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Diffstat (limited to 'gfx/thebes/gfxEnv.h')
-rw-r--r-- | gfx/thebes/gfxEnv.h | 139 |
1 files changed, 139 insertions, 0 deletions
diff --git a/gfx/thebes/gfxEnv.h b/gfx/thebes/gfxEnv.h new file mode 100644 index 0000000000..a75f26aa97 --- /dev/null +++ b/gfx/thebes/gfxEnv.h @@ -0,0 +1,139 @@ +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ + +#ifndef GFX_ENV_H +#define GFX_ENV_H + +#include "mozilla/Attributes.h" +#include "nsDebug.h" +#include "prenv.h" + +#include <sstream> +#include <string_view> + +// To register the check for an environment variable existence (and not empty), +// add a line in this file using the DECL_GFX_ENV macro. +// +// For example this line in the .h: +// DECL_GFX_ENV(MOZ_GL_SPEW); + +// means that you can call e.g. +// if (gfxEnv::MOZ_GL_SPEW()) { ... } +// if (gfxEnv::MOZ_GL_SPEW().as_str == "2") { ... } +// and that the value will be checked only once, first time we call it, then +// cached. + +struct EnvVal { + std::string_view as_str; + + static auto From(const char* const raw) { + auto ret = EnvVal{}; + + ret.as_str = std::string_view{}; + // Empty string counts as missing. + if (raw) { + ret.as_str = raw; + } + + return ret; + } + + MOZ_IMPLICIT operator bool() const { + return !as_str.empty(); // Warning, this means ENV=0" -> true! + } +}; + +class gfxEnv final { + public: + gfxEnv() = delete; + + static EnvVal Uncached(const char* name) { + const auto raw = PR_GetEnv(name); + const auto ret = EnvVal::From(raw); + if (ret && ret.as_str == "0") { + auto msg = std::stringstream{}; + msg << name << "=" << ret.as_str << " -> true!"; + NS_WARNING(msg.str().c_str()); + } + return ret; + } + +#define DECL_GFX_ENV(Name) \ + static const EnvVal& Name() { \ + static const auto cached = Uncached(#Name); \ + return cached; \ + } + + // This is where DECL_GFX_ENV for each of the environment variables should go. + // We will keep these in an alphabetical order by the environment variable, + // to make it easier to see if a method accessing an entry already exists. + // Just insert yours in the list. + + // OpenGL shader debugging in OGLShaderProgram, in DEBUG only + DECL_GFX_ENV(MOZ_DEBUG_SHADERS) + + // Disabling the crash guard in DriverCrashGuard + DECL_GFX_ENV(MOZ_DISABLE_CRASH_GUARD) + DECL_GFX_ENV(MOZ_FORCE_CRASH_GUARD_NIGHTLY) + + // We force present to work around some Windows bugs - disable that if this + // environment variable is set. + DECL_GFX_ENV(MOZ_DISABLE_FORCE_PRESENT) + + // Together with paint dumping, only when MOZ_DUMP_PAINTING is defined. + // Dumping compositor textures is broken pretty badly. For example, + // on Linux it crashes TextureHost::GetAsSurface() returns null. + // Expect to have to fix things like this if you turn it on. + // Meanwhile, content-side texture dumping + // (conditioned on DebugDumpPainting()) is a good replacement. + DECL_GFX_ENV(MOZ_DUMP_COMPOSITOR_TEXTURES) + + // Dump GLBlitHelper shader source text. + DECL_GFX_ENV(MOZ_DUMP_GLBLITHELPER) + + // Paint dumping, only when MOZ_DUMP_PAINTING is defined. + DECL_GFX_ENV(MOZ_DUMP_PAINT) + DECL_GFX_ENV(MOZ_DUMP_PAINT_ITEMS) + DECL_GFX_ENV(MOZ_DUMP_PAINT_TO_FILE) + + // Force gfxDevCrash to use MOZ_CRASH in Beta and Release + DECL_GFX_ENV(MOZ_GFX_CRASH_MOZ_CRASH) + // Force gfxDevCrash to use telemetry in Nightly and Aurora + DECL_GFX_ENV(MOZ_GFX_CRASH_TELEMETRY) + + // Debugging in GLContext + DECL_GFX_ENV(MOZ_GL_DEBUG) + DECL_GFX_ENV(MOZ_GL_DEBUG_VERBOSE) + DECL_GFX_ENV(MOZ_GL_DEBUG_ABORT_ON_ERROR) + DECL_GFX_ENV(MOZ_GL_RELEASE_ASSERT_CONTEXT_OWNERSHIP) + DECL_GFX_ENV(MOZ_EGL_RELEASE_ASSERT_CONTEXT_OWNERSHIP) + + // Count GL extensions + DECL_GFX_ENV(MOZ_GL_DUMP_EXTS) + + // Very noisy GLContext and GLContextProviderEGL + DECL_GFX_ENV(MOZ_GL_SPEW) + + // Do extra work before and after each GLX call in GLContextProviderGLX + DECL_GFX_ENV(MOZ_GLX_DEBUG) + + // GL compositing on Windows + DECL_GFX_ENV(MOZ_LAYERS_PREFER_EGL) + + // Offscreen GL context for main layer manager + DECL_GFX_ENV(MOZ_LAYERS_PREFER_OFFSCREEN) + + // WebGL workarounds + DECL_GFX_ENV(MOZ_WEBGL_WORKAROUND_FIRST_AFFECTS_INSTANCE_ID) + + // WARNING: + // For readability reasons, please make sure that you've added your new envvar + // to the list above in alphabetical order. + // Please do not just append it to the end of the list! + +#undef DECL_GFX_ENV +}; + +#endif /* GFX_ENV_H */ |