Index: ui/gl/gl_implementation_win.cc |
diff --git a/ui/gl/gl_implementation_win.cc b/ui/gl/gl_implementation_win.cc |
index 4b1db59672eeaa143add6292b3d0cbf3d271e03d..9a470c9198576509dff00423351328484934455b 100644 |
--- a/ui/gl/gl_implementation_win.cc |
+++ b/ui/gl/gl_implementation_win.cc |
@@ -2,300 +2,22 @@ |
// Use of this source code is governed by a BSD-style license that can be |
// found in the LICENSE file. |
-#include <vector> |
+#include "ui/gl/gl_implementation.h" |
-#include "base/at_exit.h" |
-#include "base/base_paths.h" |
-#include "base/bind.h" |
-#include "base/command_line.h" |
-#include "base/files/file_path.h" |
-#include "base/lazy_instance.h" |
-#include "base/logging.h" |
-#include "base/native_library.h" |
-#include "base/path_service.h" |
-#include "base/strings/stringprintf.h" |
-#include "base/threading/thread_restrictions.h" |
-#include "base/trace_event/trace_event.h" |
-#include "base/win/windows_version.h" |
-// TODO(jmadill): Apply to all platforms eventually |
-#include "ui/gl/angle_platform_impl.h" |
-#include "ui/gl/gl_bindings.h" |
#include "ui/gl/gl_context_stub_with_extensions.h" |
#include "ui/gl/gl_egl_api_implementation.h" |
#include "ui/gl/gl_gl_api_implementation.h" |
-#include "ui/gl/gl_implementation.h" |
#include "ui/gl/gl_osmesa_api_implementation.h" |
-#include "ui/gl/gl_surface_wgl.h" |
#include "ui/gl/gl_wgl_api_implementation.h" |
-#if defined(ENABLE_SWIFTSHADER) |
-#include "software_renderer.h" |
-#endif |
- |
namespace gl { |
-namespace { |
- |
-const wchar_t kD3DCompiler[] = L"D3DCompiler_47.dll"; |
- |
-void GL_BINDING_CALL MarshalClearDepthToClearDepthf(GLclampd depth) { |
- glClearDepthf(static_cast<GLclampf>(depth)); |
-} |
- |
-void GL_BINDING_CALL MarshalDepthRangeToDepthRangef(GLclampd z_near, |
- GLclampd z_far) { |
- glDepthRangef(static_cast<GLclampf>(z_near), static_cast<GLclampf>(z_far)); |
-} |
- |
-bool LoadD3DXLibrary(const base::FilePath& module_path, |
- const base::FilePath::StringType& name) { |
- base::NativeLibrary library = |
- base::LoadNativeLibrary(base::FilePath(name), NULL); |
- if (!library) { |
- library = base::LoadNativeLibrary(module_path.Append(name), NULL); |
- if (!library) { |
- DVLOG(1) << name << " not found."; |
- return false; |
- } |
- } |
- return true; |
-} |
- |
-// TODO(jmadill): Apply to all platforms eventually |
-base::LazyInstance<ANGLEPlatformImpl> g_angle_platform_impl = |
- LAZY_INSTANCE_INITIALIZER; |
- |
-ANGLEPlatformShutdownFunc g_angle_platform_shutdown = nullptr; |
- |
-} // namespace |
- |
void GetAllowedGLImplementations(std::vector<GLImplementation>* impls) { |
impls->push_back(kGLImplementationEGLGLES2); |
impls->push_back(kGLImplementationDesktopGL); |
impls->push_back(kGLImplementationOSMesaGL); |
} |
-bool InitializeStaticGLBindings(GLImplementation implementation) { |
- // Prevent reinitialization with a different implementation. Once the gpu |
- // unit tests have initialized with kGLImplementationMock, we don't want to |
- // later switch to another GL implementation. |
- DCHECK_EQ(kGLImplementationNone, GetGLImplementation()); |
- |
- // Allow the main thread or another to initialize these bindings |
- // after instituting restrictions on I/O. Going forward they will |
- // likely be used in the browser process on most platforms. The |
- // one-time initialization cost is small, between 2 and 5 ms. |
- base::ThreadRestrictions::ScopedAllowIO allow_io; |
- |
- switch (implementation) { |
- case kGLImplementationOSMesaGL: { |
- base::FilePath module_path; |
- PathService::Get(base::DIR_MODULE, &module_path); |
- base::NativeLibrary library = base::LoadNativeLibrary( |
- module_path.Append(L"osmesa.dll"), NULL); |
- if (!library) { |
- PathService::Get(base::DIR_EXE, &module_path); |
- library = base::LoadNativeLibrary( |
- module_path.Append(L"osmesa.dll"), NULL); |
- if (!library) { |
- DVLOG(1) << "osmesa.dll not found"; |
- return false; |
- } |
- } |
- |
- GLGetProcAddressProc get_proc_address = |
- reinterpret_cast<GLGetProcAddressProc>( |
- base::GetFunctionPointerFromNativeLibrary( |
- library, "OSMesaGetProcAddress")); |
- if (!get_proc_address) { |
- DLOG(ERROR) << "OSMesaGetProcAddress not found."; |
- base::UnloadNativeLibrary(library); |
- return false; |
- } |
- |
- SetGLGetProcAddressProc(get_proc_address); |
- AddGLNativeLibrary(library); |
- SetGLImplementation(kGLImplementationOSMesaGL); |
- |
- InitializeStaticGLBindingsGL(); |
- InitializeStaticGLBindingsOSMESA(); |
- break; |
- } |
- case kGLImplementationEGLGLES2: { |
- base::FilePath module_path; |
- if (!PathService::Get(base::DIR_MODULE, &module_path)) |
- return false; |
- |
- // Attempt to load the D3DX shader compiler using the default search path |
- // and if that fails, using an absolute path. This is to ensure these DLLs |
- // are loaded before ANGLE is loaded in case they are not in the default |
- // search path. |
- LoadD3DXLibrary(module_path, kD3DCompiler); |
- |
- base::FilePath gles_path; |
- const base::CommandLine* command_line = |
- base::CommandLine::ForCurrentProcess(); |
- bool using_swift_shader = |
- command_line->GetSwitchValueASCII(switches::kUseGL) == |
- kGLImplementationSwiftShaderName; |
- if (using_swift_shader) { |
- if (!command_line->HasSwitch(switches::kSwiftShaderPath)) |
- return false; |
- gles_path = |
- command_line->GetSwitchValuePath(switches::kSwiftShaderPath); |
- // Preload library |
- LoadLibrary(L"ddraw.dll"); |
- } else { |
- gles_path = module_path; |
- } |
- |
- // Load libglesv2.dll before libegl.dll because the latter is dependent on |
- // the former and if there is another version of libglesv2.dll in the dll |
- // search path, it will get loaded instead. |
- base::NativeLibrary gles_library = base::LoadNativeLibrary( |
- gles_path.Append(L"libglesv2.dll"), NULL); |
- if (!gles_library) { |
- DVLOG(1) << "libglesv2.dll not found"; |
- return false; |
- } |
- |
- // When using EGL, first try eglGetProcAddress and then Windows |
- // GetProcAddress on both the EGL and GLES2 DLLs. |
- base::NativeLibrary egl_library = base::LoadNativeLibrary( |
- gles_path.Append(L"libegl.dll"), NULL); |
- if (!egl_library) { |
- DVLOG(1) << "libegl.dll not found."; |
- base::UnloadNativeLibrary(gles_library); |
- return false; |
- } |
- |
-#if defined(ENABLE_SWIFTSHADER) |
- if (using_swift_shader) { |
- SetupSoftwareRenderer(gles_library); |
- } |
-#endif |
- |
- if (!using_swift_shader) { |
- // Init ANGLE platform here, before we call GetPlatformDisplay(). |
- // TODO(jmadill): Apply to all platforms eventually |
- ANGLEPlatformInitializeFunc angle_platform_init = |
- reinterpret_cast<ANGLEPlatformInitializeFunc>( |
- base::GetFunctionPointerFromNativeLibrary( |
- gles_library, |
- "ANGLEPlatformInitialize")); |
- if (angle_platform_init) { |
- angle_platform_init(&g_angle_platform_impl.Get()); |
- |
- g_angle_platform_shutdown = |
- reinterpret_cast<ANGLEPlatformShutdownFunc>( |
- base::GetFunctionPointerFromNativeLibrary( |
- gles_library, |
- "ANGLEPlatformShutdown")); |
- } |
- } |
- |
- GLGetProcAddressProc get_proc_address = |
- reinterpret_cast<GLGetProcAddressProc>( |
- base::GetFunctionPointerFromNativeLibrary( |
- egl_library, "eglGetProcAddress")); |
- if (!get_proc_address) { |
- LOG(ERROR) << "eglGetProcAddress not found."; |
- base::UnloadNativeLibrary(egl_library); |
- base::UnloadNativeLibrary(gles_library); |
- return false; |
- } |
- |
- SetGLGetProcAddressProc(get_proc_address); |
- AddGLNativeLibrary(egl_library); |
- AddGLNativeLibrary(gles_library); |
- SetGLImplementation(kGLImplementationEGLGLES2); |
- |
- InitializeStaticGLBindingsGL(); |
- InitializeStaticGLBindingsEGL(); |
- |
- // These two functions take single precision float rather than double |
- // precision float parameters in GLES. |
- ::gl::g_driver_gl.fn.glClearDepthFn = MarshalClearDepthToClearDepthf; |
- ::gl::g_driver_gl.fn.glDepthRangeFn = MarshalDepthRangeToDepthRangef; |
- break; |
- } |
- case kGLImplementationDesktopGL: { |
- base::NativeLibrary library = base::LoadNativeLibrary( |
- base::FilePath(L"opengl32.dll"), NULL); |
- if (!library) { |
- DVLOG(1) << "opengl32.dll not found"; |
- return false; |
- } |
- |
- GLGetProcAddressProc get_proc_address = |
- reinterpret_cast<GLGetProcAddressProc>( |
- base::GetFunctionPointerFromNativeLibrary( |
- library, "wglGetProcAddress")); |
- if (!get_proc_address) { |
- LOG(ERROR) << "wglGetProcAddress not found."; |
- base::UnloadNativeLibrary(library); |
- return false; |
- } |
- |
- SetGLGetProcAddressProc(get_proc_address); |
- AddGLNativeLibrary(library); |
- SetGLImplementation(kGLImplementationDesktopGL); |
- |
- // Initialize GL surface and get some functions needed for the context |
- // creation below. |
- if (!GLSurfaceWGL::InitializeOneOff()) { |
- LOG(ERROR) << "GLSurfaceWGL::InitializeOneOff failed."; |
- return false; |
- } |
- wglCreateContextProc wglCreateContextFn = |
- reinterpret_cast<wglCreateContextProc>( |
- GetGLProcAddress("wglCreateContext")); |
- wglDeleteContextProc wglDeleteContextFn = |
- reinterpret_cast<wglDeleteContextProc>( |
- GetGLProcAddress("wglDeleteContext")); |
- wglMakeCurrentProc wglMakeCurrentFn = |
- reinterpret_cast<wglMakeCurrentProc>( |
- GetGLProcAddress("wglMakeCurrent")); |
- |
- // Create a temporary GL context to bind to entry points. This is needed |
- // because wglGetProcAddress is specified to return NULL for all queries |
- // if a context is not current in MSDN documentation, and the static |
- // bindings may contain functions that need to be queried with |
- // wglGetProcAddress. OpenGL wiki further warns that other error values |
- // than NULL could also be returned from wglGetProcAddress on some |
- // implementations, so we need to clear the WGL bindings and reinitialize |
- // them after the context creation. |
- HGLRC gl_context = wglCreateContextFn(GLSurfaceWGL::GetDisplayDC()); |
- if (!gl_context) { |
- LOG(ERROR) << "Failed to create temporary context."; |
- return false; |
- } |
- if (!wglMakeCurrentFn(GLSurfaceWGL::GetDisplayDC(), gl_context)) { |
- LOG(ERROR) << "Failed to make temporary GL context current."; |
- wglDeleteContextFn(gl_context); |
- return false; |
- } |
- |
- InitializeStaticGLBindingsGL(); |
- InitializeStaticGLBindingsWGL(); |
- |
- wglMakeCurrent(NULL, NULL); |
- wglDeleteContext(gl_context); |
- |
- break; |
- } |
- case kGLImplementationMockGL: { |
- SetGLImplementation(kGLImplementationMockGL); |
- InitializeStaticGLBindingsGL(); |
- break; |
- } |
- default: |
- return false; |
- } |
- |
- return true; |
-} |
- |
bool InitializeDynamicGLBindings(GLImplementation implementation, |
GLContext* context) { |
switch (implementation) { |
@@ -310,8 +32,9 @@ bool InitializeDynamicGLBindings(GLImplementation implementation, |
new GLContextStubWithExtensions()); |
mock_context->SetGLVersionString("3.0"); |
InitializeDynamicGLBindingsGL(mock_context.get()); |
- } else |
+ } else { |
InitializeDynamicGLBindingsGL(context); |
+ } |
break; |
default: |
return false; |
@@ -320,27 +43,6 @@ bool InitializeDynamicGLBindings(GLImplementation implementation, |
return true; |
} |
-void InitializeDebugGLBindings() { |
- InitializeDebugGLBindingsEGL(); |
- InitializeDebugGLBindingsGL(); |
- InitializeDebugGLBindingsOSMESA(); |
- InitializeDebugGLBindingsWGL(); |
-} |
- |
-void ClearGLBindings() { |
- // TODO(jmadill): Apply to all platforms eventually |
- if (g_angle_platform_shutdown) { |
- g_angle_platform_shutdown(); |
- } |
- |
- ClearGLBindingsEGL(); |
- ClearGLBindingsGL(); |
- ClearGLBindingsOSMESA(); |
- ClearGLBindingsWGL(); |
- SetGLImplementation(kGLImplementationNone); |
- UnloadGLNativeLibraries(); |
-} |
- |
bool GetGLWindowSystemBindingInfo(GLWindowSystemBindingInfo* info) { |
switch (GetGLImplementation()) { |
case kGLImplementationDesktopGL: |