skia2/include/gpu/GrContextOptions.h

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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/private/GrTypesPriv.h"
#include <vector>
class SkExecutor;
#if SK_SUPPORT_GPU
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;
};
/**
* Abstract class to report errors when compiling shaders. If fShaderErrorHandler is present,
* it will be called to report any compilation failures. Otherwise, failures will be reported
* via SkDebugf and asserts.
*/
class SK_API ShaderErrorHandler {
public:
virtual ~ShaderErrorHandler() = default;
virtual void compileError(const char* shader, const char* errors) = 0;
protected:
ShaderErrorHandler() = default;
ShaderErrorHandler(const ShaderErrorHandler&) = delete;
ShaderErrorHandler& operator=(const ShaderErrorHandler&) = delete;
};
GrContextOptions() {}
// Suppress prints for the GrContext.
bool fSuppressPrints = false;
/**
* Controls whether we check for GL errors after functions that allocate resources (e.g.
* glTexImage2D), for shader compilation success, and program link success. 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;
/**
* If true, texture fetches from mip-mapped textures will be biased to read larger MIP levels.
* This has the effect of sharpening those textures, at the cost of some aliasing, and possible
* performance impact.
*/
bool fSharpenMipmappedTextures = 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, and if supported, enables hardware tessellation in the caps.
*/
bool fEnableExperimentalHardwareTessellation = 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 GR_TEST_UTILS
/**
* Private options that are only meant for testing within Skia's tools.
*/
/**
* Experimental: Should the new version of the GPU backend be used?
*/
Enable fUseSkGpuV2 = Enable::kDefault;
/**
* 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 greater than zero and less than the actual hardware limit, overrides the maximum number of
* tessellation segments supported by the caps.
*/
int fMaxTessellationSegmentsOverride = 0;
/**
* 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;
/**
* If true, then always try to use hardware tessellation, regardless of how small a path may be.
*/
bool fAlwaysPreferHardwareTessellation = false;
/**
* Maximum width and height of internal texture atlases.
*/
int fMaxTextureAtlasSize = 2048;
#endif
GrDriverBugWorkarounds fDriverBugWorkarounds;
};
#else
struct GrContextOptions {
struct PersistentCache {};
};
#endif
#endif