// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #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) }; // 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_HAIKU = (1 << 7), }; // 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_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_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 // 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 // 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: Explicit flush is very slow on Qualcomm // Started Version: -1 // Ended Version: -1 // Our ARB_buffer_storage code uses explicit flush to avoid coherent mapping. // Qualcomm seems to have lots of overhead on explicit flushing, but the coherent mapping path is // fine. // So let's use coherent mapping there. BUG_BROKEN_EXPLICIT_FLUSH, // 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 AMD OpenGL drivers // Started Version: -1 // Ended Version: -1 // Fragment shaders that specify dual-source outputs, cause the driver to crash // sometimes this happens in the kernel mode part of the driver resulting in a BSOD. // Disable dual-source blending support for now. 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: Shaders are recompiled on the main thread after being previously compiled on // a worker thread on Mesa i965. // 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, }; // 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. bool HasBug(Bug bug); // Attempts to map a PCI vendor ID to our Vendor enumeration Vendor TranslatePCIVendorID(u32 vendor_id); }