Cached texture and event support on Renderer9.
TRAC #22232
Signed-off-by: Shannon Woods
Signed-off-by: Daniel Koch
Author: Geoff Lang
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1668 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer9.cpp b/src/libGLESv2/renderer/Renderer9.cpp
index 7fd4727..1405e2f 100644
--- a/src/libGLESv2/renderer/Renderer9.cpp
+++ b/src/libGLESv2/renderer/Renderer9.cpp
@@ -1,5 +1,5 @@
//
-// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
@@ -359,6 +359,104 @@
mVertexShaderCache.initialize(mDevice);
mPixelShaderCache.initialize(mDevice);
+ // Check occlusion query support
+ IDirect3DQuery9 *occlusionQuery = NULL;
+ if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
+ {
+ occlusionQuery->Release();
+ mOcclusionQuerySupport = true;
+ }
+ else
+ {
+ mOcclusionQuerySupport = false;
+ }
+
+ // Check event query support
+ IDirect3DQuery9 *eventQuery = NULL;
+ if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
+ {
+ eventQuery->Release();
+ mEventQuerySupport = true;
+ }
+ else
+ {
+ mEventQuerySupport = false;
+ }
+
+ D3DDISPLAYMODE currentDisplayMode;
+ mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode);
+
+ // Check vertex texture support
+ // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
+ // We test this using D3D9 by checking support for the R16F format.
+ mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
+ D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
+
+ // Check depth texture support
+ // we use INTZ for depth textures in Direct3D9
+ // we also want NULL texture support to ensure the we can make depth-only FBOs
+ // see http://aras-p.info/texts/D3D9GPUHacks.html
+ mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
+ D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
+ D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
+
+ // Check 32 bit floating point texture support
+ mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
+ D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
+ D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
+
+ mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
+ D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
+ D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
+
+ if (!mFloat32FilterSupport && !mFloat32RenderSupport)
+ {
+ mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
+ D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
+ D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
+ }
+ else
+ {
+ mFloat32TextureSupport = true;
+ }
+
+ // Check 16 bit floating point texture support
+ mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
+ D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
+ D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
+
+ mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
+ D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
+ D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
+
+ if (!mFloat16FilterSupport && !mFloat16RenderSupport)
+ {
+ mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
+ D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
+ D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
+ }
+ else
+ {
+ mFloat16TextureSupport = true;
+ }
+
+ // Check DXT texture support
+ mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
+ mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
+ mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
+
+ // Check luminance[alpha] texture support
+ mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
+ mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
+
initializeDevice();
return EGL_SUCCESS;
@@ -1991,114 +2089,46 @@
bool Renderer9::getDXT1TextureSupport()
{
- D3DDISPLAYMODE currentDisplayMode;
- mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode);
-
- return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
+ return mDXT1TextureSupport;
}
bool Renderer9::getDXT3TextureSupport()
{
- D3DDISPLAYMODE currentDisplayMode;
- mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode);
-
- return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
+ return mDXT3TextureSupport;
}
bool Renderer9::getDXT5TextureSupport()
{
- D3DDISPLAYMODE currentDisplayMode;
- mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode);
-
- return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
+ return mDXT5TextureSupport;
}
-// we use INTZ for depth textures in Direct3D9
-// we also want NULL texture support to ensure the we can make depth-only FBOs
-// see http://aras-p.info/texts/D3D9GPUHacks.html
bool Renderer9::getDepthTextureSupport() const
{
- D3DDISPLAYMODE currentDisplayMode;
- mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode);
-
- bool intz = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
- D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ));
- bool null = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
- D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
-
- return intz && null;
+ return mDepthTextureSupport;
}
bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
{
- D3DDISPLAYMODE currentDisplayMode;
- mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode);
-
- *filtering = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
- D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
- SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
- D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
-
- *renderable = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
- D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F))&&
- SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
- D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
-
- if (!*filtering && !*renderable)
- {
- return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
- D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
- SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
- D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
- }
- else
- {
- return true;
- }
+ *filtering = mFloat32FilterSupport;
+ *renderable = mFloat32RenderSupport;
+ return mFloat32TextureSupport;
}
bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
{
- D3DDISPLAYMODE currentDisplayMode;
- mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode);
-
- *filtering = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
- D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
- SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
- D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
-
- *renderable = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
- D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
- SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
- D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
-
- if (!*filtering && !*renderable)
- {
- return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
- D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
- SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
- D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
- }
- else
- {
- return true;
- }
+ *filtering = mFloat16FilterSupport;
+ *renderable = mFloat16RenderSupport;
+ return mFloat16TextureSupport;
}
bool Renderer9::getLuminanceTextureSupport()
{
- D3DDISPLAYMODE currentDisplayMode;
- mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode);
-
- return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
+ return mLuminanceTextureSupport;
}
bool Renderer9::getLuminanceAlphaTextureSupport()
{
- D3DDISPLAYMODE currentDisplayMode;
- mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode);
-
- return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
+ return mLuminanceAlphaTextureSupport;
}
bool Renderer9::getTextureFilterAnisotropySupport() const
@@ -2117,34 +2147,12 @@
bool Renderer9::getEventQuerySupport()
{
- IDirect3DQuery9 *query = allocateEventQuery();
- if (query)
- {
- freeEventQuery(query);
- return true;
- }
- else
- {
- return false;
- }
- return true;
+ return mEventQuerySupport;
}
-// Only Direct3D 10 ready devices support all the necessary vertex texture formats.
-// We test this using D3D9 by checking support for the R16F format.
bool Renderer9::getVertexTextureSupport() const
{
- if (!mDevice || mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(3, 0))
- {
- return false;
- }
-
- D3DDISPLAYMODE currentDisplayMode;
- mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode);
-
- HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F);
-
- return SUCCEEDED(result);
+ return mVertexTextureSupport;
}
bool Renderer9::getNonPower2TextureSupport() const
@@ -2154,22 +2162,7 @@
bool Renderer9::getOcclusionQuerySupport() const
{
- if (!mDevice)
- {
- return false;
- }
-
- IDirect3DQuery9 *query = NULL;
- HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &query);
- if (SUCCEEDED(result) && query)
- {
- query->Release();
- return true;
- }
- else
- {
- return false;
- }
+ return mOcclusionQuerySupport;
}
bool Renderer9::getInstancingSupport() const