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kc3-lang/angle/include/platform/WorkaroundsD3D.h

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  • Author : Enrico Galli
    Date : 2018-12-13 14:07:52
    Hash : ee7ffd9e
    Message : 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>

  • include/platform/WorkaroundsD3D.h
  • //
    // 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_