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