diff --git a/src/dawn_native/Toggles.cpp b/src/dawn_native/Toggles.cpp index 8f5247fdf3..b46c9efd83 100644 --- a/src/dawn_native/Toggles.cpp +++ b/src/dawn_native/Toggles.cpp @@ -29,68 +29,74 @@ namespace dawn_native { using ToggleEnumAndInfoList = std::array(Toggle::EnumCount)>; - static constexpr ToggleEnumAndInfoList kToggleNameAndInfoList = { - {{Toggle::EmulateStoreAndMSAAResolve, - {"emulate_store_and_msaa_resolve", - "Emulate storing into multisampled color attachments and doing MSAA resolve " - "simultaneously. This workaround is enabled by default on the Metal drivers that do " - "not support MTLStoreActionStoreAndMultisampleResolve. To support StoreOp::Store on " - "those platforms, we should do MSAA resolve in another render pass after ending the " - "previous one.", - "https://bugs.chromium.org/p/dawn/issues/detail?id=56"}}, - {Toggle::NonzeroClearResourcesOnCreationForTesting, - {"nonzero_clear_resources_on_creation_for_testing", - "Clears texture to full 1 bits as soon as they are created, but doesn't update " - "the tracking state of the texture. This way we can test the logic of clearing " - "textures that use recycled memory.", - "https://bugs.chromium.org/p/dawn/issues/detail?id=145"}}, - {Toggle::AlwaysResolveIntoZeroLevelAndLayer, - {"always_resolve_into_zero_level_and_layer", - "When the resolve target is a texture view that is created on the non-zero level or " - "layer of a texture, we first resolve into a temporarily 2D texture with only one " - "mipmap level and one array layer, and copy the result of MSAA resolve into the " - "true resolve target. This workaround is enabled by default on the Metal drivers " - "that have bugs when setting non-zero resolveLevel or resolveSlice.", - "https://bugs.chromium.org/p/dawn/issues/detail?id=56"}}, - {Toggle::LazyClearResourceOnFirstUse, - {"lazy_clear_resource_on_first_use", - "Clears resource to zero on first usage. This initializes the resource " - "so that no dirty bits from recycled memory is present in the new resource.", - "https://bugs.chromium.org/p/dawn/issues/detail?id=145"}}, - {Toggle::TurnOffVsync, - {"turn_off_vsync", - "Turn off vsync when rendering. In order to do performance test or run perf tests, " - "turn off vsync so that the fps can exeed 60.", - "https://bugs.chromium.org/p/dawn/issues/detail?id=237"}}, - {Toggle::UseTemporaryBufferInCompressedTextureToTextureCopy, - {"use_temporary_buffer_in_texture_to_texture_copy", - "Split texture-to-texture copy into two copies: copy from source texture into a " - "temporary buffer, and copy from the temporary buffer into the destination texture " - "when copying between compressed textures that don't have block-aligned sizes. This " - "workaround is enabled by default on all Vulkan drivers to solve an issue in the " - "Vulkan SPEC about the texture-to-texture copies with compressed formats. See #1005 " - "(https://github.com/KhronosGroup/Vulkan-Docs/issues/1005) for more details.", - "https://bugs.chromium.org/p/dawn/issues/detail?id=42"}}, - {Toggle::UseD3D12ResourceHeapTier2, - {"use_d3d12_resource_heap_tier2", - "Enable support for resource heap tier 2. Resource heap tier 2 allows mixing of " - "texture and buffers in the same heap. This allows better heap re-use and reduces " - "fragmentation."}}, - {Toggle::UseD3D12RenderPass, - {"use_d3d12_render_pass", - "Use the D3D12 render pass API introduced in Windows build 1809 by default. On " - "versions of Windows prior to build 1809, or when this toggle is turned off, Dawn " - "will emulate a render pass."}}, - {Toggle::SkipValidation, - {"skip_validation", "Skip expensive validation of Dawn commands."}}, - {Toggle::UseSpvc, - {"use_spvc", - "Enable use of spvc for shader compilation, instead of accessing spirv_cross " - "directly."}}, - {Toggle::UseSpvcIRGen, - {"use_spvc_ir_gen", - "Enable usage of spvc's internal parsing and IR generation code, instead of " - "spirv_cross's."}}}}; + static constexpr ToggleEnumAndInfoList kToggleNameAndInfoList = {{ + {Toggle::EmulateStoreAndMSAAResolve, + {"emulate_store_and_msaa_resolve", + "Emulate storing into multisampled color attachments and doing MSAA resolve " + "simultaneously. This workaround is enabled by default on the Metal drivers that do " + "not support MTLStoreActionStoreAndMultisampleResolve. To support StoreOp::Store on " + "those platforms, we should do MSAA resolve in another render pass after ending the " + "previous one.", + "https://crbug.com/dawn/56"}}, + {Toggle::NonzeroClearResourcesOnCreationForTesting, + {"nonzero_clear_resources_on_creation_for_testing", + "Clears texture to full 1 bits as soon as they are created, but doesn't update " + "the tracking state of the texture. This way we can test the logic of clearing " + "textures that use recycled memory.", + "https://crbug.com/dawn/145"}}, + {Toggle::AlwaysResolveIntoZeroLevelAndLayer, + {"always_resolve_into_zero_level_and_layer", + "When the resolve target is a texture view that is created on the non-zero level or " + "layer of a texture, we first resolve into a temporarily 2D texture with only one " + "mipmap level and one array layer, and copy the result of MSAA resolve into the " + "true resolve target. This workaround is enabled by default on the Metal drivers " + "that have bugs when setting non-zero resolveLevel or resolveSlice.", + "https://crbug.com/dawn/56"}}, + {Toggle::LazyClearResourceOnFirstUse, + {"lazy_clear_resource_on_first_use", + "Clears resource to zero on first usage. This initializes the resource " + "so that no dirty bits from recycled memory is present in the new resource.", + "https://crbug.com/dawn/145"}}, + {Toggle::TurnOffVsync, + {"turn_off_vsync", + "Turn off vsync when rendering. In order to do performance test or run perf tests, " + "turn off vsync so that the fps can exeed 60.", + "https://crbug.com/dawn/237"}}, + {Toggle::UseTemporaryBufferInCompressedTextureToTextureCopy, + {"use_temporary_buffer_in_texture_to_texture_copy", + "Split texture-to-texture copy into two copies: copy from source texture into a " + "temporary buffer, and copy from the temporary buffer into the destination texture " + "when copying between compressed textures that don't have block-aligned sizes. This " + "workaround is enabled by default on all Vulkan drivers to solve an issue in the " + "Vulkan SPEC about the texture-to-texture copies with compressed formats. See #1005 " + "(https://github.com/KhronosGroup/Vulkan-Docs/issues/1005) for more details.", + "https://crbug.com/dawn/42"}}, + {Toggle::UseD3D12ResourceHeapTier2, + {"use_d3d12_resource_heap_tier2", + "Enable support for resource heap tier 2. Resource heap tier 2 allows mixing of " + "texture and buffers in the same heap. This allows better heap re-use and reduces " + "fragmentation.", + "https://crbug.com/dawn/27"}}, + {Toggle::UseD3D12RenderPass, + {"use_d3d12_render_pass", + "Use the D3D12 render pass API introduced in Windows build 1809 by default. On " + "versions of Windows prior to build 1809, or when this toggle is turned off, Dawn " + "will emulate a render pass.", + "https://crbug.com/dawn/36"}}, + {Toggle::SkipValidation, + {"skip_validation", "Skip expensive validation of Dawn commands.", + "https://crbug.com/dawn/271"}}, + {Toggle::UseSpvc, + {"use_spvc", + "Enable use of spvc for shader compilation, instead of accessing spirv_cross " + "directly.", + "https://crbug.com/dawn/288"}}, + {Toggle::UseSpvcIRGen, + {"use_spvc_ir_gen", + "Enable usage of spvc's internal parsing and IR generation code, instead of " + "spirv_cross's.", + "https://crbug.com/dawn/288"}}, + }}; } // anonymous namespace