// 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/macros.h" #include "base/metrics/histogram.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 "gpu/command_buffer/service/texture_definition.h" #include "gpu/config/gpu_switches.h" #include "ui/gl/gl_fence.h" #include "ui/gl/gl_implementation.h" #if !defined(OS_MACOSX) #include "ui/gl/gl_fence_egl.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); } StringSet(const std::vector& strs) { string_set_.insert(strs.begin(), strs.end()); } 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(); } const std::set& GetImpl() { return string_set_; } 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; if (workarounds->max_fragment_uniform_vectors_32) workarounds->max_fragment_uniform_vectors = 32; if (workarounds->max_varying_vectors_16) workarounds->max_varying_vectors = 16; if (workarounds->max_vertex_uniform_vectors_256) workarounds->max_vertex_uniform_vectors = 256; if (workarounds->max_copy_texture_chromium_size_262144) workarounds->max_copy_texture_chromium_size = 262144; } } // anonymous namespace. FeatureInfo::FeatureFlags::FeatureFlags() : chromium_color_buffer_float_rgba(false), chromium_color_buffer_float_rgb(false), chromium_framebuffer_multisample(false), chromium_sync_query(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), 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_atc(false), ext_texture_format_bgra8888(false), ext_texture_format_dxt1(false), ext_texture_format_dxt5(false), enable_shader_name_hashing(false), enable_samplers(false), ext_draw_buffers(false), nv_draw_buffers(false), ext_frag_depth(false), ext_shader_texture_lod(false), use_async_readpixels(false), map_buffer_range(false), ext_discard_framebuffer(false), angle_depth_texture(false), is_swiftshader(false), angle_texture_usage(false), ext_texture_storage(false), chromium_path_rendering(false), blend_equation_advanced(false), blend_equation_advanced_coherent(false), ext_texture_rg(false), enable_subscribe_uniform(false), emulate_primitive_restart_fixed_index(false), ext_render_buffer_format_bgra8888(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), max_fragment_uniform_vectors(0), max_varying_vectors(0), max_vertex_uniform_vectors(0), max_copy_texture_chromium_size(0) { } FeatureInfo::FeatureInfo() { InitializeBasicState(*base::CommandLine::ForCurrentProcess()); } FeatureInfo::FeatureInfo(const base::CommandLine& command_line) { InitializeBasicState(command_line); } void FeatureInfo::InitializeBasicState(const base::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"); feature_flags_.enable_subscribe_uniform = command_line.HasSwitch(switches::kEnableSubscribeUniformExtension); enable_unsafe_es3_apis_switch_ = command_line.HasSwitch(switches::kEnableUnsafeES3APIs); unsafe_es3_apis_enabled_ = false; } bool FeatureInfo::Initialize() { disallowed_features_ = DisallowedFeatures(); InitializeFeatures(); return true; } bool FeatureInfo::Initialize(const DisallowedFeatures& disallowed_features) { disallowed_features_ = disallowed_features; InitializeFeatures(); return true; } bool IsGL_REDSupportedOnFBOs() { // Skia uses GL_RED with frame buffers, unfortunately, Mesa claims to support // GL_EXT_texture_rg, but it doesn't support it on frame buffers. To fix // this, we try it, and if it fails, we don't expose GL_EXT_texture_rg. GLint fb_binding = 0; GLint tex_binding = 0; glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fb_binding); glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_binding); GLuint textureId = 0; glGenTextures(1, &textureId); glBindTexture(GL_TEXTURE_2D, textureId); GLubyte data[1] = {0}; glTexImage2D(GL_TEXTURE_2D, 0, GL_RED_EXT, 1, 1, 0, GL_RED_EXT, GL_UNSIGNED_BYTE, data); GLuint textureFBOID = 0; glGenFramebuffersEXT(1, &textureFBOID); glBindFramebufferEXT(GL_FRAMEBUFFER, textureFBOID); glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0); bool result = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_UNSUPPORTED; glDeleteFramebuffersEXT(1, &textureFBOID); glDeleteTextures(1, &textureId); glBindFramebufferEXT(GL_FRAMEBUFFER, static_cast(fb_binding)); glBindTexture(GL_TEXTURE_2D, static_cast(tex_binding)); DCHECK(glGetError() == GL_NO_ERROR); return result; } void FeatureInfo::InitializeFeatures() { // Figure out what extensions to turn on. StringSet extensions; // We need to figure out how to query the extension string before we // have a GLVersionInfo available. const char* version_str = reinterpret_cast(glGetString(GL_VERSION)); unsigned major_version, minor_version; bool is_es, is_es3; gfx::GLVersionInfo::ParseVersionString( version_str, &major_version, &minor_version, &is_es, &is_es3); if (!is_es && major_version >= 3) { std::vector exts; GLint num_extensions = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); for (GLint i = 0; i < num_extensions; ++i) { const char* extension = reinterpret_cast( glGetStringi(GL_EXTENSIONS, i)); DCHECK(extension != NULL); exts.push_back(extension); } extensions = exts; } else { extensions = reinterpret_cast(glGetString(GL_EXTENSIONS)); } const char* renderer_str = reinterpret_cast(glGetString(GL_RENDERER)); gl_version_info_.reset(new gfx::GLVersionInfo( version_str, renderer_str, extensions.GetImpl())); 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_texture_mailbox"); AddExtensionString("GL_CHROMIUM_trace_marker"); AddExtensionString("GL_EXT_debug_marker"); if (feature_flags_.enable_subscribe_uniform) { AddExtensionString("GL_CHROMIUM_subscribe_uniform"); } // 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) { feature_flags_.ext_texture_format_dxt1 = true; 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) { feature_flags_.ext_texture_format_dxt5 = true; // 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); } bool have_atc = extensions.Contains("GL_AMD_compressed_ATC_texture") || extensions.Contains("GL_ATI_texture_compression_atitc"); if (have_atc) { feature_flags_.ext_texture_format_atc = true; AddExtensionString("GL_AMD_compressed_ATC_texture"); validators_.compressed_texture_format.AddValue(GL_ATC_RGB_AMD); validators_.compressed_texture_format.AddValue( GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD); } // 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") || gl_version_info_->is_es3 || gl_version_info_->is_desktop_core_profile)) { 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"); 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") || gl_version_info_->is_es3 || gl_version_info_->is_desktop_core_profile) { AddExtensionString("GL_OES_packed_depth_stencil"); feature_flags_.packed_depth24_stencil8 = true; if (enable_depth_texture) { 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 (gl_version_info_->is_es3 || gl_version_info_->is_desktop_core_profile || 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 (gl_version_info_->is_es3 || extensions.Contains("GL_OES_element_index_uint") || gfx::HasDesktopGLFeatures()) { AddExtensionString("GL_OES_element_index_uint"); validators_.index_type.AddValue(GL_UNSIGNED_INT); } // With EXT_sRGB, unsized SRGB_EXT and SRGB_ALPHA_EXT are accepted by the // and parameter of TexImage2D. GLES3 adds support // for SRGB Textures but the accepted internal formats for TexImage2D are only // sized formats GL_SRGB8 and GL_SRGB8_ALPHA8. Also, SRGB_EXT isn't a valid // in this case. So, even with GLES3 explicitly check for // GL_EXT_sRGB. if (((gl_version_info_->is_es3 || extensions.Contains("GL_OES_rgb8_rgba8")) && extensions.Contains("GL_EXT_sRGB")) || gfx::HasDesktopGLFeatures()) { AddExtensionString("GL_EXT_sRGB"); validators_.texture_internal_format.AddValue(GL_SRGB_EXT); validators_.texture_internal_format.AddValue(GL_SRGB_ALPHA_EXT); validators_.texture_format.AddValue(GL_SRGB_EXT); validators_.texture_format.AddValue(GL_SRGB_ALPHA_EXT); validators_.render_buffer_format.AddValue(GL_SRGB8_ALPHA8_EXT); validators_.frame_buffer_parameter.AddValue( GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT); } bool enable_texture_format_bgra8888 = false; bool enable_read_format_bgra = false; bool enable_render_buffer_bgra = false; bool enable_immutable_texture_format_bgra_on_es3 = extensions.Contains("GL_APPLE_texture_format_BGRA8888"); // Check if we should allow GL_EXT_texture_format_BGRA8888 if (extensions.Contains("GL_EXT_texture_format_BGRA8888") || enable_immutable_texture_format_bgra_on_es3 || extensions.Contains("GL_EXT_bgra")) { enable_texture_format_bgra8888 = true; } // Only desktop GL extension GL_EXT_bgra or ANGLE guarantee that we can // allocate a renderbuffer with this format. if (extensions.Contains("GL_EXT_bgra") || gl_version_info_->is_angle) { 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"); 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) { feature_flags_.ext_render_buffer_format_bgra8888 = true; 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 (!disallowed_features_.npot_support && (gl_version_info_->is_es3 || gl_version_info_->is_desktop_core_profile || extensions.Contains("GL_ARB_texture_non_power_of_two") || extensions.Contains("GL_OES_texture_npot"))) { AddExtensionString("GL_OES_texture_npot"); feature_flags_.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 may_enable_chromium_color_buffer_float = false; if (extensions.Contains("GL_ARB_texture_float") || gl_version_info_->is_desktop_core_profile) { enable_texture_float = true; enable_texture_float_linear = true; enable_texture_half_float = true; enable_texture_half_float_linear = true; may_enable_chromium_color_buffer_float = true; } else { // GLES3 adds support for Float type by default but it doesn't support all // formats as GL_OES_texture_float(i.e.LUMINANCE_ALPHA,LUMINANCE and Alpha) if (extensions.Contains("GL_OES_texture_float")) { enable_texture_float = true; if (extensions.Contains("GL_OES_texture_float_linear")) { enable_texture_float_linear = true; } // This extension allows a variety of floating point formats to be // rendered to via framebuffer objects. Enable it's usage only if // support for Floating textures is enabled. if ((gl_version_info_->is_es3 && extensions.Contains("GL_EXT_color_buffer_float")) || gl_version_info_->is_angle) { may_enable_chromium_color_buffer_float = true; } } // TODO(dshwang): GLES3 supports half float by default but GL_HALF_FLOAT_OES // isn't equal to GL_HALF_FLOAT. if (extensions.Contains("GL_OES_texture_half_float")) { enable_texture_half_float = true; if (extensions.Contains("GL_OES_texture_half_float_linear")) { enable_texture_half_float_linear = true; } } } if (enable_texture_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) { 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"); } } if (may_enable_chromium_color_buffer_float) { static_assert(GL_RGBA32F_ARB == GL_RGBA32F && GL_RGBA32F_EXT == GL_RGBA32F && GL_RGB32F_ARB == GL_RGB32F && GL_RGB32F_EXT == GL_RGB32F, "sized float internal format variations must match"); // We don't check extension support beyond ARB_texture_float on desktop GL, // and format support varies between GL configurations. For example, spec // prior to OpenGL 3.0 mandates framebuffer support only for one // implementation-chosen format, and ES3.0 EXT_color_buffer_float does not // support rendering to RGB32F. Check for framebuffer completeness with // formats that the extensions expose, and only enable an extension when a // framebuffer created with its texture format is reported as complete. GLint fb_binding = 0; GLint tex_binding = 0; glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fb_binding); glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_binding); GLuint tex_id = 0; GLuint fb_id = 0; GLsizei width = 16; glGenTextures(1, &tex_id); glGenFramebuffersEXT(1, &fb_id); glBindTexture(GL_TEXTURE_2D, tex_id); // Nearest filter needed for framebuffer completeness on some drivers. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, width, 0, GL_RGBA, GL_FLOAT, NULL); glBindFramebufferEXT(GL_FRAMEBUFFER, fb_id); glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex_id, 0); GLenum statusRGBA = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, width, 0, GL_RGB, GL_FLOAT, NULL); GLenum statusRGB = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); glDeleteFramebuffersEXT(1, &fb_id); glDeleteTextures(1, &tex_id); glBindFramebufferEXT(GL_FRAMEBUFFER, static_cast(fb_binding)); glBindTexture(GL_TEXTURE_2D, static_cast(tex_binding)); DCHECK(glGetError() == GL_NO_ERROR); if (statusRGBA == GL_FRAMEBUFFER_COMPLETE) { validators_.texture_internal_format.AddValue(GL_RGBA32F); feature_flags_.chromium_color_buffer_float_rgba = true; AddExtensionString("GL_CHROMIUM_color_buffer_float_rgba"); } if (statusRGB == GL_FRAMEBUFFER_COMPLETE) { validators_.texture_internal_format.AddValue(GL_RGB32F); feature_flags_.chromium_color_buffer_float_rgb = true; AddExtensionString("GL_CHROMIUM_color_buffer_float_rgb"); } } // Check for multisample support if (!workarounds_.disable_chromium_framebuffer_multisample) { bool ext_has_multisample = extensions.Contains("GL_EXT_framebuffer_multisample") || gl_version_info_->is_es3 || gl_version_info_->is_desktop_core_profile; if (gl_version_info_->is_angle) { ext_has_multisample |= extensions.Contains("GL_ANGLE_framebuffer_multisample"); } feature_flags_.use_core_framebuffer_multisample = gl_version_info_->is_es3 || gl_version_info_->is_desktop_core_profile; 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 (!workarounds_.disable_multisampled_render_to_texture) { 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() || gl_version_info_->is_es3) { AddExtensionString("GL_OES_depth24"); feature_flags_.oes_depth24 = true; validators_.render_buffer_format.AddValue(GL_DEPTH_COMPONENT24); } if (gl_version_info_->is_es3 || 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); } if (extensions.Contains("GL_AMD_compressed_ATC_texture")) { AddExtensionString("GL_AMD_compressed_ATC_texture"); validators_.compressed_texture_format.AddValue( GL_ATC_RGB_AMD); validators_.compressed_texture_format.AddValue( GL_ATC_RGBA_EXPLICIT_ALPHA_AMD); validators_.compressed_texture_format.AddValue( GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD); } if (extensions.Contains("GL_IMG_texture_compression_pvrtc")) { AddExtensionString("GL_IMG_texture_compression_pvrtc"); validators_.compressed_texture_format.AddValue( GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG); validators_.compressed_texture_format.AddValue( GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG); validators_.compressed_texture_format.AddValue( GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG); validators_.compressed_texture_format.AddValue( GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG); } // 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") || gl_version_info_->is_desktop_core_profile) { 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) 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; 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); } // Note: Only APPLE_texture_format_BGRA8888 extension allows BGRA8_EXT in // ES3's glTexStorage2D. We prefer support BGRA to texture storage. // So we don't expose GL_EXT_texture_storage when ES3 + // GL_EXT_texture_format_BGRA8888 because we fail the GL_BGRA8 requirement. // However we expose GL_EXT_texture_storage when just ES3 because we don't // claim to handle GL_BGRA8. bool support_texture_storage_on_es3 = (gl_version_info_->is_es3 && enable_immutable_texture_format_bgra_on_es3) || (gl_version_info_->is_es3 && !enable_texture_format_bgra8888); if (extensions.Contains("GL_EXT_texture_storage") || extensions.Contains("GL_ARB_texture_storage") || support_texture_storage_on_es3 || gl_version_info_->is_desktop_core_profile) { 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 (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")) || gl_version_info_->is_es3)) { AddExtensionString("GL_ANGLE_instanced_arrays"); feature_flags_.angle_instanced_arrays = true; validators_.vertex_attribute.AddValue(GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE); } bool vendor_agnostic_draw_buffers = extensions.Contains("GL_ARB_draw_buffers") || extensions.Contains("GL_EXT_draw_buffers"); if (!workarounds_.disable_ext_draw_buffers && (vendor_agnostic_draw_buffers || (extensions.Contains("GL_NV_draw_buffers") && gl_version_info_->is_es3) || gl_version_info_->is_desktop_core_profile)) { AddExtensionString("GL_EXT_draw_buffers"); feature_flags_.ext_draw_buffers = true; // This flag is set to enable emulation of EXT_draw_buffers when we're // running on GLES 3.0+, NV_draw_buffers extension is supported and // glDrawBuffers from GLES 3.0 core has been bound. It toggles using the // NV_draw_buffers extension directive instead of EXT_draw_buffers extension // directive in ESSL 100 shaders translated by ANGLE, enabling them to write // into multiple gl_FragData values, which is not by default possible in // ESSL 100 with core GLES 3.0. For more information, see the // NV_draw_buffers specification. feature_flags_.nv_draw_buffers = !vendor_agnostic_draw_buffers; 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); } static_assert(GL_COLOR_ATTACHMENT0_EXT == GL_COLOR_ATTACHMENT0, "GL_COLOR_ATTACHMENT0_EXT should equal GL_COLOR_ATTACHMENT0"); 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 (gl_version_info_->is_es3 || extensions.Contains("GL_EXT_blend_minmax") || gfx::HasDesktopGLFeatures()) { AddExtensionString("GL_EXT_blend_minmax"); validators_.equation.AddValue(GL_MIN_EXT); validators_.equation.AddValue(GL_MAX_EXT); static_assert(GL_MIN_EXT == GL_MIN && GL_MAX_EXT == GL_MAX, "min & max variations must match"); } // TODO(dshwang): GLES3 supports gl_FragDepth, not gl_FragDepthEXT. if (extensions.Contains("GL_EXT_frag_depth") || gfx::HasDesktopGLFeatures()) { AddExtensionString("GL_EXT_frag_depth"); feature_flags_.ext_frag_depth = true; } if (extensions.Contains("GL_EXT_shader_texture_lod") || gfx::HasDesktopGLFeatures()) { AddExtensionString("GL_EXT_shader_texture_lod"); feature_flags_.ext_shader_texture_lod = true; } bool ui_gl_fence_works = gfx::GLFence::IsSupported(); UMA_HISTOGRAM_BOOLEAN("GPU.FenceSupport", ui_gl_fence_works); feature_flags_.map_buffer_range = gl_version_info_->is_es3 || gl_version_info_->is_desktop_core_profile || extensions.Contains("GL_ARB_map_buffer_range") || extensions.Contains("GL_EXT_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 = gl_version_info_->is_es3 || gl_version_info_->is_desktop_core_profile || extensions.Contains("GL_ARB_pixel_buffer_object") || extensions.Contains("GL_NV_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 (gl_version_info_->is_es3 || extensions.Contains("GL_ARB_sampler_objects")) { feature_flags_.enable_samplers = true; // TODO(dsinclair): Add AddExtensionString("GL_CHROMIUM_sampler_objects") // when available. } if ((gl_version_info_->is_es3 || extensions.Contains("GL_EXT_discard_framebuffer")) && !workarounds_.disable_discard_framebuffer) { // DiscardFramebufferEXT is automatically bound to InvalidateFramebuffer. AddExtensionString("GL_EXT_discard_framebuffer"); feature_flags_.ext_discard_framebuffer = true; } if (ui_gl_fence_works) { AddExtensionString("GL_CHROMIUM_sync_query"); feature_flags_.chromium_sync_query = true; } if (!workarounds_.disable_blend_equation_advanced) { bool blend_equation_advanced_coherent = extensions.Contains("GL_NV_blend_equation_advanced_coherent") || extensions.Contains("GL_KHR_blend_equation_advanced_coherent"); if (blend_equation_advanced_coherent || extensions.Contains("GL_NV_blend_equation_advanced") || extensions.Contains("GL_KHR_blend_equation_advanced")) { const GLenum equations[] = {GL_MULTIPLY_KHR, GL_SCREEN_KHR, GL_OVERLAY_KHR, GL_DARKEN_KHR, GL_LIGHTEN_KHR, GL_COLORDODGE_KHR, GL_COLORBURN_KHR, GL_HARDLIGHT_KHR, GL_SOFTLIGHT_KHR, GL_DIFFERENCE_KHR, GL_EXCLUSION_KHR, GL_HSL_HUE_KHR, GL_HSL_SATURATION_KHR, GL_HSL_COLOR_KHR, GL_HSL_LUMINOSITY_KHR}; for (GLenum equation : equations) validators_.equation.AddValue(equation); if (blend_equation_advanced_coherent) AddExtensionString("GL_KHR_blend_equation_advanced_coherent"); AddExtensionString("GL_KHR_blend_equation_advanced"); feature_flags_.blend_equation_advanced = true; feature_flags_.blend_equation_advanced_coherent = blend_equation_advanced_coherent; } } if (extensions.Contains("GL_NV_path_rendering")) { if (extensions.Contains("GL_EXT_direct_state_access") || gl_version_info_->is_es3) { AddExtensionString("GL_CHROMIUM_path_rendering"); feature_flags_.chromium_path_rendering = true; validators_.g_l_state.AddValue(GL_PATH_MODELVIEW_MATRIX_CHROMIUM); validators_.g_l_state.AddValue(GL_PATH_PROJECTION_MATRIX_CHROMIUM); } } if ((gl_version_info_->is_es3 || gl_version_info_->is_desktop_core_profile || extensions.Contains("GL_EXT_texture_rg") || extensions.Contains("GL_ARB_texture_rg")) && IsGL_REDSupportedOnFBOs()) { feature_flags_.ext_texture_rg = true; AddExtensionString("GL_EXT_texture_rg"); validators_.texture_format.AddValue(GL_RED_EXT); validators_.texture_format.AddValue(GL_RG_EXT); validators_.texture_internal_format.AddValue(GL_RED_EXT); validators_.texture_internal_format.AddValue(GL_R8_EXT); validators_.texture_internal_format.AddValue(GL_RG_EXT); validators_.texture_internal_format.AddValue(GL_RG8_EXT); validators_.read_pixel_format.AddValue(GL_RED_EXT); validators_.read_pixel_format.AddValue(GL_RG_EXT); validators_.render_buffer_format.AddValue(GL_R8_EXT); validators_.render_buffer_format.AddValue(GL_RG8_EXT); } UMA_HISTOGRAM_BOOLEAN("GPU.TextureRG", feature_flags_.ext_texture_rg); #if !defined(OS_MACOSX) if (workarounds_.ignore_egl_sync_failures) { gfx::GLFenceEGL::SetIgnoreFailures(); } #endif if (workarounds_.avoid_egl_image_target_texture_reuse) { TextureDefinition::AvoidEGLTargetTextureReuse(); } if (gl_version_info_->IsLowerThanGL(4, 3)) { // crbug.com/481184. // GL_PRIMITIVE_RESTART_FIXED_INDEX is only available on Desktop GL 4.3+, // but we emulate ES 3.0 on top of Desktop GL 4.2+. feature_flags_.emulate_primitive_restart_fixed_index = true; } } bool FeatureInfo::IsES3Capable() const { if (!enable_unsafe_es3_apis_switch_) return false; if (gl_version_info_) return gl_version_info_->IsES3Capable(); return false; } void FeatureInfo::EnableES3Validators() { DCHECK(IsES3Capable()); validators_.UpdateValuesES3(); GLint max_color_attachments = 0; glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &max_color_attachments); const int kTotalColorAttachmentEnums = 16; const GLenum kColorAttachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, GL_COLOR_ATTACHMENT4, GL_COLOR_ATTACHMENT5, GL_COLOR_ATTACHMENT6, GL_COLOR_ATTACHMENT7, GL_COLOR_ATTACHMENT8, GL_COLOR_ATTACHMENT9, GL_COLOR_ATTACHMENT10, GL_COLOR_ATTACHMENT11, GL_COLOR_ATTACHMENT12, GL_COLOR_ATTACHMENT13, GL_COLOR_ATTACHMENT14, GL_COLOR_ATTACHMENT15, }; if (max_color_attachments < kTotalColorAttachmentEnums) { validators_.attachment.RemoveValues( kColorAttachments + max_color_attachments, kTotalColorAttachmentEnums - max_color_attachments); } GLint max_draw_buffers = 0; glGetIntegerv(GL_MAX_DRAW_BUFFERS, &max_draw_buffers); const int kTotalDrawBufferEnums = 16; const GLenum kDrawBuffers[] = { GL_DRAW_BUFFER0, GL_DRAW_BUFFER1, GL_DRAW_BUFFER2, GL_DRAW_BUFFER3, GL_DRAW_BUFFER4, GL_DRAW_BUFFER5, GL_DRAW_BUFFER6, GL_DRAW_BUFFER7, GL_DRAW_BUFFER8, GL_DRAW_BUFFER9, GL_DRAW_BUFFER10, GL_DRAW_BUFFER11, GL_DRAW_BUFFER12, GL_DRAW_BUFFER13, GL_DRAW_BUFFER14, GL_DRAW_BUFFER15, }; if (max_draw_buffers < kTotalDrawBufferEnums) { validators_.g_l_state.RemoveValues( kDrawBuffers + max_draw_buffers, kTotalDrawBufferEnums - max_draw_buffers); } unsafe_es3_apis_enabled_ = true; } void FeatureInfo::AddExtensionString(const char* s) { std::string str(s); size_t pos = extensions_.find(str); while (pos != std::string::npos && pos + str.length() < extensions_.length() && extensions_.substr(pos + str.length(), 1) != " ") { // This extension name is a substring of another. pos = extensions_.find(str, pos + str.length()); } if (pos == std::string::npos) { extensions_ += (extensions_.empty() ? "" : " ") + str; } } FeatureInfo::~FeatureInfo() { } } // namespace gles2 } // namespace gpu