/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022, 2023 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include #include #include #include #include "Magnum/GL/Context.h" #include "Magnum/GL/Extensions.h" #include "Magnum/Math/Range.h" #if defined(MAGNUM_TARGET_WEBGL) && defined(CORRADE_TARGET_EMSCRIPTEN) /* Including any Emscripten header should also make __EMSCRIPTEN_major__ etc macros available, independently of whether they're passed implicitly (before version 3.1.23) or taken from a version header (after version 3.1.4). https://github.com/emscripten-core/emscripten/commit/f99af02045357d3d8b12e63793cef36dfde4530a https://github.com/emscripten-core/emscripten/commit/f76ddc702e4956aeedb658c49790cc352f892e4c */ #include #include #endif namespace Magnum { namespace GL { namespace { using namespace Containers::Literals; /* Search the code for the following strings to see where they are implemented */ constexpr Containers::StringView KnownWorkarounds[]{ /* [workarounds] */ #if defined(CORRADE_TARGET_ANDROID) && defined(MAGNUM_TARGET_GLES) /* Android Emulator can run with a SwiftShader GPU and thus needs some of the SwiftShader context creation workarounds. However, it's impossible to detect, as EGL_VERSION is always "1.4 Android META-EGL" and EGL_VENDOR always "Android". As there's nothing that would hint at SwiftShader being used, we conservatively assume every emulator can be a SwiftShader. But that's not easy either, the only vague hint that we're dealing with an emulator is the HOSTNAME env var, which is set to e.g. generic_x86, but to e.g. HWVTR on a device, so try that. */ "android-generic-hostname-might-be-swiftshader"_s, #endif #if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL) /* ANGLE's shader linker insists on returning a message consisting of a single newline on success, causing annoying noise in the console. Similar to "intel-windows-chatty-shader-compiler". Not present on WebGL, apparently browsers filter the noise out on their own. */ "angle-chatty-shader-compiler"_s, #endif #ifdef MAGNUM_TARGET_GLES /* ANGLE has a buggy bounds validation when drawing a mesh with instanced attributes added (with divisor set) using non-instanced glDraw*() APIs (in particular, when instance count is 1). This should be allowed according to the GL spec, which describes e.g. glDrawElements() as a special case of the "virtual" glDrawElementsOneInstance(). To work around the validation bug, gl*Draw*Instanced() is used unconditionally for all meshes that have instanced attributes. A test that triggers this issue is in MeshGLTest::drawInstancedAttributeSingleInstance(). */ "angle-instanced-attributes-always-draw-instanced"_s, #endif #if defined(CORRADE_TARGET_APPLE) && !defined(MAGNUM_TARGET_GLES) /* Calling glBufferData(), glMapBuffer(), glMapBufferRange() or glUnmapBuffer() on ANY buffer when ANY buffer is attached to a currently bound GL_TEXTURE_BUFFER crashes in gleUpdateCtxDirtyStateForBufStampChange deep inside Apple's GLengine. This can be worked around by unbinding all buffer textures before attempting to do such operation. A previous iteration of this workaround was to remember if a buffer is attached to a buffer texture, temporarily detaching it, calling given data-modifying API and then attaching it back with the same parameters. Unfortunately we also had to cache the internal texture format, as GL_TEXTURE_INTERNAL_FORMAT query is broken for buffer textures as well, returning always GL_R8 (the spec-mandated default). "Fortunately" macOS doesn't support ARB_texture_buffer_range so we didn't need to store also offset/size, only texture ID and its internal format, wasting 8 bytes per Buffer instance. HOWEVER, then we discovered this is not enough and also completely unrelated buffers suffer from the same crash. Fixing that properly in a similar manner would mean going through all live buffer texture instances and temporarily detaching their buffer when doing *any* data modification on *any* buffer, which would have extreme perf implications. So FORTUNATELY unbinding the textures worked around this too, and is a much nicer workaround after all. */ "apple-buffer-texture-unbind-on-buffer-modify"_s, #endif #if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_GLES2) /* Qualcomm Adreno drivers V@0615.65 (and possibly others) report __VERSION__ as 300 even for GLSL ES 3.10 and 3.20, breaking version-dependent shader code. */ "adreno-glsl-version-stuck-at-300"_s, #endif #if defined(CORRADE_TARGET_ANDROID) && defined(MAGNUM_TARGET_GLES) /* glBeginQuery() with GL_TIME_ELAPSED causes a GL_OUT_OF_MEMORY error when running from the Android shell (through ADB). No such error happens in an APK. Detecting using the $SHELL environment variable and disabling GL_EXT_disjoint_timer_query in that case. */ "arm-mali-timer-queries-oom-in-shell"_s, #endif #if !defined(MAGNUM_TARGET_GLES) && defined(CORRADE_TARGET_WINDOWS) /* ARB_direct_state_access on AMD Windows drivers has broken glTextureSubImage3D() / glGetTextureImage() on cube map textures (but not cube map arrays), always failing with erros like `glTextureSubImage3D has generated an error (GL_INVALID_VALUE)` if Z size or offset is larger than 1. Working around that by up/downloading slice-by-slice using non-DSA APIs, similarly to the svga3d-texture-upload-slice-by-slice workaround. The compressed image up/ download is affected as well, but we lack APIs for easy format-dependent slicing and offset calculation, so those currently still fail. */ "amd-windows-cubemap-image3d-slice-by-slice"_s, /* AMD Windows drivers have broken the DSA glCopyTextureSubImage3D(), returning GL_INVALID_VALUE. The non-DSA code path works. */ "amd-windows-broken-dsa-cubemap-copy"_s, /* AMD Windows glCreateQueries() works for everything except GL_TRANSFORM_FEEDBACK_[STREAM_]OVERFLOW, probably they just forgot to adapt it to this new GL 4.6 addition. Calling the non-DSA code path in that case instead. Similar to "mesa-dsa-createquery-except-pipeline-stats". */ "amd-windows-dsa-createquery-except-xfb-overflow"_s, #endif #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"_s, #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"_s, #endif #ifndef MAGNUM_TARGET_GLES /* Mesa glCreateQueries() works for everything except stuff from GL 4.6 ARB_pipeline_statistics_query, probably just forgotten. Calling the non-DSA code path in that case instead. Similar to "amd-windows-dsa-createquery-except-xfb-overflow". */ "mesa-dsa-createquery-except-pipeline-stats"_s, /* 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"_s, #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"_s, #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"_s, /* NVidia drivers (358.16) report compressed block size from internal format query in bits instead of bytes */ "nv-compressed-block-size-in-bits"_s, /* 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"_s, /* 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"_s, /* 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"_s, /* (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"_s, /* On NV driver 450.80.02, eglQueryDeviceAttribEXT() segfaults when querying GPUs that the user does not have access to (i.e. via cgroup). Instead, always call eglQueryDeviceStringEXT() as that doesn't segfault and sets an error that can be retrieved via eglGetError() to see if the user has access to that device. On well-behaved driver versions, eglQueryDeviceAttribEXT() returns false instead of segfaulting. */ "nv-egl-crashy-query-device-attrib"_s, #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"_s, /* 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"_s, #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"_s, #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"_s, #endif #if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL) /* Empty EGL_CONTEXT_FLAGS_KHR cause SwiftShader 3.3 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 Version 4.1 suffers from the same thing, but 4.0 on Android not, for some reason. */ "swiftshader-no-empty-egl-context-flags"_s, /* SwiftShader 3.3.0.1 crashes deep inside eglMakeCurrent() when using EGL_NO_SURFACE. Supplying a 32x32 PBuffer to work around that. (Android's) SwiftShader 4.0 needs it too, but doesn't crash, only fails to make the context current with EGL_BAD_MATCH. Version 4.1 doesn't seem to need this workaround anymore. */ "swiftshader-egl-context-needs-pbuffer"_s, #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"_s, /* 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"_s, #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"_s, /* 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"_s, #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"_s, #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"_s, #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. The above is reproducible with the 2019.01 ImGui example, and used to be worked around in a more hopeful way. However, the reports about things going *bad* in heavier ImGui-based apps didn't stop with that and none of my tests were able to reproduce anything. Since I lost patience already, I'm disabling the DSA code paths for everything related to buffers. (Two weeks pass.) But wait! while that fixed all issues for *some* users, it made things completely broken elsewhere, causing an app to render just a clear color and nothing else. The cancer 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"_s, "intel-windows-crazy-broken-vao-dsa"_s, /* 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 6 provided for 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"_s, /* 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"_s, /* 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"_s, /* 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"_s, /* 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"_s, /* 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"_s, /* Shader compiler on Intel Windows drivers insists on telling me "No errors." when it should just stay silent. See also "angle-chatty-shader-compiler". */ "intel-windows-chatty-shader-compiler"_s, /* 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. Another case is happening with color for a Flat3D shader -- because a (compiled out / unused) texture matrix was at location 1, setting color to location 2 didn't work, ending up with a Generic error again (driver version 27). Because this is impossible to prevent, the extension is completely disabled on all Intel Windows drivers. */ "intel-windows-explicit-uniform-location-is-less-explicit-than-you-hoped"_s, #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"_s, #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"_s, #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"_s, #endif #ifdef MAGNUM_TARGET_WEBGL /* Firefox 92+ says "WEBGL_debug_renderer_info is deprecated in Firefox and will be removed. Please use RENDERER." if attempting to use the unmasked renderer / vendor string. The information is provided through the regular APIs instead. Disabling the extension if present on the new versions to avoid console spam. */ "firefox-deprecated-debug-renderer-info"_s #endif /* [workarounds] */ }; /* I could use std::find(), right? Well, it'd be a whole lot more typing and an #include *and* #include or whatever as well, because apparently ONE CAN'T GET std::begin() / std::end() without including tens thousands lines of irrelevant shit, FFS. Also the comparison to array end to discover if it wasn't found is just a useless verbose crap shit as well, so we'll do better here and return a null view instead. Since the workaround list isn't really huge for an average platform (16 on Linux, Windows probably ~30?) and there's very few used heavily, I won't bother with some binary search, which needs extra testing effort. */ Containers::StringView findWorkaround(Containers::StringView workaround) { for(Containers::StringView i: KnownWorkarounds) if(workaround == i) return i; return {}; } } auto Context::detectedDriver() -> DetectedDrivers { if(_detectedDrivers) return *_detectedDrivers; _detectedDrivers = DetectedDrivers{}; #if !defined(CORRADE_TARGET_APPLE) || defined(MAGNUM_TARGET_GLES) const Containers::StringView renderer = #ifndef MAGNUM_TARGET_WEBGL rendererString() #else rendererStringUnmasked() #endif ; #endif #ifndef CORRADE_TARGET_APPLE const Containers::StringView vendor = #ifndef MAGNUM_TARGET_WEBGL vendorString() #else vendorStringUnmasked() #endif ; #endif #if !defined(CORRADE_TARGET_APPLE) && !defined(MAGNUM_TARGET_WEBGL) const Containers::StringView version = versionString(); #endif /* In some cases we can have a combination of drivers (e.g. ANGLE running on top of Mesa, Mesa Zink running on top of NVidia drivers...) so the detection has no early returns. */ /* Apple has its own drivers */ /** @todo when Zink on Apple is a thing, this needs an update */ #ifndef CORRADE_TARGET_APPLE /* AMD binary desktop drivers */ if(vendor.contains("ATI Technologies Inc."_s)) *_detectedDrivers |= DetectedDriver::Amd; #ifdef CORRADE_TARGET_WINDOWS /* Intel Windows drivers */ if(vendor.contains("Intel"_s)) *_detectedDrivers |= DetectedDriver::IntelWindows; #endif /* Mesa drivers. - Intel GL/GLES drivers contain Mesa both in renderer and version string - AMD GL/GLES drivers have Mesa only in the version string - On WebGL the version string is useless, always saying just "WebGL X.Y (Chromium)" or "WebGL X.Y" - Mesa is in renderer string in Chromium and nowhere in Firefox for some reason To avoid misdetecting the driver, simply test both where it makes sense. */ if(renderer.contains("Mesa"_s) #ifndef MAGNUM_TARGET_WEBGL || version.contains("Mesa"_s) #endif ) { *_detectedDrivers |= DetectedDriver::Mesa; if(renderer.contains("SVGA3D"_s)) *_detectedDrivers |= DetectedDriver::Svga3D; *_detectedDrivers; } if(vendor.contains("NVIDIA Corporation"_s)) *_detectedDrivers |= DetectedDriver::NVidia; #endif #ifdef MAGNUM_TARGET_GLES /* ANGLE. On WebGL only if we are so lucky and have access to the unmasked renderer string. */ if(renderer.contains("ANGLE"_s)) *_detectedDrivers |= DetectedDriver::Angle; #ifdef MAGNUM_TARGET_WEBGL /* If the unmasked renderer string is not available, try other means */ /** @todo this (and below) incorrectly detects ANGLE on FF 92+, as it has the WEBGL_debug_renderer_info disabled */ else if(!isExtensionSupported()) { /* Otherwise assume ANGLE is present if the ANGLE_instanced_arrays is present on WebGL 1. Although e.g. Firefox exposes it even though it renders directly through GL drivers on Linux, so this may catch more drivers than just ANGLE. */ #ifdef MAGNUM_TARGET_GLES2 if(isExtensionSupported()) /* Or if WEBGL_multi_draw (which is based on ANGLE_multi_draw) is present on WebGL 2. This extension is rather recent (appearing in browsers in late 2020) so it may not catch all ANGLE implementations. */ #else if(isExtensionSupported()) #endif *_detectedDrivers |= DetectedDriver::Angle; /* Otherwise try to detect a D3D ANGLE backend by querying line width. It's always exactly just 1 on D3D, usually (but not always) more on GL, not sure about Metal. So this is not a 100% match. Sources: http://stackoverflow.com/a/20149090 and http://webglreport.com */ else { Range1Di range; glGetIntegerv(GL_ALIASED_LINE_WIDTH_RANGE, range.data()); if(range.min() == 1 && range.max() == 1 && vendor != "Internet Explorer"_s) { *_detectedDrivers |= DetectedDriver::Angle; } } } #endif /* SwiftShader */ if(renderer.contains("SwiftShader"_s)) *_detectedDrivers |= DetectedDriver::SwiftShader; #endif #ifdef CORRADE_TARGET_ANDROID if(vendor.contains("ARM"_s) && renderer.contains("Mali"_s)) *_detectedDrivers |= DetectedDriver::ArmMali; #endif #if defined(MAGNUM_TARGET_GLES) && !defined(CORRADE_TARGET_APPLE) if(vendor.contains("Qualcomm"_s) && renderer.contains("Adreno"_s)) *_detectedDrivers |= DetectedDriver::QualcommAdreno; #endif return *_detectedDrivers; } void Context::disableDriverWorkaround(const Containers::StringView workaround) { /* Find the workaround. Note that we'll add the found view to the array and not the passed view, as the found view is guaranteed to stay in scope */ const Containers::StringView found = findWorkaround(workaround); /* Ignore unknown workarounds */ /** @todo this will probably cause false positives when both GL and Vulkan is used together? */ if(found.isEmpty()) { Warning{} << "GL: unknown workaround" << workaround; return; } arrayAppend(_driverWorkarounds, InPlaceInit, found, true); } bool Context::isDriverWorkaroundDisabled(const Containers::StringView workaround) { /* Find the workaround. Note that we'll add the found view to the array and not the passed view, as the found view is guaranteed to stay in scope */ Containers::StringView found = findWorkaround(workaround); CORRADE_INTERNAL_ASSERT(!found.isEmpty()); /* If the workaround was already asked for or disabled, return its state, otherwise add it to the list as used one. Here we again cheat a bit and compare just data pointers instead of the whole string as we store only the views in the KnownWorkarounds list. */ for(const auto& i: _driverWorkarounds) if(i.first().data() == found.data()) return i.second(); arrayAppend(_driverWorkarounds, InPlaceInit, found, false); return false; } void Context::setupDriverWorkarounds() { #define _setRequiredVersion(extension, version) \ if(_extensionRequiredVersion[Extensions::extension::Index] < Version::version) \ _extensionRequiredVersion[Extensions::extension::Index] = Version::version /* Using WEBGL_debug_renderer_info results in deprecation warnings on Firefox 92+, Firefox 92+ exposes the unmasked renderer and vendor string through the usual APIs. Needs to be above the code that explicitly enables the extension! */ #if defined(MAGNUM_TARGET_WEBGL) && defined(CORRADE_TARGET_EMSCRIPTEN) /* Assuming the extension gets eventually removed, check for Firefox version only if the extension is actually present. Then first detect the version and only then ask if the workaround is disabled in order to avoid having the workaround listed as used on older versions or other browsers */ if(isExtensionSupported()) { /* Unlike other EM_ASM() macros, this one isn't put into a JS library as it neither has any dependencies nor has code that may benefit from settings-based preprocessing done for minification */ #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wgnu-zero-variadic-macro-arguments" const Int firefoxVersion = EM_ASM_INT({ var match = navigator.userAgent.match(/Firefox\\\\/(\\\\d+)/); if(match) return match[1]|0; /* coerce to an int (remember asm.js?) */ return 0; }); #pragma GCC diagnostic pop if(firefoxVersion >= 92 && !isDriverWorkaroundDisabled("firefox-deprecated-debug-renderer-info"_s)) _setRequiredVersion(WEBGL::debug_renderer_info, None); } #endif /* WEBGL_debug_renderer_info needs to be explicitly requested, independently of whether Emscripten was told to implicitly request extensions or not. Has to be done before any call to detectedDriver(), which relies on this extension, but only after all other workarounds that disable it! */ #if defined(MAGNUM_TARGET_WEBGL) && defined(CORRADE_TARGET_EMSCRIPTEN) if(isExtensionSupported()) { CORRADE_INTERNAL_ASSERT_OUTPUT(emscripten_webgl_enable_extension(emscripten_webgl_get_current_context(), "WEBGL_debug_renderer_info")); } #endif #ifndef MAGNUM_TARGET_GLES if(!isDriverWorkaroundDisabled("no-layout-qualifiers-on-old-glsl"_s)) { _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() && !isDriverWorkaroundDisabled("intel-windows-glsl-exposes-unsupported-shading-language-420pack"_s)) _setRequiredVersion(ARB::shading_language_420pack, None); if((detectedDriver() & DetectedDriver::IntelWindows) && isExtensionSupported() && !isDriverWorkaroundDisabled("intel-windows-explicit-uniform-location-is-less-explicit-than-you-hoped"_s)) { _setRequiredVersion(ARB::explicit_uniform_location, None); } #endif #endif #ifndef MAGNUM_TARGET_GLES if((detectedDriver() & DetectedDriver::Svga3D) && isExtensionSupported() && !isDriverWorkaroundDisabled("svga3d-gettexsubimage-oob-write"_s)) _setRequiredVersion(ARB::get_texture_sub_image, None); #endif #if defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) if(detectedDriver() & Context::DetectedDriver::SwiftShader) { if((isExtensionSupported() || isExtensionSupported()) && !isDriverWorkaroundDisabled("swiftshader-no-es2-draw-instanced-entrypoints"_s)) { _setRequiredVersion(ANGLE::instanced_arrays, None); _setRequiredVersion(EXT::instanced_arrays, None); } if(isExtensionSupported() && !isDriverWorkaroundDisabled("swiftshader-no-es2-oes-texture-3d-entrypoints"_s)) _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"_s)) _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"_s)) _setRequiredVersion(EXT::disjoint_timer_query, None); #endif #ifdef MAGNUM_TARGET_WEBGL /* The WEBGL_multi_draw entrypoints are only available since Emscripten 2.0.0: https://github.com/emscripten-core/emscripten/pull/11650 However, the extension is advertised even on older versions and we have no way to link to those entrypoints there. */ #if __EMSCRIPTEN_major__*10000 + __EMSCRIPTEN_minor__*100 + __EMSCRIPTEN_tiny__ < 20000 _setRequiredVersion(WEBGL::multi_draw, None); #endif /* EXT_clip_control, EXT_polygon_offset_clamp and WEBGL_polygon_mode entrypoints are only available since Emscripten 3.1.66: https://github.com/emscripten-core/emscripten/pull/20841 However, the extension is advertised even on older versions and we have no way to link to those entrypoints there. */ #if __EMSCRIPTEN_major__*10000 + __EMSCRIPTEN_minor__*100 + __EMSCRIPTEN_tiny__ < 30166 _setRequiredVersion(EXT::clip_control, None); _setRequiredVersion(EXT::polygon_offset_clamp, None); _setRequiredVersion(WEBGL::polygon_mode, None); #endif #ifndef MAGNUM_TARGET_GLES2 /* WEBGL_multi_draw_instanced_base_vertex_base_instance only since Emscripten 2.0.5: https://github.com/emscripten-core/emscripten/pull/12282 */ #if __EMSCRIPTEN_major__*10000 + __EMSCRIPTEN_minor__*100 + __EMSCRIPTEN_tiny__ < 20005 _setRequiredVersion(WEBGL::multi_draw_instanced_base_vertex_base_instance, None); #endif /* WEBGL_draw_instanced_base_vertex_base_instance only since Emscripten 1.39.15: https://github.com/emscripten-core/emscripten/pull/11054 */ #if __EMSCRIPTEN_major__*10000 + __EMSCRIPTEN_minor__*100 + __EMSCRIPTEN_tiny__ < 13915 _setRequiredVersion(WEBGL::draw_instanced_base_vertex_base_instance, None); #endif #endif #endif #undef _setRequiredVersion #ifndef MAGNUM_TARGET_GLES if(isExtensionSupported() && !isDriverWorkaroundDisabled("apitrace-zero-initial-viewport"_s)) { 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) /* Firefox used to report both rendererString() and vendorString() as Mozilla (printing silly `Renderer: Mozilla by Mozilla` in the Magnum startup log), but possibly in relation with WEBGL_debug_renderer_info being deprecated in FF 92+ this changed and now Mozilla is only in vendorString() and rendererString() is the actual system GPU. */ if(vendorString() == "Mozilla"_s) { for(const auto& extension: extensionStrings()) { if(extension == "GL_EXT_disjoint_timer_query"_s && !isDriverWorkaroundDisabled("firefox-fake-disjoint-timer-query-webgl2"_s)) { _extensionStatus.set(Extensions::EXT::disjoint_timer_query_webgl2::Index, true); } } } #endif } Context::Configuration& Context::Configuration::addDisabledWorkarounds(const Containers::StringIterable& workarounds) { arrayReserve(_disabledWorkarounds, _disabledWorkarounds.size() + workarounds.size()); for(const Containers::StringView workaround: workarounds) { /* Find the workaround. Note that we'll add the found view to the array and not the passed view, as the found view is guaranteed to stay in scope */ const Containers::StringView found = findWorkaround(workaround); /* Ignore unknown workarounds */ /** @todo this will probably cause false positives when both GL and Vulkan is used together? */ if(found.isEmpty()) { Warning{} << "GL::Context::Configuration::addDisabledWorkarounds(): unknown workaround" << workaround; continue; } arrayAppend(_disabledWorkarounds, InPlaceInit, found); } return *this; } }}