skia2/include/gpu/GrContextOptions.h
Chris Dalton b3c9745911 Remove "nvpr" configs
The majority of our gm testing has been disabling nvpr, which doesn't
match our real-world behavior where we use nvpr whenever available.
This CL fixes the issue by completely removing the explicit nvpr
configs. Now if we have nvpr, you get it.

This CL also lowers the nvpr priority in the path renderer chain and
adds a "NonNVPR" job on Quadro where we can continue to test our
non-nvpr codepaths on NVIDIA.

Bug: skia:
Change-Id: I6a36f1101c8218adcaaf10cab25d2c28e70371f0
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/223828
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2019-06-26 16:53:50 +00:00

260 lines
8.8 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
};
/**
* 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;
/** 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 and LOD 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. A negative value means
* use the default threshold.
*/
float fMinDistanceFieldFontSize = -1.f;
/**
* Above this threshold size in device space glyphs are drawn as individual paths. A negative
* value means use the default threshold.
*/
float fGlyphsAsPathsFontSize = -1.f;
/**
* 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.
* Eventually this will just be what is done and will not be optional.
*/
Enable fReduceOpListSplitting = 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;
/**
* Cache in which to store compiled shader binaries between runs.
*/
PersistentCache* fPersistentCache = nullptr;
/**
* This affects the usage of the PersistentCache. If this is set to true GLSL shader strings
* rather than GL program binaries will be cached. It is intended to be used when the driver's
* binary loading/storing is believed to have bugs. Caching GLSL strings still saves a
* significant amount of CPU work when a GL program is created.
*/
bool fDisallowGLSLBinaryCaching = false;
/**
* 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;
#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;
/**
* Render everything in wireframe
*/
bool fWireframeMode = false;
/**
* Similar to fDisallowGLSLBinaryCaching. If set to true, SkSL shader strings will be cached.
*/
bool fCacheSKSL = false;
/**
* Include or exclude specific GPU path renderers.
*/
GpuPathRenderers fGpuPathRenderers = GpuPathRenderers::kAll;
#endif
#if SK_SUPPORT_ATLAS_TEXT
/**
* Controls whether distance field glyph vertices always have 3 components even when the view
* matrix does not have perspective.
*/
Enable fDistanceFieldGlyphVerticesAlwaysHaveW = Enable::kDefault;
#endif
GrDriverBugWorkarounds fDriverBugWorkarounds;
};
#else
struct GrContextOptions {
struct PersistentCache {};
};
#endif
#endif