// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include "CommonTypes.h" namespace DriverDetails { // 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_4XX, // Official Mali driver DRIVER_ARM_T6XX, // Official Mali driver DRIVER_LIMA, // OSS Mali driver DRIVER_QUALCOMM_3XX, // Official Adreno driver 3xx DRIVER_QUALCOMM_2XX, // Official Adreno driver 2xx DRIVER_FREEDRENO, // OSS Adreno driver DRIVER_IMGTEC, // OSS 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: -1 // Accessing UBO array members dynamically causes the Adreno shader compiler to crash // Errors out with "Internal Error" BUG_NODYNUBOACCESS = 0, // Bug: Centroid is broken in shaders // Affected devices: Qualcomm/Adreno // Started Version: 14 // Ended Version: -1 // 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: -1 // 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 hacked buffer upload method isn't working // This isn't a bug as the hacked buffer itself isn't used to work. // I'm still surprised that it works on so many drivers. // Affected devices: - amd close sourced driver // - nouveau // - maybe also some others // This hack is evil. It's like free(pointer); *pointer = data; BUG_BROKENHACKEDBUFFER, // 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: -1 // 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 // Please see issue #6105 on google code. Let's hope buffer storage solves this issues. BUG_BROKENPINNEDMEMORY, // Bug: Entirely broken UBOs // Affected devices: Qualcomm/Adreno // Started Version: ? (Noticed on v45) // Ended Version: -1 // 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: ? // 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: Running on a Tegra 4 device // Affected devices: Nvidia Tegra // Started Version: 4 // Ended Version: 5 // Tegra 4 hardware limitations don't allow it to support OpenGL ES 3 // This is fixed in Tegra 5 BUG_ISTEGRA, // Bug: Running on a PowerVR5 device // Affected devices: PowerVR54x // Started Version: 540 // Ended Version: 6xxx // PowerVR 5 hardware limitations don't allow it to support OpenGL ES 3 // This is fixed in PowerVR6 BUG_ISPOWERVR, }; // Initializes our internal vendor, device family, and driver version void Init(Vendor vendor, Driver driver, const double version); // Once Vendor and driver version is set, this will return if it has the applicable bug passed to it. bool HasBug(Bug bug); }