gecko-dev/gfx/thebes/gfxEnv.h
Nicolas Silva 119986111e Bug 1631039 - Remove WebRender's recording infrastructre. r=gw
The code is untested, and mostly obsoleted by (multi) frame captures.
Also it gets in the way of some other changes I need to make.

Differential Revision: https://phabricator.services.mozilla.com/D71372
2020-04-22 08:49:38 +00:00

134 lines
4.8 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef GFX_ENV_H
#define GFX_ENV_H
#include "prenv.h"
// To register the check for an environment variable existence (and not empty),
// add a line in this file using the DECL_GFX_ENV macro.
//
// For example this line in the .h:
// DECL_GFX_ENV("MOZ_DISABLE_CONTEXT_SHARING_GLX",DisableContextSharingGLX);
// means that you can call
// bool var = gfxEnv::DisableContextSharingGLX();
// and that the value will be checked only once, first time we call it, then
// cached.
#define DECL_GFX_ENV(Env, Name) \
static bool Name() { \
static bool isSet = IsEnvSet(Env); \
return isSet; \
}
class gfxEnv final {
public:
// This is where DECL_GFX_ENV for each of the environment variables should go.
// We will keep these in an alphabetical order by the environment variable,
// to make it easier to see if a method accessing an entry already exists.
// Just insert yours in the list.
// Debugging inside of ContainerLayerComposite
DECL_GFX_ENV("DUMP_DEBUG", DumpDebug);
// OpenGL shader debugging in OGLShaderProgram, in DEBUG only
DECL_GFX_ENV("MOZ_DEBUG_SHADERS", DebugShaders);
// Disabling context sharing in GLContextProviderGLX
DECL_GFX_ENV("MOZ_DISABLE_CONTEXT_SHARING_GLX", DisableContextSharingGlx);
// Disabling the crash guard in DriverCrashGuard
DECL_GFX_ENV("MOZ_DISABLE_CRASH_GUARD", DisableCrashGuard);
DECL_GFX_ENV("MOZ_FORCE_CRASH_GUARD_NIGHTLY", ForceCrashGuardNightly);
// We force present to work around some Windows bugs - disable that if this
// environment variable is set.
DECL_GFX_ENV("MOZ_DISABLE_FORCE_PRESENT", DisableForcePresent);
// Together with paint dumping, only when MOZ_DUMP_PAINTING is defined.
// Dumping compositor textures is broken pretty badly. For example,
// on Linux it crashes TextureHost::GetAsSurface() returns null.
// Expect to have to fix things like this if you turn it on.
// Meanwhile, content-side texture dumping
// (conditioned on DebugDumpPainting()) is a good replacement.
DECL_GFX_ENV("MOZ_DUMP_COMPOSITOR_TEXTURES", DumpCompositorTextures);
// Dumping the layer list in LayerSorter
DECL_GFX_ENV("MOZ_DUMP_LAYER_SORT_LIST", DumpLayerSortList);
// Paint dumping, only when MOZ_DUMP_PAINTING is defined.
DECL_GFX_ENV("MOZ_DUMP_PAINT", DumpPaint);
DECL_GFX_ENV("MOZ_DUMP_PAINT_INTERMEDIATE", DumpPaintIntermediate);
DECL_GFX_ENV("MOZ_DUMP_PAINT_ITEMS", DumpPaintItems);
DECL_GFX_ENV("MOZ_DUMP_PAINT_TO_FILE", DumpPaintToFile);
// Force double buffering in ContentClient
DECL_GFX_ENV("MOZ_FORCE_DOUBLE_BUFFERING", ForceDoubleBuffering);
// Force gfxDevCrash to use MOZ_CRASH in Beta and Release
DECL_GFX_ENV("MOZ_GFX_CRASH_MOZ_CRASH", GfxDevCrashMozCrash);
// Force gfxDevCrash to use telemetry in Nightly and Aurora
DECL_GFX_ENV("MOZ_GFX_CRASH_TELEMETRY", GfxDevCrashTelemetry);
DECL_GFX_ENV("MOZ_GFX_VR_NO_DISTORTION", VRNoDistortion);
// Debugging in GLContext
DECL_GFX_ENV("MOZ_GL_DEBUG", GlDebug);
DECL_GFX_ENV("MOZ_GL_DEBUG_VERBOSE", GlDebugVerbose);
DECL_GFX_ENV("MOZ_GL_DEBUG_ABORT_ON_ERROR", GlDebugAbortOnError);
// Count GL extensions
DECL_GFX_ENV("MOZ_GL_DUMP_EXTS", GlDumpExtensions);
// Very noisy GLContext and GLContextProviderEGL
DECL_GFX_ENV("MOZ_GL_SPEW", GlSpew);
//
DECL_GFX_ENV("MOZ_GPU_SWITCHING_SPEW", GpuSwitchingSpew);
// Do extra work before and after each GLX call in GLContextProviderGLX
DECL_GFX_ENV("MOZ_GLX_DEBUG", GlxDebug);
// Use X compositing
DECL_GFX_ENV("MOZ_LAYERS_ENABLE_XLIB_SURFACES", LayersEnableXlibSurfaces);
// GL compositing on Windows
DECL_GFX_ENV("MOZ_LAYERS_PREFER_EGL", LayersPreferEGL);
// Offscreen GL context for main layer manager
DECL_GFX_ENV("MOZ_LAYERS_PREFER_OFFSCREEN", LayersPreferOffscreen);
// Skip final window composition
DECL_GFX_ENV("MOZ_SKIPCOMPOSITION", SkipComposition);
// Skip rasterizing painted layer contents
DECL_GFX_ENV("MOZ_SKIPRASTERIZATION", SkipRasterization);
// Stop the VR rendering
DECL_GFX_ENV("NO_VR_RENDERING", NoVRRendering);
// WARNING:
// Please make sure that you've added your new envvar to the list above in
// alphabetical order. Please do not just append it to the end of the list.
private:
// Helper function, can be re-used in the other macros
static bool IsEnvSet(const char* aName) {
const char* val = PR_GetEnv(aName);
return (val != 0 && *val != '\0');
}
gfxEnv() = default;
~gfxEnv() = default;
gfxEnv(const gfxEnv&) = delete;
gfxEnv& operator=(const gfxEnv&) = delete;
};
#undef DECL_GFX_ENV
#endif /* GFX_ENV_H */