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//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// FeaturesVk.h: Optional features for the Vulkan renderer.
//
#ifndef ANGLE_PLATFORM_FEATURESVK_H_
#define ANGLE_PLATFORM_FEATURESVK_H_
#include "platform/Feature.h"
namespace angle
{
struct FeaturesVk : FeatureSetBase
{
FeaturesVk();
~FeaturesVk();
// Line segment rasterization must follow OpenGL rules. This means using an algorithm similar
// to Bresenham's. Vulkan uses a different algorithm. This feature enables the use of pixel
// shader patching to implement OpenGL basic line rasterization rules. This feature will
// normally always be enabled. Exposing it as an option enables performance testing.
Feature basicGLLineRasterization = {
"basic_gl_line_rasterization", FeatureCategory::VulkanFeatures,
"Enable the use of pixel shader patching to implement OpenGL basic line "
"rasterization rules",
&members};
// If the VK_EXT_line_rasterization extension is available we'll use it to get
// Bresenham line rasterization.
Feature bresenhamLineRasterization = {
"bresenham_line_rasterization", FeatureCategory::VulkanFeatures,
"Enable Bresenham line rasterization via VK_EXT_line_rasterization extension", &members};
// If the VK_EXT_provoking_vertex extension is available, we'll use it to set
// the provoking vertex mode
Feature provokingVertex = {"provoking_vertex", FeatureCategory::VulkanFeatures,
"Enable provoking vertex mode via VK_EXT_provoking_vertex extension",
&members};
// Flips the viewport to render upside-down. This has the effect to render the same way as
// OpenGL. If this feature gets enabled, we enable the KHR_MAINTENANCE_1 extension to allow
// negative viewports. We inverse rendering to the backbuffer by reversing the height of the
// viewport and increasing Y by the height. So if the viewport was (0,0,width,height), it
// becomes (0, height, width, -height). Unfortunately, when we start doing this, we also need
// to adjust a lot of places since the rendering now happens upside-down. Affected places so
// far:
// -readPixels
// -copyTexImage
// -framebuffer blit
// -generating mipmaps
// -Point sprites tests
// -texStorage
Feature flipViewportY = {"flip_viewport_y", FeatureCategory::VulkanFeatures,
"Flips the viewport to render upside-down", &members};
// Add an extra copy region when using vkCmdCopyBuffer as the Windows Intel driver seems
// to have a bug where the last region is ignored.
Feature extraCopyBufferRegion = {
"extra_copy_buffer_region", FeatureCategory::VulkanWorkarounds,
"Some drivers seem to have a bug where the last copy region in vkCmdCopyBuffer is ignored",
&members};
// This flag is added for the sole purpose of end2end tests, to test the correctness
// of various algorithms when a fallback format is used, such as using a packed format to
// emulate a depth- or stencil-only format.
Feature forceFallbackFormat = {"force_fallback_format", FeatureCategory::VulkanWorkarounds,
"Force a fallback format for angle_end2end_tests", &members};
// On some NVIDIA drivers the point size range reported from the API is inconsistent with the
// actual behavior. Clamp the point size to the value from the API to fix this.
// Tracked in http://anglebug.com/2970.
Feature clampPointSize = {
"clamp_point_size", FeatureCategory::VulkanWorkarounds,
"The point size range reported from the API is inconsistent with the actual behavior",
&members, "http://anglebug.com/2970"};
// On some android devices, the memory barrier between the compute shader that converts vertex
// attributes and the vertex shader that reads from it is ineffective. Only known workaround is
// to perform a flush after the conversion. http://anglebug.com/3016
Feature flushAfterVertexConversion = {
"flush_after_vertex_conversion", FeatureCategory::VulkanWorkarounds,
"The memory barrier between the compute shader that converts vertex attributes and the "
"vertex shader that reads from it is ineffective",
&members, "http://anglebug.com/3016"};
// Whether the VkDevice supports the VK_KHR_incremental_present extension, on which the
// EGL_KHR_swap_buffers_with_damage extension can be layered.
Feature supportsIncrementalPresent = {
"supports_incremental_present", FeatureCategory::VulkanFeatures,
"VkDevice supports the VK_KHR_incremental_present extension", &members};
// Whether texture copies on cube map targets should be done on GPU. This is a workaround for
// Intel drivers on windows that have an issue with creating single-layer views on cube map
// textures.
Feature forceCPUPathForCubeMapCopy = {
"force_cpu_path_for_cube_map_copy", FeatureCategory::VulkanWorkarounds,
"Some drivers have an issue with creating single-layer views on cube map textures",
&members};
// Whether the VkDevice supports the VK_ANDROID_external_memory_android_hardware_buffer
// extension, on which the EGL_ANDROID_image_native_buffer extension can be layered.
Feature supportsAndroidHardwareBuffer = {
"supports_android_hardware_buffer", FeatureCategory::VulkanFeatures,
"VkDevice supports the VK_ANDROID_external_memory_android_hardware_buffer extension",
&members};
// Whether the VkDevice supports the VK_KHR_external_memory_fd extension, on which the
// GL_EXT_memory_object_fd extension can be layered.
Feature supportsExternalMemoryFd = {
"supports_external_memory_fd", FeatureCategory::VulkanFeatures,
"VkDevice supports the VK_KHR_external_memory_fd extension", &members};
// Whether the VkDevice supports the VK_FUCHSIA_external_memory
// extension, on which the GL_ANGLE_memory_object_fuchsia extension can be layered.
angle::Feature supportsExternalMemoryFuchsia = {
"supports_external_memory_fuchsia", FeatureCategory::VulkanFeatures,
"VkDevice supports the VK_FUCHSIA_external_memory extension", &members};
angle::Feature supportsFilteringPrecision = {
"supports_filtering_precision_google", FeatureCategory::VulkanFeatures,
"VkDevice supports the VK_GOOGLE_sampler_filtering_precision extension", &members};
// Whether the VkDevice supports the VK_KHR_external_fence_capabilities extension.
Feature supportsExternalFenceCapabilities = {
"supports_external_fence_capabilities", FeatureCategory::VulkanFeatures,
"VkDevice supports the VK_KHR_external_fence_capabilities extension", &members};
// Whether the VkDevice supports the VK_KHR_external_semaphore_capabilities extension.
Feature supportsExternalSemaphoreCapabilities = {
"supports_external_semaphore_capabilities", FeatureCategory::VulkanFeatures,
"VkDevice supports the VK_KHR_external_semaphore_capabilities extension", &members};
// Whether the VkDevice supports the VK_KHR_external_semaphore_fd extension, on which the
// GL_EXT_semaphore_fd extension can be layered.
Feature supportsExternalSemaphoreFd = {
"supports_external_semaphore_fd", FeatureCategory::VulkanFeatures,
"VkDevice supports the VK_KHR_external_semaphore_fd extension", &members};
// Whether the VkDevice supports the VK_FUCHSIA_external_semaphore
// extension, on which the GL_ANGLE_semaphore_fuchsia extension can be layered.
angle::Feature supportsExternalSemaphoreFuchsia = {
"supports_external_semaphore_fuchsia", FeatureCategory::VulkanFeatures,
"VkDevice supports the VK_FUCHSIA_external_semaphore extension", &members};
// Whether the VkDevice supports the VK_KHR_external_fence_fd extension, on which the
// EGL_ANDROID_native_fence extension can be layered.
Feature supportsExternalFenceFd = {"supports_external_fence_fd",
FeatureCategory::VulkanFeatures,
"VkDevice supports the VK_KHR_external_fence_fd extension",
&members, "http://anglebug.com/2517"};
// Whether the VkDevice can support EGL_ANDROID_native_fence_sync extension.
Feature supportsAndroidNativeFenceSync = {
"supports_android_native_fence_sync", FeatureCategory::VulkanFeatures,
"VkDevice supports the EGL_ANDROID_native_fence_sync extension", &members,
"http://anglebug.com/2517"};
// Whether the VkDevice supports the VK_EXT_shader_stencil_export extension, which is used to
// perform multisampled resolve of stencil buffer. A multi-step workaround is used instead if
// this extension is not available.
Feature supportsShaderStencilExport = {
"supports_shader_stencil_export", FeatureCategory::VulkanFeatures,
"VkDevice supports the VK_EXT_shader_stencil_export extension", &members};
// Where VK_EXT_transform_feedback is not support, an emulation path is used.
// http://anglebug.com/3205
Feature emulateTransformFeedback = {
"emulate_transform_feedback", FeatureCategory::VulkanFeatures,
"Emulate transform feedback as the VK_EXT_transform_feedback is not present.", &members,
"http://anglebug.com/3205"};
// Where VK_EXT_transform_feedback is supported, it's preferred over an emulation path.
// http://anglebug.com/3206
Feature supportsTransformFeedbackExtension = {
"supports_transform_feedback_extension", FeatureCategory::VulkanFeatures,
"Transform feedback uses the VK_EXT_transform_feedback extension.", &members,
"http://anglebug.com/3206"};
// Whether the VkDevice supports the VK_EXT_index_type_uint8 extension
// http://anglebug.com/4405
Feature supportsIndexTypeUint8 = {"supports_index_type_uint8", FeatureCategory::VulkanFeatures,
"VkDevice supports the VK_EXT_index_type_uint8 extension",
&members, "http://anglebug.com/4405"};
// VK_PRESENT_MODE_FIFO_KHR causes random timeouts on Linux Intel. http://anglebug.com/3153
Feature disableFifoPresentMode = {
"disable_fifo_present_mode", FeatureCategory::VulkanWorkarounds,
"VK_PRESENT_MODE_FIFO_KHR causes random timeouts", &members, "http://anglebug.com/3153"};
// On Qualcomm, gaps in bound descriptor set indices causes the post-gap sets to misbehave.
// For example, binding only descriptor set 3 results in zero being read from a uniform buffer
// object within that set. This flag results in empty descriptor sets being bound for any
// unused descriptor set to work around this issue. http://anglebug.com/2727
Feature bindEmptyForUnusedDescriptorSets = {
"bind_empty_for_unused_descriptor_sets", FeatureCategory::VulkanWorkarounds,
"Gaps in bound descriptor set indices causes the post-gap sets to misbehave", &members,
"http://anglebug.com/2727"};
// OES_depth_texture is a commonly expected feature on Android. However it
// requires that D16_UNORM support texture filtering
// (e.g. VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT) and some devices
// do not. Work-around this by setting saying D16_UNORM supports filtering
// anyway.
Feature forceD16TexFilter = {
"force_D16_texture_filter", FeatureCategory::VulkanWorkarounds,
"VK_FORMAT_D16_UNORM does not support VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT, "
"which prevents OES_depth_texture from being supported.",
&members, "http://anglebug.com/3452"};
// On some android devices, vkCmdBlitImage with flipped coordinates blits incorrectly. This
// workaround makes sure this path is avoided. http://anglebug.com/3498
Feature disableFlippingBlitWithCommand = {
"disable_flipping_blit_with_command", FeatureCategory::VulkanWorkarounds,
"vkCmdBlitImage with flipped coordinates blits incorrectly.", &members,
"http://anglebug.com/3498"};
// On platform with Intel or AMD GPU, a window resizing would not trigger the vulkan driver to
// return VK_ERROR_OUT_OF_DATE on swapchain present. Work-around by query current window extent
// every frame to detect a window resizing.
// http://anglebug.com/3623, http://anglebug.com/3624, http://anglebug.com/3625
Feature perFrameWindowSizeQuery = {
"per_frame_window_size_query", FeatureCategory::VulkanWorkarounds,
"Vulkan swapchain is not returning VK_ERROR_OUT_OF_DATE when window resizing", &members,
"http://anglebug.com/3623, http://anglebug.com/3624, http://anglebug.com/3625"};
// Seamful cube map emulation misbehaves on the AMD windows driver, so it's disallowed.
Feature disallowSeamfulCubeMapEmulation = {
"disallow_seamful_cube_map_emulation", FeatureCategory::VulkanWorkarounds,
"Seamful cube map emulation misbehaves on some drivers, so it's disallowed", &members,
"http://anglebug.com/3243"};
// Qualcomm and SwiftShader shader compiler doesn't support sampler arrays as parameters, so
// revert to old RewriteStructSamplers behavior, which produces fewer.
Feature forceOldRewriteStructSamplers = {
"force_old_rewrite_struct_samplers", FeatureCategory::VulkanWorkarounds,
"Some shader compilers don't support sampler arrays as parameters, so revert to old "
"RewriteStructSamplers behavior, which produces fewer.",
&members, "http://anglebug.com/2703"};
// Vulkan considers vertex attribute accesses to count up to the last multiple of the stride.
// This additional access supports AMD's robust buffer access implementation.
// AMDVLK in particular will return incorrect values when the vertex access extends into the
// range that would be the stride padding and the buffer is too small.
// This workaround limits GL_MAX_VERTEX_ATTRIB_STRIDE to a reasonable value and pads out
// every buffer allocation size to be large enough to support a maximum vertex stride.
// http://anglebug.com/4428
Feature padBuffersToMaxVertexAttribStride = {
"pad_buffers_to_max_vertex_attrib_stride", FeatureCategory::VulkanWorkarounds,
"Vulkan considers vertex attribute accesses to count up to the last multiple of the "
"stride. This additional access supports AMD's robust buffer access implementation. "
"AMDVLK in particular will return incorrect values when the vertex access extends into "
"the range that would be the stride padding and the buffer is too small. "
"This workaround limits GL_MAX_VERTEX_ATTRIB_STRIDE to a maximum value and "
"pads up every buffer allocation size to be a multiple of the maximum stride.",
&members, "http://anglebug.com/4428"};
// Whether the VkDevice supports the VK_EXT_swapchain_colorspace extension
// http://anglebug.com/2514
Feature supportsSwapchainColorspace = {
"supports_swapchain_colorspace", FeatureCategory::VulkanFeatures,
"VkDevice supports the VK_EXT_swapchain_colorspace extension", &members,
"http://anglebug.com/2514"};
// Whether the VkDevice supports the VK_EXT_external_memory_host extension, on which the
// ANGLE_iosurface_client_buffer extension can be layered.
Feature supportsExternalMemoryHost = {
"supports_external_memory_host", FeatureCategory::VulkanFeatures,
"VkDevice supports the VK_EXT_external_memory_host extension", &members};
// Whether to fill new buffers and textures with nonzero data to sanitize robust resource
// initialization and flush out assumptions about zero init.
Feature allocateNonZeroMemory = {
"allocate_non_zero_memory", FeatureCategory::VulkanFeatures,
"Fill new allocations with non-zero values to flush out errors.", &members,
"http://anglebug.com/4384"};
// Persistently map buffer memory until destroy, saves on map/unmap IOCTL overhead
// for buffers that are updated frequently.
Feature persistentlyMappedBuffers = {
"persistently_mapped_buffers", FeatureCategory::VulkanFeatures,
"Persistently map buffer memory to reduce map/unmap IOCTL overhead.", &members,
"http://anglebug.com/2162"};
// Android needs to pre-rotate surfaces that are not oriented per the native device's
// orientation (e.g. a landscape application on a Pixel phone). This feature works for
// full-screen applications. http://anglebug.com/3502
Feature enablePreRotateSurfaces = {"enable_pre_rotation_surfaces",
FeatureCategory::VulkanFeatures,
"Enable Android pre-rotation for landscape applications",
&members, "http://anglebug.com/3502"};
// Cache FramebufferVk objects. Currently hitting a bug on Apple: http://anglebug.com/4442
Feature enableFramebufferVkCache = {
"enable_framebuffer_vk_cache", FeatureCategory::VulkanFeatures,
"Enable FramebufferVk objects to be cached", &members, "http://anglebug.com/4442"};
// Enable precision qualifiers for shaders generated by Vulkan backend http://anglebug.com/3078
Feature enablePrecisionQualifiers = {
"enable_precision_qualifiers", FeatureCategory::VulkanFeatures,
"Enable precision qualifiers in shaders", &members, "http://anglebug.com/3078"};
// Support Depth/Stencil rendering feedback loops by masking out the depth/stencil buffer.
// Manhattan uses this feature in a few draw calls.
Feature supportDepthStencilRenderingFeedbackLoops = {
"support_depth_stencil_rendering_feedback_loops", FeatureCategory::VulkanFeatures,
"Suport depth/stencil rendering feedback loops", &members, "http://anglebug.com/4490"};
// Desktop (at least NVIDIA) drivers prefer combining barriers into one vkCmdPipelineBarrier
// call over issuing multiple barrier calls with fine grained dependency information to have
// better performance. http://anglebug.com/4633
Feature preferAggregateBarrierCalls = {
"prefer_aggregate_barrier_calls", FeatureCategory::VulkanWorkarounds,
"Single barrier call is preferred over multiple calls with "
"fine grained pipeline stage dependency information",
&members, "http://anglebug.com/4633"};
};
inline FeaturesVk::FeaturesVk() = default;
inline FeaturesVk::~FeaturesVk() = default;
} // namespace angle
#endif // ANGLE_PLATFORM_FEATURESVK_H_