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//
// Copyright 2014 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.
//
#ifndef LIBANGLE_CAPS_H_
#define LIBANGLE_CAPS_H_
#include "angle_gl.h"
#include "libANGLE/Version.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/gles_extensions_autogen.h"
#include "libANGLE/renderer/Format.h"
#include <array>
#include <map>
#include <set>
#include <string>
#include <vector>
namespace gl
{
struct TextureCaps
{
TextureCaps();
TextureCaps(const TextureCaps &other);
TextureCaps &operator=(const TextureCaps &other);
~TextureCaps();
// Supports for basic texturing: glTexImage, glTexSubImage, etc
bool texturable = false;
// Support for linear or anisotropic filtering
bool filterable = false;
// Support for being used as a framebuffer attachment, i.e. glFramebufferTexture2D
bool textureAttachment = false;
// Support for being used as a renderbuffer format, i.e. glFramebufferRenderbuffer
bool renderbuffer = false;
// Support for blend modes while being used as a framebuffer attachment
bool blendable = false;
// Set of supported sample counts, only guaranteed to be valid in ES3.
SupportedSampleSet sampleCounts;
// Get the maximum number of samples supported
GLuint getMaxSamples() const;
// Get the number of supported samples that is at least as many as requested. Returns 0 if
// there are no sample counts available
GLuint getNearestSamples(GLuint requestedSamples) const;
};
TextureCaps GenerateMinimumTextureCaps(GLenum internalFormat,
const Version &clientVersion,
const Extensions &extensions);
class TextureCapsMap final : angle::NonCopyable
{
public:
TextureCapsMap();
~TextureCapsMap();
// These methods are deprecated. Please use angle::Format for new features.
void insert(GLenum internalFormat, const TextureCaps &caps);
const TextureCaps &get(GLenum internalFormat) const;
void clear();
// Prefer using angle::Format methods.
const TextureCaps &get(angle::FormatID formatID) const;
void set(angle::FormatID formatID, const TextureCaps &caps);
private:
TextureCaps &get(angle::FormatID formatID);
// Indexed by angle::FormatID
angle::FormatMap<TextureCaps> mFormatData;
};
void InitMinimumTextureCapsMap(const Version &clientVersion,
const Extensions &extensions,
TextureCapsMap *capsMap);
// Returns true if all the formats required to support GL_ANGLE_compressed_texture_etc are
// present. Does not determine if they are natively supported without decompression.
bool DetermineCompressedTextureETCSupport(const TextureCapsMap &textureCaps);
// Pointer to a boolean member of the Extensions struct
using ExtensionBool = bool Extensions::*;
struct ExtensionInfo
{
// If this extension can be enabled or disabled with glRequestExtension
// (GL_ANGLE_request_extension)
bool Requestable = false;
bool Disablable = false;
// Pointer to a boolean member of the Extensions struct
ExtensionBool ExtensionsMember = nullptr;
};
using ExtensionInfoMap = std::map<std::string, ExtensionInfo>;
const ExtensionInfoMap &GetExtensionInfoMap();
struct Limitations
{
Limitations();
Limitations(const Limitations &other);
Limitations &operator=(const Limitations &other);
// Renderer doesn't support gl_FrontFacing in fragment shaders
bool noFrontFacingSupport = false;
// Renderer doesn't support GL_SAMPLE_ALPHA_TO_COVERAGE
bool noSampleAlphaToCoverageSupport = false;
// In glVertexAttribDivisorANGLE, attribute zero must have a zero divisor
bool attributeZeroRequiresZeroDivisorInEXT = false;
// Unable to support different values for front and back faces for stencil refs and masks
bool noSeparateStencilRefsAndMasks = false;
// Renderer doesn't support non-constant indexing loops in fragment shader
bool shadersRequireIndexedLoopValidation = false;
// Renderer doesn't support Simultaneous use of GL_CONSTANT_ALPHA/GL_ONE_MINUS_CONSTANT_ALPHA
// and GL_CONSTANT_COLOR/GL_ONE_MINUS_CONSTANT_COLOR blend functions.
bool noSimultaneousConstantColorAndAlphaBlendFunc = false;
// D3D9 does not support flexible varying register packing.
bool noFlexibleVaryingPacking = false;
// D3D does not support having multiple transform feedback outputs go to the same buffer.
bool noDoubleBoundTransformFeedbackBuffers = false;
// D3D does not support vertex attribute aliasing
bool noVertexAttributeAliasing = false;
// Renderer doesn't support GL_TEXTURE_COMPARE_MODE=GL_NONE on a shadow sampler.
// TODO(http://anglebug.com/5231): add validation code to front-end.
bool noShadowSamplerCompareModeNone = false;
// PVRTC1 textures must be squares.
bool squarePvrtc1 = false;
// ETC1 texture support is emulated.
bool emulatedEtc1 = false;
// No compressed TEXTURE_3D support.
bool noCompressedTexture3D = false;
// D3D does not support compressed textures where the base mip level is not a multiple of 4
bool compressedBaseMipLevelMultipleOfFour = false;
};
struct TypePrecision
{
TypePrecision();
TypePrecision(const TypePrecision &other);
TypePrecision &operator=(const TypePrecision &other);
void setIEEEFloat();
void setIEEEHalfFloat();
void setTwosComplementInt(unsigned int bits);
void setSimulatedFloat(unsigned int range, unsigned int precision);
void setSimulatedInt(unsigned int range);
void get(GLint *returnRange, GLint *returnPrecision) const;
std::array<GLint, 2> range = {0, 0};
GLint precision = 0;
};
struct Caps
{
Caps();
Caps(const Caps &other);
Caps &operator=(const Caps &other);
~Caps();
// If the values could be got by using GetIntegeri_v, they should
// be GLint instead of GLuint and call LimitToInt() to ensure
// they will not overflow.
GLfloat minInterpolationOffset = 0;
GLfloat maxInterpolationOffset = 0;
GLint subPixelInterpolationOffsetBits = 0;
// ES 3.1 (April 29, 2015) 20.39: implementation dependent values
GLint64 maxElementIndex = 0;
GLint max3DTextureSize = 0;
GLint max2DTextureSize = 0;
GLint maxRectangleTextureSize = 0;
GLint maxArrayTextureLayers = 0;
GLfloat maxLODBias = 0.0f;
GLint maxCubeMapTextureSize = 0;
GLint maxRenderbufferSize = 0;
GLfloat minAliasedPointSize = 1.0f;
GLfloat maxAliasedPointSize = 1.0f;
GLfloat minAliasedLineWidth = 0.0f;
GLfloat maxAliasedLineWidth = 0.0f;
// ES 3.1 (April 29, 2015) 20.40: implementation dependent values (cont.)
GLint maxDrawBuffers = 0;
GLint maxFramebufferWidth = 0;
GLint maxFramebufferHeight = 0;
GLint maxFramebufferSamples = 0;
GLint maxColorAttachments = 0;
GLint maxViewportWidth = 0;
GLint maxViewportHeight = 0;
GLint maxSampleMaskWords = 0;
GLint maxColorTextureSamples = 0;
GLint maxDepthTextureSamples = 0;
GLint maxIntegerSamples = 0;
GLint64 maxServerWaitTimeout = 0;
// ES 3.1 (April 29, 2015) Table 20.41: Implementation dependent values (cont.)
GLint maxVertexAttribRelativeOffset = 0;
GLint maxVertexAttribBindings = 0;
GLint maxVertexAttribStride = 0;
GLint maxElementsIndices = 0;
GLint maxElementsVertices = 0;
std::vector<GLenum> compressedTextureFormats;
std::vector<GLenum> programBinaryFormats;
std::vector<GLenum> shaderBinaryFormats;
TypePrecision vertexHighpFloat;
TypePrecision vertexMediumpFloat;
TypePrecision vertexLowpFloat;
TypePrecision vertexHighpInt;
TypePrecision vertexMediumpInt;
TypePrecision vertexLowpInt;
TypePrecision fragmentHighpFloat;
TypePrecision fragmentMediumpFloat;
TypePrecision fragmentLowpFloat;
TypePrecision fragmentHighpInt;
TypePrecision fragmentMediumpInt;
TypePrecision fragmentLowpInt;
// Implementation dependent limits required on all shader types.
// TODO(jiawei.shao@intel.com): organize all such limits into ShaderMap.
// ES 3.1 (April 29, 2015) Table 20.43: Implementation dependent Vertex shader limits
// ES 3.1 (April 29, 2015) Table 20.44: Implementation dependent Fragment shader limits
// ES 3.1 (April 29, 2015) Table 20.45: implementation dependent compute shader limits
// GL_EXT_geometry_shader (May 31, 2016) Table 20.43gs: Implementation dependent geometry shader
// limits
// GL_EXT_geometry_shader (May 31, 2016) Table 20.46: Implementation dependent aggregate shader
// limits
ShaderMap<GLint> maxShaderUniformBlocks = {};
ShaderMap<GLint> maxShaderTextureImageUnits = {};
ShaderMap<GLint> maxShaderStorageBlocks = {};
ShaderMap<GLint> maxShaderUniformComponents = {};
ShaderMap<GLint> maxShaderAtomicCounterBuffers = {};
ShaderMap<GLint> maxShaderAtomicCounters = {};
ShaderMap<GLint> maxShaderImageUniforms = {};
// Note that we can query MAX_COMPUTE_UNIFORM_COMPONENTS and MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT
// by GetIntegerv, but we can only use GetInteger64v on MAX_VERTEX_UNIFORM_COMPONENTS and
// MAX_FRAGMENT_UNIFORM_COMPONENTS. Currently we use GLuint64 to store all these values so that
// we can put them together into one ShaderMap.
ShaderMap<GLint64> maxCombinedShaderUniformComponents = {};
// ES 3.1 (April 29, 2015) Table 20.43: Implementation dependent Vertex shader limits
GLint maxVertexAttributes = 0;
GLint maxVertexUniformVectors = 0;
GLint maxVertexOutputComponents = 0;
// ES 3.1 (April 29, 2015) Table 20.44: Implementation dependent Fragment shader limits
GLint maxFragmentUniformVectors = 0;
GLint maxFragmentInputComponents = 0;
GLint minProgramTextureGatherOffset = 0;
GLint maxProgramTextureGatherOffset = 0;
GLint minProgramTexelOffset = 0;
GLint maxProgramTexelOffset = 0;
// ES 3.1 (April 29, 2015) Table 20.45: implementation dependent compute shader limits
std::array<GLint, 3> maxComputeWorkGroupCount = {0, 0, 0};
std::array<GLint, 3> maxComputeWorkGroupSize = {0, 0, 0};
GLint maxComputeWorkGroupInvocations = 0;
GLint maxComputeSharedMemorySize = 0;
// ES 3.1 (April 29, 2015) Table 20.46: implementation dependent aggregate shader limits
GLint maxUniformBufferBindings = 0;
GLint64 maxUniformBlockSize = 0;
GLint uniformBufferOffsetAlignment = 0;
GLint maxCombinedUniformBlocks = 0;
GLint maxVaryingComponents = 0;
GLint maxVaryingVectors = 0;
GLint maxCombinedTextureImageUnits = 0;
GLint maxCombinedShaderOutputResources = 0;
// ES 3.1 (April 29, 2015) Table 20.47: implementation dependent aggregate shader limits (cont.)
GLint maxUniformLocations = 0;
GLint maxAtomicCounterBufferBindings = 0;
GLint maxAtomicCounterBufferSize = 0;
GLint maxCombinedAtomicCounterBuffers = 0;
GLint maxCombinedAtomicCounters = 0;
GLint maxImageUnits = 0;
GLint maxCombinedImageUniforms = 0;
GLint maxShaderStorageBufferBindings = 0;
GLint64 maxShaderStorageBlockSize = 0;
GLint maxCombinedShaderStorageBlocks = 0;
GLint shaderStorageBufferOffsetAlignment = 0;
// ES 3.1 (April 29, 2015) Table 20.48: implementation dependent transform feedback limits
GLint maxTransformFeedbackInterleavedComponents = 0;
GLint maxTransformFeedbackSeparateAttributes = 0;
GLint maxTransformFeedbackSeparateComponents = 0;
// ES 3.1 (April 29, 2015) Table 20.49: Framebuffer Dependent Values
GLint maxSamples = 0;
// GL_EXT_geometry_shader (May 31, 2016) Table 20.40: Implementation-Dependent Values (cont.)
GLint maxFramebufferLayers = 0;
GLint layerProvokingVertex = 0;
// GL_EXT_geometry_shader (May 31, 2016) Table 20.43gs: Implementation dependent geometry shader
// limits
GLint maxGeometryInputComponents = 0;
GLint maxGeometryOutputComponents = 0;
GLint maxGeometryOutputVertices = 0;
GLint maxGeometryTotalOutputComponents = 0;
GLint maxGeometryShaderInvocations = 0;
// GL_EXT_tessellation_shader
GLint maxTessControlInputComponents = 0;
GLint maxTessControlOutputComponents = 0;
GLint maxTessControlTotalOutputComponents = 0;
GLint maxTessPatchComponents = 0;
GLint maxPatchVertices = 0;
GLint maxTessGenLevel = 0;
GLint maxTessEvaluationInputComponents = 0;
GLint maxTessEvaluationOutputComponents = 0;
GLuint subPixelBits = 4;
// GL_EXT_blend_func_extended
GLuint maxDualSourceDrawBuffers = 0;
// GL_EXT_texture_filter_anisotropic
GLfloat maxTextureAnisotropy = 0.0f;
// GL_EXT_disjoint_timer_query
GLuint queryCounterBitsTimeElapsed = 0;
GLuint queryCounterBitsTimestamp = 0;
// OVR_multiview
GLuint maxViews = 1;
// GL_KHR_debug
GLuint maxDebugMessageLength = 0;
GLuint maxDebugLoggedMessages = 0;
GLuint maxDebugGroupStackDepth = 0;
GLuint maxLabelLength = 0;
// GL_APPLE_clip_distance/GL_EXT_clip_cull_distance
GLuint maxClipDistances = 0;
GLuint maxCullDistances = 0;
GLuint maxCombinedClipAndCullDistances = 0;
// GLES1 emulation: Caps for ES 1.1. Taken from Table 6.20 / 6.22 in the OpenGL ES 1.1 spec.
GLuint maxMultitextureUnits = 0;
GLuint maxClipPlanes = 0;
GLuint maxLights = 0;
static constexpr int GlobalMatrixStackDepth = 16;
GLuint maxModelviewMatrixStackDepth = 0;
GLuint maxProjectionMatrixStackDepth = 0;
GLuint maxTextureMatrixStackDepth = 0;
GLfloat minSmoothPointSize = 0.0f;
GLfloat maxSmoothPointSize = 0.0f;
GLfloat minSmoothLineWidth = 0.0f;
GLfloat maxSmoothLineWidth = 0.0f;
// ES 3.2 Table 20.41: Implementation Dependent Values (cont.)
GLint maxTextureBufferSize = 0;
GLint textureBufferOffsetAlignment = 0;
// Direct-to-metal constants:
GLuint driverUniformsBindingIndex = 0;
GLuint defaultUniformsBindingIndex = 0;
GLuint UBOArgumentBufferBindingIndex = 0;
};
Caps GenerateMinimumCaps(const Version &clientVersion, const Extensions &extensions);
} // namespace gl
namespace egl
{
struct Caps
{
Caps();
// Support for NPOT surfaces
bool textureNPOT;
// Support for Stencil8 configs
bool stencil8;
};
struct DisplayExtensions
{
DisplayExtensions();
// Generate a vector of supported extension strings
std::vector<std::string> getStrings() const;
// EGL_EXT_create_context_robustness
bool createContextRobustness = false;
// EGL_ANGLE_d3d_share_handle_client_buffer
bool d3dShareHandleClientBuffer = false;
// EGL_ANGLE_d3d_texture_client_buffer
bool d3dTextureClientBuffer = false;
// EGL_ANGLE_surface_d3d_texture_2d_share_handle
bool surfaceD3DTexture2DShareHandle = false;
// EGL_ANGLE_query_surface_pointer
bool querySurfacePointer = false;
// EGL_ANGLE_window_fixed_size
bool windowFixedSize = false;
// EGL_ANGLE_keyed_mutex
bool keyedMutex = false;
// EGL_ANGLE_surface_orientation
bool surfaceOrientation = false;
// EGL_NV_post_sub_buffer
bool postSubBuffer = false;
// EGL_KHR_create_context
bool createContext = false;
// EGL_KHR_image
bool image = false;
// EGL_KHR_image_base
bool imageBase = false;
// EGL_KHR_image_pixmap
bool imagePixmap = false;
// EGL_KHR_gl_texture_2D_image
bool glTexture2DImage = false;
// EGL_KHR_gl_texture_cubemap_image
bool glTextureCubemapImage = false;
// EGL_KHR_gl_texture_3D_image
bool glTexture3DImage = false;
// EGL_KHR_gl_renderbuffer_image
bool glRenderbufferImage = false;
// EGL_KHR_get_all_proc_addresses
bool getAllProcAddresses = false;
// EGL_ANGLE_direct_composition
bool directComposition = false;
// EGL_ANGLE_windows_ui_composition
bool windowsUIComposition = false;
// KHR_create_context_no_error
bool createContextNoError = false;
// EGL_KHR_stream
bool stream = false;
// EGL_KHR_stream_consumer_gltexture
bool streamConsumerGLTexture = false;
// EGL_NV_stream_consumer_gltexture_yuv
bool streamConsumerGLTextureYUV = false;
// EGL_ANGLE_stream_producer_d3d_texture
bool streamProducerD3DTexture = false;
// EGL_KHR_fence_sync
bool fenceSync = false;
// EGL_KHR_wait_sync
bool waitSync = false;
// EGL_ANGLE_create_context_webgl_compatibility
bool createContextWebGLCompatibility = false;
// EGL_CHROMIUM_create_context_bind_generates_resource
bool createContextBindGeneratesResource = false;
// EGL_CHROMIUM_sync_control
bool syncControlCHROMIUM = false;
// EGL_ANGLE_sync_control_rate
bool syncControlRateANGLE = false;
// EGL_KHR_swap_buffers_with_damage
bool swapBuffersWithDamage = false;
// EGL_EXT_pixel_format_float
bool pixelFormatFloat = false;
// EGL_KHR_surfaceless_context
bool surfacelessContext = false;
// EGL_ANGLE_display_texture_share_group
bool displayTextureShareGroup = false;
// EGL_ANGLE_display_semaphore_share_group
bool displaySemaphoreShareGroup = false;
// EGL_ANGLE_create_context_client_arrays
bool createContextClientArrays = false;
// EGL_ANGLE_program_cache_control
bool programCacheControlANGLE = false;
// EGL_ANGLE_robust_resource_initialization
bool robustResourceInitializationANGLE = false;
// EGL_ANGLE_iosurface_client_buffer
bool iosurfaceClientBuffer = false;
// EGL_ANGLE_metal_texture_client_buffer
bool mtlTextureClientBuffer = false;
// EGL_ANGLE_create_context_extensions_enabled
bool createContextExtensionsEnabled = false;
// EGL_ANDROID_presentation_time
bool presentationTime = false;
// EGL_ANDROID_blob_cache
bool blobCache = false;
// EGL_ANDROID_image_native_buffer
bool imageNativeBuffer = false;
// EGL_ANDROID_get_frame_timestamps
bool getFrameTimestamps = false;
// EGL_ANDROID_recordable
bool recordable = false;
// EGL_ANGLE_power_preference
bool powerPreference = false;
// EGL_ANGLE_image_d3d11_texture
bool imageD3D11Texture = false;
// EGL_ANDROID_get_native_client_buffer
bool getNativeClientBufferANDROID = false;
// EGL_ANDROID_create_native_client_buffer
bool createNativeClientBufferANDROID = false;
// EGL_ANDROID_native_fence_sync
bool nativeFenceSyncANDROID = false;
// EGL_ANGLE_create_context_backwards_compatible
bool createContextBackwardsCompatible = false;
// EGL_KHR_no_config_context
bool noConfigContext = false;
// EGL_IMG_context_priority
bool contextPriority = false;
// EGL_ANGLE_ggp_stream_descriptor
bool ggpStreamDescriptor = false;
// EGL_ANGLE_swap_with_frame_token
bool swapWithFrameToken = false;
// EGL_KHR_gl_colorspace
bool glColorspace = false;
// EGL_EXT_gl_colorspace_display_p3_linear
bool glColorspaceDisplayP3Linear = false;
// EGL_EXT_gl_colorspace_display_p3
bool glColorspaceDisplayP3 = false;
// EGL_EXT_gl_colorspace_scrgb
bool glColorspaceScrgb = false;
// EGL_EXT_gl_colorspace_scrgb_linear
bool glColorspaceScrgbLinear = false;
// EGL_EXT_gl_colorspace_display_p3_passthrough
bool glColorspaceDisplayP3Passthrough = false;
// EGL_ANDROID_framebuffer_target
bool framebufferTargetANDROID = false;
// EGL_EXT_image_gl_colorspace
bool imageGlColorspace = false;
// EGL_EXT_image_dma_buf_import
bool imageDmaBufImportEXT = false;
// EGL_EXT_image_dma_buf_import_modifiers
bool imageDmaBufImportModifiersEXT = false;
// EGL_NOK_texture_from_pixmap
bool textureFromPixmapNOK = false;
// EGL_NV_robustness_video_memory_purge
bool robustnessVideoMemoryPurgeNV = false;
// EGL_KHR_reusable_sync
bool reusableSyncKHR = false;
// EGL_ANGLE_external_context_and_surface
bool externalContextAndSurface = false;
// EGL_EXT_buffer_age
bool bufferAgeEXT = false;
// EGL_KHR_mutable_render_buffer
bool mutableRenderBufferKHR = false;
// EGL_EXT_protected_content
bool protectedContentEXT = false;
// EGL_ANGLE_create_surface_swap_interval
bool createSurfaceSwapIntervalANGLE = false;
// EGL_ANGLE_context_virtualization
bool contextVirtualizationANGLE = false;
// EGL_KHR_lock_surface3
bool lockSurface3KHR = false;
// EGL_ANGLE_vulkan_image
bool vulkanImageANGLE = false;
// EGL_ANGLE_metal_create_context_ownership_identity
bool metalCreateContextOwnershipIdentityANGLE = false;
// EGL_KHR_partial_update
bool partialUpdateKHR = false;
};
struct DeviceExtensions
{
DeviceExtensions();
// Generate a vector of supported extension strings
std::vector<std::string> getStrings() const;
// EGL_ANGLE_device_d3d
bool deviceD3D = false;
// EGL_ANGLE_device_cgl
bool deviceCGL = false;
// EGL_ANGLE_device_eagl
bool deviceEAGL = false;
// EGL_ANGLE_device_metal
bool deviceMetal = false;
// EGL_ANGLE_device_vulkan
bool deviceVulkan = false;
};
struct ClientExtensions
{
ClientExtensions();
ClientExtensions(const ClientExtensions &other);
// Generate a vector of supported extension strings
std::vector<std::string> getStrings() const;
// EGL_EXT_client_extensions
bool clientExtensions = false;
// EGL_EXT_platform_base
bool platformBase = false;
// EGL_EXT_platform_device
bool platformDevice = false;
// EGL_KHR_platform_gbm
bool platformGbmKHR = false;
// EGL_ANGLE_platform_angle
bool platformANGLE = false;
// EGL_ANGLE_platform_angle_d3d
bool platformANGLED3D = false;
// EGL_ANGLE_platform_angle_d3d11on12
bool platformANGLED3D11ON12 = false;
// EGL_ANGLE_platform_angle_opengl
bool platformANGLEOpenGL = false;
// EGL_ANGLE_platform_angle_null
bool platformANGLENULL = false;
// EGL_ANGLE_platform_angle_vulkan
bool platformANGLEVulkan = false;
// EGL_ANGLE_platform_angle_metal
bool platformANGLEMetal = false;
// EGL_ANGLE_platform_angle_device_context_volatile_eagl
bool platformANGLEDeviceContextVolatileEagl = false;
// EGL_ANGLE_platform_angle_device_context_volatile_cgl
bool platformANGLEDeviceContextVolatileCgl = false;
// EGL_ANGLE_platform_angle_device_id
bool platformANGLEDeviceId = false;
// EGL_ANGLE_device_creation
bool deviceCreation = false;
// EGL_ANGLE_device_creation_d3d11
bool deviceCreationD3D11 = false;
// EGL_ANGLE_x11_visual
bool x11Visual = false;
// EGL_ANGLE_experimental_present_path
bool experimentalPresentPath = false;
// EGL_KHR_client_get_all_proc_addresses
bool clientGetAllProcAddresses = false;
// EGL_KHR_debug
bool debug = false;
// EGL_ANGLE_feature_control
bool featureControlANGLE = false;
// EGL_ANGLE_platform_angle_device_type_swiftshader
bool platformANGLEDeviceTypeSwiftShader = false;
// EGL_ANGLE_platform_angle_device_type_egl_angle
bool platformANGLEDeviceTypeEGLANGLE = false;
// EGL_EXT_device_query
bool deviceQueryEXT = false;
// EGL_ANGLE_display_power_preference
bool displayPowerPreferenceANGLE = false;
};
} // namespace egl
#endif // LIBANGLE_CAPS_H_