// Copyright 2019 The Dawn Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include #include "common/Assert.h" #include "common/BitSetIterator.h" #include "dawn_native/Toggles.h" namespace dawn_native { namespace { struct ToggleEnumAndInfo { Toggle toggle; ToggleInfo info; }; 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://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::UseD3D12ResidencyManagement, {"use_d3d12_residency_management", "Enable residency management. This allows page-in and page-out of resource heaps in " "GPU memory. This component improves overcommitted performance by keeping the most " "recently used resources local to the GPU. Turning this component off can cause " "allocation failures when application memory exceeds physical device memory.", "https://crbug.com/dawn/193"}}, {Toggle::SkipValidation, {"skip_validation", "Skip expensive validation of Dawn commands.", "https://crbug.com/dawn/271"}}, {Toggle::VulkanUseD32S8, {"vulkan_use_d32s8", "Vulkan mandates support of either D32_FLOAT_S8 or D24_UNORM_S8. When available the " "backend will use D32S8 (toggle to on) but setting the toggle to off will make it" "use the D24S8 format when possible.", "https://crbug.com/dawn/286"}}, {Toggle::MetalDisableSamplerCompare, {"metal_disable_sampler_compare", "Disables the use of sampler compare on Metal. This is unsupported before A9 " "processors.", "https://crbug.com/dawn/342"}}, {Toggle::MetalUseSharedModeForCounterSampleBuffer, {"metal_use_shared_mode_for_counter_sample_buffer", "The query set on Metal need to create MTLCounterSampleBuffer which storage mode " "must be either MTLStorageModeShared or MTLStorageModePrivate. But the private mode " "does not work properly on Intel platforms. The workaround is use shared mode " "instead.", "https://crbug.com/dawn/434"}}, {Toggle::DisableBaseVertex, {"disable_base_vertex", "Disables the use of non-zero base vertex which is unsupported on some platforms.", "https://crbug.com/dawn/343"}}, {Toggle::DisableBaseInstance, {"disable_base_instance", "Disables the use of non-zero base instance which is unsupported on some " "platforms.", "https://crbug.com/dawn/343"}}, {Toggle::UseD3D12SmallShaderVisibleHeapForTesting, {"use_d3d12_small_shader_visible_heap", "Enable use of a small D3D12 shader visible heap, instead of using a large one by " "default. This setting is used to test bindgroup encoding.", "https://crbug.com/dawn/155"}}, {Toggle::UseDXC, {"use_dxc", "Use DXC instead of FXC for compiling HLSL when both dxcompiler.dll and dxil.dll " "is available.", "https://crbug.com/dawn/402"}}, {Toggle::DisableRobustness, {"disable_robustness", "Disable robust buffer access", "https://crbug.com/dawn/480"}}, {Toggle::MetalEnableVertexPulling, {"metal_enable_vertex_pulling", "Uses vertex pulling to protect out-of-bounds reads on Metal", "https://crbug.com/dawn/480"}}, {Toggle::DisallowUnsafeAPIs, {"disallow_unsafe_apis", "Produces validation errors on API entry points or parameter combinations that " "aren't considered secure yet.", "http://crbug.com/1138528"}}, {Toggle::UseTintGenerator, {"use_tint_generator", "Use Tint instead of SPRIV-cross to generate shaders.", "https://crbug.com/dawn/548"}}, {Toggle::UseTintInspector, {"use_tint_inspector", "Use Tint instead of SPRIV-cross for shader reflection.", "https://crbug.com/dawn/578"}}, // Dummy comment to separate the }} so it is clearer what to copy-paste to add a toggle. }}; } // anonymous namespace void TogglesSet::Set(Toggle toggle, bool enabled) { ASSERT(toggle != Toggle::InvalidEnum); const size_t toggleIndex = static_cast(toggle); toggleBitset.set(toggleIndex, enabled); } bool TogglesSet::Has(Toggle toggle) const { ASSERT(toggle != Toggle::InvalidEnum); const size_t toggleIndex = static_cast(toggle); return toggleBitset.test(toggleIndex); } std::vector TogglesSet::GetContainedToggleNames() const { std::vector togglesNameInUse(toggleBitset.count()); uint32_t index = 0; for (uint32_t i : IterateBitSet(toggleBitset)) { const char* toggleName = ToggleEnumToName(static_cast(i)); togglesNameInUse[index] = toggleName; ++index; } return togglesNameInUse; } const char* ToggleEnumToName(Toggle toggle) { ASSERT(toggle != Toggle::InvalidEnum); const ToggleEnumAndInfo& toggleNameAndInfo = kToggleNameAndInfoList[static_cast(toggle)]; ASSERT(toggleNameAndInfo.toggle == toggle); return toggleNameAndInfo.info.name; } const ToggleInfo* TogglesInfo::GetToggleInfo(const char* toggleName) { ASSERT(toggleName); EnsureToggleNameToEnumMapInitialized(); const auto& iter = mToggleNameToEnumMap.find(toggleName); if (iter != mToggleNameToEnumMap.cend()) { return &kToggleNameAndInfoList[static_cast(iter->second)].info; } return nullptr; } Toggle TogglesInfo::ToggleNameToEnum(const char* toggleName) { ASSERT(toggleName); EnsureToggleNameToEnumMapInitialized(); const auto& iter = mToggleNameToEnumMap.find(toggleName); if (iter != mToggleNameToEnumMap.cend()) { return kToggleNameAndInfoList[static_cast(iter->second)].toggle; } return Toggle::InvalidEnum; } void TogglesInfo::EnsureToggleNameToEnumMapInitialized() { if (mToggleNameToEnumMapInitialized) { return; } for (size_t index = 0; index < kToggleNameAndInfoList.size(); ++index) { const ToggleEnumAndInfo& toggleNameAndInfo = kToggleNameAndInfoList[index]; ASSERT(index == static_cast(toggleNameAndInfo.toggle)); mToggleNameToEnumMap[toggleNameAndInfo.info.name] = toggleNameAndInfo.toggle; } mToggleNameToEnumMapInitialized = true; } } // namespace dawn_native