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GitHub Repository: PojavLauncherTeam/angle
Path: blob/main_old/include/platform/FeaturesGL.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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// FeaturesGL.h: Features and workarounds for GL driver bugs and other issues.
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#ifndef ANGLE_PLATFORM_FEATURESGL_H_
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#define ANGLE_PLATFORM_FEATURESGL_H_
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#include "platform/Feature.h"
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namespace angle
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{
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struct FeaturesGL : FeatureSetBase
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{
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FeaturesGL();
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~FeaturesGL();
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// When writing a float to a normalized integer framebuffer, desktop OpenGL is allowed to write
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// one of the two closest normalized integer representations (although round to nearest is
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// preferred) (see section 2.3.5.2 of the GL 4.5 core specification). OpenGL ES requires that
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// round-to-nearest is used (see "Conversion from Floating-Point to Framebuffer Fixed-Point" in
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// section 2.1.2 of the OpenGL ES 2.0.25 spec). This issue only shows up on AMD drivers on
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// framebuffer formats that have 1-bit alpha, work around this by using higher precision formats
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// instead.
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Feature avoid1BitAlphaTextureFormats = {"avoid_1_bit_alpha_texture_formats",
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FeatureCategory::OpenGLWorkarounds,
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"Issue with 1-bit alpha framebuffer formats", &members};
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// On some older Intel drivers, GL_RGBA4 is not color renderable, glCheckFramebufferStatus
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// returns GL_FRAMEBUFFER_UNSUPPORTED. Work around this by using a known color-renderable
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// format.
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Feature rgba4IsNotSupportedForColorRendering = {"rgba4_is_not_supported_for_color_rendering",
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FeatureCategory::OpenGLWorkarounds,
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"GL_RGBA4 is not color renderable", &members};
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// Newer Intel GPUs natively support ETC2/EAC compressed texture formats.
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Feature allowEtcFormats = {"allow_etc_formats", FeatureCategory::OpenGLWorkarounds,
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"Enable ETC2/EAC on desktop OpenGL", &members};
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// When clearing a framebuffer on Intel or AMD drivers, when GL_FRAMEBUFFER_SRGB is enabled, the
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// driver clears to the linearized clear color despite the framebuffer not supporting SRGB
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// blending. It only seems to do this when the framebuffer has only linear attachments, mixed
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// attachments appear to get the correct clear color.
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Feature doesSRGBClearsOnLinearFramebufferAttachments = {
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"does_srgb_clears_on_linear_framebuffer_attachments", FeatureCategory::OpenGLWorkarounds,
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"Issue clearing framebuffers with linear attachments when GL_FRAMEBUFFER_SRGB is enabled",
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&members};
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// On Mac some GLSL constructs involving do-while loops cause GPU hangs, such as the following:
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// int i = 1;
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// do {
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// i --;
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// continue;
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// } while (i > 0)
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// Work around this by rewriting the do-while to use another GLSL construct (block + while)
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Feature doWhileGLSLCausesGPUHang = {
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"do_while_glsl_causes_gpu_hang", FeatureCategory::OpenGLWorkarounds,
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"Some GLSL constructs involving do-while loops cause GPU hangs", &members,
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"http://crbug.com/644669"};
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// On Mac AMD GPU gl_VertexID in GLSL vertex shader doesn't include base vertex value,
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// Work aronud this by replace gl_VertexID with (gl_VertexID - angle_BaseVertex) when
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// angle_BaseVertex is present.
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Feature addBaseVertexToVertexID = {
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"vertex_id_does_not_include_base_vertex", FeatureCategory::OpenGLWorkarounds,
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"gl_VertexID in GLSL vertex shader doesn't include base vertex value", &members};
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// Calling glFinish doesn't cause all queries to report that the result is available on some
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// (NVIDIA) drivers. It was found that enabling GL_DEBUG_OUTPUT_SYNCHRONOUS before the finish
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// causes it to fully finish.
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Feature finishDoesNotCauseQueriesToBeAvailable = {
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"finish_does_not_cause_queries_to_be_available", FeatureCategory::OpenGLWorkarounds,
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"glFinish doesn't cause all queries to report available result", &members};
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// Always call useProgram after a successful link to avoid a driver bug.
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// This workaround is meant to reproduce the use_current_program_after_successful_link
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// workaround in Chromium (http://crbug.com/110263). It has been shown that this workaround is
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// not necessary for MacOSX 10.9 and higher (http://crrev.com/39eb535b).
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Feature alwaysCallUseProgramAfterLink = {
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"always_call_use_program_after_link", FeatureCategory::OpenGLWorkarounds,
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"Always call useProgram after a successful link to avoid a driver bug", &members,
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"http://crbug.com/110263"};
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// On NVIDIA, in the case of unpacking from a pixel unpack buffer, unpack overlapping rows row
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// by row.
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Feature unpackOverlappingRowsSeparatelyUnpackBuffer = {
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"unpack_overlapping_rows_separately_unpack_buffer", FeatureCategory::OpenGLWorkarounds,
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"In the case of unpacking from a pixel unpack buffer, unpack overlapping rows row by row",
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&members};
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// On NVIDIA, in the case of packing to a pixel pack buffer, pack overlapping rows row by row.
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Feature packOverlappingRowsSeparatelyPackBuffer = {
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"pack_overlapping_rows_separately_pack_buffer", FeatureCategory::OpenGLWorkarounds,
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"In the case of packing to a pixel pack buffer, pack overlapping rows row by row",
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&members};
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// On NVIDIA, during initialization, assign the current vertex attributes to the spec-mandated
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// defaults.
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Feature initializeCurrentVertexAttributes = {
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"initialize_current_vertex_attributes", FeatureCategory::OpenGLWorkarounds,
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"During initialization, assign the current vertex attributes to the spec-mandated defaults",
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&members};
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// abs(i) where i is an integer returns unexpected result on Intel Mac.
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// Emulate abs(i) with i * sign(i).
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Feature emulateAbsIntFunction = {"emulate_abs_int_function", FeatureCategory::OpenGLWorkarounds,
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"abs(i) where i is an integer returns unexpected result",
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&members, "http://crbug.com/642227"};
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// On Intel Mac, calculation of loop conditions in for and while loop has bug.
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// Add "&& true" to the end of the condition expression to work around the bug.
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Feature addAndTrueToLoopCondition = {
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"add_and_true_to_loop_condition", FeatureCategory::OpenGLWorkarounds,
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"Calculation of loop conditions in for and while loop has bug", &members};
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// When uploading textures from an unpack buffer, some drivers count an extra row padding when
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// checking if the pixel unpack buffer is big enough. Tracking bug: http://anglebug.com/1512
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// For example considering the pixel buffer below where in memory, each row data (D) of the
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// texture is followed by some unused data (the dots):
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// +-------+--+
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// |DDDDDDD|..|
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// |DDDDDDD|..|
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// |DDDDDDD|..|
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// |DDDDDDD|..|
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// +-------A--B
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// The last pixel read will be A, but the driver will think it is B, causing it to generate an
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// error when the pixel buffer is just big enough.
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Feature unpackLastRowSeparatelyForPaddingInclusion = {
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"unpack_last_row_separately_for_padding_inclusion", FeatureCategory::OpenGLWorkarounds,
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"When uploading textures from an unpack buffer, some drivers count an extra row padding",
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&members, "http://anglebug.com/1512"};
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// Equivalent workaround when uploading data from a pixel pack buffer.
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Feature packLastRowSeparatelyForPaddingInclusion = {
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"pack_last_row_separately_for_padding_inclusion", FeatureCategory::OpenGLWorkarounds,
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"When uploading textures from an pack buffer, some drivers count an extra row padding",
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&members, "http://anglebug.com/1512"};
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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: http://crbug.com/650547
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Feature emulateIsnanFloat = {"emulate_isnan_float", FeatureCategory::OpenGLWorkarounds,
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"Using isnan() on highp float will get wrong answer", &members,
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"http://crbug.com/650547"};
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// On Mac with OpenGL version 4.1, unused std140 or shared uniform blocks will be
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// treated as inactive which is not consistent with WebGL2.0 spec. Reference all members in a
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// unused std140 or shared uniform block at the beginning of main to work around it.
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// Also used on Linux AMD.
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Feature useUnusedBlocksWithStandardOrSharedLayout = {
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"use_unused_blocks_with_standard_or_shared_layout", FeatureCategory::OpenGLWorkarounds,
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"Unused std140 or shared uniform blocks will be treated as inactive", &members};
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// This flag is used to fix spec difference between GLSL 4.1 or lower and ESSL3.
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Feature removeInvariantAndCentroidForESSL3 = {
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"remove_invarient_and_centroid_for_essl3", FeatureCategory::OpenGLWorkarounds,
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"Fix spec difference between GLSL 4.1 or lower and ESSL3", &members};
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// On Intel Mac OSX 10.11 driver, using "-float" will get wrong answer. Use "0.0 - float" to
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// replace "-float".
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// Tracking bug: http://crbug.com/308366
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Feature rewriteFloatUnaryMinusOperator = {
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"rewrite_float_unary_minus_operator", FeatureCategory::OpenGLWorkarounds,
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"Using '-<float>' will get wrong answer", &members, "http://crbug.com/308366"};
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// On NVIDIA drivers, atan(y, x) may return a wrong answer.
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// Tracking bug: http://crbug.com/672380
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Feature emulateAtan2Float = {"emulate_atan_2_float", FeatureCategory::OpenGLWorkarounds,
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"atan(y, x) may return a wrong answer", &members,
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"http://crbug.com/672380"};
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// Some drivers seem to forget about UBO bindings when using program binaries. Work around
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// this by re-applying the bindings after the program binary is loaded or saved.
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// This only seems to affect AMD OpenGL drivers, and some Android devices.
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// http://anglebug.com/1637
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Feature reapplyUBOBindingsAfterUsingBinaryProgram = {
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"reapply_ubo_bindings_after_using_binary_program", FeatureCategory::OpenGLWorkarounds,
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"Some drivers forget about UBO bindings when using program binaries", &members,
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"http://anglebug.com/1637"};
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// Some Linux OpenGL drivers return 0 when we query MAX_VERTEX_ATTRIB_STRIDE in an OpenGL 4.4 or
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// higher context.
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// This only seems to affect AMD OpenGL drivers.
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// Tracking bug: http://anglebug.com/1936
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Feature emulateMaxVertexAttribStride = {
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"emulate_max_vertex_attrib_stride", FeatureCategory::OpenGLWorkarounds,
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"Some drivers return 0 when MAX_VERTEX_ATTRIB_STRIED queried", &members,
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"http://anglebug.com/1936"};
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// Initializing uninitialized locals caused odd behavior on Android Qualcomm in a few WebGL 2
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// tests. Tracking bug: http://anglebug.com/2046
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Feature dontInitializeUninitializedLocals = {
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"dont_initialize_uninitialized_locals", FeatureCategory::OpenGLWorkarounds,
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"Initializing uninitialized locals caused odd behavior in a few WebGL 2 tests", &members,
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"http://anglebug.com/2046"};
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// On some NVIDIA drivers the point size range reported from the API is inconsistent with the
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// actual behavior. Clamp the point size to the value from the API to fix this.
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Feature clampPointSize = {
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"clamp_point_size", FeatureCategory::OpenGLWorkarounds,
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"The point size range reported from the API is inconsistent with the actual behavior",
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&members};
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// On some Android devices for loops used to initialize variables hit native GLSL compiler bugs.
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Feature dontUseLoopsToInitializeVariables = {
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"dont_use_loops_to_initialize_variables", FeatureCategory::OpenGLWorkarounds,
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"For loops used to initialize variables hit native GLSL compiler bugs", &members,
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"http://crbug.com/809422"};
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// On some NVIDIA drivers gl_FragDepth is not clamped correctly when rendering to a floating
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// point depth buffer. Clamp it in the translated shader to fix this.
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Feature clampFragDepth = {
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"clamp_frag_depth", FeatureCategory::OpenGLWorkarounds,
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"gl_FragDepth is not clamped correctly when rendering to a floating point depth buffer",
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&members};
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// On some NVIDIA drivers before version 397.31 repeated assignment to swizzled values inside a
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// GLSL user-defined function have incorrect results. Rewrite this type of statements to fix
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// this.
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Feature rewriteRepeatedAssignToSwizzled = {"rewrite_repeated_assign_to_swizzled",
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FeatureCategory::OpenGLWorkarounds,
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"Repeated assignment to swizzled values inside a "
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"GLSL user-defined function have incorrect results",
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&members};
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// On some AMD and Intel GL drivers ARB_blend_func_extended does not pass the tests.
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// It might be possible to work around the Intel bug by rewriting *FragData to *FragColor
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// instead of disabling the functionality entirely. The AMD bug looked like incorrect blending,
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// not sure if a workaround is feasible. http://anglebug.com/1085
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Feature disableBlendFuncExtended = {
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"disable_blend_func_extended", FeatureCategory::OpenGLWorkarounds,
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"ARB_blend_func_extended does not pass the tests", &members, "http://anglebug.com/1085"};
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// Qualcomm drivers returns raw sRGB values instead of linearized values when calling
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// glReadPixels on unsized sRGB texture formats. http://crbug.com/550292 and
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// http://crbug.com/565179
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Feature unsizedsRGBReadPixelsDoesntTransform = {
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"unsized_srgb_read_pixels_doesnt_transform", FeatureCategory::OpenGLWorkarounds,
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"Drivers returning raw sRGB values instead of linearized values when calling glReadPixels "
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"on unsized sRGB texture formats",
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&members, "http://crbug.com/565179"};
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// Older Qualcomm drivers generate errors when querying the number of bits in timer queries, ex:
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// GetQueryivEXT(GL_TIME_ELAPSED, GL_QUERY_COUNTER_BITS). http://anglebug.com/3027
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Feature queryCounterBitsGeneratesErrors = {
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"query_counter_bits_generates_errors", FeatureCategory::OpenGLWorkarounds,
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"Drivers generate errors when querying the number of bits in timer queries", &members,
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"http://anglebug.com/3027"};
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// Re-linking a program in parallel is buggy on some Intel Windows OpenGL drivers and Android
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// platforms.
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// http://anglebug.com/3045
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Feature dontRelinkProgramsInParallel = {
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"dont_relink_programs_in_parallel", FeatureCategory::OpenGLWorkarounds,
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"Relinking a program in parallel is buggy", &members, "http://anglebug.com/3045"};
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// Some tests have been seen to fail using worker contexts, this switch allows worker contexts
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// to be disabled for some platforms. http://crbug.com/849576
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Feature disableWorkerContexts = {"disable_worker_contexts", FeatureCategory::OpenGLWorkarounds,
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"Some tests have been seen to fail using worker contexts",
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&members, "http://crbug.com/849576"};
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// Most Android devices fail to allocate a texture that is larger than 4096. Limit the caps
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// instead of generating GL_OUT_OF_MEMORY errors. Also causes system to hang on some older
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// intel mesa drivers on Linux.
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Feature limitMaxTextureSizeTo4096 = {"max_texture_size_limit_4096",
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FeatureCategory::OpenGLWorkarounds,
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"Limit max texture size to 4096 to avoid frequent "
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"out-of-memory errors",
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&members, "http://crbug.com/927470"};
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// Prevent excessive MSAA allocations on Android devices, various rendering bugs have been
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// observed and they tend to be high DPI anyways. http://crbug.com/797243
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Feature limitMaxMSAASamplesTo4 = {
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"max_msaa_sample_count_4", FeatureCategory::OpenGLWorkarounds,
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"Various rendering bugs have been observed when using higher MSAA counts", &members,
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"http://crbug.com/797243"};
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// Prefer to do the robust resource init clear using a glClear. Calls to TexSubImage2D on large
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// textures can take hundreds of milliseconds because of slow uploads on macOS. Do this only on
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// macOS because clears are buggy on other drivers.
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// https://crbug.com/848952 (slow uploads on macOS)
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// https://crbug.com/883276 (buggy clears on Android)
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Feature allowClearForRobustResourceInit = {
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"allow_clear_for_robust_resource_init", FeatureCategory::OpenGLWorkarounds,
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"Using glClear for robust resource initialization is buggy on some drivers and leads to "
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"texture corruption. Default to data uploads except on MacOS where it is very slow.",
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&members, "http://crbug.com/883276"};
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// Some drivers automatically handle out-of-bounds uniform array access but others need manual
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// clamping to satisfy the WebGL requirements.
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Feature clampArrayAccess = {"clamp_array_access", FeatureCategory::OpenGLWorkarounds,
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"Clamp uniform array access to avoid reading invalid memory.",
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&members, "http://anglebug.com/2978"};
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// Reset glTexImage2D base level to workaround pixel comparison failure above Mac OS 10.12.4 on
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// Intel Mac.
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Feature resetTexImage2DBaseLevel = {"reset_teximage2d_base_level",
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FeatureCategory::OpenGLWorkarounds,
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"Reset texture base level before calling glTexImage2D to "
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"work around pixel comparison failure.",
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&members, "https://crbug.com/705865"};
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// glClearColor does not always work on Intel 6xxx Mac drivers when the clear color made up of
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// all zeros and ones.
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Feature clearToZeroOrOneBroken = {
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"clear_to_zero_or_one_broken", FeatureCategory::OpenGLWorkarounds,
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"Clears when the clear color is all zeros or ones do not work.", &members,
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"https://crbug.com/710443"};
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// Some older Linux Intel mesa drivers will hang the system when allocating large textures. Fix
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// this by capping the max texture size.
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Feature limitMax3dArrayTextureSizeTo1024 = {
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"max_3d_array_texture_size_1024", FeatureCategory::OpenGLWorkarounds,
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"Limit max 3d texture size and max array texture layers to 1024 to avoid system hang",
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&members, "http://crbug.com/927470"};
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// BlitFramebuffer has issues on some platforms with large source/dest texture sizes. This
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// workaround adjusts the destination rectangle source and dest rectangle to fit within maximum
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// twice the size of the framebuffer.
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Feature adjustSrcDstRegionBlitFramebuffer = {
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"adjust_src_dst_region_for_blitframebuffer", FeatureCategory::OpenGLWorkarounds,
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"Many platforms have issues with blitFramebuffer when the parameters are large.", &members,
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"http://crbug.com/830046"};
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// BlitFramebuffer has issues on Mac when the source bounds aren't enclosed by the framebuffer.
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// This workaround clips the source region and adjust the dest region proportionally.
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Feature clipSrcRegionBlitFramebuffer = {
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"clip_src_region_for_blitframebuffer", FeatureCategory::OpenGLWorkarounds,
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"Issues with blitFramebuffer when the parameters don't match the framebuffer size.",
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&members, "http://crbug.com/830046"};
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// Mac Intel samples transparent black from GL_COMPRESSED_RGB_S3TC_DXT1_EXT
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Feature rgbDXT1TexturesSampleZeroAlpha = {
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"rgb_dxt1_textures_sample_zero_alpha", FeatureCategory::OpenGLWorkarounds,
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"Sampling BLACK texels from RGB DXT1 textures returns transparent black on Mac.", &members,
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"http://anglebug.com/3729"};
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// Mac incorrectly executes both sides of && and || expressions when they should short-circuit.
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Feature unfoldShortCircuits = {
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"unfold_short_circuits", FeatureCategory::OpenGLWorkarounds,
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"Mac incorrectly executes both sides of && and || expressions when they should "
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"short-circuit.",
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&members, "http://anglebug.com/482"};
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Feature emulatePrimitiveRestartFixedIndex = {
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"emulate_primitive_restart_fixed_index", FeatureCategory::OpenGLWorkarounds,
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"When GL_PRIMITIVE_RESTART_FIXED_INDEX is not available, emulate it with "
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"GL_PRIMITIVE_RESTART and glPrimitiveRestartIndex.",
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&members, "http://anglebug.com/3997"};
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Feature setPrimitiveRestartFixedIndexForDrawArrays = {
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"set_primitive_restart_fixed_index_for_draw_arrays", FeatureCategory::OpenGLWorkarounds,
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"Some drivers discard vertex data in DrawArrays calls when the fixed primitive restart "
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"index is within the number of primitives being drawn.",
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&members, "http://anglebug.com/3997"};
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// Dynamic indexing of swizzled l-values doesn't work correctly on various platforms.
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Feature removeDynamicIndexingOfSwizzledVector = {
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"remove_dynamic_indexing_of_swizzled_vector", FeatureCategory::OpenGLWorkarounds,
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"Dynamic indexing of swizzled l-values doesn't work correctly on various platforms.",
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&members, "http://crbug.com/709351"};
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// Intel Mac drivers does not treat texelFetchOffset() correctly.
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Feature preAddTexelFetchOffsets = {
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"pre_add_texel_fetch_offsets", FeatureCategory::OpenGLWorkarounds,
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"Intel Mac drivers mistakenly consider the parameter position of nagative vaule as invalid "
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"even if the sum of position and offset is in range, so we need to add workarounds by "
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"rewriting texelFetchOffset(sampler, position, lod, offset) into texelFetch(sampler, "
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"position + offset, lod).",
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&members, "http://crbug.com/642605"};
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// All Mac drivers do not handle struct scopes correctly. This workaround overwrites a struct
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// name with a unique prefix
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Feature regenerateStructNames = {
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"regenerate_struct_names", FeatureCategory::OpenGLWorkarounds,
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"All Mac drivers do not handle struct scopes correctly. This workaround overwrites a struct"
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"name with a unique prefix.",
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&members, "http://crbug.com/403957"};
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// Quite some OpenGL ES drivers don't implement readPixels for RGBA/UNSIGNED_SHORT from
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// EXT_texture_norm16 correctly
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Feature readPixelsUsingImplementationColorReadFormatForNorm16 = {
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"read_pixels_using_implementation_color_read_format", FeatureCategory::OpenGLWorkarounds,
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"Quite some OpenGL ES drivers don't implement readPixels for RGBA/UNSIGNED_SHORT from "
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"EXT_texture_norm16 correctly",
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&members, "http://anglebug.com/4214"};
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// Bugs exist in some Intel drivers where dependencies are incorrectly
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// tracked for textures which are copy destinations (via CopyTexImage2D, for
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// example). Flush before DeleteTexture if these entry points have been
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// called recently.
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Feature flushBeforeDeleteTextureIfCopiedTo = {
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"flush_before_delete_texture_if_copied_to", FeatureCategory::OpenGLWorkarounds,
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"Some drivers track CopyTex{Sub}Image texture dependencies incorrectly. Flush"
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" before glDeleteTextures in this case",
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&members, "http://anglebug.com/4267"};
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// Rewrite row-major matrices as column-major as a driver bug workaround if
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// necessary.
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Feature rewriteRowMajorMatrices = {
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"rewrite_row_major_matrices", FeatureCategory::OpenGLWorkarounds,
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"Rewrite row major matrices in shaders as column major as a driver bug workaround",
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&members, "http://anglebug.com/2273"};
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// Bugs exist in various OpenGL Intel drivers on Windows that produce incorrect
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// values for GL_COMPRESSED_SRGB_S3TC_DXT1_EXT format. Replace it with
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// GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT as it's the closest option allowed by
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// the WebGL extension spec.
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Feature avoidDXT1sRGBTextureFormat = {
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"avoid_dxt1_srgb_texture_format", FeatureCategory::OpenGLWorkarounds,
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"Replaces DXT1 sRGB with DXT1 sRGB Alpha as a driver bug workaround.", &members};
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// Bugs exist in OpenGL AMD drivers on Windows that produce incorrect pipeline state for
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// colorMaski calls.
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Feature disableDrawBuffersIndexed = {"disable_draw_buffers_indexed",
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FeatureCategory::OpenGLWorkarounds,
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"Disable OES_draw_buffers_indexed extension.", &members};
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// GL_EXT_semaphore_fd doesn't work properly with Mesa 19.3.4 and earlier versions.
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Feature disableSemaphoreFd = {"disable_semaphore_fd", FeatureCategory::OpenGLWorkarounds,
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"Disable GL_EXT_semaphore_fd extension", &members,
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"https://crbug.com/1046462"};
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// GL_EXT_disjoint_timer_query doesn't work properly with Linux VMWare drivers.
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Feature disableTimestampQueries = {
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"disable_timestamp_queries", FeatureCategory::OpenGLWorkarounds,
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"Disable GL_EXT_disjoint_timer_query extension", &members, "https://crbug.com/811661"};
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// Some drivers use linear blending when generating mipmaps for sRGB textures. Work around this
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// by generating mipmaps in a linear texture and copying back to sRGB.
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Feature encodeAndDecodeSRGBForGenerateMipmap = {
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"decode_encode_srgb_for_generatemipmap", FeatureCategory::OpenGLWorkarounds,
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"Decode and encode before generateMipmap for srgb format textures.", &members,
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"http://anglebug.com/4646"};
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Feature emulateCopyTexImage2DFromRenderbuffers = {
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"emulate_copyteximage2d_from_renderbuffers", FeatureCategory::OpenGLWorkarounds,
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"CopyTexImage2D spuriously returns errors on iOS when copying from renderbuffers.",
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&members, "https://anglebug.com/4674"};
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Feature disableGPUSwitchingSupport = {
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"disable_gpu_switching_support", FeatureCategory::OpenGLWorkarounds,
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"Disable GPU switching support (use only the low-power GPU) on older MacBook Pros.",
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&members, "https://crbug.com/1091824"};
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// KHR_parallel_shader_compile fails TSAN on Linux, so we avoid using it with this workaround.
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Feature disableNativeParallelCompile = {
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"disable_native_parallel_compile", FeatureCategory::OpenGLWorkarounds,
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"Do not use native KHR_parallel_shader_compile even when available.", &members,
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"http://crbug.com/1094869"};
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Feature emulatePackSkipRowsAndPackSkipPixels = {
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"emulate_pack_skip_rows_and_pack_skip_pixels", FeatureCategory::OpenGLWorkarounds,
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"GL_PACK_SKIP_ROWS and GL_PACK_SKIP_PIXELS are ignored in Apple's OpenGL driver.", &members,
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"https://anglebug.com/4849"};
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// Some drivers return bogus/1hz values for GetMscRate, which we may want to clamp
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Feature clampMscRate = {
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"clamp_msc_rate", FeatureCategory::OpenGLWorkarounds,
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"Some drivers return bogus values for GetMscRate, so we clamp it to 30Hz", &members,
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"https://crbug.com/1042393"};
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// Mac drivers generate GL_INVALID_VALUE when binding a transform feedback buffer with
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// glBindBufferRange before first binding it to some generic binding point.
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Feature bindTransformFeedbackBufferBeforeBindBufferRange = {
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"bind_transform_feedback_buffer_before_bind_buffer_range",
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FeatureCategory::OpenGLWorkarounds,
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"Bind transform feedback buffers to the generic binding point before calling "
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"glBindBufferBase or glBindBufferRange.",
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&members, "https://anglebug.com/5140"};
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// Speculative fix for issues on Linux/Wayland where exposing GLX_OML_sync_control renders
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// Chrome unusable
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Feature disableSyncControlSupport = {
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"disable_sync_control_support", FeatureCategory::OpenGLWorkarounds,
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"Speculative fix for issues on Linux/Wayland where exposing GLX_OML_sync_control renders "
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"Chrome unusable",
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&members, "https://crbug.com/1137851"};
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// Buffers need to maintain a shadow copy of data when buffer data readback is not possible
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// through the GL API
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Feature keepBufferShadowCopy = {
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"keep_buffer_shadow_copy", FeatureCategory::OpenGLWorkarounds,
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"Maintain a shadow copy of buffer data when the GL API does not permit reading data back.",
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&members};
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// glGenerateMipmap fails if the zero texture level is not set on some Mac drivers
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Feature setZeroLevelBeforeGenerateMipmap = {
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"set_zero_level_before_generating_mipmap", FeatureCategory::OpenGLWorkarounds,
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"glGenerateMipmap fails if the zero texture level is not set on some Mac drivers.",
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&members};
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// On macOS with AMD GPUs, packed color formats like RGB565 and RGBA4444 are buggy. Promote them
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// to 8 bit per channel formats.
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Feature promotePackedFormatsTo8BitPerChannel = {
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"promote_packed_formats_to_8_bit_per_channel", FeatureCategory::OpenGLWorkarounds,
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"Packed color formats are buggy on Macs with AMD GPUs", &members,
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"http://anglebug.com/5469"};
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// If gl_FragColor is not written by fragment shader, it may cause context lost with Adreno 42x
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// and 3xx.
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Feature initFragmentOutputVariables = {
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"init_fragment_output_variables", FeatureCategory::OpenGLWorkarounds,
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"No init gl_FragColor causes context lost", &members, "http://crbug.com/1171371"};
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// On macOS with Intel GPUs, instanced array with divisor > 0 is buggy when first > 0 in
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// drawArraysInstanced. Shift the attributes with extra offset to workaround.
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Feature shiftInstancedArrayDataWithExtraOffset = {
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"shift_instanced_array_data_with_offset", FeatureCategory::OpenGLWorkarounds,
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"glDrawArraysInstanced is buggy on certain new Mac Intel GPUs", &members,
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"http://crbug.com/1144207"};
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// ANGLE needs to support devices that have no native VAOs. Sync everything to the default VAO.
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Feature syncVertexArraysToDefault = {
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"sync_vertex_arrays_to_default", FeatureCategory::OpenGLWorkarounds,
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"Only use the default VAO because of missing support or driver bugs", &members,
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"http://anglebug.com/5577"};
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// On desktop Linux/AMD when using the amdgpu drivers, the precise kernel and DRM version are
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// leaked via GL_RENDERER. We workaround this to improve user privacy.
526
Feature sanitizeAmdGpuRendererString = {
527
"sanitize_amdgpu_renderer_string", FeatureCategory::OpenGLWorkarounds,
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"Strip precise kernel and DRM version information from amdgpu renderer strings.", &members,
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"http://crbug.com/1181193"};
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531
// Imagination GL drivers are buggy with context switching. We need to ubind fbo to workaround a
532
// crash in the driver.
533
Feature unbindFBOOnContextSwitch = {"unbind_fbo_before_switching_context",
534
FeatureCategory::OpenGLWorkarounds,
535
"Imagination GL drivers are buggy with context switching.",
536
&members, "http://crbug.com/1181193"};
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Feature flushOnFramebufferChange = {"flush_on_framebuffer_change",
539
FeatureCategory::OpenGLWorkarounds,
540
"Switching framebuffers without a flush can lead to "
541
"crashes on Intel 9th Generation GPU Macs.",
542
&members, "http://crbug.com/1181068"};
543
544
Feature disableMultisampledRenderToTexture = {
545
"disable_mutlisampled_render_to_texture", FeatureCategory::OpenGLWorkarounds,
546
"Many drivers have bugs when using GL_EXT_multisampled_render_to_texture", &members,
547
"http://anglebug.com/2894"};
548
549
// Mac OpenGL drivers often hang when calling glTexSubImage with >120kb of data. Instead, upload
550
// the data in <120kb chunks.
551
static constexpr const size_t kUploadTextureDataInChunksUploadSize = (120 * 1024) - 1;
552
Feature uploadTextureDataInChunks = {
553
"chunked_texture_upload", FeatureCategory::OpenGLWorkarounds,
554
"Upload texture data in <120kb chunks to work around Mac driver hangs and crashes.",
555
&members, "http://crbug.com/1181068"};
556
557
// Qualcomm drivers may sometimes reject immutable ASTC sliced 3D texture
558
// allocation. Instead, use non-immutable allocation internally.
559
Feature emulateImmutableCompressedTexture3D = {
560
"emulate_immutable_compressed_texture_3d", FeatureCategory::OpenGLWorkarounds,
561
"Use non-immutable texture allocation to work around a driver bug.", &members,
562
"https://crbug.com/1060012"};
563
};
564
565
inline FeaturesGL::FeaturesGL() = default;
566
inline FeaturesGL::~FeaturesGL() = default;
567
568
} // namespace angle
569
570
#endif // ANGLE_PLATFORM_FEATURESGL_H_
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