dolphin/Source/Core/VideoCommon/DriverDetails.h

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// Copyright 2013 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "Common/CommonTypes.h"
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#undef OS // CURL defines that, nobody uses it...
namespace DriverDetails
{
// API types supported by driver details
// This is separate to APIType in VideoConfig.h due to the fact that a bug
// can affect multiple APIs.
enum API
{
API_OPENGL = (1 << 0),
API_VULKAN = (1 << 1)
};
// Enum of supported operating systems
enum OS
{
OS_ALL = (1 << 0),
OS_WINDOWS = (1 << 1),
OS_LINUX = (1 << 2),
OS_OSX = (1 << 3),
OS_ANDROID = (1 << 4),
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OS_FREEBSD = (1 << 5),
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OS_OPENBSD = (1 << 6),
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OS_NETBSD = (1 << 7),
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OS_HAIKU = (1 << 8),
};
// Enum of known vendors
// Tegra and Nvidia are separated out due to such substantial differences
enum Vendor
{
VENDOR_ALL = 0,
VENDOR_NVIDIA,
VENDOR_ATI,
VENDOR_INTEL,
VENDOR_ARM,
VENDOR_QUALCOMM,
VENDOR_IMGTEC,
VENDOR_TEGRA,
VENDOR_VIVANTE,
VENDOR_MESA,
VENDOR_APPLE,
VENDOR_UNKNOWN
};
// Enum of known drivers
enum Driver
{
DRIVER_ALL = 0,
DRIVER_NVIDIA, // Official Nvidia, including mobile GPU
DRIVER_NOUVEAU, // OSS nouveau
DRIVER_ATI, // Official ATI
DRIVER_R600, // OSS Radeon
DRIVER_INTEL, // Official Intel
DRIVER_I965, // OSS Intel
DRIVER_ARM, // Official Mali driver
DRIVER_LIMA, // OSS Mali driver
DRIVER_QUALCOMM, // Official Adreno driver
DRIVER_FREEDRENO, // OSS Adreno driver
DRIVER_IMGTEC, // Official PowerVR driver
DRIVER_VIVANTE, // Official Vivante driver
DRIVER_PORTABILITY, // Vulkan via Metal on macOS
DRIVER_UNKNOWN // Unknown driver, default to official hardware driver
};
enum class Family
{
UNKNOWN,
INTEL_SANDY,
INTEL_IVY,
};
// Enum of known bugs
// These can be vendor specific, but we put them all in here
// For putting a new bug in here, make sure to put a detailed comment above the enum
// This'll ensure we know exactly what the issue is.
enum Bug
{
// Bug: UBO buffer offset broken
// Affected devices: all mesa drivers
// Started Version: 9.0 (mesa doesn't support ubo before)
// Ended Version: up to 9.2
// The offset of glBindBufferRange was ignored on all Mesa Gallium3D drivers until 9.1.3
// Nouveau stored the offset as u16 which isn't enough for all cases with range until 9.1.6
// I965 has broken data fetches from uniform buffers which results in a dithering until 9.2.0
BUG_BROKEN_UBO,
// Bug: The pinned memory extension isn't working for index buffers
// Affected devices: AMD as they are the only vendor providing this extension
// Started Version: ?
// Ended Version: 13.9 working for me (neobrain).
// Affected OS: Linux
// Pinned memory is disabled for index buffer as the AMD driver (the only one with pinned memory
// support) seems
// to be broken. We just get flickering/black rendering when using pinned memory here -- degasus -
// 2013/08/20
// This bug only happens when paired with base_vertex.
// Please see issue #6105. Let's hope buffer storage solves this issue.
// TODO: Detect broken drivers.
BUG_BROKEN_PINNED_MEMORY,
// Bug: glBufferSubData/glMapBufferRange stalls + OOM
// Affected devices: Adreno a3xx/Mali-t6xx
// Started Version: -1
// Ended Version: -1
// Both Adreno and Mali have issues when you call glBufferSubData or glMapBufferRange
// The driver stalls in each instance no matter what you do
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// Apparently Mali and Adreno share code in this regard since they were written by the same
// person.
BUG_BROKEN_BUFFER_STREAM,
// Bug: ARB_buffer_storage doesn't work with ARRAY_BUFFER type streams
// Affected devices: GeForce 4xx+
// Started Version: -1
// Ended Version: 332.21
// The buffer_storage streaming method is required for greater speed gains in our buffer streaming
// It reduces what is needed for streaming to basically a memcpy call
// It seems to work for all buffer types except GL_ARRAY_BUFFER
BUG_BROKEN_BUFFER_STORAGE,
// Bug: Intel HD 3000 on OS X has broken primitive restart
// Affected devices: Intel HD 3000
// Affected OS: OS X
// Started Version: -1
// Ended Version: -1
// The drivers on OS X has broken primitive restart.
// Intel HD 4000 series isn't affected by the bug
BUG_PRIMITIVE_RESTART,
// Bug: unsync mapping doesn't work fine
OGL: Use glBufferData on Mali. tl;dr: This PR speedups dolphin on mobiles with the Mali GPU and ES 3.2 drivers by a factor of 10 by using the method with the biggest overhead. Please keep care not to buy this shit! The ARM driver team seems to care very well about their customers. But bad luck, users and open source developers are *not* their customers. So even device-independent feature requests are just ignored for *years*: https://community.arm.com/graphics/f/discussions/4645/gl_ext_buffer_storage-support The bad point, they neither implement any of the other common ways to stream dynamic content in unextented GL: - They just ignore the GL_MAP_UNSYNCHRONIZED_BIT flag - They don't support on-device buffer updates and just stall with glBufferSubData It seems like no benchmark is using any dynamic content - and like no customer cares about anything but benchmarks, or users... We have a flag to disable the glBufferSubData way, this PR adds the flag to also disable the unsychronized mapping way. The second one is available since their ES 3.2 update, but slow as hell. So how to continue? The last remaining technical way to stream dynamic content at all is to alloc a new buffer per draw call with glBufferData. This is very gross, but still a factor 10 speedup compared to stalling the GPU. Small tests shows that you can expect another 3-5 times speedup with EXT_buffer_data, so Mali would be on pair with Adreno here. So if you have bought such a device unfortunately, please try to make noise on your vendor forums/support and ask for this extension. If you are going to buy a new mobile, I'd recormend to avoid *any* mobile with a Mali GPU in it.
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// Affected devices: Nvidia driver, ARM Mali
// Started Version: -1
// Ended Version: -1
// The Nvidia driver (both Windows + Linux) doesn't like unsync mapping performance wise.
// Because of their threaded behavior, they seem not to handle unsync mapping complete unsync,
// in fact, they serialize the driver which adds a much bigger overhead.
// Workaround: Use BufferSubData
OGL: Use glBufferData on Mali. tl;dr: This PR speedups dolphin on mobiles with the Mali GPU and ES 3.2 drivers by a factor of 10 by using the method with the biggest overhead. Please keep care not to buy this shit! The ARM driver team seems to care very well about their customers. But bad luck, users and open source developers are *not* their customers. So even device-independent feature requests are just ignored for *years*: https://community.arm.com/graphics/f/discussions/4645/gl_ext_buffer_storage-support The bad point, they neither implement any of the other common ways to stream dynamic content in unextented GL: - They just ignore the GL_MAP_UNSYNCHRONIZED_BIT flag - They don't support on-device buffer updates and just stall with glBufferSubData It seems like no benchmark is using any dynamic content - and like no customer cares about anything but benchmarks, or users... We have a flag to disable the glBufferSubData way, this PR adds the flag to also disable the unsychronized mapping way. The second one is available since their ES 3.2 update, but slow as hell. So how to continue? The last remaining technical way to stream dynamic content at all is to alloc a new buffer per draw call with glBufferData. This is very gross, but still a factor 10 speedup compared to stalling the GPU. Small tests shows that you can expect another 3-5 times speedup with EXT_buffer_data, so Mali would be on pair with Adreno here. So if you have bought such a device unfortunately, please try to make noise on your vendor forums/support and ask for this extension. If you are going to buy a new mobile, I'd recormend to avoid *any* mobile with a Mali GPU in it.
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// The Mali behavior is even worse: They just ignore the unsychronized flag and stall the GPU.
// Workaround: As they were even too lazy to implement asynchronous buffer updates,
// BufferSubData stalls as well, so we have to use the slowest possible path:
// Alloc one buffer per draw call with BufferData.
// TODO: some Windows AMD driver/GPU combination seems also affected
// but as they all support pinned memory, it doesn't matter
BUG_BROKEN_UNSYNC_MAPPING,
// Bug: Intel's Window driver broke buffer_storage with GL_ELEMENT_ARRAY_BUFFER
// Affected devices: Intel (Windows)
// Started Version: 15.36.3.64.3907 (10.18.10.3907)
// Ended Version: 15.36.7.64.3960 (10.18.10.3960)
// Intel implemented buffer_storage in their GL 4.3 driver.
// It works for all the buffer types we use except GL_ELEMENT_ARRAY_BUFFER.
// Causes complete blackscreen issues.
BUG_INTEL_BROKEN_BUFFER_STORAGE,
// Bug: Qualcomm has broken boolean negation
// Affected devices: Adreno
// Started Version: -1
// Ended Version: -1
// Qualcomm has the boolean negation broken in their shader compiler
// Instead of inverting the boolean value it does a binary negation on the full 32bit register
// This causes a compare against zero to fail in their shader since it is no longer a 0 or 1 value
// but 0xFFFFFFFF or 0xFFFFFFFE depending on what the boolean value was before the negation.
//
// This bug has a secondary issue tied to it unlike other bugs.
// The correction of this bug is to check the boolean value against false which results in us
// not doing a negation of the source but instead checking against the boolean value we want.
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// The issue with this is that Intel's Windows driver is broken when checking if a boolean value
// is equal to true or false, so one has to do a boolean negation of the source
//
// eg.
// Broken on Qualcomm
// Works on Windows Intel
// if (!cond)
//
// Works on Qualcomm
// Broken on Windows Intel
// if (cond == false)
BUG_BROKEN_NEGATED_BOOLEAN,
// Bug: glCopyImageSubData doesn't work on i965
// Started Version: -1
// Ended Version: 10.6.4
// Mesa meta misses to disable the scissor test.
BUG_BROKEN_COPYIMAGE,
// Bug: ARM Mali managed to break disabling vsync
// Affected Devices: Mali
// Started Version: r5p0-rev2
// Ended Version: -1
// If we disable vsync with eglSwapInterval(dpy, 0) then the screen will stop showing new updates
// after a handful of swaps.
// This was noticed on a Samsung Galaxy S6 with its Android 5.1.1 update.
// The default Android 5.0 image didn't encounter this issue.
// We can't actually detect what the driver version is on Android, so until the driver version
// lands that displays the version in
// the GL_VERSION string, we will have to force vsync to be enabled at all times.
BUG_BROKEN_VSYNC,
// Bug: Broken lines in geometry shaders
// Affected Devices: Mesa r600/radeonsi, Mesa Sandy Bridge
// Started Version: -1
// Ended Version: 11.1.2 for radeon, -1 for Sandy
// Mesa introduced geometry shader support for radeon and sandy bridge devices and failed to test
// it with us.
// Causes misrenderings on a large amount of things that draw lines.
BUG_BROKEN_GEOMETRY_SHADERS,
// Bug: glGetBufferSubData for bounding box reads is slow on AMD drivers
// Started Version: -1
// Ended Version: -1
// Bounding box reads use glGetBufferSubData to read back the contents of the SSBO, but this is
// slow on AMD drivers, compared to
// using glMapBufferRange. glMapBufferRange is slower on Nvidia drivers, we suspect due to the
// first call moving the buffer from
// GPU memory to system memory. Use glMapBufferRange for BBox reads on AMD, and glGetBufferSubData
// everywhere else.
BUG_SLOW_GETBUFFERSUBDATA,
// Bug: Broken lines in geometry shaders when writing to gl_ClipDistance in the vertex shader
// Affected Devices: Mesa i965
// Started Version: -1
// Ended Version: -1
// Writing to gl_ClipDistance in both the vertex shader and the geometry shader will break
// the geometry shader. Current workaround is to make sure the geometry shader always consumes
// the gl_ClipDistance inputs from the vertex shader.
BUG_BROKEN_CLIP_DISTANCE,
// Bug: Dual-source outputs from fragment shaders are broken on AMD Vulkan drivers
// Started Version: -1
// Ended Version: -1
// Fragment shaders that specify dual-source outputs, via layout(location = 0, index = ...) cause
// the driver to fail to create graphics pipelines. The workaround for this is to specify the
// index as a MRT location instead, or omit the binding completely.
BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION,
// Bug: Dual-source outputs from fragment shaders are broken on some drivers.
// Started Version: -1
// Ended Version: -1
// On some AMD drivers, fragment shaders that specify dual-source outputs can cause the driver to
// crash. Sometimes this happens in the kernel mode part of the driver, resulting in a BSOD.
// These shaders are also particularly problematic on macOS's Intel drivers. On OpenGL, they can
// cause depth issues. On Metal, they can cause the driver to not write a primitive to the depth
// buffer whenever a fragment is discarded. Disable dual-source blending support on these drivers.
BUG_BROKEN_DUAL_SOURCE_BLENDING,
// BUG: ImgTec GLSL shader compiler fails when negating the input to a bitwise operation
// Started version: 1.5
// Ended version: 1.8@4693462
// Shaders that do something like "variable <<= (-othervariable);" cause the shader to
// fail compilation with no useful diagnostic log. This can be worked around by storing
// the negated value to a temporary variable then using that in the bitwise op.
BUG_BROKEN_BITWISE_OP_NEGATION,
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// BUG: The GPU shader code appears to be context-specific on Mesa/i965.
// This means that if we compiled the ubershaders asynchronously, they will be recompiled
// on the main thread the first time they are used, causing stutter. For now, disable
// asynchronous compilation on Mesa i965. On nouveau, our use of glFinish() can cause
// crashes and/or lockups.
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// Started version: -1
// Ended Version: -1
BUG_SHARED_CONTEXT_SHADER_COMPILATION,
// Bug: Fast clears on a MSAA framebuffer can cause NVIDIA GPU resets/lockups.
// Started version: -1
// Ended version: -1
// Calling vkCmdClearAttachments with a partial rect, or specifying a render area in a
// render pass with the load op set to clear can cause the GPU to lock up, or raise a
// bounds violation. This only occurs on MSAA framebuffers, and it seems when there are
// multiple clears in a single command buffer. Worked around by back to the slow path
// (drawing quads) when MSAA is enabled.
BUG_BROKEN_MSAA_CLEAR,
// BUG: Some vulkan implementations don't like the 'clear' loadop renderpass.
// For example, the ImgTec VK driver fails if you try to use a framebuffer with a different
// load/store op than that which it was created with, despite the spec saying they should be
// compatible.
// Started Version: 1.7
// Ended Version: 1.10
BUG_BROKEN_CLEAR_LOADOP_RENDERPASS,
// BUG: 32-bit depth clears are broken in the Adreno Vulkan driver, and have no effect.
// To work around this, we use a D24_S8 buffer instead, which results in a loss of accuracy.
// We still resolve this to a R32F texture, as there is no 24-bit format.
// Started version: -1
// Ended version: -1
BUG_BROKEN_D32F_CLEAR,
// BUG: Reversed viewport depth range does not work as intended on some Vulkan drivers.
// The Vulkan spec allows the minDepth/maxDepth fields in the viewport to be reversed,
// however the implementation is broken on some drivers.
BUG_BROKEN_REVERSED_DEPTH_RANGE,
// BUG: Cached memory is significantly slower for readbacks than coherent memory in the
// Mali Vulkan driver, causing high CPU usage in the __pi___inval_cache_range kernel
// function. This flag causes readback buffers to select the coherent type.
BUG_SLOW_CACHED_READBACK_MEMORY,
// BUG: Apparently ARM Mali GLSL compiler managed to break bitwise AND operations between
// two integers vectors, when one of them is non-constant (though the exact cases of when
// this occurs are still unclear). The resulting vector from the operation will be the
// constant vector.
// Easy enough to fix, just do the bitwise AND operation on the vector components first and
// then construct the final vector.
// Started version: -1
// Ended version: -1
BUG_BROKEN_VECTOR_BITWISE_AND,
// BUG: Accessing gl_SubgroupInvocationID causes the Metal shader compiler to crash.
// Affected devices: AMD (macOS)
// Started version: -1
// Ended version: -1
BUG_BROKEN_SUBGROUP_INVOCATION_ID,
// BUG: Multi-threaded shader pre-compilation sometimes crashes
// Used primarily in Videoconfig.cpp's GetNumAutoShaderPreCompilerThreads()
// refer to https://github.com/dolphin-emu/dolphin/pull/9414 for initial validation coverage
BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION,
// BUG: Some driver and Apple Silicon GPU combinations have problems with fragment discard when
// early depth test is enabled. Discarded fragments may appear corrupted (Super Mario Sunshine,
// Sonic Adventure 2: Battle, Phantasy Star Online Epsiodes 1 & 2, etc).
// Affected devices: Apple Silicon GPUs of Apple family 4 and newer.
// Started version: -1
// Ended version: -1
BUG_BROKEN_DISCARD_WITH_EARLY_Z,
// BUG: Using dynamic sampler indexing locks up the GPU
// Affected devices: Intel (macOS Metal)
// Started version: -1
// Ended version: -1
BUG_BROKEN_DYNAMIC_SAMPLER_INDEXING,
};
// Initializes our internal vendor, device family, and driver version
void Init(API api, Vendor vendor, Driver driver, const double version, const Family family);
// Once Vendor and driver version is set, this will return if it has the applicable bug passed to
// it.
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bool HasBug(Bug bug);
} // namespace DriverDetails