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Diffstat (limited to 'gfx/thebes/gfxEnv.h')
-rw-r--r-- | gfx/thebes/gfxEnv.h | 123 |
1 files changed, 123 insertions, 0 deletions
diff --git a/gfx/thebes/gfxEnv.h b/gfx/thebes/gfxEnv.h new file mode 100644 index 000000000..18c109151 --- /dev/null +++ b/gfx/thebes/gfxEnv.h @@ -0,0 +1,123 @@ +/* -*- 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 GLContextProviderELG + DECL_GFX_ENV("MOZ_GL_SPEW", GlSpew); + + // 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); + + // 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() {}; + ~gfxEnv() {}; + gfxEnv(const gfxEnv&) = delete; + gfxEnv& operator=(const gfxEnv&) = delete; +}; + +#undef DECL_GFX_ENV + +#endif /* GFX_ENV_H */ |