Hide blob caching behind a toggle on the device for now.
Bug: dawn:549 Change-Id: If704e528166938ff9beb2b7f9f222b75fde8ec08 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/88465 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Loko Kung <lokokung@google.com> Kokoro: Kokoro <noreply+kokoro@google.com>
This commit is contained in:
parent
0e74918b68
commit
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@ -568,7 +568,10 @@ bool DeviceBase::APIPopErrorScope(wgpu::ErrorCallback callback, void* userdata)
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}
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BlobCache* DeviceBase::GetBlobCache() {
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return mInstance->GetBlobCache();
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if (IsToggleEnabled(Toggle::EnableBlobCache)) {
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return mInstance->GetBlobCache();
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}
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return nullptr;
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}
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MaybeError DeviceBase::ValidateObject(const ApiObjectBase* object) const {
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@ -21,7 +21,7 @@ PipelineCacheBase::PipelineCacheBase(BlobCache* cache, const CacheKey& key)
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CachedBlob PipelineCacheBase::Initialize() {
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ASSERT(!mInitialized);
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CachedBlob blob = mCache->Load(mKey);
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CachedBlob blob = mCache != nullptr ? mCache->Load(mKey) : CachedBlob();
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mCacheHit = !blob.Empty();
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mInitialized = true;
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return blob;
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@ -33,6 +33,9 @@ bool PipelineCacheBase::CacheHit() const {
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}
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MaybeError PipelineCacheBase::Flush() {
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if (mCache == nullptr) {
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return {};
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}
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// Try to write the data out to the persistent cache.
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CachedBlob blob;
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DAWN_TRY_ASSIGN(blob, SerializeToBlobImpl());
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@ -31,97 +31,91 @@ using ToggleEnumAndInfoList = std::array<ToggleEnumAndInfo, static_cast<size_t>(
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static constexpr ToggleEnumAndInfoList kToggleNameAndInfoList = {{
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{Toggle::EmulateStoreAndMSAAResolve,
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{"emulate_store_and_msaa_resolve",
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"Emulate storing into multisampled color attachments and doing MSAA resolve "
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"simultaneously. This workaround is enabled by default on the Metal drivers that do "
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"not support MTLStoreActionStoreAndMultisampleResolve. To support StoreOp::Store on "
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"those platforms, we should do MSAA resolve in another render pass after ending the "
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"previous one.",
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"Emulate storing into multisampled color attachments and doing MSAA resolve simultaneously. "
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"This workaround is enabled by default on the Metal drivers that do not support "
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"MTLStoreActionStoreAndMultisampleResolve. To support StoreOp::Store on those platforms, we "
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"should do MSAA resolve in another render pass after ending the previous one.",
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"https://crbug.com/dawn/56"}},
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{Toggle::NonzeroClearResourcesOnCreationForTesting,
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{"nonzero_clear_resources_on_creation_for_testing",
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"Clears texture to full 1 bits as soon as they are created, but doesn't update "
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"the tracking state of the texture. This way we can test the logic of clearing "
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"textures that use recycled memory.",
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"Clears texture to full 1 bits as soon as they are created, but doesn't update the tracking "
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"state of the texture. This way we can test the logic of clearing textures that use recycled "
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"memory.",
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"https://crbug.com/dawn/145"}},
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{Toggle::AlwaysResolveIntoZeroLevelAndLayer,
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{"always_resolve_into_zero_level_and_layer",
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"When the resolve target is a texture view that is created on the non-zero level or "
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"layer of a texture, we first resolve into a temporarily 2D texture with only one "
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"mipmap level and one array layer, and copy the result of MSAA resolve into the "
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"true resolve target. This workaround is enabled by default on the Metal drivers "
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"that have bugs when setting non-zero resolveLevel or resolveSlice.",
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"When the resolve target is a texture view that is created on the non-zero level or layer of "
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"a texture, we first resolve into a temporarily 2D texture with only one mipmap level and "
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"one array layer, and copy the result of MSAA resolve into the true resolve target. This "
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"workaround is enabled by default on the Metal drivers that have bugs when setting non-zero "
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"resolveLevel or resolveSlice.",
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"https://crbug.com/dawn/56"}},
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{Toggle::LazyClearResourceOnFirstUse,
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{"lazy_clear_resource_on_first_use",
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"Clears resource to zero on first usage. This initializes the resource "
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"so that no dirty bits from recycled memory is present in the new resource.",
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"Clears resource to zero on first usage. This initializes the resource so that no dirty bits "
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"from recycled memory is present in the new resource.",
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"https://crbug.com/dawn/145"}},
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{Toggle::TurnOffVsync,
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{"turn_off_vsync",
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"Turn off vsync when rendering. In order to do performance test or run perf tests, "
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"turn off vsync so that the fps can exeed 60.",
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"Turn off vsync when rendering. In order to do performance test or run perf tests, turn off "
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"vsync so that the fps can exeed 60.",
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"https://crbug.com/dawn/237"}},
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{Toggle::UseTemporaryBufferInCompressedTextureToTextureCopy,
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{"use_temporary_buffer_in_texture_to_texture_copy",
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"Split texture-to-texture copy into two copies: copy from source texture into a "
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"temporary buffer, and copy from the temporary buffer into the destination texture "
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"when copying between compressed textures that don't have block-aligned sizes. This "
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"workaround is enabled by default on all Vulkan drivers to solve an issue in the "
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"Vulkan SPEC about the texture-to-texture copies with compressed formats. See #1005 "
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"Split texture-to-texture copy into two copies: copy from source texture into a temporary "
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"buffer, and copy from the temporary buffer into the destination texture when copying "
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"between compressed textures that don't have block-aligned sizes. This workaround is enabled "
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"by default on all Vulkan drivers to solve an issue in the Vulkan SPEC about the "
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"texture-to-texture copies with compressed formats. See #1005 "
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"(https://github.com/KhronosGroup/Vulkan-Docs/issues/1005) for more details.",
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"https://crbug.com/dawn/42"}},
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{Toggle::UseD3D12ResourceHeapTier2,
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{"use_d3d12_resource_heap_tier2",
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"Enable support for resource heap tier 2. Resource heap tier 2 allows mixing of "
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"texture and buffers in the same heap. This allows better heap re-use and reduces "
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"fragmentation.",
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"Enable support for resource heap tier 2. Resource heap tier 2 allows mixing of texture and "
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"buffers in the same heap. This allows better heap re-use and reduces fragmentation.",
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"https://crbug.com/dawn/27"}},
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{Toggle::UseD3D12RenderPass,
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{"use_d3d12_render_pass",
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"Use the D3D12 render pass API introduced in Windows build 1809 by default. On "
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"versions of Windows prior to build 1809, or when this toggle is turned off, Dawn "
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"will emulate a render pass.",
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"Use the D3D12 render pass API introduced in Windows build 1809 by default. On versions of "
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"Windows prior to build 1809, or when this toggle is turned off, Dawn will emulate a render "
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"pass.",
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"https://crbug.com/dawn/36"}},
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{Toggle::UseD3D12ResidencyManagement,
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{"use_d3d12_residency_management",
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"Enable residency management. This allows page-in and page-out of resource heaps in "
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"GPU memory. This component improves overcommitted performance by keeping the most "
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"recently used resources local to the GPU. Turning this component off can cause "
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"allocation failures when application memory exceeds physical device memory.",
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"Enable residency management. This allows page-in and page-out of resource heaps in GPU "
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"memory. This component improves overcommitted performance by keeping the most recently used "
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"resources local to the GPU. Turning this component off can cause allocation failures when "
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"application memory exceeds physical device memory.",
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"https://crbug.com/dawn/193"}},
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{Toggle::DisableResourceSuballocation,
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{"disable_resource_suballocation",
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"Force the backends to not perform resource suballocation. This may expose "
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"allocation "
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"patterns which would otherwise only occur with large or specific types of "
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"resources.",
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"Force the backends to not perform resource suballocation. This may expose allocation "
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"patterns which would otherwise only occur with large or specific types of resources.",
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"https://crbug.com/1313172"}},
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{Toggle::SkipValidation,
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{"skip_validation", "Skip expensive validation of Dawn commands.",
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"https://crbug.com/dawn/271"}},
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{Toggle::VulkanUseD32S8,
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{"vulkan_use_d32s8",
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"Vulkan mandates support of either D32_FLOAT_S8 or D24_UNORM_S8. When available the "
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"backend will use D32S8 (toggle to on) but setting the toggle to off will make it "
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"use the D24S8 format when possible.",
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"Vulkan mandates support of either D32_FLOAT_S8 or D24_UNORM_S8. When available the backend "
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"will use D32S8 (toggle to on) but setting the toggle to off will make it use the D24S8 "
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"format when possible.",
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"https://crbug.com/dawn/286"}},
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{Toggle::VulkanUseS8,
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{"vulkan_use_s8",
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"Vulkan has a pure stencil8 format but it is not universally available. When this "
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"toggle is on, the backend will use S8 for the stencil8 format, otherwise it will "
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"fallback to D32S8 or D24S8.",
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"Vulkan has a pure stencil8 format but it is not universally available. When this toggle is "
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"on, the backend will use S8 for the stencil8 format, otherwise it will fallback to D32S8 or "
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"D24S8.",
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"https://crbug.com/dawn/666"}},
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{Toggle::MetalDisableSamplerCompare,
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{"metal_disable_sampler_compare",
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"Disables the use of sampler compare on Metal. This is unsupported before A9 "
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"processors.",
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"Disables the use of sampler compare on Metal. This is unsupported before A9 processors.",
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"https://crbug.com/dawn/342"}},
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{Toggle::MetalUseSharedModeForCounterSampleBuffer,
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{"metal_use_shared_mode_for_counter_sample_buffer",
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"The query set on Metal need to create MTLCounterSampleBuffer which storage mode "
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"must be either MTLStorageModeShared or MTLStorageModePrivate. But the private mode "
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"does not work properly on Intel platforms. The workaround is use shared mode "
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"instead.",
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"The query set on Metal need to create MTLCounterSampleBuffer which storage mode must be "
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"either MTLStorageModeShared or MTLStorageModePrivate. But the private mode does not work "
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"properly on Intel platforms. The workaround is use shared mode instead.",
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"https://crbug.com/dawn/434"}},
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{Toggle::DisableBaseVertex,
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{"disable_base_vertex",
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@ -129,13 +123,11 @@ static constexpr ToggleEnumAndInfoList kToggleNameAndInfoList = {{
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"https://crbug.com/dawn/343"}},
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{Toggle::DisableBaseInstance,
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{"disable_base_instance",
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"Disables the use of non-zero base instance which is unsupported on some "
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"platforms.",
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"Disables the use of non-zero base instance which is unsupported on some platforms.",
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"https://crbug.com/dawn/343"}},
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{Toggle::DisableIndexedDrawBuffers,
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{"disable_indexed_draw_buffers",
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"Disables the use of indexed draw buffer state which is unsupported on some "
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"platforms.",
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"Disables the use of indexed draw buffer state which is unsupported on some platforms.",
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"https://crbug.com/dawn/582"}},
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{Toggle::DisableSnormRead,
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{"disable_snorm_read",
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@ -151,8 +143,7 @@ static constexpr ToggleEnumAndInfoList kToggleNameAndInfoList = {{
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"https://crbug.com/dawn/667"}},
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{Toggle::DisableDepthStencilRead,
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{"disable_depth_stencil_read",
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"Disables reading from depth/stencil textures which is unsupported on some "
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"platforms.",
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"Disables reading from depth/stencil textures which is unsupported on some platforms.",
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"https://crbug.com/dawn/667"}},
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{Toggle::DisableBGRARead,
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{"disable_bgra_read",
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@ -160,18 +151,17 @@ static constexpr ToggleEnumAndInfoList kToggleNameAndInfoList = {{
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"https://crbug.com/dawn/1393"}},
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{Toggle::DisableSampleVariables,
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{"disable_sample_variables",
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"Disables gl_SampleMask and related functionality which is unsupported on some "
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"platforms.",
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"Disables gl_SampleMask and related functionality which is unsupported on some platforms.",
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"https://crbug.com/dawn/673"}},
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{Toggle::UseD3D12SmallShaderVisibleHeapForTesting,
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{"use_d3d12_small_shader_visible_heap",
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"Enable use of a small D3D12 shader visible heap, instead of using a large one by "
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"default. This setting is used to test bindgroup encoding.",
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"Enable use of a small D3D12 shader visible heap, instead of using a large one by default. "
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"This setting is used to test bindgroup encoding.",
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"https://crbug.com/dawn/155"}},
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{Toggle::UseDXC,
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{"use_dxc",
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"Use DXC instead of FXC for compiling HLSL when both dxcompiler.dll and dxil.dll "
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"is available.",
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"Use DXC instead of FXC for compiling HLSL when both dxcompiler.dll and dxil.dll is "
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"available.",
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"https://crbug.com/dawn/402"}},
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{Toggle::DisableRobustness,
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{"disable_robustness", "Disable robust buffer access", "https://crbug.com/dawn/480"}},
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@ -180,48 +170,46 @@ static constexpr ToggleEnumAndInfoList kToggleNameAndInfoList = {{
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"https://crbug.com/dawn/480"}},
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{Toggle::DisallowUnsafeAPIs,
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{"disallow_unsafe_apis",
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"Produces validation errors on API entry points or parameter combinations that "
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"aren't considered secure yet.",
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"Produces validation errors on API entry points or parameter combinations that aren't "
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"considered secure yet.",
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"http://crbug.com/1138528"}},
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{Toggle::FlushBeforeClientWaitSync,
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{"flush_before_client_wait_sync",
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"Call glFlush before glClientWaitSync to work around bugs in the latter",
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"https://crbug.com/dawn/633"}},
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{Toggle::UseTempBufferInSmallFormatTextureToTextureCopyFromGreaterToLessMipLevel,
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{"use_temp_buffer_in_small_format_texture_to_texture_copy_from_greater_to_less_mip_"
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"level",
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"Split texture-to-texture copy into two copies: copy from source texture into a "
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"temporary buffer, and copy from the temporary buffer into the destination texture "
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"under specific situations. This workaround is by default enabled on some Intel "
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"GPUs which have a driver bug in the execution of CopyTextureRegion() when we copy "
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"with the formats whose texel block sizes are less than 4 bytes from a greater mip "
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"level to a smaller mip level on D3D12 backends.",
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{"use_temp_buffer_in_small_format_texture_to_texture_copy_from_greater_to_less_mip_level",
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"Split texture-to-texture copy into two copies: copy from source texture into a temporary "
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"buffer, and copy from the temporary buffer into the destination texture under specific "
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"situations. This workaround is by default enabled on some Intel GPUs which have a driver "
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"bug "
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"in the execution of CopyTextureRegion() when we copy with the formats whose texel block "
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"sizes are less than 4 bytes from a greater mip level to a smaller mip level on D3D12 "
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"backends.",
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"https://crbug.com/1161355"}},
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{Toggle::EmitHLSLDebugSymbols,
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{"emit_hlsl_debug_symbols",
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"Sets the D3DCOMPILE_SKIP_OPTIMIZATION and D3DCOMPILE_DEBUG compilation flags when "
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"compiling HLSL code. Enables better shader debugging with external graphics "
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"debugging tools.",
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"Sets the D3DCOMPILE_SKIP_OPTIMIZATION and D3DCOMPILE_DEBUG compilation flags when compiling "
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"HLSL code. Enables better shader debugging with external graphics debugging tools.",
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"https://crbug.com/dawn/776"}},
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{Toggle::DisallowSpirv,
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{"disallow_spirv",
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"Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. "
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"This is useful to prevent a Chromium renderer process from successfully sending "
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"SPIR-V code to be compiled in the GPU process.",
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"Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is "
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"useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be "
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"compiled in the GPU process.",
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"https://crbug.com/1214923"}},
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{Toggle::DumpShaders,
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{"dump_shaders",
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"Dump shaders for debugging purposes. Dumped shaders will be log via "
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"EmitLog, thus printed in Chrome console or consumed by user-defined callback "
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"function.",
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"Dump shaders for debugging purposes. Dumped shaders will be log via EmitLog, thus printed "
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"in Chrome console or consumed by user-defined callback function.",
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"https://crbug.com/dawn/792"}},
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{Toggle::DEPRECATED_DumpTranslatedShaders,
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{"dump_translated_shaders", "Deprecated. Use dump_shaders", "https://crbug.com/dawn/792"}},
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{Toggle::ForceWGSLStep,
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{"force_wgsl_step",
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"When ingesting SPIR-V shaders, force a first conversion to WGSL. This allows "
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"testing Tint's SPIRV->WGSL translation on real content to be sure that it will "
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"work when the same translation runs in a WASM module in the page.",
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"When ingesting SPIR-V shaders, force a first conversion to WGSL. This allows testing Tint's "
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"SPIRV->WGSL translation on real content to be sure that it will work when the same "
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"translation runs in a WASM module in the page.",
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"https://crbug.com/dawn/960"}},
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{Toggle::DisableWorkgroupInit,
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{"disable_workgroup_init",
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@ -232,26 +220,25 @@ static constexpr ToggleEnumAndInfoList kToggleNameAndInfoList = {{
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"https://crbug.com/dawn/1016"}},
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{Toggle::UseUserDefinedLabelsInBackend,
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{"use_user_defined_labels_in_backend",
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"Enables calls to SetLabel to be forwarded to backend-specific APIs that label "
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"objects.",
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"Enables calls to SetLabel to be forwarded to backend-specific APIs that label objects.",
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"https://crbug.com/dawn/840"}},
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{Toggle::UsePlaceholderFragmentInVertexOnlyPipeline,
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{"use_placeholder_fragment_in_vertex_only_pipeline",
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"Use a placeholder empty fragment shader in vertex only render pipeline. This toggle "
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"must be enabled for OpenGL ES backend, and serves as a workaround by default "
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"enabled on some Metal devices with Intel GPU to ensure the depth result is correct.",
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"Use a placeholder empty fragment shader in vertex only render pipeline. This toggle must be "
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"enabled for OpenGL ES backend, and serves as a workaround by default enabled on some Metal "
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"devices with Intel GPU to ensure the depth result is correct.",
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"https://crbug.com/dawn/136"}},
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{Toggle::FxcOptimizations,
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{"fxc_optimizations",
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"Enable optimizations when compiling with FXC. Disabled by default because FXC "
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"miscompiles in many cases when optimizations are enabled.",
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"Enable optimizations when compiling with FXC. Disabled by default because FXC miscompiles "
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"in many cases when optimizations are enabled.",
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"https://crbug.com/dawn/1203"}},
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{Toggle::RecordDetailedTimingInTraceEvents,
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{"record_detailed_timing_in_trace_events",
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"Record detailed timing information in trace events at certain point. Currently the "
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"timing information is recorded right before calling ExecuteCommandLists on a D3D12 "
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"command queue, and the information includes system time, CPU timestamp, GPU "
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"timestamp, and their frequency.",
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"Record detailed timing information in trace events at certain point. Currently the timing "
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"information is recorded right before calling ExecuteCommandLists on a D3D12 command queue, "
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"and the information includes system time, CPU timestamp, GPU timestamp, and their "
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"frequency.",
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"https://crbug.com/dawn/1264"}},
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{Toggle::DisableTimestampQueryConversion,
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{"disable_timestamp_query_conversion",
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@ -265,20 +252,22 @@ static constexpr ToggleEnumAndInfoList kToggleNameAndInfoList = {{
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{Toggle::D3D12SplitBufferTextureCopyForRowsPerImagePaddings,
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{"d3d12_split_buffer_texture_copy_for_rows_per_image_paddings",
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"D3D12 requires more buffer storage than it should when rowsPerImage is greater than "
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"copyHeight, which means there are pure padding row(s) on each image. In this "
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"situation, the buffer used for B2T/T2B copy might be big enough according to "
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"WebGPU's spec but it doesn't meet D3D12's requirement, then we need to workaround "
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"it via split the copy operation into two copies, in order to make B2T/T2B copy "
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"being done correctly on D3D12.",
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"copyHeight, which means there are pure padding row(s) on each image. In this situation, "
|
||||
"the buffer used for B2T/T2B copy might be big enough according to WebGPU's spec but it "
|
||||
"doesn't meet D3D12's requirement, then we need to workaround it via split the copy "
|
||||
"operation into two copies, in order to make B2T/T2B copy being done correctly on D3D12.",
|
||||
"https://crbug.com/dawn/1289"}},
|
||||
{Toggle::MetalRenderR8RG8UnormSmallMipToTempTexture,
|
||||
{"metal_render_r8_rg8_unorm_small_mip_to_temp_texture",
|
||||
"Metal Intel devices have issues with r8unorm and rg8unorm textures where rendering "
|
||||
"to small mips (level >= 2) doesn't work correctly. Workaround this issue by "
|
||||
"detecting this case and rendering to a temporary texture instead (with copies "
|
||||
"before "
|
||||
"and after if needed).",
|
||||
"Metal Intel devices have issues with r8unorm and rg8unorm textures where rendering to small "
|
||||
"mips (level >= 2) doesn't work correctly. Workaround this issue by detecting this case and "
|
||||
"rendering to a temporary texture instead (with copies before and after if needed).",
|
||||
"https://crbug.com/dawn/1071"}},
|
||||
{Toggle::EnableBlobCache,
|
||||
{"enable_blob_cache",
|
||||
"Enables usage of the blob cache (backed by the platform cache if set/passed). Necessary for "
|
||||
"any persistent caching capabilities, i.e. pipeline caching.",
|
||||
"https://crbug.com/dawn/549"}},
|
||||
// Comment to separate the }} so it is clearer what to copy-paste to add a toggle.
|
||||
}};
|
||||
} // anonymous namespace
|
||||
|
|
|
@ -71,6 +71,7 @@ enum class Toggle {
|
|||
VulkanUseZeroInitializeWorkgroupMemoryExtension,
|
||||
D3D12SplitBufferTextureCopyForRowsPerImagePaddings,
|
||||
MetalRenderR8RG8UnormSmallMipToTempTexture,
|
||||
EnableBlobCache,
|
||||
|
||||
EnumCount,
|
||||
InvalidEnum = EnumCount,
|
||||
|
|
|
@ -264,6 +264,6 @@ TEST_P(SinglePipelineCachingTests, RenderPipelineBlobCacheIsolationKey) {
|
|||
EXPECT_EQ(mMockCache.GetNumEntries(), 2u);
|
||||
}
|
||||
|
||||
DAWN_INSTANTIATE_TEST(SinglePipelineCachingTests, VulkanBackend());
|
||||
DAWN_INSTANTIATE_TEST(SinglePipelineCachingTests, VulkanBackend({"enable_blob_cache"}));
|
||||
|
||||
} // namespace
|
||||
|
|
Loading…
Reference in New Issue