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|
//
// Copyright (c) 2012-2014 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.
//
// renderergl_utils.cpp: Conversion functions and other utility routines
// specific to the OpenGL renderer.
#include "libANGLE/renderer/gl/renderergl_utils.h"
#include <limits>
#include "common/mathutil.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/Caps.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/WorkaroundsGL.h"
#include "libANGLE/renderer/gl/formatutilsgl.h"
#include <algorithm>
#include <sstream>
using angle::CheckedNumeric;
namespace rx
{
VendorID GetVendorID(const FunctionsGL *functions)
{
std::string nativeVendorString(reinterpret_cast<const char *>(functions->getString(GL_VENDOR)));
if (nativeVendorString.find("Intel") != std::string::npos)
{
return VENDOR_ID_INTEL;
}
else if (nativeVendorString.find("NVIDIA") != std::string::npos)
{
return VENDOR_ID_NVIDIA;
}
else if (nativeVendorString.find("ATI") != std::string::npos ||
nativeVendorString.find("AMD") != std::string::npos)
{
return VENDOR_ID_AMD;
}
else if (nativeVendorString.find("Qualcomm") != std::string::npos)
{
return VENDOR_ID_QUALCOMM;
}
else
{
return VENDOR_ID_UNKNOWN;
}
}
namespace nativegl_gl
{
static bool MeetsRequirements(const FunctionsGL *functions, const nativegl::SupportRequirement &requirements)
{
for (const std::string &extension : requirements.requiredExtensions)
{
if (!functions->hasExtension(extension))
{
return false;
}
}
if (functions->version >= requirements.version)
{
return true;
}
else if (!requirements.versionExtensions.empty())
{
for (const std::string &extension : requirements.versionExtensions)
{
if (!functions->hasExtension(extension))
{
return false;
}
}
return true;
}
else
{
return false;
}
}
static gl::TextureCaps GenerateTextureFormatCaps(const FunctionsGL *functions, GLenum internalFormat)
{
gl::TextureCaps textureCaps;
const nativegl::InternalFormat &formatInfo = nativegl::GetInternalFormatInfo(internalFormat, functions->standard);
textureCaps.texturable = MeetsRequirements(functions, formatInfo.texture);
textureCaps.filterable = textureCaps.texturable && MeetsRequirements(functions, formatInfo.filter);
textureCaps.renderable = MeetsRequirements(functions, formatInfo.framebufferAttachment);
// glGetInternalformativ is not available until version 4.2 but may be available through the 3.0
// extension GL_ARB_internalformat_query
if (textureCaps.renderable && functions->getInternalformativ)
{
GLint numSamples = 0;
functions->getInternalformativ(GL_RENDERBUFFER, internalFormat, GL_NUM_SAMPLE_COUNTS, 1, &numSamples);
if (numSamples > 0)
{
std::vector<GLint> samples(numSamples);
functions->getInternalformativ(GL_RENDERBUFFER, internalFormat, GL_SAMPLES,
static_cast<GLsizei>(samples.size()), &samples[0]);
for (size_t sampleIndex = 0; sampleIndex < samples.size(); sampleIndex++)
{
textureCaps.sampleCounts.insert(samples[sampleIndex]);
}
}
}
return textureCaps;
}
static GLint QuerySingleGLInt(const FunctionsGL *functions, GLenum name)
{
GLint result = 0;
functions->getIntegerv(name, &result);
return result;
}
static GLint QuerySingleIndexGLInt(const FunctionsGL *functions, GLenum name, GLuint index)
{
GLint result;
functions->getIntegeri_v(name, index, &result);
return result;
}
static GLint QueryGLIntRange(const FunctionsGL *functions, GLenum name, size_t index)
{
GLint result[2] = {};
functions->getIntegerv(name, result);
return result[index];
}
static GLint64 QuerySingleGLInt64(const FunctionsGL *functions, GLenum name)
{
GLint64 result = 0;
functions->getInteger64v(name, &result);
return result;
}
static GLfloat QuerySingleGLFloat(const FunctionsGL *functions, GLenum name)
{
GLfloat result = 0.0f;
functions->getFloatv(name, &result);
return result;
}
static GLfloat QueryGLFloatRange(const FunctionsGL *functions, GLenum name, size_t index)
{
GLfloat result[2] = {};
functions->getFloatv(name, result);
return result[index];
}
static gl::TypePrecision QueryTypePrecision(const FunctionsGL *functions, GLenum shaderType, GLenum precisionType)
{
gl::TypePrecision precision;
functions->getShaderPrecisionFormat(shaderType, precisionType, precision.range, &precision.precision);
return precision;
}
static GLint QueryQueryValue(const FunctionsGL *functions, GLenum target, GLenum name)
{
GLint result;
functions->getQueryiv(target, name, &result);
return result;
}
static void LimitVersion(gl::Version *curVersion, const gl::Version &maxVersion)
{
if (*curVersion >= maxVersion)
{
*curVersion = maxVersion;
}
}
void GenerateCaps(const FunctionsGL *functions, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap,
gl::Extensions *extensions, gl::Version *maxSupportedESVersion)
{
// Texture format support checks
const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats();
for (GLenum internalFormat : allFormats)
{
gl::TextureCaps textureCaps = GenerateTextureFormatCaps(functions, internalFormat);
textureCapsMap->insert(internalFormat, textureCaps);
if (gl::GetInternalFormatInfo(internalFormat).compressed)
{
caps->compressedTextureFormats.push_back(internalFormat);
}
}
// Start by assuming ES3.1 support and work down
*maxSupportedESVersion = gl::Version(3, 1);
// Table 6.28, implementation dependent values
if (functions->isAtLeastGL(gl::Version(4, 3)) || functions->hasGLExtension("GL_ARB_ES3_compatibility") ||
functions->isAtLeastGLES(gl::Version(3, 0)))
{
caps->maxElementIndex = QuerySingleGLInt64(functions, GL_MAX_ELEMENT_INDEX);
}
else
{
// Doesn't affect ES3 support, can use a pre-defined limit
caps->maxElementIndex = static_cast<GLint64>(std::numeric_limits<unsigned int>::max());
}
if (functions->isAtLeastGL(gl::Version(1, 2)) ||
functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_OES_texture_3D"))
{
caps->max3DTextureSize = QuerySingleGLInt(functions, GL_MAX_3D_TEXTURE_SIZE);
}
else
{
// Can't support ES3 without 3D textures
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
caps->max2DTextureSize = QuerySingleGLInt(functions, GL_MAX_TEXTURE_SIZE); // GL 1.0 / ES 2.0
caps->maxCubeMapTextureSize = QuerySingleGLInt(functions, GL_MAX_CUBE_MAP_TEXTURE_SIZE); // GL 1.3 / ES 2.0
if (functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_EXT_texture_array") ||
functions->isAtLeastGLES(gl::Version(3, 0)))
{
caps->maxArrayTextureLayers = QuerySingleGLInt(functions, GL_MAX_ARRAY_TEXTURE_LAYERS);
}
else
{
// Can't support ES3 without array textures
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
if (functions->isAtLeastGL(gl::Version(1, 5)) || functions->hasGLExtension("GL_EXT_texture_lod_bias") ||
functions->isAtLeastGLES(gl::Version(3, 0)))
{
caps->maxLODBias = QuerySingleGLFloat(functions, GL_MAX_TEXTURE_LOD_BIAS);
}
else
{
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
if (functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_EXT_framebuffer_object") ||
functions->isAtLeastGLES(gl::Version(2, 0)))
{
caps->maxRenderbufferSize = QuerySingleGLInt(functions, GL_MAX_RENDERBUFFER_SIZE);
caps->maxColorAttachments = QuerySingleGLInt(functions, GL_MAX_COLOR_ATTACHMENTS);
}
else
{
// Can't support ES2 without framebuffers and renderbuffers
LimitVersion(maxSupportedESVersion, gl::Version(0, 0));
}
if (functions->isAtLeastGL(gl::Version(2, 0)) || functions->hasGLExtension("ARB_draw_buffers") ||
functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_draw_buffers"))
{
caps->maxDrawBuffers = QuerySingleGLInt(functions, GL_MAX_DRAW_BUFFERS);
}
else
{
// Framebuffer is required to have at least one drawbuffer even if the extension is not
// supported
caps->maxDrawBuffers = 1;
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
caps->maxViewportWidth = QueryGLIntRange(functions, GL_MAX_VIEWPORT_DIMS, 0); // GL 1.0 / ES 2.0
caps->maxViewportHeight = QueryGLIntRange(functions, GL_MAX_VIEWPORT_DIMS, 1); // GL 1.0 / ES 2.0
if (functions->standard == STANDARD_GL_DESKTOP &&
(functions->profile & GL_CONTEXT_CORE_PROFILE_BIT) != 0)
{
// Desktop GL core profile deprecated the GL_ALIASED_POINT_SIZE_RANGE query. Use
// GL_POINT_SIZE_RANGE instead.
caps->minAliasedPointSize = QueryGLFloatRange(functions, GL_POINT_SIZE_RANGE, 0);
caps->maxAliasedPointSize = QueryGLFloatRange(functions, GL_POINT_SIZE_RANGE, 1);
}
else
{
caps->minAliasedPointSize = QueryGLFloatRange(functions, GL_ALIASED_POINT_SIZE_RANGE, 0);
caps->maxAliasedPointSize = QueryGLFloatRange(functions, GL_ALIASED_POINT_SIZE_RANGE, 1);
}
caps->minAliasedLineWidth = QueryGLFloatRange(functions, GL_ALIASED_LINE_WIDTH_RANGE, 0); // GL 1.2 / ES 2.0
caps->maxAliasedLineWidth = QueryGLFloatRange(functions, GL_ALIASED_LINE_WIDTH_RANGE, 1); // GL 1.2 / ES 2.0
// Table 6.29, implementation dependent values (cont.)
if (functions->isAtLeastGL(gl::Version(1, 2)) ||
functions->isAtLeastGLES(gl::Version(3, 0)))
{
caps->maxElementsIndices = QuerySingleGLInt(functions, GL_MAX_ELEMENTS_INDICES);
caps->maxElementsVertices = QuerySingleGLInt(functions, GL_MAX_ELEMENTS_VERTICES);
}
else
{
// Doesn't impact supported version
}
if (functions->isAtLeastGL(gl::Version(4, 1)) ||
functions->hasGLExtension("GL_ARB_get_program_binary") ||
functions->isAtLeastGLES(gl::Version(3, 0)) ||
functions->hasGLExtension("GL_OES_get_program_binary"))
{
// Able to support the GL_PROGRAM_BINARY_ANGLE format as long as another program binary
// format is available.
GLint numBinaryFormats = QuerySingleGLInt(functions, GL_NUM_PROGRAM_BINARY_FORMATS_OES);
if (numBinaryFormats > 0)
{
caps->programBinaryFormats.push_back(GL_PROGRAM_BINARY_ANGLE);
}
}
else
{
// Doesn't impact supported version
}
// glGetShaderPrecisionFormat is not available until desktop GL version 4.1 or GL_ARB_ES2_compatibility exists
if (functions->isAtLeastGL(gl::Version(4, 1)) || functions->hasGLExtension("GL_ARB_ES2_compatibility") ||
functions->isAtLeastGLES(gl::Version(2, 0)))
{
caps->vertexHighpFloat = QueryTypePrecision(functions, GL_VERTEX_SHADER, GL_HIGH_FLOAT);
caps->vertexMediumpFloat = QueryTypePrecision(functions, GL_VERTEX_SHADER, GL_MEDIUM_FLOAT);
caps->vertexLowpFloat = QueryTypePrecision(functions, GL_VERTEX_SHADER, GL_LOW_FLOAT);
caps->fragmentHighpFloat = QueryTypePrecision(functions, GL_FRAGMENT_SHADER, GL_HIGH_FLOAT);
caps->fragmentMediumpFloat = QueryTypePrecision(functions, GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT);
caps->fragmentLowpFloat = QueryTypePrecision(functions, GL_FRAGMENT_SHADER, GL_LOW_FLOAT);
caps->vertexHighpInt = QueryTypePrecision(functions, GL_VERTEX_SHADER, GL_HIGH_INT);
caps->vertexMediumpInt = QueryTypePrecision(functions, GL_VERTEX_SHADER, GL_MEDIUM_INT);
caps->vertexLowpInt = QueryTypePrecision(functions, GL_VERTEX_SHADER, GL_LOW_INT);
caps->fragmentHighpInt = QueryTypePrecision(functions, GL_FRAGMENT_SHADER, GL_HIGH_INT);
caps->fragmentMediumpInt = QueryTypePrecision(functions, GL_FRAGMENT_SHADER, GL_MEDIUM_INT);
caps->fragmentLowpInt = QueryTypePrecision(functions, GL_FRAGMENT_SHADER, GL_LOW_INT);
}
else
{
// Doesn't impact supported version, set some default values
caps->vertexHighpFloat.setIEEEFloat();
caps->vertexMediumpFloat.setIEEEFloat();
caps->vertexLowpFloat.setIEEEFloat();
caps->fragmentHighpFloat.setIEEEFloat();
caps->fragmentMediumpFloat.setIEEEFloat();
caps->fragmentLowpFloat.setIEEEFloat();
caps->vertexHighpInt.setTwosComplementInt(32);
caps->vertexMediumpInt.setTwosComplementInt(32);
caps->vertexLowpInt.setTwosComplementInt(32);
caps->fragmentHighpInt.setTwosComplementInt(32);
caps->fragmentMediumpInt.setTwosComplementInt(32);
caps->fragmentLowpInt.setTwosComplementInt(32);
}
if (functions->isAtLeastGL(gl::Version(3, 2)) || functions->hasGLExtension("GL_ARB_sync") ||
functions->isAtLeastGLES(gl::Version(3, 0)))
{
caps->maxServerWaitTimeout = QuerySingleGLInt64(functions, GL_MAX_SERVER_WAIT_TIMEOUT);
}
else
{
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
// Table 6.31, implementation dependent vertex shader limits
if (functions->isAtLeastGL(gl::Version(2, 0)) ||
functions->isAtLeastGLES(gl::Version(2, 0)))
{
caps->maxVertexAttributes = QuerySingleGLInt(functions, GL_MAX_VERTEX_ATTRIBS);
caps->maxVertexUniformComponents = QuerySingleGLInt(functions, GL_MAX_VERTEX_UNIFORM_COMPONENTS);
caps->maxVertexTextureImageUnits = QuerySingleGLInt(functions, GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
}
else
{
// Can't support ES2 version without these caps
LimitVersion(maxSupportedESVersion, gl::Version(0, 0));
}
if (functions->isAtLeastGL(gl::Version(4, 1)) || functions->hasGLExtension("GL_ARB_ES2_compatibility") ||
functions->isAtLeastGLES(gl::Version(2, 0)))
{
caps->maxVertexUniformVectors = QuerySingleGLInt(functions, GL_MAX_VERTEX_UNIFORM_VECTORS);
}
else
{
// Doesn't limit ES version, GL_MAX_VERTEX_UNIFORM_COMPONENTS / 4 is acceptable.
caps->maxVertexUniformVectors = caps->maxVertexUniformComponents / 4;
}
if (functions->isAtLeastGL(gl::Version(3, 1)) || functions->hasGLExtension("GL_ARB_uniform_buffer_object") ||
functions->isAtLeastGLES(gl::Version(3, 0)))
{
caps->maxVertexUniformBlocks = QuerySingleGLInt(functions, GL_MAX_VERTEX_UNIFORM_BLOCKS);
}
else
{
// Can't support ES3 without uniform blocks
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
if (functions->isAtLeastGL(gl::Version(3, 2)) ||
functions->isAtLeastGLES(gl::Version(3, 0)))
{
caps->maxVertexOutputComponents = QuerySingleGLInt(functions, GL_MAX_VERTEX_OUTPUT_COMPONENTS);
}
else
{
// There doesn't seem, to be a desktop extension to add this cap, maybe it could be given a safe limit
// instead of limiting the supported ES version.
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
// Table 6.32, implementation dependent fragment shader limits
if (functions->isAtLeastGL(gl::Version(2, 0)) ||
functions->isAtLeastGLES(gl::Version(2, 0)))
{
caps->maxFragmentUniformComponents = QuerySingleGLInt(functions, GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
caps->maxTextureImageUnits = QuerySingleGLInt(functions, GL_MAX_TEXTURE_IMAGE_UNITS);
}
else
{
// Can't support ES2 version without these caps
LimitVersion(maxSupportedESVersion, gl::Version(0, 0));
}
if (functions->isAtLeastGL(gl::Version(4, 1)) || functions->hasGLExtension("GL_ARB_ES2_compatibility") ||
functions->isAtLeastGLES(gl::Version(2, 0)))
{
caps->maxFragmentUniformVectors = QuerySingleGLInt(functions, GL_MAX_FRAGMENT_UNIFORM_VECTORS);
}
else
{
// Doesn't limit ES version, GL_MAX_FRAGMENT_UNIFORM_COMPONENTS / 4 is acceptable.
caps->maxFragmentUniformVectors = caps->maxFragmentUniformComponents / 4;
}
if (functions->isAtLeastGL(gl::Version(3, 1)) || functions->hasGLExtension("GL_ARB_uniform_buffer_object") ||
functions->isAtLeastGLES(gl::Version(3, 0)))
{
caps->maxFragmentUniformBlocks = QuerySingleGLInt(functions, GL_MAX_FRAGMENT_UNIFORM_BLOCKS);
}
else
{
// Can't support ES3 without uniform blocks
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
if (functions->isAtLeastGL(gl::Version(3, 2)) ||
functions->isAtLeastGLES(gl::Version(3, 0)))
{
caps->maxFragmentInputComponents = QuerySingleGLInt(functions, GL_MAX_FRAGMENT_INPUT_COMPONENTS);
}
else
{
// There doesn't seem, to be a desktop extension to add this cap, maybe it could be given a safe limit
// instead of limiting the supported ES version.
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
if (functions->isAtLeastGL(gl::Version(3, 0)) ||
functions->isAtLeastGLES(gl::Version(3, 0)))
{
caps->minProgramTexelOffset = QuerySingleGLInt(functions, GL_MIN_PROGRAM_TEXEL_OFFSET);
caps->maxProgramTexelOffset = QuerySingleGLInt(functions, GL_MAX_PROGRAM_TEXEL_OFFSET);
}
else
{
// Can't support ES3 without texel offset, could possibly be emulated in the shader
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
// Table 6.33, implementation dependent aggregate shader limits
if (functions->isAtLeastGL(gl::Version(3, 1)) || functions->hasGLExtension("GL_ARB_uniform_buffer_object") ||
functions->isAtLeastGLES(gl::Version(3, 0)))
{
caps->maxUniformBufferBindings = QuerySingleGLInt(functions, GL_MAX_UNIFORM_BUFFER_BINDINGS);
caps->maxUniformBlockSize = QuerySingleGLInt64(functions, GL_MAX_UNIFORM_BLOCK_SIZE);
caps->uniformBufferOffsetAlignment = QuerySingleGLInt(functions, GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT);
caps->maxCombinedUniformBlocks = caps->maxVertexUniformBlocks + caps->maxFragmentInputComponents;
caps->maxCombinedVertexUniformComponents = QuerySingleGLInt64(functions, GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS);
caps->maxCombinedFragmentUniformComponents = QuerySingleGLInt64(functions, GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS);
}
else
{
// Can't support ES3 without uniform blocks
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
if (functions->isAtLeastGL(gl::Version(3, 0)) ||
functions->hasGLExtension("GL_ARB_ES2_compatibility") ||
functions->isAtLeastGLES(gl::Version(2, 0)))
{
caps->maxVaryingComponents = QuerySingleGLInt(functions, GL_MAX_VARYING_COMPONENTS);
}
else if (functions->isAtLeastGL(gl::Version(2, 0)))
{
caps->maxVaryingComponents = QuerySingleGLInt(functions, GL_MAX_VARYING_FLOATS);
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
else
{
LimitVersion(maxSupportedESVersion, gl::Version(0, 0));
}
if (functions->isAtLeastGL(gl::Version(4, 1)) || functions->hasGLExtension("GL_ARB_ES2_compatibility") ||
functions->isAtLeastGLES(gl::Version(2, 0)))
{
caps->maxVaryingVectors = QuerySingleGLInt(functions, GL_MAX_VARYING_VECTORS);
}
else
{
// Doesn't limit ES version, GL_MAX_VARYING_COMPONENTS / 4 is acceptable.
caps->maxVaryingVectors = caps->maxVaryingComponents / 4;
}
// Determine the max combined texture image units by adding the vertex and fragment limits. If
// the real cap is queried, it would contain the limits for shader types that are not available to ES.
caps->maxCombinedTextureImageUnits = caps->maxVertexTextureImageUnits + caps->maxTextureImageUnits;
// Table 6.34, implementation dependent transform feedback limits
if (functions->isAtLeastGL(gl::Version(4, 0)) ||
functions->hasGLExtension("GL_ARB_transform_feedback2") ||
functions->isAtLeastGLES(gl::Version(3, 0)))
{
caps->maxTransformFeedbackInterleavedComponents = QuerySingleGLInt(functions, GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS);
caps->maxTransformFeedbackSeparateAttributes = QuerySingleGLInt(functions, GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS);
caps->maxTransformFeedbackSeparateComponents = QuerySingleGLInt(functions, GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS);
}
else
{
// Can't support ES3 without transform feedback
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
// Table 6.35, Framebuffer Dependent Values
if (functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_EXT_framebuffer_multisample") ||
functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_multisampled_render_to_texture"))
{
caps->maxSamples = QuerySingleGLInt(functions, GL_MAX_SAMPLES);
}
else
{
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
// Check if index constant sampler array indexing is supported
if (!functions->isAtLeastGL(gl::Version(4, 0)) &&
!functions->isAtLeastGLES(gl::Version(2, 0)) &&
!functions->hasExtension("GL_ARB_gpu_shader5"))
{
// This should also be required for ES2 but there are some driver support index constant
// sampler array indexing without meeting the requirements above. Don't limit their ES
// version as it would break WebGL for some users.
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
// Check if sampler objects are supported
if (!functions->isAtLeastGL(gl::Version(3, 3)) &&
!functions->hasGLExtension("GL_ARB_sampler_objects") &&
!functions->isAtLeastGLES(gl::Version(3, 0)))
{
// Can't support ES3 without sampler objects
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
// Can't support ES3 without texture swizzling
if (!functions->isAtLeastGL(gl::Version(3, 3)) &&
!functions->hasGLExtension("GL_ARB_texture_swizzle") &&
!functions->hasGLExtension("GL_EXT_texture_swizzle") &&
!functions->isAtLeastGLES(gl::Version(3, 0)))
{
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
// Texture swizzling is required to work around the luminance texture format not being
// present in the core profile
if (functions->profile & GL_CONTEXT_CORE_PROFILE_BIT)
{
LimitVersion(maxSupportedESVersion, gl::Version(0, 0));
}
}
// Can't support ES3 without the GLSL packing builtins. We have a workaround for all
// desktop OpenGL versions starting from 3.3 with the bit packing extension.
if (!functions->isAtLeastGL(gl::Version(4, 2)) &&
!(functions->isAtLeastGL(gl::Version(3, 2)) &&
functions->hasGLExtension("GL_ARB_shader_bit_encoding")) &&
!functions->hasGLExtension("GL_ARB_shading_language_packing") &&
!functions->isAtLeastGLES(gl::Version(3, 0)))
{
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
// ES3 needs to support explicit layout location qualifiers, while it might be possible to
// fake them in our side, we currently don't support that.
if (!functions->isAtLeastGL(gl::Version(3, 3)) &&
!functions->hasGLExtension("GL_ARB_explicit_attrib_location") &&
!functions->isAtLeastGLES(gl::Version(3, 0)))
{
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
if (functions->isAtLeastGL(gl::Version(4, 3)) || functions->isAtLeastGLES(gl::Version(3, 1)) ||
functions->hasGLExtension("GL_ARB_texture_multisample"))
{
caps->maxFramebufferWidth = QuerySingleGLInt(functions, GL_MAX_FRAMEBUFFER_WIDTH);
caps->maxFramebufferHeight = QuerySingleGLInt(functions, GL_MAX_FRAMEBUFFER_HEIGHT);
caps->maxFramebufferSamples = QuerySingleGLInt(functions, GL_MAX_FRAMEBUFFER_SAMPLES);
}
else
{
LimitVersion(maxSupportedESVersion, gl::Version(3, 0));
}
if (functions->isAtLeastGL(gl::Version(3, 2)) || functions->isAtLeastGLES(gl::Version(3, 1)) ||
functions->hasGLExtension("GL_ARB_texture_multisample"))
{
caps->maxSampleMaskWords = QuerySingleGLInt(functions, GL_MAX_SAMPLE_MASK_WORDS);
caps->maxColorTextureSamples = QuerySingleGLInt(functions, GL_MAX_COLOR_TEXTURE_SAMPLES);
caps->maxDepthTextureSamples = QuerySingleGLInt(functions, GL_MAX_DEPTH_TEXTURE_SAMPLES);
caps->maxIntegerSamples = QuerySingleGLInt(functions, GL_MAX_INTEGER_SAMPLES);
}
else
{
LimitVersion(maxSupportedESVersion, gl::Version(3, 0));
}
if (functions->isAtLeastGL(gl::Version(4, 3)) || functions->isAtLeastGLES(gl::Version(3, 1)) ||
functions->hasGLExtension("GL_ARB_vertex_attrib_binding"))
{
caps->maxVertexAttribRelativeOffset =
QuerySingleGLInt(functions, GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET);
caps->maxVertexAttribBindings = QuerySingleGLInt(functions, GL_MAX_VERTEX_ATTRIB_BINDINGS);
caps->maxVertexAttribStride = QuerySingleGLInt(functions, GL_MAX_VERTEX_ATTRIB_STRIDE);
}
else
{
LimitVersion(maxSupportedESVersion, gl::Version(3, 0));
}
if (functions->isAtLeastGL(gl::Version(4, 2)) || functions->isAtLeastGLES(gl::Version(3, 1)) ||
functions->hasGLExtension("GL_ARB_shader_storage_buffer_object"))
{
caps->maxCombinedShaderOutputResources =
QuerySingleGLInt(functions, GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES);
caps->maxFragmentShaderStorageBlocks =
QuerySingleGLInt(functions, GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS);
caps->maxVertexShaderStorageBlocks =
QuerySingleGLInt(functions, GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS);
caps->maxShaderStorageBufferBindings =
QuerySingleGLInt(functions, GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS);
caps->maxShaderStorageBlockSize =
QuerySingleGLInt64(functions, GL_MAX_SHADER_STORAGE_BLOCK_SIZE);
caps->maxCombinedShaderStorageBlocks =
QuerySingleGLInt(functions, GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS);
caps->shaderStorageBufferOffsetAlignment =
QuerySingleGLInt(functions, GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT);
}
else
{
LimitVersion(maxSupportedESVersion, gl::Version(3, 0));
}
if (functions->isAtLeastGL(gl::Version(4, 3)) || functions->isAtLeastGLES(gl::Version(3, 1)) ||
functions->hasGLExtension("GL_ARB_compute_shader"))
{
for (GLuint index = 0u; index < 3u; ++index)
{
caps->maxComputeWorkGroupCount[index] =
QuerySingleIndexGLInt(functions, GL_MAX_COMPUTE_WORK_GROUP_COUNT, index);
caps->maxComputeWorkGroupSize[index] =
QuerySingleIndexGLInt(functions, GL_MAX_COMPUTE_WORK_GROUP_SIZE, index);
}
caps->maxComputeWorkGroupInvocations =
QuerySingleGLInt(functions, GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS);
caps->maxComputeUniformBlocks = QuerySingleGLInt(functions, GL_MAX_COMPUTE_UNIFORM_BLOCKS);
caps->maxComputeTextureImageUnits =
QuerySingleGLInt(functions, GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS);
caps->maxComputeSharedMemorySize =
QuerySingleGLInt(functions, GL_MAX_COMPUTE_SHARED_MEMORY_SIZE);
caps->maxComputeUniformComponents =
QuerySingleGLInt(functions, GL_MAX_COMPUTE_UNIFORM_COMPONENTS);
caps->maxComputeAtomicCounterBuffers =
QuerySingleGLInt(functions, GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS);
caps->maxComputeAtomicCounters =
QuerySingleGLInt(functions, GL_MAX_COMPUTE_ATOMIC_COUNTERS);
caps->maxComputeImageUniforms = QuerySingleGLInt(functions, GL_MAX_COMPUTE_IMAGE_UNIFORMS);
caps->maxCombinedComputeUniformComponents =
QuerySingleGLInt(functions, GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS);
caps->maxComputeShaderStorageBlocks =
QuerySingleGLInt(functions, GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS);
}
else
{
LimitVersion(maxSupportedESVersion, gl::Version(3, 0));
}
if (functions->isAtLeastGL(gl::Version(4, 3)) || functions->isAtLeastGLES(gl::Version(3, 1)) ||
functions->hasGLExtension("GL_ARB_explicit_uniform_location"))
{
caps->maxUniformLocations = QuerySingleGLInt(functions, GL_MAX_UNIFORM_LOCATIONS);
}
else
{
LimitVersion(maxSupportedESVersion, gl::Version(3, 0));
}
if (functions->isAtLeastGL(gl::Version(4, 0)) || functions->isAtLeastGLES(gl::Version(3, 1)) ||
functions->hasGLExtension("GL_ARB_texture_gather"))
{
caps->minProgramTextureGatherOffset =
QuerySingleGLInt(functions, GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET);
caps->maxProgramTextureGatherOffset =
QuerySingleGLInt(functions, GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET);
}
else
{
LimitVersion(maxSupportedESVersion, gl::Version(3, 0));
}
if (functions->isAtLeastGL(gl::Version(4, 2)) || functions->isAtLeastGLES(gl::Version(3, 1)) ||
functions->hasGLExtension("GL_ARB_shader_image_load_store"))
{
caps->maxVertexImageUniforms = QuerySingleGLInt(functions, GL_MAX_VERTEX_IMAGE_UNIFORMS);
caps->maxFragmentImageUniforms =
QuerySingleGLInt(functions, GL_MAX_FRAGMENT_IMAGE_UNIFORMS);
caps->maxImageUnits = QuerySingleGLInt(functions, GL_MAX_IMAGE_UNITS);
caps->maxCombinedImageUniforms =
QuerySingleGLInt(functions, GL_MAX_COMBINED_IMAGE_UNIFORMS);
}
else
{
LimitVersion(maxSupportedESVersion, gl::Version(3, 0));
}
if (functions->isAtLeastGL(gl::Version(4, 2)) || functions->isAtLeastGLES(gl::Version(3, 1)) ||
functions->hasGLExtension("GL_ARB_shader_atomic_counters"))
{
caps->maxVertexAtomicCounterBuffers =
QuerySingleGLInt(functions, GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS);
caps->maxVertexAtomicCounters = QuerySingleGLInt(functions, GL_MAX_VERTEX_ATOMIC_COUNTERS);
caps->maxFragmentAtomicCounterBuffers =
QuerySingleGLInt(functions, GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS);
caps->maxFragmentAtomicCounters =
QuerySingleGLInt(functions, GL_MAX_FRAGMENT_ATOMIC_COUNTERS);
caps->maxAtomicCounterBufferBindings =
QuerySingleGLInt(functions, GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS);
caps->maxAtomicCounterBufferSize =
QuerySingleGLInt(functions, GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE);
caps->maxCombinedAtomicCounterBuffers =
QuerySingleGLInt(functions, GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS);
caps->maxCombinedAtomicCounters =
QuerySingleGLInt(functions, GL_MAX_COMBINED_ATOMIC_COUNTERS);
}
else
{
LimitVersion(maxSupportedESVersion, gl::Version(3, 0));
}
// TODO(geofflang): The gl-uniform-arrays WebGL conformance test struggles to complete on time
// if the max uniform vectors is too large. Artificially limit the maximum until the test is
// updated.
caps->maxVertexUniformVectors = std::min(1024u, caps->maxVertexUniformVectors);
caps->maxVertexUniformComponents =
std::min(caps->maxVertexUniformVectors * 4, caps->maxVertexUniformComponents);
caps->maxFragmentUniformVectors = std::min(1024u, caps->maxFragmentUniformVectors);
caps->maxFragmentUniformComponents =
std::min(caps->maxFragmentUniformVectors * 4, caps->maxFragmentUniformComponents);
// If it is not possible to support reading buffer data back, a shadow copy of the buffers must
// be held. This disallows writing to buffers indirectly through transform feedback, thus
// disallowing ES3.
if (!CanMapBufferForRead(functions))
{
LimitVersion(maxSupportedESVersion, gl::Version(2, 0));
}
// Extension support
extensions->setTextureExtensionSupport(*textureCapsMap);
extensions->elementIndexUint = functions->standard == STANDARD_GL_DESKTOP ||
functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_OES_element_index_uint");
extensions->getProgramBinary = caps->programBinaryFormats.size() > 0;
extensions->readFormatBGRA = functions->isAtLeastGL(gl::Version(1, 2)) || functions->hasGLExtension("GL_EXT_bgra") ||
functions->hasGLESExtension("GL_EXT_read_format_bgra");
extensions->mapBuffer = functions->isAtLeastGL(gl::Version(1, 5)) ||
functions->hasGLESExtension("GL_OES_mapbuffer");
extensions->mapBufferRange = functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_ARB_map_buffer_range") ||
functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_map_buffer_range");
extensions->textureNPOT = functions->standard == STANDARD_GL_DESKTOP ||
functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_OES_texture_npot");
extensions->drawBuffers = functions->isAtLeastGL(gl::Version(2, 0)) || functions->hasGLExtension("ARB_draw_buffers") ||
functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_draw_buffers");
extensions->textureStorage = true;
extensions->textureFilterAnisotropic = functions->hasGLExtension("GL_EXT_texture_filter_anisotropic") || functions->hasGLESExtension("GL_EXT_texture_filter_anisotropic");
extensions->occlusionQueryBoolean =
functions->isAtLeastGL(gl::Version(1, 5)) ||
functions->hasGLExtension("GL_ARB_occlusion_query2") ||
functions->isAtLeastGLES(gl::Version(3, 0)) ||
functions->hasGLESExtension("GL_EXT_occlusion_query_boolean");
extensions->maxTextureAnisotropy = extensions->textureFilterAnisotropic ? QuerySingleGLFloat(functions, GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0.0f;
extensions->fence = functions->hasGLExtension("GL_NV_fence") || functions->hasGLESExtension("GL_NV_fence");
extensions->blendMinMax = functions->isAtLeastGL(gl::Version(1, 5)) || functions->hasGLExtension("GL_EXT_blend_minmax") ||
functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_blend_minmax");
extensions->framebufferBlit = (functions->blitFramebuffer != nullptr);
extensions->framebufferMultisample = caps->maxSamples > 0;
extensions->standardDerivatives = functions->isAtLeastGL(gl::Version(2, 0)) || functions->hasGLExtension("GL_ARB_fragment_shader") ||
functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_OES_standard_derivatives");
extensions->shaderTextureLOD = functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_ARB_shader_texture_lod") ||
functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_shader_texture_lod");
extensions->fragDepth = functions->standard == STANDARD_GL_DESKTOP ||
functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_frag_depth");
extensions->fboRenderMipmap = functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_EXT_framebuffer_object") ||
functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_OES_fbo_render_mipmap");
extensions->instancedArrays = functions->isAtLeastGL(gl::Version(3, 1)) ||
(functions->hasGLExtension("GL_ARB_instanced_arrays") &&
(functions->hasGLExtension("GL_ARB_draw_instanced") ||
functions->hasGLExtension("GL_EXT_draw_instanced"))) ||
functions->isAtLeastGLES(gl::Version(3, 0)) ||
functions->hasGLESExtension("GL_EXT_instanced_arrays");
extensions->unpackSubimage = functions->standard == STANDARD_GL_DESKTOP ||
functions->isAtLeastGLES(gl::Version(3, 0)) ||
functions->hasGLESExtension("GL_EXT_unpack_subimage");
extensions->packSubimage = functions->standard == STANDARD_GL_DESKTOP ||
functions->isAtLeastGLES(gl::Version(3, 0)) ||
functions->hasGLESExtension("GL_NV_pack_subimage");
extensions->debugMarker =
functions->isAtLeastGL(gl::Version(4, 3)) || functions->hasGLExtension("GL_KHR_debug") ||
functions->isAtLeastGLES(gl::Version(3, 2)) || functions->hasGLESExtension("GL_KHR_debug");
if (functions->isAtLeastGL(gl::Version(3, 3)) ||
functions->hasGLExtension("GL_ARB_timer_query") ||
functions->hasGLESExtension("GL_EXT_disjoint_timer_query"))
{
extensions->disjointTimerQuery = true;
extensions->queryCounterBitsTimeElapsed =
QueryQueryValue(functions, GL_TIME_ELAPSED, GL_QUERY_COUNTER_BITS);
extensions->queryCounterBitsTimestamp =
QueryQueryValue(functions, GL_TIMESTAMP, GL_QUERY_COUNTER_BITS);
}
// the EXT_multisample_compatibility is written against ES3.1 but can apply
// to earlier versions so therefore we're only checking for the extension string
// and not the specific GLES version.
extensions->multisampleCompatibility = functions->isAtLeastGL(gl::Version(1, 3)) ||
functions->hasGLESExtension("GL_EXT_multisample_compatibility");
extensions->framebufferMixedSamples =
functions->hasGLExtension("GL_NV_framebuffer_mixed_samples") ||
functions->hasGLESExtension("GL_NV_framebuffer_mixed_samples");
extensions->robustness = functions->isAtLeastGL(gl::Version(4, 5)) ||
functions->hasGLExtension("GL_KHR_robustness") ||
functions->hasGLExtension("GL_ARB_robustness") ||
functions->isAtLeastGLES(gl::Version(3, 2)) ||
functions->hasGLESExtension("GL_KHR_robustness") ||
functions->hasGLESExtension("GL_EXT_robustness");
// NV_path_rendering
// We also need interface query which is available in
// >= 4.3 core or ARB_interface_query or >= GLES 3.1
const bool canEnableGLPathRendering =
functions->hasGLExtension("GL_NV_path_rendering") &&
(functions->hasGLExtension("GL_ARB_program_interface_query") ||
functions->isAtLeastGL(gl::Version(4, 3)));
const bool canEnableESPathRendering =
functions->hasGLESExtension("GL_NV_path_rendering") &&
functions->isAtLeastGLES(gl::Version(3, 1));
extensions->pathRendering = canEnableGLPathRendering || canEnableESPathRendering;
extensions->textureSRGBDecode = functions->hasGLExtension("GL_EXT_texture_sRGB_decode") ||
functions->hasGLESExtension("GL_EXT_texture_sRGB_decode");
#if defined(ANGLE_PLATFORM_APPLE)
VendorID vendor = GetVendorID(functions);
if ((IsAMD(vendor) || IsIntel(vendor)) && *maxSupportedESVersion >= gl::Version(3, 0))
{
// Apple Intel/AMD drivers do not correctly use the TEXTURE_SRGB_DECODE property of sampler
// states. Disable this extension when we would advertise any ES version that has samplers.
extensions->textureSRGBDecode = false;
}
#endif
extensions->sRGBWriteControl = functions->isAtLeastGL(gl::Version(3, 0)) ||
functions->hasGLExtension("GL_EXT_framebuffer_sRGB") ||
functions->hasGLExtension("GL_ARB_framebuffer_sRGB") ||
functions->hasGLESExtension("GL_EXT_sRGB_write_control");
#if defined(ANGLE_PLATFORM_ANDROID)
// SRGB blending does not appear to work correctly on the Nexus 5. Writing to an SRGB
// framebuffer with GL_FRAMEBUFFER_SRGB enabled and then reading back returns the same value.
// Disabling GL_FRAMEBUFFER_SRGB will then convert in the wrong direction.
extensions->sRGBWriteControl = false;
#endif
}
void GenerateWorkarounds(const FunctionsGL *functions, WorkaroundsGL *workarounds)
{
VendorID vendor = GetVendorID(functions);
workarounds->dontRemoveInvariantForFragmentInput =
functions->standard == STANDARD_GL_DESKTOP && IsAMD(vendor);
// Don't use 1-bit alpha formats on desktop GL with AMD or Intel drivers.
workarounds->avoid1BitAlphaTextureFormats =
functions->standard == STANDARD_GL_DESKTOP && (IsAMD(vendor) || IsIntel(vendor));
workarounds->rgba4IsNotSupportedForColorRendering =
functions->standard == STANDARD_GL_DESKTOP && IsIntel(vendor);
workarounds->emulateAbsIntFunction = IsIntel(vendor);
workarounds->addAndTrueToLoopCondition = IsIntel(vendor);
workarounds->emulateIsnanFloat = IsIntel(vendor);
workarounds->doesSRGBClearsOnLinearFramebufferAttachments =
functions->standard == STANDARD_GL_DESKTOP && (IsIntel(vendor) || IsAMD(vendor));
#if defined(ANGLE_PLATFORM_APPLE)
workarounds->doWhileGLSLCausesGPUHang = true;
workarounds->useUnusedBlocksWithStandardOrSharedLayout = true;
#endif
workarounds->finishDoesNotCauseQueriesToBeAvailable =
functions->standard == STANDARD_GL_DESKTOP && IsNvidia(vendor);
// TODO(cwallez): Disable this workaround for MacOSX versions 10.9 or later.
workarounds->alwaysCallUseProgramAfterLink = true;
workarounds->unpackOverlappingRowsSeparatelyUnpackBuffer = IsNvidia(vendor);
workarounds->packOverlappingRowsSeparatelyPackBuffer = IsNvidia(vendor);
workarounds->initializeCurrentVertexAttributes = IsNvidia(vendor);
#if defined(ANGLE_PLATFORM_APPLE)
workarounds->unpackLastRowSeparatelyForPaddingInclusion = true;
workarounds->packLastRowSeparatelyForPaddingInclusion = true;
#else
workarounds->unpackLastRowSeparatelyForPaddingInclusion = IsNvidia(vendor);
workarounds->packLastRowSeparatelyForPaddingInclusion = IsNvidia(vendor);
#endif
workarounds->removeInvariantAndCentroidForESSL3 = functions->isAtMostGL(gl::Version(4, 1));
}
}
bool CanMapBufferForRead(const FunctionsGL *functions)
{
return (functions->mapBufferRange != nullptr) ||
(functions->mapBuffer != nullptr && functions->standard == STANDARD_GL_DESKTOP);
}
uint8_t *MapBufferRangeWithFallback(const FunctionsGL *functions,
GLenum target,
size_t offset,
size_t length,
GLbitfield access)
{
if (functions->mapBufferRange != nullptr)
{
return reinterpret_cast<uint8_t *>(
functions->mapBufferRange(target, offset, length, access));
}
else if (functions->mapBuffer != nullptr &&
(functions->standard == STANDARD_GL_DESKTOP || access == GL_MAP_WRITE_BIT))
{
// Only the read and write bits are supported
ASSERT((access & (GL_MAP_READ_BIT | GL_MAP_WRITE_BIT)) != 0);
GLenum accessEnum = 0;
if (access == (GL_MAP_READ_BIT | GL_MAP_WRITE_BIT))
{
accessEnum = GL_READ_WRITE;
}
else if (access == GL_MAP_READ_BIT)
{
accessEnum = GL_READ_ONLY;
}
else if (access == GL_MAP_WRITE_BIT)
{
accessEnum = GL_WRITE_ONLY;
}
else
{
UNREACHABLE();
return nullptr;
}
return reinterpret_cast<uint8_t *>(functions->mapBuffer(target, accessEnum)) + offset;
}
else
{
// No options available
UNREACHABLE();
return nullptr;
}
}
gl::ErrorOrResult<bool> ShouldApplyLastRowPaddingWorkaround(const gl::Extents &size,
const gl::PixelStoreStateBase &state,
GLenum format,
GLenum type,
bool is3D,
const void *pixels)
{
if (state.pixelBuffer.get() == nullptr)
{
return false;
}
// We are using an pack or unpack buffer, compute what the driver thinks is going to be the
// last byte read or written. If it is past the end of the buffer, we will need to use the
// workaround otherwise the driver will generate INVALID_OPERATION and not do the operation.
CheckedNumeric<size_t> checkedEndByte;
CheckedNumeric<size_t> pixelBytes;
size_t rowPitch;
const gl::InternalFormat &glFormat =
gl::GetInternalFormatInfo(gl::GetSizedInternalFormat(format, type));
ANGLE_TRY_RESULT(glFormat.computePackUnpackEndByte(size, state, is3D), checkedEndByte);
ANGLE_TRY_RESULT(glFormat.computeRowPitch(size.width, state.alignment, state.rowLength),
rowPitch);
pixelBytes = glFormat.pixelBytes;
checkedEndByte += reinterpret_cast<intptr_t>(pixels);
// At this point checkedEndByte is the actual last byte read.
// The driver adds an extra row padding (if any), mimic it.
ANGLE_TRY_CHECKED_MATH(pixelBytes);
if (pixelBytes.ValueOrDie() * size.width < rowPitch)
{
checkedEndByte += rowPitch - pixelBytes * size.width;
}
ANGLE_TRY_CHECKED_MATH(checkedEndByte);
return checkedEndByte.ValueOrDie() > static_cast<size_t>(state.pixelBuffer->getSize());
}
}
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