| // |
| // 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_ |