Files
MobileGL/MobileGL/MG_Util/BackendLoaders/OpenGL/Loader.cpp
T
swung0x48 e8ee7b1a88 [Feat] (Backend, MGPipe): carry the six per-axis compute limits in DynamicBackendParameters so MGPCaps has every backend-owned indexed answer, and pin them against glGetIntegeri_v on both backends
- P-1: MGPCaps is DynamicBackendParameters by inclusion (plan B section 4.4.1), but that struct carried MaxComputeWorkGroupInvocations and no per-axis GL_MAX_COMPUTE_WORK_GROUP_COUNT / GL_MAX_COMPUTE_WORK_GROUP_SIZE - the six numbers that ARE the backend-owned indexed answers surviving the getter retirement (GL_Getter.cpp and CompileEnv.cpp ask GLFunctionsTable::GetIntegeri_v for exactly these, DirectVulkan answers them from VkPhysicalDeviceLimits), so the interface had a hole where its only genuine indexed carrier should be. DynamicBackendParameters now has MaxComputeWorkGroupCount[3] / MaxComputeWorkGroupSize[3] with the GL 4.3 minimums as the no-backend defaults; DirectGLES fills them from glGetIntegeri_v inside the loader's bracketed probe run (GLESCapabilities carries them, logged with the other limits) and DirectVulkan from maxComputeWorkGroupCount / maxComputeWorkGroupSize through the loader's SaturateToInt like every other limit. Raw driver answers, as the invocations limit is: the frontend floors them at the shared MIN_COMPUTE_WORK_GROUP_* minimums itself.
- The GetIntegeri_v table path is untouched, as is GL_Getter and CompileEnv behaviour: retiring the getter in favour of the caps is P0.5, and this only makes sure the caps have what P0.5 needs.
- PipeCalls.def's footer no longer claims that "only GL_COMPUTE_WORK_GROUP_SIZE is a real backend answer and it lives in MGPCaps": the six limits live in MGPCaps, and GL_COMPUTE_WORK_GROUP_SIZE is a frontend link artifact (ProgramObject::GetComputeLocalSize, what GL_Program.cpp answers from), which AdvertisedLimitsScenario.ComputeLocalSizeComesFromTheLinkedProgram already pins. The MGPCaps size assertion is a composition of sizeof(DynamicBackendParameters) and follows the struct.
- AdvertisedLimitsScenario.ComputeWorkGroupLimitsAreTheCapsBlocksAnswer pins, on both lanes: answerability, the GL 4.3 floors, vector/indexed agreement, INVALID_VALUE past axis 2, and - through the new Harness/BackendCapsPeek translation unit, which is the one place the module looks past the GL API - that max(caps, minimum) equals the live glGetIntegeri_v answer axis by axis. Shown live by halving each backend's caps copy: both lanes fail with "MGPCaps carries 512 but glGetIntegeri_v answers 1024". On Android the module links the shipping .so (hidden visibility), so the peek returns false there and only the GL-visible half runs. ComputeWorkGroupCapabilities.TakesEveryAxisFromTheIndexedQuery in BackendLoaderTest pins the DirectGLES loader half against the fake driver, per axis and above the initialisers.
- Verified: AdvertisedLimitsScenario 20/20 on DirectGLES and DirectVulkan (llvmpipe / lavapipe), BackendLoaderTest green.
2026-09-05 21:19:00 -04:00

1810 lines
104 KiB
C++

// MobileGL - MobileGL/MG_Util/BackendLoaders/OpenGL/Loader.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#include "Loader.h"
#include "MG_Util/SelfTest/DriverBugProbes.h"
#include "MG_Util/Types.h"
#include <Config.h>
#include <cmath>
#if defined(_WIN32)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
#else
#include <dlfcn.h>
#endif
namespace MobileGL::MG_Util::BackendLoader {
static Bool UseAngle() {
return MG_Config::Features.EsprytUseAngle;
}
#if defined(MOBILEGL_TRACE_ANGLE_VARIANTS) && defined(__ANDROID__)
static Bool IsTraceAngleLibrary(const String& name) {
return name == "libGLESv2_angle.so" || name == "libEGL_angle.so";
}
static Bool IsAllowedTraceAngleVariant(const String& variant) {
return variant == "ec889e6ea831" || variant == "90a62123d794";
}
static Bool ResolveTraceAngleLibraryPath(const String& name, String& path) {
const String& variant = MG_Config::Features.TraceAngleVariant;
if (!IsAllowedTraceAngleVariant(variant)) {
MGLOG_F("Rejected trace ANGLE variant '%s'", variant.c_str());
return false;
}
Dl_info mobileGlInfo{};
if (dladdr(reinterpret_cast<const void*>(&ResolveTraceAngleLibraryPath), &mobileGlInfo) == 0 ||
mobileGlInfo.dli_fname == nullptr) {
MGLOG_F("Failed to resolve signed trace native library directory");
return false;
}
String nativeLibraryPath = mobileGlInfo.dli_fname;
const SizeT separator = nativeLibraryPath.find_last_of('/');
if (separator == String::npos) {
MGLOG_F("Invalid MobileGL library path: %s", nativeLibraryPath.c_str());
return false;
}
const SizeT extension = name.rfind(".so");
if (extension == String::npos) {
MGLOG_F("Invalid trace ANGLE library name: %s", name.c_str());
return false;
}
path = nativeLibraryPath.substr(0, separator + 1) + name.substr(0, extension) + "_" + variant + ".so";
return true;
}
#endif
static void* OpenLib(const Vector<String>& names) {
#if defined(_WIN32)
for (const auto& name : names) {
if (HMODULE lib = LoadLibraryA(name.c_str())) {
MGLOG_I("Loaded GL backend library: %s", name.c_str());
return reinterpret_cast<void*>(lib);
}
}
#elif !defined(__APPLE__) || defined(MOBILEGL_IOS)
static const String LibPathPrefixes[] = {
#if defined(MOBILEGL_IOS)
"@rpath/", "@executable_path/Frameworks/", "@loader_path/Frameworks/",
#else
"/opt/vc/lib/", "/usr/local/lib/", "/usr/lib/", "/usr/lib/x86_64-linux-gnu/",
"/usr/lib64/", "/lib64/",
#endif
"" // Keep this last so the dynamic loader can use LD_LIBRARY_PATH.
};
void* lib = nullptr;
Int flags = RTLD_LOCAL | RTLD_NOW;
for (const auto& prefix : LibPathPrefixes) {
for (const auto& name : names) {
#if defined(MOBILEGL_TRACE_ANGLE_VARIANTS) && defined(__ANDROID__)
if (UseAngle() && IsTraceAngleLibrary(name)) {
String signedPath;
if (!ResolveTraceAngleLibraryPath(name, signedPath)) {
return nullptr;
}
lib = dlopen(signedPath.c_str(), flags);
if (lib == nullptr) {
MGLOG_F("Failed to open signed trace ANGLE library %s: %s",
signedPath.c_str(), dlerror());
return nullptr;
}
MGLOG_I("Loaded signed trace ANGLE library: %s", signedPath.c_str());
return lib;
}
#endif
String path_name = prefix + name;
if ((lib = dlopen(path_name.c_str(), flags))) {
MGLOG_I("Loaded GL backend library: %s", path_name.c_str());
return lib;
}
}
}
#endif
return nullptr;
}
inline void* ProcAddress(void* lib, const char* name) {
#if defined(_WIN32)
return reinterpret_cast<void*>(::GetProcAddress(reinterpret_cast<HMODULE>(lib), name));
#elif !defined(__APPLE__) || defined(MOBILEGL_IOS)
return dlsym(lib, name);
#else
return nullptr;
#endif
}
void AcquireGLESFunctions(MG_External::GLESFunctionsTable& funcs,
MG_External::EGL::eglGetProcAddress_PTR procAddress) {
if (!procAddress) {
MGLOG_E("eglGetProcAddress is nullptr, cannot load GLES functions");
return;
}
#define INIT_GLES_FUNC(name) \
do { \
funcs.name = (MG_External::GLES::name##_PTR)procAddress(#name); \
if (!funcs.name) { \
MGLOG_E("Failed to load GLES function: %s", #name); \
} \
} while (0);
// Optional (extension-provided) entry points: a null pointer is expected on drivers that lack the
// extension, so absence is not an error. The call site null-checks before use.
#define INIT_GLES_FUNC_OPTIONAL(name) \
do { \
funcs.name = (MG_External::GLES::name##_PTR)procAddress(#name); \
} while (0);
{
INIT_GLES_FUNC(glActiveTexture)
INIT_GLES_FUNC(glAttachShader)
INIT_GLES_FUNC(glBindAttribLocation)
INIT_GLES_FUNC(glBindBuffer)
INIT_GLES_FUNC(glBindFramebuffer)
INIT_GLES_FUNC(glBindRenderbuffer)
INIT_GLES_FUNC(glBindTexture)
INIT_GLES_FUNC(glBlendColor)
INIT_GLES_FUNC(glBlendEquation)
INIT_GLES_FUNC(glBlendEquationSeparate)
INIT_GLES_FUNC(glBlendFunc)
INIT_GLES_FUNC(glBlendFuncSeparate)
INIT_GLES_FUNC(glBufferData)
INIT_GLES_FUNC(glBufferSubData)
INIT_GLES_FUNC(glCheckFramebufferStatus)
INIT_GLES_FUNC(glClear)
INIT_GLES_FUNC(glClearColor)
INIT_GLES_FUNC(glClearDepthf)
INIT_GLES_FUNC(glClearStencil)
INIT_GLES_FUNC(glColorMask)
INIT_GLES_FUNC(glCompileShader)
INIT_GLES_FUNC(glCompressedTexImage2D)
INIT_GLES_FUNC(glCompressedTexSubImage2D)
// INIT_GLES_FUNC(glCopyTexImage1D)
INIT_GLES_FUNC(glCopyTexImage2D)
INIT_GLES_FUNC(glCopyTexSubImage2D)
INIT_GLES_FUNC(glCreateProgram)
INIT_GLES_FUNC(glCreateShader)
INIT_GLES_FUNC(glCullFace)
INIT_GLES_FUNC(glDeleteBuffers)
INIT_GLES_FUNC(glDeleteFramebuffers)
INIT_GLES_FUNC(glDeleteProgram)
INIT_GLES_FUNC(glDeleteRenderbuffers)
INIT_GLES_FUNC(glDeleteShader)
INIT_GLES_FUNC(glDeleteTextures)
INIT_GLES_FUNC(glDepthFunc)
INIT_GLES_FUNC(glDepthMask)
INIT_GLES_FUNC(glDepthRangef)
INIT_GLES_FUNC(glDetachShader)
INIT_GLES_FUNC(glDisable)
INIT_GLES_FUNC(glDisableVertexAttribArray)
INIT_GLES_FUNC(glDrawArrays)
INIT_GLES_FUNC(glDrawElements)
INIT_GLES_FUNC(glEnable)
INIT_GLES_FUNC(glEnableVertexAttribArray)
INIT_GLES_FUNC(glFinish)
INIT_GLES_FUNC(glFlush)
INIT_GLES_FUNC(glFramebufferRenderbuffer)
INIT_GLES_FUNC(glFramebufferTexture2D)
INIT_GLES_FUNC(glFrontFace)
INIT_GLES_FUNC(glGenBuffers)
INIT_GLES_FUNC(glGenerateMipmap)
INIT_GLES_FUNC(glGenFramebuffers)
INIT_GLES_FUNC(glGenRenderbuffers)
INIT_GLES_FUNC(glGenTextures)
INIT_GLES_FUNC(glGetActiveAttrib)
INIT_GLES_FUNC(glGetActiveUniform)
INIT_GLES_FUNC(glGetAttachedShaders)
INIT_GLES_FUNC(glGetAttribLocation)
INIT_GLES_FUNC(glGetBooleanv)
INIT_GLES_FUNC(glGetBufferParameteriv)
INIT_GLES_FUNC(glGetError)
INIT_GLES_FUNC(glGetString)
INIT_GLES_FUNC(glGetStringi)
INIT_GLES_FUNC(glGetFloatv)
INIT_GLES_FUNC(glGetFramebufferAttachmentParameteriv)
INIT_GLES_FUNC(glGetIntegerv)
INIT_GLES_FUNC(glGetProgramiv)
INIT_GLES_FUNC(glGetProgramInfoLog)
INIT_GLES_FUNC(glGetRenderbufferParameteriv)
INIT_GLES_FUNC(glGetShaderiv)
INIT_GLES_FUNC(glGetShaderInfoLog)
INIT_GLES_FUNC(glGetShaderPrecisionFormat)
INIT_GLES_FUNC(glGetShaderSource)
INIT_GLES_FUNC(glGetTexParameterfv)
INIT_GLES_FUNC(glGetTexParameteriv)
INIT_GLES_FUNC(glGetUniformfv)
INIT_GLES_FUNC(glGetUniformiv)
INIT_GLES_FUNC(glGetUniformLocation)
INIT_GLES_FUNC(glGetVertexAttribfv)
INIT_GLES_FUNC(glGetVertexAttribiv)
INIT_GLES_FUNC(glGetVertexAttribPointerv)
INIT_GLES_FUNC(glHint)
INIT_GLES_FUNC(glIsBuffer)
INIT_GLES_FUNC(glIsEnabled)
INIT_GLES_FUNC(glIsFramebuffer)
INIT_GLES_FUNC(glIsProgram)
INIT_GLES_FUNC(glIsRenderbuffer)
INIT_GLES_FUNC(glIsShader)
INIT_GLES_FUNC(glIsTexture)
INIT_GLES_FUNC(glLineWidth)
INIT_GLES_FUNC(glLinkProgram)
INIT_GLES_FUNC(glLogicOp)
INIT_GLES_FUNC(glPointSize)
INIT_GLES_FUNC(glPixelStorei)
INIT_GLES_FUNC(glPolygonOffset)
INIT_GLES_FUNC(glReadPixels)
INIT_GLES_FUNC(glReleaseShaderCompiler)
INIT_GLES_FUNC(glRenderbufferStorage)
INIT_GLES_FUNC(glSampleCoverage)
INIT_GLES_FUNC(glScissor)
INIT_GLES_FUNC(glShaderBinary)
INIT_GLES_FUNC(glShaderSource)
INIT_GLES_FUNC(glStencilFunc)
INIT_GLES_FUNC(glStencilFuncSeparate)
INIT_GLES_FUNC(glStencilMask)
INIT_GLES_FUNC(glStencilMaskSeparate)
INIT_GLES_FUNC(glStencilOp)
INIT_GLES_FUNC(glStencilOpSeparate)
// INIT_GLES_FUNC(glTexImage1D)
INIT_GLES_FUNC(glTexImage2D)
// INIT_GLES_FUNC(glTexStorage1D)
INIT_GLES_FUNC(glTexParameterf)
INIT_GLES_FUNC(glTexParameterfv)
INIT_GLES_FUNC(glTexParameteri)
INIT_GLES_FUNC(glTexParameteriv)
INIT_GLES_FUNC(glTexSubImage2D)
INIT_GLES_FUNC(glUniform1f)
INIT_GLES_FUNC(glUniform1fv)
INIT_GLES_FUNC(glUniform1i)
INIT_GLES_FUNC(glUniform1iv)
INIT_GLES_FUNC(glUniform2f)
INIT_GLES_FUNC(glUniform2fv)
INIT_GLES_FUNC(glUniform2i)
INIT_GLES_FUNC(glUniform2iv)
INIT_GLES_FUNC(glUniform3f)
INIT_GLES_FUNC(glUniform3fv)
INIT_GLES_FUNC(glUniform3i)
INIT_GLES_FUNC(glUniform3iv)
INIT_GLES_FUNC(glUniform4f)
INIT_GLES_FUNC(glUniform4fv)
INIT_GLES_FUNC(glUniform4i)
INIT_GLES_FUNC(glUniform4iv)
INIT_GLES_FUNC(glUniformMatrix2fv)
INIT_GLES_FUNC(glUniformMatrix3fv)
INIT_GLES_FUNC(glUniformMatrix4fv)
INIT_GLES_FUNC(glUseProgram)
INIT_GLES_FUNC(glValidateProgram)
INIT_GLES_FUNC(glVertexAttrib1f)
INIT_GLES_FUNC(glVertexAttrib1fv)
INIT_GLES_FUNC(glVertexAttrib2f)
INIT_GLES_FUNC(glVertexAttrib2fv)
INIT_GLES_FUNC(glVertexAttrib3f)
INIT_GLES_FUNC(glVertexAttrib3fv)
INIT_GLES_FUNC(glVertexAttrib4f)
INIT_GLES_FUNC(glVertexAttrib4fv)
INIT_GLES_FUNC(glVertexAttribPointer)
INIT_GLES_FUNC(glViewport)
INIT_GLES_FUNC(glReadBuffer)
INIT_GLES_FUNC(glDrawRangeElements)
INIT_GLES_FUNC(glTexImage3D)
INIT_GLES_FUNC(glTexSubImage3D)
INIT_GLES_FUNC(glCopyTexSubImage3D)
INIT_GLES_FUNC(glCompressedTexImage3D)
INIT_GLES_FUNC(glCompressedTexSubImage3D)
INIT_GLES_FUNC(glGenQueries)
INIT_GLES_FUNC(glDeleteQueries)
INIT_GLES_FUNC(glIsQuery)
INIT_GLES_FUNC(glBeginQuery)
INIT_GLES_FUNC(glEndQuery)
INIT_GLES_FUNC(glGetQueryiv)
INIT_GLES_FUNC(glGetQueryObjectuiv)
INIT_GLES_FUNC(glUnmapBuffer)
INIT_GLES_FUNC(glGetBufferPointerv)
INIT_GLES_FUNC(glDrawBuffers)
INIT_GLES_FUNC(glUniformMatrix2x3fv)
INIT_GLES_FUNC(glUniformMatrix3x2fv)
INIT_GLES_FUNC(glUniformMatrix2x4fv)
INIT_GLES_FUNC(glUniformMatrix4x2fv)
INIT_GLES_FUNC(glUniformMatrix3x4fv)
INIT_GLES_FUNC(glUniformMatrix4x3fv)
INIT_GLES_FUNC(glBlitFramebuffer)
INIT_GLES_FUNC(glRenderbufferStorageMultisample)
INIT_GLES_FUNC(glFramebufferTextureLayer)
INIT_GLES_FUNC(glFlushMappedBufferRange)
INIT_GLES_FUNC(glBindVertexArray)
INIT_GLES_FUNC(glDeleteVertexArrays)
INIT_GLES_FUNC(glGenVertexArrays)
INIT_GLES_FUNC(glIsVertexArray)
INIT_GLES_FUNC(glGetIntegeri_v)
INIT_GLES_FUNC(glBeginTransformFeedback)
INIT_GLES_FUNC(glEndTransformFeedback)
INIT_GLES_FUNC(glBindBufferRange)
INIT_GLES_FUNC(glBindBufferBase)
INIT_GLES_FUNC(glTransformFeedbackVaryings)
INIT_GLES_FUNC(glGetTransformFeedbackVarying)
INIT_GLES_FUNC(glVertexAttribIPointer)
INIT_GLES_FUNC(glGetVertexAttribIiv)
INIT_GLES_FUNC(glGetVertexAttribIuiv)
INIT_GLES_FUNC(glVertexAttribI4i)
INIT_GLES_FUNC(glVertexAttribI4ui)
INIT_GLES_FUNC(glVertexAttribI4iv)
INIT_GLES_FUNC(glVertexAttribI4uiv)
INIT_GLES_FUNC(glGetUniformuiv)
INIT_GLES_FUNC(glGetFragDataLocation)
INIT_GLES_FUNC(glUniform1ui)
INIT_GLES_FUNC(glUniform2ui)
INIT_GLES_FUNC(glUniform3ui)
INIT_GLES_FUNC(glUniform4ui)
INIT_GLES_FUNC(glUniform1uiv)
INIT_GLES_FUNC(glUniform2uiv)
INIT_GLES_FUNC(glUniform3uiv)
INIT_GLES_FUNC(glUniform4uiv)
INIT_GLES_FUNC(glClearBufferiv)
INIT_GLES_FUNC(glClearBufferuiv)
INIT_GLES_FUNC(glClearBufferfv)
INIT_GLES_FUNC(glClearBufferfi)
INIT_GLES_FUNC(glCopyBufferSubData)
INIT_GLES_FUNC(glGetUniformIndices)
INIT_GLES_FUNC(glGetActiveUniformsiv)
INIT_GLES_FUNC(glGetUniformBlockIndex)
INIT_GLES_FUNC(glGetActiveUniformBlockiv)
INIT_GLES_FUNC(glGetActiveUniformBlockName)
INIT_GLES_FUNC(glUniformBlockBinding)
INIT_GLES_FUNC(glDrawArraysInstanced)
INIT_GLES_FUNC(glDrawElementsInstanced)
INIT_GLES_FUNC(glFenceSync)
INIT_GLES_FUNC(glIsSync)
INIT_GLES_FUNC(glDeleteSync)
INIT_GLES_FUNC(glClientWaitSync)
INIT_GLES_FUNC(glWaitSync)
INIT_GLES_FUNC(glGetInteger64v)
INIT_GLES_FUNC(glGetSynciv)
INIT_GLES_FUNC(glGetInteger64i_v)
INIT_GLES_FUNC(glGetBufferParameteri64v)
INIT_GLES_FUNC(glGenSamplers)
INIT_GLES_FUNC(glDeleteSamplers)
INIT_GLES_FUNC(glIsSampler)
INIT_GLES_FUNC(glBindSampler)
INIT_GLES_FUNC(glSamplerParameteri)
INIT_GLES_FUNC(glSamplerParameteriv)
INIT_GLES_FUNC(glSamplerParameterf)
INIT_GLES_FUNC(glSamplerParameterfv)
INIT_GLES_FUNC(glGetSamplerParameteriv)
INIT_GLES_FUNC(glGetSamplerParameterfv)
INIT_GLES_FUNC(glVertexAttribDivisor)
INIT_GLES_FUNC(glBindTransformFeedback)
INIT_GLES_FUNC(glDeleteTransformFeedbacks)
INIT_GLES_FUNC(glGenTransformFeedbacks)
INIT_GLES_FUNC(glIsTransformFeedback)
INIT_GLES_FUNC(glPauseTransformFeedback)
INIT_GLES_FUNC(glResumeTransformFeedback)
INIT_GLES_FUNC(glGetProgramBinary)
INIT_GLES_FUNC(glProgramBinary)
INIT_GLES_FUNC(glProgramParameteri)
INIT_GLES_FUNC(glInvalidateFramebuffer)
INIT_GLES_FUNC(glInvalidateSubFramebuffer)
INIT_GLES_FUNC(glTexStorage2D)
INIT_GLES_FUNC(glTexStorage3D)
INIT_GLES_FUNC(glGetInternalformativ)
INIT_GLES_FUNC(glDispatchCompute)
INIT_GLES_FUNC(glDispatchComputeIndirect)
INIT_GLES_FUNC(glDrawArraysIndirect)
INIT_GLES_FUNC(glDrawElementsIndirect)
INIT_GLES_FUNC(glFramebufferParameteri)
INIT_GLES_FUNC(glGetFramebufferParameteriv)
INIT_GLES_FUNC(glGetProgramInterfaceiv)
INIT_GLES_FUNC(glShaderStorageBlockBinding)
INIT_GLES_FUNC(glGetProgramResourceIndex)
INIT_GLES_FUNC(glGetProgramResourceName)
INIT_GLES_FUNC(glGetProgramResourceiv)
INIT_GLES_FUNC(glGetProgramResourceLocation)
INIT_GLES_FUNC(glUseProgramStages)
INIT_GLES_FUNC(glActiveShaderProgram)
INIT_GLES_FUNC(glCreateShaderProgramv)
INIT_GLES_FUNC(glBindProgramPipeline)
INIT_GLES_FUNC(glDeleteProgramPipelines)
INIT_GLES_FUNC(glGenProgramPipelines)
INIT_GLES_FUNC(glIsProgramPipeline)
INIT_GLES_FUNC(glGetProgramPipelineiv)
INIT_GLES_FUNC(glProgramUniform1i)
INIT_GLES_FUNC(glProgramUniform2i)
INIT_GLES_FUNC(glProgramUniform3i)
INIT_GLES_FUNC(glProgramUniform4i)
INIT_GLES_FUNC(glProgramUniform1ui)
INIT_GLES_FUNC(glProgramUniform2ui)
INIT_GLES_FUNC(glProgramUniform3ui)
INIT_GLES_FUNC(glProgramUniform4ui)
INIT_GLES_FUNC(glProgramUniform1f)
INIT_GLES_FUNC(glProgramUniform2f)
INIT_GLES_FUNC(glProgramUniform3f)
INIT_GLES_FUNC(glProgramUniform4f)
INIT_GLES_FUNC(glProgramUniform1iv)
INIT_GLES_FUNC(glProgramUniform2iv)
INIT_GLES_FUNC(glProgramUniform3iv)
INIT_GLES_FUNC(glProgramUniform4iv)
INIT_GLES_FUNC(glProgramUniform1uiv)
INIT_GLES_FUNC(glProgramUniform2uiv)
INIT_GLES_FUNC(glProgramUniform3uiv)
INIT_GLES_FUNC(glProgramUniform4uiv)
INIT_GLES_FUNC(glProgramUniform1fv)
INIT_GLES_FUNC(glProgramUniform2fv)
INIT_GLES_FUNC(glProgramUniform3fv)
INIT_GLES_FUNC(glProgramUniform4fv)
INIT_GLES_FUNC(glProgramUniformMatrix2fv)
INIT_GLES_FUNC(glProgramUniformMatrix3fv)
INIT_GLES_FUNC(glProgramUniformMatrix4fv)
INIT_GLES_FUNC(glProgramUniformMatrix2x3fv)
INIT_GLES_FUNC(glProgramUniformMatrix3x2fv)
INIT_GLES_FUNC(glProgramUniformMatrix2x4fv)
INIT_GLES_FUNC(glProgramUniformMatrix4x2fv)
INIT_GLES_FUNC(glProgramUniformMatrix3x4fv)
INIT_GLES_FUNC(glProgramUniformMatrix4x3fv)
INIT_GLES_FUNC(glValidateProgramPipeline)
INIT_GLES_FUNC(glGetProgramPipelineInfoLog)
INIT_GLES_FUNC(glBindImageTexture)
INIT_GLES_FUNC(glGetBooleani_v)
INIT_GLES_FUNC(glMemoryBarrier)
INIT_GLES_FUNC(glMemoryBarrierByRegion)
INIT_GLES_FUNC(glTexStorage2DMultisample)
INIT_GLES_FUNC(glGetMultisamplefv)
INIT_GLES_FUNC(glSampleMaski)
INIT_GLES_FUNC(glGetTexLevelParameteriv)
INIT_GLES_FUNC(glGetTexLevelParameterfv)
INIT_GLES_FUNC(glBindVertexBuffer)
INIT_GLES_FUNC(glVertexAttribFormat)
INIT_GLES_FUNC(glVertexAttribIFormat)
INIT_GLES_FUNC(glVertexAttribBinding)
INIT_GLES_FUNC(glVertexBindingDivisor)
INIT_GLES_FUNC(glBlendBarrier)
INIT_GLES_FUNC(glCopyImageSubData)
INIT_GLES_FUNC(glDebugMessageControl)
INIT_GLES_FUNC(glDebugMessageInsert)
INIT_GLES_FUNC(glDebugMessageCallback)
INIT_GLES_FUNC(glGetDebugMessageLog)
INIT_GLES_FUNC(glPushDebugGroup)
INIT_GLES_FUNC(glPopDebugGroup)
INIT_GLES_FUNC(glObjectLabel)
INIT_GLES_FUNC(glGetObjectLabel)
INIT_GLES_FUNC(glObjectPtrLabel)
INIT_GLES_FUNC(glGetObjectPtrLabel)
INIT_GLES_FUNC(glGetPointerv)
INIT_GLES_FUNC(glEnablei)
INIT_GLES_FUNC(glDisablei)
INIT_GLES_FUNC(glBlendEquationi)
INIT_GLES_FUNC(glBlendEquationSeparatei)
INIT_GLES_FUNC(glBlendFunci)
INIT_GLES_FUNC(glBlendFuncSeparatei)
INIT_GLES_FUNC(glColorMaski)
INIT_GLES_FUNC(glIsEnabledi)
INIT_GLES_FUNC(glDrawElementsBaseVertex)
INIT_GLES_FUNC(glDrawRangeElementsBaseVertex)
INIT_GLES_FUNC(glDrawElementsInstancedBaseVertex)
INIT_GLES_FUNC(glFramebufferTexture)
INIT_GLES_FUNC(glPrimitiveBoundingBox)
INIT_GLES_FUNC(glGetGraphicsResetStatus)
INIT_GLES_FUNC(glReadnPixels)
INIT_GLES_FUNC(glGetnUniformfv)
INIT_GLES_FUNC(glGetnUniformiv)
INIT_GLES_FUNC(glGetnUniformuiv)
INIT_GLES_FUNC(glMinSampleShading)
INIT_GLES_FUNC(glPatchParameteri)
INIT_GLES_FUNC(glTexParameterIiv)
INIT_GLES_FUNC(glTexParameterIuiv)
INIT_GLES_FUNC(glGetTexParameterIiv)
INIT_GLES_FUNC(glGetTexParameterIuiv)
INIT_GLES_FUNC(glSamplerParameterIiv)
INIT_GLES_FUNC(glSamplerParameterIuiv)
INIT_GLES_FUNC(glGetSamplerParameterIiv)
INIT_GLES_FUNC(glGetSamplerParameterIuiv)
INIT_GLES_FUNC(glTexBuffer)
INIT_GLES_FUNC(glTexBufferRange)
// Optional: absent on an ES 3.2 core driver, and absent on ES 3.1 without the
// matching extension. The tier resolution below picks whichever spelling the
// driver's own support actually comes from.
// Optional by nature: ES never made texture views core, so both spellings are
// absent on plenty of drivers and neither absence is an error.
INIT_GLES_FUNC_OPTIONAL(glTextureViewEXT)
INIT_GLES_FUNC_OPTIONAL(glTextureViewOES)
INIT_GLES_FUNC_OPTIONAL(glTexBufferEXT)
INIT_GLES_FUNC_OPTIONAL(glTexBufferOES)
INIT_GLES_FUNC_OPTIONAL(glTexBufferRangeEXT)
INIT_GLES_FUNC_OPTIONAL(glTexBufferRangeOES)
INIT_GLES_FUNC(glTexStorage3DMultisample)
INIT_GLES_FUNC(glMapBufferRange)
INIT_GLES_FUNC(glBufferStorageEXT)
INIT_GLES_FUNC(glGetQueryObjectivEXT)
INIT_GLES_FUNC(glGetQueryObjecti64vEXT)
INIT_GLES_FUNC(glQueryCounterEXT)
INIT_GLES_FUNC(glGetQueryObjectui64vEXT)
INIT_GLES_FUNC(glBindFragDataLocationEXT)
INIT_GLES_FUNC(glMapBufferOES)
INIT_GLES_FUNC_OPTIONAL(glPolygonModeNV)
INIT_GLES_FUNC_OPTIONAL(glPolygonModeANGLE)
INIT_GLES_FUNC_OPTIONAL(glColorMaskiEXT)
INIT_GLES_FUNC_OPTIONAL(glColorMaskiOES)
// Extension-only multi-draw entry points. eglGetProcAddress may legally return a
// non-NULL stub for these on drivers that do not implement them (NVIDIA's ES driver
// returns one for glMultiDrawElementsBaseVertexEXT that silently drops every draw),
// so pointer presence proves nothing: callers must gate on the extension-derived
// SupportsMultiDrawIndirect / SupportsMultiDrawElementsBaseVertex capability flags,
// never on these pointers alone.
INIT_GLES_FUNC_OPTIONAL(glMultiDrawArraysIndirectEXT)
INIT_GLES_FUNC_OPTIONAL(glMultiDrawElementsIndirectEXT)
INIT_GLES_FUNC_OPTIONAL(glMultiDrawElementsBaseVertexEXT)
INIT_GLES_FUNC_OPTIONAL(glDrawArraysInstancedBaseInstanceEXT)
INIT_GLES_FUNC_OPTIONAL(glDrawElementsInstancedBaseInstanceEXT)
INIT_GLES_FUNC_OPTIONAL(glDrawElementsInstancedBaseVertexBaseInstanceEXT)
}
}
void AcquireEGLFunctions(MG_External::EGLFunctionsTable& funcs) {
void* eglLib = nullptr;
#if defined(MOBILEGL_TRACE_ANGLE_VARIANTS) && defined(__ANDROID__)
void* angleGlesLib = nullptr;
#endif
#if defined(_WIN32)
// ANGLE is the GLES provider on Windows regardless of UseAngle(). Preload
// libGLESv2.dll so libEGL.dll resolves its dependency from the same directory.
if (!OpenLib({"libGLESv2.dll"})) {
MGLOG_E("Failed to open ANGLE libGLESv2.dll");
return;
}
eglLib = OpenLib({"libEGL.dll"});
#else
if (UseAngle()) {
void* glesLib = OpenLib({"libGLESv2_angle.so"});
if (!glesLib) {
MGLOG_E("Failed to open ANGLE libGLESv2_angle.so");
return;
}
#if defined(MOBILEGL_TRACE_ANGLE_VARIANTS) && defined(__ANDROID__)
angleGlesLib = glesLib;
#endif
eglLib = OpenLib({"libEGL_angle.so"});
if (!eglLib) {
MGLOG_E("Failed to open ANGLE libEGL_angle.so");
return;
}
} else {
#if defined(MOBILEGL_IOS)
eglLib = OpenLib({"libtinygl4angle.dylib"});
#else
// Versioned SONAME first. The unversioned "libEGL.so" is a development
// symlink: it ships in libegl-dev/mesa-libEGL-devel, NOT in the runtime
// package, so a machine that can run GL perfectly well may not have it -
// every stock Ubuntu/Debian runtime image, the GitHub Actions runners
// included. Asking only for the unversioned name there makes dlopen fail,
// which used to leave the whole EGL function table null and take the next
// call through a null pointer (SIGSEGV inside InitDisplayAndContext).
// Developer machines have both names, which is exactly why this only ever
// showed up in CI.
eglLib = OpenLib({"libEGL.so.1", "libEGL.so"});
#endif
}
#endif // !_WIN32
if (!eglLib) {
// MGLOG_F, not MGLOG_E: with no EGL there is no rendering at all, so this is a
// bring-up abort rather than a recoverable error. It was forced to F while the
// Log.h ordering compiled MGLOG_E out of every shipping and CI build; F is still
// the right level on its own merits, so it stays.
MGLOG_F("Failed to open EGL library: none of libEGL.so.1 / libEGL.so could be "
"dlopened; every EGL entry point will be null");
return;
}
auto resolveEGLProc = [&](const char* name) -> void* {
#if defined(MOBILEGL_TRACE_ANGLE_VARIANTS) && defined(__ANDROID__)
if (UseAngle()) {
// Avoid the wrapper's canonical libGLESv2_angle.so lookup:
// resolve its forwarding target from the verified variant.
String target = "EGL_";
target += name + 3;
return ProcAddress(angleGlesLib, target.c_str());
}
#endif
return ProcAddress(eglLib, name);
};
#define INIT_EGL_FUNC(name) \
do { \
funcs.name = (MG_External::EGL::name##_PTR)resolveEGLProc(#name); \
if (!funcs.name) { \
/* MGLOG_F for the same reason as the open failure above: a null entry */ \
/* point is a crash waiting for its first caller, and MGLOG_E is compiled */ \
/* out at the INFO level every shipping and CI build uses. */ \
MGLOG_F("Failed to load EGL function: %s", #name); \
} \
} while (0);
{
INIT_EGL_FUNC(eglBindAPI)
INIT_EGL_FUNC(eglBindTexImage)
INIT_EGL_FUNC(eglChooseConfig)
INIT_EGL_FUNC(eglCopyBuffers)
INIT_EGL_FUNC(eglCreateContext)
INIT_EGL_FUNC(eglCreatePbufferFromClientBuffer)
INIT_EGL_FUNC(eglCreatePbufferSurface)
INIT_EGL_FUNC(eglCreatePixmapSurface)
INIT_EGL_FUNC(eglCreatePlatformPixmapSurface)
INIT_EGL_FUNC(eglCreatePlatformWindowSurface)
INIT_EGL_FUNC(eglCreateWindowSurface)
INIT_EGL_FUNC(eglDestroyContext)
INIT_EGL_FUNC(eglDestroySurface)
INIT_EGL_FUNC(eglGetConfigAttrib)
INIT_EGL_FUNC(eglGetConfigs)
INIT_EGL_FUNC(eglGetCurrentContext)
INIT_EGL_FUNC(eglGetCurrentDisplay)
INIT_EGL_FUNC(eglGetCurrentSurface)
INIT_EGL_FUNC(eglGetDisplay)
INIT_EGL_FUNC(eglGetPlatformDisplay)
INIT_EGL_FUNC(eglGetError)
INIT_EGL_FUNC(eglGetProcAddress)
INIT_EGL_FUNC(eglInitialize)
INIT_EGL_FUNC(eglMakeCurrent)
INIT_EGL_FUNC(eglQueryAPI)
INIT_EGL_FUNC(eglQueryContext)
INIT_EGL_FUNC(eglQueryString)
INIT_EGL_FUNC(eglQuerySurface)
INIT_EGL_FUNC(eglReleaseTexImage)
INIT_EGL_FUNC(eglReleaseThread)
INIT_EGL_FUNC(eglSurfaceAttrib)
INIT_EGL_FUNC(eglSwapBuffers)
INIT_EGL_FUNC(eglSwapBuffersWithDamageEXT)
INIT_EGL_FUNC(eglSwapInterval)
INIT_EGL_FUNC(eglTerminate)
INIT_EGL_FUNC(eglUnlockSurfaceKHR)
INIT_EGL_FUNC(eglWaitClient)
INIT_EGL_FUNC(eglWaitGL)
INIT_EGL_FUNC(eglWaitNative)
INIT_EGL_FUNC(eglCreateSync)
INIT_EGL_FUNC(eglDestroySync)
INIT_EGL_FUNC(eglClientWaitSync)
INIT_EGL_FUNC(eglGetSyncAttrib)
INIT_EGL_FUNC(eglCreateImage)
INIT_EGL_FUNC(eglDestroyImage)
INIT_EGL_FUNC(eglGetPlatformDisplay)
INIT_EGL_FUNC(eglWaitSync)
}
}
// Detects whether indirect draws leak the command's baseInstance word ("reserved, must
// be zero" in unextended ES) into gl_InstanceID. Conforming ES drivers keep
// gl_InstanceID zero-based, but ANGLE's Vulkan backend forwards the command verbatim to
// vkCmdDraw*Indirect and compiles gl_InstanceID to SPIR-V InstanceIndex, which includes
// firstInstance. The DirectGLES native indirect-draw path uses this answer to keep
// gl_InstanceID zero-based in rewritten shaders (PromoteDrawParameterGlobalsToUniforms).
Bool ProbeIndirectInstanceIdIncludesBaseInstance(const MG_External::GLESCapabilities& caps,
const MG_External::GLESFunctionsTable& f) {
const Bool esVersionOk =
caps.GLESVersion.Major > 3 || (caps.GLESVersion.Major == 3 && caps.GLESVersion.Minor >= 1);
if (!esVersionOk || !f.glDrawArraysIndirect || !f.glBindBufferBase || !f.glMapBufferRange ||
!f.glUnmapBuffer || !f.glMemoryBarrier || !f.glCreateShader || !f.glCreateProgram) {
return false;
}
// Read from caps, not re-queried: the per-stage limits are resolved (and their query
// errors drained) before this probe runs, so asking the driver again would be a second
// round trip that can disagree with the number MobileGL actually advertises - and, on
// the early return below, would leave its own GL_INVALID_ENUM in the queue for the
// application's first glGetError to find.
const GLint maxVertexSsboBlocks = caps.MaxVertexShaderStorageBlocks;
if (maxVertexSsboBlocks < 1) {
// The native indirect machinery cannot read the command buffer from the vertex
// stage on this driver anyway; assume conforming zero-based gl_InstanceID.
MGLOG_I("baseInstance probe skipped: GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS = %d", maxVertexSsboBlocks);
return false;
}
while (f.glGetError() != GL_NO_ERROR) {
}
const char* vsSource = "#version 310 es\n"
"layout(std430, binding = 0) buffer MgProbeResult { highp int mg_probeValue; };\n"
"void main() {\n"
" mg_probeValue = gl_InstanceID;\n"
" gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n"
" gl_PointSize = 1.0;\n"
"}\n";
const char* fsSource = "#version 310 es\n"
"void main() {}\n";
const auto compileShader = [&f](GLenum type, const char* src) -> GLuint {
const GLuint shader = f.glCreateShader(type);
if (shader == 0) {
return 0;
}
f.glShaderSource(shader, 1, &src, nullptr);
f.glCompileShader(shader);
GLint status = GL_FALSE;
f.glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
f.glDeleteShader(shader);
return 0;
}
return shader;
};
const GLuint vs = compileShader(GL_VERTEX_SHADER, vsSource);
const GLuint fs = compileShader(GL_FRAGMENT_SHADER, fsSource);
GLuint program = 0;
if (vs != 0 && fs != 0) {
program = f.glCreateProgram();
if (program != 0) {
f.glAttachShader(program, vs);
f.glAttachShader(program, fs);
f.glLinkProgram(program);
GLint status = GL_FALSE;
f.glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status != GL_TRUE) {
f.glDeleteProgram(program);
program = 0;
}
}
}
if (vs != 0) f.glDeleteShader(vs);
if (fs != 0) f.glDeleteShader(fs);
if (program == 0) {
MGLOG_I("baseInstance probe skipped: probe program failed to build (vs=%u fs=%u)", vs, fs);
while (f.glGetError() != GL_NO_ERROR) {
}
return false;
}
constexpr GLuint kProbeBaseInstance = 7;
struct {
GLuint count;
GLuint instanceCount;
GLuint first;
GLuint baseInstance;
} command = {1, 1, 0, kProbeBaseInstance};
const GLint sentinel = -1;
// ES makes indirect draws INVALID_OPERATION on the default vertex array object.
GLuint vao = 0;
f.glGenVertexArrays(1, &vao);
f.glBindVertexArray(vao);
GLuint buffers[2] = {0, 0}; // [0] = result SSBO, [1] = indirect command buffer
f.glGenBuffers(2, buffers);
f.glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffers[0]);
f.glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(sentinel), &sentinel, GL_STATIC_DRAW);
f.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buffers[0]);
f.glBindBuffer(GL_DRAW_INDIRECT_BUFFER, buffers[1]);
f.glBufferData(GL_DRAW_INDIRECT_BUFFER, sizeof(command), &command, GL_STATIC_DRAW);
// The default framebuffer may be incomplete (e.g. surfaceless contexts) and draws
// are validated against completeness even under GL_RASTERIZER_DISCARD, so give the
// probe its own 1x1 target.
GLuint framebuffer = 0;
GLuint renderbuffer = 0;
f.glGenFramebuffers(1, &framebuffer);
f.glGenRenderbuffers(1, &renderbuffer);
f.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
f.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
f.glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
f.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
f.glUseProgram(program);
f.glEnable(GL_RASTERIZER_DISCARD);
f.glDrawArraysIndirect(GL_POINTS, nullptr);
f.glDisable(GL_RASTERIZER_DISCARD);
f.glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
Bool includesBase = false;
const GLenum drawError = f.glGetError();
if (drawError == GL_NO_ERROR) {
f.glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffers[0]);
const void* mapped = f.glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, sizeof(GLint), GL_MAP_READ_BIT);
if (mapped != nullptr) {
GLint written = -1;
std::memcpy(&written, mapped, sizeof(written));
f.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
includesBase = written == static_cast<GLint>(kProbeBaseInstance);
MGLOG_I("baseInstance probe: shader observed gl_InstanceID = %d (baseInstance was %u)", written,
kProbeBaseInstance);
} else {
MGLOG_I("baseInstance probe inconclusive: result map failed");
}
} else {
MGLOG_I("baseInstance probe inconclusive: draw raised GL error 0x%x", drawError);
}
f.glUseProgram(0);
f.glBindFramebuffer(GL_FRAMEBUFFER, 0);
f.glBindRenderbuffer(GL_RENDERBUFFER, 0);
f.glDeleteFramebuffers(1, &framebuffer);
f.glDeleteRenderbuffers(1, &renderbuffer);
f.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
f.glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
f.glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
f.glBindVertexArray(0);
f.glDeleteVertexArrays(1, &vao);
f.glDeleteBuffers(2, buffers);
f.glDeleteProgram(program);
while (f.glGetError() != GL_NO_ERROR) {
}
return includesBase;
}
// GL 4.6 table 23.65 admits exactly four answers for GL_LAYER_PROVOKING_VERTEX and
// GL_VIEWPORT_INDEX_PROVOKING_VERTEX. Anything else means the driver wrote something MobileGL
// cannot forward as a convention, and GL_UNDEFINED_VERTEX - a legal answer, not a placeholder
// - is the accurate thing to say about it.
static GLenum NormalizeProvokingVertexConvention(GLint driverValue) {
switch (static_cast<GLenum>(driverValue)) {
case GL_FIRST_VERTEX_CONVENTION:
case GL_LAST_VERTEX_CONVENTION:
case GL_PROVOKING_VERTEX:
case GL_UNDEFINED_VERTEX:
return static_cast<GLenum>(driverValue);
default:
return GL_UNDEFINED_VERTEX;
}
}
static const char* ProvokingVertexConventionName(GLenum convention) {
switch (convention) {
case GL_FIRST_VERTEX_CONVENTION:
return "GL_FIRST_VERTEX_CONVENTION";
case GL_LAST_VERTEX_CONVENTION:
return "GL_LAST_VERTEX_CONVENTION";
case GL_PROVOKING_VERTEX:
return "GL_PROVOKING_VERTEX";
default:
return "GL_UNDEFINED_VERTEX";
}
}
Bool FillInGLESCapabilities(MG_External::GLESCapabilities& caps, const MG_External::GLESFunctionsTable& glesFuncs) {
if (!glesFuncs.glGetString || !glesFuncs.glGetIntegerv) {
MGLOG_E("Required GLES functions are not loaded, cannot query capabilities");
return false;
}
auto* vendorName = glesFuncs.glGetString(GL_VENDOR);
MGLOG_I("GL_VENDOR: %s", vendorName);
auto* gpuName = glesFuncs.glGetString(GL_RENDERER);
MGLOG_I("GL_RENDERER: %s", gpuName);
glesFuncs.glGetIntegerv(GL_MAJOR_VERSION, &caps.GLESVersion.Major);
glesFuncs.glGetIntegerv(GL_MINOR_VERSION, &caps.GLESVersion.Minor);
caps.GLESVersionString = String((char*)glesFuncs.glGetString(GL_VERSION));
caps.GLESRendererString = String((char*)gpuName);
caps.GLESVendorString = String((char*)vendorName);
caps.GLESShadingLanguageVersionString = String((char*)glesFuncs.glGetString(GL_SHADING_LANGUAGE_VERSION));
GLint extCount = 0;
glesFuncs.glGetIntegerv(GL_NUM_EXTENSIONS, &extCount);
MGLOG_I("Detected %d OpenGL ES extensions:", extCount);
// Combined below: glMultiDrawElementsBaseVertexEXT exists only where EXT/OES
// draw_elements_base_vertex interacts with GL_EXT_multi_draw_arrays.
Bool hasMultiDrawIndirectExtension = false;
Bool hasDrawElementsBaseVertexExtension = false;
Bool hasMultiDrawArraysExtension = false;
// Resolved into caps.TextureBufferSupport below, once the ES version is also known.
Bool hasExtTextureBuffer = false;
Bool hasOesTextureBuffer = false;
// Resolved into caps.SupportsTextureView below. Two spellings of one extension; the
// entry points differ only in suffix, so unlike the buffer-texture tier there is nothing
// downstream that needs to know WHICH one answered.
Bool hasExtTextureView = false;
Bool hasOesTextureView = false;
// Combined with the three entry points below; DirectGLES emulates baseInstance when this
// comes out false, so a stub pointer counting as support would silently break the draws.
Bool hasBaseInstanceExtension = false;
for (GLint i = 0; i < extCount; ++i) {
const char* extension = (const char*)glesFuncs.glGetStringi(GL_EXTENSIONS, i);
if (extension) {
MGLOG_I(" %s", extension);
if (std::strcmp(extension, "GL_EXT_buffer_storage") == 0) {
caps.SupportsPersistentMapping = true;
}
if (std::strcmp(extension, "GL_EXT_texture_norm16") == 0) {
caps.SupportsNorm16Texture = true;
}
if (std::strcmp(extension, "GL_EXT_render_snorm") == 0) {
caps.SupportsRenderSnorm = true;
}
if (std::strcmp(extension, "GL_EXT_color_buffer_float") == 0) {
caps.SupportsColorBufferFloat = true;
}
if (std::strcmp(extension, "GL_EXT_color_buffer_half_float") == 0) {
caps.SupportsColorBufferHalfFloat = true;
}
if (std::strcmp(extension, "GL_EXT_sRGB_write_control") == 0) {
caps.SupportsSrgbWriteControl = true;
}
if (std::strcmp(extension, "GL_EXT_texture_filter_anisotropic") == 0) {
caps.SupportsTextureFilterAnisotropy = true;
}
if (std::strcmp(extension, "GL_EXT_texture_border_clamp") == 0 ||
std::strcmp(extension, "GL_OES_texture_border_clamp") == 0) {
caps.SupportsTextureBorderClamp = true;
}
if (std::strcmp(extension, "GL_EXT_texture_cube_map_array") == 0 ||
std::strcmp(extension, "GL_OES_texture_cube_map_array") == 0) {
caps.SupportsTextureCubeMapArray = true;
}
if (std::strcmp(extension, "GL_EXT_texture_view") == 0) {
hasExtTextureView = true;
}
if (std::strcmp(extension, "GL_OES_texture_view") == 0) {
hasOesTextureView = true;
}
if (std::strcmp(extension, "GL_EXT_texture_buffer") == 0) {
hasExtTextureBuffer = true;
}
if (std::strcmp(extension, "GL_OES_texture_buffer") == 0) {
hasOesTextureBuffer = true;
}
if (std::strcmp(extension, "GL_EXT_base_instance") == 0) {
hasBaseInstanceExtension = true;
}
if (std::strcmp(extension, "GL_EXT_disjoint_timer_query") == 0) {
caps.SupportsDisjointTimerQuery = true;
}
if (std::strcmp(extension, "GL_KHR_parallel_shader_compile") == 0) {
caps.SupportsParallelShaderCompile = true;
}
if (std::strcmp(extension, "GL_EXT_blend_func_extended") == 0) {
caps.SupportsDualSourceBlend = true;
}
if (std::strcmp(extension, "GL_NV_shader_noperspective_interpolation") == 0) {
caps.SupportsNoperspectiveInterpolation = true;
}
if (std::strcmp(extension, "GL_NV_image_formats") == 0) {
caps.SupportsExtendedImageFormats = true;
}
if (std::strcmp(extension, "GL_OES_shader_multisample_interpolation") == 0) {
caps.SupportsShaderMultisampleInterpolation = true;
}
if (std::strcmp(extension, "GL_EXT_multi_draw_indirect") == 0) {
hasMultiDrawIndirectExtension = true;
}
if (std::strcmp(extension, "GL_EXT_draw_elements_base_vertex") == 0 ||
std::strcmp(extension, "GL_OES_draw_elements_base_vertex") == 0) {
hasDrawElementsBaseVertexExtension = true;
}
if (std::strcmp(extension, "GL_EXT_multi_draw_arrays") == 0) {
hasMultiDrawArraysExtension = true;
}
if (std::strcmp(extension, "GL_EXT_clip_cull_distance") == 0) {
caps.SupportsClipDistance = true;
}
if (std::strcmp(extension, "GL_OES_viewport_array") == 0) {
caps.SupportsViewportArray = true;
}
// EXT wins where both are advertised: it is the spelling the Android Extension
// Pack mandates, so it is the one a driver is most likely to have tested.
if (std::strcmp(extension, "GL_EXT_tessellation_point_size") == 0) {
caps.TessellationPointSizeSupport = MG_External::GLESCapabilities::PointSizeTier::ExtensionEXT;
} else if (std::strcmp(extension, "GL_OES_tessellation_point_size") == 0 &&
caps.TessellationPointSizeSupport == MG_External::GLESCapabilities::PointSizeTier::None) {
caps.TessellationPointSizeSupport = MG_External::GLESCapabilities::PointSizeTier::ExtensionOES;
}
if (std::strcmp(extension, "GL_EXT_geometry_point_size") == 0) {
caps.GeometryPointSizeSupport = MG_External::GLESCapabilities::PointSizeTier::ExtensionEXT;
} else if (std::strcmp(extension, "GL_OES_geometry_point_size") == 0 &&
caps.GeometryPointSizeSupport == MG_External::GLESCapabilities::PointSizeTier::None) {
caps.GeometryPointSizeSupport = MG_External::GLESCapabilities::PointSizeTier::ExtensionOES;
}
}
}
// The pointer check on top of the extension check makes each flag sufficient on its own
// at a call site; the extension check on top of the pointer keeps a stub returned by
// eglGetProcAddress (see AcquireGLESFunctions) from ever counting as support.
caps.SupportsMultiDrawIndirect = hasMultiDrawIndirectExtension &&
glesFuncs.glMultiDrawArraysIndirectEXT != nullptr &&
glesFuncs.glMultiDrawElementsIndirectEXT != nullptr;
caps.SupportsMultiDrawElementsBaseVertex = hasDrawElementsBaseVertexExtension &&
hasMultiDrawArraysExtension &&
glesFuncs.glMultiDrawElementsBaseVertexEXT != nullptr;
// All three, not any: DirectGLES picks native-vs-emulated once per draw entry point off
// this single flag, so a driver that resolved only some of them must count as absent.
caps.SupportsBaseInstance = hasBaseInstanceExtension &&
glesFuncs.glDrawArraysInstancedBaseInstanceEXT != nullptr &&
glesFuncs.glDrawElementsInstancedBaseInstanceEXT != nullptr &&
glesFuncs.glDrawElementsInstancedBaseVertexBaseInstanceEXT != nullptr;
// ES has no core texture views at any version, so this is extension-only by nature.
// Each spelling must bring its OWN entry point: a driver that advertises the OES string
// is not required to export glTextureViewEXT.
caps.SupportsTextureView = (hasExtTextureView && glesFuncs.glTextureViewEXT != nullptr) ||
(hasOesTextureView && glesFuncs.glTextureViewOES != nullptr);
// Escape hatch for the integration suite: the no-extension path is the one MobileGL has
// to refuse honestly rather than emulate, and on a driver that HAS the extension there
// would otherwise be no way to exercise that refusal (see TextureViewScenario).
if (std::getenv("MOBILEGL_DISABLE_TEXTURE_VIEW") != nullptr) {
MGLOG_I("MOBILEGL_DISABLE_TEXTURE_VIEW is set; reporting no EXT/OES_texture_view support");
caps.SupportsTextureView = false;
}
// Core from ES 3.2 on, so an extension string is not required there; below 3.2 the
// extension is, and the pointer still has to have resolved either way.
const Bool esAtLeast32 = caps.GLESVersion.Major > 3 ||
(caps.GLESVersion.Major == 3 && caps.GLESVersion.Minor >= 2);
const Bool esAtLeast31 = caps.GLESVersion.Major > 3 ||
(caps.GLESVersion.Major == 3 && caps.GLESVersion.Minor >= 1);
caps.SupportsDrawIndirect = esAtLeast31 && glesFuncs.glDrawArraysIndirect != nullptr &&
glesFuncs.glDrawElementsIndirect != nullptr;
caps.SupportsDrawElementsBaseVertex = (esAtLeast32 || hasDrawElementsBaseVertexExtension) &&
glesFuncs.glDrawElementsBaseVertex != nullptr;
caps.SupportsComputeShader = esAtLeast31 && glesFuncs.glDispatchCompute != nullptr &&
glesFuncs.glMemoryBarrier != nullptr &&
glesFuncs.glCreateShader != nullptr &&
glesFuncs.glCreateProgram != nullptr;
caps.SupportsShaderMultisampleInterpolation =
caps.SupportsShaderMultisampleInterpolation || caps.GLESVersion.Major > 3 ||
(caps.GLESVersion.Major == 3 && caps.GLESVersion.Minor >= 2);
// Detect optional raster/color-mask entry points by whether they loaded. glColorMaski is GLES
// 3.2 core (no extension string), so pointer presence is the reliable signal for all of these.
caps.SupportsPolygonMode =
glesFuncs.glPolygonModeNV != nullptr || glesFuncs.glPolygonModeANGLE != nullptr;
caps.SupportsIndexedColorMask = glesFuncs.glColorMaski != nullptr ||
glesFuncs.glColorMaskiEXT != nullptr ||
glesFuncs.glColorMaskiOES != nullptr;
MGLOG_I(" glPolygonMode (NV/ANGLE): %s", caps.SupportsPolygonMode ? "yes" : "no");
MGLOG_I(" indexed glColorMaski: %s", caps.SupportsIndexedColorMask ? "yes" : "no");
MGLOG_I(" dual-source blend (EXT_blend_func_extended): %s",
caps.SupportsDualSourceBlend ? "yes" : "no");
MGLOG_I(" draw indirect (ES 3.1 core): %s", caps.SupportsDrawIndirect ? "yes" : "no");
MGLOG_I(" multi-draw indirect (EXT_multi_draw_indirect): %s",
caps.SupportsMultiDrawIndirect ? "yes" : "no");
MGLOG_I(" multi-draw base vertex (EXT/OES_draw_elements_base_vertex + EXT_multi_draw_arrays): %s",
caps.SupportsMultiDrawElementsBaseVertex ? "yes" : "no");
MGLOG_I(" draw elements base vertex (ES 3.2 core or EXT/OES_draw_elements_base_vertex): %s",
caps.SupportsDrawElementsBaseVertex ? "yes" : "no");
MGLOG_I(" compute shaders (ES 3.1 core): %s", caps.SupportsComputeShader ? "yes" : "no");
MGLOG_I(" base instance (EXT_base_instance; emulated by attribute offsets when absent): %s",
caps.SupportsBaseInstance ? "yes" : "no");
MGLOG_I(" clip distances (EXT_clip_cull_distance): %s", caps.SupportsClipDistance ? "yes" : "no");
MGLOG_I(" viewport array (OES_viewport_array; gl_ViewportIndex collapses to viewport 0 when absent): %s",
caps.SupportsViewportArray ? "yes" : "no");
{
const auto pointSizeTierName = [](MG_External::GLESCapabilities::PointSizeTier tier) {
switch (tier) {
case MG_External::GLESCapabilities::PointSizeTier::ExtensionEXT: return "EXT";
case MG_External::GLESCapabilities::PointSizeTier::ExtensionOES: return "OES";
default: return "no";
}
};
MGLOG_I(" tessellation gl_PointSize (EXT/OES_tessellation_point_size): %s",
pointSizeTierName(caps.TessellationPointSizeSupport));
MGLOG_I(" geometry gl_PointSize (EXT/OES_geometry_point_size): %s",
pointSizeTierName(caps.GeometryPointSizeSupport));
}
// LOAD-BEARING STRING, not just a banner. android-plugin/trace-replay-ci.sh's
// is_angle_surface_lost() greps mobilegl.log for exactly "OpenGL ES capabilities:" to
// decide whether MobileGL got far enough to have a working context: if the probe ran,
// a later surface loss is a real defect rather than an emulator fault worth retrying.
// Demoting this line, renaming it, or moving it before the context is usable silently
// inverts that retry logic. It is init-phase, so MGLOG_I is correct and it stays.
MGLOG_I("OpenGL ES capabilities:");
glesFuncs.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &caps.UniformBufferOffsetAlignment);
MGLOG_I(" GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: %d", caps.UniformBufferOffsetAlignment);
// ES 3.1 core, so no extension gate - but a driver that somehow leaves it at zero would
// make every storage-range offset legal, so an unusable answer keeps the 256 default.
GLint shaderStorageOffsetAlignment = 0;
glesFuncs.glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &shaderStorageOffsetAlignment);
while (glesFuncs.glGetError() != GL_NO_ERROR) {
}
if (shaderStorageOffsetAlignment > 0) {
caps.ShaderStorageBufferOffsetAlignment = shaderStorageOffsetAlignment;
}
MGLOG_I(" GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT: %d", caps.ShaderStorageBufferOffsetAlignment);
GLfloat aliasedLineWidthRange[2] = {1.0f, 1.0f};
GLfloat smoothLineWidthRange[2] = {1.0f, 1.0f};
GLfloat smoothLineWidthGranularity = 1.0f;
GLfloat aliasedPointSizeRange[2] = {1.0f, 1.0f};
// GL 4.6 core table 23.60 sets the MINIMUM VIEWPORT_BOUNDS_RANGE at [-32768, 32767], and
// KHR-GL43.viewport_array.queries asserts exactly that floor. GLES has no such query, so
// the glGetFloatv below raises GL_INVALID_ENUM and leaves this untouched - starting it at
// {0, 0} advertised a range that admits no viewport origin at all.
GLfloat viewportBoundsRange[2] = {-32768.0f, 32767.0f};
GLint maxViewportDims[2] = {16384, 16384};
GLint viewportSubpixelBits = 0;
GLint max3DTextureSize = 16384;
GLint maxArrayTextureLayers = 2048;
GLint maxCubeMapTextureSize = 16384;
GLint maxFramebufferWidth = 16384;
GLint maxFramebufferHeight = 16384;
GLint maxFramebufferLayers = 2048;
GLint maxRenderbufferSize = 16384;
GLint maxTextureSize = 16384;
GLint maxColorTextureSamples = 1;
GLint maxDepthTextureSamples = 1;
GLint maxFramebufferSamples = 1;
GLint maxIntegerSamples = 1;
GLint maxSamples = 1;
GLint maxSampleMaskWords = 1;
GLint maxTextureImageUnits = 32;
GLint maxVertexTextureImageUnits = 32;
GLint maxComputeTextureImageUnits = 32;
GLint maxCombinedTextureImageUnits = 192;
GLint maxVertexAttribs = 16;
GLint maxComputeShaderStorageBlocks = 8;
GLint maxCombinedShaderStorageBlocks = 32;
// ES 3.2 table 21.44 minimums. Zero for the four graphics stages below fragment is not a
// placeholder - it is what the spec permits and what ARM's GLES driver actually reports,
// so a probe that never runs (pre-ES 3.2, unsupported pname) leaves behind the truthful
// answer rather than an optimistic one.
GLint maxVertexShaderStorageBlocks = 0;
GLint maxTessControlShaderStorageBlocks = 0;
GLint maxTessEvaluationShaderStorageBlocks = 0;
GLint maxGeometryShaderStorageBlocks = 0;
GLint maxFragmentShaderStorageBlocks = 4;
GLint maxComputeUniformBlocks = 12;
GLint maxComputeWorkGroupInvocations = 128;
GLint maxComputeWorkGroupCount[3] = {65535, 65535, 65535};
GLint maxComputeWorkGroupSize[3] = {1024, 1024, 64};
GLint maxShaderStorageBufferBindings = 8;
GLint maxTextureBufferSize = 65536;
GLint maxUniformBufferBindings = 24;
GLint maxUniformBlockSize = 16384;
GLint maxImageUnits = 8;
GLint maxCombinedImageUniforms = 8;
GLint maxVertexImageUniforms = 0;
GLint maxGeometryImageUniforms = 0;
GLint maxFragmentImageUniforms = 8;
GLint maxComputeImageUniforms = 8;
GLint maxDrawBuffers = 8;
GLint maxColorAttachments = 8;
// Zero is a legal answer, not a placeholder. GL_MAX_CLIP_DISTANCES exists in ES only as
// GL_MAX_CLIP_DISTANCES_EXT under GL_EXT_clip_cull_distance, so on a driver without that
// extension there is nowhere to put a clip distance at all: SPIRV-Cross emits
// gl_ClipDistance behind an `#extension ... : require` the ESSL compiler rejects, and
// DirectGLES has no state to forward the per-distance enables into (see the gate in
// DirectGLES::SyncRenderState). Starting at 8 meant a probe that could never run left an
// optimistic 8 behind, so the frontend promised eight clip planes and every draw with a
// clipping program silently rendered nothing. The guarded probe below only ever widens it.
GLint maxClipDistances = 0;
// The cull half of the same extension, and the same "zero is a legal answer" rule: a cull
// distance discards the whole primitive, so promising eight on a driver that has none does
// not fail loudly, it drops every draw of a culling program.
GLint maxCullDistances = 0;
GLint maxCombinedClipAndCullDistances = 0;
GLint maxViewports = 16;
// GL_UNDEFINED_VERTEX is what stands when the probes below cannot run, and it is a legal
// answer rather than a placeholder: with neither geometry shaders nor a viewport array
// there is no layered or multi-viewport draw for a convention to describe.
GLenum layerProvokingVertex = GL_UNDEFINED_VERTEX;
GLenum viewportIndexProvokingVertex = GL_UNDEFINED_VERTEX;
GLfloat minFragmentInterpolationOffset = -0.5f;
GLfloat maxFragmentInterpolationOffset = 0.4375f;
GLint fragmentInterpolationOffsetBits = 4;
// Core minimums of both APIs (GL 4.6 table 23.53, ES 3.1 table 20.40); the probe
// below only ever widens them.
GLint minProgramTextureGatherOffset = -8;
GLint maxProgramTextureGatherOffset = 7;
GLint maxPatchVertices = 32;
GLint maxTessGenLevel = 64;
// Function-scope, and used by every probe group below rather than redeclared inside each
// one. Returns whether anything was drained, which is what lets a group tell "the driver
// answered" from "the driver rejected the pname and left my local alone".
const auto drainErrors = [&glesFuncs]() {
Bool hadError = false;
if (glesFuncs.glGetError) {
while (glesFuncs.glGetError() != GL_NO_ERROR) hadError = true;
}
return hadError;
};
// THE GENERATOR OF THIS WHOLE BUG FAMILY, closed here. A bare glGetIntegerv/glGetFloatv
// of a pname the driver does not have does two damaging things at once: it leaves the
// local at whatever the declaration initialised it to - an optimistic number the frontend
// then advertises as a capability - and it leaves a GL_INVALID_ENUM in the queue where
// the next unrelated probe's caller, or the application's first glGetError, gets blamed
// for it. The per-stage storage block, fragment interpolation and buffer texture probes
// below already drain and fall back; this unconditional run did neither, which is how
// GL_MAX_CLIP_DISTANCES came to be advertised as 8 on a driver with no clip distances at
// all. Every pname here that is not ES core is now either gated on the capability that
// makes it exist or floored at the value a rejected probe would have left, and the whole
// run is bracketed by a drain.
drainErrors();
glesFuncs.glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, aliasedLineWidthRange);
// GL_SMOOTH_LINE_WIDTH_RANGE / GL_SMOOTH_LINE_WIDTH_GRANULARITY (0x0B22 / 0x0B23) are
// desktop-only - ES has never had an antialiased line width query - so on a real GLES
// driver these two raise GL_INVALID_ENUM. Kept as probes rather than dropped because the
// ANGLE and desktop-GL hosts MobileGL also runs on do answer them; the initialisers are
// the GL 4.6 table 23.55 minimum of [1, 1], which is both the honest answer for a driver
// that cannot say and what an untouched out-param already holds.
glesFuncs.glGetFloatv(GL_SMOOTH_LINE_WIDTH_RANGE, smoothLineWidthRange);
glesFuncs.glGetFloatv(GL_SMOOTH_LINE_WIDTH_GRANULARITY, &smoothLineWidthGranularity);
glesFuncs.glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, aliasedPointSizeRange);
glesFuncs.glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &max3DTextureSize);
glesFuncs.glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxArrayTextureLayers);
glesFuncs.glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &maxCubeMapTextureSize);
glesFuncs.glGetIntegerv(GL_MAX_FRAMEBUFFER_WIDTH, &maxFramebufferWidth);
glesFuncs.glGetIntegerv(GL_MAX_FRAMEBUFFER_HEIGHT, &maxFramebufferHeight);
glesFuncs.glGetIntegerv(GL_MAX_FRAMEBUFFER_LAYERS, &maxFramebufferLayers);
glesFuncs.glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &maxRenderbufferSize);
glesFuncs.glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
glesFuncs.glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &maxColorTextureSamples);
glesFuncs.glGetIntegerv(GL_MAX_DEPTH_TEXTURE_SAMPLES, &maxDepthTextureSamples);
glesFuncs.glGetIntegerv(GL_MAX_FRAMEBUFFER_SAMPLES, &maxFramebufferSamples);
glesFuncs.glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &maxIntegerSamples);
glesFuncs.glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
glesFuncs.glGetIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &maxSampleMaskWords);
// MobileGL's sample-mask state only stores a single 32-bit word (see
// RenderState::SampleMaskValue) and SampleMaski_State() rejects any
// maskNumber other than 0. Advertising the real driver's value here (e.g.
// NVIDIA's GLES driver reports 2) makes glSampleMaski(1, ...) - which
// dEQP's per-case gluStateReset always issues up to GL_MAX_SAMPLE_MASK_WORDS -
// raise GL_INVALID_VALUE and aborts the whole glcts process after every
// single test case. 1 is a spec-legal value (the minimum required), so cap
// to what is actually implemented instead of forwarding the raw driver limit.
maxSampleMaskWords = std::min(maxSampleMaskWords, 1);
// The multisample ceilings above are ES 3.1 state apart from GL_MAX_SAMPLES, which is ES
// 3.0, so a 3.0 context rejects five of the six and leaves whatever the out-param held.
// One sample is what a rejected probe leaves behind and is also the smallest legal
// answer, so clamp rather than trust: a zero reaching GL_Getter would have the frontend
// reject the very sample count it just advertised (see GetAdvertisedMaxSamples).
maxColorTextureSamples = std::max(maxColorTextureSamples, 1);
maxDepthTextureSamples = std::max(maxDepthTextureSamples, 1);
maxFramebufferSamples = std::max(maxFramebufferSamples, 1);
maxIntegerSamples = std::max(maxIntegerSamples, 1);
maxSamples = std::max(maxSamples, 1);
maxSampleMaskWords = std::max(maxSampleMaskWords, 1);
// ES 3.2 core, or EXT_tessellation_shader on 3.1. Probed rather than version-gated so a
// 3.1 driver that HAS the extension still gets to answer; the clamp below is what makes a
// rejected query safe, since GL 4.6 table 23.66 and ES 3.2 table 21.45 set the same
// minimums the initialisers carry and neither API permits less.
glesFuncs.glGetIntegerv(GL_MAX_PATCH_VERTICES, &maxPatchVertices);
glesFuncs.glGetIntegerv(GL_MAX_TESS_GEN_LEVEL, &maxTessGenLevel);
maxPatchVertices = std::max(maxPatchVertices, 32);
maxTessGenLevel = std::max(maxTessGenLevel, 64);
glesFuncs.glGetIntegerv(GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET, &minProgramTextureGatherOffset);
glesFuncs.glGetIntegerv(GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET, &maxProgramTextureGatherOffset);
// A driver that leaves the probe untouched (pre-ES 3.1, or an ignored enum) must not
// drag the advertised range below what GL 4.0 requires of us.
minProgramTextureGatherOffset = std::min(minProgramTextureGatherOffset, -8);
maxProgramTextureGatherOffset = std::max(maxProgramTextureGatherOffset, 7);
glesFuncs.glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits);
glesFuncs.glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &maxVertexTextureImageUnits);
glesFuncs.glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &maxComputeTextureImageUnits);
glesFuncs.glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxCombinedTextureImageUnits);
glesFuncs.glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxVertexAttribs);
glesFuncs.glGetIntegerv(GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, &maxComputeShaderStorageBlocks);
glesFuncs.glGetIntegerv(GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, &maxCombinedShaderStorageBlocks);
glesFuncs.glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &maxComputeUniformBlocks);
glesFuncs.glGetIntegerv(GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS, &maxComputeWorkGroupInvocations);
// The per-axis pair beside it, through the indexed query. ES 3.1 core like the
// invocations limit, so it sits inside the same bracketed run: a 3.0 context rejects
// it, the drain below swallows the error and the locals keep the GL 4.3 minimums.
// These are the six backend-owned indexed answers that cross the MGPipe boundary in
// MGPCaps (DynamicBackendParameters::MaxComputeWorkGroupCount/Size).
if (glesFuncs.glGetIntegeri_v) {
for (GLuint axis = 0; axis < 3; ++axis) {
glesFuncs.glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, axis, &maxComputeWorkGroupCount[axis]);
glesFuncs.glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, axis, &maxComputeWorkGroupSize[axis]);
}
}
glesFuncs.glGetIntegerv(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, &maxShaderStorageBufferBindings);
// GL_MAX_TEXTURE_BUFFER_SIZE is deliberately NOT batched here: like
// GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT below, the pname only exists once buffer textures do,
// so on a driver without them it raises GL_INVALID_ENUM, leaves the local at MobileGL's own
// floor, and - because nothing drains the queue until the alignment probe far below - lets
// that error be misattributed to any query in between. It is queried in the guarded block
// that resolves caps.TextureBufferSupport instead.
glesFuncs.glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxUniformBufferBindings);
glesFuncs.glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize);
glesFuncs.glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits);
glesFuncs.glGetIntegerv(GL_MAX_COMBINED_IMAGE_UNIFORMS, &maxCombinedImageUniforms);
glesFuncs.glGetIntegerv(GL_MAX_VERTEX_IMAGE_UNIFORMS, &maxVertexImageUniforms);
glesFuncs.glGetIntegerv(GL_MAX_FRAGMENT_IMAGE_UNIFORMS, &maxFragmentImageUniforms);
glesFuncs.glGetIntegerv(GL_MAX_COMPUTE_IMAGE_UNIFORMS, &maxComputeImageUniforms);
// Geometry shaders and their image-uniform query are core only in ES 3.2. DirectGLES
// emits ESSL 3.10 on an ES 3.1 context, so reporting zero there is both legal and an
// accurate description of what the backend compiler can consume.
if (caps.GLESVersion.Major > 3 ||
(caps.GLESVersion.Major == 3 && caps.GLESVersion.Minor >= 2)) {
glesFuncs.glGetIntegerv(GL_MAX_GEOMETRY_IMAGE_UNIFORMS, &maxGeometryImageUniforms);
}
// Closes the bracket opened before the run: every local above now holds either the
// driver's answer or a floor, and nothing this function asked for is left in the error
// queue for a later probe - or the application - to be blamed for.
if (drainErrors()) {
MGLOG_W("One or more capability queries were rejected by this driver; the affected "
"limits keep MobileGL's spec-minimum floors");
}
// Per-stage storage-block counts. Deliberately NOT batched with the unconditional probes
// above, for the reason GL_MAX_TEXTURE_BUFFER_SIZE is not: the vertex and fragment pnames
// are ES 3.1, but the tessellation and geometry ones only exist from ES 3.2 on (or under
// EXT_tessellation_shader / EXT_geometry_shader), so on an older context they raise
// GL_INVALID_ENUM, leave the local untouched, and - with nothing draining the queue until
// some later probe - let that error be misattributed to an unrelated query in between, or
// leak into the application's first glGetError.
//
// A stage whose probe does not run keeps the spec minimum, which for all four graphics
// stages is 0. That is the honest answer: DirectGLES emits ESSL 3.10 on an ES 3.1 context,
// where those stages do not exist at all.
{
// Isolate from errors raised by the preceding probes so the drain below reports on
// these queries only.
drainErrors();
glesFuncs.glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &maxVertexShaderStorageBlocks);
glesFuncs.glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &maxFragmentShaderStorageBlocks);
if (drainErrors()) {
MGLOG_W("Per-stage shader storage block query failed for the vertex/fragment "
"stages; assuming the ES minimums (vertex 0, fragment 4)");
maxVertexShaderStorageBlocks = 0;
maxFragmentShaderStorageBlocks = 4;
}
if (esAtLeast32) {
glesFuncs.glGetIntegerv(GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS,
&maxTessControlShaderStorageBlocks);
glesFuncs.glGetIntegerv(GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS,
&maxTessEvaluationShaderStorageBlocks);
glesFuncs.glGetIntegerv(GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS, &maxGeometryShaderStorageBlocks);
if (drainErrors()) {
MGLOG_W("Per-stage shader storage block query failed for the tessellation/"
"geometry stages; assuming the ES minimum of 0");
maxTessControlShaderStorageBlocks = 0;
maxTessEvaluationShaderStorageBlocks = 0;
maxGeometryShaderStorageBlocks = 0;
}
}
// A driver is free to report a negative or nonsensical count into an untouched
// out-param; clamp before anything downstream treats it as a capacity.
maxVertexShaderStorageBlocks = std::max(maxVertexShaderStorageBlocks, 0);
maxTessControlShaderStorageBlocks = std::max(maxTessControlShaderStorageBlocks, 0);
maxTessEvaluationShaderStorageBlocks = std::max(maxTessEvaluationShaderStorageBlocks, 0);
maxGeometryShaderStorageBlocks = std::max(maxGeometryShaderStorageBlocks, 0);
maxFragmentShaderStorageBlocks = std::max(maxFragmentShaderStorageBlocks, 0);
}
glesFuncs.glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
glesFuncs.glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxColorAttachments);
// GL_MAX_CLIP_DISTANCES is 0x0D32, which ES only ever spells GL_MAX_CLIP_DISTANCES_EXT and
// only ever has under GL_EXT_clip_cull_distance. The extension was already resolved into
// caps.SupportsClipDistance a few hundred lines above and is the same flag DirectGLES
// gates the CLIP_DISTANCEi enable forwarding on, so ask the driver only where the pname
// exists; everywhere else the honest 0 stands and no GL_INVALID_ENUM is left behind for an
// unrelated query - or the application's first glGetError - to trip over.
if (caps.SupportsClipDistance) {
drainErrors();
glesFuncs.glGetIntegerv(GL_MAX_CLIP_DISTANCES, &maxClipDistances);
if (drainErrors()) {
MGLOG_W("GL_EXT_clip_cull_distance is advertised but GL_MAX_CLIP_DISTANCES was "
"rejected; reporting no clip distances");
maxClipDistances = 0;
}
// GL_MAX_CULL_DISTANCES_EXT (0x82F9) and GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT
// (0x82FA) are the same tokens as their desktop spellings and arrive with the same
// extension, so they are probed under the same guard and the same drain sandwich.
drainErrors();
glesFuncs.glGetIntegerv(GL_MAX_CULL_DISTANCES, &maxCullDistances);
if (drainErrors()) {
MGLOG_W("GL_EXT_clip_cull_distance is advertised but GL_MAX_CULL_DISTANCES was "
"rejected; reporting no cull distances");
maxCullDistances = 0;
}
drainErrors();
glesFuncs.glGetIntegerv(GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES, &maxCombinedClipAndCullDistances);
if (drainErrors()) {
MGLOG_W("GL_EXT_clip_cull_distance is advertised but "
"GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES was rejected; deriving it from the pair");
maxCombinedClipAndCullDistances = 0;
}
}
glesFuncs.glGetIntegerv(GL_MAX_VIEWPORT_DIMS, maxViewportDims);
// GL_LAYER_PROVOKING_VERTEX is ES 3.2 core (it arrives with geometry shaders, which is
// what gl_Layer needs). Ask the driver where the pname exists rather than asserting a
// convention: it is a statement about which vertex of a primitive supplies gl_Layer, and
// MobileGL forwards the geometry stage to the driver rather than implementing the
// selection itself, so the driver's answer IS MobileGL's answer. Below ES 3.2 there are
// no layered draws to have a convention for and GL_UNDEFINED_VERTEX stands, which GL 4.6
// table 23.65 explicitly permits.
if (esAtLeast32) {
GLint driverLayerConvention = static_cast<GLint>(GL_UNDEFINED_VERTEX);
drainErrors();
glesFuncs.glGetIntegerv(GL_LAYER_PROVOKING_VERTEX, &driverLayerConvention);
if (!drainErrors()) {
layerProvokingVertex = NormalizeProvokingVertexConvention(driverLayerConvention);
}
}
// GL_MAX_VIEWPORTS (0x825B), GL_VIEWPORT_SUBPIXEL_BITS (0x825C) and GL_VIEWPORT_BOUNDS_RANGE
// (0x825D) all arrive with GL_OES_viewport_array and exist nowhere in ES core, so on the
// drivers DirectGLES actually runs on all three raise GL_INVALID_ENUM. The values MobileGL
// advertises do not change by asking: GL_Getter answers GL_MAX_VIEWPORTS from the frontend
// state width (indexed viewport entry points validate against RenderStateParameters::
// MAX_VIEWPORTS, so a device answer of 1 would reject indices the state can legitimately
// hold), floors GL_SUBPIXEL_BITS at its own 4, and the bounds range is clamped to the core
// minimum below. What changes is that the errors stop being manufactured.
if (caps.SupportsViewportArray) {
GLint driverViewportIndexConvention = static_cast<GLint>(GL_UNDEFINED_VERTEX);
drainErrors();
glesFuncs.glGetIntegerv(GL_MAX_VIEWPORTS, &maxViewports);
glesFuncs.glGetIntegerv(GL_VIEWPORT_SUBPIXEL_BITS, &viewportSubpixelBits);
glesFuncs.glGetIntegerv(GL_VIEWPORT_INDEX_PROVOKING_VERTEX, &driverViewportIndexConvention);
if (glesFuncs.glGetFloatv) {
glesFuncs.glGetFloatv(GL_VIEWPORT_BOUNDS_RANGE, viewportBoundsRange);
}
if (drainErrors()) {
MGLOG_W("GL_OES_viewport_array is advertised but its viewport limit queries were "
"rejected; keeping the OpenGL core minimums");
maxViewports = 16;
viewportSubpixelBits = 0;
viewportBoundsRange[0] = -32768.0f;
viewportBoundsRange[1] = 32767.0f;
} else {
viewportIndexProvokingVertex =
NormalizeProvokingVertexConvention(driverViewportIndexConvention);
}
}
if (caps.SupportsShaderMultisampleInterpolation && glesFuncs.glGetFloatv) {
// Isolate these optional queries from errors raised by preceding capability
// probes, then consume any query error so initialization never leaks it into
// the application's first glGetError call.
drainErrors();
glesFuncs.glGetFloatv(GL_MIN_FRAGMENT_INTERPOLATION_OFFSET, &minFragmentInterpolationOffset);
glesFuncs.glGetFloatv(GL_MAX_FRAGMENT_INTERPOLATION_OFFSET, &maxFragmentInterpolationOffset);
glesFuncs.glGetIntegerv(GL_FRAGMENT_INTERPOLATION_OFFSET_BITS, &fragmentInterpolationOffsetBits);
if (drainErrors()) {
MGLOG_W("Fragment interpolation limit query failed; using OpenGL minimums");
minFragmentInterpolationOffset = -0.5f;
maxFragmentInterpolationOffset = 0.4375f;
fragmentInterpolationOffsetBits = 4;
}
}
// Only legal to query once the extension has been seen in the loop above, hence not batched
// with the unconditional probes: on a driver without it this raises GL_INVALID_ENUM.
// Core from ES 3.2 on, whatever the extension string says.
if (caps.GLESVersion.Major > 3 || (caps.GLESVersion.Major == 3 && caps.GLESVersion.Minor >= 2)) {
caps.SupportsTextureBorderClamp = true;
caps.SupportsTextureCubeMapArray = true;
}
// Buffer-texture tier. Core from ES 3.2 on; below that the EXT spelling is preferred over
// the OES one purely because SPIRV-Cross emits GL_EXT_texture_buffer natively, so a driver
// with both needs no directive retargeting. The entry point has to have resolved either
// way - the extension string alone is not support (see the multi-draw note above).
{
using Tier = MG_External::GLESCapabilities::TextureBufferTier;
// Each tier needs the entry point that tier's support actually ships. Gating all
// three on the unsuffixed name - the ES 3.2 CORE spelling - would make every
// EXT/OES driver look unsupported on a strict loader, and would make MobileGL call
// a core entry point the driver never exported on a permissive one. The suffixed
// name is preferred where the support is an extension, with the core name accepted
// as a fallback because drivers that expose both alias them.
const Bool hasCoreEntryPoint = glesFuncs.glTexBuffer != nullptr;
if (esAtLeast32 && hasCoreEntryPoint) {
caps.TextureBufferSupport = Tier::CoreEs32;
} else if (hasExtTextureBuffer && (glesFuncs.glTexBufferEXT != nullptr || hasCoreEntryPoint)) {
caps.TextureBufferSupport = Tier::ExtensionEXT;
} else if (hasOesTextureBuffer && (glesFuncs.glTexBufferOES != nullptr || hasCoreEntryPoint)) {
caps.TextureBufferSupport = Tier::ExtensionOES;
} else {
caps.TextureBufferSupport = Tier::None;
}
// Assigned unconditionally, like every other capability in this function, so a
// second fill on a reused struct cannot keep a stale true.
caps.MaxTextureBufferSizeIsDriverReported = false;
if (caps.TextureBufferSupport != Tier::None) {
// Drain first: an error left by any earlier probe would otherwise read as this
// query having failed, and the value would be discarded as a non-answer.
if (glesFuncs.glGetError) {
while (glesFuncs.glGetError() != GL_NO_ERROR) {
}
}
glesFuncs.glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &maxTextureBufferSize);
if (glesFuncs.glGetError) {
Bool queryFailed = false;
while (glesFuncs.glGetError() != GL_NO_ERROR) {
queryFailed = true;
}
caps.MaxTextureBufferSizeIsDriverReported = !queryFailed;
} else {
caps.MaxTextureBufferSizeIsDriverReported = true;
}
}
// On the None tier the local keeps MobileGL's floor and
// MaxTextureBufferSizeIsDriverReported stays false. The floor, not 0, is what the
// frontend goes on advertising: MobileGL reports an OpenGL 4.x context, where buffer
// textures are core and GL_MAX_TEXTURE_BUFFER_SIZE has a spec minimum of 65536, so 0
// would be an illegal answer that no conformant app is prepared to read (several
// divide by it or size an allocation with it). The dishonesty is contained by making
// the missing capability loud instead - at capability init here, at glTexBuffer, at
// program build, and as its own driver POST row - because GL offers no way to say
// "buffer textures exist but cannot work".
if (caps.TextureBufferSupport == Tier::None) {
// Two ways to land here, and they are worth telling apart: the ordinary one (too
// old, no extension) and the pathological one (the driver says it has them but
// no entry point resolved), which is a driver or loader fault, not a missing
// feature.
const Bool claimsSupport = esAtLeast32 || hasExtTextureBuffer || hasOesTextureBuffer;
MGLOG_I(" Buffer textures: UNSUPPORTED (%s). Any shader sampling a "
"samplerBuffer will fail to compile, and MobileGL keeps advertising "
"GL_MAX_TEXTURE_BUFFER_SIZE = %d because a GL 4.x context may not report 0.",
claimsSupport
? "this driver advertises buffer textures but no glTexBuffer entry "
"point resolved, so none of them can be called"
: "ES core needs 3.2, and neither GL_EXT_texture_buffer nor "
"GL_OES_texture_buffer is present",
maxTextureBufferSize);
}
}
if (caps.SupportsTextureFilterAnisotropy) {
GLfloat maxTextureMaxAnisotropy = 1.0f;
glesFuncs.glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxTextureMaxAnisotropy);
caps.MaxTextureMaxAnisotropy = std::max(maxTextureMaxAnisotropy, 1.0f);
}
caps.AliasedLineWidthRangeMin = aliasedLineWidthRange[0];
caps.AliasedLineWidthRangeMax = aliasedLineWidthRange[1];
caps.SmoothLineWidthRangeMin = smoothLineWidthRange[0];
caps.SmoothLineWidthRangeMax = smoothLineWidthRange[1];
caps.SmoothLineWidthGranularity = smoothLineWidthGranularity;
caps.PointSizeRangeMin = aliasedPointSizeRange[0];
caps.PointSizeRangeMax = aliasedPointSizeRange[1];
caps.PointSizeGranularity = 1.0f;
caps.Max3DTextureSize = max3DTextureSize;
caps.MaxArrayTextureLayers = maxArrayTextureLayers;
caps.MaxCubeMapTextureSize = maxCubeMapTextureSize;
caps.MaxFramebufferWidth = maxFramebufferWidth;
caps.MaxFramebufferHeight = maxFramebufferHeight;
caps.MaxFramebufferLayers = maxFramebufferLayers;
caps.MaxRenderbufferSize = maxRenderbufferSize;
caps.MaxTextureSize = maxTextureSize;
caps.MaxColorTextureSamples = maxColorTextureSamples;
caps.MaxDepthTextureSamples = maxDepthTextureSamples;
caps.MaxFramebufferSamples = maxFramebufferSamples;
caps.MaxIntegerSamples = maxIntegerSamples;
caps.MaxSamples = maxSamples;
caps.MaxSampleMaskWords = maxSampleMaskWords;
caps.MaxPatchVertices = maxPatchVertices;
caps.MaxTessGenLevel = maxTessGenLevel;
caps.MinProgramTextureGatherOffset = minProgramTextureGatherOffset;
caps.MaxProgramTextureGatherOffset = maxProgramTextureGatherOffset;
caps.MaxTextureImageUnits = maxTextureImageUnits;
caps.MaxVertexTextureImageUnits = maxVertexTextureImageUnits;
caps.MaxComputeTextureImageUnits = maxComputeTextureImageUnits;
caps.MaxCombinedTextureImageUnits = maxCombinedTextureImageUnits;
// Not the driver's answer alone: MobileGL emits every vertex input as a
// layout(location = N) qualifier, so an attribute the driver counts but its ESSL
// compiler will not let anything DECLARE is not an attribute MobileGL can hand to an
// application. The probe measures where the qualifier actually stops (see
// SelfTest::ProbeExplicitVertexInputLocationCeiling - Adreno 830 advertises 32 and
// refuses the qualifier from 16 up) and answers with the advertised count on every
// driver that has no such gap and on any run that reaches no verdict, so this only ever
// lowers the number, and only on evidence.
const SelfTest::VertexInputLocationCeilingMeasurement& locationCeiling =
SelfTest::ExplicitVertexInputLocationCeiling(glesFuncs);
// Guarded on `detected` rather than on the number alone: a probe that reached no verdict
// has measured nothing, and the clamp must be driven by evidence or not applied at all.
caps.MaxVertexAttribs = locationCeiling.detected
? std::min(maxVertexAttribs, locationCeiling.usableLocations)
: maxVertexAttribs;
if (locationCeiling.detected) {
MGLOG_I(" GL_MAX_VERTEX_ATTRIBS reduced from the driver's %d to %d: "
"layout(location = N) on a vertex input is refused from N = %d upward",
maxVertexAttribs, caps.MaxVertexAttribs, locationCeiling.usableLocations);
}
caps.MaxComputeShaderStorageBlocks = maxComputeShaderStorageBlocks;
caps.MaxCombinedShaderStorageBlocks = maxCombinedShaderStorageBlocks;
caps.MaxVertexShaderStorageBlocks = maxVertexShaderStorageBlocks;
caps.MaxTessControlShaderStorageBlocks = maxTessControlShaderStorageBlocks;
caps.MaxTessEvaluationShaderStorageBlocks = maxTessEvaluationShaderStorageBlocks;
caps.MaxGeometryShaderStorageBlocks = maxGeometryShaderStorageBlocks;
caps.MaxFragmentShaderStorageBlocks = maxFragmentShaderStorageBlocks;
caps.MaxComputeUniformBlocks = maxComputeUniformBlocks;
caps.MaxComputeWorkGroupInvocations = maxComputeWorkGroupInvocations;
for (SizeT axis = 0; axis < 3; ++axis) {
caps.MaxComputeWorkGroupCount[axis] = maxComputeWorkGroupCount[axis];
caps.MaxComputeWorkGroupSize[axis] = maxComputeWorkGroupSize[axis];
}
caps.MaxShaderStorageBufferBindings = maxShaderStorageBufferBindings;
caps.MaxTextureBufferSize = maxTextureBufferSize;
// Through glesFuncs, like every other capability query here: a bare glGetIntegerv resolves
// to MobileGL's own exported entry point, which answers this pname from the very
// capability table being filled in - so the driver's real alignment never arrived and the
// backend reported an unconstrained offset it cannot honour.
GLint textureBufferOffsetAlignment = 1;
glesFuncs.glGetIntegerv(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, &textureBufferOffsetAlignment);
// Core in ES 3.2 and in EXT_texture_buffer; an older context rejects the pname and leaves
// the default in place.
if (glesFuncs.glGetError) {
while (glesFuncs.glGetError() != GL_NO_ERROR) {}
}
caps.TextureBufferOffsetAlignment = std::max(1, textureBufferOffsetAlignment);
caps.MaxUniformBufferBindings = maxUniformBufferBindings;
caps.MaxUniformBlockSize = maxUniformBlockSize;
caps.MaxImageUnits = maxImageUnits;
caps.MaxCombinedImageUniforms = maxCombinedImageUniforms;
caps.MaxVertexImageUniforms = maxVertexImageUniforms;
caps.MaxGeometryImageUniforms = maxGeometryImageUniforms;
caps.MaxFragmentImageUniforms = maxFragmentImageUniforms;
caps.MaxComputeImageUniforms = maxComputeImageUniforms;
caps.MaxDrawBuffers = maxDrawBuffers;
caps.MaxColorAttachments = maxColorAttachments;
// A driver is free to write nonsense into an out-param it then rejects, and without the
// extension the probe above never ran at all - so the flag, not the local, decides.
caps.MaxClipDistances = caps.SupportsClipDistance ? std::max(maxClipDistances, 0) : 0;
caps.MaxCullDistances = caps.SupportsClipDistance ? std::max(maxCullDistances, 0) : 0;
// The combined limit can never be smaller than either half (GL 4.6 core 11.1.3.10 / the
// EXT spec say so), so a driver that rejected the combined query but answered the other
// two still gets a usable - and never over-stated - number.
caps.MaxCombinedClipAndCullDistances =
caps.SupportsClipDistance
? std::max({maxCombinedClipAndCullDistances, caps.MaxClipDistances, caps.MaxCullDistances})
: 0;
caps.MaxViewports = maxViewports;
caps.LayerProvokingVertex = layerProvokingVertex;
caps.ViewportIndexProvokingVertex = viewportIndexProvokingVertex;
caps.MaxViewportWidth = maxViewportDims[0];
caps.MaxViewportHeight = maxViewportDims[1];
// Only ever WIDER than the core minimum: a driver that answered the query is allowed to
// exceed the floor but never to sit inside it, and a driver that rejected the query left
// the floor in place. Written as a clamp rather than a plain assignment so a partial
// write (one component answered, the other not) cannot narrow the range either.
caps.ViewportBoundsRangeMin = std::min(viewportBoundsRange[0], -32768.0f);
caps.ViewportBoundsRangeMax = std::max(viewportBoundsRange[1], 32767.0f);
caps.ViewportSubpixelBits = viewportSubpixelBits;
caps.MinFragmentInterpolationOffset =
std::isfinite(minFragmentInterpolationOffset) && minFragmentInterpolationOffset <= -0.5f
? minFragmentInterpolationOffset
: -0.5f;
caps.MaxFragmentInterpolationOffset = 0.4375f;
caps.FragmentInterpolationOffsetBits = 4;
if (fragmentInterpolationOffsetBits >= 4 && std::isfinite(maxFragmentInterpolationOffset)) {
const Float requiredMaxOffset = 0.5f - std::ldexp(1.0f, -fragmentInterpolationOffsetBits);
if (maxFragmentInterpolationOffset >= requiredMaxOffset) {
caps.MaxFragmentInterpolationOffset = maxFragmentInterpolationOffset;
caps.FragmentInterpolationOffsetBits = fragmentInterpolationOffsetBits;
}
}
MGLOG_I(" GL_ALIASED_LINE_WIDTH_RANGE: [%.3f, %.3f]", caps.AliasedLineWidthRangeMin,
caps.AliasedLineWidthRangeMax);
MGLOG_I(" GL_SMOOTH_LINE_WIDTH_RANGE: [%.3f, %.3f]", caps.SmoothLineWidthRangeMin,
caps.SmoothLineWidthRangeMax);
MGLOG_I(" GL_SMOOTH_LINE_WIDTH_GRANULARITY: %.3f", caps.SmoothLineWidthGranularity);
MGLOG_I(" GL_ALIASED_POINT_SIZE_RANGE: [%.3f, %.3f]", caps.PointSizeRangeMin, caps.PointSizeRangeMax);
MGLOG_I(" GL_MAX_3D_TEXTURE_SIZE: %d", caps.Max3DTextureSize);
MGLOG_I(" GL_MAX_ARRAY_TEXTURE_LAYERS: %d", caps.MaxArrayTextureLayers);
MGLOG_I(" GL_MAX_CUBE_MAP_TEXTURE_SIZE: %d", caps.MaxCubeMapTextureSize);
MGLOG_I(" GL_MAX_FRAMEBUFFER_WIDTH: %d", caps.MaxFramebufferWidth);
MGLOG_I(" GL_MAX_FRAMEBUFFER_HEIGHT: %d", caps.MaxFramebufferHeight);
MGLOG_I(" GL_MAX_FRAMEBUFFER_LAYERS: %d", caps.MaxFramebufferLayers);
MGLOG_I(" GL_MAX_RENDERBUFFER_SIZE: %d", caps.MaxRenderbufferSize);
MGLOG_I(" GL_MAX_TEXTURE_SIZE: %d", caps.MaxTextureSize);
MGLOG_I(" GL_MAX_COLOR_TEXTURE_SAMPLES: %d", caps.MaxColorTextureSamples);
MGLOG_I(" GL_MAX_DEPTH_TEXTURE_SAMPLES: %d", caps.MaxDepthTextureSamples);
MGLOG_I(" GL_MAX_FRAMEBUFFER_SAMPLES: %d", caps.MaxFramebufferSamples);
MGLOG_I(" GL_MAX_INTEGER_SAMPLES: %d", caps.MaxIntegerSamples);
MGLOG_I(" GL_MAX_SAMPLES: %d", caps.MaxSamples);
MGLOG_I(" GL_MAX_SAMPLE_MASK_WORDS: %d", caps.MaxSampleMaskWords);
MGLOG_I(" GL_MAX_TEXTURE_IMAGE_UNITS: %d", caps.MaxTextureImageUnits);
MGLOG_I(" GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: %d", caps.MaxVertexTextureImageUnits);
MGLOG_I(" GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS: %d", caps.MaxComputeTextureImageUnits);
MGLOG_I(" GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: %d", caps.MaxCombinedTextureImageUnits);
MGLOG_I(" GL_MAX_VERTEX_ATTRIBS: %d", caps.MaxVertexAttribs);
MGLOG_I(" GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS: %d", caps.MaxComputeShaderStorageBlocks);
MGLOG_I(" GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS: %d", caps.MaxCombinedShaderStorageBlocks);
// Worth a line each: a zero here is what stops an application's storage block from ever
// working in that stage, and reading it back from an artifact is the difference between
// "MobileGL dropped my draw" and "this driver has no SSBOs outside compute".
MGLOG_I(" GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS: %d", caps.MaxVertexShaderStorageBlocks);
MGLOG_I(" GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS: %d", caps.MaxTessControlShaderStorageBlocks);
MGLOG_I(" GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS: %d", caps.MaxTessEvaluationShaderStorageBlocks);
MGLOG_I(" GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS: %d", caps.MaxGeometryShaderStorageBlocks);
MGLOG_I(" GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS: %d", caps.MaxFragmentShaderStorageBlocks);
MGLOG_I(" GL_MAX_COMPUTE_UNIFORM_BLOCKS: %d", caps.MaxComputeUniformBlocks);
MGLOG_I(" GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS: %d", caps.MaxComputeWorkGroupInvocations);
MGLOG_I(" GL_MAX_COMPUTE_WORK_GROUP_COUNT: %d %d %d", caps.MaxComputeWorkGroupCount[0],
caps.MaxComputeWorkGroupCount[1], caps.MaxComputeWorkGroupCount[2]);
MGLOG_I(" GL_MAX_COMPUTE_WORK_GROUP_SIZE: %d %d %d", caps.MaxComputeWorkGroupSize[0],
caps.MaxComputeWorkGroupSize[1], caps.MaxComputeWorkGroupSize[2]);
MGLOG_I(" GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS: %d", caps.MaxShaderStorageBufferBindings);
// Three distinct states, and the suffix must not conflate them: a driver answer, a floor
// kept because there are no buffer textures to ask about, and a floor kept because the
// driver claimed buffer textures but then refused the query (which is a driver bug worth
// seeing spelled out rather than hidden behind the same wording as the honest case).
MGLOG_I(" GL_MAX_TEXTURE_BUFFER_SIZE: %d%s", caps.MaxTextureBufferSize,
caps.MaxTextureBufferSizeIsDriverReported
? ""
: (caps.TextureBufferSupport == MG_External::GLESCapabilities::TextureBufferTier::None
? " (MobileGL floor - the driver has no buffer textures to ask)"
: " (MobileGL floor - the driver claims buffer textures but rejected the query)"));
MGLOG_I(" GL_MAX_UNIFORM_BUFFER_BINDINGS: %d", caps.MaxUniformBufferBindings);
MGLOG_I(" GL_MAX_UNIFORM_BLOCK_SIZE: %d", caps.MaxUniformBlockSize);
MGLOG_I(" GL_MAX_IMAGE_UNITS: %d", caps.MaxImageUnits);
MGLOG_I(" GL_MAX_COMBINED_IMAGE_UNIFORMS: %d", caps.MaxCombinedImageUniforms);
MGLOG_I(" GL_MAX_VERTEX_IMAGE_UNIFORMS: %d", caps.MaxVertexImageUniforms);
MGLOG_I(" GL_MAX_GEOMETRY_IMAGE_UNIFORMS: %d", caps.MaxGeometryImageUniforms);
MGLOG_I(" GL_MAX_FRAGMENT_IMAGE_UNIFORMS: %d", caps.MaxFragmentImageUniforms);
MGLOG_I(" GL_MAX_COMPUTE_IMAGE_UNIFORMS: %d", caps.MaxComputeImageUniforms);
MGLOG_I(" GL_MAX_DRAW_BUFFERS: %d", caps.MaxDrawBuffers);
MGLOG_I(" GL_MAX_COLOR_ATTACHMENTS: %d", caps.MaxColorAttachments);
// Worth spelling the reason out for the same reason the per-stage storage block counts
// are: a zero here is what stops an application's gl_ClipDistance from ever clipping, and
// reading it back from an artifact is the difference between "MobileGL dropped my draw"
// and "this driver has no clip distances".
MGLOG_I(" GL_MAX_CLIP_DISTANCES: %d%s", caps.MaxClipDistances,
caps.SupportsClipDistance ? "" : " (no GL_EXT_clip_cull_distance on this driver)");
MGLOG_I(" GL_MAX_CULL_DISTANCES: %d", caps.MaxCullDistances);
MGLOG_I(" GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES: %d", caps.MaxCombinedClipAndCullDistances);
MGLOG_I(" GL_MAX_VIEWPORTS: %d", caps.MaxViewports);
MGLOG_I(" GL_MAX_VIEWPORT_DIMS: [%d, %d]", caps.MaxViewportWidth, caps.MaxViewportHeight);
MGLOG_I(" GL_VIEWPORT_BOUNDS_RANGE: [%.3f, %.3f]", caps.ViewportBoundsRangeMin,
caps.ViewportBoundsRangeMax);
MGLOG_I(" GL_VIEWPORT_SUBPIXEL_BITS: %d", caps.ViewportSubpixelBits);
MGLOG_I(" GL_LAYER_PROVOKING_VERTEX: %s", ProvokingVertexConventionName(caps.LayerProvokingVertex));
MGLOG_I(" GL_VIEWPORT_INDEX_PROVOKING_VERTEX: %s",
ProvokingVertexConventionName(caps.ViewportIndexProvokingVertex));
caps.IndirectDrawInstanceIdIncludesBaseInstance =
ProbeIndirectInstanceIdIncludesBaseInstance(caps, glesFuncs);
MGLOG_I(" Indirect draw gl_InstanceID includes baseInstance: %s",
caps.IndirectDrawInstanceIdIncludesBaseInstance ? "true" : "false");
// ForceOn means "emit the blocks unlocated", i.e. treat the driver as NOT supporting
// located blocks - which is why the override reads inverted here. Auto is the probe's
// own answer and is what every real run uses; the two forced settings exist so the
// emulation can be exercised on a healthy driver (the integration lane) and turned
// off again as a negative control.
switch (MG_Config::Features.EsprytUnlocatedIoBlocks) {
case MG_Config::QuirkOverride::ForceOn:
caps.SupportsLocatedInterStageIoBlocks = false;
MGLOG_I(" Located inter-stage interface blocks: forced OFF by "
"MOBILEGL_ESPRYT_UNLOCATED_IO_BLOCKS; the driver was not probed");
break;
case MG_Config::QuirkOverride::ForceOff:
caps.SupportsLocatedInterStageIoBlocks = true;
MGLOG_I(" Located inter-stage interface blocks: forced ON by "
"MOBILEGL_ESPRYT_UNLOCATED_IO_BLOCKS; the driver was not probed");
break;
case MG_Config::QuirkOverride::Auto:
default:
// SelfTest::ProbeLocatedIoBlocksLosePayload - the Mali-G1-Ultra ES driver
// delivers nothing through an interface block that carries an explicit
// layout(location=) once a tessellation or geometry stage is in the pipeline.
// Probed with its own controls rather than matched on a renderer string; see
// DriverBugProbes.h for the shape and for why the two controls decide what the
// finding is allowed to claim.
caps.SupportsLocatedInterStageIoBlocks =
!SelfTest::LocatedIoBlocksLosePayload(glesFuncs).detected;
break;
}
MGLOG_I(" Located inter-stage interface blocks transport their payload: %s",
caps.SupportsLocatedInterStageIoBlocks
? "true"
: "false (DirectGLES will emit tessellation/geometry programs' interface "
"blocks without a location qualifier)");
caps.IsAngleRenderer = caps.GLESRendererString.find("ANGLE") != String::npos;
caps.IsAngleLlvmpipeRenderer =
caps.IsAngleRenderer && caps.GLESRendererString.find("llvmpipe") != String::npos;
caps.AvoidSamplerMipmapMinFilter =
caps.IsAngleLlvmpipeRenderer && MG_Config::Features.EsprytAvoidSamplerMipmapMinFilter;
caps.AvoidExplicitLodBias =
caps.IsAngleLlvmpipeRenderer && MG_Config::Features.EsprytAvoidExplicitLodBias;
MGLOG_I(" GL_EXT_disjoint_timer_query supported: %s",
caps.SupportsDisjointTimerQuery ? "true" : "false");
MGLOG_I(" GL_KHR_parallel_shader_compile supported: %s",
caps.SupportsParallelShaderCompile ? "true" : "false");
MGLOG_I(" ANGLE renderer: %s", caps.IsAngleRenderer ? "true" : "false");
MGLOG_I(" ANGLE llvmpipe renderer: %s", caps.IsAngleLlvmpipeRenderer ? "true" : "false");
MGLOG_I(" Avoid sampler mipmap min filter: %s",
caps.AvoidSamplerMipmapMinFilter ? "true" : "false");
MGLOG_I(" Avoid explicit LOD bias: %s", caps.AvoidExplicitLodBias ? "true" : "false");
// Last line of defence. Capability init is the very first thing that touches the driver,
// so anything it leaves in the error queue surfaces at the APPLICATION's first
// glGetError and gets attributed to whatever call the app happened to make. Every group
// above drains its own, but a probe added later must not be able to reintroduce the leak.
if (drainErrors()) {
MGLOG_W("Capability initialization left a GL error behind; it has been consumed so it "
"cannot surface at the application's first glGetError");
}
return true;
}
} // namespace MobileGL::MG_Util::BackendLoader