// // Copyright 2012 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. // // renderergl_utils.cpp: Conversion functions and other utility routines // specific to the OpenGL renderer. #include "libANGLE/renderer/gl/renderergl_utils.h" #include #include #include "common/mathutil.h" #include "common/platform.h" #include "common/string_utils.h" #include "gpu_info_util/SystemInfo.h" #include "libANGLE/Buffer.h" #include "libANGLE/Caps.h" #include "libANGLE/Context.h" #include "libANGLE/formatutils.h" #include "libANGLE/queryconversions.h" #include "libANGLE/renderer/gl/ContextGL.h" #include "libANGLE/renderer/gl/FenceNVGL.h" #include "libANGLE/renderer/gl/FunctionsGL.h" #include "libANGLE/renderer/gl/QueryGL.h" #include "libANGLE/renderer/gl/formatutilsgl.h" #include "platform/FeaturesGL.h" #include "platform/FrontendFeatures.h" #include #include #include using angle::CheckedNumeric; namespace rx { namespace { const char *GetString(const FunctionsGL *functions, GLenum name) { return reinterpret_cast(functions->getString(name)); } bool IsMesa(const FunctionsGL *functions, std::array *version) { ASSERT(version); if (functions->standard != STANDARD_GL_DESKTOP) { return false; } std::string nativeVersionString(GetString(functions, GL_VERSION)); size_t pos = nativeVersionString.find("Mesa"); if (pos == std::string::npos) { return false; } int *data = version->data(); data[0] = data[1] = data[2] = 0; std::sscanf(nativeVersionString.c_str() + pos, "Mesa %d.%d.%d", data, data + 1, data + 2); return true; } int getAdrenoNumber(const FunctionsGL *functions) { static int number = -1; if (number == -1) { const char *nativeGLRenderer = GetString(functions, GL_RENDERER); if (std::sscanf(nativeGLRenderer, "Adreno (TM) %d", &number) < 1 && std::sscanf(nativeGLRenderer, "FD%d", &number) < 1) { number = 0; } } return number; } int getMaliTNumber(const FunctionsGL *functions) { static int number = -1; if (number == -1) { const char *nativeGLRenderer = GetString(functions, GL_RENDERER); if (std::sscanf(nativeGLRenderer, "Mali-T%d", &number) < 1) { number = 0; } } return number; } int getMaliGNumber(const FunctionsGL *functions) { static int number = -1; if (number == -1) { const char *nativeGLRenderer = GetString(functions, GL_RENDERER); if (std::sscanf(nativeGLRenderer, "Mali-G%d", &number) < 1) { number = 0; } } return number; } bool IsAdreno42xOr3xx(const FunctionsGL *functions) { int number = getAdrenoNumber(functions); return number != 0 && getAdrenoNumber(functions) < 430; } bool IsAdreno4xx(const FunctionsGL *functions) { int number = getAdrenoNumber(functions); return number != 0 && number >= 400 && number < 500; } bool IsAdreno5xxOrOlder(const FunctionsGL *functions) { int number = getAdrenoNumber(functions); return number != 0 && number < 600; } bool IsAdreno5xx(const FunctionsGL *functions) { int number = getAdrenoNumber(functions); return number != 0 && number >= 500 && number < 600; } bool IsMaliT8xxOrOlder(const FunctionsGL *functions) { int number = getMaliTNumber(functions); return number != 0 && number < 900; } bool IsMaliG31OrOlder(const FunctionsGL *functions) { int number = getMaliGNumber(functions); return number != 0 && number <= 31; } int GetAndroidSdkLevel() { if (!IsAndroid()) { return 0; } angle::SystemInfo info; if (!angle::GetSystemInfo(&info)) { return 0; } return info.androidSdkLevel; } bool IsAndroidEmulator(const FunctionsGL *functions) { constexpr char androidEmulator[] = "Android Emulator"; const char *nativeGLRenderer = GetString(functions, GL_RENDERER); return angle::BeginsWith(nativeGLRenderer, androidEmulator); } bool IsPowerVrRogue(const FunctionsGL *functions) { constexpr char powerVRRogue[] = "PowerVR Rogue"; const char *nativeGLRenderer = GetString(functions, GL_RENDERER); return angle::BeginsWith(nativeGLRenderer, powerVRRogue); } void ClearErrors(const FunctionsGL *functions, const char *file, const char *function, unsigned int line) { GLenum error = functions->getError(); while (error != GL_NO_ERROR) { ERR() << "Preexisting GL error " << gl::FmtHex(error) << " as of " << file << ", " << function << ":" << line << ". "; error = functions->getError(); } } #define ANGLE_GL_CLEAR_ERRORS() ClearErrors(functions, __FILE__, __FUNCTION__, __LINE__) } // namespace SwapControlData::SwapControlData() : targetSwapInterval(0), maxSwapInterval(-1), currentSwapInterval(-1) {} VendorID GetVendorID(const FunctionsGL *functions) { std::string nativeVendorString(GetString(functions, GL_VENDOR)); // Concatenate GL_RENDERER to the string being checked because some vendors put their names in // GL_RENDERER nativeVendorString += " "; nativeVendorString += GetString(functions, GL_RENDERER); if (nativeVendorString.find("NVIDIA") != std::string::npos) { return VENDOR_ID_NVIDIA; } else if (nativeVendorString.find("ATI") != std::string::npos || nativeVendorString.find("AMD") != std::string::npos || nativeVendorString.find("Radeon") != std::string::npos) { return VENDOR_ID_AMD; } else if (nativeVendorString.find("Qualcomm") != std::string::npos) { return VENDOR_ID_QUALCOMM; } else if (nativeVendorString.find("Intel") != std::string::npos) { return VENDOR_ID_INTEL; } else if (nativeVendorString.find("Imagination") != std::string::npos) { return VENDOR_ID_POWERVR; } else if (nativeVendorString.find("Vivante") != std::string::npos) { return VENDOR_ID_VIVANTE; } else { return VENDOR_ID_UNKNOWN; } } uint32_t GetDeviceID(const FunctionsGL *functions) { std::string nativeRendererString(GetString(functions, GL_RENDERER)); constexpr std::pair kKnownDeviceIDs[] = { {"Adreno (TM) 418", ANDROID_DEVICE_ID_NEXUS5X}, {"Adreno (TM) 530", ANDROID_DEVICE_ID_PIXEL1XL}, {"Adreno (TM) 540", ANDROID_DEVICE_ID_PIXEL2}, }; for (const auto &knownDeviceID : kKnownDeviceIDs) { if (nativeRendererString.find(knownDeviceID.first) != std::string::npos) { return knownDeviceID.second; } } return 0; } namespace nativegl_gl { static bool MeetsRequirements(const FunctionsGL *functions, const nativegl::SupportRequirement &requirements) { bool hasRequiredExtensions = false; for (const std::vector &exts : requirements.requiredExtensions) { bool hasAllExtensionsInSet = true; for (const std::string &extension : exts) { if (!functions->hasExtension(extension)) { hasAllExtensionsInSet = false; break; } } if (hasAllExtensionsInSet) { hasRequiredExtensions = true; break; } } if (!requirements.requiredExtensions.empty() && !hasRequiredExtensions) { return false; } if (functions->version >= requirements.version) { return true; } else if (!requirements.versionExtensions.empty()) { for (const std::string &extension : requirements.versionExtensions) { if (!functions->hasExtension(extension)) { return false; } } return true; } else { return false; } } static bool CheckSizedInternalFormatTextureRenderability(const FunctionsGL *functions, const angle::FeaturesGL &features, GLenum internalFormat) { const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(internalFormat); ASSERT(formatInfo.sized); // Query the current texture so it can be rebound afterwards GLint oldTextureBinding = 0; functions->getIntegerv(GL_TEXTURE_BINDING_2D, &oldTextureBinding); // Create a small texture with the same format and type that gl::Texture would use GLuint texture = 0; functions->genTextures(1, &texture); functions->bindTexture(GL_TEXTURE_2D, texture); // Nearest filter needed for framebuffer completeness on some drivers. functions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); nativegl::TexImageFormat texImageFormat = nativegl::GetTexImageFormat( functions, features, formatInfo.internalFormat, formatInfo.format, formatInfo.type); constexpr GLsizei kTextureSize = 16; functions->texImage2D(GL_TEXTURE_2D, 0, texImageFormat.internalFormat, kTextureSize, kTextureSize, 0, texImageFormat.format, texImageFormat.type, nullptr); // Query the current framebuffer so it can be rebound afterwards GLint oldFramebufferBinding = 0; functions->getIntegerv(GL_FRAMEBUFFER_BINDING, &oldFramebufferBinding); // Bind the texture to the framebuffer and check renderability GLuint fbo = 0; functions->genFramebuffers(1, &fbo); functions->bindFramebuffer(GL_FRAMEBUFFER, fbo); functions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); bool supported = functions->checkFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE; // Delete the framebuffer and restore the previous binding functions->deleteFramebuffers(1, &fbo); functions->bindFramebuffer(GL_FRAMEBUFFER, static_cast(oldFramebufferBinding)); // Delete the texture and restore the previous binding functions->deleteTextures(1, &texture); functions->bindTexture(GL_TEXTURE_2D, static_cast(oldTextureBinding)); if (!supported) { ANGLE_GL_CLEAR_ERRORS(); } ASSERT(functions->getError() == GL_NO_ERROR); return supported; } static bool CheckInternalFormatRenderbufferRenderability(const FunctionsGL *functions, const angle::FeaturesGL &features, GLenum internalFormat) { const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(internalFormat); ASSERT(formatInfo.sized); // Query the current renderbuffer so it can be rebound afterwards GLint oldRenderbufferBinding = 0; functions->getIntegerv(GL_RENDERBUFFER_BINDING, &oldRenderbufferBinding); // Create a small renderbuffer with the same format and type that gl::Renderbuffer would use GLuint renderbuffer = 0; functions->genRenderbuffers(1, &renderbuffer); functions->bindRenderbuffer(GL_RENDERBUFFER, renderbuffer); nativegl::RenderbufferFormat renderbufferFormat = nativegl::GetRenderbufferFormat(functions, features, formatInfo.internalFormat); constexpr GLsizei kRenderbufferSize = 16; functions->renderbufferStorage(GL_RENDERBUFFER, renderbufferFormat.internalFormat, kRenderbufferSize, kRenderbufferSize); // Query the current framebuffer so it can be rebound afterwards GLint oldFramebufferBinding = 0; functions->getIntegerv(GL_FRAMEBUFFER_BINDING, &oldFramebufferBinding); // Bind the texture to the framebuffer and check renderability GLuint fbo = 0; functions->genFramebuffers(1, &fbo); functions->bindFramebuffer(GL_FRAMEBUFFER, fbo); functions->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer); bool supported = functions->checkFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE; // Delete the framebuffer and restore the previous binding functions->deleteFramebuffers(1, &fbo); functions->bindFramebuffer(GL_FRAMEBUFFER, static_cast(oldFramebufferBinding)); // Delete the renderbuffer and restore the previous binding functions->deleteRenderbuffers(1, &renderbuffer); functions->bindRenderbuffer(GL_RENDERBUFFER, static_cast(oldRenderbufferBinding)); if (!supported) { ANGLE_GL_CLEAR_ERRORS(); } ASSERT(functions->getError() == GL_NO_ERROR); return supported; } static void LimitVersion(gl::Version *curVersion, const gl::Version &maxVersion) { if (*curVersion >= maxVersion) { *curVersion = maxVersion; } } static gl::TextureCaps GenerateTextureFormatCaps(const FunctionsGL *functions, const angle::FeaturesGL &features, GLenum internalFormat, gl::Version *maxSupportedESVersion) { ASSERT(functions->getError() == GL_NO_ERROR); gl::TextureCaps textureCaps; const nativegl::InternalFormat &formatInfo = nativegl::GetInternalFormatInfo(internalFormat, functions->standard); textureCaps.texturable = MeetsRequirements(functions, formatInfo.texture); textureCaps.filterable = textureCaps.texturable && MeetsRequirements(functions, formatInfo.filter); textureCaps.textureAttachment = MeetsRequirements(functions, formatInfo.textureAttachment); textureCaps.renderbuffer = MeetsRequirements(functions, formatInfo.renderbuffer); textureCaps.blendable = textureCaps.renderbuffer || textureCaps.textureAttachment; // Do extra renderability validation for some formats. if (internalFormat == GL_R16F || internalFormat == GL_RG16F || internalFormat == GL_RGB16F) { // SupportRequirement can't currently express a condition of the form (version && extension) // || other extensions, so do the (version && extension) part here. if (functions->isAtLeastGLES(gl::Version(3, 0)) && functions->hasGLESExtension("GL_EXT_color_buffer_half_float")) { textureCaps.textureAttachment = true; textureCaps.renderbuffer = true; } } // We require GL_RGBA16F is renderable to expose EXT_color_buffer_half_float but we can't know // if the format is supported unless we try to create a framebuffer. if (internalFormat == GL_RGBA16F) { if (textureCaps.textureAttachment) { textureCaps.textureAttachment = CheckSizedInternalFormatTextureRenderability(functions, features, internalFormat); } if (textureCaps.renderbuffer) { textureCaps.renderbuffer = CheckInternalFormatRenderbufferRenderability(functions, features, internalFormat); } } // glGetInternalformativ is not available until version 4.2 but may be available through the 3.0 // extension GL_ARB_internalformat_query if (textureCaps.renderbuffer && functions->getInternalformativ) { GLenum queryInternalFormat = internalFormat; if (internalFormat == GL_BGRA8_EXT) { // Querying GL_NUM_SAMPLE_COUNTS for GL_BGRA8_EXT generates an INVALID_ENUM on some // drivers. It seems however that allocating a multisampled renderbuffer of this format // succeeds. To avoid breaking multisampling for this format, query the supported sample // counts for GL_RGBA8 instead. queryInternalFormat = GL_RGBA8; } ANGLE_GL_CLEAR_ERRORS(); GLint numSamples = 0; functions->getInternalformativ(GL_RENDERBUFFER, queryInternalFormat, GL_NUM_SAMPLE_COUNTS, 1, &numSamples); GLenum error = functions->getError(); if (error != GL_NO_ERROR) { ERR() << "glGetInternalformativ generated error " << gl::FmtHex(error) << " for format " << gl::FmtHex(queryInternalFormat) << ". Skipping multisample checks."; numSamples = 0; } if (numSamples > 0) { std::vector samples(numSamples); functions->getInternalformativ(GL_RENDERBUFFER, queryInternalFormat, GL_SAMPLES, static_cast(samples.size()), &samples[0]); if (internalFormat == GL_STENCIL_INDEX8) { // The query below does generates an error with STENCIL_INDEX8 on NVIDIA driver // 382.33. So for now we assume that the same sampling modes are conformant for // STENCIL_INDEX8 as for DEPTH24_STENCIL8. Clean this up once the driver is fixed. // http://anglebug.com/2059 queryInternalFormat = GL_DEPTH24_STENCIL8; } for (size_t sampleIndex = 0; sampleIndex < samples.size(); sampleIndex++) { if (features.limitMaxMSAASamplesTo4.enabled && samples[sampleIndex] > 4) { continue; } // Some NVIDIA drivers expose multisampling modes implemented as a combination of // multisampling and supersampling. These are non-conformant and should not be // exposed through ANGLE. Query which formats are conformant from the driver if // supported. GLint conformant = GL_TRUE; if (functions->getInternalformatSampleivNV) { ASSERT(functions->getError() == GL_NO_ERROR); functions->getInternalformatSampleivNV(GL_RENDERBUFFER, queryInternalFormat, samples[sampleIndex], GL_CONFORMANT_NV, 1, &conformant); // getInternalFormatSampleivNV does not work for all formats on NVIDIA Shield TV // drivers. Assume that formats with large sample counts are non-conformant in // case the query generates an error. if (functions->getError() != GL_NO_ERROR) { conformant = (samples[sampleIndex] <= 8) ? GL_TRUE : GL_FALSE; } } if (conformant == GL_TRUE) { textureCaps.sampleCounts.insert(samples[sampleIndex]); } } } } // GLES 3.0.5 section 4.4.2.2: "Implementations must support creation of renderbuffers in these // required formats with up to the value of MAX_SAMPLES multisamples, with the exception of // signed and unsigned integer formats." const gl::InternalFormat &glFormatInfo = gl::GetSizedInternalFormatInfo(internalFormat); if (textureCaps.renderbuffer && !glFormatInfo.isInt() && glFormatInfo.isRequiredRenderbufferFormat(gl::Version(3, 0)) && textureCaps.getMaxSamples() < 4) { LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } ASSERT(functions->getError() == GL_NO_ERROR); return textureCaps; } static GLint QuerySingleGLInt(const FunctionsGL *functions, GLenum name) { GLint result = 0; functions->getIntegerv(name, &result); return result; } static GLint QuerySingleIndexGLInt(const FunctionsGL *functions, GLenum name, GLuint index) { GLint result; functions->getIntegeri_v(name, index, &result); return result; } static GLint QueryGLIntRange(const FunctionsGL *functions, GLenum name, size_t index) { GLint result[2] = {}; functions->getIntegerv(name, result); return result[index]; } static GLint64 QuerySingleGLInt64(const FunctionsGL *functions, GLenum name) { // Fall back to 32-bit int if 64-bit query is not available. This can become relevant for some // caps that are defined as 64-bit values in core spec, but were introduced earlier in // extensions as 32-bit. Triggered in some cases by RenderDoc's emulated OpenGL driver. if (!functions->getInteger64v) { GLint result = 0; functions->getIntegerv(name, &result); return static_cast(result); } else { GLint64 result = 0; functions->getInteger64v(name, &result); return result; } } static GLfloat QuerySingleGLFloat(const FunctionsGL *functions, GLenum name) { GLfloat result = 0.0f; functions->getFloatv(name, &result); return result; } static GLfloat QueryGLFloatRange(const FunctionsGL *functions, GLenum name, size_t index) { GLfloat result[2] = {}; functions->getFloatv(name, result); return result[index]; } static gl::TypePrecision QueryTypePrecision(const FunctionsGL *functions, GLenum shaderType, GLenum precisionType) { gl::TypePrecision precision; functions->getShaderPrecisionFormat(shaderType, precisionType, precision.range.data(), &precision.precision); return precision; } static GLint QueryQueryValue(const FunctionsGL *functions, GLenum target, GLenum name) { GLint result; functions->getQueryiv(target, name, &result); return result; } void CapCombinedLimitToESShaders(GLint *combinedLimit, gl::ShaderMap &perShaderLimit) { GLint combinedESLimit = 0; for (gl::ShaderType shaderType : gl::kAllGraphicsShaderTypes) { combinedESLimit += perShaderLimit[shaderType]; } *combinedLimit = std::min(*combinedLimit, combinedESLimit); } void GenerateCaps(const FunctionsGL *functions, const angle::FeaturesGL &features, gl::Caps *caps, gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions, gl::Limitations *limitations, gl::Version *maxSupportedESVersion, MultiviewImplementationTypeGL *multiviewImplementationType) { // Start by assuming ES3.1 support and work down *maxSupportedESVersion = gl::Version(3, 1); // Texture format support checks const gl::FormatSet &allFormats = gl::GetAllSizedInternalFormats(); for (GLenum internalFormat : allFormats) { gl::TextureCaps textureCaps = GenerateTextureFormatCaps(functions, features, internalFormat, maxSupportedESVersion); textureCapsMap->insert(internalFormat, textureCaps); if (gl::GetSizedInternalFormatInfo(internalFormat).compressed) { caps->compressedTextureFormats.push_back(internalFormat); } } // Table 6.28, implementation dependent values if (functions->isAtLeastGL(gl::Version(4, 3)) || functions->hasGLExtension("GL_ARB_ES3_compatibility") || functions->isAtLeastGLES(gl::Version(3, 0))) { caps->maxElementIndex = QuerySingleGLInt64(functions, GL_MAX_ELEMENT_INDEX); // Work around the null driver limitations. if (caps->maxElementIndex == 0) { caps->maxElementIndex = 0xFFFF; } } else { // Doesn't affect ES3 support, can use a pre-defined limit caps->maxElementIndex = static_cast(std::numeric_limits::max()); } GLint textureSizeLimit = std::numeric_limits::max(); if (features.limitMaxTextureSizeTo4096.enabled) { textureSizeLimit = 4096; } GLint max3dArrayTextureSizeLimit = std::numeric_limits::max(); if (features.limitMax3dArrayTextureSizeTo1024.enabled) { max3dArrayTextureSizeLimit = 1024; } if (functions->isAtLeastGL(gl::Version(1, 2)) || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_OES_texture_3D")) { caps->max3DTextureSize = std::min({QuerySingleGLInt(functions, GL_MAX_3D_TEXTURE_SIZE), textureSizeLimit, max3dArrayTextureSizeLimit}); } else { // Can't support ES3 without 3D textures LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } caps->max2DTextureSize = std::min(QuerySingleGLInt(functions, GL_MAX_TEXTURE_SIZE), textureSizeLimit); // GL 1.0 / ES 2.0 caps->maxCubeMapTextureSize = std::min(QuerySingleGLInt(functions, GL_MAX_CUBE_MAP_TEXTURE_SIZE), textureSizeLimit); // GL 1.3 / ES 2.0 if (functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_EXT_texture_array") || functions->isAtLeastGLES(gl::Version(3, 0))) { caps->maxArrayTextureLayers = std::min({QuerySingleGLInt(functions, GL_MAX_ARRAY_TEXTURE_LAYERS), textureSizeLimit, max3dArrayTextureSizeLimit}); } else { // Can't support ES3 without array textures LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } if (functions->isAtLeastGL(gl::Version(1, 5)) || functions->hasGLExtension("GL_EXT_texture_lod_bias") || functions->isAtLeastGLES(gl::Version(3, 0))) { caps->maxLODBias = QuerySingleGLFloat(functions, GL_MAX_TEXTURE_LOD_BIAS); } else { LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } if (functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_EXT_framebuffer_object") || functions->isAtLeastGLES(gl::Version(3, 0))) { caps->maxRenderbufferSize = QuerySingleGLInt(functions, GL_MAX_RENDERBUFFER_SIZE); caps->maxColorAttachments = QuerySingleGLInt(functions, GL_MAX_COLOR_ATTACHMENTS); } else if (functions->isAtLeastGLES(gl::Version(2, 0))) { caps->maxRenderbufferSize = QuerySingleGLInt(functions, GL_MAX_RENDERBUFFER_SIZE); caps->maxColorAttachments = 1; } else { // Can't support ES2 without framebuffers and renderbuffers LimitVersion(maxSupportedESVersion, gl::Version(0, 0)); } if (functions->isAtLeastGL(gl::Version(2, 0)) || functions->hasGLExtension("ARB_draw_buffers") || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_draw_buffers")) { caps->maxDrawBuffers = QuerySingleGLInt(functions, GL_MAX_DRAW_BUFFERS); } else { // Framebuffer is required to have at least one drawbuffer even if the extension is not // supported caps->maxDrawBuffers = 1; LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } caps->maxViewportWidth = QueryGLIntRange(functions, GL_MAX_VIEWPORT_DIMS, 0); // GL 1.0 / ES 2.0 caps->maxViewportHeight = QueryGLIntRange(functions, GL_MAX_VIEWPORT_DIMS, 1); // GL 1.0 / ES 2.0 if (functions->standard == STANDARD_GL_DESKTOP && (functions->profile & GL_CONTEXT_CORE_PROFILE_BIT) != 0) { // Desktop GL core profile deprecated the GL_ALIASED_POINT_SIZE_RANGE query. Use // GL_POINT_SIZE_RANGE instead. caps->minAliasedPointSize = std::max(1.0f, QueryGLFloatRange(functions, GL_POINT_SIZE_RANGE, 0)); caps->maxAliasedPointSize = QueryGLFloatRange(functions, GL_POINT_SIZE_RANGE, 1); } else { caps->minAliasedPointSize = std::max(1.0f, QueryGLFloatRange(functions, GL_ALIASED_POINT_SIZE_RANGE, 0)); caps->maxAliasedPointSize = QueryGLFloatRange(functions, GL_ALIASED_POINT_SIZE_RANGE, 1); } caps->minAliasedLineWidth = QueryGLFloatRange(functions, GL_ALIASED_LINE_WIDTH_RANGE, 0); // GL 1.2 / ES 2.0 caps->maxAliasedLineWidth = QueryGLFloatRange(functions, GL_ALIASED_LINE_WIDTH_RANGE, 1); // GL 1.2 / ES 2.0 // Table 6.29, implementation dependent values (cont.) if (functions->isAtLeastGL(gl::Version(1, 2)) || functions->isAtLeastGLES(gl::Version(3, 0))) { caps->maxElementsIndices = QuerySingleGLInt(functions, GL_MAX_ELEMENTS_INDICES); caps->maxElementsVertices = QuerySingleGLInt(functions, GL_MAX_ELEMENTS_VERTICES); } else { // Doesn't impact supported version } if (functions->isAtLeastGL(gl::Version(4, 1)) || functions->hasGLExtension("GL_ARB_get_program_binary") || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_OES_get_program_binary")) { // Able to support the GL_PROGRAM_BINARY_ANGLE format as long as another program binary // format is available. GLint numBinaryFormats = QuerySingleGLInt(functions, GL_NUM_PROGRAM_BINARY_FORMATS_OES); if (numBinaryFormats > 0) { caps->programBinaryFormats.push_back(GL_PROGRAM_BINARY_ANGLE); } } else { // Doesn't impact supported version } // glGetShaderPrecisionFormat is not available until desktop GL version 4.1 or // GL_ARB_ES2_compatibility exists if (functions->isAtLeastGL(gl::Version(4, 1)) || functions->hasGLExtension("GL_ARB_ES2_compatibility") || functions->isAtLeastGLES(gl::Version(2, 0))) { caps->vertexHighpFloat = QueryTypePrecision(functions, GL_VERTEX_SHADER, GL_HIGH_FLOAT); caps->vertexMediumpFloat = QueryTypePrecision(functions, GL_VERTEX_SHADER, GL_MEDIUM_FLOAT); caps->vertexLowpFloat = QueryTypePrecision(functions, GL_VERTEX_SHADER, GL_LOW_FLOAT); caps->fragmentHighpFloat = QueryTypePrecision(functions, GL_FRAGMENT_SHADER, GL_HIGH_FLOAT); caps->fragmentMediumpFloat = QueryTypePrecision(functions, GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT); caps->fragmentLowpFloat = QueryTypePrecision(functions, GL_FRAGMENT_SHADER, GL_LOW_FLOAT); caps->vertexHighpInt = QueryTypePrecision(functions, GL_VERTEX_SHADER, GL_HIGH_INT); caps->vertexMediumpInt = QueryTypePrecision(functions, GL_VERTEX_SHADER, GL_MEDIUM_INT); caps->vertexLowpInt = QueryTypePrecision(functions, GL_VERTEX_SHADER, GL_LOW_INT); caps->fragmentHighpInt = QueryTypePrecision(functions, GL_FRAGMENT_SHADER, GL_HIGH_INT); caps->fragmentMediumpInt = QueryTypePrecision(functions, GL_FRAGMENT_SHADER, GL_MEDIUM_INT); caps->fragmentLowpInt = QueryTypePrecision(functions, GL_FRAGMENT_SHADER, GL_LOW_INT); } else { // Doesn't impact supported version, set some default values caps->vertexHighpFloat.setIEEEFloat(); caps->vertexMediumpFloat.setIEEEFloat(); caps->vertexLowpFloat.setIEEEFloat(); caps->fragmentHighpFloat.setIEEEFloat(); caps->fragmentMediumpFloat.setIEEEFloat(); caps->fragmentLowpFloat.setIEEEFloat(); caps->vertexHighpInt.setTwosComplementInt(32); caps->vertexMediumpInt.setTwosComplementInt(32); caps->vertexLowpInt.setTwosComplementInt(32); caps->fragmentHighpInt.setTwosComplementInt(32); caps->fragmentMediumpInt.setTwosComplementInt(32); caps->fragmentLowpInt.setTwosComplementInt(32); } if (functions->isAtLeastGL(gl::Version(3, 2)) || functions->hasGLExtension("GL_ARB_sync") || functions->isAtLeastGLES(gl::Version(3, 0))) { // Work around Linux NVIDIA driver bug where GL_TIMEOUT_IGNORED is returned. caps->maxServerWaitTimeout = std::max(QuerySingleGLInt64(functions, GL_MAX_SERVER_WAIT_TIMEOUT), 0); } else { LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } // Table 6.31, implementation dependent vertex shader limits if (functions->isAtLeastGL(gl::Version(2, 0)) || functions->isAtLeastGLES(gl::Version(2, 0))) { caps->maxVertexAttributes = QuerySingleGLInt(functions, GL_MAX_VERTEX_ATTRIBS); caps->maxShaderUniformComponents[gl::ShaderType::Vertex] = QuerySingleGLInt(functions, GL_MAX_VERTEX_UNIFORM_COMPONENTS); caps->maxShaderTextureImageUnits[gl::ShaderType::Vertex] = QuerySingleGLInt(functions, GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS); } else { // Can't support ES2 version without these caps LimitVersion(maxSupportedESVersion, gl::Version(0, 0)); } if (functions->isAtLeastGL(gl::Version(4, 1)) || functions->hasGLExtension("GL_ARB_ES2_compatibility") || functions->isAtLeastGLES(gl::Version(2, 0))) { caps->maxVertexUniformVectors = QuerySingleGLInt(functions, GL_MAX_VERTEX_UNIFORM_VECTORS); caps->maxFragmentUniformVectors = QuerySingleGLInt(functions, GL_MAX_FRAGMENT_UNIFORM_VECTORS); } else { // Doesn't limit ES version, GL_MAX_VERTEX_UNIFORM_COMPONENTS / 4 is acceptable. caps->maxVertexUniformVectors = caps->maxShaderUniformComponents[gl::ShaderType::Vertex] / 4; // Doesn't limit ES version, GL_MAX_FRAGMENT_UNIFORM_COMPONENTS / 4 is acceptable. caps->maxFragmentUniformVectors = caps->maxShaderUniformComponents[gl::ShaderType::Fragment] / 4; } if (functions->isAtLeastGL(gl::Version(3, 2)) || functions->isAtLeastGLES(gl::Version(3, 0))) { caps->maxVertexOutputComponents = QuerySingleGLInt(functions, GL_MAX_VERTEX_OUTPUT_COMPONENTS); } else { // There doesn't seem, to be a desktop extension to add this cap, maybe it could be given a // safe limit instead of limiting the supported ES version. LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } // Table 6.32, implementation dependent fragment shader limits if (functions->isAtLeastGL(gl::Version(2, 0)) || functions->isAtLeastGLES(gl::Version(2, 0))) { caps->maxShaderUniformComponents[gl::ShaderType::Fragment] = QuerySingleGLInt(functions, GL_MAX_FRAGMENT_UNIFORM_COMPONENTS); caps->maxShaderTextureImageUnits[gl::ShaderType::Fragment] = QuerySingleGLInt(functions, GL_MAX_TEXTURE_IMAGE_UNITS); } else { // Can't support ES2 version without these caps LimitVersion(maxSupportedESVersion, gl::Version(0, 0)); } if (functions->isAtLeastGL(gl::Version(3, 2)) || functions->isAtLeastGLES(gl::Version(3, 0))) { caps->maxFragmentInputComponents = QuerySingleGLInt(functions, GL_MAX_FRAGMENT_INPUT_COMPONENTS); } else { // There doesn't seem, to be a desktop extension to add this cap, maybe it could be given a // safe limit instead of limiting the supported ES version. LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } if (functions->isAtLeastGL(gl::Version(3, 0)) || functions->isAtLeastGLES(gl::Version(3, 0))) { caps->minProgramTexelOffset = QuerySingleGLInt(functions, GL_MIN_PROGRAM_TEXEL_OFFSET); caps->maxProgramTexelOffset = QuerySingleGLInt(functions, GL_MAX_PROGRAM_TEXEL_OFFSET); } else { // Can't support ES3 without texel offset, could possibly be emulated in the shader LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } // Table 6.33, implementation dependent aggregate shader limits if (functions->isAtLeastGL(gl::Version(3, 1)) || functions->hasGLExtension("GL_ARB_uniform_buffer_object") || functions->isAtLeastGLES(gl::Version(3, 0))) { caps->maxShaderUniformBlocks[gl::ShaderType::Vertex] = QuerySingleGLInt(functions, GL_MAX_VERTEX_UNIFORM_BLOCKS); caps->maxShaderUniformBlocks[gl::ShaderType::Fragment] = QuerySingleGLInt(functions, GL_MAX_FRAGMENT_UNIFORM_BLOCKS); caps->maxUniformBufferBindings = QuerySingleGLInt(functions, GL_MAX_UNIFORM_BUFFER_BINDINGS); caps->maxUniformBlockSize = QuerySingleGLInt64(functions, GL_MAX_UNIFORM_BLOCK_SIZE); caps->uniformBufferOffsetAlignment = QuerySingleGLInt(functions, GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT); caps->maxCombinedUniformBlocks = QuerySingleGLInt(functions, GL_MAX_COMBINED_UNIFORM_BLOCKS); caps->maxCombinedShaderUniformComponents[gl::ShaderType::Vertex] = QuerySingleGLInt64(functions, GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS); caps->maxCombinedShaderUniformComponents[gl::ShaderType::Fragment] = QuerySingleGLInt64(functions, GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS); } else { // Can't support ES3 without uniform blocks LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } if (functions->isAtLeastGL(gl::Version(3, 2)) && (functions->profile & GL_CONTEXT_CORE_PROFILE_BIT) != 0) { caps->maxVaryingComponents = QuerySingleGLInt(functions, GL_MAX_VERTEX_OUTPUT_COMPONENTS); } else if (functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_ARB_ES2_compatibility") || functions->isAtLeastGLES(gl::Version(2, 0))) { caps->maxVaryingComponents = QuerySingleGLInt(functions, GL_MAX_VARYING_COMPONENTS); } else if (functions->isAtLeastGL(gl::Version(2, 0))) { caps->maxVaryingComponents = QuerySingleGLInt(functions, GL_MAX_VARYING_FLOATS); LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } else { LimitVersion(maxSupportedESVersion, gl::Version(0, 0)); } if (functions->isAtLeastGL(gl::Version(4, 1)) || functions->hasGLExtension("GL_ARB_ES2_compatibility") || functions->isAtLeastGLES(gl::Version(2, 0))) { caps->maxVaryingVectors = QuerySingleGLInt(functions, GL_MAX_VARYING_VECTORS); } else { // Doesn't limit ES version, GL_MAX_VARYING_COMPONENTS / 4 is acceptable. caps->maxVaryingVectors = caps->maxVaryingComponents / 4; } // Determine the max combined texture image units by adding the vertex and fragment limits. If // the real cap is queried, it would contain the limits for shader types that are not available // to ES. caps->maxCombinedTextureImageUnits = QuerySingleGLInt(functions, GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS); // Table 6.34, implementation dependent transform feedback limits if (functions->isAtLeastGL(gl::Version(4, 0)) || functions->hasGLExtension("GL_ARB_transform_feedback2") || functions->isAtLeastGLES(gl::Version(3, 0))) { caps->maxTransformFeedbackInterleavedComponents = QuerySingleGLInt(functions, GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS); caps->maxTransformFeedbackSeparateAttributes = QuerySingleGLInt(functions, GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS); caps->maxTransformFeedbackSeparateComponents = QuerySingleGLInt(functions, GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS); } else { // Can't support ES3 without transform feedback LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } GLint sampleCountLimit = std::numeric_limits::max(); if (features.limitMaxMSAASamplesTo4.enabled) { sampleCountLimit = 4; } // Table 6.35, Framebuffer Dependent Values if (functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_EXT_framebuffer_multisample") || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_multisampled_render_to_texture")) { caps->maxSamples = std::min(QuerySingleGLInt(functions, GL_MAX_SAMPLES), sampleCountLimit); } else { LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } // Non-constant sampler array indexing is required for OpenGL ES 2 and OpenGL ES after 3.2. // However having it available on OpenGL ES 2 is a specification bug, and using this // indexing in WebGL is undefined. Requiring this feature would break WebGL 1 for some users // so we don't check for it. (it is present with ESSL 100, ESSL >= 320, GLSL >= 400 and // GL_ARB_gpu_shader5) // Check if sampler objects are supported if (!functions->isAtLeastGL(gl::Version(3, 3)) && !functions->hasGLExtension("GL_ARB_sampler_objects") && !functions->isAtLeastGLES(gl::Version(3, 0))) { // Can't support ES3 without sampler objects LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } // Can't support ES3 without texture swizzling if (!functions->isAtLeastGL(gl::Version(3, 3)) && !functions->hasGLExtension("GL_ARB_texture_swizzle") && !functions->hasGLExtension("GL_EXT_texture_swizzle") && !functions->isAtLeastGLES(gl::Version(3, 0))) { LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); // Texture swizzling is required to work around the luminance texture format not being // present in the core profile if (functions->profile & GL_CONTEXT_CORE_PROFILE_BIT) { LimitVersion(maxSupportedESVersion, gl::Version(0, 0)); } } // Can't support ES3 without the GLSL packing builtins. We have a workaround for all // desktop OpenGL versions starting from 3.3 with the bit packing extension. if (!functions->isAtLeastGL(gl::Version(4, 2)) && !(functions->isAtLeastGL(gl::Version(3, 2)) && functions->hasGLExtension("GL_ARB_shader_bit_encoding")) && !functions->hasGLExtension("GL_ARB_shading_language_packing") && !functions->isAtLeastGLES(gl::Version(3, 0))) { LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } // ES3 needs to support explicit layout location qualifiers, while it might be possible to // fake them in our side, we currently don't support that. if (!functions->isAtLeastGL(gl::Version(3, 3)) && !functions->hasGLExtension("GL_ARB_explicit_attrib_location") && !functions->isAtLeastGLES(gl::Version(3, 0))) { LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } if (functions->isAtLeastGL(gl::Version(4, 3)) || functions->isAtLeastGLES(gl::Version(3, 1)) || functions->hasGLExtension("GL_ARB_framebuffer_no_attachments")) { caps->maxFramebufferWidth = QuerySingleGLInt(functions, GL_MAX_FRAMEBUFFER_WIDTH); caps->maxFramebufferHeight = QuerySingleGLInt(functions, GL_MAX_FRAMEBUFFER_HEIGHT); caps->maxFramebufferSamples = std::min(QuerySingleGLInt(functions, GL_MAX_FRAMEBUFFER_SAMPLES), sampleCountLimit); } else { LimitVersion(maxSupportedESVersion, gl::Version(3, 0)); } if (functions->isAtLeastGL(gl::Version(3, 2)) || functions->isAtLeastGLES(gl::Version(3, 1)) || functions->hasGLExtension("GL_ARB_texture_multisample")) { caps->maxSampleMaskWords = QuerySingleGLInt(functions, GL_MAX_SAMPLE_MASK_WORDS); caps->maxColorTextureSamples = std::min(QuerySingleGLInt(functions, GL_MAX_COLOR_TEXTURE_SAMPLES), sampleCountLimit); caps->maxDepthTextureSamples = std::min(QuerySingleGLInt(functions, GL_MAX_DEPTH_TEXTURE_SAMPLES), sampleCountLimit); caps->maxIntegerSamples = std::min(QuerySingleGLInt(functions, GL_MAX_INTEGER_SAMPLES), sampleCountLimit); } else { LimitVersion(maxSupportedESVersion, gl::Version(3, 0)); } if (functions->isAtLeastGL(gl::Version(4, 3)) || functions->isAtLeastGLES(gl::Version(3, 1)) || functions->hasGLExtension("GL_ARB_vertex_attrib_binding")) { caps->maxVertexAttribRelativeOffset = QuerySingleGLInt(functions, GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET); caps->maxVertexAttribBindings = QuerySingleGLInt(functions, GL_MAX_VERTEX_ATTRIB_BINDINGS); // OpenGL 4.3 has no limit on maximum value of stride. // [OpenGL 4.3 (Core Profile) - February 14, 2013] Chapter 10.3.1 Page 298 if (features.emulateMaxVertexAttribStride.enabled || (functions->standard == STANDARD_GL_DESKTOP && functions->version == gl::Version(4, 3))) { caps->maxVertexAttribStride = 2048; } else { caps->maxVertexAttribStride = QuerySingleGLInt(functions, GL_MAX_VERTEX_ATTRIB_STRIDE); } } else { LimitVersion(maxSupportedESVersion, gl::Version(3, 0)); } if (functions->isAtLeastGL(gl::Version(4, 3)) || functions->isAtLeastGLES(gl::Version(3, 1)) || functions->hasGLExtension("GL_ARB_shader_storage_buffer_object")) { caps->maxCombinedShaderOutputResources = QuerySingleGLInt(functions, GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES); caps->maxShaderStorageBlocks[gl::ShaderType::Fragment] = QuerySingleGLInt(functions, GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS); caps->maxShaderStorageBlocks[gl::ShaderType::Vertex] = QuerySingleGLInt(functions, GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS); caps->maxShaderStorageBufferBindings = QuerySingleGLInt(functions, GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS); caps->maxShaderStorageBlockSize = QuerySingleGLInt64(functions, GL_MAX_SHADER_STORAGE_BLOCK_SIZE); caps->maxCombinedShaderStorageBlocks = QuerySingleGLInt(functions, GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS); caps->shaderStorageBufferOffsetAlignment = QuerySingleGLInt(functions, GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT); } else { LimitVersion(maxSupportedESVersion, gl::Version(3, 0)); } if (nativegl::SupportsCompute(functions)) { for (GLuint index = 0u; index < 3u; ++index) { caps->maxComputeWorkGroupCount[index] = QuerySingleIndexGLInt(functions, GL_MAX_COMPUTE_WORK_GROUP_COUNT, index); caps->maxComputeWorkGroupSize[index] = QuerySingleIndexGLInt(functions, GL_MAX_COMPUTE_WORK_GROUP_SIZE, index); } caps->maxComputeWorkGroupInvocations = QuerySingleGLInt(functions, GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS); caps->maxShaderUniformBlocks[gl::ShaderType::Compute] = QuerySingleGLInt(functions, GL_MAX_COMPUTE_UNIFORM_BLOCKS); caps->maxShaderTextureImageUnits[gl::ShaderType::Compute] = QuerySingleGLInt(functions, GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS); caps->maxComputeSharedMemorySize = QuerySingleGLInt(functions, GL_MAX_COMPUTE_SHARED_MEMORY_SIZE); caps->maxShaderUniformComponents[gl::ShaderType::Compute] = QuerySingleGLInt(functions, GL_MAX_COMPUTE_UNIFORM_COMPONENTS); caps->maxShaderAtomicCounterBuffers[gl::ShaderType::Compute] = QuerySingleGLInt(functions, GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS); caps->maxShaderAtomicCounters[gl::ShaderType::Compute] = QuerySingleGLInt(functions, GL_MAX_COMPUTE_ATOMIC_COUNTERS); caps->maxShaderImageUniforms[gl::ShaderType::Compute] = QuerySingleGLInt(functions, GL_MAX_COMPUTE_IMAGE_UNIFORMS); caps->maxCombinedShaderUniformComponents[gl::ShaderType::Compute] = QuerySingleGLInt(functions, GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS); caps->maxShaderStorageBlocks[gl::ShaderType::Compute] = QuerySingleGLInt(functions, GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS); } else { LimitVersion(maxSupportedESVersion, gl::Version(3, 0)); } if (functions->isAtLeastGL(gl::Version(4, 3)) || functions->isAtLeastGLES(gl::Version(3, 1)) || functions->hasGLExtension("GL_ARB_explicit_uniform_location")) { caps->maxUniformLocations = QuerySingleGLInt(functions, GL_MAX_UNIFORM_LOCATIONS); } else { LimitVersion(maxSupportedESVersion, gl::Version(3, 0)); } if (functions->isAtLeastGL(gl::Version(4, 0)) || functions->isAtLeastGLES(gl::Version(3, 1)) || functions->hasGLExtension("GL_ARB_texture_gather")) { caps->minProgramTextureGatherOffset = QuerySingleGLInt(functions, GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET); caps->maxProgramTextureGatherOffset = QuerySingleGLInt(functions, GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET); } else { LimitVersion(maxSupportedESVersion, gl::Version(3, 0)); } if (functions->isAtLeastGL(gl::Version(4, 2)) || functions->isAtLeastGLES(gl::Version(3, 1)) || functions->hasGLExtension("GL_ARB_shader_image_load_store")) { caps->maxShaderImageUniforms[gl::ShaderType::Vertex] = QuerySingleGLInt(functions, GL_MAX_VERTEX_IMAGE_UNIFORMS); caps->maxShaderImageUniforms[gl::ShaderType::Fragment] = QuerySingleGLInt(functions, GL_MAX_FRAGMENT_IMAGE_UNIFORMS); caps->maxImageUnits = QuerySingleGLInt(functions, GL_MAX_IMAGE_UNITS); caps->maxCombinedImageUniforms = QuerySingleGLInt(functions, GL_MAX_COMBINED_IMAGE_UNIFORMS); } else { LimitVersion(maxSupportedESVersion, gl::Version(3, 0)); } if (functions->isAtLeastGL(gl::Version(4, 2)) || functions->isAtLeastGLES(gl::Version(3, 1)) || functions->hasGLExtension("GL_ARB_shader_atomic_counters")) { caps->maxShaderAtomicCounterBuffers[gl::ShaderType::Vertex] = QuerySingleGLInt(functions, GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS); caps->maxShaderAtomicCounters[gl::ShaderType::Vertex] = QuerySingleGLInt(functions, GL_MAX_VERTEX_ATOMIC_COUNTERS); caps->maxShaderAtomicCounterBuffers[gl::ShaderType::Fragment] = QuerySingleGLInt(functions, GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS); caps->maxShaderAtomicCounters[gl::ShaderType::Fragment] = QuerySingleGLInt(functions, GL_MAX_FRAGMENT_ATOMIC_COUNTERS); caps->maxAtomicCounterBufferBindings = QuerySingleGLInt(functions, GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS); caps->maxAtomicCounterBufferSize = QuerySingleGLInt(functions, GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE); caps->maxCombinedAtomicCounterBuffers = QuerySingleGLInt(functions, GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS); caps->maxCombinedAtomicCounters = QuerySingleGLInt(functions, GL_MAX_COMBINED_ATOMIC_COUNTERS); } else { LimitVersion(maxSupportedESVersion, gl::Version(3, 0)); } // TODO(geofflang): The gl-uniform-arrays WebGL conformance test struggles to complete on time // if the max uniform vectors is too large. Artificially limit the maximum until the test is // updated. caps->maxVertexUniformVectors = std::min(1024, caps->maxVertexUniformVectors); caps->maxShaderUniformComponents[gl::ShaderType::Vertex] = std::min(caps->maxVertexUniformVectors * 4, caps->maxShaderUniformComponents[gl::ShaderType::Vertex]); caps->maxFragmentUniformVectors = std::min(1024, caps->maxFragmentUniformVectors); caps->maxShaderUniformComponents[gl::ShaderType::Fragment] = std::min(caps->maxFragmentUniformVectors * 4, caps->maxShaderUniformComponents[gl::ShaderType::Fragment]); // If it is not possible to support reading buffer data back, a shadow copy of the buffers must // be held. This disallows writing to buffers indirectly through transform feedback, thus // disallowing ES3. if (!CanMapBufferForRead(functions)) { LimitVersion(maxSupportedESVersion, gl::Version(2, 0)); } // GL_OES_texture_cube_map_array if (functions->isAtLeastGL(gl::Version(4, 0)) || functions->hasGLESExtension("GL_OES_texture_cube_map_array") || functions->hasGLESExtension("GL_EXT_texture_cube_map_array") || functions->hasGLExtension("GL_ARB_texture_cube_map_array") || functions->isAtLeastGLES(gl::Version(3, 2))) { extensions->textureCubeMapArrayOES = true; extensions->textureCubeMapArrayEXT = true; } else { // Can't support ES3.2 without cube map array textures LimitVersion(maxSupportedESVersion, gl::Version(3, 1)); } if (!nativegl::SupportsVertexArrayObjects(functions) || features.syncVertexArraysToDefault.enabled) { // ES 3.1 vertex bindings are not emulated on the default vertex array LimitVersion(maxSupportedESVersion, gl::Version(3, 0)); } // Extension support extensions->setTextureExtensionSupport(*textureCapsMap); extensions->textureCompressionASTCHDRKHR = extensions->textureCompressionASTCLDRKHR && functions->hasExtension("GL_KHR_texture_compression_astc_hdr"); extensions->textureCompressionSliced3dASTCKHR = (extensions->textureCompressionASTCLDRKHR && functions->hasExtension("GL_KHR_texture_compression_astc_sliced_3d")) || extensions->textureCompressionASTCHDRKHR; extensions->elementIndexUintOES = functions->standard == STANDARD_GL_DESKTOP || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_OES_element_index_uint"); extensions->getProgramBinaryOES = caps->programBinaryFormats.size() > 0; extensions->readFormatBGRA = functions->isAtLeastGL(gl::Version(1, 2)) || functions->hasGLExtension("GL_EXT_bgra") || functions->hasGLESExtension("GL_EXT_read_format_bgra"); extensions->pixelBufferObjectNV = functions->isAtLeastGL(gl::Version(2, 1)) || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLExtension("GL_ARB_pixel_buffer_object") || functions->hasGLExtension("GL_EXT_pixel_buffer_object") || functions->hasGLESExtension("GL_NV_pixel_buffer_object"); extensions->glSyncARB = nativegl::SupportsFenceSync(functions); extensions->mapBufferOES = functions->isAtLeastGL(gl::Version(1, 5)) || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_OES_mapbuffer"); extensions->mapBufferRange = functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_ARB_map_buffer_range") || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_map_buffer_range"); extensions->textureNPOTOES = functions->standard == STANDARD_GL_DESKTOP || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_OES_texture_npot"); // TODO(jmadill): Investigate emulating EXT_draw_buffers on ES 3.0's core functionality. extensions->drawBuffers = functions->isAtLeastGL(gl::Version(2, 0)) || functions->hasGLExtension("ARB_draw_buffers") || functions->hasGLESExtension("GL_EXT_draw_buffers"); extensions->drawBuffersIndexedEXT = !features.disableDrawBuffersIndexed.enabled && (functions->isAtLeastGL(gl::Version(4, 0)) || (functions->hasGLExtension("GL_EXT_draw_buffers2") && functions->hasGLExtension("GL_ARB_draw_buffers_blend")) || functions->isAtLeastGLES(gl::Version(3, 2)) || functions->hasGLESExtension("GL_OES_draw_buffers_indexed") || functions->hasGLESExtension("GL_EXT_draw_buffers_indexed")); extensions->drawBuffersIndexedOES = extensions->drawBuffersIndexedEXT; extensions->textureStorage = functions->standard == STANDARD_GL_DESKTOP || functions->hasGLESExtension("GL_EXT_texture_storage"); extensions->textureFilterAnisotropic = functions->hasGLExtension("GL_EXT_texture_filter_anisotropic") || functions->hasGLESExtension("GL_EXT_texture_filter_anisotropic"); extensions->occlusionQueryBoolean = nativegl::SupportsOcclusionQueries(functions); extensions->maxTextureAnisotropy = extensions->textureFilterAnisotropic ? QuerySingleGLFloat(functions, GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0.0f; extensions->fenceNV = FenceNVGL::Supported(functions) || FenceNVSyncGL::Supported(functions); extensions->blendMinMax = functions->isAtLeastGL(gl::Version(1, 5)) || functions->hasGLExtension("GL_EXT_blend_minmax") || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_blend_minmax"); extensions->framebufferBlitNV = functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_EXT_framebuffer_blit") || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_NV_framebuffer_blit"); extensions->framebufferBlitANGLE = extensions->framebufferBlitNV || functions->hasGLESExtension("GL_ANGLE_framebuffer_blit"); extensions->framebufferMultisample = extensions->framebufferBlitANGLE && caps->maxSamples > 0; extensions->multisampledRenderToTexture = !features.disableMultisampledRenderToTexture.enabled && (functions->hasGLESExtension("GL_EXT_multisampled_render_to_texture") || functions->hasGLESExtension("GL_IMG_multisampled_render_to_texture")); extensions->multisampledRenderToTexture2 = !features.disableMultisampledRenderToTexture.enabled && extensions->multisampledRenderToTexture && functions->hasGLESExtension("GL_EXT_multisampled_render_to_texture2"); extensions->standardDerivativesOES = functions->isAtLeastGL(gl::Version(2, 0)) || functions->hasGLExtension("GL_ARB_fragment_shader") || functions->hasGLESExtension("GL_OES_standard_derivatives"); extensions->shaderTextureLOD = functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_ARB_shader_texture_lod") || functions->hasGLESExtension("GL_EXT_shader_texture_lod"); extensions->fragDepth = functions->standard == STANDARD_GL_DESKTOP || functions->hasGLESExtension("GL_EXT_frag_depth"); // Support video texture extension on non Android backends. // TODO(crbug.com/776222): support Android and Apple devices. extensions->webglVideoTexture = !IsAndroid() && !IsApple(); if (functions->hasGLExtension("GL_ARB_shader_viewport_layer_array") || functions->hasGLExtension("GL_NV_viewport_array2")) { extensions->multiview = true; extensions->multiview2 = true; // GL_MAX_ARRAY_TEXTURE_LAYERS is guaranteed to be at least 256. const int maxLayers = QuerySingleGLInt(functions, GL_MAX_ARRAY_TEXTURE_LAYERS); // GL_MAX_VIEWPORTS is guaranteed to be at least 16. const int maxViewports = QuerySingleGLInt(functions, GL_MAX_VIEWPORTS); extensions->maxViews = static_cast(std::min(maxLayers, maxViewports)); *multiviewImplementationType = MultiviewImplementationTypeGL::NV_VIEWPORT_ARRAY2; } extensions->fboRenderMipmapOES = functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_EXT_framebuffer_object") || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_OES_fbo_render_mipmap"); extensions->textureBorderClampOES = functions->standard == STANDARD_GL_DESKTOP || functions->hasGLESExtension("GL_OES_texture_border_clamp") || functions->hasGLESExtension("GL_EXT_texture_border_clamp") || functions->hasGLESExtension("GL_NV_texture_border_clamp"); extensions->instancedArraysANGLE = functions->isAtLeastGL(gl::Version(3, 1)) || (functions->hasGLExtension("GL_ARB_instanced_arrays") && (functions->hasGLExtension("GL_ARB_draw_instanced") || functions->hasGLExtension("GL_EXT_draw_instanced"))) || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_instanced_arrays"); extensions->instancedArraysEXT = extensions->instancedArraysANGLE; extensions->unpackSubimage = functions->standard == STANDARD_GL_DESKTOP || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_unpack_subimage"); extensions->noperspectiveInterpolationNV = functions->isAtLeastGL(gl::Version(3, 0)); extensions->packSubimage = functions->standard == STANDARD_GL_DESKTOP || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_NV_pack_subimage"); extensions->vertexArrayObjectOES = functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_ARB_vertex_array_object") || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_OES_vertex_array_object"); extensions->debugMarker = functions->isAtLeastGL(gl::Version(4, 3)) || functions->hasGLExtension("GL_KHR_debug") || functions->hasGLExtension("GL_EXT_debug_marker") || functions->isAtLeastGLES(gl::Version(3, 2)) || functions->hasGLESExtension("GL_KHR_debug") || functions->hasGLESExtension("GL_EXT_debug_marker"); extensions->eglImageOES = functions->hasGLESExtension("GL_OES_EGL_image"); extensions->eglImageExternalOES = functions->hasGLESExtension("GL_OES_EGL_image_external"); extensions->eglImageExternalWrapModesEXT = functions->hasExtension("GL_EXT_EGL_image_external_wrap_modes"); extensions->eglImageExternalEssl3OES = functions->hasGLESExtension("GL_OES_EGL_image_external_essl3"); extensions->eglImageArray = functions->hasGLESExtension("GL_EXT_EGL_image_array"); extensions->eglSyncOES = functions->hasGLESExtension("GL_OES_EGL_sync"); if (!features.disableTimestampQueries.enabled && (functions->isAtLeastGL(gl::Version(3, 3)) || functions->hasGLExtension("GL_ARB_timer_query") || functions->hasGLESExtension("GL_EXT_disjoint_timer_query"))) { extensions->disjointTimerQuery = true; // If we can't query the counter bits, leave them at 0. if (!features.queryCounterBitsGeneratesErrors.enabled) { extensions->queryCounterBitsTimeElapsed = QueryQueryValue(functions, GL_TIME_ELAPSED, GL_QUERY_COUNTER_BITS); extensions->queryCounterBitsTimestamp = QueryQueryValue(functions, GL_TIMESTAMP, GL_QUERY_COUNTER_BITS); } } // the EXT_multisample_compatibility is written against ES3.1 but can apply // to earlier versions so therefore we're only checking for the extension string // and not the specific GLES version. extensions->multisampleCompatibility = functions->isAtLeastGL(gl::Version(1, 3)) || functions->hasGLESExtension("GL_EXT_multisample_compatibility"); extensions->framebufferMixedSamples = functions->hasGLExtension("GL_NV_framebuffer_mixed_samples") || functions->hasGLESExtension("GL_NV_framebuffer_mixed_samples"); extensions->robustness = functions->isAtLeastGL(gl::Version(4, 5)) || functions->hasGLExtension("GL_KHR_robustness") || functions->hasGLExtension("GL_ARB_robustness") || functions->isAtLeastGLES(gl::Version(3, 2)) || functions->hasGLESExtension("GL_KHR_robustness") || functions->hasGLESExtension("GL_EXT_robustness"); extensions->robustBufferAccessBehavior = extensions->robustness && (functions->hasGLExtension("GL_ARB_robust_buffer_access_behavior") || functions->hasGLESExtension("GL_KHR_robust_buffer_access_behavior")); extensions->copyTexture = true; extensions->syncQuery = SyncQueryGL::IsSupported(functions); // Note that OES_texture_storage_multisample_2d_array support could be extended down to GL 3.2 // if we emulated texStorage* API on top of texImage*. extensions->textureStorageMultisample2DArrayOES = functions->isAtLeastGL(gl::Version(4, 2)) || functions->isAtLeastGLES(gl::Version(3, 2)); extensions->multiviewMultisample = extensions->textureStorageMultisample2DArrayOES && (extensions->multiview || extensions->multiview2); extensions->textureMultisample = functions->isAtLeastGL(gl::Version(3, 2)) || functions->hasGLExtension("GL_ARB_texture_multisample"); extensions->textureSRGBDecode = functions->hasGLExtension("GL_EXT_texture_sRGB_decode") || functions->hasGLESExtension("GL_EXT_texture_sRGB_decode"); // ANGLE treats ETC1 as ETC2 for ES 3.0 and higher because it becomes a core format, and they // are backwards compatible. extensions->compressedETC1RGB8SubTexture = functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_compressed_ETC1_RGB8_sub_texture"); #if defined(ANGLE_PLATFORM_MACOS) || defined(ANGLE_PLATFORM_MACCATALYST) angle::SystemInfo info; if (angle::GetSystemInfo(&info) && !info.needsEAGLOnMac) { VendorID vendor = GetVendorID(functions); if ((IsAMD(vendor) || IsIntel(vendor)) && *maxSupportedESVersion >= gl::Version(3, 0)) { // Apple Intel/AMD drivers do not correctly use the TEXTURE_SRGB_DECODE property of // sampler states. Disable this extension when we would advertise any ES version // that has samplers. extensions->textureSRGBDecode = false; } } #endif extensions->sRGBWriteControl = functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_EXT_framebuffer_sRGB") || functions->hasGLExtension("GL_ARB_framebuffer_sRGB") || functions->hasGLESExtension("GL_EXT_sRGB_write_control"); #if defined(ANGLE_PLATFORM_ANDROID) // SRGB blending does not appear to work correctly on the Nexus 5. Writing to an SRGB // framebuffer with GL_FRAMEBUFFER_SRGB enabled and then reading back returns the same value. // Disabling GL_FRAMEBUFFER_SRGB will then convert in the wrong direction. extensions->sRGBWriteControl = false; // BGRA formats do not appear to be accepted by the Nexus 5X driver dispite the extension being // exposed. extensions->textureFormatBGRA8888 = false; #endif // EXT_discard_framebuffer can be implemented as long as glDiscardFramebufferEXT or // glInvalidateFramebuffer is available extensions->discardFramebuffer = functions->isAtLeastGL(gl::Version(4, 3)) || functions->hasGLExtension("GL_ARB_invalidate_subdata") || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_discard_framebuffer") || functions->hasGLESExtension("GL_ARB_invalidate_subdata"); extensions->translatedShaderSource = true; if (functions->isAtLeastGL(gl::Version(3, 1)) || functions->hasGLExtension("GL_ARB_texture_rectangle")) { extensions->textureRectangle = true; caps->maxRectangleTextureSize = std::min( QuerySingleGLInt(functions, GL_MAX_RECTANGLE_TEXTURE_SIZE_ANGLE), textureSizeLimit); } // OpenGL 4.3 (and above) and OpenGL ES 3.2 can support all features and constants defined in // GL_EXT_geometry_shader. bool hasCoreGSSupport = functions->isAtLeastGL(gl::Version(4, 3)) || functions->isAtLeastGLES(gl::Version(3, 2)); // OpenGL 4.0 adds the support for instanced geometry shader // GL_ARB_shader_atomic_counters adds atomic counters to geometry shader // GL_ARB_shader_storage_buffer_object adds shader storage buffers to geometry shader // GL_ARB_shader_image_load_store adds images to geometry shader bool hasInstancedGSSupport = functions->isAtLeastGL(gl::Version(4, 0)) && functions->hasGLExtension("GL_ARB_shader_atomic_counters") && functions->hasGLExtension("GL_ARB_shader_storage_buffer_object") && functions->hasGLExtension("GL_ARB_shader_image_load_store"); if (hasCoreGSSupport || functions->hasGLESExtension("GL_OES_geometry_shader") || functions->hasGLESExtension("GL_EXT_geometry_shader") || hasInstancedGSSupport) { extensions->geometryShaderEXT = functions->hasGLESExtension("GL_EXT_geometry_shader") || hasCoreGSSupport || hasInstancedGSSupport; extensions->geometryShaderOES = functions->hasGLESExtension("GL_OES_geometry_shader") || hasCoreGSSupport || hasInstancedGSSupport; caps->maxFramebufferLayers = QuerySingleGLInt(functions, GL_MAX_FRAMEBUFFER_LAYERS_EXT); // GL_PROVOKING_VERTEX isn't a valid return value of GL_LAYER_PROVOKING_VERTEX_EXT in // GL_EXT_geometry_shader SPEC, however it is legal in desktop OpenGL, which means the value // follows the one set by glProvokingVertex. // [OpenGL 4.3] Chapter 11.3.4.6 // The vertex conventions followed for gl_Layer and gl_ViewportIndex may be determined by // calling GetIntegerv with the symbolic constants LAYER_PROVOKING_VERTEX and // VIEWPORT_INDEX_PROVOKING_VERTEX, respectively. For either query, if the value returned is // PROVOKING_VERTEX, then vertex selection follows the convention specified by // ProvokingVertex. caps->layerProvokingVertex = QuerySingleGLInt(functions, GL_LAYER_PROVOKING_VERTEX_EXT); if (caps->layerProvokingVertex == GL_PROVOKING_VERTEX) { // We should use GL_LAST_VERTEX_CONVENTION_EXT instead because desktop OpenGL SPEC // requires the initial value of provoking vertex mode is LAST_VERTEX_CONVENTION. // [OpenGL 4.3] Chapter 13.4 // The initial value of the provoking vertex mode is LAST_VERTEX_CONVENTION. caps->layerProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT; } caps->maxShaderUniformComponents[gl::ShaderType::Geometry] = QuerySingleGLInt(functions, GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT); caps->maxShaderUniformBlocks[gl::ShaderType::Geometry] = QuerySingleGLInt(functions, GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT); caps->maxCombinedShaderUniformComponents[gl::ShaderType::Geometry] = QuerySingleGLInt(functions, GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT); caps->maxGeometryInputComponents = QuerySingleGLInt(functions, GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT); caps->maxGeometryOutputComponents = QuerySingleGLInt(functions, GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT); caps->maxGeometryOutputVertices = QuerySingleGLInt(functions, GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT); caps->maxGeometryTotalOutputComponents = QuerySingleGLInt(functions, GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT); caps->maxGeometryShaderInvocations = QuerySingleGLInt(functions, GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT); caps->maxShaderTextureImageUnits[gl::ShaderType::Geometry] = QuerySingleGLInt(functions, GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT); caps->maxShaderAtomicCounterBuffers[gl::ShaderType::Geometry] = QuerySingleGLInt(functions, GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT); caps->maxShaderAtomicCounters[gl::ShaderType::Geometry] = QuerySingleGLInt(functions, GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT); caps->maxShaderImageUniforms[gl::ShaderType::Geometry] = QuerySingleGLInt(functions, GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT); caps->maxShaderStorageBlocks[gl::ShaderType::Geometry] = QuerySingleGLInt(functions, GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT); } // The real combined caps contain limits for shader types that are not available to ES, so limit // the caps to the sum of vertex+fragment+geometry shader caps. CapCombinedLimitToESShaders(&caps->maxCombinedUniformBlocks, caps->maxShaderUniformBlocks); CapCombinedLimitToESShaders(&caps->maxCombinedTextureImageUnits, caps->maxShaderTextureImageUnits); CapCombinedLimitToESShaders(&caps->maxCombinedShaderStorageBlocks, caps->maxShaderStorageBlocks); CapCombinedLimitToESShaders(&caps->maxCombinedImageUniforms, caps->maxShaderImageUniforms); CapCombinedLimitToESShaders(&caps->maxCombinedAtomicCounterBuffers, caps->maxShaderAtomicCounterBuffers); CapCombinedLimitToESShaders(&caps->maxCombinedAtomicCounters, caps->maxShaderAtomicCounters); // EXT_blend_func_extended. // Note that this could be implemented also on top of native EXT_blend_func_extended, but it's // currently not fully implemented. extensions->blendFuncExtended = !features.disableBlendFuncExtended.enabled && functions->standard == STANDARD_GL_DESKTOP && functions->hasGLExtension("GL_ARB_blend_func_extended"); if (extensions->blendFuncExtended) { // TODO(http://anglebug.com/1085): Support greater values of // MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT queried from the driver. See comments in ProgramGL.cpp // for more information about this limitation. extensions->maxDualSourceDrawBuffers = 1; } // EXT_float_blend // Assume all desktop driver supports this by default. extensions->floatBlend = functions->standard == STANDARD_GL_DESKTOP || functions->hasGLESExtension("GL_EXT_float_blend") || functions->isAtLeastGLES(gl::Version(3, 2)); // ANGLE_base_vertex_base_instance extensions->baseVertexBaseInstance = functions->isAtLeastGL(gl::Version(3, 2)) || functions->isAtLeastGLES(gl::Version(3, 2)) || functions->hasGLESExtension("GL_OES_draw_elements_base_vertex") || functions->hasGLESExtension("GL_EXT_draw_elements_base_vertex"); // OES_draw_elements_base_vertex extensions->drawElementsBaseVertexOES = functions->isAtLeastGL(gl::Version(3, 2)) || functions->isAtLeastGLES(gl::Version(3, 2)) || functions->hasGLESExtension("GL_OES_draw_elements_base_vertex"); // EXT_draw_elements_base_vertex extensions->drawElementsBaseVertexEXT = functions->isAtLeastGL(gl::Version(3, 2)) || functions->isAtLeastGLES(gl::Version(3, 2)) || functions->hasGLESExtension("GL_EXT_draw_elements_base_vertex"); // ANGLE_compressed_texture_etc // Expose this extension only when we support the formats or we're running on top of a native // ES driver. extensions->compressedTextureETC = (features.allowEtcFormats.enabled || functions->standard == STANDARD_GL_ES) && gl::DetermineCompressedTextureETCSupport(*textureCapsMap); // When running on top of desktop OpenGL drivers and allow_etc_formats feature is not enabled, // mark ETC1 as emulated to hide it from WebGL clients. limitations->emulatedEtc1 = !features.allowEtcFormats.enabled && functions->standard == STANDARD_GL_DESKTOP; // To work around broken unsized sRGB textures, sized sRGB textures are used. Disable EXT_sRGB // if those formats are not available. if (features.unsizedsRGBReadPixelsDoesntTransform.enabled && !functions->isAtLeastGLES(gl::Version(3, 0))) { extensions->sRGB = false; } extensions->provokingVertex = functions->hasGLExtension("GL_ARB_provoking_vertex") || functions->hasGLExtension("GL_EXT_provoking_vertex") || functions->isAtLeastGL(gl::Version(3, 2)); extensions->textureExternalUpdateANGLE = true; extensions->texture3DOES = functions->isAtLeastGL(gl::Version(1, 2)) || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_OES_texture_3D"); extensions->memoryObject = functions->hasGLExtension("GL_EXT_memory_object") || functions->hasGLESExtension("GL_EXT_memory_object"); extensions->semaphore = functions->hasGLExtension("GL_EXT_semaphore") || functions->hasGLESExtension("GL_EXT_semaphore"); extensions->memoryObjectFd = functions->hasGLExtension("GL_EXT_memory_object_fd") || functions->hasGLESExtension("GL_EXT_memory_object_fd"); extensions->semaphoreFd = !features.disableSemaphoreFd.enabled && (functions->hasGLExtension("GL_EXT_semaphore_fd") || functions->hasGLESExtension("GL_EXT_semaphore_fd")); extensions->gpuShader5EXT = functions->isAtLeastGL(gl::Version(4, 0)) || functions->isAtLeastGLES(gl::Version(3, 2)) || functions->hasGLExtension("GL_ARB_gpu_shader5") || functions->hasGLESExtension("GL_EXT_gpu_shader5"); extensions->shaderIoBlocksOES = functions->isAtLeastGL(gl::Version(3, 2)) || functions->isAtLeastGLES(gl::Version(3, 2)) || functions->hasGLESExtension("GL_OES_shader_io_blocks") || functions->hasGLESExtension("GL_EXT_shader_io_blocks"); extensions->shaderIoBlocksEXT = extensions->shaderIoBlocksOES; extensions->shadowSamplersEXT = functions->isAtLeastGL(gl::Version(2, 0)) || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_shadow_samplers"); // GL_APPLE_clip_distance extensions->clipDistanceAPPLE = functions->isAtLeastGL(gl::Version(3, 0)); if (extensions->clipDistanceAPPLE) { caps->maxClipDistances = QuerySingleGLInt(functions, GL_MAX_CLIP_DISTANCES_EXT); } else { caps->maxClipDistances = 0; } // GL_OES_shader_image_atomic // // Note that imageAtomicExchange() is allowed to accept float textures (of r32f format) in this // extension, but that's not supported by ARB_shader_image_load_store which this extension is // based on, neither in the spec it was merged into it. This support was only added to desktop // GLSL in version 4.5 if (functions->isAtLeastGL(gl::Version(4, 5)) || functions->isAtLeastGLES(gl::Version(3, 2)) || functions->hasGLESExtension("GL_OES_shader_image_atomic")) { extensions->shaderImageAtomicOES = true; } // GL_OES_texture_buffer if (functions->isAtLeastGL(gl::Version(4, 3)) || functions->isAtLeastGLES(gl::Version(3, 2)) || functions->hasGLESExtension("GL_OES_texture_buffer") || functions->hasGLESExtension("GL_EXT_texture_buffer") || functions->hasGLExtension("GL_ARB_texture_buffer_object")) { caps->maxTextureBufferSize = QuerySingleGLInt(functions, GL_MAX_TEXTURE_BUFFER_SIZE); caps->textureBufferOffsetAlignment = QuerySingleGLInt(functions, GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT); extensions->textureBufferOES = true; extensions->textureBufferEXT = true; } else { // Can't support ES3.2 without texture buffer objects LimitVersion(maxSupportedESVersion, gl::Version(3, 1)); } extensions->yuvTargetEXT = functions->hasGLESExtension("GL_EXT_YUV_target"); // PVRTC1 textures must be squares on Apple platforms. if (IsApple()) { limitations->squarePvrtc1 = true; } } bool GetSystemInfoVendorIDAndDeviceID(const FunctionsGL *functions, angle::SystemInfo *outSystemInfo, angle::VendorID *outVendor, angle::DeviceID *outDevice) { bool isGetSystemInfoSuccess = angle::GetSystemInfo(outSystemInfo); if (isGetSystemInfoSuccess && !outSystemInfo->gpus.empty()) { *outVendor = outSystemInfo->gpus[outSystemInfo->activeGPUIndex].vendorId; *outDevice = outSystemInfo->gpus[outSystemInfo->activeGPUIndex].deviceId; } else { *outVendor = GetVendorID(functions); *outDevice = GetDeviceID(functions); } return isGetSystemInfoSuccess; } bool Has9thGenIntelGPU(const angle::SystemInfo &systemInfo) { for (const angle::GPUDeviceInfo &deviceInfo : systemInfo.gpus) { if (IsIntel(deviceInfo.vendorId) && Is9thGenIntel(deviceInfo.deviceId)) { return true; } } return false; } void InitializeFeatures(const FunctionsGL *functions, angle::FeaturesGL *features) { angle::VendorID vendor; angle::DeviceID device; angle::SystemInfo systemInfo; bool isGetSystemInfoSuccess = GetSystemInfoVendorIDAndDeviceID(functions, &systemInfo, &vendor, &device); bool isAMD = IsAMD(vendor); bool isIntel = IsIntel(vendor); bool isNvidia = IsNvidia(vendor); bool isQualcomm = IsQualcomm(vendor); bool isVMWare = IsVMWare(vendor); bool hasAMD = systemInfo.hasAMDGPU(); std::array mesaVersion = {0, 0, 0}; bool isMesa = IsMesa(functions, &mesaVersion); // Don't use 1-bit alpha formats on desktop GL with AMD drivers. ANGLE_FEATURE_CONDITION(features, avoid1BitAlphaTextureFormats, functions->standard == STANDARD_GL_DESKTOP && isAMD); ANGLE_FEATURE_CONDITION(features, rgba4IsNotSupportedForColorRendering, functions->standard == STANDARD_GL_DESKTOP && isIntel); // Although "Sandy Bridge", "Ivy Bridge", and "Haswell" may support GL_ARB_ES3_compatibility // extension, ETC2/EAC formats are emulated there. Newer Intel GPUs support them natively. ANGLE_FEATURE_CONDITION( features, allowEtcFormats, isIntel && !IsSandyBridge(device) && !IsIvyBridge(device) && !IsHaswell(device)); // Ported from gpu_driver_bug_list.json (#183) ANGLE_FEATURE_CONDITION(features, emulateAbsIntFunction, IsApple() && isIntel); ANGLE_FEATURE_CONDITION(features, addAndTrueToLoopCondition, IsApple() && isIntel); // Ported from gpu_driver_bug_list.json (#191) ANGLE_FEATURE_CONDITION( features, emulateIsnanFloat, isIntel && IsApple() && IsSkylake(device) && GetMacOSVersion() < OSVersion(10, 13, 2)); ANGLE_FEATURE_CONDITION(features, doesSRGBClearsOnLinearFramebufferAttachments, isIntel || isAMD); ANGLE_FEATURE_CONDITION(features, emulateMaxVertexAttribStride, IsLinux() && functions->standard == STANDARD_GL_DESKTOP && isAMD); ANGLE_FEATURE_CONDITION( features, useUnusedBlocksWithStandardOrSharedLayout, (IsApple() && functions->standard == STANDARD_GL_DESKTOP) || (IsLinux() && isAMD)); // Ported from gpu_driver_bug_list.json (#187) ANGLE_FEATURE_CONDITION(features, doWhileGLSLCausesGPUHang, IsApple() && functions->standard == STANDARD_GL_DESKTOP && GetMacOSVersion() < OSVersion(10, 11, 0)); // Ported from gpu_driver_bug_list.json (#211) ANGLE_FEATURE_CONDITION(features, rewriteFloatUnaryMinusOperator, IsApple() && isIntel && GetMacOSVersion() < OSVersion(10, 12, 0)); ANGLE_FEATURE_CONDITION(features, addBaseVertexToVertexID, IsApple() && isAMD); // Triggers a bug on Marshmallow Adreno (4xx?) driver. // http://anglebug.com/2046 ANGLE_FEATURE_CONDITION(features, dontInitializeUninitializedLocals, IsAndroid() && isQualcomm); ANGLE_FEATURE_CONDITION(features, finishDoesNotCauseQueriesToBeAvailable, functions->standard == STANDARD_GL_DESKTOP && isNvidia); // TODO(cwallez): Disable this workaround for MacOSX versions 10.9 or later. ANGLE_FEATURE_CONDITION(features, alwaysCallUseProgramAfterLink, true); ANGLE_FEATURE_CONDITION(features, unpackOverlappingRowsSeparatelyUnpackBuffer, isNvidia); ANGLE_FEATURE_CONDITION(features, packOverlappingRowsSeparatelyPackBuffer, isNvidia); ANGLE_FEATURE_CONDITION(features, initializeCurrentVertexAttributes, isNvidia); ANGLE_FEATURE_CONDITION(features, unpackLastRowSeparatelyForPaddingInclusion, IsApple() || isNvidia); ANGLE_FEATURE_CONDITION(features, packLastRowSeparatelyForPaddingInclusion, IsApple() || isNvidia); ANGLE_FEATURE_CONDITION(features, removeInvariantAndCentroidForESSL3, functions->isAtMostGL(gl::Version(4, 1)) || (functions->standard == STANDARD_GL_DESKTOP && isAMD)); // TODO(oetuaho): Make this specific to the affected driver versions. Versions that came after // 364 are known to be affected, at least up to 375. ANGLE_FEATURE_CONDITION(features, emulateAtan2Float, isNvidia); ANGLE_FEATURE_CONDITION(features, reapplyUBOBindingsAfterUsingBinaryProgram, isAMD || IsAndroid()); ANGLE_FEATURE_CONDITION(features, rewriteVectorScalarArithmetic, isNvidia); // TODO(oetuaho): Make this specific to the affected driver versions. Versions at least up to // 390 are known to be affected. Versions after that are expected not to be affected. ANGLE_FEATURE_CONDITION(features, clampFragDepth, isNvidia); // TODO(oetuaho): Make this specific to the affected driver versions. Versions since 397.31 are // not affected. ANGLE_FEATURE_CONDITION(features, rewriteRepeatedAssignToSwizzled, isNvidia); // TODO(jmadill): Narrow workaround range for specific devices. ANGLE_FEATURE_CONDITION(features, clampPointSize, IsAndroid() || isNvidia); // Ported from gpu_driver_bug_list.json (#246, #258) ANGLE_FEATURE_CONDITION(features, dontUseLoopsToInitializeVariables, (IsAndroid() && isQualcomm) || (isIntel && IsApple())); ANGLE_FEATURE_CONDITION(features, disableBlendFuncExtended, isAMD || isIntel); ANGLE_FEATURE_CONDITION(features, unsizedsRGBReadPixelsDoesntTransform, IsAndroid() && isQualcomm); ANGLE_FEATURE_CONDITION(features, queryCounterBitsGeneratesErrors, IsNexus5X(vendor, device)); ANGLE_FEATURE_CONDITION(features, dontRelinkProgramsInParallel, IsAndroid() || (IsWindows() && isIntel)); // TODO(jie.a.chen@intel.com): Clean up the bugs. // anglebug.com/3031 // crbug.com/922936 // crbug.com/1184692 // crbug.com/1202928 ANGLE_FEATURE_CONDITION(features, disableWorkerContexts, (IsWindows() && (isIntel || isAMD)) || (IsLinux() && isNvidia) || IsIOS() || IsAndroid() || IsAndroidEmulator(functions)); bool limitMaxTextureSize = isIntel && IsLinux() && GetLinuxOSVersion() < OSVersion(5, 0, 0); ANGLE_FEATURE_CONDITION(features, limitMaxTextureSizeTo4096, IsAndroid() || limitMaxTextureSize); // On Apple switchable graphics, GL_MAX_SAMPLES may differ between the GPUs. // 4 is a lowest common denominator that is always supported. ANGLE_FEATURE_CONDITION(features, limitMaxMSAASamplesTo4, IsAndroid() || (IsApple() && (isIntel || isAMD || isNvidia))); ANGLE_FEATURE_CONDITION(features, limitMax3dArrayTextureSizeTo1024, limitMaxTextureSize); ANGLE_FEATURE_CONDITION(features, allowClearForRobustResourceInit, IsApple()); // The WebGL conformance/uniforms/out-of-bounds-uniform-array-access test has been seen to fail // on AMD and Android devices. // This test is also flaky on Linux Nvidia. So we just turn it on everywhere and don't rely on // driver since security is important. ANGLE_FEATURE_CONDITION( features, clampArrayAccess, IsAndroid() || isAMD || !functions->hasExtension("GL_KHR_robust_buffer_access_behavior")); ANGLE_FEATURE_CONDITION(features, resetTexImage2DBaseLevel, IsApple() && isIntel && GetMacOSVersion() >= OSVersion(10, 12, 4)); ANGLE_FEATURE_CONDITION(features, clearToZeroOrOneBroken, IsApple() && isIntel && GetMacOSVersion() < OSVersion(10, 12, 6)); ANGLE_FEATURE_CONDITION(features, adjustSrcDstRegionBlitFramebuffer, IsLinux() || (IsAndroid() && isNvidia) || (IsWindows() && isNvidia) || (IsApple() && functions->standard == STANDARD_GL_ES)); ANGLE_FEATURE_CONDITION(features, clipSrcRegionBlitFramebuffer, IsApple() || (IsLinux() && isAMD)); ANGLE_FEATURE_CONDITION(features, rgbDXT1TexturesSampleZeroAlpha, IsApple()); ANGLE_FEATURE_CONDITION(features, unfoldShortCircuits, IsApple()); ANGLE_FEATURE_CONDITION(features, emulatePrimitiveRestartFixedIndex, functions->standard == STANDARD_GL_DESKTOP && functions->isAtLeastGL(gl::Version(3, 1)) && !functions->isAtLeastGL(gl::Version(4, 3))); ANGLE_FEATURE_CONDITION( features, setPrimitiveRestartFixedIndexForDrawArrays, features->emulatePrimitiveRestartFixedIndex.enabled && IsApple() && isIntel); ANGLE_FEATURE_CONDITION(features, removeDynamicIndexingOfSwizzledVector, IsApple() || IsAndroid() || IsWindows()); // Ported from gpu_driver_bug_list.json (#89) ANGLE_FEATURE_CONDITION(features, regenerateStructNames, IsApple()); // Ported from gpu_driver_bug_list.json (#184) ANGLE_FEATURE_CONDITION(features, preAddTexelFetchOffsets, IsApple() && isIntel); // Workaround for the widespread OpenGL ES driver implementaion bug ANGLE_FEATURE_CONDITION(features, readPixelsUsingImplementationColorReadFormatForNorm16, !isIntel && functions->standard == STANDARD_GL_ES && functions->isAtLeastGLES(gl::Version(3, 1)) && functions->hasGLESExtension("GL_EXT_texture_norm16")); // anglebug.com/4267 ANGLE_FEATURE_CONDITION(features, flushBeforeDeleteTextureIfCopiedTo, IsApple() && isIntel); // anglebug.com/2273 // Seems to affect both Intel and AMD GPUs. Enable workaround for all GPUs on macOS. ANGLE_FEATURE_CONDITION(features, rewriteRowMajorMatrices, // IsApple() && functions->standard == STANDARD_GL_DESKTOP); // TODO(anglebug.com/2273): diagnose crashes with this workaround. false); ANGLE_FEATURE_CONDITION(features, disableDrawBuffersIndexed, IsWindows() && isAMD); ANGLE_FEATURE_CONDITION( features, disableSemaphoreFd, IsLinux() && isAMD && isMesa && mesaVersion < (std::array{19, 3, 5})); ANGLE_FEATURE_CONDITION( features, disableTimestampQueries, (IsLinux() && isVMWare) || (IsAndroid() && isNvidia) || (IsAndroid() && GetAndroidSdkLevel() < 27 && IsAdreno5xxOrOlder(functions)) || (IsAndroid() && IsMaliT8xxOrOlder(functions)) || (IsAndroid() && IsMaliG31OrOlder(functions))); ANGLE_FEATURE_CONDITION(features, encodeAndDecodeSRGBForGenerateMipmap, IsApple()); // anglebug.com/4674 // The (redundant) explicit exclusion of Windows AMD is because the workaround fails // Texture2DRGTest.TextureRGUNormTest on that platform, and the test is skipped. If // you'd like to enable the workaround on Windows AMD, please fix the test first. ANGLE_FEATURE_CONDITION( features, emulateCopyTexImage2DFromRenderbuffers, IsApple() && functions->standard == STANDARD_GL_ES && !(isAMD && IsWindows())); // Don't attempt to use the discrete GPU on NVIDIA-based MacBook Pros, since the // driver is unstable in this situation. // // Note that this feature is only set here in order to advertise this workaround // externally. GPU switching support must be enabled or disabled early, during display // initialization, before these features are set up. bool isDualGPUMacWithNVIDIA = false; if (IsApple() && functions->standard == STANDARD_GL_DESKTOP) { if (isGetSystemInfoSuccess) { // The full system information must be queried to see whether it's a dual-GPU // NVIDIA MacBook Pro since it's likely that the integrated GPU will be active // when these features are initialized. isDualGPUMacWithNVIDIA = systemInfo.isMacSwitchable && systemInfo.hasNVIDIAGPU(); } } ANGLE_FEATURE_CONDITION(features, disableGPUSwitchingSupport, isDualGPUMacWithNVIDIA); // Workaround issue in NVIDIA GL driver on Linux when TSAN is enabled // http://crbug.com/1094869 bool isTSANBuild = false; #ifdef THREAD_SANITIZER isTSANBuild = true; #endif ANGLE_FEATURE_CONDITION(features, disableNativeParallelCompile, isTSANBuild && IsLinux() && isNvidia); // anglebug.com/4849 // This workaround is definitely needed on Intel and AMD GPUs. To // determine whether it's needed on iOS and Apple Silicon, the // workaround's being restricted to existing desktop GPUs. ANGLE_FEATURE_CONDITION(features, emulatePackSkipRowsAndPackSkipPixels, IsApple() && (isAMD || isIntel || isNvidia)); // http://crbug.com/1042393 // XWayland defaults to a 1hz refresh rate when the "surface is not visible", which sometimes // causes issues in Chrome. To get around this, default to a 30Hz refresh rate if we see bogus // from the driver. ANGLE_FEATURE_CONDITION(features, clampMscRate, IsLinux() && IsWayland()); ANGLE_FEATURE_CONDITION(features, bindTransformFeedbackBufferBeforeBindBufferRange, IsApple()); // http://crbug.com/1137851 // Speculative fix for above issue, users can enable it via flags. // http://crbug.com/1187475 // Disable on Intel due to crashes in Mesa ANGLE_FEATURE_CONDITION(features, disableSyncControlSupport, IsLinux() && isIntel); ANGLE_FEATURE_CONDITION(features, keepBufferShadowCopy, !CanMapBufferForRead(functions)); ANGLE_FEATURE_CONDITION(features, setZeroLevelBeforeGenerateMipmap, IsApple()); ANGLE_FEATURE_CONDITION(features, promotePackedFormatsTo8BitPerChannel, IsApple() && hasAMD); // crbug.com/1171371 // If output variable gl_FragColor is written by fragment shader, it may cause context lost with // Adreno 42x and 3xx. ANGLE_FEATURE_CONDITION(features, initFragmentOutputVariables, IsAdreno42xOr3xx(functions)); // http://crbug.com/1144207 // The Mac bot with Intel Iris GPU seems unaffected by this bug. Exclude the Haswell family for // now. ANGLE_FEATURE_CONDITION(features, shiftInstancedArrayDataWithExtraOffset, IsApple() && IsIntel(vendor) && !IsHaswell(device)); ANGLE_FEATURE_CONDITION(features, syncVertexArraysToDefault, !nativegl::SupportsVertexArrayObjects(functions)); // http://crbug.com/1181193 // On desktop Linux/AMD when using the amdgpu drivers, the precise kernel and DRM version are // leaked via GL_RENDERER. We workaround this too improve user security. ANGLE_FEATURE_CONDITION(features, sanitizeAmdGpuRendererString, IsLinux() && hasAMD); // http://crbug.com/1187513 // Imagination drivers are buggy with context switching. It needs to unbind fbo before context // switching to workadround the driver issues. ANGLE_FEATURE_CONDITION(features, unbindFBOOnContextSwitch, IsPowerVR(vendor)); // http://crbug.com/1181068 and http://crbug.com/783979 ANGLE_FEATURE_CONDITION(features, flushOnFramebufferChange, IsApple() && Has9thGenIntelGPU(systemInfo)); // Disable GL_EXT_multisampled_render_to_texture on a bunch of different configurations: // http://crbug.com/490379 // http://crbug.com/767913 bool isAdreno4xxOnAndroidLessThan51 = IsAndroid() && IsAdreno4xx(functions) && GetAndroidSdkLevel() < 22; // http://crbug.com/612474 bool isAdreno4xxOnAndroid70 = IsAndroid() && IsAdreno4xx(functions) && GetAndroidSdkLevel() == 24; bool isAdreno5xxOnAndroidLessThan70 = IsAndroid() && IsAdreno5xx(functions) && GetAndroidSdkLevel() < 24; // http://crbug.com/663811 bool isAdreno5xxOnAndroid71 = IsAndroid() && IsAdreno5xx(functions) && GetAndroidSdkLevel() == 25; // http://crbug.com/594016 bool isLinuxVivante = IsLinux() && IsVivante(device); ANGLE_FEATURE_CONDITION(features, disableMultisampledRenderToTexture, isAdreno4xxOnAndroidLessThan51 || isAdreno4xxOnAndroid70 || isAdreno5xxOnAndroidLessThan70 || isAdreno5xxOnAndroid71 || isLinuxVivante); // http://crbug.com/1181068 ANGLE_FEATURE_CONDITION(features, uploadTextureDataInChunks, IsApple()); } void InitializeFrontendFeatures(const FunctionsGL *functions, angle::FrontendFeatures *features) { VendorID vendor = GetVendorID(functions); bool isQualcomm = IsQualcomm(vendor); ANGLE_FEATURE_CONDITION(features, disableProgramCachingForTransformFeedback, IsAndroid() && isQualcomm); ANGLE_FEATURE_CONDITION(features, syncFramebufferBindingsOnTexImage, false); // https://crbug.com/480992 // Disable shader program cache to workaround PowerVR Rogue issues. ANGLE_FEATURE_CONDITION(features, disableProgramBinary, IsPowerVrRogue(functions)); } void ReInitializeFeaturesAtGPUSwitch(const FunctionsGL *functions, angle::FeaturesGL *features) { angle::VendorID vendor; angle::DeviceID device; angle::SystemInfo systemInfo; GetSystemInfoVendorIDAndDeviceID(functions, &systemInfo, &vendor, &device); // http://crbug.com/1144207 // The Mac bot with Intel Iris GPU seems unaffected by this bug. Exclude the Haswell family for // now. // We need to reinitialize this feature when switching between buggy and non-buggy GPUs. ANGLE_FEATURE_CONDITION(features, shiftInstancedArrayDataWithExtraOffset, IsApple() && IsIntel(vendor) && !IsHaswell(device)); } } // namespace nativegl_gl namespace nativegl { bool SupportsVertexArrayObjects(const FunctionsGL *functions) { return functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_OES_vertex_array_object") || functions->isAtLeastGL(gl::Version(3, 0)) || functions->hasGLExtension("GL_ARB_vertex_array_object"); } bool CanUseDefaultVertexArrayObject(const FunctionsGL *functions) { return (functions->profile & GL_CONTEXT_CORE_PROFILE_BIT) == 0; } bool SupportsCompute(const FunctionsGL *functions) { // OpenGL 4.2 is required for GL_ARB_compute_shader, some platform drivers have the extension, // but their maximum supported GL versions are less than 4.2. Explicitly limit the minimum // GL version to 4.2. return (functions->isAtLeastGL(gl::Version(4, 3)) || functions->isAtLeastGLES(gl::Version(3, 1)) || (functions->isAtLeastGL(gl::Version(4, 2)) && functions->hasGLExtension("GL_ARB_compute_shader") && functions->hasGLExtension("GL_ARB_shader_storage_buffer_object"))); } bool SupportsFenceSync(const FunctionsGL *functions) { return functions->isAtLeastGL(gl::Version(3, 2)) || functions->hasGLExtension("GL_ARB_sync") || functions->isAtLeastGLES(gl::Version(3, 0)); } bool SupportsOcclusionQueries(const FunctionsGL *functions) { return functions->isAtLeastGL(gl::Version(1, 5)) || functions->hasGLExtension("GL_ARB_occlusion_query2") || functions->isAtLeastGLES(gl::Version(3, 0)) || functions->hasGLESExtension("GL_EXT_occlusion_query_boolean"); } bool SupportsNativeRendering(const FunctionsGL *functions, gl::TextureType type, GLenum internalFormat) { // Some desktop drivers allow rendering to formats that are not required by the spec, this is // exposed through the GL_FRAMEBUFFER_RENDERABLE query. bool hasInternalFormatQuery = functions->isAtLeastGL(gl::Version(4, 3)) || functions->hasGLExtension("GL_ARB_internalformat_query2"); // Some Intel drivers have a bug that returns GL_FULL_SUPPORT when asked if they support // rendering to compressed texture formats yet return framebuffer incomplete when attempting to // render to the format. Skip any native queries for compressed formats. const gl::InternalFormat &internalFormatInfo = gl::GetSizedInternalFormatInfo(internalFormat); if (hasInternalFormatQuery && !internalFormatInfo.compressed) { GLint framebufferRenderable = GL_NONE; functions->getInternalformativ(ToGLenum(type), internalFormat, GL_FRAMEBUFFER_RENDERABLE, 1, &framebufferRenderable); return framebufferRenderable != GL_NONE; } else { const nativegl::InternalFormat &nativeInfo = nativegl::GetInternalFormatInfo(internalFormat, functions->standard); return nativegl_gl::MeetsRequirements(functions, nativeInfo.textureAttachment); } } bool SupportsTexImage(gl::TextureType type) { switch (type) { // Multi-sample texture types only support TexStorage data upload case gl::TextureType::_2DMultisample: case gl::TextureType::_2DMultisampleArray: return false; default: return true; } } bool UseTexImage2D(gl::TextureType textureType) { return textureType == gl::TextureType::_2D || textureType == gl::TextureType::CubeMap || textureType == gl::TextureType::Rectangle || textureType == gl::TextureType::_2DMultisample || textureType == gl::TextureType::External || textureType == gl::TextureType::VideoImage; } bool UseTexImage3D(gl::TextureType textureType) { return textureType == gl::TextureType::_2DArray || textureType == gl::TextureType::_3D || textureType == gl::TextureType::_2DMultisampleArray || textureType == gl::TextureType::CubeMapArray; } GLenum GetTextureBindingQuery(gl::TextureType textureType) { switch (textureType) { case gl::TextureType::_2D: return GL_TEXTURE_BINDING_2D; case gl::TextureType::_2DArray: return GL_TEXTURE_BINDING_2D_ARRAY; case gl::TextureType::_2DMultisample: return GL_TEXTURE_BINDING_2D_MULTISAMPLE; case gl::TextureType::_2DMultisampleArray: return GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY; case gl::TextureType::_3D: return GL_TEXTURE_BINDING_3D; case gl::TextureType::External: return GL_TEXTURE_BINDING_EXTERNAL_OES; case gl::TextureType::Rectangle: return GL_TEXTURE_BINDING_RECTANGLE; case gl::TextureType::CubeMap: return GL_TEXTURE_BINDING_CUBE_MAP; case gl::TextureType::CubeMapArray: return GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_OES; case gl::TextureType::Buffer: return GL_TEXTURE_BINDING_BUFFER; default: UNREACHABLE(); return 0; } } GLenum GetTextureBindingTarget(gl::TextureType textureType) { return ToGLenum(GetNativeTextureType(textureType)); } GLenum GetTextureBindingTarget(gl::TextureTarget textureTarget) { return ToGLenum(GetNativeTextureTarget(textureTarget)); } GLenum GetBufferBindingQuery(gl::BufferBinding bufferBinding) { switch (bufferBinding) { case gl::BufferBinding::Array: return GL_ARRAY_BUFFER_BINDING; case gl::BufferBinding::AtomicCounter: return GL_ATOMIC_COUNTER_BUFFER_BINDING; case gl::BufferBinding::CopyRead: return GL_COPY_READ_BUFFER_BINDING; case gl::BufferBinding::CopyWrite: return GL_COPY_WRITE_BUFFER_BINDING; case gl::BufferBinding::DispatchIndirect: return GL_DISPATCH_INDIRECT_BUFFER_BINDING; case gl::BufferBinding::DrawIndirect: return GL_DRAW_INDIRECT_BUFFER_BINDING; case gl::BufferBinding::ElementArray: return GL_ELEMENT_ARRAY_BUFFER_BINDING; case gl::BufferBinding::PixelPack: return GL_PIXEL_PACK_BUFFER_BINDING; case gl::BufferBinding::PixelUnpack: return GL_PIXEL_UNPACK_BUFFER_BINDING; case gl::BufferBinding::ShaderStorage: return GL_SHADER_STORAGE_BUFFER_BINDING; case gl::BufferBinding::TransformFeedback: return GL_TRANSFORM_FEEDBACK_BUFFER_BINDING; case gl::BufferBinding::Uniform: return GL_UNIFORM_BUFFER_BINDING; case gl::BufferBinding::Texture: return GL_TEXTURE_BUFFER_BINDING; default: UNREACHABLE(); return 0; } } std::string GetBufferBindingString(gl::BufferBinding bufferBinding) { std::ostringstream os; os << bufferBinding << "_BINDING"; return os.str(); } gl::TextureType GetNativeTextureType(gl::TextureType type) { // VideoImage texture type is a WebGL type. It doesn't have // directly mapping type in native OpenGL/OpenGLES. // Actually, it will be translated to different texture type // (TEXTURE2D, TEXTURE_EXTERNAL_OES and TEXTURE_RECTANGLE) // based on OS and other conditions. // This will introduce problem that binding VideoImage may // unbind native image implicitly. Please make sure state // manager is aware of this implicit unbind behaviour. if (type != gl::TextureType::VideoImage) { return type; } // TODO(http://anglebug.com/3889): need to figure out rectangle texture and // external image when these backend are implemented. return gl::TextureType::_2D; } gl::TextureTarget GetNativeTextureTarget(gl::TextureTarget target) { // VideoImage texture type is a WebGL type. It doesn't have // directly mapping type in native OpenGL/OpenGLES. // Actually, it will be translated to different texture target // (TEXTURE2D, TEXTURE_EXTERNAL_OES and TEXTURE_RECTANGLE) // based on OS and other conditions. // This will introduce problem that binding VideoImage may // unbind native image implicitly. Please make sure state // manager is aware of this implicit unbind behaviour. if (target != gl::TextureTarget::VideoImage) { return target; } // TODO(http://anglebug.com/3889): need to figure out rectangle texture and // external image when these backend are implemented. return gl::TextureTarget::_2D; } } // namespace nativegl const FunctionsGL *GetFunctionsGL(const gl::Context *context) { return GetImplAs(context)->getFunctions(); } StateManagerGL *GetStateManagerGL(const gl::Context *context) { return GetImplAs(context)->getStateManager(); } BlitGL *GetBlitGL(const gl::Context *context) { return GetImplAs(context)->getBlitter(); } ClearMultiviewGL *GetMultiviewClearer(const gl::Context *context) { return GetImplAs(context)->getMultiviewClearer(); } const angle::FeaturesGL &GetFeaturesGL(const gl::Context *context) { return GetImplAs(context)->getFeaturesGL(); } void ClearErrors(const gl::Context *context, const char *file, const char *function, unsigned int line) { const FunctionsGL *functions = GetFunctionsGL(context); ClearErrors(functions, file, function, line); } angle::Result CheckError(const gl::Context *context, const char *call, const char *file, const char *function, unsigned int line) { const FunctionsGL *functions = GetFunctionsGL(context); GLenum error = functions->getError(); if (ANGLE_UNLIKELY(error != GL_NO_ERROR)) { ContextGL *contextGL = GetImplAs(context); contextGL->handleError(error, "Unexpected driver error.", file, function, line); ERR() << "GL call " << call << " generated error " << gl::FmtHex(error) << " in " << file << ", " << function << ":" << line << ". "; // Check that only one GL error was generated, ClearErrors should have been called first. // Skip GL_CONTEXT_LOST errors, they will be generated continuously and result in an // infinite loop. GLenum nextError = functions->getError(); while (nextError != GL_NO_ERROR && nextError != GL_CONTEXT_LOST) { ERR() << "Additional GL error " << gl::FmtHex(nextError) << " generated."; nextError = functions->getError(); } return angle::Result::Stop; } return angle::Result::Continue; } bool CanMapBufferForRead(const FunctionsGL *functions) { return (functions->mapBufferRange != nullptr) || (functions->mapBuffer != nullptr && functions->standard == STANDARD_GL_DESKTOP); } uint8_t *MapBufferRangeWithFallback(const FunctionsGL *functions, GLenum target, size_t offset, size_t length, GLbitfield access) { if (functions->mapBufferRange != nullptr) { return static_cast(functions->mapBufferRange(target, offset, length, access)); } else if (functions->mapBuffer != nullptr && (functions->standard == STANDARD_GL_DESKTOP || access == GL_MAP_WRITE_BIT)) { // Only the read and write bits are supported ASSERT((access & (GL_MAP_READ_BIT | GL_MAP_WRITE_BIT)) != 0); GLenum accessEnum = 0; if (access == (GL_MAP_READ_BIT | GL_MAP_WRITE_BIT)) { accessEnum = GL_READ_WRITE; } else if (access == GL_MAP_READ_BIT) { accessEnum = GL_READ_ONLY; } else if (access == GL_MAP_WRITE_BIT) { accessEnum = GL_WRITE_ONLY; } else { UNREACHABLE(); return nullptr; } return static_cast(functions->mapBuffer(target, accessEnum)) + offset; } else { // No options available UNREACHABLE(); return nullptr; } } angle::Result ShouldApplyLastRowPaddingWorkaround(ContextGL *contextGL, const gl::Extents &size, const gl::PixelStoreStateBase &state, const gl::Buffer *pixelBuffer, GLenum format, GLenum type, bool is3D, const void *pixels, bool *shouldApplyOut) { if (pixelBuffer == nullptr) { *shouldApplyOut = false; return angle::Result::Continue; } // We are using an pack or unpack buffer, compute what the driver thinks is going to be the // last byte read or written. If it is past the end of the buffer, we will need to use the // workaround otherwise the driver will generate INVALID_OPERATION and not do the operation. const gl::InternalFormat &glFormat = gl::GetInternalFormatInfo(format, type); GLuint endByte = 0; ANGLE_CHECK_GL_MATH(contextGL, glFormat.computePackUnpackEndByte(type, size, state, is3D, &endByte)); GLuint rowPitch = 0; ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, size.width, state.alignment, state.rowLength, &rowPitch)); CheckedNumeric checkedPixelBytes = glFormat.computePixelBytes(type); CheckedNumeric checkedEndByte = angle::CheckedNumeric(endByte) + reinterpret_cast(pixels); // At this point checkedEndByte is the actual last byte read. // The driver adds an extra row padding (if any), mimic it. ANGLE_CHECK_GL_MATH(contextGL, checkedPixelBytes.IsValid()); if (checkedPixelBytes.ValueOrDie() * size.width < rowPitch) { checkedEndByte += rowPitch - checkedPixelBytes * size.width; } ANGLE_CHECK_GL_MATH(contextGL, checkedEndByte.IsValid()); *shouldApplyOut = checkedEndByte.ValueOrDie() > static_cast(pixelBuffer->getSize()); return angle::Result::Continue; } std::vector GenerateContextCreationToTry(EGLint requestedType, bool isMesaGLX) { using Type = ContextCreationTry::Type; constexpr EGLint kPlatformOpenGL = EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE; constexpr EGLint kPlatformOpenGLES = EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE; std::vector contextsToTry; if (requestedType == EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE || requestedType == kPlatformOpenGL) { contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_CORE, gl::Version(4, 5)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_CORE, gl::Version(4, 4)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_CORE, gl::Version(4, 3)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_CORE, gl::Version(4, 2)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_CORE, gl::Version(4, 1)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_CORE, gl::Version(4, 0)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_CORE, gl::Version(3, 3)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_CORE, gl::Version(3, 2)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_LEGACY, gl::Version(3, 3)); // On Mesa, do not try to create OpenGL context versions between 3.0 and // 3.2 because of compatibility problems. See crbug.com/659030 if (!isMesaGLX) { contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_LEGACY, gl::Version(3, 2)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_LEGACY, gl::Version(3, 1)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_LEGACY, gl::Version(3, 0)); } contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_LEGACY, gl::Version(2, 1)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_LEGACY, gl::Version(2, 0)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_LEGACY, gl::Version(1, 5)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_LEGACY, gl::Version(1, 4)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_LEGACY, gl::Version(1, 3)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_LEGACY, gl::Version(1, 2)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_LEGACY, gl::Version(1, 1)); contextsToTry.emplace_back(kPlatformOpenGL, Type::DESKTOP_LEGACY, gl::Version(1, 0)); } if (requestedType == EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE || requestedType == kPlatformOpenGLES) { contextsToTry.emplace_back(kPlatformOpenGLES, Type::ES, gl::Version(3, 2)); contextsToTry.emplace_back(kPlatformOpenGLES, Type::ES, gl::Version(3, 1)); contextsToTry.emplace_back(kPlatformOpenGLES, Type::ES, gl::Version(3, 0)); contextsToTry.emplace_back(kPlatformOpenGLES, Type::ES, gl::Version(2, 0)); } return contextsToTry; } std::string GetRendererString(const FunctionsGL *functions) { return GetString(functions, GL_RENDERER); } std::string GetVendorString(const FunctionsGL *functions) { return GetString(functions, GL_VENDOR); } std::string GetVersionString(const FunctionsGL *functions) { return GetString(functions, GL_VERSION); } } // namespace rx