Handle account removal correctly on all platforms.
[chromium-blink-merge.git] / gpu / command_buffer / service / feature_info.cc
blob3be7be0ecbaf99075d44d4e24d392e3b7cf82c4b
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 namespace gpu {
21 namespace gles2 {
23 namespace {
25 struct FormatInfo {
26 GLenum format;
27 const GLenum* types;
28 size_t count;
31 class StringSet {
32 public:
33 StringSet() {}
35 StringSet(const char* s) {
36 Init(s);
39 StringSet(const std::string& str) {
40 Init(str);
43 void Init(const char* s) {
44 std::string str(s ? s : "");
45 Init(str);
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();
62 private:
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) {
70 DCHECK(workarounds);
71 std::vector<std::string> pieces;
72 base::SplitString(types, ',', &pieces);
73 for (size_t i = 0; i < pieces.size(); ++i) {
74 int number = 0;
75 bool succeed = base::StringToInt(pieces[i], &number);
76 DCHECK(succeed);
77 switch (number) {
78 #define GPU_OP(type, name) \
79 case gpu::type: \
80 workarounds->name = true; \
81 break;
82 GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP)
83 #undef GPU_OP
84 default:
85 NOTIMPLEMENTED();
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),
117 oes_depth24(false),
118 oes_compressed_etc1_rgb8_texture(false),
119 packed_depth24_stencil8(false),
120 npot_ok(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),
141 is_angle(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)
151 #undef GPU_OP
152 max_texture_size(0),
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[] = {
180 GL_UNSIGNED_BYTE,
182 static const GLenum kRGBTypes[] = {
183 GL_UNSIGNED_BYTE,
184 GL_UNSIGNED_SHORT_5_6_5,
186 static const GLenum kRGBATypes[] = {
187 GL_UNSIGNED_BYTE,
188 GL_UNSIGNED_SHORT_4_4_4_4,
189 GL_UNSIGNED_SHORT_5_5_5_1,
191 static const GLenum kLuminanceTypes[] = {
192 GL_UNSIGNED_BYTE,
194 static const GLenum kLuminanceAlphaTypes[] = {
195 GL_UNSIGNED_BYTE,
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();
217 return true;
220 bool FeatureInfo::Initialize(const DisallowedFeatures& disallowed_features) {
221 disallowed_features_ = disallowed_features;
222 InitializeFeatures();
223 return true;
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));
233 if (renderer_str) {
234 feature_flags_.is_angle = StartsWithASCII(renderer_str, "ANGLE", true);
237 bool is_es3 = false;
238 const char* version_str =
239 reinterpret_cast<const char*>(glGetString(GL_VERSION));
240 if (version_str) {
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");
278 bool have_dxt3 =
279 have_s3tc || extensions.Contains("GL_ANGLE_texture_compression_dxt3");
280 bool have_dxt5 =
281 have_s3tc || extensions.Contains("GL_ANGLE_texture_compression_dxt5");
283 if (extensions.Contains("GL_EXT_texture_compression_dxt1") || have_s3tc) {
284 enable_dxt1 = true;
286 if (have_dxt3) {
287 enable_dxt3 = true;
289 if (have_dxt5) {
290 enable_dxt5 = true;
293 if (enable_dxt1) {
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);
301 if (enable_dxt3) {
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);
310 if (enable_dxt5) {
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
338 // get rid of it.
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;
462 } else {
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);
529 GLuint tex_id = 0;
530 GLuint fb_id = 0;
531 GLsizei width = 16;
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,
539 GL_FLOAT, NULL);
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,
545 GL_FLOAT, NULL);
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() ||
602 is_es3) {
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(
635 GL_ATC_RGB_AMD);
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
667 // extension.
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");
674 #endif
676 // TODO(gman): Add support for these extensions.
677 // GL_OES_depth32
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")) ||
757 is_es3)) {
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);
773 ++i) {
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);
785 ++i) {
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;
815 #endif
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")
838 // when available.
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() {
879 } // namespace gles2
880 } // namespace gpu