blob: e0da58404b77426bb2df9d2c8673f86077d09df4 [file] [log] [blame]
{
"description": [
"Copyright 2022 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.",
"",
"mtl_features.json: Optional features for the Metal renderer."
],
"features": [
{
"name": "has_base_vertex_instanced_draw",
"category": "Features",
"description": [
"The renderer supports base vertex instanced draw"
]
},
{
"name": "has_explicit_mem_barrier",
"category": "Features",
"description": [
"The renderer supports explicit memory barrier"
]
},
{
"name": "has_cheap_render_pass",
"category": "Features",
"description": [
"The renderer can cheaply break a render pass."
]
},
{
"name": "has_non_uniform_dispatch",
"category": "Features",
"description": [
"The renderer supports non uniform compute shader dispatch's group size"
]
},
{
"name": "has_shader_stencil_output",
"category": "Features",
"description": [
"The renderer supports stencil output from fragment shader"
]
},
{
"name": "has_texture_swizzle",
"category": "Features",
"description": [
"The renderer supports texture swizzle"
]
},
{
"name": "has_depth_auto_resolve",
"category": "Features",
"description": [
"The renderer supports MSAA depth auto resolve at the end of render pass"
]
},
{
"name": "has_stencil_auto_resolve",
"category": "Features",
"description": [
"The renderer supports MSAA stencil auto resolve at the end of render pass"
]
},
{
"name": "has_events",
"category": "Features",
"description": [
"The renderer supports MTL(Shared)Event"
]
},
{
"name": "allow_inline_const_vertex_data",
"category": "Features",
"description": [
"The renderer supports using inline constant data for small client vertex data"
]
},
{
"name": "allow_separate_depth_stencil_buffers",
"category": "Features",
"description": [
"Some Apple platforms such as iOS allows separate depth and stencil buffers, ",
"whereas others such as macOS don't"
]
},
{
"name": "allow_runtime_sampler_compare_mode",
"category": "Features",
"description": [
"The renderer supports changing sampler's compare mode outside shaders"
]
},
{
"name": "allow_sampler_compare_gradient",
"category": "Features",
"description": [
"The renderer supports sample_compare with gradients"
]
},
{
"name": "allow_sampler_compare_lod",
"category": "Features",
"description": [
"The renderer supports sample_compare with lod"
]
},
{
"name": "allow_buffer_read_write",
"category": "Features",
"description": [
"The renderer supports buffer read and write in the same shader"
]
},
{
"name": "allow_multisample_store_and_resolve",
"category": "Features",
"description": [
"The renderer supports MSAA store and resolve in the same pass"
]
},
{
"name": "allow_gen_multiple_mips_per_pass",
"category": "Features",
"description": [
"The renderer supports generating multiple mipmaps per pass"
]
},
{
"name": "force_D24S8_as_unsupported",
"category": "Features",
"description": [
"Force Depth24Stencil8 format as unsupported."
]
},
{
"name": "force_buffer_GPU_storage",
"category": "Features",
"description": [
"On systems that support both buffer' memory allocation on GPU and shared memory (such as ",
"macOS), force using GPU memory allocation for buffers everytime or not."
]
},
{
"name": "direct_metal_generation",
"category": "Features",
"description": [
"Direct translation to Metal."
],
"issue": "http://anglebug.com/5505"
},
{
"name": "force_non_CS_base_mipmap_generation",
"category": "Features",
"description": [
"Turn this feature on to disallow Compute Shader based mipmap generation. Compute Shader ",
"based mipmap generation might cause GPU hang on some older iOS devices."
]
},
{
"name": "emulate_transform_feedback",
"category": "Features",
"description": [
"Turn this on to allow transform feedback in Metal using a 2-pass VS for GLES3."
]
},
{
"name": "rewrite_row_major_matrices",
"category": "Features",
"description": [
"Rewrite row major matrices in shaders as column major."
]
},
{
"name": "intel_explicit_bool_cast_workaround",
"category": "Workarounds",
"description": [
"Insert explicit casts for float/double/unsigned/signed int on macOS 10.15 with Intel ",
"driver"
]
},
{
"name": "intel_disable_fast_math",
"category": "Workarounds",
"description": [
"Disable fast math in atan and invariance cases when running below macOS 12.0"
]
},
{
"name": "multisample_color_format_shader_read_workaround",
"category": "Workarounds",
"description": [
"Add shaderRead usage to some multisampled texture formats"
],
"issue": "http://anglebug.com/7049"
},
{
"name": "copy_IOSurface_to_non_IOSurface_for_read_optimization",
"category": "Workarounds",
"description": [
"some GPUs are faster to read an IOSurface texture by first copying the texture to a ",
"non-IOSurface texture"
],
"issue": "http://anglebug.com/7117"
},
{
"name": "copy_texture_to_buffer_for_read_optimization",
"category": "Workarounds",
"description": [
"some GPUs are faster to read a texture by first copying the texture to a buffer"
],
"issue": "http://anglebug.com/7117"
},
{
"name": "limit_max_draw_buffers_for_testing",
"category": "Features",
"description": [
"Used to check the backend works when the device's advertized limit is less than the code's limit"
],
"issue": "http://anglebug.com/7280"
},
{
"name": "limit_max_color_target_bits_for_testing",
"category": "Features",
"description": [
"Metal iOS has a limit on the number of color target bits per pixel."
],
"issue": "http://anglebug.com/7280"
},
{
"name": "preemptively_start_provoking_vertex_command_buffer",
"category": "Features",
"description": [
"AMD Metal Drivers appear to have a bug this works around"
],
"issue": "http://anglebug.com/7635"
},
{
"name": "unpack_last_row_separately_for_padding_inclusion",
"category": "Workarounds",
"description": [
"When uploading textures, some drivers count an extra row padding"
],
"issue": "http://anglebug.com/7573"
}
]
}