dolphin/Source/Core/VideoCommon/DriverDetails.h

270 lines
11 KiB
C++

// 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),
OS_FREEBSD = (1 << 5),
};
// 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 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_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: Qualcomm has broken ivec to scalar and ivec to ivec bitshifts
// Affected devices: Adreno
// Started Version: -1
// Ended Version: 46 (TODO: Test more devices, the real end is currently unknown)
// Qualcomm has broken integer vector to integer bitshifts, and integer vector to integer vector bitshifts
// A compilation error is generated when trying to compile the shaders.
//
// For example:
// Broken on Qualcomm:
// ivec4 ab = ivec4(1,1,1,1);
// ab <<= 2;
//
// Working on Qualcomm:
// ivec4 ab = ivec4(1,1,1,1);
// ab.x <<= 2;
// ab.y <<= 2;
// ab.z <<= 2;
// ab.w <<= 2;
//
// Broken on Qualcomm:
// ivec4 ab = ivec4(1,1,1,1);
// ivec4 cd = ivec4(1,2,3,4);
// ab <<= cd;
//
// Working on Qualcomm:
// ivec4 ab = ivec4(1,1,1,1);
// ivec4 cd = ivec4(1,2,3,4);
// ab.x <<= cd.x;
// ab.y <<= cd.y;
// ab.z <<= cd.z;
// ab.w <<= cd.w;
BUG_BROKENIVECSHIFTS,
// Bug: glCopyImageSubData doesn't work on i965
// Started Version: -1
// Ended Version: 10.6.4
// Mesa meta misses to disable the scissor test.
BUG_BROKENCOPYIMAGE,
// Bug: Qualcomm has broken OpenGL ES 3.1 support
// Affected devices: Adreno
// Started Version: -1
// Ended Version: -1
// This isn't fully researched, but at the very least Qualcomm doesn't implement Geometry shader features fully.
// Until each bug is fully investigated, just disable GLES 3.1 entirely on these devices.
BUG_BROKENGLES31,
// 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_BROKENVSYNC,
};
// 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);
}