// Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "gpu/command_buffer/service/feature_info.h" #include #include "base/command_line.h" #include "base/strings/string_number_conversions.h" #include "base/strings/string_split.h" #include "base/strings/string_util.h" #include "gpu/command_buffer/service/gl_utils.h" #include "gpu/command_buffer/service/gpu_switches.h" #include "ui/gl/gl_implementation.h" #if defined(OS_MACOSX) #include "ui/gl/io_surface_support_mac.h" #endif namespace gpu { namespace gles2 { namespace { struct FormatInfo { GLenum format; const GLenum* types; size_t count; }; class StringSet { public: StringSet() {} StringSet(const char* s) { Init(s); } StringSet(const std::string& str) { Init(str); } void Init(const char* s) { std::string str(s ? s : ""); Init(str); } void Init(const std::string& str) { std::vector tokens; Tokenize(str, " ", &tokens); string_set_.insert(tokens.begin(), tokens.end()); } bool Contains(const char* s) { return string_set_.find(s) != string_set_.end(); } bool Contains(const std::string& s) { return string_set_.find(s) != string_set_.end(); } private: std::set string_set_; }; // Process a string of wordaround type IDs (seperated by ',') and set up // the corresponding Workaround flags. void StringToWorkarounds( const std::string& types, FeatureInfo::Workarounds* workarounds) { DCHECK(workarounds); std::vector pieces; base::SplitString(types, ',', &pieces); for (size_t i = 0; i < pieces.size(); ++i) { int number = 0; bool succeed = base::StringToInt(pieces[i], &number); DCHECK(succeed); switch (number) { #define GPU_OP(type, name) \ case gpu::type: \ workarounds->name = true; \ break; GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP) #undef GPU_OP default: NOTIMPLEMENTED(); } } if (workarounds->max_texture_size_limit_4096) workarounds->max_texture_size = 4096; if (workarounds->max_cube_map_texture_size_limit_4096) workarounds->max_cube_map_texture_size = 4096; if (workarounds->max_cube_map_texture_size_limit_1024) workarounds->max_cube_map_texture_size = 1024; if (workarounds->max_cube_map_texture_size_limit_512) workarounds->max_cube_map_texture_size = 512; } } // anonymous namespace. FeatureInfo::FeatureFlags::FeatureFlags() : chromium_framebuffer_multisample(false), use_core_framebuffer_multisample(false), multisampled_render_to_texture(false), use_img_for_multisampled_render_to_texture(false), oes_standard_derivatives(false), oes_egl_image_external(false), oes_depth24(false), oes_compressed_etc1_rgb8_texture(false), packed_depth24_stencil8(false), npot_ok(false), enable_texture_float_linear(false), enable_texture_half_float_linear(false), chromium_stream_texture(false), angle_translated_shader_source(false), angle_pack_reverse_row_order(false), arb_texture_rectangle(false), angle_instanced_arrays(false), occlusion_query_boolean(false), use_arb_occlusion_query2_for_occlusion_query_boolean(false), use_arb_occlusion_query_for_occlusion_query_boolean(false), native_vertex_array_object(false), ext_texture_format_bgra8888(false), enable_shader_name_hashing(false), enable_samplers(false), ext_draw_buffers(false), ext_frag_depth(false), use_async_readpixels(false), map_buffer_range(false), ext_discard_framebuffer(false), angle_depth_texture(false), is_angle(false), is_swiftshader(false), angle_texture_usage(false), ext_texture_storage(false) { } FeatureInfo::Workarounds::Workarounds() : #define GPU_OP(type, name) name(false), GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP) #undef GPU_OP max_texture_size(0), max_cube_map_texture_size(0) { } FeatureInfo::FeatureInfo() { InitializeBasicState(*CommandLine::ForCurrentProcess()); } FeatureInfo::FeatureInfo(const CommandLine& command_line) { InitializeBasicState(command_line); } void FeatureInfo::InitializeBasicState(const CommandLine& command_line) { if (command_line.HasSwitch(switches::kGpuDriverBugWorkarounds)) { std::string types = command_line.GetSwitchValueASCII( switches::kGpuDriverBugWorkarounds); StringToWorkarounds(types, &workarounds_); } feature_flags_.enable_shader_name_hashing = !command_line.HasSwitch(switches::kDisableShaderNameHashing); feature_flags_.is_swiftshader = (command_line.GetSwitchValueASCII(switches::kUseGL) == "swiftshader"); static const GLenum kAlphaTypes[] = { GL_UNSIGNED_BYTE, }; static const GLenum kRGBTypes[] = { GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5, }; static const GLenum kRGBATypes[] = { GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_5_5_5_1, }; static const GLenum kLuminanceTypes[] = { GL_UNSIGNED_BYTE, }; static const GLenum kLuminanceAlphaTypes[] = { GL_UNSIGNED_BYTE, }; static const FormatInfo kFormatTypes[] = { { GL_ALPHA, kAlphaTypes, arraysize(kAlphaTypes), }, { GL_RGB, kRGBTypes, arraysize(kRGBTypes), }, { GL_RGBA, kRGBATypes, arraysize(kRGBATypes), }, { GL_LUMINANCE, kLuminanceTypes, arraysize(kLuminanceTypes), }, { GL_LUMINANCE_ALPHA, kLuminanceAlphaTypes, arraysize(kLuminanceAlphaTypes), } , }; for (size_t ii = 0; ii < arraysize(kFormatTypes); ++ii) { const FormatInfo& info = kFormatTypes[ii]; ValueValidator& validator = texture_format_validators_[info.format]; for (size_t jj = 0; jj < info.count; ++jj) { validator.AddValue(info.types[jj]); } } } bool FeatureInfo::Initialize() { disallowed_features_ = DisallowedFeatures(); InitializeFeatures(); return true; } bool FeatureInfo::Initialize(const DisallowedFeatures& disallowed_features) { disallowed_features_ = disallowed_features; InitializeFeatures(); return true; } void FeatureInfo::InitializeFeatures() { // Figure out what extensions to turn on. StringSet extensions( reinterpret_cast(glGetString(GL_EXTENSIONS))); bool npot_ok = false; const char* renderer_str = reinterpret_cast(glGetString(GL_RENDERER)); if (renderer_str) { feature_flags_.is_angle = StartsWithASCII(renderer_str, "ANGLE", true); } bool is_es3 = false; const char* version_str = reinterpret_cast(glGetString(GL_VERSION)); if (version_str) { std::string lstr(StringToLowerASCII(std::string(version_str))); is_es3 = (lstr.substr(0, 12) == "opengl es 3."); } AddExtensionString("GL_ANGLE_translated_shader_source"); AddExtensionString("GL_CHROMIUM_async_pixel_transfers"); AddExtensionString("GL_CHROMIUM_bind_uniform_location"); AddExtensionString("GL_CHROMIUM_command_buffer_query"); AddExtensionString("GL_CHROMIUM_command_buffer_latency_query"); AddExtensionString("GL_CHROMIUM_copy_texture"); AddExtensionString("GL_CHROMIUM_get_error_query"); AddExtensionString("GL_CHROMIUM_lose_context"); AddExtensionString("GL_CHROMIUM_pixel_transfer_buffer_object"); AddExtensionString("GL_CHROMIUM_rate_limit_offscreen_context"); AddExtensionString("GL_CHROMIUM_resize"); AddExtensionString("GL_CHROMIUM_resource_safe"); AddExtensionString("GL_CHROMIUM_strict_attribs"); AddExtensionString("GL_CHROMIUM_stream_texture"); AddExtensionString("GL_CHROMIUM_texture_mailbox"); AddExtensionString("GL_EXT_debug_marker"); feature_flags_.chromium_stream_texture = true; // OES_vertex_array_object is emulated if not present natively, // so the extension string is always exposed. AddExtensionString("GL_OES_vertex_array_object"); if (!disallowed_features_.gpu_memory_manager) AddExtensionString("GL_CHROMIUM_gpu_memory_manager"); if (extensions.Contains("GL_ANGLE_translated_shader_source")) { feature_flags_.angle_translated_shader_source = true; } // Check if we should allow GL_EXT_texture_compression_dxt1 and // GL_EXT_texture_compression_s3tc. bool enable_dxt1 = false; bool enable_dxt3 = false; bool enable_dxt5 = false; bool have_s3tc = extensions.Contains("GL_EXT_texture_compression_s3tc"); bool have_dxt3 = have_s3tc || extensions.Contains("GL_ANGLE_texture_compression_dxt3"); bool have_dxt5 = have_s3tc || extensions.Contains("GL_ANGLE_texture_compression_dxt5"); if (extensions.Contains("GL_EXT_texture_compression_dxt1") || have_s3tc) { enable_dxt1 = true; } if (have_dxt3) { enable_dxt3 = true; } if (have_dxt5) { enable_dxt5 = true; } if (enable_dxt1) { AddExtensionString("GL_EXT_texture_compression_dxt1"); validators_.compressed_texture_format.AddValue( GL_COMPRESSED_RGB_S3TC_DXT1_EXT); validators_.compressed_texture_format.AddValue( GL_COMPRESSED_RGBA_S3TC_DXT1_EXT); } if (enable_dxt3) { // The difference between GL_EXT_texture_compression_s3tc and // GL_CHROMIUM_texture_compression_dxt3 is that the former // requires on the fly compression. The latter does not. AddExtensionString("GL_CHROMIUM_texture_compression_dxt3"); validators_.compressed_texture_format.AddValue( GL_COMPRESSED_RGBA_S3TC_DXT3_EXT); } if (enable_dxt5) { // The difference between GL_EXT_texture_compression_s3tc and // GL_CHROMIUM_texture_compression_dxt5 is that the former // requires on the fly compression. The latter does not. AddExtensionString("GL_CHROMIUM_texture_compression_dxt5"); validators_.compressed_texture_format.AddValue( GL_COMPRESSED_RGBA_S3TC_DXT5_EXT); } // Check if we should enable GL_EXT_texture_filter_anisotropic. if (extensions.Contains("GL_EXT_texture_filter_anisotropic")) { AddExtensionString("GL_EXT_texture_filter_anisotropic"); validators_.texture_parameter.AddValue( GL_TEXTURE_MAX_ANISOTROPY_EXT); validators_.g_l_state.AddValue( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT); } // Check if we should support GL_OES_packed_depth_stencil and/or // GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture. // // NOTE: GL_OES_depth_texture requires support for depth cubemaps. // GL_ARB_depth_texture requires other features that // GL_OES_packed_depth_stencil does not provide. // // Therefore we made up GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture. // // GL_GOOGLE_depth_texture is legacy. As we exposed it into NaCl we can't // get rid of it. // bool enable_depth_texture = false; if (!workarounds_.disable_depth_texture && (extensions.Contains("GL_ARB_depth_texture") || extensions.Contains("GL_OES_depth_texture") || extensions.Contains("GL_ANGLE_depth_texture") || is_es3)) { enable_depth_texture = true; feature_flags_.angle_depth_texture = extensions.Contains("GL_ANGLE_depth_texture"); } if (enable_depth_texture) { AddExtensionString("GL_CHROMIUM_depth_texture"); AddExtensionString("GL_GOOGLE_depth_texture"); texture_format_validators_[GL_DEPTH_COMPONENT].AddValue(GL_UNSIGNED_SHORT); texture_format_validators_[GL_DEPTH_COMPONENT].AddValue(GL_UNSIGNED_INT); validators_.texture_internal_format.AddValue(GL_DEPTH_COMPONENT); validators_.texture_format.AddValue(GL_DEPTH_COMPONENT); validators_.pixel_type.AddValue(GL_UNSIGNED_SHORT); validators_.pixel_type.AddValue(GL_UNSIGNED_INT); } if (extensions.Contains("GL_EXT_packed_depth_stencil") || extensions.Contains("GL_OES_packed_depth_stencil") || is_es3) { AddExtensionString("GL_OES_packed_depth_stencil"); feature_flags_.packed_depth24_stencil8 = true; if (enable_depth_texture) { texture_format_validators_[GL_DEPTH_STENCIL] .AddValue(GL_UNSIGNED_INT_24_8); validators_.texture_internal_format.AddValue(GL_DEPTH_STENCIL); validators_.texture_format.AddValue(GL_DEPTH_STENCIL); validators_.pixel_type.AddValue(GL_UNSIGNED_INT_24_8); } validators_.render_buffer_format.AddValue(GL_DEPTH24_STENCIL8); } if (extensions.Contains("GL_OES_vertex_array_object") || extensions.Contains("GL_ARB_vertex_array_object") || extensions.Contains("GL_APPLE_vertex_array_object")) { feature_flags_.native_vertex_array_object = true; } // If we're using client_side_arrays we have to emulate // vertex array objects since vertex array objects do not work // with client side arrays. if (workarounds_.use_client_side_arrays_for_stream_buffers) { feature_flags_.native_vertex_array_object = false; } if (extensions.Contains("GL_OES_element_index_uint") || gfx::HasDesktopGLFeatures()) { AddExtensionString("GL_OES_element_index_uint"); validators_.index_type.AddValue(GL_UNSIGNED_INT); } bool enable_texture_format_bgra8888 = false; bool enable_read_format_bgra = false; bool enable_render_buffer_bgra = false; // Check if we should allow GL_EXT_texture_format_BGRA8888 if (extensions.Contains("GL_EXT_texture_format_BGRA8888") || extensions.Contains("GL_APPLE_texture_format_BGRA8888") || extensions.Contains("GL_EXT_bgra")) { enable_texture_format_bgra8888 = true; } if (extensions.Contains("GL_EXT_bgra")) { enable_render_buffer_bgra = true; } if (extensions.Contains("GL_EXT_read_format_bgra") || extensions.Contains("GL_EXT_bgra")) { enable_read_format_bgra = true; } if (enable_texture_format_bgra8888) { feature_flags_.ext_texture_format_bgra8888 = true; AddExtensionString("GL_EXT_texture_format_BGRA8888"); texture_format_validators_[GL_BGRA_EXT].AddValue(GL_UNSIGNED_BYTE); validators_.texture_internal_format.AddValue(GL_BGRA_EXT); validators_.texture_format.AddValue(GL_BGRA_EXT); } if (enable_read_format_bgra) { AddExtensionString("GL_EXT_read_format_bgra"); validators_.read_pixel_format.AddValue(GL_BGRA_EXT); } if (enable_render_buffer_bgra) { AddExtensionString("GL_CHROMIUM_renderbuffer_format_BGRA8888"); validators_.render_buffer_format.AddValue(GL_BGRA8_EXT); } if (extensions.Contains("GL_OES_rgb8_rgba8") || gfx::HasDesktopGLFeatures()) { AddExtensionString("GL_OES_rgb8_rgba8"); validators_.render_buffer_format.AddValue(GL_RGB8_OES); validators_.render_buffer_format.AddValue(GL_RGBA8_OES); } // Check if we should allow GL_OES_texture_npot if (extensions.Contains("GL_ARB_texture_non_power_of_two") || extensions.Contains("GL_OES_texture_npot")) { AddExtensionString("GL_OES_texture_npot"); npot_ok = true; } // Check if we should allow GL_OES_texture_float, GL_OES_texture_half_float, // GL_OES_texture_float_linear, GL_OES_texture_half_float_linear bool enable_texture_float = false; bool enable_texture_float_linear = false; bool enable_texture_half_float = false; bool enable_texture_half_float_linear = false; bool have_arb_texture_float = extensions.Contains("GL_ARB_texture_float"); if (have_arb_texture_float) { enable_texture_float = true; enable_texture_float_linear = true; enable_texture_half_float = true; enable_texture_half_float_linear = true; } else { if (extensions.Contains("GL_OES_texture_float") || have_arb_texture_float) { enable_texture_float = true; if (extensions.Contains("GL_OES_texture_float_linear") || have_arb_texture_float) { enable_texture_float_linear = true; } } if (extensions.Contains("GL_OES_texture_half_float") || have_arb_texture_float) { enable_texture_half_float = true; if (extensions.Contains("GL_OES_texture_half_float_linear") || have_arb_texture_float) { enable_texture_half_float_linear = true; } } } if (enable_texture_float) { texture_format_validators_[GL_ALPHA].AddValue(GL_FLOAT); texture_format_validators_[GL_RGB].AddValue(GL_FLOAT); texture_format_validators_[GL_RGBA].AddValue(GL_FLOAT); texture_format_validators_[GL_LUMINANCE].AddValue(GL_FLOAT); texture_format_validators_[GL_LUMINANCE_ALPHA].AddValue(GL_FLOAT); validators_.pixel_type.AddValue(GL_FLOAT); validators_.read_pixel_type.AddValue(GL_FLOAT); AddExtensionString("GL_OES_texture_float"); if (enable_texture_float_linear) { AddExtensionString("GL_OES_texture_float_linear"); } } if (enable_texture_half_float) { texture_format_validators_[GL_ALPHA].AddValue(GL_HALF_FLOAT_OES); texture_format_validators_[GL_RGB].AddValue(GL_HALF_FLOAT_OES); texture_format_validators_[GL_RGBA].AddValue(GL_HALF_FLOAT_OES); texture_format_validators_[GL_LUMINANCE].AddValue(GL_HALF_FLOAT_OES); texture_format_validators_[GL_LUMINANCE_ALPHA].AddValue(GL_HALF_FLOAT_OES); validators_.pixel_type.AddValue(GL_HALF_FLOAT_OES); validators_.read_pixel_type.AddValue(GL_HALF_FLOAT_OES); AddExtensionString("GL_OES_texture_half_float"); if (enable_texture_half_float_linear) { AddExtensionString("GL_OES_texture_half_float_linear"); } } // Check for multisample support if (!disallowed_features_.multisampling && !workarounds_.disable_framebuffer_multisample) { bool ext_has_multisample = extensions.Contains("GL_EXT_framebuffer_multisample") || is_es3; if (feature_flags_.is_angle) { ext_has_multisample |= extensions.Contains("GL_ANGLE_framebuffer_multisample"); } feature_flags_.use_core_framebuffer_multisample = is_es3; if (ext_has_multisample) { feature_flags_.chromium_framebuffer_multisample = true; validators_.frame_buffer_target.AddValue(GL_READ_FRAMEBUFFER_EXT); validators_.frame_buffer_target.AddValue(GL_DRAW_FRAMEBUFFER_EXT); validators_.g_l_state.AddValue(GL_READ_FRAMEBUFFER_BINDING_EXT); validators_.g_l_state.AddValue(GL_MAX_SAMPLES_EXT); validators_.render_buffer_parameter.AddValue(GL_RENDERBUFFER_SAMPLES_EXT); AddExtensionString("GL_CHROMIUM_framebuffer_multisample"); } if (extensions.Contains("GL_EXT_multisampled_render_to_texture")) { feature_flags_.multisampled_render_to_texture = true; } else if (extensions.Contains("GL_IMG_multisampled_render_to_texture")) { feature_flags_.multisampled_render_to_texture = true; feature_flags_.use_img_for_multisampled_render_to_texture = true; } if (feature_flags_.multisampled_render_to_texture) { validators_.render_buffer_parameter.AddValue( GL_RENDERBUFFER_SAMPLES_EXT); validators_.g_l_state.AddValue(GL_MAX_SAMPLES_EXT); validators_.frame_buffer_parameter.AddValue( GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT); AddExtensionString("GL_EXT_multisampled_render_to_texture"); } } if (extensions.Contains("GL_OES_depth24") || gfx::HasDesktopGLFeatures() || is_es3) { AddExtensionString("GL_OES_depth24"); feature_flags_.oes_depth24 = true; validators_.render_buffer_format.AddValue(GL_DEPTH_COMPONENT24); } if (!workarounds_.disable_oes_standard_derivatives && (extensions.Contains("GL_OES_standard_derivatives") || gfx::HasDesktopGLFeatures())) { AddExtensionString("GL_OES_standard_derivatives"); feature_flags_.oes_standard_derivatives = true; validators_.hint_target.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES); validators_.g_l_state.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES); } if (extensions.Contains("GL_OES_EGL_image_external")) { AddExtensionString("GL_OES_EGL_image_external"); feature_flags_.oes_egl_image_external = true; validators_.texture_bind_target.AddValue(GL_TEXTURE_EXTERNAL_OES); validators_.get_tex_param_target.AddValue(GL_TEXTURE_EXTERNAL_OES); validators_.texture_parameter.AddValue(GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES); validators_.g_l_state.AddValue(GL_TEXTURE_BINDING_EXTERNAL_OES); } if (extensions.Contains("GL_OES_compressed_ETC1_RGB8_texture")) { AddExtensionString("GL_OES_compressed_ETC1_RGB8_texture"); feature_flags_.oes_compressed_etc1_rgb8_texture = true; validators_.compressed_texture_format.AddValue(GL_ETC1_RGB8_OES); } // Ideally we would only expose this extension on Mac OS X, to // support GL_CHROMIUM_iosurface and the compositor. We don't want // applications to start using it; they should use ordinary non- // power-of-two textures. However, for unit testing purposes we // expose it on all supported platforms. if (extensions.Contains("GL_ARB_texture_rectangle")) { AddExtensionString("GL_ARB_texture_rectangle"); feature_flags_.arb_texture_rectangle = true; validators_.texture_bind_target.AddValue(GL_TEXTURE_RECTANGLE_ARB); // For the moment we don't add this enum to the texture_target // validator. This implies that the only way to get image data into a // rectangular texture is via glTexImageIOSurface2DCHROMIUM, which is // just fine since again we don't want applications depending on this // extension. validators_.get_tex_param_target.AddValue(GL_TEXTURE_RECTANGLE_ARB); validators_.g_l_state.AddValue(GL_TEXTURE_BINDING_RECTANGLE_ARB); } #if defined(OS_MACOSX) if (IOSurfaceSupport::Initialize()) { AddExtensionString("GL_CHROMIUM_iosurface"); } #endif // TODO(gman): Add support for these extensions. // GL_OES_depth32 feature_flags_.enable_texture_float_linear |= enable_texture_float_linear; feature_flags_.enable_texture_half_float_linear |= enable_texture_half_float_linear; feature_flags_.npot_ok |= npot_ok; if (extensions.Contains("GL_ANGLE_pack_reverse_row_order")) { AddExtensionString("GL_ANGLE_pack_reverse_row_order"); feature_flags_.angle_pack_reverse_row_order = true; validators_.pixel_store.AddValue(GL_PACK_REVERSE_ROW_ORDER_ANGLE); validators_.g_l_state.AddValue(GL_PACK_REVERSE_ROW_ORDER_ANGLE); } if (extensions.Contains("GL_ANGLE_texture_usage")) { feature_flags_.angle_texture_usage = true; AddExtensionString("GL_ANGLE_texture_usage"); validators_.texture_parameter.AddValue(GL_TEXTURE_USAGE_ANGLE); } if (extensions.Contains("GL_EXT_texture_storage")) { feature_flags_.ext_texture_storage = true; AddExtensionString("GL_EXT_texture_storage"); validators_.texture_parameter.AddValue(GL_TEXTURE_IMMUTABLE_FORMAT_EXT); if (enable_texture_format_bgra8888) validators_.texture_internal_format_storage.AddValue(GL_BGRA8_EXT); if (enable_texture_float) { validators_.texture_internal_format_storage.AddValue(GL_RGBA32F_EXT); validators_.texture_internal_format_storage.AddValue(GL_RGB32F_EXT); validators_.texture_internal_format_storage.AddValue(GL_ALPHA32F_EXT); validators_.texture_internal_format_storage.AddValue( GL_LUMINANCE32F_EXT); validators_.texture_internal_format_storage.AddValue( GL_LUMINANCE_ALPHA32F_EXT); } if (enable_texture_half_float) { validators_.texture_internal_format_storage.AddValue(GL_RGBA16F_EXT); validators_.texture_internal_format_storage.AddValue(GL_RGB16F_EXT); validators_.texture_internal_format_storage.AddValue(GL_ALPHA16F_EXT); validators_.texture_internal_format_storage.AddValue( GL_LUMINANCE16F_EXT); validators_.texture_internal_format_storage.AddValue( GL_LUMINANCE_ALPHA16F_EXT); } } bool have_ext_occlusion_query_boolean = extensions.Contains("GL_EXT_occlusion_query_boolean"); bool have_arb_occlusion_query2 = extensions.Contains("GL_ARB_occlusion_query2"); bool have_arb_occlusion_query = extensions.Contains("GL_ARB_occlusion_query"); if (!workarounds_.disable_ext_occlusion_query && (have_ext_occlusion_query_boolean || have_arb_occlusion_query2 || have_arb_occlusion_query)) { AddExtensionString("GL_EXT_occlusion_query_boolean"); feature_flags_.occlusion_query_boolean = true; feature_flags_.use_arb_occlusion_query2_for_occlusion_query_boolean = !have_ext_occlusion_query_boolean && have_arb_occlusion_query2; feature_flags_.use_arb_occlusion_query_for_occlusion_query_boolean = !have_ext_occlusion_query_boolean && have_arb_occlusion_query && !have_arb_occlusion_query2; } if (!workarounds_.disable_angle_instanced_arrays && (extensions.Contains("GL_ANGLE_instanced_arrays") || (extensions.Contains("GL_ARB_instanced_arrays") && extensions.Contains("GL_ARB_draw_instanced")))) { AddExtensionString("GL_ANGLE_instanced_arrays"); feature_flags_.angle_instanced_arrays = true; validators_.vertex_attribute.AddValue(GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE); } if (!workarounds_.disable_ext_draw_buffers && (extensions.Contains("GL_ARB_draw_buffers") || extensions.Contains("GL_EXT_draw_buffers"))) { AddExtensionString("GL_EXT_draw_buffers"); feature_flags_.ext_draw_buffers = true; GLint max_color_attachments = 0; glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &max_color_attachments); for (GLenum i = GL_COLOR_ATTACHMENT1_EXT; i < static_cast(GL_COLOR_ATTACHMENT0 + max_color_attachments); ++i) { validators_.attachment.AddValue(i); } validators_.g_l_state.AddValue(GL_MAX_COLOR_ATTACHMENTS_EXT); validators_.g_l_state.AddValue(GL_MAX_DRAW_BUFFERS_ARB); GLint max_draw_buffers = 0; glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_draw_buffers); for (GLenum i = GL_DRAW_BUFFER0_ARB; i < static_cast(GL_DRAW_BUFFER0_ARB + max_draw_buffers); ++i) { validators_.g_l_state.AddValue(i); } } if (extensions.Contains("GL_EXT_frag_depth") || gfx::HasDesktopGLFeatures()) { AddExtensionString("GL_EXT_frag_depth"); feature_flags_.ext_frag_depth = true; } bool ui_gl_fence_works = extensions.Contains("GL_NV_fence") || extensions.Contains("GL_ARB_sync") || extensions.Contains("EGL_KHR_fence_sync"); feature_flags_.map_buffer_range = is_es3 || extensions.Contains("GL_ARB_map_buffer_range"); // Really it's part of core OpenGL 2.1 and up, but let's assume the // extension is still advertised. bool has_pixel_buffers = is_es3 || extensions.Contains("GL_ARB_pixel_buffer_object"); // We will use either glMapBuffer() or glMapBufferRange() for async readbacks. if (has_pixel_buffers && ui_gl_fence_works && !workarounds_.disable_async_readpixels) { feature_flags_.use_async_readpixels = true; } if (is_es3 || extensions.Contains("GL_ARB_sampler_objects")) { feature_flags_.enable_samplers = true; // TODO(dsinclair): Add AddExtensionString("GL_CHROMIUM_sampler_objects") // when available. } if ((is_es3 || extensions.Contains("GL_EXT_discard_framebuffer")) && !workarounds_.disable_ext_discard_framebuffer) { // DiscardFramebufferEXT is automatically bound to InvalidateFramebuffer. AddExtensionString("GL_EXT_discard_framebuffer"); feature_flags_.ext_discard_framebuffer = true; } } void FeatureInfo::AddExtensionString(const std::string& str) { if (extensions_.find(str) == std::string::npos) { extensions_ += (extensions_.empty() ? "" : " ") + str; } } FeatureInfo::~FeatureInfo() { } } // namespace gles2 } // namespace gpu