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//
// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// angletypes.h: Workarounds for driver bugs and other issues.
#ifndef LIBANGLE_RENDERER_WORKAROUNDS_H_
#define LIBANGLE_RENDERER_WORKAROUNDS_H_
// TODO(jmadill,zmo,geofflang): make a workarounds library that can operate
// independent of ANGLE's renderer. Workarounds should also be accessible
// outside of the Renderer.
namespace rx
{
enum D3DWorkaroundType
{
ANGLE_D3D_WORKAROUND_NONE,
ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION,
ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION
};
struct Workarounds
{
Workarounds()
: mrtPerfWorkaround(false),
setDataFasterThanImageUpload(false),
zeroMaxLodWorkaround(false),
useInstancedPointSpriteEmulation(false)
{}
bool mrtPerfWorkaround;
bool setDataFasterThanImageUpload;
// Some renderers can't disable mipmaps on a mipmapped texture (i.e. solely sample from level zero, and ignore the other levels).
// D3D11 Feature Level 10+ does this by setting MaxLOD to 0.0f in the Sampler state. D3D9 sets D3DSAMP_MIPFILTER to D3DTEXF_NONE.
// There is no equivalent to this in D3D11 Feature Level 9_3.
// This causes problems when (for example) an application creates a mipmapped texture2D, but sets GL_TEXTURE_MIN_FILTER to GL_NEAREST (i.e disables mipmaps).
// To work around this, D3D11 FL9_3 has to create two copies of the texture. The textures' level zeros are identical, but only one texture has mips.
bool zeroMaxLodWorkaround;
// Some renderers do not support Geometry Shaders so the Geometry Shader-based
// PointSprite emulation will not work.
// To work around this, D3D11 FL9_3 has to use a different pointsprite
// emulation that is implemented using instanced quads.
bool useInstancedPointSpriteEmulation;
};
}
#endif // LIBANGLE_RENDERER_WORKAROUNDS_H_