } +} + +bool HasTextureBufferSupport(ID3D11Device *device, const Renderer11DeviceCaps &renderer11DeviceCaps) +{ + if (renderer11DeviceCaps.featureLevel < D3D_FEATURE_LEVEL_11_0) + return false; + + if (!renderer11DeviceCaps.supportsTypedUAVLoadAdditionalFormats) + return false; + + // https://docs.microsoft.com/en-us/windows/win32/direct3d12/typed-unordered-access-view-loads + // we don't need to check the typed store. from the spec, + // https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FormatList + // all the following format support typed stored. + // According to spec, + // https://www.khronos.org/registry/OpenGL-Refpages/es3/html/glBindImageTexture.xhtml the + // required image unit format are GL_RGBA32F, GL_RGBA32UI, GL_RGBA32I, GL_RGBA16F, GL_RGBA16UI, + // GL_RGBA16I, GL_RGBA8, GL_RGBAUI, GL_RGBA8I, GL_RGBA8_SNORM, GL_R32F, GL_R32UI, GL_R32I, + const std::array<DXGI_FORMAT, 2> &optionalFormats = { + DXGI_FORMAT_R32G32B32A32_FLOAT, // test for GL_RGBA32(UIF), GL_RGBA16(UIF), + // GL_RGBA8(UIUnorm) + DXGI_FORMAT_R8G8B8A8_SNORM, // test for GL_RGBA8_SNORM, + }; + + for (DXGI_FORMAT dxgiFormat : optionalFormats) + { + D3D11_FEATURE_DATA_FORMAT_SUPPORT FormatSupport = {dxgiFormat, 0}; + if (!SUCCEEDED(device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &FormatSupport, + sizeof(FormatSupport)))) + { + WARN() << "Error checking typed load support for format 0x" << std::hex << dxgiFormat; + return false; + } + if ((FormatSupport.OutFormatSupport & D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD) == 0) + return false; + } + return true; +} + +void GenerateCaps(ID3D11Device *device, + ID3D11DeviceContext *deviceContext, + const Renderer11DeviceCaps &renderer11DeviceCaps, + const angle::FeaturesD3D &features, + const char *description, + gl::Caps *caps, + gl::TextureCapsMap *textureCapsMap, + gl::Extensions *extensions, + gl::Limitations *limitations) +{ + D3D_FEATURE_LEVEL featureLevel = renderer11DeviceCaps.featureLevel; + const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats(); + for (GLenum internalFormat : allFormats) + { + gl::TextureCaps textureCaps = + GenerateTextureFormatCaps(GetMaximumClientVersion(renderer11DeviceCaps), internalFormat, + device, renderer11DeviceCaps); + textureCapsMap->insert(internalFormat, textureCaps); + } + + // GL core feature limits + // Reserve MAX_UINT for D3D11's primitive restart. + caps->maxElementIndex = static_cast<GLint64>(std::numeric_limits<unsigned int>::max() - 1); + caps->max3DTextureSize = GetMaximum3DTextureSize(featureLevel); + caps->max2DTextureSize = GetMaximum2DTextureSize(featureLevel); + caps->maxCubeMapTextureSize = GetMaximumCubeMapTextureSize(featureLevel); + caps->maxArrayTextureLayers = GetMaximum2DTextureArraySize(featureLevel); + + // Unimplemented, set to minimum required + caps->maxLODBias = 2.0f; + + // No specific limits on render target size, maximum 2D texture size is equivalent + caps->maxRenderbufferSize = caps->max2DTextureSize; + + // Maximum draw buffers and color attachments are the same, max color attachments could + // eventually be increased to 16 + caps->maxDrawBuffers = GetMaximumSimultaneousRenderTargets(featureLevel); + caps->maxColorAttachments = GetMaximumSimultaneousRenderTargets(featureLevel); + + // D3D11 has the same limit for viewport width and height + caps->maxViewportWidth = GetMaximumViewportSize(featureLevel); + caps->maxViewportHeight = caps->maxViewportWidth; + + // Choose a reasonable maximum, enforced in the shader. + caps->minAliasedPointSize = 1.0f; + caps->maxAliasedPointSize = 1024.0f; + + // Wide lines not supported + caps->minAliasedLineWidth = 1.0f; + caps->maxAliasedLineWidth = 1.0f; + + // Primitive count limits + caps->maxElementsIndices = GetMaximumDrawIndexedIndexCount(featureLevel); + caps->maxElementsVertices = GetMaximumDrawVertexCount(featureLevel); + + // Program and shader binary formats (no supported shader binary formats) + caps->programBinaryFormats.push_back(GL_PROGRAM_BINARY_ANGLE); + + caps->vertexHighpFloat.setIEEEFloat(); + caps->vertexMediumpFloat.setIEEEFloat(); + caps->vertexLowpFloat.setIEEEFloat(); + caps->fragmentHighpFloat.setIEEEFloat(); + caps->fragmentMediumpFloat.setIEEEFloat(); + caps->fragmentLowpFloat.setIEEEFloat(); + + // 32-bit integers are natively supported + caps->vertexHighpInt.setTwosComplementInt(32); + caps->vertexMediumpInt.setTwosComplementInt(32); + caps->vertexLowpInt.setTwosComplementInt(32); + caps->fragmentHighpInt.setTwosComplementInt(32); + caps->fragmentMediumpInt.setTwosComplementInt(32); + caps->fragmentLowpInt.setTwosComplementInt(32); + + // We do not wait for server fence objects internally, so report a max timeout of zero. + caps->maxServerWaitTimeout = 0; + + // Vertex shader limits + caps->maxVertexAttributes = GetMaximumVertexInputSlots(featureLevel); + caps->maxVertexUniformVectors = GetMaximumVertexUniformVectors(featureLevel); + if (features.skipVSConstantRegisterZero.enabled) + { + caps->maxVertexUniformVectors -= 1; + } + caps->maxShaderUniformComponents[gl::ShaderType::Vertex] = caps->maxVertexUniformVectors * 4; + caps->maxShaderUniformBlocks[gl::ShaderType::Vertex] = + GetMaximumVertexUniformBlocks(featureLevel); + caps->maxVertexOutputComponents = GetMaximumVertexOutputVectors(featureLevel) * 4; + caps->maxShaderTextureImageUnits[gl::ShaderType::Vertex] = + GetMaximumVertexTextureUnits(featureLevel); + + // Vertex Attribute Bindings are emulated on D3D11. + caps->maxVertexAttribBindings = caps->maxVertexAttributes; + // Experimental testing confirmed there is no explicit limit on maximum buffer offset in D3D11. + caps->maxVertexAttribRelativeOffset = std::numeric_limits<GLint>::max(); + // Experimental testing confirmed 2048 is the maximum stride that D3D11 can support on all + // platforms. + caps->maxVertexAttribStride = 2048; + + // Fragment shader limits + caps->maxFragmentUniformVectors = GetMaximumPixelUniformVectors(featureLevel); + caps->maxShaderUniformComponents[gl::ShaderType::Fragment] = + caps->maxFragmentUniformVectors * 4; + caps->maxShaderUniformBlocks[gl::ShaderType::Fragment] = + GetMaximumPixelUniformBlocks(featureLevel); + caps->maxFragmentInputComponents = GetMaximumPixelInputVectors(featureLevel) * 4; + caps->maxShaderTextureImageUnits[gl::ShaderType::Fragment] = + GetMaximumPixelTextureUnits(featureLevel); + caps->minProgramTexelOffset = GetMinimumTexelOffset(featureLevel); + caps->maxProgramTexelOffset = GetMaximumTexelOffset(featureLevel); + + // Compute shader limits + caps->maxComputeWorkGroupCount = GetMaxComputeWorkGroupCount(featureLevel); + caps->maxComputeWorkGroupSize = GetMaxComputeWorkGroupSize(featureLevel); + caps->maxComputeWorkGroupInvocations = GetMaxComputeWorkGroupInvocations(featureLevel); + caps->maxComputeSharedMemorySize = GetMaxComputeSharedMemorySize(featureLevel); + caps->maxShaderUniformComponents[gl::ShaderType::Compute] = + GetMaximumComputeUniformVectors(featureLevel) * 4; + caps->maxShaderUniformBlocks[gl::ShaderType::Compute] = + GetMaximumComputeUniformBlocks(featureLevel); + caps->maxShaderTextureImageUnits[gl::ShaderType::Compute] = + GetMaximumComputeTextureUnits(featureLevel); + + SetUAVRelatedResourceLimits(featureLevel, caps); + + // Aggregate shader limits + caps->maxUniformBufferBindings = caps->maxShaderUniformBlocks[gl::ShaderType::Vertex] + + caps->maxShaderUniformBlocks[gl::ShaderType::Fragment]; + caps->maxUniformBlockSize = static_cast<GLuint64>(GetMaximumConstantBufferSize(featureLevel)); + + // TODO(oetuaho): Get a more accurate limit. For now using the minimum requirement for GLES 3.1. + caps->maxUniformLocations = 1024; + + // With DirectX 11.1, constant buffer offset and size must be a multiple of 16 constants of 16 + // bytes each. + // https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649%28v=vs.85%29.aspx + // With DirectX 11.0, we emulate UBO offsets using copies of ranges of the UBO however + // we still keep the same alignment as 11.1 for consistency. + caps->uniformBufferOffsetAlignment = 256; + + caps->maxCombinedUniformBlocks = caps->maxShaderUniformBlocks[gl::ShaderType::Vertex] + + caps->maxShaderUniformBlocks[gl::ShaderType::Fragment]; + + // A shader storage block will be translated to a structure in HLSL. So We reference the HLSL + // structure packing rules + // https://msdn.microsoft.com/en-us/library/windows/desktop/bb509632(v=vs.85).aspx. The + // resulting size of any structure will always be evenly divisible by sizeof(four-component + // vector). + caps->shaderStorageBufferOffsetAlignment = 16; + + for (gl::ShaderType shaderType : gl::AllShaderTypes()) + { + caps->maxCombinedShaderUniformComponents[shaderType] = + static_cast<GLint64>(caps->maxShaderUniformBlocks[shaderType]) * + static_cast<GLint64>(caps->maxUniformBlockSize / 4) + + static_cast<GLint64>(caps->maxShaderUniformComponents[shaderType]); + } + + caps->maxVaryingComponents = GetMaximumVertexOutputVectors(featureLevel) * 4; + caps->maxVaryingVectors = GetMaximumVertexOutputVectors(featureLevel); + caps->maxCombinedTextureImageUnits = caps->maxShaderTextureImageUnits[gl::ShaderType::Vertex] + + caps->maxShaderTextureImageUnits[gl::ShaderType::Fragment]; + + // Transform feedback limits + caps->maxTransformFeedbackInterleavedComponents = + GetMaximumStreamOutputInterleavedComponents(featureLevel); + caps->maxTransformFeedbackSeparateAttributes = GetMaximumStreamOutputBuffers(featureLevel); + caps->maxTransformFeedbackSeparateComponents = + GetMaximumStreamOutputSeparateComponents(featureLevel); + + // Defer the computation of multisample limits to Context::updateCaps() where max*Samples values + // are determined according to available sample counts for each individual format. + caps->maxSamples = std::numeric_limits<GLint>::max(); + caps->maxColorTextureSamples = std::numeric_limits<GLint>::max(); + caps->maxDepthTextureSamples = std::numeric_limits<GLint>::max(); + caps->maxIntegerSamples = std::numeric_limits<GLint>::max(); + + // Sample mask words limits + caps->maxSampleMaskWords = GetMaxSampleMaskWords(featureLevel); + + // Framebuffer limits + caps->maxFramebufferSamples = std::numeric_limits<GLint>::max(); + caps->maxFramebufferWidth = GetMaximumRenderToBufferWindowSize(featureLevel); + caps->maxFramebufferHeight = caps->maxFramebufferWidth; + + // Texture gather offset limits + caps->minProgramTextureGatherOffset = GetMinimumTextureGatherOffset(featureLevel); + caps->maxProgramTextureGatherOffset = GetMaximumTextureGatherOffset(featureLevel); + + caps->maxTextureAnisotropy = GetMaximumAnisotropy(featureLevel); + caps->queryCounterBitsTimeElapsed = 64; + caps->queryCounterBitsTimestamp = 0; // Timestamps cannot be supported due to D3D11 limitations + caps->maxDualSourceDrawBuffers = 1; + + // GL extension support + extensions->setTextureExtensionSupport(*textureCapsMap); + + // Explicitly disable GL_OES_compressed_ETC1_RGB8_texture because it's emulated and never + // becomes core. WebGL doesn't want to expose it unless there is native support. + extensions->compressedETC1RGB8TextureOES = false; + extensions->compressedETC1RGB8SubTextureEXT = false; + + extensions->elementIndexUintOES = true; + extensions->getProgramBinaryOES = true; + extensions->rgb8Rgba8OES = true; + extensions->readFormatBgraEXT = true; + extensions->pixelBufferObjectNV = true; + extensions->mapbufferOES = true; + extensions->mapBufferRangeEXT = true; + extensions->textureNpotOES = GetNPOTTextureSupport(featureLevel); + extensions->drawBuffersEXT = GetMaximumSimultaneousRenderTargets(featureLevel) > 1; + extensions->drawBuffersIndexedEXT = + (renderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_1); + extensions->drawBuffersIndexedOES = extensions->drawBuffersIndexedEXT; + extensions->textureStorageEXT = true; + extensions->textureFilterAnisotropicEXT = true; + extensions->occlusionQueryBooleanEXT = GetOcclusionQuerySupport(featureLevel); + extensions->fenceNV = GetEventQuerySupport(featureLevel); + extensions->disjointTimerQueryEXT = true; + extensions->robustnessEXT = true; + // Direct3D guarantees to return zero for any resource that is accessed out of bounds. + // See https://msdn.microsoft.com/en-us/library/windows/desktop/ff476332(v=vs.85).aspx + // and https://msdn.microsoft.com/en-us/library/windows/desktop/ff476900(v=vs.85).aspx + extensions->robustBufferAccessBehaviorKHR = true; + extensions->blendMinmaxEXT = true; + // https://docs.microsoft.com/en-us/windows/desktop/direct3ddxgi/format-support-for-direct3d-11-0-feature-level-hardware + extensions->floatBlendEXT = true; + extensions->framebufferBlitANGLE = GetFramebufferBlitSupport(featureLevel); + extensions->framebufferBlitNV = extensions->framebufferBlitANGLE; + extensions->framebufferMultisampleANGLE = GetFramebufferMultisampleSupport(featureLevel); + extensions->instancedArraysANGLE = GetInstancingSupport(featureLevel); + extensions->instancedArraysEXT = GetInstancingSupport(featureLevel); + extensions->packReverseRowOrderANGLE = true; + extensions->standardDerivativesOES = GetDerivativeInstructionSupport(featureLevel); + extensions->shaderTextureLodEXT = GetShaderTextureLODSupport(featureLevel); + extensions->fragDepthEXT = true; + extensions->multiviewOVR = IsMultiviewSupported(featureLevel); + extensions->multiview2OVR = IsMultiviewSupported(featureLevel); + if (extensions->multiviewOVR || extensions->multiview2OVR) + { + caps->maxViews = std::min(static_cast<GLuint>(GetMaximum2DTextureArraySize(featureLevel)), + GetMaxViewportAndScissorRectanglesPerPipeline(featureLevel)); + } + extensions->textureUsageANGLE = true; // This could be false since it has no effect in D3D11 + extensions->discardFramebufferEXT = true; + extensions->translatedShaderSourceANGLE = true; + extensions->fboRenderMipmapOES = true; + extensions->debugMarkerEXT = true; + extensions->EGLImageOES = true; + extensions->EGLImageExternalOES = true; + extensions->EGLImageExternalWrapModesEXT = true; + extensions->EGLImageExternalEssl3OES = true; + extensions->EGLStreamConsumerExternalNV = true; + extensions->unpackSubimageEXT = true; + extensions->packSubimageNV = true; + extensions->lossyEtcDecodeANGLE = true; + extensions->syncQueryCHROMIUM = GetEventQuerySupport(featureLevel); + extensions->copyTextureCHROMIUM = true; + extensions->copyCompressedTextureCHROMIUM = true; + extensions->textureStorageMultisample2dArrayOES = true; + extensions->multiviewMultisampleANGLE = + ((extensions->multiviewOVR || extensions->multiview2OVR) && + extensions->textureStorageMultisample2dArrayOES); + extensions->copyTexture3dANGLE = true; + extensions->textureBorderClampOES = true; + extensions->multiDrawIndirectEXT = true; + extensions->textureMultisampleANGLE = true; + extensions->provokingVertexANGLE = true; + extensions->blendFuncExtendedEXT = true; + // http://anglebug.com/4926 + extensions->texture3DOES = false; + extensions->baseInstanceEXT = true; + extensions->baseVertexBaseInstanceANGLE = true; + extensions->baseVertexBaseInstanceShaderBuiltinANGLE = true; + extensions->drawElementsBaseVertexOES = true; + extensions->drawElementsBaseVertexEXT = true; + if (!strstr(description, "Adreno")) + { + extensions->multisampledRenderToTextureEXT = true; + } + extensions->videoTextureWEBGL = true; + + // D3D11 cannot support reading depth texture as a luminance texture. + // It treats it as a red-channel-only texture. + extensions->depthTextureOES = false; + + // readPixels on depth & stencil not working with D3D11 backend. + extensions->readDepthNV = false; + extensions->readStencilNV = false; + extensions->depthBufferFloat2NV = false; + + // GL_EXT_clip_control + extensions->clipControlEXT = (renderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_9_3); + + // GL_KHR_parallel_shader_compile + extensions->parallelShaderCompileKHR = true; + + // GL_EXT_texture_buffer + extensions->textureBufferEXT = HasTextureBufferSupport(device, renderer11DeviceCaps); + + // GL_OES_texture_buffer + extensions->textureBufferOES = extensions->textureBufferEXT; + + // ANGLE_shader_pixel_local_storage -- fragment shader UAVs appear in D3D 11.0. + extensions->shaderPixelLocalStorageANGLE = (featureLevel >= D3D_FEATURE_LEVEL_11_0); + extensions->shaderPixelLocalStorageCoherentANGLE = + renderer11DeviceCaps.supportsRasterizerOrderViews; + + // D3D11 Feature Level 10_0+ uses SV_IsFrontFace in HLSL to emulate gl_FrontFacing. + // D3D11 Feature Level 9_3 doesn't support SV_IsFrontFace, and has no equivalent, so can't + // support gl_FrontFacing. + limitations->noFrontFacingSupport = + (renderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3); + + // D3D11 Feature Level 9_3 doesn't support alpha-to-coverage + limitations->noSampleAlphaToCoverageSupport = + (renderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3); + + // D3D11 Feature Levels 9_3 and below do not support non-constant loop indexing and require + // additional + // pre-validation of the shader at compile time to produce a better error message. + limitations->shadersRequireIndexedLoopValidation = + (renderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3); + + // D3D11 has no concept of separate masks and refs for front and back faces in the depth stencil + // state. + limitations->noSeparateStencilRefsAndMasks = true; + + // D3D11 cannot support constant color and alpha blend funcs together + limitations->noSimultaneousConstantColorAndAlphaBlendFunc = true; + + // D3D11 does not support multiple transform feedback outputs writing to the same buffer. + limitations->noDoubleBoundTransformFeedbackBuffers = true; + + // D3D11 does not support vertex attribute aliasing + limitations->noVertexAttributeAliasing = true; + + // D3D11 does not support compressed textures where the base mip level is not a multiple of 4 + limitations->compressedBaseMipLevelMultipleOfFour = true; + + if (extensions->textureBufferAny()) + { + caps->maxTextureBufferSize = 1 << D3D11_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP; + // this maybe touble for RGB32 format. + caps->textureBufferOffsetAlignment = 16; + } + +#ifdef ANGLE_ENABLE_WINDOWS_UWP + // Setting a non-zero divisor on attribute zero doesn't work on certain Windows Phone 8-era + // devices. We should prevent developers from doing this on ALL Windows Store devices. This will + // maintain consistency across all Windows devices. We allow non-zero divisors on attribute zero + // if the Client Version >= 3, since devices affected by this issue don't support ES3+. + limitations->attributeZeroRequiresZeroDivisorInEXT = true; +#endif +} + +} // namespace d3d11_gl + +namespace gl_d3d11 +{ + +D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha) +{ + D3D11_BLEND d3dBlend = D3D11_BLEND_ZERO; + + switch (glBlend) + { + case GL_ZERO: + d3dBlend = D3D11_BLEND_ZERO; + break; + case GL_ONE: + d3dBlend = D3D11_BLEND_ONE; + break; + case GL_SRC_COLOR: + d3dBlend = (isAlpha ? D3D11_BLEND_SRC_ALPHA : D3D11_BLEND_SRC_COLOR); + break; + case GL_ONE_MINUS_SRC_COLOR: + d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC_ALPHA : D3D11_BLEND_INV_SRC_COLOR); + break; + case GL_DST_COLOR: + d3dBlend = (isAlpha ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_DEST_COLOR); + break; + case GL_ONE_MINUS_DST_COLOR: + d3dBlend = (isAlpha ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_INV_DEST_COLOR); + break; + case GL_SRC_ALPHA: + d3dBlend = D3D11_BLEND_SRC_ALPHA; + break; + case GL_ONE_MINUS_SRC_ALPHA: + d3dBlend = D3D11_BLEND_INV_SRC_ALPHA; + break; + case GL_DST_ALPHA: + d3dBlend = D3D11_BLEND_DEST_ALPHA; + break; + case GL_ONE_MINUS_DST_ALPHA: + d3dBlend = D3D11_BLEND_INV_DEST_ALPHA; + break; + case GL_CONSTANT_COLOR: + d3dBlend = D3D11_BLEND_BLEND_FACTOR; + break; + case GL_ONE_MINUS_CONSTANT_COLOR: + d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; + break; + case GL_CONSTANT_ALPHA: + d3dBlend = D3D11_BLEND_BLEND_FACTOR; + break; + case GL_ONE_MINUS_CONSTANT_ALPHA: + d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; + break; + case GL_SRC_ALPHA_SATURATE: + d3dBlend = D3D11_BLEND_SRC_ALPHA_SAT; + break; + case GL_SRC1_COLOR_EXT: + d3dBlend = (isAlpha ? D3D11_BLEND_SRC1_ALPHA : D3D11_BLEND_SRC1_COLOR); + break; + case GL_SRC1_ALPHA_EXT: + d3dBlend = D3D11_BLEND_SRC1_ALPHA; + break; + case GL_ONE_MINUS_SRC1_COLOR_EXT: + d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC1_ALPHA : D3D11_BLEND_INV_SRC1_COLOR); + break; + case GL_ONE_MINUS_SRC1_ALPHA_EXT: + d3dBlend = D3D11_BLEND_INV_SRC1_ALPHA; + break; + default: + UNREACHABLE(); + } + + return d3dBlend; +} + +D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp) +{ + D3D11_BLEND_OP d3dBlendOp = D3D11_BLEND_OP_ADD; + + switch (glBlendOp) + { + case GL_FUNC_ADD: + d3dBlendOp = D3D11_BLEND_OP_ADD; + break; + case GL_FUNC_SUBTRACT: + d3dBlendOp = D3D11_BLEND_OP_SUBTRACT; + break; + case GL_FUNC_REVERSE_SUBTRACT: + d3dBlendOp = D3D11_BLEND_OP_REV_SUBTRACT; + break; + case GL_MIN: + d3dBlendOp = D3D11_BLEND_OP_MIN; + break; + case GL_MAX: + d3dBlendOp = D3D11_BLEND_OP_MAX; + break; + default: + UNREACHABLE(); + } + + return d3dBlendOp; +} + +UINT8 ConvertColorMask(bool red, bool green, bool blue, bool alpha) +{ + UINT8 mask = 0; + if (red) + { + mask |= D3D11_COLOR_WRITE_ENABLE_RED; + } + if (green) + { + mask |= D3D11_COLOR_WRITE_ENABLE_GREEN; + } + if (blue) + { + mask |= D3D11_COLOR_WRITE_ENABLE_BLUE; + } + if (alpha) + { + mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA; + } + return mask; +} + +D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, gl::CullFaceMode cullMode) +{ + D3D11_CULL_MODE cull = D3D11_CULL_NONE; + + if (cullEnabled) + { + switch (cullMode) + { + case gl::CullFaceMode::Front: + cull = D3D11_CULL_FRONT; + break; + case gl::CullFaceMode::Back: + cull = D3D11_CULL_BACK; + break; + case gl::CullFaceMode::FrontAndBack: + cull = D3D11_CULL_NONE; + break; + default: + UNREACHABLE(); + } + } + else + { + cull = D3D11_CULL_NONE; + } + + return cull; +} + +D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison) +{ + D3D11_COMPARISON_FUNC d3dComp = D3D11_COMPARISON_NEVER; + switch (comparison) + { + case GL_NEVER: + d3dComp = D3D11_COMPARISON_NEVER; + break; + case GL_ALWAYS: + d3dComp = D3D11_COMPARISON_ALWAYS; + break; + case GL_LESS: + d3dComp = D3D11_COMPARISON_LESS; + break; + case GL_LEQUAL: + d3dComp = D3D11_COMPARISON_LESS_EQUAL; + break; + case GL_EQUAL: + d3dComp = D3D11_COMPARISON_EQUAL; + break; + case GL_GREATER: + d3dComp = D3D11_COMPARISON_GREATER; + break; + case GL_GEQUAL: + d3dComp = D3D11_COMPARISON_GREATER_EQUAL; + break; + case GL_NOTEQUAL: + d3dComp = D3D11_COMPARISON_NOT_EQUAL; + break; + default: + UNREACHABLE(); + } + + return d3dComp; +} + +D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled) +{ + return depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; +} + +UINT8 ConvertStencilMask(GLuint stencilmask) +{ + return static_cast<UINT8>(stencilmask); +} + +D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp) +{ + D3D11_STENCIL_OP d3dStencilOp = D3D11_STENCIL_OP_KEEP; + + switch (stencilOp) + { + case GL_ZERO: + d3dStencilOp = D3D11_STENCIL_OP_ZERO; + break; + case GL_KEEP: + d3dStencilOp = D3D11_STENCIL_OP_KEEP; + break; + case GL_REPLACE: + d3dStencilOp = D3D11_STENCIL_OP_REPLACE; + break; + case GL_INCR: + d3dStencilOp = D3D11_STENCIL_OP_INCR_SAT; + break; + case GL_DECR: + d3dStencilOp = D3D11_STENCIL_OP_DECR_SAT; + break; + case GL_INVERT: + d3dStencilOp = D3D11_STENCIL_OP_INVERT; + break; + case GL_INCR_WRAP: + d3dStencilOp = D3D11_STENCIL_OP_INCR; + break; + case GL_DECR_WRAP: + d3dStencilOp = D3D11_STENCIL_OP_DECR; + break; + default: + UNREACHABLE(); + } + + return d3dStencilOp; +} + +D3D11_FILTER ConvertFilter(GLenum minFilter, + GLenum magFilter, + float maxAnisotropy, + GLenum comparisonMode) +{ + bool comparison = comparisonMode != GL_NONE; + + if (maxAnisotropy > 1.0f) + { + return D3D11_ENCODE_ANISOTROPIC_FILTER(static_cast<D3D11_COMPARISON_FUNC>(comparison)); + } + else + { + D3D11_FILTER_TYPE dxMin = D3D11_FILTER_TYPE_POINT; + D3D11_FILTER_TYPE dxMip = D3D11_FILTER_TYPE_POINT; + switch (minFilter) + { + case GL_NEAREST: + dxMin = D3D11_FILTER_TYPE_POINT; + dxMip = D3D11_FILTER_TYPE_POINT; + break; + case GL_LINEAR: + dxMin = D3D11_FILTER_TYPE_LINEAR; + dxMip = D3D11_FILTER_TYPE_POINT; + break; + case GL_NEAREST_MIPMAP_NEAREST: + dxMin = D3D11_FILTER_TYPE_POINT; + dxMip = D3D11_FILTER_TYPE_POINT; + break; + case GL_LINEAR_MIPMAP_NEAREST: + dxMin = D3D11_FILTER_TYPE_LINEAR; + dxMip = D3D11_FILTER_TYPE_POINT; + break; + case GL_NEAREST_MIPMAP_LINEAR: + dxMin = D3D11_FILTER_TYPE_POINT; + dxMip = D3D11_FILTER_TYPE_LINEAR; + break; + case GL_LINEAR_MIPMAP_LINEAR: + dxMin = D3D11_FILTER_TYPE_LINEAR; + dxMip = D3D11_FILTER_TYPE_LINEAR; + break; + default: + UNREACHABLE(); + } + + D3D11_FILTER_TYPE dxMag = D3D11_FILTER_TYPE_POINT; + switch (magFilter) + { + case GL_NEAREST: + dxMag = D3D11_FILTER_TYPE_POINT; + break; + case GL_LINEAR: + dxMag = D3D11_FILTER_TYPE_LINEAR; + break; + default: + UNREACHABLE(); + } + + return D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip, + static_cast<D3D11_COMPARISON_FUNC>(comparison)); + } +} + +D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap) +{ + switch (wrap) + { + case GL_REPEAT: + return D3D11_TEXTURE_ADDRESS_WRAP; + case GL_CLAMP_TO_EDGE: + return D3D11_TEXTURE_ADDRESS_CLAMP; + case GL_CLAMP_TO_BORDER: + return D3D11_TEXTURE_ADDRESS_BORDER; + case GL_MIRRORED_REPEAT: + return D3D11_TEXTURE_ADDRESS_MIRROR; + default: + UNREACHABLE(); + } + + return D3D11_TEXTURE_ADDRESS_WRAP; +} + +UINT ConvertMaxAnisotropy(float maxAnisotropy, D3D_FEATURE_LEVEL featureLevel) +{ + return static_cast<UINT>(std::min(maxAnisotropy, d3d11_gl::GetMaximumAnisotropy(featureLevel))); +} + +D3D11_QUERY ConvertQueryType(gl::QueryType type) +{ + switch (type) + { + case gl::QueryType::AnySamples: + case gl::QueryType::AnySamplesConservative: + return D3D11_QUERY_OCCLUSION; + case gl::QueryType::TransformFeedbackPrimitivesWritten: + return D3D11_QUERY_SO_STATISTICS; + case gl::QueryType::TimeElapsed: + // Two internal queries are also created for begin/end timestamps + return D3D11_QUERY_TIMESTAMP_DISJOINT; + case gl::QueryType::CommandsCompleted: + return D3D11_QUERY_EVENT; + default: + UNREACHABLE(); + return D3D11_QUERY_EVENT; + } +} + +// Get the D3D11 write mask covering all color channels of a given format +UINT8 GetColorMask(const gl::InternalFormat &format) +{ + return ConvertColorMask(format.redBits > 0, format.greenBits > 0, format.blueBits > 0, + format.alphaBits > 0); +} + +} // namespace gl_d3d11 + +namespace d3d11 +{ + +ANGLED3D11DeviceType GetDeviceType(ID3D11Device *device) +{ + // Note that this function returns an ANGLED3D11DeviceType rather than a D3D_DRIVER_TYPE value, + // since it is difficult to tell Software and Reference devices apart + + IDXGIDevice *dxgiDevice = nullptr; + IDXGIAdapter *dxgiAdapter = nullptr; + IDXGIAdapter2 *dxgiAdapter2 = nullptr; + + ANGLED3D11DeviceType retDeviceType = ANGLE_D3D11_DEVICE_TYPE_UNKNOWN; + + HRESULT hr = device->QueryInterface(__uuidof(IDXGIDevice), (void **)&dxgiDevice); + if (SUCCEEDED(hr)) + { + hr = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void **)&dxgiAdapter); + if (SUCCEEDED(hr)) + { + std::wstring adapterString; + HRESULT adapter2hr = + dxgiAdapter->QueryInterface(__uuidof(dxgiAdapter2), (void **)&dxgiAdapter2); + if (SUCCEEDED(adapter2hr)) + { + // On D3D_FEATURE_LEVEL_9_*, IDXGIAdapter::GetDesc returns "Software Adapter" + // for the description string. Try to use IDXGIAdapter2::GetDesc2 to get the + // actual hardware values if possible. + DXGI_ADAPTER_DESC2 adapterDesc2; + dxgiAdapter2->GetDesc2(&adapterDesc2); + adapterString = std::wstring(adapterDesc2.Description); + } + else + { + DXGI_ADAPTER_DESC adapterDesc; + dxgiAdapter->GetDesc(&adapterDesc); + adapterString = std::wstring(adapterDesc.Description); + } + + // Both Reference and Software adapters will be 'Software Adapter' + const bool isSoftwareDevice = + (adapterString.find(std::wstring(L"Software Adapter")) != std::string::npos); + const bool isNullDevice = (adapterString == L""); + const bool isWARPDevice = + (adapterString.find(std::wstring(L"Basic Render")) != std::string::npos); + + if (isSoftwareDevice || isNullDevice) + { + ASSERT(!isWARPDevice); + retDeviceType = ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL; + } + else if (isWARPDevice) + { + retDeviceType = ANGLE_D3D11_DEVICE_TYPE_WARP; + } + else + { + retDeviceType = ANGLE_D3D11_DEVICE_TYPE_HARDWARE; + } + } + } + + SafeRelease(dxgiDevice); + SafeRelease(dxgiAdapter); + SafeRelease(dxgiAdapter2); + + return retDeviceType; +} + +void MakeValidSize(bool isImage, + DXGI_FORMAT format, + GLsizei *requestWidth, + GLsizei *requestHeight, + int *levelOffset) +{ + const DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(format); + bool validFormat = format != DXGI_FORMAT_UNKNOWN; + bool validImage = isImage && validFormat; + + int upsampleCount = 0; + // Don't expand the size of full textures that are at least (blockWidth x blockHeight) already. + if (validImage || *requestWidth < static_cast<GLsizei>(dxgiFormatInfo.blockWidth) || + *requestHeight < static_cast<GLsizei>(dxgiFormatInfo.blockHeight)) + { + while (*requestWidth % dxgiFormatInfo.blockWidth != 0 || + *requestHeight % dxgiFormatInfo.blockHeight != 0) + { + *requestWidth <<= 1; + *requestHeight <<= 1; + upsampleCount++; + } + } + else if (validFormat) + { + if (*requestWidth % dxgiFormatInfo.blockWidth != 0) + { + *requestWidth = roundUp(*requestWidth, static_cast<GLsizei>(dxgiFormatInfo.blockWidth)); + } + + if (*requestHeight % dxgiFormatInfo.blockHeight != 0) + { + *requestHeight = + roundUp(*requestHeight, static_cast<GLsizei>(dxgiFormatInfo.blockHeight)); + } + } + + if (levelOffset) + { + *levelOffset = upsampleCount; + } +} + +angle::Result GenerateInitialTextureData( + const gl::Context *context, + GLint internalFormat, + const Renderer11DeviceCaps &renderer11DeviceCaps, + GLuint width, + GLuint height, + GLuint depth, + GLuint mipLevels, + gl::TexLevelArray<D3D11_SUBRESOURCE_DATA> *outSubresourceData) +{ + const d3d11::Format &d3dFormatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps); + ASSERT(d3dFormatInfo.dataInitializerFunction != nullptr); + + const d3d11::DXGIFormatSize &dxgiFormatInfo = + d3d11::GetDXGIFormatSizeInfo(d3dFormatInfo.texFormat); + + using CheckedSize = angle::CheckedNumeric<size_t>; + CheckedSize rowPitch = CheckedSize(dxgiFormatInfo.pixelBytes) * CheckedSize(width); + CheckedSize depthPitch = rowPitch * CheckedSize(height); + CheckedSize maxImageSize = depthPitch * CheckedSize(depth); + + Context11 *context11 = GetImplAs<Context11>(context); + ANGLE_CHECK_GL_ALLOC(context11, maxImageSize.IsValid()); + + angle::MemoryBuffer *scratchBuffer = nullptr; + ANGLE_CHECK_GL_ALLOC(context11, + context->getScratchBuffer(maxImageSize.ValueOrDie(), &scratchBuffer)); + + d3dFormatInfo.dataInitializerFunction(width, height, depth, scratchBuffer->data(), + rowPitch.ValueOrDie(), depthPitch.ValueOrDie()); + + for (unsigned int i = 0; i < mipLevels; i++) + { + unsigned int mipWidth = std::max(width >> i, 1U); + unsigned int mipHeight = std::max(height >> i, 1U); + + using CheckedUINT = angle::CheckedNumeric<UINT>; + CheckedUINT mipRowPitch = CheckedUINT(dxgiFormatInfo.pixelBytes) * CheckedUINT(mipWidth); + CheckedUINT mipDepthPitch = mipRowPitch * CheckedUINT(mipHeight); + + ANGLE_CHECK_GL_ALLOC(context11, mipRowPitch.IsValid() && mipDepthPitch.IsValid()); + + outSubresourceData->at(i).pSysMem = scratchBuffer->data(); + outSubresourceData->at(i).SysMemPitch = mipRowPitch.ValueOrDie(); + outSubresourceData->at(i).SysMemSlicePitch = mipDepthPitch.ValueOrDie(); + } + + return angle::Result::Continue; +} + +UINT GetPrimitiveRestartIndex() +{ + return std::numeric_limits<UINT>::max(); +} + +void SetPositionTexCoordVertex(PositionTexCoordVertex *vertex, float x, float y, float u, float v) +{ + vertex->x = x; + vertex->y = y; + vertex->u = u; + vertex->v = v; +} + +void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex *vertex, + float x, + float y, + unsigned int layer, + float u, + float v, + float s) +{ + vertex->x = x; + vertex->y = y; + vertex->l = layer; + vertex->u = u; + vertex->v = v; + vertex->s = s; +} + +BlendStateKey::BlendStateKey() +{ + memset(this, 0, sizeof(BlendStateKey)); + blendStateExt = gl::BlendStateExt(); +} + +BlendStateKey::BlendStateKey(const BlendStateKey &other) +{ + memcpy(this, &other, sizeof(BlendStateKey)); +} + +bool operator==(const BlendStateKey &a, const BlendStateKey &b) +{ + return memcmp(&a, &b, sizeof(BlendStateKey)) == 0; +} + +bool operator!=(const BlendStateKey &a, const BlendStateKey &b) +{ + return !(a == b); +} + +RasterizerStateKey::RasterizerStateKey() +{ + memset(this, 0, sizeof(RasterizerStateKey)); +} + +bool operator==(const RasterizerStateKey &a, const RasterizerStateKey &b) +{ + return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0; +} + +bool operator!=(const RasterizerStateKey &a, const RasterizerStateKey &b) +{ + return !(a == b); +} + +HRESULT SetDebugName(ID3D11DeviceChild *resource, + const char *internalName, + const std::string *khrDebugName) +{ + // Prepend ANGLE to separate names from other components in the same process. + std::string d3dName = "ANGLE"; + bool sendNameToD3D = false; + if (internalName && internalName[0] != '\0') + { + d3dName += std::string("_") + internalName; + sendNameToD3D = true; + } + if (khrDebugName && !khrDebugName->empty()) + { + d3dName += std::string("_") + *khrDebugName; + sendNameToD3D = true; + } + // If both internalName and khrDebugName are empty, avoid sending the string to d3d. + if (sendNameToD3D) + { + return resource->SetPrivateData(WKPDID_D3DDebugObjectName, + static_cast<UINT>(d3dName.size()), d3dName.c_str()); + } + return S_OK; +} + +// Keep this in cpp file where it has visibility of Renderer11.h, otherwise calling +// allocateResource is only compatible with Clang and MSVS, which support calling a +// method on a forward declared class in a template. +template <ResourceType ResourceT> +angle::Result LazyResource<ResourceT>::resolveImpl(d3d::Context *context, + Renderer11 *renderer, + const GetDescType<ResourceT> &desc, + GetInitDataType<ResourceT> *initData, + const char *name) +{ + if (!mResource.valid()) + { + ANGLE_TRY(renderer->allocateResource(context, desc, initData, &mResource)); + mResource.setInternalName(name); + } + return angle::Result::Continue; +} + +template angle::Result LazyResource<ResourceType::BlendState>::resolveImpl( + d3d::Context *context, + Renderer11 *renderer, + const D3D11_BLEND_DESC &desc, + void *initData, + const char *name); +template angle::Result LazyResource<ResourceType::ComputeShader>::resolveImpl( + d3d::Context *context, + Renderer11 *renderer, + const ShaderData &desc, + void *initData, + const char *name); +template angle::Result LazyResource<ResourceType::GeometryShader>::resolveImpl( + d3d::Context *context, + Renderer11 *renderer, + const ShaderData &desc, + const std::vector<D3D11_SO_DECLARATION_ENTRY> *initData, + const char *name); +template angle::Result LazyResource<ResourceType::InputLayout>::resolveImpl( + d3d::Context *context, + Renderer11 *renderer, + const InputElementArray &desc, + const ShaderData *initData, + const char *name); +template angle::Result LazyResource<ResourceType::PixelShader>::resolveImpl(d3d::Context *context, + Renderer11 *renderer, + const ShaderData &desc, + void *initData, + const char *name); +template angle::Result LazyResource<ResourceType::VertexShader>::resolveImpl(d3d::Context *context, + Renderer11 *renderer, + const ShaderData &desc, + void *initData, + const char *name); + +LazyInputLayout::LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC *inputDesc, + size_t inputDescLen, + const BYTE *byteCode, + size_t byteCodeLen, + const char *debugName) + : mInputDesc(inputDesc, inputDescLen), mByteCode(byteCode, byteCodeLen), mDebugName(debugName) +{} + +LazyInputLayout::~LazyInputLayout() {} + +angle::Result LazyInputLayout::resolve(d3d::Context *context, Renderer11 *renderer) +{ + return resolveImpl(context, renderer, mInputDesc, &mByteCode, mDebugName); +} + +LazyBlendState::LazyBlendState(const D3D11_BLEND_DESC &desc, const char *debugName) + : mDesc(desc), mDebugName(debugName) +{} + +angle::Result LazyBlendState::resolve(d3d::Context *context, Renderer11 *renderer) +{ + return resolveImpl(context, renderer, mDesc, nullptr, mDebugName); +} + +void InitializeFeatures(const Renderer11DeviceCaps &deviceCaps, + const DXGI_ADAPTER_DESC &adapterDesc, + angle::FeaturesD3D *features) +{ + bool isNvidia = IsNvidia(adapterDesc.VendorId); + bool isIntel = IsIntel(adapterDesc.VendorId); + bool isSkylake = false; + bool isBroadwell = false; + bool isHaswell = false; + bool isIvyBridge = false; + bool isSandyBridge = false; + bool isAMD = IsAMD(adapterDesc.VendorId); + bool isFeatureLevel9_3 = (deviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3); + + IntelDriverVersion capsVersion = IntelDriverVersion(0); + if (isIntel) + { + capsVersion = d3d11_gl::GetIntelDriverVersion(deviceCaps.driverVersion); + + isSkylake = IsSkylake(adapterDesc.DeviceId); + isBroadwell = IsBroadwell(adapterDesc.DeviceId); + isHaswell = IsHaswell(adapterDesc.DeviceId); + isIvyBridge = IsIvyBridge(adapterDesc.DeviceId); + isSandyBridge = IsSandyBridge(adapterDesc.DeviceId); + } + + if (isNvidia) + { + // TODO(jmadill): Narrow problematic driver range. + bool driverVersionValid = deviceCaps.driverVersion.valid(); + if (driverVersionValid) + { + WORD part1 = HIWORD(deviceCaps.driverVersion.value().LowPart); + WORD part2 = LOWORD(deviceCaps.driverVersion.value().LowPart); + + // Disable the workaround to fix a second driver bug on newer NVIDIA. + ANGLE_FEATURE_CONDITION( + features, depthStencilBlitExtraCopy, + (part1 <= 13u && part2 < 6881) && isNvidia && driverVersionValid); + } + else + { + ANGLE_FEATURE_CONDITION(features, depthStencilBlitExtraCopy, + isNvidia && !driverVersionValid); + } + } + + ANGLE_FEATURE_CONDITION(features, mrtPerfWorkaround, true); + ANGLE_FEATURE_CONDITION(features, zeroMaxLodWorkaround, isFeatureLevel9_3); + ANGLE_FEATURE_CONDITION(features, useInstancedPointSpriteEmulation, isFeatureLevel9_3); + ANGLE_FEATURE_CONDITION(features, allowES3OnFL100, false); + + // TODO(jmadill): Disable workaround when we have a fixed compiler DLL. + ANGLE_FEATURE_CONDITION(features, expandIntegerPowExpressions, true); + + ANGLE_FEATURE_CONDITION(features, flushAfterEndingTransformFeedback, isNvidia); + ANGLE_FEATURE_CONDITION(features, getDimensionsIgnoresBaseLevel, isNvidia); + ANGLE_FEATURE_CONDITION(features, skipVSConstantRegisterZero, isNvidia); + ANGLE_FEATURE_CONDITION(features, forceAtomicValueResolution, isNvidia); + + ANGLE_FEATURE_CONDITION(features, preAddTexelFetchOffsets, isIntel); + ANGLE_FEATURE_CONDITION(features, useSystemMemoryForConstantBuffers, isIntel); + + // ClearView on Skylake seems to incorrectly clear with unaligned rects (edge has saw tooth + // pattern instead of straight). + ANGLE_FEATURE_CONDITION(features, scissoredClearArtifacts, isIntel && isSkylake); + + ANGLE_FEATURE_CONDITION(features, callClearTwice, + isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && + capsVersion < IntelDriverVersion(164771)); + ANGLE_FEATURE_CONDITION(features, emulateIsnanFloat, + isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && + capsVersion < IntelDriverVersion(164542)); + ANGLE_FEATURE_CONDITION(features, rewriteUnaryMinusOperator, + isIntel && (isBroadwell || isHaswell) && + capsVersion >= IntelDriverVersion(150000) && + capsVersion < IntelDriverVersion(154624)); + + ANGLE_FEATURE_CONDITION(features, addMockTextureNoRenderTarget, + isIntel && capsVersion >= IntelDriverVersion(160000) && + capsVersion < IntelDriverVersion(164815)); + + // Haswell drivers occasionally corrupt (small?) (vertex?) texture data uploads for 128bit + // formats. + ANGLE_FEATURE_CONDITION(features, setDataFasterThanImageUpload, true); + ANGLE_FEATURE_CONDITION(features, setDataFasterThanImageUploadOn128bitFormats, + !(isIvyBridge || isBroadwell || isHaswell)); + + ANGLE_FEATURE_CONDITION(features, emulateClearViewAfterDualSourceBlending, isSandyBridge); + + ANGLE_FEATURE_CONDITION(features, disableB5G6R5Support, + (isIntel && capsVersion >= IntelDriverVersion(150000) && + capsVersion < IntelDriverVersion(154539)) || + isAMD); + + // TODO(jmadill): Disable when we have a fixed driver version. + // The tiny stencil texture workaround involves using CopySubresource or UpdateSubresource on a + // depth stencil texture. This is not allowed until feature level 10.1 but since it is not + // possible to support ES3 on these devices, there is no need for the workaround to begin with + // (anglebug.com/1572). + ANGLE_FEATURE_CONDITION(features, emulateTinyStencilTextures, + isAMD && !(deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1)); + + // If the VPAndRTArrayIndexFromAnyShaderFeedingRasterizer feature is not available, we have to + // select the viewport / RT array index in the geometry shader. + ANGLE_FEATURE_CONDITION(features, selectViewInGeometryShader, + !deviceCaps.supportsVpRtIndexWriteFromVertexShader); + + // NVidia drivers have no trouble clearing textures without showing corruption. + // Intel and AMD drivers that have trouble have been blocklisted by Chromium. In the case of + // Intel, they've been blocklisted to the DX9 runtime. + ANGLE_FEATURE_CONDITION(features, allowClearForRobustResourceInit, true); + + // Allow translating uniform block to StructuredBuffer on Windows 10. This is targeted + // to work around a slow fxc compile performance issue with dynamic uniform indexing. + ANGLE_FEATURE_CONDITION(features, allowTranslateUniformBlockToStructuredBuffer, + IsWin10OrGreater()); +} + +void InitializeFrontendFeatures(const DXGI_ADAPTER_DESC &adapterDesc, + angle::FrontendFeatures *features) +{ + bool isAMD = IsAMD(adapterDesc.VendorId); + + ANGLE_FEATURE_CONDITION(features, forceDepthAttachmentInitOnClear, isAMD); +} + +void InitConstantBufferDesc(D3D11_BUFFER_DESC *constantBufferDescription, size_t byteWidth) +{ + constantBufferDescription->ByteWidth = static_cast<UINT>(byteWidth); + constantBufferDescription->Usage = D3D11_USAGE_DYNAMIC; + constantBufferDescription->BindFlags = D3D11_BIND_CONSTANT_BUFFER; + constantBufferDescription->CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + constantBufferDescription->MiscFlags = 0; + constantBufferDescription->StructureByteStride = 0; +} + +} // namespace d3d11 + +// TextureHelper11 implementation. +TextureHelper11::TextureHelper11() : mFormatSet(nullptr), mSampleCount(0) {} + +TextureHelper11::TextureHelper11(TextureHelper11 &&toCopy) : TextureHelper11() +{ + *this = std::move(toCopy); +} + +TextureHelper11::TextureHelper11(const TextureHelper11 &other) + : mFormatSet(other.mFormatSet), mExtents(other.mExtents), mSampleCount(other.mSampleCount) +{ + mData = other.mData; +} + +TextureHelper11::~TextureHelper11() {} + +void TextureHelper11::getDesc(D3D11_TEXTURE2D_DESC *desc) const +{ + static_cast<ID3D11Texture2D *>(mData->object)->GetDesc(desc); +} + +void TextureHelper11::getDesc(D3D11_TEXTURE3D_DESC *desc) const +{ + static_cast<ID3D11Texture3D *>(mData->object)->GetDesc(desc); +} + +void TextureHelper11::getDesc(D3D11_BUFFER_DESC *desc) const +{ + static_cast<ID3D11Buffer *>(mData->object)->GetDesc(desc); +} + +void TextureHelper11::initDesc(const D3D11_TEXTURE2D_DESC &desc2D) +{ + mData->resourceType = ResourceType::Texture2D; + mExtents.width = static_cast<int>(desc2D.Width); + mExtents.height = static_cast<int>(desc2D.Height); + mExtents.depth = 1; + mSampleCount = desc2D.SampleDesc.Count; +} + +void TextureHelper11::initDesc(const D3D11_TEXTURE3D_DESC &desc3D) +{ + mData->resourceType = ResourceType::Texture3D; + mExtents.width = static_cast<int>(desc3D.Width); + mExtents.height = static_cast<int>(desc3D.Height); + mExtents.depth = static_cast<int>(desc3D.Depth); + mSampleCount = 1; +} + +void TextureHelper11::initDesc(const D3D11_BUFFER_DESC &descBuffer) +{ + mData->resourceType = ResourceType::Buffer; + mExtents.width = static_cast<int>(descBuffer.ByteWidth); + mExtents.height = 1; + mExtents.depth = 1; + mSampleCount = 1; +} + +TextureHelper11 &TextureHelper11::operator=(TextureHelper11 &&other) +{ + std::swap(mData, other.mData); + std::swap(mExtents, other.mExtents); + std::swap(mFormatSet, other.mFormatSet); + std::swap(mSampleCount, other.mSampleCount); + return *this; +} + +TextureHelper11 &TextureHelper11::operator=(const TextureHelper11 &other) +{ + mData = other.mData; + mExtents = other.mExtents; + mFormatSet = other.mFormatSet; + mSampleCount = other.mSampleCount; + return *this; +} + +bool TextureHelper11::operator==(const TextureHelper11 &other) const +{ + return mData->object == other.mData->object; +} + +bool TextureHelper11::operator!=(const TextureHelper11 &other) const +{ + return mData->object != other.mData->object; +} + +bool UsePresentPathFast(const Renderer11 *renderer, + const gl::FramebufferAttachment *framebufferAttachment) +{ + if (framebufferAttachment == nullptr) + { + return false; + } + + return (framebufferAttachment->type() == GL_FRAMEBUFFER_DEFAULT && + renderer->presentPathFastEnabled()); +} + +bool UsePrimitiveRestartWorkaround(bool primitiveRestartFixedIndexEnabled, + gl::DrawElementsType type) +{ + // We should never have to deal with primitive restart workaround issue with GL_UNSIGNED_INT + // indices, since we restrict it via MAX_ELEMENT_INDEX. + return (!primitiveRestartFixedIndexEnabled && type == gl::DrawElementsType::UnsignedShort); +} + +IndexStorageType ClassifyIndexStorage(const gl::State &glState, + const gl::Buffer *elementArrayBuffer, + gl::DrawElementsType elementType, + gl::DrawElementsType destElementType, + unsigned int offset) +{ + // No buffer bound means we are streaming from a client pointer. + if (!elementArrayBuffer || !IsOffsetAligned(elementType, offset)) + { + return IndexStorageType::Dynamic; + } + + // The buffer can be used directly if the storage supports it and no translation needed. + BufferD3D *bufferD3D = GetImplAs<BufferD3D>(elementArrayBuffer); + if (bufferD3D->supportsDirectBinding() && destElementType == elementType) + { + return IndexStorageType::Direct; + } + + // Use a static copy when available. + StaticIndexBufferInterface *staticBuffer = bufferD3D->getStaticIndexBuffer(); + if (staticBuffer != nullptr) + { + return IndexStorageType::Static; + } + + // Static buffer not available, fall back to streaming. + return IndexStorageType::Dynamic; +} + +bool SwizzleRequired(const gl::TextureState &textureState) +{ + // When sampling stencil, a swizzle is needed to move the stencil channel from G to R. + return textureState.swizzleRequired() || textureState.isStencilMode(); +} + +gl::SwizzleState GetEffectiveSwizzle(const gl::TextureState &textureState) +{ + const gl::SwizzleState &swizzle = textureState.getSwizzleState(); + if (textureState.isStencilMode()) + { + // Per GL semantics, the stencil value should be in the red channel, while D3D11 formats + // leave stencil in the green channel. So copy the stencil value from green to all + // components requesting red. Green and blue become zero; alpha becomes one. + std::unordered_map<GLenum, GLenum> map = {{GL_RED, GL_GREEN}, {GL_GREEN, GL_ZERO}, + {GL_BLUE, GL_ZERO}, {GL_ALPHA, GL_ONE}, + {GL_ZERO, GL_ZERO}, {GL_ONE, GL_ONE}}; + + return gl::SwizzleState(map[swizzle.swizzleRed], map[swizzle.swizzleGreen], + map[swizzle.swizzleBlue], map[swizzle.swizzleAlpha]); + } + return swizzle; +} + +} // namespace rx |