| Index: ui/gl/init/gl_initializer_mac.cc
|
| diff --git a/ui/gl/init/gl_initializer_mac.cc b/ui/gl/init/gl_initializer_mac.cc
|
| index d62a47c5b1e40b64fb55bb2c95e6513ebb65fa8e..fb07b803fa58be94e13bf944a40a90a1f18a874b 100644
|
| --- a/ui/gl/init/gl_initializer_mac.cc
|
| +++ b/ui/gl/init/gl_initializer_mac.cc
|
| @@ -8,9 +8,17 @@
|
|
|
| #include <vector>
|
|
|
| +#include "base/base_paths.h"
|
| +#include "base/files/file_path.h"
|
| #include "base/logging.h"
|
| +#include "base/mac/foundation_util.h"
|
| +#include "base/native_library.h"
|
| +#include "base/path_service.h"
|
| +#include "base/threading/thread_restrictions.h"
|
| #include "ui/gl/gl_bindings.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.h"
|
| #include "ui/gl/gpu_switching_manager.h"
|
|
|
| @@ -19,6 +27,9 @@ namespace init {
|
|
|
| namespace {
|
|
|
| +const char kOpenGLFrameworkPath[] =
|
| + "/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL";
|
| +
|
| bool InitializeOneOffForSandbox() {
|
| static bool initialized = false;
|
| if (initialized)
|
| @@ -57,6 +68,64 @@ bool InitializeOneOffForSandbox() {
|
| return true;
|
| }
|
|
|
| +bool InitializeStaticOSMesaInternal() {
|
| + // osmesa.so is located in the build directory. This code path is only
|
| + // valid in a developer build environment.
|
| + base::FilePath exe_path;
|
| + if (!PathService::Get(base::FILE_EXE, &exe_path)) {
|
| + LOG(ERROR) << "PathService::Get failed.";
|
| + return false;
|
| + }
|
| + base::FilePath bundle_path = base::mac::GetAppBundlePath(exe_path);
|
| + // Some unit test targets depend on osmesa but aren't built as app
|
| + // bundles. In that case, the .so is next to the executable.
|
| + if (bundle_path.empty())
|
| + bundle_path = exe_path;
|
| + base::FilePath build_dir_path = bundle_path.DirName();
|
| + base::FilePath osmesa_path = build_dir_path.Append("osmesa.so");
|
| +
|
| + // When using OSMesa, just use OSMesaGetProcAddress to find entry points.
|
| + base::NativeLibrary library = base::LoadNativeLibrary(osmesa_path, NULL);
|
| + if (!library) {
|
| + LOG(ERROR) << "osmesa.so not found at " << osmesa_path.value();
|
| + return false;
|
| + }
|
| +
|
| + GLGetProcAddressProc get_proc_address =
|
| + reinterpret_cast<GLGetProcAddressProc>(
|
| + base::GetFunctionPointerFromNativeLibrary(library,
|
| + "OSMesaGetProcAddress"));
|
| + if (!get_proc_address) {
|
| + LOG(ERROR) << "OSMesaGetProcAddress not found.";
|
| + base::UnloadNativeLibrary(library);
|
| + return false;
|
| + }
|
| +
|
| + SetGLGetProcAddressProc(get_proc_address);
|
| + AddGLNativeLibrary(library);
|
| + SetGLImplementation(kGLImplementationOSMesaGL);
|
| +
|
| + InitializeStaticGLBindingsGL();
|
| + InitializeStaticGLBindingsOSMESA();
|
| +
|
| + return true;
|
| +}
|
| +
|
| +bool InitializeStaticCGLInternal(GLImplementation implementation) {
|
| + base::NativeLibrary library =
|
| + base::LoadNativeLibrary(base::FilePath(kOpenGLFrameworkPath), nullptr);
|
| + if (!library) {
|
| + LOG(ERROR) << "OpenGL framework not found";
|
| + return false;
|
| + }
|
| +
|
| + AddGLNativeLibrary(library);
|
| + SetGLImplementation(implementation);
|
| +
|
| + InitializeStaticGLBindingsGL();
|
| + return true;
|
| +}
|
| +
|
| } // namespace
|
|
|
| bool InitializeGLOneOffPlatform() {
|
| @@ -74,5 +143,45 @@ bool InitializeGLOneOffPlatform() {
|
| }
|
| }
|
|
|
| +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:
|
| + return InitializeStaticOSMesaInternal();
|
| + case kGLImplementationDesktopGL:
|
| + case kGLImplementationDesktopGLCoreProfile:
|
| + case kGLImplementationAppleGL:
|
| + return InitializeStaticCGLInternal(implementation);
|
| + case kGLImplementationMockGL:
|
| + SetGLImplementation(kGLImplementationMockGL);
|
| + InitializeStaticGLBindingsGL();
|
| + return true;
|
| + default:
|
| + NOTREACHED();
|
| + }
|
| +
|
| + return false;
|
| +}
|
| +
|
| +void InitializeDebugGLBindings() {
|
| + InitializeDebugGLBindingsGL();
|
| + InitializeDebugGLBindingsOSMESA();
|
| +}
|
| +
|
| +void ClearGLBindingsPlatform() {
|
| + ClearGLBindingsGL();
|
| + ClearGLBindingsOSMESA();
|
| +}
|
| +
|
| } // namespace init
|
| } // namespace gl
|
|
|