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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/WorkaroundsD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/WorkaroundsD3D.h
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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 LIBANGLE_RENDERER_D3D_WORKAROUNDSD3D_H_
+#define LIBANGLE_RENDERER_D3D_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 rx
+{
+struct D3DCompilerWorkarounds
+{
+ D3DCompilerWorkarounds()
+ : skipOptimization(false), useMaxOptimization(false), enableIEEEStrictness(false)
+ {
+ }
+
+ bool skipOptimization;
+ bool useMaxOptimization;
+
+ // IEEE strictness needs to be enabled for NANs to work.
+ bool enableIEEEStrictness;
+};
+
+struct WorkaroundsD3D
+{
+ WorkaroundsD3D()
+ : 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_D3D_WORKAROUNDSD3D_H_