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D3D12 requires more buffer storage than it should. If the buffer used for B2T/T2B copy is big enough according to WebGPU spec but it doesn't meet D3D12's requirement, we need to workaround it via split the copy into two copies, in order to make B2T/T2B copy being done correctly on D3D12. Bug: dawn:1289, dawn:1278 Change-Id: Id88c580dce00553845817677a2d356690ef4acfe Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/86860 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Yunchao He <yunchao.he@intel.com>
105 lines
3.4 KiB
C++
105 lines
3.4 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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#ifndef SRC_DAWN_NATIVE_TOGGLES_H_
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#define SRC_DAWN_NATIVE_TOGGLES_H_
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#include <bitset>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include "dawn/native/DawnNative.h"
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namespace dawn::native {
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enum class Toggle {
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EmulateStoreAndMSAAResolve,
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NonzeroClearResourcesOnCreationForTesting,
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AlwaysResolveIntoZeroLevelAndLayer,
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LazyClearResourceOnFirstUse,
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TurnOffVsync,
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UseTemporaryBufferInCompressedTextureToTextureCopy,
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UseD3D12ResourceHeapTier2,
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UseD3D12RenderPass,
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UseD3D12ResidencyManagement,
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DisableResourceSuballocation,
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SkipValidation,
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VulkanUseD32S8,
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VulkanUseS8,
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MetalDisableSamplerCompare,
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MetalUseSharedModeForCounterSampleBuffer,
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DisableBaseVertex,
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DisableBaseInstance,
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DisableIndexedDrawBuffers,
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DisableSnormRead,
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DisableDepthStencilRead,
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DisableSampleVariables,
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UseD3D12SmallShaderVisibleHeapForTesting,
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UseDXC,
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DisableRobustness,
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MetalEnableVertexPulling,
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DisallowUnsafeAPIs,
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FlushBeforeClientWaitSync,
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UseTempBufferInSmallFormatTextureToTextureCopyFromGreaterToLessMipLevel,
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EmitHLSLDebugSymbols,
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DisallowSpirv,
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DumpShaders,
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DEPRECATED_DumpTranslatedShaders, // Use DumpShaders
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ForceWGSLStep,
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DisableWorkgroupInit,
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DisableSymbolRenaming,
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UseUserDefinedLabelsInBackend,
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DisableR8RG8Mipmaps,
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UsePlaceholderFragmentInVertexOnlyPipeline,
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FxcOptimizations,
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RecordDetailedTimingInTraceEvents,
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DisableTimestampQueryConversion,
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VulkanUseZeroInitializeWorkgroupMemoryExtension,
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D3D12SplitBufferTextureCopyForRowsPerImagePaddings,
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EnumCount,
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InvalidEnum = EnumCount,
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};
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// A wrapper of the bitset to store if a toggle is present or not. This wrapper provides the
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// convenience to convert the enums of enum class Toggle to the indices of a bitset.
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struct TogglesSet {
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std::bitset<static_cast<size_t>(Toggle::EnumCount)> toggleBitset;
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void Set(Toggle toggle, bool enabled);
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bool Has(Toggle toggle) const;
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std::vector<const char*> GetContainedToggleNames() const;
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};
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const char* ToggleEnumToName(Toggle toggle);
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class TogglesInfo {
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public:
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// Used to query the details of a toggle. Return nullptr if toggleName is not a valid name
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// of a toggle supported in Dawn.
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const ToggleInfo* GetToggleInfo(const char* toggleName);
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Toggle ToggleNameToEnum(const char* toggleName);
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private:
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void EnsureToggleNameToEnumMapInitialized();
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bool mToggleNameToEnumMapInitialized = false;
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std::unordered_map<std::string, Toggle> mToggleNameToEnumMap;
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};
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} // namespace dawn::native
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#endif // SRC_DAWN_NATIVE_TOGGLES_H_
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