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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/Workarounds.h b/src/3rdparty/angle/src/libANGLE/renderer/Workarounds.h
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index b73f4a5472..0000000000
--- a/src/3rdparty/angle/src/libANGLE/renderer/Workarounds.h
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@@ -1,74 +0,0 @@
-//
-// Copyright (c) 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.
-//
-
-// angletypes.h: Workarounds for driver bugs and other issues.
-
-#ifndef LIBANGLE_RENDERER_WORKAROUNDS_H_
-#define LIBANGLE_RENDERER_WORKAROUNDS_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 rx
-{
-
-struct D3DCompilerWorkarounds : angle::NonCopyable
-{
- D3DCompilerWorkarounds()
- : skipOptimization(false),
- useMaxOptimization(false),
- enableIEEEStrictness(false)
- {}
-
- void reset()
- {
- skipOptimization = false;
- useMaxOptimization = false;
- enableIEEEStrictness = false;
- }
-
- bool skipOptimization;
- bool useMaxOptimization;
-
- // IEEE strictness needs to be enabled for NANs to work.
- bool enableIEEEStrictness;
-};
-
-struct Workarounds
-{
- Workarounds()
- : mrtPerfWorkaround(false),
- setDataFasterThanImageUpload(false),
- zeroMaxLodWorkaround(false),
- useInstancedPointSpriteEmulation(false)
- {}
-
- // 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;
-
- bool setDataFasterThanImageUpload;
-
- // 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;
-
- // 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;
-};
-
-}
-
-#endif // LIBANGLE_RENDERER_WORKAROUNDS_H_