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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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/* (Headless) EGL contexts for desktop GL on NVidia 384 and 390 drivers
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don't have correct statically linked GL 1.0 and 1.1 functions (such
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as 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
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it's not possible to get driver version through EGL, so enabling
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this unconditionally 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
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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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#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
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and 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
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for ES3. OTOH, glVertexAttribDivisor is there for both ANGLE and
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EXT. Relevant code:
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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
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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
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all its entrypoints only glTexImage3DOES is present, all others are
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present only in 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
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transform feedback target, requiring an XFB object to be active when
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a buffer is bound to GL_TRANSFORM_FEEDBACK_BUFFER and ignoring the
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glBindBuffer() call otherwise. No other driver does that. As a
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workaround, setting Buffer::TargetHint::TransformFeedback will make
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it use 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
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in practice it doesn't work, returning a constant value. In order to
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make this easier to check, there's a dummy MAGNUM_shader_vertex_id
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extension that's defined on all GL 3.0+ and GLES 3.0+ / WebGL 2+
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contexts *except* for 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
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passed to glGetNamedFramebufferParameter(), Mesa complains that the
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framebuffer is not 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
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glGetInteger() makes it return GL_RGBA and GL_UNSIGNED_BYTE for
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RGBA8 framebuffers, and cause a "Error has been generated. GL error
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GL_INVALID_OPERATION in GetIntegerv: (ID: 2576729458) Generic error"
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when it is not. Since glGetInteger() is actually able to return a
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correct value in *one circumstance*, it's preferrable to the other
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random shit the driver is 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
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alignment bug in the DSA glNamedBufferData() when the same buffer is
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set as an index buffer to a mesh right after or repeatedly. Calling
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glBindBuffer() right before or after the data upload fixes the
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issue. Note that this workaround is done only for buffers with
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TargetHint::ElementArray, as the issue was not observed elsewhere.
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Reproducible with the 2019.01 ImGui example, unfortunately I was not
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able to create a standalone minimal repro case. */
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"intel-windows-buggy-dsa-bufferdata-for-index-buffers",
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/* ARB_direct_state_access implementation on Intel Windows drivers has
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broken *everything* related to cube map textures (but not cube map
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arrays) -- data upload, data queries, framebuffer attachment,
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framebuffer copies, all complaining about "Wrong <func> 6 provided
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for <target> 34067" (GL_TEXTURE_CUBE_MAP is 34067). Using the
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non-DSA code path as a workaround. */
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"intel-windows-broken-dsa-for-cubemaps",
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/* DSA glBindTextureUnit() on Intel Windows drivers simply doesn't work
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when passing 0 to it. Non-zero IDs work correctly except for cube
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maps. Using the non-DSA code path for unbinding and cube maps as a
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workaround. */
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"intel-windows-half-baked-dsa-texture-bind",
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/* DSA glNamedFramebufferTexture() on Intel Windows drivers doesn't
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work for layered cube map array attachments. Non-layered or
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non-array cube map attachment works. Using the non-DSA code path as
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a workaround. */
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"intel-windows-broken-dsa-layered-cubemap-array-framebuffer-attachment",
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/* DSA glClearNamedFramebuffer*() on Intel Windows drivers doesn't do
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anything. Using the non-DSA code path as a workaournd. */
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"intel-windows-broken-dsa-framebuffer-clear",
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/* Using DSA glCreateQueries() on Intel Windows drivers breaks
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glBeginQueryIndexed(). Using the non-DSA glGenQueries() instead
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makes it work properly. See TransformFeedbackGLTest for a test. */
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"intel-windows-broken-dsa-indexed-queries",
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/* DSA-ified "vertex layout" glVertexArrayAttribIFormat() is broken
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when passing shorts instead of full 32bit ints. Using the old-style
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glVertexAttribIPointer() works correctly. No idea if the non-DSA
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glVertexAttribIFormat() works or not. A test that triggers this
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issue is in MeshGLTest::addVertexBufferIntWithShort(). */
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"intel-windows-broken-dsa-integer-vertex-attributes",
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#endif
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#ifndef MAGNUM_TARGET_GLES
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/* NVidia seems to be returning values for the default framebuffer when
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GL_IMPLEMENTATION_COLOR_READ_FORMAT and _TYPE is queried using
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glGetNamedFramebufferParameter(). Using either glGetInteger() or
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glGetFramebufferParameter() works correctly. */
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"nv-implementation-color-read-format-dsa-broken",
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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? */
|
|
|
|
|
#ifdef MAGNUM_TARGET_GLES
|
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|
|
|
/* 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
|
|
|
|
|
|
|
|
|
|
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 std::string& 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
|
|
|
|
|
#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);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
#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
|
|
|
|
|
|
|
|
|
|
#undef _setRequiredVersion
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}}
|