Rewrite AndroidSyncSettings to be significantly simpler.
[chromium-blink-merge.git] / gpu / command_buffer / service / feature_info.cc
blob897afd3477adb3a314093c8849077a6d1b1fc9b3
1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "gpu/command_buffer/service/feature_info.h"
7 #include <set>
9 #include "base/command_line.h"
10 #include "base/macros.h"
11 #include "base/metrics/histogram.h"
12 #include "base/strings/string_number_conversions.h"
13 #include "base/strings/string_split.h"
14 #include "base/strings/string_util.h"
15 #include "gpu/command_buffer/service/gl_utils.h"
16 #include "gpu/command_buffer/service/gpu_switches.h"
17 #include "ui/gl/gl_fence.h"
18 #include "ui/gl/gl_implementation.h"
20 #if !defined(OS_MACOSX)
21 #include "ui/gl/gl_fence_egl.h"
22 #endif
24 namespace gpu {
25 namespace gles2 {
27 namespace {
29 struct FormatInfo {
30 GLenum format;
31 const GLenum* types;
32 size_t count;
35 class StringSet {
36 public:
37 StringSet() {}
39 StringSet(const char* s) {
40 Init(s);
43 StringSet(const std::string& str) {
44 Init(str);
47 void Init(const char* s) {
48 std::string str(s ? s : "");
49 Init(str);
52 void Init(const std::string& str) {
53 std::vector<std::string> tokens;
54 Tokenize(str, " ", &tokens);
55 string_set_.insert(tokens.begin(), tokens.end());
58 bool Contains(const char* s) {
59 return string_set_.find(s) != string_set_.end();
62 bool Contains(const std::string& s) {
63 return string_set_.find(s) != string_set_.end();
66 private:
67 std::set<std::string> string_set_;
70 // Process a string of wordaround type IDs (seperated by ',') and set up
71 // the corresponding Workaround flags.
72 void StringToWorkarounds(
73 const std::string& types, FeatureInfo::Workarounds* workarounds) {
74 DCHECK(workarounds);
75 std::vector<std::string> pieces;
76 base::SplitString(types, ',', &pieces);
77 for (size_t i = 0; i < pieces.size(); ++i) {
78 int number = 0;
79 bool succeed = base::StringToInt(pieces[i], &number);
80 DCHECK(succeed);
81 switch (number) {
82 #define GPU_OP(type, name) \
83 case gpu::type: \
84 workarounds->name = true; \
85 break;
86 GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP)
87 #undef GPU_OP
88 default:
89 NOTIMPLEMENTED();
92 if (workarounds->max_texture_size_limit_4096)
93 workarounds->max_texture_size = 4096;
94 if (workarounds->max_cube_map_texture_size_limit_4096)
95 workarounds->max_cube_map_texture_size = 4096;
96 if (workarounds->max_cube_map_texture_size_limit_1024)
97 workarounds->max_cube_map_texture_size = 1024;
98 if (workarounds->max_cube_map_texture_size_limit_512)
99 workarounds->max_cube_map_texture_size = 512;
101 if (workarounds->max_fragment_uniform_vectors_32)
102 workarounds->max_fragment_uniform_vectors = 32;
103 if (workarounds->max_varying_vectors_16)
104 workarounds->max_varying_vectors = 16;
105 if (workarounds->max_vertex_uniform_vectors_256)
106 workarounds->max_vertex_uniform_vectors = 256;
109 } // anonymous namespace.
111 FeatureInfo::FeatureFlags::FeatureFlags()
112 : chromium_color_buffer_float_rgba(false),
113 chromium_color_buffer_float_rgb(false),
114 chromium_framebuffer_multisample(false),
115 chromium_sync_query(false),
116 use_core_framebuffer_multisample(false),
117 multisampled_render_to_texture(false),
118 use_img_for_multisampled_render_to_texture(false),
119 oes_standard_derivatives(false),
120 oes_egl_image_external(false),
121 oes_depth24(false),
122 oes_compressed_etc1_rgb8_texture(false),
123 packed_depth24_stencil8(false),
124 npot_ok(false),
125 enable_texture_float_linear(false),
126 enable_texture_half_float_linear(false),
127 angle_translated_shader_source(false),
128 angle_pack_reverse_row_order(false),
129 arb_texture_rectangle(false),
130 angle_instanced_arrays(false),
131 occlusion_query_boolean(false),
132 use_arb_occlusion_query2_for_occlusion_query_boolean(false),
133 use_arb_occlusion_query_for_occlusion_query_boolean(false),
134 native_vertex_array_object(false),
135 ext_texture_format_atc(false),
136 ext_texture_format_bgra8888(false),
137 ext_texture_format_dxt1(false),
138 ext_texture_format_dxt5(false),
139 enable_shader_name_hashing(false),
140 enable_samplers(false),
141 ext_draw_buffers(false),
142 nv_draw_buffers(false),
143 ext_frag_depth(false),
144 ext_shader_texture_lod(false),
145 use_async_readpixels(false),
146 map_buffer_range(false),
147 ext_discard_framebuffer(false),
148 angle_depth_texture(false),
149 is_swiftshader(false),
150 angle_texture_usage(false),
151 ext_texture_storage(false),
152 chromium_path_rendering(false),
153 blend_equation_advanced(false),
154 blend_equation_advanced_coherent(false),
155 ext_texture_rg(false),
156 enable_subscribe_uniform(false) {
159 FeatureInfo::Workarounds::Workarounds() :
160 #define GPU_OP(type, name) name(false),
161 GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP)
162 #undef GPU_OP
163 max_texture_size(0),
164 max_cube_map_texture_size(0),
165 max_fragment_uniform_vectors(0),
166 max_varying_vectors(0),
167 max_vertex_uniform_vectors(0) {
170 FeatureInfo::FeatureInfo() {
171 InitializeBasicState(*base::CommandLine::ForCurrentProcess());
174 FeatureInfo::FeatureInfo(const base::CommandLine& command_line) {
175 InitializeBasicState(command_line);
178 void FeatureInfo::InitializeBasicState(const base::CommandLine& command_line) {
179 if (command_line.HasSwitch(switches::kGpuDriverBugWorkarounds)) {
180 std::string types = command_line.GetSwitchValueASCII(
181 switches::kGpuDriverBugWorkarounds);
182 StringToWorkarounds(types, &workarounds_);
184 feature_flags_.enable_shader_name_hashing =
185 !command_line.HasSwitch(switches::kDisableShaderNameHashing);
187 feature_flags_.is_swiftshader =
188 (command_line.GetSwitchValueASCII(switches::kUseGL) == "swiftshader");
190 feature_flags_.enable_subscribe_uniform =
191 command_line.HasSwitch(switches::kEnableSubscribeUniformExtension);
193 static const GLenum kAlphaTypes[] = {
194 GL_UNSIGNED_BYTE,
196 static const GLenum kRGBTypes[] = {
197 GL_UNSIGNED_BYTE,
198 GL_UNSIGNED_SHORT_5_6_5,
200 static const GLenum kRGBATypes[] = {
201 GL_UNSIGNED_BYTE,
202 GL_UNSIGNED_SHORT_4_4_4_4,
203 GL_UNSIGNED_SHORT_5_5_5_1,
205 static const GLenum kLuminanceTypes[] = {
206 GL_UNSIGNED_BYTE,
208 static const GLenum kLuminanceAlphaTypes[] = {
209 GL_UNSIGNED_BYTE,
211 static const FormatInfo kFormatTypes[] = {
212 { GL_ALPHA, kAlphaTypes, arraysize(kAlphaTypes), },
213 { GL_RGB, kRGBTypes, arraysize(kRGBTypes), },
214 { GL_RGBA, kRGBATypes, arraysize(kRGBATypes), },
215 { GL_LUMINANCE, kLuminanceTypes, arraysize(kLuminanceTypes), },
216 { GL_LUMINANCE_ALPHA, kLuminanceAlphaTypes,
217 arraysize(kLuminanceAlphaTypes), } ,
219 for (size_t ii = 0; ii < arraysize(kFormatTypes); ++ii) {
220 const FormatInfo& info = kFormatTypes[ii];
221 ValueValidator<GLenum>& validator = texture_format_validators_[info.format];
222 for (size_t jj = 0; jj < info.count; ++jj) {
223 validator.AddValue(info.types[jj]);
228 bool FeatureInfo::Initialize() {
229 disallowed_features_ = DisallowedFeatures();
230 InitializeFeatures();
231 return true;
234 bool FeatureInfo::Initialize(const DisallowedFeatures& disallowed_features) {
235 disallowed_features_ = disallowed_features;
236 InitializeFeatures();
237 return true;
240 bool IsGL_REDSupportedOnFBOs() {
241 // Skia uses GL_RED with frame buffers, unfortunately, Mesa claims to support
242 // GL_EXT_texture_rg, but it doesn't support it on frame buffers. To fix
243 // this, we try it, and if it fails, we don't expose GL_EXT_texture_rg.
244 GLint fb_binding = 0;
245 GLint tex_binding = 0;
246 glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fb_binding);
247 glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_binding);
249 GLuint textureId = 0;
250 glGenTextures(1, &textureId);
251 glBindTexture(GL_TEXTURE_2D, textureId);
252 GLubyte data[1] = {0};
253 glTexImage2D(GL_TEXTURE_2D, 0, GL_RED_EXT, 1, 1, 0, GL_RED_EXT,
254 GL_UNSIGNED_BYTE, data);
255 GLuint textureFBOID = 0;
256 glGenFramebuffersEXT(1, &textureFBOID);
257 glBindFramebufferEXT(GL_FRAMEBUFFER, textureFBOID);
258 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
259 textureId, 0);
260 bool result =
261 glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_UNSUPPORTED;
262 glDeleteFramebuffersEXT(1, &textureFBOID);
263 glDeleteTextures(1, &textureId);
265 glBindFramebufferEXT(GL_FRAMEBUFFER, static_cast<GLuint>(fb_binding));
266 glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(tex_binding));
268 DCHECK(glGetError() == GL_NO_ERROR);
270 return result;
273 void FeatureInfo::InitializeFeatures() {
274 // Figure out what extensions to turn on.
275 StringSet extensions(
276 reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)));
278 const char* renderer_str =
279 reinterpret_cast<const char*>(glGetString(GL_RENDERER));
280 const char* version_str =
281 reinterpret_cast<const char*>(glGetString(GL_VERSION));
283 gl_version_info_.reset(new gfx::GLVersionInfo(version_str, renderer_str));
285 AddExtensionString("GL_ANGLE_translated_shader_source");
286 AddExtensionString("GL_CHROMIUM_async_pixel_transfers");
287 AddExtensionString("GL_CHROMIUM_bind_uniform_location");
288 AddExtensionString("GL_CHROMIUM_command_buffer_query");
289 AddExtensionString("GL_CHROMIUM_command_buffer_latency_query");
290 AddExtensionString("GL_CHROMIUM_copy_texture");
291 AddExtensionString("GL_CHROMIUM_get_error_query");
292 AddExtensionString("GL_CHROMIUM_lose_context");
293 AddExtensionString("GL_CHROMIUM_pixel_transfer_buffer_object");
294 AddExtensionString("GL_CHROMIUM_rate_limit_offscreen_context");
295 AddExtensionString("GL_CHROMIUM_resize");
296 AddExtensionString("GL_CHROMIUM_resource_safe");
297 AddExtensionString("GL_CHROMIUM_strict_attribs");
298 AddExtensionString("GL_CHROMIUM_texture_mailbox");
299 AddExtensionString("GL_CHROMIUM_trace_marker");
300 AddExtensionString("GL_EXT_debug_marker");
302 if (feature_flags_.enable_subscribe_uniform) {
303 AddExtensionString("GL_CHROMIUM_subscribe_uniform");
306 // OES_vertex_array_object is emulated if not present natively,
307 // so the extension string is always exposed.
308 AddExtensionString("GL_OES_vertex_array_object");
310 if (!disallowed_features_.gpu_memory_manager)
311 AddExtensionString("GL_CHROMIUM_gpu_memory_manager");
313 if (extensions.Contains("GL_ANGLE_translated_shader_source")) {
314 feature_flags_.angle_translated_shader_source = true;
317 // Check if we should allow GL_EXT_texture_compression_dxt1 and
318 // GL_EXT_texture_compression_s3tc.
319 bool enable_dxt1 = false;
320 bool enable_dxt3 = false;
321 bool enable_dxt5 = false;
322 bool have_s3tc = extensions.Contains("GL_EXT_texture_compression_s3tc");
323 bool have_dxt3 =
324 have_s3tc || extensions.Contains("GL_ANGLE_texture_compression_dxt3");
325 bool have_dxt5 =
326 have_s3tc || extensions.Contains("GL_ANGLE_texture_compression_dxt5");
328 if (extensions.Contains("GL_EXT_texture_compression_dxt1") || have_s3tc) {
329 enable_dxt1 = true;
331 if (have_dxt3) {
332 enable_dxt3 = true;
334 if (have_dxt5) {
335 enable_dxt5 = true;
338 if (enable_dxt1) {
339 feature_flags_.ext_texture_format_dxt1 = true;
341 AddExtensionString("GL_EXT_texture_compression_dxt1");
342 validators_.compressed_texture_format.AddValue(
343 GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
344 validators_.compressed_texture_format.AddValue(
345 GL_COMPRESSED_RGBA_S3TC_DXT1_EXT);
348 if (enable_dxt3) {
349 // The difference between GL_EXT_texture_compression_s3tc and
350 // GL_CHROMIUM_texture_compression_dxt3 is that the former
351 // requires on the fly compression. The latter does not.
352 AddExtensionString("GL_CHROMIUM_texture_compression_dxt3");
353 validators_.compressed_texture_format.AddValue(
354 GL_COMPRESSED_RGBA_S3TC_DXT3_EXT);
357 if (enable_dxt5) {
358 feature_flags_.ext_texture_format_dxt5 = true;
360 // The difference between GL_EXT_texture_compression_s3tc and
361 // GL_CHROMIUM_texture_compression_dxt5 is that the former
362 // requires on the fly compression. The latter does not.
363 AddExtensionString("GL_CHROMIUM_texture_compression_dxt5");
364 validators_.compressed_texture_format.AddValue(
365 GL_COMPRESSED_RGBA_S3TC_DXT5_EXT);
368 bool have_atc = extensions.Contains("GL_AMD_compressed_ATC_texture") ||
369 extensions.Contains("GL_ATI_texture_compression_atitc");
370 if (have_atc) {
371 feature_flags_.ext_texture_format_atc = true;
373 AddExtensionString("GL_AMD_compressed_ATC_texture");
374 validators_.compressed_texture_format.AddValue(GL_ATC_RGB_AMD);
375 validators_.compressed_texture_format.AddValue(
376 GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD);
379 // Check if we should enable GL_EXT_texture_filter_anisotropic.
380 if (extensions.Contains("GL_EXT_texture_filter_anisotropic")) {
381 AddExtensionString("GL_EXT_texture_filter_anisotropic");
382 validators_.texture_parameter.AddValue(
383 GL_TEXTURE_MAX_ANISOTROPY_EXT);
384 validators_.g_l_state.AddValue(
385 GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT);
388 // Check if we should support GL_OES_packed_depth_stencil and/or
389 // GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture.
391 // NOTE: GL_OES_depth_texture requires support for depth cubemaps.
392 // GL_ARB_depth_texture requires other features that
393 // GL_OES_packed_depth_stencil does not provide.
395 // Therefore we made up GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture.
397 // GL_GOOGLE_depth_texture is legacy. As we exposed it into NaCl we can't
398 // get rid of it.
400 bool enable_depth_texture = false;
401 if (!workarounds_.disable_depth_texture &&
402 (extensions.Contains("GL_ARB_depth_texture") ||
403 extensions.Contains("GL_OES_depth_texture") ||
404 extensions.Contains("GL_ANGLE_depth_texture") ||
405 gl_version_info_->is_es3)) {
406 enable_depth_texture = true;
407 feature_flags_.angle_depth_texture =
408 extensions.Contains("GL_ANGLE_depth_texture");
411 if (enable_depth_texture) {
412 AddExtensionString("GL_CHROMIUM_depth_texture");
413 AddExtensionString("GL_GOOGLE_depth_texture");
414 texture_format_validators_[GL_DEPTH_COMPONENT].AddValue(GL_UNSIGNED_SHORT);
415 texture_format_validators_[GL_DEPTH_COMPONENT].AddValue(GL_UNSIGNED_INT);
416 validators_.texture_internal_format.AddValue(GL_DEPTH_COMPONENT);
417 validators_.texture_format.AddValue(GL_DEPTH_COMPONENT);
418 validators_.pixel_type.AddValue(GL_UNSIGNED_SHORT);
419 validators_.pixel_type.AddValue(GL_UNSIGNED_INT);
422 if (extensions.Contains("GL_EXT_packed_depth_stencil") ||
423 extensions.Contains("GL_OES_packed_depth_stencil") ||
424 gl_version_info_->is_es3) {
425 AddExtensionString("GL_OES_packed_depth_stencil");
426 feature_flags_.packed_depth24_stencil8 = true;
427 if (enable_depth_texture) {
428 texture_format_validators_[GL_DEPTH_STENCIL]
429 .AddValue(GL_UNSIGNED_INT_24_8);
430 validators_.texture_internal_format.AddValue(GL_DEPTH_STENCIL);
431 validators_.texture_format.AddValue(GL_DEPTH_STENCIL);
432 validators_.pixel_type.AddValue(GL_UNSIGNED_INT_24_8);
434 validators_.render_buffer_format.AddValue(GL_DEPTH24_STENCIL8);
437 if (gl_version_info_->is_es3 ||
438 extensions.Contains("GL_OES_vertex_array_object") ||
439 extensions.Contains("GL_ARB_vertex_array_object") ||
440 extensions.Contains("GL_APPLE_vertex_array_object")) {
441 feature_flags_.native_vertex_array_object = true;
444 // If we're using client_side_arrays we have to emulate
445 // vertex array objects since vertex array objects do not work
446 // with client side arrays.
447 if (workarounds_.use_client_side_arrays_for_stream_buffers) {
448 feature_flags_.native_vertex_array_object = false;
451 if (gl_version_info_->is_es3 ||
452 extensions.Contains("GL_OES_element_index_uint") ||
453 gfx::HasDesktopGLFeatures()) {
454 AddExtensionString("GL_OES_element_index_uint");
455 validators_.index_type.AddValue(GL_UNSIGNED_INT);
458 // With EXT_sRGB, unsized SRGB_EXT and SRGB_ALPHA_EXT are accepted by the
459 // <format> and <internalformat> parameter of TexImage2D. GLES3 adds support
460 // for SRGB Textures but the accepted internal formats for TexImage2D are only
461 // sized formats GL_SRGB8 and GL_SRGB8_ALPHA8. Also, SRGB_EXT isn't a valid
462 // <format> in this case. So, even with GLES3 explicitly check for
463 // GL_EXT_sRGB.
464 if (((gl_version_info_->is_es3 ||
465 extensions.Contains("GL_OES_rgb8_rgba8")) &&
466 extensions.Contains("GL_EXT_sRGB")) || gfx::HasDesktopGLFeatures()) {
467 AddExtensionString("GL_EXT_sRGB");
468 texture_format_validators_[GL_SRGB_EXT].AddValue(GL_UNSIGNED_BYTE);
469 texture_format_validators_[GL_SRGB_ALPHA_EXT].AddValue(GL_UNSIGNED_BYTE);
470 validators_.texture_internal_format.AddValue(GL_SRGB_EXT);
471 validators_.texture_internal_format.AddValue(GL_SRGB_ALPHA_EXT);
472 validators_.texture_format.AddValue(GL_SRGB_EXT);
473 validators_.texture_format.AddValue(GL_SRGB_ALPHA_EXT);
474 validators_.render_buffer_format.AddValue(GL_SRGB8_ALPHA8_EXT);
475 validators_.frame_buffer_parameter.AddValue(
476 GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT);
479 bool enable_texture_format_bgra8888 = false;
480 bool enable_read_format_bgra = false;
481 bool enable_render_buffer_bgra = false;
482 bool enable_immutable_texture_format_bgra_on_es3 =
483 extensions.Contains("GL_APPLE_texture_format_BGRA8888");
485 // Check if we should allow GL_EXT_texture_format_BGRA8888
486 if (extensions.Contains("GL_EXT_texture_format_BGRA8888") ||
487 enable_immutable_texture_format_bgra_on_es3 ||
488 extensions.Contains("GL_EXT_bgra")) {
489 enable_texture_format_bgra8888 = true;
492 // Only desktop GL extension GL_EXT_bgra or ANGLE guarantee that we can
493 // allocate a renderbuffer with this format.
494 if (extensions.Contains("GL_EXT_bgra") || gl_version_info_->is_angle) {
495 enable_render_buffer_bgra = true;
498 if (extensions.Contains("GL_EXT_read_format_bgra") ||
499 extensions.Contains("GL_EXT_bgra")) {
500 enable_read_format_bgra = true;
503 if (enable_texture_format_bgra8888) {
504 feature_flags_.ext_texture_format_bgra8888 = true;
505 AddExtensionString("GL_EXT_texture_format_BGRA8888");
506 texture_format_validators_[GL_BGRA_EXT].AddValue(GL_UNSIGNED_BYTE);
507 validators_.texture_internal_format.AddValue(GL_BGRA_EXT);
508 validators_.texture_format.AddValue(GL_BGRA_EXT);
511 if (enable_read_format_bgra) {
512 AddExtensionString("GL_EXT_read_format_bgra");
513 validators_.read_pixel_format.AddValue(GL_BGRA_EXT);
516 if (enable_render_buffer_bgra) {
517 AddExtensionString("GL_CHROMIUM_renderbuffer_format_BGRA8888");
518 validators_.render_buffer_format.AddValue(GL_BGRA8_EXT);
521 if (extensions.Contains("GL_OES_rgb8_rgba8") || gfx::HasDesktopGLFeatures()) {
522 AddExtensionString("GL_OES_rgb8_rgba8");
523 validators_.render_buffer_format.AddValue(GL_RGB8_OES);
524 validators_.render_buffer_format.AddValue(GL_RGBA8_OES);
527 // Check if we should allow GL_OES_texture_npot
528 if (gl_version_info_->is_es3 ||
529 extensions.Contains("GL_ARB_texture_non_power_of_two") ||
530 extensions.Contains("GL_OES_texture_npot")) {
531 AddExtensionString("GL_OES_texture_npot");
532 feature_flags_.npot_ok = true;
535 // Check if we should allow GL_OES_texture_float, GL_OES_texture_half_float,
536 // GL_OES_texture_float_linear, GL_OES_texture_half_float_linear
537 bool enable_texture_float = false;
538 bool enable_texture_float_linear = false;
539 bool enable_texture_half_float = false;
540 bool enable_texture_half_float_linear = false;
542 bool may_enable_chromium_color_buffer_float = false;
544 if (extensions.Contains("GL_ARB_texture_float")) {
545 enable_texture_float = true;
546 enable_texture_float_linear = true;
547 enable_texture_half_float = true;
548 enable_texture_half_float_linear = true;
549 may_enable_chromium_color_buffer_float = true;
550 } else {
551 // GLES3 adds support for Float type by default but it doesn't support all
552 // formats as GL_OES_texture_float(i.e.LUMINANCE_ALPHA,LUMINANCE and Alpha)
553 if (extensions.Contains("GL_OES_texture_float")) {
554 enable_texture_float = true;
555 if (extensions.Contains("GL_OES_texture_float_linear")) {
556 enable_texture_float_linear = true;
558 // This extension allows a variety of floating point formats to be
559 // rendered to via framebuffer objects. Enable it's usage only if
560 // support for Floating textures is enabled.
561 if ((gl_version_info_->is_es3 &&
562 extensions.Contains("GL_EXT_color_buffer_float")) ||
563 gl_version_info_->is_angle) {
564 may_enable_chromium_color_buffer_float = true;
568 // TODO(dshwang): GLES3 supports half float by default but GL_HALF_FLOAT_OES
569 // isn't equal to GL_HALF_FLOAT.
570 if (extensions.Contains("GL_OES_texture_half_float")) {
571 enable_texture_half_float = true;
572 if (extensions.Contains("GL_OES_texture_half_float_linear")) {
573 enable_texture_half_float_linear = true;
578 if (enable_texture_float) {
579 texture_format_validators_[GL_ALPHA].AddValue(GL_FLOAT);
580 texture_format_validators_[GL_RGB].AddValue(GL_FLOAT);
581 texture_format_validators_[GL_RGBA].AddValue(GL_FLOAT);
582 texture_format_validators_[GL_LUMINANCE].AddValue(GL_FLOAT);
583 texture_format_validators_[GL_LUMINANCE_ALPHA].AddValue(GL_FLOAT);
584 validators_.pixel_type.AddValue(GL_FLOAT);
585 validators_.read_pixel_type.AddValue(GL_FLOAT);
586 AddExtensionString("GL_OES_texture_float");
587 if (enable_texture_float_linear) {
588 AddExtensionString("GL_OES_texture_float_linear");
592 if (enable_texture_half_float) {
593 texture_format_validators_[GL_ALPHA].AddValue(GL_HALF_FLOAT_OES);
594 texture_format_validators_[GL_RGB].AddValue(GL_HALF_FLOAT_OES);
595 texture_format_validators_[GL_RGBA].AddValue(GL_HALF_FLOAT_OES);
596 texture_format_validators_[GL_LUMINANCE].AddValue(GL_HALF_FLOAT_OES);
597 texture_format_validators_[GL_LUMINANCE_ALPHA].AddValue(GL_HALF_FLOAT_OES);
598 validators_.pixel_type.AddValue(GL_HALF_FLOAT_OES);
599 validators_.read_pixel_type.AddValue(GL_HALF_FLOAT_OES);
600 AddExtensionString("GL_OES_texture_half_float");
601 if (enable_texture_half_float_linear) {
602 AddExtensionString("GL_OES_texture_half_float_linear");
606 if (may_enable_chromium_color_buffer_float) {
607 static_assert(GL_RGBA32F_ARB == GL_RGBA32F &&
608 GL_RGBA32F_EXT == GL_RGBA32F &&
609 GL_RGB32F_ARB == GL_RGB32F &&
610 GL_RGB32F_EXT == GL_RGB32F,
611 "sized float internal format variations must match");
612 // We don't check extension support beyond ARB_texture_float on desktop GL,
613 // and format support varies between GL configurations. For example, spec
614 // prior to OpenGL 3.0 mandates framebuffer support only for one
615 // implementation-chosen format, and ES3.0 EXT_color_buffer_float does not
616 // support rendering to RGB32F. Check for framebuffer completeness with
617 // formats that the extensions expose, and only enable an extension when a
618 // framebuffer created with its texture format is reported as complete.
619 GLint fb_binding = 0;
620 GLint tex_binding = 0;
621 glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fb_binding);
622 glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_binding);
624 GLuint tex_id = 0;
625 GLuint fb_id = 0;
626 GLsizei width = 16;
628 glGenTextures(1, &tex_id);
629 glGenFramebuffersEXT(1, &fb_id);
630 glBindTexture(GL_TEXTURE_2D, tex_id);
631 // Nearest filter needed for framebuffer completeness on some drivers.
632 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
633 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, width, 0, GL_RGBA,
634 GL_FLOAT, NULL);
635 glBindFramebufferEXT(GL_FRAMEBUFFER, fb_id);
636 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
637 GL_TEXTURE_2D, tex_id, 0);
638 GLenum statusRGBA = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
639 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, width, 0, GL_RGB,
640 GL_FLOAT, NULL);
641 GLenum statusRGB = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
642 glDeleteFramebuffersEXT(1, &fb_id);
643 glDeleteTextures(1, &tex_id);
645 glBindFramebufferEXT(GL_FRAMEBUFFER, static_cast<GLuint>(fb_binding));
646 glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(tex_binding));
648 DCHECK(glGetError() == GL_NO_ERROR);
650 if (statusRGBA == GL_FRAMEBUFFER_COMPLETE) {
651 validators_.texture_internal_format.AddValue(GL_RGBA32F);
652 feature_flags_.chromium_color_buffer_float_rgba = true;
653 AddExtensionString("GL_CHROMIUM_color_buffer_float_rgba");
655 if (statusRGB == GL_FRAMEBUFFER_COMPLETE) {
656 validators_.texture_internal_format.AddValue(GL_RGB32F);
657 feature_flags_.chromium_color_buffer_float_rgb = true;
658 AddExtensionString("GL_CHROMIUM_color_buffer_float_rgb");
662 // Check for multisample support
663 if (!workarounds_.disable_multisampling) {
664 bool ext_has_multisample =
665 extensions.Contains("GL_EXT_framebuffer_multisample") ||
666 gl_version_info_->is_es3;
667 if (gl_version_info_->is_angle) {
668 ext_has_multisample |=
669 extensions.Contains("GL_ANGLE_framebuffer_multisample");
671 feature_flags_.use_core_framebuffer_multisample = gl_version_info_->is_es3;
672 if (ext_has_multisample) {
673 feature_flags_.chromium_framebuffer_multisample = true;
674 validators_.frame_buffer_target.AddValue(GL_READ_FRAMEBUFFER_EXT);
675 validators_.frame_buffer_target.AddValue(GL_DRAW_FRAMEBUFFER_EXT);
676 validators_.g_l_state.AddValue(GL_READ_FRAMEBUFFER_BINDING_EXT);
677 validators_.g_l_state.AddValue(GL_MAX_SAMPLES_EXT);
678 validators_.render_buffer_parameter.AddValue(GL_RENDERBUFFER_SAMPLES_EXT);
679 AddExtensionString("GL_CHROMIUM_framebuffer_multisample");
681 if (extensions.Contains("GL_EXT_multisampled_render_to_texture")) {
682 feature_flags_.multisampled_render_to_texture = true;
683 } else if (extensions.Contains("GL_IMG_multisampled_render_to_texture")) {
684 feature_flags_.multisampled_render_to_texture = true;
685 feature_flags_.use_img_for_multisampled_render_to_texture = true;
687 if (feature_flags_.multisampled_render_to_texture) {
688 validators_.render_buffer_parameter.AddValue(
689 GL_RENDERBUFFER_SAMPLES_EXT);
690 validators_.g_l_state.AddValue(GL_MAX_SAMPLES_EXT);
691 validators_.frame_buffer_parameter.AddValue(
692 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT);
693 AddExtensionString("GL_EXT_multisampled_render_to_texture");
697 if (extensions.Contains("GL_OES_depth24") || gfx::HasDesktopGLFeatures() ||
698 gl_version_info_->is_es3) {
699 AddExtensionString("GL_OES_depth24");
700 feature_flags_.oes_depth24 = true;
701 validators_.render_buffer_format.AddValue(GL_DEPTH_COMPONENT24);
704 if (!workarounds_.disable_oes_standard_derivatives &&
705 (gl_version_info_->is_es3 ||
706 extensions.Contains("GL_OES_standard_derivatives") ||
707 gfx::HasDesktopGLFeatures())) {
708 AddExtensionString("GL_OES_standard_derivatives");
709 feature_flags_.oes_standard_derivatives = true;
710 validators_.hint_target.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES);
711 validators_.g_l_state.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES);
714 if (extensions.Contains("GL_OES_EGL_image_external")) {
715 AddExtensionString("GL_OES_EGL_image_external");
716 feature_flags_.oes_egl_image_external = true;
717 validators_.texture_bind_target.AddValue(GL_TEXTURE_EXTERNAL_OES);
718 validators_.get_tex_param_target.AddValue(GL_TEXTURE_EXTERNAL_OES);
719 validators_.texture_parameter.AddValue(GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES);
720 validators_.g_l_state.AddValue(GL_TEXTURE_BINDING_EXTERNAL_OES);
723 if (extensions.Contains("GL_OES_compressed_ETC1_RGB8_texture")) {
724 AddExtensionString("GL_OES_compressed_ETC1_RGB8_texture");
725 feature_flags_.oes_compressed_etc1_rgb8_texture = true;
726 validators_.compressed_texture_format.AddValue(GL_ETC1_RGB8_OES);
729 if (extensions.Contains("GL_AMD_compressed_ATC_texture")) {
730 AddExtensionString("GL_AMD_compressed_ATC_texture");
731 validators_.compressed_texture_format.AddValue(
732 GL_ATC_RGB_AMD);
733 validators_.compressed_texture_format.AddValue(
734 GL_ATC_RGBA_EXPLICIT_ALPHA_AMD);
735 validators_.compressed_texture_format.AddValue(
736 GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD);
739 if (extensions.Contains("GL_IMG_texture_compression_pvrtc")) {
740 AddExtensionString("GL_IMG_texture_compression_pvrtc");
741 validators_.compressed_texture_format.AddValue(
742 GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG);
743 validators_.compressed_texture_format.AddValue(
744 GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG);
745 validators_.compressed_texture_format.AddValue(
746 GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG);
747 validators_.compressed_texture_format.AddValue(
748 GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG);
751 // Ideally we would only expose this extension on Mac OS X, to
752 // support GL_CHROMIUM_iosurface and the compositor. We don't want
753 // applications to start using it; they should use ordinary non-
754 // power-of-two textures. However, for unit testing purposes we
755 // expose it on all supported platforms.
756 if (extensions.Contains("GL_ARB_texture_rectangle")) {
757 AddExtensionString("GL_ARB_texture_rectangle");
758 feature_flags_.arb_texture_rectangle = true;
759 validators_.texture_bind_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
760 // For the moment we don't add this enum to the texture_target
761 // validator. This implies that the only way to get image data into a
762 // rectangular texture is via glTexImageIOSurface2DCHROMIUM, which is
763 // just fine since again we don't want applications depending on this
764 // extension.
765 validators_.get_tex_param_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
766 validators_.g_l_state.AddValue(GL_TEXTURE_BINDING_RECTANGLE_ARB);
769 #if defined(OS_MACOSX)
770 AddExtensionString("GL_CHROMIUM_iosurface");
771 #endif
773 // TODO(gman): Add support for these extensions.
774 // GL_OES_depth32
776 feature_flags_.enable_texture_float_linear |= enable_texture_float_linear;
777 feature_flags_.enable_texture_half_float_linear |=
778 enable_texture_half_float_linear;
780 if (extensions.Contains("GL_ANGLE_pack_reverse_row_order")) {
781 AddExtensionString("GL_ANGLE_pack_reverse_row_order");
782 feature_flags_.angle_pack_reverse_row_order = true;
783 validators_.pixel_store.AddValue(GL_PACK_REVERSE_ROW_ORDER_ANGLE);
784 validators_.g_l_state.AddValue(GL_PACK_REVERSE_ROW_ORDER_ANGLE);
787 if (extensions.Contains("GL_ANGLE_texture_usage")) {
788 feature_flags_.angle_texture_usage = true;
789 AddExtensionString("GL_ANGLE_texture_usage");
790 validators_.texture_parameter.AddValue(GL_TEXTURE_USAGE_ANGLE);
793 // Note: Only APPLE_texture_format_BGRA8888 extension allows BGRA8_EXT in
794 // ES3's glTexStorage2D. We prefer support BGRA to texture storage.
795 // So we don't expose GL_EXT_texture_storage when ES3 +
796 // GL_EXT_texture_format_BGRA8888 because we fail the GL_BGRA8 requirement.
797 // However we expose GL_EXT_texture_storage when just ES3 because we don't
798 // claim to handle GL_BGRA8.
799 bool support_texture_storage_on_es3 =
800 (gl_version_info_->is_es3 &&
801 enable_immutable_texture_format_bgra_on_es3) ||
802 (gl_version_info_->is_es3 &&
803 !enable_texture_format_bgra8888);
804 if (extensions.Contains("GL_EXT_texture_storage") ||
805 extensions.Contains("GL_ARB_texture_storage") ||
806 support_texture_storage_on_es3) {
807 feature_flags_.ext_texture_storage = true;
808 AddExtensionString("GL_EXT_texture_storage");
809 validators_.texture_parameter.AddValue(GL_TEXTURE_IMMUTABLE_FORMAT_EXT);
810 if (enable_texture_format_bgra8888)
811 validators_.texture_internal_format_storage.AddValue(GL_BGRA8_EXT);
812 if (enable_texture_float) {
813 validators_.texture_internal_format_storage.AddValue(GL_RGBA32F_EXT);
814 validators_.texture_internal_format_storage.AddValue(GL_RGB32F_EXT);
815 validators_.texture_internal_format_storage.AddValue(GL_ALPHA32F_EXT);
816 validators_.texture_internal_format_storage.AddValue(
817 GL_LUMINANCE32F_EXT);
818 validators_.texture_internal_format_storage.AddValue(
819 GL_LUMINANCE_ALPHA32F_EXT);
821 if (enable_texture_half_float) {
822 validators_.texture_internal_format_storage.AddValue(GL_RGBA16F_EXT);
823 validators_.texture_internal_format_storage.AddValue(GL_RGB16F_EXT);
824 validators_.texture_internal_format_storage.AddValue(GL_ALPHA16F_EXT);
825 validators_.texture_internal_format_storage.AddValue(
826 GL_LUMINANCE16F_EXT);
827 validators_.texture_internal_format_storage.AddValue(
828 GL_LUMINANCE_ALPHA16F_EXT);
832 bool have_ext_occlusion_query_boolean =
833 extensions.Contains("GL_EXT_occlusion_query_boolean");
834 bool have_arb_occlusion_query2 =
835 extensions.Contains("GL_ARB_occlusion_query2");
836 bool have_arb_occlusion_query =
837 extensions.Contains("GL_ARB_occlusion_query");
839 if (!workarounds_.disable_ext_occlusion_query &&
840 (have_ext_occlusion_query_boolean ||
841 have_arb_occlusion_query2 ||
842 have_arb_occlusion_query)) {
843 AddExtensionString("GL_EXT_occlusion_query_boolean");
844 feature_flags_.occlusion_query_boolean = true;
845 feature_flags_.use_arb_occlusion_query2_for_occlusion_query_boolean =
846 !have_ext_occlusion_query_boolean && have_arb_occlusion_query2;
847 feature_flags_.use_arb_occlusion_query_for_occlusion_query_boolean =
848 !have_ext_occlusion_query_boolean && have_arb_occlusion_query &&
849 !have_arb_occlusion_query2;
852 if (!workarounds_.disable_angle_instanced_arrays &&
853 (extensions.Contains("GL_ANGLE_instanced_arrays") ||
854 (extensions.Contains("GL_ARB_instanced_arrays") &&
855 extensions.Contains("GL_ARB_draw_instanced")) ||
856 gl_version_info_->is_es3)) {
857 AddExtensionString("GL_ANGLE_instanced_arrays");
858 feature_flags_.angle_instanced_arrays = true;
859 validators_.vertex_attribute.AddValue(GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
862 bool vendor_agnostic_draw_buffers =
863 extensions.Contains("GL_ARB_draw_buffers") ||
864 extensions.Contains("GL_EXT_draw_buffers");
865 if (!workarounds_.disable_ext_draw_buffers &&
866 (vendor_agnostic_draw_buffers ||
867 (extensions.Contains("GL_NV_draw_buffers") &&
868 gl_version_info_->is_es3))) {
869 AddExtensionString("GL_EXT_draw_buffers");
870 feature_flags_.ext_draw_buffers = true;
872 // This flag is set to enable emulation of EXT_draw_buffers when we're
873 // running on GLES 3.0+, NV_draw_buffers extension is supported and
874 // glDrawBuffers from GLES 3.0 core has been bound. It toggles using the
875 // NV_draw_buffers extension directive instead of EXT_draw_buffers extension
876 // directive in ESSL 100 shaders translated by ANGLE, enabling them to write
877 // into multiple gl_FragData values, which is not by default possible in
878 // ESSL 100 with core GLES 3.0. For more information, see the
879 // NV_draw_buffers specification.
880 feature_flags_.nv_draw_buffers = !vendor_agnostic_draw_buffers;
882 GLint max_color_attachments = 0;
883 glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &max_color_attachments);
884 for (GLenum i = GL_COLOR_ATTACHMENT1_EXT;
885 i < static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + max_color_attachments);
886 ++i) {
887 validators_.attachment.AddValue(i);
889 static_assert(GL_COLOR_ATTACHMENT0_EXT == GL_COLOR_ATTACHMENT0,
890 "GL_COLOR_ATTACHMENT0_EXT should equal GL_COLOR_ATTACHMENT0");
892 validators_.g_l_state.AddValue(GL_MAX_COLOR_ATTACHMENTS_EXT);
893 validators_.g_l_state.AddValue(GL_MAX_DRAW_BUFFERS_ARB);
894 GLint max_draw_buffers = 0;
895 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_draw_buffers);
896 for (GLenum i = GL_DRAW_BUFFER0_ARB;
897 i < static_cast<GLenum>(GL_DRAW_BUFFER0_ARB + max_draw_buffers);
898 ++i) {
899 validators_.g_l_state.AddValue(i);
903 if (gl_version_info_->is_es3 ||
904 extensions.Contains("GL_EXT_blend_minmax") ||
905 gfx::HasDesktopGLFeatures()) {
906 AddExtensionString("GL_EXT_blend_minmax");
907 validators_.equation.AddValue(GL_MIN_EXT);
908 validators_.equation.AddValue(GL_MAX_EXT);
909 static_assert(GL_MIN_EXT == GL_MIN && GL_MAX_EXT == GL_MAX,
910 "min & max variations must match");
913 // TODO(dshwang): GLES3 supports gl_FragDepth, not gl_FragDepthEXT.
914 if (extensions.Contains("GL_EXT_frag_depth") || gfx::HasDesktopGLFeatures()) {
915 AddExtensionString("GL_EXT_frag_depth");
916 feature_flags_.ext_frag_depth = true;
919 if (extensions.Contains("GL_EXT_shader_texture_lod") ||
920 gfx::HasDesktopGLFeatures()) {
921 AddExtensionString("GL_EXT_shader_texture_lod");
922 feature_flags_.ext_shader_texture_lod = true;
925 #if !defined(OS_MACOSX)
926 if (workarounds_.disable_egl_khr_fence_sync) {
927 gfx::g_driver_egl.ext.b_EGL_KHR_fence_sync = false;
929 if (workarounds_.disable_egl_khr_wait_sync) {
930 gfx::g_driver_egl.ext.b_EGL_KHR_wait_sync = false;
932 #endif
933 if (workarounds_.disable_arb_sync)
934 gfx::g_driver_gl.ext.b_GL_ARB_sync = false;
935 bool ui_gl_fence_works = gfx::GLFence::IsSupported();
936 UMA_HISTOGRAM_BOOLEAN("GPU.FenceSupport", ui_gl_fence_works);
938 feature_flags_.map_buffer_range =
939 gl_version_info_->is_es3 ||
940 extensions.Contains("GL_ARB_map_buffer_range") ||
941 extensions.Contains("GL_EXT_map_buffer_range");
943 // Really it's part of core OpenGL 2.1 and up, but let's assume the
944 // extension is still advertised.
945 bool has_pixel_buffers =
946 gl_version_info_->is_es3 ||
947 extensions.Contains("GL_ARB_pixel_buffer_object") ||
948 extensions.Contains("GL_NV_pixel_buffer_object");
950 // We will use either glMapBuffer() or glMapBufferRange() for async readbacks.
951 if (has_pixel_buffers && ui_gl_fence_works &&
952 !workarounds_.disable_async_readpixels) {
953 feature_flags_.use_async_readpixels = true;
956 if (gl_version_info_->is_es3 ||
957 extensions.Contains("GL_ARB_sampler_objects")) {
958 feature_flags_.enable_samplers = true;
959 // TODO(dsinclair): Add AddExtensionString("GL_CHROMIUM_sampler_objects")
960 // when available.
963 if ((gl_version_info_->is_es3 ||
964 extensions.Contains("GL_EXT_discard_framebuffer")) &&
965 !workarounds_.disable_ext_discard_framebuffer) {
966 // DiscardFramebufferEXT is automatically bound to InvalidateFramebuffer.
967 AddExtensionString("GL_EXT_discard_framebuffer");
968 feature_flags_.ext_discard_framebuffer = true;
971 if (ui_gl_fence_works) {
972 AddExtensionString("GL_CHROMIUM_sync_query");
973 feature_flags_.chromium_sync_query = true;
976 bool blend_equation_advanced_coherent =
977 extensions.Contains("GL_NV_blend_equation_advanced_coherent") ||
978 extensions.Contains("GL_KHR_blend_equation_advanced_coherent");
980 if (blend_equation_advanced_coherent ||
981 extensions.Contains("GL_NV_blend_equation_advanced") ||
982 extensions.Contains("GL_KHR_blend_equation_advanced")) {
983 const GLenum equations[] = {GL_MULTIPLY_KHR,
984 GL_SCREEN_KHR,
985 GL_OVERLAY_KHR,
986 GL_DARKEN_KHR,
987 GL_LIGHTEN_KHR,
988 GL_COLORDODGE_KHR,
989 GL_COLORBURN_KHR,
990 GL_HARDLIGHT_KHR,
991 GL_SOFTLIGHT_KHR,
992 GL_DIFFERENCE_KHR,
993 GL_EXCLUSION_KHR,
994 GL_HSL_HUE_KHR,
995 GL_HSL_SATURATION_KHR,
996 GL_HSL_COLOR_KHR,
997 GL_HSL_LUMINOSITY_KHR};
999 for (GLenum equation : equations)
1000 validators_.equation.AddValue(equation);
1001 if (blend_equation_advanced_coherent)
1002 AddExtensionString("GL_KHR_blend_equation_advanced_coherent");
1004 AddExtensionString("GL_KHR_blend_equation_advanced");
1005 feature_flags_.blend_equation_advanced = true;
1006 feature_flags_.blend_equation_advanced_coherent =
1007 blend_equation_advanced_coherent;
1010 if (extensions.Contains("GL_NV_path_rendering")) {
1011 if (extensions.Contains("GL_EXT_direct_state_access") ||
1012 gl_version_info_->is_es3) {
1013 AddExtensionString("GL_CHROMIUM_path_rendering");
1014 feature_flags_.chromium_path_rendering = true;
1015 validators_.g_l_state.AddValue(GL_PATH_MODELVIEW_MATRIX_CHROMIUM);
1016 validators_.g_l_state.AddValue(GL_PATH_PROJECTION_MATRIX_CHROMIUM);
1020 if ((gl_version_info_->is_es3 || extensions.Contains("GL_EXT_texture_rg") ||
1021 extensions.Contains("GL_ARB_texture_rg")) &&
1022 IsGL_REDSupportedOnFBOs()) {
1023 feature_flags_.ext_texture_rg = true;
1024 AddExtensionString("GL_EXT_texture_rg");
1026 validators_.texture_format.AddValue(GL_RED_EXT);
1027 validators_.texture_format.AddValue(GL_RG_EXT);
1028 validators_.texture_internal_format.AddValue(GL_RED_EXT);
1029 validators_.texture_internal_format.AddValue(GL_RG_EXT);
1030 validators_.read_pixel_format.AddValue(GL_RED_EXT);
1031 validators_.read_pixel_format.AddValue(GL_RG_EXT);
1032 validators_.render_buffer_format.AddValue(GL_R8_EXT);
1033 validators_.render_buffer_format.AddValue(GL_RG8_EXT);
1035 texture_format_validators_[GL_RED_EXT].AddValue(GL_UNSIGNED_BYTE);
1036 texture_format_validators_[GL_RG_EXT].AddValue(GL_UNSIGNED_BYTE);
1038 if (enable_texture_float) {
1039 texture_format_validators_[GL_RED_EXT].AddValue(GL_FLOAT);
1040 texture_format_validators_[GL_RG_EXT].AddValue(GL_FLOAT);
1042 if (enable_texture_half_float) {
1043 texture_format_validators_[GL_RED_EXT].AddValue(GL_HALF_FLOAT_OES);
1044 texture_format_validators_[GL_RG_EXT].AddValue(GL_HALF_FLOAT_OES);
1048 #if !defined(OS_MACOSX)
1049 if (workarounds_.ignore_egl_sync_failures) {
1050 gfx::GLFenceEGL::SetIgnoreFailures();
1052 #endif
1055 void FeatureInfo::AddExtensionString(const char* s) {
1056 std::string str(s);
1057 size_t pos = extensions_.find(str);
1058 while (pos != std::string::npos &&
1059 pos + str.length() < extensions_.length() &&
1060 extensions_.substr(pos + str.length(), 1) != " ") {
1061 // This extension name is a substring of another.
1062 pos = extensions_.find(str, pos + str.length());
1064 if (pos == std::string::npos) {
1065 extensions_ += (extensions_.empty() ? "" : " ") + str;
1069 FeatureInfo::~FeatureInfo() {
1072 } // namespace gles2
1073 } // namespace gpu