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GL: unindent the workaround list so it shows better in the docs.

pull/331/head
Vladimír Vondruš 7 years ago
parent
commit
689fbe7f35
  1. 432
      src/Magnum/GL/Implementation/driverSpecific.cpp

432
src/Magnum/GL/Implementation/driverSpecific.cpp

@ -34,228 +34,216 @@ namespace Magnum { namespace GL {
namespace {
/* Search the code for the following strings to see where they are implemented. */
std::vector<std::string> KnownWorkarounds{
/* [workarounds] */
#if !defined(MAGNUM_TARGET_GLES) && !defined(CORRADE_TARGET_APPLE)
/* Creating core context with specific version on AMD and NV
proprietary drivers on Linux/Windows and Intel drivers on Windows
causes the context to be forced to given version instead of
selecting latest available version */
"no-forward-compatible-core-context",
#endif
#if !defined(MAGNUM_TARGET_GLES) && defined(CORRADE_TARGET_WINDOWS)
/* On Windows Intel drivers ARB_shading_language_420pack is exposed in
GLSL even though the extension (e.g. binding keyword) is not
supported */
"intel-windows-glsl-exposes-unsupported-shading-language-420pack",
#endif
#ifndef MAGNUM_TARGET_GLES
/* Forward-compatible GL contexts on Mesa still report line width range
as [1, 7], but setting wide line width fails. According to the specs
the max value on forward compatible contexts should be 1.0, so
patching it. */
"mesa-forward-compatible-line-width-range",
#endif
#if !defined(MAGNUM_TARGET_GLES2) && defined(CORRADE_TARGET_WINDOWS)
/* On Windows NVidia drivers the glTransformFeedbackVaryings() does not
make a copy of its char* arguments so it fails at link time when the
original char arrays are not in scope anymore. Enabling
*synchronous* debug output circumvents this bug. Can be triggered by
running TransformFeedbackGLTest with GL_KHR_debug extension
disabled. */
"nv-windows-dangling-transform-feedback-varying-names",
#endif
#ifndef MAGNUM_TARGET_GLES
/* Layout qualifier causes compiler error with GLSL 1.20 on Mesa, GLSL
1.30 on NVidia and 1.40 on macOS. Everything is fine when using
newer GLSL version. */
"no-layout-qualifiers-on-old-glsl",
/* NVidia drivers (358.16) report compressed block size from internal
format query in bits instead of bytes */
"nv-compressed-block-size-in-bits",
/* NVidia drivers (358.16) report different compressed image size for
cubemaps based on whether the texture is immutable or not and not
based on whether I'm querying all faces (ARB_DSA) or a single face
(non-DSA, EXT_DSA) */
"nv-cubemap-inconsistent-compressed-image-size",
/* NVidia drivers (358.16) return only the first slice of compressed
cube map image when querying all six slice using ARB_DSA API */
"nv-cubemap-broken-full-compressed-image-query",
/* NVidia drivers return 0 when asked for GL_CONTEXT_PROFILE_MASK,
so it needs to be worked around by asking for GL_ARB_compatibility */
"nv-zero-context-profile-mask",
/* (Headless) EGL contexts for desktop GL on NVidia 384 and 390 drivers
don't have correct statically linked GL 1.0 and 1.1 functions (such
as glGetString()) and one has to retrieve them explicitly using
eglGetProcAddress(). Doesn't seem to happen on pre-384 and 396, but
it's not possible to get driver version through EGL, so enabling
this unconditionally on all EGL NV contexts. */
"nv-egl-incorrect-gl11-function-pointers",
#endif
#ifndef MAGNUM_TARGET_GLES
/* SVGA3D (VMware host GL driver) glDrawArrays() draws nothing when the
vertex buffer memory is initialized using glNamedBufferData() from
ARB_DSA. Using the non-DSA glBufferData() works. */
"svga3d-broken-dsa-bufferdata",
/* SVGA3D does out-of-bound writes in some cases of glGetTexSubImage(),
leading to memory corruption on client machines. That's nasty, so the
whole ARB_get_texture_sub_image is disabled. */
"svga3d-gettexsubimage-oob-write",
#endif
/* SVGA3D has broken handling of glTex[ture][Sub]Image*D() for 1D
arrays, 2D arrays, 3D textures and cube map textures where it
uploads just the first slice in the last dimension. This is only
with copies from host memory, not with buffer images. Seems to be
fixed in Mesa 13, but I have no such system to verify that on.
https://github.com/mesa3d/mesa/commit/2aa9ff0cda1f6ad97c83d5583fab7a84efabe19e */
"svga3d-texture-upload-slice-by-slice",
#if defined(CORRADE_TARGET_EMSCRIPTEN) && defined(__EMSCRIPTEN_PTHREADS__)
/* Shader sources containing UTF-8 characters are converted to empty
strings when running on Emscripten with -s USE_PTHREADS=1. Working
around that by replacing all chars > 127 with spaces. Relevant code:
https://github.com/kripken/emscripten/blob/7f89560101843198787530731f40a65288f6f15f/src/fetch-worker.js#L54-L58 */
"emscripten-pthreads-broken-unicode-shader-sources",
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
/* Empty EGL_CONTEXT_FLAGS_KHR cause SwiftShader 3.3.0.1 to fail
context creation with EGL_BAD_ATTRIBUTE. Not sending the flags then.
Relevant code: https://github.com/google/swiftshader/blob/5fb5e817a20d3e60f29f7338493f922b5ac9d7c4/src/OpenGL/libEGL/libEGL.cpp#L794-L810 */
"swiftshader-no-empty-egl-context-flags",
/* SwiftShader 3.3.0.1 crashes deep inside eglMakeCurrent() when using
EGL_NO_SURFACE. Supplying a 32x32 PBuffer to work around that. */
"swiftshader-egl-context-needs-pbuffer",
#endif
#if defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
/* SwiftShader 4.1.0 on ES2 contexts reports GL_ANGLE_instanced_arrays
and GL_EXT_instanced_arrays but has no glDrawArraysInstancedANGLE /
glDrawArraysInstancedEXT nor glDrawElementsInstancedANGLE /
glDrawElementsInstancedEXT entrypoints, only the unsuffixed versions
for ES3. OTOH, glVertexAttribDivisor is there for both ANGLE and
EXT. Relevant code:
https://github.com/google/swiftshader/blob/ad5c2952ca88730c07e04f6f1566194b66860c26/src/OpenGL/libGLESv2/libGLESv2.cpp#L6352-L6357
Disabling the two extensions on ES2 contexts to avoid nullptr
crashes. */
"swiftshader-no-es2-draw-instanced-entrypoints",
/* SwiftShader 4.1.0 on ES2 contexts reports GL_OES_texture_3D but from
all its entrypoints only glTexImage3DOES is present, all others are
present only in the ES3 unsuffixed versions. Relevant code:
https://github.com/google/swiftshader/blob/ad5c2952ca88730c07e04f6f1566194b66860c26/src/OpenGL/libGLESv2/libGLESv2.cpp#L6504
Disabling the extension on ES2 contexts to avoid nullptr crashes. */
"swiftshader-no-es2-oes-texture-3d-entrypoints",
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
/* SwiftShader 4.1.0 has special handling for binding buffers to the
transform feedback target, requiring an XFB object to be active when
a buffer is bound to GL_TRANSFORM_FEEDBACK_BUFFER and ignoring the
glBindBuffer() call otherwise. No other driver does that. As a
workaround, setting Buffer::TargetHint::TransformFeedback will make
it use Buffer::TargetHint::Array instead, as that works okay. */
"swiftshader-broken-xfb-buffer-binding-target",
/* SwiftShader 4.1.0 does implement gl_VertexID for ES3 contexts, but
in practice it doesn't work, returning a constant value. In order to
make this easier to check, there's a dummy MAGNUM_shader_vertex_id
extension that's defined on all GL 3.0+ and GLES 3.0+ / WebGL 2+
contexts *except* for SwiftShader. */
"swiftshader-broken-shader-vertex-id",
#endif
#ifndef MAGNUM_TARGET_GLES
/* Even with the DSA variant, where GL_IMPLEMENTATION_COLOR_READ_* is
passed to glGetNamedFramebufferParameter(), Mesa complains that the
framebuffer is not bound for reading. Relevant code:
https://github.com/mesa3d/mesa/blob/212c0c630a849e4737e2808a993d708cbb2f18f7/src/mesa/main/framebuffer.c#L841-L843
Workaround is to explicitly bind the framebuffer for reading. */
"mesa-implementation-color-read-format-dsa-explicit-binding",
#endif
#if !defined(MAGNUM_TARGET_GLES2) && defined(CORRADE_TARGET_WINDOWS)
/* Intel drivers on Windows return GL_UNSIGNED_BYTE for *both*
GL_IMPLEMENTATION_COLOR_READ_FORMAT and _TYPE when using either
glGetNamedFramebufferParameter() or glGetFramebufferParameter(),
independently on what's the actual framebuffer format. Using
glGetInteger() makes it return GL_RGBA and GL_UNSIGNED_BYTE for
RGBA8 framebuffers, and cause a "Error has been generated. GL error
GL_INVALID_OPERATION in GetIntegerv: (ID: 2576729458) Generic error"
when it is not. Since glGetInteger() is actually able to return a
correct value in *one circumstance*, it's preferrable to the other
random shit the driver is doing. */
"intel-windows-implementation-color-read-format-completely-broken",
#endif
#if !defined(MAGNUM_TARGET_GLES) && defined(CORRADE_TARGET_WINDOWS)
/* Intel drivers on Windows have some synchronization / memory
alignment bug in the DSA glNamedBufferData() when the same buffer is
set as an index buffer to a mesh right after or repeatedly. Calling
glBindBuffer() right before or after the data upload fixes the
issue. Note that this workaround is done only for buffers with
TargetHint::ElementArray, as the issue was not observed elsewhere.
Reproducible with the 2019.01 ImGui example, unfortunately I was not
able to create a standalone minimal repro case. */
"intel-windows-buggy-dsa-bufferdata-for-index-buffers",
/* 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" (GL_TEXTURE_CUBE_MAP is 34067). Using the
non-DSA code path as a workaround. */
"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",
#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
/* [workarounds] */
/* [workarounds] */
#if !defined(MAGNUM_TARGET_GLES) && !defined(CORRADE_TARGET_APPLE)
/* Creating core context with specific version on AMD and NV proprietary
drivers on Linux/Windows and Intel drivers on Windows causes the context to
be forced to given version instead of selecting latest available version */
"no-forward-compatible-core-context",
#endif
#if !defined(MAGNUM_TARGET_GLES) && defined(CORRADE_TARGET_WINDOWS)
/* On Windows Intel drivers ARB_shading_language_420pack is exposed in GLSL
even though the extension (e.g. binding keyword) is not supported */
"intel-windows-glsl-exposes-unsupported-shading-language-420pack",
#endif
#ifndef MAGNUM_TARGET_GLES
/* Forward-compatible GL contexts on Mesa still report line width range as
[1, 7], but setting wide line width fails. According to the specs the max
value on forward compatible contexts should be 1.0, so patching it. */
"mesa-forward-compatible-line-width-range",
#endif
#if !defined(MAGNUM_TARGET_GLES2) && defined(CORRADE_TARGET_WINDOWS)
/* On Windows NVidia drivers the glTransformFeedbackVaryings() does not make a
copy of its char* arguments so it fails at link time when the original char
arrays are not in scope anymore. Enabling *synchronous* debug output
circumvents this bug. Can be triggered by running TransformFeedbackGLTest
with GL_KHR_debug extension disabled. */
"nv-windows-dangling-transform-feedback-varying-names",
#endif
#ifndef MAGNUM_TARGET_GLES
/* Layout qualifier causes compiler error with GLSL 1.20 on Mesa, GLSL 1.30 on
NVidia and 1.40 on macOS. Everything is fine when using a newer GLSL
version. */
"no-layout-qualifiers-on-old-glsl",
/* NVidia drivers (358.16) report compressed block size from internal format
query in bits instead of bytes */
"nv-compressed-block-size-in-bits",
/* NVidia drivers (358.16) report different compressed image size for cubemaps
based on whether the texture is immutable or not and not based on whether
I'm querying all faces (ARB_DSA) or a single face (non-DSA, EXT_DSA) */
"nv-cubemap-inconsistent-compressed-image-size",
/* NVidia drivers (358.16) return only the first slice of compressed cube map
image when querying all six slices using the ARB_DSA API */
"nv-cubemap-broken-full-compressed-image-query",
/* NVidia drivers return 0 when asked for GL_CONTEXT_PROFILE_MASK, so it needs
to be worked around by asking for GL_ARB_compatibility */
"nv-zero-context-profile-mask",
/* (Headless) EGL contexts for desktop GL on NVidia 384 and 390 drivers don't
have correct statically linked GL 1.0 and 1.1 functions (such as
glGetString()) and one has to retrieve them explicitly using
eglGetProcAddress(). Doesn't seem to happen on pre-384 and 396, but it's not
possible to get driver version through EGL, so enabling this unconditionally
on all EGL NV contexts. */
"nv-egl-incorrect-gl11-function-pointers",
#endif
#ifndef MAGNUM_TARGET_GLES
/* SVGA3D (VMware host GL driver) glDrawArrays() draws nothing when the vertex
buffer memory is initialized using glNamedBufferData() from ARB_DSA. Using
the non-DSA glBufferData() works. */
"svga3d-broken-dsa-bufferdata",
/* SVGA3D does out-of-bound writes in some cases of glGetTexSubImage(), leading
to memory corruption on client machines. That's nasty, so the whole
ARB_get_texture_sub_image is disabled. */
"svga3d-gettexsubimage-oob-write",
#endif
/* SVGA3D has broken handling of glTex[ture][Sub]Image*D() for 1D arrays, 2D
arrays, 3D textures and cube map textures where it uploads just the first
slice in the last dimension. This is only with copies from host memory, not
with buffer images. Seems to be fixed in Mesa 13, but I have no such system
to verify that on.
https://github.com/mesa3d/mesa/commit/2aa9ff0cda1f6ad97c83d5583fab7a84efabe19e */
"svga3d-texture-upload-slice-by-slice",
#if defined(CORRADE_TARGET_EMSCRIPTEN) && defined(__EMSCRIPTEN_PTHREADS__)
/* Shader sources containing UTF-8 characters are converted to empty strings
when running on Emscripten with -s USE_PTHREADS=1. Working around that by
replacing all chars > 127 with spaces. Relevant code:
https://github.com/kripken/emscripten/blob/7f89560101843198787530731f40a65288f6f15f/src/fetch-worker.js#L54-L58 */
"emscripten-pthreads-broken-unicode-shader-sources",
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
/* Empty EGL_CONTEXT_FLAGS_KHR cause SwiftShader 3.3.0.1 to fail context
creation with EGL_BAD_ATTRIBUTE. Not sending the flags then. Relevant code:
https://github.com/google/swiftshader/blob/5fb5e817a20d3e60f29f7338493f922b5ac9d7c4/src/OpenGL/libEGL/libEGL.cpp#L794-L810 */
"swiftshader-no-empty-egl-context-flags",
/* SwiftShader 3.3.0.1 crashes deep inside eglMakeCurrent() when using
EGL_NO_SURFACE. Supplying a 32x32 PBuffer to work around that. */
"swiftshader-egl-context-needs-pbuffer",
#endif
#if defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
/* SwiftShader 4.1.0 on ES2 contexts reports GL_ANGLE_instanced_arrays and
GL_EXT_instanced_arrays but has no glDrawArraysInstancedANGLE /
glDrawArraysInstancedEXT nor glDrawElementsInstancedANGLE /
glDrawElementsInstancedEXT entrypoints, only the unsuffixed versions for
ES3. OTOH, glVertexAttribDivisor is there for both ANGLE and EXT. Relevant
code: https://github.com/google/swiftshader/blob/ad5c2952ca88730c07e04f6f1566194b66860c26/src/OpenGL/libGLESv2/libGLESv2.cpp#L6352-L6357
Disabling the two extensions on ES2 contexts to avoid nullptr crashes. */
"swiftshader-no-es2-draw-instanced-entrypoints",
/* SwiftShader 4.1.0 on ES2 contexts reports GL_OES_texture_3D but from all its
entrypoints only glTexImage3DOES is present, all others are present only in
the ES3 unsuffixed versions. Relevant code:
https://github.com/google/swiftshader/blob/ad5c2952ca88730c07e04f6f1566194b66860c26/src/OpenGL/libGLESv2/libGLESv2.cpp#L6504
Disabling the extension on ES2 contexts to avoid nullptr crashes. */
"swiftshader-no-es2-oes-texture-3d-entrypoints",
#endif
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
/* SwiftShader 4.1.0 has special handling for binding buffers to the transform
feedback target, requiring an XFB object to be active when a buffer is bound
to GL_TRANSFORM_FEEDBACK_BUFFER and ignoring the glBindBuffer() call
otherwise. No other driver does that. As a workaround, setting
Buffer::TargetHint::TransformFeedback will make it use
Buffer::TargetHint::Array instead, as that works okay. */
"swiftshader-broken-xfb-buffer-binding-target",
/* SwiftShader 4.1.0 does implement gl_VertexID for ES3 contexts, but in
practice it doesn't work, returning a constant value. In order to make this
easier to check, there's a dummy MAGNUM_shader_vertex_id extension that's
defined on all GL 3.0+ and GLES 3.0+ / WebGL 2+ contexts *except* for
SwiftShader. */
"swiftshader-broken-shader-vertex-id",
#endif
#ifndef MAGNUM_TARGET_GLES
/* Even with the DSA variant, where GL_IMPLEMENTATION_COLOR_READ_* is passed to
glGetNamedFramebufferParameter(), Mesa complains that the framebuffer is not
bound for reading. Relevant code:
https://github.com/mesa3d/mesa/blob/212c0c630a849e4737e2808a993d708cbb2f18f7/src/mesa/main/framebuffer.c#L841-L843
Workaround is to explicitly bind the framebuffer for reading. */
"mesa-implementation-color-read-format-dsa-explicit-binding",
#endif
#if !defined(MAGNUM_TARGET_GLES2) && defined(CORRADE_TARGET_WINDOWS)
/* Intel drivers on Windows return GL_UNSIGNED_BYTE for *both*
GL_IMPLEMENTATION_COLOR_READ_FORMAT and _TYPE when using either
glGetNamedFramebufferParameter() or glGetFramebufferParameter(),
independently on what's the actual framebuffer format. Using glGetInteger()
makes it return GL_RGBA and GL_UNSIGNED_BYTE for RGBA8 framebuffers, and
cause an "Error has been generated. GL error GL_INVALID_OPERATION in
GetIntegerv: (ID: 2576729458) Generic error" when it is not. Since glGetInteger() is actually able to return a correct value in *one
circumstance*, it's preferrable to the other random shit the driver is
doing. */
"intel-windows-implementation-color-read-format-completely-broken",
#endif
#if !defined(MAGNUM_TARGET_GLES) && defined(CORRADE_TARGET_WINDOWS)
/* Intel drivers on Windows have some synchronization / memory alignment bug in
the DSA glNamedBufferData() when the same buffer is set as an index buffer
to a mesh right after or repeatedly. Calling glBindBuffer() right before or
after the data upload fixes the issue. Note that this workaround is done
only for buffers with TargetHint::ElementArray, as the issue was not
observed elsewhere. Reproducible with the 2019.01 ImGui example,
unfortunately I was not able to create a standalone minimal repro case. */
"intel-windows-buggy-dsa-bufferdata-for-index-buffers",
/* 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 path as a
workaround. */
"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",
#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
/* [workarounds] */
};
}

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