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

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  • Author : Jamie Madill
    Date : 2016-01-18 14:42:30
    Hash : 46e6c7a5
    Message : Add stubs for no_error extension. In some cases ANGLE flushes state for FBOs during validation. For testing of the state synching code for FBOs, this makes end-to-end testing impossible. Solve this by partially implementing a hidden no_error extension, hidden to the user by not exposing the extension string, but allowing us to skip validation of some of the FBO methods that require checking for complete FBOs. BUG=angleproject:1280 BUG=angleproject:1260 Change-Id: I708f348ccec6697b974c48cd890ec75a703abe21 Reviewed-on: https://chromium-review.googlesource.com/322210 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Jamie Madill <jmadill@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 <map>
    #include <set>
    #include <string>
    #include <vector>
    
    namespace gl
    {
    
    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;
    };
    
    class TextureCapsMap
    {
      public:
        typedef std::map<GLenum, TextureCaps>::const_iterator const_iterator;
    
        void insert(GLenum internalFormat, const TextureCaps &caps);
        void remove(GLenum internalFormat);
    
        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;
    };
    
    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
        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 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_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_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;
    
        // 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;
    
        // ES3 Extension support
    
        // GL_EXT_color_buffer_float
        bool colorBufferFloat;
    };
    
    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 setSimulatedInt(unsigned int range);
    
        void get(GLint *returnRange, GLint *returnPrecision) const;
    
        GLint range[2];
        GLint precision;
    };
    
    struct Caps
    {
        Caps();
    
        // Table 6.28, implementation dependent values
        GLuint64 maxElementIndex;
        GLuint max3DTextureSize;
        GLuint max2DTextureSize;
        GLuint maxArrayTextureLayers;
        GLfloat maxLODBias;
        GLuint maxCubeMapTextureSize;
        GLuint maxRenderbufferSize;
        GLuint maxDrawBuffers;
        GLuint maxColorAttachments;
        GLuint maxViewportWidth;
        GLuint maxViewportHeight;
        GLfloat minAliasedPointSize;
        GLfloat maxAliasedPointSize;
        GLfloat minAliasedLineWidth;
        GLfloat maxAliasedLineWidth;
    
        // Table 6.29, implementation dependent values (cont.)
        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;
        GLuint64 maxServerWaitTimeout;
    
        // Table 6.31, implementation dependent vertex shader limits
        GLuint maxVertexAttributes;
        GLuint maxVertexUniformComponents;
        GLuint maxVertexUniformVectors;
        GLuint maxVertexUniformBlocks;
        GLuint maxVertexOutputComponents;
        GLuint maxVertexTextureImageUnits;
    
        // Table 6.32, implementation dependent fragment shader limits
        GLuint maxFragmentUniformComponents;
        GLuint maxFragmentUniformVectors;
        GLuint maxFragmentUniformBlocks;
        GLuint maxFragmentInputComponents;
        GLuint maxTextureImageUnits;
        GLint minProgramTexelOffset;
        GLint maxProgramTexelOffset;
    
        // Table 6.33, implementation dependent aggregate shader limits
        GLuint maxUniformBufferBindings;
        GLuint64 maxUniformBlockSize;
        GLuint uniformBufferOffsetAlignment;
        GLuint maxCombinedUniformBlocks;
        GLuint64 maxCombinedVertexUniformComponents;
        GLuint64 maxCombinedFragmentUniformComponents;
        GLuint maxVaryingComponents;
        GLuint maxVaryingVectors;
        GLuint maxCombinedTextureImageUnits;
    
        // Table 6.34, implementation dependent transform feedback limits
        GLuint maxTransformFeedbackInterleavedComponents;
        GLuint maxTransformFeedbackSeparateAttributes;
        GLuint maxTransformFeedbackSeparateComponents;
    
        // Table 6.35, Framebuffer Dependent Values
        GLuint maxSamples;
    };
    
    }
    
    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_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;
    };
    
    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_device_creation
        bool deviceCreation;
    
        // EGL_ANGLE_device_creation_d3d11
        bool deviceCreationD3D11;
    
        // EGL_ANGLE_x11_visual
        bool x11Visual;
    
        // EGL_KHR_client_get_all_proc_addresses
        bool clientGetAllProcAddresses;
    };
    
    }
    
    #endif // LIBANGLE_CAPS_H_