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gpu / command_buffer / service / feature_info.cc [blame]
// Copyright 2012 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifdef UNSAFE_BUFFERS_BUILD
// TODO(crbug.com/351564777): Remove this and convert code to safer constructs.
#pragma allow_unsafe_buffers
#endif
#include "gpu/command_buffer/service/feature_info.h"
#include <stddef.h>
#include <memory>
#include <set>
#include <string_view>
#include <vector>
#include "base/command_line.h"
#include "base/containers/contains.h"
#include "base/metrics/histogram_functions.h"
#include "base/metrics/histogram_macros.h"
#include "base/strings/string_number_conversions.h"
#include "base/strings/string_split.h"
#include "build/build_config.h"
#include "build/chromecast_buildflags.h"
#include "build/chromeos_buildflags.h"
#include "gpu/command_buffer/service/gpu_switches.h"
#include "gpu/config/gpu_finch_features.h"
#include "gpu/config/gpu_switches.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_fence.h"
#include "ui/gl/gl_implementation.h"
#include "ui/gl/gl_switches.h"
#include "ui/gl/gl_version_info.h"
#if !BUILDFLAG(IS_MAC)
#include "ui/gl/gl_fence_egl.h"
#else
#include "base/mac/mac_util.h"
#endif
namespace gpu {
namespace gles2 {
namespace {
class ScopedPixelUnpackBufferOverride {
public:
explicit ScopedPixelUnpackBufferOverride(bool has_pixel_buffers,
GLuint binding_override)
: orig_binding_(-1) {
if (has_pixel_buffers) {
GLint orig_binding = 0;
glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &orig_binding);
if (static_cast<GLuint>(orig_binding) != binding_override) {
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, binding_override);
orig_binding_ = orig_binding;
}
}
}
~ScopedPixelUnpackBufferOverride() {
if (orig_binding_ != -1) {
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, static_cast<GLuint>(orig_binding_));
}
}
private:
GLint orig_binding_;
};
bool IsWebGLDrawBuffersSupported(bool webglCompatibilityContext,
GLenum depth_texture_internal_format,
GLenum depth_stencil_texture_internal_format) {
// This is called after we make sure GL_EXT_draw_buffers is supported.
GLint max_draw_buffers = 0;
GLint max_color_attachments = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &max_draw_buffers);
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &max_color_attachments);
if (max_draw_buffers < 4 || max_color_attachments < 4) {
return false;
}
GLint fb_binding = 0;
GLint tex_binding = 0;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fb_binding);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_binding);
GLuint fbo;
glGenFramebuffersEXT(1, &fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
GLuint depth_stencil_texture = 0;
if (depth_stencil_texture_internal_format != GL_NONE) {
glGenTextures(1, &depth_stencil_texture);
glBindTexture(GL_TEXTURE_2D, depth_stencil_texture);
glTexImage2D(GL_TEXTURE_2D, 0, depth_stencil_texture_internal_format, 1, 1,
0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
}
GLuint depth_texture = 0;
if (depth_texture_internal_format != GL_NONE) {
glGenTextures(1, &depth_texture);
glBindTexture(GL_TEXTURE_2D, depth_texture);
glTexImage2D(GL_TEXTURE_2D, 0, depth_texture_internal_format, 1, 1, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
}
GLint max_allowed_buffers = std::min(max_draw_buffers, max_color_attachments);
std::vector<GLuint> colors(max_allowed_buffers, 0);
glGenTextures(max_allowed_buffers, colors.data());
bool result = true;
for (GLint i = 0; i < max_allowed_buffers; ++i) {
GLint color = colors[i];
glBindTexture(GL_TEXTURE_2D, color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
GL_TEXTURE_2D, color, 0);
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) !=
GL_FRAMEBUFFER_COMPLETE) {
result = false;
break;
}
if (depth_texture != 0) {
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, depth_texture, 0);
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) !=
GL_FRAMEBUFFER_COMPLETE) {
result = false;
break;
}
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, 0, 0);
}
if (depth_stencil_texture != 0) {
// WebGL compatibility contexts do not allow the same texture bound to the
// DEPTH and STENCIL attachment points, instead the texture must be bound
// to the DEPTH_STENCIL.
if (webglCompatibilityContext) {
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, depth_stencil_texture, 0);
} else {
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, depth_stencil_texture, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, depth_stencil_texture, 0);
}
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) !=
GL_FRAMEBUFFER_COMPLETE) {
result = false;
break;
}
if (webglCompatibilityContext) {
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, 0, 0);
} else {
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, 0, 0);
}
}
}
glBindFramebufferEXT(GL_FRAMEBUFFER, static_cast<GLuint>(fb_binding));
glDeleteFramebuffersEXT(1, &fbo);
glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(tex_binding));
glDeleteTextures(1, &depth_texture);
glDeleteTextures(1, &depth_stencil_texture);
glDeleteTextures(colors.size(), colors.data());
DCHECK(glGetError() == GL_NO_ERROR);
return result;
}
} // anonymous namespace.
FeatureInfo::FeatureFlags::FeatureFlags() = default;
FeatureInfo::FeatureInfo() {
InitializeBasicState(base::CommandLine::InitializedForCurrentProcess()
? base::CommandLine::ForCurrentProcess()
: nullptr);
}
FeatureInfo::FeatureInfo(
const GpuDriverBugWorkarounds& gpu_driver_bug_workarounds,
const GpuFeatureInfo& gpu_feature_info)
: workarounds_(gpu_driver_bug_workarounds) {
InitializeBasicState(base::CommandLine::InitializedForCurrentProcess()
? base::CommandLine::ForCurrentProcess()
: nullptr);
#if BUILDFLAG(IS_CHROMEOS) || BUILDFLAG(IS_FUCHSIA)
feature_flags_.chromium_image_ycbcr_420v = base::Contains(
gpu_feature_info.supported_buffer_formats_for_allocation_and_texturing,
gfx::BufferFormat::YUV_420_BIPLANAR);
#elif BUILDFLAG(IS_APPLE)
feature_flags_.chromium_image_ycbcr_420v = true;
#endif
#if BUILDFLAG(IS_CHROMEOS) || BUILDFLAG(IS_FUCHSIA)
feature_flags_.chromium_image_ycbcr_p010 = base::Contains(
gpu_feature_info.supported_buffer_formats_for_allocation_and_texturing,
gfx::BufferFormat::P010);
#elif BUILDFLAG(IS_APPLE)
feature_flags_.chromium_image_ycbcr_p010 = true;
#endif
}
void FeatureInfo::InitializeBasicState(const base::CommandLine* command_line) {
if (!command_line)
return;
feature_flags_.enable_shader_name_hashing =
!command_line->HasSwitch(switches::kDisableShaderNameHashing);
const auto useGL = command_line->GetSwitchValueASCII(switches::kUseGL);
const auto useANGLE = command_line->GetSwitchValueASCII(switches::kUseANGLE);
feature_flags_.is_swiftshader_for_webgl =
(useGL == gl::kGLImplementationANGLEName) &&
(useANGLE == gl::kANGLEImplementationSwiftShaderForWebGLName);
// The shader translator is needed to translate from WebGL-conformant GLES SL
// to normal GLES SL, enforce WebGL conformance, translate from GLES SL 1.0 to
// target context GLSL, implement emulation of OpenGL ES features on OpenGL,
// etc.
// The flag here is for testing only.
disable_shader_translator_ =
command_line->HasSwitch(switches::kDisableGLSLTranslator);
}
void FeatureInfo::Initialize(ContextType context_type,
bool is_passthrough_cmd_decoder,
const DisallowedFeatures& disallowed_features,
bool force_reinitialize) {
if (initialized_) {
DCHECK_EQ(context_type, context_type_);
DCHECK_EQ(is_passthrough_cmd_decoder, is_passthrough_cmd_decoder_);
DCHECK(disallowed_features == disallowed_features_);
if (!force_reinitialize)
return;
}
disallowed_features_ = disallowed_features;
context_type_ = context_type;
is_passthrough_cmd_decoder_ = is_passthrough_cmd_decoder;
InitializeFeatures();
initialized_ = true;
}
void FeatureInfo::InitializeForTesting(
const DisallowedFeatures& disallowed_features) {
initialized_ = false;
Initialize(CONTEXT_TYPE_OPENGLES2, false /* is_passthrough_cmd_decoder */,
disallowed_features);
}
void FeatureInfo::InitializeForTesting() {
initialized_ = false;
Initialize(CONTEXT_TYPE_OPENGLES2, false /* is_passthrough_cmd_decoder */,
DisallowedFeatures());
}
void FeatureInfo::InitializeForTesting(ContextType context_type) {
initialized_ = false;
Initialize(context_type, false /* is_passthrough_cmd_decoder */,
DisallowedFeatures());
}
bool IsGL_REDSupportedOnFBOs() {
#if BUILDFLAG(IS_MAC)
// The glTexImage2D call below can hang on Mac so skip this since it's only
// really needed to workaround a Mesa issue. See https://crbug.com/1158744.
return true;
#else
#if BUILDFLAG(IS_ANDROID)
return true;
#endif
DCHECK(glGetError() == GL_NO_ERROR);
// Skia uses GL_RED with frame buffers, unfortunately, Mesa claims to support
// GL_EXT_texture_rg, but it doesn't support it on frame buffers. To fix
// this, we try it, and if it fails, we don't expose GL_EXT_texture_rg.
GLint fb_binding = 0;
GLint tex_binding = 0;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fb_binding);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_binding);
GLuint textureId = 0;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
// Attach an 8x8 texture to the framebuffer to try to work around
// crashes in MediaTek and PowerVR drivers on Android, presumably
// because of implicit minimum framebuffer sizes. crbug.com/1406096
//
// Also, don't pass data in, to avoid having to set/reset
// GL_UNPACK_ALIGNMENT and other state. The contents of the
// framebuffer are unimportant for the completeness check.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED_EXT, 8, 8, 0, GL_RED_EXT,
GL_UNSIGNED_BYTE, nullptr);
GLuint textureFBOID = 0;
glGenFramebuffersEXT(1, &textureFBOID);
glBindFramebufferEXT(GL_FRAMEBUFFER, textureFBOID);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
textureId, 0);
bool result =
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
glDeleteFramebuffersEXT(1, &textureFBOID);
glDeleteTextures(1, &textureId);
glBindFramebufferEXT(GL_FRAMEBUFFER, static_cast<GLuint>(fb_binding));
glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(tex_binding));
DCHECK(glGetError() == GL_NO_ERROR);
return result;
#endif // BUILDFLAG(IS_MAC)
}
void FeatureInfo::EnableEXTFloatBlend() {
if (!feature_flags_.ext_float_blend) {
AddExtensionString("GL_EXT_float_blend");
feature_flags_.ext_float_blend = true;
}
}
void FeatureInfo::EnableEXTColorBufferFloat() {
if (!ext_color_buffer_float_available_)
return;
AddExtensionString("GL_EXT_color_buffer_float");
validators_.render_buffer_format.AddValue(GL_R16F);
validators_.render_buffer_format.AddValue(GL_RG16F);
validators_.render_buffer_format.AddValue(GL_RGBA16F);
validators_.render_buffer_format.AddValue(GL_R32F);
validators_.render_buffer_format.AddValue(GL_RG32F);
validators_.render_buffer_format.AddValue(GL_RGBA32F);
validators_.render_buffer_format.AddValue(GL_R11F_G11F_B10F);
validators_.texture_sized_color_renderable_internal_format.AddValue(GL_R16F);
validators_.texture_sized_color_renderable_internal_format.AddValue(GL_RG16F);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_RGBA16F);
validators_.texture_sized_color_renderable_internal_format.AddValue(GL_R32F);
validators_.texture_sized_color_renderable_internal_format.AddValue(GL_RG32F);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_RGBA32F);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_R11F_G11F_B10F);
feature_flags_.enable_color_buffer_float = true;
}
void FeatureInfo::EnableEXTColorBufferHalfFloat() {
if (!ext_color_buffer_half_float_available_)
return;
AddExtensionString("GL_EXT_color_buffer_half_float");
validators_.render_buffer_format.AddValue(GL_R16F);
validators_.render_buffer_format.AddValue(GL_RG16F);
validators_.render_buffer_format.AddValue(GL_RGB16F);
validators_.render_buffer_format.AddValue(GL_RGBA16F);
validators_.texture_sized_color_renderable_internal_format.AddValue(GL_R16F);
validators_.texture_sized_color_renderable_internal_format.AddValue(GL_RG16F);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_RGB16F);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_RGBA16F);
feature_flags_.enable_color_buffer_half_float = true;
}
void FeatureInfo::EnableEXTTextureFilterAnisotropic() {
if (!ext_texture_filter_anisotropic_available_)
return;
AddExtensionString("GL_EXT_texture_filter_anisotropic");
validators_.texture_parameter.AddValue(GL_TEXTURE_MAX_ANISOTROPY_EXT);
validators_.g_l_state.AddValue(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT);
if (IsWebGL2OrES3OrHigherContext()) {
validators_.sampler_parameter.AddValue(GL_TEXTURE_MAX_ANISOTROPY_EXT);
}
}
void FeatureInfo::EnableCHROMIUMColorBufferFloatRGBA() {
if (!feature_flags_.chromium_color_buffer_float_rgba)
return;
validators_.texture_internal_format.AddValue(GL_RGBA32F);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_RGBA32F);
AddExtensionString("GL_CHROMIUM_color_buffer_float_rgba");
}
void FeatureInfo::EnableCHROMIUMColorBufferFloatRGB() {
if (!feature_flags_.chromium_color_buffer_float_rgb)
return;
validators_.texture_internal_format.AddValue(GL_RGB32F);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_RGB32F);
AddExtensionString("GL_CHROMIUM_color_buffer_float_rgb");
}
void FeatureInfo::EnableOESDrawBuffersIndexed() {
if (!feature_flags_.oes_draw_buffers_indexed) {
AddExtensionString("GL_OES_draw_buffers_indexed");
feature_flags_.oes_draw_buffers_indexed = true;
}
}
void FeatureInfo::EnableOESFboRenderMipmap() {
if (!feature_flags_.oes_fbo_render_mipmap) {
AddExtensionString("GL_OES_fbo_render_mipmap");
feature_flags_.oes_fbo_render_mipmap = true;
}
}
void FeatureInfo::EnableOESTextureFloatLinear() {
if (!oes_texture_float_linear_available_)
return;
AddExtensionString("GL_OES_texture_float_linear");
feature_flags_.enable_texture_float_linear = true;
validators_.texture_sized_texture_filterable_internal_format.AddValue(
GL_R32F);
validators_.texture_sized_texture_filterable_internal_format.AddValue(
GL_RG32F);
validators_.texture_sized_texture_filterable_internal_format.AddValue(
GL_RGB32F);
validators_.texture_sized_texture_filterable_internal_format.AddValue(
GL_RGBA32F);
}
void FeatureInfo::EnableOESTextureHalfFloatLinear() {
if (!oes_texture_half_float_linear_available_)
return;
AddExtensionString("GL_OES_texture_half_float_linear");
feature_flags_.enable_texture_half_float_linear = true;
// TODO(capn) : Re-enable this once we have ANGLE+SwiftShader supporting
// IOSurfaces.
if (workarounds_.disable_half_float_for_gmb)
return;
feature_flags_.gpu_memory_buffer_formats.Put(gfx::BufferFormat::RGBA_F16);
}
void FeatureInfo::EnableANGLEInstancedArrayIfPossible(
const gfx::ExtensionSet& extensions) {
if (!feature_flags_.angle_instanced_arrays) {
if (gfx::HasExtension(extensions, "GL_ANGLE_instanced_arrays") ||
gl_version_info_->is_es3) {
AddExtensionString("GL_ANGLE_instanced_arrays");
feature_flags_.angle_instanced_arrays = true;
validators_.vertex_attribute.AddValue(
GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE);
}
}
}
void FeatureInfo::EnableWEBGLMultiDrawIfPossible(
const gfx::ExtensionSet& extensions) {
if (!feature_flags_.webgl_multi_draw) {
if (!is_passthrough_cmd_decoder_ ||
gfx::HasExtension(extensions, "GL_ANGLE_multi_draw")) {
if (gfx::HasExtension(extensions, "GL_ANGLE_instanced_arrays") ||
feature_flags_.angle_instanced_arrays || gl_version_info_->is_es3) {
feature_flags_.webgl_multi_draw = true;
AddExtensionString("GL_WEBGL_multi_draw");
EnableANGLEInstancedArrayIfPossible(extensions);
}
}
}
}
void FeatureInfo::InitializeFeatures() {
// Figure out what extensions to turn on.
std::string extensions_string(gl::GetGLExtensionsFromCurrentContext());
gfx::ExtensionSet extensions(gfx::MakeExtensionSet(extensions_string));
const char* version_str =
reinterpret_cast<const char*>(glGetString(GL_VERSION));
const char* renderer_str =
reinterpret_cast<const char*>(glGetString(GL_RENDERER));
gl_version_info_ = std::make_unique<gl::GLVersionInfo>(
version_str, renderer_str, extensions);
bool enable_es3 = IsWebGL2OrES3OrHigherContext();
// Really it's part of core OpenGL 2.1 and up, but let's assume the
// extension is still advertised.
bool has_pixel_buffers =
gl_version_info_->is_es3 ||
gfx::HasExtension(extensions, "GL_NV_pixel_buffer_object");
// If ES3 or pixel buffer objects are enabled by the driver, we have to assume
// the unpack buffer binding may be changed on the underlying context. This is
// true whether or not this particular decoder exposes PBOs, as it could be
// changed on another decoder that does expose them.
ScopedPixelUnpackBufferOverride scoped_pbo_override(has_pixel_buffers, 0);
AddExtensionString("GL_CHROMIUM_async_pixel_transfers");
AddExtensionString("GL_CHROMIUM_bind_uniform_location");
AddExtensionString("GL_CHROMIUM_command_buffer_query");
AddExtensionString("GL_CHROMIUM_copy_texture");
AddExtensionString("GL_CHROMIUM_deschedule");
AddExtensionString("GL_CHROMIUM_get_error_query");
AddExtensionString("GL_CHROMIUM_lose_context");
AddExtensionString("GL_CHROMIUM_pixel_transfer_buffer_object");
AddExtensionString("GL_CHROMIUM_rate_limit_offscreen_context");
AddExtensionString("GL_CHROMIUM_resize");
AddExtensionString("GL_CHROMIUM_resource_safe");
AddExtensionString("GL_CHROMIUM_strict_attribs");
AddExtensionString("GL_CHROMIUM_texture_mailbox");
AddExtensionString("GL_CHROMIUM_trace_marker");
// Pre es3, there are no PBOS and all unpack state is handled in client side.
// With es3, unpack state is needed in server side. We always mark these
// enums as valid and pass them to drivers only when a valid PBO is bound.
// UNPACK_ROW_LENGTH, UNPACK_SKIP_ROWS, and UNPACK_SKIP_PIXELS are enabled,
// but there is no need to add them to pixel_store validtor.
AddExtensionString("GL_EXT_unpack_subimage");
// OES_vertex_array_object is emulated if not present natively,
// so the extension string is always exposed.
AddExtensionString("GL_OES_vertex_array_object");
if (gfx::HasExtension(extensions, "GL_ANGLE_translated_shader_source")) {
feature_flags_.angle_translated_shader_source = true;
}
// The validating command decoder always supports
// ANGLE_translated_shader_source regardless of the underlying context. But
// passthrough relies on the underlying ANGLE context which can't always
// support it (e.g. on Vulkan shaders are translated directly to binary
// SPIR-V).
if (!is_passthrough_cmd_decoder_ ||
feature_flags_.angle_translated_shader_source) {
AddExtensionString("GL_ANGLE_translated_shader_source");
}
// Check if we should allow GL_EXT_texture_compression_dxt1 and
// GL_EXT_texture_compression_s3tc.
bool enable_dxt1 = false;
bool enable_dxt3 = false;
bool enable_dxt5 = false;
bool have_s3tc =
gfx::HasExtension(extensions, "GL_EXT_texture_compression_s3tc");
bool have_dxt3 =
have_s3tc ||
gfx::HasExtension(extensions, "GL_ANGLE_texture_compression_dxt3");
bool have_dxt5 =
have_s3tc ||
gfx::HasExtension(extensions, "GL_ANGLE_texture_compression_dxt5");
if (gfx::HasExtension(extensions, "GL_EXT_texture_compression_dxt1") ||
gfx::HasExtension(extensions, "GL_ANGLE_texture_compression_dxt1") ||
have_s3tc) {
enable_dxt1 = true;
}
if (have_dxt3) {
enable_dxt3 = true;
}
if (have_dxt5) {
enable_dxt5 = true;
}
if (enable_dxt1) {
feature_flags_.ext_texture_format_dxt1 = true;
AddExtensionString("GL_ANGLE_texture_compression_dxt1");
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT);
}
if (enable_dxt3) {
// The difference between GL_EXT_texture_compression_s3tc and
// GL_ANGLE_texture_compression_dxt3 is that the former
// requires on the fly compression. The latter does not.
AddExtensionString("GL_ANGLE_texture_compression_dxt3");
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT);
}
if (enable_dxt5) {
feature_flags_.ext_texture_format_dxt5 = true;
// The difference between GL_EXT_texture_compression_s3tc and
// GL_ANGLE_texture_compression_dxt5 is that the former
// requires on the fly compression. The latter does not.
AddExtensionString("GL_ANGLE_texture_compression_dxt5");
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT);
}
bool have_bptc =
gfx::HasExtension(extensions, "GL_EXT_texture_compression_bptc");
if (have_bptc) {
feature_flags_.ext_texture_compression_bptc = true;
AddExtensionString("GL_EXT_texture_compression_bptc");
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGBA_BPTC_UNORM_EXT);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGBA_BPTC_UNORM_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT);
}
bool have_rgtc =
gfx::HasExtension(extensions, "GL_EXT_texture_compression_rgtc");
if (have_rgtc) {
feature_flags_.ext_texture_compression_rgtc = true;
AddExtensionString("GL_EXT_texture_compression_rgtc");
validators_.compressed_texture_format.AddValue(GL_COMPRESSED_RED_RGTC1_EXT);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_SIGNED_RED_RGTC1_EXT);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RED_GREEN_RGTC2_EXT);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RED_RGTC1_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_SIGNED_RED_RGTC1_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RED_GREEN_RGTC2_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT);
}
bool have_astc =
gfx::HasExtension(extensions, "GL_KHR_texture_compression_astc_ldr");
if (have_astc) {
feature_flags_.ext_texture_format_astc = true;
AddExtensionString("GL_KHR_texture_compression_astc_ldr");
bool have_astc_hdr =
gfx::HasExtension(extensions, "GL_KHR_texture_compression_astc_hdr");
if (have_astc_hdr) {
feature_flags_.ext_texture_format_astc_hdr = true;
AddExtensionString("GL_KHR_texture_compression_astc_hdr");
}
// GL_COMPRESSED_RGBA_ASTC(0x93B0 ~ 0x93BD)
GLint astc_format_it = GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
GLint astc_format_max = GL_COMPRESSED_RGBA_ASTC_12x12_KHR;
for (; astc_format_it <= astc_format_max; astc_format_it++) {
validators_.compressed_texture_format.AddValue(astc_format_it);
validators_.texture_internal_format_storage.AddValue(astc_format_it);
}
// GL_COMPRESSED_SRGB8_ALPHA8_ASTC(0x93D0 ~ 0x93DD)
astc_format_it = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR;
astc_format_max = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR;
for (; astc_format_it <= astc_format_max; astc_format_it++) {
validators_.compressed_texture_format.AddValue(astc_format_it);
validators_.texture_internal_format_storage.AddValue(astc_format_it);
}
}
bool have_atc =
gfx::HasExtension(extensions, "GL_AMD_compressed_ATC_texture") ||
gfx::HasExtension(extensions, "GL_ATI_texture_compression_atitc");
if (have_atc) {
feature_flags_.ext_texture_format_atc = true;
AddExtensionString("GL_AMD_compressed_ATC_texture");
validators_.compressed_texture_format.AddValue(GL_ATC_RGB_AMD);
validators_.compressed_texture_format.AddValue(
GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD);
validators_.texture_internal_format_storage.AddValue(GL_ATC_RGB_AMD);
validators_.texture_internal_format_storage.AddValue(
GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD);
}
// Check if we should enable GL_EXT_texture_filter_anisotropic.
if (gfx::HasExtension(extensions, "GL_EXT_texture_filter_anisotropic")) {
ext_texture_filter_anisotropic_available_ = true;
if (!disallowed_features_.ext_texture_filter_anisotropic)
EnableEXTTextureFilterAnisotropic();
}
// Check if we should support GL_OES_packed_depth_stencil and/or
// GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture.
//
// NOTE: GL_OES_depth_texture requires support for depth cubemaps.
//
// Therefore we made up GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture.
//
// GL_GOOGLE_depth_texture is legacy. As we exposed it into NaCl we can't
// get rid of it.
//
bool enable_depth_texture = false;
GLenum depth_texture_format = GL_NONE;
if (!workarounds_.disable_depth_texture &&
(gfx::HasExtension(extensions, "GL_OES_depth_texture") ||
gfx::HasExtension(extensions, "GL_ANGLE_depth_texture"))) {
// Note that we don't expose depth_texture extenion on top of ES3 if
// the depth_texture extension isn't exposed by the ES3 driver.
// This is because depth textures are filterable under linear mode in
// ES2 + extension, but not in core ES3.
enable_depth_texture = true;
depth_texture_format = GL_DEPTH_COMPONENT;
feature_flags_.angle_depth_texture =
gfx::HasExtension(extensions, "GL_ANGLE_depth_texture");
}
if (enable_depth_texture) {
AddExtensionString("GL_CHROMIUM_depth_texture");
AddExtensionString("GL_GOOGLE_depth_texture");
validators_.texture_internal_format.AddValue(GL_DEPTH_COMPONENT);
validators_.texture_format.AddValue(GL_DEPTH_COMPONENT);
validators_.pixel_type.AddValue(GL_UNSIGNED_SHORT);
validators_.pixel_type.AddValue(GL_UNSIGNED_INT);
validators_.texture_depth_renderable_internal_format.AddValue(
GL_DEPTH_COMPONENT);
}
GLenum depth_stencil_texture_format = GL_NONE;
if (gfx::HasExtension(extensions, "GL_EXT_packed_depth_stencil") ||
gfx::HasExtension(extensions, "GL_OES_packed_depth_stencil") ||
gl_version_info_->is_es3) {
AddExtensionString("GL_OES_packed_depth_stencil");
feature_flags_.packed_depth24_stencil8 = true;
if (enable_depth_texture) {
if (gl_version_info_->is_es3) {
depth_stencil_texture_format = GL_DEPTH24_STENCIL8;
} else {
depth_stencil_texture_format = GL_DEPTH_STENCIL;
}
validators_.texture_internal_format.AddValue(GL_DEPTH_STENCIL);
validators_.texture_format.AddValue(GL_DEPTH_STENCIL);
validators_.pixel_type.AddValue(GL_UNSIGNED_INT_24_8);
validators_.texture_depth_renderable_internal_format.AddValue(
GL_DEPTH_STENCIL);
validators_.texture_stencil_renderable_internal_format.AddValue(
GL_DEPTH_STENCIL);
}
validators_.render_buffer_format.AddValue(GL_DEPTH24_STENCIL8);
if (context_type_ == CONTEXT_TYPE_WEBGL1) {
// For glFramebufferRenderbuffer and glFramebufferTexture2D calls with
// attachment == GL_DEPTH_STENCIL_ATTACHMENT, we always split into two
// calls, one with attachment == GL_DEPTH_ATTACHMENT, and one with
// attachment == GL_STENCIL_ATTACHMENT. So even if the underlying driver
// is ES2 where GL_DEPTH_STENCIL_ATTACHMENT isn't accepted, it is still
// OK.
validators_.attachment.AddValue(GL_DEPTH_STENCIL_ATTACHMENT);
validators_.attachment_query.AddValue(GL_DEPTH_STENCIL_ATTACHMENT);
}
}
if (gl_version_info_->is_es3 ||
gfx::HasExtension(extensions, "GL_OES_vertex_array_object")) {
feature_flags_.native_vertex_array_object = true;
}
// If we're using client_side_arrays we have to emulate
// vertex array objects since vertex array objects do not work
// with client side arrays.
if (workarounds_.use_client_side_arrays_for_stream_buffers) {
feature_flags_.native_vertex_array_object = false;
}
if (gl_version_info_->is_es3 ||
gfx::HasExtension(extensions, "GL_OES_element_index_uint")) {
AddExtensionString("GL_OES_element_index_uint");
validators_.index_type.AddValue(GL_UNSIGNED_INT);
}
// Note (crbug.com/1058744): not implemented for validating command decoder
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions, "GL_OES_draw_buffers_indexed")) {
if (!disallowed_features_.oes_draw_buffers_indexed) {
EnableOESDrawBuffersIndexed();
}
}
if (gl_version_info_->is_es3 ||
gfx::HasExtension(extensions, "GL_OES_fbo_render_mipmap") ||
gfx::HasExtension(extensions, "GL_EXT_framebuffer_object")) {
if (!disallowed_features_.oes_fbo_render_mipmap) {
EnableOESFboRenderMipmap();
}
}
bool has_srgb_framebuffer_support = false;
// With EXT_sRGB, unsized SRGB_EXT and SRGB_ALPHA_EXT are accepted by the
// <format> and <internalformat> parameter of TexImage2D. GLES3 adds support
// for SRGB Textures but the accepted internal formats for TexImage2D are only
// sized formats GL_SRGB8 and GL_SRGB8_ALPHA8. Also, SRGB_EXT isn't a valid
// <format> in this case. So, even with GLES3 explicitly check for
// GL_EXT_sRGB.
if ((gl_version_info_->is_es3 ||
gfx::HasExtension(extensions, "GL_OES_rgb8_rgba8")) &&
gfx::HasExtension(extensions, "GL_EXT_sRGB") &&
IsWebGL1OrES2Context()) {
feature_flags_.ext_srgb = true;
AddExtensionString("GL_EXT_sRGB");
validators_.texture_internal_format.AddValue(GL_SRGB_EXT);
validators_.texture_internal_format.AddValue(GL_SRGB_ALPHA_EXT);
validators_.texture_format.AddValue(GL_SRGB_EXT);
validators_.texture_format.AddValue(GL_SRGB_ALPHA_EXT);
validators_.render_buffer_format.AddValue(GL_SRGB8_ALPHA8_EXT);
validators_.framebuffer_attachment_parameter.AddValue(
GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT);
validators_.texture_unsized_internal_format.AddValue(GL_SRGB_EXT);
validators_.texture_unsized_internal_format.AddValue(GL_SRGB_ALPHA_EXT);
has_srgb_framebuffer_support = true;
}
if (gl_version_info_->is_es3)
has_srgb_framebuffer_support = true;
if (has_srgb_framebuffer_support) {
// GL_FRAMEBUFFER_SRGB_EXT is exposed by the GLES extension
// GL_EXT_sRGB_write_control (which is not part of the core, even in GLES3).
if (gfx::HasExtension(extensions, "GL_EXT_sRGB_write_control")) {
feature_flags_.ext_srgb_write_control = true;
// Do not expose this extension to WebGL.
if (!IsWebGLContext()) {
AddExtensionString("GL_EXT_sRGB_write_control");
validators_.capability.AddValue(GL_FRAMEBUFFER_SRGB_EXT);
}
}
}
// The extension GL_EXT_texture_sRGB_decode is the same on desktop and GLES.
if (gfx::HasExtension(extensions, "GL_EXT_texture_sRGB_decode") &&
!IsWebGLContext()) {
AddExtensionString("GL_EXT_texture_sRGB_decode");
validators_.texture_parameter.AddValue(GL_TEXTURE_SRGB_DECODE_EXT);
}
// On mobile, the only extension that supports S3TC+sRGB is NV_sRGB_formats.
// The draft extension EXT_texture_compression_s3tc_srgb also supports it
// and is used if available (e.g. if ANGLE exposes it).
bool have_s3tc_srgb =
gfx::HasExtension(extensions, "GL_NV_sRGB_formats") ||
gfx::HasExtension(extensions, "GL_EXT_texture_compression_s3tc_srgb");
if (have_s3tc_srgb) {
AddExtensionString("GL_EXT_texture_compression_s3tc_srgb");
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_SRGB_S3TC_DXT1_EXT);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_SRGB_S3TC_DXT1_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT);
}
// Note: Only APPLE_texture_format_BGRA8888 extension allows BGRA8_EXT in
// ES3's glTexStorage2D, whereas EXT_texture_format_BGRA8888 doesn't provide
// that compatibility. So if EXT_texture_format_BGRA8888 (but not
// APPLE_texture_format_BGRA8888) is present on an underlying ES3 context, we
// have to choose which one of BGRA vs texture storage we expose.
// When creating ES2 contexts, we prefer support BGRA to texture storage, in
// order to use BGRA as platform color in the compositor, so we disable
// texture storage if only EXT_texture_format_BGRA8888 is present.
// If neither is present, we expose texture storage.
// When creating ES3 contexts, we do need to expose texture storage, so we
// disable BGRA if we have to.
// In WebGL contexts, BRGA is used for hardware overlay and WebGL 2.0 exposes
// glTexStorage2D. WebGL never uses both BGRA and glTexStorage2D together
// because WebGL API doesn't expose BGRA format. So allow both.
bool has_apple_bgra =
gfx::HasExtension(extensions, "GL_APPLE_texture_format_BGRA8888");
bool has_ext_bgra =
gfx::HasExtension(extensions, "GL_EXT_texture_format_BGRA8888");
bool enable_texture_format_bgra8888 = has_ext_bgra || has_apple_bgra;
bool has_ext_texture_storage =
gfx::HasExtension(extensions, "GL_EXT_texture_storage");
bool has_texture_storage =
!workarounds_.disable_texture_storage &&
(has_ext_texture_storage || gl_version_info_->is_es3);
bool enable_texture_storage = has_texture_storage;
bool texture_storage_incompatible_with_bgra =
gl_version_info_->is_es3 && !has_ext_texture_storage && !has_apple_bgra;
if (texture_storage_incompatible_with_bgra &&
enable_texture_format_bgra8888 && enable_texture_storage) {
switch (context_type_) {
case CONTEXT_TYPE_OPENGLES2:
enable_texture_storage = false;
break;
case CONTEXT_TYPE_OPENGLES3:
case CONTEXT_TYPE_OPENGLES31_FOR_TESTING:
enable_texture_format_bgra8888 = false;
break;
case CONTEXT_TYPE_WEBGL1:
case CONTEXT_TYPE_WEBGL2:
case CONTEXT_TYPE_WEBGPU:
break;
}
}
if (enable_texture_storage) {
feature_flags_.ext_texture_storage = true;
AddExtensionString("GL_EXT_texture_storage");
validators_.texture_parameter.AddValue(GL_TEXTURE_IMMUTABLE_FORMAT_EXT);
}
if (enable_texture_format_bgra8888) {
feature_flags_.ext_texture_format_bgra8888 = true;
AddExtensionString("GL_EXT_texture_format_BGRA8888");
validators_.texture_internal_format.AddValue(GL_BGRA_EXT);
validators_.texture_format.AddValue(GL_BGRA_EXT);
validators_.texture_unsized_internal_format.AddValue(GL_BGRA_EXT);
validators_.texture_internal_format_storage.AddValue(GL_BGRA8_EXT);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_BGRA8_EXT);
validators_.texture_sized_texture_filterable_internal_format.AddValue(
GL_BGRA8_EXT);
feature_flags_.gpu_memory_buffer_formats.Put(gfx::BufferFormat::BGRA_8888);
feature_flags_.gpu_memory_buffer_formats.Put(gfx::BufferFormat::BGRX_8888);
}
#if BUILDFLAG(IS_MAC)
// TODO(sugoi): Remove this once crbug.com/1276529 is fixed.
// On Mac OS, DrawingBuffer is using an IOSurface as its backing storage,
// this allows WebGL-rendered canvases to be composited by the OS rather
// than Chrome. Currently, this causes an issue on MacOS with SwANGLE when
// alpha is false, so disable that case for now so that we go through
// emulation.
if (gl_version_info_->is_angle_swiftshader) {
feature_flags_.gpu_memory_buffer_formats.Remove(
gfx::BufferFormat::RGBX_8888);
feature_flags_.gpu_memory_buffer_formats.Remove(
gfx::BufferFormat::BGRX_8888);
}
#endif
// On desktop, all devices support BGRA render buffers (note that on desktop
// BGRA internal formats are converted to RGBA in the API implementation).
// For ES, there is no extension that exposes BGRA renderbuffers, however
// Angle does support these.
bool enable_render_buffer_bgra =
#if BUILDFLAG(IS_IOS)
// BGRA is not supported on iOS with ANGLE + GL.
gl_version_info_->is_angle_metal;
#else
gl_version_info_->is_angle;
#endif // BUILDFLAG(IS_IOS)
if (enable_render_buffer_bgra) {
feature_flags_.ext_render_buffer_format_bgra8888 = true;
AddExtensionString("GL_CHROMIUM_renderbuffer_format_BGRA8888");
validators_.render_buffer_format.AddValue(GL_BGRA8_EXT);
}
// On desktop, all devices support BGRA readback since OpenGL 2.0, which we
// require. On ES, support is indicated by the GL_EXT_read_format_bgra
// extension.
bool enable_read_format_bgra =
gfx::HasExtension(extensions, "GL_EXT_read_format_bgra");
if (enable_read_format_bgra) {
feature_flags_.ext_read_format_bgra = true;
AddExtensionString("GL_EXT_read_format_bgra");
validators_.read_pixel_format.AddValue(GL_BGRA_EXT);
}
// glGetInteger64v for timestamps is implemented on the client side in a way
// that it does not depend on a driver-level implementation of
// glGetInteger64v. The GPUTimer class which implements timer queries can also
// fallback to an implementation that does not depend on glGetInteger64v on
// ES2. Thus we can enable GL_EXT_disjoint_timer_query on ES2 contexts even
// though it does not support glGetInteger64v due to a specification bug.
if (gfx::HasExtension(extensions, "GL_EXT_disjoint_timer_query")) {
feature_flags_.ext_disjoint_timer_query = true;
AddExtensionString("GL_EXT_disjoint_timer_query");
}
if (gfx::HasExtension(extensions, "GL_OES_rgb8_rgba8")) {
AddExtensionString("GL_OES_rgb8_rgba8");
validators_.render_buffer_format.AddValue(GL_RGB8_OES);
validators_.render_buffer_format.AddValue(GL_RGBA8_OES);
}
// Check if we should allow GL_OES_texture_npot
if (!disallowed_features_.npot_support &&
(gl_version_info_->is_es3 ||
gfx::HasExtension(extensions, "GL_OES_texture_npot"))) {
AddExtensionString("GL_OES_texture_npot");
feature_flags_.npot_ok = true;
}
InitializeFloatAndHalfFloatFeatures(extensions);
// Check for multisample support
if (!workarounds_.disable_chromium_framebuffer_multisample) {
bool ext_has_multisample =
(gfx::HasExtension(extensions, "GL_EXT_framebuffer_multisample") &&
gfx::HasExtension(extensions, "GL_EXT_framebuffer_blit")) ||
gl_version_info_->is_es3;
if (gl_version_info_->is_angle || gl_version_info_->is_swiftshader) {
ext_has_multisample |=
gfx::HasExtension(extensions, "GL_ANGLE_framebuffer_multisample");
}
if (ext_has_multisample) {
feature_flags_.chromium_framebuffer_multisample = true;
validators_.framebuffer_target.AddValue(GL_READ_FRAMEBUFFER_EXT);
validators_.framebuffer_target.AddValue(GL_DRAW_FRAMEBUFFER_EXT);
validators_.g_l_state.AddValue(GL_READ_FRAMEBUFFER_BINDING_EXT);
validators_.g_l_state.AddValue(GL_MAX_SAMPLES_EXT);
validators_.render_buffer_parameter.AddValue(GL_RENDERBUFFER_SAMPLES_EXT);
AddExtensionString("GL_CHROMIUM_framebuffer_multisample");
}
}
if (gfx::HasExtension(extensions, "GL_EXT_multisampled_render_to_texture")) {
feature_flags_.multisampled_render_to_texture = true;
} else if (gfx::HasExtension(extensions,
"GL_IMG_multisampled_render_to_texture")) {
feature_flags_.multisampled_render_to_texture = true;
feature_flags_.use_img_for_multisampled_render_to_texture = true;
}
if (feature_flags_.multisampled_render_to_texture) {
validators_.render_buffer_parameter.AddValue(GL_RENDERBUFFER_SAMPLES_EXT);
validators_.g_l_state.AddValue(GL_MAX_SAMPLES_EXT);
validators_.framebuffer_attachment_parameter.AddValue(
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT);
AddExtensionString("GL_EXT_multisampled_render_to_texture");
}
if (gfx::HasExtension(extensions, "GL_EXT_multisample_compatibility")) {
AddExtensionString("GL_EXT_multisample_compatibility");
feature_flags_.ext_multisample_compatibility = true;
validators_.capability.AddValue(GL_MULTISAMPLE_EXT);
validators_.capability.AddValue(GL_SAMPLE_ALPHA_TO_ONE_EXT);
}
if (gfx::HasExtension(extensions, "GL_OES_depth24") ||
gl_version_info_->is_es3) {
AddExtensionString("GL_OES_depth24");
feature_flags_.oes_depth24 = true;
validators_.render_buffer_format.AddValue(GL_DEPTH_COMPONENT24);
}
if (gl_version_info_->is_es3 ||
gfx::HasExtension(extensions, "GL_OES_standard_derivatives")) {
AddExtensionString("GL_OES_standard_derivatives");
feature_flags_.oes_standard_derivatives = true;
validators_.hint_target.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES);
validators_.g_l_state.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES);
}
if (gfx::HasExtension(extensions, "GL_OES_EGL_image_external")) {
AddExtensionString("GL_OES_EGL_image_external");
feature_flags_.oes_egl_image_external = true;
// In many places we check oes_egl_image_external to know whether
// TEXTURE_EXTERNAL_OES is valid. Drivers with the _essl3 version *should*
// have both. But to be safe, only enable the _essl3 version if the
// non-_essl3 version is available.
if (gfx::HasExtension(extensions, "GL_OES_EGL_image_external_essl3")) {
AddExtensionString("GL_OES_EGL_image_external_essl3");
feature_flags_.oes_egl_image_external_essl3 = true;
}
}
if (gfx::HasExtension(extensions, "GL_NV_EGL_stream_consumer_external")) {
AddExtensionString("GL_NV_EGL_stream_consumer_external");
feature_flags_.nv_egl_stream_consumer_external = true;
}
if (feature_flags_.oes_egl_image_external ||
feature_flags_.nv_egl_stream_consumer_external) {
validators_.texture_bind_target.AddValue(GL_TEXTURE_EXTERNAL_OES);
validators_.get_tex_param_target.AddValue(GL_TEXTURE_EXTERNAL_OES);
validators_.texture_parameter.AddValue(GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES);
validators_.g_l_state.AddValue(GL_TEXTURE_BINDING_EXTERNAL_OES);
}
if (gfx::HasExtension(extensions, "GL_EXT_YUV_target")) {
validators_.texture_fbo_target.AddValue(GL_TEXTURE_EXTERNAL_OES);
feature_flags_.ext_yuv_target = true;
}
// ANGLE only exposes this extension when it has native support of the
// GL_ETC1_RGB8 format.
if (gfx::HasExtension(extensions, "GL_OES_compressed_ETC1_RGB8_texture")) {
AddExtensionString("GL_OES_compressed_ETC1_RGB8_texture");
feature_flags_.oes_compressed_etc1_rgb8_texture = true;
validators_.compressed_texture_format.AddValue(GL_ETC1_RGB8_OES);
validators_.texture_internal_format_storage.AddValue(GL_ETC1_RGB8_OES);
}
// Expose GL_ANGLE_compressed_texture_etc when ANGLE exposes it directly or
// running on top of a non-ANGLE ES driver. We assume that this implies native
// support of these formats.
if (gfx::HasExtension(extensions, "GL_ANGLE_compressed_texture_etc") ||
(gl_version_info_->is_es3 && !gl_version_info_->is_angle)) {
AddExtensionString("GL_ANGLE_compressed_texture_etc");
validators_.UpdateETCCompressedTextureFormats();
}
if (gfx::HasExtension(extensions, "GL_AMD_compressed_ATC_texture")) {
AddExtensionString("GL_AMD_compressed_ATC_texture");
validators_.compressed_texture_format.AddValue(GL_ATC_RGB_AMD);
validators_.compressed_texture_format.AddValue(
GL_ATC_RGBA_EXPLICIT_ALPHA_AMD);
validators_.compressed_texture_format.AddValue(
GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD);
validators_.texture_internal_format_storage.AddValue(GL_ATC_RGB_AMD);
validators_.texture_internal_format_storage.AddValue(
GL_ATC_RGBA_EXPLICIT_ALPHA_AMD);
validators_.texture_internal_format_storage.AddValue(
GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD);
}
if (gfx::HasExtension(extensions, "GL_IMG_texture_compression_pvrtc")) {
AddExtensionString("GL_IMG_texture_compression_pvrtc");
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG);
validators_.compressed_texture_format.AddValue(
GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG);
validators_.texture_internal_format_storage.AddValue(
GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG);
}
// Ideally we would only expose this extension on Mac OS X, to support
// IOSurface backed textures. We don't want applications to start using it;
// they should use ordinary non-power-of-two textures. However, for unit
// testing purposes we expose it on all supported platforms.
if (gfx::HasExtension(extensions, "GL_ANGLE_texture_rectangle")) {
AddExtensionString("GL_ARB_texture_rectangle");
feature_flags_.arb_texture_rectangle = true;
// Rectangle textures are used as samplers via glBindTexture, framebuffer
// textures via glFramebufferTexture2D, and copy destinations via
// glCopyPixels.
validators_.texture_bind_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
validators_.texture_fbo_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
validators_.texture_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
validators_.get_tex_param_target.AddValue(GL_TEXTURE_RECTANGLE_ARB);
validators_.g_l_state.AddValue(GL_TEXTURE_BINDING_RECTANGLE_ARB);
}
if (feature_flags_.chromium_image_ycbcr_420v) {
AddExtensionString("GL_CHROMIUM_ycbcr_420v_image");
feature_flags_.gpu_memory_buffer_formats.Put(
gfx::BufferFormat::YUV_420_BIPLANAR);
}
#if BUILDFLAG(IS_APPLE)
// Macs can create SharedImages out of AR30 IOSurfaces. iOS based devices seem
// to handle well also.
feature_flags_.chromium_image_ar30 = true;
#elif !BUILDFLAG(IS_WIN)
// TODO(mcasas): connect in Windows, https://crbug.com/803451
// XB30 support was introduced in GLES 3.0/ OpenGL 3.3, before that it was
// signalled via a specific extension.
feature_flags_.chromium_image_ab30 =
gl_version_info_->IsAtLeastGLES(3, 0) ||
gfx::HasExtension(extensions, "GL_EXT_texture_type_2_10_10_10_REV");
#endif
if (feature_flags_.chromium_image_ar30 ||
feature_flags_.chromium_image_ab30) {
validators_.texture_internal_format.AddValue(GL_RGB10_A2_EXT);
validators_.render_buffer_format.AddValue(GL_RGB10_A2_EXT);
validators_.texture_internal_format_storage.AddValue(GL_RGB10_A2_EXT);
validators_.pixel_type.AddValue(GL_UNSIGNED_INT_2_10_10_10_REV);
}
if (feature_flags_.chromium_image_ar30) {
feature_flags_.gpu_memory_buffer_formats.Put(
gfx::BufferFormat::BGRA_1010102);
}
if (feature_flags_.chromium_image_ab30) {
feature_flags_.gpu_memory_buffer_formats.Put(
gfx::BufferFormat::RGBA_1010102);
}
if (feature_flags_.chromium_image_ycbcr_p010) {
AddExtensionString("GL_CHROMIUM_ycbcr_p010_image");
feature_flags_.gpu_memory_buffer_formats.Put(gfx::BufferFormat::P010);
}
#if BUILDFLAG(IS_MAC)
feature_flags_.gpu_memory_buffer_formats.Put(gfx::BufferFormat::RGBA_F16);
if (base::mac::MacOSMajorVersion() >= 11) {
feature_flags_.gpu_memory_buffer_formats.Put(
gfx::BufferFormat::YUVA_420_TRIPLANAR);
}
#endif // BUILDFLAG(IS_MAC)
// TODO(gman): Add support for these extensions.
// GL_OES_depth32
if (gfx::HasExtension(extensions, "GL_ANGLE_texture_usage")) {
feature_flags_.angle_texture_usage = true;
AddExtensionString("GL_ANGLE_texture_usage");
validators_.texture_parameter.AddValue(GL_TEXTURE_USAGE_ANGLE);
}
bool have_occlusion_query = gl_version_info_->IsAtLeastGLES(3, 0);
bool have_ext_occlusion_query_boolean =
gfx::HasExtension(extensions, "GL_EXT_occlusion_query_boolean");
if (have_occlusion_query || have_ext_occlusion_query_boolean) {
if (context_type_ == CONTEXT_TYPE_OPENGLES2) {
AddExtensionString("GL_EXT_occlusion_query_boolean");
}
feature_flags_.occlusion_query_boolean = true;
}
EnableANGLEInstancedArrayIfPossible(extensions);
bool have_es2_draw_buffers_vendor_agnostic =
gfx::HasExtension(extensions, "GL_EXT_draw_buffers");
bool can_emulate_es2_draw_buffers_on_es3_nv =
gl_version_info_->is_es3 &&
gfx::HasExtension(extensions, "GL_NV_draw_buffers");
bool is_webgl_compatibility_context =
gfx::HasExtension(extensions, "GL_ANGLE_webgl_compatibility");
bool have_es2_draw_buffers =
(have_es2_draw_buffers_vendor_agnostic ||
can_emulate_es2_draw_buffers_on_es3_nv) &&
(context_type_ == CONTEXT_TYPE_OPENGLES2 ||
(context_type_ == CONTEXT_TYPE_WEBGL1 &&
IsWebGLDrawBuffersSupported(is_webgl_compatibility_context,
depth_texture_format,
depth_stencil_texture_format)));
if (have_es2_draw_buffers) {
AddExtensionString("GL_EXT_draw_buffers");
feature_flags_.ext_draw_buffers = true;
// This flag is set to enable emulation of EXT_draw_buffers when we're
// running on GLES 3.0+, NV_draw_buffers extension is supported and
// glDrawBuffers from GLES 3.0 core has been bound. It toggles using the
// NV_draw_buffers extension directive instead of EXT_draw_buffers extension
// directive in ESSL 100 shaders translated by ANGLE, enabling them to write
// into multiple gl_FragData values, which is not by default possible in
// ESSL 100 with core GLES 3.0. For more information, see the
// NV_draw_buffers specification.
feature_flags_.nv_draw_buffers = can_emulate_es2_draw_buffers_on_es3_nv &&
!have_es2_draw_buffers_vendor_agnostic;
}
if (IsWebGL2OrES3OrHigherContext() || have_es2_draw_buffers) {
GLint max_color_attachments = 0;
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &max_color_attachments);
for (GLenum i = GL_COLOR_ATTACHMENT1_EXT;
i < static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + max_color_attachments);
++i) {
validators_.attachment.AddValue(i);
validators_.attachment_query.AddValue(i);
}
static_assert(GL_COLOR_ATTACHMENT0_EXT == GL_COLOR_ATTACHMENT0,
"GL_COLOR_ATTACHMENT0_EXT should equal GL_COLOR_ATTACHMENT0");
validators_.g_l_state.AddValue(GL_MAX_COLOR_ATTACHMENTS_EXT);
validators_.g_l_state.AddValue(GL_MAX_DRAW_BUFFERS_ARB);
GLint max_draw_buffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_draw_buffers);
for (GLenum i = GL_DRAW_BUFFER0_ARB;
i < static_cast<GLenum>(GL_DRAW_BUFFER0_ARB + max_draw_buffers); ++i) {
validators_.g_l_state.AddValue(i);
}
}
if (gl_version_info_->is_es3 ||
gfx::HasExtension(extensions, "GL_EXT_blend_minmax")) {
AddExtensionString("GL_EXT_blend_minmax");
validators_.equation.AddValue(GL_MIN_EXT);
validators_.equation.AddValue(GL_MAX_EXT);
static_assert(GL_MIN_EXT == GL_MIN && GL_MAX_EXT == GL_MAX,
"min & max variations must match");
}
// TODO(dshwang): GLES3 supports gl_FragDepth, not gl_FragDepthEXT.
if (gfx::HasExtension(extensions, "GL_EXT_frag_depth")) {
AddExtensionString("GL_EXT_frag_depth");
feature_flags_.ext_frag_depth = true;
}
if (gfx::HasExtension(extensions, "GL_EXT_shader_texture_lod")) {
AddExtensionString("GL_EXT_shader_texture_lod");
feature_flags_.ext_shader_texture_lod = true;
}
bool ui_gl_fence_works = gl::GLFence::IsSupported();
feature_flags_.map_buffer_range =
gl_version_info_->is_es3 ||
gfx::HasExtension(extensions, "GL_EXT_map_buffer_range");
// We will use either glMapBuffer() or glMapBufferRange() for async readbacks.
if (has_pixel_buffers && ui_gl_fence_works &&
!workarounds_.disable_async_readpixels) {
feature_flags_.use_async_readpixels = true;
}
if (gl_version_info_->is_es3) {
feature_flags_.enable_samplers = true;
// TODO(dsinclair): Add AddExtensionString("GL_CHROMIUM_sampler_objects")
// when available.
}
if ((gl_version_info_->is_es3 ||
gfx::HasExtension(extensions, "GL_EXT_discard_framebuffer")) &&
!workarounds_.disable_discard_framebuffer) {
// DiscardFramebufferEXT is automatically bound to InvalidateFramebuffer.
AddExtensionString("GL_EXT_discard_framebuffer");
feature_flags_.ext_discard_framebuffer = true;
}
if (ui_gl_fence_works) {
AddExtensionString("GL_CHROMIUM_sync_query");
feature_flags_.chromium_sync_query = true;
}
if (!workarounds_.disable_blend_equation_advanced) {
bool blend_equation_advanced_coherent =
gfx::HasExtension(extensions,
"GL_NV_blend_equation_advanced_coherent") ||
gfx::HasExtension(extensions,
"GL_KHR_blend_equation_advanced_coherent");
if (blend_equation_advanced_coherent ||
gfx::HasExtension(extensions, "GL_NV_blend_equation_advanced") ||
gfx::HasExtension(extensions, "GL_KHR_blend_equation_advanced")) {
const GLenum equations[] = {
GL_MULTIPLY_KHR, GL_SCREEN_KHR, GL_OVERLAY_KHR,
GL_DARKEN_KHR, GL_LIGHTEN_KHR, GL_COLORDODGE_KHR,
GL_COLORBURN_KHR, GL_HARDLIGHT_KHR, GL_SOFTLIGHT_KHR,
GL_DIFFERENCE_KHR, GL_EXCLUSION_KHR, GL_HSL_HUE_KHR,
GL_HSL_SATURATION_KHR, GL_HSL_COLOR_KHR, GL_HSL_LUMINOSITY_KHR};
for (GLenum equation : equations)
validators_.equation.AddValue(equation);
if (blend_equation_advanced_coherent)
AddExtensionString("GL_KHR_blend_equation_advanced_coherent");
AddExtensionString("GL_KHR_blend_equation_advanced");
feature_flags_.blend_equation_advanced = true;
feature_flags_.blend_equation_advanced_coherent =
blend_equation_advanced_coherent;
}
}
if ((gl_version_info_->is_es3 ||
gfx::HasExtension(extensions, "GL_EXT_texture_rg")) &&
IsGL_REDSupportedOnFBOs()) {
feature_flags_.ext_texture_rg = true;
AddExtensionString("GL_EXT_texture_rg");
validators_.texture_format.AddValue(GL_RED_EXT);
validators_.texture_format.AddValue(GL_RG_EXT);
validators_.texture_internal_format.AddValue(GL_RED_EXT);
validators_.texture_internal_format.AddValue(GL_R8_EXT);
validators_.texture_internal_format.AddValue(GL_RG_EXT);
validators_.texture_internal_format.AddValue(GL_RG8_EXT);
validators_.read_pixel_format.AddValue(GL_RED_EXT);
validators_.read_pixel_format.AddValue(GL_RG_EXT);
validators_.render_buffer_format.AddValue(GL_R8_EXT);
validators_.render_buffer_format.AddValue(GL_RG8_EXT);
validators_.texture_unsized_internal_format.AddValue(GL_RED_EXT);
validators_.texture_unsized_internal_format.AddValue(GL_RG_EXT);
validators_.texture_internal_format_storage.AddValue(GL_R8_EXT);
validators_.texture_internal_format_storage.AddValue(GL_RG8_EXT);
feature_flags_.gpu_memory_buffer_formats.Put(gfx::BufferFormat::R_8);
feature_flags_.gpu_memory_buffer_formats.Put(gfx::BufferFormat::RG_88);
}
const bool is_texture_norm16_supported_for_webgl2_or_es3 =
IsWebGL2OrES3OrHigherContext() &&
gfx::HasExtension(extensions, "GL_EXT_texture_norm16");
const bool is_texture_norm16_supported_for_angle_es2 =
is_passthrough_cmd_decoder_ && context_type_ == CONTEXT_TYPE_OPENGLES2 &&
gfx::HasExtension(extensions, "GL_EXT_texture_norm16");
if (is_texture_norm16_supported_for_webgl2_or_es3 ||
is_texture_norm16_supported_for_angle_es2) {
AddExtensionString("GL_EXT_texture_norm16");
feature_flags_.ext_texture_norm16 = true;
validators_.pixel_type.AddValue(GL_UNSIGNED_SHORT);
validators_.pixel_type.AddValue(GL_SHORT);
validators_.texture_format.AddValue(GL_RED_EXT);
validators_.texture_format.AddValue(GL_RG_EXT);
validators_.texture_internal_format.AddValue(GL_R16_EXT);
validators_.texture_internal_format.AddValue(GL_RG16_EXT);
validators_.texture_internal_format.AddValue(GL_RGB16_EXT);
validators_.texture_internal_format.AddValue(GL_RGBA16_EXT);
validators_.texture_internal_format.AddValue(GL_R16_SNORM_EXT);
validators_.texture_internal_format.AddValue(GL_RG16_SNORM_EXT);
validators_.texture_internal_format.AddValue(GL_RGB16_SNORM_EXT);
validators_.texture_internal_format.AddValue(GL_RGBA16_SNORM_EXT);
validators_.texture_internal_format.AddValue(GL_RED_EXT);
validators_.read_pixel_format.AddValue(GL_R16_EXT);
validators_.read_pixel_format.AddValue(GL_RG16_EXT);
validators_.read_pixel_format.AddValue(GL_RGBA16_EXT);
validators_.render_buffer_format.AddValue(GL_R16_EXT);
validators_.render_buffer_format.AddValue(GL_RG16_EXT);
validators_.render_buffer_format.AddValue(GL_RGBA16_EXT);
validators_.texture_unsized_internal_format.AddValue(GL_RED_EXT);
validators_.texture_unsized_internal_format.AddValue(GL_RG_EXT);
validators_.texture_internal_format_storage.AddValue(GL_R16_EXT);
validators_.texture_internal_format_storage.AddValue(GL_RG16_EXT);
validators_.texture_internal_format_storage.AddValue(GL_RGB16_EXT);
validators_.texture_internal_format_storage.AddValue(GL_RGBA16_EXT);
validators_.texture_internal_format_storage.AddValue(GL_R16_SNORM_EXT);
validators_.texture_internal_format_storage.AddValue(GL_RG16_SNORM_EXT);
validators_.texture_internal_format_storage.AddValue(GL_RGB16_SNORM_EXT);
validators_.texture_internal_format_storage.AddValue(GL_RGBA16_SNORM_EXT);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_R16_EXT);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_RG16_EXT);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_RGBA16_EXT);
// TODO(shrekshao): gpu_memory_buffer_formats is not used by WebGL
// So didn't expose all buffer formats here.
feature_flags_.gpu_memory_buffer_formats.Put(gfx::BufferFormat::R_16);
feature_flags_.gpu_memory_buffer_formats.Put(gfx::BufferFormat::RG_1616);
}
if (enable_es3 && gfx::HasExtension(extensions, "GL_EXT_window_rectangles")) {
AddExtensionString("GL_EXT_window_rectangles");
feature_flags_.ext_window_rectangles = true;
validators_.g_l_state.AddValue(GL_WINDOW_RECTANGLE_MODE_EXT);
validators_.g_l_state.AddValue(GL_MAX_WINDOW_RECTANGLES_EXT);
validators_.g_l_state.AddValue(GL_NUM_WINDOW_RECTANGLES_EXT);
validators_.indexed_g_l_state.AddValue(GL_WINDOW_RECTANGLE_EXT);
}
if (!disable_shader_translator_ && gl_version_info_->IsAtLeastGLES(3, 0) &&
gfx::HasExtension(extensions, "GL_EXT_blend_func_extended")) {
// Note: to simplify the code, we do not expose EXT_blend_func_extended
// unless the service context supports ES 3.0. This means the theoretical ES
// 2.0 implementation with EXT_blend_func_extended is not sufficient.
feature_flags_.ext_blend_func_extended = true;
AddExtensionString("GL_EXT_blend_func_extended");
// NOTE: SRC_ALPHA_SATURATE is valid for ES2 src blend factor.
// SRC_ALPHA_SATURATE is valid for ES3 src and dst blend factor.
validators_.dst_blend_factor.AddValue(GL_SRC_ALPHA_SATURATE_EXT);
validators_.src_blend_factor.AddValue(GL_SRC1_ALPHA_EXT);
validators_.dst_blend_factor.AddValue(GL_SRC1_ALPHA_EXT);
validators_.src_blend_factor.AddValue(GL_SRC1_COLOR_EXT);
validators_.dst_blend_factor.AddValue(GL_SRC1_COLOR_EXT);
validators_.src_blend_factor.AddValue(GL_ONE_MINUS_SRC1_COLOR_EXT);
validators_.dst_blend_factor.AddValue(GL_ONE_MINUS_SRC1_COLOR_EXT);
validators_.src_blend_factor.AddValue(GL_ONE_MINUS_SRC1_ALPHA_EXT);
validators_.dst_blend_factor.AddValue(GL_ONE_MINUS_SRC1_ALPHA_EXT);
validators_.g_l_state.AddValue(GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT);
}
feature_flags_.angle_robust_client_memory =
gfx::HasExtension(extensions, "GL_ANGLE_robust_client_memory");
feature_flags_.khr_debug = gl_version_info_->IsAtLeastGLES(3, 2) ||
gfx::HasExtension(extensions, "GL_KHR_debug");
feature_flags_.chromium_gpu_fence = gl::GLFence::IsGpuFenceSupported();
if (feature_flags_.chromium_gpu_fence)
AddExtensionString("GL_CHROMIUM_gpu_fence");
feature_flags_.chromium_bind_generates_resource =
gfx::HasExtension(extensions, "GL_CHROMIUM_bind_generates_resource");
feature_flags_.angle_webgl_compatibility = is_webgl_compatibility_context;
feature_flags_.chromium_copy_texture =
gfx::HasExtension(extensions, "GL_CHROMIUM_copy_texture");
feature_flags_.chromium_copy_compressed_texture =
gfx::HasExtension(extensions, "GL_CHROMIUM_copy_compressed_texture");
feature_flags_.angle_client_arrays =
gfx::HasExtension(extensions, "GL_ANGLE_client_arrays");
feature_flags_.angle_request_extension =
gfx::HasExtension(extensions, "GL_ANGLE_request_extension");
feature_flags_.ext_pixel_buffer_object =
gfx::HasExtension(extensions, "GL_NV_pixel_buffer_object");
feature_flags_.ext_unpack_subimage =
gfx::HasExtension(extensions, "GL_EXT_unpack_subimage");
feature_flags_.oes_rgb8_rgba8 =
gfx::HasExtension(extensions, "GL_OES_rgb8_rgba8");
feature_flags_.angle_robust_resource_initialization =
gfx::HasExtension(extensions, "GL_ANGLE_robust_resource_initialization");
feature_flags_.nv_fence = gfx::HasExtension(extensions, "GL_NV_fence");
if (gfx::HasExtension(extensions, "GL_EXT_debug_marker")) {
feature_flags_.ext_debug_marker = true;
AddExtensionString("GL_EXT_debug_marker");
}
// On D3D, there is only one ref, mask, and writemask setting which applies
// to both FRONT and BACK faces. This restriction is always applied to WebGL.
// https://crbug.com/806557
// https://github.com/KhronosGroup/WebGL/pull/2583
feature_flags_.separate_stencil_ref_mask_writemask =
!(gl_version_info_->is_d3d) && !IsWebGLContext();
if (gfx::HasExtension(extensions, "GL_MESA_framebuffer_flip_y")) {
feature_flags_.mesa_framebuffer_flip_y = true;
validators_.framebuffer_parameter.AddValue(GL_FRAMEBUFFER_FLIP_Y_MESA);
AddExtensionString("GL_MESA_framebuffer_flip_y");
}
// Only supporting OVR_multiview in passthrough mode - not implemented in
// validating command decoder. The extension is only available in ANGLE and in
// that case Chromium should be using passthrough by default.
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions, "GL_OVR_multiview2")) {
AddExtensionString("GL_OVR_multiview2");
feature_flags_.ovr_multiview2 = true;
}
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions, "GL_KHR_parallel_shader_compile")) {
AddExtensionString("GL_KHR_parallel_shader_compile");
feature_flags_.khr_parallel_shader_compile = true;
validators_.g_l_state.AddValue(GL_MAX_SHADER_COMPILER_THREADS_KHR);
// TODO(jie.a.chen@intel.com): Make the query as cheap as possible.
// https://crbug.com/881152
validators_.shader_parameter.AddValue(GL_COMPLETION_STATUS_KHR);
validators_.program_parameter.AddValue(GL_COMPLETION_STATUS_KHR);
AddExtensionString("GL_CHROMIUM_completion_query");
feature_flags_.chromium_completion_query = true;
}
if (gfx::HasExtension(extensions, "GL_KHR_robust_buffer_access_behavior")) {
AddExtensionString("GL_KHR_robust_buffer_access_behavior");
feature_flags_.khr_robust_buffer_access_behavior = true;
}
EnableWEBGLMultiDrawIfPossible(extensions);
#if BUILDFLAG(IS_MAC)
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions, "GL_ANGLE_base_vertex_base_instance")) {
#else
if ((!is_passthrough_cmd_decoder_ &&
((gl_version_info_->IsAtLeastGLES(3, 2) &&
gfx::HasExtension(extensions, "GL_EXT_base_instance")))) ||
gfx::HasExtension(extensions, "GL_ANGLE_base_vertex_base_instance")) {
#endif
// TODO(shrekshao): change condition to the following after workaround for
// Mac AMD and non-native base instance support are implemented, or when
// angle is universally used.
//
// if ((!is_passthrough_cmd_decoder_ &&
// ((gl_version_info_->IsAtLeastGLES(3, 2) ||
// gfx::HasExtension(extensions,
// "GL_OES_draw_elements_base_vertex_base_instance") ||
// gfx::HasExtension(extensions,
// "GL_EXT_draw_elements_base_vertex_base_instance")) ||
// (gl_version_info_->is_desktop_core_profile &&
// gl_version_info_->IsAtLeastGL(3, 2)))) ||
// gfx::HasExtension(extensions, "GL_ANGLE_base_vertex_base_instance"))
// {
feature_flags_.webgl_draw_instanced_base_vertex_base_instance = true;
AddExtensionString("GL_WEBGL_draw_instanced_base_vertex_base_instance");
if (feature_flags_.webgl_multi_draw) {
feature_flags_.webgl_multi_draw_instanced_base_vertex_base_instance =
true;
AddExtensionString(
"GL_WEBGL_multi_draw_instanced_base_vertex_base_instance");
}
}
if (gfx::HasExtension(extensions, "GL_NV_internalformat_sample_query")) {
feature_flags_.nv_internalformat_sample_query = true;
}
if (gfx::HasExtension(extensions,
"GL_AMD_framebuffer_multisample_advanced")) {
feature_flags_.amd_framebuffer_multisample_advanced = true;
AddExtensionString("GL_AMD_framebuffer_multisample_advanced");
}
if (gfx::HasExtension(extensions, "GL_ANGLE_shader_pixel_local_storage")) {
feature_flags_.angle_shader_pixel_local_storage = true;
AddExtensionString("GL_ANGLE_shader_pixel_local_storage");
}
if (gfx::HasExtension(extensions,
"GL_ANGLE_shader_pixel_local_storage_coherent")) {
AddExtensionString("GL_ANGLE_shader_pixel_local_storage_coherent");
}
if (gfx::HasExtension(extensions, "GL_ANGLE_rgbx_internal_format")) {
feature_flags_.angle_rgbx_internal_format = true;
AddExtensionString("GL_ANGLE_rgbx_internal_format");
validators_.texture_internal_format_storage.AddValue(GL_RGBX8_ANGLE);
}
if (gfx::HasExtension(extensions, "GL_ANGLE_provoking_vertex")) {
feature_flags_.angle_provoking_vertex = true;
AddExtensionString("GL_ANGLE_provoking_vertex");
}
if (gfx::HasExtension(extensions, "GL_ANGLE_clip_cull_distance")) {
feature_flags_.angle_clip_cull_distance = true;
AddExtensionString("GL_ANGLE_clip_cull_distance");
}
if (gfx::HasExtension(extensions, "GL_ANGLE_polygon_mode")) {
feature_flags_.angle_polygon_mode = true;
AddExtensionString("GL_ANGLE_polygon_mode");
}
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions, "GL_ANGLE_stencil_texturing")) {
AddExtensionString("GL_ANGLE_stencil_texturing");
}
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions, "GL_EXT_blend_func_extended")) {
feature_flags_.ext_blend_func_extended = true;
AddExtensionString("GL_EXT_blend_func_extended");
}
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions, "GL_EXT_clip_control")) {
feature_flags_.ext_clip_control = true;
AddExtensionString("GL_EXT_clip_control");
}
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions, "GL_EXT_conservative_depth")) {
AddExtensionString("GL_EXT_conservative_depth");
}
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions, "GL_EXT_depth_clamp")) {
AddExtensionString("GL_EXT_depth_clamp");
}
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions, "GL_EXT_polygon_offset_clamp")) {
feature_flags_.ext_polygon_offset_clamp = true;
AddExtensionString("GL_EXT_polygon_offset_clamp");
}
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions, "GL_EXT_render_snorm")) {
AddExtensionString("GL_EXT_render_snorm");
}
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions, "GL_EXT_texture_mirror_clamp_to_edge")) {
AddExtensionString("GL_EXT_texture_mirror_clamp_to_edge");
}
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions,
"GL_NV_shader_noperspective_interpolation")) {
AddExtensionString("GL_NV_shader_noperspective_interpolation");
}
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions, "GL_OES_sample_variables")) {
AddExtensionString("GL_OES_sample_variables");
}
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions,
"GL_OES_shader_multisample_interpolation")) {
AddExtensionString("GL_OES_shader_multisample_interpolation");
}
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions, "GL_QCOM_render_shared_exponent")) {
AddExtensionString("GL_QCOM_render_shared_exponent");
}
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions, "GL_ANGLE_blob_cache")) {
if (base::FeatureList::IsEnabled(features::kANGLEPerContextBlobCache)) {
feature_flags_.angle_blob_cache = true;
}
}
if (is_passthrough_cmd_decoder_ &&
gfx::HasExtension(extensions, "GL_OES_required_internalformat")) {
AddExtensionString("GL_OES_required_internalformat");
}
}
void FeatureInfo::InitializeFloatAndHalfFloatFeatures(
const gfx::ExtensionSet& extensions) {
// Check if we should allow GL_OES_texture_float, GL_OES_texture_half_float,
// GL_OES_texture_float_linear, GL_OES_texture_half_float_linear
bool enable_texture_float = false;
bool enable_texture_float_linear = false;
bool enable_texture_half_float = false;
bool enable_texture_half_float_linear = false;
bool enable_ext_color_buffer_float = false;
bool enable_ext_color_buffer_half_float = false;
bool may_enable_chromium_color_buffer_float = false;
bool enable_es3 = IsWebGL2OrES3OrHigherContext();
// These extensions allow a variety of floating point formats to be
// rendered to via framebuffer objects.
if (gfx::HasExtension(extensions, "GL_EXT_color_buffer_float"))
enable_ext_color_buffer_float = true;
if (gfx::HasExtension(extensions, "GL_EXT_color_buffer_half_float")) {
// TODO(zmo): even if the underlying driver reports the extension, WebGL
// version of the extension requires RGBA16F to be color-renderable,
// whereas the OpenGL ES extension only requires one of the format to be
// color-renderable. So we still need to do some verification before
// exposing the extension.
enable_ext_color_buffer_half_float = true;
}
// GLES3 adds support for Float type by default but it doesn't support all
// formats as GL_OES_texture_float(i.e.LUMINANCE_ALPHA,LUMINANCE and Alpha)
if (gfx::HasExtension(extensions, "GL_OES_texture_float")) {
enable_texture_float = true;
if (enable_ext_color_buffer_float) {
may_enable_chromium_color_buffer_float = true;
}
}
if (gfx::HasExtension(extensions, "GL_OES_texture_float_linear")) {
enable_texture_float_linear = true;
}
// TODO(dshwang): GLES3 supports half float by default but GL_HALF_FLOAT_OES
// isn't equal to GL_HALF_FLOAT.
if (gfx::HasExtension(extensions, "GL_OES_texture_half_float")) {
enable_texture_half_float = true;
}
if (gfx::HasExtension(extensions, "GL_OES_texture_half_float_linear")) {
enable_texture_half_float_linear = true;
}
if (enable_texture_float) {
validators_.pixel_type.AddValue(GL_FLOAT);
validators_.read_pixel_type.AddValue(GL_FLOAT);
AddExtensionString("GL_OES_texture_float");
}
if (enable_texture_float_linear) {
oes_texture_float_linear_available_ = true;
if (!disallowed_features_.oes_texture_float_linear)
EnableOESTextureFloatLinear();
}
if (enable_texture_half_float) {
oes_texture_float_available_ = true;
validators_.pixel_type.AddValue(GL_HALF_FLOAT_OES);
validators_.read_pixel_type.AddValue(GL_HALF_FLOAT_OES);
AddExtensionString("GL_OES_texture_half_float");
}
if (enable_texture_half_float_linear) {
oes_texture_half_float_linear_available_ = true;
if (!disallowed_features_.oes_texture_half_float_linear)
EnableOESTextureHalfFloatLinear();
}
bool had_native_chromium_color_buffer_float_ext = false;
if (gfx::HasExtension(extensions, "GL_CHROMIUM_color_buffer_float_rgb")) {
had_native_chromium_color_buffer_float_ext = true;
feature_flags_.chromium_color_buffer_float_rgb = true;
if (!disallowed_features_.chromium_color_buffer_float_rgb) {
EnableCHROMIUMColorBufferFloatRGB();
}
}
if (gfx::HasExtension(extensions, "GL_CHROMIUM_color_buffer_float_rgba")) {
had_native_chromium_color_buffer_float_ext = true;
feature_flags_.chromium_color_buffer_float_rgba = true;
if (!disallowed_features_.chromium_color_buffer_float_rgba) {
EnableCHROMIUMColorBufferFloatRGBA();
}
}
// Floating-point format blending is core of ES 3.2.
if (gl_version_info_->IsAtLeastGLES(3, 2) ||
gfx::HasExtension(extensions, "GL_EXT_float_blend")) {
if (!disallowed_features_.ext_float_blend) {
EnableEXTFloatBlend();
}
}
if (may_enable_chromium_color_buffer_float &&
!had_native_chromium_color_buffer_float_ext) {
if (workarounds_.force_enable_color_buffer_float ||
workarounds_.force_enable_color_buffer_float_except_rgb32f) {
if (enable_es3)
enable_ext_color_buffer_float = true;
feature_flags_.chromium_color_buffer_float_rgba = true;
if (!disallowed_features_.chromium_color_buffer_float_rgba)
EnableCHROMIUMColorBufferFloatRGBA();
if (!workarounds_.force_enable_color_buffer_float_except_rgb32f) {
feature_flags_.chromium_color_buffer_float_rgb = true;
if (!disallowed_features_.chromium_color_buffer_float_rgb)
EnableCHROMIUMColorBufferFloatRGB();
}
} else {
static_assert(
GL_RGBA32F_ARB == GL_RGBA32F && GL_RGBA32F_EXT == GL_RGBA32F &&
GL_RGB32F_ARB == GL_RGB32F && GL_RGB32F_EXT == GL_RGB32F,
"sized float internal format variations must match");
// We don't check extension support beyond ARB_texture_float on desktop
// GL, and format support varies between GL configurations. For example,
// spec prior to OpenGL 3.0 mandates framebuffer support only for one
// implementation-chosen format, and ES3.0 EXT_color_buffer_float does not
// support rendering to RGB32F. Check for framebuffer completeness with
// formats that the extensions expose, and only enable an extension when a
// framebuffer created with its texture format is reported as complete.
GLint fb_binding = 0;
GLint tex_binding = 0;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fb_binding);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex_binding);
GLuint tex_id = 0;
GLuint fb_id = 0;
GLsizei width = 16;
glGenTextures(1, &tex_id);
glGenFramebuffersEXT(1, &fb_id);
glBindTexture(GL_TEXTURE_2D, tex_id);
// Nearest filter needed for framebuffer completeness on some drivers.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, width, 0, GL_RGBA,
GL_FLOAT, nullptr);
glBindFramebufferEXT(GL_FRAMEBUFFER, fb_id);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tex_id, 0);
GLenum status_rgba = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, width, 0, GL_RGB,
GL_FLOAT, nullptr);
GLenum status_rgb = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
// For desktop systems, check to see if we support rendering to the full
// range of formats supported by EXT_color_buffer_float
if (status_rgba == GL_FRAMEBUFFER_COMPLETE && enable_es3) {
bool full_float_support = true;
const GLenum kInternalFormats[] = {
GL_R16F, GL_RG16F, GL_RGBA16F, GL_R32F, GL_RG32F, GL_R11F_G11F_B10F,
};
const GLenum kFormats[] = {
GL_RED, GL_RG, GL_RGBA, GL_RED, GL_RG, GL_RGB,
};
DCHECK_EQ(std::size(kInternalFormats), std::size(kFormats));
for (size_t i = 0; i < std::size(kFormats); ++i) {
glTexImage2D(GL_TEXTURE_2D, 0, kInternalFormats[i], width, width, 0,
kFormats[i], GL_FLOAT, nullptr);
bool supported = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) ==
GL_FRAMEBUFFER_COMPLETE;
full_float_support &= supported;
}
enable_ext_color_buffer_float = full_float_support;
}
// Likewise for EXT_color_buffer_half_float on ES2 contexts. On desktop,
// require at least GL 3.0, to ensure that all formats are defined.
if (IsWebGL1OrES2Context() && !enable_ext_color_buffer_half_float &&
gl_version_info_->IsAtLeastGLES(3, 0)) {
// EXT_color_buffer_half_float requires at least one of the formats is
// supported to be color-renderable. WebGL's extension requires RGBA16F
// to be the supported effective format. Here we only expose the
// extension if RGBA16F is color-renderable.
GLenum internal_format = GL_RGBA16F;
GLenum format = GL_RGBA;
GLenum data_type = GL_HALF_FLOAT;
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, width, 0, format,
data_type, nullptr);
bool supported = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) ==
GL_FRAMEBUFFER_COMPLETE;
enable_ext_color_buffer_half_float = supported;
}
glDeleteFramebuffersEXT(1, &fb_id);
glDeleteTextures(1, &tex_id);
glBindFramebufferEXT(GL_FRAMEBUFFER, static_cast<GLuint>(fb_binding));
glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(tex_binding));
DCHECK_EQ(glGetError(), static_cast<GLuint>(GL_NO_ERROR));
if (status_rgba == GL_FRAMEBUFFER_COMPLETE) {
feature_flags_.chromium_color_buffer_float_rgba = true;
if (!disallowed_features_.chromium_color_buffer_float_rgba)
EnableCHROMIUMColorBufferFloatRGBA();
}
if (status_rgb == GL_FRAMEBUFFER_COMPLETE) {
feature_flags_.chromium_color_buffer_float_rgb = true;
if (!disallowed_features_.chromium_color_buffer_float_rgb)
EnableCHROMIUMColorBufferFloatRGB();
}
}
}
// Enable the GL_EXT_color_buffer_float extension for WebGL 2.0
if (enable_ext_color_buffer_float && enable_es3) {
ext_color_buffer_float_available_ = true;
if (!disallowed_features_.ext_color_buffer_float)
EnableEXTColorBufferFloat();
}
// Enable GL_EXT_color_buffer_half_float if we have found the capability.
if (enable_ext_color_buffer_half_float) {
ext_color_buffer_half_float_available_ = true;
if (!disallowed_features_.ext_color_buffer_half_float)
EnableEXTColorBufferHalfFloat();
}
if (enable_texture_float) {
validators_.texture_internal_format_storage.AddValue(GL_RGBA32F_EXT);
validators_.texture_internal_format_storage.AddValue(GL_RGB32F_EXT);
validators_.texture_internal_format_storage.AddValue(GL_ALPHA32F_EXT);
validators_.texture_internal_format_storage.AddValue(GL_LUMINANCE32F_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_LUMINANCE_ALPHA32F_EXT);
}
if (enable_texture_half_float) {
validators_.texture_internal_format_storage.AddValue(GL_RGBA16F_EXT);
validators_.texture_internal_format_storage.AddValue(GL_RGB16F_EXT);
validators_.texture_internal_format_storage.AddValue(GL_ALPHA16F_EXT);
validators_.texture_internal_format_storage.AddValue(GL_LUMINANCE16F_EXT);
validators_.texture_internal_format_storage.AddValue(
GL_LUMINANCE_ALPHA16F_EXT);
}
}
bool FeatureInfo::IsES3Capable() const {
if (workarounds_.disable_texture_storage)
return false;
if (gl_version_info_)
return gl_version_info_->IsAtLeastGLES(3, 0);
return false;
}
void FeatureInfo::EnableES3Validators() {
DCHECK(IsES3Capable());
validators_.UpdateValuesES3();
GLint max_color_attachments = 0;
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &max_color_attachments);
const int kTotalColorAttachmentEnums = 16;
const GLenum kColorAttachments[] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3,
GL_COLOR_ATTACHMENT4,
GL_COLOR_ATTACHMENT5,
GL_COLOR_ATTACHMENT6,
GL_COLOR_ATTACHMENT7,
GL_COLOR_ATTACHMENT8,
GL_COLOR_ATTACHMENT9,
GL_COLOR_ATTACHMENT10,
GL_COLOR_ATTACHMENT11,
GL_COLOR_ATTACHMENT12,
GL_COLOR_ATTACHMENT13,
GL_COLOR_ATTACHMENT14,
GL_COLOR_ATTACHMENT15,
};
if (max_color_attachments < kTotalColorAttachmentEnums) {
validators_.attachment.RemoveValues(
kColorAttachments + max_color_attachments,
kTotalColorAttachmentEnums - max_color_attachments);
validators_.attachment_query.RemoveValues(
kColorAttachments + max_color_attachments,
kTotalColorAttachmentEnums - max_color_attachments);
validators_.read_buffer.RemoveValues(
kColorAttachments + max_color_attachments,
kTotalColorAttachmentEnums - max_color_attachments);
}
GLint max_draw_buffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &max_draw_buffers);
const int kTotalDrawBufferEnums = 16;
const GLenum kDrawBuffers[] = {
GL_DRAW_BUFFER0,
GL_DRAW_BUFFER1,
GL_DRAW_BUFFER2,
GL_DRAW_BUFFER3,
GL_DRAW_BUFFER4,
GL_DRAW_BUFFER5,
GL_DRAW_BUFFER6,
GL_DRAW_BUFFER7,
GL_DRAW_BUFFER8,
GL_DRAW_BUFFER9,
GL_DRAW_BUFFER10,
GL_DRAW_BUFFER11,
GL_DRAW_BUFFER12,
GL_DRAW_BUFFER13,
GL_DRAW_BUFFER14,
GL_DRAW_BUFFER15,
};
if (max_draw_buffers < kTotalDrawBufferEnums) {
validators_.g_l_state.RemoveValues(
kDrawBuffers + max_draw_buffers,
kTotalDrawBufferEnums - max_draw_buffers);
}
if (feature_flags_.ext_texture_format_bgra8888) {
validators_.texture_internal_format.AddValue(GL_BGRA8_EXT);
validators_.texture_sized_color_renderable_internal_format.AddValue(
GL_BGRA8_EXT);
validators_.texture_sized_texture_filterable_internal_format.AddValue(
GL_BGRA8_EXT);
}
if (!IsWebGLContext()) {
validators_.texture_parameter.AddValue(GL_TEXTURE_SWIZZLE_R);
validators_.texture_parameter.AddValue(GL_TEXTURE_SWIZZLE_G);
validators_.texture_parameter.AddValue(GL_TEXTURE_SWIZZLE_B);
validators_.texture_parameter.AddValue(GL_TEXTURE_SWIZZLE_A);
}
}
bool FeatureInfo::IsWebGLContext() const {
return IsWebGLContextType(context_type_);
}
bool FeatureInfo::IsWebGL1OrES2Context() const {
return IsWebGL1OrES2ContextType(context_type_);
}
bool FeatureInfo::IsWebGL2OrES3Context() const {
return IsWebGL2OrES3ContextType(context_type_);
}
bool FeatureInfo::IsWebGL2OrES3OrHigherContext() const {
return IsWebGL2OrES3OrHigherContextType(context_type_);
}
bool FeatureInfo::IsES31ForTestingContext() const {
return IsES31ForTestingContextType(context_type_);
}
void FeatureInfo::AddExtensionString(std::string_view extension) {
extensions_.insert(extension);
}
FeatureInfo::~FeatureInfo() = default;
} // namespace gles2
} // namespace gpu