| // 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 <set> |
| |
| #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 "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); |
| } |
| |
| void Init(const char* s) { |
| std::string str(s ? s : ""); |
| Init(str); |
| } |
| |
| void Init(const std::string& str) { |
| std::vector<std::string> 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<std::string> 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<std::string> 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; |
| } |
| |
| } // 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) { |
| } |
| |
| 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) { |
| } |
| |
| 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); |
| |
| 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<GLenum>& 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; |
| } |
| |
| 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<GLuint>(fb_binding)); |
| glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(tex_binding)); |
| |
| DCHECK(glGetError() == GL_NO_ERROR); |
| |
| return result; |
| } |
| |
| void FeatureInfo::InitializeFeatures() { |
| // Figure out what extensions to turn on. |
| StringSet extensions( |
| reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS))); |
| |
| const char* renderer_str = |
| reinterpret_cast<const char*>(glGetString(GL_RENDERER)); |
| const char* version_str = |
| reinterpret_cast<const char*>(glGetString(GL_VERSION)); |
| |
| gl_version_info_.reset(new gfx::GLVersionInfo(version_str, renderer_str)); |
| |
| 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)) { |
| 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") || |
| gl_version_info_->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 (gl_version_info_->is_es3 || |
| 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 |
| // <format> and <internalformat> 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 |
| // <format> 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"); |
| texture_format_validators_[GL_SRGB_EXT].AddValue(GL_UNSIGNED_BYTE); |
| texture_format_validators_[GL_SRGB_ALPHA_EXT].AddValue(GL_UNSIGNED_BYTE); |
| 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"); |
| 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 (gl_version_info_->is_es3 || |
| 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")) { |
| 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) { |
| 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"); |
| } |
| } |
| |
| 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<GLuint>(fb_binding)); |
| glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(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_multisampling) { |
| bool ext_has_multisample = |
| extensions.Contains("GL_EXT_framebuffer_multisample") || |
| gl_version_info_->is_es3; |
| 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; |
| 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() || |
| gl_version_info_->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 && |
| (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")) { |
| 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) { |
| 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")) || |
| 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))) { |
| 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<GLenum>(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<GLenum>(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; |
| } |
| |
| #if !defined(OS_MACOSX) |
| if (workarounds_.disable_egl_khr_fence_sync) { |
| gfx::g_driver_egl.ext.b_EGL_KHR_fence_sync = false; |
| } |
| if (workarounds_.disable_egl_khr_wait_sync) { |
| gfx::g_driver_egl.ext.b_EGL_KHR_wait_sync = false; |
| } |
| #endif |
| if (workarounds_.disable_arb_sync) |
| gfx::g_driver_gl.ext.b_GL_ARB_sync = false; |
| 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 || |
| 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 || |
| 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_ext_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; |
| } |
| |
| 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 || 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_RG_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); |
| |
| texture_format_validators_[GL_RED_EXT].AddValue(GL_UNSIGNED_BYTE); |
| texture_format_validators_[GL_RG_EXT].AddValue(GL_UNSIGNED_BYTE); |
| |
| if (enable_texture_float) { |
| texture_format_validators_[GL_RED_EXT].AddValue(GL_FLOAT); |
| texture_format_validators_[GL_RG_EXT].AddValue(GL_FLOAT); |
| } |
| if (enable_texture_half_float) { |
| texture_format_validators_[GL_RED_EXT].AddValue(GL_HALF_FLOAT_OES); |
| texture_format_validators_[GL_RG_EXT].AddValue(GL_HALF_FLOAT_OES); |
| } |
| } |
| |
| #if !defined(OS_MACOSX) |
| if (workarounds_.ignore_egl_sync_failures) { |
| gfx::GLFenceEGL::SetIgnoreFailures(); |
| } |
| #endif |
| } |
| |
| bool FeatureInfo::IsES3Capable() const { |
| if (gl_version_info_->IsAtLeastGLES(3, 0)) |
| return true; |
| // TODO(zmo): For Desktop GL, with anything lower than 4.2, we need to check |
| // the existence of a few extensions to have full WebGL 2 capabilities. |
| if (gl_version_info_->IsAtLeastGL(4, 2)) |
| return true; |
| #if defined(OS_MACOSX) |
| // TODO(zmo): For experimentation purpose on MacOSX with core profile, |
| // allow 3.2 or plus for now. |
| if (gl_version_info_->IsAtLeastGL(3, 2)) |
| return true; |
| #endif |
| return false; |
| } |
| |
| void FeatureInfo::EnableES3Validators() { |
| DCHECK(IsES3Capable()); |
| validators_.UpdateValuesES3(); |
| } |
| |
| 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 |