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Unified Diff: ui/gl/init/gl_initializer_win.cc

Issue 2099163003: Revert of Move static GL binding initialization to //ui/gl/init. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 6 months ago
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Index: ui/gl/init/gl_initializer_win.cc
diff --git a/ui/gl/init/gl_initializer_win.cc b/ui/gl/init/gl_initializer_win.cc
index 4a0150515a0ee1f76e0120f255727882a803fcdf..d862aa21adb0bd03bfcd94bb2ee522df307257b9 100644
--- a/ui/gl/init/gl_initializer_win.cc
+++ b/ui/gl/init/gl_initializer_win.cc
@@ -4,253 +4,14 @@
#include "ui/gl/init/gl_initializer.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_egl_api_implementation.h"
-#include "ui/gl/gl_gl_api_implementation.h"
-#include "ui/gl/gl_osmesa_api_implementation.h"
+#include "ui/gl/gl_implementation.h"
#include "ui/gl/gl_surface_egl.h"
#include "ui/gl/gl_surface_wgl.h"
-#include "ui/gl/gl_wgl_api_implementation.h"
#include "ui/gl/vsync_provider_win.h"
-
-#if defined(ENABLE_SWIFTSHADER)
-#include "software_renderer.h"
-#endif
namespace gl {
namespace init {
-
-namespace {
-
-const wchar_t kD3DCompiler[] = L"D3DCompiler_47.dll";
-
-// TODO(jmadill): Apply to all platforms eventually
-base::LazyInstance<ANGLEPlatformImpl> g_angle_platform_impl =
- LAZY_INSTANCE_INITIALIZER;
-
-ANGLEPlatformShutdownFunc g_angle_platform_shutdown = nullptr;
-
-bool LoadD3DXLibrary(const base::FilePath& module_path,
- const base::FilePath::StringType& name) {
- base::NativeLibrary library =
- base::LoadNativeLibrary(base::FilePath(name), nullptr);
- if (!library) {
- library = base::LoadNativeLibrary(module_path.Append(name), nullptr);
- if (!library) {
- DVLOG(1) << name << " not found.";
- return false;
- }
- }
- return true;
-}
-
-bool InitializeStaticOSMesaInternal() {
- base::FilePath module_path;
- PathService::Get(base::DIR_MODULE, &module_path);
- base::NativeLibrary library =
- base::LoadNativeLibrary(module_path.Append(L"osmesa.dll"), nullptr);
- if (!library) {
- PathService::Get(base::DIR_EXE, &module_path);
- library =
- base::LoadNativeLibrary(module_path.Append(L"osmesa.dll"), nullptr);
- 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();
-
- return true;
-}
-
-bool InitializeStaticEGLInternal() {
- 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"), nullptr);
- 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"), nullptr);
- 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();
-
- return true;
-}
-
-bool InitializeStaticWGLInternal() {
- base::NativeLibrary library =
- base::LoadNativeLibrary(base::FilePath(L"opengl32.dll"), nullptr);
- 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 nullptr 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 nullptr 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(nullptr, nullptr);
- wglDeleteContext(gl_context);
-
- return true;
-}
-
-} // namespace
bool InitializeGLOneOffPlatform() {
VSyncProviderWin::InitializeOneOff();
@@ -277,54 +38,5 @@
return true;
}
-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 kGLImplementationEGLGLES2:
- return InitializeStaticEGLInternal();
- case kGLImplementationDesktopGL:
- return InitializeStaticWGLInternal();
- case kGLImplementationMockGL:
- SetGLImplementation(kGLImplementationMockGL);
- InitializeStaticGLBindingsGL();
- return true;
- default:
- NOTREACHED();
- }
-
- return false;
-}
-
-void InitializeDebugGLBindings() {
- InitializeDebugGLBindingsEGL();
- InitializeDebugGLBindingsGL();
- InitializeDebugGLBindingsOSMESA();
- InitializeDebugGLBindingsWGL();
-}
-
-void ClearGLBindingsPlatform() {
- // TODO(jmadill): Apply to all platforms eventually
- if (g_angle_platform_shutdown) {
- g_angle_platform_shutdown();
- }
-
- ClearGLBindingsEGL();
- ClearGLBindingsGL();
- ClearGLBindingsOSMESA();
- ClearGLBindingsWGL();
-}
-
} // namespace init
} // namespace gl
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