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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 <string>
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#include <vector>
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#include <Corrade/Utility/DebugStl.h>
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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(CORRADE_TARGET_APPLE) && !defined(CORRADE_TARGET_IOS)
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/* Calling glBufferData(), glMapBuffer(), glMapBufferRange() or glUnmapBuffer()
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on ANY buffer when ANY buffer is attached to a currently bound
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GL_TEXTURE_BUFFER crashes in gleUpdateCtxDirtyStateForBufStampChange deep
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inside Apple's GLengine. This can be worked around by unbinding all buffer
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textures before attempting to do such operation.
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A previous iteration of this workaround was to remember if a buffer is
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attached to a buffer texture, temporarily detaching it, calling given
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data-modifying API and then attaching it back with the same parameters.
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Unfortunately we also had to cache the internal texture format, as
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GL_TEXTURE_INTERNAL_FORMAT query is broken for buffer textures as well,
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returning always GL_R8 (the spec-mandated default). "Fortunately" macOS
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doesn't support ARB_texture_buffer_range so we didn't need to store also
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offset/size, only texture ID and its internal format, wasting 8 bytes per
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Buffer instance. HOWEVER, then we discovered this is not enough and also
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completely unrelated buffers suffer from the same crash. Fixing that
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properly in a similar manner would mean going through all live buffer
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texture instances and temporarily detaching their buffer when doing *any*
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data modification on *any* buffer, which would have extreme perf
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implications. So FORTUNATELY unbinding the textures worked around this too,
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and is a much nicer workaround after all. */
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"apple-buffer-texture-unbind-on-buffer-modify",
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#endif
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#if defined(CORRADE_TARGET_ANDROID) && defined(MAGNUM_TARGET_GLES)
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/* glBeginQuery() with GL_TIME_ELAPSED causes a GL_OUT_OF_MEMORY error when
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running from the Android shell (through ADB). No such error happens in an
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APK. Detecting using the $SHELL environment variable and disabling
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GL_EXT_disjoint_timer_query in that case. */
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"arm-mali-timer-queries-oom-in-shell",
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#endif
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#if !defined(MAGNUM_TARGET_GLES) && defined(CORRADE_TARGET_WINDOWS)
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/* ARB_direct_state_access on AMD Windows drivers has broken
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glTextureSubImage3D() / glGetTextureImage() on cube map textures (but not
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cube map arrays), always failing with erros like
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`glTextureSubImage3D has generated an error (GL_INVALID_VALUE)` if Z size or
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offset is larger than 1. Working around that by up/downloading
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slice-by-slice using non-DSA APIs, similarly to the
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svga3d-texture-upload-slice-by-slice workaround. The compressed image up/
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download is affected as well, but we lack APIs for easy format-dependent
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slicing and offset calculation, so those currently still fail. */
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"amd-windows-cubemap-image3d-slice-by-slice",
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/* AMD Windows drivers have broken the DSA glCopyTextureSubImage3D(), returning
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GL_INVALID_VALUE. The non-DSA code path works. */
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"amd-windows-broken-dsa-cubemap-copy",
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/* AMD Windows glCreateQueries() works for everything except
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GL_TRANSFORM_FEEDBACK_[STREAM_]OVERFLOW, probably they just forgot to adapt
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it to this new GL 4.6 addition. Calling the non-DSA code path in that case
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instead. */
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"amd-windows-dsa-createquery-except-xfb-overflow",
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#endif
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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 proprietary
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drivers on Linux/Windows and Intel drivers on Windows causes the context to
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be forced to given version instead of 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 GLSL
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even though the extension (e.g. binding keyword) is not 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 as
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[1, 7], but setting wide line width fails. According to the specs the max
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value on forward compatible contexts should be 1.0, so 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 make a
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copy of its char* arguments so it fails at link time when the original char
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arrays are not in scope anymore. Enabling *synchronous* debug output
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circumvents this bug. Can be triggered by running TransformFeedbackGLTest
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with GL_KHR_debug extension 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 1.30 on
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NVidia and 1.40 on macOS. Everything is fine when using a newer GLSL
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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 format
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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 cubemaps
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based on whether the texture is immutable or not and not based on whether
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I'm querying all faces (ARB_DSA) or a single face (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 cube map
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image when querying all six slices using the 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, so it needs
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to be worked around by asking for GL_ARB_compatibility */
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"nv-zero-context-profile-mask",
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/* (Headless) EGL contexts for desktop GL on NVidia 384 and 390 drivers don't
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have correct statically linked GL 1.0 and 1.1 functions (such as
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glGetString()) and one has to retrieve them explicitly using
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eglGetProcAddress(). Doesn't seem to happen on pre-384 and 396, but it's not
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possible to get driver version through EGL, so enabling this unconditionally
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on all EGL NV contexts. */
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"nv-egl-incorrect-gl11-function-pointers",
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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 vertex
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buffer memory is initialized using glNamedBufferData() from ARB_DSA. Using
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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(), leading
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to memory corruption on client machines. That's nasty, so the whole
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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 arrays, 2D
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arrays, 3D textures and cube map textures where it uploads just the first
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slice in the last dimension. This is only with copies from host memory, not
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with buffer images. Seems to be fixed in Mesa 13, but I have no such system
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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 strings
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when running on Emscripten with -s USE_PTHREADS=1. Working around that by
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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 context
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creation with EGL_BAD_ATTRIBUTE. Not sending the flags then. Relevant code:
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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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#if defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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/* SwiftShader 4.1.0 on ES2 contexts reports GL_ANGLE_instanced_arrays and
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GL_EXT_instanced_arrays but has no glDrawArraysInstancedANGLE /
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glDrawArraysInstancedEXT nor glDrawElementsInstancedANGLE /
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glDrawElementsInstancedEXT entrypoints, only the unsuffixed versions for
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ES3. OTOH, glVertexAttribDivisor is there for both ANGLE and EXT. Relevant
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code: https://github.com/google/swiftshader/blob/ad5c2952ca88730c07e04f6f1566194b66860c26/src/OpenGL/libGLESv2/libGLESv2.cpp#L6352-L6357
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Disabling the two extensions on ES2 contexts to avoid nullptr crashes. */
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"swiftshader-no-es2-draw-instanced-entrypoints",
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/* SwiftShader 4.1.0 on ES2 contexts reports GL_OES_texture_3D but from all its
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entrypoints only glTexImage3DOES is present, all others are present only in
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the ES3 unsuffixed versions. Relevant code:
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https://github.com/google/swiftshader/blob/ad5c2952ca88730c07e04f6f1566194b66860c26/src/OpenGL/libGLESv2/libGLESv2.cpp#L6504
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Disabling the extension on ES2 contexts to avoid nullptr crashes. */
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"swiftshader-no-es2-oes-texture-3d-entrypoints",
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#endif
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#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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/* SwiftShader 4.1.0 has special handling for binding buffers to the transform
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feedback target, requiring an XFB object to be active when a buffer is bound
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to GL_TRANSFORM_FEEDBACK_BUFFER and ignoring the glBindBuffer() call
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otherwise. No other driver does that. As a workaround, setting
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Buffer::TargetHint::TransformFeedback will make it use
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Buffer::TargetHint::Array instead, as that works okay. */
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"swiftshader-broken-xfb-buffer-binding-target",
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/* SwiftShader 4.1.0 does implement gl_VertexID for ES3 contexts, but in
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practice it doesn't work, returning a constant value. In order to make this
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easier to check, there's a dummy MAGNUM_shader_vertex_id extension that's
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defined on all GL 3.0+ and GLES 3.0+ / WebGL 2+ contexts *except* for
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SwiftShader. */
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"swiftshader-broken-shader-vertex-id",
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#endif
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#ifndef MAGNUM_TARGET_GLES
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/* Even with the DSA variant, where GL_IMPLEMENTATION_COLOR_READ_* is passed to
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glGetNamedFramebufferParameter(), Mesa complains that the framebuffer is not
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bound for reading. Relevant code:
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https://github.com/mesa3d/mesa/blob/212c0c630a849e4737e2808a993d708cbb2f18f7/src/mesa/main/framebuffer.c#L841-L843
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Workaround is to explicitly bind the framebuffer for reading. */
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"mesa-implementation-color-read-format-dsa-explicit-binding",
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#endif
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#if !defined(MAGNUM_TARGET_GLES2) && defined(CORRADE_TARGET_WINDOWS)
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/* Intel drivers on Windows return GL_UNSIGNED_BYTE for *both*
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GL_IMPLEMENTATION_COLOR_READ_FORMAT and _TYPE when using either
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glGetNamedFramebufferParameter() or glGetFramebufferParameter(),
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independently on what's the actual framebuffer format. Using glGetInteger()
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makes it return GL_RGBA and GL_UNSIGNED_BYTE for RGBA8 framebuffers, and
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cause an "Error has been generated. GL error GL_INVALID_OPERATION in
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GetIntegerv: (ID: 2576729458) Generic error" when it is not. Since
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glGetInteger() is actually able to return a correct value in *one
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circumstance*, it's preferrable to the other random shit the driver is
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doing. */
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"intel-windows-implementation-color-read-format-completely-broken",
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#endif
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#if !defined(MAGNUM_TARGET_GLES) && defined(CORRADE_TARGET_WINDOWS)
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/* Intel drivers on Windows have some synchronization / memory alignment bug in
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the DSA glNamedBufferData() when the same buffer is set as an index buffer
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to a mesh right after or repeatedly. Calling glBindBuffer() right before or
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after the data upload fixes the issue. The above is reproducible with the
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2019.01 ImGui example, and used to be worked around in a more hopeful way.
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However, the reports about things going *bad* in heavier ImGui-based apps
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didn't stop with that and none of my tests were able to reproduce anything.
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Since I lost patience already, I'm disabling the DSA code paths for
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everything related to buffers. (Two weeks pass.) But wait! while that fixed
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all issues for *some* users, it made things completely broken elsewhere,
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causing an app to render just a clear color and nothing else. The cancer
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|
|
|
apparently spread further, so I'm disabling all VAO-related DSA code paths
|
|
|
|
|
as well now. Workarounds listed separately, in case someone might want to
|
|
|
|
|
dig further or experience the misery of only one of them being active.
|
|
|
|
|
|
|
|
|
|
To save you time experimenting:
|
|
|
|
|
|
|
|
|
|
- (Epilepsy warning!) With the former disabled and no matter whether the
|
|
|
|
|
second is disabled or not, the ImGui example (or any other ImGui-based
|
|
|
|
|
app, really), the screen will start flickering heavily under *some*
|
|
|
|
|
circumstances. This is known since drivers 24 at least.
|
|
|
|
|
- With the former enabled and the second disabled, you might either
|
|
|
|
|
experience a total doom, where just the framebuffer clear color is
|
|
|
|
|
visible, or your app is totally fine. This is reproducible with drivers 25
|
|
|
|
|
or 26 at least. Note that modifying the code to enable this workaround on
|
|
|
|
|
other drivers (AMD on Windows, e.g.) doesn't break anything, so it's not
|
|
|
|
|
like the workaround would be incomplete with some code paths still relying
|
|
|
|
|
on DSA that's not there. It's clearly Intel drivers fault.
|
|
|
|
|
- With both enabled, things seem to be fine, and I hope it stays that way
|
|
|
|
|
also for future driver updates. */
|
|
|
|
|
"intel-windows-crazy-broken-buffer-dsa",
|
|
|
|
|
"intel-windows-crazy-broken-vao-dsa",
|
|
|
|
|
|
|
|
|
|
/* ARB_direct_state_access implementation on Intel Windows drivers has broken
|
|
|
|
|
*everything* related to cube map textures (but not cube map arrays) -- data
|
|
|
|
|
upload, data queries, framebuffer attachment, framebuffer copies, all
|
|
|
|
|
complaining about "Wrong <func> 6 provided for <target> 34067" and similar
|
|
|
|
|
(GL_TEXTURE_CUBE_MAP is 34067). Using the non-DSA code paths as a
|
|
|
|
|
workaround (for the 3D image up/download as well). */
|
|
|
|
|
"intel-windows-broken-dsa-for-cubemaps",
|
|
|
|
|
|
|
|
|
|
/* DSA glBindTextureUnit() on Intel Windows drivers simply doesn't work when
|
|
|
|
|
passing 0 to it. Non-zero IDs work correctly except for cube maps. Using the
|
|
|
|
|
non-DSA code path for unbinding and cube maps as a workaround. */
|
|
|
|
|
"intel-windows-half-baked-dsa-texture-bind",
|
|
|
|
|
|
|
|
|
|
/* DSA glNamedFramebufferTexture() on Intel Windows drivers doesn't work for
|
|
|
|
|
layered cube map array attachments. Non-layered or non-array cube map
|
|
|
|
|
attachment works. Using the non-DSA code path as a workaround. */
|
|
|
|
|
"intel-windows-broken-dsa-layered-cubemap-array-framebuffer-attachment",
|
|
|
|
|
|
|
|
|
|
/* DSA glClearNamedFramebuffer*() on Intel Windows drivers doesn't do anything.
|
|
|
|
|
Using the non-DSA code path as a workaournd. */
|
|
|
|
|
"intel-windows-broken-dsa-framebuffer-clear",
|
|
|
|
|
|
|
|
|
|
/* Using DSA glCreateQueries() on Intel Windows drivers breaks
|
|
|
|
|
glBeginQueryIndexed(). Using the non-DSA glGenQueries() instead makes it
|
|
|
|
|
work properly. See TransformFeedbackGLTest for a test. */
|
|
|
|
|
"intel-windows-broken-dsa-indexed-queries",
|
|
|
|
|
|
|
|
|
|
/* DSA-ified "vertex layout" glVertexArrayAttribIFormat() is broken when
|
|
|
|
|
passing shorts instead of full 32bit ints. Using the old-style
|
|
|
|
|
glVertexAttribIPointer() works correctly. No idea if the non-DSA
|
|
|
|
|
glVertexAttribIFormat() works or not. A test that triggers this issue is in
|
|
|
|
|
MeshGLTest::addVertexBufferIntWithShort(). */
|
|
|
|
|
"intel-windows-broken-dsa-integer-vertex-attributes",
|
|
|
|
|
|
|
|
|
|
/* When using more than just a vertex and fragment shader (geometry shader,
|
|
|
|
|
e.g.), ARB_explicit_uniform_location on Intel silently uses wrong
|
|
|
|
|
locations, blowing up with either a non-descript
|
|
|
|
|
Error has been generated. GL error GL_INVALID_OPERATION in ProgramUniformMatrix4fv: (ID: 2052228270) Generic error
|
|
|
|
|
or, if you are lucky, a highly-cryptic-but-still-better-than-nothing
|
|
|
|
|
Error has been generated. GL error GL_INVALID_OPERATION in ProgramUniform4fv: (ID: 1725519030) GL error GL_INVALID_OPERATION: mismatched type setting uniform of location "3" in program 1, "" using shaders, 2, "", 3, "", 8, ""
|
|
|
|
|
*unless* you have vertex uniform locations first, fragment locations second
|
|
|
|
|
and geometry locations last. Not sure about the other stages. Note that this
|
|
|
|
|
workaround doesn't actually do anything, it's just printed as a heads-up
|
|
|
|
|
for the sleepless nights debugging issues that happen only on Intel. */
|
|
|
|
|
"intel-windows-explicit-uniform-location-is-less-explicit-than-you-hoped",
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/* NVidia seems to be returning values for the default framebuffer when
|
|
|
|
|
GL_IMPLEMENTATION_COLOR_READ_FORMAT and _TYPE is queried using
|
|
|
|
|
glGetNamedFramebufferParameter(). Using either glGetInteger() or
|
|
|
|
|
glGetFramebufferParameter() works correctly. */
|
|
|
|
|
"nv-implementation-color-read-format-dsa-broken",
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/* ApiTrace needs an explicit initial glViewport() call to initialize its
|
|
|
|
|
framebuffer size, otherwise it assumes it's zero-sized. */
|
|
|
|
|
"apitrace-zero-initial-viewport",
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#if defined(MAGNUM_TARGET_WEBGL) && !defined(MAGNUM_TARGET_GLES2)
|
|
|
|
|
/* While the EXT_disjoint_timer_query extension should be only on WebGL 1 and
|
|
|
|
|
EXT_disjoint_timer_query_webgl2 only on WebGL 2, Firefox reports
|
|
|
|
|
EXT_disjoint_timer_query on both. The entry points work correctly however,
|
|
|
|
|
so this workaround makes Magnum pretend EXT_disjoint_timer_query_webgl2 is
|
|
|
|
|
available when it detects EXT_disjoint_timer_query on WebGL 2 builds on
|
|
|
|
|
Firefox. See also https://bugzilla.mozilla.org/show_bug.cgi?id=1328882,
|
|
|
|
|
https://www.khronos.org/webgl/public-mailing-list/public_webgl/1705/msg00015.php
|
|
|
|
|
and https://github.com/emscripten-core/emscripten/pull/9652 for the
|
|
|
|
|
Emscripten-side part of this workaround. */
|
|
|
|
|
"firefox-fake-disjoint-timer-query-webgl2",
|
|
|
|
|
#endif
|
|
|
|
|
/* [workarounds] */
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
namespace Implementation {
|
|
|
|
|
|
|
|
|
|
/* Used in Shader.cpp (duh) */
|
|
|
|
|
bool isShaderCompilationLogEmpty(const std::string&);
|
|
|
|
|
bool isShaderCompilationLogEmpty(const std::string& result) {
|
|
|
|
|
#if defined(CORRADE_TARGET_WINDOWS) && !defined(MAGNUM_TARGET_GLES)
|
|
|
|
|
/* Intel Windows drivers are too chatty */
|
|
|
|
|
if((Context::current().detectedDriver() & Context::DetectedDriver::IntelWindows) && result == "No errors.\n")
|
|
|
|
|
return true;
|
|
|
|
|
#else
|
|
|
|
|
static_cast<void>(result);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Used in AbstractShaderProgram.cpp (duh) */
|
|
|
|
|
bool isProgramLinkLogEmpty(const std::string&);
|
|
|
|
|
bool isProgramLinkLogEmpty(const std::string& result) {
|
|
|
|
|
#if defined(CORRADE_TARGET_WINDOWS) && !defined(MAGNUM_TARGET_GLES)
|
|
|
|
|
/* Intel Windows drivers are too chatty */
|
|
|
|
|
if((Context::current().detectedDriver() & Context::DetectedDriver::IntelWindows) && result == "No errors.\n")
|
|
|
|
|
return true;
|
|
|
|
|
#else
|
|
|
|
|
static_cast<void>(result);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto Context::detectedDriver() -> DetectedDrivers {
|
|
|
|
|
if(_detectedDrivers) return *_detectedDrivers;
|
|
|
|
|
|
|
|
|
|
_detectedDrivers = DetectedDrivers{};
|
|
|
|
|
|
|
|
|
|
const std::string renderer = rendererString();
|
|
|
|
|
const std::string vendor = vendorString();
|
|
|
|
|
const std::string version = versionString();
|
|
|
|
|
|
|
|
|
|
/* Apple has its own drivers */
|
|
|
|
|
#if !defined(CORRADE_TARGET_APPLE) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
|
|
/* AMD binary desktop drivers */
|
|
|
|
|
if(vendor.find("ATI Technologies Inc.") != std::string::npos)
|
|
|
|
|
return *_detectedDrivers |= DetectedDriver::Amd;
|
|
|
|
|
|
|
|
|
|
#ifdef CORRADE_TARGET_WINDOWS
|
|
|
|
|
/* Intel Windows drivers */
|
|
|
|
|
if(vendor.find("Intel") != std::string::npos)
|
|
|
|
|
return *_detectedDrivers |= DetectedDriver::IntelWindows;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/* Mesa drivers */
|
|
|
|
|
if(version.find("Mesa") != std::string::npos) {
|
|
|
|
|
*_detectedDrivers |= DetectedDriver::Mesa;
|
|
|
|
|
|
|
|
|
|
if(renderer.find("SVGA3D") != std::string::npos)
|
|
|
|
|
*_detectedDrivers |= DetectedDriver::Svga3D;
|
|
|
|
|
|
|
|
|
|
return *_detectedDrivers;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(vendor.find("NVIDIA Corporation") != std::string::npos)
|
|
|
|
|
return *_detectedDrivers |= DetectedDriver::NVidia;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/** @todo there is also D3D9/D3D11 distinction on webglreport.com, is it useful? */
|
|
|
|
|
#ifdef MAGNUM_TARGET_GLES
|
|
|
|
|
/* ANGLE. Can detect easily on ES, have to resort to hacks on WebGL.
|
|
|
|
|
Sources: http://stackoverflow.com/a/20149090 + http://webglreport.com */
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
if(renderer.find("ANGLE") != std::string::npos)
|
|
|
|
|
return *_detectedDrivers |= DetectedDriver::Angle;
|
|
|
|
|
#else
|
|
|
|
|
{
|
|
|
|
|
Range1Di range;
|
|
|
|
|
glGetIntegerv(GL_ALIASED_LINE_WIDTH_RANGE, range.data());
|
|
|
|
|
if(range.min() == 1 && range.max() == 1 && vendor != "Internet Explorer")
|
|
|
|
|
return *_detectedDrivers |= DetectedDriver::Angle;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
/* SwiftShader */
|
|
|
|
|
if(renderer.find("SwiftShader") != std::string::npos)
|
|
|
|
|
return *_detectedDrivers |= DetectedDriver::SwiftShader;
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifdef CORRADE_TARGET_ANDROID
|
|
|
|
|
if(vendor.find("ARM") != std::string::npos && renderer.find("Mali") != std::string::npos)
|
|
|
|
|
return *_detectedDrivers |= DetectedDriver::ArmMali;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
return *_detectedDrivers;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Context::disableDriverWorkaround(const std::string& workaround) {
|
|
|
|
|
/* Ignore unknown workarounds */
|
|
|
|
|
if(std::find(KnownWorkarounds.begin(), KnownWorkarounds.end(), workaround) == KnownWorkarounds.end()) {
|
|
|
|
|
Warning() << "Unknown workaround" << workaround;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
_driverWorkarounds.emplace_back(workaround, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Context::isDriverWorkaroundDisabled(const char* workaround) {
|
|
|
|
|
CORRADE_INTERNAL_ASSERT(std::find(KnownWorkarounds.begin(), KnownWorkarounds.end(), workaround) != KnownWorkarounds.end());
|
|
|
|
|
|
|
|
|
|
/* If the workaround was already asked for or disabled, return its state,
|
|
|
|
|
otherwise add it to the list as used one */
|
|
|
|
|
for(const auto& i: _driverWorkarounds)
|
|
|
|
|
if(i.first == workaround) return i.second;
|
|
|
|
|
_driverWorkarounds.emplace_back(workaround, false);
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Context::setupDriverWorkarounds() {
|
|
|
|
|
#define _setRequiredVersion(extension, version) \
|
|
|
|
|
if(_extensionRequiredVersion[Extensions::extension::Index] < Version::version) \
|
|
|
|
|
_extensionRequiredVersion[Extensions::extension::Index] = Version::version
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
if(!isDriverWorkaroundDisabled("no-layout-qualifiers-on-old-glsl")) {
|
|
|
|
|
_setRequiredVersion(ARB::explicit_attrib_location, GL320);
|
|
|
|
|
_setRequiredVersion(ARB::explicit_uniform_location, GL320);
|
|
|
|
|
_setRequiredVersion(ARB::shading_language_420pack, GL320);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef CORRADE_TARGET_WINDOWS
|
|
|
|
|
if((detectedDriver() & DetectedDriver::IntelWindows) && !isExtensionSupported<Extensions::ARB::shading_language_420pack>() && !isDriverWorkaroundDisabled("intel-windows-glsl-exposes-unsupported-shading-language-420pack"))
|
|
|
|
|
_setRequiredVersion(ARB::shading_language_420pack, None);
|
|
|
|
|
|
|
|
|
|
if((detectedDriver() & DetectedDriver::IntelWindows) && isExtensionSupported<Extensions::ARB::explicit_uniform_location>() && !isDriverWorkaroundDisabled("intel-windows-explicit-uniform-location-is-less-explicit-than-you-hoped")) {
|
|
|
|
|
/* Just to have it printed in the log. Ideal would be to have this
|
|
|
|
|
covered with a minimal repro case but I have better things to do
|
|
|
|
|
in my life. */
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
if((detectedDriver() & DetectedDriver::Svga3D) &&
|
|
|
|
|
isExtensionSupported<Extensions::ARB::get_texture_sub_image>() &&
|
|
|
|
|
!isDriverWorkaroundDisabled("svga3d-gettexsubimage-oob-write"))
|
|
|
|
|
_setRequiredVersion(ARB::get_texture_sub_image, None);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#if defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
|
|
if(detectedDriver() & Context::DetectedDriver::SwiftShader) {
|
|
|
|
|
if((isExtensionSupported<Extensions::ANGLE::instanced_arrays>() ||
|
|
|
|
|
isExtensionSupported<Extensions::EXT::instanced_arrays>()) &&
|
|
|
|
|
!isDriverWorkaroundDisabled("swiftshader-no-es2-draw-instanced-entrypoints")) {
|
|
|
|
|
_setRequiredVersion(ANGLE::instanced_arrays, None);
|
|
|
|
|
_setRequiredVersion(EXT::instanced_arrays, None);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(isExtensionSupported<Extensions::OES::texture_3D>() &&
|
|
|
|
|
!isDriverWorkaroundDisabled("swiftshader-no-es2-oes-texture-3d-entrypoints"))
|
|
|
|
|
_setRequiredVersion(OES::texture_3D, None);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
|
|
if((detectedDriver() & Context::DetectedDriver::SwiftShader) &&
|
|
|
|
|
!isDriverWorkaroundDisabled("swiftshader-broken-shader-vertex-id"))
|
|
|
|
|
_setRequiredVersion(MAGNUM::shader_vertex_id, None);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#if defined(CORRADE_TARGET_ANDROID) && defined(MAGNUM_TARGET_GLES)
|
|
|
|
|
if((detectedDriver() & Context::DetectedDriver::ArmMali) &&
|
|
|
|
|
std::getenv("SHELL") && !isDriverWorkaroundDisabled("arm-mali-timer-queries-oom-in-shell"))
|
|
|
|
|
_setRequiredVersion(EXT::disjoint_timer_query, None);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#undef _setRequiredVersion
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
if(isExtensionSupported<Extensions::GREMEDY::string_marker>() &&
|
|
|
|
|
!isDriverWorkaroundDisabled("apitrace-zero-initial-viewport")) {
|
|
|
|
|
GLint viewport[4];
|
|
|
|
|
glGetIntegerv(GL_VIEWPORT, viewport);
|
|
|
|
|
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#if defined(MAGNUM_TARGET_WEBGL) && !defined(MAGNUM_TARGET_GLES2)
|
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if(rendererString() == "Mozilla") {
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for(const auto& extension: extensionStrings()) {
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if(extension == "GL_EXT_disjoint_timer_query" && !isDriverWorkaroundDisabled("firefox-fake-disjoint-timer-query-webgl2")) {
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_extensionStatus.set(Extensions::EXT::disjoint_timer_query_webgl2::Index, true);
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}
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}
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}
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#endif
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}
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}}
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