Upstream version 10.39.225.0
[platform/framework/web/crosswalk.git] / src / third_party / angle / src / libGLESv2 / renderer / d3d / d3d11 / renderer11_utils.cpp
1 //
2 // Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6
7 // renderer11_utils.cpp: Conversion functions and other utility routines
8 // specific to the D3D11 renderer.
9
10 #include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
11 #include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
12 #include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
13 #include "libGLESv2/ProgramBinary.h"
14 #include "libGLESv2/Framebuffer.h"
15
16 #include "common/debug.h"
17
18 #include <algorithm>
19
20 namespace rx
21 {
22
23 namespace gl_d3d11
24 {
25
26 D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha)
27 {
28     D3D11_BLEND d3dBlend = D3D11_BLEND_ZERO;
29
30     switch (glBlend)
31     {
32       case GL_ZERO:                     d3dBlend = D3D11_BLEND_ZERO;                break;
33       case GL_ONE:                      d3dBlend = D3D11_BLEND_ONE;                 break;
34       case GL_SRC_COLOR:                d3dBlend = (isAlpha ? D3D11_BLEND_SRC_ALPHA : D3D11_BLEND_SRC_COLOR);           break;
35       case GL_ONE_MINUS_SRC_COLOR:      d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC_ALPHA : D3D11_BLEND_INV_SRC_COLOR);   break;
36       case GL_DST_COLOR:                d3dBlend = (isAlpha ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_DEST_COLOR);         break;
37       case GL_ONE_MINUS_DST_COLOR:      d3dBlend = (isAlpha ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_INV_DEST_COLOR); break;
38       case GL_SRC_ALPHA:                d3dBlend = D3D11_BLEND_SRC_ALPHA;           break;
39       case GL_ONE_MINUS_SRC_ALPHA:      d3dBlend = D3D11_BLEND_INV_SRC_ALPHA;       break;
40       case GL_DST_ALPHA:                d3dBlend = D3D11_BLEND_DEST_ALPHA;          break;
41       case GL_ONE_MINUS_DST_ALPHA:      d3dBlend = D3D11_BLEND_INV_DEST_ALPHA;      break;
42       case GL_CONSTANT_COLOR:           d3dBlend = D3D11_BLEND_BLEND_FACTOR;        break;
43       case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR;    break;
44       case GL_CONSTANT_ALPHA:           d3dBlend = D3D11_BLEND_BLEND_FACTOR;        break;
45       case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR;    break;
46       case GL_SRC_ALPHA_SATURATE:       d3dBlend = D3D11_BLEND_SRC_ALPHA_SAT;       break;
47       default: UNREACHABLE();
48     }
49
50     return d3dBlend;
51 }
52
53 D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp)
54 {
55     D3D11_BLEND_OP d3dBlendOp = D3D11_BLEND_OP_ADD;
56
57     switch (glBlendOp)
58     {
59       case GL_FUNC_ADD:              d3dBlendOp = D3D11_BLEND_OP_ADD;           break;
60       case GL_FUNC_SUBTRACT:         d3dBlendOp = D3D11_BLEND_OP_SUBTRACT;      break;
61       case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_REV_SUBTRACT;  break;
62       case GL_MIN:                   d3dBlendOp = D3D11_BLEND_OP_MIN;           break;
63       case GL_MAX:                   d3dBlendOp = D3D11_BLEND_OP_MAX;           break;
64       default: UNREACHABLE();
65     }
66
67     return d3dBlendOp;
68 }
69
70 UINT8 ConvertColorMask(bool red, bool green, bool blue, bool alpha)
71 {
72     UINT8 mask = 0;
73     if (red)
74     {
75         mask |= D3D11_COLOR_WRITE_ENABLE_RED;
76     }
77     if (green)
78     {
79         mask |= D3D11_COLOR_WRITE_ENABLE_GREEN;
80     }
81     if (blue)
82     {
83         mask |= D3D11_COLOR_WRITE_ENABLE_BLUE;
84     }
85     if (alpha)
86     {
87         mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
88     }
89     return mask;
90 }
91
92 D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode)
93 {
94     D3D11_CULL_MODE cull = D3D11_CULL_NONE;
95
96     if (cullEnabled)
97     {
98         switch (cullMode)
99         {
100           case GL_FRONT:            cull = D3D11_CULL_FRONT;    break;
101           case GL_BACK:             cull = D3D11_CULL_BACK;     break;
102           case GL_FRONT_AND_BACK:   cull = D3D11_CULL_NONE;     break;
103           default: UNREACHABLE();
104         }
105     }
106     else
107     {
108         cull = D3D11_CULL_NONE;
109     }
110
111     return cull;
112 }
113
114 D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison)
115 {
116     D3D11_COMPARISON_FUNC d3dComp = D3D11_COMPARISON_NEVER;
117     switch (comparison)
118     {
119       case GL_NEVER:    d3dComp = D3D11_COMPARISON_NEVER;           break;
120       case GL_ALWAYS:   d3dComp = D3D11_COMPARISON_ALWAYS;          break;
121       case GL_LESS:     d3dComp = D3D11_COMPARISON_LESS;            break;
122       case GL_LEQUAL:   d3dComp = D3D11_COMPARISON_LESS_EQUAL;      break;
123       case GL_EQUAL:    d3dComp = D3D11_COMPARISON_EQUAL;           break;
124       case GL_GREATER:  d3dComp = D3D11_COMPARISON_GREATER;         break;
125       case GL_GEQUAL:   d3dComp = D3D11_COMPARISON_GREATER_EQUAL;   break;
126       case GL_NOTEQUAL: d3dComp = D3D11_COMPARISON_NOT_EQUAL;       break;
127       default: UNREACHABLE();
128     }
129
130     return d3dComp;
131 }
132
133 D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled)
134 {
135     return depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
136 }
137
138 UINT8 ConvertStencilMask(GLuint stencilmask)
139 {
140     return static_cast<UINT8>(stencilmask);
141 }
142
143 D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp)
144 {
145     D3D11_STENCIL_OP d3dStencilOp = D3D11_STENCIL_OP_KEEP;
146
147     switch (stencilOp)
148     {
149       case GL_ZERO:      d3dStencilOp = D3D11_STENCIL_OP_ZERO;      break;
150       case GL_KEEP:      d3dStencilOp = D3D11_STENCIL_OP_KEEP;      break;
151       case GL_REPLACE:   d3dStencilOp = D3D11_STENCIL_OP_REPLACE;   break;
152       case GL_INCR:      d3dStencilOp = D3D11_STENCIL_OP_INCR_SAT;  break;
153       case GL_DECR:      d3dStencilOp = D3D11_STENCIL_OP_DECR_SAT;  break;
154       case GL_INVERT:    d3dStencilOp = D3D11_STENCIL_OP_INVERT;    break;
155       case GL_INCR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_INCR;      break;
156       case GL_DECR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_DECR;      break;
157       default: UNREACHABLE();
158     }
159
160     return d3dStencilOp;
161 }
162
163 D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode)
164 {
165     bool comparison = comparisonMode != GL_NONE;
166
167     if (maxAnisotropy > 1.0f)
168     {
169         return D3D11_ENCODE_ANISOTROPIC_FILTER(static_cast<D3D11_COMPARISON_FUNC>(comparison));
170     }
171     else
172     {
173         D3D11_FILTER_TYPE dxMin = D3D11_FILTER_TYPE_POINT;
174         D3D11_FILTER_TYPE dxMip = D3D11_FILTER_TYPE_POINT;
175         switch (minFilter)
176         {
177           case GL_NEAREST:                dxMin = D3D11_FILTER_TYPE_POINT;  dxMip = D3D11_FILTER_TYPE_POINT;  break;
178           case GL_LINEAR:                 dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT;  break;
179           case GL_NEAREST_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT;  dxMip = D3D11_FILTER_TYPE_POINT;  break;
180           case GL_LINEAR_MIPMAP_NEAREST:  dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT;  break;
181           case GL_NEAREST_MIPMAP_LINEAR:  dxMin = D3D11_FILTER_TYPE_POINT;  dxMip = D3D11_FILTER_TYPE_LINEAR; break;
182           case GL_LINEAR_MIPMAP_LINEAR:   dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_LINEAR; break;
183           default:                        UNREACHABLE();
184         }
185
186         D3D11_FILTER_TYPE dxMag = D3D11_FILTER_TYPE_POINT;
187         switch (magFilter)
188         {
189           case GL_NEAREST: dxMag = D3D11_FILTER_TYPE_POINT;  break;
190           case GL_LINEAR:  dxMag = D3D11_FILTER_TYPE_LINEAR; break;
191           default:         UNREACHABLE();
192         }
193
194         return D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip, static_cast<D3D11_COMPARISON_FUNC>(comparison));
195     }
196 }
197
198 D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap)
199 {
200     switch (wrap)
201     {
202       case GL_REPEAT:          return D3D11_TEXTURE_ADDRESS_WRAP;
203       case GL_CLAMP_TO_EDGE:   return D3D11_TEXTURE_ADDRESS_CLAMP;
204       case GL_MIRRORED_REPEAT: return D3D11_TEXTURE_ADDRESS_MIRROR;
205       default:                 UNREACHABLE();
206     }
207
208     return D3D11_TEXTURE_ADDRESS_WRAP;
209 }
210
211 D3D11_QUERY ConvertQueryType(GLenum queryType)
212 {
213     switch (queryType)
214     {
215       case GL_ANY_SAMPLES_PASSED_EXT:
216       case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:   return D3D11_QUERY_OCCLUSION;
217       case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: return D3D11_QUERY_SO_STATISTICS;
218       default: UNREACHABLE();                        return D3D11_QUERY_EVENT;
219     }
220 }
221
222 }
223
224
225 namespace d3d11_gl
226 {
227
228 static gl::TextureCaps GenerateTextureFormatCaps(GLenum internalFormat, ID3D11Device *device)
229 {
230     gl::TextureCaps textureCaps;
231
232     const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat);
233
234     UINT formatSupport;
235     if (SUCCEEDED(device->CheckFormatSupport(formatInfo.texFormat, &formatSupport)))
236     {
237         const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat);
238         if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0)
239         {
240             textureCaps.texturable = ((formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0);
241         }
242         else
243         {
244             textureCaps.texturable = ((formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0) &&
245                                      ((formatSupport & D3D11_FORMAT_SUPPORT_TEXTURECUBE) != 0) &&
246                                      ((formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE3D) != 0);
247         }
248     }
249
250     if (SUCCEEDED(device->CheckFormatSupport(formatInfo.renderFormat, &formatSupport)) &&
251         ((formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET) != 0))
252     {
253         for (size_t sampleCount = 1; sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; sampleCount++)
254         {
255             UINT qualityCount = 0;
256             if (SUCCEEDED(device->CheckMultisampleQualityLevels(formatInfo.renderFormat, sampleCount, &qualityCount)) &&
257                 qualityCount > 0)
258             {
259                 textureCaps.sampleCounts.insert(sampleCount);
260             }
261         }
262     }
263
264     textureCaps.filterable = SUCCEEDED(device->CheckFormatSupport(formatInfo.srvFormat, &formatSupport)) &&
265                              ((formatSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE)) != 0;
266     textureCaps.renderable = (SUCCEEDED(device->CheckFormatSupport(formatInfo.rtvFormat, &formatSupport)) &&
267                               ((formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) != 0) ||
268                              (SUCCEEDED(device->CheckFormatSupport(formatInfo.dsvFormat, &formatSupport)) &&
269                               ((formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL) != 0));
270
271     return textureCaps;
272 }
273
274 static bool GetNPOTTextureSupport(D3D_FEATURE_LEVEL featureLevel)
275 {
276     switch (featureLevel)
277     {
278       case D3D_FEATURE_LEVEL_11_1:
279       case D3D_FEATURE_LEVEL_11_0:
280       case D3D_FEATURE_LEVEL_10_1:
281       case D3D_FEATURE_LEVEL_10_0: return true;
282
283         // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx
284       case D3D_FEATURE_LEVEL_9_3:
285       case D3D_FEATURE_LEVEL_9_2:
286       case D3D_FEATURE_LEVEL_9_1:  return false;
287
288       default: UNREACHABLE();      return false;
289     }
290 }
291
292 static float GetMaximumAnisotropy(D3D_FEATURE_LEVEL featureLevel)
293 {
294     switch (featureLevel)
295     {
296       case D3D_FEATURE_LEVEL_11_1:
297       case D3D_FEATURE_LEVEL_11_0: return D3D11_MAX_MAXANISOTROPY;
298
299       case D3D_FEATURE_LEVEL_10_1:
300       case D3D_FEATURE_LEVEL_10_0: return D3D10_MAX_MAXANISOTROPY;
301
302         // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx
303       case D3D_FEATURE_LEVEL_9_3:
304       case D3D_FEATURE_LEVEL_9_2:  return 16;
305
306       case D3D_FEATURE_LEVEL_9_1:  return D3D_FL9_1_DEFAULT_MAX_ANISOTROPY;
307
308       default: UNREACHABLE();      return 0;
309     }
310 }
311
312 static bool GetOcclusionQuerySupport(D3D_FEATURE_LEVEL featureLevel)
313 {
314     switch (featureLevel)
315     {
316       case D3D_FEATURE_LEVEL_11_1:
317       case D3D_FEATURE_LEVEL_11_0:
318       case D3D_FEATURE_LEVEL_10_1:
319       case D3D_FEATURE_LEVEL_10_0: return true;
320
321         // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateQuery
322       case D3D_FEATURE_LEVEL_9_3:
323       case D3D_FEATURE_LEVEL_9_2:  return true;
324       case D3D_FEATURE_LEVEL_9_1:  return false;
325
326       default: UNREACHABLE();      return false;
327     }
328 }
329
330 static bool GetEventQuerySupport(D3D_FEATURE_LEVEL featureLevel)
331 {
332     // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateQuery
333
334     switch (featureLevel)
335     {
336       case D3D_FEATURE_LEVEL_11_1:
337       case D3D_FEATURE_LEVEL_11_0:
338       case D3D_FEATURE_LEVEL_10_1:
339       case D3D_FEATURE_LEVEL_10_0:
340       case D3D_FEATURE_LEVEL_9_3:
341       case D3D_FEATURE_LEVEL_9_2:
342       case D3D_FEATURE_LEVEL_9_1:  return true;
343
344       default: UNREACHABLE();      return false;
345     }
346 }
347
348 static bool GetInstancingSupport(D3D_FEATURE_LEVEL featureLevel)
349 {
350     // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateInputLayout
351
352     switch (featureLevel)
353     {
354       case D3D_FEATURE_LEVEL_11_1:
355       case D3D_FEATURE_LEVEL_11_0:
356       case D3D_FEATURE_LEVEL_10_1:
357       case D3D_FEATURE_LEVEL_10_0:
358       case D3D_FEATURE_LEVEL_9_3:  return true;
359
360       case D3D_FEATURE_LEVEL_9_2:
361       case D3D_FEATURE_LEVEL_9_1:  return false;
362
363       default: UNREACHABLE();      return false;
364     }
365 }
366
367 static bool GetDerivativeInstructionSupport(D3D_FEATURE_LEVEL featureLevel)
368 {
369     // http://msdn.microsoft.com/en-us/library/windows/desktop/bb509588.aspx states that shader model
370     // ps_2_x is required for the ddx (and other derivative functions).
371
372     // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx states that feature level
373     // 9.3 supports shader model ps_2_x.
374
375     switch (featureLevel)
376     {
377       case D3D_FEATURE_LEVEL_11_1:
378       case D3D_FEATURE_LEVEL_11_0:
379       case D3D_FEATURE_LEVEL_10_1:
380       case D3D_FEATURE_LEVEL_10_0:
381       case D3D_FEATURE_LEVEL_9_3:  return true;
382       case D3D_FEATURE_LEVEL_9_2:
383       case D3D_FEATURE_LEVEL_9_1:  return false;
384
385       default: UNREACHABLE();      return false;
386     }
387 }
388
389 static size_t GetMaximumSimultaneousRenderTargets(D3D_FEATURE_LEVEL featureLevel)
390 {
391     // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476150.aspx ID3D11Device::CreateInputLayout
392
393     switch (featureLevel)
394     {
395       case D3D_FEATURE_LEVEL_11_1:
396       case D3D_FEATURE_LEVEL_11_0: return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT;
397
398       case D3D_FEATURE_LEVEL_10_1:
399       case D3D_FEATURE_LEVEL_10_0: return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT;
400
401       case D3D_FEATURE_LEVEL_9_3:  return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT;
402       case D3D_FEATURE_LEVEL_9_2:
403       case D3D_FEATURE_LEVEL_9_1:  return D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT;
404
405       default: UNREACHABLE();      return 0;
406     }
407 }
408
409 static size_t GetMaximum2DTextureSize(D3D_FEATURE_LEVEL featureLevel)
410 {
411     switch (featureLevel)
412     {
413       case D3D_FEATURE_LEVEL_11_1:
414       case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
415
416       case D3D_FEATURE_LEVEL_10_1:
417       case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
418
419       case D3D_FEATURE_LEVEL_9_3:  return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
420       case D3D_FEATURE_LEVEL_9_2:
421       case D3D_FEATURE_LEVEL_9_1:  return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
422
423       default: UNREACHABLE();      return 0;
424     }
425 }
426
427 static size_t GetMaximumCubeMapTextureSize(D3D_FEATURE_LEVEL featureLevel)
428 {
429     switch (featureLevel)
430     {
431       case D3D_FEATURE_LEVEL_11_1:
432       case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURECUBE_DIMENSION;
433
434       case D3D_FEATURE_LEVEL_10_1:
435       case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURECUBE_DIMENSION;
436
437       case D3D_FEATURE_LEVEL_9_3:  return D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION;
438       case D3D_FEATURE_LEVEL_9_2:
439       case D3D_FEATURE_LEVEL_9_1:  return D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION;
440
441       default: UNREACHABLE();      return 0;
442     }
443 }
444
445 static size_t GetMaximum2DTextureArraySize(D3D_FEATURE_LEVEL featureLevel)
446 {
447     switch (featureLevel)
448     {
449       case D3D_FEATURE_LEVEL_11_1:
450       case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
451
452       case D3D_FEATURE_LEVEL_10_1:
453       case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
454
455       case D3D_FEATURE_LEVEL_9_3:
456       case D3D_FEATURE_LEVEL_9_2:
457       case D3D_FEATURE_LEVEL_9_1:  return 0;
458
459       default: UNREACHABLE();      return 0;
460     }
461 }
462
463 static size_t GetMaximum3DTextureSize(D3D_FEATURE_LEVEL featureLevel)
464 {
465     switch (featureLevel)
466     {
467       case D3D_FEATURE_LEVEL_11_1:
468       case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
469
470       case D3D_FEATURE_LEVEL_10_1:
471       case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
472
473       case D3D_FEATURE_LEVEL_9_3:
474       case D3D_FEATURE_LEVEL_9_2:
475       case D3D_FEATURE_LEVEL_9_1:  return D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
476
477       default: UNREACHABLE();      return 0;
478     }
479 }
480
481 static size_t GetMaximumViewportSize(D3D_FEATURE_LEVEL featureLevel)
482 {
483     switch (featureLevel)
484     {
485       case D3D_FEATURE_LEVEL_11_1:
486       case D3D_FEATURE_LEVEL_11_0: return D3D11_VIEWPORT_BOUNDS_MAX;
487
488       case D3D_FEATURE_LEVEL_10_1:
489       case D3D_FEATURE_LEVEL_10_0: return D3D10_VIEWPORT_BOUNDS_MAX;
490
491         // No constants for D3D9 viewport size limits, use the maximum texture sizes
492       case D3D_FEATURE_LEVEL_9_3:  return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
493       case D3D_FEATURE_LEVEL_9_2:
494       case D3D_FEATURE_LEVEL_9_1:  return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
495
496       default: UNREACHABLE();      return 0;
497     }
498 }
499
500 static size_t GetMaximumDrawIndexedIndexCount(D3D_FEATURE_LEVEL featureLevel)
501 {
502     // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since that's what's
503     // returned from glGetInteger
504     META_ASSERT(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
505     META_ASSERT(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
506
507     switch (featureLevel)
508     {
509       case D3D_FEATURE_LEVEL_11_1:
510       case D3D_FEATURE_LEVEL_11_0:
511       case D3D_FEATURE_LEVEL_10_1:
512       case D3D_FEATURE_LEVEL_10_0: return std::numeric_limits<GLint>::max();
513
514       case D3D_FEATURE_LEVEL_9_3:
515       case D3D_FEATURE_LEVEL_9_2:  return D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT;
516       case D3D_FEATURE_LEVEL_9_1:  return D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT;
517
518       default: UNREACHABLE();      return 0;
519     }
520 }
521
522 static size_t GetMaximumDrawVertexCount(D3D_FEATURE_LEVEL featureLevel)
523 {
524     // D3D11 allows up to 2^32 elements, but we report max signed int for convenience since that's what's
525     // returned from glGetInteger
526     META_ASSERT(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
527     META_ASSERT(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
528
529     switch (featureLevel)
530     {
531       case D3D_FEATURE_LEVEL_11_1:
532       case D3D_FEATURE_LEVEL_11_0:
533       case D3D_FEATURE_LEVEL_10_1:
534       case D3D_FEATURE_LEVEL_10_0: return std::numeric_limits<GLint>::max();
535
536       case D3D_FEATURE_LEVEL_9_3:
537       case D3D_FEATURE_LEVEL_9_2:  return D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT;
538       case D3D_FEATURE_LEVEL_9_1:  return D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT;
539
540       default: UNREACHABLE();      return 0;
541     }
542 }
543
544 static size_t GetMaximumVertexInputSlots(D3D_FEATURE_LEVEL featureLevel)
545 {
546     switch (featureLevel)
547     {
548       case D3D_FEATURE_LEVEL_11_1:
549       case D3D_FEATURE_LEVEL_11_0: return D3D11_STANDARD_VERTEX_ELEMENT_COUNT;
550
551       case D3D_FEATURE_LEVEL_10_1: return D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT;
552       case D3D_FEATURE_LEVEL_10_0: return D3D10_STANDARD_VERTEX_ELEMENT_COUNT;
553
554       // From http://http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx "Max Input Slots"
555       case D3D_FEATURE_LEVEL_9_3:
556       case D3D_FEATURE_LEVEL_9_2:
557       case D3D_FEATURE_LEVEL_9_1:  return 16;
558
559       default: UNREACHABLE();      return 0;
560     }
561 }
562
563 static size_t GetMaximumVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel)
564 {
565     // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass
566     switch (featureLevel)
567     {
568       case D3D_FEATURE_LEVEL_11_1:
569       case D3D_FEATURE_LEVEL_11_0: return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
570
571       case D3D_FEATURE_LEVEL_10_1:
572       case D3D_FEATURE_LEVEL_10_0: return 1024; // D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
573
574       // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx ID3D11DeviceContext::VSSetConstantBuffers
575       case D3D_FEATURE_LEVEL_9_3:
576       case D3D_FEATURE_LEVEL_9_2:
577       case D3D_FEATURE_LEVEL_9_1:  return 255;
578
579       default: UNREACHABLE();      return 0;
580     }
581 }
582
583 static size_t GetReservedVertexUniformBuffers()
584 {
585     // Reserve one buffer for the application uniforms, and one for driver uniforms
586     return 2;
587 }
588
589 static size_t GetMaximumVertexUniformBlocks(D3D_FEATURE_LEVEL featureLevel)
590 {
591     switch (featureLevel)
592     {
593       case D3D_FEATURE_LEVEL_11_1:
594       case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedVertexUniformBuffers();
595
596       case D3D_FEATURE_LEVEL_10_1:
597       case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedVertexUniformBuffers();
598
599       // Uniform blocks not supported in D3D9 feature levels
600       case D3D_FEATURE_LEVEL_9_3:
601       case D3D_FEATURE_LEVEL_9_2:
602       case D3D_FEATURE_LEVEL_9_1:  return 0;
603
604       default: UNREACHABLE();      return 0;
605     }
606 }
607
608 static size_t GetReservedVertexOutputVectors()
609 {
610     // We potentially reserve varyings for gl_Position, dx_Position, gl_FragCoord and gl_PointSize
611     return 4;
612 }
613
614 static size_t GetMaximumVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel)
615 {
616     META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
617
618     switch (featureLevel)
619     {
620       case D3D_FEATURE_LEVEL_11_1:
621       case D3D_FEATURE_LEVEL_11_0: return D3D11_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors();
622
623       case D3D_FEATURE_LEVEL_10_1: return D3D10_1_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors();
624       case D3D_FEATURE_LEVEL_10_0: return D3D10_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors();
625
626       // Use D3D9 SM3 and SM2 limits
627       case D3D_FEATURE_LEVEL_9_3:  return 10 - GetReservedVertexOutputVectors();
628       case D3D_FEATURE_LEVEL_9_2:
629       case D3D_FEATURE_LEVEL_9_1:  return 8 - GetReservedVertexOutputVectors();
630
631       default: UNREACHABLE();      return 0;
632     }
633 }
634
635 static size_t GetMaximumVertexTextureUnits(D3D_FEATURE_LEVEL featureLevel)
636 {
637     switch (featureLevel)
638     {
639       case D3D_FEATURE_LEVEL_11_1:
640       case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT;
641
642       case D3D_FEATURE_LEVEL_10_1:
643       case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT;
644
645       // Vertex textures not supported in D3D9 feature levels according to
646       // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx
647       // ID3D11DeviceContext::VSSetSamplers and ID3D11DeviceContext::VSSetShaderResources
648       case D3D_FEATURE_LEVEL_9_3:
649       case D3D_FEATURE_LEVEL_9_2:
650       case D3D_FEATURE_LEVEL_9_1:  return 0;
651
652       default: UNREACHABLE();      return 0;
653     }
654 }
655
656 static size_t GetMaximumPixelUniformVectors(D3D_FEATURE_LEVEL featureLevel)
657 {
658     // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass
659     switch (featureLevel)
660     {
661       case D3D_FEATURE_LEVEL_11_1:
662       case D3D_FEATURE_LEVEL_11_0: return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
663
664       case D3D_FEATURE_LEVEL_10_1:
665       case D3D_FEATURE_LEVEL_10_0: return 1024; // D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
666
667       // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx ID3D11DeviceContext::PSSetConstantBuffers
668       case D3D_FEATURE_LEVEL_9_3:
669       case D3D_FEATURE_LEVEL_9_2:
670       case D3D_FEATURE_LEVEL_9_1:  return 32;
671
672       default: UNREACHABLE();      return 0;
673     }
674 }
675
676 static size_t GetReservedPixelUniformBuffers()
677 {
678     // Reserve one buffer for the application uniforms, and one for driver uniforms
679     return 2;
680 }
681
682 static size_t GetMaximumPixelUniformBlocks(D3D_FEATURE_LEVEL featureLevel)
683 {
684     switch (featureLevel)
685     {
686       case D3D_FEATURE_LEVEL_11_1:
687       case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedPixelUniformBuffers();
688
689       case D3D_FEATURE_LEVEL_10_1:
690       case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedPixelUniformBuffers();
691
692       // Uniform blocks not supported in D3D9 feature levels
693       case D3D_FEATURE_LEVEL_9_3:
694       case D3D_FEATURE_LEVEL_9_2:
695       case D3D_FEATURE_LEVEL_9_1:  return 0;
696
697       default: UNREACHABLE();      return 0;
698     }
699 }
700
701 static size_t GetMaximumPixelInputVectors(D3D_FEATURE_LEVEL featureLevel)
702 {
703     switch (featureLevel)
704     {
705       case D3D_FEATURE_LEVEL_11_1:
706       case D3D_FEATURE_LEVEL_11_0: return D3D11_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors();
707
708       case D3D_FEATURE_LEVEL_10_1:
709       case D3D_FEATURE_LEVEL_10_0: return D3D10_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors();
710
711       // Use D3D9 SM3 and SM2 limits
712       case D3D_FEATURE_LEVEL_9_3:  return 10 - GetReservedVertexOutputVectors();
713       case D3D_FEATURE_LEVEL_9_2:
714       case D3D_FEATURE_LEVEL_9_1:  return 8 - GetReservedVertexOutputVectors();
715
716       default: UNREACHABLE();      return 0;
717     }
718 }
719
720 static size_t GetMaximumPixelTextureUnits(D3D_FEATURE_LEVEL featureLevel)
721 {
722     switch (featureLevel)
723     {
724       case D3D_FEATURE_LEVEL_11_1:
725       case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT;
726
727       case D3D_FEATURE_LEVEL_10_1:
728       case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT;
729
730       // http://msdn.microsoft.com/en-us/library/windows/desktop/ff476149.aspx ID3D11DeviceContext::PSSetShaderResources
731       case D3D_FEATURE_LEVEL_9_3:
732       case D3D_FEATURE_LEVEL_9_2:
733       case D3D_FEATURE_LEVEL_9_1:  return 16;
734
735       default: UNREACHABLE();      return 0;
736     }
737 }
738
739 static int GetMinimumTexelOffset(D3D_FEATURE_LEVEL featureLevel)
740 {
741     switch (featureLevel)
742     {
743       case D3D_FEATURE_LEVEL_11_1:
744       case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE;
745
746       case D3D_FEATURE_LEVEL_10_1:
747       case D3D_FEATURE_LEVEL_10_0: return D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE;
748
749       // Sampling functions with offsets are not available below shader model 4.0.
750       case D3D_FEATURE_LEVEL_9_3:
751       case D3D_FEATURE_LEVEL_9_2:
752       case D3D_FEATURE_LEVEL_9_1:  return 0;
753
754       default: UNREACHABLE();      return 0;
755     }
756 }
757
758 static int GetMaximumTexelOffset(D3D_FEATURE_LEVEL featureLevel)
759 {
760     switch (featureLevel)
761     {
762       case D3D_FEATURE_LEVEL_11_1:
763       case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE;
764       case D3D_FEATURE_LEVEL_10_1:
765       case D3D_FEATURE_LEVEL_10_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE;
766
767       // Sampling functions with offsets are not available below shader model 4.0.
768       case D3D_FEATURE_LEVEL_9_3:
769       case D3D_FEATURE_LEVEL_9_2:
770       case D3D_FEATURE_LEVEL_9_1:  return 0;
771
772       default: UNREACHABLE();      return 0;
773     }
774 }
775
776 static size_t GetMaximumConstantBufferSize(D3D_FEATURE_LEVEL featureLevel)
777 {
778     // Returns a size_t despite the limit being a GLuint64 because size_t is the maximum size of
779     // any buffer that could be allocated.
780
781     const size_t bytesPerComponent = 4 * sizeof(float);
782
783     switch (featureLevel)
784     {
785       case D3D_FEATURE_LEVEL_11_1:
786       case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
787
788       case D3D_FEATURE_LEVEL_10_1:
789       case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
790
791       // Limits from http://msdn.microsoft.com/en-us/library/windows/desktop/ff476501.aspx remarks section
792       case D3D_FEATURE_LEVEL_9_3:
793       case D3D_FEATURE_LEVEL_9_2:
794       case D3D_FEATURE_LEVEL_9_1:  return 4096 * bytesPerComponent;
795
796       default: UNREACHABLE();      return 0;
797     }
798 }
799
800 static size_t GetMaximumStreamOutputBuffers(D3D_FEATURE_LEVEL featureLevel)
801 {
802     switch (featureLevel)
803     {
804       case D3D_FEATURE_LEVEL_11_1:
805       case D3D_FEATURE_LEVEL_11_0: return D3D11_SO_BUFFER_SLOT_COUNT;
806
807       case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SO_BUFFER_SLOT_COUNT;
808       case D3D_FEATURE_LEVEL_10_0: return D3D10_SO_BUFFER_SLOT_COUNT;
809
810       case D3D_FEATURE_LEVEL_9_3:
811       case D3D_FEATURE_LEVEL_9_2:
812       case D3D_FEATURE_LEVEL_9_1:  return 0;
813
814       default: UNREACHABLE();      return 0;
815     }
816 }
817
818 static size_t GetMaximumStreamOutputInterleavedComponenets(D3D_FEATURE_LEVEL featureLevel)
819 {
820     switch (featureLevel)
821     {
822       case D3D_FEATURE_LEVEL_11_1:
823       case D3D_FEATURE_LEVEL_11_0:
824
825       case D3D_FEATURE_LEVEL_10_1:
826       case D3D_FEATURE_LEVEL_10_0: return GetMaximumVertexOutputVectors(featureLevel) * 4;
827
828       case D3D_FEATURE_LEVEL_9_3:
829       case D3D_FEATURE_LEVEL_9_2:
830       case D3D_FEATURE_LEVEL_9_1:  return 0;
831
832       default: UNREACHABLE();      return 0;
833     }
834 }
835
836 static size_t GetMaximumStreamOutputSeparateCompeonents(D3D_FEATURE_LEVEL featureLevel)
837 {
838     switch (featureLevel)
839     {
840       case D3D_FEATURE_LEVEL_11_1:
841       case D3D_FEATURE_LEVEL_11_0: return GetMaximumStreamOutputInterleavedComponenets(featureLevel) /
842                                           GetMaximumStreamOutputBuffers(featureLevel);
843
844
845       // D3D 10 and 10.1 only allow one output per output slot if an output slot other than zero is used.
846       case D3D_FEATURE_LEVEL_10_1:
847       case D3D_FEATURE_LEVEL_10_0: return 4;
848
849       case D3D_FEATURE_LEVEL_9_3:
850       case D3D_FEATURE_LEVEL_9_2:
851       case D3D_FEATURE_LEVEL_9_1:  return 0;
852
853       default: UNREACHABLE();      return 0;
854     }
855 }
856
857 void GenerateCaps(ID3D11Device *device, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions)
858 {
859     GLuint maxSamples = 0;
860     const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats();
861     for (gl::FormatSet::const_iterator internalFormat = allFormats.begin(); internalFormat != allFormats.end(); ++internalFormat)
862     {
863         gl::TextureCaps textureCaps = GenerateTextureFormatCaps(*internalFormat, device);
864         textureCapsMap->insert(*internalFormat, textureCaps);
865
866         maxSamples = std::max(maxSamples, textureCaps.getMaxSamples());
867
868         if (gl::GetInternalFormatInfo(*internalFormat).compressed)
869         {
870             caps->compressedTextureFormats.push_back(*internalFormat);
871         }
872     }
873
874     D3D_FEATURE_LEVEL featureLevel = device->GetFeatureLevel();
875
876     // GL core feature limits
877     caps->maxElementIndex = static_cast<GLint64>(std::numeric_limits<unsigned int>::max());
878     caps->max3DTextureSize = GetMaximum3DTextureSize(featureLevel);
879     caps->max2DTextureSize = GetMaximum2DTextureSize(featureLevel);
880     caps->maxCubeMapTextureSize = GetMaximumCubeMapTextureSize(featureLevel);
881     caps->maxArrayTextureLayers = GetMaximum2DTextureArraySize(featureLevel);
882
883     // Unimplemented, set to minimum required
884     caps->maxLODBias = 2.0f;
885
886     // No specific limits on render target size, maximum 2D texture size is equivalent
887     caps->maxRenderbufferSize = caps->max2DTextureSize;
888
889     // Maximum draw buffers and color attachments are the same, max color attachments could eventually be
890     // increased to 16
891     caps->maxDrawBuffers = GetMaximumSimultaneousRenderTargets(featureLevel);
892     caps->maxColorAttachments = GetMaximumSimultaneousRenderTargets(featureLevel);
893
894     // D3D11 has the same limit for viewport width and height
895     caps->maxViewportWidth = GetMaximumViewportSize(featureLevel);
896     caps->maxViewportHeight = caps->maxViewportWidth;
897
898     // Choose a reasonable maximum, enforced in the shader.
899     caps->minAliasedPointSize = 1.0f;
900     caps->maxAliasedPointSize = 1024.0f;
901
902     // Wide lines not supported
903     caps->minAliasedLineWidth = 1.0f;
904     caps->maxAliasedLineWidth = 1.0f;
905
906     // Primitive count limits
907     caps->maxElementsIndices = GetMaximumDrawIndexedIndexCount(featureLevel);
908     caps->maxElementsVertices = GetMaximumDrawVertexCount(featureLevel);
909
910     // Program and shader binary formats (no supported shader binary formats)
911     caps->programBinaryFormats.push_back(GL_PROGRAM_BINARY_ANGLE);
912
913     // We do not wait for server fence objects internally, so report a max timeout of zero.
914     caps->maxServerWaitTimeout = 0;
915
916     // Vertex shader limits
917     caps->maxVertexAttributes = GetMaximumVertexInputSlots(featureLevel);
918     caps->maxVertexUniformComponents = GetMaximumVertexUniformVectors(featureLevel) * 4;
919     caps->maxVertexUniformVectors = GetMaximumVertexUniformVectors(featureLevel);
920     caps->maxVertexUniformBlocks = GetMaximumVertexUniformBlocks(featureLevel);
921     caps->maxVertexOutputComponents = GetMaximumVertexOutputVectors(featureLevel) * 4;
922     caps->maxVertexTextureImageUnits = GetMaximumVertexTextureUnits(featureLevel);
923
924     // Fragment shader limits
925     caps->maxFragmentUniformComponents = GetMaximumPixelUniformVectors(featureLevel) * 4;
926     caps->maxFragmentUniformVectors = GetMaximumPixelUniformVectors(featureLevel);
927     caps->maxFragmentUniformBlocks = GetMaximumPixelUniformBlocks(featureLevel);
928     caps->maxFragmentInputComponents = GetMaximumPixelInputVectors(featureLevel) * 4;
929     caps->maxTextureImageUnits = GetMaximumPixelTextureUnits(featureLevel);
930     caps->minProgramTexelOffset = GetMinimumTexelOffset(featureLevel);
931     caps->maxProgramTexelOffset = GetMaximumTexelOffset(featureLevel);
932
933     // Aggregate shader limits
934     caps->maxUniformBufferBindings = caps->maxVertexUniformBlocks + caps->maxFragmentUniformBlocks;
935     caps->maxUniformBlockSize = GetMaximumConstantBufferSize(featureLevel);
936
937     // Setting a large alignment forces uniform buffers to bind with zero offset
938     caps->uniformBufferOffsetAlignment = static_cast<GLuint>(std::numeric_limits<GLint>::max());
939
940     caps->maxCombinedUniformBlocks = caps->maxVertexUniformBlocks + caps->maxFragmentUniformBlocks;
941     caps->maxCombinedVertexUniformComponents = (static_cast<GLint64>(caps->maxVertexUniformBlocks) * static_cast<GLint64>(caps->maxUniformBlockSize / 4)) +
942                                                static_cast<GLint64>(caps->maxVertexUniformComponents);
943     caps->maxCombinedFragmentUniformComponents = (static_cast<GLint64>(caps->maxFragmentUniformBlocks) * static_cast<GLint64>(caps->maxUniformBlockSize / 4)) +
944                                                  static_cast<GLint64>(caps->maxFragmentUniformComponents);
945     caps->maxVaryingComponents = GetMaximumVertexOutputVectors(featureLevel) * 4;
946     caps->maxVaryingVectors = GetMaximumVertexOutputVectors(featureLevel);
947     caps->maxCombinedTextureImageUnits = caps->maxVertexTextureImageUnits + caps->maxTextureImageUnits;
948
949     // Transform feedback limits
950     caps->maxTransformFeedbackInterleavedComponents = GetMaximumStreamOutputInterleavedComponenets(featureLevel);
951     caps->maxTransformFeedbackSeparateAttributes = GetMaximumStreamOutputBuffers(featureLevel);
952     caps->maxTransformFeedbackSeparateComponents = GetMaximumStreamOutputSeparateCompeonents(featureLevel);
953
954     // GL extension support
955     extensions->setTextureExtensionSupport(*textureCapsMap);
956     extensions->elementIndexUint = true;
957     extensions->packedDepthStencil = true;
958     extensions->getProgramBinary = true;
959     extensions->rgb8rgba8 = true;
960     extensions->readFormatBGRA = true;
961     extensions->pixelBufferObject = true;
962     extensions->mapBuffer = true;
963     extensions->mapBufferRange = true;
964     extensions->textureNPOT = GetNPOTTextureSupport(featureLevel);
965     extensions->drawBuffers = GetMaximumSimultaneousRenderTargets(featureLevel) > 1;
966     extensions->textureStorage = true;
967     extensions->textureFilterAnisotropic = true;
968     extensions->maxTextureAnisotropy = GetMaximumAnisotropy(featureLevel);
969     extensions->occlusionQueryBoolean = GetOcclusionQuerySupport(featureLevel);
970     extensions->fence = GetEventQuerySupport(featureLevel);
971     extensions->timerQuery = false; // Unimplemented
972     extensions->robustness = true;
973     extensions->blendMinMax = true;
974     extensions->framebufferBlit = true;
975     extensions->framebufferMultisample = true;
976     extensions->maxSamples = maxSamples;
977     extensions->instancedArrays = GetInstancingSupport(featureLevel);
978     extensions->packReverseRowOrder = true;
979     extensions->standardDerivatives = GetDerivativeInstructionSupport(featureLevel);
980     extensions->shaderTextureLOD = true;
981     extensions->fragDepth = true;
982     extensions->textureUsage = true; // This could be false since it has no effect in D3D11
983     extensions->translatedShaderSource = true;
984 }
985
986 }
987
988 namespace d3d11
989 {
990
991 void MakeValidSize(bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset)
992 {
993     const DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format);
994
995     int upsampleCount = 0;
996     // Don't expand the size of full textures that are at least (blockWidth x blockHeight) already.
997     if (isImage || *requestWidth  < static_cast<GLsizei>(dxgiFormatInfo.blockWidth) ||
998                    *requestHeight < static_cast<GLsizei>(dxgiFormatInfo.blockHeight))
999     {
1000         while (*requestWidth % dxgiFormatInfo.blockWidth != 0 || *requestHeight % dxgiFormatInfo.blockHeight != 0)
1001         {
1002             *requestWidth <<= 1;
1003             *requestHeight <<= 1;
1004             upsampleCount++;
1005         }
1006     }
1007     *levelOffset = upsampleCount;
1008 }
1009
1010 void GenerateInitialTextureData(GLint internalFormat, GLuint width, GLuint height, GLuint depth,
1011                                 GLuint mipLevels, std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData,
1012                                 std::vector< std::vector<BYTE> > *outData)
1013 {
1014     const d3d11::TextureFormat &d3dFormatInfo = d3d11::GetTextureFormatInfo(internalFormat);
1015     ASSERT(d3dFormatInfo.dataInitializerFunction != NULL);
1016
1017     const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3dFormatInfo.texFormat);
1018
1019     outSubresourceData->resize(mipLevels);
1020     outData->resize(mipLevels);
1021
1022     for (unsigned int i = 0; i < mipLevels; i++)
1023     {
1024         unsigned int mipWidth = std::max(width >> i, 1U);
1025         unsigned int mipHeight = std::max(height >> i, 1U);
1026         unsigned int mipDepth = std::max(depth >> i, 1U);
1027
1028         unsigned int rowWidth = dxgiFormatInfo.pixelBytes * mipWidth;
1029         unsigned int imageSize = rowWidth * height;
1030
1031         outData->at(i).resize(rowWidth * mipHeight * mipDepth);
1032         d3dFormatInfo.dataInitializerFunction(mipWidth, mipHeight, mipDepth, outData->at(i).data(), rowWidth, imageSize);
1033
1034         outSubresourceData->at(i).pSysMem = outData->at(i).data();
1035         outSubresourceData->at(i).SysMemPitch = rowWidth;
1036         outSubresourceData->at(i).SysMemSlicePitch = imageSize;
1037     }
1038 }
1039
1040 void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v)
1041 {
1042     vertex->x = x;
1043     vertex->y = y;
1044     vertex->u = u;
1045     vertex->v = v;
1046 }
1047
1048 void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y,
1049                                       unsigned int layer, float u, float v, float s)
1050 {
1051     vertex->x = x;
1052     vertex->y = y;
1053     vertex->l = layer;
1054     vertex->u = u;
1055     vertex->v = v;
1056     vertex->s = s;
1057 }
1058
1059 HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name)
1060 {
1061 #if defined(_DEBUG)
1062     return resource->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name);
1063 #else
1064     return S_OK;
1065 #endif
1066 }
1067
1068 RenderTarget11 *GetAttachmentRenderTarget(gl::FramebufferAttachment *attachment)
1069 {
1070     RenderTarget *renderTarget = rx::GetAttachmentRenderTarget(attachment);
1071     return RenderTarget11::makeRenderTarget11(renderTarget);
1072 }
1073
1074 }
1075
1076 }