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-//
-// Copyright (c) 2015 The ANGLE Project Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file.
-//
-
-// 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_