// Copyright 2016 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef GPU_CONFIG_GPU_PREFERENCES_H_ #define GPU_CONFIG_GPU_PREFERENCES_H_ #include #include #include #include "base/macros.h" #include "build/build_config.h" #include "gpu/gpu_export.h" #include "media/media_buildflags.h" #include "ui/gfx/buffer_types.h" namespace gpu { // The size to set for the program cache for default and low-end device cases. #if !defined(OS_ANDROID) const size_t kDefaultMaxProgramCacheMemoryBytes = 6 * 1024 * 1024; #else const size_t kDefaultMaxProgramCacheMemoryBytes = 2 * 1024 * 1024; const size_t kLowEndMaxProgramCacheMemoryBytes = 128 * 1024; #endif // NOTE: if you modify this structure then you must also modify the // following two files to keep them in sync: // src/gpu/ipc/common/gpu_preferences.mojom // src/gpu/ipc/common/gpu_preferences_struct_traits.h struct GPU_EXPORT GpuPreferences { public: GpuPreferences(); GpuPreferences(const GpuPreferences& other); ~GpuPreferences(); // Encode struct into a string so it can be passed as a commandline switch. std::string ToSwitchValue(); // Decode the encoded string back to GpuPrefences struct. // If return false, |this| won't be touched. bool FromSwitchValue(const std::string& data); // Support for accelerated vpx decoding for various vendors, // intended to be used as a bitfield. // VPX_VENDOR_ALL should be updated whenever a new entry is added. enum VpxDecodeVendors { VPX_VENDOR_NONE = 0x00, VPX_VENDOR_MICROSOFT = 0x01, VPX_VENDOR_AMD = 0x02, VPX_VENDOR_ALL = 0x03, }; // =================================== // Settings from //content/public/common/content_switches.h // Runs the renderer and plugins in the same process as the browser. bool single_process = false; // Run the GPU process as a thread in the browser process. bool in_process_gpu = false; // Disables hardware acceleration of video decode, where available. bool disable_accelerated_video_decode = false; // Disables hardware acceleration of video decode, where available. bool disable_accelerated_video_encode = false; // Causes the GPU process to display a dialog on launch. bool gpu_startup_dialog = false; // Disable the thread that crashes the GPU process if it stops responding to // messages. bool disable_gpu_watchdog = false; // Starts the GPU sandbox before creating a GL context. bool gpu_sandbox_start_early = false; // Enables experimental hardware acceleration for VP8/VP9 video decoding. // Bitmask - 0x1=Microsoft, 0x2=AMD, 0x03=Try all. Windows only. VpxDecodeVendors enable_accelerated_vpx_decode = VPX_VENDOR_MICROSOFT; // Enables using CODECAPI_AVLowLatencyMode. Windows only. bool enable_low_latency_dxva = true; // Enables support for avoiding copying DXGI NV12 textures. Windows only. bool enable_zero_copy_dxgi_video = false; // Enables support for outputting NV12 video frames. Windows only. bool enable_nv12_dxgi_video = false; // Enables MediaFoundationVideoEncoderAccelerator on Windows 7. Windows 7 does // not support some of the attributes which may impact the performance or the // quality of output. So this flag is disabled by default. Windows only. bool enable_media_foundation_vea_on_windows7 = false; // Disables the use of a 3D software rasterizer, for example, SwiftShader. bool disable_software_rasterizer = false; bool log_gpu_control_list_decisions = false; // =================================== // Settings from //gpu/command_buffer/service/gpu_switches.cc // Always return success when compiling a shader. Linking will still fail. bool compile_shader_always_succeeds = false; // Disable the GL error log limit. bool disable_gl_error_limit = false; // Disable the GLSL translator. bool disable_glsl_translator = false; // Turn off user-defined name hashing in shaders. bool disable_shader_name_hashing = false; // Turn on Logging GPU commands. bool enable_gpu_command_logging = false; // Turn on Calling GL Error after every command. bool enable_gpu_debugging = false; // Enable GPU service logging. bool enable_gpu_service_logging_gpu = false; // Enable logging of GPU driver debug messages. bool enable_gpu_driver_debug_logging = false; // Turn off gpu program caching bool disable_gpu_program_cache = false; // Enforce GL minimums. bool enforce_gl_minimums = false; // Sets the total amount of memory that may be allocated for GPU resources uint32_t force_gpu_mem_available = 0; // Sets the maximum size of the in-memory gpu program cache, in kb uint32_t gpu_program_cache_size = kDefaultMaxProgramCacheMemoryBytes; // Disables the GPU shader on disk cache. bool disable_gpu_shader_disk_cache = false; // Simulates shared textures when share groups are not available. // Not available everywhere. bool enable_threaded_texture_mailboxes = false; // Include ANGLE's intermediate representation (AST) output in shader // compilation info logs. bool gl_shader_interm_output = false; // Emulate ESSL lowp and mediump float precisions by mutating the shaders to // round intermediate values in ANGLE. bool emulate_shader_precision = false; // =================================== // Settings from //gpu/config/gpu_switches.h // Allows user to override the maximum number of WebGL contexts. A value of 0 // uses the defaults, which are encoded in the GPU process's code. uint32_t max_active_webgl_contexts = 0; // Enables the use of SurfaceControl for overlays on Android. bool enable_android_surface_control = false; // =================================== // Settings from //ui/gl/gl_switches.h // Turns on GPU logging (debug build only). bool enable_gpu_service_logging = false; // Turns on calling TRACE for every GL call. bool enable_gpu_service_tracing = false; // Use the Pass-through command decoder, skipping all validation and state // tracking. bool use_passthrough_cmd_decoder = false; // Disable using a single multiplanar GpuMemoryBuffer to store biplanar // VideoFrames (e.g. NV12), see https://crbug.com/791676. bool disable_biplanar_gpu_memory_buffers_for_video_frames = false; // List of texture usage & formats that require use of a platform specific // texture target. std::vector texture_target_exception_list; // =================================== // Settings from //gpu/config/gpu_switches.h // Disables workarounds for various GPU driver bugs. bool disable_gpu_driver_bug_workarounds = false; // Ignores GPU blacklist. bool ignore_gpu_blacklist = false; // Oop rasterization preferences in the GPU process. disable wins over // enable, and neither means use defaults from GpuFeatureInfo. bool enable_oop_rasterization = false; bool disable_oop_rasterization = false; bool enable_oop_rasterization_ddl = false; // Start the watchdog suspended, as the app is already backgrounded and won't // send a background/suspend signal. bool watchdog_starts_backgrounded = false; // Use Vulkan for rasterization and display compositing. bool enable_vulkan = false; // =================================== // Settings from //cc/base/switches.h // Enable the GPU benchmarking extension; used by tests only. bool enable_gpu_benchmarking_extension = false; // Enable the WebGPU command buffer. bool enable_webgpu = false; // Please update gpu_preferences_unittest.cc when making additions or // changes to this struct. }; } // namespace gpu #endif // GPU_CONFIG_GPU_PREFERENCES_H_