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87 lines
4.2 KiB
C++
87 lines
4.2 KiB
C++
//
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// Copyright (c) 2015 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// WorkaroundsD3D.h: Workarounds for D3D driver bugs and other issues.
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#ifndef LIBANGLE_RENDERER_D3D_WORKAROUNDSD3D_H_
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#define LIBANGLE_RENDERER_D3D_WORKAROUNDSD3D_H_
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// TODO(jmadill,zmo,geofflang): make a workarounds library that can operate
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// independent of ANGLE's renderer. Workarounds should also be accessible
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// outside of the Renderer.
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namespace rx
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{
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struct D3DCompilerWorkarounds
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{
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bool skipOptimization = false;
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bool useMaxOptimization = false;
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// IEEE strictness needs to be enabled for NANs to work.
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bool enableIEEEStrictness = false;
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};
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struct WorkaroundsD3D
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{
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// On some systems, having extra rendertargets than necessary slows down the shader.
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// We can fix this by optimizing those out of the shader. At the same time, we can
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// work around a bug on some nVidia drivers that they ignore "null" render targets
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// in D3D11, by compacting the active color attachments list to omit null entries.
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bool mrtPerfWorkaround = false;
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bool setDataFasterThanImageUpload = false;
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// Some renderers can't disable mipmaps on a mipmapped texture (i.e. solely sample from level
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// zero, and ignore the other levels). D3D11 Feature Level 10+ does this by setting MaxLOD to
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// 0.0f in the Sampler state. D3D9 sets D3DSAMP_MIPFILTER to D3DTEXF_NONE. There is no
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// equivalent to this in D3D11 Feature Level 9_3. This causes problems when (for example) an
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// application creates a mipmapped texture2D, but sets GL_TEXTURE_MIN_FILTER to GL_NEAREST
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// (i.e disables mipmaps). To work around this, D3D11 FL9_3 has to create two copies of the
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// texture. The textures' level zeros are identical, but only one texture has mips.
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bool zeroMaxLodWorkaround = false;
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// Some renderers do not support Geometry Shaders so the Geometry Shader-based PointSprite
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// emulation will not work. To work around this, D3D11 FL9_3 has to use a different pointsprite
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// emulation that is implemented using instanced quads.
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bool useInstancedPointSpriteEmulation = false;
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// A bug fixed in NVIDIA driver version 347.88 < x <= 368.81 triggers a TDR when using
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// CopySubresourceRegion from a staging texture to a depth/stencil in D3D11. The workaround
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// is to use UpdateSubresource to trigger an extra copy. We disable this workaround on newer
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// NVIDIA driver versions because of a second driver bug present with the workaround enabled.
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// (See: http://anglebug.com/1452)
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bool depthStencilBlitExtraCopy = false;
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// The HLSL optimizer has a bug with optimizing "pow" in certain integer-valued expressions.
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// We can work around this by expanding the pow into a series of multiplies if we're running
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// under the affected compiler.
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bool expandIntegerPowExpressions = false;
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// NVIDIA drivers sometimes write out-of-order results to StreamOut buffers when transform
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// feedback is used to repeatedly write to the same buffer positions.
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bool flushAfterEndingTransformFeedback = false;
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// Some drivers (NVIDIA) do not take into account the base level of the texture in the results
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// of the HLSL GetDimensions builtin.
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bool getDimensionsIgnoresBaseLevel = false;
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// In the Intel driver, data with format DXGI_FORMAT_B5G6R5_UNORM will be parsed incorrectly.
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// This workaroud will disable B5G6R5 support when it's Intel's driver. By default, we will
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// use R8G8B8A8 as format.
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bool disableB5G6R5Support = false;
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// On some Intel drivers, HLSL's function texture.Load returns 0 when the parameter Location
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// is negative, even if the sum of Offset and Location is in range. This may cause errors when
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// translating GLSL's function texelFetchOffset into texture.Load, as it is valid for
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// texelFetchOffset to use negative texture coordinates as its parameter P when the sum of P
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// and Offset is in range. To work around this, we translatie texelFetchOffset into texelFetch
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// by adding Offset directly to Location before reading the texture.
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bool preAddTexelFetchOffsets = false;
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};
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} // namespace rx
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#endif // LIBANGLE_RENDERER_D3D_WORKAROUNDSD3D_H_
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