Hash :
5e95a4d9
Author :
Date :
2022-10-07T00:52:38
Add an EXT_shader_pixel_local_storage impl of PLS Translates ANGLE_shader_pixel_local_storage shaders directly to EXT_shader_pixel_local_storage. Polyfills load/store operations using internal fullscreen draws. Since the ANGLE extension needs the ability to preserve all active PLS planes to textures, we can only support this extension when the backend context also has access to ES 3.1 shader images. Bug: angleproject:7279 Bug: angleproject:7771 Change-Id: Id348bde412efcc081ff29ee05ec59ad652f77569 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3966075 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#ifndef LIBANGLE_CAPS_H_
#define LIBANGLE_CAPS_H_
#include "angle_gl.h"
#include "libANGLE/Version.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/gles_extensions_autogen.h"
#include "libANGLE/renderer/Format.h"
#include <array>
#include <map>
#include <set>
#include <string>
#include <vector>
namespace gl
{
struct TextureCaps
{
TextureCaps();
TextureCaps(const TextureCaps &other);
TextureCaps &operator=(const TextureCaps &other);
~TextureCaps();
// Supports for basic texturing: glTexImage, glTexSubImage, etc
bool texturable = false;
// Support for linear or anisotropic filtering
bool filterable = false;
// Support for being used as a framebuffer attachment, i.e. glFramebufferTexture2D
bool textureAttachment = false;
// Support for being used as a renderbuffer format, i.e. glFramebufferRenderbuffer
bool renderbuffer = false;
// Support for blend modes while being used as a framebuffer attachment
bool blendable = false;
// Set of supported sample counts, only guaranteed to be valid in ES3.
SupportedSampleSet sampleCounts;
// Get the maximum number of samples supported
GLuint getMaxSamples() const;
// Get the number of supported samples that is at least as many as requested. Returns 0 if
// there are no sample counts available
GLuint getNearestSamples(GLuint requestedSamples) const;
};
TextureCaps GenerateMinimumTextureCaps(GLenum internalFormat,
const Version &clientVersion,
const Extensions &extensions);
class TextureCapsMap final : angle::NonCopyable
{
public:
TextureCapsMap();
~TextureCapsMap();
// These methods are deprecated. Please use angle::Format for new features.
void insert(GLenum internalFormat, const TextureCaps &caps);
const TextureCaps &get(GLenum internalFormat) const;
void clear();
// Prefer using angle::Format methods.
const TextureCaps &get(angle::FormatID formatID) const;
void set(angle::FormatID formatID, const TextureCaps &caps);
private:
TextureCaps &get(angle::FormatID formatID);
// Indexed by angle::FormatID
angle::FormatMap<TextureCaps> mFormatData;
};
void InitMinimumTextureCapsMap(const Version &clientVersion,
const Extensions &extensions,
TextureCapsMap *capsMap);
// Returns true if all the formats required to support GL_ANGLE_compressed_texture_etc are
// present. Does not determine if they are natively supported without decompression.
bool DetermineCompressedTextureETCSupport(const TextureCapsMap &textureCaps);
// Pointer to a boolean member of the Extensions struct
using ExtensionBool = bool Extensions::*;
struct ExtensionInfo
{
// If this extension can be enabled or disabled with glRequestExtension
// (GL_ANGLE_request_extension)
bool Requestable = false;
bool Disablable = false;
// Pointer to a boolean member of the Extensions struct
ExtensionBool ExtensionsMember = nullptr;
};
using ExtensionInfoMap = std::map<std::string, ExtensionInfo>;
const ExtensionInfoMap &GetExtensionInfoMap();
struct Limitations
{
Limitations();
Limitations(const Limitations &other);
Limitations &operator=(const Limitations &other);
// Renderer doesn't support gl_FrontFacing in fragment shaders
bool noFrontFacingSupport = false;
// Renderer doesn't support GL_SAMPLE_ALPHA_TO_COVERAGE
bool noSampleAlphaToCoverageSupport = false;
// In glVertexAttribDivisorANGLE, attribute zero must have a zero divisor
bool attributeZeroRequiresZeroDivisorInEXT = false;
// Unable to support different values for front and back faces for stencil refs and masks
bool noSeparateStencilRefsAndMasks = false;
// Renderer doesn't support non-constant indexing loops in fragment shader
bool shadersRequireIndexedLoopValidation = false;
// Renderer doesn't support Simultaneous use of GL_CONSTANT_ALPHA/GL_ONE_MINUS_CONSTANT_ALPHA
// and GL_CONSTANT_COLOR/GL_ONE_MINUS_CONSTANT_COLOR blend functions.
bool noSimultaneousConstantColorAndAlphaBlendFunc = false;
// Renderer always clamps constant blend color.
bool noUnclampedBlendColor = false;
// D3D9 does not support flexible varying register packing.
bool noFlexibleVaryingPacking = false;
// D3D does not support having multiple transform feedback outputs go to the same buffer.
bool noDoubleBoundTransformFeedbackBuffers = false;
// D3D does not support vertex attribute aliasing
bool noVertexAttributeAliasing = false;
// Renderer doesn't support GL_TEXTURE_COMPARE_MODE=GL_NONE on a shadow sampler.
// TODO(http://anglebug.com/5231): add validation code to front-end.
bool noShadowSamplerCompareModeNone = false;
// PVRTC1 textures must be squares.
bool squarePvrtc1 = false;
// ETC1 texture support is emulated.
bool emulatedEtc1 = false;
// ASTC texture support is emulated.
bool emulatedAstc = false;
// No compressed TEXTURE_3D support.
bool noCompressedTexture3D = false;
// D3D does not support compressed textures where the base mip level is not a multiple of 4
bool compressedBaseMipLevelMultipleOfFour = false;
bool limitWebglMaxTextureSizeTo4096 = false;
// When clip and cull distances are used simultaneously, D3D11 can support up to four of each.
bool limitSimultaneousClipAndCullDistanceUsage = false;
};
struct TypePrecision
{
TypePrecision();
TypePrecision(const TypePrecision &other);
TypePrecision &operator=(const TypePrecision &other);
void setIEEEFloat();
void setIEEEHalfFloat();
void setTwosComplementInt(unsigned int bits);
void setSimulatedFloat(unsigned int range, unsigned int precision);
void setSimulatedInt(unsigned int range);
void get(GLint *returnRange, GLint *returnPrecision) const;
std::array<GLint, 2> range = {0, 0};
GLint precision = 0;
};
struct Caps
{
Caps();
Caps(const Caps &other);
Caps &operator=(const Caps &other);
~Caps();
// If the values could be got by using GetIntegeri_v, they should
// be GLint instead of GLuint and call LimitToInt() to ensure
// they will not overflow.
GLfloat minInterpolationOffset = 0;
GLfloat maxInterpolationOffset = 0;
GLint subPixelInterpolationOffsetBits = 0;
// ES 3.1 (April 29, 2015) 20.39: implementation dependent values
GLint64 maxElementIndex = 0;
GLint max3DTextureSize = 0;
GLint max2DTextureSize = 0;
GLint maxRectangleTextureSize = 0;
GLint maxArrayTextureLayers = 0;
GLfloat maxLODBias = 0.0f;
GLint maxCubeMapTextureSize = 0;
GLint maxRenderbufferSize = 0;
GLfloat minAliasedPointSize = 1.0f;
GLfloat maxAliasedPointSize = 1.0f;
GLfloat minAliasedLineWidth = 0.0f;
GLfloat maxAliasedLineWidth = 0.0f;
// ES 3.1 (April 29, 2015) 20.40: implementation dependent values (cont.)
GLint maxDrawBuffers = 0;
GLint maxFramebufferWidth = 0;
GLint maxFramebufferHeight = 0;
GLint maxFramebufferSamples = 0;
GLint maxColorAttachments = 0;
GLint maxViewportWidth = 0;
GLint maxViewportHeight = 0;
GLint maxSampleMaskWords = 0;
GLint maxColorTextureSamples = 0;
GLint maxDepthTextureSamples = 0;
GLint maxIntegerSamples = 0;
GLint64 maxServerWaitTimeout = 0;
// ES 3.1 (April 29, 2015) Table 20.41: Implementation dependent values (cont.)
GLint maxVertexAttribRelativeOffset = 0;
GLint maxVertexAttribBindings = 0;
GLint maxVertexAttribStride = 0;
GLint maxElementsIndices = 0;
GLint maxElementsVertices = 0;
std::vector<GLenum> compressedTextureFormats;
std::vector<GLenum> programBinaryFormats;
std::vector<GLenum> shaderBinaryFormats;
TypePrecision vertexHighpFloat;
TypePrecision vertexMediumpFloat;
TypePrecision vertexLowpFloat;
TypePrecision vertexHighpInt;
TypePrecision vertexMediumpInt;
TypePrecision vertexLowpInt;
TypePrecision fragmentHighpFloat;
TypePrecision fragmentMediumpFloat;
TypePrecision fragmentLowpFloat;
TypePrecision fragmentHighpInt;
TypePrecision fragmentMediumpInt;
TypePrecision fragmentLowpInt;
// Implementation dependent limits required on all shader types.
// TODO(jiawei.shao@intel.com): organize all such limits into ShaderMap.
// ES 3.1 (April 29, 2015) Table 20.43: Implementation dependent Vertex shader limits
// ES 3.1 (April 29, 2015) Table 20.44: Implementation dependent Fragment shader limits
// ES 3.1 (April 29, 2015) Table 20.45: implementation dependent compute shader limits
// GL_EXT_geometry_shader (May 31, 2016) Table 20.43gs: Implementation dependent geometry shader
// limits
// GL_EXT_geometry_shader (May 31, 2016) Table 20.46: Implementation dependent aggregate shader
// limits
ShaderMap<GLint> maxShaderUniformBlocks = {};
ShaderMap<GLint> maxShaderTextureImageUnits = {};
ShaderMap<GLint> maxShaderStorageBlocks = {};
ShaderMap<GLint> maxShaderUniformComponents = {};
ShaderMap<GLint> maxShaderAtomicCounterBuffers = {};
ShaderMap<GLint> maxShaderAtomicCounters = {};
ShaderMap<GLint> maxShaderImageUniforms = {};
// Note that we can query MAX_COMPUTE_UNIFORM_COMPONENTS and MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT
// by GetIntegerv, but we can only use GetInteger64v on MAX_VERTEX_UNIFORM_COMPONENTS and
// MAX_FRAGMENT_UNIFORM_COMPONENTS. Currently we use GLuint64 to store all these values so that
// we can put them together into one ShaderMap.
ShaderMap<GLint64> maxCombinedShaderUniformComponents = {};
// ES 3.1 (April 29, 2015) Table 20.43: Implementation dependent Vertex shader limits
GLint maxVertexAttributes = 0;
GLint maxVertexUniformVectors = 0;
GLint maxVertexOutputComponents = 0;
// ES 3.1 (April 29, 2015) Table 20.44: Implementation dependent Fragment shader limits
GLint maxFragmentUniformVectors = 0;
GLint maxFragmentInputComponents = 0;
GLint minProgramTextureGatherOffset = 0;
GLint maxProgramTextureGatherOffset = 0;
GLint minProgramTexelOffset = 0;
GLint maxProgramTexelOffset = 0;
// ES 3.1 (April 29, 2015) Table 20.45: implementation dependent compute shader limits
std::array<GLint, 3> maxComputeWorkGroupCount = {0, 0, 0};
std::array<GLint, 3> maxComputeWorkGroupSize = {0, 0, 0};
GLint maxComputeWorkGroupInvocations = 0;
GLint maxComputeSharedMemorySize = 0;
// ES 3.1 (April 29, 2015) Table 20.46: implementation dependent aggregate shader limits
GLint maxUniformBufferBindings = 0;
GLint64 maxUniformBlockSize = 0;
GLint uniformBufferOffsetAlignment = 0;
GLint maxCombinedUniformBlocks = 0;
GLint maxVaryingComponents = 0;
GLint maxVaryingVectors = 0;
GLint maxCombinedTextureImageUnits = 0;
GLint maxCombinedShaderOutputResources = 0;
// ES 3.1 (April 29, 2015) Table 20.47: implementation dependent aggregate shader limits (cont.)
GLint maxUniformLocations = 0;
GLint maxAtomicCounterBufferBindings = 0;
GLint maxAtomicCounterBufferSize = 0;
GLint maxCombinedAtomicCounterBuffers = 0;
GLint maxCombinedAtomicCounters = 0;
GLint maxImageUnits = 0;
GLint maxCombinedImageUniforms = 0;
GLint maxShaderStorageBufferBindings = 0;
GLint64 maxShaderStorageBlockSize = 0;
GLint maxCombinedShaderStorageBlocks = 0;
GLint shaderStorageBufferOffsetAlignment = 0;
// ES 3.1 (April 29, 2015) Table 20.48: implementation dependent transform feedback limits
GLint maxTransformFeedbackInterleavedComponents = 0;
GLint maxTransformFeedbackSeparateAttributes = 0;
GLint maxTransformFeedbackSeparateComponents = 0;
// ES 3.1 (April 29, 2015) Table 20.49: Framebuffer Dependent Values
GLint maxSamples = 0;
// GL_EXT_geometry_shader (May 31, 2016) Table 20.40: Implementation-Dependent Values (cont.)
GLint maxFramebufferLayers = 0;
GLint layerProvokingVertex = 0;
// GL_EXT_geometry_shader (May 31, 2016) Table 20.43gs: Implementation dependent geometry shader
// limits
GLint maxGeometryInputComponents = 0;
GLint maxGeometryOutputComponents = 0;
GLint maxGeometryOutputVertices = 0;
GLint maxGeometryTotalOutputComponents = 0;
GLint maxGeometryShaderInvocations = 0;
// GL_EXT_tessellation_shader
GLint maxTessControlInputComponents = 0;
GLint maxTessControlOutputComponents = 0;
GLint maxTessControlTotalOutputComponents = 0;
GLint maxTessPatchComponents = 0;
GLint maxPatchVertices = 0;
GLint maxTessGenLevel = 0;
GLint maxTessEvaluationInputComponents = 0;
GLint maxTessEvaluationOutputComponents = 0;
GLuint subPixelBits = 4;
// GL_EXT_blend_func_extended
GLuint maxDualSourceDrawBuffers = 0;
// GL_EXT_texture_filter_anisotropic
GLfloat maxTextureAnisotropy = 0.0f;
// GL_EXT_disjoint_timer_query
GLuint queryCounterBitsTimeElapsed = 0;
GLuint queryCounterBitsTimestamp = 0;
// OVR_multiview
GLuint maxViews = 1;
// GL_KHR_debug
GLuint maxDebugMessageLength = 0;
GLuint maxDebugLoggedMessages = 0;
GLuint maxDebugGroupStackDepth = 0;
GLuint maxLabelLength = 0;
// GL_APPLE_clip_distance/GL_EXT_clip_cull_distance
GLuint maxClipDistances = 0;
GLuint maxCullDistances = 0;
GLuint maxCombinedClipAndCullDistances = 0;
// GL_ANGLE_shader_pixel_local_storage
GLuint maxPixelLocalStoragePlanes = 0;
GLuint maxColorAttachmentsWithActivePixelLocalStorage = 0;
GLuint maxCombinedDrawBuffersAndPixelLocalStoragePlanes = 0;
// GL_EXT_shader_pixel_local_storage.
GLuint maxShaderPixelLocalStorageFastSizeEXT = 0;
// GLES1 emulation: Caps for ES 1.1. Taken from Table 6.20 / 6.22 in the OpenGL ES 1.1 spec.
GLuint maxMultitextureUnits = 0;
GLuint maxClipPlanes = 0;
GLuint maxLights = 0;
static constexpr int GlobalMatrixStackDepth = 16;
GLuint maxModelviewMatrixStackDepth = 0;
GLuint maxProjectionMatrixStackDepth = 0;
GLuint maxTextureMatrixStackDepth = 0;
GLfloat minSmoothPointSize = 0.0f;
GLfloat maxSmoothPointSize = 0.0f;
GLfloat minSmoothLineWidth = 0.0f;
GLfloat maxSmoothLineWidth = 0.0f;
// ES 3.2 Table 20.41: Implementation Dependent Values (cont.)
GLint maxTextureBufferSize = 0;
GLint textureBufferOffsetAlignment = 0;
};
Caps GenerateMinimumCaps(const Version &clientVersion, const Extensions &extensions);
} // namespace gl
namespace egl
{
struct Caps
{
Caps();
// Support for NPOT surfaces
bool textureNPOT;
// Support for Stencil8 configs
bool stencil8;
};
struct DisplayExtensions
{
DisplayExtensions();
// Generate a vector of supported extension strings
std::vector<std::string> getStrings() const;
// EGL_EXT_create_context_robustness
bool createContextRobustness = false;
// EGL_ANGLE_d3d_share_handle_client_buffer
bool d3dShareHandleClientBuffer = false;
// EGL_ANGLE_d3d_texture_client_buffer
bool d3dTextureClientBuffer = false;
// EGL_ANGLE_surface_d3d_texture_2d_share_handle
bool surfaceD3DTexture2DShareHandle = false;
// EGL_ANGLE_query_surface_pointer
bool querySurfacePointer = false;
// EGL_ANGLE_window_fixed_size
bool windowFixedSize = false;
// EGL_ANGLE_keyed_mutex
bool keyedMutex = false;
// EGL_ANGLE_surface_orientation
bool surfaceOrientation = false;
// EGL_NV_post_sub_buffer
bool postSubBuffer = false;
// EGL_KHR_create_context
bool createContext = false;
// EGL_KHR_image
bool image = false;
// EGL_KHR_image_base
bool imageBase = false;
// EGL_KHR_image_pixmap
bool imagePixmap = false;
// EGL_KHR_gl_texture_2D_image
bool glTexture2DImage = false;
// EGL_KHR_gl_texture_cubemap_image
bool glTextureCubemapImage = false;
// EGL_KHR_gl_texture_3D_image
bool glTexture3DImage = false;
// EGL_KHR_gl_renderbuffer_image
bool glRenderbufferImage = false;
// EGL_KHR_get_all_proc_addresses
bool getAllProcAddresses = false;
// EGL_ANGLE_direct_composition
bool directComposition = false;
// EGL_ANGLE_windows_ui_composition
bool windowsUIComposition = false;
// KHR_create_context_no_error
bool createContextNoError = false;
// EGL_KHR_stream
bool stream = false;
// EGL_KHR_stream_consumer_gltexture
bool streamConsumerGLTexture = false;
// EGL_NV_stream_consumer_gltexture_yuv
bool streamConsumerGLTextureYUV = false;
// EGL_ANGLE_stream_producer_d3d_texture
bool streamProducerD3DTexture = false;
// EGL_KHR_fence_sync
bool fenceSync = false;
// EGL_KHR_wait_sync
bool waitSync = false;
// EGL_ANGLE_create_context_webgl_compatibility
bool createContextWebGLCompatibility = false;
// EGL_CHROMIUM_create_context_bind_generates_resource
bool createContextBindGeneratesResource = false;
// EGL_CHROMIUM_sync_control
bool syncControlCHROMIUM = false;
// EGL_ANGLE_sync_control_rate
bool syncControlRateANGLE = false;
// EGL_KHR_swap_buffers_with_damage
bool swapBuffersWithDamage = false;
// EGL_EXT_pixel_format_float
bool pixelFormatFloat = false;
// EGL_KHR_surfaceless_context
bool surfacelessContext = false;
// EGL_ANGLE_display_texture_share_group
bool displayTextureShareGroup = false;
// EGL_ANGLE_display_semaphore_share_group
bool displaySemaphoreShareGroup = false;
// EGL_ANGLE_create_context_client_arrays
bool createContextClientArrays = false;
// EGL_ANGLE_program_cache_control
bool programCacheControlANGLE = false;
// EGL_ANGLE_robust_resource_initialization
bool robustResourceInitializationANGLE = false;
// EGL_ANGLE_iosurface_client_buffer
bool iosurfaceClientBuffer = false;
// EGL_ANGLE_metal_texture_client_buffer
bool mtlTextureClientBuffer = false;
// EGL_ANGLE_create_context_extensions_enabled
bool createContextExtensionsEnabled = false;
// EGL_ANDROID_presentation_time
bool presentationTime = false;
// EGL_ANDROID_blob_cache
bool blobCache = false;
// EGL_ANDROID_image_native_buffer
bool imageNativeBuffer = false;
// EGL_ANDROID_get_frame_timestamps
bool getFrameTimestamps = false;
// EGL_ANGLE_timestamp_surface_attribute
bool timestampSurfaceAttributeANGLE = false;
// EGL_ANDROID_recordable
bool recordable = false;
// EGL_ANGLE_power_preference
bool powerPreference = false;
// EGL_ANGLE_image_d3d11_texture
bool imageD3D11Texture = false;
// EGL_ANDROID_get_native_client_buffer
bool getNativeClientBufferANDROID = false;
// EGL_ANDROID_create_native_client_buffer
bool createNativeClientBufferANDROID = false;
// EGL_ANDROID_native_fence_sync
bool nativeFenceSyncANDROID = false;
// EGL_ANGLE_create_context_backwards_compatible
bool createContextBackwardsCompatible = false;
// EGL_KHR_no_config_context
bool noConfigContext = false;
// EGL_IMG_context_priority
bool contextPriority = false;
// EGL_ANGLE_ggp_stream_descriptor
bool ggpStreamDescriptor = false;
// EGL_ANGLE_swap_with_frame_token
bool swapWithFrameToken = false;
// EGL_KHR_gl_colorspace
bool glColorspace = false;
// EGL_EXT_gl_colorspace_display_p3_linear
bool glColorspaceDisplayP3Linear = false;
// EGL_EXT_gl_colorspace_display_p3
bool glColorspaceDisplayP3 = false;
// EGL_EXT_gl_colorspace_scrgb
bool glColorspaceScrgb = false;
// EGL_EXT_gl_colorspace_scrgb_linear
bool glColorspaceScrgbLinear = false;
// EGL_EXT_gl_colorspace_display_p3_passthrough
bool glColorspaceDisplayP3Passthrough = false;
// EGL_ANGLE_colorspace_attribute_passthrough
bool eglColorspaceAttributePassthroughANGLE = false;
// EGL_ANDROID_framebuffer_target
bool framebufferTargetANDROID = false;
// EGL_EXT_image_gl_colorspace
bool imageGlColorspace = false;
// EGL_EXT_image_dma_buf_import
bool imageDmaBufImportEXT = false;
// EGL_EXT_image_dma_buf_import_modifiers
bool imageDmaBufImportModifiersEXT = false;
// EGL_NOK_texture_from_pixmap
bool textureFromPixmapNOK = false;
// EGL_NV_robustness_video_memory_purge
bool robustnessVideoMemoryPurgeNV = false;
// EGL_KHR_reusable_sync
bool reusableSyncKHR = false;
// EGL_ANGLE_external_context_and_surface
bool externalContextAndSurface = false;
// EGL_EXT_buffer_age
bool bufferAgeEXT = false;
// EGL_KHR_mutable_render_buffer
bool mutableRenderBufferKHR = false;
// EGL_EXT_protected_content
bool protectedContentEXT = false;
// EGL_ANGLE_create_surface_swap_interval
bool createSurfaceSwapIntervalANGLE = false;
// EGL_ANGLE_context_virtualization
bool contextVirtualizationANGLE = false;
// EGL_KHR_lock_surface3
bool lockSurface3KHR = false;
// EGL_ANGLE_vulkan_image
bool vulkanImageANGLE = false;
// EGL_ANGLE_metal_create_context_ownership_identity
bool metalCreateContextOwnershipIdentityANGLE = false;
// EGL_KHR_partial_update
bool partialUpdateKHR = false;
// EGL_ANGLE_sync_mtl_shared_event
bool mtlSyncSharedEventANGLE = false;
};
struct DeviceExtensions
{
DeviceExtensions();
// Generate a vector of supported extension strings
std::vector<std::string> getStrings() const;
// EGL_ANGLE_device_d3d
bool deviceD3D = false;
// EGL_ANGLE_device_cgl
bool deviceCGL = false;
// EGL_ANGLE_device_eagl
bool deviceEAGL = false;
// EGL_ANGLE_device_metal
bool deviceMetal = false;
// EGL_ANGLE_device_vulkan
bool deviceVulkan = false;
// EGL_EXT_device_drm
bool deviceDrmEXT = false;
// EGL_EXT_device_drm_render_node
bool deviceDrmRenderNodeEXT = false;
};
struct ClientExtensions
{
ClientExtensions();
ClientExtensions(const ClientExtensions &other);
// Generate a vector of supported extension strings
std::vector<std::string> getStrings() const;
// EGL_EXT_client_extensions
bool clientExtensions = false;
// EGL_EXT_platform_base
bool platformBase = false;
// EGL_EXT_platform_device
bool platformDevice = false;
// EGL_KHR_platform_gbm
bool platformGbmKHR = false;
// EGL_EXT_platform_wayland
bool platformWaylandEXT = false;
// EGL_ANGLE_platform_angle
bool platformANGLE = false;
// EGL_ANGLE_platform_angle_d3d
bool platformANGLED3D = false;
// EGL_ANGLE_platform_angle_d3d11on12
bool platformANGLED3D11ON12 = false;
// EGL_ANGLE_platform_angle_opengl
bool platformANGLEOpenGL = false;
// EGL_ANGLE_platform_angle_null
bool platformANGLENULL = false;
// EGL_ANGLE_platform_angle_vulkan
bool platformANGLEVulkan = false;
// EGL_ANGLE_platform_angle_metal
bool platformANGLEMetal = false;
// EGL_ANGLE_platform_angle_device_context_volatile_eagl
bool platformANGLEDeviceContextVolatileEagl = false;
// EGL_ANGLE_platform_angle_device_context_volatile_cgl
bool platformANGLEDeviceContextVolatileCgl = false;
// EGL_ANGLE_platform_angle_device_id
bool platformANGLEDeviceId = false;
// EGL_ANGLE_device_creation
bool deviceCreation = false;
// EGL_ANGLE_device_creation_d3d11
bool deviceCreationD3D11 = false;
// EGL_ANGLE_x11_visual
bool x11Visual = false;
// EGL_ANGLE_experimental_present_path
bool experimentalPresentPath = false;
// EGL_KHR_client_get_all_proc_addresses
bool clientGetAllProcAddresses = false;
// EGL_KHR_debug
bool debug = false;
// EGL_ANGLE_feature_control
bool featureControlANGLE = false;
// EGL_ANGLE_platform_angle_device_type_swiftshader
bool platformANGLEDeviceTypeSwiftShader = false;
// EGL_ANGLE_platform_angle_device_type_egl_angle
bool platformANGLEDeviceTypeEGLANGLE = false;
// EGL_EXT_device_query
bool deviceQueryEXT = false;
// EGL_ANGLE_display_power_preference
bool displayPowerPreferenceANGLE = false;
};
} // namespace egl
#endif // LIBANGLE_CAPS_H_