1 // Copyright 2013 Dolphin Emulator Project 2 // Licensed under GPLv2+ 3 // Refer to the license.txt file included. 4 #pragma once 5 #include "Common/CommonTypes.h" 6 7 #undef OS // CURL defines that, nobody uses it... 8 9 namespace DriverDetails 10 { 11 // API types supported by driver details 12 // This is separate to APIType in VideoConfig.h due to the fact that a bug 13 // can affect multiple APIs. 14 enum API 15 { 16 API_OPENGL = (1 << 0), 17 API_VULKAN = (1 << 1) 18 }; 19 20 // Enum of supported operating systems 21 enum OS 22 { 23 OS_ALL = (1 << 0), 24 OS_WINDOWS = (1 << 1), 25 OS_LINUX = (1 << 2), 26 OS_OSX = (1 << 3), 27 OS_ANDROID = (1 << 4), 28 OS_FREEBSD = (1 << 5), 29 OS_OPENBSD = (1 << 6), 30 }; 31 // Enum of known vendors 32 // Tegra and Nvidia are separated out due to such substantial differences 33 enum Vendor 34 { 35 VENDOR_ALL = 0, 36 VENDOR_NVIDIA, 37 VENDOR_ATI, 38 VENDOR_INTEL, 39 VENDOR_ARM, 40 VENDOR_QUALCOMM, 41 VENDOR_IMGTEC, 42 VENDOR_TEGRA, 43 VENDOR_VIVANTE, 44 VENDOR_MESA, 45 VENDOR_UNKNOWN 46 }; 47 48 // Enum of known drivers 49 enum Driver 50 { 51 DRIVER_ALL = 0, 52 DRIVER_NVIDIA, // Official Nvidia, including mobile GPU 53 DRIVER_NOUVEAU, // OSS nouveau 54 DRIVER_ATI, // Official ATI 55 DRIVER_R600, // OSS Radeon 56 DRIVER_INTEL, // Official Intel 57 DRIVER_I965, // OSS Intel 58 DRIVER_ARM, // Official Mali driver 59 DRIVER_LIMA, // OSS Mali driver 60 DRIVER_QUALCOMM, // Official Adreno driver 61 DRIVER_FREEDRENO, // OSS Adreno driver 62 DRIVER_IMGTEC, // Official PowerVR driver 63 DRIVER_VIVANTE, // Official Vivante driver 64 DRIVER_PORTABILITY, // Vulkan via Metal on macOS 65 DRIVER_UNKNOWN // Unknown driver, default to official hardware driver 66 }; 67 68 enum class Family 69 { 70 UNKNOWN, 71 INTEL_SANDY, 72 INTEL_IVY, 73 }; 74 75 // Enum of known bugs 76 // These can be vendor specific, but we put them all in here 77 // For putting a new bug in here, make sure to put a detailed comment above the enum 78 // This'll ensure we know exactly what the issue is. 79 enum Bug 80 { 81 // Bug: UBO buffer offset broken 82 // Affected devices: all mesa drivers 83 // Started Version: 9.0 (mesa doesn't support ubo before) 84 // Ended Version: up to 9.2 85 // The offset of glBindBufferRange was ignored on all Mesa Gallium3D drivers until 9.1.3 86 // Nouveau stored the offset as u16 which isn't enough for all cases with range until 9.1.6 87 // I965 has broken data fetches from uniform buffers which results in a dithering until 9.2.0 88 BUG_BROKEN_UBO, 89 // Bug: The pinned memory extension isn't working for index buffers 90 // Affected devices: AMD as they are the only vendor providing this extension 91 // Started Version: ? 92 // Ended Version: 13.9 working for me (neobrain). 93 // Affected OS: Linux 94 // Pinned memory is disabled for index buffer as the AMD driver (the only one with pinned memory 95 // support) seems 96 // to be broken. We just get flickering/black rendering when using pinned memory here -- degasus - 97 // 2013/08/20 98 // This bug only happens when paired with base_vertex. 99 // Please see issue #6105. Let's hope buffer storage solves this issue. 100 // TODO: Detect broken drivers. 101 BUG_BROKEN_PINNED_MEMORY, 102 // Bug: glBufferSubData/glMapBufferRange stalls + OOM 103 // Affected devices: Adreno a3xx/Mali-t6xx 104 // Started Version: -1 105 // Ended Version: -1 106 // Both Adreno and Mali have issues when you call glBufferSubData or glMapBufferRange 107 // The driver stalls in each instance no matter what you do 108 // Apparently Mali and Adreno share code in this regard since they were written by the same 109 // person. 110 BUG_BROKEN_BUFFER_STREAM, 111 // Bug: ARB_buffer_storage doesn't work with ARRAY_BUFFER type streams 112 // Affected devices: GeForce 4xx+ 113 // Started Version: -1 114 // Ended Version: 332.21 115 // The buffer_storage streaming method is required for greater speed gains in our buffer streaming 116 // It reduces what is needed for streaming to basically a memcpy call 117 // It seems to work for all buffer types except GL_ARRAY_BUFFER 118 BUG_BROKEN_BUFFER_STORAGE, 119 // Bug: Intel HD 3000 on OS X has broken primitive restart 120 // Affected devices: Intel HD 3000 121 // Affected OS: OS X 122 // Started Version: -1 123 // Ended Version: -1 124 // The drivers on OS X has broken primitive restart. 125 // Intel HD 4000 series isn't affected by the bug 126 BUG_PRIMITIVE_RESTART, 127 // Bug: unsync mapping doesn't work fine 128 // Affected devices: Nvidia driver, ARM Mali 129 // Started Version: -1 130 // Ended Version: -1 131 // The Nvidia driver (both Windows + Linux) doesn't like unsync mapping performance wise. 132 // Because of their threaded behavior, they seem not to handle unsync mapping complete unsync, 133 // in fact, they serialize the driver which adds a much bigger overhead. 134 // Workaround: Use BufferSubData 135 // The Mali behavior is even worse: They just ignore the unsychronized flag and stall the GPU. 136 // Workaround: As they were even too lazy to implement asynchronous buffer updates, 137 // BufferSubData stalls as well, so we have to use the slowest possible path: 138 // Alloc one buffer per draw call with BufferData. 139 // TODO: some Windows AMD driver/GPU combination seems also affected 140 // but as they all support pinned memory, it doesn't matter 141 BUG_BROKEN_UNSYNC_MAPPING, 142 // Bug: Intel's Window driver broke buffer_storage with GL_ELEMENT_ARRAY_BUFFER 143 // Affected devices: Intel (Windows) 144 // Started Version: 15.36.3.64.3907 (10.18.10.3907) 145 // Ended Version: 15.36.7.64.3960 (10.18.10.3960) 146 // Intel implemented buffer_storage in their GL 4.3 driver. 147 // It works for all the buffer types we use except GL_ELEMENT_ARRAY_BUFFER. 148 // Causes complete blackscreen issues. 149 BUG_INTEL_BROKEN_BUFFER_STORAGE, 150 // Bug: Qualcomm has broken boolean negation 151 // Affected devices: Adreno 152 // Started Version: -1 153 // Ended Version: -1 154 // Qualcomm has the boolean negation broken in their shader compiler 155 // Instead of inverting the boolean value it does a binary negation on the full 32bit register 156 // This causes a compare against zero to fail in their shader since it is no longer a 0 or 1 value 157 // but 0xFFFFFFFF or 0xFFFFFFFE depending on what the boolean value was before the negation. 158 // 159 // This bug has a secondary issue tied to it unlike other bugs. 160 // The correction of this bug is to check the boolean value against false which results in us 161 // not doing a negation of the source but instead checking against the boolean value we want. 162 // The issue with this is that Intel's Windows driver is broken when checking if a boolean value 163 // is equal to true or false, so one has to do a boolean negation of the source 164 // 165 // eg. 166 // Broken on Qualcomm 167 // Works on Windows Intel 168 // if (!cond) 169 // 170 // Works on Qualcomm 171 // Broken on Windows Intel 172 // if (cond == false) 173 BUG_BROKEN_NEGATED_BOOLEAN, 174 175 // Bug: glCopyImageSubData doesn't work on i965 176 // Started Version: -1 177 // Ended Version: 10.6.4 178 // Mesa meta misses to disable the scissor test. 179 BUG_BROKEN_COPYIMAGE, 180 181 // Bug: ARM Mali managed to break disabling vsync 182 // Affected Devices: Mali 183 // Started Version: r5p0-rev2 184 // Ended Version: -1 185 // If we disable vsync with eglSwapInterval(dpy, 0) then the screen will stop showing new updates 186 // after a handful of swaps. 187 // This was noticed on a Samsung Galaxy S6 with its Android 5.1.1 update. 188 // The default Android 5.0 image didn't encounter this issue. 189 // We can't actually detect what the driver version is on Android, so until the driver version 190 // lands that displays the version in 191 // the GL_VERSION string, we will have to force vsync to be enabled at all times. 192 BUG_BROKEN_VSYNC, 193 194 // Bug: Broken lines in geometry shaders 195 // Affected Devices: Mesa r600/radeonsi, Mesa Sandy Bridge 196 // Started Version: -1 197 // Ended Version: 11.1.2 for radeon, -1 for Sandy 198 // Mesa introduced geometry shader support for radeon and sandy bridge devices and failed to test 199 // it with us. 200 // Causes misrenderings on a large amount of things that draw lines. 201 BUG_BROKEN_GEOMETRY_SHADERS, 202 203 // Bug: glGetBufferSubData for bounding box reads is slow on AMD drivers 204 // Started Version: -1 205 // Ended Version: -1 206 // Bounding box reads use glGetBufferSubData to read back the contents of the SSBO, but this is 207 // slow on AMD drivers, compared to 208 // using glMapBufferRange. glMapBufferRange is slower on Nvidia drivers, we suspect due to the 209 // first call moving the buffer from 210 // GPU memory to system memory. Use glMapBufferRange for BBox reads on AMD, and glGetBufferSubData 211 // everywhere else. 212 BUG_SLOW_GETBUFFERSUBDATA, 213 214 // Bug: Broken lines in geometry shaders when writing to gl_ClipDistance in the vertex shader 215 // Affected Devices: Mesa i965 216 // Started Version: -1 217 // Ended Version: -1 218 // Writing to gl_ClipDistance in both the vertex shader and the geometry shader will break 219 // the geometry shader. Current workaround is to make sure the geometry shader always consumes 220 // the gl_ClipDistance inputs from the vertex shader. 221 BUG_BROKEN_CLIP_DISTANCE, 222 223 // Bug: Dual-source outputs from fragment shaders are broken on AMD Vulkan drivers 224 // Started Version: -1 225 // Ended Version: -1 226 // Fragment shaders that specify dual-source outputs, via layout(location = 0, index = ...) cause 227 // the driver to fail to create graphics pipelines. The workaround for this is to specify the 228 // index as a MRT location instead, or omit the binding completely. 229 BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION, 230 231 // Bug: Dual-source outputs from fragment shaders are broken on AMD OpenGL drivers 232 // Started Version: -1 233 // Ended Version: -1 234 // Fragment shaders that specify dual-source outputs, cause the driver to crash 235 // sometimes this happens in the kernel mode part of the driver resulting in a BSOD. 236 // Disable dual-source blending support for now. 237 BUG_BROKEN_DUAL_SOURCE_BLENDING, 238 // BUG: ImgTec GLSL shader compiler fails when negating the input to a bitwise operation 239 // Started version: 1.5 240 // Ended version: 1.8@4693462 241 // Shaders that do something like "variable <<= (-othervariable);" cause the shader to 242 // fail compilation with no useful diagnostic log. This can be worked around by storing 243 // the negated value to a temporary variable then using that in the bitwise op. 244 BUG_BROKEN_BITWISE_OP_NEGATION, 245 246 // BUG: The GPU shader code appears to be context-specific on Mesa/i965. 247 // This means that if we compiled the ubershaders asynchronously, they will be recompiled 248 // on the main thread the first time they are used, causing stutter. For now, disable 249 // asynchronous compilation on Mesa i965. On nouveau, our use of glFinish() can cause 250 // crashes and/or lockups. 251 // Started version: -1 252 // Ended Version: -1 253 BUG_SHARED_CONTEXT_SHADER_COMPILATION, 254 255 // Bug: Fast clears on a MSAA framebuffer can cause NVIDIA GPU resets/lockups. 256 // Started version: -1 257 // Ended version: -1 258 // Calling vkCmdClearAttachments with a partial rect, or specifying a render area in a 259 // render pass with the load op set to clear can cause the GPU to lock up, or raise a 260 // bounds violation. This only occurs on MSAA framebuffers, and it seems when there are 261 // multiple clears in a single command buffer. Worked around by back to the slow path 262 // (drawing quads) when MSAA is enabled. 263 BUG_BROKEN_MSAA_CLEAR, 264 265 // BUG: Some vulkan implementations don't like the 'clear' loadop renderpass. 266 // For example, the ImgTec VK driver fails if you try to use a framebuffer with a different 267 // load/store op than that which it was created with, despite the spec saying they should be 268 // compatible. 269 // Started Version: 1.7 270 // Ended Version: 1.10 271 BUG_BROKEN_CLEAR_LOADOP_RENDERPASS, 272 273 // BUG: 32-bit depth clears are broken in the Adreno Vulkan driver, and have no effect. 274 // To work around this, we use a D24_S8 buffer instead, which results in a loss of accuracy. 275 // We still resolve this to a R32F texture, as there is no 24-bit format. 276 // Started version: -1 277 // Ended version: -1 278 BUG_BROKEN_D32F_CLEAR, 279 280 // BUG: Reversed viewport depth range does not work as intended on some Vulkan drivers. 281 // The Vulkan spec allows the minDepth/maxDepth fields in the viewport to be reversed, 282 // however the implementation is broken on some drivers. 283 BUG_BROKEN_REVERSED_DEPTH_RANGE, 284 285 // BUG: Cached memory is significantly slower for readbacks than coherent memory in the 286 // Mali Vulkan driver, causing high CPU usage in the __pi___inval_cache_range kernel 287 // function. This flag causes readback buffers to select the coherent type. 288 BUG_SLOW_CACHED_READBACK_MEMORY, 289 290 // BUG: GPU Texture Decoding produces a spectacular mess or just outright crashes when using 291 // Vulkan on macOS through MoltenVK. 292 BUG_BROKEN_GPU_TEXTURE_DECODING, 293 }; 294 295 // Initializes our internal vendor, device family, and driver version 296 void Init(API api, Vendor vendor, Driver driver, const double version, const Family family); 297 298 // Once Vendor and driver version is set, this will return if it has the applicable bug passed to 299 // it. 300 bool HasBug(Bug bug); 301 } // namespace DriverDetails 302