| #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; |
| } |
| } |
| |
| } |
| |
| } |