Hash :
27f115aa
Author :
Date :
2019-04-01T10:33:21
Vulkan: clean up framebuffer clear The Qualcomm bug workaround is changed such that clears still go through the render pass loadOp, but the render pass is immediately closed. This allows us to remove a few fallback methods. Bug: angleproject:2361 Change-Id: I24c3884a183f8bb40673e922773f70faffad848f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1545524 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2018 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.
//
// FeaturesVk.h: Optional features for the Vulkan renderer.
//
#ifndef ANGLE_PLATFORM_FEATURESVK_H_
#define ANGLE_PLATFORM_FEATURESVK_H_
namespace angle
{
struct FeaturesVk
{
FeaturesVk();
// Line segment rasterization must follow OpenGL rules. This means using an algorithm similar
// to Bresenham's. Vulkan uses a different algorithm. This feature enables the use of pixel
// shader patching to implement OpenGL basic line rasterization rules. This feature will
// normally always be enabled. Exposing it as an option enables performance testing.
bool basicGLLineRasterization = false;
// Flips the viewport to render upside-down. This has the effect to render the same way as
// OpenGL. If this feature gets enabled, we enable the KHR_MAINTENANCE_1 extension to allow
// negative viewports. We inverse rendering to the backbuffer by reversing the height of the
// viewport and increasing Y by the height. So if the viewport was (0,0,width,height), it
// becomes (0, height, width, -height). Unfortunately, when we start doing this, we also need
// to adjust a lot of places since the rendering now happens upside-down. Affected places so
// far:
// -readPixels
// -copyTexImage
// -framebuffer blit
// -generating mipmaps
// -Point sprites tests
// -texStorage
bool flipViewportY = false;
// Add an extra copy region when using vkCmdCopyBuffer as the Windows Intel driver seems
// to have a bug where the last region is ignored.
bool extraCopyBufferRegion = false;
// This flag is added for the sole purpose of end2end tests, to test the correctness
// of various algorithms when a fallback format is used, such as using a packed format to
// emulate a depth- or stencil-only format.
bool forceFallbackFormat = false;
// On some NVIDIA drivers the point size range reported from the API is inconsistent with the
// actual behavior. Clamp the point size to the value from the API to fix this.
// Tracked in http://anglebug.com/2970.
bool clampPointSize = false;
// On some android devices, the memory barrier between the compute shader that converts vertex
// attributes and the vertex shader that reads from it is ineffective. Only known workaround is
// to perform a flush after the conversion. http://anglebug.com/3016
bool flushAfterVertexConversion = false;
// Whether the VkDevice supports the VK_KHR_incremental_present extension, on which the
// EGL_KHR_swap_buffers_with_damage extension can be layered.
bool supportsIncrementalPresent = false;
// Whether texture copies on cube map targets should be done on GPU. This is a workaround for
// Intel drivers on windows that have an issue with creating single-layer views on cube map
// textures.
bool forceCpuPathForCubeMapCopy = false;
// Whether the VkDevice supports the VK_ANDROID_external_memory_android_hardware_buffer
// extension, on which the EGL_ANDROID_image_native_buffer extension can be layered.
bool supportsAndroidHardwareBuffer = false;
// VK_PRESENT_MODE_FIFO_KHR causes random timeouts on Linux Intel. http://anglebug.com/3153
bool disableFifoPresentMode = false;
// On Qualcomm, a bug is preventing us from using loadOp=Clear with inline commands in the
// render pass. http://anglebug.com/2361
bool restartRenderPassAfterLoadOpClear = false;
};
inline FeaturesVk::FeaturesVk() = default;
} // namespace angle
#endif // ANGLE_PLATFORM_FEATURESVK_H_