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