forked from dolphin-emu/dolphin
		
	This is needed to differentiate between the open-source Mesa drivers and their binary counterparts for Intel and AMD.
		
			
				
	
	
		
			289 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			289 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include "Common/CommonTypes.h"
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#undef OS  // CURL defines that, nobody uses it...
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namespace DriverDetails
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{
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// API types supported by driver details
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// This is separate to APIType in VideoConfig.h due to the fact that a bug
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// can affect multiple APIs.
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enum API
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{
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  API_OPENGL = (1 << 0),
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  API_VULKAN = (1 << 1)
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};
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// Enum of supported operating systems
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enum OS
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{
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  OS_ALL = (1 << 0),
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  OS_WINDOWS = (1 << 1),
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  OS_LINUX = (1 << 2),
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  OS_OSX = (1 << 3),
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  OS_ANDROID = (1 << 4),
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  OS_FREEBSD = (1 << 5),
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  OS_OPENBSD = (1 << 6),
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  OS_HAIKU = (1 << 7),
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};
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// Enum of known vendors
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// Tegra and Nvidia are separated out due to such substantial differences
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enum Vendor
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{
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  VENDOR_ALL = 0,
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  VENDOR_NVIDIA,
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  VENDOR_ATI,
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  VENDOR_INTEL,
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  VENDOR_ARM,
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  VENDOR_QUALCOMM,
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  VENDOR_IMGTEC,
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  VENDOR_TEGRA,
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  VENDOR_VIVANTE,
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  VENDOR_MESA,
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  VENDOR_UNKNOWN
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};
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// Enum of known drivers
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enum Driver
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{
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  DRIVER_ALL = 0,
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  DRIVER_NVIDIA,     // Official Nvidia, including mobile GPU
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  DRIVER_NOUVEAU,    // OSS nouveau
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  DRIVER_ATI,        // Official ATI
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  DRIVER_R600,       // OSS Radeon
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  DRIVER_INTEL,      // Official Intel
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  DRIVER_I965,       // OSS Intel
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  DRIVER_ARM,        // Official Mali driver
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  DRIVER_LIMA,       // OSS Mali driver
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  DRIVER_QUALCOMM,   // Official Adreno driver
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  DRIVER_FREEDRENO,  // OSS Adreno driver
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  DRIVER_IMGTEC,     // Official PowerVR driver
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  DRIVER_VIVANTE,    // Official Vivante driver
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  DRIVER_UNKNOWN     // Unknown driver, default to official hardware driver
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};
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enum class Family
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{
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  UNKNOWN,
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  INTEL_SANDY,
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  INTEL_IVY,
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};
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// Enum of known bugs
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// These can be vendor specific, but we put them all in here
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// For putting a new bug in here, make sure to put a detailed comment above the enum
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// This'll ensure we know exactly what the issue is.
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enum Bug
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{
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  // Bug: UBO buffer offset broken
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  // Affected devices: all mesa drivers
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  // Started Version: 9.0 (mesa doesn't support ubo before)
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  // Ended Version: up to 9.2
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  // The offset of glBindBufferRange was ignored on all Mesa Gallium3D drivers until 9.1.3
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  // Nouveau stored the offset as u16 which isn't enough for all cases with range until 9.1.6
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  // I965 has broken data fetches from uniform buffers which results in a dithering until 9.2.0
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  BUG_BROKEN_UBO,
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  // Bug: The pinned memory extension isn't working for index buffers
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  // Affected devices: AMD as they are the only vendor providing this extension
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  // Started Version: ?
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  // Ended Version: 13.9 working for me (neobrain).
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  // Affected OS: Linux
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  // Pinned memory is disabled for index buffer as the AMD driver (the only one with pinned memory
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  // support) seems
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  // to be broken. We just get flickering/black rendering when using pinned memory here -- degasus -
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  // 2013/08/20
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  // This bug only happens when paired with base_vertex.
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  // Please see issue #6105. Let's hope buffer storage solves this issue.
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  // TODO: Detect broken drivers.
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  BUG_BROKEN_PINNED_MEMORY,
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  // Bug: glBufferSubData/glMapBufferRange stalls + OOM
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  // Affected devices: Adreno a3xx/Mali-t6xx
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  // Started Version: -1
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  // Ended Version: -1
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  // Both Adreno and Mali have issues when you call glBufferSubData or glMapBufferRange
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  // The driver stalls in each instance no matter what you do
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  // Apparently Mali and Adreno share code in this regard since they were written by the same
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  // person.
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  BUG_BROKEN_BUFFER_STREAM,
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  // Bug: ARB_buffer_storage doesn't work with ARRAY_BUFFER type streams
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  // Affected devices: GeForce 4xx+
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  // Started Version: -1
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  // Ended Version: 332.21
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  // The buffer_storage streaming method is required for greater speed gains in our buffer streaming
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  // It reduces what is needed for streaming to basically a memcpy call
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  // It seems to work for all buffer types except GL_ARRAY_BUFFER
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  BUG_BROKEN_BUFFER_STORAGE,
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  // Bug: Intel HD 3000 on OS X has broken primitive restart
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  // Affected devices: Intel HD 3000
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  // Affected OS: OS X
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  // Started Version: -1
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  // Ended Version: -1
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  // The drivers on OS X has broken primitive restart.
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  // Intel HD 4000 series isn't affected by the bug
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  BUG_PRIMITIVE_RESTART,
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  // Bug: unsync mapping doesn't work fine
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  // Affected devices: Nvidia driver, ARM Mali
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  // Started Version: -1
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  // Ended Version: -1
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  // The Nvidia driver (both Windows + Linux) doesn't like unsync mapping performance wise.
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  // Because of their threaded behavior, they seem not to handle unsync mapping complete unsync,
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  // in fact, they serialize the driver which adds a much bigger overhead.
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  // Workaround: Use BufferSubData
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  // The Mali behavior is even worse: They just ignore the unsychronized flag and stall the GPU.
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  // Workaround: As they were even too lazy to implement asynchronous buffer updates,
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  //             BufferSubData stalls as well, so we have to use the slowest possible path:
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  //             Alloc one buffer per draw call with BufferData.
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  // TODO: some Windows AMD driver/GPU combination seems also affected
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  //       but as they all support pinned memory, it doesn't matter
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  BUG_BROKEN_UNSYNC_MAPPING,
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  // Bug: Intel's Window driver broke buffer_storage with GL_ELEMENT_ARRAY_BUFFER
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  // Affected devices: Intel (Windows)
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  // Started Version: 15.36.3.64.3907 (10.18.10.3907)
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  // Ended Version: 15.36.7.64.3960 (10.18.10.3960)
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  // Intel implemented buffer_storage in their GL 4.3 driver.
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  // It works for all the buffer types we use except GL_ELEMENT_ARRAY_BUFFER.
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  // Causes complete blackscreen issues.
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  BUG_INTEL_BROKEN_BUFFER_STORAGE,
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  // Bug: Qualcomm has broken boolean negation
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  // Affected devices: Adreno
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  // Started Version: -1
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  // Ended Version: -1
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  // Qualcomm has the boolean negation broken in their shader compiler
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  // Instead of inverting the boolean value it does a binary negation on the full 32bit register
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  // This causes a compare against zero to fail in their shader since it is no longer a 0 or 1 value
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  // but 0xFFFFFFFF or 0xFFFFFFFE depending on what the boolean value was before the negation.
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  //
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  // This bug has a secondary issue tied to it unlike other bugs.
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  // The correction of this bug is to check the boolean value against false which results in us
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  // not doing a negation of the source but instead checking against the boolean value we want.
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  // The issue with this is that Intel's Windows driver is broken when checking if a boolean value
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  // is equal to true or false, so one has to do a boolean negation of the source
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  //
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  // eg.
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  // Broken on Qualcomm
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  // Works on Windows Intel
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  // if (!cond)
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  //
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  // Works on Qualcomm
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  // Broken on Windows Intel
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  // if (cond == false)
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  BUG_BROKEN_NEGATED_BOOLEAN,
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  // Bug: glCopyImageSubData doesn't work on i965
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  // Started Version: -1
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  // Ended Version: 10.6.4
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  // Mesa meta misses to disable the scissor test.
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  BUG_BROKEN_COPYIMAGE,
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  // Bug: ARM Mali managed to break disabling vsync
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  // Affected Devices: Mali
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  // Started Version: r5p0-rev2
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  // Ended Version: -1
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  // If we disable vsync with eglSwapInterval(dpy, 0) then the screen will stop showing new updates
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  // after a handful of swaps.
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  // This was noticed on a Samsung Galaxy S6 with its Android 5.1.1 update.
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  // The default Android 5.0 image didn't encounter this issue.
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  // We can't actually detect what the driver version is on Android, so until the driver version
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  // lands that displays the version in
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  // the GL_VERSION string, we will have to force vsync to be enabled at all times.
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  BUG_BROKEN_VSYNC,
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  // Bug: Broken lines in geometry shaders
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  // Affected Devices: Mesa r600/radeonsi, Mesa Sandy Bridge
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  // Started Version: -1
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  // Ended Version: 11.1.2 for radeon, -1 for Sandy
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  // Mesa introduced geometry shader support for radeon and sandy bridge devices and failed to test
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  // it with us.
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  // Causes misrenderings on a large amount of things that draw lines.
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  BUG_BROKEN_GEOMETRY_SHADERS,
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  // Bug: Explicit flush is very slow on Qualcomm
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  // Started Version: -1
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  // Ended Version: -1
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  // Our ARB_buffer_storage code uses explicit flush to avoid coherent mapping.
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  // Qualcomm seems to have lots of overhead on explicit flushing, but the coherent mapping path is
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  // fine.
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  // So let's use coherent mapping there.
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  BUG_BROKEN_EXPLICIT_FLUSH,
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  // Bug: glGetBufferSubData for bounding box reads is slow on AMD drivers
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  // Started Version: -1
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  // Ended Version: -1
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  // Bounding box reads use glGetBufferSubData to read back the contents of the SSBO, but this is
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  // slow on AMD drivers, compared to
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  // using glMapBufferRange. glMapBufferRange is slower on Nvidia drivers, we suspect due to the
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  // first call moving the buffer from
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  // GPU memory to system memory. Use glMapBufferRange for BBox reads on AMD, and glGetBufferSubData
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  // everywhere else.
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  BUG_SLOW_GETBUFFERSUBDATA,
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  // Bug: Broken lines in geometry shaders when writing to gl_ClipDistance in the vertex shader
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  // Affected Devices: Mesa i965
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  // Started Version: -1
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  // Ended Version: -1
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  // Writing to gl_ClipDistance in both the vertex shader and the geometry shader will break
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  // the geometry shader. Current workaround is to make sure the geometry shader always consumes
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  // the gl_ClipDistance inputs from the vertex shader.
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  BUG_BROKEN_CLIP_DISTANCE,
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  // Bug: Dual-source outputs from fragment shaders are broken on AMD Vulkan drivers
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  // Started Version: -1
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  // Ended Version: -1
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  // Fragment shaders that specify dual-source outputs, via layout(location = 0, index = ...) cause
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  // the driver to fail to create graphics pipelines. The workaround for this is to specify the
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  // index as a MRT location instead, or omit the binding completely.
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  BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION,
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  // Bug: Dual-source outputs from fragment shaders are broken on AMD OpenGL drivers
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  // Started Version: -1
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  // Ended Version: -1
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  // Fragment shaders that specify dual-source outputs, cause the driver to crash
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  // sometimes this happens in the kernel mode part of the driver resulting in a BSOD.
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  // Disable dual-source blending support for now.
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  BUG_BROKEN_DUAL_SOURCE_BLENDING,
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  // BUG: ImgTec GLSL shader compiler fails when negating the input to a bitwise operation
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  // Started version: 1.5
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  // Ended version: 1.8@4693462
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  // Shaders that do something like "variable <<= (-othervariable);" cause the shader to
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  // fail compilation with no useful diagnostic log. This can be worked around by storing
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  // the negated value to a temporary variable then using that in the bitwise op.
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  BUG_BROKEN_BITWISE_OP_NEGATION,
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  // BUG: The GPU shader code appears to be context-specific on Mesa/i965.
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  // This means that if we compiled the ubershaders asynchronously, they will be recompiled
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  // on the main thread the first time they are used, causing stutter. For now, disable
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  // asynchronous compilation on Mesa i965.
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  // Started version: -1
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  // Ended Version: -1
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  BUG_SHARED_CONTEXT_SHADER_COMPILATION,
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  // Bug: Fast clears on a MSAA framebuffer can cause NVIDIA GPU resets/lockups.
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  // Started version: -1
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  // Ended version: -1
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  // Calling vkCmdClearAttachments with a partial rect, or specifying a render area in a
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  // render pass with the load op set to clear can cause the GPU to lock up, or raise a
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  // bounds violation. This only occurs on MSAA framebuffers, and it seems when there are
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  // multiple clears in a single command buffer. Worked around by back to the slow path
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  // (drawing quads) when MSAA is enabled.
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  BUG_BROKEN_MSAA_CLEAR,
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  // BUG: Some vulkan implementations don't like the 'clear' loadop renderpass.
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  // For example, the ImgTec VK driver fails if you try to use a framebuffer with a different
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  // load/store op than that which it was created with, despite the spec saying they should be
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  // compatible.
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  // Started Version: 1.7
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  // Ended Version: 1.10
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  BUG_BROKEN_CLEAR_LOADOP_RENDERPASS,
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};
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// Initializes our internal vendor, device family, and driver version
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void Init(API api, Vendor vendor, Driver driver, const double version, const Family family);
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// Once Vendor and driver version is set, this will return if it has the applicable bug passed to
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// it.
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bool HasBug(Bug bug);
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}
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