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

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  • Author : Shahbaz Youssefi
    Date : 2019-06-03 17:15:51
    Hash : b407e1a0
    Message : Vulkan: implement ES3 blit Augment the resolve shaders to be able to stretch and blit too. The UtilsVk resolve function is accordingly expanded to include blit. Bug: angleproject:3200 Change-Id: I30b172a5e388089735ab494f55cbfdc2781a8bf9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1635753 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • include/platform/FeaturesVk.h
  • //
    // 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_
    
    #include "platform/Feature.h"
    
    namespace angle
    {
    
    struct FeaturesVk : FeatureSetBase
    {
        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.
        Feature basicGLLineRasterization = {
            "basic_gl_line_rasterization", FeatureCategory::VulkanFeatures,
            "Enable the use of pixel shader patching to implement OpenGL basic line "
            "rasterization rules",
            &members};
    
        // 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
        Feature flipViewportY = {"flip_viewport_y", FeatureCategory::VulkanFeatures,
                                 "Flips the viewport to render upside-down", &members};
    
        // Add an extra copy region when using vkCmdCopyBuffer as the Windows Intel driver seems
        // to have a bug where the last region is ignored.
        Feature extraCopyBufferRegion = {
            "extra_copy_buffer_region", FeatureCategory::VulkanWorkarounds,
            "Windows Intel driver seems to have a bug where the last copy region in "
            "vkCmdCopyBuffer is ignored",
            &members};
    
        // 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.
        Feature forceFallbackFormat = {"force_fallback_format", FeatureCategory::VulkanWorkarounds,
                                       "Force a fallback format for angle_end2end_tests", &members};
    
        // 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.
        Feature clampPointSize = {
            "clamp_point_size", FeatureCategory::VulkanWorkarounds,
            "On some NVIDIA drivers, the point size range reported from the API is "
            "inconsistent with the actual behavior",
            &members, "http://anglebug.com/2970"};
    
        // 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
        Feature flushAfterVertexConversion = {
            "flush_after_vertex_conversion", FeatureCategory::VulkanWorkarounds,
            "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",
            &members, "http://anglebug.com/3016"};
    
        // Whether the VkDevice supports the VK_KHR_incremental_present extension, on which the
        // EGL_KHR_swap_buffers_with_damage extension can be layered.
        Feature supportsIncrementalPresent = {
            "supports_incremental_present", FeatureCategory::VulkanFeatures,
            "VkDevice supports the VK_KHR_incremental_present extension", &members};
    
        // 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.
        Feature forceCpuPathForCubeMapCopy = {
            "force_cpu_path_for_cube_map_copy", FeatureCategory::VulkanWorkarounds,
            "Some Intel Windows drivers have an issue with creating single-layer "
            "views on cube map textures",
            &members};
    
        // 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.
        Feature supportsAndroidHardwareBuffer = {
            "supports_android_hardware_buffer", FeatureCategory::VulkanFeatures,
            "VkDevice supports the VK_ANDROID_external_memory_android_hardware_buffer extension",
            &members};
    
        // Whether the VkDevice supports the VK_KHR_external_memory_fd extension, on which the
        // GL_EXT_memory_object_fd extension can be layered.
        Feature supportsExternalMemoryFd = {
            "supports_external_memory_fd", FeatureCategory::VulkanFeatures,
            "VkDevice supports the VK_KHR_external_memory_fd extension", &members};
    
        // Whether the VkDevice supports the VK_KHR_external_semaphore_fd extension, on which the
        // GL_EXT_semaphore_fd extension can be layered.
        Feature supportsExternalSemaphoreFd = {
            "supports_external_semaphore_fd", FeatureCategory::VulkanFeatures,
            "VkDevice supports the VK_KHR_external_semaphore_fd extension", &members};
    
        // Whether the VkDevice supports the VK_EXT_shader_stencil_export extension, which is used to
        // perform multisampled resolve of stencil buffer.  A multi-step workaround is used instead if
        // this extension is not available.
        Feature supportsShaderStencilExport = {
            "supports_shader_stencil_export", FeatureCategory::VulkanFeatures,
            "VkDevice supports the VK_EXT_shader_stencil_export extension", &members};
    
        // VK_PRESENT_MODE_FIFO_KHR causes random timeouts on Linux Intel. http://anglebug.com/3153
        Feature disableFifoPresentMode = {
            "disable_fifo_present_mode", FeatureCategory::VulkanWorkarounds,
            "On Linux Intel, VK_PRESENT_MODE_FIFO_KHR causes random timeouts", &members,
            "http://anglebug.com/3153"};
    
        // On Qualcomm, a bug is preventing us from using loadOp=Clear with inline commands in the
        // render pass.  http://anglebug.com/2361
        Feature restartRenderPassAfterLoadOpClear = {
            "restart_render_pass_after_load_op_clear", FeatureCategory::VulkanWorkarounds,
            "On Qualcomm, a bug is preventing us from using loadOp=Clear with inline "
            "commands in the render pass",
            &members, "http://anglebug.com/2361"};
    
        // On Qualcomm, gaps in bound descriptor set indices causes the post-gap sets to misbehave.
        // For example, binding only descriptor set 3 results in zero being read from a uniform buffer
        // object within that set.  This flag results in empty descriptor sets being bound for any
        // unused descriptor set to work around this issue.  http://anglebug.com/2727
        Feature bindEmptyForUnusedDescriptorSets = {
            "bind_empty_for_unused_descriptor_sets", FeatureCategory::VulkanWorkarounds,
            "On Qualcomm, gaps in bound descriptor set indices causes the post-gap sets to misbehave",
            &members, "http://anglebug.com/2727"};
    
        // When the scissor is (0,0,0,0) on Windows Intel, the driver acts as if the scissor was
        // disabled.  Work-around this by setting the scissor to just outside of the render area
        // (e.g. (renderArea.x, renderArea.y, 1, 1)). http://anglebug.com/3153
        Feature forceNonZeroScissor = {
            "force_non_zero_scissor", FeatureCategory::VulkanWorkarounds,
            "On Windows Intel, when the scissor is (0,0,0,0), the driver acts as if the "
            "scissor was disabled",
            &members, "http://anglebug.com/3153"};
    
        // OES_depth_texture is a commonly expected feature on Android. However it
        // requires that D16_UNORM support texture filtering
        // (e.g. VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT) and some devices
        // do not. Work-around this by setting saying D16_UNORM supports filtering
        // anyway.
        Feature forceD16TexFilter = {"force_D16_texture_filter", FeatureCategory::VulkanWorkarounds,
                                     "On some Android devices, VK_FORMAT_D16_UNORM does not support "
                                     "VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT, "
                                     "which prevents OES_depth_texture from being supported.",
                                     &members, "http://anglebug.com/3452"};
    
        // On some android devices, vkCmdBlitImage with flipped coordinates blits incorrectly.  This
        // workaround makes sure this path is avoided.  http://anglebug.com/3498
        Feature disableFlippingBlitWithCommand = {
            "disable_flipping_blit_with_command", FeatureCategory::VulkanWorkarounds,
            "On some android devices, vkCmdBlitImage with flipped coordinates blits incorrectly.",
            &members, "http://anglebug.com/3498"};
    };
    
    inline FeaturesVk::FeaturesVk()  = default;
    inline FeaturesVk::~FeaturesVk() = default;
    
    }  // namespace angle
    
    #endif  // ANGLE_PLATFORM_FEATURESVK_H_