dolphin/Source/Core/VideoCommon/DriverDetails.h

359 lines
15 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <string>
#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