| // 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 |