1*c8dee2aaSAndroid Build Coastguard Worker /* 2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2023 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_ContextOptionsPriv_DEFINED 9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_ContextOptionsPriv_DEFINED 10*c8dee2aaSAndroid Build Coastguard Worker 11*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite { 12*c8dee2aaSAndroid Build Coastguard Worker 13*c8dee2aaSAndroid Build Coastguard Worker /** 14*c8dee2aaSAndroid Build Coastguard Worker * Used to include or exclude a specific path rendering technique for testing purposes. 15*c8dee2aaSAndroid Build Coastguard Worker */ 16*c8dee2aaSAndroid Build Coastguard Worker enum class PathRendererStrategy { 17*c8dee2aaSAndroid Build Coastguard Worker /** 18*c8dee2aaSAndroid Build Coastguard Worker * Graphite selects the best path rendering technique for each shape. This is the default 19*c8dee2aaSAndroid Build Coastguard Worker * behavior. 20*c8dee2aaSAndroid Build Coastguard Worker */ 21*c8dee2aaSAndroid Build Coastguard Worker kDefault, 22*c8dee2aaSAndroid Build Coastguard Worker 23*c8dee2aaSAndroid Build Coastguard Worker /** 24*c8dee2aaSAndroid Build Coastguard Worker * All paths are rasterized into coverage masks using a GPU compute approach. This method 25*c8dee2aaSAndroid Build Coastguard Worker * always uses analytic anti-aliasing. 26*c8dee2aaSAndroid Build Coastguard Worker */ 27*c8dee2aaSAndroid Build Coastguard Worker kComputeAnalyticAA, 28*c8dee2aaSAndroid Build Coastguard Worker 29*c8dee2aaSAndroid Build Coastguard Worker /** 30*c8dee2aaSAndroid Build Coastguard Worker * All paths are rasterized into coverage masks using a GPU compute approach. This method 31*c8dee2aaSAndroid Build Coastguard Worker * supports 16 and 8 sample multi-sampled anti-aliasing. 32*c8dee2aaSAndroid Build Coastguard Worker */ 33*c8dee2aaSAndroid Build Coastguard Worker kComputeMSAA16, 34*c8dee2aaSAndroid Build Coastguard Worker kComputeMSAA8, 35*c8dee2aaSAndroid Build Coastguard Worker 36*c8dee2aaSAndroid Build Coastguard Worker /** 37*c8dee2aaSAndroid Build Coastguard Worker * All paths are rasterized into coverage masks using the CPU raster backend. 38*c8dee2aaSAndroid Build Coastguard Worker */ 39*c8dee2aaSAndroid Build Coastguard Worker kRasterAA, 40*c8dee2aaSAndroid Build Coastguard Worker 41*c8dee2aaSAndroid Build Coastguard Worker /** 42*c8dee2aaSAndroid Build Coastguard Worker * Render paths using tessellation and stencil-and-cover. 43*c8dee2aaSAndroid Build Coastguard Worker */ 44*c8dee2aaSAndroid Build Coastguard Worker kTessellation, 45*c8dee2aaSAndroid Build Coastguard Worker }; 46*c8dee2aaSAndroid Build Coastguard Worker 47*c8dee2aaSAndroid Build Coastguard Worker /** 48*c8dee2aaSAndroid Build Coastguard Worker * Private options that are only meant for testing within Skia's tools. 49*c8dee2aaSAndroid Build Coastguard Worker */ 50*c8dee2aaSAndroid Build Coastguard Worker struct ContextOptionsPriv { 51*c8dee2aaSAndroid Build Coastguard Worker 52*c8dee2aaSAndroid Build Coastguard Worker int fMaxTextureSizeOverride = SK_MaxS32; 53*c8dee2aaSAndroid Build Coastguard Worker 54*c8dee2aaSAndroid Build Coastguard Worker /** 55*c8dee2aaSAndroid Build Coastguard Worker * Maximum width and height of internal texture atlases. 56*c8dee2aaSAndroid Build Coastguard Worker */ 57*c8dee2aaSAndroid Build Coastguard Worker int fMaxTextureAtlasSize = 2048; 58*c8dee2aaSAndroid Build Coastguard Worker 59*c8dee2aaSAndroid Build Coastguard Worker /** 60*c8dee2aaSAndroid Build Coastguard Worker * If true, will store a pointer in Recorder that points back to the Context 61*c8dee2aaSAndroid Build Coastguard Worker * that created it. Used by readPixels() and other methods that normally require a Context. 62*c8dee2aaSAndroid Build Coastguard Worker */ 63*c8dee2aaSAndroid Build Coastguard Worker bool fStoreContextRefInRecorder = false; 64*c8dee2aaSAndroid Build Coastguard Worker 65*c8dee2aaSAndroid Build Coastguard Worker PathRendererStrategy fPathRendererStrategy = PathRendererStrategy::kDefault; 66*c8dee2aaSAndroid Build Coastguard Worker }; 67*c8dee2aaSAndroid Build Coastguard Worker 68*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite 69*c8dee2aaSAndroid Build Coastguard Worker 70*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_ContextOptionsPriv_DEFINED 71