73 lines
2.6 KiB
C++
73 lines
2.6 KiB
C++
// 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_NVIDIA = 0,
|
|
VENDOR_ATI,
|
|
VENDOR_INTEL,
|
|
VENDOR_ARM,
|
|
VENDOR_QUALCOMM,
|
|
VENDOR_IMGTEC,
|
|
VENDOR_TEGRA,
|
|
VENDOR_VIVANTE,
|
|
VENDOR_UNKNOWN
|
|
};
|
|
|
|
// 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: Uploading data with rendering causes issues
|
|
// Affected devices: Qualcomm/Adreno
|
|
// Started Version: 14
|
|
// Ended Version: -1
|
|
// When drawing our elements, the instruction buffer on Adreno devices
|
|
// becomes too long, causing the device to quickly run out of RAM
|
|
// I've watched the kernel module go up to ~700MB of RAM in a few seconds
|
|
// The "workaround" is calling swapbuffers every single time we flush
|
|
// This causes flickering, but it is the only known way to work around it
|
|
BUG_BROKENBUFFERS,
|
|
};
|
|
|
|
// Initializes our internal vendor, device family, and driver version
|
|
void Init(Vendor vendor, const u32 devfamily, 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);
|
|
}
|