1 // 2 // Copyright 2015 The ANGLE Project Authors. All rights reserved. 3 // Use of this source code is governed by a BSD-style license that can be 4 // found in the LICENSE file. 5 // 6 7 // FeaturesGL.h: Features and workarounds for GL driver bugs and other issues. 8 9 #ifndef ANGLE_PLATFORM_FEATURESGL_H_ 10 #define ANGLE_PLATFORM_FEATURESGL_H_ 11 12 #include "platform/Feature.h" 13 14 namespace angle 15 { 16 17 struct FeaturesGL : FeatureSetBase 18 { 19 FeaturesGL(); 20 ~FeaturesGL(); 21 22 // When writing a float to a normalized integer framebuffer, desktop OpenGL is allowed to write 23 // one of the two closest normalized integer representations (although round to nearest is 24 // preferred) (see section 2.3.5.2 of the GL 4.5 core specification). OpenGL ES requires that 25 // round-to-nearest is used (see "Conversion from Floating-Point to Framebuffer Fixed-Point" in 26 // section 2.1.2 of the OpenGL ES 2.0.25 spec). This issue only shows up on AMD drivers on 27 // framebuffer formats that have 1-bit alpha, work around this by using higher precision formats 28 // instead. 29 Feature avoid1BitAlphaTextureFormats = {"avoid_1_bit_alpha_texture_formats", 30 FeatureCategory::OpenGLWorkarounds, 31 "Issue with 1-bit alpha framebuffer formats", &members}; 32 33 // On some older Intel drivers, GL_RGBA4 is not color renderable, glCheckFramebufferStatus 34 // returns GL_FRAMEBUFFER_UNSUPPORTED. Work around this by using a known color-renderable 35 // format. 36 Feature rgba4IsNotSupportedForColorRendering = {"rgba4_is_not_supported_for_color_rendering", 37 FeatureCategory::OpenGLWorkarounds, 38 "GL_RGBA4 is not color renderable", &members}; 39 40 // Newer Intel GPUs natively support ETC2/EAC compressed texture formats. 41 Feature allowEtcFormats = {"allow_etc_formats", FeatureCategory::OpenGLWorkarounds, 42 "Enable ETC2/EAC on desktop OpenGL", &members}; 43 44 // When clearing a framebuffer on Intel or AMD drivers, when GL_FRAMEBUFFER_SRGB is enabled, the 45 // driver clears to the linearized clear color despite the framebuffer not supporting SRGB 46 // blending. It only seems to do this when the framebuffer has only linear attachments, mixed 47 // attachments appear to get the correct clear color. 48 Feature doesSRGBClearsOnLinearFramebufferAttachments = { 49 "does_srgb_clears_on_linear_framebuffer_attachments", FeatureCategory::OpenGLWorkarounds, 50 "Issue clearing framebuffers with linear attachments when GL_FRAMEBUFFER_SRGB is enabled", 51 &members}; 52 53 // On Mac some GLSL constructs involving do-while loops cause GPU hangs, such as the following: 54 // int i = 1; 55 // do { 56 // i --; 57 // continue; 58 // } while (i > 0) 59 // Work around this by rewriting the do-while to use another GLSL construct (block + while) 60 Feature doWhileGLSLCausesGPUHang = { 61 "do_while_glsl_causes_gpu_hang", FeatureCategory::OpenGLWorkarounds, 62 "Some GLSL constructs involving do-while loops cause GPU hangs", &members, 63 "http://crbug.com/644669"}; 64 65 // On Mac AMD GPU gl_VertexID in GLSL vertex shader doesn't include base vertex value, 66 // Work aronud this by replace gl_VertexID with (gl_VertexID - angle_BaseVertex) when 67 // angle_BaseVertex is present. 68 Feature addBaseVertexToVertexID = { 69 "vertex_id_does_not_include_base_vertex", FeatureCategory::OpenGLWorkarounds, 70 "gl_VertexID in GLSL vertex shader doesn't include base vertex value", &members}; 71 72 // Calling glFinish doesn't cause all queries to report that the result is available on some 73 // (NVIDIA) drivers. It was found that enabling GL_DEBUG_OUTPUT_SYNCHRONOUS before the finish 74 // causes it to fully finish. 75 Feature finishDoesNotCauseQueriesToBeAvailable = { 76 "finish_does_not_cause_queries_to_be_available", FeatureCategory::OpenGLWorkarounds, 77 "glFinish doesn't cause all queries to report available result", &members}; 78 79 // Always call useProgram after a successful link to avoid a driver bug. 80 // This workaround is meant to reproduce the use_current_program_after_successful_link 81 // workaround in Chromium (http://crbug.com/110263). It has been shown that this workaround is 82 // not necessary for MacOSX 10.9 and higher (http://crrev.com/39eb535b). 83 Feature alwaysCallUseProgramAfterLink = { 84 "always_call_use_program_after_link", FeatureCategory::OpenGLWorkarounds, 85 "Always call useProgram after a successful link to avoid a driver bug", &members, 86 "http://crbug.com/110263"}; 87 88 // On NVIDIA, in the case of unpacking from a pixel unpack buffer, unpack overlapping rows row 89 // by row. 90 Feature unpackOverlappingRowsSeparatelyUnpackBuffer = { 91 "unpack_overlapping_rows_separately_unpack_buffer", FeatureCategory::OpenGLWorkarounds, 92 "In the case of unpacking from a pixel unpack buffer, unpack overlapping rows row by row", 93 &members}; 94 95 // On NVIDIA, in the case of packing to a pixel pack buffer, pack overlapping rows row by row. 96 Feature packOverlappingRowsSeparatelyPackBuffer = { 97 "pack_overlapping_rows_separately_pack_buffer", FeatureCategory::OpenGLWorkarounds, 98 "In the case of packing to a pixel pack buffer, pack overlapping rows row by row", 99 &members}; 100 101 // On NVIDIA, during initialization, assign the current vertex attributes to the spec-mandated 102 // defaults. 103 Feature initializeCurrentVertexAttributes = { 104 "initialize_current_vertex_attributes", FeatureCategory::OpenGLWorkarounds, 105 "During initialization, assign the current vertex attributes to the spec-mandated defaults", 106 &members}; 107 108 // abs(i) where i is an integer returns unexpected result on Intel Mac. 109 // Emulate abs(i) with i * sign(i). 110 Feature emulateAbsIntFunction = {"emulate_abs_int_function", FeatureCategory::OpenGLWorkarounds, 111 "abs(i) where i is an integer returns unexpected result", 112 &members, "http://crbug.com/642227"}; 113 114 // On Intel Mac, calculation of loop conditions in for and while loop has bug. 115 // Add "&& true" to the end of the condition expression to work around the bug. 116 Feature addAndTrueToLoopCondition = { 117 "add_and_true_to_loop_condition", FeatureCategory::OpenGLWorkarounds, 118 "Calculation of loop conditions in for and while loop has bug", &members}; 119 120 // When uploading textures from an unpack buffer, some drivers count an extra row padding when 121 // checking if the pixel unpack buffer is big enough. Tracking bug: http://anglebug.com/1512 122 // For example considering the pixel buffer below where in memory, each row data (D) of the 123 // texture is followed by some unused data (the dots): 124 // +-------+--+ 125 // |DDDDDDD|..| 126 // |DDDDDDD|..| 127 // |DDDDDDD|..| 128 // |DDDDDDD|..| 129 // +-------A--B 130 // The last pixel read will be A, but the driver will think it is B, causing it to generate an 131 // error when the pixel buffer is just big enough. 132 Feature unpackLastRowSeparatelyForPaddingInclusion = { 133 "unpack_last_row_separately_for_padding_inclusion", FeatureCategory::OpenGLWorkarounds, 134 "When uploading textures from an unpack buffer, some drivers count an extra row padding", 135 &members, "http://anglebug.com/1512"}; 136 137 // Equivalent workaround when uploading data from a pixel pack buffer. 138 Feature packLastRowSeparatelyForPaddingInclusion = { 139 "pack_last_row_separately_for_padding_inclusion", FeatureCategory::OpenGLWorkarounds, 140 "When uploading textures from an pack buffer, some drivers count an extra row padding", 141 &members, "http://anglebug.com/1512"}; 142 143 // On some Intel drivers, using isnan() on highp float will get wrong answer. To work around 144 // this bug, we use an expression to emulate function isnan(). 145 // Tracking bug: http://crbug.com/650547 146 Feature emulateIsnanFloat = {"emulate_isnan_float", FeatureCategory::OpenGLWorkarounds, 147 "Using isnan() on highp float will get wrong answer", &members, 148 "http://crbug.com/650547"}; 149 150 // On Mac with OpenGL version 4.1, unused std140 or shared uniform blocks will be 151 // treated as inactive which is not consistent with WebGL2.0 spec. Reference all members in a 152 // unused std140 or shared uniform block at the beginning of main to work around it. 153 // Also used on Linux AMD. 154 Feature useUnusedBlocksWithStandardOrSharedLayout = { 155 "use_unused_blocks_with_standard_or_shared_layout", FeatureCategory::OpenGLWorkarounds, 156 "Unused std140 or shared uniform blocks will be treated as inactive", &members}; 157 158 // This flag is used to fix spec difference between GLSL 4.1 or lower and ESSL3. 159 Feature removeInvariantAndCentroidForESSL3 = { 160 "remove_invarient_and_centroid_for_essl3", FeatureCategory::OpenGLWorkarounds, 161 "Fix spec difference between GLSL 4.1 or lower and ESSL3", &members}; 162 163 // On Intel Mac OSX 10.11 driver, using "-float" will get wrong answer. Use "0.0 - float" to 164 // replace "-float". 165 // Tracking bug: http://crbug.com/308366 166 Feature rewriteFloatUnaryMinusOperator = { 167 "rewrite_float_unary_minus_operator", FeatureCategory::OpenGLWorkarounds, 168 "Using '-<float>' will get wrong answer", &members, "http://crbug.com/308366"}; 169 170 // On NVIDIA drivers, atan(y, x) may return a wrong answer. 171 // Tracking bug: http://crbug.com/672380 172 Feature emulateAtan2Float = {"emulate_atan_2_float", FeatureCategory::OpenGLWorkarounds, 173 "atan(y, x) may return a wrong answer", &members, 174 "http://crbug.com/672380"}; 175 176 // Some drivers seem to forget about UBO bindings when using program binaries. Work around 177 // this by re-applying the bindings after the program binary is loaded or saved. 178 // This only seems to affect AMD OpenGL drivers, and some Android devices. 179 // http://anglebug.com/1637 180 Feature reapplyUBOBindingsAfterUsingBinaryProgram = { 181 "reapply_ubo_bindings_after_using_binary_program", FeatureCategory::OpenGLWorkarounds, 182 "Some drivers forget about UBO bindings when using program binaries", &members, 183 "http://anglebug.com/1637"}; 184 185 // Some Linux OpenGL drivers return 0 when we query MAX_VERTEX_ATTRIB_STRIDE in an OpenGL 4.4 or 186 // higher context. 187 // This only seems to affect AMD OpenGL drivers. 188 // Tracking bug: http://anglebug.com/1936 189 Feature emulateMaxVertexAttribStride = { 190 "emulate_max_vertex_attrib_stride", FeatureCategory::OpenGLWorkarounds, 191 "Some drivers return 0 when MAX_VERTEX_ATTRIB_STRIED queried", &members, 192 "http://anglebug.com/1936"}; 193 194 // Initializing uninitialized locals caused odd behavior on Android Qualcomm in a few WebGL 2 195 // tests. Tracking bug: http://anglebug.com/2046 196 Feature dontInitializeUninitializedLocals = { 197 "dont_initialize_uninitialized_locals", FeatureCategory::OpenGLWorkarounds, 198 "Initializing uninitialized locals caused odd behavior in a few WebGL 2 tests", &members, 199 "http://anglebug.com/2046"}; 200 201 // On some NVIDIA drivers the point size range reported from the API is inconsistent with the 202 // actual behavior. Clamp the point size to the value from the API to fix this. 203 Feature clampPointSize = { 204 "clamp_point_size", FeatureCategory::OpenGLWorkarounds, 205 "The point size range reported from the API is inconsistent with the actual behavior", 206 &members}; 207 208 // On some Android devices for loops used to initialize variables hit native GLSL compiler bugs. 209 Feature dontUseLoopsToInitializeVariables = { 210 "dont_use_loops_to_initialize_variables", FeatureCategory::OpenGLWorkarounds, 211 "For loops used to initialize variables hit native GLSL compiler bugs", &members, 212 "http://crbug.com/809422"}; 213 214 // On some NVIDIA drivers gl_FragDepth is not clamped correctly when rendering to a floating 215 // point depth buffer. Clamp it in the translated shader to fix this. 216 Feature clampFragDepth = { 217 "clamp_frag_depth", FeatureCategory::OpenGLWorkarounds, 218 "gl_FragDepth is not clamped correctly when rendering to a floating point depth buffer", 219 &members}; 220 221 // On some NVIDIA drivers before version 397.31 repeated assignment to swizzled values inside a 222 // GLSL user-defined function have incorrect results. Rewrite this type of statements to fix 223 // this. 224 Feature rewriteRepeatedAssignToSwizzled = {"rewrite_repeated_assign_to_swizzled", 225 FeatureCategory::OpenGLWorkarounds, 226 "Repeated assignment to swizzled values inside a " 227 "GLSL user-defined function have incorrect results", 228 &members}; 229 230 // On some AMD and Intel GL drivers ARB_blend_func_extended does not pass the tests. 231 // It might be possible to work around the Intel bug by rewriting *FragData to *FragColor 232 // instead of disabling the functionality entirely. The AMD bug looked like incorrect blending, 233 // not sure if a workaround is feasible. http://anglebug.com/1085 234 Feature disableBlendFuncExtended = { 235 "disable_blend_func_extended", FeatureCategory::OpenGLWorkarounds, 236 "ARB_blend_func_extended does not pass the tests", &members, "http://anglebug.com/1085"}; 237 238 // Qualcomm drivers returns raw sRGB values instead of linearized values when calling 239 // glReadPixels on unsized sRGB texture formats. http://crbug.com/550292 and 240 // http://crbug.com/565179 241 Feature unsizedsRGBReadPixelsDoesntTransform = { 242 "unsized_srgb_read_pixels_doesnt_transform", FeatureCategory::OpenGLWorkarounds, 243 "Drivers returning raw sRGB values instead of linearized values when calling glReadPixels " 244 "on unsized sRGB texture formats", 245 &members, "http://crbug.com/565179"}; 246 247 // Older Qualcomm drivers generate errors when querying the number of bits in timer queries, ex: 248 // GetQueryivEXT(GL_TIME_ELAPSED, GL_QUERY_COUNTER_BITS). http://anglebug.com/3027 249 Feature queryCounterBitsGeneratesErrors = { 250 "query_counter_bits_generates_errors", FeatureCategory::OpenGLWorkarounds, 251 "Drivers generate errors when querying the number of bits in timer queries", &members, 252 "http://anglebug.com/3027"}; 253 254 // Re-linking a program in parallel is buggy on some Intel Windows OpenGL drivers and Android 255 // platforms. 256 // http://anglebug.com/3045 257 Feature dontRelinkProgramsInParallel = { 258 "dont_relink_programs_in_parallel", FeatureCategory::OpenGLWorkarounds, 259 "Relinking a program in parallel is buggy", &members, "http://anglebug.com/3045"}; 260 261 // Some tests have been seen to fail using worker contexts, this switch allows worker contexts 262 // to be disabled for some platforms. http://crbug.com/849576 263 Feature disableWorkerContexts = {"disable_worker_contexts", FeatureCategory::OpenGLWorkarounds, 264 "Some tests have been seen to fail using worker contexts", 265 &members, "http://crbug.com/849576"}; 266 267 // Most Android devices fail to allocate a texture that is larger than 4096. Limit the caps 268 // instead of generating GL_OUT_OF_MEMORY errors. Also causes system to hang on some older 269 // intel mesa drivers on Linux. 270 Feature limitMaxTextureSizeTo4096 = {"max_texture_size_limit_4096", 271 FeatureCategory::OpenGLWorkarounds, 272 "Limit max texture size to 4096 to avoid frequent " 273 "out-of-memory errors", 274 &members, "http://crbug.com/927470"}; 275 276 // Prevent excessive MSAA allocations on Android devices, various rendering bugs have been 277 // observed and they tend to be high DPI anyways. http://crbug.com/797243 278 Feature limitMaxMSAASamplesTo4 = { 279 "max_msaa_sample_count_4", FeatureCategory::OpenGLWorkarounds, 280 "Various rendering bugs have been observed when using higher MSAA counts", &members, 281 "http://crbug.com/797243"}; 282 283 // Prefer to do the robust resource init clear using a glClear. Calls to TexSubImage2D on large 284 // textures can take hundreds of milliseconds because of slow uploads on macOS. Do this only on 285 // macOS because clears are buggy on other drivers. 286 // https://crbug.com/848952 (slow uploads on macOS) 287 // https://crbug.com/883276 (buggy clears on Android) 288 Feature allowClearForRobustResourceInit = { 289 "allow_clear_for_robust_resource_init", FeatureCategory::OpenGLWorkarounds, 290 "Using glClear for robust resource initialization is buggy on some drivers and leads to " 291 "texture corruption. Default to data uploads except on MacOS where it is very slow.", 292 &members, "http://crbug.com/883276"}; 293 294 // Some drivers automatically handle out-of-bounds uniform array access but others need manual 295 // clamping to satisfy the WebGL requirements. 296 Feature clampArrayAccess = {"clamp_array_access", FeatureCategory::OpenGLWorkarounds, 297 "Clamp uniform array access to avoid reading invalid memory.", 298 &members, "http://anglebug.com/2978"}; 299 300 // Reset glTexImage2D base level to workaround pixel comparison failure above Mac OS 10.12.4 on 301 // Intel Mac. 302 Feature resetTexImage2DBaseLevel = {"reset_teximage2d_base_level", 303 FeatureCategory::OpenGLWorkarounds, 304 "Reset texture base level before calling glTexImage2D to " 305 "work around pixel comparison failure.", 306 &members, "https://crbug.com/705865"}; 307 308 // glClearColor does not always work on Intel 6xxx Mac drivers when the clear color made up of 309 // all zeros and ones. 310 Feature clearToZeroOrOneBroken = { 311 "clear_to_zero_or_one_broken", FeatureCategory::OpenGLWorkarounds, 312 "Clears when the clear color is all zeros or ones do not work.", &members, 313 "https://crbug.com/710443"}; 314 315 // Some older Linux Intel mesa drivers will hang the system when allocating large textures. Fix 316 // this by capping the max texture size. 317 Feature limitMax3dArrayTextureSizeTo1024 = { 318 "max_3d_array_texture_size_1024", FeatureCategory::OpenGLWorkarounds, 319 "Limit max 3d texture size and max array texture layers to 1024 to avoid system hang", 320 &members, "http://crbug.com/927470"}; 321 322 // BlitFramebuffer has issues on some platforms with large source/dest texture sizes. This 323 // workaround adjusts the destination rectangle source and dest rectangle to fit within maximum 324 // twice the size of the framebuffer. 325 Feature adjustSrcDstRegionBlitFramebuffer = { 326 "adjust_src_dst_region_for_blitframebuffer", FeatureCategory::OpenGLWorkarounds, 327 "Many platforms have issues with blitFramebuffer when the parameters are large.", &members, 328 "http://crbug.com/830046"}; 329 330 // BlitFramebuffer has issues on Mac when the source bounds aren't enclosed by the framebuffer. 331 // This workaround clips the source region and adjust the dest region proportionally. 332 Feature clipSrcRegionBlitFramebuffer = { 333 "clip_src_region_for_blitframebuffer", FeatureCategory::OpenGLWorkarounds, 334 "Issues with blitFramebuffer when the parameters don't match the framebuffer size.", 335 &members, "http://crbug.com/830046"}; 336 337 // Mac Intel samples transparent black from GL_COMPRESSED_RGB_S3TC_DXT1_EXT 338 Feature rgbDXT1TexturesSampleZeroAlpha = { 339 "rgb_dxt1_textures_sample_zero_alpha", FeatureCategory::OpenGLWorkarounds, 340 "Sampling BLACK texels from RGB DXT1 textures returns transparent black on Mac.", &members, 341 "http://anglebug.com/3729"}; 342 343 // Mac incorrectly executes both sides of && and || expressions when they should short-circuit. 344 Feature unfoldShortCircuits = { 345 "unfold_short_circuits", FeatureCategory::OpenGLWorkarounds, 346 "Mac incorrectly executes both sides of && and || expressions when they should " 347 "short-circuit.", 348 &members, "http://anglebug.com/482"}; 349 350 Feature emulatePrimitiveRestartFixedIndex = { 351 "emulate_primitive_restart_fixed_index", FeatureCategory::OpenGLWorkarounds, 352 "When GL_PRIMITIVE_RESTART_FIXED_INDEX is not available, emulate it with " 353 "GL_PRIMITIVE_RESTART and glPrimitiveRestartIndex.", 354 &members, "http://anglebug.com/3997"}; 355 356 Feature setPrimitiveRestartFixedIndexForDrawArrays = { 357 "set_primitive_restart_fixed_index_for_draw_arrays", FeatureCategory::OpenGLWorkarounds, 358 "Some drivers discard vertex data in DrawArrays calls when the fixed primitive restart " 359 "index is within the number of primitives being drawn.", 360 &members, "http://anglebug.com/3997"}; 361 362 // Dynamic indexing of swizzled l-values doesn't work correctly on various platforms. 363 Feature removeDynamicIndexingOfSwizzledVector = { 364 "remove_dynamic_indexing_of_swizzled_vector", FeatureCategory::OpenGLWorkarounds, 365 "Dynamic indexing of swizzled l-values doesn't work correctly on various platforms.", 366 &members, "http://crbug.com/709351"}; 367 368 // Intel Mac drivers does not treat texelFetchOffset() correctly. 369 Feature preAddTexelFetchOffsets = { 370 "pre_add_texel_fetch_offsets", FeatureCategory::OpenGLWorkarounds, 371 "Intel Mac drivers mistakenly consider the parameter position of nagative vaule as invalid " 372 "even if the sum of position and offset is in range, so we need to add workarounds by " 373 "rewriting texelFetchOffset(sampler, position, lod, offset) into texelFetch(sampler, " 374 "position + offset, lod).", 375 &members, "http://crbug.com/642605"}; 376 377 // All Mac drivers do not handle struct scopes correctly. This workaround overwrites a struct 378 // name with a unique prefix 379 Feature regenerateStructNames = { 380 "regenerate_struct_names", FeatureCategory::OpenGLWorkarounds, 381 "All Mac drivers do not handle struct scopes correctly. This workaround overwrites a struct" 382 "name with a unique prefix.", 383 &members, "http://crbug.com/403957"}; 384 385 // Quite some OpenGL ES drivers don't implement readPixels for RGBA/UNSIGNED_SHORT from 386 // EXT_texture_norm16 correctly 387 Feature readPixelsUsingImplementationColorReadFormatForNorm16 = { 388 "read_pixels_using_implementation_color_read_format", FeatureCategory::OpenGLWorkarounds, 389 "Quite some OpenGL ES drivers don't implement readPixels for RGBA/UNSIGNED_SHORT from " 390 "EXT_texture_norm16 correctly", 391 &members, "http://anglebug.com/4214"}; 392 393 // Bugs exist in some Intel drivers where dependencies are incorrectly 394 // tracked for textures which are copy destinations (via CopyTexImage2D, for 395 // example). Flush before DeleteTexture if these entry points have been 396 // called recently. 397 Feature flushBeforeDeleteTextureIfCopiedTo = { 398 "flush_before_delete_texture_if_copied_to", FeatureCategory::OpenGLWorkarounds, 399 "Some drivers track CopyTex{Sub}Image texture dependencies incorrectly. Flush" 400 " before glDeleteTextures in this case", 401 &members, "http://anglebug.com/4267"}; 402 403 // Rewrite row-major matrices as column-major as a driver bug workaround if 404 // necessary. 405 Feature rewriteRowMajorMatrices = { 406 "rewrite_row_major_matrices", FeatureCategory::OpenGLWorkarounds, 407 "Rewrite row major matrices in shaders as column major as a driver bug workaround", 408 &members, "http://anglebug.com/2273"}; 409 410 // Bugs exist in various OpenGL Intel drivers on Windows that produce incorrect 411 // values for GL_COMPRESSED_SRGB_S3TC_DXT1_EXT format. Replace it with 412 // GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT as it's the closest option allowed by 413 // the WebGL extension spec. 414 Feature avoidDXT1sRGBTextureFormat = { 415 "avoid_dxt1_srgb_texture_format", FeatureCategory::OpenGLWorkarounds, 416 "Replaces DXT1 sRGB with DXT1 sRGB Alpha as a driver bug workaround.", &members}; 417 418 // Bugs exist in OpenGL AMD drivers on Windows that produce incorrect pipeline state for 419 // colorMaski calls. 420 Feature disableDrawBuffersIndexed = {"disable_draw_buffers_indexed", 421 FeatureCategory::OpenGLWorkarounds, 422 "Disable OES_draw_buffers_indexed extension.", &members}; 423 424 // GL_EXT_semaphore_fd doesn't work properly with Mesa 19.3.4 and earlier versions. 425 Feature disableSemaphoreFd = {"disable_semaphore_fd", FeatureCategory::OpenGLWorkarounds, 426 "Disable GL_EXT_semaphore_fd extension", &members, 427 "https://crbug.com/1046462"}; 428 429 // GL_EXT_disjoint_timer_query doesn't work properly with Linux VMWare drivers. 430 Feature disableTimestampQueries = { 431 "disable_timestamp_queries", FeatureCategory::OpenGLWorkarounds, 432 "Disable GL_EXT_disjoint_timer_query extension", &members, "https://crbug.com/811661"}; 433 434 // Some drivers use linear blending when generating mipmaps for sRGB textures. Work around this 435 // by generating mipmaps in a linear texture and copying back to sRGB. 436 Feature encodeAndDecodeSRGBForGenerateMipmap = { 437 "decode_encode_srgb_for_generatemipmap", FeatureCategory::OpenGLWorkarounds, 438 "Decode and encode before generateMipmap for srgb format textures.", &members, 439 "http://anglebug.com/4646"}; 440 441 Feature emulateCopyTexImage2DFromRenderbuffers = { 442 "emulate_copyteximage2d_from_renderbuffers", FeatureCategory::OpenGLWorkarounds, 443 "CopyTexImage2D spuriously returns errors on iOS when copying from renderbuffers.", 444 &members, "https://anglebug.com/4674"}; 445 446 Feature disableGPUSwitchingSupport = { 447 "disable_gpu_switching_support", FeatureCategory::OpenGLWorkarounds, 448 "Disable GPU switching support (use only the low-power GPU) on older MacBook Pros.", 449 &members, "https://crbug.com/1091824"}; 450 451 // KHR_parallel_shader_compile fails TSAN on Linux, so we avoid using it with this workaround. 452 Feature disableNativeParallelCompile = { 453 "disable_native_parallel_compile", FeatureCategory::OpenGLWorkarounds, 454 "Do not use native KHR_parallel_shader_compile even when available.", &members, 455 "http://crbug.com/1094869"}; 456 457 Feature emulatePackSkipRowsAndPackSkipPixels = { 458 "emulate_pack_skip_rows_and_pack_skip_pixels", FeatureCategory::OpenGLWorkarounds, 459 "GL_PACK_SKIP_ROWS and GL_PACK_SKIP_PIXELS are ignored in Apple's OpenGL driver.", &members, 460 "https://anglebug.com/4849"}; 461 462 // Some drivers return bogus/1hz values for GetMscRate, which we may want to clamp 463 Feature clampMscRate = { 464 "clamp_msc_rate", FeatureCategory::OpenGLWorkarounds, 465 "Some drivers return bogus values for GetMscRate, so we clamp it to 30Hz", &members, 466 "https://crbug.com/1042393"}; 467 468 // Mac drivers generate GL_INVALID_VALUE when binding a transform feedback buffer with 469 // glBindBufferRange before first binding it to some generic binding point. 470 Feature bindTransformFeedbackBufferBeforeBindBufferRange = { 471 "bind_transform_feedback_buffer_before_bind_buffer_range", 472 FeatureCategory::OpenGLWorkarounds, 473 "Bind transform feedback buffers to the generic binding point before calling " 474 "glBindBufferBase or glBindBufferRange.", 475 &members, "https://anglebug.com/5140"}; 476 477 // Speculative fix for issues on Linux/Wayland where exposing GLX_OML_sync_control renders 478 // Chrome unusable 479 Feature disableSyncControlSupport = { 480 "disable_sync_control_support", FeatureCategory::OpenGLWorkarounds, 481 "Speculative fix for issues on Linux/Wayland where exposing GLX_OML_sync_control renders " 482 "Chrome unusable", 483 &members, "https://crbug.com/1137851"}; 484 485 // Buffers need to maintain a shadow copy of data when buffer data readback is not possible 486 // through the GL API 487 Feature keepBufferShadowCopy = { 488 "keep_buffer_shadow_copy", FeatureCategory::OpenGLWorkarounds, 489 "Maintain a shadow copy of buffer data when the GL API does not permit reading data back.", 490 &members}; 491 492 // glGenerateMipmap fails if the zero texture level is not set on some Mac drivers 493 Feature setZeroLevelBeforeGenerateMipmap = { 494 "set_zero_level_before_generating_mipmap", FeatureCategory::OpenGLWorkarounds, 495 "glGenerateMipmap fails if the zero texture level is not set on some Mac drivers.", 496 &members}; 497 498 // On macOS with AMD GPUs, packed color formats like RGB565 and RGBA4444 are buggy. Promote them 499 // to 8 bit per channel formats. 500 Feature promotePackedFormatsTo8BitPerChannel = { 501 "promote_packed_formats_to_8_bit_per_channel", FeatureCategory::OpenGLWorkarounds, 502 "Packed color formats are buggy on Macs with AMD GPUs", &members, 503 "http://anglebug.com/5469"}; 504 505 // If gl_FragColor is not written by fragment shader, it may cause context lost with Adreno 42x 506 // and 3xx. 507 Feature initFragmentOutputVariables = { 508 "init_fragment_output_variables", FeatureCategory::OpenGLWorkarounds, 509 "No init gl_FragColor causes context lost", &members, "http://crbug.com/1171371"}; 510 511 // On macOS with Intel GPUs, instanced array with divisor > 0 is buggy when first > 0 in 512 // drawArraysInstanced. Shift the attributes with extra offset to workaround. 513 Feature shiftInstancedArrayDataWithExtraOffset = { 514 "shift_instanced_array_data_with_offset", FeatureCategory::OpenGLWorkarounds, 515 "glDrawArraysInstanced is buggy on certain new Mac Intel GPUs", &members, 516 "http://crbug.com/1144207"}; 517 518 // ANGLE needs to support devices that have no native VAOs. Sync everything to the default VAO. 519 Feature syncVertexArraysToDefault = { 520 "sync_vertex_arrays_to_default", FeatureCategory::OpenGLWorkarounds, 521 "Only use the default VAO because of missing support or driver bugs", &members, 522 "http://anglebug.com/5577"}; 523 524 // On desktop Linux/AMD when using the amdgpu drivers, the precise kernel and DRM version are 525 // leaked via GL_RENDERER. We workaround this to improve user privacy. 526 Feature sanitizeAmdGpuRendererString = { 527 "sanitize_amdgpu_renderer_string", FeatureCategory::OpenGLWorkarounds, 528 "Strip precise kernel and DRM version information from amdgpu renderer strings.", &members, 529 "http://crbug.com/1181193"}; 530 531 // 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"}; 537 538 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_ 571