ANGLE: Enable D3D11 for feature level 9 cards

Enable use of ANGLE on lower-end hardware, such as Surface RT and
Windows Phone 8.

Based on https://codereview.appspot.com/12917046/

Change-Id: Ice536802e4eedc1d264abd0dd65960638fce59e4
Reviewed-by: Kai Koehne <kai.koehne@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
This commit is contained in:
Andrew Knight 2013-11-08 09:05:46 +02:00 committed by The Qt Project
parent ae4e905993
commit 331bc16afd
20 changed files with 1253 additions and 113 deletions

View File

@ -37,11 +37,11 @@ Buffer::~Buffer()
delete mStaticIndexBuffer;
}
void Buffer::bufferData(const void *data, GLsizeiptr size, GLenum usage)
void Buffer::bufferData(const void *data, GLsizeiptr size, GLenum usage, GLenum target)
{
mBufferStorage->clear();
mIndexRangeCache.clear();
mBufferStorage->setData(data, size, 0);
mBufferStorage->setData(data, size, 0, target);
mUsage = usage;
@ -54,9 +54,9 @@ void Buffer::bufferData(const void *data, GLsizeiptr size, GLenum usage)
}
}
void Buffer::bufferSubData(const void *data, GLsizeiptr size, GLintptr offset)
void Buffer::bufferSubData(const void *data, GLsizeiptr size, GLintptr offset, GLenum target)
{
mBufferStorage->setData(data, size, offset);
mBufferStorage->setData(data, size, offset, target);
mIndexRangeCache.invalidateRange(offset, size);
if ((mStaticVertexBuffer && mStaticVertexBuffer->getBufferSize() != 0) || (mStaticIndexBuffer && mStaticIndexBuffer->getBufferSize() != 0))

View File

@ -33,8 +33,8 @@ class Buffer : public RefCountObject
virtual ~Buffer();
void bufferData(const void *data, GLsizeiptr size, GLenum usage);
void bufferSubData(const void *data, GLsizeiptr size, GLintptr offset);
void bufferData(const void *data, GLsizeiptr size, GLenum usage, GLenum target);
void bufferSubData(const void *data, GLsizeiptr size, GLintptr offset, GLenum target);
GLenum usage() const;

View File

@ -758,7 +758,7 @@ void __stdcall glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data,
return gl::error(GL_INVALID_OPERATION);
}
buffer->bufferData(data, size, usage);
buffer->bufferData(data, size, usage, target);
}
}
catch(std::bad_alloc&)
@ -812,7 +812,7 @@ void __stdcall glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size,
return gl::error(GL_INVALID_VALUE);
}
buffer->bufferSubData(data, size, offset);
buffer->bufferSubData(data, size, offset, target);
}
}
catch(std::bad_alloc&)

View File

@ -22,7 +22,7 @@ class BufferStorage
// The data returned is only guaranteed valid until next non-const method.
virtual void *getData() = 0;
virtual void setData(const void* data, unsigned int size, unsigned int offset) = 0;
virtual void setData(const void* data, unsigned int size, unsigned int offset, unsigned int target) = 0;
virtual void clear() = 0;
virtual unsigned int getSize() const = 0;
virtual bool supportsDirectBinding() const = 0;

View File

@ -131,7 +131,7 @@ void *BufferStorage11::getData()
return mResolvedData;
}
void BufferStorage11::setData(const void* data, unsigned int size, unsigned int offset)
void BufferStorage11::setData(const void* data, unsigned int size, unsigned int offset, unsigned int target)
{
ID3D11Device *device = mRenderer->getDevice();
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
@ -201,7 +201,10 @@ void BufferStorage11::setData(const void* data, unsigned int size, unsigned int
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.ByteWidth = requiredBufferSize;
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_INDEX_BUFFER;
if (mRenderer->getFeatureLevel() > D3D_FEATURE_LEVEL_9_3)
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_INDEX_BUFFER;
else
bufferDesc.BindFlags = target == GL_ARRAY_BUFFER ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
bufferDesc.StructureByteStride = 0;
@ -324,7 +327,7 @@ unsigned int BufferStorage11::getSize() const
bool BufferStorage11::supportsDirectBinding() const
{
return true;
return mRenderer->getFeatureLevel() >= D3D_FEATURE_LEVEL_10_0;
}
void BufferStorage11::markBufferUsage()

View File

@ -24,7 +24,7 @@ class BufferStorage11 : public BufferStorage
static BufferStorage11 *makeBufferStorage11(BufferStorage *bufferStorage);
virtual void *getData();
virtual void setData(const void* data, unsigned int size, unsigned int offset);
virtual void setData(const void* data, unsigned int size, unsigned int offset, unsigned int target);
virtual void clear();
virtual unsigned int getSize() const;
virtual bool supportsDirectBinding() const;

View File

@ -36,7 +36,7 @@ void *BufferStorage9::getData()
return mMemory;
}
void BufferStorage9::setData(const void* data, unsigned int size, unsigned int offset)
void BufferStorage9::setData(const void* data, unsigned int size, unsigned int offset, unsigned int)
{
if (!mMemory || offset + size > mAllocatedSize)
{

View File

@ -23,7 +23,7 @@ class BufferStorage9 : public BufferStorage
static BufferStorage9 *makeBufferStorage9(BufferStorage *bufferStorage);
virtual void *getData();
virtual void setData(const void* data, unsigned int size, unsigned int offset);
virtual void setData(const void* data, unsigned int size, unsigned int offset, unsigned int target = 0);
virtual void clear();
virtual unsigned int getSize() const;
virtual bool supportsDirectBinding() const;

View File

@ -136,7 +136,7 @@ bool Image11::redefine(Renderer *renderer, GLint internalformat, GLsizei width,
mHeight = height;
mInternalFormat = internalformat;
// compute the d3d format that will be used
mDXGIFormat = gl_d3d11::ConvertTextureFormat(internalformat);
mDXGIFormat = gl_d3d11::ConvertTextureFormat(internalformat, mRenderer->getFeatureLevel());
mActualFormat = d3d11_gl::ConvertTextureInternalFormat(mDXGIFormat);
if (mStagingTexture)
@ -185,7 +185,10 @@ void Image11::loadData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei heig
switch (mInternalFormat)
{
case GL_ALPHA8_EXT:
loadAlphaDataToNative(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData);
if (mRenderer->getFeatureLevel() >= D3D_FEATURE_LEVEL_10_0)
loadAlphaDataToNative(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData);
else
loadAlphaDataToBGRA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData);
break;
case GL_LUMINANCE8_EXT:
loadLuminanceDataToNativeOrBGRA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData, false);

View File

@ -170,7 +170,7 @@ DXGI_FORMAT IndexBuffer11::getIndexFormat() const
{
case GL_UNSIGNED_BYTE: return DXGI_FORMAT_R16_UINT;
case GL_UNSIGNED_SHORT: return DXGI_FORMAT_R16_UINT;
case GL_UNSIGNED_INT: return DXGI_FORMAT_R32_UINT;
case GL_UNSIGNED_INT: return mRenderer->get32BitIndexSupport() ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT;
default: UNREACHABLE(); return DXGI_FORMAT_UNKNOWN;
}
}

View File

@ -387,7 +387,8 @@ ID3D11SamplerState *RenderStateCache::getSamplerState(const gl::SamplerState &sa
samplerDesc.BorderColor[2] = 0.0f;
samplerDesc.BorderColor[3] = 0.0f;
samplerDesc.MinLOD = gl_d3d11::ConvertMinLOD(samplerState.minFilter, samplerState.lodOffset);
samplerDesc.MaxLOD = gl_d3d11::ConvertMaxLOD(samplerState.minFilter, samplerState.lodOffset);
samplerDesc.MaxLOD = mDevice->GetFeatureLevel() >= D3D_FEATURE_LEVEL_10_0
? gl_d3d11::ConvertMaxLOD(samplerState.minFilter, samplerState.lodOffset) : FLT_MAX;
ID3D11SamplerState *dx11SamplerState = NULL;
HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState);

View File

@ -160,9 +160,13 @@ EGLint Renderer11::initialize()
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1,
};
HRESULT result = S_OK;
@ -1114,6 +1118,43 @@ void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLv
}
}
template <typename T>
static void drawLineLoopIndexed(T *data, GLenum type, const GLvoid *indices, GLsizei count)
{
switch (type)
{
case GL_NONE: // Non-indexed draw
for (int i = 0; i < count; i++)
{
data[i] = i;
}
data[count] = 0;
break;
case GL_UNSIGNED_BYTE:
for (int i = 0; i < count; i++)
{
data[i] = static_cast<const GLubyte*>(indices)[i];
}
data[count] = static_cast<const GLubyte*>(indices)[0];
break;
case GL_UNSIGNED_SHORT:
for (int i = 0; i < count; i++)
{
data[i] = static_cast<const GLushort*>(indices)[i];
}
data[count] = static_cast<const GLushort*>(indices)[0];
break;
case GL_UNSIGNED_INT:
for (int i = 0; i < count; i++)
{
data[i] = static_cast<const GLuint*>(indices)[i];
}
data[count] = static_cast<const GLuint*>(indices)[0];
break;
default: UNREACHABLE();
}
}
void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
{
// Get the raw indices for an indexed draw
@ -1162,41 +1203,12 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
return gl::error(GL_OUT_OF_MEMORY);
}
unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
unsigned int indexBufferOffset = offset;
if (get32BitIndexSupport())
drawLineLoopIndexed(reinterpret_cast<unsigned int*>(mappedMemory), type, indices, count);
else
drawLineLoopIndexed(reinterpret_cast<unsigned short*>(mappedMemory), type, indices, count);
switch (type)
{
case GL_NONE: // Non-indexed draw
for (int i = 0; i < count; i++)
{
data[i] = i;
}
data[count] = 0;
break;
case GL_UNSIGNED_BYTE:
for (int i = 0; i < count; i++)
{
data[i] = static_cast<const GLubyte*>(indices)[i];
}
data[count] = static_cast<const GLubyte*>(indices)[0];
break;
case GL_UNSIGNED_SHORT:
for (int i = 0; i < count; i++)
{
data[i] = static_cast<const GLushort*>(indices)[i];
}
data[count] = static_cast<const GLushort*>(indices)[0];
break;
case GL_UNSIGNED_INT:
for (int i = 0; i < count; i++)
{
data[i] = static_cast<const GLuint*>(indices)[i];
}
data[count] = static_cast<const GLuint*>(indices)[0];
break;
default: UNREACHABLE();
}
unsigned int indexBufferOffset = offset;
if (!mLineLoopIB->unmapBuffer())
{
@ -1217,6 +1229,47 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
}
template <typename T>
static void drawTriangleFanIndexed(T *data, GLenum type, const GLvoid *indices, unsigned int numTris)
{
switch (type)
{
case GL_NONE: // Non-indexed draw
for (unsigned int i = 0; i < numTris; i++)
{
data[i*3 + 0] = 0;
data[i*3 + 1] = i + 1;
data[i*3 + 2] = i + 2;
}
break;
case GL_UNSIGNED_BYTE:
for (unsigned int i = 0; i < numTris; i++)
{
data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
}
break;
case GL_UNSIGNED_SHORT:
for (unsigned int i = 0; i < numTris; i++)
{
data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
}
break;
case GL_UNSIGNED_INT:
for (unsigned int i = 0; i < numTris; i++)
{
data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
}
break;
default: UNREACHABLE();
}
}
void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
{
// Get the raw indices for an indexed draw
@ -1267,45 +1320,12 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic
return gl::error(GL_OUT_OF_MEMORY);
}
unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
unsigned int indexBufferOffset = offset;
if (get32BitIndexSupport())
drawTriangleFanIndexed(reinterpret_cast<unsigned int*>(mappedMemory), type, indices, numTris);
else
drawTriangleFanIndexed(reinterpret_cast<unsigned short*>(mappedMemory), type, indices, numTris);
switch (type)
{
case GL_NONE: // Non-indexed draw
for (unsigned int i = 0; i < numTris; i++)
{
data[i*3 + 0] = 0;
data[i*3 + 1] = i + 1;
data[i*3 + 2] = i + 2;
}
break;
case GL_UNSIGNED_BYTE:
for (unsigned int i = 0; i < numTris; i++)
{
data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
}
break;
case GL_UNSIGNED_SHORT:
for (unsigned int i = 0; i < numTris; i++)
{
data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
}
break;
case GL_UNSIGNED_INT:
for (unsigned int i = 0; i < numTris; i++)
{
data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
}
break;
default: UNREACHABLE();
}
unsigned int indexBufferOffset = offset;
if (!mTriangleFanIB->unmapBuffer())
{
@ -1515,7 +1535,7 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArra
}
// needed for the point sprite geometry shader
if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
if (mFeatureLevel >= D3D_FEATURE_LEVEL_10_0 && mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
{
mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
@ -1929,9 +1949,13 @@ bool Renderer11::testDeviceResettable()
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1,
};
ID3D11Device* dummyDevice;
@ -2110,11 +2134,17 @@ float Renderer11::getTextureMaxAnisotropy() const
{
switch (mFeatureLevel)
{
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;
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;
}
@ -2129,11 +2159,17 @@ Range Renderer11::getViewportBounds() const
{
switch (mFeatureLevel)
{
case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
case D3D_FEATURE_LEVEL_9_3:
return Range(D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION * -2, D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2);
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1:
return Range(D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION * -2, D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2);
default: UNREACHABLE();
return Range(0, 0);
}
@ -2144,10 +2180,15 @@ unsigned int Renderer11::getMaxVertexTextureImageUnits() const
META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
switch (mFeatureLevel)
{
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 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
case D3D_FEATURE_LEVEL_9_3:
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1:
return 0;
default: UNREACHABLE();
return 0;
}
@ -2171,15 +2212,41 @@ unsigned int Renderer11::getReservedFragmentUniformVectors() const
unsigned int Renderer11::getMaxVertexUniformVectors() const
{
META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
switch (mFeatureLevel)
{
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 MAX_VERTEX_UNIFORM_VECTORS_D3D11;
case D3D_FEATURE_LEVEL_9_3:
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1:
return MAX_VERTEX_UNIFORM_VECTORS_D3D9;
default:
UNIMPLEMENTED();
return 0;
}
}
unsigned int Renderer11::getMaxFragmentUniformVectors() const
{
META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
switch (mFeatureLevel)
{
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 MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
case D3D_FEATURE_LEVEL_9_3:
return 221;
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1:
return 29;
default: UNREACHABLE();
return 0;
}
}
unsigned int Renderer11::getMaxVaryingVectors() const
@ -2187,11 +2254,17 @@ unsigned int Renderer11::getMaxVaryingVectors() const
META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
switch (mFeatureLevel)
{
case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
return D3D11_VS_OUTPUT_REGISTER_COUNT;
case D3D_FEATURE_LEVEL_10_1:
return D3D10_1_VS_OUTPUT_REGISTER_COUNT;
case D3D_FEATURE_LEVEL_10_0:
return D3D10_VS_OUTPUT_REGISTER_COUNT;
case D3D_FEATURE_LEVEL_9_3:
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1:
return 8;
default: UNREACHABLE();
return 0;
}
@ -2201,10 +2274,15 @@ bool Renderer11::getNonPower2TextureSupport() const
{
switch (mFeatureLevel)
{
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;
}
@ -2214,10 +2292,15 @@ bool Renderer11::getOcclusionQuerySupport() const
{
switch (mFeatureLevel)
{
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:
return true;
case D3D_FEATURE_LEVEL_9_1:
return false;
default: UNREACHABLE();
return false;
}
@ -2227,10 +2310,15 @@ bool Renderer11::getInstancingSupport() const
{
switch (mFeatureLevel)
{
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;
}
@ -2248,10 +2336,15 @@ bool Renderer11::getDerivativeInstructionSupport() const
{
switch (mFeatureLevel)
{
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;
}
@ -2267,9 +2360,13 @@ int Renderer11::getMajorShaderModel() const
{
switch (mFeatureLevel)
{
case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
case D3D_FEATURE_LEVEL_9_3:
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1: return 4; // SM4 level 9, but treat as 4
default: UNREACHABLE(); return 0;
}
}
@ -2278,9 +2375,13 @@ int Renderer11::getMinorShaderModel() const
{
switch (mFeatureLevel)
{
case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 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;
}
}
@ -2301,11 +2402,17 @@ int Renderer11::getMaxViewportDimension() const
switch (mFeatureLevel)
{
case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
case D3D_FEATURE_LEVEL_9_3:
return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1:
return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048
default: UNREACHABLE();
return 0;
}
@ -2315,9 +2422,13 @@ int Renderer11::getMaxTextureWidth() const
{
switch (mFeatureLevel)
{
case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048
default: UNREACHABLE(); return 0;
}
}
@ -2326,9 +2437,13 @@ int Renderer11::getMaxTextureHeight() const
{
switch (mFeatureLevel)
{
case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048
default: UNREACHABLE(); return 0;
}
}
@ -2337,9 +2452,13 @@ bool Renderer11::get32BitIndexSupport() const
{
switch (mFeatureLevel)
{
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 D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // 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;
}
}
@ -2386,14 +2505,22 @@ unsigned int Renderer11::getMaxRenderTargets() const
{
META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
META_ASSERT(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
META_ASSERT(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
switch (mFeatureLevel)
{
case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
case D3D_FEATURE_LEVEL_9_3:
return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT; // 4
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1:
return D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT; // 1
default:
UNREACHABLE();
return 1;
@ -2821,7 +2948,7 @@ ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length
ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
{
const char *profile = NULL;
std::string profile;
switch (type)
{
@ -2839,7 +2966,12 @@ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const ch
return NULL;
}
ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
if (mFeatureLevel == D3D_FEATURE_LEVEL_9_3)
profile += "_level_9_3";
else if (mFeatureLevel == D3D_FEATURE_LEVEL_9_2 || mFeatureLevel == D3D_FEATURE_LEVEL_9_1)
profile += "_level_9_1";
ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile.c_str(), D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
if (!binary)
return NULL;

View File

@ -32,6 +32,7 @@ class StreamingIndexBufferInterface;
enum
{
MAX_VERTEX_UNIFORM_VECTORS_D3D9 = 254,
MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024,
MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024
};
@ -177,6 +178,7 @@ class Renderer11 : public Renderer
ID3D11Device *getDevice() { return mDevice; }
ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
IDXGIFactory *getDxgiFactory() { return mDxgiFactory; };
D3D_FEATURE_LEVEL getFeatureLevel() const { return mFeatureLevel; }
bool getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource);
void unapplyRenderTargets();

View File

@ -500,12 +500,17 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
ASSERT(SUCCEEDED(result));
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
swapChainDesc.BufferCount = 2;
swapChainDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
swapChainDesc.Width = backbufferWidth;
swapChainDesc.Height = backbufferHeight;
swapChainDesc.Stereo = FALSE;
#if !defined(ANGLE_OS_WINPHONE)
swapChainDesc.BufferCount = 2;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
#else
swapChainDesc.BufferCount = 1;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
#endif
#endif
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;

View File

@ -222,14 +222,14 @@ TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapch
}
TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
: TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
: TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel()), usage, forceRenderable))
{
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mRenderTarget[i] = NULL;
}
DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel());
if (d3d11::IsDepthStencilFormat(convertedFormat))
{
mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
@ -440,7 +440,7 @@ void TextureStorage11_2D::generateMipmap(int level)
}
TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
: TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
: TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel()), usage, forceRenderable))
{
for (unsigned int i = 0; i < 6; i++)
{
@ -450,7 +450,7 @@ TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLe
}
}
DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel());
if (d3d11::IsDepthStencilFormat(convertedFormat))
{
mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);

View File

@ -329,7 +329,7 @@ DXGI_FORMAT ConvertRenderbufferFormat(GLenum format)
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
DXGI_FORMAT ConvertTextureFormat(GLenum internalformat)
DXGI_FORMAT ConvertTextureFormat(GLenum internalformat, D3D_FEATURE_LEVEL featureLevel)
{
switch (internalformat)
{
@ -342,7 +342,7 @@ DXGI_FORMAT ConvertTextureFormat(GLenum internalformat)
case GL_LUMINANCE8_ALPHA8_EXT:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case GL_ALPHA8_EXT:
return DXGI_FORMAT_A8_UNORM;
return featureLevel >= D3D_FEATURE_LEVEL_10_0 ? DXGI_FORMAT_A8_UNORM : DXGI_FORMAT_B8G8R8A8_UNORM;
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
return DXGI_FORMAT_BC1_UNORM;

View File

@ -32,7 +32,7 @@ FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset);
FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset);
DXGI_FORMAT ConvertRenderbufferFormat(GLenum format);
DXGI_FORMAT ConvertTextureFormat(GLenum format);
DXGI_FORMAT ConvertTextureFormat(GLenum format, D3D_FEATURE_LEVEL featureLevel);
}
namespace d3d11_gl

View File

@ -12,10 +12,12 @@ struct PS_OutputMultiple
float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2;
float4 color3 : SV_TARGET3;
#ifdef SM4
float4 color4 : SV_TARGET4;
float4 color5 : SV_TARGET5;
float4 color6 : SV_TARGET6;
float4 color7 : SV_TARGET7;
#endif
};
PS_OutputMultiple PS_ClearMultiple(in float4 inPosition : SV_POSITION, in float4 inColor : COLOR)
@ -25,10 +27,12 @@ PS_OutputMultiple PS_ClearMultiple(in float4 inPosition : SV_POSITION, in float4
outColor.color1 = inColor;
outColor.color2 = inColor;
outColor.color3 = inColor;
#ifdef SM4
outColor.color4 = inColor;
outColor.color5 = inColor;
outColor.color6 = inColor;
outColor.color7 = inColor;
#endif
return outColor;
}

View File

@ -0,0 +1,990 @@
From a71ccc033fe2cf1c3c58633d3bd220c52b744478 Mon Sep 17 00:00:00 2001
From: Andrew Knight <andrew.knight@digia.com>
Date: Fri, 8 Nov 2013 09:04:59 +0200
Subject: [PATCH] ANGLE: Enable D3D11 for feature level 9 cards
Enable use of ANGLE on lower-end hardware, such as Surface RT and
Windows Phone 8.
Based on https://codereview.appspot.com/12917046/
Change-Id: Ice536802e4eedc1d264abd0dd65960638fce59e4
---
src/3rdparty/angle/src/libGLESv2/Buffer.cpp | 8 +-
src/3rdparty/angle/src/libGLESv2/Buffer.h | 4 +-
src/3rdparty/angle/src/libGLESv2/libGLESv2.cpp | 4 +-
.../angle/src/libGLESv2/renderer/BufferStorage.h | 2 +-
.../src/libGLESv2/renderer/BufferStorage11.cpp | 9 +-
.../angle/src/libGLESv2/renderer/BufferStorage11.h | 2 +-
.../src/libGLESv2/renderer/BufferStorage9.cpp | 2 +-
.../angle/src/libGLESv2/renderer/BufferStorage9.h | 2 +-
.../angle/src/libGLESv2/renderer/Image11.cpp | 7 +-
.../angle/src/libGLESv2/renderer/IndexBuffer11.cpp | 4 +-
.../src/libGLESv2/renderer/RenderStateCache.cpp | 3 +-
.../angle/src/libGLESv2/renderer/Renderer11.cpp | 288 +++++++++++++++------
.../angle/src/libGLESv2/renderer/Renderer11.h | 2 +
.../angle/src/libGLESv2/renderer/SwapChain11.cpp | 7 +-
.../src/libGLESv2/renderer/TextureStorage11.cpp | 8 +-
.../src/libGLESv2/renderer/renderer11_utils.cpp | 4 +-
.../src/libGLESv2/renderer/renderer11_utils.h | 2 +-
.../src/libGLESv2/renderer/shaders/Clear11.hlsl | 4 +
src/angle/src/libGLESv2/libGLESv2.pro | 8 +-
19 files changed, 260 insertions(+), 110 deletions(-)
diff --git a/src/3rdparty/angle/src/libGLESv2/Buffer.cpp b/src/3rdparty/angle/src/libGLESv2/Buffer.cpp
index c007d5d..40baa95 100644
--- a/src/3rdparty/angle/src/libGLESv2/Buffer.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/Buffer.cpp
@@ -37,11 +37,11 @@ Buffer::~Buffer()
delete mStaticIndexBuffer;
}
-void Buffer::bufferData(const void *data, GLsizeiptr size, GLenum usage)
+void Buffer::bufferData(const void *data, GLsizeiptr size, GLenum usage, GLenum target)
{
mBufferStorage->clear();
mIndexRangeCache.clear();
- mBufferStorage->setData(data, size, 0);
+ mBufferStorage->setData(data, size, 0, target);
mUsage = usage;
@@ -54,9 +54,9 @@ void Buffer::bufferData(const void *data, GLsizeiptr size, GLenum usage)
}
}
-void Buffer::bufferSubData(const void *data, GLsizeiptr size, GLintptr offset)
+void Buffer::bufferSubData(const void *data, GLsizeiptr size, GLintptr offset, GLenum target)
{
- mBufferStorage->setData(data, size, offset);
+ mBufferStorage->setData(data, size, offset, target);
mIndexRangeCache.invalidateRange(offset, size);
if ((mStaticVertexBuffer && mStaticVertexBuffer->getBufferSize() != 0) || (mStaticIndexBuffer && mStaticIndexBuffer->getBufferSize() != 0))
diff --git a/src/3rdparty/angle/src/libGLESv2/Buffer.h b/src/3rdparty/angle/src/libGLESv2/Buffer.h
index 4048f4b..9b86b97 100644
--- a/src/3rdparty/angle/src/libGLESv2/Buffer.h
+++ b/src/3rdparty/angle/src/libGLESv2/Buffer.h
@@ -33,8 +33,8 @@ class Buffer : public RefCountObject
virtual ~Buffer();
- void bufferData(const void *data, GLsizeiptr size, GLenum usage);
- void bufferSubData(const void *data, GLsizeiptr size, GLintptr offset);
+ void bufferData(const void *data, GLsizeiptr size, GLenum usage, GLenum target);
+ void bufferSubData(const void *data, GLsizeiptr size, GLintptr offset, GLenum target);
GLenum usage() const;
diff --git a/src/3rdparty/angle/src/libGLESv2/libGLESv2.cpp b/src/3rdparty/angle/src/libGLESv2/libGLESv2.cpp
index 320bbcc..91719f8 100644
--- a/src/3rdparty/angle/src/libGLESv2/libGLESv2.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/libGLESv2.cpp
@@ -758,7 +758,7 @@ void __stdcall glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data,
return gl::error(GL_INVALID_OPERATION);
}
- buffer->bufferData(data, size, usage);
+ buffer->bufferData(data, size, usage, target);
}
}
catch(std::bad_alloc&)
@@ -812,7 +812,7 @@ void __stdcall glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size,
return gl::error(GL_INVALID_VALUE);
}
- buffer->bufferSubData(data, size, offset);
+ buffer->bufferSubData(data, size, offset, target);
}
}
catch(std::bad_alloc&)
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage.h b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage.h
index ace1a11..14a8c27 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage.h
@@ -22,7 +22,7 @@ class BufferStorage
// The data returned is only guaranteed valid until next non-const method.
virtual void *getData() = 0;
- virtual void setData(const void* data, unsigned int size, unsigned int offset) = 0;
+ virtual void setData(const void* data, unsigned int size, unsigned int offset, unsigned int target) = 0;
virtual void clear() = 0;
virtual unsigned int getSize() const = 0;
virtual bool supportsDirectBinding() const = 0;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage11.cpp
index 3647d8a..2f694db 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage11.cpp
@@ -131,7 +131,7 @@ void *BufferStorage11::getData()
return mResolvedData;
}
-void BufferStorage11::setData(const void* data, unsigned int size, unsigned int offset)
+void BufferStorage11::setData(const void* data, unsigned int size, unsigned int offset, unsigned int target)
{
ID3D11Device *device = mRenderer->getDevice();
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
@@ -201,7 +201,10 @@ void BufferStorage11::setData(const void* data, unsigned int size, unsigned int
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.ByteWidth = requiredBufferSize;
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
- bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_INDEX_BUFFER;
+ if (mRenderer->getFeatureLevel() > D3D_FEATURE_LEVEL_9_3)
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_INDEX_BUFFER;
+ else
+ bufferDesc.BindFlags = target == GL_ARRAY_BUFFER ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
bufferDesc.StructureByteStride = 0;
@@ -324,7 +327,7 @@ unsigned int BufferStorage11::getSize() const
bool BufferStorage11::supportsDirectBinding() const
{
- return true;
+ return mRenderer->getFeatureLevel() >= D3D_FEATURE_LEVEL_10_0;
}
void BufferStorage11::markBufferUsage()
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage11.h b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage11.h
index b62348b..c948962 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage11.h
@@ -24,7 +24,7 @@ class BufferStorage11 : public BufferStorage
static BufferStorage11 *makeBufferStorage11(BufferStorage *bufferStorage);
virtual void *getData();
- virtual void setData(const void* data, unsigned int size, unsigned int offset);
+ virtual void setData(const void* data, unsigned int size, unsigned int offset, unsigned int target);
virtual void clear();
virtual unsigned int getSize() const;
virtual bool supportsDirectBinding() const;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage9.cpp
index e69e7a8..57fd29b 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage9.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage9.cpp
@@ -36,7 +36,7 @@ void *BufferStorage9::getData()
return mMemory;
}
-void BufferStorage9::setData(const void* data, unsigned int size, unsigned int offset)
+void BufferStorage9::setData(const void* data, unsigned int size, unsigned int offset, unsigned int)
{
if (!mMemory || offset + size > mAllocatedSize)
{
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage9.h b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage9.h
index 3e80396..82ae577 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage9.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage9.h
@@ -23,7 +23,7 @@ class BufferStorage9 : public BufferStorage
static BufferStorage9 *makeBufferStorage9(BufferStorage *bufferStorage);
virtual void *getData();
- virtual void setData(const void* data, unsigned int size, unsigned int offset);
+ virtual void setData(const void* data, unsigned int size, unsigned int offset, unsigned int target = 0);
virtual void clear();
virtual unsigned int getSize() const;
virtual bool supportsDirectBinding() const;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/Image11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/Image11.cpp
index 09c8922..81e9e9e 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/Image11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/Image11.cpp
@@ -136,7 +136,7 @@ bool Image11::redefine(Renderer *renderer, GLint internalformat, GLsizei width,
mHeight = height;
mInternalFormat = internalformat;
// compute the d3d format that will be used
- mDXGIFormat = gl_d3d11::ConvertTextureFormat(internalformat);
+ mDXGIFormat = gl_d3d11::ConvertTextureFormat(internalformat, mRenderer->getFeatureLevel());
mActualFormat = d3d11_gl::ConvertTextureInternalFormat(mDXGIFormat);
if (mStagingTexture)
@@ -185,7 +185,10 @@ void Image11::loadData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei heig
switch (mInternalFormat)
{
case GL_ALPHA8_EXT:
- loadAlphaDataToNative(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData);
+ if (mRenderer->getFeatureLevel() >= D3D_FEATURE_LEVEL_10_0)
+ loadAlphaDataToNative(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData);
+ else
+ loadAlphaDataToBGRA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData);
break;
case GL_LUMINANCE8_EXT:
loadLuminanceDataToNativeOrBGRA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData, false);
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/IndexBuffer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/IndexBuffer11.cpp
index 66604c4..36a62ad 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/IndexBuffer11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/IndexBuffer11.cpp
@@ -170,7 +170,7 @@ DXGI_FORMAT IndexBuffer11::getIndexFormat() const
{
case GL_UNSIGNED_BYTE: return DXGI_FORMAT_R16_UINT;
case GL_UNSIGNED_SHORT: return DXGI_FORMAT_R16_UINT;
- case GL_UNSIGNED_INT: return DXGI_FORMAT_R32_UINT;
+ case GL_UNSIGNED_INT: return mRenderer->get32BitIndexSupport() ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT;
default: UNREACHABLE(); return DXGI_FORMAT_UNKNOWN;
}
}
@@ -180,4 +180,4 @@ ID3D11Buffer *IndexBuffer11::getBuffer() const
return mBuffer;
}
-}
\ No newline at end of file
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/RenderStateCache.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/RenderStateCache.cpp
index b3111af..fd388df 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/RenderStateCache.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/RenderStateCache.cpp
@@ -387,7 +387,8 @@ ID3D11SamplerState *RenderStateCache::getSamplerState(const gl::SamplerState &sa
samplerDesc.BorderColor[2] = 0.0f;
samplerDesc.BorderColor[3] = 0.0f;
samplerDesc.MinLOD = gl_d3d11::ConvertMinLOD(samplerState.minFilter, samplerState.lodOffset);
- samplerDesc.MaxLOD = gl_d3d11::ConvertMaxLOD(samplerState.minFilter, samplerState.lodOffset);
+ samplerDesc.MaxLOD = mDevice->GetFeatureLevel() >= D3D_FEATURE_LEVEL_10_0
+ ? gl_d3d11::ConvertMaxLOD(samplerState.minFilter, samplerState.lodOffset) : FLT_MAX;
ID3D11SamplerState *dx11SamplerState = NULL;
HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState);
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp
index d04467b..f83e9e9 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp
@@ -160,9 +160,13 @@ EGLint Renderer11::initialize()
D3D_FEATURE_LEVEL featureLevels[] =
{
+ D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
+ D3D_FEATURE_LEVEL_9_3,
+ D3D_FEATURE_LEVEL_9_2,
+ D3D_FEATURE_LEVEL_9_1,
};
HRESULT result = S_OK;
@@ -1114,6 +1118,43 @@ void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLv
}
}
+template <typename T>
+static void drawLineLoopIndexed(T *data, GLenum type, const GLvoid *indices, GLsizei count)
+{
+ switch (type)
+ {
+ case GL_NONE: // Non-indexed draw
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = i;
+ }
+ data[count] = 0;
+ break;
+ case GL_UNSIGNED_BYTE:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLubyte*>(indices)[i];
+ }
+ data[count] = static_cast<const GLubyte*>(indices)[0];
+ break;
+ case GL_UNSIGNED_SHORT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLushort*>(indices)[i];
+ }
+ data[count] = static_cast<const GLushort*>(indices)[0];
+ break;
+ case GL_UNSIGNED_INT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLuint*>(indices)[i];
+ }
+ data[count] = static_cast<const GLuint*>(indices)[0];
+ break;
+ default: UNREACHABLE();
+ }
+}
+
void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
{
// Get the raw indices for an indexed draw
@@ -1162,59 +1203,71 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
return gl::error(GL_OUT_OF_MEMORY);
}
- unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+ if (get32BitIndexSupport())
+ drawLineLoopIndexed(reinterpret_cast<unsigned int*>(mappedMemory), type, indices, count);
+ else
+ drawLineLoopIndexed(reinterpret_cast<unsigned short*>(mappedMemory), type, indices, count);
+
unsigned int indexBufferOffset = offset;
+ if (!mLineLoopIB->unmapBuffer())
+ {
+ ERR("Could not unmap index buffer for GL_LINE_LOOP.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
+ {
+ IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
+
+ mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
+ mAppliedIBSerial = mLineLoopIB->getSerial();
+ mAppliedStorageIBSerial = 0;
+ mAppliedIBOffset = indexBufferOffset;
+ }
+
+ mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
+}
+
+template <typename T>
+static void drawTriangleFanIndexed(T *data, GLenum type, const GLvoid *indices, unsigned int numTris)
+{
switch (type)
{
case GL_NONE: // Non-indexed draw
- for (int i = 0; i < count; i++)
+ for (unsigned int i = 0; i < numTris; i++)
{
- data[i] = i;
+ data[i*3 + 0] = 0;
+ data[i*3 + 1] = i + 1;
+ data[i*3 + 2] = i + 2;
}
- data[count] = 0;
break;
case GL_UNSIGNED_BYTE:
- for (int i = 0; i < count; i++)
+ for (unsigned int i = 0; i < numTris; i++)
{
- data[i] = static_cast<const GLubyte*>(indices)[i];
+ data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
+ data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
+ data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
}
- data[count] = static_cast<const GLubyte*>(indices)[0];
break;
case GL_UNSIGNED_SHORT:
- for (int i = 0; i < count; i++)
+ for (unsigned int i = 0; i < numTris; i++)
{
- data[i] = static_cast<const GLushort*>(indices)[i];
+ data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
+ data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
+ data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
}
- data[count] = static_cast<const GLushort*>(indices)[0];
break;
case GL_UNSIGNED_INT:
- for (int i = 0; i < count; i++)
+ for (unsigned int i = 0; i < numTris; i++)
{
- data[i] = static_cast<const GLuint*>(indices)[i];
+ data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
+ data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
+ data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
}
- data[count] = static_cast<const GLuint*>(indices)[0];
break;
default: UNREACHABLE();
}
-
- if (!mLineLoopIB->unmapBuffer())
- {
- ERR("Could not unmap index buffer for GL_LINE_LOOP.");
- return gl::error(GL_OUT_OF_MEMORY);
- }
-
- if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
- {
- IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
-
- mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
- mAppliedIBSerial = mLineLoopIB->getSerial();
- mAppliedStorageIBSerial = 0;
- mAppliedIBOffset = indexBufferOffset;
- }
-
- mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
}
void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
@@ -1267,45 +1320,12 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic
return gl::error(GL_OUT_OF_MEMORY);
}
- unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
- unsigned int indexBufferOffset = offset;
+ if (get32BitIndexSupport())
+ drawTriangleFanIndexed(reinterpret_cast<unsigned int*>(mappedMemory), type, indices, numTris);
+ else
+ drawTriangleFanIndexed(reinterpret_cast<unsigned short*>(mappedMemory), type, indices, numTris);
- switch (type)
- {
- case GL_NONE: // Non-indexed draw
- for (unsigned int i = 0; i < numTris; i++)
- {
- data[i*3 + 0] = 0;
- data[i*3 + 1] = i + 1;
- data[i*3 + 2] = i + 2;
- }
- break;
- case GL_UNSIGNED_BYTE:
- for (unsigned int i = 0; i < numTris; i++)
- {
- data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
- data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
- data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
- }
- break;
- case GL_UNSIGNED_SHORT:
- for (unsigned int i = 0; i < numTris; i++)
- {
- data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
- data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
- data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
- }
- break;
- case GL_UNSIGNED_INT:
- for (unsigned int i = 0; i < numTris; i++)
- {
- data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
- data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
- data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
- }
- break;
- default: UNREACHABLE();
- }
+ unsigned int indexBufferOffset = offset;
if (!mTriangleFanIB->unmapBuffer())
{
@@ -1515,7 +1535,7 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArra
}
// needed for the point sprite geometry shader
- if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
+ if (mFeatureLevel >= D3D_FEATURE_LEVEL_10_0 && mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
{
mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
@@ -1929,9 +1949,13 @@ bool Renderer11::testDeviceResettable()
D3D_FEATURE_LEVEL featureLevels[] =
{
+ D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
+ D3D_FEATURE_LEVEL_9_3,
+ D3D_FEATURE_LEVEL_9_2,
+ D3D_FEATURE_LEVEL_9_1,
};
ID3D11Device* dummyDevice;
@@ -2110,11 +2134,17 @@ float Renderer11::getTextureMaxAnisotropy() const
{
switch (mFeatureLevel)
{
+ 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;
+ 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;
}
@@ -2129,11 +2159,17 @@ Range Renderer11::getViewportBounds() const
{
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
+ case D3D_FEATURE_LEVEL_9_3:
+ return Range(D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION * -2, D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2);
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return Range(D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION * -2, D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2);
default: UNREACHABLE();
return Range(0, 0);
}
@@ -2144,10 +2180,15 @@ unsigned int Renderer11::getMaxVertexTextureImageUnits() const
META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
switch (mFeatureLevel)
{
+ 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 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return 0;
default: UNREACHABLE();
return 0;
}
@@ -2171,15 +2212,41 @@ unsigned int Renderer11::getReservedFragmentUniformVectors() const
unsigned int Renderer11::getMaxVertexUniformVectors() const
{
META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
- ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
- return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
+ switch (mFeatureLevel)
+ {
+ 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 MAX_VERTEX_UNIFORM_VECTORS_D3D11;
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return MAX_VERTEX_UNIFORM_VECTORS_D3D9;
+ default:
+ UNIMPLEMENTED();
+ return 0;
+ }
}
unsigned int Renderer11::getMaxFragmentUniformVectors() const
{
META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
- ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
- return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
+ switch (mFeatureLevel)
+ {
+ 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 MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
+ case D3D_FEATURE_LEVEL_9_3:
+ return 221;
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return 29;
+ default: UNREACHABLE();
+ return 0;
+ }
}
unsigned int Renderer11::getMaxVaryingVectors() const
@@ -2187,11 +2254,17 @@ unsigned int Renderer11::getMaxVaryingVectors() const
META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
return D3D11_VS_OUTPUT_REGISTER_COUNT;
case D3D_FEATURE_LEVEL_10_1:
+ return D3D10_1_VS_OUTPUT_REGISTER_COUNT;
case D3D_FEATURE_LEVEL_10_0:
return D3D10_VS_OUTPUT_REGISTER_COUNT;
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return 8;
default: UNREACHABLE();
return 0;
}
@@ -2201,10 +2274,15 @@ bool Renderer11::getNonPower2TextureSupport() const
{
switch (mFeatureLevel)
{
+ 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;
}
@@ -2214,10 +2292,15 @@ bool Renderer11::getOcclusionQuerySupport() const
{
switch (mFeatureLevel)
{
+ 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:
return true;
+ case D3D_FEATURE_LEVEL_9_1:
+ return false;
default: UNREACHABLE();
return false;
}
@@ -2227,10 +2310,15 @@ bool Renderer11::getInstancingSupport() const
{
switch (mFeatureLevel)
{
+ 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;
}
@@ -2248,10 +2336,15 @@ bool Renderer11::getDerivativeInstructionSupport() const
{
switch (mFeatureLevel)
{
+ 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;
}
@@ -2267,9 +2360,13 @@ int Renderer11::getMajorShaderModel() const
{
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
+ case D3D_FEATURE_LEVEL_9_3:
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return 4; // SM4 level 9, but treat as 4
default: UNREACHABLE(); return 0;
}
}
@@ -2278,9 +2375,13 @@ int Renderer11::getMinorShaderModel() const
{
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 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;
}
}
@@ -2301,11 +2402,17 @@ int Renderer11::getMaxViewportDimension() const
switch (mFeatureLevel)
{
- case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_11_1:
+ case D3D_FEATURE_LEVEL_11_0:
return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
+ case D3D_FEATURE_LEVEL_9_3:
+ return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048
default: UNREACHABLE();
return 0;
}
@@ -2315,9 +2422,13 @@ int Renderer11::getMaxTextureWidth() const
{
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
+ case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048
default: UNREACHABLE(); return 0;
}
}
@@ -2326,9 +2437,13 @@ int Renderer11::getMaxTextureHeight() const
{
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
+ case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048
default: UNREACHABLE(); return 0;
}
}
@@ -2337,9 +2452,13 @@ bool Renderer11::get32BitIndexSupport() const
{
switch (mFeatureLevel)
{
- case D3D_FEATURE_LEVEL_11_0:
+ 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 D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // 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;
}
}
@@ -2386,14 +2505,22 @@ unsigned int Renderer11::getMaxRenderTargets() const
{
META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
+ META_ASSERT(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
+ META_ASSERT(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
switch (mFeatureLevel)
{
+ case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
+ case D3D_FEATURE_LEVEL_9_3:
+ return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT; // 4
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ return D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT; // 1
default:
UNREACHABLE();
return 1;
@@ -2821,7 +2948,7 @@ ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length
ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
{
- const char *profile = NULL;
+ std::string profile;
switch (type)
{
@@ -2839,7 +2966,12 @@ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const ch
return NULL;
}
- ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
+ if (mFeatureLevel == D3D_FEATURE_LEVEL_9_3)
+ profile += "_level_9_3";
+ else if (mFeatureLevel == D3D_FEATURE_LEVEL_9_2 || mFeatureLevel == D3D_FEATURE_LEVEL_9_1)
+ profile += "_level_9_1";
+
+ ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile.c_str(), D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
if (!binary)
return NULL;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.h
index a7f5a39..433945d 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.h
@@ -32,6 +32,7 @@ class StreamingIndexBufferInterface;
enum
{
+ MAX_VERTEX_UNIFORM_VECTORS_D3D9 = 254,
MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024,
MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024
};
@@ -177,6 +178,7 @@ class Renderer11 : public Renderer
ID3D11Device *getDevice() { return mDevice; }
ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
IDXGIFactory *getDxgiFactory() { return mDxgiFactory; };
+ D3D_FEATURE_LEVEL getFeatureLevel() const { return mFeatureLevel; }
bool getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource);
void unapplyRenderTargets();
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/SwapChain11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/SwapChain11.cpp
index 0797fd7..9770772 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/SwapChain11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/SwapChain11.cpp
@@ -500,12 +500,17 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
ASSERT(SUCCEEDED(result));
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
- swapChainDesc.BufferCount = 2;
swapChainDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
swapChainDesc.Width = backbufferWidth;
swapChainDesc.Height = backbufferHeight;
swapChainDesc.Stereo = FALSE;
+#if !defined(ANGLE_OS_WINPHONE)
+ swapChainDesc.BufferCount = 2;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
+#else
+ swapChainDesc.BufferCount = 1;
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+#endif
#endif
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/TextureStorage11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/TextureStorage11.cpp
index 408b48e..32a407a 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/TextureStorage11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/TextureStorage11.cpp
@@ -222,14 +222,14 @@ TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapch
}
TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
- : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
+ : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel()), usage, forceRenderable))
{
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mRenderTarget[i] = NULL;
}
- DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
+ DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel());
if (d3d11::IsDepthStencilFormat(convertedFormat))
{
mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
@@ -440,7 +440,7 @@ void TextureStorage11_2D::generateMipmap(int level)
}
TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
- : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
+ : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel()), usage, forceRenderable))
{
for (unsigned int i = 0; i < 6; i++)
{
@@ -450,7 +450,7 @@ TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLe
}
}
- DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
+ DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel());
if (d3d11::IsDepthStencilFormat(convertedFormat))
{
mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.cpp
index 13800da..0624a61 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.cpp
@@ -329,7 +329,7 @@ DXGI_FORMAT ConvertRenderbufferFormat(GLenum format)
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
-DXGI_FORMAT ConvertTextureFormat(GLenum internalformat)
+DXGI_FORMAT ConvertTextureFormat(GLenum internalformat, D3D_FEATURE_LEVEL featureLevel)
{
switch (internalformat)
{
@@ -342,7 +342,7 @@ DXGI_FORMAT ConvertTextureFormat(GLenum internalformat)
case GL_LUMINANCE8_ALPHA8_EXT:
return DXGI_FORMAT_R8G8B8A8_UNORM;
case GL_ALPHA8_EXT:
- return DXGI_FORMAT_A8_UNORM;
+ return featureLevel >= D3D_FEATURE_LEVEL_10_0 ? DXGI_FORMAT_A8_UNORM : DXGI_FORMAT_B8G8R8A8_UNORM;
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
return DXGI_FORMAT_BC1_UNORM;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.h b/src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.h
index 1bc48c1..70ad4fe 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.h
@@ -32,7 +32,7 @@ FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset);
FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset);
DXGI_FORMAT ConvertRenderbufferFormat(GLenum format);
-DXGI_FORMAT ConvertTextureFormat(GLenum format);
+DXGI_FORMAT ConvertTextureFormat(GLenum format, D3D_FEATURE_LEVEL featureLevel);
}
namespace d3d11_gl
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/shaders/Clear11.hlsl b/src/3rdparty/angle/src/libGLESv2/renderer/shaders/Clear11.hlsl
index 042ac69..cb132dc 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/shaders/Clear11.hlsl
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/shaders/Clear11.hlsl
@@ -12,10 +12,12 @@ struct PS_OutputMultiple
float4 color1 : SV_TARGET1;
float4 color2 : SV_TARGET2;
float4 color3 : SV_TARGET3;
+#ifdef SM4
float4 color4 : SV_TARGET4;
float4 color5 : SV_TARGET5;
float4 color6 : SV_TARGET6;
float4 color7 : SV_TARGET7;
+#endif
};
PS_OutputMultiple PS_ClearMultiple(in float4 inPosition : SV_POSITION, in float4 inColor : COLOR)
@@ -25,10 +27,12 @@ PS_OutputMultiple PS_ClearMultiple(in float4 inPosition : SV_POSITION, in float4
outColor.color1 = inColor;
outColor.color2 = inColor;
outColor.color3 = inColor;
+#ifdef SM4
outColor.color4 = inColor;
outColor.color5 = inColor;
outColor.color6 = inColor;
outColor.color7 = inColor;
+#endif
return outColor;
}
diff --git a/src/angle/src/libGLESv2/libGLESv2.pro b/src/angle/src/libGLESv2/libGLESv2.pro
index ff2f888..b39ce78 100644
--- a/src/angle/src/libGLESv2/libGLESv2.pro
+++ b/src/angle/src/libGLESv2/libGLESv2.pro
@@ -190,7 +190,7 @@ for (ps, PIXEL_SHADERS_BLIT) {
QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps}
}
for (ps, PIXEL_SHADERS_PASSTHROUGH) {
- fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
+ fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
fxc_ps_$${ps}.output = $$SHADER_DIR/$${ps}11ps.h
fxc_ps_$${ps}.input = PASSTHROUGH_INPUT
fxc_ps_$${ps}.dependency_type = TYPE_C
@@ -199,7 +199,7 @@ for (ps, PIXEL_SHADERS_PASSTHROUGH) {
QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps}
}
for (ps, PIXEL_SHADERS_CLEAR) {
- fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
+ fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
fxc_ps_$${ps}.output = $$SHADER_DIR/$${ps}11ps.h
fxc_ps_$${ps}.input = CLEAR_INPUT
fxc_ps_$${ps}.dependency_type = TYPE_C
@@ -217,7 +217,7 @@ for (vs, VERTEX_SHADERS_BLIT) {
QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs}
}
for (vs, VERTEX_SHADERS_PASSTHROUGH) {
- fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
+ fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
fxc_vs_$${vs}.output = $$SHADER_DIR/$${vs}11vs.h
fxc_vs_$${vs}.input = PASSTHROUGH_INPUT
fxc_vs_$${vs}.dependency_type = TYPE_C
@@ -226,7 +226,7 @@ for (vs, VERTEX_SHADERS_PASSTHROUGH) {
QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs}
}
for (vs, VERTEX_SHADERS_CLEAR) {
- fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
+ fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
fxc_vs_$${vs}.output = $$SHADER_DIR/$${vs}11vs.h
fxc_vs_$${vs}.input = CLEAR_INPUT
fxc_vs_$${vs}.dependency_type = TYPE_C
--
1.8.4.msysgit.0

View File

@ -190,7 +190,7 @@ for (ps, PIXEL_SHADERS_BLIT) {
QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps}
}
for (ps, PIXEL_SHADERS_PASSTHROUGH) {
fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
fxc_ps_$${ps}.output = $$SHADER_DIR/$${ps}11ps.h
fxc_ps_$${ps}.input = PASSTHROUGH_INPUT
fxc_ps_$${ps}.dependency_type = TYPE_C
@ -199,7 +199,7 @@ for (ps, PIXEL_SHADERS_PASSTHROUGH) {
QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps}
}
for (ps, PIXEL_SHADERS_CLEAR) {
fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
fxc_ps_$${ps}.output = $$SHADER_DIR/$${ps}11ps.h
fxc_ps_$${ps}.input = CLEAR_INPUT
fxc_ps_$${ps}.dependency_type = TYPE_C
@ -217,7 +217,7 @@ for (vs, VERTEX_SHADERS_BLIT) {
QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs}
}
for (vs, VERTEX_SHADERS_PASSTHROUGH) {
fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
fxc_vs_$${vs}.output = $$SHADER_DIR/$${vs}11vs.h
fxc_vs_$${vs}.input = PASSTHROUGH_INPUT
fxc_vs_$${vs}.dependency_type = TYPE_C
@ -226,7 +226,7 @@ for (vs, VERTEX_SHADERS_PASSTHROUGH) {
QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs}
}
for (vs, VERTEX_SHADERS_CLEAR) {
fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
fxc_vs_$${vs}.output = $$SHADER_DIR/$${vs}11vs.h
fxc_vs_$${vs}.input = CLEAR_INPUT
fxc_vs_$${vs}.dependency_type = TYPE_C