Fix MSAA on windows
[chromium-blink-merge.git] / gpu / command_buffer / service / feature_info.cc
blob79cc361e9360653ffbea5c841a89e53cbcb20cb0
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"
7 #include <set>
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"
22 #endif
24 namespace gpu {
25 namespace gles2 {
27 namespace {
29 struct FormatInfo {
30 GLenum format;
31 const GLenum* types;
32 size_t count;
35 class StringSet {
36 public:
37 StringSet() {}
39 StringSet(const char* s) {
40 Init(s);
43 StringSet(const std::string& str) {
44 Init(str);
47 void Init(const char* s) {
48 std::string str(s ? s : "");
49 Init(str);
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();
66 private:
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) {
74 DCHECK(workarounds);
75 std::vector<std::string> pieces;
76 base::SplitString(types, ',', &pieces);
77 for (size_t i = 0; i < pieces.size(); ++i) {
78 int number = 0;
79 bool succeed = base::StringToInt(pieces[i], &number);
80 DCHECK(succeed);
81 switch (number) {
82 #define GPU_OP(type, name) \
83 case gpu::type: \
84 workarounds->name = true; \
85 break;
86 GPU_DRIVER_BUG_WORKAROUNDS(GPU_OP)
87 #undef GPU_OP
88 default:
89 NOTIMPLEMENTED();
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),
121 oes_depth24(false),
122 oes_compressed_etc1_rgb8_texture(false),
123 packed_depth24_stencil8(false),
124 npot_ok(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)
159 #undef GPU_OP
160 max_texture_size(0),
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[] = {
191 GL_UNSIGNED_BYTE,
193 static const GLenum kRGBTypes[] = {
194 GL_UNSIGNED_BYTE,
195 GL_UNSIGNED_SHORT_5_6_5,
197 static const GLenum kRGBATypes[] = {
198 GL_UNSIGNED_BYTE,
199 GL_UNSIGNED_SHORT_4_4_4_4,
200 GL_UNSIGNED_SHORT_5_5_5_1,
202 static const GLenum kLuminanceTypes[] = {
203 GL_UNSIGNED_BYTE,
205 static const GLenum kLuminanceAlphaTypes[] = {
206 GL_UNSIGNED_BYTE,
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();
228 return true;
231 bool FeatureInfo::Initialize(const DisallowedFeatures& disallowed_features) {
232 disallowed_features_ = disallowed_features;
233 InitializeFeatures();
234 return true;
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,
256 textureId, 0);
257 bool result =
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);
267 return result;
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");
320 bool have_dxt3 =
321 have_s3tc || extensions.Contains("GL_ANGLE_texture_compression_dxt3");
322 bool have_dxt5 =
323 have_s3tc || extensions.Contains("GL_ANGLE_texture_compression_dxt5");
325 if (extensions.Contains("GL_EXT_texture_compression_dxt1") || have_s3tc) {
326 enable_dxt1 = true;
328 if (have_dxt3) {
329 enable_dxt3 = true;
331 if (have_dxt5) {
332 enable_dxt5 = true;
335 if (enable_dxt1) {
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);
343 if (enable_dxt3) {
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);
352 if (enable_dxt5) {
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
380 // get rid of it.
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
445 // GL_EXT_sRGB.
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;
532 } else {
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);
606 GLuint tex_id = 0;
607 GLuint fb_id = 0;
608 GLsizei width = 16;
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,
616 GL_FLOAT, NULL);
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,
622 GL_FLOAT, NULL);
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(
714 GL_ATC_RGB_AMD);
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
746 // extension.
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");
753 #endif
755 // TODO(gman): Add support for these extensions.
756 // GL_OES_depth32
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);
868 ++i) {
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);
880 ++i) {
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;
914 #endif
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")
942 // when available.
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,
966 GL_SCREEN_KHR,
967 GL_OVERLAY_KHR,
968 GL_DARKEN_KHR,
969 GL_LIGHTEN_KHR,
970 GL_COLORDODGE_KHR,
971 GL_COLORBURN_KHR,
972 GL_HARDLIGHT_KHR,
973 GL_SOFTLIGHT_KHR,
974 GL_DIFFERENCE_KHR,
975 GL_EXCLUSION_KHR,
976 GL_HSL_HUE_KHR,
977 GL_HSL_SATURATION_KHR,
978 GL_HSL_COLOR_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();
1034 #endif
1037 void FeatureInfo::AddExtensionString(const char* s) {
1038 std::string str(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
1055 } // namespace gpu