skia2/include/gpu/GrContextOptions.h
Adlai Holler 78036086cf Add a new implementation of reduceOpsTaskSplitting
Currently this doesn't actually handle going over the memory
budget, but it does carve out space to do that later. This algorithm
can't handle everything yet but I want to get it landed for
more iteration as long as it's disabled.

Bug: skia:10877
Change-Id: I37942172345e8cfd6fc2c591a3788a10652377da
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/345168
Commit-Queue: Adlai Holler <adlai@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Auto-Submit: Adlai Holler <adlai@google.com>
2021-01-07 17:20:03 +00:00

310 lines
10 KiB
C++

/*
* 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/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() {}
/**
* Returns the data for the key if it exists in the cache, otherwise returns null.
*/
virtual sk_sp<SkData> load(const SkData& key) = 0;
virtual void store(const SkData& key, const SkData& data) = 0;
};
/**
* 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() {}
virtual void compileError(const char* shader, const char* errors) = 0;
};
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;
/**
* Experimental: Allow Ganesh to more aggressively reorder operations.
*/
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 or
* mixed samples (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 GR_TEST_UTILS
/**
* Private options that are only meant for testing within Skia's tools.
*/
/**
* If non-zero, overrides the maximum size of a tile for sw-backed images and bitmaps rendered
* by SkGpuDevice.
*/
int fMaxTileSizeOverride = 0;
/**
* Prevents use of dual source blending, to test that all xfer modes work correctly without it.
*/
bool fSuppressDualSourceBlending = false;
/**
* If true, the caps will never support geometry shaders.
*/
bool fSuppressGeometryShaders = false;
/**
* If true, the caps will never support tessellation shaders.
*/
bool fSuppressTessellationShaders = true;
/**
* 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;
/**
* Include or exclude specific GPU path renderers.
*/
GpuPathRenderers fGpuPathRenderers = GpuPathRenderers::kDefault;
#endif
GrDriverBugWorkarounds fDriverBugWorkarounds;
};
#else
struct GrContextOptions {
struct PersistentCache {};
};
#endif
#endif