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Add links to, and format Toggles.cpp
Missing links and bad formatting was found while adding a Toggle for choosing which format to use for Depth24PlusStencil8 in the Vulkan backend. BUG=dawn:286 Change-Id: I7d9c964ed90988ac63563707afb86a27005ff1b9 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/14180 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org>
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@ -29,68 +29,74 @@ namespace dawn_native {
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using ToggleEnumAndInfoList =
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std::array<ToggleEnumAndInfo, static_cast<size_t>(Toggle::EnumCount)>;
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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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"https://bugs.chromium.org/p/dawn/issues/detail?id=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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"https://bugs.chromium.org/p/dawn/issues/detail?id=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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"https://bugs.chromium.org/p/dawn/issues/detail?id=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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"https://bugs.chromium.org/p/dawn/issues/detail?id=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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"https://bugs.chromium.org/p/dawn/issues/detail?id=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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"(https://github.com/KhronosGroup/Vulkan-Docs/issues/1005) for more details.",
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"https://bugs.chromium.org/p/dawn/issues/detail?id=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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{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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{Toggle::SkipValidation,
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{"skip_validation", "Skip expensive validation of Dawn commands."}},
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{Toggle::UseSpvc,
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{"use_spvc",
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"Enable use of spvc for shader compilation, instead of accessing spirv_cross "
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"directly."}},
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{Toggle::UseSpvcIRGen,
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{"use_spvc_ir_gen",
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"Enable usage of spvc's internal parsing and IR generation code, instead of "
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"spirv_cross's."}}}};
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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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"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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"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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"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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"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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"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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"(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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"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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"https://crbug.com/dawn/36"}},
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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::UseSpvc,
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{"use_spvc",
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"Enable use of spvc for shader compilation, instead of accessing spirv_cross "
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"directly.",
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"https://crbug.com/dawn/288"}},
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{Toggle::UseSpvcIRGen,
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{"use_spvc_ir_gen",
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"Enable usage of spvc's internal parsing and IR generation code, instead of "
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"spirv_cross's.",
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"https://crbug.com/dawn/288"}},
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}};
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} // anonymous namespace
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