// Copyright 2013 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include "Common/CommonTypes.h" #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), API_METAL = (1 << 2), }; // 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), OS_FREEBSD = (1 << 5), OS_OPENBSD = (1 << 6), OS_NETBSD = (1 << 7), 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_APPLE, // 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 // 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 // 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 // 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. // 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 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 if dual source blending is output in the shader but not subsequently used in blending. // Compile separate shaders for DSB on vs off for 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, // 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. // 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 (older macOS) // Started version: ??? // Ended version: ??? // (Workaround currently disabled, will put it back when someone hits the issue and we can // find out what devices and OSes it actually affects) // BUG: Using subgroupMax in a shader that can discard results in garbage data // (For some reason, this only happens at 4x+ IR on Metal, but 2x+ IR on MoltenVK) // Affected devices: Intel (macOS) // Started version: -1 // Ended version: -1 BUG_BROKEN_SUBGROUP_OPS_WITH_DISCARD, // BUG: gl_HelperInvocation is actually !gl_HelperInvocation // Affected devices: AMD (macOS) // Started version: -1 // Ended version: -1 BUG_INVERTED_IS_HELPER, // 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, // BUG: vkCmdCopyImageToBuffer allocates a staging image when used to copy from // an image with optimal tiling. // Affected devices: Adreno // Started Version: -1 // Ended Version: -1 BUG_SLOW_OPTIMAL_IMAGE_TO_BUFFER_COPY }; // Initializes our internal vendor, device family, and driver version void Init(API api, Vendor vendor, Driver driver, const double version, const Family family, std::string name); // Once Vendor and driver version is set, this will return if it has the applicable bug passed to // it. bool HasBug(Bug bug); // Overrides the current state of a bug void OverrideBug(Bug bug, bool new_value); } // namespace DriverDetails