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

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  • Author : Jeff Vigil
    Date : 2021-02-03 15:32:48
    Hash : 22fc9523
    Message : EGL: implement EGL_EXT_buffer_age Add extension flag. Add Validation check to surface query. Enable extension for vulkan. Modify AcquireNextImage to ++frame count and tag images with frame number. Buffer age is the difference between current frame count and the tagged frame number on the buffer. getBuffeAge may need to trigger AcquireNextImage to be current. Pass through egl extension and query. Add EGLBufferAgeTest Test: angle_end2end_test --gtest_filter=EGLBufferAgeTest Test: angle_deqp_egl_tests --deqp-case=dEQP-EGL.functional.buffer_age.* Bug: angleproject:3529 Change-Id: I0cb94be1c3e85d6f33e82a6a1ccdc9731b6a7f23 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2684724 Commit-Queue: Mohan Maiya <m.maiya@samsung.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/Caps.h
  • //
    // 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/renderer/Format.h"
    
    #include <array>
    #include <map>
    #include <set>
    #include <string>
    #include <vector>
    
    namespace gl
    {
    
    struct Extensions;
    
    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);
    
    struct Extensions
    {
        Extensions();
        Extensions(const Extensions &other);
    
        Extensions &operator=(const Extensions &other);
    
        // 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_ldr, GL_OES_texture_compression_astc.
        //     NOTE: GL_KHR_texture_compression_astc_hdr must be enabled separately. Support for the
        //           HDR profile cannot be determined from the format enums alone.
        // 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
        // GL_EXT_texture_compression_bptc
        // GL_EXT_texture_compression_rgtc
        void setTextureExtensionSupport(const TextureCapsMap &textureCaps);
    
        // indicate if any depth texture extension is available
        bool depthTextureAny() const { return (depthTextureANGLE || depthTextureOES); }
    
        // ES2 Extension support
    
        // GL_OES_element_index_uint
        bool elementIndexUintOES = false;
    
        // GL_OES_packed_depth_stencil
        bool packedDepthStencilOES = false;
    
        // GL_NV_read_depth
        bool readDepthNV = false;
    
        // GL_NV_read_stencil
        bool readStencilNV = false;
    
        // GL_NV_depth_buffer_float2
        bool depthBufferFloat2NV = false;
    
        // GL_OES_get_program_binary
        bool getProgramBinaryOES = false;
    
        // GL_OES_rgb8_rgba8
        // Implies that TextureCaps for GL_RGB8 and GL_RGBA8 exist
        bool rgb8rgba8OES = false;
    
        // GL_EXT_texture_format_BGRA8888
        // Implies that TextureCaps for GL_BGRA8 exist
        bool textureFormatBGRA8888 = false;
    
        // GL_EXT_read_format_bgra
        bool readFormatBGRA = false;
    
        // GL_NV_pixel_buffer_object
        bool pixelBufferObjectNV = false;
    
        // GL_ARB_sync
        bool glSyncARB = false;
    
        // GL_OES_mapbuffer and GL_EXT_map_buffer_range
        bool mapBufferOES   = false;
        bool mapBufferRange = false;
    
        // 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 = false;
    
        // 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       = false;
        bool textureHalfFloatLinear = false;
    
        // GL_EXT_texture_type_2_10_10_10_REV
        bool textureFormat2101010REV = false;
    
        // 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 textureFloatOES       = false;
        bool textureFloatLinearOES = false;
    
        // 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 = false;
    
        // 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 = false;
        bool textureCompressionDXT3 = false;
        bool textureCompressionDXT5 = false;
    
        // 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 = false;
    
        // GL_KHR_texture_compression_astc_ldr
        bool textureCompressionASTCLDRKHR = false;
    
        // GL_KHR_texture_compression_astc_hdr
        bool textureCompressionASTCHDRKHR = false;
    
        // GL_OES_texture_compression_astc
        bool textureCompressionASTCOES = false;
    
        // GL_KHR_texture_compression_astc_sliced_3d
        bool textureCompressionSliced3dASTCKHR = false;
    
        // GL_EXT_texture_compression_bptc
        bool textureCompressionBPTC = false;
    
        // GL_EXT_texture_compression_rgtc
        bool textureCompressionRGTC = false;
    
        // GL_OES_compressed_ETC1_RGB8_texture
        // Implies that TextureCaps for GL_ETC1_RGB8_OES exist
        bool compressedETC1RGB8TextureOES = false;
    
        // GL_EXT_compressed_ETC1_RGB8_sub_texture
        bool compressedETC1RGB8SubTexture = false;
    
        // OES_compressed_ETC2_RGB8_texture
        bool compressedETC2RGB8TextureOES = false;
    
        // OES_compressed_ETC2_sRGB8_texture
        bool compressedETC2sRGB8TextureOES = false;
    
        // OES_compressed_ETC2_punchthroughA_RGBA8_texture
        bool compressedETC2PunchthroughARGB8TextureOES = false;
    
        // OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture
        bool compressedETC2PunchthroughAsRGB8AlphaTextureOES = false;
    
        // OES_compressed_ETC2_RGBA8_texture
        bool compressedETC2RGBA8TextureOES = false;
    
        // OES_compressed_ETC2_sRGB8_alpha8_texture
        bool compressedETC2sRGB8Alpha8TextureOES = false;
    
        // OES_compressed_EAC_R11_unsigned_texture
        bool compressedEACR11UnsignedTextureOES = false;
    
        // OES_compressed_EAC_R11_signed_texture
        bool compressedEACR11SignedTextureOES = false;
    
        // OES_compressed_EAC_RG11_unsigned_texture
        bool compressedEACRG11UnsignedTextureOES = false;
    
        // OES_compressed_EAC_RG11_signed_texture
        bool compressedEACRG11SignedTextureOES = false;
    
        // ANGLE_compressed_texture_etc
        // ONLY exposed if ETC texture formats are natively supported without decompression
        // Backends should enable this extension explicitly. It is not enabled with
        // setTextureExtensionSupport, use DetermineCompressedTextureETCSupport to check if all of the
        // individual formats required to support this extension are available.
        bool compressedTextureETC = false;
    
        // GL_IMG_texture_compression_pvrtc
        bool compressedTexturePVRTC = false;
    
        // GL_EXT_pvrtc_sRGB
        bool compressedTexturePVRTCsRGB = false;
    
        // GL_EXT_sRGB
        // Implies that TextureCaps for GL_SRGB8_ALPHA8 and GL_SRGB8 exist
        // TODO: Don't advertise this extension in ES3
        bool sRGB = false;
    
        // GL_EXT_texture_sRGB_R8
        bool sRGBR8EXT = false;
    
        // GL_ANGLE_depth_texture
        bool depthTextureANGLE = false;
    
        // OES_depth_texture
        bool depthTextureOES = false;
    
        // GL_OES_depth_texture_cube_map
        bool depthTextureCubeMapOES = false;
    
        // GL_OES_depth24
        // Allows DEPTH_COMPONENT24_OES as a valid Renderbuffer format.
        bool depth24OES = false;
    
        // GL_OES_depth32
        // Allows DEPTH_COMPONENT32_OES as a valid Renderbuffer format.
        bool depth32OES = false;
    
        // GL_OES_texture_3D
        bool texture3DOES = false;
    
        // GL_EXT_texture_storage
        bool textureStorage = false;
    
        // GL_OES_texture_npot
        bool textureNPOTOES = false;
    
        // GL_EXT_draw_buffers
        bool drawBuffers = false;
    
        // GL_EXT_draw_buffers_indexed
        bool drawBuffersIndexedEXT = false;
    
        // GL_OES_draw_buffers_indexed
        bool drawBuffersIndexedOES = false;
    
        // Any version of the draw_buffers_indexed
        bool drawBuffersIndexedAny() const { return (drawBuffersIndexedEXT || drawBuffersIndexedOES); }
    
        // GL_EXT_texture_filter_anisotropic
        bool textureFilterAnisotropic = false;
        GLfloat maxTextureAnisotropy  = 0.0f;
    
        // GL_EXT_occlusion_query_boolean
        bool occlusionQueryBoolean = false;
    
        // GL_NV_fence
        bool fenceNV = false;
    
        // GL_EXT_disjoint_timer_query
        bool disjointTimerQuery            = false;
        GLuint queryCounterBitsTimeElapsed = 0;
        GLuint queryCounterBitsTimestamp   = 0;
    
        // GL_EXT_robustness
        bool robustness = false;
    
        // GL_KHR_robust_buffer_access_behavior
        bool robustBufferAccessBehavior = false;
    
        // GL_EXT_blend_minmax
        bool blendMinMax = false;
    
        // GL_ANGLE_framebuffer_blit
        bool framebufferBlitANGLE = false;
        // GL_NV_framebuffer_blit
        bool framebufferBlitNV = false;
        // Any version of the framebuffer_blit extension
        bool framebufferBlitAny() const { return (framebufferBlitANGLE || framebufferBlitNV); }
    
        // GL_ANGLE_framebuffer_multisample
        bool framebufferMultisample = false;
    
        // GL_EXT_multisampled_render_to_texture
        bool multisampledRenderToTexture = false;
    
        // GL_EXT_multisampled_render_to_texture2
        bool multisampledRenderToTexture2 = false;
    
        // GL_ANGLE_instanced_arrays
        bool instancedArraysANGLE = false;
        // GL_EXT_instanced_arrays
        bool instancedArraysEXT = false;
        // Any version of the instanced arrays extension
        bool instancedArraysAny() const { return (instancedArraysANGLE || instancedArraysEXT); }
    
        // GL_ANGLE_pack_reverse_row_order
        bool packReverseRowOrder = false;
    
        // GL_OES_standard_derivatives
        bool standardDerivativesOES = false;
    
        // GL_EXT_shader_texture_lod
        bool shaderTextureLOD = false;
    
        // GL_EXT_shader_framebuffer_fetch_non_coherent
        bool shaderFramebufferFetchNonCoherentEXT = false;
    
        // GL_EXT_frag_depth
        bool fragDepth = false;
    
        // OVR_multiview
        bool multiview  = false;
        GLuint maxViews = 1;
    
        // OVR_multiview2
        bool multiview2 = false;
    
        // GL_ANGLE_texture_usage
        bool textureUsage = false;
    
        // GL_ANGLE_translated_shader_source
        bool translatedShaderSource = false;
    
        // GL_OES_fbo_render_mipmap
        bool fboRenderMipmapOES = false;
    
        // GL_EXT_discard_framebuffer
        bool discardFramebuffer = false;
    
        // EXT_debug_marker
        bool debugMarker = false;
    
        // EXT_debug_label
        bool debugLabel = false;
    
        // GL_OES_EGL_image
        bool eglImageOES = false;
    
        // GL_OES_EGL_image_external
        bool eglImageExternalOES = false;
    
        // GL_OES_EGL_image_external_essl3
        bool eglImageExternalEssl3OES = false;
    
        // GL_EXT_EGL_image_external_wrap_modes
        bool eglImageExternalWrapModesEXT = false;
    
        // GL_OES_EGL_sync
        bool eglSyncOES = false;
    
        // GL_EXT_memory_object
        bool memoryObject = false;
    
        // GL_EXT_memory_object_fd
        bool memoryObjectFd = false;
    
        // GL_ANGLE_memory_object_flags
        bool memoryObjectFlagsANGLE = false;
    
        // GL_ANGLE_memory_object_fuchsia
        bool memoryObjectFuchsiaANGLE = false;
    
        // GL_EXT_semaphore
        bool semaphore = false;
    
        // GL_EXT_semaphore_fd
        bool semaphoreFd = false;
    
        // GL_ANGLE_semaphore_fuchsia
        bool semaphoreFuchsiaANGLE = false;
    
        // NV_EGL_stream_consumer_external
        bool eglStreamConsumerExternalNV = false;
    
        // EXT_unpack_subimage
        bool unpackSubimage = false;
    
        // NV_pack_subimage
        bool packSubimage = false;
    
        // GL_NV_shader_noperspective_interpolation
        bool noperspectiveInterpolationNV = false;
    
        // GL_OES_vertex_half_float
        bool vertexHalfFloatOES = false;
    
        // GL_OES_vertex_array_object
        bool vertexArrayObjectOES = false;
    
        // GL_OES_vertex_type_10_10_10_2
        bool vertexAttribType1010102OES = false;
    
        // GL_KHR_debug
        bool debug                     = false;
        GLuint maxDebugMessageLength   = 0;
        GLuint maxDebugLoggedMessages  = 0;
        GLuint maxDebugGroupStackDepth = 0;
        GLuint maxLabelLength          = 0;
    
        // KHR_no_error
        bool noError = false;
    
        // GL_ANGLE_lossy_etc_decode
        bool lossyETCDecode = false;
    
        // GL_CHROMIUM_bind_uniform_location
        bool bindUniformLocation = false;
    
        // GL_CHROMIUM_sync_query
        bool syncQuery = false;
    
        // GL_CHROMIUM_copy_texture
        bool copyTexture = false;
    
        // GL_CHROMIUM_copy_compressed_texture
        bool copyCompressedTexture = false;
    
        // GL_ANGLE_copy_texture_3d
        bool copyTexture3d = false;
    
        // GL_ANGLE_webgl_compatibility
        bool webglCompatibility = false;
    
        // GL_ANGLE_request_extension
        bool requestExtension = false;
    
        // GL_CHROMIUM_bind_generates_resource
        bool bindGeneratesResource = false;
    
        // GL_ANGLE_robust_client_memory
        bool robustClientMemory = false;
    
        // GL_OES_texture_border_clamp
        bool textureBorderClampOES = false;
    
        // GL_EXT_texture_sRGB_decode
        bool textureSRGBDecode = false;
    
        // GL_EXT_texture_format_sRGB_override
        bool textureSRGBOverride = false;
    
        // GL_EXT_sRGB_write_control
        bool sRGBWriteControl = false;
    
        // GL_CHROMIUM_color_buffer_float_rgb
        bool colorBufferFloatRGB = false;
    
        // GL_CHROMIUM_color_buffer_float_rgba
        bool colorBufferFloatRGBA = false;
    
        // GL_EXT_EGL_image_array
        bool eglImageArray = false;
    
        // ES3 Extension support
    
        // GL_EXT_color_buffer_float
        bool colorBufferFloat = false;
    
        // GL_EXT_multisample_compatibility.
        // written against ES 3.1 but can apply to earlier versions.
        bool multisampleCompatibility = false;
    
        // GL_CHROMIUM_framebuffer_mixed_samples
        bool framebufferMixedSamples = false;
    
        // GL_EXT_texture_norm16
        // written against ES 3.1 but can apply to ES 3.0 as well.
        bool textureNorm16 = false;
    
        // GL_OES_surfaceless_context
        bool surfacelessContextOES = false;
    
        // GL_ANGLE_client_arrays
        bool clientArrays = false;
    
        // GL_ANGLE_robust_resource_initialization
        bool robustResourceInitialization = false;
    
        // GL_ANGLE_program_cache_control
        bool programCacheControl = false;
    
        // GL_ANGLE_texture_rectangle
        bool textureRectangle = false;
    
        // GL_EXT_geometry_shader
        bool geometryShader = false;
    
        // GLES1 emulation: GLES1 extensions
        // GL_OES_point_size_array
        bool pointSizeArrayOES = false;
    
        // GL_OES_texture_cube_map
        bool textureCubeMapOES = false;
    
        // GL_OES_point_sprite
        bool pointSpriteOES = false;
    
        // GL_OES_draw_texture
        bool drawTextureOES = false;
    
        // GL_OES_framebuffer_object
        bool framebufferObjectOES = false;
    
        // EGL_ANGLE_explicit_context GL subextensions
        // GL_ANGLE_explicit_context_gles1
        bool explicitContextGles1 = false;
        // GL_ANGLE_explicit_context
        bool explicitContext = false;
    
        // GL_KHR_parallel_shader_compile
        bool parallelShaderCompile = false;
    
        // GL_EXT_separate_shader_objects
        bool separateShaderObjects = false;
    
        // GL_OES_texture_storage_multisample_2d_array
        bool textureStorageMultisample2DArrayOES = false;
    
        // GL_ANGLE_multiview_multisample
        bool multiviewMultisample = false;
    
        // GL_EXT_blend_func_extended
        bool blendFuncExtended          = false;
        GLuint maxDualSourceDrawBuffers = 0;
    
        // GL_EXT_float_blend
        bool floatBlend = false;
    
        // GL_ANGLE_memory_size
        bool memorySize = false;
    
        // GL_ANGLE_texture_multisample
        bool textureMultisample = false;
    
        // GL_ANGLE_multi_draw
        bool multiDraw = false;
    
        // GL_ANGLE_provoking_vertex
        bool provokingVertex = false;
    
        // GL_CHROMIUM_texture_filtering_hint
        bool textureFilteringCHROMIUM = false;
    
        // GL_CHROMIUM_lose_context
        bool loseContextCHROMIUM = false;
    
        // GL_ANGLE_texture_external_update
        bool textureExternalUpdateANGLE = false;
    
        // GL_ANGLE_base_vertex_base_instance
        bool baseVertexBaseInstance = false;
    
        // GL_ANGLE_get_image
        bool getImageANGLE = false;
    
        // GL_OES_draw_elements_base_vertex
        bool drawElementsBaseVertexOES = false;
        // GL_EXT_draw_elements_base_vertex
        bool drawElementsBaseVertexEXT = false;
        // Any version of the base vertex extension
        bool drawElementsBaseVertexAny() const
        {
            return (drawElementsBaseVertexOES || drawElementsBaseVertexEXT);
        }
    
        // GL_EXT_shader_non_constant_global_initializers
        bool shaderNonConstGlobalInitializersEXT = false;
    
        // GL_OES_shader_io_blocks
        bool shaderIoBlocksOES = false;
        // GL_EXT_shader_io_blocks
        bool shaderIoBlocksEXT = false;
        // Any version of shader io block extension
        bool shaderIoBlocksAny() const { return (shaderIoBlocksOES || shaderIoBlocksEXT); }
    
        // GL_EXT_gpu_shader5
        bool gpuShader5EXT = false;
        // WEBGL_video_texture
        bool webglVideoTexture = false;
    
        // GL_APPLE_clip_distance
        bool clipDistanceAPPLE = false;
    
        // GL_EXT_clip_control
        bool clipControlEXT = false;
    
        // GL_OES_texture_cube_map_array
        bool textureCubeMapArrayOES = false;
        // GL_EXT_texture_cube_map_array
        bool textureCubeMapArrayEXT = false;
        // Any version of the texture cube map array extension
        bool textureCubeMapArrayAny() const
        {
            return (textureCubeMapArrayOES || textureCubeMapArrayEXT);
        }
    
        // GL_EXT_shadow_samplers
        bool shadowSamplersEXT = false;
    
        // GL_EXT_buffer_storage
        bool bufferStorageEXT = false;
    
        // GL_EXT_external_buffer
        bool externalBufferEXT = false;
    
        // GL_OES_texture_stencil8
        bool stencilIndex8 = false;
    
        // GL_OES_sample_shading
        bool sampleShadingOES = false;
    
        // OES_shader_multisample_interpolation
        bool multisampleInterpolationOES = false;
    
        // GL_OES_shader_image_atomic
        bool shaderImageAtomicOES = false;
    
        // GL_OES_sample_variables
        bool sampleVariablesOES = false;
    
        // GL_NV_robustness_video_memory_purge
        bool robustnessVideoMemoryPurgeNV = false;
    
        // GL_ANGLE_get_tex_level_parameter
        bool getTexLevelParameterANGLE = false;
    
        // GL_EXT_tessellation_shader
        bool tessellationShaderEXT = false;
    
        // GL_EXT_copy_image
        bool copyImageEXT = false;
    
        // GL_OES_texture_buffer
        bool textureBufferOES = false;
        // GL_EXT_texture_buffer
        bool textureBufferEXT = false;
        // Any version of the texture buffer extension
        bool textureBufferAny() const { return (textureBufferOES || textureBufferEXT); }
    
        // GL_EXT_YUV_target
        bool yuvTargetEXT = false;
    
        // GL_EXT_clip_cull_distance
        bool clipCullDistanceEXT = false;
    };
    
    // Pointer to a boolean memeber 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;
    
        // 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;
    };
    
    struct TypePrecision
    {
        TypePrecision();
        TypePrecision(const TypePrecision &other);
    
        TypePrecision &operator=(const TypePrecision &other);
    
        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 = {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_APPLE_clip_distance/GL_EXT_clip_cull_distance
        GLuint maxClipDistances                = 0;
        GLuint maxCullDistances                = 0;
        GLuint maxCombinedClipAndCullDistances = 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_flexible_surface_compatibility
        bool flexibleSurfaceCompatibility = 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 programCacheControl = false;
    
        // EGL_ANGLE_robust_resource_initialization
        bool robustResourceInitialization = false;
    
        // EGL_ANGLE_iosurface_client_buffer
        bool iosurfaceClientBuffer = 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_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_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;
    };
    
    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;
    };
    
    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_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_context_virtualization
        bool platformANGLEContextVirtualization = 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_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_explicit_context
        bool explicitContext = 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;
    };
    
    }  // namespace egl
    
    #endif  // LIBANGLE_CAPS_H_