Performance histograms for extension content verification
[chromium-blink-merge.git] / gpu / command_buffer / service / feature_info.cc
blobb3f1b935ac29a55803de61ec5dcf2007917b49f9
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) {
147 FeatureInfo::Workarounds::Workarounds() :
148 #define GPU_OP(type, name) name(false),
149 GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP)
150 #undef GPU_OP
151 max_texture_size(0),
152 max_cube_map_texture_size(0),
153 max_fragment_uniform_vectors(0),
154 max_varying_vectors(0),
155 max_vertex_uniform_vectors(0) {
158 FeatureInfo::FeatureInfo() {
159 InitializeBasicState(*CommandLine::ForCurrentProcess());
162 FeatureInfo::FeatureInfo(const CommandLine& command_line) {
163 InitializeBasicState(command_line);
166 void FeatureInfo::InitializeBasicState(const CommandLine& command_line) {
167 if (command_line.HasSwitch(switches::kGpuDriverBugWorkarounds)) {
168 std::string types = command_line.GetSwitchValueASCII(
169 switches::kGpuDriverBugWorkarounds);
170 StringToWorkarounds(types, &workarounds_);
172 feature_flags_.enable_shader_name_hashing =
173 !command_line.HasSwitch(switches::kDisableShaderNameHashing);
175 feature_flags_.is_swiftshader =
176 (command_line.GetSwitchValueASCII(switches::kUseGL) == "swiftshader");
178 static const GLenum kAlphaTypes[] = {
179 GL_UNSIGNED_BYTE,
181 static const GLenum kRGBTypes[] = {
182 GL_UNSIGNED_BYTE,
183 GL_UNSIGNED_SHORT_5_6_5,
185 static const GLenum kRGBATypes[] = {
186 GL_UNSIGNED_BYTE,
187 GL_UNSIGNED_SHORT_4_4_4_4,
188 GL_UNSIGNED_SHORT_5_5_5_1,
190 static const GLenum kLuminanceTypes[] = {
191 GL_UNSIGNED_BYTE,
193 static const GLenum kLuminanceAlphaTypes[] = {
194 GL_UNSIGNED_BYTE,
196 static const FormatInfo kFormatTypes[] = {
197 { GL_ALPHA, kAlphaTypes, arraysize(kAlphaTypes), },
198 { GL_RGB, kRGBTypes, arraysize(kRGBTypes), },
199 { GL_RGBA, kRGBATypes, arraysize(kRGBATypes), },
200 { GL_LUMINANCE, kLuminanceTypes, arraysize(kLuminanceTypes), },
201 { GL_LUMINANCE_ALPHA, kLuminanceAlphaTypes,
202 arraysize(kLuminanceAlphaTypes), } ,
204 for (size_t ii = 0; ii < arraysize(kFormatTypes); ++ii) {
205 const FormatInfo& info = kFormatTypes[ii];
206 ValueValidator<GLenum>& validator = texture_format_validators_[info.format];
207 for (size_t jj = 0; jj < info.count; ++jj) {
208 validator.AddValue(info.types[jj]);
213 bool FeatureInfo::Initialize() {
214 disallowed_features_ = DisallowedFeatures();
215 InitializeFeatures();
216 return true;
219 bool FeatureInfo::Initialize(const DisallowedFeatures& disallowed_features) {
220 disallowed_features_ = disallowed_features;
221 InitializeFeatures();
222 return true;
225 void FeatureInfo::InitializeFeatures() {
226 // Figure out what extensions to turn on.
227 StringSet extensions(
228 reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)));
230 bool npot_ok = false;
232 const char* renderer_str =
233 reinterpret_cast<const char*>(glGetString(GL_RENDERER));
234 if (renderer_str) {
235 feature_flags_.is_angle = StartsWithASCII(renderer_str, "ANGLE", true);
238 bool is_es3 = false;
239 const char* version_str =
240 reinterpret_cast<const char*>(glGetString(GL_VERSION));
241 if (version_str) {
242 std::string lstr(StringToLowerASCII(std::string(version_str)));
243 is_es3 = (lstr.substr(0, 12) == "opengl es 3.");
246 AddExtensionString("GL_ANGLE_translated_shader_source");
247 AddExtensionString("GL_CHROMIUM_async_pixel_transfers");
248 AddExtensionString("GL_CHROMIUM_bind_uniform_location");
249 AddExtensionString("GL_CHROMIUM_command_buffer_query");
250 AddExtensionString("GL_CHROMIUM_command_buffer_latency_query");
251 AddExtensionString("GL_CHROMIUM_copy_texture");
252 AddExtensionString("GL_CHROMIUM_get_error_query");
253 AddExtensionString("GL_CHROMIUM_lose_context");
254 AddExtensionString("GL_CHROMIUM_pixel_transfer_buffer_object");
255 AddExtensionString("GL_CHROMIUM_rate_limit_offscreen_context");
256 AddExtensionString("GL_CHROMIUM_resize");
257 AddExtensionString("GL_CHROMIUM_resource_safe");
258 AddExtensionString("GL_CHROMIUM_strict_attribs");
259 AddExtensionString("GL_CHROMIUM_texture_mailbox");
260 AddExtensionString("GL_EXT_debug_marker");
262 // OES_vertex_array_object is emulated if not present natively,
263 // so the extension string is always exposed.
264 AddExtensionString("GL_OES_vertex_array_object");
266 if (!disallowed_features_.gpu_memory_manager)
267 AddExtensionString("GL_CHROMIUM_gpu_memory_manager");
269 if (extensions.Contains("GL_ANGLE_translated_shader_source")) {
270 feature_flags_.angle_translated_shader_source = true;
273 // Check if we should allow GL_EXT_texture_compression_dxt1 and
274 // GL_EXT_texture_compression_s3tc.
275 bool enable_dxt1 = false;
276 bool enable_dxt3 = false;
277 bool enable_dxt5 = false;
278 bool have_s3tc = extensions.Contains("GL_EXT_texture_compression_s3tc");
279 bool have_dxt3 =
280 have_s3tc || extensions.Contains("GL_ANGLE_texture_compression_dxt3");
281 bool have_dxt5 =
282 have_s3tc || extensions.Contains("GL_ANGLE_texture_compression_dxt5");
284 if (extensions.Contains("GL_EXT_texture_compression_dxt1") || have_s3tc) {
285 enable_dxt1 = true;
287 if (have_dxt3) {
288 enable_dxt3 = true;
290 if (have_dxt5) {
291 enable_dxt5 = true;
294 if (enable_dxt1) {
295 AddExtensionString("GL_EXT_texture_compression_dxt1");
296 validators_.compressed_texture_format.AddValue(
297 GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
298 validators_.compressed_texture_format.AddValue(
299 GL_COMPRESSED_RGBA_S3TC_DXT1_EXT);
302 if (enable_dxt3) {
303 // The difference between GL_EXT_texture_compression_s3tc and
304 // GL_CHROMIUM_texture_compression_dxt3 is that the former
305 // requires on the fly compression. The latter does not.
306 AddExtensionString("GL_CHROMIUM_texture_compression_dxt3");
307 validators_.compressed_texture_format.AddValue(
308 GL_COMPRESSED_RGBA_S3TC_DXT3_EXT);
311 if (enable_dxt5) {
312 // The difference between GL_EXT_texture_compression_s3tc and
313 // GL_CHROMIUM_texture_compression_dxt5 is that the former
314 // requires on the fly compression. The latter does not.
315 AddExtensionString("GL_CHROMIUM_texture_compression_dxt5");
316 validators_.compressed_texture_format.AddValue(
317 GL_COMPRESSED_RGBA_S3TC_DXT5_EXT);
320 // Check if we should enable GL_EXT_texture_filter_anisotropic.
321 if (extensions.Contains("GL_EXT_texture_filter_anisotropic")) {
322 AddExtensionString("GL_EXT_texture_filter_anisotropic");
323 validators_.texture_parameter.AddValue(
324 GL_TEXTURE_MAX_ANISOTROPY_EXT);
325 validators_.g_l_state.AddValue(
326 GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT);
329 // Check if we should support GL_OES_packed_depth_stencil and/or
330 // GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture.
332 // NOTE: GL_OES_depth_texture requires support for depth cubemaps.
333 // GL_ARB_depth_texture requires other features that
334 // GL_OES_packed_depth_stencil does not provide.
336 // Therefore we made up GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture.
338 // GL_GOOGLE_depth_texture is legacy. As we exposed it into NaCl we can't
339 // get rid of it.
341 bool enable_depth_texture = false;
342 if (!workarounds_.disable_depth_texture &&
343 (extensions.Contains("GL_ARB_depth_texture") ||
344 extensions.Contains("GL_OES_depth_texture") ||
345 extensions.Contains("GL_ANGLE_depth_texture") || is_es3)) {
346 enable_depth_texture = true;
347 feature_flags_.angle_depth_texture =
348 extensions.Contains("GL_ANGLE_depth_texture");
351 if (enable_depth_texture) {
352 AddExtensionString("GL_CHROMIUM_depth_texture");
353 AddExtensionString("GL_GOOGLE_depth_texture");
354 texture_format_validators_[GL_DEPTH_COMPONENT].AddValue(GL_UNSIGNED_SHORT);
355 texture_format_validators_[GL_DEPTH_COMPONENT].AddValue(GL_UNSIGNED_INT);
356 validators_.texture_internal_format.AddValue(GL_DEPTH_COMPONENT);
357 validators_.texture_format.AddValue(GL_DEPTH_COMPONENT);
358 validators_.pixel_type.AddValue(GL_UNSIGNED_SHORT);
359 validators_.pixel_type.AddValue(GL_UNSIGNED_INT);
362 if (extensions.Contains("GL_EXT_packed_depth_stencil") ||
363 extensions.Contains("GL_OES_packed_depth_stencil") || is_es3) {
364 AddExtensionString("GL_OES_packed_depth_stencil");
365 feature_flags_.packed_depth24_stencil8 = true;
366 if (enable_depth_texture) {
367 texture_format_validators_[GL_DEPTH_STENCIL]
368 .AddValue(GL_UNSIGNED_INT_24_8);
369 validators_.texture_internal_format.AddValue(GL_DEPTH_STENCIL);
370 validators_.texture_format.AddValue(GL_DEPTH_STENCIL);
371 validators_.pixel_type.AddValue(GL_UNSIGNED_INT_24_8);
373 validators_.render_buffer_format.AddValue(GL_DEPTH24_STENCIL8);
376 if (extensions.Contains("GL_OES_vertex_array_object") ||
377 extensions.Contains("GL_ARB_vertex_array_object") ||
378 extensions.Contains("GL_APPLE_vertex_array_object")) {
379 feature_flags_.native_vertex_array_object = true;
382 // If we're using client_side_arrays we have to emulate
383 // vertex array objects since vertex array objects do not work
384 // with client side arrays.
385 if (workarounds_.use_client_side_arrays_for_stream_buffers) {
386 feature_flags_.native_vertex_array_object = false;
389 if (extensions.Contains("GL_OES_element_index_uint") ||
390 gfx::HasDesktopGLFeatures()) {
391 AddExtensionString("GL_OES_element_index_uint");
392 validators_.index_type.AddValue(GL_UNSIGNED_INT);
395 bool enable_texture_format_bgra8888 = false;
396 bool enable_read_format_bgra = false;
397 bool enable_render_buffer_bgra = false;
399 // Check if we should allow GL_EXT_texture_format_BGRA8888
400 if (extensions.Contains("GL_EXT_texture_format_BGRA8888") ||
401 extensions.Contains("GL_APPLE_texture_format_BGRA8888") ||
402 extensions.Contains("GL_EXT_bgra")) {
403 enable_texture_format_bgra8888 = true;
406 if (extensions.Contains("GL_EXT_bgra")) {
407 enable_render_buffer_bgra = true;
410 if (extensions.Contains("GL_EXT_read_format_bgra") ||
411 extensions.Contains("GL_EXT_bgra")) {
412 enable_read_format_bgra = true;
415 if (enable_texture_format_bgra8888) {
416 feature_flags_.ext_texture_format_bgra8888 = true;
417 AddExtensionString("GL_EXT_texture_format_BGRA8888");
418 texture_format_validators_[GL_BGRA_EXT].AddValue(GL_UNSIGNED_BYTE);
419 validators_.texture_internal_format.AddValue(GL_BGRA_EXT);
420 validators_.texture_format.AddValue(GL_BGRA_EXT);
423 if (enable_read_format_bgra) {
424 AddExtensionString("GL_EXT_read_format_bgra");
425 validators_.read_pixel_format.AddValue(GL_BGRA_EXT);
428 if (enable_render_buffer_bgra) {
429 AddExtensionString("GL_CHROMIUM_renderbuffer_format_BGRA8888");
430 validators_.render_buffer_format.AddValue(GL_BGRA8_EXT);
433 if (extensions.Contains("GL_OES_rgb8_rgba8") || gfx::HasDesktopGLFeatures()) {
434 AddExtensionString("GL_OES_rgb8_rgba8");
435 validators_.render_buffer_format.AddValue(GL_RGB8_OES);
436 validators_.render_buffer_format.AddValue(GL_RGBA8_OES);
439 // Check if we should allow GL_OES_texture_npot
440 if (extensions.Contains("GL_ARB_texture_non_power_of_two") ||
441 extensions.Contains("GL_OES_texture_npot")) {
442 AddExtensionString("GL_OES_texture_npot");
443 npot_ok = true;
446 // Check if we should allow GL_OES_texture_float, GL_OES_texture_half_float,
447 // GL_OES_texture_float_linear, GL_OES_texture_half_float_linear
448 bool enable_texture_float = false;
449 bool enable_texture_float_linear = false;
450 bool enable_texture_half_float = false;
451 bool enable_texture_half_float_linear = false;
453 bool may_enable_chromium_color_buffer_float = false;
455 if (extensions.Contains("GL_ARB_texture_float")) {
456 enable_texture_float = true;
457 enable_texture_float_linear = true;
458 enable_texture_half_float = true;
459 enable_texture_half_float_linear = true;
460 may_enable_chromium_color_buffer_float = true;
461 } else {
462 if (extensions.Contains("GL_OES_texture_float")) {
463 enable_texture_float = true;
464 if (extensions.Contains("GL_OES_texture_float_linear")) {
465 enable_texture_float_linear = true;
467 if ((is_es3 && extensions.Contains("GL_EXT_color_buffer_float")) ||
468 feature_flags_.is_angle) {
469 may_enable_chromium_color_buffer_float = true;
472 if (extensions.Contains("GL_OES_texture_half_float")) {
473 enable_texture_half_float = true;
474 if (extensions.Contains("GL_OES_texture_half_float_linear")) {
475 enable_texture_half_float_linear = true;
480 if (enable_texture_float) {
481 texture_format_validators_[GL_ALPHA].AddValue(GL_FLOAT);
482 texture_format_validators_[GL_RGB].AddValue(GL_FLOAT);
483 texture_format_validators_[GL_RGBA].AddValue(GL_FLOAT);
484 texture_format_validators_[GL_LUMINANCE].AddValue(GL_FLOAT);
485 texture_format_validators_[GL_LUMINANCE_ALPHA].AddValue(GL_FLOAT);
486 validators_.pixel_type.AddValue(GL_FLOAT);
487 validators_.read_pixel_type.AddValue(GL_FLOAT);
488 AddExtensionString("GL_OES_texture_float");
489 if (enable_texture_float_linear) {
490 AddExtensionString("GL_OES_texture_float_linear");
494 if (enable_texture_half_float) {
495 texture_format_validators_[GL_ALPHA].AddValue(GL_HALF_FLOAT_OES);
496 texture_format_validators_[GL_RGB].AddValue(GL_HALF_FLOAT_OES);
497 texture_format_validators_[GL_RGBA].AddValue(GL_HALF_FLOAT_OES);
498 texture_format_validators_[GL_LUMINANCE].AddValue(GL_HALF_FLOAT_OES);
499 texture_format_validators_[GL_LUMINANCE_ALPHA].AddValue(GL_HALF_FLOAT_OES);
500 validators_.pixel_type.AddValue(GL_HALF_FLOAT_OES);
501 validators_.read_pixel_type.AddValue(GL_HALF_FLOAT_OES);
502 AddExtensionString("GL_OES_texture_half_float");
503 if (enable_texture_half_float_linear) {
504 AddExtensionString("GL_OES_texture_half_float_linear");
508 if (may_enable_chromium_color_buffer_float) {
509 COMPILE_ASSERT(GL_RGBA32F_ARB == GL_RGBA32F &&
510 GL_RGBA32F_EXT == GL_RGBA32F &&
511 GL_RGB32F_ARB == GL_RGB32F &&
512 GL_RGB32F_EXT == GL_RGB32F,
513 sized_float_internal_format_variations_must_match);
514 // We don't check extension support beyond ARB_texture_float on desktop GL,
515 // and format support varies between GL configurations. For example, spec
516 // prior to OpenGL 3.0 mandates framebuffer support only for one
517 // implementation-chosen format, and ES3.0 EXT_color_buffer_float does not
518 // support rendering to RGB32F. Check for framebuffer completeness with
519 // formats that the extensions expose, and only enable an extension when a
520 // framebuffer created with its texture format is reported as complete.
521 GLint fb_binding = 0;
522 GLint tex_binding = 0;
523 glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fb_binding);
524 glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_binding);
526 GLuint tex_id = 0;
527 GLuint fb_id = 0;
528 GLsizei width = 16;
530 glGenTextures(1, &tex_id);
531 glGenFramebuffersEXT(1, &fb_id);
532 glBindTexture(GL_TEXTURE_2D, tex_id);
533 // Nearest filter needed for framebuffer completeness on some drivers.
534 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
535 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, width, 0, GL_RGBA,
536 GL_FLOAT, NULL);
537 glBindFramebufferEXT(GL_FRAMEBUFFER, fb_id);
538 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
539 GL_TEXTURE_2D, tex_id, 0);
540 GLenum statusRGBA = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
541 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, width, 0, GL_RGB,
542 GL_FLOAT, NULL);
543 GLenum statusRGB = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
544 glDeleteFramebuffersEXT(1, &fb_id);
545 glDeleteTextures(1, &tex_id);
547 glBindFramebufferEXT(GL_FRAMEBUFFER, static_cast<GLuint>(fb_binding));
548 glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(tex_binding));
550 DCHECK(glGetError() == GL_NO_ERROR);
552 if (statusRGBA == GL_FRAMEBUFFER_COMPLETE) {
553 validators_.texture_internal_format.AddValue(GL_RGBA32F);
554 feature_flags_.chromium_color_buffer_float_rgba = true;
555 AddExtensionString("GL_CHROMIUM_color_buffer_float_rgba");
557 if (statusRGB == GL_FRAMEBUFFER_COMPLETE) {
558 validators_.texture_internal_format.AddValue(GL_RGB32F);
559 feature_flags_.chromium_color_buffer_float_rgb = true;
560 AddExtensionString("GL_CHROMIUM_color_buffer_float_rgb");
564 // Check for multisample support
565 if (!workarounds_.disable_multisampling) {
566 bool ext_has_multisample =
567 extensions.Contains("GL_EXT_framebuffer_multisample") || is_es3;
568 if (feature_flags_.is_angle) {
569 ext_has_multisample |=
570 extensions.Contains("GL_ANGLE_framebuffer_multisample");
572 feature_flags_.use_core_framebuffer_multisample = is_es3;
573 if (ext_has_multisample) {
574 feature_flags_.chromium_framebuffer_multisample = true;
575 validators_.frame_buffer_target.AddValue(GL_READ_FRAMEBUFFER_EXT);
576 validators_.frame_buffer_target.AddValue(GL_DRAW_FRAMEBUFFER_EXT);
577 validators_.g_l_state.AddValue(GL_READ_FRAMEBUFFER_BINDING_EXT);
578 validators_.g_l_state.AddValue(GL_MAX_SAMPLES_EXT);
579 validators_.render_buffer_parameter.AddValue(GL_RENDERBUFFER_SAMPLES_EXT);
580 AddExtensionString("GL_CHROMIUM_framebuffer_multisample");
582 if (extensions.Contains("GL_EXT_multisampled_render_to_texture")) {
583 feature_flags_.multisampled_render_to_texture = true;
584 } else if (extensions.Contains("GL_IMG_multisampled_render_to_texture")) {
585 feature_flags_.multisampled_render_to_texture = true;
586 feature_flags_.use_img_for_multisampled_render_to_texture = true;
588 if (feature_flags_.multisampled_render_to_texture) {
589 validators_.render_buffer_parameter.AddValue(
590 GL_RENDERBUFFER_SAMPLES_EXT);
591 validators_.g_l_state.AddValue(GL_MAX_SAMPLES_EXT);
592 validators_.frame_buffer_parameter.AddValue(
593 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT);
594 AddExtensionString("GL_EXT_multisampled_render_to_texture");
598 if (extensions.Contains("GL_OES_depth24") || gfx::HasDesktopGLFeatures() ||
599 is_es3) {
600 AddExtensionString("GL_OES_depth24");
601 feature_flags_.oes_depth24 = true;
602 validators_.render_buffer_format.AddValue(GL_DEPTH_COMPONENT24);
605 if (!workarounds_.disable_oes_standard_derivatives &&
606 (extensions.Contains("GL_OES_standard_derivatives") ||
607 gfx::HasDesktopGLFeatures())) {
608 AddExtensionString("GL_OES_standard_derivatives");
609 feature_flags_.oes_standard_derivatives = true;
610 validators_.hint_target.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES);
611 validators_.g_l_state.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES);
614 if (extensions.Contains("GL_OES_EGL_image_external")) {
615 AddExtensionString("GL_OES_EGL_image_external");
616 feature_flags_.oes_egl_image_external = true;
617 validators_.texture_bind_target.AddValue(GL_TEXTURE_EXTERNAL_OES);
618 validators_.get_tex_param_target.AddValue(GL_TEXTURE_EXTERNAL_OES);
619 validators_.texture_parameter.AddValue(GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES);
620 validators_.g_l_state.AddValue(GL_TEXTURE_BINDING_EXTERNAL_OES);
623 if (extensions.Contains("GL_OES_compressed_ETC1_RGB8_texture")) {
624 AddExtensionString("GL_OES_compressed_ETC1_RGB8_texture");
625 feature_flags_.oes_compressed_etc1_rgb8_texture = true;
626 validators_.compressed_texture_format.AddValue(GL_ETC1_RGB8_OES);
629 if (extensions.Contains("GL_AMD_compressed_ATC_texture")) {
630 AddExtensionString("GL_AMD_compressed_ATC_texture");
631 validators_.compressed_texture_format.AddValue(
632 GL_ATC_RGB_AMD);
633 validators_.compressed_texture_format.AddValue(
634 GL_ATC_RGBA_EXPLICIT_ALPHA_AMD);
635 validators_.compressed_texture_format.AddValue(
636 GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD);
639 if (extensions.Contains("GL_IMG_texture_compression_pvrtc")) {
640 AddExtensionString("GL_IMG_texture_compression_pvrtc");
641 validators_.compressed_texture_format.AddValue(
642 GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG);
643 validators_.compressed_texture_format.AddValue(
644 GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG);
645 validators_.compressed_texture_format.AddValue(
646 GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG);
647 validators_.compressed_texture_format.AddValue(
648 GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG);
651 // Ideally we would only expose this extension on Mac OS X, to
652 // support GL_CHROMIUM_iosurface and the compositor. We don't want
653 // applications to start using it; they should use ordinary non-
654 // power-of-two textures. However, for unit testing purposes we
655 // expose it on all supported platforms.
656 if (extensions.Contains("GL_ARB_texture_rectangle")) {
657 AddExtensionString("GL_ARB_texture_rectangle");
658 feature_flags_.arb_texture_rectangle = true;
659 validators_.texture_bind_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
660 // For the moment we don't add this enum to the texture_target
661 // validator. This implies that the only way to get image data into a
662 // rectangular texture is via glTexImageIOSurface2DCHROMIUM, which is
663 // just fine since again we don't want applications depending on this
664 // extension.
665 validators_.get_tex_param_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
666 validators_.g_l_state.AddValue(GL_TEXTURE_BINDING_RECTANGLE_ARB);
669 #if defined(OS_MACOSX)
670 AddExtensionString("GL_CHROMIUM_iosurface");
671 #endif
673 // TODO(gman): Add support for these extensions.
674 // GL_OES_depth32
676 feature_flags_.enable_texture_float_linear |= enable_texture_float_linear;
677 feature_flags_.enable_texture_half_float_linear |=
678 enable_texture_half_float_linear;
679 feature_flags_.npot_ok |= npot_ok;
681 if (extensions.Contains("GL_ANGLE_pack_reverse_row_order")) {
682 AddExtensionString("GL_ANGLE_pack_reverse_row_order");
683 feature_flags_.angle_pack_reverse_row_order = true;
684 validators_.pixel_store.AddValue(GL_PACK_REVERSE_ROW_ORDER_ANGLE);
685 validators_.g_l_state.AddValue(GL_PACK_REVERSE_ROW_ORDER_ANGLE);
688 if (extensions.Contains("GL_ANGLE_texture_usage")) {
689 feature_flags_.angle_texture_usage = true;
690 AddExtensionString("GL_ANGLE_texture_usage");
691 validators_.texture_parameter.AddValue(GL_TEXTURE_USAGE_ANGLE);
694 if (extensions.Contains("GL_EXT_texture_storage")) {
695 feature_flags_.ext_texture_storage = true;
696 AddExtensionString("GL_EXT_texture_storage");
697 validators_.texture_parameter.AddValue(GL_TEXTURE_IMMUTABLE_FORMAT_EXT);
698 if (enable_texture_format_bgra8888)
699 validators_.texture_internal_format_storage.AddValue(GL_BGRA8_EXT);
700 if (enable_texture_float) {
701 validators_.texture_internal_format_storage.AddValue(GL_RGBA32F_EXT);
702 validators_.texture_internal_format_storage.AddValue(GL_RGB32F_EXT);
703 validators_.texture_internal_format_storage.AddValue(GL_ALPHA32F_EXT);
704 validators_.texture_internal_format_storage.AddValue(
705 GL_LUMINANCE32F_EXT);
706 validators_.texture_internal_format_storage.AddValue(
707 GL_LUMINANCE_ALPHA32F_EXT);
709 if (enable_texture_half_float) {
710 validators_.texture_internal_format_storage.AddValue(GL_RGBA16F_EXT);
711 validators_.texture_internal_format_storage.AddValue(GL_RGB16F_EXT);
712 validators_.texture_internal_format_storage.AddValue(GL_ALPHA16F_EXT);
713 validators_.texture_internal_format_storage.AddValue(
714 GL_LUMINANCE16F_EXT);
715 validators_.texture_internal_format_storage.AddValue(
716 GL_LUMINANCE_ALPHA16F_EXT);
720 bool have_ext_occlusion_query_boolean =
721 extensions.Contains("GL_EXT_occlusion_query_boolean");
722 bool have_arb_occlusion_query2 =
723 extensions.Contains("GL_ARB_occlusion_query2");
724 bool have_arb_occlusion_query =
725 extensions.Contains("GL_ARB_occlusion_query");
727 if (!workarounds_.disable_ext_occlusion_query &&
728 (have_ext_occlusion_query_boolean ||
729 have_arb_occlusion_query2 ||
730 have_arb_occlusion_query)) {
731 AddExtensionString("GL_EXT_occlusion_query_boolean");
732 feature_flags_.occlusion_query_boolean = true;
733 feature_flags_.use_arb_occlusion_query2_for_occlusion_query_boolean =
734 !have_ext_occlusion_query_boolean && have_arb_occlusion_query2;
735 feature_flags_.use_arb_occlusion_query_for_occlusion_query_boolean =
736 !have_ext_occlusion_query_boolean && have_arb_occlusion_query &&
737 !have_arb_occlusion_query2;
740 if (!workarounds_.disable_angle_instanced_arrays &&
741 (extensions.Contains("GL_ANGLE_instanced_arrays") ||
742 (extensions.Contains("GL_ARB_instanced_arrays") &&
743 extensions.Contains("GL_ARB_draw_instanced")) ||
744 is_es3)) {
745 AddExtensionString("GL_ANGLE_instanced_arrays");
746 feature_flags_.angle_instanced_arrays = true;
747 validators_.vertex_attribute.AddValue(GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
750 if (!workarounds_.disable_ext_draw_buffers &&
751 (extensions.Contains("GL_ARB_draw_buffers") ||
752 extensions.Contains("GL_EXT_draw_buffers"))) {
753 AddExtensionString("GL_EXT_draw_buffers");
754 feature_flags_.ext_draw_buffers = true;
756 GLint max_color_attachments = 0;
757 glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &max_color_attachments);
758 for (GLenum i = GL_COLOR_ATTACHMENT1_EXT;
759 i < static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + max_color_attachments);
760 ++i) {
761 validators_.attachment.AddValue(i);
764 validators_.g_l_state.AddValue(GL_MAX_COLOR_ATTACHMENTS_EXT);
765 validators_.g_l_state.AddValue(GL_MAX_DRAW_BUFFERS_ARB);
766 GLint max_draw_buffers = 0;
767 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_draw_buffers);
768 for (GLenum i = GL_DRAW_BUFFER0_ARB;
769 i < static_cast<GLenum>(GL_DRAW_BUFFER0_ARB + max_draw_buffers);
770 ++i) {
771 validators_.g_l_state.AddValue(i);
775 if (extensions.Contains("GL_EXT_blend_minmax") ||
776 gfx::HasDesktopGLFeatures()) {
777 AddExtensionString("GL_EXT_blend_minmax");
778 validators_.equation.AddValue(GL_MIN_EXT);
779 validators_.equation.AddValue(GL_MAX_EXT);
782 if (extensions.Contains("GL_EXT_frag_depth") || gfx::HasDesktopGLFeatures()) {
783 AddExtensionString("GL_EXT_frag_depth");
784 feature_flags_.ext_frag_depth = true;
787 if (extensions.Contains("GL_EXT_shader_texture_lod") ||
788 gfx::HasDesktopGLFeatures()) {
789 AddExtensionString("GL_EXT_shader_texture_lod");
790 feature_flags_.ext_shader_texture_lod = true;
793 #if !defined(OS_MACOSX)
794 if (workarounds_.disable_egl_khr_fence_sync) {
795 gfx::g_driver_egl.ext.b_EGL_KHR_fence_sync = false;
797 #endif
798 if (workarounds_.disable_arb_sync)
799 gfx::g_driver_gl.ext.b_GL_ARB_sync = false;
800 bool ui_gl_fence_works = gfx::GLFence::IsSupported();
801 UMA_HISTOGRAM_BOOLEAN("GPU.FenceSupport", ui_gl_fence_works);
803 feature_flags_.map_buffer_range =
804 is_es3 || extensions.Contains("GL_ARB_map_buffer_range");
806 // Really it's part of core OpenGL 2.1 and up, but let's assume the
807 // extension is still advertised.
808 bool has_pixel_buffers =
809 is_es3 || extensions.Contains("GL_ARB_pixel_buffer_object");
811 // We will use either glMapBuffer() or glMapBufferRange() for async readbacks.
812 if (has_pixel_buffers && ui_gl_fence_works &&
813 !workarounds_.disable_async_readpixels) {
814 feature_flags_.use_async_readpixels = true;
817 if (is_es3 || extensions.Contains("GL_ARB_sampler_objects")) {
818 feature_flags_.enable_samplers = true;
819 // TODO(dsinclair): Add AddExtensionString("GL_CHROMIUM_sampler_objects")
820 // when available.
823 if ((is_es3 || extensions.Contains("GL_EXT_discard_framebuffer")) &&
824 !workarounds_.disable_ext_discard_framebuffer) {
825 // DiscardFramebufferEXT is automatically bound to InvalidateFramebuffer.
826 AddExtensionString("GL_EXT_discard_framebuffer");
827 feature_flags_.ext_discard_framebuffer = true;
830 if (ui_gl_fence_works) {
831 AddExtensionString("GL_CHROMIUM_sync_query");
832 feature_flags_.chromium_sync_query = true;
836 void FeatureInfo::AddExtensionString(const std::string& str) {
837 size_t pos = extensions_.find(str);
838 while (pos != std::string::npos &&
839 pos + str.length() < extensions_.length() &&
840 extensions_.substr(pos + str.length(), 1) != " ") {
841 // This extension name is a substring of another.
842 pos = extensions_.find(str, pos + str.length());
844 if (pos == std::string::npos) {
845 extensions_ += (extensions_.empty() ? "" : " ") + str;
849 FeatureInfo::~FeatureInfo() {
852 } // namespace gles2
853 } // namespace gpu