Hash :
f0aa8429
Author :
Date :
2015-09-29T15:08:34
Implement QueryGL. Passes all tests in: * dEQP-GLES3.functional.occlusion_query * angle_end2end_tests BUG=angleproject:887 Change-Id: I643ab4c28cb545de9e7b0e1740e3fd8e2aa9d3d9 Reviewed-on: https://chromium-review.googlesource.com/302338 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tryjob-Request: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@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.
//
// WorkaroundsGL.h: Workarounds for GL driver bugs and other issues.
#ifndef LIBANGLE_RENDERER_GL_WORKAROUNDSGL_H_
#define LIBANGLE_RENDERER_GL_WORKAROUNDSGL_H_
namespace rx
{
struct WorkaroundsGL
{
WorkaroundsGL()
: avoid1BitAlphaTextureFormats(false),
rgba4IsNotSupportedForColorRendering(false),
doesSRGBClearsOnLinearFramebufferAttachments(false),
doWhileGLSLCausesGPUHang(false),
finishDoesNotCauseQueriesToBeAvailable(false)
{
}
// When writing a float to a normalized integer framebuffer, desktop OpenGL is allowed to write
// one of the two closest normalized integer representations (although round to nearest is
// preferred) (see section 2.3.5.2 of the GL 4.5 core specification). OpenGL ES requires that
// round-to-nearest is used (see "Conversion from Floating-Point to Framebuffer Fixed-Point" in
// section 2.1.2 of the OpenGL ES 2.0.25 spec). This issue only shows up on Intel and AMD
// drivers on framebuffer formats that have 1-bit alpha, work around this by using higher
// precision formats instead.
bool avoid1BitAlphaTextureFormats;
// On some older Intel drivers, GL_RGBA4 is not color renderable, glCheckFramebufferStatus
// returns GL_FRAMEBUFFER_UNSUPPORTED. Work around this by using a known color-renderable
// format.
bool rgba4IsNotSupportedForColorRendering;
// When clearing a framebuffer on Intel or AMD drivers, when GL_FRAMEBUFFER_SRGB is enabled, the
// driver clears to the linearized clear color despite the framebuffer not supporting SRGB
// blending. It only seems to do this when the framebuffer has only linear attachments, mixed
// attachments appear to get the correct clear color.
bool doesSRGBClearsOnLinearFramebufferAttachments;
// On Mac some GLSL constructs involving do-while loops cause GPU hangs, such as the following:
// int i = 1;
// do {
// i --;
// continue;
// } while (i > 0)
// Work around this by rewriting the do-while to use another GLSL construct (block + while)
bool doWhileGLSLCausesGPUHang;
// Calling glFinish doesn't cause all queries to report that the result is available on some
// (NVIDIA) drivers. It was found that enabling GL_DEBUG_OUTPUT_SYNCHRONOUS before the finish
// causes it to fully finish.
bool finishDoesNotCauseQueriesToBeAvailable;
};
}
#endif // LIBANGLE_RENDERER_GL_WORKAROUNDSGL_H_