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kc3-lang/angle/src/libANGLE/Caps.h

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  • Author : Jamie Madill
    Date : 2017-06-01 13:10:42
    Hash : 948bbe51
    Message : Redesign robust resource init as a display extension. Also correct the enum allocation to values that are available to ANGLE. BUG=angleproject:1635 Change-Id: I443f5654aa6a5049b4a1ae4c253cd6473b4e446e Reviewed-on: https://chromium-review.googlesource.com/520002 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>

  • src/libANGLE/Caps.h
  • //
    // Copyright (c) 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/angletypes.h"
    #include "libANGLE/Version.h"
    
    #include <map>
    #include <set>
    #include <string>
    #include <vector>
    #include <array>
    
    namespace gl
    {
    
    struct Extensions;
    
    typedef std::set<GLuint> SupportedSampleSet;
    
    struct TextureCaps
    {
        TextureCaps();
    
        // Supports for basic texturing: glTexImage, glTexSubImage, etc
        bool texturable;
    
        // Support for linear or anisotropic filtering
        bool filterable;
    
        // Support for being used as a framebuffer attachment or renderbuffer format
        bool renderable;
    
        // 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
    {
      public:
        typedef std::map<GLenum, TextureCaps>::const_iterator const_iterator;
    
        void insert(GLenum internalFormat, const TextureCaps &caps);
        void remove(GLenum internalFormat);
        void clear();
    
        const TextureCaps &get(GLenum internalFormat) const;
    
        const_iterator begin() const;
        const_iterator end() const;
    
        size_t size() const;
    
      private:
        typedef std::map<GLenum, TextureCaps> InternalFormatToCapsMap;
        InternalFormatToCapsMap mCapsMap;
    };
    
    TextureCapsMap GenerateMinimumTextureCapsMap(const Version &clientVersion,
                                                 const Extensions &extensions);
    
    struct Extensions
    {
        Extensions();
    
        // Generate a vector of supported extension strings
        std::vector<std::string> getStrings() const;
    
        // Set all texture related extension support based on the supported textures.
        // Determines support for:
        // GL_OES_packed_depth_stencil
        // GL_OES_rgb8_rgba8
        // GL_EXT_texture_format_BGRA8888
        // GL_EXT_color_buffer_half_float,
        // GL_OES_texture_half_float, GL_OES_texture_half_float_linear
        // GL_OES_texture_float, GL_OES_texture_float_linear
        // GL_EXT_texture_rg
        // GL_EXT_texture_compression_dxt1, GL_ANGLE_texture_compression_dxt3,
        // GL_ANGLE_texture_compression_dxt5
        // GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr
        // GL_OES_compressed_ETC1_RGB8_texture
        // GL_EXT_sRGB
        // GL_ANGLE_depth_texture, GL_OES_depth32
        // GL_EXT_color_buffer_float
        // GL_EXT_texture_norm16
        void setTextureExtensionSupport(const TextureCapsMap &textureCaps);
    
        // ES2 Extension support
    
        // GL_OES_element_index_uint
        bool elementIndexUint;
    
        // GL_OES_packed_depth_stencil
        bool packedDepthStencil;
    
        // GL_OES_get_program_binary
        bool getProgramBinary;
    
        // GL_OES_rgb8_rgba8
        // Implies that TextureCaps for GL_RGB8 and GL_RGBA8 exist
        bool rgb8rgba8;
    
        // GL_EXT_texture_format_BGRA8888
        // Implies that TextureCaps for GL_BGRA8 exist
        bool textureFormatBGRA8888;
    
        // GL_EXT_read_format_bgra
        bool readFormatBGRA;
    
        // GL_NV_pixel_buffer_object
        bool pixelBufferObject;
    
        // GL_OES_mapbuffer and GL_EXT_map_buffer_range
        bool mapBuffer;
        bool mapBufferRange;
    
        // GL_EXT_color_buffer_half_float
        // Together with GL_OES_texture_half_float in a GLES 2.0 context, implies that half-float
        // textures are renderable.
        bool colorBufferHalfFloat;
    
        // GL_OES_texture_half_float and GL_OES_texture_half_float_linear
        // Implies that TextureCaps for GL_RGB16F, GL_RGBA16F, GL_ALPHA32F_EXT, GL_LUMINANCE32F_EXT and
        // GL_LUMINANCE_ALPHA32F_EXT exist
        bool textureHalfFloat;
        bool textureHalfFloatLinear;
    
        // GL_OES_texture_float and GL_OES_texture_float_linear
        // Implies that TextureCaps for GL_RGB32F, GL_RGBA32F, GL_ALPHA16F_EXT, GL_LUMINANCE16F_EXT and
        // GL_LUMINANCE_ALPHA16F_EXT exist
        bool textureFloat;
        bool textureFloatLinear;
    
        // GL_EXT_texture_rg
        // Implies that TextureCaps for GL_R8, GL_RG8 (and floating point R/RG texture formats if floating point extensions
        // are also present) exist
        bool textureRG;
    
        // GL_EXT_texture_compression_dxt1, GL_ANGLE_texture_compression_dxt3 and GL_ANGLE_texture_compression_dxt5
        // Implies that TextureCaps exist for GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
        // GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE and GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE
        bool textureCompressionDXT1;
        bool textureCompressionDXT3;
        bool textureCompressionDXT5;
    
        // GL_EXT_texture_compression_s3tc_srgb
        // Implies that TextureCaps exist for GL_COMPRESSED_SRGB_S3TC_DXT1_EXT,
        // GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, and
        // GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
        bool textureCompressionS3TCsRGB;
    
        // GL_KHR_texture_compression_astc_hdr
        bool textureCompressionASTCHDR;
    
        // GL_KHR_texture_compression_astc_ldr
        bool textureCompressionASTCLDR;
    
        // GL_OES_compressed_ETC1_RGB8_texture
        // Implies that TextureCaps for GL_ETC1_RGB8_OES exist
        bool compressedETC1RGB8Texture;
    
        // GL_EXT_sRGB
        // Implies that TextureCaps for GL_SRGB8_ALPHA8 and GL_SRGB8 exist
        // TODO: Don't advertise this extension in ES3
        bool sRGB;
    
        // GL_ANGLE_depth_texture
        bool depthTextures;
    
        // GL_OES_depth32
        // Allows DEPTH_COMPONENT32_OES as a valid Renderbuffer format.
        bool depth32;
    
        // GL_EXT_texture_storage
        bool textureStorage;
    
        // GL_OES_texture_npot
        bool textureNPOT;
    
        // GL_EXT_draw_buffers
        bool drawBuffers;
    
        // GL_EXT_texture_filter_anisotropic
        bool textureFilterAnisotropic;
        GLfloat maxTextureAnisotropy;
    
        // GL_EXT_occlusion_query_boolean
        bool occlusionQueryBoolean;
    
        // GL_NV_fence
        bool fence;
    
        // GL_ANGLE_timer_query
        bool timerQuery;
    
        // GL_EXT_disjoint_timer_query
        bool disjointTimerQuery;
        GLuint queryCounterBitsTimeElapsed;
        GLuint queryCounterBitsTimestamp;
    
        // GL_EXT_robustness
        bool robustness;
    
        // GL_EXT_blend_minmax
        bool blendMinMax;
    
        // GL_ANGLE_framebuffer_blit
        bool framebufferBlit;
    
        // GL_ANGLE_framebuffer_multisample
        bool framebufferMultisample;
    
        // GL_ANGLE_instanced_arrays
        bool instancedArrays;
    
        // GL_ANGLE_pack_reverse_row_order
        bool packReverseRowOrder;
    
        // GL_OES_standard_derivatives
        bool standardDerivatives;
    
        // GL_EXT_shader_texture_lod
        bool shaderTextureLOD;
    
        // GL_EXT_shader_framebuffer_fetch
        bool shaderFramebufferFetch;
    
        // GL_ARM_shader_framebuffer_fetch
        bool ARMshaderFramebufferFetch;
    
        // GL_NV_shader_framebuffer_fetch
        bool NVshaderFramebufferFetch;
    
        // GL_EXT_frag_depth
        bool fragDepth;
    
        // GL_ANGLE_texture_usage
        bool textureUsage;
    
        // GL_ANGLE_translated_shader_source
        bool translatedShaderSource;
    
        // GL_OES_fbo_render_mipmap
        bool fboRenderMipmap;
    
        // GL_EXT_discard_framebuffer
        bool discardFramebuffer;
    
        // EXT_debug_marker
        bool debugMarker;
    
        // GL_OES_EGL_image
        bool eglImage;
    
        // GL_OES_EGL_image_external
        bool eglImageExternal;
    
        // GL_OES_EGL_image_external_essl3
        bool eglImageExternalEssl3;
    
        // NV_EGL_stream_consumer_external
        bool eglStreamConsumerExternal;
    
        // EXT_unpack_subimage
        bool unpackSubimage;
    
        // NV_pack_subimage
        bool packSubimage;
    
        // GL_OES_vertex_array_object
        bool vertexArrayObject;
    
        // GL_KHR_debug
        bool debug;
        GLuint maxDebugMessageLength;
        GLuint maxDebugLoggedMessages;
        GLuint maxDebugGroupStackDepth;
        GLuint maxLabelLength;
    
        // KHR_no_error
        bool noError;
    
        // GL_ANGLE_lossy_etc_decode
        bool lossyETCDecode;
    
        // GL_CHROMIUM_bind_uniform_location
        bool bindUniformLocation;
    
        // GL_CHROMIUM_sync_query
        bool syncQuery;
    
        // GL_CHROMIUM_copy_texture
        bool copyTexture;
    
        // GL_CHROMIUM_copy_compressed_texture
        bool copyCompressedTexture;
    
        // GL_ANGLE_webgl_compatibility
        bool webglCompatibility;
    
        // GL_ANGLE_request_extension
        bool requestExtension;
    
        // GL_CHROMIUM_bind_generates_resource
        bool bindGeneratesResource;
    
        // GL_ANGLE_robust_client_memory
        bool robustClientMemory;
    
        // GL_EXT_texture_sRGB_decode
        bool textureSRGBDecode;
    
        // GL_EXT_sRGB_write_control
        bool sRGBWriteControl;
    
        // GL_CHROMIUM_color_buffer_float_rgb
        bool colorBufferFloatRGB;
    
        // GL_CHROMIUM_color_buffer_float_rgba
        bool colorBufferFloatRGBA;
    
        // ES3 Extension support
    
        // GL_EXT_color_buffer_float
        bool colorBufferFloat;
    
        // GL_EXT_multisample_compatibility.
        // written against ES 3.1 but can apply to earlier versions.
        bool multisampleCompatibility;
    
        // GL_CHROMIUM_framebuffer_mixed_samples
        bool framebufferMixedSamples;
    
        // GL_EXT_texture_norm16
        // written against ES 3.1 but can apply to ES 3.0 as well.
        bool textureNorm16;
    
        // GL_CHROMIUM_path_rendering
        bool pathRendering;
    
        // GL_OES_surfaceless_context
        bool surfacelessContext;
    
        // GL_ANGLE_client_arrays
        bool clientArrays;
    
        // GL_ANGLE_robust_resource_initialization
        bool robustResourceInitialization;
    };
    
    struct ExtensionInfo
    {
        // If this extension can be enabled with glRequestExtension (GL_ANGLE_request_extension)
        bool Requestable = false;
    
        // Pointer to a boolean member of the Extensions struct
        typedef bool(Extensions::*ExtensionBool);
        ExtensionBool ExtensionsMember = nullptr;
    };
    
    using ExtensionInfoMap = std::map<std::string, ExtensionInfo>;
    const ExtensionInfoMap &GetExtensionInfoMap();
    
    struct Limitations
    {
        Limitations();
    
        // Renderer doesn't support gl_FrontFacing in fragment shaders
        bool noFrontFacingSupport;
    
        // Renderer doesn't support GL_SAMPLE_ALPHA_TO_COVERAGE
        bool noSampleAlphaToCoverageSupport;
    
        // In glVertexAttribDivisorANGLE, attribute zero must have a zero divisor
        bool attributeZeroRequiresZeroDivisorInEXT;
    
        // Unable to support different values for front and back faces for stencil refs and masks
        bool noSeparateStencilRefsAndMasks;
    
        // Renderer doesn't support non-constant indexing loops in fragment shader
        bool shadersRequireIndexedLoopValidation;
    
        // 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;
    };
    
    struct TypePrecision
    {
        TypePrecision();
    
        void setIEEEFloat();
        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;
        GLint precision;
    };
    
    struct Caps
    {
        Caps();
    
        // ES 3.1 (April 29, 2015) 20.39: implementation dependent values
        GLuint64 maxElementIndex;
        GLuint max3DTextureSize;
        GLuint max2DTextureSize;
        GLuint maxArrayTextureLayers;
        GLfloat maxLODBias;
        GLuint maxCubeMapTextureSize;
        GLuint maxRenderbufferSize;
        GLfloat minAliasedPointSize;
        GLfloat maxAliasedPointSize;
        GLfloat minAliasedLineWidth;
        GLfloat maxAliasedLineWidth;
    
        // ES 3.1 (April 29, 2015) 20.40: implementation dependent values (cont.)
        GLuint maxDrawBuffers;
        GLuint maxFramebufferWidth;
        GLuint maxFramebufferHeight;
        GLuint maxFramebufferSamples;
        GLuint maxColorAttachments;
        GLuint maxViewportWidth;
        GLuint maxViewportHeight;
        GLuint maxSampleMaskWords;
        GLuint maxColorTextureSamples;
        GLuint maxDepthTextureSamples;
        GLuint maxIntegerSamples;
        GLuint64 maxServerWaitTimeout;
    
        // ES 3.1 (April 29, 2015) Table 20.41: Implementation dependent values (cont.)
        GLint maxVertexAttribRelativeOffset;
        GLuint maxVertexAttribBindings;
        GLint maxVertexAttribStride;
        GLuint maxElementsIndices;
        GLuint maxElementsVertices;
        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;
    
        // ES 3.1 (April 29, 2015) Table 20.43: Implementation dependent Vertex shader limits
        GLuint maxVertexAttributes;
        GLuint maxVertexUniformComponents;
        GLuint maxVertexUniformVectors;
        GLuint maxVertexUniformBlocks;
        GLuint maxVertexOutputComponents;
        GLuint maxVertexTextureImageUnits;
        GLuint maxVertexAtomicCounterBuffers;
        GLuint maxVertexAtomicCounters;
        GLuint maxVertexImageUniforms;
        GLuint maxVertexShaderStorageBlocks;
    
        // ES 3.1 (April 29, 2015) Table 20.44: Implementation dependent Fragment shader limits
        GLuint maxFragmentUniformComponents;
        GLuint maxFragmentUniformVectors;
        GLuint maxFragmentUniformBlocks;
        GLuint maxFragmentInputComponents;
        GLuint maxTextureImageUnits;
        GLuint maxFragmentAtomicCounterBuffers;
        GLuint maxFragmentAtomicCounters;
        GLuint maxFragmentImageUniforms;
        GLuint maxFragmentShaderStorageBlocks;
        GLint minProgramTextureGatherOffset;
        GLuint maxProgramTextureGatherOffset;
        GLint minProgramTexelOffset;
        GLint maxProgramTexelOffset;
    
        // ES 3.1 (April 29, 2015) Table 20.45: implementation dependent compute shader limits
        std::array<GLuint, 3> maxComputeWorkGroupCount;
        std::array<GLuint, 3> maxComputeWorkGroupSize;
        GLuint maxComputeWorkGroupInvocations;
        GLuint maxComputeUniformBlocks;
        GLuint maxComputeTextureImageUnits;
        GLuint maxComputeSharedMemorySize;
        GLuint maxComputeUniformComponents;
        GLuint maxComputeAtomicCounterBuffers;
        GLuint maxComputeAtomicCounters;
        GLuint maxComputeImageUniforms;
        GLuint maxCombinedComputeUniformComponents;
        GLuint maxComputeShaderStorageBlocks;
    
        // ES 3.1 (April 29, 2015) Table 20.46: implementation dependent aggregate shader limits
        GLuint maxUniformBufferBindings;
        GLuint64 maxUniformBlockSize;
        GLuint uniformBufferOffsetAlignment;
        GLuint maxCombinedUniformBlocks;
        GLuint64 maxCombinedVertexUniformComponents;
        GLuint64 maxCombinedFragmentUniformComponents;
        GLuint maxVaryingComponents;
        GLuint maxVaryingVectors;
        GLuint maxCombinedTextureImageUnits;
        GLuint maxCombinedShaderOutputResources;
    
        // ES 3.1 (April 29, 2015) Table 20.47: implementation dependent aggregate shader limits (cont.)
        GLuint maxUniformLocations;
        GLuint maxAtomicCounterBufferBindings;
        GLuint maxAtomicCounterBufferSize;
        GLuint maxCombinedAtomicCounterBuffers;
        GLuint maxCombinedAtomicCounters;
        GLuint maxImageUnits;
        GLuint maxCombinedImageUniforms;
        GLuint maxShaderStorageBufferBindings;
        GLuint64 maxShaderStorageBlockSize;
        GLuint maxCombinedShaderStorageBlocks;
        GLuint shaderStorageBufferOffsetAlignment;
    
        // ES 3.1 (April 29, 2015) Table 20.48: implementation dependent transform feedback limits
        GLuint maxTransformFeedbackInterleavedComponents;
        GLuint maxTransformFeedbackSeparateAttributes;
        GLuint maxTransformFeedbackSeparateComponents;
    
        // ES 3.1 (April 29, 2015) Table 20.49: Framebuffer Dependent Values
        GLuint maxSamples;
    };
    
    Caps GenerateMinimumCaps(const Version &clientVersion);
    }
    
    namespace egl
    {
    
    struct Caps
    {
        Caps();
    
        // Support for NPOT surfaces
        bool textureNPOT;
    };
    
    struct DisplayExtensions
    {
        DisplayExtensions();
    
        // Generate a vector of supported extension strings
        std::vector<std::string> getStrings() const;
    
        // EGL_EXT_create_context_robustness
        bool createContextRobustness;
    
        // EGL_ANGLE_d3d_share_handle_client_buffer
        bool d3dShareHandleClientBuffer;
    
        // EGL_ANGLE_d3d_texture_client_buffer
        bool d3dTextureClientBuffer;
    
        // EGL_ANGLE_surface_d3d_texture_2d_share_handle
        bool surfaceD3DTexture2DShareHandle;
    
        // EGL_ANGLE_query_surface_pointer
        bool querySurfacePointer;
    
        // EGL_ANGLE_window_fixed_size
        bool windowFixedSize;
    
        // EGL_ANGLE_keyed_mutex
        bool keyedMutex;
    
        // EGL_ANGLE_surface_orientation
        bool surfaceOrientation;
    
        // EGL_NV_post_sub_buffer
        bool postSubBuffer;
    
        // EGL_KHR_create_context
        bool createContext;
    
        // EGL_EXT_device_query
        bool deviceQuery;
    
        // EGL_KHR_image
        bool image;
    
        // EGL_KHR_image_base
        bool imageBase;
    
        // EGL_KHR_image_pixmap
        bool imagePixmap;
    
        // EGL_KHR_gl_texture_2D_image
        bool glTexture2DImage;
    
        // EGL_KHR_gl_texture_cubemap_image
        bool glTextureCubemapImage;
    
        // EGL_KHR_gl_texture_3D_image
        bool glTexture3DImage;
    
        // EGL_KHR_gl_renderbuffer_image
        bool glRenderbufferImage;
    
        // EGL_KHR_get_all_proc_addresses
        bool getAllProcAddresses;
    
        // EGL_ANGLE_flexible_surface_compatibility
        bool flexibleSurfaceCompatibility;
    
        // EGL_ANGLE_direct_composition
        bool directComposition;
    
        // KHR_create_context_no_error
        bool createContextNoError;
    
        // EGL_KHR_stream
        bool stream;
    
        // EGL_KHR_stream_consumer_gltexture
        bool streamConsumerGLTexture;
    
        // EGL_NV_stream_consumer_gltexture_yuv
        bool streamConsumerGLTextureYUV;
    
        // EGL_ANGLE_stream_producer_d3d_texture_nv12
        bool streamProducerD3DTextureNV12;
    
        // EGL_ANGLE_create_context_webgl_compatibility
        bool createContextWebGLCompatibility;
    
        // EGL_CHROMIUM_create_context_bind_generates_resource
        bool createContextBindGeneratesResource;
    
        // EGL_CHROMIUM_get_sync_values
        bool getSyncValues;
    
        // EGL_EXT_swap_buffers_with_damage
        bool swapBuffersWithDamage;
    
        // EGL_EXT_pixel_format_float
        bool pixelFormatFloat;
    
        // EGL_KHR_surfaceless_context
        bool surfacelessContext;
    
        // EGL_ANGLE_display_texture_share_group
        bool displayTextureShareGroup;
    
        // EGL_ANGLE_create_context_client_arrays
        bool createContextClientArrays;
    };
    
    struct DeviceExtensions
    {
        DeviceExtensions();
    
        // Generate a vector of supported extension strings
        std::vector<std::string> getStrings() const;
    
        // EGL_ANGLE_device_d3d
        bool deviceD3D;
    };
    
    struct ClientExtensions
    {
        ClientExtensions();
    
        // Generate a vector of supported extension strings
        std::vector<std::string> getStrings() const;
    
        // EGL_EXT_client_extensions
        bool clientExtensions;
    
        // EGL_EXT_platform_base
        bool platformBase;
    
        // EGL_EXT_platform_device
        bool platformDevice;
    
        // EGL_ANGLE_platform_angle
        bool platformANGLE;
    
        // EGL_ANGLE_platform_angle_d3d
        bool platformANGLED3D;
    
        // EGL_ANGLE_platform_angle_opengl
        bool platformANGLEOpenGL;
    
        // EGL_ANGLE_platform_angle_null
        bool platformANGLENULL;
    
        // EGL_ANGLE_platform_angle_vulkan
        bool platformANGLEVulkan;
    
        // EGL_ANGLE_device_creation
        bool deviceCreation;
    
        // EGL_ANGLE_device_creation_d3d11
        bool deviceCreationD3D11;
    
        // EGL_ANGLE_x11_visual
        bool x11Visual;
    
        // EGL_ANGLE_experimental_present_path
        bool experimentalPresentPath;
    
        // EGL_KHR_client_get_all_proc_addresses
        bool clientGetAllProcAddresses;
    
        // EGL_ANGLE_display_robust_resource_initialization
        bool displayRobustResourceInitialization;
    };
    
    }  // namespace egl
    
    #endif // LIBANGLE_CAPS_H_