Add links to, and format Toggles.cpp
Missing links and bad formatting was found while adding a Toggle for
choosing which format to use for Depth24PlusStencil8 in the Vulkan
backend.
BUG=dawn:286
Change-Id: I7d9c964ed90988ac63563707afb86a27005ff1b9
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/14180
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
diff --git a/src/dawn_native/Toggles.cpp b/src/dawn_native/Toggles.cpp
index 8f5247f..b46c9ef 100644
--- a/src/dawn_native/Toggles.cpp
+++ b/src/dawn_native/Toggles.cpp
@@ -29,68 +29,74 @@
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://bugs.chromium.org/p/dawn/issues/detail?id=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://bugs.chromium.org/p/dawn/issues/detail?id=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://bugs.chromium.org/p/dawn/issues/detail?id=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://bugs.chromium.org/p/dawn/issues/detail?id=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://bugs.chromium.org/p/dawn/issues/detail?id=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://bugs.chromium.org/p/dawn/issues/detail?id=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."}},
- {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."}},
- {Toggle::SkipValidation,
- {"skip_validation", "Skip expensive validation of Dawn commands."}},
- {Toggle::UseSpvc,
- {"use_spvc",
- "Enable use of spvc for shader compilation, instead of accessing spirv_cross "
- "directly."}},
- {Toggle::UseSpvcIRGen,
- {"use_spvc_ir_gen",
- "Enable usage of spvc's internal parsing and IR generation code, instead of "
- "spirv_cross's."}}}};
+ 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::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::UseSpvcIRGen,
+ {"use_spvc_ir_gen",
+ "Enable usage of spvc's internal parsing and IR generation code, instead of "
+ "spirv_cross's.",
+ "https://crbug.com/dawn/288"}},
+ }};
} // anonymous namespace