skia2/include/gpu/GrContextOptions.h
bsalomon 39ef7fb885 Add optional sw generated path coverage mask caching
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Review-Url: https://codereview.chromium.org/2335343008
2016-09-21 11:16:05 -07:00

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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 "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 GrBatch's bounds into a clip rect. This is used to
verify that the clip bounds are conservative. */
bool fClipBatchToBounds = false;
/** For debugging purposes draw a wireframe device bounds rect for each GrBatch. The wire
frame rect is draw before the GrBatch in order to visualize batches that draw outside
of their dev bounds. */
bool fDrawBatchBounds = false;
/** For debugging, override the default maximum look-back or look-ahead window for GrBatch
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