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//
// Copyright 2015 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.
//
// FeaturesGL.h: Features and workarounds for GL driver bugs and other issues.
#ifndef ANGLE_PLATFORM_FEATURESGL_H_
#define ANGLE_PLATFORM_FEATURESGL_H_
#include "platform/Feature.h"
namespace angle
{
struct FeaturesGL : FeatureSetBase
{
FeaturesGL();
~FeaturesGL();
// When writing a float to a normalized integer framebuffer, desktop OpenGL is allowed to write
// one of the two closest normalized integer representations (although round to nearest is
// preferred) (see section 2.3.5.2 of the GL 4.5 core specification). OpenGL ES requires that
// round-to-nearest is used (see "Conversion from Floating-Point to Framebuffer Fixed-Point" in
// section 2.1.2 of the OpenGL ES 2.0.25 spec). This issue only shows up on AMD drivers on
// framebuffer formats that have 1-bit alpha, work around this by using higher precision formats
// instead.
Feature avoid1BitAlphaTextureFormats = {"avoid_1_bit_alpha_texture_formats",
FeatureCategory::OpenGLWorkarounds,
"Issue with 1-bit alpha framebuffer formats", &members};
// On some older Intel drivers, GL_RGBA4 is not color renderable, glCheckFramebufferStatus
// returns GL_FRAMEBUFFER_UNSUPPORTED. Work around this by using a known color-renderable
// format.
Feature rgba4IsNotSupportedForColorRendering = {"rgba4_is_not_supported_for_color_rendering",
FeatureCategory::OpenGLWorkarounds,
"GL_RGBA4 is not color renderable", &members};
// When clearing a framebuffer on Intel or AMD drivers, when GL_FRAMEBUFFER_SRGB is enabled, the
// driver clears to the linearized clear color despite the framebuffer not supporting SRGB
// blending. It only seems to do this when the framebuffer has only linear attachments, mixed
// attachments appear to get the correct clear color.
Feature doesSRGBClearsOnLinearFramebufferAttachments = {
"does_srgb_clears_on_linear_framebuffer_attachments", FeatureCategory::OpenGLWorkarounds,
"Issue clearing framebuffers with linear attachments when GL_FRAMEBUFFER_SRGB is enabled",
&members};
// On Mac some GLSL constructs involving do-while loops cause GPU hangs, such as the following:
// int i = 1;
// do {
// i --;
// continue;
// } while (i > 0)
// Work around this by rewriting the do-while to use another GLSL construct (block + while)
Feature doWhileGLSLCausesGPUHang = {
"do_while_glsl_causes_gpu_hang", FeatureCategory::OpenGLWorkarounds,
"Some GLSL constructs involving do-while loops cause GPU hangs", &members,
"http://crbug.com/644669"};
// On Mac AMD GPU gl_VertexID in GLSL vertex shader doesn't include base vertex value,
// Work aronud this by replace gl_VertexID with (gl_VertexID - angle_BaseVertex) when
// angle_BaseVertex is present.
Feature addBaseVertexToVertexID = {
"vertex_id_does_not_include_base_vertex", FeatureCategory::OpenGLWorkarounds,
"gl_VertexID in GLSL vertex shader doesn't include base vertex value", &members};
// Calling glFinish doesn't cause all queries to report that the result is available on some
// (NVIDIA) drivers. It was found that enabling GL_DEBUG_OUTPUT_SYNCHRONOUS before the finish
// causes it to fully finish.
Feature finishDoesNotCauseQueriesToBeAvailable = {
"finish_does_not_cause_queries_to_be_available", FeatureCategory::OpenGLWorkarounds,
"glFinish doesn't cause all queries to report available result", &members};
// Always call useProgram after a successful link to avoid a driver bug.
// This workaround is meant to reproduce the use_current_program_after_successful_link
// workaround in Chromium (http://crbug.com/110263). It has been shown that this workaround is
// not necessary for MacOSX 10.9 and higher (http://crrev.com/39eb535b).
Feature alwaysCallUseProgramAfterLink = {
"always_call_use_program_after_link", FeatureCategory::OpenGLWorkarounds,
"Always call useProgram after a successful link to avoid a driver bug", &members,
"http://crbug.com/110263"};
// On NVIDIA, in the case of unpacking from a pixel unpack buffer, unpack overlapping rows row
// by row.
Feature unpackOverlappingRowsSeparatelyUnpackBuffer = {
"unpack_overlapping_rows_separately_unpack_buffer", FeatureCategory::OpenGLWorkarounds,
"In the case of unpacking from a pixel unpack buffer, unpack overlapping rows row by row",
&members};
// On NVIDIA, in the case of packing to a pixel pack buffer, pack overlapping rows row by row.
Feature packOverlappingRowsSeparatelyPackBuffer = {
"pack_overlapping_rows_separately_pack_buffer", FeatureCategory::OpenGLWorkarounds,
"In the case of packing to a pixel pack buffer, pack overlapping rows row by row",
&members};
// On NVIDIA, during initialization, assign the current vertex attributes to the spec-mandated
// defaults.
Feature initializeCurrentVertexAttributes = {
"initialize_current_vertex_attributes", FeatureCategory::OpenGLWorkarounds,
"During initialization, assign the current vertex attributes to the spec-mandated defaults",
&members};
// abs(i) where i is an integer returns unexpected result on Intel Mac.
// Emulate abs(i) with i * sign(i).
Feature emulateAbsIntFunction = {"emulate_abs_int_function", FeatureCategory::OpenGLWorkarounds,
"abs(i) where i is an integer returns unexpected result",
&members, "http://crbug.com/642227"};
// On Intel Mac, calculation of loop conditions in for and while loop has bug.
// Add "&& true" to the end of the condition expression to work around the bug.
Feature addAndTrueToLoopCondition = {
"add_and_true_to_loop_condition", FeatureCategory::OpenGLWorkarounds,
"Calculation of loop conditions in for and while loop has bug", &members};
// When uploading textures from an unpack buffer, some drivers count an extra row padding when
// checking if the pixel unpack buffer is big enough. Tracking bug: http://anglebug.com/1512
// For example considering the pixel buffer below where in memory, each row data (D) of the
// texture is followed by some unused data (the dots):
// +-------+--+
// |DDDDDDD|..|
// |DDDDDDD|..|
// |DDDDDDD|..|
// |DDDDDDD|..|
// +-------A--B
// The last pixel read will be A, but the driver will think it is B, causing it to generate an
// error when the pixel buffer is just big enough.
Feature unpackLastRowSeparatelyForPaddingInclusion = {
"unpack_last_row_separately_for_padding_inclusion", FeatureCategory::OpenGLWorkarounds,
"When uploading textures from an unpack buffer, some drivers count an extra row padding",
&members, "http://anglebug.com/1512"};
// Equivalent workaround when uploading data from a pixel pack buffer.
Feature packLastRowSeparatelyForPaddingInclusion = {
"pack_last_row_separately_for_padding_inclusion", FeatureCategory::OpenGLWorkarounds,
"When uploading textures from an pack buffer, some drivers count an extra row padding",
&members, "http://anglebug.com/1512"};
// On some Intel drivers, using isnan() on highp float will get wrong answer. To work around
// this bug, we use an expression to emulate function isnan().
// Tracking bug: http://crbug.com/650547
Feature emulateIsnanFloat = {"emulate_isnan_float", FeatureCategory::OpenGLWorkarounds,
"Using isnan() on highp float will get wrong answer", &members,
"http://crbug.com/650547"};
// On Mac with OpenGL version 4.1, unused std140 or shared uniform blocks will be
// treated as inactive which is not consistent with WebGL2.0 spec. Reference all members in a
// unused std140 or shared uniform block at the beginning of main to work around it.
// Also used on Linux AMD.
Feature useUnusedBlocksWithStandardOrSharedLayout = {
"use_unused_blocks_with_standard_or_shared_layout", FeatureCategory::OpenGLWorkarounds,
"Unused std140 or shared uniform blocks will be treated as inactive", &members};
// This flag is used to fix spec difference between GLSL 4.1 or lower and ESSL3.
Feature removeInvariantAndCentroidForESSL3 = {
"remove_invarient_and_centroid_for_essl3", FeatureCategory::OpenGLWorkarounds,
"Fix spec difference between GLSL 4.1 or lower and ESSL3", &members};
// On Intel Mac OSX 10.11 driver, using "-float" will get wrong answer. Use "0.0 - float" to
// replace "-float".
// Tracking bug: http://crbug.com/308366
Feature rewriteFloatUnaryMinusOperator = {
"rewrite_float_unary_minus_operator", FeatureCategory::OpenGLWorkarounds,
"Using '-<float>' will get wrong answer", &members, "http://crbug.com/308366"};
// On NVIDIA drivers, atan(y, x) may return a wrong answer.
// Tracking bug: http://crbug.com/672380
Feature emulateAtan2Float = {"emulate_atan_2_float", FeatureCategory::OpenGLWorkarounds,
"atan(y, x) may return a wrong answer", &members,
"http://crbug.com/672380"};
// Some drivers seem to forget about UBO bindings when using program binaries. Work around
// this by re-applying the bindings after the program binary is loaded or saved.
// This only seems to affect AMD OpenGL drivers, and some Android devices.
// http://anglebug.com/1637
Feature reapplyUBOBindingsAfterUsingBinaryProgram = {
"reapply_ubo_bindings_after_using_binary_program", FeatureCategory::OpenGLWorkarounds,
"Some drivers forget about UBO bindings when using program binaries", &members,
"http://anglebug.com/1637"};
// Some Linux OpenGL drivers return 0 when we query MAX_VERTEX_ATTRIB_STRIDE in an OpenGL 4.4 or
// higher context.
// This only seems to affect AMD OpenGL drivers.
// Tracking bug: http://anglebug.com/1936
Feature emulateMaxVertexAttribStride = {
"emulate_max_vertex_attrib_stride", FeatureCategory::OpenGLWorkarounds,
"Some drivers return 0 when MAX_VERTEX_ATTRIB_STRIED queried", &members,
"http://anglebug.com/1936"};
// Initializing uninitialized locals caused odd behavior on Android Qualcomm in a few WebGL 2
// tests. Tracking bug: http://anglebug.com/2046
Feature dontInitializeUninitializedLocals = {
"dont_initialize_uninitialized_locals", FeatureCategory::OpenGLWorkarounds,
"Initializing uninitialized locals caused odd behavior in a few WebGL 2 tests", &members,
"http://anglebug.com/2046"};
// On some NVIDIA drivers the point size range reported from the API is inconsistent with the
// actual behavior. Clamp the point size to the value from the API to fix this.
Feature clampPointSize = {
"clamp_point_size", FeatureCategory::OpenGLWorkarounds,
"The point size range reported from the API is inconsistent with the actual behavior",
&members};
// On some NVIDIA drivers certain types of GLSL arithmetic ops mixing vectors and scalars may be
// executed incorrectly. Change them in the shader translator. Tracking bug:
// http://crbug.com/772651
Feature rewriteVectorScalarArithmetic = {"rewrite_vector_scalar_arithmetic",
FeatureCategory::OpenGLWorkarounds,
"Certain types of GLSL arithmetic ops mixing vectors "
"and scalars may be executed incorrectly",
&members, "http://crbug.com/772651"};
// On some Android devices for loops used to initialize variables hit native GLSL compiler bugs.
Feature dontUseLoopsToInitializeVariables = {
"dont_use_loops_to_initialize_variables", FeatureCategory::OpenGLWorkarounds,
"For loops used to initialize variables hit native GLSL compiler bugs", &members,
"http://crbug.com/809422"};
// On some NVIDIA drivers gl_FragDepth is not clamped correctly when rendering to a floating
// point depth buffer. Clamp it in the translated shader to fix this.
Feature clampFragDepth = {
"clamp_frag_depth", FeatureCategory::OpenGLWorkarounds,
"gl_FragDepth is not clamped correctly when rendering to a floating point depth buffer",
&members};
// On some NVIDIA drivers before version 397.31 repeated assignment to swizzled values inside a
// GLSL user-defined function have incorrect results. Rewrite this type of statements to fix
// this.
Feature rewriteRepeatedAssignToSwizzled = {"rewrite_repeated_assign_to_swizzled",
FeatureCategory::OpenGLWorkarounds,
"Repeated assignment to swizzled values inside a "
"GLSL user-defined function have incorrect results",
&members};
// On some AMD and Intel GL drivers ARB_blend_func_extended does not pass the tests.
// It might be possible to work around the Intel bug by rewriting *FragData to *FragColor
// instead of disabling the functionality entirely. The AMD bug looked like incorrect blending,
// not sure if a workaround is feasible. http://anglebug.com/1085
Feature disableBlendFuncExtended = {
"disable_blend_func_extended", FeatureCategory::OpenGLWorkarounds,
"ARB_blend_func_extended does not pass the tests", &members, "http://anglebug.com/1085"};
// Qualcomm drivers returns raw sRGB values instead of linearized values when calling
// glReadPixels on unsized sRGB texture formats. http://crbug.com/550292 and
// http://crbug.com/565179
Feature unsizedsRGBReadPixelsDoesntTransform = {
"unsized_srgb_read_pixels_doesnt_transform", FeatureCategory::OpenGLWorkarounds,
"Drivers returning raw sRGB values instead of linearized values when calling glReadPixels "
"on unsized sRGB texture formats",
&members, "http://crbug.com/565179"};
// Older Qualcomm drivers generate errors when querying the number of bits in timer queries, ex:
// GetQueryivEXT(GL_TIME_ELAPSED, GL_QUERY_COUNTER_BITS). http://anglebug.com/3027
Feature queryCounterBitsGeneratesErrors = {
"query_counter_bits_generates_errors", FeatureCategory::OpenGLWorkarounds,
"Drivers generate errors when querying the number of bits in timer queries", &members,
"http://anglebug.com/3027"};
// Re-linking a program in parallel is buggy on some Intel Windows OpenGL drivers and Android
// platforms.
// http://anglebug.com/3045
Feature dontRelinkProgramsInParallel = {
"dont_relink_programs_in_parallel", FeatureCategory::OpenGLWorkarounds,
"Relinking a program in parallel is buggy", &members, "http://anglebug.com/3045"};
// Some tests have been seen to fail using worker contexts, this switch allows worker contexts
// to be disabled for some platforms. http://crbug.com/849576
Feature disableWorkerContexts = {"disable_worker_contexts", FeatureCategory::OpenGLWorkarounds,
"Some tests have been seen to fail using worker contexts",
&members, "http://crbug.com/849576"};
// Most Android devices fail to allocate a texture that is larger than 4096. Limit the caps
// instead of generating GL_OUT_OF_MEMORY errors. Also causes system to hang on some older
// intel mesa drivers on Linux.
Feature limitMaxTextureSizeTo4096 = {"max_texture_size_limit_4096",
FeatureCategory::OpenGLWorkarounds,
"Limit max texture size to 4096 to avoid frequent "
"out-of-memory errors",
&members, "http://crbug.com/927470"};
// Prevent excessive MSAA allocations on Android devices, various rendering bugs have been
// observed and they tend to be high DPI anyways. http://crbug.com/797243
Feature limitMaxMSAASamplesTo4 = {
"max_msaa_sample_count_4", FeatureCategory::OpenGLWorkarounds,
"Various rendering bugs have been observed when using higher MSAA counts", &members,
"http://crbug.com/797243"};
// Prefer to do the robust resource init clear using a glClear. Calls to TexSubImage2D on large
// textures can take hundreds of milliseconds because of slow uploads on macOS. Do this only on
// macOS because clears are buggy on other drivers.
// https://crbug.com/848952 (slow uploads on macOS)
// https://crbug.com/883276 (buggy clears on Android)
Feature allowClearForRobustResourceInit = {
"allow_clear_for_robust_resource_init", FeatureCategory::OpenGLWorkarounds,
"Using glClear for robust resource initialization is buggy on some drivers and leads to "
"texture corruption. Default to data uploads except on MacOS where it is very slow.",
&members, "http://crbug.com/883276"};
// Some drivers automatically handle out-of-bounds uniform array access but others need manual
// clamping to satisfy the WebGL requirements.
Feature clampArrayAccess = {"clamp_array_access", FeatureCategory::OpenGLWorkarounds,
"Clamp uniform array access to avoid reading invalid memory.",
&members, "http://anglebug.com/2978"};
// Reset glTexImage2D base level to workaround pixel comparison failure above Mac OS 10.12.4 on
// Intel Mac.
Feature resetTexImage2DBaseLevel = {"reset_teximage2d_base_level",
FeatureCategory::OpenGLWorkarounds,
"Reset texture base level before calling glTexImage2D to "
"work around pixel comparison failure.",
&members, "https://crbug.com/705865"};
// glClearColor does not always work on Intel 6xxx Mac drivers when the clear color made up of
// all zeros and ones.
Feature clearToZeroOrOneBroken = {
"clear_to_zero_or_one_broken", FeatureCategory::OpenGLWorkarounds,
"Clears when the clear color is all zeros or ones do not work.", &members,
"https://crbug.com/710443"};
// Some older Linux Intel mesa drivers will hang the system when allocating large textures. Fix
// this by capping the max texture size.
Feature limitMax3dArrayTextureSizeTo1024 = {
"max_3d_array_texture_size_1024", FeatureCategory::OpenGLWorkarounds,
"Limit max 3d texture size and max array texture layers to 1024 to avoid system hang",
&members, "http://crbug.com/927470"};
// BlitFramebuffer has issues on some platforms with large source/dest texture sizes. This
// workaround adjusts the destination rectangle source and dest rectangle to fit within maximum
// twice the size of the framebuffer.
Feature adjustSrcDstRegionBlitFramebuffer = {
"adjust_src_dst_region_for_blitframebuffer", FeatureCategory::OpenGLWorkarounds,
"Many platforms have issues with blitFramebuffer when the parameters are large.", &members,
"http://crbug.com/830046"};
// BlitFramebuffer has issues on Mac when the source bounds aren't enclosed by the framebuffer.
// This workaround clips the source region and adjust the dest region proportionally.
Feature clipSrcRegionBlitFramebuffer = {
"clip_src_region_for_blitframebuffer", FeatureCategory::OpenGLWorkarounds,
"Issues with blitFramebuffer when the parameters don't match the framebuffer size.",
&members, "http://crbug.com/830046"};
// Calling glTexImage2D with zero size generates GL errors
Feature resettingTexturesGeneratesErrors = {
"reset_texture_generates_errors", FeatureCategory::OpenGLWorkarounds,
"Calling glTexImage2D with zero size generates errors.", &members,
"http://anglebug.com/3859"};
// Mac Intel samples transparent black from GL_COMPRESSED_RGB_S3TC_DXT1_EXT
Feature rgbDXT1TexturesSampleZeroAlpha = {
"rgb_dxt1_textures_sample_zero_alpha", FeatureCategory::OpenGLWorkarounds,
"Sampling BLACK texels from RGB DXT1 textures returns transparent black on Mac.", &members,
"http://anglebug.com/3729"};
// Mac incorrectly executes both sides of && and || expressions when they should short-circuit.
Feature unfoldShortCircuits = {
"unfold_short_circuits", FeatureCategory::OpenGLWorkarounds,
"Mac incorrectly executes both sides of && and || expressions when they should "
"short-circuit.",
&members, "http://anglebug.com/482"};
Feature emulatePrimitiveRestartFixedIndex = {
"emulate_primitive_restart_fixed_index", FeatureCategory::OpenGLWorkarounds,
"When GL_PRIMITIVE_RESTART_FIXED_INDEX is not available, emulate it with "
"GL_PRIMITIVE_RESTART and glPrimitiveRestartIndex.",
&members, "http://anglebug.com/3997"};
// Dynamic indexing of swizzled l-values doesn't work correctly on various platforms.
Feature removeDynamicIndexingOfSwizzledVector = {
"remove_dynamic_indexing_of_swizzled_vector", FeatureCategory::OpenGLWorkarounds,
"Dynamic indexing of swizzled l-values doesn't work correctly on various platforms.",
&members, "http://crbug.com/709351"};
// Intel Mac drivers does not treat texelFetchOffset() correctly.
Feature preAddTexelFetchOffsets = {
"pre_add_texel_fetch_offsets", FeatureCategory::OpenGLWorkarounds,
"Intel Mac drivers mistakenly consider the parameter position of nagative vaule as invalid "
"even if the sum of position and offset is in range, so we need to add workarounds by "
"rewriting texelFetchOffset(sampler, position, lod, offset) into texelFetch(sampler, "
"position + offset, lod).",
&members, "http://crbug.com/642605"};
// All Mac drivers do not handle struct scopes correctly. This workaround overwrites a struct
// name with a unique prefix
Feature regenerateStructNames = {
"regenerate_struct_names", FeatureCategory::OpenGLWorkarounds,
"All Mac drivers do not handle struct scopes correctly. This workaround overwrites a struct"
"name with a unique prefix.",
&members, "http://crbug.com/403957"};
};
inline FeaturesGL::FeaturesGL() = default;
inline FeaturesGL::~FeaturesGL() = default;
} // namespace angle
#endif // ANGLE_PLATFORM_FEATURESGL_H_