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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/angle
Path: blob/main_old/include/platform/FeaturesD3D.h
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//
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// Copyright 2015 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// FeaturesD3D.h: Features and workarounds for D3D driver bugs and other issues.
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#ifndef ANGLE_PLATFORM_FEATURESD3D_H_
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#define ANGLE_PLATFORM_FEATURESD3D_H_
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#include "platform/Feature.h"
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namespace angle
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{
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// Workarounds attached to each shader. Do not need to expose information about these workarounds so
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// a simple bool struct suffices.
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struct CompilerWorkaroundsD3D
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{
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bool skipOptimization = false;
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bool useMaxOptimization = false;
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// IEEE strictness needs to be enabled for NANs to work.
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bool enableIEEEStrictness = false;
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};
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struct FeaturesD3D : FeatureSetBase
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{
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FeaturesD3D();
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~FeaturesD3D();
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// On some systems, having extra rendertargets than necessary slows down the shader.
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// We can fix this by optimizing those out of the shader. At the same time, we can
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// work around a bug on some nVidia drivers that they ignore "null" render targets
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// in D3D11, by compacting the active color attachments list to omit null entries.
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Feature mrtPerfWorkaround = {"mrt_perf_workaround", FeatureCategory::D3DWorkarounds,
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"Some drivers have a bug where they ignore null render targets",
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&members};
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Feature setDataFasterThanImageUpload = {"set_data_faster_than_image_upload",
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FeatureCategory::D3DWorkarounds,
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"Set data faster than image upload", &members};
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// Some renderers can't disable mipmaps on a mipmapped texture (i.e. solely sample from level
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// zero, and ignore the other levels). D3D11 Feature Level 10+ does this by setting MaxLOD to
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// 0.0f in the Sampler state. D3D9 sets D3DSAMP_MIPFILTER to D3DTEXF_NONE. There is no
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// equivalent to this in D3D11 Feature Level 9_3. This causes problems when (for example) an
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// application creates a mipmapped texture2D, but sets GL_TEXTURE_MIN_FILTER to GL_NEAREST
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// (i.e disables mipmaps). To work around this, D3D11 FL9_3 has to create two copies of the
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// texture. The textures' level zeros are identical, but only one texture has mips.
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Feature zeroMaxLodWorkaround = {"zero_max_lod", FeatureCategory::D3DWorkarounds,
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"Missing an option to disable mipmaps on a mipmapped texture",
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&members};
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// Some renderers do not support Geometry Shaders so the Geometry Shader-based PointSprite
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// emulation will not work. To work around this, D3D11 FL9_3 has to use a different pointsprite
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// emulation that is implemented using instanced quads.
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Feature useInstancedPointSpriteEmulation = {
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"use_instanced_point_sprite_emulation", FeatureCategory::D3DWorkarounds,
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"Some D3D11 renderers do not support geometry shaders for pointsprite emulation", &members};
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// A bug fixed in NVIDIA driver version 347.88 < x <= 368.81 triggers a TDR when using
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// CopySubresourceRegion from a staging texture to a depth/stencil in D3D11. The workaround
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// is to use UpdateSubresource to trigger an extra copy. We disable this workaround on newer
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// NVIDIA driver versions because of a second driver bug present with the workaround enabled.
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// (See: http://anglebug.com/1452)
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Feature depthStencilBlitExtraCopy = {
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"depth_stencil_blit_extra_copy", FeatureCategory::D3DWorkarounds,
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"Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging "
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"texture to a depth/stencil",
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&members, "http://anglebug.com/1452"};
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// The HLSL optimizer has a bug with optimizing "pow" in certain integer-valued expressions.
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// We can work around this by expanding the pow into a series of multiplies if we're running
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// under the affected compiler.
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Feature expandIntegerPowExpressions = {
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"expand_integer_pow_expressions", FeatureCategory::D3DWorkarounds,
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"The HLSL optimizer has a bug with optimizing 'pow' in certain integer-valued expressions",
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&members};
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// NVIDIA drivers sometimes write out-of-order results to StreamOut buffers when transform
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// feedback is used to repeatedly write to the same buffer positions.
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Feature flushAfterEndingTransformFeedback = {
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"flush_after_ending_transform_feedback", FeatureCategory::D3DWorkarounds,
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"Some drivers sometimes write out-of-order results to StreamOut buffers when transform "
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"feedback is used to repeatedly write to the same buffer positions",
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&members};
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// Some drivers (NVIDIA) do not take into account the base level of the texture in the results
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// of the HLSL GetDimensions builtin.
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Feature getDimensionsIgnoresBaseLevel = {
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"get_dimensions_ignores_base_level", FeatureCategory::D3DWorkarounds,
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"Some drivers do not take into account the base level of the "
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"texture in the results of the HLSL GetDimensions builtin",
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&members};
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// On some Intel drivers, HLSL's function texture.Load returns 0 when the parameter Location
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// is negative, even if the sum of Offset and Location is in range. This may cause errors when
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// translating GLSL's function texelFetchOffset into texture.Load, as it is valid for
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// texelFetchOffset to use negative texture coordinates as its parameter P when the sum of P
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// and Offset is in range. To work around this, we translate texelFetchOffset into texelFetch
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// by adding Offset directly to Location before reading the texture.
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Feature preAddTexelFetchOffsets = {
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"pre_add_texel_fetch_offsets", FeatureCategory::D3DWorkarounds,
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"HLSL's function texture.Load returns 0 when the parameter Location is negative, even if "
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"the sum of Offset and Location is in range",
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&members};
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// On some AMD drivers, 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly.
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// We can work around this bug by doing an internal blit to a temporary single-channel texture
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// before we sample.
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Feature emulateTinyStencilTextures = {
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"emulate_tiny_stencil_textures", FeatureCategory::D3DWorkarounds,
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"1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly", &members};
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// In Intel driver, the data with format DXGI_FORMAT_B5G6R5_UNORM will be parsed incorrectly.
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// This workaroud will disable B5G6R5 support when it's Intel driver. By default, it will use
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// R8G8B8A8 format. This bug is fixed in version 4539 on Intel drivers.
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// On older AMD drivers, the data in DXGI_FORMAT_B5G6R5_UNORM becomes corrupted for unknown
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// reasons.
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Feature disableB5G6R5Support = {"disable_b5g6r5_support", FeatureCategory::D3DWorkarounds,
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"Textures with the format "
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"DXGI_FORMAT_B5G6R5_UNORM have incorrect data",
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&members};
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// On some Intel drivers, evaluating unary minus operator on integer may get wrong answer in
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// vertex shaders. To work around this bug, we translate -(int) into ~(int)+1.
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// This driver bug is fixed in 20.19.15.4624.
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Feature rewriteUnaryMinusOperator = {
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"rewrite_unary_minus_operator", FeatureCategory::D3DWorkarounds,
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"Evaluating unary minus operator on integer may get wrong answer in vertex shaders",
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&members};
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// On some Intel drivers, using isnan() on highp float will get wrong answer. To work around
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// this bug, we use an expression to emulate function isnan().
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// Tracking bug: https://crbug.com/650547
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// This driver bug is fixed in 21.20.16.4542.
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Feature emulateIsnanFloat = {"emulate_isnan_float", FeatureCategory::D3DWorkarounds,
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"Using isnan() on highp float will get wrong answer", &members,
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"https://crbug.com/650547"};
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// On some Intel drivers, using clear() may not take effect. To work around this bug, we call
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// clear() twice on these platforms.
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// Tracking bug: https://crbug.com/655534
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Feature callClearTwice = {"call_clear_twice", FeatureCategory::D3DWorkarounds,
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"Using clear() may not take effect", &members,
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"https://crbug.com/655534"};
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// On some Intel drivers, copying from staging storage to constant buffer storage does not
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// seem to work. Work around this by keeping system memory storage as a canonical reference
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// for buffer data.
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// D3D11-only workaround. See http://crbug.com/593024.
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Feature useSystemMemoryForConstantBuffers = {"use_system_memory_for_constant_buffers",
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FeatureCategory::D3DWorkarounds,
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"Copying from staging storage to constant buffer "
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"storage does not work",
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&members, "https://crbug.com/593024"};
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// This workaround is for the ANGLE_multiview extension. If enabled the viewport or render
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// target slice will be selected in the geometry shader stage. The workaround flag is added to
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// make it possible to select the code path in end2end and performance tests.
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Feature selectViewInGeometryShader = {
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"select_view_in_geometry_shader", FeatureCategory::D3DWorkarounds,
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"The viewport or render target slice will be selected in the geometry shader stage for "
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"the ANGLE_multiview extension",
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&members};
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// When rendering with no render target on D3D, two bugs lead to incorrect behavior on Intel
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// drivers < 4815. The rendering samples always pass neglecting discard statements in pixel
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// shader.
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// 1. If rendertarget is not set, the pixel shader will be recompiled to drop 'SV_TARGET'.
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// When using a pixel shader with no 'SV_TARGET' in a draw, the pixels are always generated even
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// if they should be discard by 'discard' statements.
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// 2. If ID3D11BlendState.RenderTarget[].RenderTargetWriteMask is 0 and rendertarget is not set,
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// then rendering samples also pass neglecting discard statements in pixel shader.
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// So we add a mock texture as render target in such case. See http://anglebug.com/2152
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Feature addMockTextureNoRenderTarget = {
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"add_mock_texture_no_render_target", FeatureCategory::D3DWorkarounds,
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"On some drivers when rendering with no render target, two bugs lead to incorrect behavior",
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&members, "http://anglebug.com/2152"};
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// Don't use D3D constant register zero when allocating space for uniforms in the vertex shader.
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// This is targeted to work around a bug in NVIDIA D3D driver version 388.59 where in very
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// specific cases the driver would not handle constant register zero correctly.
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Feature skipVSConstantRegisterZero = {
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"skip_vs_constant_register_zero", FeatureCategory::D3DWorkarounds,
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"In specific cases the driver doesn't handle constant register zero correctly", &members};
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// Forces the value returned from an atomic operations to be always be resolved. This is
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// targeted to workaround a bug in NVIDIA D3D driver where the return value from
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// RWByteAddressBuffer.InterlockedAdd does not get resolved when used in the .yzw components of
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// a RWByteAddressBuffer.Store operation. Only has an effect on HLSL translation.
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// http://anglebug.com/3246
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Feature forceAtomicValueResolution = {
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"force_atomic_value_resolution", FeatureCategory::D3DWorkarounds,
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"On some drivers the return value from RWByteAddressBuffer.InterlockedAdd does not resolve "
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"when used in the .yzw components of a RWByteAddressBuffer.Store operation",
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&members, "http://anglebug.com/3246"};
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// Match chromium's robust resource init behaviour by always prefering to upload texture data
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// instead of clearing. Clear calls have been observed to cause texture corruption for some
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// formats.
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Feature allowClearForRobustResourceInit = {
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"allow_clear_for_robust_resource_init", FeatureCategory::D3DWorkarounds,
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"Some drivers corrupt texture data when clearing for robust resource initialization.",
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&members, "http://crbug.com/941620"};
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// Allow translating uniform block to StructuredBuffer. This is targeted to work around a slow
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// fxc compile performance issue with dynamic uniform indexing. http://anglebug.com/3682
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Feature allowTranslateUniformBlockToStructuredBuffer = {
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"allow_translate_uniform_block_to_structured_buffer", FeatureCategory::D3DWorkarounds,
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"There is a slow fxc compile performance issue with dynamic uniform indexing if "
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"translating a uniform block with a large array member to cbuffer.",
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&members, "http://anglebug.com/3682"};
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Feature allowES3OnFL10_0 = {"allowES3OnFL10_0", FeatureCategory::D3DWorkarounds,
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"Allow ES3 on 10.0 devices", &members};
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};
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inline FeaturesD3D::FeaturesD3D() = default;
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inline FeaturesD3D::~FeaturesD3D() = default;
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} // namespace angle
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#endif // ANGLE_PLATFORM_FEATURESD3D_H_
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