347 lines
18 KiB
C++
347 lines
18 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 "dawn/common/Assert.h"
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#include "dawn/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::DisableResourceSuballocation,
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{"disable_resource_suballocation",
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"Force the backends to not perform resource suballocation. This may expose "
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"allocation "
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"patterns which would otherwise only occur with large or specific types of "
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"resources.",
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"https://crbug.com/1313172"}},
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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::VulkanUseS8,
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{"vulkan_use_s8",
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"Vulkan has a pure stencil8 format but it is not universally available. When this "
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"toggle is on, the backend will use S8 for the stencil8 format, otherwise it will "
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"fallback to D32S8 or D24S8.",
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"https://crbug.com/dawn/666"}},
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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::MetalUseSharedModeForCounterSampleBuffer,
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{"metal_use_shared_mode_for_counter_sample_buffer",
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"The query set on Metal need to create MTLCounterSampleBuffer which storage mode "
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"must be either MTLStorageModeShared or MTLStorageModePrivate. But the private mode "
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"does not work properly on Intel platforms. The workaround is use shared mode "
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"instead.",
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"https://crbug.com/dawn/434"}},
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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::DisableIndexedDrawBuffers,
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{"disable_indexed_draw_buffers",
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"Disables the use of indexed draw buffer state which is unsupported on some "
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"platforms.",
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"https://crbug.com/dawn/582"}},
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{Toggle::DisableSnormRead,
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{"disable_snorm_read",
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"Disables reading from Snorm textures which is unsupported on some platforms.",
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"https://crbug.com/dawn/667"}},
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{Toggle::DisableDepthStencilRead,
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{"disable_depth_stencil_read",
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"Disables reading from depth/stencil textures which is unsupported on some "
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"platforms.",
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"https://crbug.com/dawn/667"}},
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{Toggle::DisableSampleVariables,
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{"disable_sample_variables",
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"Disables gl_SampleMask and related functionality which is unsupported on some "
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"platforms.",
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"https://crbug.com/dawn/673"}},
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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",
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"Use DXC instead of FXC for compiling HLSL when both dxcompiler.dll and dxil.dll "
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"is available.",
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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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{Toggle::DisallowUnsafeAPIs,
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{"disallow_unsafe_apis",
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"Produces validation errors on API entry points or parameter combinations that "
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"aren't considered secure yet.",
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"http://crbug.com/1138528"}},
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{Toggle::FlushBeforeClientWaitSync,
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{"flush_before_client_wait_sync",
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"Call glFlush before glClientWaitSync to work around bugs in the latter",
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"https://crbug.com/dawn/633"}},
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{Toggle::UseTempBufferInSmallFormatTextureToTextureCopyFromGreaterToLessMipLevel,
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{"use_temp_buffer_in_small_format_texture_to_texture_copy_from_greater_to_less_mip_"
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"level",
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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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"under specific situations. This workaround is by default enabled on some Intel "
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"GPUs which have a driver bug in the execution of CopyTextureRegion() when we copy "
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"with the formats whose texel block sizes are less than 4 bytes from a greater mip "
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"level to a smaller mip level on D3D12 backends.",
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"https://crbug.com/1161355"}},
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{Toggle::EmitHLSLDebugSymbols,
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{"emit_hlsl_debug_symbols",
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"Sets the D3DCOMPILE_SKIP_OPTIMIZATION and D3DCOMPILE_DEBUG compilation flags when "
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"compiling HLSL code. Enables better shader debugging with external graphics "
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"debugging tools.",
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"https://crbug.com/dawn/776"}},
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{Toggle::DisallowSpirv,
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{"disallow_spirv",
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"Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. "
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"This is useful to prevent a Chromium renderer process from successfully sending "
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"SPIR-V code to be compiled in the GPU process.",
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"https://crbug.com/1214923"}},
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{Toggle::DumpShaders,
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{"dump_shaders",
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"Dump shaders for debugging purposes. Dumped shaders will be log via "
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"EmitLog, thus printed in Chrome console or consumed by user-defined callback "
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"function.",
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"https://crbug.com/dawn/792"}},
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{Toggle::DEPRECATED_DumpTranslatedShaders,
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{"dump_translated_shaders", "Deprecated. Use dump_shaders",
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"https://crbug.com/dawn/792"}},
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{Toggle::ForceWGSLStep,
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{"force_wgsl_step",
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"When ingesting SPIR-V shaders, force a first conversion to WGSL. This allows "
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"testing Tint's SPIRV->WGSL translation on real content to be sure that it will "
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"work when the same translation runs in a WASM module in the page.",
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"https://crbug.com/dawn/960"}},
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{Toggle::DisableWorkgroupInit,
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{"disable_workgroup_init",
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"Disables the workgroup memory zero-initialization for compute shaders.",
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"https://crbug.com/tint/1003"}},
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{Toggle::DisableSymbolRenaming,
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{"disable_symbol_renaming",
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"Disables the WGSL symbol renaming so that names are preserved.",
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"https://crbug.com/dawn/1016"}},
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{Toggle::UseUserDefinedLabelsInBackend,
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{"use_user_defined_labels_in_backend",
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"Enables calls to SetLabel to be forwarded to backend-specific APIs that label "
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"objects.",
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"https://crbug.com/dawn/840"}},
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{Toggle::DisableR8RG8Mipmaps,
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{"disable_r8_rg8_mipmaps",
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"Disables mipmaps for r8unorm and rg8unorm textures, which are known on some drivers "
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"to not clear correctly.",
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"https://crbug.com/dawn/1071"}},
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{Toggle::UsePlaceholderFragmentInVertexOnlyPipeline,
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{"use_placeholder_fragment_in_vertex_only_pipeline",
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"Use a placeholder empty fragment shader in vertex only render pipeline. This toggle "
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"must be enabled for OpenGL ES backend, and serves as a workaround by default "
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"enabled on some Metal devices with Intel GPU to ensure the depth result is correct.",
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"https://crbug.com/dawn/136"}},
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{Toggle::FxcOptimizations,
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{"fxc_optimizations",
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"Enable optimizations when compiling with FXC. Disabled by default because FXC "
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"miscompiles in many cases when optimizations are enabled.",
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"https://crbug.com/dawn/1203"}},
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{Toggle::RecordDetailedTimingInTraceEvents,
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{"record_detailed_timing_in_trace_events",
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"Record detailed timing information in trace events at certain point. Currently the "
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"timing information is recorded right before calling ExecuteCommandLists on a D3D12 "
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"command queue, and the information includes system time, CPU timestamp, GPU "
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"timestamp, and their frequency.",
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"https://crbug.com/dawn/1264"}},
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{Toggle::DisableTimestampQueryConversion,
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{"disable_timestamp_query_conversion",
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"Resolve timestamp queries into ticks instead of nanoseconds.",
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"https://crbug.com/dawn/1305"}},
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{Toggle::VulkanUseZeroInitializeWorkgroupMemoryExtension,
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{"use_vulkan_zero_initialize_workgroup_memory_extension",
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"Initialize workgroup memory with OpConstantNull on Vulkan when the Vulkan extension "
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"VK_KHR_zero_initialize_workgroup_memory is supported.",
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"https://crbug.com/dawn/1302"}},
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// Comment to separate the }} so it is clearer what to copy-paste to add a toggle.
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}};
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} // anonymous namespace
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void TogglesSet::Set(Toggle toggle, bool enabled) {
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if (toggle == Toggle::DEPRECATED_DumpTranslatedShaders) {
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Set(Toggle::DumpShaders, enabled);
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return;
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}
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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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if (toggle == Toggle::DEPRECATED_DumpTranslatedShaders) {
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return Has(Toggle::DumpShaders);
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}
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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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