blob: e58e6c21fc7b0afaa76c230f716566c9907120cf [file] [log] [blame]
// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "gpu/command_buffer/service/feature_info.h"
#include <set>
#include "base/command_line.h"
#include "base/macros.h"
#include "base/metrics/histogram.h"
#include "base/strings/string_number_conversions.h"
#include "base/strings/string_split.h"
#include "base/strings/string_util.h"
#include "gpu/command_buffer/service/gl_utils.h"
#include "gpu/command_buffer/service/gpu_switches.h"
#include "ui/gl/gl_fence.h"
#include "ui/gl/gl_implementation.h"
namespace gpu {
namespace gles2 {
namespace {
struct FormatInfo {
GLenum format;
const GLenum* types;
size_t count;
};
class StringSet {
public:
StringSet() {}
StringSet(const char* s) {
Init(s);
}
StringSet(const std::string& str) {
Init(str);
}
void Init(const char* s) {
std::string str(s ? s : "");
Init(str);
}
void Init(const std::string& str) {
std::vector<std::string> tokens;
Tokenize(str, " ", &tokens);
string_set_.insert(tokens.begin(), tokens.end());
}
bool Contains(const char* s) {
return string_set_.find(s) != string_set_.end();
}
bool Contains(const std::string& s) {
return string_set_.find(s) != string_set_.end();
}
private:
std::set<std::string> string_set_;
};
// Process a string of wordaround type IDs (seperated by ',') and set up
// the corresponding Workaround flags.
void StringToWorkarounds(
const std::string& types, FeatureInfo::Workarounds* workarounds) {
DCHECK(workarounds);
std::vector<std::string> pieces;
base::SplitString(types, ',', &pieces);
for (size_t i = 0; i < pieces.size(); ++i) {
int number = 0;
bool succeed = base::StringToInt(pieces[i], &number);
DCHECK(succeed);
switch (number) {
#define GPU_OP(type, name) \
case gpu::type: \
workarounds->name = true; \
break;
GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP)
#undef GPU_OP
default:
NOTIMPLEMENTED();
}
}
if (workarounds->max_texture_size_limit_4096)
workarounds->max_texture_size = 4096;
if (workarounds->max_cube_map_texture_size_limit_4096)
workarounds->max_cube_map_texture_size = 4096;
if (workarounds->max_cube_map_texture_size_limit_1024)
workarounds->max_cube_map_texture_size = 1024;
if (workarounds->max_cube_map_texture_size_limit_512)
workarounds->max_cube_map_texture_size = 512;
if (workarounds->max_fragment_uniform_vectors_32)
workarounds->max_fragment_uniform_vectors = 32;
if (workarounds->max_varying_vectors_16)
workarounds->max_varying_vectors = 16;
if (workarounds->max_vertex_uniform_vectors_256)
workarounds->max_vertex_uniform_vectors = 256;
}
} // anonymous namespace.
FeatureInfo::FeatureFlags::FeatureFlags()
: chromium_color_buffer_float_rgba(false),
chromium_color_buffer_float_rgb(false),
chromium_framebuffer_multisample(false),
chromium_sync_query(false),
use_core_framebuffer_multisample(false),
multisampled_render_to_texture(false),
use_img_for_multisampled_render_to_texture(false),
oes_standard_derivatives(false),
oes_egl_image_external(false),
oes_depth24(false),
oes_compressed_etc1_rgb8_texture(false),
packed_depth24_stencil8(false),
npot_ok(false),
enable_texture_float_linear(false),
enable_texture_half_float_linear(false),
angle_translated_shader_source(false),
angle_pack_reverse_row_order(false),
arb_texture_rectangle(false),
angle_instanced_arrays(false),
occlusion_query_boolean(false),
use_arb_occlusion_query2_for_occlusion_query_boolean(false),
use_arb_occlusion_query_for_occlusion_query_boolean(false),
native_vertex_array_object(false),
ext_texture_format_bgra8888(false),
enable_shader_name_hashing(false),
enable_samplers(false),
ext_draw_buffers(false),
ext_frag_depth(false),
ext_shader_texture_lod(false),
use_async_readpixels(false),
map_buffer_range(false),
ext_discard_framebuffer(false),
angle_depth_texture(false),
is_angle(false),
is_swiftshader(false),
angle_texture_usage(false),
ext_texture_storage(false) {
}
FeatureInfo::Workarounds::Workarounds() :
#define GPU_OP(type, name) name(false),
GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP)
#undef GPU_OP
max_texture_size(0),
max_cube_map_texture_size(0),
max_fragment_uniform_vectors(0),
max_varying_vectors(0),
max_vertex_uniform_vectors(0) {
}
FeatureInfo::FeatureInfo() {
InitializeBasicState(*CommandLine::ForCurrentProcess());
}
FeatureInfo::FeatureInfo(const CommandLine& command_line) {
InitializeBasicState(command_line);
}
void FeatureInfo::InitializeBasicState(const CommandLine& command_line) {
if (command_line.HasSwitch(switches::kGpuDriverBugWorkarounds)) {
std::string types = command_line.GetSwitchValueASCII(
switches::kGpuDriverBugWorkarounds);
StringToWorkarounds(types, &workarounds_);
}
feature_flags_.enable_shader_name_hashing =
!command_line.HasSwitch(switches::kDisableShaderNameHashing);
feature_flags_.is_swiftshader =
(command_line.GetSwitchValueASCII(switches::kUseGL) == "swiftshader");
static const GLenum kAlphaTypes[] = {
GL_UNSIGNED_BYTE,
};
static const GLenum kRGBTypes[] = {
GL_UNSIGNED_BYTE,
GL_UNSIGNED_SHORT_5_6_5,
};
static const GLenum kRGBATypes[] = {
GL_UNSIGNED_BYTE,
GL_UNSIGNED_SHORT_4_4_4_4,
GL_UNSIGNED_SHORT_5_5_5_1,
};
static const GLenum kLuminanceTypes[] = {
GL_UNSIGNED_BYTE,
};
static const GLenum kLuminanceAlphaTypes[] = {
GL_UNSIGNED_BYTE,
};
static const FormatInfo kFormatTypes[] = {
{ GL_ALPHA, kAlphaTypes, arraysize(kAlphaTypes), },
{ GL_RGB, kRGBTypes, arraysize(kRGBTypes), },
{ GL_RGBA, kRGBATypes, arraysize(kRGBATypes), },
{ GL_LUMINANCE, kLuminanceTypes, arraysize(kLuminanceTypes), },
{ GL_LUMINANCE_ALPHA, kLuminanceAlphaTypes,
arraysize(kLuminanceAlphaTypes), } ,
};
for (size_t ii = 0; ii < arraysize(kFormatTypes); ++ii) {
const FormatInfo& info = kFormatTypes[ii];
ValueValidator<GLenum>& validator = texture_format_validators_[info.format];
for (size_t jj = 0; jj < info.count; ++jj) {
validator.AddValue(info.types[jj]);
}
}
}
bool FeatureInfo::Initialize() {
disallowed_features_ = DisallowedFeatures();
InitializeFeatures();
return true;
}
bool FeatureInfo::Initialize(const DisallowedFeatures& disallowed_features) {
disallowed_features_ = disallowed_features;
InitializeFeatures();
return true;
}
void FeatureInfo::InitializeFeatures() {
// Figure out what extensions to turn on.
StringSet extensions(
reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)));
bool npot_ok = false;
const char* renderer_str =
reinterpret_cast<const char*>(glGetString(GL_RENDERER));
if (renderer_str) {
feature_flags_.is_angle = StartsWithASCII(renderer_str, "ANGLE", true);
}
bool is_es3 = false;
const char* version_str =
reinterpret_cast<const char*>(glGetString(GL_VERSION));
if (version_str) {
std::string lstr(base::StringToLowerASCII(std::string(version_str)));
is_es3 = (lstr.substr(0, 12) == "opengl es 3.");
}
AddExtensionString("GL_ANGLE_translated_shader_source");
AddExtensionString("GL_CHROMIUM_async_pixel_transfers");
AddExtensionString("GL_CHROMIUM_bind_uniform_location");
AddExtensionString("GL_CHROMIUM_command_buffer_query");
AddExtensionString("GL_CHROMIUM_command_buffer_latency_query");
AddExtensionString("GL_CHROMIUM_copy_texture");
AddExtensionString("GL_CHROMIUM_get_error_query");
AddExtensionString("GL_CHROMIUM_lose_context");
AddExtensionString("GL_CHROMIUM_pixel_transfer_buffer_object");
AddExtensionString("GL_CHROMIUM_rate_limit_offscreen_context");
AddExtensionString("GL_CHROMIUM_resize");
AddExtensionString("GL_CHROMIUM_resource_safe");
AddExtensionString("GL_CHROMIUM_strict_attribs");
AddExtensionString("GL_CHROMIUM_texture_mailbox");
AddExtensionString("GL_EXT_debug_marker");
// OES_vertex_array_object is emulated if not present natively,
// so the extension string is always exposed.
AddExtensionString("GL_OES_vertex_array_object");
if (!disallowed_features_.gpu_memory_manager)
AddExtensionString("GL_CHROMIUM_gpu_memory_manager");
if (extensions.Contains("GL_ANGLE_translated_shader_source")) {
feature_flags_.angle_translated_shader_source = true;
}
// Check if we should allow GL_EXT_texture_compression_dxt1 and
// GL_EXT_texture_compression_s3tc.
bool enable_dxt1 = false;
bool enable_dxt3 = false;
bool enable_dxt5 = false;
bool have_s3tc = extensions.Contains("GL_EXT_texture_compression_s3tc");
bool have_dxt3 =
have_s3tc || extensions.Contains("GL_ANGLE_texture_compression_dxt3");
bool have_dxt5 =
have_s3tc || extensions.Contains("GL_ANGLE_texture_compression_dxt5");
if (extensions.Contains("GL_EXT_texture_compression_dxt1") || have_s3tc) {
enable_dxt1 = true;
}
if (have_dxt3) {
enable_dxt3 = true;
}
if (have_dxt5) {
enable_dxt5 = true;
}
if (enable_dxt1) {
AddExtensionString("GL_EXT_texture_compression_dxt1");
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT);
}
if (enable_dxt3) {
// The difference between GL_EXT_texture_compression_s3tc and
// GL_CHROMIUM_texture_compression_dxt3 is that the former
// requires on the fly compression. The latter does not.
AddExtensionString("GL_CHROMIUM_texture_compression_dxt3");
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT);
}
if (enable_dxt5) {
// The difference between GL_EXT_texture_compression_s3tc and
// GL_CHROMIUM_texture_compression_dxt5 is that the former
// requires on the fly compression. The latter does not.
AddExtensionString("GL_CHROMIUM_texture_compression_dxt5");
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT);
}
// Check if we should enable GL_EXT_texture_filter_anisotropic.
if (extensions.Contains("GL_EXT_texture_filter_anisotropic")) {
AddExtensionString("GL_EXT_texture_filter_anisotropic");
validators_.texture_parameter.AddValue(
GL_TEXTURE_MAX_ANISOTROPY_EXT);
validators_.g_l_state.AddValue(
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT);
}
// Check if we should support GL_OES_packed_depth_stencil and/or
// GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture.
//
// NOTE: GL_OES_depth_texture requires support for depth cubemaps.
// GL_ARB_depth_texture requires other features that
// GL_OES_packed_depth_stencil does not provide.
//
// Therefore we made up GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture.
//
// GL_GOOGLE_depth_texture is legacy. As we exposed it into NaCl we can't
// get rid of it.
//
bool enable_depth_texture = false;
if (!workarounds_.disable_depth_texture &&
(extensions.Contains("GL_ARB_depth_texture") ||
extensions.Contains("GL_OES_depth_texture") ||
extensions.Contains("GL_ANGLE_depth_texture") || is_es3)) {
enable_depth_texture = true;
feature_flags_.angle_depth_texture =
extensions.Contains("GL_ANGLE_depth_texture");
}
if (enable_depth_texture) {
AddExtensionString("GL_CHROMIUM_depth_texture");
AddExtensionString("GL_GOOGLE_depth_texture");
texture_format_validators_[GL_DEPTH_COMPONENT].AddValue(GL_UNSIGNED_SHORT);
texture_format_validators_[GL_DEPTH_COMPONENT].AddValue(GL_UNSIGNED_INT);
validators_.texture_internal_format.AddValue(GL_DEPTH_COMPONENT);
validators_.texture_format.AddValue(GL_DEPTH_COMPONENT);
validators_.pixel_type.AddValue(GL_UNSIGNED_SHORT);
validators_.pixel_type.AddValue(GL_UNSIGNED_INT);
}
if (extensions.Contains("GL_EXT_packed_depth_stencil") ||
extensions.Contains("GL_OES_packed_depth_stencil") || is_es3) {
AddExtensionString("GL_OES_packed_depth_stencil");
feature_flags_.packed_depth24_stencil8 = true;
if (enable_depth_texture) {
texture_format_validators_[GL_DEPTH_STENCIL]
.AddValue(GL_UNSIGNED_INT_24_8);
validators_.texture_internal_format.AddValue(GL_DEPTH_STENCIL);
validators_.texture_format.AddValue(GL_DEPTH_STENCIL);
validators_.pixel_type.AddValue(GL_UNSIGNED_INT_24_8);
}
validators_.render_buffer_format.AddValue(GL_DEPTH24_STENCIL8);
}
if (extensions.Contains("GL_OES_vertex_array_object") ||
extensions.Contains("GL_ARB_vertex_array_object") ||
extensions.Contains("GL_APPLE_vertex_array_object")) {
feature_flags_.native_vertex_array_object = true;
}
// If we're using client_side_arrays we have to emulate
// vertex array objects since vertex array objects do not work
// with client side arrays.
if (workarounds_.use_client_side_arrays_for_stream_buffers) {
feature_flags_.native_vertex_array_object = false;
}
if (extensions.Contains("GL_OES_element_index_uint") ||
gfx::HasDesktopGLFeatures()) {
AddExtensionString("GL_OES_element_index_uint");
validators_.index_type.AddValue(GL_UNSIGNED_INT);
}
bool enable_texture_format_bgra8888 = false;
bool enable_read_format_bgra = false;
bool enable_render_buffer_bgra = false;
// Check if we should allow GL_EXT_texture_format_BGRA8888
if (extensions.Contains("GL_EXT_texture_format_BGRA8888") ||
extensions.Contains("GL_APPLE_texture_format_BGRA8888") ||
extensions.Contains("GL_EXT_bgra")) {
enable_texture_format_bgra8888 = true;
}
if (extensions.Contains("GL_EXT_bgra")) {
enable_render_buffer_bgra = true;
}
if (extensions.Contains("GL_EXT_read_format_bgra") ||
extensions.Contains("GL_EXT_bgra")) {
enable_read_format_bgra = true;
}
if (enable_texture_format_bgra8888) {
feature_flags_.ext_texture_format_bgra8888 = true;
AddExtensionString("GL_EXT_texture_format_BGRA8888");
texture_format_validators_[GL_BGRA_EXT].AddValue(GL_UNSIGNED_BYTE);
validators_.texture_internal_format.AddValue(GL_BGRA_EXT);
validators_.texture_format.AddValue(GL_BGRA_EXT);
}
if (enable_read_format_bgra) {
AddExtensionString("GL_EXT_read_format_bgra");
validators_.read_pixel_format.AddValue(GL_BGRA_EXT);
}
if (enable_render_buffer_bgra) {
AddExtensionString("GL_CHROMIUM_renderbuffer_format_BGRA8888");
validators_.render_buffer_format.AddValue(GL_BGRA8_EXT);
}
if (extensions.Contains("GL_OES_rgb8_rgba8") || gfx::HasDesktopGLFeatures()) {
AddExtensionString("GL_OES_rgb8_rgba8");
validators_.render_buffer_format.AddValue(GL_RGB8_OES);
validators_.render_buffer_format.AddValue(GL_RGBA8_OES);
}
// Check if we should allow GL_OES_texture_npot
if (extensions.Contains("GL_ARB_texture_non_power_of_two") ||
extensions.Contains("GL_OES_texture_npot")) {
AddExtensionString("GL_OES_texture_npot");
npot_ok = true;
}
// Check if we should allow GL_OES_texture_float, GL_OES_texture_half_float,
// GL_OES_texture_float_linear, GL_OES_texture_half_float_linear
bool enable_texture_float = false;
bool enable_texture_float_linear = false;
bool enable_texture_half_float = false;
bool enable_texture_half_float_linear = false;
bool may_enable_chromium_color_buffer_float = false;
if (extensions.Contains("GL_ARB_texture_float")) {
enable_texture_float = true;
enable_texture_float_linear = true;
enable_texture_half_float = true;
enable_texture_half_float_linear = true;
may_enable_chromium_color_buffer_float = true;
} else {
if (extensions.Contains("GL_OES_texture_float")) {
enable_texture_float = true;
if (extensions.Contains("GL_OES_texture_float_linear")) {
enable_texture_float_linear = true;
}
if ((is_es3 && extensions.Contains("GL_EXT_color_buffer_float")) ||
feature_flags_.is_angle) {
may_enable_chromium_color_buffer_float = true;
}
}
if (extensions.Contains("GL_OES_texture_half_float")) {
enable_texture_half_float = true;
if (extensions.Contains("GL_OES_texture_half_float_linear")) {
enable_texture_half_float_linear = true;
}
}
}
if (enable_texture_float) {
texture_format_validators_[GL_ALPHA].AddValue(GL_FLOAT);
texture_format_validators_[GL_RGB].AddValue(GL_FLOAT);
texture_format_validators_[GL_RGBA].AddValue(GL_FLOAT);
texture_format_validators_[GL_LUMINANCE].AddValue(GL_FLOAT);
texture_format_validators_[GL_LUMINANCE_ALPHA].AddValue(GL_FLOAT);
validators_.pixel_type.AddValue(GL_FLOAT);
validators_.read_pixel_type.AddValue(GL_FLOAT);
AddExtensionString("GL_OES_texture_float");
if (enable_texture_float_linear) {
AddExtensionString("GL_OES_texture_float_linear");
}
}
if (enable_texture_half_float) {
texture_format_validators_[GL_ALPHA].AddValue(GL_HALF_FLOAT_OES);
texture_format_validators_[GL_RGB].AddValue(GL_HALF_FLOAT_OES);
texture_format_validators_[GL_RGBA].AddValue(GL_HALF_FLOAT_OES);
texture_format_validators_[GL_LUMINANCE].AddValue(GL_HALF_FLOAT_OES);
texture_format_validators_[GL_LUMINANCE_ALPHA].AddValue(GL_HALF_FLOAT_OES);
validators_.pixel_type.AddValue(GL_HALF_FLOAT_OES);
validators_.read_pixel_type.AddValue(GL_HALF_FLOAT_OES);
AddExtensionString("GL_OES_texture_half_float");
if (enable_texture_half_float_linear) {
AddExtensionString("GL_OES_texture_half_float_linear");
}
}
if (may_enable_chromium_color_buffer_float) {
COMPILE_ASSERT(GL_RGBA32F_ARB == GL_RGBA32F &&
GL_RGBA32F_EXT == GL_RGBA32F &&
GL_RGB32F_ARB == GL_RGB32F &&
GL_RGB32F_EXT == GL_RGB32F,
sized_float_internal_format_variations_must_match);
// We don't check extension support beyond ARB_texture_float on desktop GL,
// and format support varies between GL configurations. For example, spec
// prior to OpenGL 3.0 mandates framebuffer support only for one
// implementation-chosen format, and ES3.0 EXT_color_buffer_float does not
// support rendering to RGB32F. Check for framebuffer completeness with
// formats that the extensions expose, and only enable an extension when a
// framebuffer created with its texture format is reported as complete.
GLint fb_binding = 0;
GLint tex_binding = 0;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fb_binding);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_binding);
GLuint tex_id = 0;
GLuint fb_id = 0;
GLsizei width = 16;
glGenTextures(1, &tex_id);
glGenFramebuffersEXT(1, &fb_id);
glBindTexture(GL_TEXTURE_2D, tex_id);
// Nearest filter needed for framebuffer completeness on some drivers.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, width, 0, GL_RGBA,
GL_FLOAT, NULL);
glBindFramebufferEXT(GL_FRAMEBUFFER, fb_id);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tex_id, 0);
GLenum statusRGBA = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, width, 0, GL_RGB,
GL_FLOAT, NULL);
GLenum statusRGB = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
glDeleteFramebuffersEXT(1, &fb_id);
glDeleteTextures(1, &tex_id);
glBindFramebufferEXT(GL_FRAMEBUFFER, static_cast<GLuint>(fb_binding));
glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(tex_binding));
DCHECK(glGetError() == GL_NO_ERROR);
if (statusRGBA == GL_FRAMEBUFFER_COMPLETE) {
validators_.texture_internal_format.AddValue(GL_RGBA32F);
feature_flags_.chromium_color_buffer_float_rgba = true;
AddExtensionString("GL_CHROMIUM_color_buffer_float_rgba");
}
if (statusRGB == GL_FRAMEBUFFER_COMPLETE) {
validators_.texture_internal_format.AddValue(GL_RGB32F);
feature_flags_.chromium_color_buffer_float_rgb = true;
AddExtensionString("GL_CHROMIUM_color_buffer_float_rgb");
}
}
// Check for multisample support
if (!workarounds_.disable_multisampling) {
bool ext_has_multisample =
extensions.Contains("GL_EXT_framebuffer_multisample") || is_es3;
if (feature_flags_.is_angle) {
ext_has_multisample |=
extensions.Contains("GL_ANGLE_framebuffer_multisample");
}
feature_flags_.use_core_framebuffer_multisample = is_es3;
if (ext_has_multisample) {
feature_flags_.chromium_framebuffer_multisample = true;
validators_.frame_buffer_target.AddValue(GL_READ_FRAMEBUFFER_EXT);
validators_.frame_buffer_target.AddValue(GL_DRAW_FRAMEBUFFER_EXT);
validators_.g_l_state.AddValue(GL_READ_FRAMEBUFFER_BINDING_EXT);
validators_.g_l_state.AddValue(GL_MAX_SAMPLES_EXT);
validators_.render_buffer_parameter.AddValue(GL_RENDERBUFFER_SAMPLES_EXT);
AddExtensionString("GL_CHROMIUM_framebuffer_multisample");
}
if (extensions.Contains("GL_EXT_multisampled_render_to_texture")) {
feature_flags_.multisampled_render_to_texture = true;
} else if (extensions.Contains("GL_IMG_multisampled_render_to_texture")) {
feature_flags_.multisampled_render_to_texture = true;
feature_flags_.use_img_for_multisampled_render_to_texture = true;
}
if (feature_flags_.multisampled_render_to_texture) {
validators_.render_buffer_parameter.AddValue(
GL_RENDERBUFFER_SAMPLES_EXT);
validators_.g_l_state.AddValue(GL_MAX_SAMPLES_EXT);
validators_.frame_buffer_parameter.AddValue(
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT);
AddExtensionString("GL_EXT_multisampled_render_to_texture");
}
}
if (extensions.Contains("GL_OES_depth24") || gfx::HasDesktopGLFeatures() ||
is_es3) {
AddExtensionString("GL_OES_depth24");
feature_flags_.oes_depth24 = true;
validators_.render_buffer_format.AddValue(GL_DEPTH_COMPONENT24);
}
if (!workarounds_.disable_oes_standard_derivatives &&
(extensions.Contains("GL_OES_standard_derivatives") ||
gfx::HasDesktopGLFeatures())) {
AddExtensionString("GL_OES_standard_derivatives");
feature_flags_.oes_standard_derivatives = true;
validators_.hint_target.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES);
validators_.g_l_state.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES);
}
if (extensions.Contains("GL_OES_EGL_image_external")) {
AddExtensionString("GL_OES_EGL_image_external");
feature_flags_.oes_egl_image_external = true;
validators_.texture_bind_target.AddValue(GL_TEXTURE_EXTERNAL_OES);
validators_.get_tex_param_target.AddValue(GL_TEXTURE_EXTERNAL_OES);
validators_.texture_parameter.AddValue(GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES);
validators_.g_l_state.AddValue(GL_TEXTURE_BINDING_EXTERNAL_OES);
}
if (extensions.Contains("GL_OES_compressed_ETC1_RGB8_texture")) {
AddExtensionString("GL_OES_compressed_ETC1_RGB8_texture");
feature_flags_.oes_compressed_etc1_rgb8_texture = true;
validators_.compressed_texture_format.AddValue(GL_ETC1_RGB8_OES);
}
if (extensions.Contains("GL_AMD_compressed_ATC_texture")) {
AddExtensionString("GL_AMD_compressed_ATC_texture");
validators_.compressed_texture_format.AddValue(
GL_ATC_RGB_AMD);
validators_.compressed_texture_format.AddValue(
GL_ATC_RGBA_EXPLICIT_ALPHA_AMD);
validators_.compressed_texture_format.AddValue(
GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD);
}
if (extensions.Contains("GL_IMG_texture_compression_pvrtc")) {
AddExtensionString("GL_IMG_texture_compression_pvrtc");
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG);
}
// Ideally we would only expose this extension on Mac OS X, to
// support GL_CHROMIUM_iosurface and the compositor. We don't want
// applications to start using it; they should use ordinary non-
// power-of-two textures. However, for unit testing purposes we
// expose it on all supported platforms.
if (extensions.Contains("GL_ARB_texture_rectangle")) {
AddExtensionString("GL_ARB_texture_rectangle");
feature_flags_.arb_texture_rectangle = true;
validators_.texture_bind_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
// For the moment we don't add this enum to the texture_target
// validator. This implies that the only way to get image data into a
// rectangular texture is via glTexImageIOSurface2DCHROMIUM, which is
// just fine since again we don't want applications depending on this
// extension.
validators_.get_tex_param_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
validators_.g_l_state.AddValue(GL_TEXTURE_BINDING_RECTANGLE_ARB);
}
#if defined(OS_MACOSX)
AddExtensionString("GL_CHROMIUM_iosurface");
#endif
// TODO(gman): Add support for these extensions.
// GL_OES_depth32
feature_flags_.enable_texture_float_linear |= enable_texture_float_linear;
feature_flags_.enable_texture_half_float_linear |=
enable_texture_half_float_linear;
feature_flags_.npot_ok |= npot_ok;
if (extensions.Contains("GL_ANGLE_pack_reverse_row_order")) {
AddExtensionString("GL_ANGLE_pack_reverse_row_order");
feature_flags_.angle_pack_reverse_row_order = true;
validators_.pixel_store.AddValue(GL_PACK_REVERSE_ROW_ORDER_ANGLE);
validators_.g_l_state.AddValue(GL_PACK_REVERSE_ROW_ORDER_ANGLE);
}
if (extensions.Contains("GL_ANGLE_texture_usage")) {
feature_flags_.angle_texture_usage = true;
AddExtensionString("GL_ANGLE_texture_usage");
validators_.texture_parameter.AddValue(GL_TEXTURE_USAGE_ANGLE);
}
if (extensions.Contains("GL_EXT_texture_storage")) {
feature_flags_.ext_texture_storage = true;
AddExtensionString("GL_EXT_texture_storage");
validators_.texture_parameter.AddValue(GL_TEXTURE_IMMUTABLE_FORMAT_EXT);
if (enable_texture_format_bgra8888)
validators_.texture_internal_format_storage.AddValue(GL_BGRA8_EXT);
if (enable_texture_float) {
validators_.texture_internal_format_storage.AddValue(GL_RGBA32F_EXT);
validators_.texture_internal_format_storage.AddValue(GL_RGB32F_EXT);
validators_.texture_internal_format_storage.AddValue(GL_ALPHA32F_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_LUMINANCE32F_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_LUMINANCE_ALPHA32F_EXT);
}
if (enable_texture_half_float) {
validators_.texture_internal_format_storage.AddValue(GL_RGBA16F_EXT);
validators_.texture_internal_format_storage.AddValue(GL_RGB16F_EXT);
validators_.texture_internal_format_storage.AddValue(GL_ALPHA16F_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_LUMINANCE16F_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_LUMINANCE_ALPHA16F_EXT);
}
}
bool have_ext_occlusion_query_boolean =
extensions.Contains("GL_EXT_occlusion_query_boolean");
bool have_arb_occlusion_query2 =
extensions.Contains("GL_ARB_occlusion_query2");
bool have_arb_occlusion_query =
extensions.Contains("GL_ARB_occlusion_query");
if (!workarounds_.disable_ext_occlusion_query &&
(have_ext_occlusion_query_boolean ||
have_arb_occlusion_query2 ||
have_arb_occlusion_query)) {
AddExtensionString("GL_EXT_occlusion_query_boolean");
feature_flags_.occlusion_query_boolean = true;
feature_flags_.use_arb_occlusion_query2_for_occlusion_query_boolean =
!have_ext_occlusion_query_boolean && have_arb_occlusion_query2;
feature_flags_.use_arb_occlusion_query_for_occlusion_query_boolean =
!have_ext_occlusion_query_boolean && have_arb_occlusion_query &&
!have_arb_occlusion_query2;
}
if (!workarounds_.disable_angle_instanced_arrays &&
(extensions.Contains("GL_ANGLE_instanced_arrays") ||
(extensions.Contains("GL_ARB_instanced_arrays") &&
extensions.Contains("GL_ARB_draw_instanced")) ||
is_es3)) {
AddExtensionString("GL_ANGLE_instanced_arrays");
feature_flags_.angle_instanced_arrays = true;
validators_.vertex_attribute.AddValue(GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
}
if (!workarounds_.disable_ext_draw_buffers &&
(extensions.Contains("GL_ARB_draw_buffers") ||
extensions.Contains("GL_EXT_draw_buffers"))) {
AddExtensionString("GL_EXT_draw_buffers");
feature_flags_.ext_draw_buffers = true;
GLint max_color_attachments = 0;
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &max_color_attachments);
for (GLenum i = GL_COLOR_ATTACHMENT1_EXT;
i < static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + max_color_attachments);
++i) {
validators_.attachment.AddValue(i);
}
validators_.g_l_state.AddValue(GL_MAX_COLOR_ATTACHMENTS_EXT);
validators_.g_l_state.AddValue(GL_MAX_DRAW_BUFFERS_ARB);
GLint max_draw_buffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_draw_buffers);
for (GLenum i = GL_DRAW_BUFFER0_ARB;
i < static_cast<GLenum>(GL_DRAW_BUFFER0_ARB + max_draw_buffers);
++i) {
validators_.g_l_state.AddValue(i);
}
}
if (extensions.Contains("GL_EXT_blend_minmax") ||
gfx::HasDesktopGLFeatures()) {
AddExtensionString("GL_EXT_blend_minmax");
validators_.equation.AddValue(GL_MIN_EXT);
validators_.equation.AddValue(GL_MAX_EXT);
}
if (extensions.Contains("GL_EXT_frag_depth") || gfx::HasDesktopGLFeatures()) {
AddExtensionString("GL_EXT_frag_depth");
feature_flags_.ext_frag_depth = true;
}
if (extensions.Contains("GL_EXT_shader_texture_lod") ||
gfx::HasDesktopGLFeatures()) {
AddExtensionString("GL_EXT_shader_texture_lod");
feature_flags_.ext_shader_texture_lod = true;
}
#if !defined(OS_MACOSX)
if (workarounds_.disable_egl_khr_fence_sync) {
gfx::g_driver_egl.ext.b_EGL_KHR_fence_sync = false;
}
#endif
if (workarounds_.disable_arb_sync)
gfx::g_driver_gl.ext.b_GL_ARB_sync = false;
bool ui_gl_fence_works = gfx::GLFence::IsSupported();
UMA_HISTOGRAM_BOOLEAN("GPU.FenceSupport", ui_gl_fence_works);
feature_flags_.map_buffer_range =
is_es3 || extensions.Contains("GL_ARB_map_buffer_range");
// Really it's part of core OpenGL 2.1 and up, but let's assume the
// extension is still advertised.
bool has_pixel_buffers =
is_es3 || extensions.Contains("GL_ARB_pixel_buffer_object");
// We will use either glMapBuffer() or glMapBufferRange() for async readbacks.
if (has_pixel_buffers && ui_gl_fence_works &&
!workarounds_.disable_async_readpixels) {
feature_flags_.use_async_readpixels = true;
}
if (is_es3 || extensions.Contains("GL_ARB_sampler_objects")) {
feature_flags_.enable_samplers = true;
// TODO(dsinclair): Add AddExtensionString("GL_CHROMIUM_sampler_objects")
// when available.
}
if ((is_es3 || extensions.Contains("GL_EXT_discard_framebuffer")) &&
!workarounds_.disable_ext_discard_framebuffer) {
// DiscardFramebufferEXT is automatically bound to InvalidateFramebuffer.
AddExtensionString("GL_EXT_discard_framebuffer");
feature_flags_.ext_discard_framebuffer = true;
}
if (ui_gl_fence_works) {
AddExtensionString("GL_CHROMIUM_sync_query");
feature_flags_.chromium_sync_query = true;
}
}
void FeatureInfo::AddExtensionString(const std::string& str) {
size_t pos = extensions_.find(str);
while (pos != std::string::npos &&
pos + str.length() < extensions_.length() &&
extensions_.substr(pos + str.length(), 1) != " ") {
// This extension name is a substring of another.
pos = extensions_.find(str, pos + str.length());
}
if (pos == std::string::npos) {
extensions_ += (extensions_.empty() ? "" : " ") + str;
}
}
FeatureInfo::~FeatureInfo() {
}
} // namespace gles2
} // namespace gpu