206 lines
9.8 KiB
C++
206 lines
9.8 KiB
C++
// Copyright 2019 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include <array>
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#include "common/Assert.h"
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#include "common/BitSetIterator.h"
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#include "dawn_native/Toggles.h"
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namespace dawn_native {
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namespace {
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struct ToggleEnumAndInfo {
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Toggle toggle;
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ToggleInfo info;
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};
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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://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::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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"https://crbug.com/dawn/193"}},
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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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"https://crbug.com/dawn/286"}},
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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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"https://crbug.com/dawn/342"}},
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{Toggle::DisableBaseVertex,
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{"disable_base_vertex",
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"Disables the use of non-zero base vertex which is unsupported on some platforms.",
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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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"https://crbug.com/dawn/343"}},
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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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"https://crbug.com/dawn/155"}},
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{Toggle::UseDXC,
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{"use_dxc", "Use DXC instead of FXC for compiling HLSL",
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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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{Toggle::MetalEnableVertexPulling,
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{"metal_enable_vertex_pulling",
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"Uses vertex pulling to protect out-of-bounds reads on Metal",
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"https://crbug.com/dawn/480"}}}};
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} // anonymous namespace
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void TogglesSet::Set(Toggle toggle, bool enabled) {
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ASSERT(toggle != Toggle::InvalidEnum);
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const size_t toggleIndex = static_cast<size_t>(toggle);
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toggleBitset.set(toggleIndex, enabled);
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}
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bool TogglesSet::Has(Toggle toggle) const {
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ASSERT(toggle != Toggle::InvalidEnum);
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const size_t toggleIndex = static_cast<size_t>(toggle);
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return toggleBitset.test(toggleIndex);
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}
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std::vector<const char*> TogglesSet::GetContainedToggleNames() const {
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std::vector<const char*> togglesNameInUse(toggleBitset.count());
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uint32_t index = 0;
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for (uint32_t i : IterateBitSet(toggleBitset)) {
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const char* toggleName = ToggleEnumToName(static_cast<Toggle>(i));
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togglesNameInUse[index] = toggleName;
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++index;
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}
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return togglesNameInUse;
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}
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const char* ToggleEnumToName(Toggle toggle) {
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ASSERT(toggle != Toggle::InvalidEnum);
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const ToggleEnumAndInfo& toggleNameAndInfo =
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kToggleNameAndInfoList[static_cast<size_t>(toggle)];
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ASSERT(toggleNameAndInfo.toggle == toggle);
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return toggleNameAndInfo.info.name;
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}
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const ToggleInfo* TogglesInfo::GetToggleInfo(const char* toggleName) {
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ASSERT(toggleName);
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EnsureToggleNameToEnumMapInitialized();
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const auto& iter = mToggleNameToEnumMap.find(toggleName);
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if (iter != mToggleNameToEnumMap.cend()) {
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return &kToggleNameAndInfoList[static_cast<size_t>(iter->second)].info;
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}
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return nullptr;
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}
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Toggle TogglesInfo::ToggleNameToEnum(const char* toggleName) {
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ASSERT(toggleName);
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EnsureToggleNameToEnumMapInitialized();
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const auto& iter = mToggleNameToEnumMap.find(toggleName);
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if (iter != mToggleNameToEnumMap.cend()) {
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return kToggleNameAndInfoList[static_cast<size_t>(iter->second)].toggle;
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}
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return Toggle::InvalidEnum;
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}
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void TogglesInfo::EnsureToggleNameToEnumMapInitialized() {
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if (mToggleNameToEnumMapInitialized) {
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return;
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}
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for (size_t index = 0; index < kToggleNameAndInfoList.size(); ++index) {
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const ToggleEnumAndInfo& toggleNameAndInfo = kToggleNameAndInfoList[index];
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ASSERT(index == static_cast<size_t>(toggleNameAndInfo.toggle));
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mToggleNameToEnumMap[toggleNameAndInfo.info.name] = toggleNameAndInfo.toggle;
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}
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mToggleNameToEnumMapInitialized = true;
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}
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} // namespace dawn_native
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