blob: c817e125734621ac2decc5bad51bfef219238780 [file] [log] [blame]
// 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 <stddef.h>
#include <set>
#include <vector>
#include "base/command_line.h"
#include "base/metrics/histogram_macros.h"
#include "base/strings/string_number_conversions.h"
#include "base/strings/string_split.h"
#include "gpu/command_buffer/service/gpu_switches.h"
#include "gpu/command_buffer/service/texture_definition.h"
#include "gpu/config/gpu_switches.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_fence.h"
#include "ui/gl/gl_implementation.h"
#include "ui/gl/gl_switches.h"
#include "ui/gl/gl_version_info.h"
#if !defined(OS_MACOSX)
#include "ui/gl/gl_fence_egl.h"
#endif
namespace gpu {
namespace gles2 {
namespace {
struct FormatInfo {
GLenum format;
const GLenum* types;
size_t count;
};
class StringSet {
public:
StringSet() {}
StringSet(const char* s) {
Init(s);
}
StringSet(const std::string& str) {
Init(str);
}
StringSet(const std::vector<std::string>& strs) {
string_set_.insert(strs.begin(), strs.end());
}
void Init(const char* s) {
std::string str(s ? s : "");
Init(str);
}
void Init(const std::string& str) {
std::vector<std::string> tokens = base::SplitString(
str, " ", base::KEEP_WHITESPACE, base::SPLIT_WANT_NONEMPTY);
string_set_.insert(tokens.begin(), tokens.end());
}
bool Contains(const char* s) {
return string_set_.find(s) != string_set_.end();
}
bool Contains(const std::string& s) {
return string_set_.find(s) != string_set_.end();
}
const std::set<std::string>& GetImpl() {
return string_set_;
}
private:
std::set<std::string> string_set_;
};
class ScopedPixelUnpackBufferOverride {
public:
explicit ScopedPixelUnpackBufferOverride(
bool enable_es3,
GLuint binding_override)
: orig_binding_(-1) {
if (enable_es3) {
GLint orig_binding;
glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &orig_binding);
if (static_cast<GLuint>(orig_binding) != binding_override) {
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, binding_override);
orig_binding_ = orig_binding;
}
}
}
~ScopedPixelUnpackBufferOverride() {
if (orig_binding_ != -1) {
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, static_cast<GLuint>(orig_binding_));
}
}
private:
GLint orig_binding_;
};
} // anonymous namespace.
FeatureInfo::FeatureFlags::FeatureFlags()
: 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),
chromium_screen_space_antialiasing(false),
use_chromium_screen_space_antialiasing_via_shaders(false),
oes_standard_derivatives(false),
oes_egl_image_external(false),
nv_egl_stream_consumer_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_astc(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),
chromium_framebuffer_mixed_samples(false),
blend_equation_advanced(false),
blend_equation_advanced_coherent(false),
ext_texture_rg(false),
chromium_image_ycbcr_420v(false),
chromium_image_ycbcr_422(false),
emulate_primitive_restart_fixed_index(false),
ext_render_buffer_format_bgra8888(false),
ext_multisample_compatibility(false),
ext_blend_func_extended(false),
ext_read_format_bgra(false),
desktop_srgb_support(false),
arb_es3_compatibility(false) {}
FeatureInfo::FeatureInfo() {
InitializeBasicState(base::CommandLine::InitializedForCurrentProcess()
? base::CommandLine::ForCurrentProcess()
: nullptr);
}
FeatureInfo::FeatureInfo(
const GpuDriverBugWorkarounds& gpu_driver_bug_workarounds)
: workarounds_(gpu_driver_bug_workarounds) {
InitializeBasicState(base::CommandLine::InitializedForCurrentProcess()
? base::CommandLine::ForCurrentProcess()
: nullptr);
}
FeatureInfo::FeatureInfo(
const base::CommandLine& command_line,
const GpuDriverBugWorkarounds& gpu_driver_bug_workarounds)
: workarounds_(gpu_driver_bug_workarounds) {
InitializeBasicState(&command_line);
}
void FeatureInfo::InitializeBasicState(const base::CommandLine* command_line) {
if (!command_line)
return;
feature_flags_.enable_shader_name_hashing =
!command_line->HasSwitch(switches::kDisableShaderNameHashing);
feature_flags_.is_swiftshader =
(command_line->GetSwitchValueASCII(switches::kUseGL) == "swiftshader");
// The shader translator is needed to translate from WebGL-conformant GLES SL
// to normal GLES SL, enforce WebGL conformance, translate from GLES SL 1.0 to
// target context GLSL, implement emulation of OpenGL ES features on OpenGL,
// etc.
// The flag here is for testing only.
disable_shader_translator_ =
command_line->HasSwitch(switches::kDisableGLSLTranslator);
// Default context_type_ to a GLES2 Context.
context_type_ = CONTEXT_TYPE_OPENGLES2;
ext_color_buffer_float_available_ = false;
oes_texture_float_linear_available_ = false;
oes_texture_half_float_linear_available_ = false;
}
bool FeatureInfo::Initialize(ContextType context_type,
const DisallowedFeatures& disallowed_features) {
disallowed_features_ = disallowed_features;
context_type_ = context_type;
InitializeFeatures();
return true;
}
bool FeatureInfo::InitializeForTesting(
const DisallowedFeatures& disallowed_features) {
return Initialize(CONTEXT_TYPE_OPENGLES2, disallowed_features);
}
bool FeatureInfo::InitializeForTesting() {
return Initialize(CONTEXT_TYPE_OPENGLES2, DisallowedFeatures());
}
bool FeatureInfo::InitializeForTesting(ContextType context_type) {
return Initialize(context_type, DisallowedFeatures());
}
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_COMPLETE;
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::EnableEXTColorBufferFloat() {
if (!ext_color_buffer_float_available_)
return;
AddExtensionString("GL_EXT_color_buffer_float");
validators_.render_buffer_format.AddValue(GL_R16F);
validators_.render_buffer_format.AddValue(GL_RG16F);
validators_.render_buffer_format.AddValue(GL_RGBA16F);
validators_.render_buffer_format.AddValue(GL_R32F);
validators_.render_buffer_format.AddValue(GL_RG32F);
validators_.render_buffer_format.AddValue(GL_RGBA32F);
validators_.render_buffer_format.AddValue(GL_R11F_G11F_B10F);
validators_.texture_sized_color_renderable_internal_format.AddValue(GL_R16F);
validators_.texture_sized_color_renderable_internal_format.AddValue(GL_RG16F);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_RGBA16F);
validators_.texture_sized_color_renderable_internal_format.AddValue(GL_R32F);
validators_.texture_sized_color_renderable_internal_format.AddValue(GL_RG32F);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_RGBA32F);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_R11F_G11F_B10F);
}
void FeatureInfo::EnableCHROMIUMColorBufferFloatRGBA() {
if (!feature_flags_.chromium_color_buffer_float_rgba)
return;
validators_.texture_internal_format.AddValue(GL_RGBA32F);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_RGBA32F);
AddExtensionString("GL_CHROMIUM_color_buffer_float_rgba");
}
void FeatureInfo::EnableCHROMIUMColorBufferFloatRGB() {
if (!feature_flags_.chromium_color_buffer_float_rgb)
return;
validators_.texture_internal_format.AddValue(GL_RGB32F);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_RGB32F);
AddExtensionString("GL_CHROMIUM_color_buffer_float_rgb");
}
void FeatureInfo::EnableOESTextureFloatLinear() {
if (!oes_texture_float_linear_available_)
return;
AddExtensionString("GL_OES_texture_float_linear");
feature_flags_.enable_texture_float_linear = true;
validators_.texture_sized_texture_filterable_internal_format.AddValue(
GL_R32F);
validators_.texture_sized_texture_filterable_internal_format.AddValue(
GL_RG32F);
validators_.texture_sized_texture_filterable_internal_format.AddValue(
GL_RGB32F);
validators_.texture_sized_texture_filterable_internal_format.AddValue(
GL_RGBA32F);
}
void FeatureInfo::EnableOESTextureHalfFloatLinear() {
if (!oes_texture_half_float_linear_available_)
return;
AddExtensionString("GL_OES_texture_half_float_linear");
feature_flags_.enable_texture_half_float_linear = true;
}
void FeatureInfo::InitializeFeatures() {
// Figure out what extensions to turn on.
StringSet extensions(gl::GetGLExtensionsFromCurrentContext());
const char* version_str =
reinterpret_cast<const char*>(glGetString(GL_VERSION));
const char* renderer_str =
reinterpret_cast<const char*>(glGetString(GL_RENDERER));
gl_version_info_.reset(
new gl::GLVersionInfo(version_str, renderer_str, extensions.GetImpl()));
bool enable_es3 = IsWebGL2OrES3Context();
ScopedPixelUnpackBufferOverride scoped_pbo_override(enable_es3, 0);
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_deschedule");
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");
// Pre es3, there are no PBOS and all unpack state is handled in client side.
// With es3, unpack state is needed in server side. We always mark these
// enums as valid and pass them to drivers only when a valid PBO is bound.
// UNPACK_ROW_LENGTH, UNPACK_SKIP_ROWS, and UNPACK_SKIP_PIXELS are enabled,
// but there is no need to add them to pixel_store validtor.
AddExtensionString("GL_EXT_unpack_subimage");
// 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);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
validators_.texture_internal_format_storage.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);
validators_.texture_internal_format_storage.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);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT);
}
bool have_astc = extensions.Contains("GL_KHR_texture_compression_astc_ldr");
if (have_astc) {
feature_flags_.ext_texture_format_astc = true;
AddExtensionString("GL_KHR_texture_compression_astc_ldr");
// GL_COMPRESSED_RGBA_ASTC(0x93B0 ~ 0x93BD)
GLint astc_format_it = GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
GLint astc_format_max = GL_COMPRESSED_RGBA_ASTC_12x12_KHR;
for (; astc_format_it <= astc_format_max; astc_format_it++)
validators_.compressed_texture_format.AddValue(astc_format_it);
// GL_COMPRESSED_SRGB8_ALPHA8_ASTC(0x93D0 ~ 0x93DD)
astc_format_it = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR;
astc_format_max = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR;
for (; astc_format_it <= astc_format_max; astc_format_it++)
validators_.compressed_texture_format.AddValue(astc_format_it);
}
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);
validators_.texture_internal_format_storage.AddValue(GL_ATC_RGB_AMD);
validators_.texture_internal_format_storage.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_desktop_core_profile)) {
// Note that we don't expose depth_texture extenion on top of ES3 if
// the depth_texture extension isn't exposed by the ES3 driver.
// This is because depth textures are filterable under linear mode in
// ES2 + extension, but not in core 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");
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);
validators_.texture_depth_renderable_internal_format.AddValue(
GL_DEPTH_COMPONENT);
}
if (extensions.Contains("GL_EXT_packed_depth_stencil") ||
extensions.Contains("GL_OES_packed_depth_stencil") ||
gl_version_info_->is_es3 ||
gl_version_info_->is_desktop_core_profile) {
AddExtensionString("GL_OES_packed_depth_stencil");
feature_flags_.packed_depth24_stencil8 = true;
if (enable_depth_texture) {
validators_.texture_internal_format.AddValue(GL_DEPTH_STENCIL);
validators_.texture_format.AddValue(GL_DEPTH_STENCIL);
validators_.pixel_type.AddValue(GL_UNSIGNED_INT_24_8);
validators_.texture_depth_renderable_internal_format.AddValue(
GL_DEPTH_STENCIL);
validators_.texture_stencil_renderable_internal_format.AddValue(
GL_DEPTH_STENCIL);
}
validators_.render_buffer_format.AddValue(GL_DEPTH24_STENCIL8);
if (context_type_ == CONTEXT_TYPE_WEBGL1) {
// For glFramebufferRenderbuffer and glFramebufferTexture2D calls with
// attachment == GL_DEPTH_STENCIL_ATTACHMENT, we always split into two
// calls, one with attachment == GL_DEPTH_ATTACHMENT, and one with
// attachment == GL_STENCIL_ATTACHMENT. So even if the underlying driver
// is ES2 where GL_DEPTH_STENCIL_ATTACHMENT isn't accepted, it is still
// OK.
validators_.attachment.AddValue(GL_DEPTH_STENCIL_ATTACHMENT);
validators_.attachment_query.AddValue(GL_DEPTH_STENCIL_ATTACHMENT);
}
}
if (gl_version_info_->is_es3 ||
gl_version_info_->is_desktop_core_profile ||
extensions.Contains("GL_OES_vertex_array_object") ||
extensions.Contains("GL_ARB_vertex_array_object") ||
extensions.Contains("GL_APPLE_vertex_array_object")) {
feature_flags_.native_vertex_array_object = true;
}
// If we're using client_side_arrays we have to emulate
// vertex array objects since vertex array objects do not work
// with client side arrays.
if (workarounds_.use_client_side_arrays_for_stream_buffers) {
feature_flags_.native_vertex_array_object = false;
}
if (gl_version_info_->is_es3 ||
extensions.Contains("GL_OES_element_index_uint") ||
gl::HasDesktopGLFeatures()) {
AddExtensionString("GL_OES_element_index_uint");
validators_.index_type.AddValue(GL_UNSIGNED_INT);
}
bool has_srgb_framebuffer_support = false;
if (gl_version_info_->IsAtLeastGL(3, 2) ||
(gl_version_info_->IsAtLeastGL(2, 0) &&
(extensions.Contains("GL_EXT_framebuffer_sRGB") ||
extensions.Contains("GL_ARB_framebuffer_sRGB")))) {
feature_flags_.desktop_srgb_support = true;
has_srgb_framebuffer_support = true;
}
// 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")) ||
feature_flags_.desktop_srgb_support) &&
IsWebGL1OrES2Context()) {
AddExtensionString("GL_EXT_sRGB");
validators_.texture_internal_format.AddValue(GL_SRGB_EXT);
validators_.texture_internal_format.AddValue(GL_SRGB_ALPHA_EXT);
validators_.texture_format.AddValue(GL_SRGB_EXT);
validators_.texture_format.AddValue(GL_SRGB_ALPHA_EXT);
validators_.render_buffer_format.AddValue(GL_SRGB8_ALPHA8_EXT);
validators_.framebuffer_parameter.AddValue(
GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT);
validators_.texture_unsized_internal_format.AddValue(GL_SRGB_EXT);
validators_.texture_unsized_internal_format.AddValue(GL_SRGB_ALPHA_EXT);
has_srgb_framebuffer_support = true;
}
if (gl_version_info_->is_es3)
has_srgb_framebuffer_support = true;
if (has_srgb_framebuffer_support && !IsWebGLContext()) {
// GL_FRAMEBUFFER_SRGB_EXT is exposed by the GLES extension
// GL_EXT_sRGB_write_control (which is not part of the core, even in GLES3),
// and the desktop extension GL_ARB_framebuffer_sRGB (part of the core in
// 3.0).
if (feature_flags_.desktop_srgb_support ||
extensions.Contains("GL_EXT_sRGB_write_control")) {
feature_flags_.ext_srgb_write_control = true;
AddExtensionString("GL_EXT_sRGB_write_control");
validators_.capability.AddValue(GL_FRAMEBUFFER_SRGB_EXT);
}
}
// The extension GL_EXT_texture_sRGB_decode is the same on desktop and GLES.
if (extensions.Contains("GL_EXT_texture_sRGB_decode") && !IsWebGLContext()) {
AddExtensionString("GL_EXT_texture_sRGB_decode");
validators_.texture_parameter.AddValue(GL_TEXTURE_SRGB_DECODE_EXT);
}
bool have_s3tc_srgb = false;
if (gl_version_info_->is_es) {
// On mobile, the only extension that supports S3TC+sRGB is NV_sRGB_formats.
// The draft extension EXT_texture_compression_s3tc_srgb also supports it
// and is used if available (e.g. if ANGLE exposes it).
have_s3tc_srgb = extensions.Contains("GL_NV_sRGB_formats") ||
extensions.Contains("GL_EXT_texture_compression_s3tc_srgb");
} else {
// On desktop, strictly-speaking, S3TC+sRGB is only available if both
// EXT_texture_sRGB and EXT_texture_compression_s3tc_srgb are available.
//
// However, on macOS, S3TC+sRGB is supported on OpenGL 4.1 with only
// EXT_texture_compression_s3tc_srgb, so we allow that as well.
if (extensions.Contains("GL_EXT_texture_sRGB") ||
gl_version_info_->IsAtLeastGL(4, 1)) {
have_s3tc_srgb = extensions.Contains("GL_EXT_texture_compression_s3tc");
}
}
if (have_s3tc_srgb) {
AddExtensionString("GL_EXT_texture_compression_s3tc_srgb");
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_SRGB_S3TC_DXT1_EXT);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_SRGB_S3TC_DXT1_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT);
}
// Note: Only APPLE_texture_format_BGRA8888 extension allows BGRA8_EXT in
// ES3's glTexStorage2D, whereas EXT_texture_format_BGRA8888 doesn't provide
// that compatibility. So if EXT_texture_format_BGRA8888 (but not
// APPLE_texture_format_BGRA8888) is present on an underlying ES3 context, we
// have to choose which one of BGRA vs texture storage we expose.
// When creating ES2 contexts, we prefer support BGRA to texture storage, in
// order to use BGRA as platform color in the compositor, so we disable
// texture storage if only EXT_texture_format_BGRA8888 is present.
// If neither is present, we expose texture storage.
// When creating ES3 contexts, we do need to expose texture storage, so we
// disable BGRA if we have to.
// When WebGL contexts, BRGA is not needed, because WebGL doesn't expose it.
bool has_apple_bgra = extensions.Contains("GL_APPLE_texture_format_BGRA8888");
bool has_ext_bgra = extensions.Contains("GL_EXT_texture_format_BGRA8888");
bool enable_texture_format_bgra8888 =
has_ext_bgra || has_apple_bgra || !gl_version_info_->is_es;
bool has_ext_texture_storage = extensions.Contains("GL_EXT_texture_storage");
bool has_arb_texture_storage = extensions.Contains("GL_ARB_texture_storage");
bool has_texture_storage =
!workarounds_.disable_texture_storage &&
(has_ext_texture_storage || has_arb_texture_storage ||
gl_version_info_->is_es3 || gl_version_info_->IsAtLeastGL(4, 2));
bool enable_texture_storage = has_texture_storage;
bool texture_storage_incompatible_with_bgra =
gl_version_info_->is_es3 && !has_ext_texture_storage && !has_apple_bgra;
if (texture_storage_incompatible_with_bgra &&
enable_texture_format_bgra8888 && enable_texture_storage) {
switch (context_type_) {
case CONTEXT_TYPE_OPENGLES2:
enable_texture_storage = false;
break;
case CONTEXT_TYPE_OPENGLES3:
case CONTEXT_TYPE_WEBGL1:
case CONTEXT_TYPE_WEBGL2:
enable_texture_format_bgra8888 = false;
break;
}
}
if (enable_texture_format_bgra8888) {
feature_flags_.ext_texture_format_bgra8888 = true;
AddExtensionString("GL_EXT_texture_format_BGRA8888");
validators_.texture_internal_format.AddValue(GL_BGRA_EXT);
validators_.texture_format.AddValue(GL_BGRA_EXT);
validators_.texture_unsized_internal_format.AddValue(GL_BGRA_EXT);
}
// On desktop, all devices support BGRA render buffers (note that on desktop
// BGRA internal formats are converted to RGBA in the API implementation).
// For ES, there is no extension that exposes BGRA renderbuffers, however
// Angle does support these.
bool enable_render_buffer_bgra =
gl_version_info_->is_angle || !gl_version_info_->is_es;
if (enable_render_buffer_bgra) {
feature_flags_.ext_render_buffer_format_bgra8888 = true;
AddExtensionString("GL_CHROMIUM_renderbuffer_format_BGRA8888");
validators_.render_buffer_format.AddValue(GL_BGRA8_EXT);
}
// On desktop, all devices support BGRA readback since OpenGL 2.0, which we
// require. On ES, support is indicated by the GL_EXT_read_format_bgra
// extension.
bool enable_read_format_bgra =
extensions.Contains("GL_EXT_read_format_bgra") ||
!gl_version_info_->is_es;
if (enable_read_format_bgra) {
feature_flags_.ext_read_format_bgra = true;
AddExtensionString("GL_EXT_read_format_bgra");
validators_.read_pixel_format.AddValue(GL_BGRA_EXT);
}
// GL_ARB_ES3_compatibility adds support for some ES3 texture formats that are
// not supported in desktop GL
feature_flags_.arb_es3_compatibility =
extensions.Contains("GL_ARB_ES3_compatibility") &&
!gl_version_info_->is_es;
// glGetInteger64v for timestamps is implemented on the client side in a way
// that it does not depend on a driver-level implementation of
// glGetInteger64v. The GPUTimer class which implements timer queries can also
// fallback to an implementation that does not depend on glGetInteger64v on
// ES2. Thus we can enable GL_EXT_disjoint_timer_query on ES2 contexts even
// though it does not support glGetInteger64v due to a specification bug.
if (extensions.Contains("GL_EXT_disjoint_timer_query") ||
extensions.Contains("GL_ARB_timer_query") ||
extensions.Contains("GL_EXT_timer_query")) {
AddExtensionString("GL_EXT_disjoint_timer_query");
}
if (extensions.Contains("GL_OES_rgb8_rgba8") || gl::HasDesktopGLFeatures()) {
AddExtensionString("GL_OES_rgb8_rgba8");
validators_.render_buffer_format.AddValue(GL_RGB8_OES);
validators_.render_buffer_format.AddValue(GL_RGBA8_OES);
}
// Check if we should allow GL_OES_texture_npot
if (!disallowed_features_.npot_support &&
(gl_version_info_->is_es3 ||
gl_version_info_->is_desktop_core_profile ||
extensions.Contains("GL_ARB_texture_non_power_of_two") ||
extensions.Contains("GL_OES_texture_npot"))) {
AddExtensionString("GL_OES_texture_npot");
feature_flags_.npot_ok = true;
}
// Check if we should allow GL_OES_texture_float, GL_OES_texture_half_float,
// GL_OES_texture_float_linear, GL_OES_texture_half_float_linear
bool enable_texture_float = false;
bool enable_texture_float_linear = false;
bool enable_texture_half_float = false;
bool enable_texture_half_float_linear = false;
bool enable_ext_color_buffer_float = false;
bool may_enable_chromium_color_buffer_float = false;
// This extension allows a variety of floating point formats to be
// rendered to via framebuffer objects.
if (extensions.Contains("GL_EXT_color_buffer_float")) {
enable_ext_color_buffer_float = true;
}
if (extensions.Contains("GL_ARB_texture_float") ||
gl_version_info_->is_desktop_core_profile) {
enable_texture_float = true;
enable_texture_float_linear = true;
enable_texture_half_float = true;
enable_texture_half_float_linear = true;
may_enable_chromium_color_buffer_float = true;
} else {
// GLES3 adds support for Float type by default but it doesn't support all
// formats as GL_OES_texture_float(i.e.LUMINANCE_ALPHA,LUMINANCE and Alpha)
if (extensions.Contains("GL_OES_texture_float")) {
enable_texture_float = true;
if (extensions.Contains("GL_OES_texture_float_linear")) {
enable_texture_float_linear = true;
}
if (enable_ext_color_buffer_float || gl_version_info_->is_angle) {
may_enable_chromium_color_buffer_float = true;
}
}
// TODO(dshwang): GLES3 supports half float by default but GL_HALF_FLOAT_OES
// isn't equal to GL_HALF_FLOAT.
if (extensions.Contains("GL_OES_texture_half_float")) {
enable_texture_half_float = true;
if (extensions.Contains("GL_OES_texture_half_float_linear")) {
enable_texture_half_float_linear = true;
}
}
}
if (enable_texture_float) {
validators_.pixel_type.AddValue(GL_FLOAT);
validators_.read_pixel_type.AddValue(GL_FLOAT);
AddExtensionString("GL_OES_texture_float");
if (enable_texture_float_linear) {
oes_texture_float_linear_available_ = true;
if (!disallowed_features_.oes_texture_float_linear)
EnableOESTextureFloatLinear();
}
}
if (enable_texture_half_float) {
validators_.pixel_type.AddValue(GL_HALF_FLOAT_OES);
validators_.read_pixel_type.AddValue(GL_HALF_FLOAT_OES);
AddExtensionString("GL_OES_texture_half_float");
if (enable_texture_half_float_linear) {
oes_texture_half_float_linear_available_ = true;
if (!disallowed_features_.oes_texture_half_float_linear)
EnableOESTextureHalfFloatLinear();
}
}
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 status_rgba = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, width, 0, GL_RGB,
GL_FLOAT, NULL);
GLenum status_rgb = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
// For desktop systems, check to see if we support rendering to the full
// range of formats supported by EXT_color_buffer_float
if (status_rgba == GL_FRAMEBUFFER_COMPLETE && enable_es3) {
bool full_float_support = true;
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, width, width, 0, GL_RED,
GL_FLOAT, NULL);
full_float_support &= glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) ==
GL_FRAMEBUFFER_COMPLETE;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, width, width, 0, GL_RG,
GL_FLOAT, NULL);
full_float_support &= glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) ==
GL_FRAMEBUFFER_COMPLETE;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, width, 0, GL_RGBA,
GL_FLOAT, NULL);
full_float_support &= glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) ==
GL_FRAMEBUFFER_COMPLETE;
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, width, width, 0, GL_RED,
GL_FLOAT, NULL);
full_float_support &= glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) ==
GL_FRAMEBUFFER_COMPLETE;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, width, width, 0, GL_RG,
GL_FLOAT, NULL);
full_float_support &= glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) ==
GL_FRAMEBUFFER_COMPLETE;
glTexImage2D(GL_TEXTURE_2D, 0, GL_R11F_G11F_B10F, width, width, 0, GL_RGB,
GL_FLOAT, NULL);
full_float_support &= glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) ==
GL_FRAMEBUFFER_COMPLETE;
enable_ext_color_buffer_float = full_float_support;
}
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 (status_rgba == GL_FRAMEBUFFER_COMPLETE) {
feature_flags_.chromium_color_buffer_float_rgba = true;
if (!disallowed_features_.chromium_color_buffer_float_rgba)
EnableCHROMIUMColorBufferFloatRGBA();
}
if (status_rgb == GL_FRAMEBUFFER_COMPLETE) {
feature_flags_.chromium_color_buffer_float_rgb = true;
if (!disallowed_features_.chromium_color_buffer_float_rgb)
EnableCHROMIUMColorBufferFloatRGB();
}
}
// Enable the GL_EXT_color_buffer_float extension for WebGL 2.0
if (enable_ext_color_buffer_float && enable_es3) {
ext_color_buffer_float_available_ = true;
if (!disallowed_features_.ext_color_buffer_float)
EnableEXTColorBufferFloat();
}
// Check for multisample support
if (!workarounds_.disable_chromium_framebuffer_multisample) {
bool ext_has_multisample =
extensions.Contains("GL_EXT_framebuffer_multisample") ||
gl_version_info_->is_es3 ||
gl_version_info_->is_desktop_core_profile;
if (gl_version_info_->is_angle) {
ext_has_multisample |=
extensions.Contains("GL_ANGLE_framebuffer_multisample");
}
feature_flags_.use_core_framebuffer_multisample =
gl_version_info_->is_es3 || gl_version_info_->is_desktop_core_profile;
if (ext_has_multisample) {
feature_flags_.chromium_framebuffer_multisample = true;
validators_.framebuffer_target.AddValue(GL_READ_FRAMEBUFFER_EXT);
validators_.framebuffer_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_.framebuffer_parameter.AddValue(
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT);
AddExtensionString("GL_EXT_multisampled_render_to_texture");
}
if (!gl_version_info_->is_es ||
extensions.Contains("GL_EXT_multisample_compatibility")) {
AddExtensionString("GL_EXT_multisample_compatibility");
feature_flags_.ext_multisample_compatibility = true;
validators_.capability.AddValue(GL_MULTISAMPLE_EXT);
validators_.capability.AddValue(GL_SAMPLE_ALPHA_TO_ONE_EXT);
}
if (extensions.Contains("GL_INTEL_framebuffer_CMAA")) {
feature_flags_.chromium_screen_space_antialiasing = true;
AddExtensionString("GL_CHROMIUM_screen_space_antialiasing");
} else if (!workarounds_.disable_framebuffer_cmaa &&
(gl_version_info_->IsAtLeastGLES(3, 1) ||
(gl_version_info_->IsAtLeastGL(3, 0) &&
extensions.Contains("GL_ARB_shading_language_420pack") &&
extensions.Contains("GL_ARB_texture_gather") &&
extensions.Contains("GL_ARB_explicit_uniform_location") &&
extensions.Contains("GL_ARB_explicit_attrib_location") &&
extensions.Contains("GL_ARB_shader_image_load_store")))) {
feature_flags_.chromium_screen_space_antialiasing = true;
feature_flags_.use_chromium_screen_space_antialiasing_via_shaders = true;
AddExtensionString("GL_CHROMIUM_screen_space_antialiasing");
}
if (extensions.Contains("GL_OES_depth24") || gl::HasDesktopGLFeatures() ||
gl_version_info_->is_es3) {
AddExtensionString("GL_OES_depth24");
feature_flags_.oes_depth24 = true;
validators_.render_buffer_format.AddValue(GL_DEPTH_COMPONENT24);
}
if (gl_version_info_->is_es3 ||
extensions.Contains("GL_OES_standard_derivatives") ||
gl::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;
}
if (extensions.Contains("GL_NV_EGL_stream_consumer_external")) {
AddExtensionString("GL_NV_EGL_stream_consumer_external");
feature_flags_.nv_egl_stream_consumer_external = true;
}
if (feature_flags_.oes_egl_image_external ||
feature_flags_.nv_egl_stream_consumer_external) {
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);
validators_.texture_internal_format_storage.AddValue(GL_ETC1_RGB8_OES);
}
// TODO(kainino): Once we have a way to query whether ANGLE is exposing
// native support for ETC2 textures, require that here.
if (gl_version_info_->is_es3 && !gl_version_info_->is_angle) {
AddExtensionString("GL_CHROMIUM_compressed_texture_etc");
validators_.UpdateETCCompressedTextureFormats();
}
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);
validators_.texture_internal_format_storage.AddValue(
GL_ATC_RGB_AMD);
validators_.texture_internal_format_storage.AddValue(
GL_ATC_RGBA_EXPLICIT_ALPHA_AMD);
validators_.texture_internal_format_storage.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);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG);
}
// Ideally we would only expose this extension on Mac OS X, to support
// IOSurface backed textures. We don't want applications to start using it;
// they should use ordinary non-power-of-two textures. However, for unit
// testing purposes we expose it on all supported platforms.
if (extensions.Contains("GL_ARB_texture_rectangle") ||
gl_version_info_->is_desktop_core_profile) {
AddExtensionString("GL_ARB_texture_rectangle");
feature_flags_.arb_texture_rectangle = true;
// Rectangle textures are used as samplers via glBindTexture, framebuffer
// textures via glFramebufferTexture2D, and copy destinations via
// glCopyPixels.
validators_.texture_bind_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
validators_.texture_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
validators_.get_tex_param_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
validators_.g_l_state.AddValue(GL_TEXTURE_BINDING_RECTANGLE_ARB);
}
#if defined(OS_MACOSX)
// TODO(dcastagna): Determine ycbcr_420v_image on CrOS at runtime
// querying minigbm. crbug.com/646148
if (gl::GetGLImplementation() != gl::kGLImplementationOSMesaGL) {
AddExtensionString("GL_CHROMIUM_ycbcr_420v_image");
feature_flags_.chromium_image_ycbcr_420v = true;
}
#endif
if (extensions.Contains("GL_APPLE_ycbcr_422")) {
AddExtensionString("GL_CHROMIUM_ycbcr_422_image");
feature_flags_.chromium_image_ycbcr_422 = true;
}
// TODO(gman): Add support for these extensions.
// GL_OES_depth32
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);
}
if (enable_texture_storage) {
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);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_BGRA8_EXT);
validators_.texture_sized_texture_filterable_internal_format.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_occlusion_query =
gl_version_info_->IsAtLeastGLES(3, 0) ||
gl_version_info_->IsAtLeastGL(3, 3);
bool have_ext_occlusion_query_boolean =
extensions.Contains("GL_EXT_occlusion_query_boolean");
bool have_arb_occlusion_query2 =
extensions.Contains("GL_ARB_occlusion_query2");
bool have_arb_occlusion_query =
extensions.Contains("GL_ARB_occlusion_query");
if (have_occlusion_query ||
have_ext_occlusion_query_boolean ||
have_arb_occlusion_query2 ||
have_arb_occlusion_query) {
if (context_type_ == CONTEXT_TYPE_OPENGLES2) {
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 ||
(gl_version_info_->IsAtLeastGL(3, 3) &&
gl_version_info_->IsLowerThanGL(4, 3)));
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 ||
gl_version_info_->is_desktop_core_profile)) {
AddExtensionString("GL_ANGLE_instanced_arrays");
feature_flags_.angle_instanced_arrays = true;
validators_.vertex_attribute.AddValue(GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
}
bool vendor_agnostic_draw_buffers =
extensions.Contains("GL_ARB_draw_buffers") ||
extensions.Contains("GL_EXT_draw_buffers");
if (!workarounds_.disable_ext_draw_buffers &&
(vendor_agnostic_draw_buffers ||
(extensions.Contains("GL_NV_draw_buffers") &&
gl_version_info_->is_es3) ||
gl_version_info_->is_desktop_core_profile)) {
AddExtensionString("GL_EXT_draw_buffers");
feature_flags_.ext_draw_buffers = true;
// This flag is set to enable emulation of EXT_draw_buffers when we're
// running on GLES 3.0+, NV_draw_buffers extension is supported and
// glDrawBuffers from GLES 3.0 core has been bound. It toggles using the
// NV_draw_buffers extension directive instead of EXT_draw_buffers extension
// directive in ESSL 100 shaders translated by ANGLE, enabling them to write
// into multiple gl_FragData values, which is not by default possible in
// ESSL 100 with core GLES 3.0. For more information, see the
// NV_draw_buffers specification.
feature_flags_.nv_draw_buffers = !vendor_agnostic_draw_buffers;
GLint max_color_attachments = 0;
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &max_color_attachments);
for (GLenum i = GL_COLOR_ATTACHMENT1_EXT;
i < static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + max_color_attachments);
++i) {
validators_.attachment.AddValue(i);
validators_.attachment_query.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") ||
gl::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") || gl::HasDesktopGLFeatures()) {
AddExtensionString("GL_EXT_frag_depth");
feature_flags_.ext_frag_depth = true;
}
if (extensions.Contains("GL_EXT_shader_texture_lod") ||
gl::HasDesktopGLFeatures()) {
AddExtensionString("GL_EXT_shader_texture_lod");
feature_flags_.ext_shader_texture_lod = true;
}
bool ui_gl_fence_works = gl::GLFence::IsSupported();
UMA_HISTOGRAM_BOOLEAN("GPU.FenceSupport", ui_gl_fence_works);
feature_flags_.map_buffer_range =
gl_version_info_->is_es3 ||
gl_version_info_->is_desktop_core_profile ||
extensions.Contains("GL_ARB_map_buffer_range") ||
extensions.Contains("GL_EXT_map_buffer_range");
// Really it's part of core OpenGL 2.1 and up, but let's assume the
// extension is still advertised.
bool has_pixel_buffers =
gl_version_info_->is_es3 ||
gl_version_info_->is_desktop_core_profile ||
extensions.Contains("GL_ARB_pixel_buffer_object") ||
extensions.Contains("GL_NV_pixel_buffer_object");
// We will use either glMapBuffer() or glMapBufferRange() for async readbacks.
if (has_pixel_buffers && ui_gl_fence_works &&
!workarounds_.disable_async_readpixels) {
feature_flags_.use_async_readpixels = true;
}
if (gl_version_info_->is_es3 ||
extensions.Contains("GL_ARB_sampler_objects")) {
feature_flags_.enable_samplers = true;
// TODO(dsinclair): Add AddExtensionString("GL_CHROMIUM_sampler_objects")
// when available.
}
if ((gl_version_info_->is_es3 ||
extensions.Contains("GL_EXT_discard_framebuffer")) &&
!workarounds_.disable_discard_framebuffer) {
// DiscardFramebufferEXT is automatically bound to InvalidateFramebuffer.
AddExtensionString("GL_EXT_discard_framebuffer");
feature_flags_.ext_discard_framebuffer = true;
}
if (ui_gl_fence_works) {
AddExtensionString("GL_CHROMIUM_sync_query");
feature_flags_.chromium_sync_query = true;
}
if (!workarounds_.disable_blend_equation_advanced) {
bool blend_equation_advanced_coherent =
extensions.Contains("GL_NV_blend_equation_advanced_coherent") ||
extensions.Contains("GL_KHR_blend_equation_advanced_coherent");
if (blend_equation_advanced_coherent ||
extensions.Contains("GL_NV_blend_equation_advanced") ||
extensions.Contains("GL_KHR_blend_equation_advanced")) {
const GLenum equations[] = {GL_MULTIPLY_KHR,
GL_SCREEN_KHR,
GL_OVERLAY_KHR,
GL_DARKEN_KHR,
GL_LIGHTEN_KHR,
GL_COLORDODGE_KHR,
GL_COLORBURN_KHR,
GL_HARDLIGHT_KHR,
GL_SOFTLIGHT_KHR,
GL_DIFFERENCE_KHR,
GL_EXCLUSION_KHR,
GL_HSL_HUE_KHR,
GL_HSL_SATURATION_KHR,
GL_HSL_COLOR_KHR,
GL_HSL_LUMINOSITY_KHR};
for (GLenum equation : equations)
validators_.equation.AddValue(equation);
if (blend_equation_advanced_coherent)
AddExtensionString("GL_KHR_blend_equation_advanced_coherent");
AddExtensionString("GL_KHR_blend_equation_advanced");
feature_flags_.blend_equation_advanced = true;
feature_flags_.blend_equation_advanced_coherent =
blend_equation_advanced_coherent;
}
}
if (extensions.Contains("GL_NV_framebuffer_mixed_samples")) {
AddExtensionString("GL_CHROMIUM_framebuffer_mixed_samples");
feature_flags_.chromium_framebuffer_mixed_samples = true;
validators_.g_l_state.AddValue(GL_COVERAGE_MODULATION_CHROMIUM);
}
if (extensions.Contains("GL_NV_path_rendering")) {
bool has_dsa = gl_version_info_->IsAtLeastGL(4, 5) ||
extensions.Contains("GL_EXT_direct_state_access");
bool has_piq = gl_version_info_->IsAtLeastGL(4, 3) ||
extensions.Contains("GL_ARB_program_interface_query");
bool has_fms = feature_flags_.chromium_framebuffer_mixed_samples;
if ((gl_version_info_->IsAtLeastGLES(3, 1) ||
(gl_version_info_->IsAtLeastGL(3, 2) && has_dsa && has_piq)) &&
has_fms) {
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);
validators_.g_l_state.AddValue(GL_PATH_STENCIL_FUNC_CHROMIUM);
validators_.g_l_state.AddValue(GL_PATH_STENCIL_REF_CHROMIUM);
validators_.g_l_state.AddValue(GL_PATH_STENCIL_VALUE_MASK_CHROMIUM);
}
}
if ((gl_version_info_->is_es3 || gl_version_info_->is_desktop_core_profile ||
extensions.Contains("GL_EXT_texture_rg") ||
extensions.Contains("GL_ARB_texture_rg")) &&
IsGL_REDSupportedOnFBOs()) {
feature_flags_.ext_texture_rg = true;
AddExtensionString("GL_EXT_texture_rg");
validators_.texture_format.AddValue(GL_RED_EXT);
validators_.texture_format.AddValue(GL_RG_EXT);
validators_.texture_internal_format.AddValue(GL_RED_EXT);
validators_.texture_internal_format.AddValue(GL_R8_EXT);
validators_.texture_internal_format.AddValue(GL_RG_EXT);
validators_.texture_internal_format.AddValue(GL_RG8_EXT);
validators_.read_pixel_format.AddValue(GL_RED_EXT);
validators_.read_pixel_format.AddValue(GL_RG_EXT);
validators_.render_buffer_format.AddValue(GL_R8_EXT);
validators_.render_buffer_format.AddValue(GL_RG8_EXT);
validators_.texture_unsized_internal_format.AddValue(GL_RED_EXT);
validators_.texture_unsized_internal_format.AddValue(GL_RG_EXT);
}
UMA_HISTOGRAM_BOOLEAN("GPU.TextureRG", feature_flags_.ext_texture_rg);
bool has_opengl_dual_source_blending =
gl_version_info_->IsAtLeastGL(3, 3) ||
(gl_version_info_->IsAtLeastGL(3, 2) &&
extensions.Contains("GL_ARB_blend_func_extended"));
if (!disable_shader_translator_ &&
!workarounds_.get_frag_data_info_bug &&
((gl_version_info_->IsAtLeastGL(3, 2) &&
has_opengl_dual_source_blending) ||
(gl_version_info_->IsAtLeastGLES(3, 0) &&
extensions.Contains("GL_EXT_blend_func_extended")))) {
// Note: to simplify the code, we do not expose EXT_blend_func_extended
// unless the service context supports ES 3.0. This means the theoretical ES
// 2.0 implementation with EXT_blend_func_extended is not sufficient.
feature_flags_.ext_blend_func_extended = true;
AddExtensionString("GL_EXT_blend_func_extended");
// NOTE: SRC_ALPHA_SATURATE is valid for ES2 src blend factor.
// SRC_ALPHA_SATURATE is valid for ES3 src and dst blend factor.
validators_.dst_blend_factor.AddValue(GL_SRC_ALPHA_SATURATE_EXT);
validators_.src_blend_factor.AddValue(GL_SRC1_ALPHA_EXT);
validators_.dst_blend_factor.AddValue(GL_SRC1_ALPHA_EXT);
validators_.src_blend_factor.AddValue(GL_SRC1_COLOR_EXT);
validators_.dst_blend_factor.AddValue(GL_SRC1_COLOR_EXT);
validators_.src_blend_factor.AddValue(GL_ONE_MINUS_SRC1_COLOR_EXT);
validators_.dst_blend_factor.AddValue(GL_ONE_MINUS_SRC1_COLOR_EXT);
validators_.src_blend_factor.AddValue(GL_ONE_MINUS_SRC1_ALPHA_EXT);
validators_.dst_blend_factor.AddValue(GL_ONE_MINUS_SRC1_ALPHA_EXT);
validators_.g_l_state.AddValue(GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT);
}
#if !defined(OS_MACOSX)
if (workarounds_.ignore_egl_sync_failures) {
gl::GLFenceEGL::SetIgnoreFailures();
}
#endif
if (workarounds_.avoid_egl_image_target_texture_reuse) {
TextureDefinition::AvoidEGLTargetTextureReuse();
}
if (gl_version_info_->IsLowerThanGL(4, 3)) {
// crbug.com/481184.
// GL_PRIMITIVE_RESTART_FIXED_INDEX is only available on Desktop GL 4.3+,
// but we emulate ES 3.0 on top of Desktop GL 4.2+.
feature_flags_.emulate_primitive_restart_fixed_index = true;
}
feature_flags_.angle_robust_client_memory =
extensions.Contains("GL_ANGLE_robust_client_memory");
feature_flags_.khr_debug = gl_version_info_->IsAtLeastGL(4, 3) ||
gl_version_info_->IsAtLeastGLES(3, 2) ||
extensions.Contains("GL_KHR_debug");
feature_flags_.chromium_bind_generates_resource =
extensions.Contains("GL_CHROMIUM_bind_generates_resource");
feature_flags_.angle_webgl_compatibility =
extensions.Contains("GL_ANGLE_webgl_compatibility");
}
bool FeatureInfo::IsES3Capable() const {
if (workarounds_.disable_texture_storage)
return false;
if (gl_version_info_)
return gl_version_info_->is_es3_capable;
return false;
}
void FeatureInfo::EnableES3Validators() {
DCHECK(IsES3Capable());
validators_.UpdateValuesES3();
GLint max_color_attachments = 0;
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &max_color_attachments);
const int kTotalColorAttachmentEnums = 16;
const GLenum kColorAttachments[] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3,
GL_COLOR_ATTACHMENT4,
GL_COLOR_ATTACHMENT5,
GL_COLOR_ATTACHMENT6,
GL_COLOR_ATTACHMENT7,
GL_COLOR_ATTACHMENT8,
GL_COLOR_ATTACHMENT9,
GL_COLOR_ATTACHMENT10,
GL_COLOR_ATTACHMENT11,
GL_COLOR_ATTACHMENT12,
GL_COLOR_ATTACHMENT13,
GL_COLOR_ATTACHMENT14,
GL_COLOR_ATTACHMENT15,
};
if (max_color_attachments < kTotalColorAttachmentEnums) {
validators_.attachment.RemoveValues(
kColorAttachments + max_color_attachments,
kTotalColorAttachmentEnums - max_color_attachments);
validators_.attachment_query.RemoveValues(
kColorAttachments + max_color_attachments,
kTotalColorAttachmentEnums - max_color_attachments);
validators_.read_buffer.RemoveValues(
kColorAttachments + max_color_attachments,
kTotalColorAttachmentEnums - max_color_attachments);
}
GLint max_draw_buffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &max_draw_buffers);
const int kTotalDrawBufferEnums = 16;
const GLenum kDrawBuffers[] = {
GL_DRAW_BUFFER0,
GL_DRAW_BUFFER1,
GL_DRAW_BUFFER2,
GL_DRAW_BUFFER3,
GL_DRAW_BUFFER4,
GL_DRAW_BUFFER5,
GL_DRAW_BUFFER6,
GL_DRAW_BUFFER7,
GL_DRAW_BUFFER8,
GL_DRAW_BUFFER9,
GL_DRAW_BUFFER10,
GL_DRAW_BUFFER11,
GL_DRAW_BUFFER12,
GL_DRAW_BUFFER13,
GL_DRAW_BUFFER14,
GL_DRAW_BUFFER15,
};
if (max_draw_buffers < kTotalDrawBufferEnums) {
validators_.g_l_state.RemoveValues(
kDrawBuffers + max_draw_buffers,
kTotalDrawBufferEnums - max_draw_buffers);
}
if (feature_flags_.ext_texture_format_bgra8888) {
validators_.texture_internal_format.AddValue(GL_BGRA8_EXT);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_BGRA8_EXT);
validators_.texture_sized_texture_filterable_internal_format.AddValue(
GL_BGRA8_EXT);
}
if (!IsWebGLContext()) {
validators_.texture_parameter.AddValue(GL_TEXTURE_SWIZZLE_R);
validators_.texture_parameter.AddValue(GL_TEXTURE_SWIZZLE_G);
validators_.texture_parameter.AddValue(GL_TEXTURE_SWIZZLE_B);
validators_.texture_parameter.AddValue(GL_TEXTURE_SWIZZLE_A);
}
}
bool FeatureInfo::IsWebGLContext() const {
return IsWebGLContextType(context_type_);
}
bool FeatureInfo::IsWebGL1OrES2Context() const {
// Switch statement to cause a compile-time error if we miss a case.
switch (context_type_) {
case CONTEXT_TYPE_WEBGL1:
case CONTEXT_TYPE_OPENGLES2:
return true;
case CONTEXT_TYPE_WEBGL2:
case CONTEXT_TYPE_OPENGLES3:
return false;
}
NOTREACHED();
return false;
}
bool FeatureInfo::IsWebGL2OrES3Context() const {
// Switch statement to cause a compile-time error if we miss a case.
switch (context_type_) {
case CONTEXT_TYPE_WEBGL2:
case CONTEXT_TYPE_OPENGLES3:
return true;
case CONTEXT_TYPE_WEBGL1:
case CONTEXT_TYPE_OPENGLES2:
return false;
}
NOTREACHED();
return false;
}
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