include/platform/FeaturesGL.h


Log

Author Commit Date CI Message
Jonah Ryan-Davis 0716ce0a 2019-07-22T15:20:47 Re-add case to blitframebuffer workaround where src is outside of bounds. On Mac, blitFramebuffer calls fail if the source region is not enclosed by the framebuffer. In this case, we must naively clip the source region and adjust the dest region accordingly. This is slightly different behavior and may cause issues with scaling so we use a separate workaround. Also, Windows NVIDIA has a driver bug that affects Vulkan device creation after blitting large textures, so it should be included in the original workaround. This CL cleans up the workaround to use more helpers from ANGLE and to generally improve readability. Bug: chromium:830046 Change-Id: I50bd97449725b738036e6bd3af82362020d7eda8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1713090 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jonah Ryan-Davis 7151fe54 2019-07-17T15:15:27 Port adjust_src_dst_region_for_blitframebuffer workaround to ANGLE. BlitFramebuffer has issues on some platforms with large source/dest textures. As per the WebGL2 spec, this was caught with validation for sizes over 2^32, but there is a specific issue on Linux NVIDIA where it fails on sizes over 2^16. A better workaround (from chromium), resizes the blitframebuffer call based on the framebuffer size. Bug: chromium:830046 Change-Id: Ic6196db6228d0d0ac92b12a68bbced76dcbcdf8c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1707115 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Jonah Ryan-Davis aded991b 2019-07-12T16:02:06 Fix hang on Linux Intel when allocating large textures. Intel Linux graphics drivers before kernel 5.0 can hang when allocating large textures. Limit the texture size as a workaround. Bug: chromium:927470 Change-Id: Ic8c14235396492efafd663b1cd012fd752427992 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1700146 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 2a4f36b1 2019-07-09T16:10:59 GL: Work around Intel driver bug when clearing to zeros or ones. When clearing to zeros or ones on some Intel drivers on Mac, the clear color would be incorrect. This replicates the chromium clear_to_zero_or_one_broken workaround. BUG=angleproject:3672 Change-Id: I0f065420b577bd8f8d931ccdbeeebdcbf9fd08d2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1692977 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Geoff Lang ecd2e3b1 2019-07-09T15:39:39 GL: Reset the texture base level before uploads on Mac. Reset the base level of textures before call glTexImage on Mac to prevent driver bugs that cause texture corruption. BUG=angleproject:3671 Change-Id: I90e94b8395a781a2142ef6be3af1d6117f084152 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1692975 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Geoff Lang 2074d5f7 2019-06-27T13:18:16 GL: Clamp uniform array access on Android and AMD devices. Chrome used to clamp it everywhere but in practice it is only needed on these devices. TEST=conformance/uniforms/out-of-bounds-uniform-array-access.html Change-Id: Idffe84023f8b27733bfda209edd59bbb220b5c0c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1680054 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang 5ff8cae9 2019-06-21T11:09:25 GL/D3D: Use texture uploads instead of clearing for robust init. Chrome uses regular texture uploads on all platforms except OpenGL on Mac to do robust resource init for textures because multiple bugs have been observed with texture corruption. BUG=883276 BUG=882580 BUG=941620 Change-Id: I5fcd6862147822a08c7533e6a6a9277223034ebd Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1669104 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
Geoff Lang 647f2000 2019-06-19T16:18:28 Limit max texture size and max MSAA samples on Android. Android devices will often fail to allocate textures this large and it is prefereable to return an error from ANGLE instead of losing the context due to an out of memory error. This mirrors the limits Chrome applies with the max_texture_size_limit_4096 and max_msaa_sample_count_4 workarounds that are broadly applied to Android. BUG=882580 Change-Id: I63890baa8712f13b37c607fa475432e67e9384a4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1351357 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
Jonah Ryan-Davis beb0eb2d 2019-06-14T15:10:33 Clean up workarounds/features to single location. Rename all workarounds structs to features, and move the lists to a shared location in include/platform (to help with documentation, see: https://cs.chromium.org/chromium/src/ui/gl/gl_switches.cc?sq=package:chromium&g=0&l=69) Bug: angleproject:1621 Change-Id: I4069f08131db5e886047a007efb5d7764dfee5f2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1660952 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>