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>
This commit is contained in:
Corentin Wallez 2019-12-05 12:46:41 +00:00 committed by Commit Bot service account
parent 95586ff184
commit ec0020c208

View File

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