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- // Copyright 2013 Dolphin Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #pragma once
- #include <string>
- #include "Common/CommonTypes.h"
- #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),
- API_METAL = (1 << 2),
- };
- // 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),
- OS_OPENBSD = (1 << 6),
- OS_NETBSD = (1 << 7),
- OS_HAIKU = (1 << 8),
- };
- // 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_APPLE,
- 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_PORTABILITY, // Vulkan via Metal on macOS
- DRIVER_APPLE, // Metal on macOS
- 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
- // 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, ARM Mali
- // 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
- // The Mali behavior is even worse: They just ignore the unsychronized flag and stall the GPU.
- // Workaround: As they were even too lazy to implement asynchronous buffer updates,
- // BufferSubData stalls as well, so we have to use the slowest possible path:
- // Alloc one buffer per draw call with BufferData.
- // 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.
- // 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: 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 some drivers.
- // Started Version: -1
- // Ended Version: -1
- // On some AMD drivers, fragment shaders that specify dual-source outputs can cause the driver to
- // crash. Sometimes this happens in the kernel mode part of the driver, resulting in a BSOD.
- // These shaders are also particularly problematic on macOS's Intel drivers. On OpenGL, they can
- // cause depth issues. On Metal, they can cause the driver to not write a primitive to the depth
- // buffer if dual source blending is output in the shader but not subsequently used in blending.
- // Compile separate shaders for DSB on vs off for these drivers.
- 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,
- // BUG: The GPU shader code appears to be context-specific on Mesa/i965.
- // This means that if we compiled the ubershaders asynchronously, they will be recompiled
- // on the main thread the first time they are used, causing stutter. For now, disable
- // asynchronous compilation on Mesa i965. On nouveau, our use of glFinish() can cause
- // crashes and/or lockups.
- // 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,
- // BUG: 32-bit depth clears are broken in the Adreno Vulkan driver, and have no effect.
- // To work around this, we use a D24_S8 buffer instead, which results in a loss of accuracy.
- // We still resolve this to a R32F texture, as there is no 24-bit format.
- // Started version: -1
- // Ended version: -1
- BUG_BROKEN_D32F_CLEAR,
- // BUG: Reversed viewport depth range does not work as intended on some Vulkan drivers.
- // The Vulkan spec allows the minDepth/maxDepth fields in the viewport to be reversed,
- // however the implementation is broken on some drivers.
- BUG_BROKEN_REVERSED_DEPTH_RANGE,
- // BUG: Cached memory is significantly slower for readbacks than coherent memory in the
- // Mali Vulkan driver, causing high CPU usage in the __pi___inval_cache_range kernel
- // function. This flag causes readback buffers to select the coherent type.
- BUG_SLOW_CACHED_READBACK_MEMORY,
- // BUG: Apparently ARM Mali GLSL compiler managed to break bitwise AND operations between
- // two integers vectors, when one of them is non-constant (though the exact cases of when
- // this occurs are still unclear). The resulting vector from the operation will be the
- // constant vector.
- // Easy enough to fix, just do the bitwise AND operation on the vector components first and
- // then construct the final vector.
- // Started version: -1
- // Ended version: -1
- BUG_BROKEN_VECTOR_BITWISE_AND,
- // BUG: Accessing gl_SubgroupInvocationID causes the Metal shader compiler to crash.
- // Affected devices: AMD (older macOS)
- // Started version: ???
- // Ended version: ???
- // (Workaround currently disabled, will put it back when someone hits the issue and we can
- // find out what devices and OSes it actually affects)
- // BUG: Using subgroupMax in a shader that can discard results in garbage data
- // (For some reason, this only happens at 4x+ IR on Metal, but 2x+ IR on MoltenVK)
- // Affected devices: Intel (macOS)
- // Started version: -1
- // Ended version: -1
- BUG_BROKEN_SUBGROUP_OPS_WITH_DISCARD,
- // BUG: gl_HelperInvocation is actually !gl_HelperInvocation
- // Affected devices: AMD (macOS)
- // Started version: -1
- // Ended version: -1
- BUG_INVERTED_IS_HELPER,
- // BUG: Multi-threaded shader pre-compilation sometimes crashes
- // Used primarily in Videoconfig.cpp's GetNumAutoShaderPreCompilerThreads()
- // refer to https://github.com/dolphin-emu/dolphin/pull/9414 for initial validation coverage
- BUG_BROKEN_MULTITHREADED_SHADER_PRECOMPILATION,
- // BUG: Some driver and Apple Silicon GPU combinations have problems with fragment discard when
- // early depth test is enabled. Discarded fragments may appear corrupted (Super Mario Sunshine,
- // Sonic Adventure 2: Battle, Phantasy Star Online Epsiodes 1 & 2, etc).
- // Affected devices: Apple Silicon GPUs of Apple family 4 and newer.
- // Started version: -1
- // Ended version: -1
- BUG_BROKEN_DISCARD_WITH_EARLY_Z,
- // BUG: Using dynamic sampler indexing locks up the GPU
- // Affected devices: Intel (macOS Metal)
- // Started version: -1
- // Ended version: -1
- BUG_BROKEN_DYNAMIC_SAMPLER_INDEXING,
- // BUG: vkCmdCopyImageToBuffer allocates a staging image when used to copy from
- // an image with optimal tiling.
- // Affected devices: Adreno
- // Started Version: -1
- // Ended Version: -1
- BUG_SLOW_OPTIMAL_IMAGE_TO_BUFFER_COPY
- };
- // Initializes our internal vendor, device family, and driver version
- void Init(API api, Vendor vendor, Driver driver, const double version, const Family family,
- std::string name);
- // Once Vendor and driver version is set, this will return if it has the applicable bug passed to
- // it.
- bool HasBug(Bug bug);
- // Overrides the current state of a bug
- void OverrideBug(Bug bug, bool new_value);
- } // namespace DriverDetails
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