diff options
Diffstat (limited to 'src/3rdparty/angle/include/platform/WorkaroundsD3D.h')
-rw-r--r-- | src/3rdparty/angle/include/platform/WorkaroundsD3D.h | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/src/3rdparty/angle/include/platform/WorkaroundsD3D.h b/src/3rdparty/angle/include/platform/WorkaroundsD3D.h new file mode 100644 index 0000000000..cc2abbf1d2 --- /dev/null +++ b/src/3rdparty/angle/include/platform/WorkaroundsD3D.h @@ -0,0 +1,130 @@ +// +// Copyright (c) 2015 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// WorkaroundsD3D.h: Workarounds for D3D driver bugs and other issues. + +#ifndef ANGLE_PLATFORM_WORKAROUNDSD3D_H_ +#define ANGLE_PLATFORM_WORKAROUNDSD3D_H_ + +// TODO(jmadill,zmo,geofflang): make a workarounds library that can operate +// independent of ANGLE's renderer. Workarounds should also be accessible +// outside of the Renderer. + +namespace angle +{ +struct CompilerWorkaroundsD3D +{ + bool skipOptimization = false; + bool useMaxOptimization = false; + + // IEEE strictness needs to be enabled for NANs to work. + bool enableIEEEStrictness = false; +}; + +struct WorkaroundsD3D +{ + // On some systems, having extra rendertargets than necessary slows down the shader. + // We can fix this by optimizing those out of the shader. At the same time, we can + // work around a bug on some nVidia drivers that they ignore "null" render targets + // in D3D11, by compacting the active color attachments list to omit null entries. + bool mrtPerfWorkaround = false; + + bool setDataFasterThanImageUpload = false; + + // Some renderers can't disable mipmaps on a mipmapped texture (i.e. solely sample from level + // zero, and ignore the other levels). D3D11 Feature Level 10+ does this by setting MaxLOD to + // 0.0f in the Sampler state. D3D9 sets D3DSAMP_MIPFILTER to D3DTEXF_NONE. There is no + // equivalent to this in D3D11 Feature Level 9_3. This causes problems when (for example) an + // application creates a mipmapped texture2D, but sets GL_TEXTURE_MIN_FILTER to GL_NEAREST + // (i.e disables mipmaps). To work around this, D3D11 FL9_3 has to create two copies of the + // texture. The textures' level zeros are identical, but only one texture has mips. + bool zeroMaxLodWorkaround = false; + + // Some renderers do not support Geometry Shaders so the Geometry Shader-based PointSprite + // emulation will not work. To work around this, D3D11 FL9_3 has to use a different pointsprite + // emulation that is implemented using instanced quads. + bool useInstancedPointSpriteEmulation = false; + + // A bug fixed in NVIDIA driver version 347.88 < x <= 368.81 triggers a TDR when using + // CopySubresourceRegion from a staging texture to a depth/stencil in D3D11. The workaround + // is to use UpdateSubresource to trigger an extra copy. We disable this workaround on newer + // NVIDIA driver versions because of a second driver bug present with the workaround enabled. + // (See: http://anglebug.com/1452) + bool depthStencilBlitExtraCopy = false; + + // The HLSL optimizer has a bug with optimizing "pow" in certain integer-valued expressions. + // We can work around this by expanding the pow into a series of multiplies if we're running + // under the affected compiler. + bool expandIntegerPowExpressions = false; + + // NVIDIA drivers sometimes write out-of-order results to StreamOut buffers when transform + // feedback is used to repeatedly write to the same buffer positions. + bool flushAfterEndingTransformFeedback = false; + + // Some drivers (NVIDIA) do not take into account the base level of the texture in the results + // of the HLSL GetDimensions builtin. + bool getDimensionsIgnoresBaseLevel = false; + + // On some Intel drivers, HLSL's function texture.Load returns 0 when the parameter Location + // is negative, even if the sum of Offset and Location is in range. This may cause errors when + // translating GLSL's function texelFetchOffset into texture.Load, as it is valid for + // texelFetchOffset to use negative texture coordinates as its parameter P when the sum of P + // and Offset is in range. To work around this, we translate texelFetchOffset into texelFetch + // by adding Offset directly to Location before reading the texture. + bool preAddTexelFetchOffsets = false; + + // On some AMD drivers, 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly. + // We can work around this bug by doing an internal blit to a temporary single-channel texture + // before we sample. + bool emulateTinyStencilTextures = false; + + // In Intel driver, the data with format DXGI_FORMAT_B5G6R5_UNORM will be parsed incorrectly. + // This workaroud will disable B5G6R5 support when it's Intel driver. By default, it will use + // R8G8B8A8 format. This bug is fixed in version 4539 on Intel drivers. + bool disableB5G6R5Support = false; + + // On some Intel drivers, evaluating unary minus operator on integer may get wrong answer in + // vertex shaders. To work around this bug, we translate -(int) into ~(int)+1. + // This driver bug is fixed in 20.19.15.4624. + bool rewriteUnaryMinusOperator = false; + + // On some Intel drivers, using isnan() on highp float will get wrong answer. To work around + // this bug, we use an expression to emulate function isnan(). + // Tracking bug: https://crbug.com/650547 + // This driver bug is fixed in 21.20.16.4542. + bool emulateIsnanFloat = false; + + // On some Intel drivers, using clear() may not take effect. To work around this bug, we call + // clear() twice on these platforms. + // Tracking bug: https://crbug.com/655534 + bool callClearTwice = false; + + // On some Intel drivers, copying from staging storage to constant buffer storage does not + // seem to work. Work around this by keeping system memory storage as a canonical reference + // for buffer data. + // D3D11-only workaround. See http://crbug.com/593024. + bool useSystemMemoryForConstantBuffers = false; + + // This workaround is for the ANGLE_multiview extension. If enabled the viewport or render + // target slice will be selected in the geometry shader stage. The workaround flag is added to + // make it possible to select the code path in end2end and performance tests. + bool selectViewInGeometryShader = false; + + // When rendering with no render target on D3D, two bugs lead to incorrect behavior on Intel + // drivers < 4815. The rendering samples always pass neglecting discard statements in pixel + // shader. + // 1. If rendertarget is not set, the pixel shader will be recompiled to drop 'SV_TARGET'. + // When using a pixel shader with no 'SV_TARGET' in a draw, the pixels are always generated even + // if they should be discard by 'discard' statements. + // 2. If ID3D11BlendState.RenderTarget[].RenderTargetWriteMask is 0 and rendertarget is not set, + // then rendering samples also pass neglecting discard statements in pixel shader. + // So we add a dummy texture as render target in such case. See http://anglebug.com/2152 + bool addDummyTextureNoRenderTarget = false; +}; + +} // namespace angle + +#endif // ANGLE_PLATFORM_WORKAROUNDSD3D_H_ |