244 lines
9.8 KiB
C++
244 lines
9.8 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include "Common/CommonTypes.h"
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namespace DriverDetails
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{
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// Enum of supported operating systems
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enum OS
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{
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OS_ALL = (1 << 0),
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OS_WINDOWS = (1 << 1),
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OS_LINUX = (1 << 2),
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OS_OSX = (1 << 3),
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OS_ANDROID = (1 << 4),
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};
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// Enum of known vendors
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// Tegra and Nvidia are separated out due to such substantial differences
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enum Vendor
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{
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VENDOR_ALL = 0,
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VENDOR_NVIDIA,
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VENDOR_ATI,
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VENDOR_INTEL,
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VENDOR_ARM,
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VENDOR_QUALCOMM,
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VENDOR_IMGTEC,
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VENDOR_TEGRA,
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VENDOR_VIVANTE,
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VENDOR_MESA,
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VENDOR_UNKNOWN
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};
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// Enum of known drivers
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enum Driver
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{
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DRIVER_ALL = 0,
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DRIVER_NVIDIA, // Official Nvidia, including mobile GPU
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DRIVER_NOUVEAU, // OSS nouveau
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DRIVER_ATI, // Official ATI
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DRIVER_R600, // OSS Radeon
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DRIVER_INTEL, // Official Intel
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DRIVER_I965, // OSS Intel
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DRIVER_ARM, // Official Mali driver
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DRIVER_LIMA, // OSS Mali driver
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DRIVER_QUALCOMM, // Official Adreno driver
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DRIVER_FREEDRENO, // OSS Adreno driver
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DRIVER_IMGTEC, // Official PowerVR driver
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DRIVER_VIVANTE, // Official Vivante driver
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DRIVER_UNKNOWN // Unknown driver, default to official hardware driver
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};
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// Enum of known bugs
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// These can be vendor specific, but we put them all in here
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// For putting a new bug in here, make sure to put a detailed comment above the enum
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// This'll ensure we know exactly what the issue is.
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enum Bug
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{
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// Bug: No Dynamic UBO array object access
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// Affected Devices: Qualcomm/Adreno
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// Started Version: 14
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// Ended Version: 95
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// Accessing UBO array members dynamically causes the Adreno shader compiler to crash
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// Errors out with "Internal Error"
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// With v53 video drivers, dynamic member access "works." It works to the extent that it doesn't crash.
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// With v95 drivers everything works as it should.
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BUG_NODYNUBOACCESS = 0,
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// Bug: Centroid is broken in shaders
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// Affected devices: Qualcomm/Adreno
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// Started Version: 14
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// Ended Version: 53
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// Centroid in/out, used in the shaders, is used for multisample buffers to get the texel correctly
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// When MSAA is disabled, it acts like a regular in/out
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// Tends to cause the driver to render full white or black
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BUG_BROKENCENTROID,
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// Bug: INFO_LOG_LENGTH broken
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// Affected devices: Qualcomm/Adreno
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// Started Version: ? (Noticed on v14)
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// Ended Version: 53
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// When compiling a shader, it is important that when it fails,
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// you first get the length of the information log prior to grabbing it.
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// This allows you to allocate an array to store all of the log
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// Adreno devices /always/ return 0 when querying GL_INFO_LOG_LENGTH
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// They also max out at 1024 bytes(1023 characters + null terminator) for the log
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BUG_BROKENINFOLOG,
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// Bug: UBO buffer offset broken
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// Affected devices: all mesa drivers
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// Started Version: 9.0 (mesa doesn't support ubo before)
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// Ended Version: up to 9.2
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// The offset of glBindBufferRange was ignored on all Mesa Gallium3D drivers until 9.1.3
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// Nouveau stored the offset as u16 which isn't enough for all cases with range until 9.1.6
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// I965 has broken data fetches from uniform buffers which results in a dithering until 9.2.0
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BUG_BROKENUBO,
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// Bug: The pinned memory extension isn't working for index buffers
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// Affected devices: AMD as they are the only vendor providing this extension
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// Started Version: ?
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// Ended Version: 13.9 working for me (neobrain).
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// Affected OS: Linux
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// Pinned memory is disabled for index buffer as the AMD driver (the only one with pinned memory support) seems
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// to be broken. We just get flickering/black rendering when using pinned memory here -- degasus - 2013/08/20
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// This bug only happens when paired with base_vertex.
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// Please see issue #6105 on Google Code. Let's hope buffer storage solves this issues.
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// TODO: Detect broken drivers.
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BUG_BROKENPINNEDMEMORY,
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// Bug: Entirely broken UBOs
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// Affected devices: Qualcomm/Adreno
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// Started Version: ? (Noticed on v45)
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// Ended Version: 53
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// Uniform buffers are entirely broken on Qualcomm drivers with v45
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// Trying to use the uniform buffers causes a malloc to fail inside the driver
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// To be safe, blanket drivers from v41 - v45
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BUG_ANNIHILATEDUBOS,
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// Bug : Can't draw on screen text and clear correctly.
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// Affected devices: Qualcomm/Adreno
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// Started Version: ?
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// Ended Version: 53
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// Current code for drawing on screen text and clearing the framebuffer doesn't work on Adreno
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// Drawing on screen text causes the whole screen to swizzle in a terrible fashion
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// Clearing the framebuffer causes one to never see a frame.
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BUG_BROKENSWAP,
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// Bug: glBufferSubData/glMapBufferRange stalls + OOM
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// Affected devices: Adreno a3xx/Mali-t6xx
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// Started Version: -1
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// Ended Version: -1
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// Both Adreno and Mali have issues when you call glBufferSubData or glMapBufferRange
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// The driver stalls in each instance no matter what you do
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// Apparently Mali and Adreno share code in this regard since it was wrote by the same person.
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BUG_BROKENBUFFERSTREAM,
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// Bug: GLSL ES 3.0 textureSize causes abort
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// Affected devices: Adreno a3xx
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// Started Version: -1 (Noticed in v53)
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// Ended Version: 66
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// If a shader includes a textureSize function call then the shader compiler will call abort()
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BUG_BROKENTEXTURESIZE,
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// Bug: ARB_buffer_storage doesn't work with ARRAY_BUFFER type streams
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// Affected devices: GeForce 4xx+
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// Started Version: -1
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// Ended Version: 332.21
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// The buffer_storage streaming method is required for greater speed gains in our buffer streaming
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// It reduces what is needed for streaming to basically a memcpy call
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// It seems to work for all buffer types except GL_ARRAY_BUFFER
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BUG_BROKENBUFFERSTORAGE,
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// Bug: Intel HD 3000 on OS X has broken primitive restart
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// Affected devices: Intel HD 3000
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// Affected OS: OS X
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// Started Version: -1
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// Ended Version: -1
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// The drivers on OS X has broken primitive restart.
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// Intel HD 4000 series isn't affected by the bug
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BUG_PRIMITIVERESTART,
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// Bug: unsync mapping doesn't work fine
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// Affected devices: Nvidia driver
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// Started Version: -1
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// Ended Version: -1
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// The Nvidia driver (both Windows + Linux) doesn't like unsync mapping performance wise.
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// Because of their threaded behavior, they seem not to handle unsync mapping complete unsync,
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// in fact, they serialize the driver which adds a much bigger overhead.
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// Workaround: Use BufferSubData
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// TODO: some Windows AMD driver/GPU combination seems also affected
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// but as they all support pinned memory, it doesn't matter
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BUG_BROKENUNSYNCMAPPING,
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// Bug: Intel's Window driver broke buffer_storage with GL_ELEMENT_ARRAY_BUFFER
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// Affected devices: Intel (Windows)
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// Started Version: 15.36.3.64.3907 (10.18.10.3907)
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// Ended Version: 15.36.7.64.3960 (10.18.10.3960)
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// Intel implemented buffer_storage in their GL 4.3 driver.
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// It works for all the buffer types we use except GL_ELEMENT_ARRAY_BUFFER.
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// Causes complete blackscreen issues.
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BUG_INTELBROKENBUFFERSTORAGE,
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// Bug: Qualcomm has broken attributeless rendering
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// Affected devices: Adreno
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// Started Version: -1
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// Ended Version: v66 (07-09-2014 dev version), v95 shipping
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// Qualcomm has had attributeless rendering broken forever
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// This was fixed in a v66 development version, the first shipping driver version with the release was v95.
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// To be safe, make v95 the minimum version to work around this issue
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BUG_BROKENATTRIBUTELESS,
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// Bug: Qualcomm has broken boolean negation
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// Affected devices: Adreno
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// Started Version: -1
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// Ended Version: -1
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// Qualcomm has the boolean negation broken in their shader compiler
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// Instead of inverting the boolean value it does a binary negation on the full 32bit register
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// This causes a compare against zero to fail in their shader since it is no longer a 0 or 1 value
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// but 0xFFFFFFFF or 0xFFFFFFFE depending on what the boolean value was before the negation.
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//
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// This bug has a secondary issue tied to it unlike other bugs.
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// The correction of this bug is to check the boolean value against false which results in us
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// not doing a negation of the source but instead checking against the boolean value we want.
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// The issue with this is that Intel's Window driver is broken when checking if a boolean value is
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// equal to true or false, so one has to do a boolean negation of the source
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//
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// eg.
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// Broken on Qualcomm
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// Works on Windows Intel
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// if (!cond)
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//
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// Works on Qualcomm
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// Broken on Windows Intel
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// if (cond == false)
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BUG_BROKENNEGATEDBOOLEAN,
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// Bug: Qualcomm has broken ivec to scalar and ivec to ivec bitshifts
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// Affected devices: Adreno
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// Started Version: -1
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// Ended Version: 46 (TODO: Test more devices, the real end is currently unknown)
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// Qualcomm has broken integer vector to integer bitshifts, and integer vector to integer vector bitshifts
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// A compilation error is generated when trying to compile the shaders.
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//
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// For example:
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// Broken on Qualcomm:
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// ivec4 ab = ivec4(1,1,1,1);
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// ab <<= 2;
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//
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// Working on Qualcomm:
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// ivec4 ab = ivec4(1,1,1,1);
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// ab.x <<= 2;
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// ab.y <<= 2;
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// ab.z <<= 2;
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// ab.w <<= 2;
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//
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// Broken on Qualcomm:
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// ivec4 ab = ivec4(1,1,1,1);
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// ivec4 cd = ivec4(1,2,3,4);
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// ab <<= cd;
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//
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// Working on Qualcomm:
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// ivec4 ab = ivec4(1,1,1,1);
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// ivec4 cd = ivec4(1,2,3,4);
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// ab.x <<= cd.x;
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// ab.y <<= cd.y;
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// ab.z <<= cd.z;
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// ab.w <<= cd.w;
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BUG_BROKENIVECSHIFTS,
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};
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// Initializes our internal vendor, device family, and driver version
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void Init(Vendor vendor, Driver driver, const double version, const s32 family);
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// Once Vendor and driver version is set, this will return if it has the applicable bug passed to it.
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bool HasBug(Bug bug);
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}
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