1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "gpu/command_buffer/service/feature_info.h"
9 #include "base/command_line.h"
10 #include "base/macros.h"
11 #include "base/metrics/histogram.h"
12 #include "base/strings/string_number_conversions.h"
13 #include "base/strings/string_split.h"
14 #include "base/strings/string_util.h"
15 #include "gpu/command_buffer/service/gl_utils.h"
16 #include "gpu/command_buffer/service/gpu_switches.h"
17 #include "ui/gl/gl_fence.h"
18 #include "ui/gl/gl_implementation.h"
20 #if !defined(OS_MACOSX)
21 #include "ui/gl/gl_fence_egl.h"
39 StringSet(const char* s
) {
43 StringSet(const std::string
& str
) {
47 void Init(const char* s
) {
48 std::string
str(s
? s
: "");
52 void Init(const std::string
& str
) {
53 std::vector
<std::string
> tokens
;
54 Tokenize(str
, " ", &tokens
);
55 string_set_
.insert(tokens
.begin(), tokens
.end());
58 bool Contains(const char* s
) {
59 return string_set_
.find(s
) != string_set_
.end();
62 bool Contains(const std::string
& s
) {
63 return string_set_
.find(s
) != string_set_
.end();
67 std::set
<std::string
> string_set_
;
70 // Process a string of wordaround type IDs (seperated by ',') and set up
71 // the corresponding Workaround flags.
72 void StringToWorkarounds(
73 const std::string
& types
, FeatureInfo::Workarounds
* workarounds
) {
75 std::vector
<std::string
> pieces
;
76 base::SplitString(types
, ',', &pieces
);
77 for (size_t i
= 0; i
< pieces
.size(); ++i
) {
79 bool succeed
= base::StringToInt(pieces
[i
], &number
);
82 #define GPU_OP(type, name) \
84 workarounds->name = true; \
86 GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP
)
92 if (workarounds
->max_texture_size_limit_4096
)
93 workarounds
->max_texture_size
= 4096;
94 if (workarounds
->max_cube_map_texture_size_limit_4096
)
95 workarounds
->max_cube_map_texture_size
= 4096;
96 if (workarounds
->max_cube_map_texture_size_limit_1024
)
97 workarounds
->max_cube_map_texture_size
= 1024;
98 if (workarounds
->max_cube_map_texture_size_limit_512
)
99 workarounds
->max_cube_map_texture_size
= 512;
101 if (workarounds
->max_fragment_uniform_vectors_32
)
102 workarounds
->max_fragment_uniform_vectors
= 32;
103 if (workarounds
->max_varying_vectors_16
)
104 workarounds
->max_varying_vectors
= 16;
105 if (workarounds
->max_vertex_uniform_vectors_256
)
106 workarounds
->max_vertex_uniform_vectors
= 256;
109 } // anonymous namespace.
111 FeatureInfo::FeatureFlags::FeatureFlags()
112 : chromium_color_buffer_float_rgba(false),
113 chromium_color_buffer_float_rgb(false),
114 chromium_framebuffer_multisample(false),
115 chromium_sync_query(false),
116 use_core_framebuffer_multisample(false),
117 multisampled_render_to_texture(false),
118 use_img_for_multisampled_render_to_texture(false),
119 oes_standard_derivatives(false),
120 oes_egl_image_external(false),
122 oes_compressed_etc1_rgb8_texture(false),
123 packed_depth24_stencil8(false),
125 enable_texture_float_linear(false),
126 enable_texture_half_float_linear(false),
127 angle_translated_shader_source(false),
128 angle_pack_reverse_row_order(false),
129 arb_texture_rectangle(false),
130 angle_instanced_arrays(false),
131 occlusion_query_boolean(false),
132 use_arb_occlusion_query2_for_occlusion_query_boolean(false),
133 use_arb_occlusion_query_for_occlusion_query_boolean(false),
134 native_vertex_array_object(false),
135 ext_texture_format_bgra8888(false),
136 enable_shader_name_hashing(false),
137 enable_samplers(false),
138 ext_draw_buffers(false),
139 nv_draw_buffers(false),
140 ext_frag_depth(false),
141 ext_shader_texture_lod(false),
142 use_async_readpixels(false),
143 map_buffer_range(false),
144 ext_discard_framebuffer(false),
145 angle_depth_texture(false),
146 is_swiftshader(false),
147 angle_texture_usage(false),
148 ext_texture_storage(false),
149 chromium_path_rendering(false),
150 blend_equation_advanced(false),
151 blend_equation_advanced_coherent(false),
152 ext_texture_rg(false),
153 enable_subscribe_uniform(false) {
156 FeatureInfo::Workarounds::Workarounds() :
157 #define GPU_OP(type, name) name(false),
158 GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP
)
161 max_cube_map_texture_size(0),
162 max_fragment_uniform_vectors(0),
163 max_varying_vectors(0),
164 max_vertex_uniform_vectors(0) {
167 FeatureInfo::FeatureInfo() {
168 InitializeBasicState(*base::CommandLine::ForCurrentProcess());
171 FeatureInfo::FeatureInfo(const base::CommandLine
& command_line
) {
172 InitializeBasicState(command_line
);
175 void FeatureInfo::InitializeBasicState(const base::CommandLine
& command_line
) {
176 if (command_line
.HasSwitch(switches::kGpuDriverBugWorkarounds
)) {
177 std::string types
= command_line
.GetSwitchValueASCII(
178 switches::kGpuDriverBugWorkarounds
);
179 StringToWorkarounds(types
, &workarounds_
);
181 feature_flags_
.enable_shader_name_hashing
=
182 !command_line
.HasSwitch(switches::kDisableShaderNameHashing
);
184 feature_flags_
.is_swiftshader
=
185 (command_line
.GetSwitchValueASCII(switches::kUseGL
) == "swiftshader");
187 feature_flags_
.enable_subscribe_uniform
=
188 command_line
.HasSwitch(switches::kEnableSubscribeUniformExtension
);
190 static const GLenum kAlphaTypes
[] = {
193 static const GLenum kRGBTypes
[] = {
195 GL_UNSIGNED_SHORT_5_6_5
,
197 static const GLenum kRGBATypes
[] = {
199 GL_UNSIGNED_SHORT_4_4_4_4
,
200 GL_UNSIGNED_SHORT_5_5_5_1
,
202 static const GLenum kLuminanceTypes
[] = {
205 static const GLenum kLuminanceAlphaTypes
[] = {
208 static const FormatInfo kFormatTypes
[] = {
209 { GL_ALPHA
, kAlphaTypes
, arraysize(kAlphaTypes
), },
210 { GL_RGB
, kRGBTypes
, arraysize(kRGBTypes
), },
211 { GL_RGBA
, kRGBATypes
, arraysize(kRGBATypes
), },
212 { GL_LUMINANCE
, kLuminanceTypes
, arraysize(kLuminanceTypes
), },
213 { GL_LUMINANCE_ALPHA
, kLuminanceAlphaTypes
,
214 arraysize(kLuminanceAlphaTypes
), } ,
216 for (size_t ii
= 0; ii
< arraysize(kFormatTypes
); ++ii
) {
217 const FormatInfo
& info
= kFormatTypes
[ii
];
218 ValueValidator
<GLenum
>& validator
= texture_format_validators_
[info
.format
];
219 for (size_t jj
= 0; jj
< info
.count
; ++jj
) {
220 validator
.AddValue(info
.types
[jj
]);
225 bool FeatureInfo::Initialize() {
226 disallowed_features_
= DisallowedFeatures();
227 InitializeFeatures();
231 bool FeatureInfo::Initialize(const DisallowedFeatures
& disallowed_features
) {
232 disallowed_features_
= disallowed_features
;
233 InitializeFeatures();
237 bool IsGL_REDSupportedOnFBOs() {
238 // Skia uses GL_RED with frame buffers, unfortunately, Mesa claims to support
239 // GL_EXT_texture_rg, but it doesn't support it on frame buffers. To fix
240 // this, we try it, and if it fails, we don't expose GL_EXT_texture_rg.
241 GLint fb_binding
= 0;
242 GLint tex_binding
= 0;
243 glGetIntegerv(GL_FRAMEBUFFER_BINDING
, &fb_binding
);
244 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &tex_binding
);
246 GLuint textureId
= 0;
247 glGenTextures(1, &textureId
);
248 glBindTexture(GL_TEXTURE_2D
, textureId
);
249 GLubyte data
[1] = {0};
250 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RED_EXT
, 1, 1, 0, GL_RED_EXT
,
251 GL_UNSIGNED_BYTE
, data
);
252 GLuint textureFBOID
= 0;
253 glGenFramebuffersEXT(1, &textureFBOID
);
254 glBindFramebufferEXT(GL_FRAMEBUFFER
, textureFBOID
);
255 glFramebufferTexture2DEXT(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
, GL_TEXTURE_2D
,
258 glCheckFramebufferStatusEXT(GL_FRAMEBUFFER
) != GL_FRAMEBUFFER_UNSUPPORTED
;
259 glDeleteFramebuffersEXT(1, &textureFBOID
);
260 glDeleteTextures(1, &textureId
);
262 glBindFramebufferEXT(GL_FRAMEBUFFER
, static_cast<GLuint
>(fb_binding
));
263 glBindTexture(GL_TEXTURE_2D
, static_cast<GLuint
>(tex_binding
));
265 DCHECK(glGetError() == GL_NO_ERROR
);
270 void FeatureInfo::InitializeFeatures() {
271 // Figure out what extensions to turn on.
272 StringSet
extensions(
273 reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS
)));
275 const char* renderer_str
=
276 reinterpret_cast<const char*>(glGetString(GL_RENDERER
));
277 const char* version_str
=
278 reinterpret_cast<const char*>(glGetString(GL_VERSION
));
280 gl_version_info_
.reset(new gfx::GLVersionInfo(version_str
, renderer_str
));
282 AddExtensionString("GL_ANGLE_translated_shader_source");
283 AddExtensionString("GL_CHROMIUM_async_pixel_transfers");
284 AddExtensionString("GL_CHROMIUM_bind_uniform_location");
285 AddExtensionString("GL_CHROMIUM_command_buffer_query");
286 AddExtensionString("GL_CHROMIUM_command_buffer_latency_query");
287 AddExtensionString("GL_CHROMIUM_copy_texture");
288 AddExtensionString("GL_CHROMIUM_get_error_query");
289 AddExtensionString("GL_CHROMIUM_lose_context");
290 AddExtensionString("GL_CHROMIUM_pixel_transfer_buffer_object");
291 AddExtensionString("GL_CHROMIUM_rate_limit_offscreen_context");
292 AddExtensionString("GL_CHROMIUM_resize");
293 AddExtensionString("GL_CHROMIUM_resource_safe");
294 AddExtensionString("GL_CHROMIUM_strict_attribs");
295 AddExtensionString("GL_CHROMIUM_texture_mailbox");
296 AddExtensionString("GL_CHROMIUM_trace_marker");
297 AddExtensionString("GL_EXT_debug_marker");
299 if (feature_flags_
.enable_subscribe_uniform
) {
300 AddExtensionString("GL_CHROMIUM_subscribe_uniform");
303 // OES_vertex_array_object is emulated if not present natively,
304 // so the extension string is always exposed.
305 AddExtensionString("GL_OES_vertex_array_object");
307 if (!disallowed_features_
.gpu_memory_manager
)
308 AddExtensionString("GL_CHROMIUM_gpu_memory_manager");
310 if (extensions
.Contains("GL_ANGLE_translated_shader_source")) {
311 feature_flags_
.angle_translated_shader_source
= true;
314 // Check if we should allow GL_EXT_texture_compression_dxt1 and
315 // GL_EXT_texture_compression_s3tc.
316 bool enable_dxt1
= false;
317 bool enable_dxt3
= false;
318 bool enable_dxt5
= false;
319 bool have_s3tc
= extensions
.Contains("GL_EXT_texture_compression_s3tc");
321 have_s3tc
|| extensions
.Contains("GL_ANGLE_texture_compression_dxt3");
323 have_s3tc
|| extensions
.Contains("GL_ANGLE_texture_compression_dxt5");
325 if (extensions
.Contains("GL_EXT_texture_compression_dxt1") || have_s3tc
) {
336 AddExtensionString("GL_EXT_texture_compression_dxt1");
337 validators_
.compressed_texture_format
.AddValue(
338 GL_COMPRESSED_RGB_S3TC_DXT1_EXT
);
339 validators_
.compressed_texture_format
.AddValue(
340 GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
);
344 // The difference between GL_EXT_texture_compression_s3tc and
345 // GL_CHROMIUM_texture_compression_dxt3 is that the former
346 // requires on the fly compression. The latter does not.
347 AddExtensionString("GL_CHROMIUM_texture_compression_dxt3");
348 validators_
.compressed_texture_format
.AddValue(
349 GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
);
353 // The difference between GL_EXT_texture_compression_s3tc and
354 // GL_CHROMIUM_texture_compression_dxt5 is that the former
355 // requires on the fly compression. The latter does not.
356 AddExtensionString("GL_CHROMIUM_texture_compression_dxt5");
357 validators_
.compressed_texture_format
.AddValue(
358 GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
);
361 // Check if we should enable GL_EXT_texture_filter_anisotropic.
362 if (extensions
.Contains("GL_EXT_texture_filter_anisotropic")) {
363 AddExtensionString("GL_EXT_texture_filter_anisotropic");
364 validators_
.texture_parameter
.AddValue(
365 GL_TEXTURE_MAX_ANISOTROPY_EXT
);
366 validators_
.g_l_state
.AddValue(
367 GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
);
370 // Check if we should support GL_OES_packed_depth_stencil and/or
371 // GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture.
373 // NOTE: GL_OES_depth_texture requires support for depth cubemaps.
374 // GL_ARB_depth_texture requires other features that
375 // GL_OES_packed_depth_stencil does not provide.
377 // Therefore we made up GL_GOOGLE_depth_texture / GL_CHROMIUM_depth_texture.
379 // GL_GOOGLE_depth_texture is legacy. As we exposed it into NaCl we can't
382 bool enable_depth_texture
= false;
383 if (!workarounds_
.disable_depth_texture
&&
384 (extensions
.Contains("GL_ARB_depth_texture") ||
385 extensions
.Contains("GL_OES_depth_texture") ||
386 extensions
.Contains("GL_ANGLE_depth_texture") ||
387 gl_version_info_
->is_es3
)) {
388 enable_depth_texture
= true;
389 feature_flags_
.angle_depth_texture
=
390 extensions
.Contains("GL_ANGLE_depth_texture");
393 if (enable_depth_texture
) {
394 AddExtensionString("GL_CHROMIUM_depth_texture");
395 AddExtensionString("GL_GOOGLE_depth_texture");
396 texture_format_validators_
[GL_DEPTH_COMPONENT
].AddValue(GL_UNSIGNED_SHORT
);
397 texture_format_validators_
[GL_DEPTH_COMPONENT
].AddValue(GL_UNSIGNED_INT
);
398 validators_
.texture_internal_format
.AddValue(GL_DEPTH_COMPONENT
);
399 validators_
.texture_format
.AddValue(GL_DEPTH_COMPONENT
);
400 validators_
.pixel_type
.AddValue(GL_UNSIGNED_SHORT
);
401 validators_
.pixel_type
.AddValue(GL_UNSIGNED_INT
);
404 if (extensions
.Contains("GL_EXT_packed_depth_stencil") ||
405 extensions
.Contains("GL_OES_packed_depth_stencil") ||
406 gl_version_info_
->is_es3
) {
407 AddExtensionString("GL_OES_packed_depth_stencil");
408 feature_flags_
.packed_depth24_stencil8
= true;
409 if (enable_depth_texture
) {
410 texture_format_validators_
[GL_DEPTH_STENCIL
]
411 .AddValue(GL_UNSIGNED_INT_24_8
);
412 validators_
.texture_internal_format
.AddValue(GL_DEPTH_STENCIL
);
413 validators_
.texture_format
.AddValue(GL_DEPTH_STENCIL
);
414 validators_
.pixel_type
.AddValue(GL_UNSIGNED_INT_24_8
);
416 validators_
.render_buffer_format
.AddValue(GL_DEPTH24_STENCIL8
);
419 if (gl_version_info_
->is_es3
||
420 extensions
.Contains("GL_OES_vertex_array_object") ||
421 extensions
.Contains("GL_ARB_vertex_array_object") ||
422 extensions
.Contains("GL_APPLE_vertex_array_object")) {
423 feature_flags_
.native_vertex_array_object
= true;
426 // If we're using client_side_arrays we have to emulate
427 // vertex array objects since vertex array objects do not work
428 // with client side arrays.
429 if (workarounds_
.use_client_side_arrays_for_stream_buffers
) {
430 feature_flags_
.native_vertex_array_object
= false;
433 if (gl_version_info_
->is_es3
||
434 extensions
.Contains("GL_OES_element_index_uint") ||
435 gfx::HasDesktopGLFeatures()) {
436 AddExtensionString("GL_OES_element_index_uint");
437 validators_
.index_type
.AddValue(GL_UNSIGNED_INT
);
440 // With EXT_sRGB, unsized SRGB_EXT and SRGB_ALPHA_EXT are accepted by the
441 // <format> and <internalformat> parameter of TexImage2D. GLES3 adds support
442 // for SRGB Textures but the accepted internal formats for TexImage2D are only
443 // sized formats GL_SRGB8 and GL_SRGB8_ALPHA8. Also, SRGB_EXT isn't a valid
444 // <format> in this case. So, even with GLES3 explicitly check for
446 if (((gl_version_info_
->is_es3
||
447 extensions
.Contains("GL_OES_rgb8_rgba8")) &&
448 extensions
.Contains("GL_EXT_sRGB")) || gfx::HasDesktopGLFeatures()) {
449 AddExtensionString("GL_EXT_sRGB");
450 texture_format_validators_
[GL_SRGB_EXT
].AddValue(GL_UNSIGNED_BYTE
);
451 texture_format_validators_
[GL_SRGB_ALPHA_EXT
].AddValue(GL_UNSIGNED_BYTE
);
452 validators_
.texture_internal_format
.AddValue(GL_SRGB_EXT
);
453 validators_
.texture_internal_format
.AddValue(GL_SRGB_ALPHA_EXT
);
454 validators_
.texture_format
.AddValue(GL_SRGB_EXT
);
455 validators_
.texture_format
.AddValue(GL_SRGB_ALPHA_EXT
);
456 validators_
.render_buffer_format
.AddValue(GL_SRGB8_ALPHA8_EXT
);
457 validators_
.frame_buffer_parameter
.AddValue(
458 GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT
);
461 bool enable_texture_format_bgra8888
= false;
462 bool enable_read_format_bgra
= false;
463 bool enable_render_buffer_bgra
= false;
464 bool enable_immutable_texture_format_bgra_on_es3
=
465 extensions
.Contains("GL_APPLE_texture_format_BGRA8888");
467 // Check if we should allow GL_EXT_texture_format_BGRA8888
468 if (extensions
.Contains("GL_EXT_texture_format_BGRA8888") ||
469 enable_immutable_texture_format_bgra_on_es3
||
470 extensions
.Contains("GL_EXT_bgra")) {
471 enable_texture_format_bgra8888
= true;
474 // Only desktop GL extension GL_EXT_bgra or ANGLE guarantee that we can
475 // allocate a renderbuffer with this format.
476 if (extensions
.Contains("GL_EXT_bgra") || gl_version_info_
->is_angle
) {
477 enable_render_buffer_bgra
= true;
480 if (extensions
.Contains("GL_EXT_read_format_bgra") ||
481 extensions
.Contains("GL_EXT_bgra")) {
482 enable_read_format_bgra
= true;
485 if (enable_texture_format_bgra8888
) {
486 feature_flags_
.ext_texture_format_bgra8888
= true;
487 AddExtensionString("GL_EXT_texture_format_BGRA8888");
488 texture_format_validators_
[GL_BGRA_EXT
].AddValue(GL_UNSIGNED_BYTE
);
489 validators_
.texture_internal_format
.AddValue(GL_BGRA_EXT
);
490 validators_
.texture_format
.AddValue(GL_BGRA_EXT
);
493 if (enable_read_format_bgra
) {
494 AddExtensionString("GL_EXT_read_format_bgra");
495 validators_
.read_pixel_format
.AddValue(GL_BGRA_EXT
);
498 if (enable_render_buffer_bgra
) {
499 AddExtensionString("GL_CHROMIUM_renderbuffer_format_BGRA8888");
500 validators_
.render_buffer_format
.AddValue(GL_BGRA8_EXT
);
503 if (extensions
.Contains("GL_OES_rgb8_rgba8") || gfx::HasDesktopGLFeatures()) {
504 AddExtensionString("GL_OES_rgb8_rgba8");
505 validators_
.render_buffer_format
.AddValue(GL_RGB8_OES
);
506 validators_
.render_buffer_format
.AddValue(GL_RGBA8_OES
);
509 // Check if we should allow GL_OES_texture_npot
510 if (gl_version_info_
->is_es3
||
511 extensions
.Contains("GL_ARB_texture_non_power_of_two") ||
512 extensions
.Contains("GL_OES_texture_npot")) {
513 AddExtensionString("GL_OES_texture_npot");
514 feature_flags_
.npot_ok
= true;
517 // Check if we should allow GL_OES_texture_float, GL_OES_texture_half_float,
518 // GL_OES_texture_float_linear, GL_OES_texture_half_float_linear
519 bool enable_texture_float
= false;
520 bool enable_texture_float_linear
= false;
521 bool enable_texture_half_float
= false;
522 bool enable_texture_half_float_linear
= false;
524 bool may_enable_chromium_color_buffer_float
= false;
526 if (extensions
.Contains("GL_ARB_texture_float")) {
527 enable_texture_float
= true;
528 enable_texture_float_linear
= true;
529 enable_texture_half_float
= true;
530 enable_texture_half_float_linear
= true;
531 may_enable_chromium_color_buffer_float
= true;
533 // GLES3 adds support for Float type by default but it doesn't support all
534 // formats as GL_OES_texture_float(i.e.LUMINANCE_ALPHA,LUMINANCE and Alpha)
535 if (extensions
.Contains("GL_OES_texture_float")) {
536 enable_texture_float
= true;
537 if (extensions
.Contains("GL_OES_texture_float_linear")) {
538 enable_texture_float_linear
= true;
540 // This extension allows a variety of floating point formats to be
541 // rendered to via framebuffer objects. Enable it's usage only if
542 // support for Floating textures is enabled.
543 if ((gl_version_info_
->is_es3
&&
544 extensions
.Contains("GL_EXT_color_buffer_float")) ||
545 gl_version_info_
->is_angle
) {
546 may_enable_chromium_color_buffer_float
= true;
550 // TODO(dshwang): GLES3 supports half float by default but GL_HALF_FLOAT_OES
551 // isn't equal to GL_HALF_FLOAT.
552 if (extensions
.Contains("GL_OES_texture_half_float")) {
553 enable_texture_half_float
= true;
554 if (extensions
.Contains("GL_OES_texture_half_float_linear")) {
555 enable_texture_half_float_linear
= true;
560 if (enable_texture_float
) {
561 texture_format_validators_
[GL_ALPHA
].AddValue(GL_FLOAT
);
562 texture_format_validators_
[GL_RGB
].AddValue(GL_FLOAT
);
563 texture_format_validators_
[GL_RGBA
].AddValue(GL_FLOAT
);
564 texture_format_validators_
[GL_LUMINANCE
].AddValue(GL_FLOAT
);
565 texture_format_validators_
[GL_LUMINANCE_ALPHA
].AddValue(GL_FLOAT
);
566 validators_
.pixel_type
.AddValue(GL_FLOAT
);
567 validators_
.read_pixel_type
.AddValue(GL_FLOAT
);
568 AddExtensionString("GL_OES_texture_float");
569 if (enable_texture_float_linear
) {
570 AddExtensionString("GL_OES_texture_float_linear");
574 if (enable_texture_half_float
) {
575 texture_format_validators_
[GL_ALPHA
].AddValue(GL_HALF_FLOAT_OES
);
576 texture_format_validators_
[GL_RGB
].AddValue(GL_HALF_FLOAT_OES
);
577 texture_format_validators_
[GL_RGBA
].AddValue(GL_HALF_FLOAT_OES
);
578 texture_format_validators_
[GL_LUMINANCE
].AddValue(GL_HALF_FLOAT_OES
);
579 texture_format_validators_
[GL_LUMINANCE_ALPHA
].AddValue(GL_HALF_FLOAT_OES
);
580 validators_
.pixel_type
.AddValue(GL_HALF_FLOAT_OES
);
581 validators_
.read_pixel_type
.AddValue(GL_HALF_FLOAT_OES
);
582 AddExtensionString("GL_OES_texture_half_float");
583 if (enable_texture_half_float_linear
) {
584 AddExtensionString("GL_OES_texture_half_float_linear");
588 if (may_enable_chromium_color_buffer_float
) {
589 static_assert(GL_RGBA32F_ARB
== GL_RGBA32F
&&
590 GL_RGBA32F_EXT
== GL_RGBA32F
&&
591 GL_RGB32F_ARB
== GL_RGB32F
&&
592 GL_RGB32F_EXT
== GL_RGB32F
,
593 "sized float internal format variations must match");
594 // We don't check extension support beyond ARB_texture_float on desktop GL,
595 // and format support varies between GL configurations. For example, spec
596 // prior to OpenGL 3.0 mandates framebuffer support only for one
597 // implementation-chosen format, and ES3.0 EXT_color_buffer_float does not
598 // support rendering to RGB32F. Check for framebuffer completeness with
599 // formats that the extensions expose, and only enable an extension when a
600 // framebuffer created with its texture format is reported as complete.
601 GLint fb_binding
= 0;
602 GLint tex_binding
= 0;
603 glGetIntegerv(GL_FRAMEBUFFER_BINDING
, &fb_binding
);
604 glGetIntegerv(GL_TEXTURE_BINDING_2D
, &tex_binding
);
610 glGenTextures(1, &tex_id
);
611 glGenFramebuffersEXT(1, &fb_id
);
612 glBindTexture(GL_TEXTURE_2D
, tex_id
);
613 // Nearest filter needed for framebuffer completeness on some drivers.
614 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
615 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA32F
, width
, width
, 0, GL_RGBA
,
617 glBindFramebufferEXT(GL_FRAMEBUFFER
, fb_id
);
618 glFramebufferTexture2DEXT(GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
619 GL_TEXTURE_2D
, tex_id
, 0);
620 GLenum statusRGBA
= glCheckFramebufferStatusEXT(GL_FRAMEBUFFER
);
621 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGB32F
, width
, width
, 0, GL_RGB
,
623 GLenum statusRGB
= glCheckFramebufferStatusEXT(GL_FRAMEBUFFER
);
624 glDeleteFramebuffersEXT(1, &fb_id
);
625 glDeleteTextures(1, &tex_id
);
627 glBindFramebufferEXT(GL_FRAMEBUFFER
, static_cast<GLuint
>(fb_binding
));
628 glBindTexture(GL_TEXTURE_2D
, static_cast<GLuint
>(tex_binding
));
630 DCHECK(glGetError() == GL_NO_ERROR
);
632 if (statusRGBA
== GL_FRAMEBUFFER_COMPLETE
) {
633 validators_
.texture_internal_format
.AddValue(GL_RGBA32F
);
634 feature_flags_
.chromium_color_buffer_float_rgba
= true;
635 AddExtensionString("GL_CHROMIUM_color_buffer_float_rgba");
637 if (statusRGB
== GL_FRAMEBUFFER_COMPLETE
) {
638 validators_
.texture_internal_format
.AddValue(GL_RGB32F
);
639 feature_flags_
.chromium_color_buffer_float_rgb
= true;
640 AddExtensionString("GL_CHROMIUM_color_buffer_float_rgb");
644 // Check for multisample support
645 if (!workarounds_
.disable_multisampling
) {
646 bool ext_has_multisample
=
647 extensions
.Contains("GL_EXT_framebuffer_multisample") ||
648 gl_version_info_
->is_es3
;
649 if (gl_version_info_
->is_angle
) {
650 ext_has_multisample
|=
651 extensions
.Contains("GL_ANGLE_framebuffer_multisample");
653 feature_flags_
.use_core_framebuffer_multisample
= gl_version_info_
->is_es3
;
654 if (ext_has_multisample
) {
655 feature_flags_
.chromium_framebuffer_multisample
= true;
656 validators_
.frame_buffer_target
.AddValue(GL_READ_FRAMEBUFFER_EXT
);
657 validators_
.frame_buffer_target
.AddValue(GL_DRAW_FRAMEBUFFER_EXT
);
658 validators_
.g_l_state
.AddValue(GL_READ_FRAMEBUFFER_BINDING_EXT
);
659 validators_
.g_l_state
.AddValue(GL_MAX_SAMPLES_EXT
);
660 validators_
.render_buffer_parameter
.AddValue(GL_RENDERBUFFER_SAMPLES_EXT
);
661 AddExtensionString("GL_CHROMIUM_framebuffer_multisample");
663 if (extensions
.Contains("GL_EXT_multisampled_render_to_texture")) {
664 feature_flags_
.multisampled_render_to_texture
= true;
665 } else if (extensions
.Contains("GL_IMG_multisampled_render_to_texture")) {
666 feature_flags_
.multisampled_render_to_texture
= true;
667 feature_flags_
.use_img_for_multisampled_render_to_texture
= true;
669 if (feature_flags_
.multisampled_render_to_texture
) {
670 validators_
.render_buffer_parameter
.AddValue(
671 GL_RENDERBUFFER_SAMPLES_EXT
);
672 validators_
.g_l_state
.AddValue(GL_MAX_SAMPLES_EXT
);
673 validators_
.frame_buffer_parameter
.AddValue(
674 GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT
);
675 AddExtensionString("GL_EXT_multisampled_render_to_texture");
679 if (extensions
.Contains("GL_OES_depth24") || gfx::HasDesktopGLFeatures() ||
680 gl_version_info_
->is_es3
) {
681 AddExtensionString("GL_OES_depth24");
682 feature_flags_
.oes_depth24
= true;
683 validators_
.render_buffer_format
.AddValue(GL_DEPTH_COMPONENT24
);
686 if (!workarounds_
.disable_oes_standard_derivatives
&&
687 (gl_version_info_
->is_es3
||
688 extensions
.Contains("GL_OES_standard_derivatives") ||
689 gfx::HasDesktopGLFeatures())) {
690 AddExtensionString("GL_OES_standard_derivatives");
691 feature_flags_
.oes_standard_derivatives
= true;
692 validators_
.hint_target
.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES
);
693 validators_
.g_l_state
.AddValue(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES
);
696 if (extensions
.Contains("GL_OES_EGL_image_external")) {
697 AddExtensionString("GL_OES_EGL_image_external");
698 feature_flags_
.oes_egl_image_external
= true;
699 validators_
.texture_bind_target
.AddValue(GL_TEXTURE_EXTERNAL_OES
);
700 validators_
.get_tex_param_target
.AddValue(GL_TEXTURE_EXTERNAL_OES
);
701 validators_
.texture_parameter
.AddValue(GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES
);
702 validators_
.g_l_state
.AddValue(GL_TEXTURE_BINDING_EXTERNAL_OES
);
705 if (extensions
.Contains("GL_OES_compressed_ETC1_RGB8_texture")) {
706 AddExtensionString("GL_OES_compressed_ETC1_RGB8_texture");
707 feature_flags_
.oes_compressed_etc1_rgb8_texture
= true;
708 validators_
.compressed_texture_format
.AddValue(GL_ETC1_RGB8_OES
);
711 if (extensions
.Contains("GL_AMD_compressed_ATC_texture")) {
712 AddExtensionString("GL_AMD_compressed_ATC_texture");
713 validators_
.compressed_texture_format
.AddValue(
715 validators_
.compressed_texture_format
.AddValue(
716 GL_ATC_RGBA_EXPLICIT_ALPHA_AMD
);
717 validators_
.compressed_texture_format
.AddValue(
718 GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD
);
721 if (extensions
.Contains("GL_IMG_texture_compression_pvrtc")) {
722 AddExtensionString("GL_IMG_texture_compression_pvrtc");
723 validators_
.compressed_texture_format
.AddValue(
724 GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
);
725 validators_
.compressed_texture_format
.AddValue(
726 GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG
);
727 validators_
.compressed_texture_format
.AddValue(
728 GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
);
729 validators_
.compressed_texture_format
.AddValue(
730 GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG
);
733 // Ideally we would only expose this extension on Mac OS X, to
734 // support GL_CHROMIUM_iosurface and the compositor. We don't want
735 // applications to start using it; they should use ordinary non-
736 // power-of-two textures. However, for unit testing purposes we
737 // expose it on all supported platforms.
738 if (extensions
.Contains("GL_ARB_texture_rectangle")) {
739 AddExtensionString("GL_ARB_texture_rectangle");
740 feature_flags_
.arb_texture_rectangle
= true;
741 validators_
.texture_bind_target
.AddValue(GL_TEXTURE_RECTANGLE_ARB
);
742 // For the moment we don't add this enum to the texture_target
743 // validator. This implies that the only way to get image data into a
744 // rectangular texture is via glTexImageIOSurface2DCHROMIUM, which is
745 // just fine since again we don't want applications depending on this
747 validators_
.get_tex_param_target
.AddValue(GL_TEXTURE_RECTANGLE_ARB
);
748 validators_
.g_l_state
.AddValue(GL_TEXTURE_BINDING_RECTANGLE_ARB
);
751 #if defined(OS_MACOSX)
752 AddExtensionString("GL_CHROMIUM_iosurface");
755 // TODO(gman): Add support for these extensions.
758 feature_flags_
.enable_texture_float_linear
|= enable_texture_float_linear
;
759 feature_flags_
.enable_texture_half_float_linear
|=
760 enable_texture_half_float_linear
;
762 if (extensions
.Contains("GL_ANGLE_pack_reverse_row_order")) {
763 AddExtensionString("GL_ANGLE_pack_reverse_row_order");
764 feature_flags_
.angle_pack_reverse_row_order
= true;
765 validators_
.pixel_store
.AddValue(GL_PACK_REVERSE_ROW_ORDER_ANGLE
);
766 validators_
.g_l_state
.AddValue(GL_PACK_REVERSE_ROW_ORDER_ANGLE
);
769 if (extensions
.Contains("GL_ANGLE_texture_usage")) {
770 feature_flags_
.angle_texture_usage
= true;
771 AddExtensionString("GL_ANGLE_texture_usage");
772 validators_
.texture_parameter
.AddValue(GL_TEXTURE_USAGE_ANGLE
);
775 // Note: Only APPLE_texture_format_BGRA8888 extension allows BGRA8_EXT in
776 // ES3's glTexStorage2D. We prefer support BGRA to texture storage.
777 // So we don't expose GL_EXT_texture_storage when ES3 +
778 // GL_EXT_texture_format_BGRA8888 because we fail the GL_BGRA8 requirement.
779 // However we expose GL_EXT_texture_storage when just ES3 because we don't
780 // claim to handle GL_BGRA8.
781 bool support_texture_storage_on_es3
=
782 (gl_version_info_
->is_es3
&&
783 enable_immutable_texture_format_bgra_on_es3
) ||
784 (gl_version_info_
->is_es3
&&
785 !enable_texture_format_bgra8888
);
786 if (extensions
.Contains("GL_EXT_texture_storage") ||
787 extensions
.Contains("GL_ARB_texture_storage") ||
788 support_texture_storage_on_es3
) {
789 feature_flags_
.ext_texture_storage
= true;
790 AddExtensionString("GL_EXT_texture_storage");
791 validators_
.texture_parameter
.AddValue(GL_TEXTURE_IMMUTABLE_FORMAT_EXT
);
792 if (enable_texture_format_bgra8888
)
793 validators_
.texture_internal_format_storage
.AddValue(GL_BGRA8_EXT
);
794 if (enable_texture_float
) {
795 validators_
.texture_internal_format_storage
.AddValue(GL_RGBA32F_EXT
);
796 validators_
.texture_internal_format_storage
.AddValue(GL_RGB32F_EXT
);
797 validators_
.texture_internal_format_storage
.AddValue(GL_ALPHA32F_EXT
);
798 validators_
.texture_internal_format_storage
.AddValue(
799 GL_LUMINANCE32F_EXT
);
800 validators_
.texture_internal_format_storage
.AddValue(
801 GL_LUMINANCE_ALPHA32F_EXT
);
803 if (enable_texture_half_float
) {
804 validators_
.texture_internal_format_storage
.AddValue(GL_RGBA16F_EXT
);
805 validators_
.texture_internal_format_storage
.AddValue(GL_RGB16F_EXT
);
806 validators_
.texture_internal_format_storage
.AddValue(GL_ALPHA16F_EXT
);
807 validators_
.texture_internal_format_storage
.AddValue(
808 GL_LUMINANCE16F_EXT
);
809 validators_
.texture_internal_format_storage
.AddValue(
810 GL_LUMINANCE_ALPHA16F_EXT
);
814 bool have_ext_occlusion_query_boolean
=
815 extensions
.Contains("GL_EXT_occlusion_query_boolean");
816 bool have_arb_occlusion_query2
=
817 extensions
.Contains("GL_ARB_occlusion_query2");
818 bool have_arb_occlusion_query
=
819 extensions
.Contains("GL_ARB_occlusion_query");
821 if (!workarounds_
.disable_ext_occlusion_query
&&
822 (have_ext_occlusion_query_boolean
||
823 have_arb_occlusion_query2
||
824 have_arb_occlusion_query
)) {
825 AddExtensionString("GL_EXT_occlusion_query_boolean");
826 feature_flags_
.occlusion_query_boolean
= true;
827 feature_flags_
.use_arb_occlusion_query2_for_occlusion_query_boolean
=
828 !have_ext_occlusion_query_boolean
&& have_arb_occlusion_query2
;
829 feature_flags_
.use_arb_occlusion_query_for_occlusion_query_boolean
=
830 !have_ext_occlusion_query_boolean
&& have_arb_occlusion_query
&&
831 !have_arb_occlusion_query2
;
834 if (!workarounds_
.disable_angle_instanced_arrays
&&
835 (extensions
.Contains("GL_ANGLE_instanced_arrays") ||
836 (extensions
.Contains("GL_ARB_instanced_arrays") &&
837 extensions
.Contains("GL_ARB_draw_instanced")) ||
838 gl_version_info_
->is_es3
)) {
839 AddExtensionString("GL_ANGLE_instanced_arrays");
840 feature_flags_
.angle_instanced_arrays
= true;
841 validators_
.vertex_attribute
.AddValue(GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE
);
844 bool vendor_agnostic_draw_buffers
=
845 extensions
.Contains("GL_ARB_draw_buffers") ||
846 extensions
.Contains("GL_EXT_draw_buffers");
847 if (!workarounds_
.disable_ext_draw_buffers
&&
848 (vendor_agnostic_draw_buffers
||
849 (extensions
.Contains("GL_NV_draw_buffers") &&
850 gl_version_info_
->is_es3
))) {
851 AddExtensionString("GL_EXT_draw_buffers");
852 feature_flags_
.ext_draw_buffers
= true;
854 // This flag is set to enable emulation of EXT_draw_buffers when we're
855 // running on GLES 3.0+, NV_draw_buffers extension is supported and
856 // glDrawBuffers from GLES 3.0 core has been bound. It toggles using the
857 // NV_draw_buffers extension directive instead of EXT_draw_buffers extension
858 // directive in ESSL 100 shaders translated by ANGLE, enabling them to write
859 // into multiple gl_FragData values, which is not by default possible in
860 // ESSL 100 with core GLES 3.0. For more information, see the
861 // NV_draw_buffers specification.
862 feature_flags_
.nv_draw_buffers
= !vendor_agnostic_draw_buffers
;
864 GLint max_color_attachments
= 0;
865 glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT
, &max_color_attachments
);
866 for (GLenum i
= GL_COLOR_ATTACHMENT1_EXT
;
867 i
< static_cast<GLenum
>(GL_COLOR_ATTACHMENT0
+ max_color_attachments
);
869 validators_
.attachment
.AddValue(i
);
871 static_assert(GL_COLOR_ATTACHMENT0_EXT
== GL_COLOR_ATTACHMENT0
,
872 "GL_COLOR_ATTACHMENT0_EXT should equal GL_COLOR_ATTACHMENT0");
874 validators_
.g_l_state
.AddValue(GL_MAX_COLOR_ATTACHMENTS_EXT
);
875 validators_
.g_l_state
.AddValue(GL_MAX_DRAW_BUFFERS_ARB
);
876 GLint max_draw_buffers
= 0;
877 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB
, &max_draw_buffers
);
878 for (GLenum i
= GL_DRAW_BUFFER0_ARB
;
879 i
< static_cast<GLenum
>(GL_DRAW_BUFFER0_ARB
+ max_draw_buffers
);
881 validators_
.g_l_state
.AddValue(i
);
885 if (gl_version_info_
->is_es3
||
886 extensions
.Contains("GL_EXT_blend_minmax") ||
887 gfx::HasDesktopGLFeatures()) {
888 AddExtensionString("GL_EXT_blend_minmax");
889 validators_
.equation
.AddValue(GL_MIN_EXT
);
890 validators_
.equation
.AddValue(GL_MAX_EXT
);
891 static_assert(GL_MIN_EXT
== GL_MIN
&& GL_MAX_EXT
== GL_MAX
,
892 "min & max variations must match");
895 // TODO(dshwang): GLES3 supports gl_FragDepth, not gl_FragDepthEXT.
896 if (extensions
.Contains("GL_EXT_frag_depth") || gfx::HasDesktopGLFeatures()) {
897 AddExtensionString("GL_EXT_frag_depth");
898 feature_flags_
.ext_frag_depth
= true;
901 if (extensions
.Contains("GL_EXT_shader_texture_lod") ||
902 gfx::HasDesktopGLFeatures()) {
903 AddExtensionString("GL_EXT_shader_texture_lod");
904 feature_flags_
.ext_shader_texture_lod
= true;
907 #if !defined(OS_MACOSX)
908 if (workarounds_
.disable_egl_khr_fence_sync
) {
909 gfx::g_driver_egl
.ext
.b_EGL_KHR_fence_sync
= false;
911 if (workarounds_
.disable_egl_khr_wait_sync
) {
912 gfx::g_driver_egl
.ext
.b_EGL_KHR_wait_sync
= false;
915 if (workarounds_
.disable_arb_sync
)
916 gfx::g_driver_gl
.ext
.b_GL_ARB_sync
= false;
917 bool ui_gl_fence_works
= gfx::GLFence::IsSupported();
918 UMA_HISTOGRAM_BOOLEAN("GPU.FenceSupport", ui_gl_fence_works
);
920 feature_flags_
.map_buffer_range
=
921 gl_version_info_
->is_es3
||
922 extensions
.Contains("GL_ARB_map_buffer_range") ||
923 extensions
.Contains("GL_EXT_map_buffer_range");
925 // Really it's part of core OpenGL 2.1 and up, but let's assume the
926 // extension is still advertised.
927 bool has_pixel_buffers
=
928 gl_version_info_
->is_es3
||
929 extensions
.Contains("GL_ARB_pixel_buffer_object") ||
930 extensions
.Contains("GL_NV_pixel_buffer_object");
932 // We will use either glMapBuffer() or glMapBufferRange() for async readbacks.
933 if (has_pixel_buffers
&& ui_gl_fence_works
&&
934 !workarounds_
.disable_async_readpixels
) {
935 feature_flags_
.use_async_readpixels
= true;
938 if (gl_version_info_
->is_es3
||
939 extensions
.Contains("GL_ARB_sampler_objects")) {
940 feature_flags_
.enable_samplers
= true;
941 // TODO(dsinclair): Add AddExtensionString("GL_CHROMIUM_sampler_objects")
945 if ((gl_version_info_
->is_es3
||
946 extensions
.Contains("GL_EXT_discard_framebuffer")) &&
947 !workarounds_
.disable_ext_discard_framebuffer
) {
948 // DiscardFramebufferEXT is automatically bound to InvalidateFramebuffer.
949 AddExtensionString("GL_EXT_discard_framebuffer");
950 feature_flags_
.ext_discard_framebuffer
= true;
953 if (ui_gl_fence_works
) {
954 AddExtensionString("GL_CHROMIUM_sync_query");
955 feature_flags_
.chromium_sync_query
= true;
958 bool blend_equation_advanced_coherent
=
959 extensions
.Contains("GL_NV_blend_equation_advanced_coherent") ||
960 extensions
.Contains("GL_KHR_blend_equation_advanced_coherent");
962 if (blend_equation_advanced_coherent
||
963 extensions
.Contains("GL_NV_blend_equation_advanced") ||
964 extensions
.Contains("GL_KHR_blend_equation_advanced")) {
965 const GLenum equations
[] = {GL_MULTIPLY_KHR
,
977 GL_HSL_SATURATION_KHR
,
979 GL_HSL_LUMINOSITY_KHR
};
981 for (GLenum equation
: equations
)
982 validators_
.equation
.AddValue(equation
);
983 if (blend_equation_advanced_coherent
)
984 AddExtensionString("GL_KHR_blend_equation_advanced_coherent");
986 AddExtensionString("GL_KHR_blend_equation_advanced");
987 feature_flags_
.blend_equation_advanced
= true;
988 feature_flags_
.blend_equation_advanced_coherent
=
989 blend_equation_advanced_coherent
;
992 if (extensions
.Contains("GL_NV_path_rendering")) {
993 if (extensions
.Contains("GL_EXT_direct_state_access") ||
994 gl_version_info_
->is_es3
) {
995 AddExtensionString("GL_CHROMIUM_path_rendering");
996 feature_flags_
.chromium_path_rendering
= true;
997 validators_
.g_l_state
.AddValue(GL_PATH_MODELVIEW_MATRIX_CHROMIUM
);
998 validators_
.g_l_state
.AddValue(GL_PATH_PROJECTION_MATRIX_CHROMIUM
);
1002 if ((gl_version_info_
->is_es3
|| extensions
.Contains("GL_EXT_texture_rg") ||
1003 extensions
.Contains("GL_ARB_texture_rg")) &&
1004 IsGL_REDSupportedOnFBOs()) {
1005 feature_flags_
.ext_texture_rg
= true;
1006 AddExtensionString("GL_EXT_texture_rg");
1008 validators_
.texture_format
.AddValue(GL_RED_EXT
);
1009 validators_
.texture_format
.AddValue(GL_RG_EXT
);
1010 validators_
.texture_internal_format
.AddValue(GL_RED_EXT
);
1011 validators_
.texture_internal_format
.AddValue(GL_RG_EXT
);
1012 validators_
.read_pixel_format
.AddValue(GL_RED_EXT
);
1013 validators_
.read_pixel_format
.AddValue(GL_RG_EXT
);
1014 validators_
.render_buffer_format
.AddValue(GL_R8_EXT
);
1015 validators_
.render_buffer_format
.AddValue(GL_RG8_EXT
);
1017 texture_format_validators_
[GL_RED_EXT
].AddValue(GL_UNSIGNED_BYTE
);
1018 texture_format_validators_
[GL_RG_EXT
].AddValue(GL_UNSIGNED_BYTE
);
1020 if (enable_texture_float
) {
1021 texture_format_validators_
[GL_RED_EXT
].AddValue(GL_FLOAT
);
1022 texture_format_validators_
[GL_RG_EXT
].AddValue(GL_FLOAT
);
1024 if (enable_texture_half_float
) {
1025 texture_format_validators_
[GL_RED_EXT
].AddValue(GL_HALF_FLOAT_OES
);
1026 texture_format_validators_
[GL_RG_EXT
].AddValue(GL_HALF_FLOAT_OES
);
1030 #if !defined(OS_MACOSX)
1031 if (workarounds_
.ignore_egl_sync_failures
) {
1032 gfx::GLFenceEGL::SetIgnoreFailures();
1037 void FeatureInfo::AddExtensionString(const char* s
) {
1039 size_t pos
= extensions_
.find(str
);
1040 while (pos
!= std::string::npos
&&
1041 pos
+ str
.length() < extensions_
.length() &&
1042 extensions_
.substr(pos
+ str
.length(), 1) != " ") {
1043 // This extension name is a substring of another.
1044 pos
= extensions_
.find(str
, pos
+ str
.length());
1046 if (pos
== std::string::npos
) {
1047 extensions_
+= (extensions_
.empty() ? "" : " ") + str
;
1051 FeatureInfo::~FeatureInfo() {
1054 } // namespace gles2