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+/*
+ * Copyright 2015 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef GrContextOptions_DEFINED
+#define GrContextOptions_DEFINED
+
+#include "include/core/SkData.h"
+#include "include/core/SkString.h"
+#include "include/core/SkTypes.h"
+#include "include/gpu/GrDriverBugWorkarounds.h"
+#include "include/gpu/GrTypes.h"
+#include "include/gpu/ShaderErrorHandler.h"
+#include "include/private/gpu/ganesh/GrTypesPriv.h"
+
+#include <vector>
+
+class SkExecutor;
+
+#if defined(SK_GANESH)
+struct SK_API GrContextOptions {
+ enum class Enable {
+ /** Forces an option to be disabled. */
+ kNo,
+ /** Forces an option to be enabled. */
+ kYes,
+ /**
+ * Uses Skia's default behavior, which may use runtime properties (e.g. driver version).
+ */
+ kDefault
+ };
+
+ enum class ShaderCacheStrategy {
+ kSkSL,
+ kBackendSource,
+ kBackendBinary,
+ };
+
+ /**
+ * Abstract class which stores Skia data in a cache that persists between sessions. Currently,
+ * Skia stores compiled shader binaries (only when glProgramBinary / glGetProgramBinary are
+ * supported) when provided a persistent cache, but this may extend to other data in the future.
+ */
+ class SK_API PersistentCache {
+ public:
+ virtual ~PersistentCache() = default;
+
+ /**
+ * Returns the data for the key if it exists in the cache, otherwise returns null.
+ */
+ virtual sk_sp<SkData> load(const SkData& key) = 0;
+
+ // Placeholder until all clients override the 3-parameter store(), then remove this, and
+ // make that version pure virtual.
+ virtual void store(const SkData& /*key*/, const SkData& /*data*/) { SkASSERT(false); }
+
+ /**
+ * Stores data in the cache, indexed by key. description provides a human-readable
+ * version of the key.
+ */
+ virtual void store(const SkData& key, const SkData& data, const SkString& /*description*/) {
+ this->store(key, data);
+ }
+
+ protected:
+ PersistentCache() = default;
+ PersistentCache(const PersistentCache&) = delete;
+ PersistentCache& operator=(const PersistentCache&) = delete;
+ };
+
+ using ShaderErrorHandler = skgpu::ShaderErrorHandler;
+
+ GrContextOptions() {}
+
+ // Suppress prints for the GrContext.
+ bool fSuppressPrints = false;
+
+ /**
+ * Controls whether we check for GL errors after functions that allocate resources (e.g.
+ * glTexImage2D), at the end of a GPU submission, or checking framebuffer completeness. The
+ * results of shader compilation and program linking are always checked, regardless of this
+ * option. Ignored on backends other than GL.
+ */
+ Enable fSkipGLErrorChecks = Enable::kDefault;
+
+ /** Overrides: These options override feature detection using backend API queries. These
+ overrides can only reduce the feature set or limits, never increase them beyond the
+ detected values. */
+
+ int fMaxTextureSizeOverride = SK_MaxS32;
+
+ /** the threshold in bytes above which we will use a buffer mapping API to map vertex and index
+ buffers to CPU memory in order to update them. A value of -1 means the GrContext should
+ deduce the optimal value for this platform. */
+ int fBufferMapThreshold = -1;
+
+ /**
+ * Executor to handle threaded work within Ganesh. If this is nullptr, then all work will be
+ * done serially on the main thread. To have worker threads assist with various tasks, set this
+ * to a valid SkExecutor instance. Currently, used for software path rendering, but may be used
+ * for other tasks.
+ */
+ SkExecutor* fExecutor = nullptr;
+
+ /** Construct mipmaps manually, via repeated downsampling draw-calls. This is used when
+ the driver's implementation (glGenerateMipmap) contains bugs. This requires mipmap
+ level control (ie desktop or ES3). */
+ bool fDoManualMipmapping = false;
+
+ /**
+ * Disables the use of coverage counting shortcuts to render paths. Coverage counting can cause
+ * artifacts along shared edges if care isn't taken to ensure both contours wind in the same
+ * direction.
+ */
+ // FIXME: Once this is removed from Chrome and Android, rename to fEnable"".
+ bool fDisableCoverageCountingPaths = true;
+
+ /**
+ * Disables distance field rendering for paths. Distance field computation can be expensive,
+ * and yields no benefit if a path is not rendered multiple times with different transforms.
+ */
+ bool fDisableDistanceFieldPaths = false;
+
+ /**
+ * If true this allows path mask textures to be cached. This is only really useful if paths
+ * are commonly rendered at the same scale and fractional translation.
+ */
+ bool fAllowPathMaskCaching = true;
+
+ /**
+ * If true, the GPU will not be used to perform YUV -> RGB conversion when generating
+ * textures from codec-backed images.
+ */
+ bool fDisableGpuYUVConversion = false;
+
+ /**
+ * The maximum size of cache textures used for Skia's Glyph cache.
+ */
+ size_t fGlyphCacheTextureMaximumBytes = 2048 * 1024 * 4;
+
+ /**
+ * Below this threshold size in device space distance field fonts won't be used. Distance field
+ * fonts don't support hinting which is more important at smaller sizes.
+ */
+ float fMinDistanceFieldFontSize = 18;
+
+ /**
+ * Above this threshold size in device space glyphs are drawn as individual paths.
+ */
+#if defined(SK_BUILD_FOR_ANDROID)
+ float fGlyphsAsPathsFontSize = 384;
+#elif defined(SK_BUILD_FOR_MAC)
+ float fGlyphsAsPathsFontSize = 256;
+#else
+ float fGlyphsAsPathsFontSize = 324;
+#endif
+
+ /**
+ * Can the glyph atlas use multiple textures. If allowed, the each texture's size is bound by
+ * fGlypheCacheTextureMaximumBytes.
+ */
+ Enable fAllowMultipleGlyphCacheTextures = Enable::kDefault;
+
+ /**
+ * Bugs on certain drivers cause stencil buffers to leak. This flag causes Skia to avoid
+ * allocating stencil buffers and use alternate rasterization paths, avoiding the leak.
+ */
+ bool fAvoidStencilBuffers = false;
+
+ /**
+ * Enables driver workaround to use draws instead of HW clears, e.g. glClear on the GL backend.
+ */
+ Enable fUseDrawInsteadOfClear = Enable::kDefault;
+
+ /**
+ * Allow Ganesh to more aggressively reorder operations to reduce the number of render passes.
+ * Offscreen draws will be done upfront instead of interrupting the main render pass when
+ * possible. May increase VRAM usage, but still observes the resource cache limit.
+ * Enabled by default.
+ */
+ Enable fReduceOpsTaskSplitting = Enable::kDefault;
+
+ /**
+ * Some ES3 contexts report the ES2 external image extension, but not the ES3 version.
+ * If support for external images is critical, enabling this option will cause Ganesh to limit
+ * shaders to the ES2 shading language in that situation.
+ */
+ bool fPreferExternalImagesOverES3 = false;
+
+ /**
+ * Disables correctness workarounds that are enabled for particular GPUs, OSes, or drivers.
+ * This does not affect code path choices that are made for perfomance reasons nor does it
+ * override other GrContextOption settings.
+ */
+ bool fDisableDriverCorrectnessWorkarounds = false;
+
+ /**
+ * Maximum number of GPU programs or pipelines to keep active in the runtime cache.
+ */
+ int fRuntimeProgramCacheSize = 256;
+
+ /**
+ * Cache in which to store compiled shader binaries between runs.
+ */
+ PersistentCache* fPersistentCache = nullptr;
+
+ /**
+ * This affects the usage of the PersistentCache. We can cache SkSL, backend source (GLSL), or
+ * backend binaries (GL program binaries). By default we cache binaries, but if the driver's
+ * binary loading/storing is believed to have bugs, this can be limited to caching GLSL.
+ * Caching GLSL strings still saves CPU work when a GL program is created.
+ */
+ ShaderCacheStrategy fShaderCacheStrategy = ShaderCacheStrategy::kBackendBinary;
+
+ /**
+ * If present, use this object to report shader compilation failures. If not, report failures
+ * via SkDebugf and assert.
+ */
+ ShaderErrorHandler* fShaderErrorHandler = nullptr;
+
+ /**
+ * Specifies the number of samples Ganesh should use when performing internal draws with MSAA
+ * (hardware capabilities permitting).
+ *
+ * If 0, Ganesh will disable internal code paths that use multisampling.
+ */
+ int fInternalMultisampleCount = 4;
+
+ /**
+ * In Skia's vulkan backend a single GrContext submit equates to the submission of a single
+ * primary command buffer to the VkQueue. This value specifies how many vulkan secondary command
+ * buffers we will cache for reuse on a given primary command buffer. A single submit may use
+ * more than this many secondary command buffers, but after the primary command buffer is
+ * finished on the GPU it will only hold on to this many secondary command buffers for reuse.
+ *
+ * A value of -1 means we will pick a limit value internally.
+ */
+ int fMaxCachedVulkanSecondaryCommandBuffers = -1;
+
+ /**
+ * If true, the caps will never support mipmaps.
+ */
+ bool fSuppressMipmapSupport = false;
+
+ /**
+ * If true, the TessellationPathRenderer will not be used for path rendering.
+ * If false, will fallback to any driver workarounds, if set.
+ */
+ bool fDisableTessellationPathRenderer = false;
+
+ /**
+ * If true, and if supported, enables hardware tessellation in the caps.
+ * DEPRECATED: This value is ignored; experimental hardware tessellation is always disabled.
+ */
+ bool fEnableExperimentalHardwareTessellation = false;
+
+ /**
+ * If true, then add 1 pixel padding to all glyph masks in the atlas to support bi-lerp
+ * rendering of all glyphs. This must be set to true to use Slugs.
+ */
+ bool fSupportBilerpFromGlyphAtlas = false;
+
+ /**
+ * Uses a reduced variety of shaders. May perform less optimally in steady state but can reduce
+ * jank due to shader compilations.
+ */
+ bool fReducedShaderVariations = false;
+
+ /**
+ * If true, then allow to enable MSAA on new Intel GPUs.
+ */
+ bool fAllowMSAAOnNewIntel = false;
+
+ /**
+ * Currently on ARM Android we disable the use of GL TexStorage because of memory regressions.
+ * However, some clients may still want to use TexStorage. For example, TexStorage support is
+ * required for creating protected textures.
+ *
+ * This flag has no impact on non GL backends.
+ */
+ bool fAlwaysUseTexStorageWhenAvailable = false;
+
+ /**
+ * Optional callback that can be passed into the GrDirectContext which will be called when the
+ * GrDirectContext is about to be destroyed. When this call is made, it will be safe for the
+ * client to delete the GPU backend context that is backing the GrDirectContext. The
+ * GrDirectContextDestroyedContext will be passed back to the client in the callback.
+ */
+ GrDirectContextDestroyedContext fContextDeleteContext = nullptr;
+ GrDirectContextDestroyedProc fContextDeleteProc = nullptr;
+
+#if GR_TEST_UTILS
+ /**
+ * Private options that are only meant for testing within Skia's tools.
+ */
+
+ /**
+ * Testing-only mode to exercise allocation failures in the flush-time callback objects.
+ * For now it only simulates allocation failure during the preFlush callback.
+ */
+ bool fFailFlushTimeCallbacks = false;
+
+ /**
+ * Prevents use of dual source blending, to test that all xfer modes work correctly without it.
+ */
+ bool fSuppressDualSourceBlending = false;
+
+ /**
+ * Prevents the use of non-coefficient-based blend equations, for testing dst reads, barriers,
+ * and in-shader blending.
+ */
+ bool fSuppressAdvancedBlendEquations = false;
+
+ /**
+ * Prevents the use of framebuffer fetches, for testing dst reads and texture barriers.
+ */
+ bool fSuppressFramebufferFetch = false;
+
+ /**
+ * If true, then all paths are processed as if "setIsVolatile" had been called.
+ */
+ bool fAllPathsVolatile = false;
+
+ /**
+ * Render everything in wireframe
+ */
+ bool fWireframeMode = false;
+
+ /**
+ * Enforces clearing of all textures when they're created.
+ */
+ bool fClearAllTextures = false;
+
+ /**
+ * Randomly generate a (false) GL_OUT_OF_MEMORY error
+ */
+ bool fRandomGLOOM = false;
+
+ /**
+ * Force off support for write/transfer pixels row bytes in caps.
+ */
+ bool fDisallowWriteAndTransferPixelRowBytes = false;
+
+ /**
+ * Include or exclude specific GPU path renderers.
+ */
+ GpuPathRenderers fGpuPathRenderers = GpuPathRenderers::kDefault;
+
+ /**
+ * Specify the GPU resource cache limit. Equivalent to calling `setResourceCacheLimit` on the
+ * context at construction time.
+ *
+ * A value of -1 means use the default limit value.
+ */
+ int fResourceCacheLimitOverride = -1;
+
+ /**
+ * Maximum width and height of internal texture atlases.
+ */
+ int fMaxTextureAtlasSize = 2048;
+#endif
+
+ GrDriverBugWorkarounds fDriverBugWorkarounds;
+};
+#else
+struct GrContextOptions {
+ struct PersistentCache {};
+};
+#endif
+
+#endif