skia2/include/gpu/GrContextOptions.h
Brian Osman 46da1cc9f2 GrContext option to prevent GPU based YUV -> RGB
Rob and I spent a long time debugging why this wasn't working for
Flutter - doing the more complex operations on the loading thread
produces a blank texture when it's used later on the drawing thread.

Limiting ourselves to just creating and uploading RGBA data fixes
that. We need to debug what's going wrong, but in the meantime, this
lets Flutter use Skia APIs to manage GPU uploading and lifetime of
texture-backed images, while still doing those uploads on their IO
thread.

BUG=skia:

Change-Id: Ibf5c37f2439814544beab8c93c2a646f7a9e779d
Reviewed-on: https://skia-review.googlesource.com/8443
Reviewed-by: Robert Phillips <robertphillips@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2017-02-14 20:42:06 +00:00

97 lines
3.7 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 "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 GrDrawOp's bounds into a clip rect. This is used to
verify that the clip bounds are conservative. */
bool fClipDrawOpsToBounds = false;
/** For debugging, override the default maximum look-back or look-ahead window for GrOp
combining. */
int fMaxOpCombineLookback = -1;
int fMaxOpCombineLookahead = -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;
/**
* If true, sRGB support will not be enabled unless sRGB decoding can be disabled (via an
* extension). If mixed use of "legacy" mode and sRGB/color-correct mode is not required, this
* can be set to false, which will significantly expand the number of devices that qualify for
* sRGB support.
*/
bool fRequireDecodeDisableForSRGB = true;
/**
* If true, the GPU will not be used to perform YUV -> RGB conversion when generating
* textures from codec-backed images.
*/
bool fDisableGpuYUVConversion = false;
};
#endif