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/*
* Copyright (C) 2006 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef SkUserConfig_DEFINED
#define SkUserConfig_DEFINED
#if defined(STARBOARD)
#include "starboard/configuration.h"
#endif
/* SkTypes.h, the root of the public header files, does the following trick:
#include <SkPreConfig.h>
#include <SkUserConfig.h>
#include <SkPostConfig.h>
SkPreConfig.h runs first, and it is responsible for initializing certain
skia defines.
SkPostConfig.h runs last, and its job is to just check that the final
defines are consistent (i.e. that we don't have mutually conflicting
defines).
SkUserConfig.h (this file) runs in the middle. It gets to change or augment
the list of flags initially set in preconfig, and then postconfig checks
that everything still makes sense.
Below are optional defines that add, subtract, or change default behavior
in Skia. Your port can locally edit this file to enable/disable flags as
you choose, or these can be delared on your command line (i.e. -Dfoo).
By default, this include file will always default to having all of the flags
commented out, so including it will have no effect.
*/
///////////////////////////////////////////////////////////////////////////////
/* Scalars (the fractional value type in skia) can be implemented either as
floats or 16.16 integers (fixed). Exactly one of these two symbols must be
defined.
*/
//#define SK_SCALAR_IS_FLOAT
//#define SK_SCALAR_IS_FIXED
/* Somewhat independent of how SkScalar is implemented, Skia also wants to know
if it can use floats at all. Naturally, if SK_SCALAR_IS_FLOAT is defined,
then so muse SK_CAN_USE_FLOAT, but if scalars are fixed, SK_CAN_USE_FLOAT
can go either way.
*/
//#define SK_CAN_USE_FLOAT
/* For some performance-critical scalar operations, skia will optionally work
around the standard float operators if it knows that the CPU does not have
native support for floats. If your environment uses software floating point,
define this flag.
*/
//#define SK_SOFTWARE_FLOAT
/* Skia has lots of debug-only code. Often this is just null checks or other
parameter checking, but sometimes it can be quite intrusive (e.g. check that
each 32bit pixel is in premultiplied form). This code can be very useful
during development, but will slow things down in a shipping product.
By default, these mutually exclusive flags are defined in SkPreConfig.h,
based on the presence or absence of NDEBUG, but that decision can be changed
here.
*/
//#define SK_DEBUG
//#define SK_RELEASE
/* If, in debugging mode, Skia needs to stop (presumably to invoke a debugger)
it will call SK_CRASH(). If this is not defined it, it is defined in
SkPostConfig.h to write to an illegal address
*/
//#define SK_CRASH() *(int *)(uintptr_t)0 = 0
/* preconfig will have attempted to determine the endianness of the system,
but you can change these mutually exclusive flags here.
*/
//#define SK_CPU_BENDIAN
//#define SK_CPU_LENDIAN
// The following defines dictate the native pixel color format of Skia surfaces.
// Render target RGBA support is limited to either RGBA or BGRA, and must be
// selected here. More specifically, these defines affect the format of
// |SkPMColor|, which ultimately affects the value of |kN32_SkColorType|.
// In Cobalt, some backends natively support BGRA (like DirectFB on
// little-endian machines) and some backends natively support RGBA (like GLES
// regardless of endianness). In order to avoid explicit color conversions, we
// would like these formats to match.
// Always use OpenGL byte-order (RGBA).
#if defined(STARBOARD) && \
SB_PREFERRED_RGBA_BYTE_ORDER == SB_PREFERRED_RGBA_BYTE_ORDER_BGRA
#ifdef SK_CPU_BENDIAN
#define SK_R32_SHIFT 24
#define SK_G32_SHIFT 0
#define SK_B32_SHIFT 8
#define SK_A32_SHIFT 16
#else
#define SK_R32_SHIFT 16
#define SK_G32_SHIFT 8
#define SK_B32_SHIFT 0
#define SK_A32_SHIFT 24
#endif
#else
// Default to RGBA otherwise. Skia only supports either BGRA or RGBA, so if
// SB_PREFERRED_RGBA_BYTE_ORDER is neither, we default it to RGBA and we will
// have to do color conversions at runtime.
#ifdef SK_CPU_BENDIAN
#define SK_R32_SHIFT 24
#define SK_G32_SHIFT 16
#define SK_B32_SHIFT 8
#define SK_A32_SHIFT 0
#else
#define SK_R32_SHIFT 0
#define SK_G32_SHIFT 8
#define SK_B32_SHIFT 16
#define SK_A32_SHIFT 24
#endif
#endif
/* Some compilers don't support long long for 64bit integers. If yours does
not, define this to the appropriate type.
*/
//#define SkLONGLONG int64_t
/* Some envorinments do not suport writable globals (eek!). If yours does not,
define this flag.
*/
//#define SK_USE_RUNTIME_GLOBALS
/* If zlib is available and you want to support the flate compression
algorithm (used in PDF generation), define SK_ZLIB_INCLUDE to be the
include path.
*/
//#define SK_ZLIB_INCLUDE <zlib.h>
#define SK_ZLIB_INCLUDE "third_party/zlib/zlib.h"
/* Define this to allow PDF scalars above 32k. The PDF/A spec doesn't allow
them, but modern PDF interpreters should handle them just fine.
*/
//#define SK_ALLOW_LARGE_PDF_SCALARS
/* Define this to provide font subsetter for font subsetting when generating
PDF documents.
*/
//#define SK_SFNTLY_SUBSETTER "sfntly/subsetter/font_subsetter.h"
/* To write debug messages to a console, skia will call SkDebugf(...) following
printf conventions (e.g. const char* format, ...). If you want to redirect
this to something other than printf, define yours here
*/
//#define SkDebugf(...) MyFunction(__VA_ARGS__)
/* If SK_DEBUG is defined, then you can optionally define SK_SUPPORT_UNITTEST
which will run additional self-tests at startup. These can take a long time,
so this flag is optional.
*/
#ifdef SK_DEBUG
#define SK_SUPPORT_UNITTEST
#endif
/* If your system embeds skia and has complex event logging, define this
symbol to name a file that maps the following macros to your system's
equivalents:
SK_TRACE_EVENT0(event)
SK_TRACE_EVENT1(event, name1, value1)
SK_TRACE_EVENT2(event, name1, value1, name2, value2)
src/utils/SkDebugTrace.h has a trivial implementation that writes to
the debug output stream. If SK_USER_TRACE_INCLUDE_FILE is not defined,
SkTrace.h will define the above three macros to do nothing.
*/
#undef SK_USER_TRACE_INCLUDE_FILE
// ===== Begin Cobalt-specific definitions =====
#define SK_SCALAR_IS_FLOAT
#undef SK_SCALAR_IS_FIXED
#define SK_MSCALAR_IS_FLOAT
#undef SK_MSCALAR_IS_DOUBLE
#define GR_MAX_OFFSCREEN_AA_DIM 512
// Log the file and line number for assertions.
#define SkDebugf(...) SkDebugf_FileLine(__FILE__, __LINE__, false, __VA_ARGS__)
SK_API void SkDebugf_FileLine(const char* file, int line, bool fatal,
const char* format, ...);
// Marking the debug print as "fatal" will cause a debug break, so we don't need
// a separate crash call here.
#define SK_DEBUGBREAK(cond) \
do { \
if (!(cond)) { \
SkDebugf_FileLine(__FILE__, __LINE__, true, \
"%s:%d: failed assertion \"%s\"\n", __FILE__, \
__LINE__, #cond); \
} \
} while (false)
// The default crash macro writes to badbeef which can cause some strange
// problems. Instead, pipe this through to the logging function as a fatal
// assertion.
#define SK_CRASH() SkDebugf_FileLine(__FILE__, __LINE__, true, "SK_CRASH")
#undef SK_BUILD_FOR_MAC
// Define platform-specific implementations to use for atomics and
// barriers.
#define SK_ATOMICS_PLATFORM_H "../src/ports/SkAtomics_cobalt.h"
#define SK_MUTEX_PLATFORM_H "../src/ports/SkMutex_cobalt.h"
#define SK_BARRIERS_PLATFORM_H "../src/ports/SkBarriers_cobalt.h"
// ===== End Cobalt-specific definitions =====
// GrGLConfig.h settings customization for Cobalt.
#if defined(STARBOARD)
#if SB_HAS_QUIRK(GL_NO_CONSTANT_ATTRIBUTE_SUPPORT)
#define GR_GL_NO_CONSTANT_ATTRIBUTES 1
#endif // SB_HAS_QUIRK(GL_NO_CONSTANT_ATTRIBUTE_SUPPORT)
#endif // defined(STARBOARD)
// Avoid calling glGetError() after glTexImage, glBufferData,
// glRenderbufferStorage, etc... It can be potentially expensive to call on
// some platforms, and Cobalt is designed for devices where we can ensure we
// do not fail by running out of memory.
#define GR_GL_CHECK_ALLOC_WITH_GET_ERROR 0
#endif // SkUserConfig_DEFINED