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@ -137,6 +137,7 @@ Device::Device() : base_bindings{BuildBaseBindings()} { |
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const std::vector extensions = GetExtensions(); |
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const bool is_nvidia = vendor == "NVIDIA Corporation"; |
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const bool is_amd = vendor == "ATI Technologies Inc."; |
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const bool is_intel = vendor == "Intel"; |
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uniform_buffer_alignment = GetInteger<std::size_t>(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT); |
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@ -149,7 +150,7 @@ Device::Device() : base_bindings{BuildBaseBindings()} { |
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has_vertex_viewport_layer = GLAD_GL_ARB_shader_viewport_layer_array; |
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has_image_load_formatted = HasExtension(extensions, "GL_EXT_shader_image_load_formatted"); |
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has_variable_aoffi = TestVariableAoffi(); |
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has_component_indexing_bug = TestComponentIndexingBug(); |
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has_component_indexing_bug = is_amd; |
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has_precise_bug = TestPreciseBug(); |
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has_broken_compute = is_intel; |
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has_fast_buffer_sub_data = is_nvidia; |
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@ -184,52 +185,6 @@ void main() { |
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})"); |
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} |
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bool Device::TestComponentIndexingBug() { |
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const GLchar* COMPONENT_TEST = R"(#version 430 core |
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layout (std430, binding = 0) buffer OutputBuffer { |
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uint output_value; |
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}; |
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layout (std140, binding = 0) uniform InputBuffer { |
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uvec4 input_value[4096]; |
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}; |
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layout (location = 0) uniform uint idx; |
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void main() { |
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output_value = input_value[idx >> 2][idx & 3]; |
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})"; |
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const GLuint shader{glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &COMPONENT_TEST)}; |
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SCOPE_EXIT({ glDeleteProgram(shader); }); |
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glUseProgram(shader); |
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OGLVertexArray vao; |
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vao.Create(); |
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glBindVertexArray(vao.handle); |
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constexpr std::array<GLuint, 8> values{0, 0, 0, 0, 0x1236327, 0x985482, 0x872753, 0x2378432}; |
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OGLBuffer ubo; |
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ubo.Create(); |
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glNamedBufferData(ubo.handle, sizeof(values), values.data(), GL_STATIC_DRAW); |
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo.handle); |
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OGLBuffer ssbo; |
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ssbo.Create(); |
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glNamedBufferStorage(ssbo.handle, sizeof(GLuint), nullptr, GL_CLIENT_STORAGE_BIT); |
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for (GLuint index = 4; index < 8; ++index) { |
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glInvalidateBufferData(ssbo.handle); |
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo.handle); |
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glProgramUniform1ui(shader, 0, index); |
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glDrawArrays(GL_POINTS, 0, 1); |
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GLuint result; |
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glGetNamedBufferSubData(ssbo.handle, 0, sizeof(result), &result); |
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if (result != values.at(index)) { |
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return true; |
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} |
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} |
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return false; |
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} |
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bool Device::TestPreciseBug() { |
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return !TestProgram(R"(#version 430 core |
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in vec3 coords; |
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