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"
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"
35 StringSet(const char* s
) {
39 StringSet(const std::string
& str
) {
43 void Init(const char* s
) {
44 std::string
str(s
? s
: "");
48 void Init(const std::string
& str
) {
49 std::vector
<std::string
> tokens
;
50 Tokenize(str
, " ", &tokens
);
51 string_set_
.insert(tokens
.begin(), tokens
.end());
54 bool Contains(const char* s
) {
55 return string_set_
.find(s
) != string_set_
.end();
58 bool Contains(const std::string
& s
) {
59 return string_set_
.find(s
) != string_set_
.end();
63 std::set
<std::string
> string_set_
;
66 // Process a string of wordaround type IDs (seperated by ',') and set up
67 // the corresponding Workaround flags.
68 void StringToWorkarounds(
69 const std::string
& types
, FeatureInfo::Workarounds
* workarounds
) {
71 std::vector
<std::string
> pieces
;
72 base::SplitString(types
, ',', &pieces
);
73 for (size_t i
= 0; i
< pieces
.size(); ++i
) {
75 bool succeed
= base::StringToInt(pieces
[i
], &number
);
78 #define GPU_OP(type, name) \
80 workarounds->name = true; \
82 GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP
)
88 if (workarounds
->max_texture_size_limit_4096
)
89 workarounds
->max_texture_size
= 4096;
90 if (workarounds
->max_cube_map_texture_size_limit_4096
)
91 workarounds
->max_cube_map_texture_size
= 4096;
92 if (workarounds
->max_cube_map_texture_size_limit_1024
)
93 workarounds
->max_cube_map_texture_size
= 1024;
94 if (workarounds
->max_cube_map_texture_size_limit_512
)
95 workarounds
->max_cube_map_texture_size
= 512;
97 if (workarounds
->max_fragment_uniform_vectors_32
)
98 workarounds
->max_fragment_uniform_vectors
= 32;
99 if (workarounds
->max_varying_vectors_16
)
100 workarounds
->max_varying_vectors
= 16;
101 if (workarounds
->max_vertex_uniform_vectors_256
)
102 workarounds
->max_vertex_uniform_vectors
= 256;
105 } // anonymous namespace.
107 FeatureInfo::FeatureFlags::FeatureFlags()
108 : chromium_color_buffer_float_rgba(false),
109 chromium_color_buffer_float_rgb(false),
110 chromium_framebuffer_multisample(false),
111 chromium_sync_query(false),
112 use_core_framebuffer_multisample(false),
113 multisampled_render_to_texture(false),
114 use_img_for_multisampled_render_to_texture(false),
115 oes_standard_derivatives(false),
116 oes_egl_image_external(false),
118 oes_compressed_etc1_rgb8_texture(false),
119 packed_depth24_stencil8(false),
121 enable_texture_float_linear(false),
122 enable_texture_half_float_linear(false),
123 angle_translated_shader_source(false),
124 angle_pack_reverse_row_order(false),
125 arb_texture_rectangle(false),
126 angle_instanced_arrays(false),
127 occlusion_query_boolean(false),
128 use_arb_occlusion_query2_for_occlusion_query_boolean(false),
129 use_arb_occlusion_query_for_occlusion_query_boolean(false),
130 native_vertex_array_object(false),
131 ext_texture_format_bgra8888(false),
132 enable_shader_name_hashing(false),
133 enable_samplers(false),
134 ext_draw_buffers(false),
135 ext_frag_depth(false),
136 ext_shader_texture_lod(false),
137 use_async_readpixels(false),
138 map_buffer_range(false),
139 ext_discard_framebuffer(false),
140 angle_depth_texture(false),
142 is_swiftshader(false),
143 angle_texture_usage(false),
144 ext_texture_storage(false),
145 chromium_path_rendering(false) {
148 FeatureInfo::Workarounds::Workarounds() :
149 #define GPU_OP(type, name) name(false),
150 GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP
)
153 max_cube_map_texture_size(0),
154 max_fragment_uniform_vectors(0),
155 max_varying_vectors(0),
156 max_vertex_uniform_vectors(0) {
159 FeatureInfo::FeatureInfo() {
160 InitializeBasicState(*CommandLine::ForCurrentProcess());
163 FeatureInfo::FeatureInfo(const CommandLine
& command_line
) {
164 InitializeBasicState(command_line
);
167 void FeatureInfo::InitializeBasicState(const CommandLine
& command_line
) {
168 if (command_line
.HasSwitch(switches::kGpuDriverBugWorkarounds
)) {
169 std::string types
= command_line
.GetSwitchValueASCII(
170 switches::kGpuDriverBugWorkarounds
);
171 StringToWorkarounds(types
, &workarounds_
);
173 feature_flags_
.enable_shader_name_hashing
=
174 !command_line
.HasSwitch(switches::kDisableShaderNameHashing
);
176 feature_flags_
.is_swiftshader
=
177 (command_line
.GetSwitchValueASCII(switches::kUseGL
) == "swiftshader");
179 static const GLenum kAlphaTypes
[] = {
182 static const GLenum kRGBTypes
[] = {
184 GL_UNSIGNED_SHORT_5_6_5
,
186 static const GLenum kRGBATypes
[] = {
188 GL_UNSIGNED_SHORT_4_4_4_4
,
189 GL_UNSIGNED_SHORT_5_5_5_1
,
191 static const GLenum kLuminanceTypes
[] = {
194 static const GLenum kLuminanceAlphaTypes
[] = {
197 static const FormatInfo kFormatTypes
[] = {
198 { GL_ALPHA
, kAlphaTypes
, arraysize(kAlphaTypes
), },
199 { GL_RGB
, kRGBTypes
, arraysize(kRGBTypes
), },
200 { GL_RGBA
, kRGBATypes
, arraysize(kRGBATypes
), },
201 { GL_LUMINANCE
, kLuminanceTypes
, arraysize(kLuminanceTypes
), },
202 { GL_LUMINANCE_ALPHA
, kLuminanceAlphaTypes
,
203 arraysize(kLuminanceAlphaTypes
), } ,
205 for (size_t ii
= 0; ii
< arraysize(kFormatTypes
); ++ii
) {
206 const FormatInfo
& info
= kFormatTypes
[ii
];
207 ValueValidator
<GLenum
>& validator
= texture_format_validators_
[info
.format
];
208 for (size_t jj
= 0; jj
< info
.count
; ++jj
) {
209 validator
.AddValue(info
.types
[jj
]);
214 bool FeatureInfo::Initialize() {
215 disallowed_features_
= DisallowedFeatures();
216 InitializeFeatures();
220 bool FeatureInfo::Initialize(const DisallowedFeatures
& disallowed_features
) {
221 disallowed_features_
= disallowed_features
;
222 InitializeFeatures();
226 void FeatureInfo::InitializeFeatures() {
227 // Figure out what extensions to turn on.
228 StringSet
extensions(
229 reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS
)));
231 const char* renderer_str
=
232 reinterpret_cast<const char*>(glGetString(GL_RENDERER
));
234 feature_flags_
.is_angle
= StartsWithASCII(renderer_str
, "ANGLE", true);
238 const char* version_str
=
239 reinterpret_cast<const char*>(glGetString(GL_VERSION
));
241 std::string
lstr(base::StringToLowerASCII(std::string(version_str
)));
242 is_es3
= (lstr
.substr(0, 12) == "opengl es 3.");
245 AddExtensionString("GL_ANGLE_translated_shader_source");
246 AddExtensionString("GL_CHROMIUM_async_pixel_transfers");
247 AddExtensionString("GL_CHROMIUM_bind_uniform_location");
248 AddExtensionString("GL_CHROMIUM_command_buffer_query");
249 AddExtensionString("GL_CHROMIUM_command_buffer_latency_query");
250 AddExtensionString("GL_CHROMIUM_copy_texture");
251 AddExtensionString("GL_CHROMIUM_get_error_query");
252 AddExtensionString("GL_CHROMIUM_lose_context");
253 AddExtensionString("GL_CHROMIUM_pixel_transfer_buffer_object");
254 AddExtensionString("GL_CHROMIUM_rate_limit_offscreen_context");
255 AddExtensionString("GL_CHROMIUM_resize");
256 AddExtensionString("GL_CHROMIUM_resource_safe");
257 AddExtensionString("GL_CHROMIUM_strict_attribs");
258 AddExtensionString("GL_CHROMIUM_texture_mailbox");
259 AddExtensionString("GL_EXT_debug_marker");
261 // OES_vertex_array_object is emulated if not present natively,
262 // so the extension string is always exposed.
263 AddExtensionString("GL_OES_vertex_array_object");
265 if (!disallowed_features_
.gpu_memory_manager
)
266 AddExtensionString("GL_CHROMIUM_gpu_memory_manager");
268 if (extensions
.Contains("GL_ANGLE_translated_shader_source")) {
269 feature_flags_
.angle_translated_shader_source
= true;
272 // Check if we should allow GL_EXT_texture_compression_dxt1 and
273 // GL_EXT_texture_compression_s3tc.
274 bool enable_dxt1
= false;
275 bool enable_dxt3
= false;
276 bool enable_dxt5
= false;
277 bool have_s3tc
= extensions
.Contains("GL_EXT_texture_compression_s3tc");
279 have_s3tc
|| extensions
.Contains("GL_ANGLE_texture_compression_dxt3");
281 have_s3tc
|| extensions
.Contains("GL_ANGLE_texture_compression_dxt5");
283 if (extensions
.Contains("GL_EXT_texture_compression_dxt1") || have_s3tc
) {
294 AddExtensionString("GL_EXT_texture_compression_dxt1");
295 validators_
.compressed_texture_format
.AddValue(
296 GL_COMPRESSED_RGB_S3TC_DXT1_EXT
);
297 validators_
.compressed_texture_format
.AddValue(
298 GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
);
302 // The difference between GL_EXT_texture_compression_s3tc and
303 // GL_CHROMIUM_texture_compression_dxt3 is that the former
304 // requires on the fly compression. The latter does not.
305 AddExtensionString("GL_CHROMIUM_texture_compression_dxt3");
306 validators_
.compressed_texture_format
.AddValue(
307 GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
);
311 // The difference between GL_EXT_texture_compression_s3tc and
312 // GL_CHROMIUM_texture_compression_dxt5 is that the former
313 // requires on the fly compression. The latter does not.
314 AddExtensionString("GL_CHROMIUM_texture_compression_dxt5");
315 validators_
.compressed_texture_format
.AddValue(
316 GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
);
319 // Check if we should enable GL_EXT_texture_filter_anisotropic.
320 if (extensions
.Contains("GL_EXT_texture_filter_anisotropic")) {
321 AddExtensionString("GL_EXT_texture_filter_anisotropic");
322 validators_
.texture_parameter
.AddValue(
323 GL_TEXTURE_MAX_ANISOTROPY_EXT
);
324 validators_
.g_l_state
.AddValue(
325 GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
);
328 // Check if we should support GL_OES_packed_depth_stencil and/or
329 // GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture.
331 // NOTE: GL_OES_depth_texture requires support for depth cubemaps.
332 // GL_ARB_depth_texture requires other features that
333 // GL_OES_packed_depth_stencil does not provide.
335 // Therefore we made up GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture.
337 // GL_GOOGLE_depth_texture is legacy. As we exposed it into NaCl we can't
340 bool enable_depth_texture
= false;
341 if (!workarounds_
.disable_depth_texture
&&
342 (extensions
.Contains("GL_ARB_depth_texture") ||
343 extensions
.Contains("GL_OES_depth_texture") ||
344 extensions
.Contains("GL_ANGLE_depth_texture") || is_es3
)) {
345 enable_depth_texture
= true;
346 feature_flags_
.angle_depth_texture
=
347 extensions
.Contains("GL_ANGLE_depth_texture");
350 if (enable_depth_texture
) {
351 AddExtensionString("GL_CHROMIUM_depth_texture");
352 AddExtensionString("GL_GOOGLE_depth_texture");
353 texture_format_validators_
[GL_DEPTH_COMPONENT
].AddValue(GL_UNSIGNED_SHORT
);
354 texture_format_validators_
[GL_DEPTH_COMPONENT
].AddValue(GL_UNSIGNED_INT
);
355 validators_
.texture_internal_format
.AddValue(GL_DEPTH_COMPONENT
);
356 validators_
.texture_format
.AddValue(GL_DEPTH_COMPONENT
);
357 validators_
.pixel_type
.AddValue(GL_UNSIGNED_SHORT
);
358 validators_
.pixel_type
.AddValue(GL_UNSIGNED_INT
);
361 if (extensions
.Contains("GL_EXT_packed_depth_stencil") ||
362 extensions
.Contains("GL_OES_packed_depth_stencil") || is_es3
) {
363 AddExtensionString("GL_OES_packed_depth_stencil");
364 feature_flags_
.packed_depth24_stencil8
= true;
365 if (enable_depth_texture
) {
366 texture_format_validators_
[GL_DEPTH_STENCIL
]
367 .AddValue(GL_UNSIGNED_INT_24_8
);
368 validators_
.texture_internal_format
.AddValue(GL_DEPTH_STENCIL
);
369 validators_
.texture_format
.AddValue(GL_DEPTH_STENCIL
);
370 validators_
.pixel_type
.AddValue(GL_UNSIGNED_INT_24_8
);
372 validators_
.render_buffer_format
.AddValue(GL_DEPTH24_STENCIL8
);
375 if (is_es3
|| extensions
.Contains("GL_OES_vertex_array_object") ||
376 extensions
.Contains("GL_ARB_vertex_array_object") ||
377 extensions
.Contains("GL_APPLE_vertex_array_object")) {
378 feature_flags_
.native_vertex_array_object
= true;
381 // If we're using client_side_arrays we have to emulate
382 // vertex array objects since vertex array objects do not work
383 // with client side arrays.
384 if (workarounds_
.use_client_side_arrays_for_stream_buffers
) {
385 feature_flags_
.native_vertex_array_object
= false;
388 if (is_es3
|| extensions
.Contains("GL_OES_element_index_uint") ||
389 gfx::HasDesktopGLFeatures()) {
390 AddExtensionString("GL_OES_element_index_uint");
391 validators_
.index_type
.AddValue(GL_UNSIGNED_INT
);
394 bool enable_texture_format_bgra8888
= false;
395 bool enable_read_format_bgra
= false;
396 bool enable_render_buffer_bgra
= false;
397 bool enable_immutable_texture_format_bgra_on_es3
=
398 extensions
.Contains("GL_APPLE_texture_format_BGRA8888");
400 // Check if we should allow GL_EXT_texture_format_BGRA8888
401 if (extensions
.Contains("GL_EXT_texture_format_BGRA8888") ||
402 enable_immutable_texture_format_bgra_on_es3
||
403 extensions
.Contains("GL_EXT_bgra")) {
404 enable_texture_format_bgra8888
= true;
407 if (extensions
.Contains("GL_EXT_bgra")) {
408 enable_render_buffer_bgra
= true;
411 if (extensions
.Contains("GL_EXT_read_format_bgra") ||
412 extensions
.Contains("GL_EXT_bgra")) {
413 enable_read_format_bgra
= true;
416 if (enable_texture_format_bgra8888
) {
417 feature_flags_
.ext_texture_format_bgra8888
= true;
418 AddExtensionString("GL_EXT_texture_format_BGRA8888");
419 texture_format_validators_
[GL_BGRA_EXT
].AddValue(GL_UNSIGNED_BYTE
);
420 validators_
.texture_internal_format
.AddValue(GL_BGRA_EXT
);
421 validators_
.texture_format
.AddValue(GL_BGRA_EXT
);
424 if (enable_read_format_bgra
) {
425 AddExtensionString("GL_EXT_read_format_bgra");
426 validators_
.read_pixel_format
.AddValue(GL_BGRA_EXT
);
429 if (enable_render_buffer_bgra
) {
430 AddExtensionString("GL_CHROMIUM_renderbuffer_format_BGRA8888");
431 validators_
.render_buffer_format
.AddValue(GL_BGRA8_EXT
);
434 if (extensions
.Contains("GL_OES_rgb8_rgba8") || gfx::HasDesktopGLFeatures()) {
435 AddExtensionString("GL_OES_rgb8_rgba8");
436 validators_
.render_buffer_format
.AddValue(GL_RGB8_OES
);
437 validators_
.render_buffer_format
.AddValue(GL_RGBA8_OES
);
440 // Check if we should allow GL_OES_texture_npot
441 if (is_es3
|| extensions
.Contains("GL_ARB_texture_non_power_of_two") ||
442 extensions
.Contains("GL_OES_texture_npot")) {
443 AddExtensionString("GL_OES_texture_npot");
444 feature_flags_
.npot_ok
= true;
447 // Check if we should allow GL_OES_texture_float, GL_OES_texture_half_float,
448 // GL_OES_texture_float_linear, GL_OES_texture_half_float_linear
449 bool enable_texture_float
= false;
450 bool enable_texture_float_linear
= false;
451 bool enable_texture_half_float
= false;
452 bool enable_texture_half_float_linear
= false;
454 bool may_enable_chromium_color_buffer_float
= false;
456 if (extensions
.Contains("GL_ARB_texture_float")) {
457 enable_texture_float
= true;
458 enable_texture_float_linear
= true;
459 enable_texture_half_float
= true;
460 enable_texture_half_float_linear
= true;
461 may_enable_chromium_color_buffer_float
= true;
463 if (is_es3
|| extensions
.Contains("GL_OES_texture_float")) {
464 enable_texture_float
= true;
465 if (extensions
.Contains("GL_OES_texture_float_linear")) {
466 enable_texture_float_linear
= true;
468 if ((is_es3
&& extensions
.Contains("GL_EXT_color_buffer_float")) ||
469 feature_flags_
.is_angle
) {
470 may_enable_chromium_color_buffer_float
= true;
473 // TODO(dshwang): GLES3 supports half float by default but GL_HALF_FLOAT_OES
474 // isn't equal to GL_HALF_FLOAT.
475 if (extensions
.Contains("GL_OES_texture_half_float")) {
476 enable_texture_half_float
= true;
477 if (extensions
.Contains("GL_OES_texture_half_float_linear")) {
478 enable_texture_half_float_linear
= true;
483 if (enable_texture_float
) {
484 texture_format_validators_
[GL_ALPHA
].AddValue(GL_FLOAT
);
485 texture_format_validators_
[GL_RGB
].AddValue(GL_FLOAT
);
486 texture_format_validators_
[GL_RGBA
].AddValue(GL_FLOAT
);
487 texture_format_validators_
[GL_LUMINANCE
].AddValue(GL_FLOAT
);
488 texture_format_validators_
[GL_LUMINANCE_ALPHA
].AddValue(GL_FLOAT
);
489 validators_
.pixel_type
.AddValue(GL_FLOAT
);
490 validators_
.read_pixel_type
.AddValue(GL_FLOAT
);
491 AddExtensionString("GL_OES_texture_float");
492 if (enable_texture_float_linear
) {
493 AddExtensionString("GL_OES_texture_float_linear");
497 if (enable_texture_half_float
) {
498 texture_format_validators_
[GL_ALPHA
].AddValue(GL_HALF_FLOAT_OES
);
499 texture_format_validators_
[GL_RGB
].AddValue(GL_HALF_FLOAT_OES
);
500 texture_format_validators_
[GL_RGBA
].AddValue(GL_HALF_FLOAT_OES
);
501 texture_format_validators_
[GL_LUMINANCE
].AddValue(GL_HALF_FLOAT_OES
);
502 texture_format_validators_
[GL_LUMINANCE_ALPHA
].AddValue(GL_HALF_FLOAT_OES
);
503 validators_
.pixel_type
.AddValue(GL_HALF_FLOAT_OES
);
504 validators_
.read_pixel_type
.AddValue(GL_HALF_FLOAT_OES
);
505 AddExtensionString("GL_OES_texture_half_float");
506 if (enable_texture_half_float_linear
) {
507 AddExtensionString("GL_OES_texture_half_float_linear");
511 if (may_enable_chromium_color_buffer_float
) {
512 COMPILE_ASSERT(GL_RGBA32F_ARB
== GL_RGBA32F
&&
513 GL_RGBA32F_EXT
== GL_RGBA32F
&&
514 GL_RGB32F_ARB
== GL_RGB32F
&&
515 GL_RGB32F_EXT
== GL_RGB32F
,
516 sized_float_internal_format_variations_must_match
);
517 // We don't check extension support beyond ARB_texture_float on desktop GL,
518 // and format support varies between GL configurations. For example, spec
519 // prior to OpenGL 3.0 mandates framebuffer support only for one
520 // implementation-chosen format, and ES3.0 EXT_color_buffer_float does not
521 // support rendering to RGB32F. Check for framebuffer completeness with
522 // formats that the extensions expose, and only enable an extension when a
523 // framebuffer created with its texture format is reported as complete.
524 GLint fb_binding
= 0;
525 GLint tex_binding
= 0;
526 glGetIntegerv(GL_FRAMEBUFFER_BINDING
, &fb_binding
);
527 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &tex_binding
);
533 glGenTextures(1, &tex_id
);
534 glGenFramebuffersEXT(1, &fb_id
);
535 glBindTexture(GL_TEXTURE_2D
, tex_id
);
536 // Nearest filter needed for framebuffer completeness on some drivers.
537 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
538 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA32F
, width
, width
, 0, GL_RGBA
,
540 glBindFramebufferEXT(GL_FRAMEBUFFER
, fb_id
);
541 glFramebufferTexture2DEXT(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
542 GL_TEXTURE_2D
, tex_id
, 0);
543 GLenum statusRGBA
= glCheckFramebufferStatusEXT(GL_FRAMEBUFFER
);
544 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGB32F
, width
, width
, 0, GL_RGB
,
546 GLenum statusRGB
= glCheckFramebufferStatusEXT(GL_FRAMEBUFFER
);
547 glDeleteFramebuffersEXT(1, &fb_id
);
548 glDeleteTextures(1, &tex_id
);
550 glBindFramebufferEXT(GL_FRAMEBUFFER
, static_cast<GLuint
>(fb_binding
));
551 glBindTexture(GL_TEXTURE_2D
, static_cast<GLuint
>(tex_binding
));
553 DCHECK(glGetError() == GL_NO_ERROR
);
555 if (statusRGBA
== GL_FRAMEBUFFER_COMPLETE
) {
556 validators_
.texture_internal_format
.AddValue(GL_RGBA32F
);
557 feature_flags_
.chromium_color_buffer_float_rgba
= true;
558 AddExtensionString("GL_CHROMIUM_color_buffer_float_rgba");
560 if (statusRGB
== GL_FRAMEBUFFER_COMPLETE
) {
561 validators_
.texture_internal_format
.AddValue(GL_RGB32F
);
562 feature_flags_
.chromium_color_buffer_float_rgb
= true;
563 AddExtensionString("GL_CHROMIUM_color_buffer_float_rgb");
567 // Check for multisample support
568 if (!workarounds_
.disable_multisampling
) {
569 bool ext_has_multisample
=
570 extensions
.Contains("GL_EXT_framebuffer_multisample") || is_es3
;
571 if (feature_flags_
.is_angle
) {
572 ext_has_multisample
|=
573 extensions
.Contains("GL_ANGLE_framebuffer_multisample");
575 feature_flags_
.use_core_framebuffer_multisample
= is_es3
;
576 if (ext_has_multisample
) {
577 feature_flags_
.chromium_framebuffer_multisample
= true;
578 validators_
.frame_buffer_target
.AddValue(GL_READ_FRAMEBUFFER_EXT
);
579 validators_
.frame_buffer_target
.AddValue(GL_DRAW_FRAMEBUFFER_EXT
);
580 validators_
.g_l_state
.AddValue(GL_READ_FRAMEBUFFER_BINDING_EXT
);
581 validators_
.g_l_state
.AddValue(GL_MAX_SAMPLES_EXT
);
582 validators_
.render_buffer_parameter
.AddValue(GL_RENDERBUFFER_SAMPLES_EXT
);
583 AddExtensionString("GL_CHROMIUM_framebuffer_multisample");
585 if (extensions
.Contains("GL_EXT_multisampled_render_to_texture")) {
586 feature_flags_
.multisampled_render_to_texture
= true;
587 } else if (extensions
.Contains("GL_IMG_multisampled_render_to_texture")) {
588 feature_flags_
.multisampled_render_to_texture
= true;
589 feature_flags_
.use_img_for_multisampled_render_to_texture
= true;
591 if (feature_flags_
.multisampled_render_to_texture
) {
592 validators_
.render_buffer_parameter
.AddValue(
593 GL_RENDERBUFFER_SAMPLES_EXT
);
594 validators_
.g_l_state
.AddValue(GL_MAX_SAMPLES_EXT
);
595 validators_
.frame_buffer_parameter
.AddValue(
596 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT
);
597 AddExtensionString("GL_EXT_multisampled_render_to_texture");
601 if (extensions
.Contains("GL_OES_depth24") || gfx::HasDesktopGLFeatures() ||
603 AddExtensionString("GL_OES_depth24");
604 feature_flags_
.oes_depth24
= true;
605 validators_
.render_buffer_format
.AddValue(GL_DEPTH_COMPONENT24
);
608 if (!workarounds_
.disable_oes_standard_derivatives
&&
609 (is_es3
|| extensions
.Contains("GL_OES_standard_derivatives") ||
610 gfx::HasDesktopGLFeatures())) {
611 AddExtensionString("GL_OES_standard_derivatives");
612 feature_flags_
.oes_standard_derivatives
= true;
613 validators_
.hint_target
.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES
);
614 validators_
.g_l_state
.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES
);
617 if (extensions
.Contains("GL_OES_EGL_image_external")) {
618 AddExtensionString("GL_OES_EGL_image_external");
619 feature_flags_
.oes_egl_image_external
= true;
620 validators_
.texture_bind_target
.AddValue(GL_TEXTURE_EXTERNAL_OES
);
621 validators_
.get_tex_param_target
.AddValue(GL_TEXTURE_EXTERNAL_OES
);
622 validators_
.texture_parameter
.AddValue(GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES
);
623 validators_
.g_l_state
.AddValue(GL_TEXTURE_BINDING_EXTERNAL_OES
);
626 if (extensions
.Contains("GL_OES_compressed_ETC1_RGB8_texture")) {
627 AddExtensionString("GL_OES_compressed_ETC1_RGB8_texture");
628 feature_flags_
.oes_compressed_etc1_rgb8_texture
= true;
629 validators_
.compressed_texture_format
.AddValue(GL_ETC1_RGB8_OES
);
632 if (extensions
.Contains("GL_AMD_compressed_ATC_texture")) {
633 AddExtensionString("GL_AMD_compressed_ATC_texture");
634 validators_
.compressed_texture_format
.AddValue(
636 validators_
.compressed_texture_format
.AddValue(
637 GL_ATC_RGBA_EXPLICIT_ALPHA_AMD
);
638 validators_
.compressed_texture_format
.AddValue(
639 GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD
);
642 if (extensions
.Contains("GL_IMG_texture_compression_pvrtc")) {
643 AddExtensionString("GL_IMG_texture_compression_pvrtc");
644 validators_
.compressed_texture_format
.AddValue(
645 GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
);
646 validators_
.compressed_texture_format
.AddValue(
647 GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG
);
648 validators_
.compressed_texture_format
.AddValue(
649 GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
);
650 validators_
.compressed_texture_format
.AddValue(
651 GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG
);
654 // Ideally we would only expose this extension on Mac OS X, to
655 // support GL_CHROMIUM_iosurface and the compositor. We don't want
656 // applications to start using it; they should use ordinary non-
657 // power-of-two textures. However, for unit testing purposes we
658 // expose it on all supported platforms.
659 if (extensions
.Contains("GL_ARB_texture_rectangle")) {
660 AddExtensionString("GL_ARB_texture_rectangle");
661 feature_flags_
.arb_texture_rectangle
= true;
662 validators_
.texture_bind_target
.AddValue(GL_TEXTURE_RECTANGLE_ARB
);
663 // For the moment we don't add this enum to the texture_target
664 // validator. This implies that the only way to get image data into a
665 // rectangular texture is via glTexImageIOSurface2DCHROMIUM, which is
666 // just fine since again we don't want applications depending on this
668 validators_
.get_tex_param_target
.AddValue(GL_TEXTURE_RECTANGLE_ARB
);
669 validators_
.g_l_state
.AddValue(GL_TEXTURE_BINDING_RECTANGLE_ARB
);
672 #if defined(OS_MACOSX)
673 AddExtensionString("GL_CHROMIUM_iosurface");
676 // TODO(gman): Add support for these extensions.
679 feature_flags_
.enable_texture_float_linear
|= enable_texture_float_linear
;
680 feature_flags_
.enable_texture_half_float_linear
|=
681 enable_texture_half_float_linear
;
683 if (extensions
.Contains("GL_ANGLE_pack_reverse_row_order")) {
684 AddExtensionString("GL_ANGLE_pack_reverse_row_order");
685 feature_flags_
.angle_pack_reverse_row_order
= true;
686 validators_
.pixel_store
.AddValue(GL_PACK_REVERSE_ROW_ORDER_ANGLE
);
687 validators_
.g_l_state
.AddValue(GL_PACK_REVERSE_ROW_ORDER_ANGLE
);
690 if (extensions
.Contains("GL_ANGLE_texture_usage")) {
691 feature_flags_
.angle_texture_usage
= true;
692 AddExtensionString("GL_ANGLE_texture_usage");
693 validators_
.texture_parameter
.AddValue(GL_TEXTURE_USAGE_ANGLE
);
696 // Note: Only APPLE_texture_format_BGRA8888 extension allows BGRA8_EXT in
697 // ES3's glTexStorage2D. We prefer support BGRA to texture storage.
698 // So we don't expose GL_EXT_texture_storage when ES3 +
699 // GL_EXT_texture_format_BGRA8888 because we fail the GL_BGRA8 requirement.
700 // However we expose GL_EXT_texture_storage when just ES3 because we don't
701 // claim to handle GL_BGRA8.
702 bool support_texture_storage_on_es3
=
703 (is_es3
&& enable_immutable_texture_format_bgra_on_es3
) ||
704 (is_es3
&& !enable_texture_format_bgra8888
);
705 if (extensions
.Contains("GL_EXT_texture_storage") ||
706 extensions
.Contains("GL_ARB_texture_storage") ||
707 support_texture_storage_on_es3
) {
708 feature_flags_
.ext_texture_storage
= true;
709 AddExtensionString("GL_EXT_texture_storage");
710 validators_
.texture_parameter
.AddValue(GL_TEXTURE_IMMUTABLE_FORMAT_EXT
);
711 if (enable_texture_format_bgra8888
)
712 validators_
.texture_internal_format_storage
.AddValue(GL_BGRA8_EXT
);
713 if (enable_texture_float
) {
714 validators_
.texture_internal_format_storage
.AddValue(GL_RGBA32F_EXT
);
715 validators_
.texture_internal_format_storage
.AddValue(GL_RGB32F_EXT
);
716 validators_
.texture_internal_format_storage
.AddValue(GL_ALPHA32F_EXT
);
717 validators_
.texture_internal_format_storage
.AddValue(
718 GL_LUMINANCE32F_EXT
);
719 validators_
.texture_internal_format_storage
.AddValue(
720 GL_LUMINANCE_ALPHA32F_EXT
);
722 if (enable_texture_half_float
) {
723 validators_
.texture_internal_format_storage
.AddValue(GL_RGBA16F_EXT
);
724 validators_
.texture_internal_format_storage
.AddValue(GL_RGB16F_EXT
);
725 validators_
.texture_internal_format_storage
.AddValue(GL_ALPHA16F_EXT
);
726 validators_
.texture_internal_format_storage
.AddValue(
727 GL_LUMINANCE16F_EXT
);
728 validators_
.texture_internal_format_storage
.AddValue(
729 GL_LUMINANCE_ALPHA16F_EXT
);
733 bool have_ext_occlusion_query_boolean
=
734 extensions
.Contains("GL_EXT_occlusion_query_boolean");
735 bool have_arb_occlusion_query2
=
736 extensions
.Contains("GL_ARB_occlusion_query2");
737 bool have_arb_occlusion_query
=
738 extensions
.Contains("GL_ARB_occlusion_query");
740 if (!workarounds_
.disable_ext_occlusion_query
&&
741 (have_ext_occlusion_query_boolean
||
742 have_arb_occlusion_query2
||
743 have_arb_occlusion_query
)) {
744 AddExtensionString("GL_EXT_occlusion_query_boolean");
745 feature_flags_
.occlusion_query_boolean
= true;
746 feature_flags_
.use_arb_occlusion_query2_for_occlusion_query_boolean
=
747 !have_ext_occlusion_query_boolean
&& have_arb_occlusion_query2
;
748 feature_flags_
.use_arb_occlusion_query_for_occlusion_query_boolean
=
749 !have_ext_occlusion_query_boolean
&& have_arb_occlusion_query
&&
750 !have_arb_occlusion_query2
;
753 if (!workarounds_
.disable_angle_instanced_arrays
&&
754 (extensions
.Contains("GL_ANGLE_instanced_arrays") ||
755 (extensions
.Contains("GL_ARB_instanced_arrays") &&
756 extensions
.Contains("GL_ARB_draw_instanced")) ||
758 AddExtensionString("GL_ANGLE_instanced_arrays");
759 feature_flags_
.angle_instanced_arrays
= true;
760 validators_
.vertex_attribute
.AddValue(GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE
);
763 if (!workarounds_
.disable_ext_draw_buffers
&&
764 (extensions
.Contains("GL_ARB_draw_buffers") ||
765 extensions
.Contains("GL_EXT_draw_buffers"))) {
766 AddExtensionString("GL_EXT_draw_buffers");
767 feature_flags_
.ext_draw_buffers
= true;
769 GLint max_color_attachments
= 0;
770 glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT
, &max_color_attachments
);
771 for (GLenum i
= GL_COLOR_ATTACHMENT1_EXT
;
772 i
< static_cast<GLenum
>(GL_COLOR_ATTACHMENT0
+ max_color_attachments
);
774 validators_
.attachment
.AddValue(i
);
776 COMPILE_ASSERT(GL_COLOR_ATTACHMENT0_EXT
== GL_COLOR_ATTACHMENT0
,
777 color_attachment0_variation_must_match
);
779 validators_
.g_l_state
.AddValue(GL_MAX_COLOR_ATTACHMENTS_EXT
);
780 validators_
.g_l_state
.AddValue(GL_MAX_DRAW_BUFFERS_ARB
);
781 GLint max_draw_buffers
= 0;
782 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB
, &max_draw_buffers
);
783 for (GLenum i
= GL_DRAW_BUFFER0_ARB
;
784 i
< static_cast<GLenum
>(GL_DRAW_BUFFER0_ARB
+ max_draw_buffers
);
786 validators_
.g_l_state
.AddValue(i
);
790 if (is_es3
|| extensions
.Contains("GL_EXT_blend_minmax") ||
791 gfx::HasDesktopGLFeatures()) {
792 AddExtensionString("GL_EXT_blend_minmax");
793 validators_
.equation
.AddValue(GL_MIN_EXT
);
794 validators_
.equation
.AddValue(GL_MAX_EXT
);
795 COMPILE_ASSERT(GL_MIN_EXT
== GL_MIN
&& GL_MAX_EXT
== GL_MAX
,
796 min_max_variations_must_match
);
799 // TODO(dshwang): GLES3 supports gl_FragDepth, not gl_FragDepthEXT.
800 if (extensions
.Contains("GL_EXT_frag_depth") || gfx::HasDesktopGLFeatures()) {
801 AddExtensionString("GL_EXT_frag_depth");
802 feature_flags_
.ext_frag_depth
= true;
805 if (extensions
.Contains("GL_EXT_shader_texture_lod") ||
806 gfx::HasDesktopGLFeatures()) {
807 AddExtensionString("GL_EXT_shader_texture_lod");
808 feature_flags_
.ext_shader_texture_lod
= true;
811 #if !defined(OS_MACOSX)
812 if (workarounds_
.disable_egl_khr_fence_sync
) {
813 gfx::g_driver_egl
.ext
.b_EGL_KHR_fence_sync
= false;
816 if (workarounds_
.disable_arb_sync
)
817 gfx::g_driver_gl
.ext
.b_GL_ARB_sync
= false;
818 bool ui_gl_fence_works
= gfx::GLFence::IsSupported();
819 UMA_HISTOGRAM_BOOLEAN("GPU.FenceSupport", ui_gl_fence_works
);
821 feature_flags_
.map_buffer_range
=
822 is_es3
|| extensions
.Contains("GL_ARB_map_buffer_range");
824 // Really it's part of core OpenGL 2.1 and up, but let's assume the
825 // extension is still advertised.
826 bool has_pixel_buffers
=
827 is_es3
|| extensions
.Contains("GL_ARB_pixel_buffer_object");
829 // We will use either glMapBuffer() or glMapBufferRange() for async readbacks.
830 if (has_pixel_buffers
&& ui_gl_fence_works
&&
831 !workarounds_
.disable_async_readpixels
) {
832 feature_flags_
.use_async_readpixels
= true;
835 if (is_es3
|| extensions
.Contains("GL_ARB_sampler_objects")) {
836 feature_flags_
.enable_samplers
= true;
837 // TODO(dsinclair): Add AddExtensionString("GL_CHROMIUM_sampler_objects")
841 if ((is_es3
|| extensions
.Contains("GL_EXT_discard_framebuffer")) &&
842 !workarounds_
.disable_ext_discard_framebuffer
) {
843 // DiscardFramebufferEXT is automatically bound to InvalidateFramebuffer.
844 AddExtensionString("GL_EXT_discard_framebuffer");
845 feature_flags_
.ext_discard_framebuffer
= true;
848 if (ui_gl_fence_works
) {
849 AddExtensionString("GL_CHROMIUM_sync_query");
850 feature_flags_
.chromium_sync_query
= true;
853 if (extensions
.Contains("GL_NV_path_rendering")) {
854 if (extensions
.Contains("GL_EXT_direct_state_access") || is_es3
) {
855 AddExtensionString("GL_CHROMIUM_path_rendering");
856 feature_flags_
.chromium_path_rendering
= true;
857 validators_
.g_l_state
.AddValue(GL_PATH_MODELVIEW_MATRIX_CHROMIUM
);
858 validators_
.g_l_state
.AddValue(GL_PATH_PROJECTION_MATRIX_CHROMIUM
);
863 void FeatureInfo::AddExtensionString(const std::string
& str
) {
864 size_t pos
= extensions_
.find(str
);
865 while (pos
!= std::string::npos
&&
866 pos
+ str
.length() < extensions_
.length() &&
867 extensions_
.substr(pos
+ str
.length(), 1) != " ") {
868 // This extension name is a substring of another.
869 pos
= extensions_
.find(str
, pos
+ str
.length());
871 if (pos
== std::string::npos
) {
872 extensions_
+= (extensions_
.empty() ? "" : " ") + str
;
876 FeatureInfo::~FeatureInfo() {