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-rw-r--r--gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp2751
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