gecko-dev/gfx/thebes/gfxPrefs.h

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C
Исходник Обычный вид История

/* -*- 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_PREFS_H
#define GFX_PREFS_H
#include <stdint.h>
#include "mozilla/Assertions.h"
#include "mozilla/TypedEnum.h"
// First time gfxPrefs::One() needs to be called on the main thread,
// before any of the methods accessing the values are used, but after
// the Preferences system has been initialized.
// The static methods to access the preference value are safe to call
// from any thread after that first call.
// To register a preference, you need to add a line in this file using
// the DECL_GFX_PREF macro.
//
// Update argument controls whether we read the preference value and save it
// or connect with a callback. See UpdatePolicy enum below.
// Pref is the string with the preference name.
// Name argument is the name of the static function to create.
// Type is the type of the preference - bool, int32_t, uint32_t.
// Default is the default value for the preference.
//
// For example this line in the .h:
// DECL_GFX_PREF(Once,"layers.dump",LayersDump,bool,false);
// means that you can call
// bool var = gfxPrefs::LayersDump();
// from any thread, but that you will only get the preference value of
// "layers.dump" as it was set at the start of the session. If the value
// was not set, the default would be false.
//
// In another example, this line in the .h:
// DECL_GFX_PREF(Live,"gl.msaa-level",MSAALevel,uint32_t,2);
// means that every time you call
// uint32_t var = gfxPrefs::MSAALevel();
// from any thread, you will get the most up to date preference value of
// "gl.msaa-level". If the value is not set, the default would be 2.
// Note that changing a preference from Live to Once is now as simple
// as changing the Update argument. If your code worked before, it will
// keep working, and behave as if the user never changes the preference.
// Things are a bit more complicated and perhaps even dangerous when
// going from Once to Live, or indeed setting a preference to be Live
// in the first place, so be careful. You need to be ready for the
// values changing mid execution, and if you're using those preferences
// in any setup and initialization, you may need to do extra work.
#define DECL_GFX_PREF(Update, Pref, Name, Type, Default) \
public: \
static Type Name() { MOZ_ASSERT(Exists()); return One().mPref##Name.mValue; } \
private: \
static const char* Get##Name##PrefName() { return Pref; } \
PrefTemplate<UpdatePolicy::Update, Type, Default, Get##Name##PrefName> mPref##Name
class gfxPrefs;
class gfxPrefs MOZ_FINAL
{
private:
// Enums for the update policy.
MOZ_BEGIN_NESTED_ENUM_CLASS(UpdatePolicy)
Skip, // Set the value to default, skip any Preferences calls
Once, // Evaluate the preference once, unchanged during the session
Live // Evaluate the preference and set callback so it stays current/live
MOZ_END_NESTED_ENUM_CLASS(UpdatePolicy)
// Since we cannot use const char*, use a function that returns it.
template <MOZ_ENUM_CLASS_ENUM_TYPE(UpdatePolicy) Update, class T, T Default, const char* Pref(void)>
class PrefTemplate
{
public:
PrefTemplate()
: mValue(Default)
{
Register(Update, Pref());
}
void Register(UpdatePolicy aUpdate, const char* aPreference)
{
switch(aUpdate) {
case UpdatePolicy::Skip:
break;
case UpdatePolicy::Once:
mValue = PrefGet(aPreference, mValue);
break;
case UpdatePolicy::Live:
PrefAddVarCache(&mValue,aPreference, mValue);
break;
default:
MOZ_CRASH();
break;
}
}
T mValue;
};
// This is where DECL_GFX_PREF for each of the preferences should go.
// We will keep these in an alphabetical order to make it easier to see if
// a method accessing a pref already exists. Just add yours in the list.
DECL_GFX_PREF(Live, "gfx.canvas.azure.accelerated", CanvasAzureAccelerated, bool, false);
DECL_GFX_PREF(Once, "gfx.canvas.skiagl.dynamic-cache", CanvasSkiaGLDynamicCache, bool, false);
DECL_GFX_PREF(Once, "gfx.canvas.skiagl.cache-size", CanvasSkiaGLCacheSize, int32_t, 96);
DECL_GFX_PREF(Once, "gfx.canvas.skiagl.cache-items", CanvasSkiaGLCacheItems, int32_t, 256);
DECL_GFX_PREF(Once, "gfx.direct2d.disabled", Direct2DDisabled, bool, false);
DECL_GFX_PREF(Once, "gfx.direct2d.force-enabled", Direct2DForceEnabled, bool, false);
DECL_GFX_PREF(Once, "gfx.work-around-driver-bugs", WorkAroundDriverBugs, bool, true);
DECL_GFX_PREF(Live, "gl.msaa-level", MSAALevel, uint32_t, 2);
DECL_GFX_PREF(Once, "layers.acceleration.disabled", LayersAccelerationDisabled, bool, false);
DECL_GFX_PREF(Live, "layers.acceleration.draw-fps", LayersDrawFPS, bool, true);
DECL_GFX_PREF(Once, "layers.acceleration.force-enabled", LayersAccelerationForceEnabled, bool, false);
#ifdef XP_WIN
// On windows, ignore the preference value, forcing async video to false.
DECL_GFX_PREF(Skip, "layers.async-video.enabled", AsyncVideoEnabled, bool, false);
#else
DECL_GFX_PREF(Once, "layers.async-video.enabled", AsyncVideoEnabled, bool, false);
#endif
DECL_GFX_PREF(Once, "layers.bufferrotation.enabled", BufferRotationEnabled, bool, true);
#ifdef MOZ_GFX_OPTIMIZE_MOBILE
// If MOZ_GFX_OPTIMIZE_MOBILE is defined, we force component alpha off
// and ignore the preference.
DECL_GFX_PREF(Skip, "layers.componentalpha.enabled", ComponentAlphaEnabled, bool, false);
#else
// If MOZ_GFX_OPTIMIZE_MOBILE is not defined, we actually take the
// preference value, defaulting to true.
DECL_GFX_PREF(Once, "layers.componentalpha.enabled", ComponentAlphaEnabled, bool, true);
#endif
DECL_GFX_PREF(Live, "layers.draw-bigimage-borders", DrawBigImageBorders, bool, false);
DECL_GFX_PREF(Live, "layers.draw-borders", DrawLayerBorders, bool, false);
DECL_GFX_PREF(Live, "layers.draw-tile-borders", DrawTileBorders, bool, false);
DECL_GFX_PREF(Once, "layers.dump", LayersDump, bool, false);
DECL_GFX_PREF(Once, "layers.enable-tiles", LayersTilesEnabled, bool, false);
DECL_GFX_PREF(Live, "layers.frame-counter", DrawFrameCounter, bool, false);
DECL_GFX_PREF(Live, "layers.low-precision-buffer", UseLowPrecisionBuffer, bool, false);
DECL_GFX_PREF(Live, "layers.low-precision-resolution", LowPrecisionResolution, int32_t, 250);
DECL_GFX_PREF(Once, "layers.offmainthreadcomposition.enabled", LayersOffMainThreadCompositionEnabled, bool, false);
DECL_GFX_PREF(Live, "layers.offmainthreadcomposition.frame-rate", LayersCompositionFrameRate, int32_t,-1);
DECL_GFX_PREF(Once, "layers.offmainthreadcomposition.force-enabled", LayersOffMainThreadCompositionForceEnabled, bool, false);
DECL_GFX_PREF(Once, "layers.offmainthreadcomposition.testing.enabled", LayersOffMainThreadCompositionTestingEnabled, bool, false);
DECL_GFX_PREF(Live, "layers.orientation.sync.timeout", OrientationSyncMillis, uint32_t, (uint32_t)0);
DECL_GFX_PREF(Once, "layers.prefer-d3d9", LayersPreferD3D9, bool, false);
DECL_GFX_PREF(Once, "layers.prefer-opengl", LayersPreferOpenGL, bool, false);
DECL_GFX_PREF(Once, "layers.progressive-paint", UseProgressiveTilePainting, bool, false);
DECL_GFX_PREF(Once, "layers.scroll-graph", LayersScrollGraph, bool, false);
DECL_GFX_PREF(Once, "layout.frame_rate", LayoutFrameRate, int32_t, -1);
DECL_GFX_PREF(Live, "nglayout.debug.widget_update_flashing", WidgetUpdateFlashing, bool, false);
public:
// Manage the singleton:
static gfxPrefs& One()
{
if (!sInstance) {
sInstance = new gfxPrefs;
}
return *sInstance;
}
static void Destroy();
static bool Exists();
private:
static gfxPrefs* sInstance;
private:
// Creating these to avoid having to include Preferences.h in the .h
static void PrefAddVarCache(bool*, const char*, bool);
static void PrefAddVarCache(int32_t*, const char*, int32_t);
static void PrefAddVarCache(uint32_t*, const char*, uint32_t);
static bool PrefGet(const char*, bool);
static int32_t PrefGet(const char*, int32_t);
static uint32_t PrefGet(const char*, uint32_t);
gfxPrefs();
~gfxPrefs();
gfxPrefs(const gfxPrefs&) MOZ_DELETE;
gfxPrefs& operator=(const gfxPrefs&) MOZ_DELETE;
};
#undef DECL_GFX_PREF /* Don't need it outside of this file */
#endif /* GFX_PREFS_H */