blob: de4ed83ecfa26a5dcff1e72060e0f126adcd237f [file] [log] [blame]
#include "precompiled.h"
//
// Copyright (c) 2012-2014 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 "libGLESv2/renderer/d3d11/renderer11_utils.h"
#include "libGLESv2/renderer/d3d11/formatutils11.h"
#include "common/debug.h"
namespace rx
{
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;
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, GLenum cullMode)
{
D3D11_CULL_MODE cull = D3D11_CULL_NONE;
if (cullEnabled)
{
switch (cullMode)
{
case GL_FRONT: cull = D3D11_CULL_FRONT; break;
case GL_BACK: cull = D3D11_CULL_BACK; break;
case GL_FRONT_AND_BACK: 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_MIRRORED_REPEAT: return D3D11_TEXTURE_ADDRESS_MIRROR;
default: UNREACHABLE();
}
return D3D11_TEXTURE_ADDRESS_WRAP;
}
D3D11_QUERY ConvertQueryType(GLenum queryType)
{
switch (queryType)
{
case GL_ANY_SAMPLES_PASSED_EXT:
case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: return D3D11_QUERY_OCCLUSION;
case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: return D3D11_QUERY_SO_STATISTICS;
default: UNREACHABLE(); return D3D11_QUERY_EVENT;
}
}
}
namespace d3d11_gl
{
static gl::TextureCaps GenerateTextureFormatCaps(GLenum internalFormat, GLuint clientVersion, ID3D11Device *device)
{
gl::TextureCaps textureCaps;
DXGI_FORMAT textureFormat = gl_d3d11::GetTexFormat(internalFormat, clientVersion);
DXGI_FORMAT srvFormat = gl_d3d11::GetSRVFormat(internalFormat, clientVersion);
DXGI_FORMAT rtvFormat = gl_d3d11::GetRTVFormat(internalFormat, clientVersion);
DXGI_FORMAT dsvFormat = gl_d3d11::GetDSVFormat(internalFormat, clientVersion);
DXGI_FORMAT renderFormat = gl_d3d11::GetRenderableFormat(internalFormat, clientVersion);
UINT formatSupport;
if (SUCCEEDED(device->CheckFormatSupport(textureFormat, &formatSupport)))
{
textureCaps.texture2D = (formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
textureCaps.textureCubeMap = (formatSupport & D3D11_FORMAT_SUPPORT_TEXTURECUBE) != 0;
textureCaps.texture3D = (formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE3D) != 0;
textureCaps.texture2DArray = (formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
}
if (SUCCEEDED(device->CheckFormatSupport(renderFormat, &formatSupport)) &&
(formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
{
for (size_t sampleCount = 1; sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; sampleCount++)
{
UINT qualityCount = 0;
if (SUCCEEDED(device->CheckMultisampleQualityLevels(renderFormat, sampleCount, &qualityCount)) &&
qualityCount > 0)
{
textureCaps.sampleCounts.insert(sampleCount);
}
}
}
if (SUCCEEDED(device->CheckFormatSupport(srvFormat, &formatSupport)))
{
textureCaps.filtering = (formatSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE) != 0;
}
if (SUCCEEDED(device->CheckFormatSupport(rtvFormat, &formatSupport)))
{
textureCaps.colorRendering = (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET) != 0;
}
if (SUCCEEDED(device->CheckFormatSupport(dsvFormat, &formatSupport)))
{
textureCaps.depthRendering = gl::GetDepthBits(internalFormat, clientVersion) > 0 &&
(formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL) != 0;
textureCaps.stencilRendering = gl::GetStencilBits(internalFormat, clientVersion) > 0 &&
(formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL) != 0;
}
return textureCaps;
}
gl::Caps GenerateCaps(ID3D11Device *device)
{
gl::Caps caps;
const GLuint maxClientVersion = 3;
const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats(maxClientVersion);
for (gl::FormatSet::const_iterator internalFormat = allFormats.begin(); internalFormat != allFormats.end(); ++internalFormat)
{
caps.textureCaps.insert(*internalFormat, GenerateTextureFormatCaps(*internalFormat, maxClientVersion, device));
}
D3D_FEATURE_LEVEL featureLevel = device->GetFeatureLevel();
caps.extensions.setTextureExtensionSupport(caps.textureCaps);
caps.extensions.elementIndexUint = true;
caps.extensions.packedDepthStencil = true;
caps.extensions.getProgramBinary = true;
caps.extensions.rgb8rgba8 = true;
caps.extensions.readFormatBGRA = true;
caps.extensions.pixelBufferObject = true;
caps.extensions.mapBuffer = true;
caps.extensions.mapBufferRange = true;
caps.extensions.textureNPOT = d3d11::GetNPOTTextureSupport(featureLevel);
caps.extensions.drawBuffers = d3d11::GetMaximumSimultaneousRenderTargets(featureLevel) > 1;
caps.extensions.textureStorage = true;
caps.extensions.textureFilterAnisotropic = true;
caps.extensions.maxTextureAnisotropy = d3d11::GetMaximumAnisotropy(featureLevel);
caps.extensions.occlusionQueryBoolean = d3d11::GetOcclusionQuerySupport(featureLevel);
caps.extensions.fence = d3d11::GetEventQuerySupport(featureLevel);
caps.extensions.timerQuery = false; // Unimplemented
caps.extensions.robustness = true;
caps.extensions.blendMinMax = true;
caps.extensions.framebufferBlit = true;
caps.extensions.framebufferMultisample = true;
caps.extensions.instancedArrays = d3d11::GetInstancingSupport(featureLevel);
caps.extensions.packReverseRowOrder = true;
caps.extensions.standardDerivatives = d3d11::GetDerivativeInstructionSupport(featureLevel);
caps.extensions.shaderTextureLOD = true;
caps.extensions.fragDepth = true;
caps.extensions.textureUsage = true; // This could be false since it has no effect in D3D11
caps.extensions.translatedShaderSource = true;
return caps;
}
}
namespace d3d11
{
void GenerateInitialTextureData(GLint internalFormat, GLuint clientVersion, GLuint width, GLuint height, GLuint depth,
GLuint mipLevels, std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData,
std::vector< std::vector<BYTE> > *outData)
{
InitializeTextureDataFunction initializeFunc = gl_d3d11::GetTextureDataInitializationFunction(internalFormat);
DXGI_FORMAT dxgiFormat = gl_d3d11::GetTexFormat(internalFormat, clientVersion);
outSubresourceData->resize(mipLevels);
outData->resize(mipLevels);
for (unsigned int i = 0; i < mipLevels; i++)
{
unsigned int mipWidth = std::max(width >> i, 1U);
unsigned int mipHeight = std::max(height >> i, 1U);
unsigned int mipDepth = std::max(depth >> i, 1U);
unsigned int rowWidth = d3d11::GetFormatPixelBytes(dxgiFormat) * mipWidth;
unsigned int imageSize = rowWidth * height;
outData->at(i).resize(rowWidth * mipHeight * mipDepth);
initializeFunc(mipWidth, mipHeight, mipDepth, outData->at(i).data(), rowWidth, imageSize);
outSubresourceData->at(i).pSysMem = outData->at(i).data();
outSubresourceData->at(i).SysMemPitch = rowWidth;
outSubresourceData->at(i).SysMemSlicePitch = imageSize;
}
}
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;
}
HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name)
{
#if defined(_DEBUG)
return resource->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name);
#else
return S_OK;
#endif
}
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:
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 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;
}
}
size_t 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;
// FIXME(geofflang): Work around NVIDIA driver bug by repacking buffers
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0: return 1; /* 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;
}
}
}
}