2013-06-11 13:33:56 +00:00
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// Copyright 2013 Dolphin Emulator Project
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2021-07-05 01:22:19 +00:00
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// SPDX-License-Identifier: GPL-2.0-or-later
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2013-06-11 13:33:56 +00:00
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#pragma once
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2014-02-17 10:18:15 +00:00
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#include "Common/CommonTypes.h"
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2013-06-11 13:33:56 +00:00
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2016-06-17 00:28:34 +00:00
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#undef OS // CURL defines that, nobody uses it...
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2013-06-11 13:33:56 +00:00
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namespace DriverDetails
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{
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2016-08-13 05:16:31 +00:00
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// API types supported by driver details
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// This is separate to APIType in VideoConfig.h due to the fact that a bug
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// can affect multiple APIs.
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enum API
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{
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API_OPENGL = (1 << 0),
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API_VULKAN = (1 << 1)
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};
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2013-12-05 15:32:27 +00:00
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// Enum of supported operating systems
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enum OS
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{
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OS_ALL = (1 << 0),
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OS_WINDOWS = (1 << 1),
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OS_LINUX = (1 << 2),
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OS_OSX = (1 << 3),
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OS_ANDROID = (1 << 4),
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2015-06-11 05:15:11 +00:00
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OS_FREEBSD = (1 << 5),
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2016-07-17 10:10:49 +00:00
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OS_OPENBSD = (1 << 6),
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2020-12-04 16:09:42 +00:00
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OS_NETBSD = (1 << 7),
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2020-12-12 20:25:51 +00:00
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OS_HAIKU = (1 << 8),
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2013-12-05 15:32:27 +00:00
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};
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2013-06-11 13:33:56 +00:00
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// Enum of known vendors
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// Tegra and Nvidia are separated out due to such substantial differences
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enum Vendor
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{
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2013-08-23 08:52:29 +00:00
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VENDOR_ALL = 0,
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VENDOR_NVIDIA,
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2013-06-11 13:33:56 +00:00
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VENDOR_ATI,
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VENDOR_INTEL,
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VENDOR_ARM,
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VENDOR_QUALCOMM,
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VENDOR_IMGTEC,
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VENDOR_TEGRA,
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VENDOR_VIVANTE,
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2013-08-23 08:52:29 +00:00
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VENDOR_MESA,
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2021-07-30 08:02:51 +00:00
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VENDOR_APPLE,
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2013-06-11 13:33:56 +00:00
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VENDOR_UNKNOWN
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};
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2013-08-21 10:34:42 +00:00
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// Enum of known drivers
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enum Driver
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{
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2013-08-23 08:52:29 +00:00
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DRIVER_ALL = 0,
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2018-05-31 11:23:45 +00:00
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DRIVER_NVIDIA, // Official Nvidia, including mobile GPU
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DRIVER_NOUVEAU, // OSS nouveau
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DRIVER_ATI, // Official ATI
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DRIVER_R600, // OSS Radeon
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DRIVER_INTEL, // Official Intel
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DRIVER_I965, // OSS Intel
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DRIVER_ARM, // Official Mali driver
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DRIVER_LIMA, // OSS Mali driver
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DRIVER_QUALCOMM, // Official Adreno driver
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DRIVER_FREEDRENO, // OSS Adreno driver
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DRIVER_IMGTEC, // Official PowerVR driver
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DRIVER_VIVANTE, // Official Vivante driver
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DRIVER_PORTABILITY, // Vulkan via Metal on macOS
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DRIVER_UNKNOWN // Unknown driver, default to official hardware driver
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2013-08-21 10:34:42 +00:00
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};
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2016-01-15 18:13:14 +00:00
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enum class Family
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{
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UNKNOWN,
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INTEL_SANDY,
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INTEL_IVY,
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};
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2013-06-11 13:33:56 +00:00
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// Enum of known bugs
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// These can be vendor specific, but we put them all in here
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// For putting a new bug in here, make sure to put a detailed comment above the enum
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// This'll ensure we know exactly what the issue is.
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enum Bug
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{
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2013-08-23 08:52:29 +00:00
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// Bug: UBO buffer offset broken
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// Affected devices: all mesa drivers
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// Started Version: 9.0 (mesa doesn't support ubo before)
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// Ended Version: up to 9.2
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// The offset of glBindBufferRange was ignored on all Mesa Gallium3D drivers until 9.1.3
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// Nouveau stored the offset as u16 which isn't enough for all cases with range until 9.1.6
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// I965 has broken data fetches from uniform buffers which results in a dithering until 9.2.0
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2016-10-29 22:56:18 +00:00
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BUG_BROKEN_UBO,
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2013-08-26 17:45:19 +00:00
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// Bug: The pinned memory extension isn't working for index buffers
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// Affected devices: AMD as they are the only vendor providing this extension
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// Started Version: ?
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2013-11-22 16:45:24 +00:00
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// Ended Version: 13.9 working for me (neobrain).
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2013-12-19 15:40:13 +00:00
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// Affected OS: Linux
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2015-01-11 05:17:29 +00:00
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// Pinned memory is disabled for index buffer as the AMD driver (the only one with pinned memory
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// support) seems
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2013-08-26 17:45:19 +00:00
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// to be broken. We just get flickering/black rendering when using pinned memory here -- degasus -
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// 2013/08/20
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2013-12-19 15:40:13 +00:00
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// This bug only happens when paired with base_vertex.
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2015-12-04 02:20:59 +00:00
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// Please see issue #6105. Let's hope buffer storage solves this issue.
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2013-11-22 16:45:24 +00:00
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// TODO: Detect broken drivers.
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2016-10-29 22:56:18 +00:00
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BUG_BROKEN_PINNED_MEMORY,
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2013-10-16 11:27:58 +00:00
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// Bug: glBufferSubData/glMapBufferRange stalls + OOM
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// Affected devices: Adreno a3xx/Mali-t6xx
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// Started Version: -1
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// Ended Version: -1
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// Both Adreno and Mali have issues when you call glBufferSubData or glMapBufferRange
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// The driver stalls in each instance no matter what you do
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2016-09-11 22:25:45 +00:00
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// Apparently Mali and Adreno share code in this regard since they were written by the same
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// person.
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2016-10-29 22:56:18 +00:00
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BUG_BROKEN_BUFFER_STREAM,
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2013-12-27 16:56:03 +00:00
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// Bug: ARB_buffer_storage doesn't work with ARRAY_BUFFER type streams
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2015-01-11 05:17:29 +00:00
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// Affected devices: GeForce 4xx+
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2013-12-27 16:56:03 +00:00
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// Started Version: -1
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2014-01-11 13:31:47 +00:00
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// Ended Version: 332.21
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2013-12-27 16:56:03 +00:00
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// The buffer_storage streaming method is required for greater speed gains in our buffer streaming
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// It reduces what is needed for streaming to basically a memcpy call
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// It seems to work for all buffer types except GL_ARRAY_BUFFER
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2016-10-29 22:56:18 +00:00
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BUG_BROKEN_BUFFER_STORAGE,
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2013-12-31 00:26:55 +00:00
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// Bug: Intel HD 3000 on OS X has broken primitive restart
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// Affected devices: Intel HD 3000
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// Affected OS: OS X
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// Started Version: -1
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// Ended Version: -1
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// The drivers on OS X has broken primitive restart.
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// Intel HD 4000 series isn't affected by the bug
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2016-10-29 22:56:18 +00:00
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BUG_PRIMITIVE_RESTART,
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2014-01-26 09:55:10 +00:00
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// Bug: unsync mapping doesn't work fine
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2018-02-25 15:51:01 +00:00
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// Affected devices: Nvidia driver, ARM Mali
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2014-01-26 09:55:10 +00:00
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// Started Version: -1
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// Ended Version: -1
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2015-01-11 05:17:29 +00:00
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// The Nvidia driver (both Windows + Linux) doesn't like unsync mapping performance wise.
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// Because of their threaded behavior, they seem not to handle unsync mapping complete unsync,
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2014-01-26 09:55:10 +00:00
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// in fact, they serialize the driver which adds a much bigger overhead.
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// Workaround: Use BufferSubData
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2018-02-25 15:51:01 +00:00
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// The Mali behavior is even worse: They just ignore the unsychronized flag and stall the GPU.
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// Workaround: As they were even too lazy to implement asynchronous buffer updates,
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// BufferSubData stalls as well, so we have to use the slowest possible path:
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// Alloc one buffer per draw call with BufferData.
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2015-01-11 05:17:29 +00:00
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// TODO: some Windows AMD driver/GPU combination seems also affected
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2014-01-26 09:55:10 +00:00
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// but as they all support pinned memory, it doesn't matter
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2016-10-29 22:56:18 +00:00
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BUG_BROKEN_UNSYNC_MAPPING,
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2014-09-04 23:03:53 +00:00
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// Bug: Intel's Window driver broke buffer_storage with GL_ELEMENT_ARRAY_BUFFER
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// Affected devices: Intel (Windows)
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// Started Version: 15.36.3.64.3907 (10.18.10.3907)
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2014-10-16 20:51:32 +00:00
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// Ended Version: 15.36.7.64.3960 (10.18.10.3960)
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2014-09-04 23:03:53 +00:00
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// Intel implemented buffer_storage in their GL 4.3 driver.
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// It works for all the buffer types we use except GL_ELEMENT_ARRAY_BUFFER.
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// Causes complete blackscreen issues.
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2016-10-29 22:56:18 +00:00
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BUG_INTEL_BROKEN_BUFFER_STORAGE,
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2014-12-03 06:29:50 +00:00
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// Bug: Qualcomm has broken boolean negation
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// Affected devices: Adreno
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// Started Version: -1
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// Ended Version: -1
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// Qualcomm has the boolean negation broken in their shader compiler
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// Instead of inverting the boolean value it does a binary negation on the full 32bit register
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// This causes a compare against zero to fail in their shader since it is no longer a 0 or 1 value
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// but 0xFFFFFFFF or 0xFFFFFFFE depending on what the boolean value was before the negation.
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//
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// This bug has a secondary issue tied to it unlike other bugs.
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// The correction of this bug is to check the boolean value against false which results in us
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// not doing a negation of the source but instead checking against the boolean value we want.
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2016-09-11 22:25:45 +00:00
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// The issue with this is that Intel's Windows driver is broken when checking if a boolean value
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// is equal to true or false, so one has to do a boolean negation of the source
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2014-12-03 06:29:50 +00:00
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//
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// eg.
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// Broken on Qualcomm
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// Works on Windows Intel
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// if (!cond)
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//
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// Works on Qualcomm
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// Broken on Windows Intel
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// if (cond == false)
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2016-10-29 22:56:18 +00:00
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BUG_BROKEN_NEGATED_BOOLEAN,
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2014-12-03 06:29:50 +00:00
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2015-07-25 10:20:00 +00:00
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// Bug: glCopyImageSubData doesn't work on i965
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// Started Version: -1
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// Ended Version: 10.6.4
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// Mesa meta misses to disable the scissor test.
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2016-10-29 22:56:18 +00:00
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BUG_BROKEN_COPYIMAGE,
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2015-08-22 14:12:19 +00:00
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2015-08-28 13:54:42 +00:00
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// Bug: ARM Mali managed to break disabling vsync
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// Affected Devices: Mali
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// Started Version: r5p0-rev2
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// Ended Version: -1
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// If we disable vsync with eglSwapInterval(dpy, 0) then the screen will stop showing new updates
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// after a handful of swaps.
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// This was noticed on a Samsung Galaxy S6 with its Android 5.1.1 update.
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// The default Android 5.0 image didn't encounter this issue.
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// We can't actually detect what the driver version is on Android, so until the driver version
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// lands that displays the version in
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// the GL_VERSION string, we will have to force vsync to be enabled at all times.
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2016-10-29 22:56:18 +00:00
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BUG_BROKEN_VSYNC,
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2015-12-31 16:14:14 +00:00
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2016-01-09 18:07:08 +00:00
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// Bug: Broken lines in geometry shaders
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2016-01-15 18:13:14 +00:00
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// Affected Devices: Mesa r600/radeonsi, Mesa Sandy Bridge
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2016-01-09 18:07:08 +00:00
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// Started Version: -1
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2016-02-12 13:04:09 +00:00
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// Ended Version: 11.1.2 for radeon, -1 for Sandy
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2016-01-15 18:13:14 +00:00
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// Mesa introduced geometry shader support for radeon and sandy bridge devices and failed to test
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// it with us.
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2016-01-09 18:07:08 +00:00
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// Causes misrenderings on a large amount of things that draw lines.
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2016-10-29 22:56:18 +00:00
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BUG_BROKEN_GEOMETRY_SHADERS,
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2016-05-11 19:35:08 +00:00
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2016-05-11 12:19:59 +00:00
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// Bug: glGetBufferSubData for bounding box reads is slow on AMD drivers
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// Started Version: -1
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// Ended Version: -1
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// Bounding box reads use glGetBufferSubData to read back the contents of the SSBO, but this is
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// slow on AMD drivers, compared to
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// using glMapBufferRange. glMapBufferRange is slower on Nvidia drivers, we suspect due to the
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// first call moving the buffer from
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// GPU memory to system memory. Use glMapBufferRange for BBox reads on AMD, and glGetBufferSubData
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// everywhere else.
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2016-10-29 22:56:18 +00:00
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BUG_SLOW_GETBUFFERSUBDATA,
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2016-08-12 11:42:18 +00:00
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2016-08-17 18:12:44 +00:00
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// Bug: Broken lines in geometry shaders when writing to gl_ClipDistance in the vertex shader
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2016-08-12 11:42:18 +00:00
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// Affected Devices: Mesa i965
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// Started Version: -1
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// Ended Version: -1
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2016-08-17 18:12:44 +00:00
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// Writing to gl_ClipDistance in both the vertex shader and the geometry shader will break
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// the geometry shader. Current workaround is to make sure the geometry shader always consumes
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// the gl_ClipDistance inputs from the vertex shader.
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2016-10-29 22:56:18 +00:00
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BUG_BROKEN_CLIP_DISTANCE,
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2016-09-24 13:13:17 +00:00
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2018-09-01 03:32:56 +00:00
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// Bug: Dual-source outputs from fragment shaders are broken on AMD Vulkan drivers
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// Started Version: -1
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// Ended Version: -1
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// Fragment shaders that specify dual-source outputs, via layout(location = 0, index = ...) cause
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// the driver to fail to create graphics pipelines. The workaround for this is to specify the
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// index as a MRT location instead, or omit the binding completely.
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BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION,
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2021-07-23 12:32:21 +00:00
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// Bug: Dual-source outputs from fragment shaders are broken on some drivers.
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2016-10-27 19:59:12 +00:00
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// Started Version: -1
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// Ended Version: -1
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2021-07-23 12:32:21 +00:00
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// On some AMD drivers, fragment shaders that specify dual-source outputs can cause the driver to
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// crash. Sometimes this happens in the kernel mode part of the driver, resulting in a BSOD.
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// These shaders are also particularly problematic on macOS's Intel drivers. On OpenGL, they can
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// cause depth issues. On Metal, they can cause the driver to not write a primitive to the depth
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// buffer whenever a fragment is discarded. Disable dual-source blending support on these drivers.
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2016-10-27 19:59:12 +00:00
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BUG_BROKEN_DUAL_SOURCE_BLENDING,
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2021-07-23 12:32:21 +00:00
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2017-05-04 02:22:26 +00:00
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// BUG: ImgTec GLSL shader compiler fails when negating the input to a bitwise operation
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// Started version: 1.5
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2017-09-02 20:23:06 +00:00
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// Ended version: 1.8@4693462
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2017-05-04 02:22:26 +00:00
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// Shaders that do something like "variable <<= (-othervariable);" cause the shader to
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// fail compilation with no useful diagnostic log. This can be worked around by storing
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// the negated value to a temporary variable then using that in the bitwise op.
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BUG_BROKEN_BITWISE_OP_NEGATION,
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2017-07-20 05:25:29 +00:00
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2018-02-25 07:56:09 +00:00
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// BUG: The GPU shader code appears to be context-specific on Mesa/i965.
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// This means that if we compiled the ubershaders asynchronously, they will be recompiled
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// on the main thread the first time they are used, causing stutter. For now, disable
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2018-07-17 03:33:56 +00:00
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// asynchronous compilation on Mesa i965. On nouveau, our use of glFinish() can cause
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// crashes and/or lockups.
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2017-07-20 05:25:29 +00:00
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// Started version: -1
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// Ended Version: -1
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BUG_SHARED_CONTEXT_SHADER_COMPILATION,
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2017-05-25 13:59:23 +00:00
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2017-09-03 04:04:14 +00:00
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// Bug: Fast clears on a MSAA framebuffer can cause NVIDIA GPU resets/lockups.
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2017-05-25 13:59:23 +00:00
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// Started version: -1
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// Ended version: -1
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2017-09-03 04:04:14 +00:00
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// Calling vkCmdClearAttachments with a partial rect, or specifying a render area in a
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// render pass with the load op set to clear can cause the GPU to lock up, or raise a
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// bounds violation. This only occurs on MSAA framebuffers, and it seems when there are
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// multiple clears in a single command buffer. Worked around by back to the slow path
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// (drawing quads) when MSAA is enabled.
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|
|
BUG_BROKEN_MSAA_CLEAR,
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|
2017-06-20 01:46:17 +00:00
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|
// BUG: Some vulkan implementations don't like the 'clear' loadop renderpass.
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// For example, the ImgTec VK driver fails if you try to use a framebuffer with a different
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// load/store op than that which it was created with, despite the spec saying they should be
|
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// compatible.
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// Started Version: 1.7
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// Ended Version: 1.10
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BUG_BROKEN_CLEAR_LOADOP_RENDERPASS,
|
2018-07-17 03:26:37 +00:00
|
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|
|
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// BUG: 32-bit depth clears are broken in the Adreno Vulkan driver, and have no effect.
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|
|
// To work around this, we use a D24_S8 buffer instead, which results in a loss of accuracy.
|
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|
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// We still resolve this to a R32F texture, as there is no 24-bit format.
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|
// Started version: -1
|
|
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|
// Ended version: -1
|
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|
|
BUG_BROKEN_D32F_CLEAR,
|
2019-07-15 09:45:36 +00:00
|
|
|
|
|
|
|
// 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,
|
2019-10-02 11:32:44 +00:00
|
|
|
|
|
|
|
// 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,
|
2021-04-11 09:08:42 +00:00
|
|
|
|
|
|
|
// 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,
|
2021-05-29 01:10:48 +00:00
|
|
|
|
2021-09-17 03:22:05 +00:00
|
|
|
// 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,
|
2021-06-03 14:03:37 +00:00
|
|
|
|
|
|
|
// 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
|
2021-12-25 05:27:43 +00:00
|
|
|
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,
|
2022-06-13 02:43:00 +00:00
|
|
|
|
|
|
|
// 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,
|
2013-06-11 13:33:56 +00:00
|
|
|
};
|
2013-10-29 05:23:17 +00:00
|
|
|
|
2013-06-11 13:33:56 +00:00
|
|
|
// Initializes our internal vendor, device family, and driver version
|
2016-08-13 05:16:31 +00:00
|
|
|
void Init(API api, Vendor vendor, Driver driver, const double version, const Family family);
|
2013-10-29 05:23:17 +00:00
|
|
|
|
2013-06-11 13:33:56 +00:00
|
|
|
// Once Vendor and driver version is set, this will return if it has the applicable bug passed to
|
|
|
|
// it.
|
2013-07-06 00:56:15 +00:00
|
|
|
bool HasBug(Bug bug);
|
2018-05-31 11:23:45 +00:00
|
|
|
} // namespace DriverDetails
|