forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			140 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			140 lines
		
	
	
		
			5.4 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 "CommonTypes.h"
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namespace DriverDetails
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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_4XX, // Official Mali driver
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		DRIVER_ARM_T6XX, // Official Mali driver
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		DRIVER_LIMA, // OSS Mali driver
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		DRIVER_QUALCOMM_3XX, // Official Adreno driver 3xx
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		DRIVER_QUALCOMM_2XX, // Official Adreno driver 2xx
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		DRIVER_FREEDRENO, // OSS Adreno driver
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		DRIVER_IMGTEC, // OSS 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 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: No Dynamic UBO array object access
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		// Affected Devices: Qualcomm/Adreno
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		// Started Version: 14
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		// Ended Version: -1
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		// Accessing UBO array members dynamically causes the Adreno shader compiler to crash
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		// Errors out with "Internal Error"
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		BUG_NODYNUBOACCESS = 0,
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		// Bug: Centroid is broken in shaders
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		// Affected devices: Qualcomm/Adreno
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		// Started Version: 14
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		// Ended Version: -1
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		// Centroid in/out, used in the shaders, is used for multisample buffers to get the texel correctly
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		// When MSAA is disabled, it acts like a regular in/out
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		// Tends to cause the driver to render full white or black
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		BUG_BROKENCENTROID,
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		// Bug: INFO_LOG_LENGTH broken
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		// Affected devices: Qualcomm/Adreno
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		// Started Version: ? (Noticed on v14)
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		// Ended Version: -1
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		// When compiling a shader, it is important that when it fails, 
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		// you first get the length of the information log prior to grabbing it.
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		// This allows you to allocate an array to store all of the log
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		// Adreno devices /always/ return 0 when querying GL_INFO_LOG_LENGTH
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		// They also max out at 1024 bytes(1023 characters + null terminator) for the log
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		BUG_BROKENINFOLOG,
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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_BROKENUBO,
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		// Bug: The hacked buffer upload method isn't working
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		//      This isn't a bug as the hacked buffer itself isn't used to work.
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		//      I'm still surprised that it works on so many drivers.
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		// Affected devices: - amd close sourced driver
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		//                   - nouveau
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		//                   - maybe also some others
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		// This hack is evil. It's like free(pointer); *pointer = data;
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		BUG_BROKENHACKEDBUFFER,
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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: -1
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		// Pinned memory is disabled for index buffer as the amd driver (the only one with pinned memory support) seems
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		// to be broken. We just get flickering/black rendering when using pinned memory here -- degasus - 2013/08/20
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		// Please see issue #6105 on google code. Let's hope buffer storage solves this issues.
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		BUG_BROKENPINNEDMEMORY,
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		// Bug: Entirely broken UBOs
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		// Affected devices: Qualcomm/Adreno
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		// Started Version: ? (Noticed on v45)
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		// Ended Version: -1
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		// Uniform buffers are entirely broken on Qualcomm drivers with v45
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		// Trying to use the uniform buffers causes a malloc to fail inside the driver
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		// To be safe, blanket drivers from v41 - v45
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		BUG_ANNIHILATEDUBOS,
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		// Bug : Can't draw on screen text and clear correctly.
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		// Affected devices: Qualcomm/Adreno
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		// Started Version: ?
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		// Ended Version: ?
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		// Current code for drawing on screen text and clearing the framebuffer doesn't work on Adreno
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		// Drawing on screen text causes the whole screen to swizzle in a terrible fashion
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		// Clearing the framebuffer causes one to never see a frame.
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		BUG_BROKENSWAP,
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		// Bug: Running on a Tegra 4 device
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		// Affected devices: Nvidia Tegra
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		// Started Version: 4
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		// Ended Version: 5
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		// Tegra 4 hardware limitations don't allow it to support OpenGL ES 3
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		// This is fixed in Tegra 5
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		BUG_ISTEGRA,
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		// Bug: Running on a PowerVR5 device
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		// Affected devices: PowerVR54x
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		// Started Version: 540
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		// Ended Version: 6xxx
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		// PowerVR 5 hardware limitations don't allow it to support OpenGL ES 3
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		// This is fixed in PowerVR6
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		BUG_ISPOWERVR,
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	};
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	// Initializes our internal vendor, device family, and driver version	
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	void Init(Vendor vendor, Driver driver, const double version);
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	// Once Vendor and driver version is set, this will return if it has the applicable bug passed to it.
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	bool HasBug(Bug bug);
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}
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