gecko/gfx/thebes/gfxPrefs.h

470 lines
31 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_PREFS_H
#define GFX_PREFS_H
#include <stdint.h>
#include "mozilla/Assertions.h"
#include "mozilla/Constants.h" // for M_PI
// First time gfxPrefs::GetSingleton() 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 (subject to
// note 2 below). 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 1: 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.
// Note 2: Prefs can be set by using the corresponding Set method. For
// example, if the accessor is Foo() then calling SetFoo(...) will update
// the preference and also change the return value of subsequent Foo() calls.
// This is true even for 'Once' prefs which otherwise do not change if the
// pref is updated after initialization.
#define DECL_GFX_PREF(Update, Pref, Name, Type, Default) \
public: \
static Type Name() { MOZ_ASSERT(SingletonExists()); return GetSingleton().mPref##Name.mValue; } \
static void Set##Name(Type aVal) { MOZ_ASSERT(SingletonExists()); \
GetSingleton().mPref##Name.Set(UpdatePolicy::Update, Get##Name##PrefName(), aVal); } \
private: \
static const char* Get##Name##PrefName() { return Pref; } \
static Type Get##Name##PrefDefault() { return Default; } \
PrefTemplate<UpdatePolicy::Update, Type, Get##Name##PrefDefault, Get##Name##PrefName> mPref##Name
class PreferenceAccessImpl;
class gfxPrefs;
class gfxPrefs final
{
private:
/// See Logging.h. This lets Moz2D access preference values it owns.
PreferenceAccessImpl* mMoz2DPrefAccess;
private:
// Enums for the update policy.
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
};
// Since we cannot use const char*, use a function that returns it.
template <UpdatePolicy Update, class T, T Default(void), const char* Pref(void)>
class PrefTemplate
{
public:
PrefTemplate()
: mValue(Default())
{
Register(Update, Pref());
}
void Register(UpdatePolicy aUpdate, const char* aPreference)
{
AssertMainThread();
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;
}
}
void Set(UpdatePolicy aUpdate, const char* aPref, T aValue)
{
AssertMainThread();
PrefSet(aPref, aValue);
switch (aUpdate) {
case UpdatePolicy::Skip:
case UpdatePolicy::Live:
break;
case UpdatePolicy::Once:
mValue = PrefGet(aPref, 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.
// It's a short time fix, and will be removed after landing bug 1206637.
DECL_GFX_PREF(Live, "accessibility.monoaudio.enable", MonoAudio, bool, false);
// The apz prefs are explained in AsyncPanZoomController.cpp
DECL_GFX_PREF(Live, "apz.allow_checkerboarding", APZAllowCheckerboarding, bool, true);
DECL_GFX_PREF(Live, "apz.allow_zooming", APZAllowZooming, bool, false);
DECL_GFX_PREF(Live, "apz.asyncscroll.throttle", APZAsyncScrollThrottleTime, int32_t, 100);
DECL_GFX_PREF(Live, "apz.asyncscroll.timeout", APZAsyncScrollTimeout, int32_t, 300);
DECL_GFX_PREF(Live, "apz.axis_lock.breakout_angle", APZAxisBreakoutAngle, float, float(M_PI / 8.0) /* 22.5 degrees */);
DECL_GFX_PREF(Live, "apz.axis_lock.breakout_threshold", APZAxisBreakoutThreshold, float, 1.0f / 32.0f);
DECL_GFX_PREF(Live, "apz.axis_lock.direct_pan_angle", APZAllowedDirectPanAngle, float, float(M_PI / 3.0) /* 60 degrees */);
DECL_GFX_PREF(Live, "apz.axis_lock.lock_angle", APZAxisLockAngle, float, float(M_PI / 6.0) /* 30 degrees */);
DECL_GFX_PREF(Live, "apz.axis_lock.mode", APZAxisLockMode, int32_t, 0);
DECL_GFX_PREF(Live, "apz.content_response_timeout", APZContentResponseTimeout, int32_t, 300);
DECL_GFX_PREF(Live, "apz.cross_slide.enabled", APZCrossSlideEnabled, bool, false);
DECL_GFX_PREF(Live, "apz.danger_zone_x", APZDangerZoneX, int32_t, 50);
DECL_GFX_PREF(Live, "apz.danger_zone_y", APZDangerZoneY, int32_t, 100);
DECL_GFX_PREF(Live, "apz.drag.enabled", APZDragEnabled, bool, false);
DECL_GFX_PREF(Live, "apz.enlarge_displayport_when_clipped", APZEnlargeDisplayPortWhenClipped, bool, false);
DECL_GFX_PREF(Live, "apz.fling_accel_base_mult", APZFlingAccelBaseMultiplier, float, 1.0f);
DECL_GFX_PREF(Live, "apz.fling_accel_interval_ms", APZFlingAccelInterval, int32_t, 500);
DECL_GFX_PREF(Live, "apz.fling_accel_supplemental_mult", APZFlingAccelSupplementalMultiplier, float, 1.0f);
DECL_GFX_PREF(Once, "apz.fling_curve_function_x1", APZCurveFunctionX1, float, 0.0f);
DECL_GFX_PREF(Once, "apz.fling_curve_function_x2", APZCurveFunctionX2, float, 1.0f);
DECL_GFX_PREF(Once, "apz.fling_curve_function_y1", APZCurveFunctionY1, float, 0.0f);
DECL_GFX_PREF(Once, "apz.fling_curve_function_y2", APZCurveFunctionY2, float, 1.0f);
DECL_GFX_PREF(Live, "apz.fling_curve_threshold_inches_per_ms", APZCurveThreshold, float, -1.0f);
DECL_GFX_PREF(Once, "apz.fling_friction", APZFlingFriction, float, 0.002f);
DECL_GFX_PREF(Live, "apz.fling_repaint_interval", APZFlingRepaintInterval, int32_t, 75);
DECL_GFX_PREF(Once, "apz.fling_snap_friction", APZFlingSnapFriction, float, 0.015f);
DECL_GFX_PREF(Once, "apz.fling_stop_on_tap_threshold", APZFlingStopOnTapThreshold, float, 0.05f);
DECL_GFX_PREF(Once, "apz.fling_stopped_threshold", APZFlingStoppedThreshold, float, 0.01f);
DECL_GFX_PREF(Once, "apz.highlight_checkerboarded_areas", APZHighlightCheckerboardedAreas, bool, false);
DECL_GFX_PREF(Once, "apz.max_velocity_inches_per_ms", APZMaxVelocity, float, -1.0f);
DECL_GFX_PREF(Once, "apz.max_velocity_queue_size", APZMaxVelocityQueueSize, uint32_t, 5);
DECL_GFX_PREF(Live, "apz.min_skate_speed", APZMinSkateSpeed, float, 1.0f);
DECL_GFX_PREF(Live, "apz.minimap.enabled", APZMinimap, bool, false);
DECL_GFX_PREF(Live, "apz.num_paint_duration_samples", APZNumPaintDurationSamples, int32_t, 3);
DECL_GFX_PREF(Live, "apz.overscroll.enabled", APZOverscrollEnabled, bool, false);
DECL_GFX_PREF(Live, "apz.overscroll.min_pan_distance_ratio", APZMinPanDistanceRatio, float, 1.0f);
DECL_GFX_PREF(Live, "apz.overscroll.spring_friction", APZOverscrollSpringFriction, float, 0.015f);
DECL_GFX_PREF(Live, "apz.overscroll.spring_stiffness", APZOverscrollSpringStiffness, float, 0.001f);
DECL_GFX_PREF(Live, "apz.overscroll.stop_distance_threshold", APZOverscrollStopDistanceThreshold, float, 5.0f);
DECL_GFX_PREF(Live, "apz.overscroll.stop_velocity_threshold", APZOverscrollStopVelocityThreshold, float, 0.01f);
DECL_GFX_PREF(Live, "apz.overscroll.stretch_factor", APZOverscrollStretchFactor, float, 0.5f);
DECL_GFX_PREF(Live, "apz.pan_repaint_interval", APZPanRepaintInterval, int32_t, 250);
DECL_GFX_PREF(Live, "apz.printtree", APZPrintTree, bool, false);
DECL_GFX_PREF(Live, "apz.smooth_scroll_repaint_interval", APZSmoothScrollRepaintInterval, int32_t, 75);
DECL_GFX_PREF(Live, "apz.test.logging_enabled", APZTestLoggingEnabled, bool, false);
DECL_GFX_PREF(Live, "apz.touch_start_tolerance", APZTouchStartTolerance, float, 1.0f/4.5f);
DECL_GFX_PREF(Live, "apz.use_paint_duration", APZUsePaintDuration, bool, true);
DECL_GFX_PREF(Live, "apz.velocity_bias", APZVelocityBias, float, 1.0f);
DECL_GFX_PREF(Live, "apz.velocity_relevance_time_ms", APZVelocityRelevanceTime, uint32_t, 150);
DECL_GFX_PREF(Live, "apz.x_skate_size_multiplier", APZXSkateSizeMultiplier, float, 1.5f);
DECL_GFX_PREF(Live, "apz.x_stationary_size_multiplier", APZXStationarySizeMultiplier, float, 3.0f);
DECL_GFX_PREF(Live, "apz.y_skate_size_multiplier", APZYSkateSizeMultiplier, float, 2.5f);
DECL_GFX_PREF(Live, "apz.y_stationary_size_multiplier", APZYStationarySizeMultiplier, float, 3.5f);
DECL_GFX_PREF(Live, "apz.zoom_animation_duration_ms", APZZoomAnimationDuration, int32_t, 250);
DECL_GFX_PREF(Live, "browser.ui.zoom.force-user-scalable", ForceUserScalable, bool, false);
DECL_GFX_PREF(Live, "browser.viewport.desktopWidth", DesktopViewportWidth, int32_t, 980);
DECL_GFX_PREF(Live, "dom.meta-viewport.enabled", MetaViewportEnabled, bool, false);
DECL_GFX_PREF(Once, "dom.vr.enabled", VREnabled, bool, false);
DECL_GFX_PREF(Once, "dom.vr.oculus.enabled", VROculusEnabled, bool, true);
DECL_GFX_PREF(Once, "dom.vr.oculus050.enabled", VROculus050Enabled, bool, true);
DECL_GFX_PREF(Once, "dom.vr.cardboard.enabled", VRCardboardEnabled, bool, false);
DECL_GFX_PREF(Once, "dom.vr.add-test-devices", VRAddTestDevices, int32_t, 1);
DECL_GFX_PREF(Live, "dom.w3c_pointer_events.enabled", PointerEventsEnabled, bool, false);
DECL_GFX_PREF(Live, "general.smoothScroll", SmoothScrollEnabled, bool, true);
DECL_GFX_PREF(Live, "general.smoothScroll.durationToIntervalRatio",
SmoothScrollDurationToIntervalRatio, int32_t, 200);
DECL_GFX_PREF(Live, "general.smoothScroll.mouseWheel", WheelSmoothScrollEnabled, bool, true);
DECL_GFX_PREF(Live, "general.smoothScroll.mouseWheel.durationMaxMS",
WheelSmoothScrollMaxDurationMs, int32_t, 400);
DECL_GFX_PREF(Live, "general.smoothScroll.mouseWheel.durationMinMS",
WheelSmoothScrollMinDurationMs, int32_t, 200);
DECL_GFX_PREF(Once, "gfx.android.rgb16.force", AndroidRGB16Force, bool, false);
#if defined(ANDROID)
DECL_GFX_PREF(Once, "gfx.apitrace.enabled", UseApitrace, bool, false);
#endif
#if defined(RELEASE_BUILD)
// "Skip" means this is locked to the default value in beta and release.
DECL_GFX_PREF(Skip, "gfx.blocklist.all", BlocklistAll, int32_t, 0);
#else
DECL_GFX_PREF(Once, "gfx.blocklist.all", BlocklistAll, int32_t, 0);
#endif
DECL_GFX_PREF(Live, "gfx.canvas.auto_accelerate.min_calls", CanvasAutoAccelerateMinCalls, int32_t, 4);
DECL_GFX_PREF(Live, "gfx.canvas.auto_accelerate.min_frames", CanvasAutoAccelerateMinFrames, int32_t, 30);
DECL_GFX_PREF(Live, "gfx.canvas.auto_accelerate.min_seconds", CanvasAutoAccelerateMinSeconds, float, 5.0f);
DECL_GFX_PREF(Live, "gfx.canvas.azure.accelerated", CanvasAzureAccelerated, bool, false);
// 0x7fff is the maximum supported xlib surface size and is more than enough for canvases.
DECL_GFX_PREF(Live, "gfx.canvas.max-size", MaxCanvasSize, int32_t, 0x7fff);
DECL_GFX_PREF(Once, "gfx.canvas.skiagl.cache-items", CanvasSkiaGLCacheItems, int32_t, 256);
DECL_GFX_PREF(Once, "gfx.canvas.skiagl.cache-size", CanvasSkiaGLCacheSize, int32_t, 96);
DECL_GFX_PREF(Once, "gfx.canvas.skiagl.dynamic-cache", CanvasSkiaGLDynamicCache, bool, false);
DECL_GFX_PREF(Live, "gfx.color_management.enablev4", CMSEnableV4, bool, false);
DECL_GFX_PREF(Live, "gfx.color_management.mode", CMSMode, int32_t,-1);
// The zero default here should match QCMS_INTENT_DEFAULT from qcms.h
DECL_GFX_PREF(Live, "gfx.color_management.rendering_intent", CMSRenderingIntent, int32_t, 0);
DECL_GFX_PREF(Once, "gfx.direct2d.disabled", Direct2DDisabled, bool, false);
DECL_GFX_PREF(Once, "gfx.direct2d.force-enabled", Direct2DForceEnabled, bool, false);
DECL_GFX_PREF(Live, "gfx.direct2d.use1_1", Direct2DUse1_1, bool, false);
DECL_GFX_PREF(Live, "gfx.direct2d.allow1_0", Direct2DAllow1_0, bool, false);
DECL_GFX_PREF(Live, "gfx.draw-color-bars", CompositorDrawColorBars, bool, false);
DECL_GFX_PREF(Once, "gfx.e10s.hide-plugins-for-scroll", HidePluginsForScroll, bool, true);
DECL_GFX_PREF(Once, "gfx.font_rendering.directwrite.force-enabled", DirectWriteFontRenderingForceEnabled, bool, false);
DECL_GFX_PREF(Live, "gfx.gralloc.fence-with-readpixels", GrallocFenceWithReadPixels, bool, false);
DECL_GFX_PREF(Live, "gfx.layerscope.enabled", LayerScopeEnabled, bool, false);
DECL_GFX_PREF(Live, "gfx.layerscope.port", LayerScopePort, int32_t, 23456);
// Note that "gfx.logging.level" is defined in Logging.h
DECL_GFX_PREF(Once, "gfx.logging.crash.length", GfxLoggingCrashLength, uint32_t, 6);
DECL_GFX_PREF(Live, "gfx.perf-warnings.enabled", PerfWarnings, bool, false);
DECL_GFX_PREF(Live, "gfx.SurfaceTexture.detach.enabled", SurfaceTextureDetachEnabled, bool, true);
DECL_GFX_PREF(Live, "gfx.testing.device-reset", DeviceResetForTesting, int32_t, 0);
DECL_GFX_PREF(Live, "gfx.testing.device-fail", DeviceFailForTesting, bool, false);
// These times should be in milliseconds
DECL_GFX_PREF(Once, "gfx.touch.resample.delay-threshold", TouchResampleVsyncDelayThreshold, int32_t, 20);
DECL_GFX_PREF(Once, "gfx.touch.resample.max-predict", TouchResampleMaxPredict, int32_t, 8);
DECL_GFX_PREF(Once, "gfx.touch.resample.min-delta", TouchResampleMinDelta, int32_t, 2);
DECL_GFX_PREF(Once, "gfx.touch.resample.old-touch-threshold",TouchResampleOldTouchThreshold, int32_t, 17);
DECL_GFX_PREF(Once, "gfx.touch.resample.vsync-adjust", TouchVsyncSampleAdjust, int32_t, 5);
DECL_GFX_PREF(Once, "gfx.vr.mirror-textures", VRMirrorTextures, bool, false);
DECL_GFX_PREF(Live, "gfx.vsync.collect-scroll-transforms", CollectScrollTransforms, bool, false);
// On b2g, in really bad cases, I've seen up to 80 ms delays between touch events and the main thread
// processing them. So 80 ms / 16 = 5 vsync events. Double it up just to be on the safe side, so 10.
DECL_GFX_PREF(Once, "gfx.vsync.compositor.unobserve-count", CompositorUnobserveCount, int32_t, 10);
// Use vsync events generated by hardware
DECL_GFX_PREF(Once, "gfx.work-around-driver-bugs", WorkAroundDriverBugs, bool, true);
DECL_GFX_PREF(Once, "gfx.screen-mirroring.enabled", ScreenMirroringEnabled, bool, false);
DECL_GFX_PREF(Live, "gl.msaa-level", MSAALevel, uint32_t, 2);
DECL_GFX_PREF(Live, "gl.require-hardware", RequireHardwareGL, bool, false);
DECL_GFX_PREF(Once, "image.cache.size", ImageCacheSize, int32_t, 5*1024*1024);
DECL_GFX_PREF(Once, "image.cache.timeweight", ImageCacheTimeWeight, int32_t, 500);
DECL_GFX_PREF(Live, "image.decode-immediately.enabled", ImageDecodeImmediatelyEnabled, bool, false);
DECL_GFX_PREF(Live, "image.downscale-during-decode.enabled", ImageDownscaleDuringDecodeEnabled, bool, true);
DECL_GFX_PREF(Live, "image.infer-src-animation.threshold-ms", ImageInferSrcAnimationThresholdMS, uint32_t, 2000);
DECL_GFX_PREF(Once, "image.mem.decode_bytes_at_a_time", ImageMemDecodeBytesAtATime, uint32_t, 200000);
DECL_GFX_PREF(Live, "image.mem.discardable", ImageMemDiscardable, bool, false);
DECL_GFX_PREF(Once, "image.mem.surfacecache.discard_factor", ImageMemSurfaceCacheDiscardFactor, uint32_t, 1);
DECL_GFX_PREF(Once, "image.mem.surfacecache.max_size_kb", ImageMemSurfaceCacheMaxSizeKB, uint32_t, 100 * 1024);
DECL_GFX_PREF(Once, "image.mem.surfacecache.min_expiration_ms", ImageMemSurfaceCacheMinExpirationMS, uint32_t, 60*1000);
DECL_GFX_PREF(Once, "image.mem.surfacecache.size_factor", ImageMemSurfaceCacheSizeFactor, uint32_t, 64);
DECL_GFX_PREF(Live, "image.mozsamplesize.enabled", ImageMozSampleSizeEnabled, bool, false);
DECL_GFX_PREF(Once, "image.multithreaded_decoding.limit", ImageMTDecodingLimit, int32_t, -1);
DECL_GFX_PREF(Live, "image.single-color-optimization.enabled", ImageSingleColorOptimizationEnabled, bool, true);
DECL_GFX_PREF(Once, "layers.acceleration.disabled", LayersAccelerationDisabled, bool, false);
DECL_GFX_PREF(Live, "layers.acceleration.draw-fps", LayersDrawFPS, bool, false);
DECL_GFX_PREF(Live, "layers.acceleration.draw-fps.print-histogram", FPSPrintHistogram, bool, false);
DECL_GFX_PREF(Live, "layers.acceleration.draw-fps.write-to-file", WriteFPSToFile, bool, false);
DECL_GFX_PREF(Once, "layers.acceleration.force-enabled", LayersAccelerationForceEnabled, bool, false);
DECL_GFX_PREF(Once, "layers.async-pan-zoom.enabled", AsyncPanZoomEnabledDoNotUseDirectly, bool, true);
DECL_GFX_PREF(Once, "layers.async-pan-zoom.separate-event-thread", AsyncPanZoomSeparateEventThread, bool, false);
DECL_GFX_PREF(Live, "layers.bench.enabled", LayersBenchEnabled, bool, false);
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.composer2d.enabled", Composer2DCompositionEnabled, bool, false);
DECL_GFX_PREF(Once, "layers.d3d11.disable-warp", LayersD3D11DisableWARP, bool, false);
DECL_GFX_PREF(Once, "layers.d3d11.force-warp", LayersD3D11ForceWARP, bool, false);
DECL_GFX_PREF(Live, "layers.deaa.enabled", LayersDEAAEnabled, bool, false);
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(Live, "layers.draw-layer-info", DrawLayerInfo, bool, false);
DECL_GFX_PREF(Live, "layers.dump", LayersDump, bool, false);
DECL_GFX_PREF(Live, "layers.dump-texture", LayersDumpTexture, bool, false);
#ifdef MOZ_DUMP_PAINTING
DECL_GFX_PREF(Live, "layers.dump-client-layers", DumpClientLayers, bool, false);
DECL_GFX_PREF(Live, "layers.dump-decision", LayersDumpDecision, bool, false);
DECL_GFX_PREF(Live, "layers.dump-host-layers", DumpHostLayers, bool, false);
#endif
// 0 is "no change" for contrast, positive values increase it, negative values
// decrease it until we hit mid gray at -1 contrast, after that it gets weird.
DECL_GFX_PREF(Live, "layers.effect.contrast", LayersEffectContrast, float, 0.0f);
DECL_GFX_PREF(Live, "layers.effect.grayscale", LayersEffectGrayscale, bool, false);
DECL_GFX_PREF(Live, "layers.effect.invert", LayersEffectInvert, bool, false);
DECL_GFX_PREF(Once, "layers.enable-tiles", LayersTilesEnabled, bool, false);
DECL_GFX_PREF(Live, "layers.flash-borders", FlashLayerBorders, bool, false);
DECL_GFX_PREF(Once, "layers.force-shmem-tiles", ForceShmemTiles, bool, false);
DECL_GFX_PREF(Live, "layers.frame-counter", DrawFrameCounter, bool, false);
DECL_GFX_PREF(Once, "layers.gralloc.disable", DisableGralloc, bool, false);
DECL_GFX_PREF(Live, "layers.low-precision-buffer", UseLowPrecisionBuffer, bool, false);
DECL_GFX_PREF(Live, "layers.low-precision-opacity", LowPrecisionOpacity, float, 1.0f);
DECL_GFX_PREF(Live, "layers.low-precision-resolution", LowPrecisionResolution, float, 0.25f);
DECL_GFX_PREF(Once, "layers.offmainthreadcomposition.enabled", LayersOffMainThreadCompositionEnabled, bool, false);
DECL_GFX_PREF(Once, "layers.offmainthreadcomposition.force-enabled", LayersOffMainThreadCompositionForceEnabled, bool, false);
DECL_GFX_PREF(Live, "layers.offmainthreadcomposition.frame-rate", LayersCompositionFrameRate, int32_t,-1);
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.overzealous-gralloc-unlocking", OverzealousGrallocUnlocking, bool, false);
DECL_GFX_PREF(Once, "layers.prefer-d3d9", LayersPreferD3D9, bool, false);
DECL_GFX_PREF(Once, "layers.prefer-opengl", LayersPreferOpenGL, bool, false);
DECL_GFX_PREF(Live, "layers.progressive-paint", ProgressivePaintDoNotUseDirectly, bool, false);
DECL_GFX_PREF(Once, "layers.stereo-video.enabled", StereoVideoEnabled, bool, false);
// We allow for configurable and rectangular tile size to avoid wasting memory on devices whose
// screen size does not align nicely to the default tile size. Although layers can be any size,
// they are often the same size as the screen, especially for width.
DECL_GFX_PREF(Once, "layers.tile-width", LayersTileWidth, int32_t, 256);
DECL_GFX_PREF(Once, "layers.tile-height", LayersTileHeight, int32_t, 256);
DECL_GFX_PREF(Once, "layers.tile-max-pool-size", LayersTileMaxPoolSize, uint32_t, (uint32_t)50);
DECL_GFX_PREF(Once, "layers.tile-shrink-pool-timeout", LayersTileShrinkPoolTimeout, uint32_t, (uint32_t)1000);
DECL_GFX_PREF(Once, "layers.tiled-drawtarget.enabled", TiledDrawTargetEnabled, bool, false);
DECL_GFX_PREF(Once, "layers.tiles.adjust", LayersTilesAdjust, bool, true);
DECL_GFX_PREF(Once, "layers.tiles.edge-padding", TileEdgePaddingEnabled, bool, true);
DECL_GFX_PREF(Live, "layers.transaction.warning-ms", LayerTransactionWarning, uint32_t, 200);
DECL_GFX_PREF(Once, "layers.uniformity-info", UniformityInfo, bool, false);
DECL_GFX_PREF(Once, "layers.use-image-offscreen-surfaces", UseImageOffscreenSurfaces, bool, false);
DECL_GFX_PREF(Live, "layers.single-tile.enabled", LayersSingleTileEnabled, bool, true);
DECL_GFX_PREF(Live, "layout.css.scroll-behavior.damping-ratio", ScrollBehaviorDampingRatio, float, 1.0f);
DECL_GFX_PREF(Live, "layout.css.scroll-behavior.enabled", ScrollBehaviorEnabled, bool, false);
DECL_GFX_PREF(Live, "layout.css.scroll-behavior.spring-constant", ScrollBehaviorSpringConstant, float, 250.0f);
DECL_GFX_PREF(Live, "layout.css.scroll-snap.prediction-max-velocity", ScrollSnapPredictionMaxVelocity, int32_t, 2000);
DECL_GFX_PREF(Live, "layout.css.scroll-snap.prediction-sensitivity", ScrollSnapPredictionSensitivity, float, 0.750f);
DECL_GFX_PREF(Once, "layout.css.touch_action.enabled", TouchActionEnabled, bool, false);
DECL_GFX_PREF(Live, "layout.display-list.dump", LayoutDumpDisplayList, bool, false);
DECL_GFX_PREF(Live, "layout.event-regions.enabled", LayoutEventRegionsEnabledDoNotUseDirectly, bool, false);
DECL_GFX_PREF(Once, "layout.frame_rate", LayoutFrameRate, int32_t, -1);
DECL_GFX_PREF(Once, "layout.paint_rects_separately", LayoutPaintRectsSeparately, bool, true);
// This and code dependent on it should be removed once containerless scrolling looks stable.
DECL_GFX_PREF(Once, "layout.scroll.root-frame-containers", LayoutUseContainersForRootFrames, bool, true);
// This affects whether events will be routed through APZ or not.
DECL_GFX_PREF(Live, "mousewheel.system_scroll_override_on_root_content.enabled",
MouseWheelHasRootScrollDeltaOverride, bool, false);
DECL_GFX_PREF(Live, "mousewheel.system_scroll_override_on_root_content.horizontal.factor",
MouseWheelRootHScrollDeltaFactor, int32_t, 100);
DECL_GFX_PREF(Live, "mousewheel.system_scroll_override_on_root_content.vertical.factor",
MouseWheelRootVScrollDeltaFactor, int32_t, 100);
DECL_GFX_PREF(Live, "mousewheel.transaction.ignoremovedelay",MouseWheelIgnoreMoveDelayMs, int32_t, (int32_t)100);
DECL_GFX_PREF(Live, "mousewheel.transaction.timeout", MouseWheelTransactionTimeoutMs, int32_t, (int32_t)1500);
DECL_GFX_PREF(Live, "nglayout.debug.widget_update_flashing", WidgetUpdateFlashing, bool, false);
DECL_GFX_PREF(Live, "test.events.async.enabled", TestEventsAsyncEnabled, bool, false);
DECL_GFX_PREF(Live, "test.mousescroll", MouseScrollTestingEnabled, bool, false);
DECL_GFX_PREF(Live, "ui.click_hold_context_menus.delay", UiClickHoldContextMenusDelay, int32_t, 500);
// WebGL (for pref access from Worker threads)
DECL_GFX_PREF(Live, "webgl.all-angle-options", WebGLAllANGLEOptions, bool, false);
DECL_GFX_PREF(Live, "webgl.angle.force-d3d11", WebGLANGLEForceD3D11, bool, false);
DECL_GFX_PREF(Live, "webgl.angle.try-d3d11", WebGLANGLETryD3D11, bool, false);
DECL_GFX_PREF(Once, "webgl.angle.force-warp", WebGLANGLEForceWARP, bool, false);
DECL_GFX_PREF(Live, "webgl.bypass-shader-validation", WebGLBypassShaderValidator, bool, true);
DECL_GFX_PREF(Live, "webgl.can-lose-context-in-foreground", WebGLCanLoseContextInForeground, bool, true);
DECL_GFX_PREF(Live, "webgl.default-no-alpha", WebGLDefaultNoAlpha, bool, false);
DECL_GFX_PREF(Live, "webgl.disable-angle", WebGLDisableANGLE, bool, false);
DECL_GFX_PREF(Live, "webgl.disable-extensions", WebGLDisableExtensions, bool, false);
DECL_GFX_PREF(Live, "webgl.disable-fail-if-major-performance-caveat",
WebGLDisableFailIfMajorPerformanceCaveat, bool, false);
DECL_GFX_PREF(Live, "webgl.disabled", WebGLDisabled, bool, false);
DECL_GFX_PREF(Live, "webgl.enable-draft-extensions", WebGLDraftExtensionsEnabled, bool, false);
DECL_GFX_PREF(Live, "webgl.enable-privileged-extensions", WebGLPrivilegedExtensionsEnabled, bool, false);
DECL_GFX_PREF(Live, "webgl.force-enabled", WebGLForceEnabled, bool, false);
DECL_GFX_PREF(Once, "webgl.force-layers-readback", WebGLForceLayersReadback, bool, false);
DECL_GFX_PREF(Live, "webgl.lose-context-on-memory-pressure", WebGLLoseContextOnMemoryPressure, bool, false);
DECL_GFX_PREF(Live, "webgl.max-warnings-per-context", WebGLMaxWarningsPerContext, uint32_t, 32);
DECL_GFX_PREF(Live, "webgl.min_capability_mode", WebGLMinCapabilityMode, bool, false);
DECL_GFX_PREF(Live, "webgl.msaa-force", WebGLForceMSAA, bool, false);
DECL_GFX_PREF(Live, "webgl.prefer-16bpp", WebGLPrefer16bpp, bool, false);
DECL_GFX_PREF(Live, "webgl.restore-context-when-visible", WebGLRestoreWhenVisible, bool, true);
// WARNING:
// Please make sure that you've added your new preference to the list above in alphabetical order.
// Please do not just append it to the end of the list.
public:
// Manage the singleton:
static gfxPrefs& GetSingleton()
{
MOZ_ASSERT(!sInstanceHasBeenDestroyed, "Should never recreate a gfxPrefs instance!");
if (!sInstance) {
sInstance = new gfxPrefs;
}
MOZ_ASSERT(SingletonExists());
return *sInstance;
}
static void DestroySingleton();
static bool SingletonExists();
private:
static gfxPrefs* sInstance;
static bool sInstanceHasBeenDestroyed;
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 void PrefAddVarCache(float*, const char*, float);
static bool PrefGet(const char*, bool);
static int32_t PrefGet(const char*, int32_t);
static uint32_t PrefGet(const char*, uint32_t);
static float PrefGet(const char*, float);
static void PrefSet(const char* aPref, bool aValue);
static void PrefSet(const char* aPref, int32_t aValue);
static void PrefSet(const char* aPref, uint32_t aValue);
static void PrefSet(const char* aPref, float aValue);
static void AssertMainThread();
gfxPrefs();
~gfxPrefs();
gfxPrefs(const gfxPrefs&) = delete;
gfxPrefs& operator=(const gfxPrefs&) = delete;
};
#undef DECL_GFX_PREF /* Don't need it outside of this file */
#endif /* GFX_PREFS_H */