xref: /aosp_15_r20/external/skia/include/gpu/graphite/ContextOptions.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2022 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #ifndef skgpu_graphite_ContextOptions_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_ContextOptions_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAPI.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkMath.h"
13*c8dee2aaSAndroid Build Coastguard Worker 
14*c8dee2aaSAndroid Build Coastguard Worker #include <optional>
15*c8dee2aaSAndroid Build Coastguard Worker 
16*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu { class ShaderErrorHandler; }
17*c8dee2aaSAndroid Build Coastguard Worker 
18*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
19*c8dee2aaSAndroid Build Coastguard Worker 
20*c8dee2aaSAndroid Build Coastguard Worker struct ContextOptionsPriv;
21*c8dee2aaSAndroid Build Coastguard Worker 
22*c8dee2aaSAndroid Build Coastguard Worker struct SK_API ContextOptions {
ContextOptionsContextOptions23*c8dee2aaSAndroid Build Coastguard Worker     ContextOptions() {}
24*c8dee2aaSAndroid Build Coastguard Worker 
25*c8dee2aaSAndroid Build Coastguard Worker     /**
26*c8dee2aaSAndroid Build Coastguard Worker      * Disables correctness workarounds that are enabled for particular GPUs, OSes, or drivers.
27*c8dee2aaSAndroid Build Coastguard Worker      * This does not affect code path choices that are made for perfomance reasons nor does it
28*c8dee2aaSAndroid Build Coastguard Worker      * override other ContextOption settings.
29*c8dee2aaSAndroid Build Coastguard Worker      */
30*c8dee2aaSAndroid Build Coastguard Worker     bool fDisableDriverCorrectnessWorkarounds = false;
31*c8dee2aaSAndroid Build Coastguard Worker 
32*c8dee2aaSAndroid Build Coastguard Worker     /**
33*c8dee2aaSAndroid Build Coastguard Worker      * If present, use this object to report shader compilation failures. If not, report failures
34*c8dee2aaSAndroid Build Coastguard Worker      * via SkDebugf and assert.
35*c8dee2aaSAndroid Build Coastguard Worker      */
36*c8dee2aaSAndroid Build Coastguard Worker     skgpu::ShaderErrorHandler* fShaderErrorHandler = nullptr;
37*c8dee2aaSAndroid Build Coastguard Worker 
38*c8dee2aaSAndroid Build Coastguard Worker     /**
39*c8dee2aaSAndroid Build Coastguard Worker      * Specifies the number of samples Graphite should use when performing internal draws with MSAA
40*c8dee2aaSAndroid Build Coastguard Worker      * (hardware capabilities permitting).
41*c8dee2aaSAndroid Build Coastguard Worker      *
42*c8dee2aaSAndroid Build Coastguard Worker      * If <= 1, Graphite will disable internal code paths that use multisampling.
43*c8dee2aaSAndroid Build Coastguard Worker      */
44*c8dee2aaSAndroid Build Coastguard Worker     int fInternalMultisampleCount = 4;
45*c8dee2aaSAndroid Build Coastguard Worker 
46*c8dee2aaSAndroid Build Coastguard Worker     /**
47*c8dee2aaSAndroid Build Coastguard Worker      * Will the client make sure to only ever be executing one thread that uses the Context and all
48*c8dee2aaSAndroid Build Coastguard Worker      * derived classes (e.g. Recorders, Recordings, etc.) at a time. If so we can possibly make some
49*c8dee2aaSAndroid Build Coastguard Worker      * objects (e.g. VulkanMemoryAllocator) not thread safe to improve single thread performance.
50*c8dee2aaSAndroid Build Coastguard Worker      */
51*c8dee2aaSAndroid Build Coastguard Worker     bool fClientWillExternallySynchronizeAllThreads = false;
52*c8dee2aaSAndroid Build Coastguard Worker 
53*c8dee2aaSAndroid Build Coastguard Worker     /**
54*c8dee2aaSAndroid Build Coastguard Worker      * The maximum size of cache textures used for Skia's Glyph cache.
55*c8dee2aaSAndroid Build Coastguard Worker      */
56*c8dee2aaSAndroid Build Coastguard Worker     size_t fGlyphCacheTextureMaximumBytes = 2048 * 1024 * 4;
57*c8dee2aaSAndroid Build Coastguard Worker 
58*c8dee2aaSAndroid Build Coastguard Worker     /**
59*c8dee2aaSAndroid Build Coastguard Worker      * Below this threshold size in device space distance field fonts won't be used. Distance field
60*c8dee2aaSAndroid Build Coastguard Worker      * fonts don't support hinting which is more important at smaller sizes.
61*c8dee2aaSAndroid Build Coastguard Worker      */
62*c8dee2aaSAndroid Build Coastguard Worker     float fMinDistanceFieldFontSize = 18;
63*c8dee2aaSAndroid Build Coastguard Worker 
64*c8dee2aaSAndroid Build Coastguard Worker     /**
65*c8dee2aaSAndroid Build Coastguard Worker      * Above this threshold size in device space glyphs are drawn as individual paths.
66*c8dee2aaSAndroid Build Coastguard Worker      */
67*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_BUILD_FOR_ANDROID)
68*c8dee2aaSAndroid Build Coastguard Worker     float fGlyphsAsPathsFontSize = 384;
69*c8dee2aaSAndroid Build Coastguard Worker #elif defined(SK_BUILD_FOR_MAC)
70*c8dee2aaSAndroid Build Coastguard Worker     float fGlyphsAsPathsFontSize = 256;
71*c8dee2aaSAndroid Build Coastguard Worker #else
72*c8dee2aaSAndroid Build Coastguard Worker     float fGlyphsAsPathsFontSize = 324;
73*c8dee2aaSAndroid Build Coastguard Worker #endif
74*c8dee2aaSAndroid Build Coastguard Worker 
75*c8dee2aaSAndroid Build Coastguard Worker     /**
76*c8dee2aaSAndroid Build Coastguard Worker      * The maximum size of textures used for Skia's PathAtlas caches.
77*c8dee2aaSAndroid Build Coastguard Worker      */
78*c8dee2aaSAndroid Build Coastguard Worker     int fMaxPathAtlasTextureSize = 8192;  // oversized, PathAtlas will likely be smaller
79*c8dee2aaSAndroid Build Coastguard Worker 
80*c8dee2aaSAndroid Build Coastguard Worker     /**
81*c8dee2aaSAndroid Build Coastguard Worker      * Can the glyph and path atlases use multiple textures. If allowed, each texture's size is
82*c8dee2aaSAndroid Build Coastguard Worker      * bound by fGlyphCacheTextureMaximumBytes and fMaxPathAtlasTextureSize, respectively.
83*c8dee2aaSAndroid Build Coastguard Worker      */
84*c8dee2aaSAndroid Build Coastguard Worker     bool fAllowMultipleAtlasTextures = true;
85*c8dee2aaSAndroid Build Coastguard Worker     bool fSupportBilerpFromGlyphAtlas = false;
86*c8dee2aaSAndroid Build Coastguard Worker 
87*c8dee2aaSAndroid Build Coastguard Worker     /**
88*c8dee2aaSAndroid Build Coastguard Worker      * Disable caching of glyph uploads at the start of each Recording. These can add additional
89*c8dee2aaSAndroid Build Coastguard Worker      * overhead and are only necessary if Recordings are replayed or played out of order.
90*c8dee2aaSAndroid Build Coastguard Worker      *
91*c8dee2aaSAndroid Build Coastguard Worker      * Deprecated, now only used to set requireOrderedRecordings Caps.
92*c8dee2aaSAndroid Build Coastguard Worker      */
93*c8dee2aaSAndroid Build Coastguard Worker     bool fDisableCachedGlyphUploads = false;
94*c8dee2aaSAndroid Build Coastguard Worker 
95*c8dee2aaSAndroid Build Coastguard Worker     static constexpr size_t kDefaultContextBudget = 256 * (1 << 20);
96*c8dee2aaSAndroid Build Coastguard Worker     /**
97*c8dee2aaSAndroid Build Coastguard Worker      * What is the budget for GPU resources allocated and held by the Context.
98*c8dee2aaSAndroid Build Coastguard Worker      */
99*c8dee2aaSAndroid Build Coastguard Worker     size_t fGpuBudgetInBytes = kDefaultContextBudget;
100*c8dee2aaSAndroid Build Coastguard Worker 
101*c8dee2aaSAndroid Build Coastguard Worker     /**
102*c8dee2aaSAndroid Build Coastguard Worker      * Whether labels will be set on backend resources.
103*c8dee2aaSAndroid Build Coastguard Worker      */
104*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_DEBUG)
105*c8dee2aaSAndroid Build Coastguard Worker     bool fSetBackendLabels = true;
106*c8dee2aaSAndroid Build Coastguard Worker #else
107*c8dee2aaSAndroid Build Coastguard Worker     bool fSetBackendLabels = false;
108*c8dee2aaSAndroid Build Coastguard Worker #endif
109*c8dee2aaSAndroid Build Coastguard Worker 
110*c8dee2aaSAndroid Build Coastguard Worker     /**
111*c8dee2aaSAndroid Build Coastguard Worker      * If Skia is creating a default VMA allocator for the Vulkan backend this value will be used
112*c8dee2aaSAndroid Build Coastguard Worker      * for the preferredLargeHeapBlockSize. If the value is not set, then Skia will use an
113*c8dee2aaSAndroid Build Coastguard Worker      * inernally defined default size.
114*c8dee2aaSAndroid Build Coastguard Worker      *
115*c8dee2aaSAndroid Build Coastguard Worker      * However, it is highly discouraged to have Skia make a default allocator (and support for
116*c8dee2aaSAndroid Build Coastguard Worker      * doing so will be removed soon,  b/321962001). Instead clients should create their own
117*c8dee2aaSAndroid Build Coastguard Worker      * allocator to pass into Skia where they can fine tune this value themeselves.
118*c8dee2aaSAndroid Build Coastguard Worker      */
119*c8dee2aaSAndroid Build Coastguard Worker     std::optional<uint64_t> fVulkanVMALargeHeapBlockSize;
120*c8dee2aaSAndroid Build Coastguard Worker 
121*c8dee2aaSAndroid Build Coastguard Worker     /**
122*c8dee2aaSAndroid Build Coastguard Worker      * Private options that are only meant for testing within Skia's tools.
123*c8dee2aaSAndroid Build Coastguard Worker      */
124*c8dee2aaSAndroid Build Coastguard Worker     ContextOptionsPriv* fOptionsPriv = nullptr;
125*c8dee2aaSAndroid Build Coastguard Worker };
126*c8dee2aaSAndroid Build Coastguard Worker 
127*c8dee2aaSAndroid Build Coastguard Worker }  // namespace skgpu::graphite
128*c8dee2aaSAndroid Build Coastguard Worker 
129*c8dee2aaSAndroid Build Coastguard Worker #endif  // skgpu_graphite_ContextOptions
130