dolphin/Source/Core/VideoCommon/DriverDetails.h

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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "Common/CommonTypes.h"
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#undef OS // CURL defines that, nobody uses it...
namespace DriverDetails
{
// API types supported by driver details
// This is separate to APIType in VideoConfig.h due to the fact that a bug
// can affect multiple APIs.
enum API
{
API_OPENGL = (1 << 0),
API_VULKAN = (1 << 1)
};
// Enum of supported operating systems
enum OS
{
OS_ALL = (1 << 0),
OS_WINDOWS = (1 << 1),
OS_LINUX = (1 << 2),
OS_OSX = (1 << 3),
OS_ANDROID = (1 << 4),
OS_FREEBSD = (1 << 5),
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OS_OPENBSD = (1 << 6),
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OS_HAIKU = (1 << 7),
};
// Enum of known vendors
// Tegra and Nvidia are separated out due to such substantial differences
enum Vendor
{
VENDOR_ALL = 0,
VENDOR_NVIDIA,
VENDOR_ATI,
VENDOR_INTEL,
VENDOR_ARM,
VENDOR_QUALCOMM,
VENDOR_IMGTEC,
VENDOR_TEGRA,
VENDOR_VIVANTE,
VENDOR_MESA,
VENDOR_UNKNOWN
};
// Enum of known drivers
enum Driver
{
DRIVER_ALL = 0,
DRIVER_NVIDIA, // Official Nvidia, including mobile GPU
DRIVER_NOUVEAU, // OSS nouveau
DRIVER_ATI, // Official ATI
DRIVER_R600, // OSS Radeon
DRIVER_INTEL, // Official Intel
DRIVER_I965, // OSS Intel
DRIVER_ARM, // Official Mali driver
DRIVER_LIMA, // OSS Mali driver
DRIVER_QUALCOMM, // Official Adreno driver
DRIVER_FREEDRENO, // OSS Adreno driver
DRIVER_IMGTEC, // Official PowerVR driver
DRIVER_VIVANTE, // Official Vivante driver
DRIVER_UNKNOWN // Unknown driver, default to official hardware driver
};
enum class Family
{
UNKNOWN,
INTEL_SANDY,
INTEL_IVY,
};
// Enum of known bugs
// These can be vendor specific, but we put them all in here
// For putting a new bug in here, make sure to put a detailed comment above the enum
// This'll ensure we know exactly what the issue is.
enum Bug
{
// Bug: UBO buffer offset broken
// Affected devices: all mesa drivers
// Started Version: 9.0 (mesa doesn't support ubo before)
// Ended Version: up to 9.2
// The offset of glBindBufferRange was ignored on all Mesa Gallium3D drivers until 9.1.3
// Nouveau stored the offset as u16 which isn't enough for all cases with range until 9.1.6
// I965 has broken data fetches from uniform buffers which results in a dithering until 9.2.0
BUG_BROKEN_UBO,
// Bug: The pinned memory extension isn't working for index buffers
// Affected devices: AMD as they are the only vendor providing this extension
// Started Version: ?
// Ended Version: 13.9 working for me (neobrain).
// Affected OS: Linux
// Pinned memory is disabled for index buffer as the AMD driver (the only one with pinned memory
// support) seems
// to be broken. We just get flickering/black rendering when using pinned memory here -- degasus -
// 2013/08/20
// This bug only happens when paired with base_vertex.
// Please see issue #6105. Let's hope buffer storage solves this issue.
// TODO: Detect broken drivers.
BUG_BROKEN_PINNED_MEMORY,
// Bug: glBufferSubData/glMapBufferRange stalls + OOM
// Affected devices: Adreno a3xx/Mali-t6xx
// Started Version: -1
// Ended Version: -1
// Both Adreno and Mali have issues when you call glBufferSubData or glMapBufferRange
// 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
// person.
BUG_BROKEN_BUFFER_STREAM,
// Bug: ARB_buffer_storage doesn't work with ARRAY_BUFFER type streams
// Affected devices: GeForce 4xx+
// Started Version: -1
// Ended Version: 332.21
// The buffer_storage streaming method is required for greater speed gains in our buffer streaming
// It reduces what is needed for streaming to basically a memcpy call
// It seems to work for all buffer types except GL_ARRAY_BUFFER
BUG_BROKEN_BUFFER_STORAGE,
// Bug: Intel HD 3000 on OS X has broken primitive restart
// Affected devices: Intel HD 3000
// Affected OS: OS X
// Started Version: -1
// Ended Version: -1
// The drivers on OS X has broken primitive restart.
// Intel HD 4000 series isn't affected by the bug
BUG_PRIMITIVE_RESTART,
// Bug: unsync mapping doesn't work fine
// Affected devices: Nvidia driver
// Started Version: -1
// Ended Version: -1
// The Nvidia driver (both Windows + Linux) doesn't like unsync mapping performance wise.
// Because of their threaded behavior, they seem not to handle unsync mapping complete unsync,
// in fact, they serialize the driver which adds a much bigger overhead.
// Workaround: Use BufferSubData
// TODO: some Windows AMD driver/GPU combination seems also affected
// but as they all support pinned memory, it doesn't matter
BUG_BROKEN_UNSYNC_MAPPING,
// Bug: Intel's Window driver broke buffer_storage with GL_ELEMENT_ARRAY_BUFFER
// Affected devices: Intel (Windows)
// Started Version: 15.36.3.64.3907 (10.18.10.3907)
// Ended Version: 15.36.7.64.3960 (10.18.10.3960)
// Intel implemented buffer_storage in their GL 4.3 driver.
// It works for all the buffer types we use except GL_ELEMENT_ARRAY_BUFFER.
// Causes complete blackscreen issues.
BUG_INTEL_BROKEN_BUFFER_STORAGE,
// Bug: Qualcomm has broken boolean negation
// Affected devices: Adreno
// Started Version: -1
// Ended Version: -1
// Qualcomm has the boolean negation broken in their shader compiler
// Instead of inverting the boolean value it does a binary negation on the full 32bit register
// This causes a compare against zero to fail in their shader since it is no longer a 0 or 1 value
// but 0xFFFFFFFF or 0xFFFFFFFE depending on what the boolean value was before the negation.
//
// This bug has a secondary issue tied to it unlike other bugs.
// The correction of this bug is to check the boolean value against false which results in us
// 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
// is equal to true or false, so one has to do a boolean negation of the source
//
// eg.
// Broken on Qualcomm
// Works on Windows Intel
// if (!cond)
//
// Works on Qualcomm
// Broken on Windows Intel
// if (cond == false)
BUG_BROKEN_NEGATED_BOOLEAN,
// Bug: glCopyImageSubData doesn't work on i965
// Started Version: -1
// Ended Version: 10.6.4
// Mesa meta misses to disable the scissor test.
BUG_BROKEN_COPYIMAGE,
// Bug: ARM Mali managed to break disabling vsync
// Affected Devices: Mali
// Started Version: r5p0-rev2
// Ended Version: -1
// If we disable vsync with eglSwapInterval(dpy, 0) then the screen will stop showing new updates
// after a handful of swaps.
// This was noticed on a Samsung Galaxy S6 with its Android 5.1.1 update.
// The default Android 5.0 image didn't encounter this issue.
// We can't actually detect what the driver version is on Android, so until the driver version
// lands that displays the version in
// the GL_VERSION string, we will have to force vsync to be enabled at all times.
BUG_BROKEN_VSYNC,
// Bug: Broken lines in geometry shaders
// Affected Devices: Mesa r600/radeonsi, Mesa Sandy Bridge
// Started Version: -1
// Ended Version: 11.1.2 for radeon, -1 for Sandy
// Mesa introduced geometry shader support for radeon and sandy bridge devices and failed to test
// it with us.
// Causes misrenderings on a large amount of things that draw lines.
BUG_BROKEN_GEOMETRY_SHADERS,
// Bug: Explicit flush is very slow on Qualcomm
// Started Version: -1
// Ended Version: -1
// 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
// fine.
// So let's use coherent mapping there.
BUG_BROKEN_EXPLICIT_FLUSH,
// Bug: glGetBufferSubData for bounding box reads is slow on AMD drivers
// Started Version: -1
// Ended Version: -1
// Bounding box reads use glGetBufferSubData to read back the contents of the SSBO, but this is
// slow on AMD drivers, compared to
// using glMapBufferRange. glMapBufferRange is slower on Nvidia drivers, we suspect due to the
// first call moving the buffer from
// GPU memory to system memory. Use glMapBufferRange for BBox reads on AMD, and glGetBufferSubData
// everywhere else.
BUG_SLOW_GETBUFFERSUBDATA,
// Bug: Broken lines in geometry shaders when writing to gl_ClipDistance in the vertex shader
// Affected Devices: Mesa i965
// Started Version: -1
// Ended Version: -1
// Writing to gl_ClipDistance in both the vertex shader and the geometry shader will break
// the geometry shader. Current workaround is to make sure the geometry shader always consumes
// the gl_ClipDistance inputs from the vertex shader.
BUG_BROKEN_CLIP_DISTANCE,
// Bug: Dual-source outputs from fragment shaders are broken on AMD Vulkan drivers
// Started Version: -1
// Ended Version: -1
// Fragment shaders that specify dual-source outputs, via layout(location = 0, index = ...) cause
// the driver to fail to create graphics pipelines. The workaround for this is to specify the
// index as a MRT location instead, or omit the binding completely.
BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION,
// Bug: Dual-source outputs from fragment shaders are broken on AMD OpenGL drivers
// Started Version: -1
// Ended Version: -1
// Fragment shaders that specify dual-source outputs, cause the driver to crash
// sometimes this happens in the kernel mode part of the driver resulting in a BSOD.
// Disable dual-source blending support for now.
BUG_BROKEN_DUAL_SOURCE_BLENDING,
// BUG: ImgTec GLSL shader compiler fails when negating the input to a bitwise operation
// Started version: 1.5
// Ended version: 1.8@4693462
// Shaders that do something like "variable <<= (-othervariable);" cause the shader to
// fail compilation with no useful diagnostic log. This can be worked around by storing
// the negated value to a temporary variable then using that in the bitwise op.
BUG_BROKEN_BITWISE_OP_NEGATION,
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// Bug: Shaders are recompiled on the main thread after being previously compiled on
// a worker thread on Mesa i965.
// Started version: -1
// Ended Version: -1
BUG_SHARED_CONTEXT_SHADER_COMPILATION,
// Bug: Fast clears on a MSAA framebuffer can cause NVIDIA GPU resets/lockups.
// Started version: -1
// Ended version: -1
// Calling vkCmdClearAttachments with a partial rect, or specifying a render area in a
// render pass with the load op set to clear can cause the GPU to lock up, or raise a
// bounds violation. This only occurs on MSAA framebuffers, and it seems when there are
// multiple clears in a single command buffer. Worked around by back to the slow path
// (drawing quads) when MSAA is enabled.
BUG_BROKEN_MSAA_CLEAR,
// BUG: Some vulkan implementations don't like the 'clear' loadop renderpass.
// For example, the ImgTec VK driver fails if you try to use a framebuffer with a different
// load/store op than that which it was created with, despite the spec saying they should be
// compatible.
// Started Version: 1.7
// Ended Version: 1.10
BUG_BROKEN_CLEAR_LOADOP_RENDERPASS,
};
// Initializes our internal vendor, device family, and driver version
void Init(API api, Vendor vendor, Driver driver, const double version, const Family family);
// Once Vendor and driver version is set, this will return if it has the applicable bug passed to
// it.
bool HasBug(Bug bug);
// Attempts to map a PCI vendor ID to our Vendor enumeration
Vendor TranslatePCIVendorID(u32 vendor_id);
}