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gpu / config / gpu_preferences.h [blame]
// Copyright 2016 The Chromium Authors
// 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 <stddef.h>
#include <string>
#include <vector>
#include "build/build_config.h"
#include "build/chromeos_buildflags.h"
#include "gpu/gpu_export.h"
#include "media/media_buildflags.h"
#include "ui/gfx/buffer_types.h"
#if BUILDFLAG(IS_OZONE)
#include "base/message_loop/message_pump_type.h"
#endif
namespace gpu {
// The size to set for the program cache for default and low-end device cases.
#if !BUILDFLAG(IS_ANDROID)
const size_t kDefaultMaxProgramCacheMemoryBytes = 6 * 1024 * 1024;
#else
const size_t kDefaultMaxProgramCacheMemoryBytes = 2 * 1024 * 1024;
const size_t kLowEndMaxProgramCacheMemoryBytes = 128 * 1024;
#endif
GPU_EXPORT size_t GetDefaultGpuDiskCacheSize();
enum class VulkanImplementationName : uint32_t {
kNone = 0,
kNative = 1,
kForcedNative = 2, // Cannot be overridden by GPU blocklist.
kSwiftshader = 3,
kLast = kSwiftshader,
};
enum class WebGPUAdapterName : uint32_t {
kDefault = 0,
kD3D11 = 1,
kOpenGLES = 2,
kSwiftShader = 3,
};
// Affecting how chromium handles GPUPowerPreference in
// GPURequestAdapterOptions.
enum class WebGPUPowerPreference : uint32_t {
// No explicit power preference.
kNone = 0,
// Choose the preferred adapter when GPUPowerPreference is not given.
// Has no impact when GPUPowerPreference is given.
kDefaultLowPower = 1,
kDefaultHighPerformance = 2,
// Choose the forced adapter regardless of whether GPUPowerPreference is set
// or not.
kForceLowPower = 3,
kForceHighPerformance = 4,
};
enum class GrContextType : uint32_t {
kNone,
kGL, // Ganesh
kVulkan, // Ganesh
kGraphiteDawn,
kGraphiteMetal,
};
GPU_EXPORT std::string GrContextTypeToString(GrContextType type);
enum class DawnBackendValidationLevel : uint32_t {
kDisabled = 0,
kPartial = 1,
kFull = 2,
};
// 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_mojom_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);
// ===================================
// Settings from //content/public/common/content_switches.h
// Disables hardware acceleration of video decode, where available.
bool disable_accelerated_video_decode = false;
// Disables hardware acceleration of video encode, 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 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;
// 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_bytes = 0u;
// Sets the maximum discardable cache size limit for GPU resources.
uint32_t force_gpu_mem_discardable_limit_bytes = 0u;
// Sets maximum texture size.
uint32_t force_max_texture_size = 0u;
// 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;
// ===================================
// Settings from //gpu/config/gpu_switches.h
// 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;
// ===================================
// Settings from //gpu/config/gpu_switches.h
// Ignores GPU blocklist.
bool ignore_gpu_blocklist = false;
// Start the watchdog suspended, as the app is already backgrounded and won't
// send a background/suspend signal.
bool watchdog_starts_backgrounded = false;
// ===================================
// Settings from //gpu/command_buffer/service/gpu_switches.h
// The type of the GrContext or Graphite Context.
GrContextType gr_context_type = GrContextType::kGL;
// Use Vulkan for rasterization and display compositing.
VulkanImplementationName use_vulkan = VulkanImplementationName::kNone;
// Enable using vulkan protected memory.
bool enable_vulkan_protected_memory = false;
// Use vulkan VK_KHR_surface for presenting.
bool disable_vulkan_surface = false;
// If Vulkan initialization has failed, do not fallback to GL. This is for
// testing in order to detect regressions which crash Vulkan.
bool disable_vulkan_fallback_to_gl_for_testing = false;
// Heap memory limit for Vulkan. Allocations will fail when this limit is
// reached for a heap.
uint32_t vulkan_heap_memory_limit = 0u;
// Sync CPU memory limit for Vulkan. Submission of GPU work will be
// synchronize with the CPU in order to free released memory immediately
// when this limit is reached.
uint32_t vulkan_sync_cpu_memory_limit = 0u;
// ===================================
// 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;
// Enable usage of unsafe WebGPU features.
bool enable_unsafe_webgpu = false;
// Enable usage of WebGPU features intended only for use during development.
bool enable_webgpu_developer_features = false;
// Enable usage of experimental WebGPU features that would eventually land in
// the WebGPU spec.
bool enable_webgpu_experimental_features = false;
// Enable validation layers in Dawn backends.
DawnBackendValidationLevel enable_dawn_backend_validation =
DawnBackendValidationLevel::kDisabled;
// The adapter to use for WebGPU content.
WebGPUAdapterName use_webgpu_adapter = WebGPUAdapterName::kDefault;
// The adapter selecting strategy related to GPUPowerPreference.
WebGPUPowerPreference use_webgpu_power_preference =
WebGPUPowerPreference::kNone;
// Force the use of WebGPU Compatibility mode for all WebGPU content.
bool force_webgpu_compat = false;
// The Dawn features(toggles) enabled on the creation of Dawn devices.
std::vector<std::string> enabled_dawn_features_list;
// The Dawn features(toggles) disabled on the creation of Dawn devices.
std::vector<std::string> disabled_dawn_features_list;
// Enable measuring blocked time on GPU Main thread
bool enable_gpu_blocked_time_metric = false;
// Enable collecting perf data for device categorization purpose. Currently
// only enabled on Windows platform for the info collection GPU process.
bool enable_perf_data_collection = false;
#if BUILDFLAG(IS_OZONE)
// Determines message pump type for the GPU thread.
base::MessagePumpType message_pump_type = base::MessagePumpType::DEFAULT;
#endif
// ===================================
// Settings from //ui/gfx/switches.h
// Enable native CPU-mappable GPU memory buffer support on Linux.
bool enable_native_gpu_memory_buffers = false;
// Disables oppr debug crash dumps.
bool disable_oopr_debug_crash_dump = false;
// Forces the use of a separate EGL display for WebGL contexts even when one
// GPU is used.
bool force_separate_egl_display_for_webgl_testing = false;
// Please update gpu_preferences_unittest.cc when making additions or
// changes to this struct.
};
} // namespace gpu
#endif // GPU_CONFIG_GPU_PREFERENCES_H_