mirror of
https://github.com/flutter/flutter.git
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1158 lines
44 KiB
C++
1158 lines
44 KiB
C++
// Copyright (c) 2012 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "gpu/command_buffer/service/feature_info.h"
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#include <set>
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#include "base/command_line.h"
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#include "base/macros.h"
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#include "base/metrics/histogram.h"
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#include "base/strings/string_number_conversions.h"
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#include "base/strings/string_split.h"
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#include "base/strings/string_util.h"
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#include "gpu/command_buffer/service/gl_utils.h"
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#include "gpu/command_buffer/service/gpu_switches.h"
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#include "gpu/config/gpu_switches.h"
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#include "ui/gl/gl_fence.h"
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#include "ui/gl/gl_implementation.h"
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#if !defined(OS_MACOSX)
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#include "ui/gl/gl_fence_egl.h"
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#endif
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namespace gpu {
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namespace gles2 {
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namespace {
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struct FormatInfo {
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GLenum format;
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const GLenum* types;
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size_t count;
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};
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class StringSet {
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public:
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StringSet() {}
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StringSet(const char* s) {
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Init(s);
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}
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StringSet(const std::string& str) {
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Init(str);
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}
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void Init(const char* s) {
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std::string str(s ? s : "");
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Init(str);
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}
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void Init(const std::string& str) {
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std::vector<std::string> tokens;
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Tokenize(str, " ", &tokens);
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string_set_.insert(tokens.begin(), tokens.end());
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}
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bool Contains(const char* s) {
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return string_set_.find(s) != string_set_.end();
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}
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bool Contains(const std::string& s) {
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return string_set_.find(s) != string_set_.end();
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}
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private:
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std::set<std::string> string_set_;
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};
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// Process a string of wordaround type IDs (seperated by ',') and set up
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// the corresponding Workaround flags.
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void StringToWorkarounds(
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const std::string& types, FeatureInfo::Workarounds* workarounds) {
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DCHECK(workarounds);
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std::vector<std::string> pieces;
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base::SplitString(types, ',', &pieces);
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for (size_t i = 0; i < pieces.size(); ++i) {
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int number = 0;
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bool succeed = base::StringToInt(pieces[i], &number);
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DCHECK(succeed);
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switch (number) {
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#define GPU_OP(type, name) \
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case gpu::type: \
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workarounds->name = true; \
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break;
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GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP)
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#undef GPU_OP
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default:
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NOTIMPLEMENTED();
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}
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}
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if (workarounds->max_texture_size_limit_4096)
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workarounds->max_texture_size = 4096;
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if (workarounds->max_cube_map_texture_size_limit_4096)
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workarounds->max_cube_map_texture_size = 4096;
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if (workarounds->max_cube_map_texture_size_limit_1024)
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workarounds->max_cube_map_texture_size = 1024;
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if (workarounds->max_cube_map_texture_size_limit_512)
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workarounds->max_cube_map_texture_size = 512;
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if (workarounds->max_fragment_uniform_vectors_32)
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workarounds->max_fragment_uniform_vectors = 32;
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if (workarounds->max_varying_vectors_16)
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workarounds->max_varying_vectors = 16;
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if (workarounds->max_vertex_uniform_vectors_256)
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workarounds->max_vertex_uniform_vectors = 256;
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}
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} // anonymous namespace.
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FeatureInfo::FeatureFlags::FeatureFlags()
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: chromium_color_buffer_float_rgba(false),
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chromium_color_buffer_float_rgb(false),
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chromium_framebuffer_multisample(false),
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chromium_sync_query(false),
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use_core_framebuffer_multisample(false),
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multisampled_render_to_texture(false),
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use_img_for_multisampled_render_to_texture(false),
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oes_standard_derivatives(false),
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oes_egl_image_external(false),
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oes_depth24(false),
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oes_compressed_etc1_rgb8_texture(false),
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packed_depth24_stencil8(false),
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npot_ok(false),
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enable_texture_float_linear(false),
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enable_texture_half_float_linear(false),
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angle_translated_shader_source(false),
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angle_pack_reverse_row_order(false),
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arb_texture_rectangle(false),
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angle_instanced_arrays(false),
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occlusion_query_boolean(false),
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use_arb_occlusion_query2_for_occlusion_query_boolean(false),
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use_arb_occlusion_query_for_occlusion_query_boolean(false),
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native_vertex_array_object(false),
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ext_texture_format_atc(false),
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ext_texture_format_bgra8888(false),
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ext_texture_format_dxt1(false),
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ext_texture_format_dxt5(false),
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enable_shader_name_hashing(false),
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enable_samplers(false),
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ext_draw_buffers(false),
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nv_draw_buffers(false),
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ext_frag_depth(false),
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ext_shader_texture_lod(false),
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use_async_readpixels(false),
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map_buffer_range(false),
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ext_discard_framebuffer(false),
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angle_depth_texture(false),
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is_swiftshader(false),
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angle_texture_usage(false),
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ext_texture_storage(false),
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chromium_path_rendering(false),
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blend_equation_advanced(false),
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blend_equation_advanced_coherent(false),
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ext_texture_rg(false),
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enable_subscribe_uniform(false),
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emulate_primitive_restart_fixed_index(false) {
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}
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FeatureInfo::Workarounds::Workarounds() :
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#define GPU_OP(type, name) name(false),
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GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP)
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#undef GPU_OP
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max_texture_size(0),
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max_cube_map_texture_size(0),
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max_fragment_uniform_vectors(0),
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max_varying_vectors(0),
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max_vertex_uniform_vectors(0) {
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}
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FeatureInfo::FeatureInfo() {
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InitializeBasicState(*base::CommandLine::ForCurrentProcess());
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}
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FeatureInfo::FeatureInfo(const base::CommandLine& command_line) {
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InitializeBasicState(command_line);
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}
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void FeatureInfo::InitializeBasicState(const base::CommandLine& command_line) {
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if (command_line.HasSwitch(switches::kGpuDriverBugWorkarounds)) {
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std::string types = command_line.GetSwitchValueASCII(
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switches::kGpuDriverBugWorkarounds);
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StringToWorkarounds(types, &workarounds_);
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}
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feature_flags_.enable_shader_name_hashing =
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!command_line.HasSwitch(switches::kDisableShaderNameHashing);
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feature_flags_.is_swiftshader =
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(command_line.GetSwitchValueASCII(switches::kUseGL) == "swiftshader");
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feature_flags_.enable_subscribe_uniform =
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command_line.HasSwitch(switches::kEnableSubscribeUniformExtension);
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static const GLenum kAlphaTypes[] = {
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GL_UNSIGNED_BYTE,
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};
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static const GLenum kRGBTypes[] = {
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GL_UNSIGNED_BYTE,
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GL_UNSIGNED_SHORT_5_6_5,
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};
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static const GLenum kRGBATypes[] = {
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GL_UNSIGNED_BYTE,
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GL_UNSIGNED_SHORT_4_4_4_4,
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GL_UNSIGNED_SHORT_5_5_5_1,
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};
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static const GLenum kLuminanceTypes[] = {
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GL_UNSIGNED_BYTE,
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};
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static const GLenum kLuminanceAlphaTypes[] = {
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GL_UNSIGNED_BYTE,
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};
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static const FormatInfo kFormatTypes[] = {
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{ GL_ALPHA, kAlphaTypes, arraysize(kAlphaTypes), },
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{ GL_RGB, kRGBTypes, arraysize(kRGBTypes), },
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{ GL_RGBA, kRGBATypes, arraysize(kRGBATypes), },
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{ GL_LUMINANCE, kLuminanceTypes, arraysize(kLuminanceTypes), },
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{ GL_LUMINANCE_ALPHA, kLuminanceAlphaTypes,
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arraysize(kLuminanceAlphaTypes), } ,
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};
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for (size_t ii = 0; ii < arraysize(kFormatTypes); ++ii) {
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const FormatInfo& info = kFormatTypes[ii];
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ValueValidator<GLenum>& validator = texture_format_validators_[info.format];
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for (size_t jj = 0; jj < info.count; ++jj) {
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validator.AddValue(info.types[jj]);
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}
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}
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}
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bool FeatureInfo::Initialize() {
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disallowed_features_ = DisallowedFeatures();
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InitializeFeatures();
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return true;
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}
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bool FeatureInfo::Initialize(const DisallowedFeatures& disallowed_features) {
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disallowed_features_ = disallowed_features;
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InitializeFeatures();
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return true;
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}
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bool IsGL_REDSupportedOnFBOs() {
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// Skia uses GL_RED with frame buffers, unfortunately, Mesa claims to support
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// GL_EXT_texture_rg, but it doesn't support it on frame buffers. To fix
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// this, we try it, and if it fails, we don't expose GL_EXT_texture_rg.
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GLint fb_binding = 0;
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GLint tex_binding = 0;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fb_binding);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_binding);
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GLuint textureId = 0;
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glGenTextures(1, &textureId);
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glBindTexture(GL_TEXTURE_2D, textureId);
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GLubyte data[1] = {0};
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED_EXT, 1, 1, 0, GL_RED_EXT,
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GL_UNSIGNED_BYTE, data);
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GLuint textureFBOID = 0;
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glGenFramebuffersEXT(1, &textureFBOID);
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glBindFramebufferEXT(GL_FRAMEBUFFER, textureFBOID);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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textureId, 0);
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bool result =
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glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_UNSUPPORTED;
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glDeleteFramebuffersEXT(1, &textureFBOID);
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glDeleteTextures(1, &textureId);
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glBindFramebufferEXT(GL_FRAMEBUFFER, static_cast<GLuint>(fb_binding));
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glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(tex_binding));
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DCHECK(glGetError() == GL_NO_ERROR);
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return result;
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}
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void FeatureInfo::InitializeFeatures() {
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// Figure out what extensions to turn on.
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StringSet extensions(
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reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)));
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const char* renderer_str =
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reinterpret_cast<const char*>(glGetString(GL_RENDERER));
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const char* version_str =
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reinterpret_cast<const char*>(glGetString(GL_VERSION));
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gl_version_info_.reset(new gfx::GLVersionInfo(version_str, renderer_str));
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AddExtensionString("GL_ANGLE_translated_shader_source");
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AddExtensionString("GL_CHROMIUM_async_pixel_transfers");
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AddExtensionString("GL_CHROMIUM_bind_uniform_location");
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AddExtensionString("GL_CHROMIUM_command_buffer_query");
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AddExtensionString("GL_CHROMIUM_command_buffer_latency_query");
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AddExtensionString("GL_CHROMIUM_copy_texture");
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AddExtensionString("GL_CHROMIUM_get_error_query");
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AddExtensionString("GL_CHROMIUM_lose_context");
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AddExtensionString("GL_CHROMIUM_pixel_transfer_buffer_object");
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AddExtensionString("GL_CHROMIUM_rate_limit_offscreen_context");
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AddExtensionString("GL_CHROMIUM_resize");
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AddExtensionString("GL_CHROMIUM_resource_safe");
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AddExtensionString("GL_CHROMIUM_strict_attribs");
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AddExtensionString("GL_CHROMIUM_texture_mailbox");
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AddExtensionString("GL_CHROMIUM_trace_marker");
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AddExtensionString("GL_EXT_debug_marker");
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if (feature_flags_.enable_subscribe_uniform) {
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AddExtensionString("GL_CHROMIUM_subscribe_uniform");
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}
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// OES_vertex_array_object is emulated if not present natively,
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// so the extension string is always exposed.
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AddExtensionString("GL_OES_vertex_array_object");
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if (!disallowed_features_.gpu_memory_manager)
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AddExtensionString("GL_CHROMIUM_gpu_memory_manager");
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if (extensions.Contains("GL_ANGLE_translated_shader_source")) {
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feature_flags_.angle_translated_shader_source = true;
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}
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// Check if we should allow GL_EXT_texture_compression_dxt1 and
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// GL_EXT_texture_compression_s3tc.
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bool enable_dxt1 = false;
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bool enable_dxt3 = false;
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bool enable_dxt5 = false;
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bool have_s3tc = extensions.Contains("GL_EXT_texture_compression_s3tc");
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bool have_dxt3 =
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have_s3tc || extensions.Contains("GL_ANGLE_texture_compression_dxt3");
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bool have_dxt5 =
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have_s3tc || extensions.Contains("GL_ANGLE_texture_compression_dxt5");
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if (extensions.Contains("GL_EXT_texture_compression_dxt1") || have_s3tc) {
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enable_dxt1 = true;
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}
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if (have_dxt3) {
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enable_dxt3 = true;
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}
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if (have_dxt5) {
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enable_dxt5 = true;
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}
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if (enable_dxt1) {
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feature_flags_.ext_texture_format_dxt1 = true;
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AddExtensionString("GL_EXT_texture_compression_dxt1");
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validators_.compressed_texture_format.AddValue(
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GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
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validators_.compressed_texture_format.AddValue(
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GL_COMPRESSED_RGBA_S3TC_DXT1_EXT);
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}
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if (enable_dxt3) {
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// The difference between GL_EXT_texture_compression_s3tc and
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// GL_CHROMIUM_texture_compression_dxt3 is that the former
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// requires on the fly compression. The latter does not.
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AddExtensionString("GL_CHROMIUM_texture_compression_dxt3");
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validators_.compressed_texture_format.AddValue(
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GL_COMPRESSED_RGBA_S3TC_DXT3_EXT);
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}
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if (enable_dxt5) {
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feature_flags_.ext_texture_format_dxt5 = true;
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// The difference between GL_EXT_texture_compression_s3tc and
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// GL_CHROMIUM_texture_compression_dxt5 is that the former
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// requires on the fly compression. The latter does not.
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AddExtensionString("GL_CHROMIUM_texture_compression_dxt5");
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validators_.compressed_texture_format.AddValue(
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GL_COMPRESSED_RGBA_S3TC_DXT5_EXT);
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}
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bool have_atc = extensions.Contains("GL_AMD_compressed_ATC_texture") ||
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extensions.Contains("GL_ATI_texture_compression_atitc");
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if (have_atc) {
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feature_flags_.ext_texture_format_atc = true;
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AddExtensionString("GL_AMD_compressed_ATC_texture");
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validators_.compressed_texture_format.AddValue(GL_ATC_RGB_AMD);
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validators_.compressed_texture_format.AddValue(
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GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD);
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}
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// Check if we should enable GL_EXT_texture_filter_anisotropic.
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if (extensions.Contains("GL_EXT_texture_filter_anisotropic")) {
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AddExtensionString("GL_EXT_texture_filter_anisotropic");
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validators_.texture_parameter.AddValue(
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GL_TEXTURE_MAX_ANISOTROPY_EXT);
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validators_.g_l_state.AddValue(
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GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT);
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}
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// Check if we should support GL_OES_packed_depth_stencil and/or
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// GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture.
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//
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// NOTE: GL_OES_depth_texture requires support for depth cubemaps.
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// GL_ARB_depth_texture requires other features that
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// GL_OES_packed_depth_stencil does not provide.
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//
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// Therefore we made up GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture.
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//
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// GL_GOOGLE_depth_texture is legacy. As we exposed it into NaCl we can't
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// get rid of it.
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//
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bool enable_depth_texture = false;
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if (!workarounds_.disable_depth_texture &&
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(extensions.Contains("GL_ARB_depth_texture") ||
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extensions.Contains("GL_OES_depth_texture") ||
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extensions.Contains("GL_ANGLE_depth_texture") ||
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gl_version_info_->is_es3)) {
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enable_depth_texture = true;
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feature_flags_.angle_depth_texture =
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extensions.Contains("GL_ANGLE_depth_texture");
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}
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if (enable_depth_texture) {
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AddExtensionString("GL_CHROMIUM_depth_texture");
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AddExtensionString("GL_GOOGLE_depth_texture");
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texture_format_validators_[GL_DEPTH_COMPONENT].AddValue(GL_UNSIGNED_SHORT);
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texture_format_validators_[GL_DEPTH_COMPONENT].AddValue(GL_UNSIGNED_INT);
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validators_.texture_internal_format.AddValue(GL_DEPTH_COMPONENT);
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validators_.texture_format.AddValue(GL_DEPTH_COMPONENT);
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validators_.pixel_type.AddValue(GL_UNSIGNED_SHORT);
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validators_.pixel_type.AddValue(GL_UNSIGNED_INT);
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}
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if (extensions.Contains("GL_EXT_packed_depth_stencil") ||
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extensions.Contains("GL_OES_packed_depth_stencil") ||
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gl_version_info_->is_es3) {
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AddExtensionString("GL_OES_packed_depth_stencil");
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feature_flags_.packed_depth24_stencil8 = true;
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if (enable_depth_texture) {
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texture_format_validators_[GL_DEPTH_STENCIL]
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.AddValue(GL_UNSIGNED_INT_24_8);
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validators_.texture_internal_format.AddValue(GL_DEPTH_STENCIL);
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validators_.texture_format.AddValue(GL_DEPTH_STENCIL);
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validators_.pixel_type.AddValue(GL_UNSIGNED_INT_24_8);
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}
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validators_.render_buffer_format.AddValue(GL_DEPTH24_STENCIL8);
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}
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if (gl_version_info_->is_es3 ||
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extensions.Contains("GL_OES_vertex_array_object") ||
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extensions.Contains("GL_ARB_vertex_array_object") ||
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extensions.Contains("GL_APPLE_vertex_array_object")) {
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feature_flags_.native_vertex_array_object = true;
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}
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// If we're using client_side_arrays we have to emulate
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// vertex array objects since vertex array objects do not work
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// with client side arrays.
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if (workarounds_.use_client_side_arrays_for_stream_buffers) {
|
|
feature_flags_.native_vertex_array_object = false;
|
|
}
|
|
|
|
if (gl_version_info_->is_es3 ||
|
|
extensions.Contains("GL_OES_element_index_uint") ||
|
|
gfx::HasDesktopGLFeatures()) {
|
|
AddExtensionString("GL_OES_element_index_uint");
|
|
validators_.index_type.AddValue(GL_UNSIGNED_INT);
|
|
}
|
|
|
|
// With EXT_sRGB, unsized SRGB_EXT and SRGB_ALPHA_EXT are accepted by the
|
|
// <format> and <internalformat> parameter of TexImage2D. GLES3 adds support
|
|
// for SRGB Textures but the accepted internal formats for TexImage2D are only
|
|
// sized formats GL_SRGB8 and GL_SRGB8_ALPHA8. Also, SRGB_EXT isn't a valid
|
|
// <format> in this case. So, even with GLES3 explicitly check for
|
|
// GL_EXT_sRGB.
|
|
if (((gl_version_info_->is_es3 ||
|
|
extensions.Contains("GL_OES_rgb8_rgba8")) &&
|
|
extensions.Contains("GL_EXT_sRGB")) || gfx::HasDesktopGLFeatures()) {
|
|
AddExtensionString("GL_EXT_sRGB");
|
|
texture_format_validators_[GL_SRGB_EXT].AddValue(GL_UNSIGNED_BYTE);
|
|
texture_format_validators_[GL_SRGB_ALPHA_EXT].AddValue(GL_UNSIGNED_BYTE);
|
|
validators_.texture_internal_format.AddValue(GL_SRGB_EXT);
|
|
validators_.texture_internal_format.AddValue(GL_SRGB_ALPHA_EXT);
|
|
validators_.texture_format.AddValue(GL_SRGB_EXT);
|
|
validators_.texture_format.AddValue(GL_SRGB_ALPHA_EXT);
|
|
validators_.render_buffer_format.AddValue(GL_SRGB8_ALPHA8_EXT);
|
|
validators_.frame_buffer_parameter.AddValue(
|
|
GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT);
|
|
}
|
|
|
|
bool enable_texture_format_bgra8888 = false;
|
|
bool enable_read_format_bgra = false;
|
|
bool enable_render_buffer_bgra = false;
|
|
bool enable_immutable_texture_format_bgra_on_es3 =
|
|
extensions.Contains("GL_APPLE_texture_format_BGRA8888");
|
|
|
|
// Check if we should allow GL_EXT_texture_format_BGRA8888
|
|
if (extensions.Contains("GL_EXT_texture_format_BGRA8888") ||
|
|
enable_immutable_texture_format_bgra_on_es3 ||
|
|
extensions.Contains("GL_EXT_bgra")) {
|
|
enable_texture_format_bgra8888 = true;
|
|
}
|
|
|
|
// Only desktop GL extension GL_EXT_bgra or ANGLE guarantee that we can
|
|
// allocate a renderbuffer with this format.
|
|
if (extensions.Contains("GL_EXT_bgra") || gl_version_info_->is_angle) {
|
|
enable_render_buffer_bgra = true;
|
|
}
|
|
|
|
if (extensions.Contains("GL_EXT_read_format_bgra") ||
|
|
extensions.Contains("GL_EXT_bgra")) {
|
|
enable_read_format_bgra = true;
|
|
}
|
|
|
|
if (enable_texture_format_bgra8888) {
|
|
feature_flags_.ext_texture_format_bgra8888 = true;
|
|
AddExtensionString("GL_EXT_texture_format_BGRA8888");
|
|
texture_format_validators_[GL_BGRA_EXT].AddValue(GL_UNSIGNED_BYTE);
|
|
validators_.texture_internal_format.AddValue(GL_BGRA_EXT);
|
|
validators_.texture_format.AddValue(GL_BGRA_EXT);
|
|
}
|
|
|
|
if (enable_read_format_bgra) {
|
|
AddExtensionString("GL_EXT_read_format_bgra");
|
|
validators_.read_pixel_format.AddValue(GL_BGRA_EXT);
|
|
}
|
|
|
|
if (enable_render_buffer_bgra) {
|
|
AddExtensionString("GL_CHROMIUM_renderbuffer_format_BGRA8888");
|
|
validators_.render_buffer_format.AddValue(GL_BGRA8_EXT);
|
|
}
|
|
|
|
if (extensions.Contains("GL_OES_rgb8_rgba8") || gfx::HasDesktopGLFeatures()) {
|
|
AddExtensionString("GL_OES_rgb8_rgba8");
|
|
validators_.render_buffer_format.AddValue(GL_RGB8_OES);
|
|
validators_.render_buffer_format.AddValue(GL_RGBA8_OES);
|
|
}
|
|
|
|
// Check if we should allow GL_OES_texture_npot
|
|
if (gl_version_info_->is_es3 ||
|
|
extensions.Contains("GL_ARB_texture_non_power_of_two") ||
|
|
extensions.Contains("GL_OES_texture_npot")) {
|
|
AddExtensionString("GL_OES_texture_npot");
|
|
feature_flags_.npot_ok = true;
|
|
}
|
|
|
|
// Check if we should allow GL_OES_texture_float, GL_OES_texture_half_float,
|
|
// GL_OES_texture_float_linear, GL_OES_texture_half_float_linear
|
|
bool enable_texture_float = false;
|
|
bool enable_texture_float_linear = false;
|
|
bool enable_texture_half_float = false;
|
|
bool enable_texture_half_float_linear = false;
|
|
|
|
bool may_enable_chromium_color_buffer_float = false;
|
|
|
|
if (extensions.Contains("GL_ARB_texture_float")) {
|
|
enable_texture_float = true;
|
|
enable_texture_float_linear = true;
|
|
enable_texture_half_float = true;
|
|
enable_texture_half_float_linear = true;
|
|
may_enable_chromium_color_buffer_float = true;
|
|
} else {
|
|
// GLES3 adds support for Float type by default but it doesn't support all
|
|
// formats as GL_OES_texture_float(i.e.LUMINANCE_ALPHA,LUMINANCE and Alpha)
|
|
if (extensions.Contains("GL_OES_texture_float")) {
|
|
enable_texture_float = true;
|
|
if (extensions.Contains("GL_OES_texture_float_linear")) {
|
|
enable_texture_float_linear = true;
|
|
}
|
|
// This extension allows a variety of floating point formats to be
|
|
// rendered to via framebuffer objects. Enable it's usage only if
|
|
// support for Floating textures is enabled.
|
|
if ((gl_version_info_->is_es3 &&
|
|
extensions.Contains("GL_EXT_color_buffer_float")) ||
|
|
gl_version_info_->is_angle) {
|
|
may_enable_chromium_color_buffer_float = true;
|
|
}
|
|
}
|
|
|
|
// TODO(dshwang): GLES3 supports half float by default but GL_HALF_FLOAT_OES
|
|
// isn't equal to GL_HALF_FLOAT.
|
|
if (extensions.Contains("GL_OES_texture_half_float")) {
|
|
enable_texture_half_float = true;
|
|
if (extensions.Contains("GL_OES_texture_half_float_linear")) {
|
|
enable_texture_half_float_linear = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (enable_texture_float) {
|
|
texture_format_validators_[GL_ALPHA].AddValue(GL_FLOAT);
|
|
texture_format_validators_[GL_RGB].AddValue(GL_FLOAT);
|
|
texture_format_validators_[GL_RGBA].AddValue(GL_FLOAT);
|
|
texture_format_validators_[GL_LUMINANCE].AddValue(GL_FLOAT);
|
|
texture_format_validators_[GL_LUMINANCE_ALPHA].AddValue(GL_FLOAT);
|
|
validators_.pixel_type.AddValue(GL_FLOAT);
|
|
validators_.read_pixel_type.AddValue(GL_FLOAT);
|
|
AddExtensionString("GL_OES_texture_float");
|
|
if (enable_texture_float_linear) {
|
|
AddExtensionString("GL_OES_texture_float_linear");
|
|
}
|
|
}
|
|
|
|
if (enable_texture_half_float) {
|
|
texture_format_validators_[GL_ALPHA].AddValue(GL_HALF_FLOAT_OES);
|
|
texture_format_validators_[GL_RGB].AddValue(GL_HALF_FLOAT_OES);
|
|
texture_format_validators_[GL_RGBA].AddValue(GL_HALF_FLOAT_OES);
|
|
texture_format_validators_[GL_LUMINANCE].AddValue(GL_HALF_FLOAT_OES);
|
|
texture_format_validators_[GL_LUMINANCE_ALPHA].AddValue(GL_HALF_FLOAT_OES);
|
|
validators_.pixel_type.AddValue(GL_HALF_FLOAT_OES);
|
|
validators_.read_pixel_type.AddValue(GL_HALF_FLOAT_OES);
|
|
AddExtensionString("GL_OES_texture_half_float");
|
|
if (enable_texture_half_float_linear) {
|
|
AddExtensionString("GL_OES_texture_half_float_linear");
|
|
}
|
|
}
|
|
|
|
if (may_enable_chromium_color_buffer_float) {
|
|
static_assert(GL_RGBA32F_ARB == GL_RGBA32F &&
|
|
GL_RGBA32F_EXT == GL_RGBA32F &&
|
|
GL_RGB32F_ARB == GL_RGB32F &&
|
|
GL_RGB32F_EXT == GL_RGB32F,
|
|
"sized float internal format variations must match");
|
|
// We don't check extension support beyond ARB_texture_float on desktop GL,
|
|
// and format support varies between GL configurations. For example, spec
|
|
// prior to OpenGL 3.0 mandates framebuffer support only for one
|
|
// implementation-chosen format, and ES3.0 EXT_color_buffer_float does not
|
|
// support rendering to RGB32F. Check for framebuffer completeness with
|
|
// formats that the extensions expose, and only enable an extension when a
|
|
// framebuffer created with its texture format is reported as complete.
|
|
GLint fb_binding = 0;
|
|
GLint tex_binding = 0;
|
|
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fb_binding);
|
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_binding);
|
|
|
|
GLuint tex_id = 0;
|
|
GLuint fb_id = 0;
|
|
GLsizei width = 16;
|
|
|
|
glGenTextures(1, &tex_id);
|
|
glGenFramebuffersEXT(1, &fb_id);
|
|
glBindTexture(GL_TEXTURE_2D, tex_id);
|
|
// Nearest filter needed for framebuffer completeness on some drivers.
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, width, 0, GL_RGBA,
|
|
GL_FLOAT, NULL);
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER, fb_id);
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
GL_TEXTURE_2D, tex_id, 0);
|
|
GLenum statusRGBA = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, width, 0, GL_RGB,
|
|
GL_FLOAT, NULL);
|
|
GLenum statusRGB = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
|
|
glDeleteFramebuffersEXT(1, &fb_id);
|
|
glDeleteTextures(1, &tex_id);
|
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER, static_cast<GLuint>(fb_binding));
|
|
glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(tex_binding));
|
|
|
|
DCHECK(glGetError() == GL_NO_ERROR);
|
|
|
|
if (statusRGBA == GL_FRAMEBUFFER_COMPLETE) {
|
|
validators_.texture_internal_format.AddValue(GL_RGBA32F);
|
|
feature_flags_.chromium_color_buffer_float_rgba = true;
|
|
AddExtensionString("GL_CHROMIUM_color_buffer_float_rgba");
|
|
}
|
|
if (statusRGB == GL_FRAMEBUFFER_COMPLETE) {
|
|
validators_.texture_internal_format.AddValue(GL_RGB32F);
|
|
feature_flags_.chromium_color_buffer_float_rgb = true;
|
|
AddExtensionString("GL_CHROMIUM_color_buffer_float_rgb");
|
|
}
|
|
}
|
|
|
|
// Check for multisample support
|
|
if (!workarounds_.disable_multisampling) {
|
|
bool ext_has_multisample =
|
|
extensions.Contains("GL_EXT_framebuffer_multisample") ||
|
|
gl_version_info_->is_es3;
|
|
if (gl_version_info_->is_angle) {
|
|
ext_has_multisample |=
|
|
extensions.Contains("GL_ANGLE_framebuffer_multisample");
|
|
}
|
|
feature_flags_.use_core_framebuffer_multisample = gl_version_info_->is_es3;
|
|
if (ext_has_multisample) {
|
|
feature_flags_.chromium_framebuffer_multisample = true;
|
|
validators_.frame_buffer_target.AddValue(GL_READ_FRAMEBUFFER_EXT);
|
|
validators_.frame_buffer_target.AddValue(GL_DRAW_FRAMEBUFFER_EXT);
|
|
validators_.g_l_state.AddValue(GL_READ_FRAMEBUFFER_BINDING_EXT);
|
|
validators_.g_l_state.AddValue(GL_MAX_SAMPLES_EXT);
|
|
validators_.render_buffer_parameter.AddValue(GL_RENDERBUFFER_SAMPLES_EXT);
|
|
AddExtensionString("GL_CHROMIUM_framebuffer_multisample");
|
|
}
|
|
if (extensions.Contains("GL_EXT_multisampled_render_to_texture")) {
|
|
feature_flags_.multisampled_render_to_texture = true;
|
|
} else if (extensions.Contains("GL_IMG_multisampled_render_to_texture")) {
|
|
feature_flags_.multisampled_render_to_texture = true;
|
|
feature_flags_.use_img_for_multisampled_render_to_texture = true;
|
|
}
|
|
if (feature_flags_.multisampled_render_to_texture) {
|
|
validators_.render_buffer_parameter.AddValue(
|
|
GL_RENDERBUFFER_SAMPLES_EXT);
|
|
validators_.g_l_state.AddValue(GL_MAX_SAMPLES_EXT);
|
|
validators_.frame_buffer_parameter.AddValue(
|
|
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT);
|
|
AddExtensionString("GL_EXT_multisampled_render_to_texture");
|
|
}
|
|
}
|
|
|
|
if (extensions.Contains("GL_OES_depth24") || gfx::HasDesktopGLFeatures() ||
|
|
gl_version_info_->is_es3) {
|
|
AddExtensionString("GL_OES_depth24");
|
|
feature_flags_.oes_depth24 = true;
|
|
validators_.render_buffer_format.AddValue(GL_DEPTH_COMPONENT24);
|
|
}
|
|
|
|
if (!workarounds_.disable_oes_standard_derivatives &&
|
|
(gl_version_info_->is_es3 ||
|
|
extensions.Contains("GL_OES_standard_derivatives") ||
|
|
gfx::HasDesktopGLFeatures())) {
|
|
AddExtensionString("GL_OES_standard_derivatives");
|
|
feature_flags_.oes_standard_derivatives = true;
|
|
validators_.hint_target.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES);
|
|
validators_.g_l_state.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES);
|
|
}
|
|
|
|
if (extensions.Contains("GL_OES_EGL_image_external")) {
|
|
AddExtensionString("GL_OES_EGL_image_external");
|
|
feature_flags_.oes_egl_image_external = true;
|
|
validators_.texture_bind_target.AddValue(GL_TEXTURE_EXTERNAL_OES);
|
|
validators_.get_tex_param_target.AddValue(GL_TEXTURE_EXTERNAL_OES);
|
|
validators_.texture_parameter.AddValue(GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES);
|
|
validators_.g_l_state.AddValue(GL_TEXTURE_BINDING_EXTERNAL_OES);
|
|
}
|
|
|
|
if (extensions.Contains("GL_OES_compressed_ETC1_RGB8_texture")) {
|
|
AddExtensionString("GL_OES_compressed_ETC1_RGB8_texture");
|
|
feature_flags_.oes_compressed_etc1_rgb8_texture = true;
|
|
validators_.compressed_texture_format.AddValue(GL_ETC1_RGB8_OES);
|
|
}
|
|
|
|
if (extensions.Contains("GL_AMD_compressed_ATC_texture")) {
|
|
AddExtensionString("GL_AMD_compressed_ATC_texture");
|
|
validators_.compressed_texture_format.AddValue(
|
|
GL_ATC_RGB_AMD);
|
|
validators_.compressed_texture_format.AddValue(
|
|
GL_ATC_RGBA_EXPLICIT_ALPHA_AMD);
|
|
validators_.compressed_texture_format.AddValue(
|
|
GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD);
|
|
}
|
|
|
|
if (extensions.Contains("GL_IMG_texture_compression_pvrtc")) {
|
|
AddExtensionString("GL_IMG_texture_compression_pvrtc");
|
|
validators_.compressed_texture_format.AddValue(
|
|
GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG);
|
|
validators_.compressed_texture_format.AddValue(
|
|
GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG);
|
|
validators_.compressed_texture_format.AddValue(
|
|
GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG);
|
|
validators_.compressed_texture_format.AddValue(
|
|
GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG);
|
|
}
|
|
|
|
// Ideally we would only expose this extension on Mac OS X, to
|
|
// support GL_CHROMIUM_iosurface and the compositor. We don't want
|
|
// applications to start using it; they should use ordinary non-
|
|
// power-of-two textures. However, for unit testing purposes we
|
|
// expose it on all supported platforms.
|
|
if (extensions.Contains("GL_ARB_texture_rectangle")) {
|
|
AddExtensionString("GL_ARB_texture_rectangle");
|
|
feature_flags_.arb_texture_rectangle = true;
|
|
validators_.texture_bind_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
|
|
// For the moment we don't add this enum to the texture_target
|
|
// validator. This implies that the only way to get image data into a
|
|
// rectangular texture is via glTexImageIOSurface2DCHROMIUM, which is
|
|
// just fine since again we don't want applications depending on this
|
|
// extension.
|
|
validators_.get_tex_param_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
|
|
validators_.g_l_state.AddValue(GL_TEXTURE_BINDING_RECTANGLE_ARB);
|
|
}
|
|
|
|
#if defined(OS_MACOSX)
|
|
AddExtensionString("GL_CHROMIUM_iosurface");
|
|
#endif
|
|
|
|
// TODO(gman): Add support for these extensions.
|
|
// GL_OES_depth32
|
|
|
|
feature_flags_.enable_texture_float_linear |= enable_texture_float_linear;
|
|
feature_flags_.enable_texture_half_float_linear |=
|
|
enable_texture_half_float_linear;
|
|
|
|
if (extensions.Contains("GL_ANGLE_pack_reverse_row_order")) {
|
|
AddExtensionString("GL_ANGLE_pack_reverse_row_order");
|
|
feature_flags_.angle_pack_reverse_row_order = true;
|
|
validators_.pixel_store.AddValue(GL_PACK_REVERSE_ROW_ORDER_ANGLE);
|
|
validators_.g_l_state.AddValue(GL_PACK_REVERSE_ROW_ORDER_ANGLE);
|
|
}
|
|
|
|
if (extensions.Contains("GL_ANGLE_texture_usage")) {
|
|
feature_flags_.angle_texture_usage = true;
|
|
AddExtensionString("GL_ANGLE_texture_usage");
|
|
validators_.texture_parameter.AddValue(GL_TEXTURE_USAGE_ANGLE);
|
|
}
|
|
|
|
// Note: Only APPLE_texture_format_BGRA8888 extension allows BGRA8_EXT in
|
|
// ES3's glTexStorage2D. We prefer support BGRA to texture storage.
|
|
// So we don't expose GL_EXT_texture_storage when ES3 +
|
|
// GL_EXT_texture_format_BGRA8888 because we fail the GL_BGRA8 requirement.
|
|
// However we expose GL_EXT_texture_storage when just ES3 because we don't
|
|
// claim to handle GL_BGRA8.
|
|
bool support_texture_storage_on_es3 =
|
|
(gl_version_info_->is_es3 &&
|
|
enable_immutable_texture_format_bgra_on_es3) ||
|
|
(gl_version_info_->is_es3 &&
|
|
!enable_texture_format_bgra8888);
|
|
if (extensions.Contains("GL_EXT_texture_storage") ||
|
|
extensions.Contains("GL_ARB_texture_storage") ||
|
|
support_texture_storage_on_es3) {
|
|
feature_flags_.ext_texture_storage = true;
|
|
AddExtensionString("GL_EXT_texture_storage");
|
|
validators_.texture_parameter.AddValue(GL_TEXTURE_IMMUTABLE_FORMAT_EXT);
|
|
if (enable_texture_format_bgra8888)
|
|
validators_.texture_internal_format_storage.AddValue(GL_BGRA8_EXT);
|
|
if (enable_texture_float) {
|
|
validators_.texture_internal_format_storage.AddValue(GL_RGBA32F_EXT);
|
|
validators_.texture_internal_format_storage.AddValue(GL_RGB32F_EXT);
|
|
validators_.texture_internal_format_storage.AddValue(GL_ALPHA32F_EXT);
|
|
validators_.texture_internal_format_storage.AddValue(
|
|
GL_LUMINANCE32F_EXT);
|
|
validators_.texture_internal_format_storage.AddValue(
|
|
GL_LUMINANCE_ALPHA32F_EXT);
|
|
}
|
|
if (enable_texture_half_float) {
|
|
validators_.texture_internal_format_storage.AddValue(GL_RGBA16F_EXT);
|
|
validators_.texture_internal_format_storage.AddValue(GL_RGB16F_EXT);
|
|
validators_.texture_internal_format_storage.AddValue(GL_ALPHA16F_EXT);
|
|
validators_.texture_internal_format_storage.AddValue(
|
|
GL_LUMINANCE16F_EXT);
|
|
validators_.texture_internal_format_storage.AddValue(
|
|
GL_LUMINANCE_ALPHA16F_EXT);
|
|
}
|
|
}
|
|
|
|
bool have_ext_occlusion_query_boolean =
|
|
extensions.Contains("GL_EXT_occlusion_query_boolean");
|
|
bool have_arb_occlusion_query2 =
|
|
extensions.Contains("GL_ARB_occlusion_query2");
|
|
bool have_arb_occlusion_query =
|
|
extensions.Contains("GL_ARB_occlusion_query");
|
|
|
|
if (!workarounds_.disable_ext_occlusion_query &&
|
|
(have_ext_occlusion_query_boolean ||
|
|
have_arb_occlusion_query2 ||
|
|
have_arb_occlusion_query)) {
|
|
AddExtensionString("GL_EXT_occlusion_query_boolean");
|
|
feature_flags_.occlusion_query_boolean = true;
|
|
feature_flags_.use_arb_occlusion_query2_for_occlusion_query_boolean =
|
|
!have_ext_occlusion_query_boolean && have_arb_occlusion_query2;
|
|
feature_flags_.use_arb_occlusion_query_for_occlusion_query_boolean =
|
|
!have_ext_occlusion_query_boolean && have_arb_occlusion_query &&
|
|
!have_arb_occlusion_query2;
|
|
}
|
|
|
|
if (!workarounds_.disable_angle_instanced_arrays &&
|
|
(extensions.Contains("GL_ANGLE_instanced_arrays") ||
|
|
(extensions.Contains("GL_ARB_instanced_arrays") &&
|
|
extensions.Contains("GL_ARB_draw_instanced")) ||
|
|
gl_version_info_->is_es3)) {
|
|
AddExtensionString("GL_ANGLE_instanced_arrays");
|
|
feature_flags_.angle_instanced_arrays = true;
|
|
validators_.vertex_attribute.AddValue(GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
|
|
}
|
|
|
|
bool vendor_agnostic_draw_buffers =
|
|
extensions.Contains("GL_ARB_draw_buffers") ||
|
|
extensions.Contains("GL_EXT_draw_buffers");
|
|
if (!workarounds_.disable_ext_draw_buffers &&
|
|
(vendor_agnostic_draw_buffers ||
|
|
(extensions.Contains("GL_NV_draw_buffers") &&
|
|
gl_version_info_->is_es3))) {
|
|
AddExtensionString("GL_EXT_draw_buffers");
|
|
feature_flags_.ext_draw_buffers = true;
|
|
|
|
// This flag is set to enable emulation of EXT_draw_buffers when we're
|
|
// running on GLES 3.0+, NV_draw_buffers extension is supported and
|
|
// glDrawBuffers from GLES 3.0 core has been bound. It toggles using the
|
|
// NV_draw_buffers extension directive instead of EXT_draw_buffers extension
|
|
// directive in ESSL 100 shaders translated by ANGLE, enabling them to write
|
|
// into multiple gl_FragData values, which is not by default possible in
|
|
// ESSL 100 with core GLES 3.0. For more information, see the
|
|
// NV_draw_buffers specification.
|
|
feature_flags_.nv_draw_buffers = !vendor_agnostic_draw_buffers;
|
|
|
|
GLint max_color_attachments = 0;
|
|
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &max_color_attachments);
|
|
for (GLenum i = GL_COLOR_ATTACHMENT1_EXT;
|
|
i < static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + max_color_attachments);
|
|
++i) {
|
|
validators_.attachment.AddValue(i);
|
|
}
|
|
static_assert(GL_COLOR_ATTACHMENT0_EXT == GL_COLOR_ATTACHMENT0,
|
|
"GL_COLOR_ATTACHMENT0_EXT should equal GL_COLOR_ATTACHMENT0");
|
|
|
|
validators_.g_l_state.AddValue(GL_MAX_COLOR_ATTACHMENTS_EXT);
|
|
validators_.g_l_state.AddValue(GL_MAX_DRAW_BUFFERS_ARB);
|
|
GLint max_draw_buffers = 0;
|
|
glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_draw_buffers);
|
|
for (GLenum i = GL_DRAW_BUFFER0_ARB;
|
|
i < static_cast<GLenum>(GL_DRAW_BUFFER0_ARB + max_draw_buffers);
|
|
++i) {
|
|
validators_.g_l_state.AddValue(i);
|
|
}
|
|
}
|
|
|
|
if (gl_version_info_->is_es3 ||
|
|
extensions.Contains("GL_EXT_blend_minmax") ||
|
|
gfx::HasDesktopGLFeatures()) {
|
|
AddExtensionString("GL_EXT_blend_minmax");
|
|
validators_.equation.AddValue(GL_MIN_EXT);
|
|
validators_.equation.AddValue(GL_MAX_EXT);
|
|
static_assert(GL_MIN_EXT == GL_MIN && GL_MAX_EXT == GL_MAX,
|
|
"min & max variations must match");
|
|
}
|
|
|
|
// TODO(dshwang): GLES3 supports gl_FragDepth, not gl_FragDepthEXT.
|
|
if (extensions.Contains("GL_EXT_frag_depth") || gfx::HasDesktopGLFeatures()) {
|
|
AddExtensionString("GL_EXT_frag_depth");
|
|
feature_flags_.ext_frag_depth = true;
|
|
}
|
|
|
|
if (extensions.Contains("GL_EXT_shader_texture_lod") ||
|
|
gfx::HasDesktopGLFeatures()) {
|
|
AddExtensionString("GL_EXT_shader_texture_lod");
|
|
feature_flags_.ext_shader_texture_lod = true;
|
|
}
|
|
|
|
#if !defined(OS_MACOSX)
|
|
if (workarounds_.disable_egl_khr_fence_sync) {
|
|
gfx::g_driver_egl.ext.b_EGL_KHR_fence_sync = false;
|
|
}
|
|
if (workarounds_.disable_egl_khr_wait_sync) {
|
|
gfx::g_driver_egl.ext.b_EGL_KHR_wait_sync = false;
|
|
}
|
|
#endif
|
|
if (workarounds_.disable_arb_sync)
|
|
gfx::g_driver_gl.ext.b_GL_ARB_sync = false;
|
|
bool ui_gl_fence_works = gfx::GLFence::IsSupported();
|
|
UMA_HISTOGRAM_BOOLEAN("GPU.FenceSupport", ui_gl_fence_works);
|
|
|
|
feature_flags_.map_buffer_range =
|
|
gl_version_info_->is_es3 ||
|
|
extensions.Contains("GL_ARB_map_buffer_range") ||
|
|
extensions.Contains("GL_EXT_map_buffer_range");
|
|
|
|
// Really it's part of core OpenGL 2.1 and up, but let's assume the
|
|
// extension is still advertised.
|
|
bool has_pixel_buffers =
|
|
gl_version_info_->is_es3 ||
|
|
extensions.Contains("GL_ARB_pixel_buffer_object") ||
|
|
extensions.Contains("GL_NV_pixel_buffer_object");
|
|
|
|
// We will use either glMapBuffer() or glMapBufferRange() for async readbacks.
|
|
if (has_pixel_buffers && ui_gl_fence_works &&
|
|
!workarounds_.disable_async_readpixels) {
|
|
feature_flags_.use_async_readpixels = true;
|
|
}
|
|
|
|
if (gl_version_info_->is_es3 ||
|
|
extensions.Contains("GL_ARB_sampler_objects")) {
|
|
feature_flags_.enable_samplers = true;
|
|
// TODO(dsinclair): Add AddExtensionString("GL_CHROMIUM_sampler_objects")
|
|
// when available.
|
|
}
|
|
|
|
if ((gl_version_info_->is_es3 ||
|
|
extensions.Contains("GL_EXT_discard_framebuffer")) &&
|
|
!workarounds_.disable_discard_framebuffer) {
|
|
// DiscardFramebufferEXT is automatically bound to InvalidateFramebuffer.
|
|
AddExtensionString("GL_EXT_discard_framebuffer");
|
|
feature_flags_.ext_discard_framebuffer = true;
|
|
}
|
|
|
|
if (ui_gl_fence_works) {
|
|
AddExtensionString("GL_CHROMIUM_sync_query");
|
|
feature_flags_.chromium_sync_query = true;
|
|
}
|
|
|
|
bool blend_equation_advanced_coherent =
|
|
extensions.Contains("GL_NV_blend_equation_advanced_coherent") ||
|
|
extensions.Contains("GL_KHR_blend_equation_advanced_coherent");
|
|
|
|
if (blend_equation_advanced_coherent ||
|
|
extensions.Contains("GL_NV_blend_equation_advanced") ||
|
|
extensions.Contains("GL_KHR_blend_equation_advanced")) {
|
|
const GLenum equations[] = {GL_MULTIPLY_KHR,
|
|
GL_SCREEN_KHR,
|
|
GL_OVERLAY_KHR,
|
|
GL_DARKEN_KHR,
|
|
GL_LIGHTEN_KHR,
|
|
GL_COLORDODGE_KHR,
|
|
GL_COLORBURN_KHR,
|
|
GL_HARDLIGHT_KHR,
|
|
GL_SOFTLIGHT_KHR,
|
|
GL_DIFFERENCE_KHR,
|
|
GL_EXCLUSION_KHR,
|
|
GL_HSL_HUE_KHR,
|
|
GL_HSL_SATURATION_KHR,
|
|
GL_HSL_COLOR_KHR,
|
|
GL_HSL_LUMINOSITY_KHR};
|
|
|
|
for (GLenum equation : equations)
|
|
validators_.equation.AddValue(equation);
|
|
if (blend_equation_advanced_coherent)
|
|
AddExtensionString("GL_KHR_blend_equation_advanced_coherent");
|
|
|
|
AddExtensionString("GL_KHR_blend_equation_advanced");
|
|
feature_flags_.blend_equation_advanced = true;
|
|
feature_flags_.blend_equation_advanced_coherent =
|
|
blend_equation_advanced_coherent;
|
|
}
|
|
|
|
if (extensions.Contains("GL_NV_path_rendering")) {
|
|
if (extensions.Contains("GL_EXT_direct_state_access") ||
|
|
gl_version_info_->is_es3) {
|
|
AddExtensionString("GL_CHROMIUM_path_rendering");
|
|
feature_flags_.chromium_path_rendering = true;
|
|
validators_.g_l_state.AddValue(GL_PATH_MODELVIEW_MATRIX_CHROMIUM);
|
|
validators_.g_l_state.AddValue(GL_PATH_PROJECTION_MATRIX_CHROMIUM);
|
|
}
|
|
}
|
|
|
|
if ((gl_version_info_->is_es3 || extensions.Contains("GL_EXT_texture_rg") ||
|
|
extensions.Contains("GL_ARB_texture_rg")) &&
|
|
IsGL_REDSupportedOnFBOs()) {
|
|
feature_flags_.ext_texture_rg = true;
|
|
AddExtensionString("GL_EXT_texture_rg");
|
|
|
|
validators_.texture_format.AddValue(GL_RED_EXT);
|
|
validators_.texture_format.AddValue(GL_RG_EXT);
|
|
validators_.texture_internal_format.AddValue(GL_RED_EXT);
|
|
validators_.texture_internal_format.AddValue(GL_RG_EXT);
|
|
validators_.read_pixel_format.AddValue(GL_RED_EXT);
|
|
validators_.read_pixel_format.AddValue(GL_RG_EXT);
|
|
validators_.render_buffer_format.AddValue(GL_R8_EXT);
|
|
validators_.render_buffer_format.AddValue(GL_RG8_EXT);
|
|
|
|
texture_format_validators_[GL_RED_EXT].AddValue(GL_UNSIGNED_BYTE);
|
|
texture_format_validators_[GL_RG_EXT].AddValue(GL_UNSIGNED_BYTE);
|
|
|
|
if (enable_texture_float) {
|
|
texture_format_validators_[GL_RED_EXT].AddValue(GL_FLOAT);
|
|
texture_format_validators_[GL_RG_EXT].AddValue(GL_FLOAT);
|
|
}
|
|
if (enable_texture_half_float) {
|
|
texture_format_validators_[GL_RED_EXT].AddValue(GL_HALF_FLOAT_OES);
|
|
texture_format_validators_[GL_RG_EXT].AddValue(GL_HALF_FLOAT_OES);
|
|
}
|
|
}
|
|
|
|
#if !defined(OS_MACOSX)
|
|
if (workarounds_.ignore_egl_sync_failures) {
|
|
gfx::GLFenceEGL::SetIgnoreFailures();
|
|
}
|
|
#endif
|
|
|
|
if (gl_version_info_->IsLowerThanGL(4, 3)) {
|
|
// crbug.com/481184.
|
|
// GL_PRIMITIVE_RESTART_FIXED_INDEX is only available on Desktop GL 4.3+,
|
|
// but we emulate ES 3.0 on top of Desktop GL 4.2+.
|
|
feature_flags_.emulate_primitive_restart_fixed_index = true;
|
|
}
|
|
}
|
|
|
|
bool FeatureInfo::IsES3Capable() const {
|
|
if (gl_version_info_->IsAtLeastGLES(3, 0))
|
|
return true;
|
|
// TODO(zmo): For Desktop GL, with anything lower than 4.2, we need to check
|
|
// the existence of a few extensions to have full WebGL 2 capabilities.
|
|
if (gl_version_info_->IsAtLeastGL(4, 2))
|
|
return true;
|
|
#if defined(OS_MACOSX)
|
|
// TODO(zmo): For experimentation purpose on MacOSX with core profile,
|
|
// allow 3.2 or plus for now.
|
|
if (gl_version_info_->IsAtLeastGL(3, 2))
|
|
return true;
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
void FeatureInfo::EnableES3Validators() {
|
|
DCHECK(IsES3Capable());
|
|
validators_.UpdateValuesES3();
|
|
|
|
GLint max_color_attachments = 0;
|
|
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &max_color_attachments);
|
|
const int kTotalColorAttachmentEnums = 16;
|
|
const GLenum kColorAttachments[] = {
|
|
GL_COLOR_ATTACHMENT0,
|
|
GL_COLOR_ATTACHMENT1,
|
|
GL_COLOR_ATTACHMENT2,
|
|
GL_COLOR_ATTACHMENT3,
|
|
GL_COLOR_ATTACHMENT4,
|
|
GL_COLOR_ATTACHMENT5,
|
|
GL_COLOR_ATTACHMENT6,
|
|
GL_COLOR_ATTACHMENT7,
|
|
GL_COLOR_ATTACHMENT8,
|
|
GL_COLOR_ATTACHMENT9,
|
|
GL_COLOR_ATTACHMENT10,
|
|
GL_COLOR_ATTACHMENT11,
|
|
GL_COLOR_ATTACHMENT12,
|
|
GL_COLOR_ATTACHMENT13,
|
|
GL_COLOR_ATTACHMENT14,
|
|
GL_COLOR_ATTACHMENT15,
|
|
};
|
|
if (max_color_attachments < kTotalColorAttachmentEnums) {
|
|
validators_.attachment.RemoveValues(
|
|
kColorAttachments + max_color_attachments,
|
|
kTotalColorAttachmentEnums - max_color_attachments);
|
|
}
|
|
|
|
GLint max_draw_buffers = 0;
|
|
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &max_draw_buffers);
|
|
const int kTotalDrawBufferEnums = 16;
|
|
const GLenum kDrawBuffers[] = {
|
|
GL_DRAW_BUFFER0,
|
|
GL_DRAW_BUFFER1,
|
|
GL_DRAW_BUFFER2,
|
|
GL_DRAW_BUFFER3,
|
|
GL_DRAW_BUFFER4,
|
|
GL_DRAW_BUFFER5,
|
|
GL_DRAW_BUFFER6,
|
|
GL_DRAW_BUFFER7,
|
|
GL_DRAW_BUFFER8,
|
|
GL_DRAW_BUFFER9,
|
|
GL_DRAW_BUFFER10,
|
|
GL_DRAW_BUFFER11,
|
|
GL_DRAW_BUFFER12,
|
|
GL_DRAW_BUFFER13,
|
|
GL_DRAW_BUFFER14,
|
|
GL_DRAW_BUFFER15,
|
|
};
|
|
if (max_draw_buffers < kTotalDrawBufferEnums) {
|
|
validators_.g_l_state.RemoveValues(
|
|
kDrawBuffers + max_draw_buffers,
|
|
kTotalDrawBufferEnums - max_draw_buffers);
|
|
}
|
|
}
|
|
|
|
void FeatureInfo::AddExtensionString(const char* s) {
|
|
std::string str(s);
|
|
size_t pos = extensions_.find(str);
|
|
while (pos != std::string::npos &&
|
|
pos + str.length() < extensions_.length() &&
|
|
extensions_.substr(pos + str.length(), 1) != " ") {
|
|
// This extension name is a substring of another.
|
|
pos = extensions_.find(str, pos + str.length());
|
|
}
|
|
if (pos == std::string::npos) {
|
|
extensions_ += (extensions_.empty() ? "" : " ") + str;
|
|
}
|
|
}
|
|
|
|
FeatureInfo::~FeatureInfo() {
|
|
}
|
|
|
|
} // namespace gles2
|
|
} // namespace gpu
|