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//
// Copyright 2015 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.
//
// FeaturesD3D.h: Features and workarounds for D3D driver bugs and other issues.
#ifndef ANGLE_PLATFORM_FEATURESD3D_H_
#define ANGLE_PLATFORM_FEATURESD3D_H_
#include "platform/Feature.h"
namespace angle
{
// Workarounds attached to each shader. Do not need to expose information about these workarounds so
// a simple bool struct suffices.
struct CompilerWorkaroundsD3D
{
bool skipOptimization = false;
bool useMaxOptimization = false;
// IEEE strictness needs to be enabled for NANs to work.
bool enableIEEEStrictness = false;
};
struct FeaturesD3D : FeatureSetBase
{
FeaturesD3D();
~FeaturesD3D();
// On some systems, having extra rendertargets than necessary slows down the shader.
// We can fix this by optimizing those out of the shader. At the same time, we can
// work around a bug on some nVidia drivers that they ignore "null" render targets
// in D3D11, by compacting the active color attachments list to omit null entries.
Feature mrtPerfWorkaround = {"mrt_perf_workaround", FeatureCategory::D3DWorkarounds,
"Some drivers have a bug where they ignore null render targets",
&members};
Feature setDataFasterThanImageUpload = {"set_data_faster_than_image_upload",
FeatureCategory::D3DWorkarounds,
"Set data faster than image upload", &members};
// Some renderers can't disable mipmaps on a mipmapped texture (i.e. solely sample from level
// zero, and ignore the other levels). D3D11 Feature Level 10+ does this by setting MaxLOD to
// 0.0f in the Sampler state. D3D9 sets D3DSAMP_MIPFILTER to D3DTEXF_NONE. There is no
// equivalent to this in D3D11 Feature Level 9_3. This causes problems when (for example) an
// application creates a mipmapped texture2D, but sets GL_TEXTURE_MIN_FILTER to GL_NEAREST
// (i.e disables mipmaps). To work around this, D3D11 FL9_3 has to create two copies of the
// texture. The textures' level zeros are identical, but only one texture has mips.
Feature zeroMaxLodWorkaround = {"zero_max_lod", FeatureCategory::D3DWorkarounds,
"Missing an option to disable mipmaps on a mipmapped texture",
&members};
// Some renderers do not support Geometry Shaders so the Geometry Shader-based PointSprite
// emulation will not work. To work around this, D3D11 FL9_3 has to use a different pointsprite
// emulation that is implemented using instanced quads.
Feature useInstancedPointSpriteEmulation = {
"use_instanced_point_sprite_emulation", FeatureCategory::D3DWorkarounds,
"Some D3D11 renderers do not support geometry shaders for pointsprite emulation", &members};
// A bug fixed in NVIDIA driver version 347.88 < x <= 368.81 triggers a TDR when using
// CopySubresourceRegion from a staging texture to a depth/stencil in D3D11. The workaround
// is to use UpdateSubresource to trigger an extra copy. We disable this workaround on newer
// NVIDIA driver versions because of a second driver bug present with the workaround enabled.
// (See: http://anglebug.com/1452)
Feature depthStencilBlitExtraCopy = {
"depth_stencil_blit_extra_copy", FeatureCategory::D3DWorkarounds,
"Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging "
"texture to a depth/stencil",
&members, "http://anglebug.com/1452"};
// The HLSL optimizer has a bug with optimizing "pow" in certain integer-valued expressions.
// We can work around this by expanding the pow into a series of multiplies if we're running
// under the affected compiler.
Feature expandIntegerPowExpressions = {
"expand_integer_pow_expressions", FeatureCategory::D3DWorkarounds,
"The HLSL optimizer has a bug with optimizing 'pow' in certain integer-valued expressions",
&members};
// NVIDIA drivers sometimes write out-of-order results to StreamOut buffers when transform
// feedback is used to repeatedly write to the same buffer positions.
Feature flushAfterEndingTransformFeedback = {
"flush_after_ending_transform_feedback", FeatureCategory::D3DWorkarounds,
"Some drivers sometimes write out-of-order results to StreamOut buffers when transform "
"feedback is used to repeatedly write to the same buffer positions",
&members};
// Some drivers (NVIDIA) do not take into account the base level of the texture in the results
// of the HLSL GetDimensions builtin.
Feature getDimensionsIgnoresBaseLevel = {
"get_dimensions_ignores_base_level", FeatureCategory::D3DWorkarounds,
"Some drivers do not take into account the base level of the "
"texture in the results of the HLSL GetDimensions builtin",
&members};
// On some Intel drivers, HLSL's function texture.Load returns 0 when the parameter Location
// is negative, even if the sum of Offset and Location is in range. This may cause errors when
// translating GLSL's function texelFetchOffset into texture.Load, as it is valid for
// texelFetchOffset to use negative texture coordinates as its parameter P when the sum of P
// and Offset is in range. To work around this, we translate texelFetchOffset into texelFetch
// by adding Offset directly to Location before reading the texture.
Feature preAddTexelFetchOffsets = {
"pre_add_texel_fetch_offsets", FeatureCategory::D3DWorkarounds,
"HLSL's function texture.Load returns 0 when the parameter Location is negative, even if "
"the sum of Offset and Location is in range",
&members};
// On some AMD drivers, 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly.
// We can work around this bug by doing an internal blit to a temporary single-channel texture
// before we sample.
Feature emulateTinyStencilTextures = {
"emulate_tiny_stencil_textures", FeatureCategory::D3DWorkarounds,
"1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly", &members};
// In Intel driver, the data with format DXGI_FORMAT_B5G6R5_UNORM will be parsed incorrectly.
// This workaroud will disable B5G6R5 support when it's Intel driver. By default, it will use
// R8G8B8A8 format. This bug is fixed in version 4539 on Intel drivers.
// On older AMD drivers, the data in DXGI_FORMAT_B5G6R5_UNORM becomes corrupted for unknown
// reasons.
Feature disableB5G6R5Support = {"disable_b5g6r5_support", FeatureCategory::D3DWorkarounds,
"Textures with the format "
"DXGI_FORMAT_B5G6R5_UNORM have incorrect data",
&members};
// On some Intel drivers, evaluating unary minus operator on integer may get wrong answer in
// vertex shaders. To work around this bug, we translate -(int) into ~(int)+1.
// This driver bug is fixed in 20.19.15.4624.
Feature rewriteUnaryMinusOperator = {
"rewrite_unary_minus_operator", FeatureCategory::D3DWorkarounds,
"Evaluating unary minus operator on integer may get wrong answer in vertex shaders",
&members};
// On some Intel drivers, using isnan() on highp float will get wrong answer. To work around
// this bug, we use an expression to emulate function isnan().
// Tracking bug: https://crbug.com/650547
// This driver bug is fixed in 21.20.16.4542.
Feature emulateIsnanFloat = {"emulate_isnan_float", FeatureCategory::D3DWorkarounds,
"Using isnan() on highp float will get wrong answer", &members,
"https://crbug.com/650547"};
// On some Intel drivers, using clear() may not take effect. To work around this bug, we call
// clear() twice on these platforms.
// Tracking bug: https://crbug.com/655534
Feature callClearTwice = {"call_clear_twice", FeatureCategory::D3DWorkarounds,
"Using clear() may not take effect", &members,
"https://crbug.com/655534"};
// On some Intel drivers, copying from staging storage to constant buffer storage does not
// seem to work. Work around this by keeping system memory storage as a canonical reference
// for buffer data.
// D3D11-only workaround. See http://crbug.com/593024.
Feature useSystemMemoryForConstantBuffers = {"use_system_memory_for_constant_buffers",
FeatureCategory::D3DWorkarounds,
"Copying from staging storage to constant buffer "
"storage does not work",
&members, "https://crbug.com/593024"};
// This workaround is for the ANGLE_multiview extension. If enabled the viewport or render
// target slice will be selected in the geometry shader stage. The workaround flag is added to
// make it possible to select the code path in end2end and performance tests.
Feature selectViewInGeometryShader = {
"select_view_in_geometry_shader", FeatureCategory::D3DWorkarounds,
"The viewport or render target slice will be selected in the geometry shader stage for "
"the ANGLE_multiview extension",
&members};
// When rendering with no render target on D3D, two bugs lead to incorrect behavior on Intel
// drivers < 4815. The rendering samples always pass neglecting discard statements in pixel
// shader.
// 1. If rendertarget is not set, the pixel shader will be recompiled to drop 'SV_TARGET'.
// When using a pixel shader with no 'SV_TARGET' in a draw, the pixels are always generated even
// if they should be discard by 'discard' statements.
// 2. If ID3D11BlendState.RenderTarget[].RenderTargetWriteMask is 0 and rendertarget is not set,
// then rendering samples also pass neglecting discard statements in pixel shader.
// So we add a dummy texture as render target in such case. See http://anglebug.com/2152
Feature addDummyTextureNoRenderTarget = {
"add_dummy_texture_no_render_target", FeatureCategory::D3DWorkarounds,
"On some drivers when rendering with no render target, two bugs lead to incorrect behavior",
&members, "http://anglebug.com/2152"};
// Don't use D3D constant register zero when allocating space for uniforms in the vertex shader.
// This is targeted to work around a bug in NVIDIA D3D driver version 388.59 where in very
// specific cases the driver would not handle constant register zero correctly.
Feature skipVSConstantRegisterZero = {
"skip_vs_constant_register_zero", FeatureCategory::D3DWorkarounds,
"In specific cases the driver doesn't handle constant register zero correctly", &members};
// Forces the value returned from an atomic operations to be always be resolved. This is
// targeted to workaround a bug in NVIDIA D3D driver where the return value from
// RWByteAddressBuffer.InterlockedAdd does not get resolved when used in the .yzw components of
// a RWByteAddressBuffer.Store operation. Only has an effect on HLSL translation.
// http://anglebug.com/3246
Feature forceAtomicValueResolution = {
"force_atomic_value_resolution", FeatureCategory::D3DWorkarounds,
"On some drivers the return value from RWByteAddressBuffer.InterlockedAdd does not resolve "
"when used in the .yzw components of a RWByteAddressBuffer.Store operation",
&members, "http://anglebug.com/3246"};
// Match chromium's robust resource init behaviour by always prefering to upload texture data
// instead of clearing. Clear calls have been observed to cause texture corruption for some
// formats.
Feature allowClearForRobustResourceInit = {
"allow_clear_for_robust_resource_init", FeatureCategory::D3DWorkarounds,
"Some drivers corrupt texture data when clearing for robust resource initialization.",
&members, "http://crbug.com/941620"};
// Don't translate uniform block to StructuredBuffer on Windows 7 and earlier. This is targeted
// to work around a bug that fails to allocate ShaderResourceView for StructuredBuffer.
Feature dontTranslateUniformBlockToStructuredBuffer = {
"dont_translate_uniform_block_to_structured_buffer", FeatureCategory::D3DWorkarounds,
"Fails to allocate ShaderResourceView for StructuredBuffer on some drivers", &members};
};
inline FeaturesD3D::FeaturesD3D() = default;
inline FeaturesD3D::~FeaturesD3D() = default;
} // namespace angle
#endif // ANGLE_PLATFORM_FEATURESD3D_H_