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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include <algorithm>
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#include "Magnum/GL/Context.h"
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#include "Magnum/GL/Extensions.h"
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#include "Magnum/Math/Range.h"
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namespace Magnum { namespace GL {
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namespace {
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/* Search the code for the following strings to see where they are implemented. */
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std::vector<std::string> KnownWorkarounds{
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/* [workarounds] */
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#if !defined(MAGNUM_TARGET_GLES) && !defined(CORRADE_TARGET_APPLE)
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/* Creating core context with specific version on AMD and NV
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proprietary drivers on Linux/Windows and Intel drivers on Windows
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causes the context to be forced to given version instead of
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selecting latest available version */
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"no-forward-compatible-core-context",
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#endif
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#if !defined(MAGNUM_TARGET_GLES) && defined(CORRADE_TARGET_WINDOWS)
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/* On Windows Intel drivers ARB_shading_language_420pack is exposed in
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GLSL even though the extension (e.g. binding keyword) is not
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supported */
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"intel-windows-glsl-exposes-unsupported-shading-language-420pack",
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#endif
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#ifndef MAGNUM_TARGET_GLES
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/* Forward-compatible GL contexts on Mesa still report line width range
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as [1, 7], but setting wide line width fails. According to the specs
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the max value on forward compatible contexts should be 1.0, so
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patching it. */
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"mesa-forward-compatible-line-width-range",
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#endif
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#if !defined(MAGNUM_TARGET_GLES2) && defined(CORRADE_TARGET_WINDOWS)
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/* On Windows NVidia drivers the glTransformFeedbackVaryings() does not
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make a copy of its char* arguments so it fails at link time when the
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original char arrays are not in scope anymore. Enabling
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*synchronous* debug output circumvents this bug. Can be triggered by
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running TransformFeedbackGLTest with GL_KHR_debug extension
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disabled. */
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"nv-windows-dangling-transform-feedback-varying-names",
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#endif
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#ifndef MAGNUM_TARGET_GLES
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/* Layout qualifier causes compiler error with GLSL 1.20 on Mesa, GLSL
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1.30 on NVidia and 1.40 on macOS. Everything is fine when using
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newer GLSL version. */
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"no-layout-qualifiers-on-old-glsl",
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/* NVidia drivers (358.16) report compressed block size from internal
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format query in bits instead of bytes */
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"nv-compressed-block-size-in-bits",
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/* NVidia drivers (358.16) report different compressed image size for
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cubemaps based on whether the texture is immutable or not and not
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based on whether I'm querying all faces (ARB_DSA) or a single face
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(non-DSA, EXT_DSA) */
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"nv-cubemap-inconsistent-compressed-image-size",
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/* NVidia drivers (358.16) return only the first slice of compressed
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cube map image when querying all six slice using ARB_DSA API */
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"nv-cubemap-broken-full-compressed-image-query",
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/* NVidia drivers return 0 when asked for GL_CONTEXT_PROFILE_MASK,
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so it needs to be worked around by asking for GL_ARB_compatibility */
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"nv-zero-context-profile-mask",
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#endif
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#ifndef MAGNUM_TARGET_GLES
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/* SVGA3D (VMware host GL driver) glDrawArrays() draws nothing when the
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vertex buffer memory is initialized using glNamedBufferData() from
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ARB_DSA. Using the non-DSA glBufferData() works. */
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"svga3d-broken-dsa-bufferdata",
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/* SVGA3D does out-of-bound writes in some cases of glGetTexSubImage(),
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leading to memory corruption on client machines. That's nasty, so the
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whole ARB_get_texture_sub_image is disabled. */
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"svga3d-gettexsubimage-oob-write",
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#endif
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/* SVGA3D has broken handling of glTex[ture][Sub]Image*D() for 1D
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arrays, 2D arrays, 3D textures and cube map textures where it
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uploads just the first slice in the last dimension. This is only
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with copies from host memory, not with buffer images. Seems to be
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fixed in Mesa 13, but I have no such system to verify that on.
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https://github.com/mesa3d/mesa/commit/2aa9ff0cda1f6ad97c83d5583fab7a84efabe19e */
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"svga3d-texture-upload-slice-by-slice",
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#if defined(CORRADE_TARGET_EMSCRIPTEN) && defined(__EMSCRIPTEN_PTHREADS__)
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/* Shader sources containing UTF-8 characters are converted to empty
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strings when running on Emscripten with -s USE_PTHREADS=1. Working
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around that by replacing all chars > 127 with spaces. Relevant code:
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https://github.com/kripken/emscripten/blob/7f89560101843198787530731f40a65288f6f15f/src/fetch-worker.js#L54-L58 */
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"emscripten-pthreads-broken-unicode-shader-sources",
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#endif
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#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
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/* Empty EGL_CONTEXT_FLAGS_KHR cause SwiftShader 3.3.0.1 to fail
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context creation with EGL_BAD_ATTRIBUTE. Not sending the flags then.
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Relevant code: https://github.com/google/swiftshader/blob/5fb5e817a20d3e60f29f7338493f922b5ac9d7c4/src/OpenGL/libEGL/libEGL.cpp#L794-L810 */
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"swiftshader-no-empty-egl-context-flags",
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/* SwiftShader 3.3.0.1 crashes deep inside eglMakeCurrent() when using
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EGL_NO_SURFACE. Supplying a 32x32 PBuffer to work around that. */
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"swiftshader-egl-context-needs-pbuffer",
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#endif
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/* [workarounds] */
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};
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}
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namespace Implementation {
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/* Used in Shader.cpp (duh) */
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bool isShaderCompilationLogEmpty(const std::string&);
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bool isShaderCompilationLogEmpty(const std::string& result) {
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#if defined(CORRADE_TARGET_WINDOWS) && !defined(MAGNUM_TARGET_GLES)
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/* Intel Windows drivers are too chatty */
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if((Context::current().detectedDriver() & Context::DetectedDriver::IntelWindows) && result == "No errors.\n")
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return true;
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#else
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static_cast<void>(result);
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#endif
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return false;
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}
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/* Used in AbstractShaderProgram.cpp (duh) */
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bool isProgramLinkLogEmpty(const std::string&);
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bool isProgramLinkLogEmpty(const std::string& result) {
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#if defined(CORRADE_TARGET_WINDOWS) && !defined(MAGNUM_TARGET_GLES)
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/* Intel Windows drivers are too chatty */
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if((Context::current().detectedDriver() & Context::DetectedDriver::IntelWindows) && result == "No errors.\n")
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return true;
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#else
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static_cast<void>(result);
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#endif
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return false;
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}
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}
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auto Context::detectedDriver() -> DetectedDrivers {
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if(_detectedDrivers) return *_detectedDrivers;
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_detectedDrivers = DetectedDrivers{};
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const std::string renderer = rendererString();
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const std::string vendor = vendorString();
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const std::string version = versionString();
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/* Apple has its own drivers */
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#if !defined(CORRADE_TARGET_APPLE) && !defined(MAGNUM_TARGET_WEBGL)
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/* AMD binary desktop drivers */
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if(vendor.find("ATI Technologies Inc.") != std::string::npos)
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return *_detectedDrivers |= DetectedDriver::Amd;
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#ifdef CORRADE_TARGET_WINDOWS
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/* Intel Windows drivers */
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if(vendor.find("Intel") != std::string::npos)
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return *_detectedDrivers |= DetectedDriver::IntelWindows;
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#endif
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/* Mesa drivers */
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if(version.find("Mesa") != std::string::npos) {
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*_detectedDrivers |= DetectedDriver::Mesa;
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if(renderer.find("SVGA3D") != std::string::npos)
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*_detectedDrivers |= DetectedDriver::Svga3D;
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return *_detectedDrivers;
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}
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if(vendor.find("NVIDIA Corporation") != std::string::npos)
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return *_detectedDrivers |= DetectedDriver::NVidia;
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#endif
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/** @todo there is also D3D9/D3D11 distinction on webglreport.com, is it useful? */
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#ifdef MAGNUM_TARGET_GLES
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/* OpenGL ES implementation using ANGLE. Taken from these sources:
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http://stackoverflow.com/a/20149090
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http://webglreport.com
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*/
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{
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Range1Di range;
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glGetIntegerv(GL_ALIASED_LINE_WIDTH_RANGE, range.data());
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if(range.min() == 1 && range.max() == 1 && vendor != "Internet Explorer")
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return *_detectedDrivers |= DetectedDriver::Angle;
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}
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#endif
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return *_detectedDrivers;
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}
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void Context::disableDriverWorkaround(const std::string& workaround) {
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/* Ignore unknown workarounds */
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if(std::find(KnownWorkarounds.begin(), KnownWorkarounds.end(), workaround) == KnownWorkarounds.end()) {
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Warning() << "Unknown workaround" << workaround;
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return;
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}
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_driverWorkarounds.emplace_back(workaround, true);
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}
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bool Context::isDriverWorkaroundDisabled(const std::string& workaround) {
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CORRADE_INTERNAL_ASSERT(std::find(KnownWorkarounds.begin(), KnownWorkarounds.end(), workaround) != KnownWorkarounds.end());
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/* If the workaround was already asked for or disabled, return its state,
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otherwise add it to the list as used one */
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for(const auto& i: _driverWorkarounds)
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if(i.first == workaround) return i.second;
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_driverWorkarounds.emplace_back(workaround, false);
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return false;
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}
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void Context::setupDriverWorkarounds() {
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#define _setRequiredVersion(extension, version) \
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if(_extensionRequiredVersion[Extensions::extension::Index] < Version::version) \
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_extensionRequiredVersion[Extensions::extension::Index] = Version::version
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#ifndef MAGNUM_TARGET_GLES
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#ifdef CORRADE_TARGET_WINDOWS
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if((detectedDriver() & DetectedDriver::IntelWindows) && !isExtensionSupported<Extensions::ARB::shading_language_420pack>() && !isDriverWorkaroundDisabled("intel-windows-glsl-exposes-unsupported-shading-language-420pack"))
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_setRequiredVersion(ARB::shading_language_420pack, None);
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#endif
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if(!isDriverWorkaroundDisabled("no-layout-qualifiers-on-old-glsl")) {
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_setRequiredVersion(ARB::explicit_attrib_location, GL320);
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_setRequiredVersion(ARB::explicit_uniform_location, GL320);
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_setRequiredVersion(ARB::shading_language_420pack, GL320);
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}
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#endif
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#ifndef MAGNUM_TARGET_GLES
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if((detectedDriver() & DetectedDriver::Svga3D) &&
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isExtensionSupported<Extensions::ARB::get_texture_sub_image>() &&
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!isDriverWorkaroundDisabled("svga3d-gettexsubimage-oob-write"))
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_setRequiredVersion(ARB::get_texture_sub_image, None);
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#endif
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#undef _setRequiredVersion
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}
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}}
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