Using glMapBufferRange to read back the contents of the SSBO is extremely
slow on NVIDIA drivers. This is more noticeable at higher internal
resolutions. Using glGetBufferSubData instead does not seem to exhibit
this slowdown.
Samsung updated the video drivers on the SGS6 which introduced a bug when disabling vsync.
Both the driver versions are r5p0, but the md5sums of the blob differ.
To work around the issue, make sure to never disable vsync by calling eglSwapInterval.
We can't actually determine the driver version on Android yet.
So until the driver version lands that displays the driver version string in the GL_VERSION string
we will need to keep this workaround enabled at all times, which is a bit annoying.
Current mali drivers return the video driver version in one of the EGL strings you can query.
The issue with that is that Android eats all of those strings, so we can't query it.
Their new driver that supports GLES3.1 + AEP has issues with it.
At the very least they don't implement all of the geometry shader features fully which causes shader linker issues when we attempt to use them.
I don't have a device so I can't fully test, so until I do I'm going to blanket disable the whole thing.
Fixes a typo where the official IMGTec drivers were said to be the OSS driver support.
Removes Mali GPU family detection just like I removed the Adreno family detection.
We don't support Mali Utgard anyway.
If we need family detection we can properly add it, right now it isn't needed.
Adreno 300 and 400 have the same video driver performance issues because they are very similar architectures which use basically the same thing with
everything.
There isn't any need to detect the family of the driver with Qualcomm anyway. If we ever need family specific bugs then we can implement real support
for that.
Performance issue on Adreno 400 series was due to us only detecting Adreno 300 series, and with Adreno 400 it wouldn't use the bugs, which would cause
it to use glBufferSubData, causing the huge performance hit.
Just use regular boolean negation in our pixel shader's depth test everywhere except on Qualcomm.
This works around a bug in the Intel Windows driver where comparing a boolean value against true or false fails but boolean negation works fine.
Quite silly.
Should fix issues #7830 and #7899.
This particular issue was fixed in the v66 (07-08-2014) development drivers from Qualcomm.
To make sure we cover all drivers that may or may not have the issue fixed, make sure to mandate v95 minimum to work around the issue.
The next commit is the actual work around for post processing for this.
Due to changes in how we render to the final framebuffer we no longer encounter this bug.
With the change to post processing being enabled at all times and no longer using glBlitFramebuffer, Qualcomm no longer has the chance to rotate our
framebuffer underneath of us.
The framebuffer is no longer rotated the wrong way around in Qualcomm's latest development drivers.
They did something right, only took them over a year.
This matches how ARM handles their naming in their drivers for different models.
Really it's that way because both Mali-T6xx and Mali-T7xx fall under Midgard.
While everything else (except Mali-55) fall under Utgard.
They are similar enough that they will share bugs with their drivers, so make them fall under the same Mali-Txxx umbrella of bug issues.
If there is ever a need in the future for having separate bugs depending on family, we can support that then.
Older Qualcomm drivers rotated the framebuffer 90 degrees and this fix didn't work.
Now for some obscene reason it rotates a full 180 degrees.
This can at least be worked around by flipping around the image on our end.
OSX has their own driver, so performance issues aren't shared with the nvidia driver (unlike the closed source linux and windows nvidia driver). So now they'll also use the MapAndSync backend like all other osx drivers.
fixes issue 6596
I've also cleaned up the if/else block selecting the best backend a bit.
Some information on this bug since this isn't quite true.
Seemingly with the v53 driver, Qualcomm has actually fixed this bug. So we can dynamically access UBO array members.
The issue that is cropping up is actually converting our attribute 'fposmtx' to an integer.
int posmtx = int(fpostmtx);
This line causes some seemingly garbage values to enter in to the posmtx variable.
Not sure exactly why it is failing, probably them just not actually converting the float to an integer and just handling the float directly as a integer.
So the bug is going to stay active with Qualcomm devices until we convert this vertex attribute from a float to a integer.