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) { |