forked from dolphin-emu/dolphin
		
	Just use regular boolean negation in our pixel shader's depth test everywhere except on Qualcomm. This works around a bug in the Intel Windows driver where comparing a boolean value against true or false fails but boolean negation works fine. Quite silly. Should fix issues #7830 and #7899.
		
			
				
	
	
		
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			C++
		
	
	
	
	
	
			
		
		
	
	
			214 lines
		
	
	
		
			9.0 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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namespace DriverDetails
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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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	};
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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_MIDGARD,  // Official Mali driver
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		DRIVER_ARM_UTGARD,   // 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: 95
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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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		// With v53 video drivers, dynamic member access "works." It works to the extent that it doesn't crash.
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		// With v95 drivers everything works as it should.
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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: 53
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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: 53
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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 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 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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		// This bug only happens when paired with base_vertex.
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		// Please see issue #6105 on google code. Let's hope buffer storage solves this issues.
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		// TODO: Detect broken drivers.
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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: 53
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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: 53
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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: 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 it was wrote by the same person.
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		BUG_BROKENBUFFERSTREAM,
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		// Bug: GLSL ES 3.0 textureSize causes abort
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		// Affected devices: Adreno a3xx
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		// Started Version: -1 (Noticed in v53)
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		// Ended Version: 66
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		// If a shader includes a textureSize function call then the shader compiler will call abort()
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		BUG_BROKENTEXTURESIZE,
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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_BROKENBUFFERSTORAGE,
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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_PRIMITIVERESTART,
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		// Bug: unsync mapping doesn't work fine
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		// Affected devices: nvidia driver
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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 behavoir, 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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		// 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_BROKENUNSYNCMAPPING,
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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_INTELBROKENBUFFERSTORAGE,
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		// Bug: Qualcomm has broken attributeless rendering
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		// Affected devices: Adreno
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		// Started Version: -1
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		// Ended Version: v66 (07-09-2014 dev version), v95 shipping
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		// Qualcomm has had attributeless rendering broken forever
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		// This was fixed in a v66 development version, the first shipping driver version with the release was v95.
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		// To be safe, make v95 the minimum version to work around this issue
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		BUG_BROKENATTRIBUTELESS,
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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 Window driver is broken when checking if a boolean value is
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		// 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_BROKENNEGATEDBOOLEAN,
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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, const s32 family);
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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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