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// 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 <array>
#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<ToggleEnumAndInfo, static_cast<size_t>(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::UseSpvc,
{"use_spvc",
"Enable use of spvc for shader compilation, instead of accessing spirv_cross "
"directly.",
"https://crbug.com/dawn/288"}},
{Toggle::UseSpvcParser,
{"use_spvc_parser",
"Enable usage of spvc's internal parsing and IR generation code, instead of "
"spirv_cross's.",
"https://crbug.com/dawn/288"}},
{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::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",
"https://crbug.com/dawn/402"}},
}};
} // anonymous namespace
void TogglesSet::Set(Toggle toggle, bool enabled) {
ASSERT(toggle != Toggle::InvalidEnum);
const size_t toggleIndex = static_cast<size_t>(toggle);
toggleBitset.set(toggleIndex, enabled);
}
bool TogglesSet::Has(Toggle toggle) const {
ASSERT(toggle != Toggle::InvalidEnum);
const size_t toggleIndex = static_cast<size_t>(toggle);
return toggleBitset.test(toggleIndex);
}
std::vector<const char*> TogglesSet::GetContainedToggleNames() const {
std::vector<const char*> togglesNameInUse(toggleBitset.count());
uint32_t index = 0;
for (uint32_t i : IterateBitSet(toggleBitset)) {
const char* toggleName = ToggleEnumToName(static_cast<Toggle>(i));
togglesNameInUse[index] = toggleName;
++index;
}
return togglesNameInUse;
}
const char* ToggleEnumToName(Toggle toggle) {
ASSERT(toggle != Toggle::InvalidEnum);
const ToggleEnumAndInfo& toggleNameAndInfo =
kToggleNameAndInfoList[static_cast<size_t>(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<size_t>(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<size_t>(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<size_t>(toggleNameAndInfo.toggle));
mToggleNameToEnumMap[toggleNameAndInfo.info.name] = toggleNameAndInfo.toggle;
}
mToggleNameToEnumMapInitialized = true;
}
} // namespace dawn_native