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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
commit2aa4a82499d4becd2284cdb482213d541b8804dd (patch)
treeb80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/angle/checkout/include/platform/FeaturesGL.h
parentInitial commit. (diff)
downloadfirefox-upstream.tar.xz
firefox-upstream.zip
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
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+//
+// Copyright (c) 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.
+//
+
+// FeaturesGL.h: Features and workarounds for GL driver bugs and other issues.
+
+#ifndef ANGLE_PLATFORM_FEATURESGL_H_
+#define ANGLE_PLATFORM_FEATURESGL_H_
+
+#include "platform/Feature.h"
+
+namespace angle
+{
+
+struct FeaturesGL : FeatureSetBase
+{
+ FeaturesGL();
+ ~FeaturesGL();
+
+ // When writing a float to a normalized integer framebuffer, desktop OpenGL is allowed to write
+ // one of the two closest normalized integer representations (although round to nearest is
+ // preferred) (see section 2.3.5.2 of the GL 4.5 core specification). OpenGL ES requires that
+ // round-to-nearest is used (see "Conversion from Floating-Point to Framebuffer Fixed-Point" in
+ // section 2.1.2 of the OpenGL ES 2.0.25 spec). This issue only shows up on Intel and AMD
+ // drivers on framebuffer formats that have 1-bit alpha, work around this by using higher
+ // precision formats instead.
+ Feature avoid1BitAlphaTextureFormats = {
+ "avoid_1_bit_alpha_texture_formats", FeatureCategory::OpenGLWorkarounds,
+ "Issue on Intel and AMD drivers with 1-bit alpha framebuffer formats", &members};
+
+ // On some older Intel drivers, GL_RGBA4 is not color renderable, glCheckFramebufferStatus
+ // returns GL_FRAMEBUFFER_UNSUPPORTED. Work around this by using a known color-renderable
+ // format.
+ Feature rgba4IsNotSupportedForColorRendering = {
+ "rgba4_is_not_supported_for_color_rendering", FeatureCategory::OpenGLWorkarounds,
+ "Issue on older Intel drivers, GL_RGBA4 is not color renderable", &members};
+
+ // When clearing a framebuffer on Intel or AMD drivers, when GL_FRAMEBUFFER_SRGB is enabled, the
+ // driver clears to the linearized clear color despite the framebuffer not supporting SRGB
+ // blending. It only seems to do this when the framebuffer has only linear attachments, mixed
+ // attachments appear to get the correct clear color.
+ Feature doesSRGBClearsOnLinearFramebufferAttachments = {
+ "does_srgb_clears_on_linear_framebuffer_attachments", FeatureCategory::OpenGLWorkarounds,
+ "Issue clearing framebuffers with linear attachments on Intel or AMD "
+ "drivers when GL_FRAMEBUFFER_SRGB is enabled",
+ &members};
+
+ // On Mac some GLSL constructs involving do-while loops cause GPU hangs, such as the following:
+ // int i = 1;
+ // do {
+ // i --;
+ // continue;
+ // } while (i > 0)
+ // Work around this by rewriting the do-while to use another GLSL construct (block + while)
+ Feature doWhileGLSLCausesGPUHang = {
+ "do_while_glsl_causes_gpu_hang", FeatureCategory::OpenGLWorkarounds,
+ "On Mac, some GLSL constructs involving do-while loops cause GPU hangs", &members};
+
+ // Calling glFinish doesn't cause all queries to report that the result is available on some
+ // (NVIDIA) drivers. It was found that enabling GL_DEBUG_OUTPUT_SYNCHRONOUS before the finish
+ // causes it to fully finish.
+ Feature finishDoesNotCauseQueriesToBeAvailable = {
+ "finish_does_not_cause_queries_to_be_available", FeatureCategory::OpenGLWorkarounds,
+ "On some NVIDIA drivers, glFinish doesn't cause all queries to report available result",
+ &members};
+
+ // Always call useProgram after a successful link to avoid a driver bug.
+ // This workaround is meant to reproduce the use_current_program_after_successful_link
+ // workaround in Chromium (http://crbug.com/110263). It has been shown that this workaround is
+ // not necessary for MacOSX 10.9 and higher (http://crrev.com/39eb535b).
+ Feature alwaysCallUseProgramAfterLink = {
+ "always_call_use_program_after_link", FeatureCategory::OpenGLWorkarounds,
+ "Always call useProgram after a successful link to avoid a driver bug", &members};
+
+ // In the case of unpacking from a pixel unpack buffer, unpack overlapping rows row by row.
+ Feature unpackOverlappingRowsSeparatelyUnpackBuffer = {
+ "unpack_overlapping_rows_separately_unpack_buffer", FeatureCategory::OpenGLWorkarounds,
+ "In the case of unpacking from a pixel unpack buffer, unpack overlapping rows row by row",
+ &members};
+
+ // In the case of packing to a pixel pack buffer, pack overlapping rows row by row.
+ Feature packOverlappingRowsSeparatelyPackBuffer = {
+ "pack_overlapping_rows_separately_pack_buffer", FeatureCategory::OpenGLWorkarounds,
+ "In the case of packing to a pixel pack buffer, pack overlapping rows row by row",
+ &members};
+
+ // During initialization, assign the current vertex attributes to the spec-mandated defaults.
+ Feature initializeCurrentVertexAttributes = {
+ "initialize_current_vertex_attributes", FeatureCategory::OpenGLWorkarounds,
+ "During initialization, assign the current vertex attributes to the spec-mandated defaults",
+ &members};
+
+ // abs(i) where i is an integer returns unexpected result on Intel Mac.
+ // Emulate abs(i) with i * sign(i).
+ Feature emulateAbsIntFunction = {
+ "emulate_abs_int_function", FeatureCategory::OpenGLWorkarounds,
+ "On Intel Mac, abs(i) where i is an integer returns unexpected result", &members};
+
+ // On Intel Mac, calculation of loop conditions in for and while loop has bug.
+ // Add "&& true" to the end of the condition expression to work around the bug.
+ Feature addAndTrueToLoopCondition = {
+ "add_and_true_to_loop_condition", FeatureCategory::OpenGLWorkarounds,
+ "On Intel Mac, calculation of loop conditions in for and while loop has bug", &members};
+
+ // When uploading textures from an unpack buffer, some drivers count an extra row padding when
+ // checking if the pixel unpack buffer is big enough. Tracking bug: http://anglebug.com/1512
+ // For example considering the pixel buffer below where in memory, each row data (D) of the
+ // texture is followed by some unused data (the dots):
+ // +-------+--+
+ // |DDDDDDD|..|
+ // |DDDDDDD|..|
+ // |DDDDDDD|..|
+ // |DDDDDDD|..|
+ // +-------A--B
+ // The last pixel read will be A, but the driver will think it is B, causing it to generate an
+ // error when the pixel buffer is just big enough.
+ Feature unpackLastRowSeparatelyForPaddingInclusion = {
+ "unpack_last_row_separately_for_padding_inclusion", FeatureCategory::OpenGLWorkarounds,
+ "When uploading textures from an unpack buffer, some drivers count an extra row padding",
+ &members};
+
+ // Equivalent workaround when uploading data from a pixel pack buffer.
+ Feature packLastRowSeparatelyForPaddingInclusion = {
+ "pack_last_row_separately_for_padding_inclusion", FeatureCategory::OpenGLWorkarounds,
+ "When uploading textures from an pack buffer, some drivers count an extra row padding",
+ &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: http://crbug.com/650547
+ Feature emulateIsnanFloat = {
+ "emulate_isnan_float", FeatureCategory::OpenGLWorkarounds,
+ "On some Intel drivers, using isnan() on highp float will get wrong answer", &members};
+
+ // On Mac with OpenGL version 4.1, unused std140 or shared uniform blocks will be
+ // treated as inactive which is not consistent with WebGL2.0 spec. Reference all members in a
+ // unused std140 or shared uniform block at the beginning of main to work around it.
+ // Also used on Linux AMD.
+ Feature useUnusedBlocksWithStandardOrSharedLayout = {
+ "use_unused_blocks_with_standard_or_shared_layout", FeatureCategory::OpenGLWorkarounds,
+ "On Mac with OpenGL version 4.1 and Linux AMD, unused std140 or shared uniform blocks "
+ "will be treated as inactive",
+ &members};
+
+ // This flag is used to fix spec difference between GLSL 4.1 or lower and ESSL3.
+ Feature removeInvariantAndCentroidForESSL3 = {
+ "remove_invarient_and_centroid_for_essl3", FeatureCategory::OpenGLWorkarounds,
+ "Fix spec difference between GLSL 4.1 or lower and ESSL3", &members};
+
+ // On Intel Mac OSX 10.11 driver, using "-float" will get wrong answer. Use "0.0 - float" to
+ // replace "-float".
+ // Tracking bug: http://crbug.com/308366
+ Feature rewriteFloatUnaryMinusOperator = {
+ "rewrite_float_unary_minus_operator", FeatureCategory::OpenGLWorkarounds,
+ "On Intel Mac OSX 10.11 driver, using '-<float>' will get wrong answer", &members,
+ "http://crbug.com/308366"};
+
+ // On NVIDIA drivers, atan(y, x) may return a wrong answer.
+ // Tracking bug: http://crbug.com/672380
+ Feature emulateAtan2Float = {"emulate_atan_2_float", FeatureCategory::OpenGLWorkarounds,
+ "On NVIDIA drivers, atan(y, x) may return a wrong answer",
+ &members, "http://crbug.com/672380"};
+
+ // Some drivers seem to forget about UBO bindings when using program binaries. Work around
+ // this by re-applying the bindings after the program binary is loaded or saved.
+ // This only seems to affect AMD OpenGL drivers, and some Android devices.
+ // http://anglebug.com/1637
+ Feature reapplyUBOBindingsAfterUsingBinaryProgram = {
+ "reapply_ubo_bindings_after_using_binary_program", FeatureCategory::OpenGLWorkarounds,
+ "Some AMD OpenGL drivers and Android devices forget about UBO bindings "
+ "when using program binaries",
+ &members, "http://anglebug.com/1637"};
+
+ // Some OpenGL drivers return 0 when we query MAX_VERTEX_ATTRIB_STRIDE in an OpenGL 4.4 or
+ // higher context.
+ // This only seems to affect AMD OpenGL drivers.
+ // Tracking bug: http://anglebug.com/1936
+ Feature emulateMaxVertexAttribStride = {
+ "emulate_max_vertex_attrib_stride", FeatureCategory::OpenGLWorkarounds,
+ "Some AMD OpenGL >= 4.4 drivers return 0 when MAX_VERTEX_ATTRIB_STRIED queried", &members,
+ "http://anglebug.com/1936"};
+
+ // Initializing uninitialized locals caused odd behavior on Mac in a few WebGL 2 tests.
+ // Tracking bug: http://anglebug/2041
+ Feature dontInitializeUninitializedLocals = {
+ "dont_initialize_uninitialized_locals", FeatureCategory::OpenGLWorkarounds,
+ "On Mac initializing uninitialized locals caused odd behavior in a few WebGL 2 tests",
+ &members, "http://anglebug.com/2041"};
+
+ // On some NVIDIA drivers the point size range reported from the API is inconsistent with the
+ // actual behavior. Clamp the point size to the value from the API to fix this.
+ Feature clampPointSize = {
+ "clamp_point_size", FeatureCategory::OpenGLWorkarounds,
+ "On some NVIDIA drivers the point size range reported from the API is "
+ "inconsistent with the actual behavior",
+ &members};
+
+ // On some NVIDIA drivers certain types of GLSL arithmetic ops mixing vectors and scalars may be
+ // executed incorrectly. Change them in the shader translator. Tracking bug:
+ // http://crbug.com/772651
+ Feature rewriteVectorScalarArithmetic = {
+ "rewrite_vector_scalar_arithmetic", FeatureCategory::OpenGLWorkarounds,
+ "On some NVIDIA drivers certain types of GLSL arithmetic ops mixing "
+ "vectors and scalars may be executed incorrectly",
+ &members, "http://crbug.com/772651"};
+
+ // On some Android devices for loops used to initialize variables hit native GLSL compiler bugs.
+ Feature dontUseLoopsToInitializeVariables = {
+ "dont_use_loops_to_initialize_variables", FeatureCategory::OpenGLWorkarounds,
+ "On some Android devices for loops used to initialize variables hit "
+ "native GLSL compiler bugs",
+ &members};
+
+ // On some NVIDIA drivers gl_FragDepth is not clamped correctly when rendering to a floating
+ // point depth buffer. Clamp it in the translated shader to fix this.
+ Feature clampFragDepth = {"clamp_frag_depth", FeatureCategory::OpenGLWorkarounds,
+ "On some NVIDIA drivers gl_FragDepth is not clamped correctly when "
+ "rendering to a floating point depth buffer",
+ &members};
+
+ // On some NVIDIA drivers before version 397.31 repeated assignment to swizzled values inside a
+ // GLSL user-defined function have incorrect results. Rewrite this type of statements to fix
+ // this.
+ Feature rewriteRepeatedAssignToSwizzled = {
+ "rewrite_repeated_assign_to_swizzled", FeatureCategory::OpenGLWorkarounds,
+ "On some NVIDIA drivers < v397.31, repeated assignment to swizzled "
+ "values inside a GLSL user-defined function have incorrect results",
+ &members};
+ // On some AMD and Intel GL drivers ARB_blend_func_extended does not pass the tests.
+ // It might be possible to work around the Intel bug by rewriting *FragData to *FragColor
+ // instead of disabling the functionality entirely. The AMD bug looked like incorrect blending,
+ // not sure if a workaround is feasible. http://anglebug.com/1085
+ Feature disableBlendFuncExtended = {
+ "disable_blend_func_extended", FeatureCategory::OpenGLWorkarounds,
+ "On some AMD and Intel GL drivers ARB_blend_func_extended does not pass the tests",
+ &members, "http://anglebug.com/1085"};
+
+ // Qualcomm drivers returns raw sRGB values instead of linearized values when calling
+ // glReadPixels on unsized sRGB texture formats. http://crbug.com/550292 and
+ // http://crbug.com/565179
+ Feature unsizedsRGBReadPixelsDoesntTransform = {
+ "unsized_srgb_read_pixels_doesnt_transform", FeatureCategory::OpenGLWorkarounds,
+ "Qualcomm drivers returns raw sRGB values instead of linearized values "
+ "when calling glReadPixels on unsized sRGB texture formats",
+ &members, "http://crbug.com/565179"};
+
+ // Older Qualcomm drivers generate errors when querying the number of bits in timer queries, ex:
+ // GetQueryivEXT(GL_TIME_ELAPSED, GL_QUERY_COUNTER_BITS). http://anglebug.com/3027
+ Feature queryCounterBitsGeneratesErrors = {
+ "query_counter_bits_generates_errors", FeatureCategory::OpenGLWorkarounds,
+ "Older Qualcomm drivers generate errors when querying the number of bits in timer queries",
+ &members, "http://anglebug.com/3027"};
+
+ // Re-linking a program in parallel is buggy on some Intel Windows OpenGL drivers and Android
+ // platforms.
+ // http://anglebug.com/3045
+ Feature dontRelinkProgramsInParallel = {
+ "dont_relink_programs_in_parallel", FeatureCategory::OpenGLWorkarounds,
+ "On some Intel Windows OpenGL drivers and Android, relinking a program "
+ "in parallel is buggy",
+ &members, "http://anglebug.com/3045"};
+
+ // Some tests have been seen to fail using worker contexts, this switch allows worker contexts
+ // to be disabled for some platforms. http://crbug.com/849576
+ Feature disableWorkerContexts = {"disable_worker_contexts", FeatureCategory::OpenGLWorkarounds,
+ "Some tests have been seen to fail using worker contexts",
+ &members, "http://crbug.com/849576"};
+
+ // Most Android devices fail to allocate a texture that is larger than 4096. Limit the caps
+ // instead of generating GL_OUT_OF_MEMORY errors. Also causes system to hang on some older
+ // intel mesa drivers on Linux.
+ Feature limitMaxTextureSizeTo4096 = {"max_texture_size_limit_4096",
+ FeatureCategory::OpenGLWorkarounds,
+ "Limit max texture size to 4096 to avoid frequent "
+ "out-of-memory errors on Android or Intel Linux",
+ &members, "http://crbug.com/927470"};
+
+ // Prevent excessive MSAA allocations on Android devices, various rendering bugs have been
+ // observed and they tend to be high DPI anyways. http://crbug.com/797243
+ Feature limitMaxMSAASamplesTo4 = {
+ "max_msaa_sample_count_4", FeatureCategory::OpenGLWorkarounds,
+ "Various rendering bugs have been observed when using higher MSAA counts on Android",
+ &members, "http://crbug.com/797243"};
+
+ // Prefer to do the robust resource init clear using a glClear. Calls to TexSubImage2D on large
+ // textures can take hundreds of milliseconds because of slow uploads on macOS. Do this only on
+ // macOS because clears are buggy on other drivers.
+ // https://crbug.com/848952 (slow uploads on macOS)
+ // https://crbug.com/883276 (buggy clears on Android)
+ Feature allowClearForRobustResourceInit = {
+ "allow_clear_for_robust_resource_init", FeatureCategory::OpenGLWorkarounds,
+ "Using glClear for robust resource initialization is buggy on some drivers and leads to "
+ "texture corruption. Default to data uploads except on MacOS where it is very slow.",
+ &members, "http://crbug.com/883276"};
+
+ // Some drivers automatically handle out-of-bounds uniform array access but others need manual
+ // clamping to satisfy the WebGL requirements.
+ Feature clampArrayAccess = {"clamp_array_access", FeatureCategory::OpenGLWorkarounds,
+ "Clamp uniform array access to avoid reading invalid memory.",
+ &members, "http://anglebug.com/2978"};
+
+ // Reset glTexImage2D base level to workaround pixel comparison failure above Mac OS 10.12.4 on
+ // Intel Mac.
+ Feature resetTexImage2DBaseLevel = {"reset_teximage2d_base_level",
+ FeatureCategory::OpenGLWorkarounds,
+ "Reset texture base level before calling glTexImage2D to "
+ "work around pixel comparison failure.",
+ &members, "https://crbug.com/705865"};
+
+ // glClearColor does not always work on Intel 6xxx Mac drivers when the clear color made up of
+ // all zeros and ones.
+ Feature clearToZeroOrOneBroken = {
+ "clear_to_zero_or_one_broken", FeatureCategory::OpenGLWorkarounds,
+ "Clears when the clear color is all zeros or ones do not work.", &members,
+ "https://crbug.com/710443"};
+
+ // Some older Linux Intel mesa drivers will hang the system when allocating large textures. Fix
+ // this by capping the max texture size.
+ Feature limitMax3dArrayTextureSizeTo1024 = {
+ "max_3d_array_texture_size_1024", FeatureCategory::OpenGLWorkarounds,
+ "Limit max 3d texture size and max array texture layers to 1024 to avoid system hang on "
+ "older Intel Linux",
+ &members, "http://crbug.com/927470"};
+
+ // BlitFramebuffer has issues on some platforms with large source/dest texture sizes. This
+ // workaround adjusts the destination rectangle source and dest rectangle to fit within maximum
+ // twice the size of the framebuffer.
+ Feature adjustSrcDstRegionBlitFramebuffer = {
+ "adjust_src_dst_region_for_blitframebuffer", FeatureCategory::OpenGLWorkarounds,
+ "Many platforms have issues with blitFramebuffer when the parameters are large.", &members,
+ "http://crbug.com/830046"};
+};
+
+inline FeaturesGL::FeaturesGL() = default;
+inline FeaturesGL::~FeaturesGL() = default;
+
+} // namespace angle
+
+#endif // ANGLE_PLATFORM_FEATURESGL_H_