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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::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::DisableIndexedDrawBuffers,
{"disable_indexed_draw_buffers",
"Disables the use of indexed draw buffer state which is unsupported on some "
"platforms.",
"https://crbug.com/dawn/582"}},
{Toggle::DisableSnormRead,
{"disable_snorm_read",
"Disables reading from Snorm textures which is unsupported on some platforms.",
"https://crbug.com/dawn/667"}},
{Toggle::DisableDepthStencilRead,
{"disable_depth_stencil_read",
"Disables reading from depth/stencil textures which is unsupported on some "
"platforms.",
"https://crbug.com/dawn/667"}},
{Toggle::DisableSampleVariables,
{"disable_sample_variables",
"Disables gl_SampleMask and related functionality which is unsupported on some "
"platforms.",
"https://crbug.com/dawn/673"}},
{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/571"}},
{Toggle::FlushBeforeClientWaitSync,
{"flush_before_client_wait_sync",
"Call glFlush before glClientWaitSync to work around bugs in the latter",
"https://crbug.com/dawn/633"}},
{Toggle::UseTempBufferInSmallFormatTextureToTextureCopyFromGreaterToLessMipLevel,
{"use_temp_buffer_in_small_format_texture_to_texture_copy_from_greater_to_less_mip_"
"level",
"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 "
"under specific situations. This workaround is by default enabled on some Intel "
"GPUs which have a driver bug in the execution of CopyTextureRegion() when we copy "
"with the formats whose texel block sizes are less than 4 bytes from a greater mip "
"level to a smaller mip level on D3D12 backends.",
"https://crbug.com/1161355"}},
{Toggle::EmitHLSLDebugSymbols,
{"emit_hlsl_debug_symbols",
"Sets the D3DCOMPILE_SKIP_OPTIMIZATION and D3DCOMPILE_DEBUG compilation flags when "
"compiling HLSL code. Enables better shader debugging with external graphics "
"debugging tools.",
"https://crbug.com/dawn/776"}},
{Toggle::DisallowSpirv,
{"disallow_spirv",
"Disallow usage of SPIR-V completely so that only WGSL is used for shader modules."
"This is useful to prevent a Chromium renderer process from successfully sending"
"SPIR-V code to be compiled in the GPU process.",
"https://crbug.com/1214923"}},
{Toggle::DumpShaders,
{"dump_shaders",
"Dump shaders for debugging purposes. Dumped shaders will be log via "
"EmitLog, thus printed in Chrome console or consumed by user-defined callback "
"function.",
"https://crbug.com/dawn/792"}},
{Toggle::DEPRECATED_DumpTranslatedShaders,
{"dump_translated_shaders", "Deprecated. Use dump_shaders",
"https://crbug.com/dawn/792"}},
{Toggle::ForceWGSLStep,
{"force_wgsl_step",
"When ingesting SPIR-V shaders, force a first conversion to WGSL. This allows "
"testing Tint's SPIRV->WGSL translation on real content to be sure that it will "
"work when the same translation runs in a WASM module in the page.",
"https://crbug.com/dawn/960"}},
{Toggle::DisableWorkgroupInit,
{"disable_workgroup_init",
"Disables the workgroup memory zero-initialization for compute shaders.",
"https://crbug.com/tint/1003"}},
{Toggle::DisableSymbolRenaming,
{"disable_symbol_renaming",
"Disables the WGSL symbol renaming so that names are preserved.",
"https://crbug.com/dawn/1016"}},
{Toggle::UseUserDefinedLabelsInBackend,
{"use_user_defined_labels_in_backend",
"Enables calls to SetLabel to be forwarded to backend-specific APIs that label "
"objects.",
"https://crbug.com/dawn/840"}},
{Toggle::DisableR8RG8Mipmaps,
{"disable_r8_rg8_mipmaps",
"Disables mipmaps for r8unorm and rg8unorm textures, which are known on some drivers "
"to not clear correctly.",
"https://crbug.com/dawn/1071"}},
{Toggle::UseDummyFragmentInVertexOnlyPipeline,
{"use_dummy_fragment_in_vertex_only_pipeline",
"Use a dummy empty fragment shader in vertex only render pipeline. This toggle must "
"be enabled for OpenGL ES backend, and serves as a workaround by default enabled on "
"some Metal devices with Intel GPU to ensure the depth result is correct.",
"https://crbug.com/dawn/136"}},
// 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) {
if (toggle == Toggle::DEPRECATED_DumpTranslatedShaders) {
Set(Toggle::DumpShaders, enabled);
return;
}
ASSERT(toggle != Toggle::InvalidEnum);
const size_t toggleIndex = static_cast<size_t>(toggle);
toggleBitset.set(toggleIndex, enabled);
}
bool TogglesSet::Has(Toggle toggle) const {
if (toggle == Toggle::DEPRECATED_DumpTranslatedShaders) {
return Has(Toggle::DumpShaders);
}
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