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// Copyright 2022 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "dawn/native/opengl/PhysicalDeviceGL.h"
#include <algorithm>
#include <memory>
#include <string>
#include <string_view>
#include <utility>
#include "dawn/common/GPUInfo.h"
#include "dawn/native/Instance.h"
#include "dawn/native/opengl/ContextEGL.h"
#include "dawn/native/opengl/DeviceGL.h"
namespace dawn::native::opengl {
namespace {
struct Vendor {
const char* vendorName;
uint32_t vendorId;
};
const Vendor kVendors[] = {{"ATI", gpu_info::kVendorID_AMD},
{"ARM", gpu_info::kVendorID_ARM},
{"Imagination", gpu_info::kVendorID_ImgTec},
{"Intel", gpu_info::kVendorID_Intel},
{"NVIDIA", gpu_info::kVendorID_Nvidia},
{"Qualcomm", gpu_info::kVendorID_Qualcomm}};
uint32_t GetVendorIdFromVendors(const char* vendor) {
uint32_t vendorId = 0;
for (const auto& it : kVendors) {
// Matching vendor name with vendor string
if (strstr(vendor, it.vendorName) != nullptr) {
vendorId = it.vendorId;
break;
}
}
return vendorId;
}
uint32_t GetDeviceIdFromRender(std::string_view render) {
uint32_t deviceId = 0;
size_t pos = render.find("(0x");
if (pos == std::string_view::npos) {
pos = render.find("(0X");
}
if (pos == std::string_view::npos) {
return deviceId;
}
render.remove_prefix(pos + 3);
// The first character after the prefix must be hexadecimal, otherwise an invalid argument
// exception is thrown.
if (!render.empty() && std::isxdigit(static_cast<unsigned char>(*render.data()))) {
deviceId = static_cast<uint32_t>(std::stoul(render.data(), nullptr, 16));
}
return deviceId;
}
} // anonymous namespace
// static
ResultOrError<Ref<PhysicalDevice>> PhysicalDevice::Create(InstanceBase* instance,
wgpu::BackendType backendType,
void* (*getProc)(const char*),
EGLDisplay display) {
EGLFunctions egl;
egl.Init(getProc);
EGLenum api = backendType == wgpu::BackendType::OpenGLES ? EGL_OPENGL_ES_API : EGL_OPENGL_API;
if (display == EGL_NO_DISPLAY) {
display = egl.GetCurrentDisplay();
}
if (display == EGL_NO_DISPLAY) {
display = egl.GetDisplay(EGL_DEFAULT_DISPLAY);
}
std::unique_ptr<ContextEGL> context;
DAWN_TRY_ASSIGN(context, ContextEGL::Create(egl, api, display, false));
EGLContext prevDrawSurface = egl.GetCurrentSurface(EGL_DRAW);
EGLContext prevReadSurface = egl.GetCurrentSurface(EGL_READ);
EGLContext prevContext = egl.GetCurrentContext();
context->MakeCurrent();
Ref<PhysicalDevice> physicalDevice =
AcquireRef(new PhysicalDevice(instance, backendType, display));
DAWN_TRY(physicalDevice->InitializeGLFunctions(getProc));
DAWN_TRY(physicalDevice->Initialize());
egl.MakeCurrent(display, prevDrawSurface, prevReadSurface, prevContext);
return physicalDevice;
}
PhysicalDevice::PhysicalDevice(InstanceBase* instance,
wgpu::BackendType backendType,
EGLDisplay display)
: PhysicalDeviceBase(instance, backendType), mDisplay(display) {}
MaybeError PhysicalDevice::InitializeGLFunctions(void* (*getProc)(const char*)) {
// Use getProc to populate the dispatch table
mEGLFunctions.Init(getProc);
return mFunctions.Initialize(getProc);
}
bool PhysicalDevice::SupportsExternalImages() const {
// Via dawn::native::opengl::WrapExternalEGLImage
return GetBackendType() == wgpu::BackendType::OpenGLES;
}
MaybeError PhysicalDevice::InitializeImpl() {
if (mFunctions.GetVersion().IsES()) {
DAWN_ASSERT(GetBackendType() == wgpu::BackendType::OpenGLES);
} else {
DAWN_ASSERT(GetBackendType() == wgpu::BackendType::OpenGL);
}
mName = reinterpret_cast<const char*>(mFunctions.GetString(GL_RENDERER));
// Workaroud to find vendor id from vendor name
const char* vendor = reinterpret_cast<const char*>(mFunctions.GetString(GL_VENDOR));
mVendorId = GetVendorIdFromVendors(vendor);
// Workaround to find device id from ANGLE render string
if (mName.find("ANGLE") == 0) {
mDeviceId = GetDeviceIdFromRender(mName);
}
mDriverDescription = std::string("OpenGL version ") +
reinterpret_cast<const char*>(mFunctions.GetString(GL_VERSION));
if (mName.find("SwiftShader") != std::string::npos) {
mAdapterType = wgpu::AdapterType::CPU;
}
return {};
}
void PhysicalDevice::InitializeSupportedFeaturesImpl() {
// TextureCompressionBC
{
// BC1, BC2 and BC3 are not supported in OpenGL or OpenGL ES core features.
bool supportsS3TC =
mFunctions.IsGLExtensionSupported("GL_EXT_texture_compression_s3tc") ||
(mFunctions.IsGLExtensionSupported("GL_EXT_texture_compression_dxt1") &&
mFunctions.IsGLExtensionSupported("GL_ANGLE_texture_compression_dxt3") &&
mFunctions.IsGLExtensionSupported("GL_ANGLE_texture_compression_dxt5"));
// COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT and
// COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT requires both GL_EXT_texture_sRGB and
// GL_EXT_texture_compression_s3tc on desktop OpenGL drivers.
// (https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_texture_sRGB.txt)
bool supportsTextureSRGB = mFunctions.IsGLExtensionSupported("GL_EXT_texture_sRGB");
// GL_EXT_texture_compression_s3tc_srgb is an extension in OpenGL ES.
// NVidia GLES drivers don't support this extension, but they do support
// GL_NV_sRGB_formats. (Note that GL_EXT_texture_sRGB does not exist on ES.
// GL_EXT_sRGB does (core in ES 3.0), but it does not automatically provide S3TC
// SRGB support even if S3TC is supported; see
// https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_sRGB.txt.)
bool supportsS3TCSRGB =
mFunctions.IsGLExtensionSupported("GL_EXT_texture_compression_s3tc_srgb") ||
mFunctions.IsGLExtensionSupported("GL_NV_sRGB_formats");
// BC4 and BC5
bool supportsRGTC = mFunctions.IsAtLeastGL(3, 0) ||
mFunctions.IsGLExtensionSupported("GL_ARB_texture_compression_rgtc") ||
mFunctions.IsGLExtensionSupported("GL_EXT_texture_compression_rgtc");
// BC6 and BC7
bool supportsBPTC = mFunctions.IsAtLeastGL(4, 2) ||
mFunctions.IsGLExtensionSupported("GL_ARB_texture_compression_bptc") ||
mFunctions.IsGLExtensionSupported("GL_EXT_texture_compression_bptc");
if (supportsS3TC && (supportsTextureSRGB || supportsS3TCSRGB) && supportsRGTC &&
supportsBPTC) {
EnableFeature(dawn::native::Feature::TextureCompressionBC);
}
}
if (mName.find("ANGLE") != std::string::npos) {
EnableFeature(dawn::native::Feature::ANGLETextureSharing);
}
// Non-zero baseInstance requires at least desktop OpenGL 4.2, and it is not supported in
// OpenGL ES OpenGL:
// https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glDrawElementsIndirect.xhtml
// OpenGL ES:
// https://www.khronos.org/registry/OpenGL-Refpages/es3/html/glDrawElementsIndirect.xhtml
if (mFunctions.IsAtLeastGL(4, 2)) {
EnableFeature(Feature::IndirectFirstInstance);
}
// ShaderF16
if (mFunctions.IsGLExtensionSupported("GL_AMD_gpu_shader_half_float")) {
EnableFeature(Feature::ShaderF16);
}
// DualSourceBlending
if (mFunctions.IsGLExtensionSupported("GL_EXT_blend_func_extended") ||
mFunctions.IsAtLeastGL(3, 3)) {
EnableFeature(Feature::DualSourceBlending);
}
// Norm16TextureFormats
if (mFunctions.IsGLExtensionSupported("GL_EXT_texture_norm16")) {
EnableFeature(Feature::Norm16TextureFormats);
}
}
namespace {
GLint Get(const OpenGLFunctions& gl, GLenum pname) {
GLint value;
gl.GetIntegerv(pname, &value);
return value;
}
GLint GetIndexed(const OpenGLFunctions& gl, GLenum pname, GLuint index) {
GLint value;
gl.GetIntegeri_v(pname, index, &value);
return value;
}
} // namespace
MaybeError PhysicalDevice::InitializeSupportedLimitsImpl(CombinedLimits* limits) {
const OpenGLFunctions& gl = mFunctions;
GetDefaultLimitsForSupportedFeatureLevel(&limits->v1);
limits->v1.maxTextureDimension1D = limits->v1.maxTextureDimension2D =
Get(gl, GL_MAX_TEXTURE_SIZE);
limits->v1.maxTextureDimension3D = Get(gl, GL_MAX_3D_TEXTURE_SIZE);
limits->v1.maxTextureArrayLayers = Get(gl, GL_MAX_ARRAY_TEXTURE_LAYERS);
// Since we flatten bindings, leave maxBindGroups and maxBindingsPerBindGroup at the default.
limits->v1.maxDynamicUniformBuffersPerPipelineLayout = Get(gl, GL_MAX_UNIFORM_BUFFER_BINDINGS);
limits->v1.maxDynamicStorageBuffersPerPipelineLayout =
Get(gl, GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS);
limits->v1.maxSampledTexturesPerShaderStage =
std::min(Get(gl, GL_MAX_TEXTURE_IMAGE_UNITS), Get(gl, GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS));
limits->v1.maxSamplersPerShaderStage = Get(gl, GL_MAX_TEXTURE_IMAGE_UNITS);
limits->v1.maxStorageBuffersPerShaderStage = Get(gl, GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS);
// TODO(crbug.com/dawn/1834): Note that OpenGLES allows an implementation to have zero vertex
// image uniforms, so this isn't technically correct for vertex shaders.
limits->v1.maxStorageTexturesPerShaderStage = Get(gl, GL_MAX_FRAGMENT_IMAGE_UNIFORMS);
limits->v1.maxUniformBuffersPerShaderStage = Get(gl, GL_MAX_UNIFORM_BUFFER_BINDINGS);
limits->v1.maxUniformBufferBindingSize = Get(gl, GL_MAX_UNIFORM_BLOCK_SIZE);
limits->v1.maxStorageBufferBindingSize = Get(gl, GL_MAX_SHADER_STORAGE_BLOCK_SIZE);
limits->v1.minUniformBufferOffsetAlignment = Get(gl, GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT);
limits->v1.minStorageBufferOffsetAlignment = Get(gl, GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT);
limits->v1.maxVertexBuffers = Get(gl, GL_MAX_VERTEX_ATTRIB_BINDINGS);
limits->v1.maxBufferSize = kAssumedMaxBufferSize;
GLint maxVertexAttribs = Get(gl, GL_MAX_VERTEX_ATTRIBS);
limits->v1.maxVertexAttributes = limits->v1.maxVertexBuffers * maxVertexAttribs;
limits->v1.maxVertexBufferArrayStride = Get(gl, GL_MAX_VERTEX_ATTRIB_STRIDE);
limits->v1.maxInterStageShaderComponents = Get(gl, GL_MAX_VARYING_COMPONENTS);
limits->v1.maxInterStageShaderVariables = Get(gl, GL_MAX_VARYING_VECTORS);
// TODO(dawn:685, dawn:1448): Support higher values as ANGLE compiler always generates
// additional shader varyings (gl_PointSize and dx_Position) on ANGLE D3D backends.
limits->v1.maxInterStageShaderComponents =
std::min(limits->v1.maxInterStageShaderComponents, kMaxInterStageShaderComponents);
limits->v1.maxInterStageShaderVariables =
std::min(limits->v1.maxInterStageShaderVariables, kMaxInterStageShaderVariables);
limits->v1.maxColorAttachments =
std::min(Get(gl, GL_MAX_COLOR_ATTACHMENTS), Get(gl, GL_MAX_DRAW_BUFFERS));
// TODO(crbug.com/dawn/1834): determine if GL has an equivalent value here.
// limits->v1.maxColorAttachmentBytesPerSample = WGPU_LIMIT_U32_UNDEFINED;
limits->v1.maxComputeWorkgroupStorageSize = Get(gl, GL_MAX_COMPUTE_SHARED_MEMORY_SIZE);
limits->v1.maxComputeInvocationsPerWorkgroup = Get(gl, GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS);
limits->v1.maxComputeWorkgroupSizeX = GetIndexed(gl, GL_MAX_COMPUTE_WORK_GROUP_SIZE, 0);
limits->v1.maxComputeWorkgroupSizeY = GetIndexed(gl, GL_MAX_COMPUTE_WORK_GROUP_SIZE, 1);
limits->v1.maxComputeWorkgroupSizeZ = GetIndexed(gl, GL_MAX_COMPUTE_WORK_GROUP_SIZE, 2);
GLint v[3];
v[0] = GetIndexed(gl, GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0);
v[1] = GetIndexed(gl, GL_MAX_COMPUTE_WORK_GROUP_COUNT, 1);
v[2] = GetIndexed(gl, GL_MAX_COMPUTE_WORK_GROUP_COUNT, 2);
limits->v1.maxComputeWorkgroupsPerDimension = std::min(v[0], std::min(v[1], v[2]));
return {};
}
void PhysicalDevice::SetupBackendAdapterToggles(TogglesState* adpterToggles) const {}
void PhysicalDevice::SetupBackendDeviceToggles(TogglesState* deviceToggles) const {
const OpenGLFunctions& gl = mFunctions;
bool supportsBaseVertex = gl.IsAtLeastGLES(3, 2) || gl.IsAtLeastGL(3, 2);
bool supportsBaseInstance = gl.IsAtLeastGLES(3, 2) || gl.IsAtLeastGL(4, 2);
// TODO(crbug.com/dawn/582): Use OES_draw_buffers_indexed where available.
bool supportsIndexedDrawBuffers = gl.IsAtLeastGLES(3, 2) || gl.IsAtLeastGL(3, 0);
bool supportsSnormRead =
gl.IsAtLeastGL(4, 4) || gl.IsGLExtensionSupported("GL_EXT_render_snorm");
bool supportsDepthRead = gl.IsAtLeastGL(3, 0) || gl.IsGLExtensionSupported("GL_NV_read_depth");
bool supportsStencilRead =
gl.IsAtLeastGL(3, 0) || gl.IsGLExtensionSupported("GL_NV_read_stencil");
bool supportsDepthStencilRead =
gl.IsAtLeastGL(3, 0) || gl.IsGLExtensionSupported("GL_NV_read_depth_stencil");
// Desktop GL supports BGRA textures via swizzling in the driver; ES requires an extension.
bool supportsBGRARead =
gl.GetVersion().IsDesktop() || gl.IsGLExtensionSupported("GL_EXT_read_format_bgra");
bool supportsSampleVariables = gl.IsAtLeastGL(4, 0) || gl.IsAtLeastGLES(3, 2) ||
gl.IsGLExtensionSupported("GL_OES_sample_variables");
// TODO(crbug.com/dawn/343): We can support the extension variants, but need to load the EXT
// procs without the extension suffix.
// We'll also need emulation of shader builtins gl_BaseVertex and gl_BaseInstance.
// supportsBaseVertex |=
// (gl.IsAtLeastGLES(2, 0) &&
// (gl.IsGLExtensionSupported("OES_draw_elements_base_vertex") ||
// gl.IsGLExtensionSupported("EXT_draw_elements_base_vertex"))) ||
// (gl.IsAtLeastGL(3, 1) && gl.IsGLExtensionSupported("ARB_draw_elements_base_vertex"));
// supportsBaseInstance |=
// (gl.IsAtLeastGLES(3, 1) && gl.IsGLExtensionSupported("EXT_base_instance")) ||
// (gl.IsAtLeastGL(3, 1) && gl.IsGLExtensionSupported("ARB_base_instance"));
if (gl.IsAtLeastGLES(3, 1) && gl.IsGLExtensionSupported("GL_ANGLE_base_vertex_base_instance")) {
supportsBaseVertex = true;
supportsBaseInstance = true;
}
// TODO(crbug.com/dawn/343): Investigate emulation.
deviceToggles->Default(Toggle::DisableBaseVertex, !supportsBaseVertex);
deviceToggles->Default(Toggle::DisableBaseInstance, !supportsBaseInstance);
deviceToggles->Default(Toggle::DisableIndexedDrawBuffers, !supportsIndexedDrawBuffers);
deviceToggles->Default(Toggle::DisableDepthRead, !supportsDepthRead);
deviceToggles->Default(Toggle::DisableStencilRead, !supportsStencilRead);
deviceToggles->Default(Toggle::DisableDepthStencilRead, !supportsDepthStencilRead);
deviceToggles->Default(Toggle::DisableSampleVariables, !supportsSampleVariables);
deviceToggles->Default(Toggle::FlushBeforeClientWaitSync, gl.GetVersion().IsES());
// For OpenGL ES, we must use a placeholder fragment shader for vertex-only render pipeline.
deviceToggles->Default(Toggle::UsePlaceholderFragmentInVertexOnlyPipeline,
gl.GetVersion().IsES());
// For OpenGL/OpenGL ES, use compute shader blit to emulate depth16unorm texture to buffer
// copies.
deviceToggles->Default(Toggle::UseBlitForDepth16UnormTextureToBufferCopy, true);
// For OpenGL ES, use compute shader blit to emulate depth32float texture to buffer copies.
deviceToggles->Default(Toggle::UseBlitForDepth32FloatTextureToBufferCopy,
gl.GetVersion().IsES());
// For OpenGL ES, use compute shader blit to emulate stencil texture to buffer copies.
deviceToggles->Default(Toggle::UseBlitForStencilTextureToBufferCopy, gl.GetVersion().IsES());
// For OpenGL ES, use compute shader blit to emulate snorm texture to buffer copies.
deviceToggles->Default(Toggle::UseBlitForSnormTextureToBufferCopy,
gl.GetVersion().IsES() || !supportsSnormRead);
// For OpenGL ES, use compute shader blit to emulate bgra8unorm texture to buffer copies.
deviceToggles->Default(Toggle::UseBlitForBGRA8UnormTextureToBufferCopy, !supportsBGRARead);
// For OpenGL ES, use compute shader blit to emulate rgb9e5ufloat texture to buffer copies.
deviceToggles->Default(Toggle::UseBlitForRGB9E5UfloatTextureCopy, gl.GetVersion().IsES());
// Use a blit to emulate stencil-only buffer-to-texture copies.
deviceToggles->Default(Toggle::UseBlitForBufferToStencilTextureCopy, true);
}
ResultOrError<Ref<DeviceBase>> PhysicalDevice::CreateDeviceImpl(AdapterBase* adapter,
const DeviceDescriptor* descriptor,
const TogglesState& deviceToggles) {
EGLenum api =
GetBackendType() == wgpu::BackendType::OpenGL ? EGL_OPENGL_API : EGL_OPENGL_ES_API;
std::unique_ptr<Device::Context> context;
bool useANGLETextureSharing = false;
for (size_t i = 0; i < descriptor->requiredFeatureCount; ++i) {
if (descriptor->requiredFeatures[i] == wgpu::FeatureName::ANGLETextureSharing) {
useANGLETextureSharing = true;
}
}
DAWN_TRY_ASSIGN(context,
ContextEGL::Create(mEGLFunctions, api, mDisplay, useANGLETextureSharing));
return Device::Create(adapter, descriptor, mFunctions, std::move(context), deviceToggles);
}
bool PhysicalDevice::SupportsFeatureLevel(FeatureLevel featureLevel) const {
return featureLevel == FeatureLevel::Compatibility;
}
FeatureValidationResult PhysicalDevice::ValidateFeatureSupportedWithTogglesImpl(
wgpu::FeatureName feature,
const TogglesState& toggles) const {
return {};
}
void PhysicalDevice::PopulateMemoryHeapInfo(
AdapterPropertiesMemoryHeaps* memoryHeapProperties) const {
DAWN_UNREACHABLE();
}
} // namespace dawn::native::opengl