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