8e2a8b202c
This lets us test out the memory-fallback code in the new ops task reordering pathway on our bots. Bug: skia:10877 Change-Id: Ic5662ef68e46b144eb2821687390c858d0056ba1 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/396157 Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Robert Phillips <robertphillips@google.com> Commit-Queue: Adlai Holler <adlai@google.com>
351 lines
12 KiB
C++
351 lines
12 KiB
C++
/*
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* Copyright 2015 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrContextOptions_DEFINED
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#define GrContextOptions_DEFINED
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#include "include/core/SkData.h"
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#include "include/core/SkString.h"
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#include "include/core/SkTypes.h"
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#include "include/gpu/GrDriverBugWorkarounds.h"
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#include "include/gpu/GrTypes.h"
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#include "include/private/GrTypesPriv.h"
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#include <vector>
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class SkExecutor;
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#if SK_SUPPORT_GPU
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struct SK_API GrContextOptions {
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enum class Enable {
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/** Forces an option to be disabled. */
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kNo,
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/** Forces an option to be enabled. */
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kYes,
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/**
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* Uses Skia's default behavior, which may use runtime properties (e.g. driver version).
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*/
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kDefault
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};
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enum class ShaderCacheStrategy {
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kSkSL,
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kBackendSource,
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kBackendBinary,
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};
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/**
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* Abstract class which stores Skia data in a cache that persists between sessions. Currently,
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* Skia stores compiled shader binaries (only when glProgramBinary / glGetProgramBinary are
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* supported) when provided a persistent cache, but this may extend to other data in the future.
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*/
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class SK_API PersistentCache {
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public:
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virtual ~PersistentCache() = default;
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/**
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* Returns the data for the key if it exists in the cache, otherwise returns null.
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*/
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virtual sk_sp<SkData> load(const SkData& key) = 0;
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// Placeholder until all clients override the 3-parameter store(), then remove this, and
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// make that version pure virtual.
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virtual void store(const SkData& /*key*/, const SkData& /*data*/) { SkASSERT(false); }
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/**
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* Stores data in the cache, indexed by key. description provides a human-readable
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* version of the key.
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*/
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virtual void store(const SkData& key, const SkData& data, const SkString& /*description*/) {
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this->store(key, data);
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}
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protected:
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PersistentCache() = default;
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PersistentCache(const PersistentCache&) = delete;
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PersistentCache& operator=(const PersistentCache&) = delete;
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};
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/**
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* Abstract class to report errors when compiling shaders. If fShaderErrorHandler is present,
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* it will be called to report any compilation failures. Otherwise, failures will be reported
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* via SkDebugf and asserts.
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*/
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class SK_API ShaderErrorHandler {
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public:
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virtual ~ShaderErrorHandler() = default;
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virtual void compileError(const char* shader, const char* errors) = 0;
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protected:
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ShaderErrorHandler() = default;
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ShaderErrorHandler(const ShaderErrorHandler&) = delete;
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ShaderErrorHandler& operator=(const ShaderErrorHandler&) = delete;
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};
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GrContextOptions() {}
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// Suppress prints for the GrContext.
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bool fSuppressPrints = false;
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/**
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* Controls whether we check for GL errors after functions that allocate resources (e.g.
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* glTexImage2D), for shader compilation success, and program link success. Ignored on
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* backends other than GL.
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*/
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Enable fSkipGLErrorChecks = Enable::kDefault;
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/** Overrides: These options override feature detection using backend API queries. These
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overrides can only reduce the feature set or limits, never increase them beyond the
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detected values. */
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int fMaxTextureSizeOverride = SK_MaxS32;
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/** the threshold in bytes above which we will use a buffer mapping API to map vertex and index
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buffers to CPU memory in order to update them. A value of -1 means the GrContext should
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deduce the optimal value for this platform. */
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int fBufferMapThreshold = -1;
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/**
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* Executor to handle threaded work within Ganesh. If this is nullptr, then all work will be
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* done serially on the main thread. To have worker threads assist with various tasks, set this
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* to a valid SkExecutor instance. Currently, used for software path rendering, but may be used
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* for other tasks.
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*/
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SkExecutor* fExecutor = nullptr;
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/** Construct mipmaps manually, via repeated downsampling draw-calls. This is used when
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the driver's implementation (glGenerateMipmap) contains bugs. This requires mipmap
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level control (ie desktop or ES3). */
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bool fDoManualMipmapping = false;
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/**
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* Disables the use of coverage counting shortcuts to render paths. Coverage counting can cause
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* artifacts along shared edges if care isn't taken to ensure both contours wind in the same
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* direction.
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*/
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// FIXME: Once this is removed from Chrome and Android, rename to fEnable"".
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bool fDisableCoverageCountingPaths = true;
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/**
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* Disables distance field rendering for paths. Distance field computation can be expensive,
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* and yields no benefit if a path is not rendered multiple times with different transforms.
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*/
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bool fDisableDistanceFieldPaths = false;
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/**
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* If true this allows path mask textures to be cached. This is only really useful if paths
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* are commonly rendered at the same scale and fractional translation.
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*/
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bool fAllowPathMaskCaching = true;
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/**
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* If true, the GPU will not be used to perform YUV -> RGB conversion when generating
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* textures from codec-backed images.
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*/
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bool fDisableGpuYUVConversion = false;
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/**
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* The maximum size of cache textures used for Skia's Glyph cache.
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*/
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size_t fGlyphCacheTextureMaximumBytes = 2048 * 1024 * 4;
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/**
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* Below this threshold size in device space distance field fonts won't be used. Distance field
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* fonts don't support hinting which is more important at smaller sizes.
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*/
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float fMinDistanceFieldFontSize = 18;
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/**
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* Above this threshold size in device space glyphs are drawn as individual paths.
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*/
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#if defined(SK_BUILD_FOR_ANDROID)
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float fGlyphsAsPathsFontSize = 384;
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#elif defined(SK_BUILD_FOR_MAC)
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float fGlyphsAsPathsFontSize = 256;
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#else
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float fGlyphsAsPathsFontSize = 324;
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#endif
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/**
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* Can the glyph atlas use multiple textures. If allowed, the each texture's size is bound by
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* fGlypheCacheTextureMaximumBytes.
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*/
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Enable fAllowMultipleGlyphCacheTextures = Enable::kDefault;
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/**
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* Bugs on certain drivers cause stencil buffers to leak. This flag causes Skia to avoid
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* allocating stencil buffers and use alternate rasterization paths, avoiding the leak.
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*/
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bool fAvoidStencilBuffers = false;
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/**
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* If true, texture fetches from mip-mapped textures will be biased to read larger MIP levels.
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* This has the effect of sharpening those textures, at the cost of some aliasing, and possible
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* performance impact.
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*/
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bool fSharpenMipmappedTextures = false;
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/**
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* Enables driver workaround to use draws instead of HW clears, e.g. glClear on the GL backend.
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*/
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Enable fUseDrawInsteadOfClear = Enable::kDefault;
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/**
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* Experimental: Allow Ganesh to more aggressively reorder operations.
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*/
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Enable fReduceOpsTaskSplitting = Enable::kDefault;
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/**
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* Some ES3 contexts report the ES2 external image extension, but not the ES3 version.
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* If support for external images is critical, enabling this option will cause Ganesh to limit
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* shaders to the ES2 shading language in that situation.
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*/
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bool fPreferExternalImagesOverES3 = false;
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/**
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* Disables correctness workarounds that are enabled for particular GPUs, OSes, or drivers.
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* This does not affect code path choices that are made for perfomance reasons nor does it
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* override other GrContextOption settings.
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*/
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bool fDisableDriverCorrectnessWorkarounds = false;
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/**
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* Maximum number of GPU programs or pipelines to keep active in the runtime cache.
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*/
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int fRuntimeProgramCacheSize = 256;
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/**
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* Cache in which to store compiled shader binaries between runs.
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*/
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PersistentCache* fPersistentCache = nullptr;
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/**
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* This affects the usage of the PersistentCache. We can cache SkSL, backend source (GLSL), or
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* backend binaries (GL program binaries). By default we cache binaries, but if the driver's
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* binary loading/storing is believed to have bugs, this can be limited to caching GLSL.
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* Caching GLSL strings still saves CPU work when a GL program is created.
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*/
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ShaderCacheStrategy fShaderCacheStrategy = ShaderCacheStrategy::kBackendBinary;
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/**
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* If present, use this object to report shader compilation failures. If not, report failures
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* via SkDebugf and assert.
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*/
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ShaderErrorHandler* fShaderErrorHandler = nullptr;
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/**
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* Specifies the number of samples Ganesh should use when performing internal draws with MSAA or
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* mixed samples (hardware capabilities permitting).
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*
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* If 0, Ganesh will disable internal code paths that use multisampling.
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*/
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int fInternalMultisampleCount = 4;
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/**
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* In Skia's vulkan backend a single GrContext submit equates to the submission of a single
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* primary command buffer to the VkQueue. This value specifies how many vulkan secondary command
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* buffers we will cache for reuse on a given primary command buffer. A single submit may use
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* more than this many secondary command buffers, but after the primary command buffer is
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* finished on the GPU it will only hold on to this many secondary command buffers for reuse.
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*
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* A value of -1 means we will pick a limit value internally.
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*/
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int fMaxCachedVulkanSecondaryCommandBuffers = -1;
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/**
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* If true, the caps will never support mipmaps.
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*/
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bool fSuppressMipmapSupport = false;
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/**
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* If true, and if supported, enables hardware tessellation in the caps.
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*/
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bool fEnableExperimentalHardwareTessellation = false;
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#if GR_TEST_UTILS
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/**
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* Uses a reduced variety of shaders. May perform less optimally in steady state but can reduce
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* jank due to shader compilations.
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*/
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bool fReducedShaderVariations = false;
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/**
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* Private options that are only meant for testing within Skia's tools.
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*/
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/**
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* Prevents use of dual source blending, to test that all xfer modes work correctly without it.
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*/
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bool fSuppressDualSourceBlending = false;
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/**
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* If true, the caps will never support geometry shaders.
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*/
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bool fSuppressGeometryShaders = false;
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/**
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* If greater than zero and less than the actual hardware limit, overrides the maximum number of
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* tessellation segments supported by the caps.
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*/
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int fMaxTessellationSegmentsOverride = 0;
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/**
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* If true, then all paths are processed as if "setIsVolatile" had been called.
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*/
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bool fAllPathsVolatile = false;
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/**
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* Render everything in wireframe
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*/
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bool fWireframeMode = false;
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/**
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* Enforces clearing of all textures when they're created.
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*/
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bool fClearAllTextures = false;
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/**
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* Randomly generate a (false) GL_OUT_OF_MEMORY error
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*/
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bool fRandomGLOOM = false;
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/**
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* Force off support for write pixels row bytes in caps.
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*/
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bool fDisallowWritePixelRowBytes = false;
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/**
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* Forces all draws to use antialiasing. This allows Ganesh to use internal multisampling
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* as well as certain clip optimizations.
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*/
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bool fAlwaysAntialias = false;
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/**
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* Include or exclude specific GPU path renderers.
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*/
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GpuPathRenderers fGpuPathRenderers = GpuPathRenderers::kDefault;
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/**
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* Specify the GPU resource cache limit. Equivalent to calling `setResourceCacheLimit` on the
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* context at construction time.
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*
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* A value of -1 means use the default limit value.
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*/
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int fResourceCacheLimitOverride = -1;
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#endif
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GrDriverBugWorkarounds fDriverBugWorkarounds;
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};
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#else
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struct GrContextOptions {
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struct PersistentCache {};
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};
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#endif
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#endif
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