// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include "Common/CommonTypes.h" namespace DriverDetails { // 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), }; // 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 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: No Dynamic UBO array object access // Affected Devices: Qualcomm/Adreno // Started Version: 14 // Ended Version: 95 // Accessing UBO array members dynamically causes the Adreno shader compiler to crash // Errors out with "Internal Error" // With v53 video drivers, dynamic member access "works." It works to the extent that it doesn't crash. // With v95 drivers everything works as it should. BUG_NODYNUBOACCESS = 0, // Bug: Centroid is broken in shaders // Affected devices: Qualcomm/Adreno // Started Version: 14 // Ended Version: 53 // Centroid in/out, used in the shaders, is used for multisample buffers to get the texel correctly // When MSAA is disabled, it acts like a regular in/out // Tends to cause the driver to render full white or black BUG_BROKENCENTROID, // Bug: INFO_LOG_LENGTH broken // Affected devices: Qualcomm/Adreno // Started Version: ? (Noticed on v14) // Ended Version: 53 // When compiling a shader, it is important that when it fails, // you first get the length of the information log prior to grabbing it. // This allows you to allocate an array to store all of the log // Adreno devices /always/ return 0 when querying GL_INFO_LOG_LENGTH // They also max out at 1024 bytes(1023 characters + null terminator) for the log BUG_BROKENINFOLOG, // 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_BROKENUBO, // 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 on google code. Let's hope buffer storage solves this issues. // TODO: Detect broken drivers. BUG_BROKENPINNEDMEMORY, // Bug: Entirely broken UBOs // Affected devices: Qualcomm/Adreno // Started Version: ? (Noticed on v45) // Ended Version: 53 // Uniform buffers are entirely broken on Qualcomm drivers with v45 // Trying to use the uniform buffers causes a malloc to fail inside the driver // To be safe, blanket drivers from v41 - v45 BUG_ANNIHILATEDUBOS, // Bug : Can't draw on screen text and clear correctly. // Affected devices: Qualcomm/Adreno // Started Version: ? // Ended Version: 53 // Current code for drawing on screen text and clearing the framebuffer doesn't work on Adreno // Drawing on screen text causes the whole screen to swizzle in a terrible fashion // Clearing the framebuffer causes one to never see a frame. BUG_BROKENSWAP, // 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 it was wrote by the same person. BUG_BROKENBUFFERSTREAM, // Bug: GLSL ES 3.0 textureSize causes abort // Affected devices: Adreno a3xx // Started Version: -1 (Noticed in v53) // Ended Version: 66 // If a shader includes a textureSize function call then the shader compiler will call abort() BUG_BROKENTEXTURESIZE, // 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_BROKENBUFFERSTORAGE, // 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_PRIMITIVERESTART, // 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 behavoir, 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_BROKENUNSYNCMAPPING, // 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_INTELBROKENBUFFERSTORAGE, // Bug: Qualcomm has broken attributeless rendering // Affected devices: Adreno // Started Version: -1 // Ended Version: v66 (07-09-2014 dev version), v95 shipping // Qualcomm has had attributeless rendering broken forever // This was fixed in a v66 development version, the first shipping driver version with the release was v95. // To be safe, make v95 the minimum version to work around this issue BUG_BROKENATTRIBUTELESS, // 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 Window 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_BROKENNEGATEDBOOLEAN, // Bug: Intel's Windows driver can't pass structs between shader stages. // Affected devices: Intel (Windows) // Started Version: -1 // Ended Version: -1 // We need structs to make assignment easier in the geometry shader stage. However Intel's // Windows drivers don't seem to be able handle passing them between shader stages. // TODO: Find affected versions. BUG_INTELBROKENSTRUCTS, }; // Initializes our internal vendor, device family, and driver version void Init(Vendor vendor, Driver driver, const double version, const s32 family); // Once Vendor and driver version is set, this will return if it has the applicable bug passed to it. bool HasBug(Bug bug); }