// // Copyright 2015 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // FeaturesD3D.h: Features and workarounds for D3D driver bugs and other issues. #ifndef ANGLE_PLATFORM_FEATURESD3D_H_ #define ANGLE_PLATFORM_FEATURESD3D_H_ #include "platform/Feature.h" namespace angle { // Workarounds attached to each shader. Do not need to expose information about these workarounds so // a simple bool struct suffices. struct CompilerWorkaroundsD3D { bool skipOptimization = false; bool useMaxOptimization = false; // IEEE strictness needs to be enabled for NANs to work. bool enableIEEEStrictness = false; }; struct FeaturesD3D : FeatureSetBase { FeaturesD3D(); ~FeaturesD3D(); // On some systems, having extra rendertargets than necessary slows down the shader. // We can fix this by optimizing those out of the shader. At the same time, we can // work around a bug on some nVidia drivers that they ignore "null" render targets // in D3D11, by compacting the active color attachments list to omit null entries. Feature mrtPerfWorkaround = {"mrt_perf_workaround", FeatureCategory::D3DWorkarounds, "Some drivers have a bug where they ignore null render targets", &members}; Feature setDataFasterThanImageUpload = {"set_data_faster_than_image_upload", FeatureCategory::D3DWorkarounds, "Set data faster than image upload", &members}; // Some renderers can't disable mipmaps on a mipmapped texture (i.e. solely sample from level // zero, and ignore the other levels). D3D11 Feature Level 10+ does this by setting MaxLOD to // 0.0f in the Sampler state. D3D9 sets D3DSAMP_MIPFILTER to D3DTEXF_NONE. There is no // equivalent to this in D3D11 Feature Level 9_3. This causes problems when (for example) an // application creates a mipmapped texture2D, but sets GL_TEXTURE_MIN_FILTER to GL_NEAREST // (i.e disables mipmaps). To work around this, D3D11 FL9_3 has to create two copies of the // texture. The textures' level zeros are identical, but only one texture has mips. Feature zeroMaxLodWorkaround = {"zero_max_lod", FeatureCategory::D3DWorkarounds, "Missing an option to disable mipmaps on a mipmapped texture", &members}; // Some renderers do not support Geometry Shaders so the Geometry Shader-based PointSprite // emulation will not work. To work around this, D3D11 FL9_3 has to use a different pointsprite // emulation that is implemented using instanced quads. Feature useInstancedPointSpriteEmulation = { "use_instanced_point_sprite_emulation", FeatureCategory::D3DWorkarounds, "Some D3D11 renderers do not support geometry shaders for pointsprite emulation", &members}; // A bug fixed in NVIDIA driver version 347.88 < x <= 368.81 triggers a TDR when using // CopySubresourceRegion from a staging texture to a depth/stencil in D3D11. The workaround // is to use UpdateSubresource to trigger an extra copy. We disable this workaround on newer // NVIDIA driver versions because of a second driver bug present with the workaround enabled. // (See: http://anglebug.com/1452) Feature depthStencilBlitExtraCopy = { "depth_stencil_blit_extra_copy", FeatureCategory::D3DWorkarounds, "Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging " "texture to a depth/stencil", &members, "http://anglebug.com/1452"}; // The HLSL optimizer has a bug with optimizing "pow" in certain integer-valued expressions. // We can work around this by expanding the pow into a series of multiplies if we're running // under the affected compiler. Feature expandIntegerPowExpressions = { "expand_integer_pow_expressions", FeatureCategory::D3DWorkarounds, "The HLSL optimizer has a bug with optimizing 'pow' in certain integer-valued expressions", &members}; // NVIDIA drivers sometimes write out-of-order results to StreamOut buffers when transform // feedback is used to repeatedly write to the same buffer positions. Feature flushAfterEndingTransformFeedback = { "flush_after_ending_transform_feedback", FeatureCategory::D3DWorkarounds, "Some drivers sometimes write out-of-order results to StreamOut buffers when transform " "feedback is used to repeatedly write to the same buffer positions", &members}; // Some drivers (NVIDIA) do not take into account the base level of the texture in the results // of the HLSL GetDimensions builtin. Feature getDimensionsIgnoresBaseLevel = { "get_dimensions_ignores_base_level", FeatureCategory::D3DWorkarounds, "Some drivers do not take into account the base level of the " "texture in the results of the HLSL GetDimensions builtin", &members}; // On some Intel drivers, HLSL's function texture.Load returns 0 when the parameter Location // is negative, even if the sum of Offset and Location is in range. This may cause errors when // translating GLSL's function texelFetchOffset into texture.Load, as it is valid for // texelFetchOffset to use negative texture coordinates as its parameter P when the sum of P // and Offset is in range. To work around this, we translate texelFetchOffset into texelFetch // by adding Offset directly to Location before reading the texture. Feature preAddTexelFetchOffsets = { "pre_add_texel_fetch_offsets", FeatureCategory::D3DWorkarounds, "HLSL's function texture.Load returns 0 when the parameter Location is negative, even if " "the sum of Offset and Location is in range", &members}; // On some AMD drivers, 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly. // We can work around this bug by doing an internal blit to a temporary single-channel texture // before we sample. Feature emulateTinyStencilTextures = { "emulate_tiny_stencil_textures", FeatureCategory::D3DWorkarounds, "1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly", &members}; // In Intel driver, the data with format DXGI_FORMAT_B5G6R5_UNORM will be parsed incorrectly. // This workaroud will disable B5G6R5 support when it's Intel driver. By default, it will use // R8G8B8A8 format. This bug is fixed in version 4539 on Intel drivers. // On older AMD drivers, the data in DXGI_FORMAT_B5G6R5_UNORM becomes corrupted for unknown // reasons. Feature disableB5G6R5Support = {"disable_b5g6r5_support", FeatureCategory::D3DWorkarounds, "Textures with the format " "DXGI_FORMAT_B5G6R5_UNORM have incorrect data", &members}; // On some Intel drivers, evaluating unary minus operator on integer may get wrong answer in // vertex shaders. To work around this bug, we translate -(int) into ~(int)+1. // This driver bug is fixed in 20.19.15.4624. Feature rewriteUnaryMinusOperator = { "rewrite_unary_minus_operator", FeatureCategory::D3DWorkarounds, "Evaluating unary minus operator on integer may get wrong answer in vertex shaders", &members}; // On some Intel drivers, using isnan() on highp float will get wrong answer. To work around // this bug, we use an expression to emulate function isnan(). // Tracking bug: https://crbug.com/650547 // This driver bug is fixed in 21.20.16.4542. Feature emulateIsnanFloat = {"emulate_isnan_float", FeatureCategory::D3DWorkarounds, "Using isnan() on highp float will get wrong answer", &members, "https://crbug.com/650547"}; // On some Intel drivers, using clear() may not take effect. To work around this bug, we call // clear() twice on these platforms. // Tracking bug: https://crbug.com/655534 Feature callClearTwice = {"call_clear_twice", FeatureCategory::D3DWorkarounds, "Using clear() may not take effect", &members, "https://crbug.com/655534"}; // On some Intel drivers, copying from staging storage to constant buffer storage does not // seem to work. Work around this by keeping system memory storage as a canonical reference // for buffer data. // D3D11-only workaround. See http://crbug.com/593024. Feature useSystemMemoryForConstantBuffers = {"use_system_memory_for_constant_buffers", FeatureCategory::D3DWorkarounds, "Copying from staging storage to constant buffer " "storage does not work", &members, "https://crbug.com/593024"}; // This workaround is for the ANGLE_multiview extension. If enabled the viewport or render // target slice will be selected in the geometry shader stage. The workaround flag is added to // make it possible to select the code path in end2end and performance tests. Feature selectViewInGeometryShader = { "select_view_in_geometry_shader", FeatureCategory::D3DWorkarounds, "The viewport or render target slice will be selected in the geometry shader stage for " "the ANGLE_multiview extension", &members}; // When rendering with no render target on D3D, two bugs lead to incorrect behavior on Intel // drivers < 4815. The rendering samples always pass neglecting discard statements in pixel // shader. // 1. If rendertarget is not set, the pixel shader will be recompiled to drop 'SV_TARGET'. // When using a pixel shader with no 'SV_TARGET' in a draw, the pixels are always generated even // if they should be discard by 'discard' statements. // 2. If ID3D11BlendState.RenderTarget[].RenderTargetWriteMask is 0 and rendertarget is not set, // then rendering samples also pass neglecting discard statements in pixel shader. // So we add a dummy texture as render target in such case. See http://anglebug.com/2152 Feature addDummyTextureNoRenderTarget = { "add_dummy_texture_no_render_target", FeatureCategory::D3DWorkarounds, "On some drivers when rendering with no render target, two bugs lead to incorrect behavior", &members, "http://anglebug.com/2152"}; // Don't use D3D constant register zero when allocating space for uniforms in the vertex shader. // This is targeted to work around a bug in NVIDIA D3D driver version 388.59 where in very // specific cases the driver would not handle constant register zero correctly. Feature skipVSConstantRegisterZero = { "skip_vs_constant_register_zero", FeatureCategory::D3DWorkarounds, "In specific cases the driver doesn't handle constant register zero correctly", &members}; // Forces the value returned from an atomic operations to be always be resolved. This is // targeted to workaround a bug in NVIDIA D3D driver where the return value from // RWByteAddressBuffer.InterlockedAdd does not get resolved when used in the .yzw components of // a RWByteAddressBuffer.Store operation. Only has an effect on HLSL translation. // http://anglebug.com/3246 Feature forceAtomicValueResolution = { "force_atomic_value_resolution", FeatureCategory::D3DWorkarounds, "On some drivers the return value from RWByteAddressBuffer.InterlockedAdd does not resolve " "when used in the .yzw components of a RWByteAddressBuffer.Store operation", &members, "http://anglebug.com/3246"}; // Match chromium's robust resource init behaviour by always prefering to upload texture data // instead of clearing. Clear calls have been observed to cause texture corruption for some // formats. Feature allowClearForRobustResourceInit = { "allow_clear_for_robust_resource_init", FeatureCategory::D3DWorkarounds, "Some drivers corrupt texture data when clearing for robust resource initialization.", &members, "http://crbug.com/941620"}; // Don't translate uniform block to StructuredBuffer on Windows 7 and earlier. This is targeted // to work around a bug that fails to allocate ShaderResourceView for StructuredBuffer. Feature dontTranslateUniformBlockToStructuredBuffer = { "dont_translate_uniform_block_to_structured_buffer", FeatureCategory::D3DWorkarounds, "Fails to allocate ShaderResourceView for StructuredBuffer on some drivers", &members}; }; inline FeaturesD3D::FeaturesD3D() = default; inline FeaturesD3D::~FeaturesD3D() = default; } // namespace angle #endif // ANGLE_PLATFORM_FEATURESD3D_H_