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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 // FeaturesD3D.h: Features and workarounds for D3D driver bugs and other issues.
8 
9 #ifndef ANGLE_PLATFORM_FEATURESD3D_H_
10 #define ANGLE_PLATFORM_FEATURESD3D_H_
11 
12 #include "platform/Feature.h"
13 
14 namespace angle
15 {
16 
17 // Workarounds attached to each shader. Do not need to expose information about these workarounds so
18 // a simple bool struct suffices.
19 struct CompilerWorkaroundsD3D
20 {
21     bool skipOptimization = false;
22 
23     bool useMaxOptimization = false;
24 
25     // IEEE strictness needs to be enabled for NANs to work.
26     bool enableIEEEStrictness = false;
27 };
28 
29 struct FeaturesD3D : FeatureSetBase
30 {
31     FeaturesD3D();
32     ~FeaturesD3D();
33 
34     // On some systems, having extra rendertargets than necessary slows down the shader.
35     // We can fix this by optimizing those out of the shader. At the same time, we can
36     // work around a bug on some nVidia drivers that they ignore "null" render targets
37     // in D3D11, by compacting the active color attachments list to omit null entries.
38     Feature mrtPerfWorkaround = {"mrt_perf_workaround", FeatureCategory::D3DWorkarounds,
39                                  "Some drivers have a bug where they ignore null render targets",
40                                  &members};
41 
42     Feature setDataFasterThanImageUpload = {"set_data_faster_than_image_upload",
43                                             FeatureCategory::D3DWorkarounds,
44                                             "Set data faster than image upload", &members};
45 
46     // Some renderers can't disable mipmaps on a mipmapped texture (i.e. solely sample from level
47     // zero, and ignore the other levels). D3D11 Feature Level 10+ does this by setting MaxLOD to
48     // 0.0f in the Sampler state. D3D9 sets D3DSAMP_MIPFILTER to D3DTEXF_NONE. There is no
49     // equivalent to this in D3D11 Feature Level 9_3. This causes problems when (for example) an
50     // application creates a mipmapped texture2D, but sets GL_TEXTURE_MIN_FILTER to GL_NEAREST
51     // (i.e disables mipmaps). To work around this, D3D11 FL9_3 has to create two copies of the
52     // texture. The textures' level zeros are identical, but only one texture has mips.
53     Feature zeroMaxLodWorkaround = {"zero_max_lod", FeatureCategory::D3DWorkarounds,
54                                     "Missing an option to disable mipmaps on a mipmapped texture",
55                                     &members};
56 
57     // Some renderers do not support Geometry Shaders so the Geometry Shader-based PointSprite
58     // emulation will not work. To work around this, D3D11 FL9_3 has to use a different pointsprite
59     // emulation that is implemented using instanced quads.
60     Feature useInstancedPointSpriteEmulation = {
61         "use_instanced_point_sprite_emulation", FeatureCategory::D3DWorkarounds,
62         "Some D3D11 renderers do not support geometry shaders for pointsprite emulation", &members};
63 
64     // A bug fixed in NVIDIA driver version 347.88 < x <= 368.81 triggers a TDR when using
65     // CopySubresourceRegion from a staging texture to a depth/stencil in D3D11. The workaround
66     // is to use UpdateSubresource to trigger an extra copy. We disable this workaround on newer
67     // NVIDIA driver versions because of a second driver bug present with the workaround enabled.
68     // (See: http://anglebug.com/1452)
69     Feature depthStencilBlitExtraCopy = {
70         "depth_stencil_blit_extra_copy", FeatureCategory::D3DWorkarounds,
71         "Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging "
72         "texture to a depth/stencil",
73         &members, "http://anglebug.com/1452"};
74 
75     // The HLSL optimizer has a bug with optimizing "pow" in certain integer-valued expressions.
76     // We can work around this by expanding the pow into a series of multiplies if we're running
77     // under the affected compiler.
78     Feature expandIntegerPowExpressions = {
79         "expand_integer_pow_expressions", FeatureCategory::D3DWorkarounds,
80         "The HLSL optimizer has a bug with optimizing 'pow' in certain integer-valued expressions",
81         &members};
82 
83     // NVIDIA drivers sometimes write out-of-order results to StreamOut buffers when transform
84     // feedback is used to repeatedly write to the same buffer positions.
85     Feature flushAfterEndingTransformFeedback = {
86         "flush_after_ending_transform_feedback", FeatureCategory::D3DWorkarounds,
87         "Some drivers sometimes write out-of-order results to StreamOut buffers when transform "
88         "feedback is used to repeatedly write to the same buffer positions",
89         &members};
90 
91     // Some drivers (NVIDIA) do not take into account the base level of the texture in the results
92     // of the HLSL GetDimensions builtin.
93     Feature getDimensionsIgnoresBaseLevel = {
94         "get_dimensions_ignores_base_level", FeatureCategory::D3DWorkarounds,
95         "Some drivers do not take into account the base level of the "
96         "texture in the results of the HLSL GetDimensions builtin",
97         &members};
98 
99     // On some Intel drivers, HLSL's function texture.Load returns 0 when the parameter Location
100     // is negative, even if the sum of Offset and Location is in range. This may cause errors when
101     // translating GLSL's function texelFetchOffset into texture.Load, as it is valid for
102     // texelFetchOffset to use negative texture coordinates as its parameter P when the sum of P
103     // and Offset is in range. To work around this, we translate texelFetchOffset into texelFetch
104     // by adding Offset directly to Location before reading the texture.
105     Feature preAddTexelFetchOffsets = {
106         "pre_add_texel_fetch_offsets", FeatureCategory::D3DWorkarounds,
107         "HLSL's function texture.Load returns 0 when the parameter Location is negative, even if "
108         "the sum of Offset and Location is in range",
109         &members};
110 
111     // On some AMD drivers, 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly.
112     // We can work around this bug by doing an internal blit to a temporary single-channel texture
113     // before we sample.
114     Feature emulateTinyStencilTextures = {
115         "emulate_tiny_stencil_textures", FeatureCategory::D3DWorkarounds,
116         "1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly", &members};
117 
118     // In Intel driver, the data with format DXGI_FORMAT_B5G6R5_UNORM will be parsed incorrectly.
119     // This workaroud will disable B5G6R5 support when it's Intel driver. By default, it will use
120     // R8G8B8A8 format. This bug is fixed in version 4539 on Intel drivers.
121     // On older AMD drivers, the data in DXGI_FORMAT_B5G6R5_UNORM becomes corrupted for unknown
122     // reasons.
123     Feature disableB5G6R5Support = {"disable_b5g6r5_support", FeatureCategory::D3DWorkarounds,
124                                     "Textures with the format "
125                                     "DXGI_FORMAT_B5G6R5_UNORM have incorrect data",
126                                     &members};
127 
128     // On some Intel drivers, evaluating unary minus operator on integer may get wrong answer in
129     // vertex shaders. To work around this bug, we translate -(int) into ~(int)+1.
130     // This driver bug is fixed in 20.19.15.4624.
131     Feature rewriteUnaryMinusOperator = {
132         "rewrite_unary_minus_operator", FeatureCategory::D3DWorkarounds,
133         "Evaluating unary minus operator on integer may get wrong answer in vertex shaders",
134         &members};
135 
136     // On some Intel drivers, using isnan() on highp float will get wrong answer. To work around
137     // this bug, we use an expression to emulate function isnan().
138     // Tracking bug: https://crbug.com/650547
139     // This driver bug is fixed in 21.20.16.4542.
140     Feature emulateIsnanFloat = {"emulate_isnan_float", FeatureCategory::D3DWorkarounds,
141                                  "Using isnan() on highp float will get wrong answer", &members,
142                                  "https://crbug.com/650547"};
143 
144     // On some Intel drivers, using clear() may not take effect. To work around this bug, we call
145     // clear() twice on these platforms.
146     // Tracking bug: https://crbug.com/655534
147     Feature callClearTwice = {"call_clear_twice", FeatureCategory::D3DWorkarounds,
148                               "Using clear() may not take effect", &members,
149                               "https://crbug.com/655534"};
150 
151     // On some Intel drivers, copying from staging storage to constant buffer storage does not
152     // seem to work. Work around this by keeping system memory storage as a canonical reference
153     // for buffer data.
154     // D3D11-only workaround. See http://crbug.com/593024.
155     Feature useSystemMemoryForConstantBuffers = {"use_system_memory_for_constant_buffers",
156                                                  FeatureCategory::D3DWorkarounds,
157                                                  "Copying from staging storage to constant buffer "
158                                                  "storage does not work",
159                                                  &members, "https://crbug.com/593024"};
160 
161     // This workaround is for the ANGLE_multiview extension. If enabled the viewport or render
162     // target slice will be selected in the geometry shader stage. The workaround flag is added to
163     // make it possible to select the code path in end2end and performance tests.
164     Feature selectViewInGeometryShader = {
165         "select_view_in_geometry_shader", FeatureCategory::D3DWorkarounds,
166         "The viewport or render target slice will be selected in the geometry shader stage for "
167         "the ANGLE_multiview extension",
168         &members};
169 
170     // When rendering with no render target on D3D, two bugs lead to incorrect behavior on Intel
171     // drivers < 4815. The rendering samples always pass neglecting discard statements in pixel
172     // shader.
173     // 1. If rendertarget is not set, the pixel shader will be recompiled to drop 'SV_TARGET'.
174     // When using a pixel shader with no 'SV_TARGET' in a draw, the pixels are always generated even
175     // if they should be discard by 'discard' statements.
176     // 2. If ID3D11BlendState.RenderTarget[].RenderTargetWriteMask is 0 and rendertarget is not set,
177     // then rendering samples also pass neglecting discard statements in pixel shader.
178     // So we add a dummy texture as render target in such case. See http://anglebug.com/2152
179     Feature addDummyTextureNoRenderTarget = {
180         "add_dummy_texture_no_render_target", FeatureCategory::D3DWorkarounds,
181         "On some drivers when rendering with no render target, two bugs lead to incorrect behavior",
182         &members, "http://anglebug.com/2152"};
183 
184     // Don't use D3D constant register zero when allocating space for uniforms in the vertex shader.
185     // This is targeted to work around a bug in NVIDIA D3D driver version 388.59 where in very
186     // specific cases the driver would not handle constant register zero correctly.
187     Feature skipVSConstantRegisterZero = {
188         "skip_vs_constant_register_zero", FeatureCategory::D3DWorkarounds,
189         "In specific cases the driver doesn't handle constant register zero correctly", &members};
190 
191     // Forces the value returned from an atomic operations to be always be resolved. This is
192     // targeted to workaround a bug in NVIDIA D3D driver where the return value from
193     // RWByteAddressBuffer.InterlockedAdd does not get resolved when used in the .yzw components of
194     // a RWByteAddressBuffer.Store operation. Only has an effect on HLSL translation.
195     // http://anglebug.com/3246
196     Feature forceAtomicValueResolution = {
197         "force_atomic_value_resolution", FeatureCategory::D3DWorkarounds,
198         "On some drivers the return value from RWByteAddressBuffer.InterlockedAdd does not resolve "
199         "when used in the .yzw components of a RWByteAddressBuffer.Store operation",
200         &members, "http://anglebug.com/3246"};
201 
202     // Match chromium's robust resource init behaviour by always prefering to upload texture data
203     // instead of clearing. Clear calls have been observed to cause texture corruption for some
204     // formats.
205     Feature allowClearForRobustResourceInit = {
206         "allow_clear_for_robust_resource_init", FeatureCategory::D3DWorkarounds,
207         "Some drivers corrupt texture data when clearing for robust resource initialization.",
208         &members, "http://crbug.com/941620"};
209 
210     // Don't translate uniform block to StructuredBuffer on Windows 7 and earlier. This is targeted
211     // to work around a bug that fails to allocate ShaderResourceView for StructuredBuffer.
212     Feature dontTranslateUniformBlockToStructuredBuffer = {
213         "dont_translate_uniform_block_to_structured_buffer", FeatureCategory::D3DWorkarounds,
214         "Fails to allocate ShaderResourceView for StructuredBuffer on some drivers", &members};
215 };
216 
217 inline FeaturesD3D::FeaturesD3D()  = default;
218 inline FeaturesD3D::~FeaturesD3D() = default;
219 
220 }  // namespace angle
221 
222 #endif  // ANGLE_PLATFORM_FEATURESD3D_H_
223