// // 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_