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Issue 2715563002: Moving SwiftShader from component to bundled library (Closed)
Patch Set: Update past extension test fixes Created 3 years, 9 months ago
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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "base/macros.h" 5 #include "base/macros.h"
6 #include "ui/gl/gl_switches.h" 6 #include "ui/gl/gl_switches.h"
7 7
8 namespace gl { 8 namespace gl {
9 9
10 const char kGLImplementationDesktopName[] = "desktop"; 10 const char kGLImplementationDesktopName[] = "desktop";
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64 64
65 // Select which implementation of GL the GPU process should use. Options are: 65 // Select which implementation of GL the GPU process should use. Options are:
66 // desktop: whatever desktop OpenGL the user has installed (Linux and Mac 66 // desktop: whatever desktop OpenGL the user has installed (Linux and Mac
67 // default). 67 // default).
68 // egl: whatever EGL / GLES2 the user has installed (Windows default - actually 68 // egl: whatever EGL / GLES2 the user has installed (Windows default - actually
69 // ANGLE). 69 // ANGLE).
70 // osmesa: The OSMesa software renderer. 70 // osmesa: The OSMesa software renderer.
71 // swiftshader: The SwiftShader software renderer. 71 // swiftshader: The SwiftShader software renderer.
72 const char kUseGL[] = "use-gl"; 72 const char kUseGL[] = "use-gl";
73 73
74 const char kSwiftShaderPath[] = "swiftshader-path";
75
76 // Inform Chrome that a GPU context will not be lost in power saving mode, 74 // Inform Chrome that a GPU context will not be lost in power saving mode,
77 // screen saving mode, etc. Note that this flag does not ensure that a GPU 75 // screen saving mode, etc. Note that this flag does not ensure that a GPU
78 // context will never be lost in any situations, say, a GPU reset. 76 // context will never be lost in any situations, say, a GPU reset.
79 const char kGpuNoContextLost[] = "gpu-no-context-lost"; 77 const char kGpuNoContextLost[] = "gpu-no-context-lost";
80 78
81 // Disables the use of DirectComposition to draw to the screen. 79 // Disables the use of DirectComposition to draw to the screen.
82 const char kDisableDirectComposition[] = "disable-direct-composition"; 80 const char kDisableDirectComposition[] = "disable-direct-composition";
83 81
84 // Indicates whether the dual GPU switching is supported or not. 82 // Indicates whether the dual GPU switching is supported or not.
85 const char kSupportsDualGpus[] = "supports-dual-gpus"; 83 const char kSupportsDualGpus[] = "supports-dual-gpus";
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138 136
139 namespace features { 137 namespace features {
140 138
141 #if defined(OS_WIN) 139 #if defined(OS_WIN)
142 // Wait for D3D VSync signals in GPU process (as opposed to delay based VSync 140 // Wait for D3D VSync signals in GPU process (as opposed to delay based VSync
143 // generated in Browser process based on VSync parameters). 141 // generated in Browser process based on VSync parameters).
144 const base::Feature kD3DVsync{"D3DVsync", base::FEATURE_DISABLED_BY_DEFAULT}; 142 const base::Feature kD3DVsync{"D3DVsync", base::FEATURE_DISABLED_BY_DEFAULT};
145 #endif // defined(OS_WIN) 143 #endif // defined(OS_WIN)
146 144
147 } // namespace features 145 } // namespace features
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