/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrContextOptions_DEFINED #define GrContextOptions_DEFINED #include "SkTypes.h" #include "GrTypes.h" struct GrContextOptions { GrContextOptions() {} // Suppress prints for the GrContext. bool fSuppressPrints = false; /** Overrides: These options override feature detection using backend API queries. These overrides can only reduce the feature set or limits, never increase them beyond the detected values. */ int fMaxTextureSizeOverride = SK_MaxS32; /** If non-zero, overrides the maximum size of a tile for sw-backed images and bitmaps rendered by SkGpuDevice. */ int fMaxTileSizeOverride = 0; bool fSuppressDualSourceBlending = false; /** the threshold in bytes above which we will use a buffer mapping API to map vertex and index buffers to CPU memory in order to update them. A value of -1 means the GrContext should deduce the optimal value for this platform. */ int fBufferMapThreshold = -1; /** some gpus have problems with partial writes of the rendertarget */ bool fUseDrawInsteadOfPartialRenderTargetWrite = false; /** The GrContext operates in immediate mode. It will issue all draws to the backend API immediately. Intended to ease debugging. */ bool fImmediateMode = false; /** For debugging, override the default maximum look-back or look-ahead window for GrOp combining. */ int fMaxOpCombineLookback = -1; int fMaxOpCombineLookahead = -1; /** Force us to do all swizzling manually in the shader and don't rely on extensions to do swizzling. */ bool fUseShaderSwizzling = false; /** Construct mipmaps manually, via repeated downsampling draw-calls. This is used when the driver's implementation (glGenerateMipmap) contains bugs. This requires mipmap level and LOD control (ie desktop or ES3). */ bool fDoManualMipmapping = false; /** Enable instanced rendering as long as all required functionality is supported by the HW. Instanced rendering is still experimental at this point and disabled by default. */ bool fEnableInstancedRendering = false; /** * If true this allows path mask textures to be cached. This is only really useful if paths * are commonly rendered at the same scale and fractional translation. */ bool fAllowPathMaskCaching = false; /** * If true, sRGB support will not be enabled unless sRGB decoding can be disabled (via an * extension). If mixed use of "legacy" mode and sRGB/color-correct mode is not required, this * can be set to false, which will significantly expand the number of devices that qualify for * sRGB support. */ bool fRequireDecodeDisableForSRGB = true; /** * If true, the GPU will not be used to perform YUV -> RGB conversion when generating * textures from codec-backed images. */ bool fDisableGpuYUVConversion = false; /** * If true, the caps will never report driver support for path rendering. */ bool fSuppressPathRendering = false; /** * Allows the client to include or exclude specific GPU path renderers. */ enum class GpuPathRenderers { kNone = 0, // Always use sofware masks. kDashLine = 1 << 0, kStencilAndCover = 1 << 1, kMSAA = 1 << 2, kAAHairline = 1 << 3, kAAConvex = 1 << 4, kAALinearizing = 1 << 5, kSmall = 1 << 6, kTessellating = 1 << 7, kDefault = 1 << 8, kAll = kDefault | (kDefault - 1), // For legacy. To be removed when updated in Android. kDistanceField = kSmall }; GpuPathRenderers fGpuPathRenderers = GpuPathRenderers::kAll; }; GR_MAKE_BITFIELD_CLASS_OPS(GrContextOptions::GpuPathRenderers) #endif