Hash :
067687f4
Author :
Date :
2019-05-29T12:48:49
Removal global locks from GL entry points. Always lock in EGL. The ANGLE Vulkan backend is now thread safe for non-share group contexts. This means that a global GL lock only adds overhead for most use cases. Remove the angle_force_thread_safety gn argument. BUG=angleproject:2464 Change-Id: Ic6ba89e18b46e5dd72aa83d0f409097441fcca3a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1635749 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com>
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//
// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#ifndef LIBANGLE_FEATURES_H_
#define LIBANGLE_FEATURES_H_
#include "common/platform.h"
#define ANGLE_DISABLED 0
#define ANGLE_ENABLED 1
// Feature defaults
// Direct3D9EX
// The "Debug This Pixel..." feature in PIX often fails when using the
// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
// machine, define "ANGLE_D3D9EX=0" in your project file.
#if !defined(ANGLE_D3D9EX)
# define ANGLE_D3D9EX ANGLE_ENABLED
#endif
// Vsync
// ENABLED allows Vsync to be configured at runtime
// DISABLED disallows Vsync
#if !defined(ANGLE_VSYNC)
# define ANGLE_VSYNC ANGLE_ENABLED
#endif
// Program binary loading
#if !defined(ANGLE_PROGRAM_BINARY_LOAD)
# define ANGLE_PROGRAM_BINARY_LOAD ANGLE_ENABLED
#endif
// Append HLSL assembly to shader debug info. Defaults to enabled in Debug and off in Release.
#if !defined(ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO)
# if !defined(NDEBUG)
# define ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO ANGLE_ENABLED
# else
# define ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO ANGLE_DISABLED
# endif // !defined(NDEBUG)
#endif // !defined(ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO)
// Program link validation of precisions for uniforms. This feature was
// requested by developers to allow non-conformant shaders to be used which
// contain mismatched precisions.
// ENABLED validate that precision for uniforms match between vertex and fragment shaders
// DISABLED allow precision for uniforms to differ between vertex and fragment shaders
#if !defined(ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION)
# define ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION ANGLE_ENABLED
#endif
// Controls if our threading code uses std::async or falls back to single-threaded operations.
#if !defined(ANGLE_STD_ASYNC_WORKERS)
# define ANGLE_STD_ASYNC_WORKERS ANGLE_ENABLED
#endif // !defined(ANGLE_STD_ASYNC_WORKERS)
#endif // LIBANGLE_FEATURES_H_