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Unified Diff: gpu/command_buffer/service/gl_utils.cc

Issue 2319373004: Query the GL limits for the passthrough command buffer. (Closed)
Patch Set: Created 4 years, 3 months ago
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Index: gpu/command_buffer/service/gl_utils.cc
diff --git a/gpu/command_buffer/service/gl_utils.cc b/gpu/command_buffer/service/gl_utils.cc
index bb8ce4b013d601c51b63b3ba9861eedadd8b04cb..8fca5d4b82b6a118ae9dbdf2b930be28f1935f82 100644
--- a/gpu/command_buffer/service/gl_utils.cc
+++ b/gpu/command_buffer/service/gl_utils.cc
@@ -5,6 +5,9 @@
#include "gpu/command_buffer/service/gl_utils.h"
#include "base/metrics/histogram.h"
+#include "gpu/command_buffer/common/capabilities.h"
+#include "gpu/command_buffer/service/feature_info.h"
+#include "ui/gl/gl_version_info.h"
namespace gpu {
namespace gles2 {
@@ -22,5 +25,156 @@ std::vector<int> GetAllGLErrors() {
arraysize(gl_errors));
}
+bool PrecisionMeetsSpecForHighpFloat(GLint rangeMin,
+ GLint rangeMax,
+ GLint precision) {
+ return (rangeMin >= 62) && (rangeMax >= 62) && (precision >= 16);
+}
+
+void QueryShaderPrecisionFormat(const gl::GLVersionInfo& gl_version_info,
+ GLenum shader_type,
+ GLenum precision_type,
+ GLint* range,
+ GLint* precision) {
+ switch (precision_type) {
+ case GL_LOW_INT:
+ case GL_MEDIUM_INT:
+ case GL_HIGH_INT:
+ // These values are for a 32-bit twos-complement integer format.
+ range[0] = 31;
+ range[1] = 30;
+ *precision = 0;
+ break;
+ case GL_LOW_FLOAT:
+ case GL_MEDIUM_FLOAT:
+ case GL_HIGH_FLOAT:
+ // These values are for an IEEE single-precision floating-point format.
+ range[0] = 127;
+ range[1] = 127;
+ *precision = 23;
+ break;
+ default:
+ NOTREACHED();
+ break;
+ }
+
+ if (gl_version_info.is_es) {
+ // This function is sometimes defined even though it's really just
+ // a stub, so we need to set range and precision as if it weren't
+ // defined before calling it.
+ // On Mac OS with some GPUs, calling this generates a
+ // GL_INVALID_OPERATION error. Avoid calling it on non-GLES2
+ // platforms.
+ glGetShaderPrecisionFormat(shader_type, precision_type, range, precision);
+
+ // TODO(brianderson): Make the following official workarounds.
+
+ // Some drivers have bugs where they report the ranges as a negative number.
+ // Taking the absolute value here shouldn't hurt because negative numbers
+ // aren't expected anyway.
+ range[0] = abs(range[0]);
+ range[1] = abs(range[1]);
+
+ // If the driver reports a precision for highp float that isn't actually
+ // highp, don't pretend like it's supported because shader compilation will
+ // fail anyway.
+ if (precision_type == GL_HIGH_FLOAT &&
+ !PrecisionMeetsSpecForHighpFloat(range[0], range[1], *precision)) {
+ range[0] = 0;
+ range[1] = 0;
+ *precision = 0;
+ }
+ }
+}
+
+void PopulateNumericCapabilities(Capabilities* caps,
+ const FeatureInfo* feature_info) {
+ DCHECK(caps != nullptr);
+
+ const gl::GLVersionInfo& version_info = feature_info->gl_version_info();
+ caps->VisitPrecisions([&version_info](
+ GLenum shader, GLenum type,
+ Capabilities::ShaderPrecision* shader_precision) {
+ GLint range[2] = {0, 0};
+ GLint precision = 0;
+ QueryShaderPrecisionFormat(version_info, shader, type, range, &precision);
+ shader_precision->min_range = range[0];
+ shader_precision->max_range = range[1];
+ shader_precision->precision = precision;
+ });
+
+ glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,
+ &caps->max_combined_texture_image_units);
+ glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &caps->max_cube_map_texture_size);
+ glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS,
+ &caps->max_fragment_uniform_vectors);
+ glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &caps->max_renderbuffer_size);
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &caps->max_texture_image_units);
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &caps->max_texture_size);
+ glGetIntegerv(GL_MAX_VARYING_VECTORS, &caps->max_varying_vectors);
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &caps->max_vertex_attribs);
+ glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,
+ &caps->max_vertex_texture_image_units);
+ glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS,
+ &caps->max_vertex_uniform_vectors);
+ glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS,
+ &caps->num_compressed_texture_formats);
+ glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &caps->num_shader_binary_formats);
+
+ if (feature_info->IsES3Enabled()) {
+ glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &caps->max_3d_texture_size);
+ glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &caps->max_array_texture_layers);
+ glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &caps->max_color_attachments);
+ glGetInteger64v(GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS,
+ &caps->max_combined_fragment_uniform_components);
+ glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS,
+ &caps->max_combined_uniform_blocks);
+ glGetInteger64v(GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS,
+ &caps->max_combined_vertex_uniform_components);
+ glGetIntegerv(GL_MAX_DRAW_BUFFERS, &caps->max_draw_buffers);
+ glGetInteger64v(GL_MAX_ELEMENT_INDEX, &caps->max_element_index);
+ glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &caps->max_elements_indices);
+ glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &caps->max_elements_vertices);
+ glGetIntegerv(GL_MAX_FRAGMENT_INPUT_COMPONENTS,
+ &caps->max_fragment_input_components);
+ glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS,
+ &caps->max_fragment_uniform_blocks);
+ glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS,
+ &caps->max_fragment_uniform_components);
+ glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &caps->max_program_texel_offset);
+ glGetInteger64v(GL_MAX_SERVER_WAIT_TIMEOUT, &caps->max_server_wait_timeout);
+ glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &caps->max_texture_lod_bias);
+ glGetIntegerv(GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS,
+ &caps->max_transform_feedback_interleaved_components);
+ glGetIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
+ &caps->max_transform_feedback_separate_attribs);
+ glGetIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS,
+ &caps->max_transform_feedback_separate_components);
+ glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &caps->max_uniform_block_size);
+ glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS,
+ &caps->max_uniform_buffer_bindings);
+ glGetIntegerv(GL_MAX_VARYING_COMPONENTS, &caps->max_varying_components);
+ glGetIntegerv(GL_MAX_VERTEX_OUTPUT_COMPONENTS,
+ &caps->max_vertex_output_components);
+ glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS,
+ &caps->max_vertex_uniform_blocks);
+ glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS,
+ &caps->max_vertex_uniform_components);
+ glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &caps->min_program_texel_offset);
+ glGetIntegerv(GL_NUM_EXTENSIONS, &caps->num_extensions);
+ glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS,
+ &caps->num_program_binary_formats);
+ glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT,
+ &caps->uniform_buffer_offset_alignment);
+ caps->major_version = 3;
+ caps->minor_version = 0;
+ }
+ if (feature_info->feature_flags().multisampled_render_to_texture ||
+ feature_info->feature_flags().chromium_framebuffer_multisample ||
+ feature_info->IsES3Enabled()) {
+ glGetIntegerv(GL_MAX_SAMPLES, &caps->max_samples);
+ }
+}
+
} // namespace gles2
} // namespace gpu
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