/* * 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 "SkTypes.h" struct GrContextOptions { GrContextOptions() {} // Suppress prints for the GrContext. bool fSuppressPrints = false; /** 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; /** If non-zero, overrides the maximum size of a tile for sw-backed images and bitmaps rendered by SkGpuDevice. */ int fMaxTileSizeOverride = 0; bool fSuppressDualSourceBlending = false; /** 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; /** some gpus have problems with partial writes of the rendertarget */ bool fUseDrawInsteadOfPartialRenderTargetWrite = false; /** The GrContext operates in immediate mode. It will issue all draws to the backend API immediately. Intended to ease debugging. */ bool fImmediateMode = false; /** For debugging purposes turn each GrOp's bounds into a clip rect. This is used to verify that the clip bounds are conservative. */ bool fClipBatchToBounds = false; /** For debugging, override the default maximum look-back or look-ahead window for GrOp combining. */ int fMaxBatchLookback = -1; int fMaxBatchLookahead = -1; /** Force us to do all swizzling manually in the shader and don't rely on extensions to do swizzling. */ bool fUseShaderSwizzling = false; /** Construct mipmaps manually, via repeated downsampling draw-calls. This is used when the driver's implementation (glGenerateMipmap) contains bugs. This requires mipmap level and LOD control (ie desktop or ES3). */ bool fDoManualMipmapping = false; /** Enable instanced rendering as long as all required functionality is supported by the HW. Instanced rendering is still experimental at this point and disabled by default. */ bool fEnableInstancedRendering = false; /** 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 = false; /** * Force all path draws to go through through the sw-rasterize-to-texture code path (assuming * the path is not recognized as a simpler shape (e.g. a rrect). This is intended for testing * purposes. */ bool fForceSWPathMasks = false; }; #endif