| Index: ui/gl/gl_implementation_win.cc
|
| diff --git a/ui/gl/gl_implementation_win.cc b/ui/gl/gl_implementation_win.cc
|
| index 9a470c9198576509dff00423351328484934455b..4b1db59672eeaa143add6292b3d0cbf3d271e03d 100644
|
| --- a/ui/gl/gl_implementation_win.cc
|
| +++ b/ui/gl/gl_implementation_win.cc
|
| @@ -2,20 +2,298 @@
|
| // Use of this source code is governed by a BSD-style license that can be
|
| // found in the LICENSE file.
|
|
|
| -#include "ui/gl/gl_implementation.h"
|
| -
|
| +#include <vector>
|
| +
|
| +#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,
|
| @@ -32,15 +310,35 @@
|
| new GLContextStubWithExtensions());
|
| mock_context->SetGLVersionString("3.0");
|
| InitializeDynamicGLBindingsGL(mock_context.get());
|
| - } else {
|
| + } else
|
| InitializeDynamicGLBindingsGL(context);
|
| - }
|
| break;
|
| default:
|
| return false;
|
| }
|
|
|
| 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) {
|
|
|