Hash :
ee7ffd9e
Author :
Date :
2018-12-13T14:07:52
ES31: Enabling skipped deqp atomic counter tests on D3D11 Enabling deqp tests previously skipped due to lack of atomic counters. Fixing bug found in translator found by new tests. * Switching atomicCounterDecrement from pre to post decrement * Added 4 byte alignment check to atomic_uint offset * Added workaround for NVIDIA D3D bug * Added globallycoherent to atomic counters Bug: angleproject:1729 Change-Id: If62ea003826fbe2df0834b905ff3ad7b76328399 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1480867 Commit-Queue: Enrico Galli <enrico.galli@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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//
// Copyright (c) 2015 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.
//
// WorkaroundsD3D.h: Workarounds for D3D driver bugs and other issues.
#ifndef ANGLE_PLATFORM_WORKAROUNDSD3D_H_
#define ANGLE_PLATFORM_WORKAROUNDSD3D_H_
// TODO(jmadill,zmo,geofflang): make a workarounds library that can operate
// independent of ANGLE's renderer. Workarounds should also be accessible
// outside of the Renderer.
namespace angle
{
struct CompilerWorkaroundsD3D
{
bool skipOptimization = false;
bool useMaxOptimization = false;
// IEEE strictness needs to be enabled for NANs to work.
bool enableIEEEStrictness = false;
};
struct WorkaroundsD3D
{
WorkaroundsD3D();
WorkaroundsD3D(const WorkaroundsD3D &other);
// On some systems, having extra rendertargets than necessary slows down the shader.
// We can fix this by optimizing those out of the shader. At the same time, we can
// work around a bug on some nVidia drivers that they ignore "null" render targets
// in D3D11, by compacting the active color attachments list to omit null entries.
bool mrtPerfWorkaround = false;
bool setDataFasterThanImageUpload = false;
// Some renderers can't disable mipmaps on a mipmapped texture (i.e. solely sample from level
// zero, and ignore the other levels). D3D11 Feature Level 10+ does this by setting MaxLOD to
// 0.0f in the Sampler state. D3D9 sets D3DSAMP_MIPFILTER to D3DTEXF_NONE. There is no
// equivalent to this in D3D11 Feature Level 9_3. This causes problems when (for example) an
// application creates a mipmapped texture2D, but sets GL_TEXTURE_MIN_FILTER to GL_NEAREST
// (i.e disables mipmaps). To work around this, D3D11 FL9_3 has to create two copies of the
// texture. The textures' level zeros are identical, but only one texture has mips.
bool zeroMaxLodWorkaround = false;
// Some renderers do not support Geometry Shaders so the Geometry Shader-based PointSprite
// emulation will not work. To work around this, D3D11 FL9_3 has to use a different pointsprite
// emulation that is implemented using instanced quads.
bool useInstancedPointSpriteEmulation = false;
// A bug fixed in NVIDIA driver version 347.88 < x <= 368.81 triggers a TDR when using
// CopySubresourceRegion from a staging texture to a depth/stencil in D3D11. The workaround
// is to use UpdateSubresource to trigger an extra copy. We disable this workaround on newer
// NVIDIA driver versions because of a second driver bug present with the workaround enabled.
// (See: http://anglebug.com/1452)
bool depthStencilBlitExtraCopy = false;
// The HLSL optimizer has a bug with optimizing "pow" in certain integer-valued expressions.
// We can work around this by expanding the pow into a series of multiplies if we're running
// under the affected compiler.
bool expandIntegerPowExpressions = false;
// NVIDIA drivers sometimes write out-of-order results to StreamOut buffers when transform
// feedback is used to repeatedly write to the same buffer positions.
bool flushAfterEndingTransformFeedback = false;
// Some drivers (NVIDIA) do not take into account the base level of the texture in the results
// of the HLSL GetDimensions builtin.
bool getDimensionsIgnoresBaseLevel = false;
// On some Intel drivers, HLSL's function texture.Load returns 0 when the parameter Location
// is negative, even if the sum of Offset and Location is in range. This may cause errors when
// translating GLSL's function texelFetchOffset into texture.Load, as it is valid for
// texelFetchOffset to use negative texture coordinates as its parameter P when the sum of P
// and Offset is in range. To work around this, we translate texelFetchOffset into texelFetch
// by adding Offset directly to Location before reading the texture.
bool preAddTexelFetchOffsets = false;
// On some AMD drivers, 1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly.
// We can work around this bug by doing an internal blit to a temporary single-channel texture
// before we sample.
bool emulateTinyStencilTextures = false;
// In Intel driver, the data with format DXGI_FORMAT_B5G6R5_UNORM will be parsed incorrectly.
// This workaroud will disable B5G6R5 support when it's Intel driver. By default, it will use
// R8G8B8A8 format. This bug is fixed in version 4539 on Intel drivers.
bool disableB5G6R5Support = false;
// On some Intel drivers, evaluating unary minus operator on integer may get wrong answer in
// vertex shaders. To work around this bug, we translate -(int) into ~(int)+1.
// This driver bug is fixed in 20.19.15.4624.
bool rewriteUnaryMinusOperator = false;
// On some Intel drivers, using isnan() on highp float will get wrong answer. To work around
// this bug, we use an expression to emulate function isnan().
// Tracking bug: https://crbug.com/650547
// This driver bug is fixed in 21.20.16.4542.
bool emulateIsnanFloat = false;
// On some Intel drivers, using clear() may not take effect. To work around this bug, we call
// clear() twice on these platforms.
// Tracking bug: https://crbug.com/655534
bool callClearTwice = false;
// On some Intel drivers, copying from staging storage to constant buffer storage does not
// seem to work. Work around this by keeping system memory storage as a canonical reference
// for buffer data.
// D3D11-only workaround. See http://crbug.com/593024.
bool useSystemMemoryForConstantBuffers = false;
// This workaround is for the ANGLE_multiview extension. If enabled the viewport or render
// target slice will be selected in the geometry shader stage. The workaround flag is added to
// make it possible to select the code path in end2end and performance tests.
bool selectViewInGeometryShader = false;
// When rendering with no render target on D3D, two bugs lead to incorrect behavior on Intel
// drivers < 4815. The rendering samples always pass neglecting discard statements in pixel
// shader.
// 1. If rendertarget is not set, the pixel shader will be recompiled to drop 'SV_TARGET'.
// When using a pixel shader with no 'SV_TARGET' in a draw, the pixels are always generated even
// if they should be discard by 'discard' statements.
// 2. If ID3D11BlendState.RenderTarget[].RenderTargetWriteMask is 0 and rendertarget is not set,
// then rendering samples also pass neglecting discard statements in pixel shader.
// So we add a dummy texture as render target in such case. See http://anglebug.com/2152
bool addDummyTextureNoRenderTarget = false;
// Don't use D3D constant register zero when allocating space for uniforms in the vertex shader.
// This is targeted to work around a bug in NVIDIA D3D driver version 388.59 where in very
// specific cases the driver would not handle constant register zero correctly.
bool skipVSConstantRegisterZero = false;
// Forces the value returned from an atomic operations to be always be resolved. This is
// targeted to workaround a bug in NVIDIA D3D driver where the return value from
// RWByteAddressBuffer.InterlockedAdd does not get resolved when used in the .yzw components of
// a RWByteAddressBuffer.Store operation. Only has an effect on HLSL translation.
// http://anglebug.com/3246
bool forceAtomicValueResolution = false;
};
inline WorkaroundsD3D::WorkaroundsD3D() = default;
inline WorkaroundsD3D::WorkaroundsD3D(const WorkaroundsD3D &other) = default;
} // namespace angle
#endif // ANGLE_PLATFORM_WORKAROUNDSD3D_H_