| // Copyright 2016 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #include "ui/gl/init/gl_initializer.h" |
| |
| #include <dwmapi.h> |
| |
| #include "base/at_exit.h" |
| #include "base/base_paths.h" |
| #include "base/bind.h" |
| #include "base/files/file_path.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" |
| #include "ui/gl/buildflags.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_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" |
| |
| namespace gl { |
| namespace init { |
| |
| namespace { |
| |
| const wchar_t kD3DCompiler[] = L"D3DCompiler_47.dll"; |
| |
| 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 InitializeStaticEGLInternal(GLImplementation implementation) { |
| base::FilePath module_path; |
| if (!base::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; |
| if (implementation == kGLImplementationSwiftShaderGL) { |
| #if BUILDFLAG(ENABLE_SWIFTSHADER) |
| gles_path = module_path.Append(L"swiftshader/"); |
| // Preload library |
| LoadLibrary(L"ddraw.dll"); |
| #else |
| return false; |
| #endif |
| } 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; |
| } |
| |
| 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(kGLImplementationEGLANGLE); |
| |
| 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(); |
| |
| switch (GetGLImplementation()) { |
| case kGLImplementationDesktopGL: |
| if (!GLSurfaceWGL::InitializeOneOff()) { |
| LOG(ERROR) << "GLSurfaceWGL::InitializeOneOff failed."; |
| return false; |
| } |
| break; |
| case kGLImplementationSwiftShaderGL: |
| case kGLImplementationEGLANGLE: |
| if (!GLSurfaceEGL::InitializeOneOff(GetDC(nullptr))) { |
| LOG(ERROR) << "GLSurfaceEGL::InitializeOneOff failed."; |
| return false; |
| } |
| break; |
| case kGLImplementationMockGL: |
| case kGLImplementationStubGL: |
| break; |
| default: |
| NOTREACHED(); |
| } |
| 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 kGLImplementationSwiftShaderGL: |
| case kGLImplementationEGLANGLE: |
| return InitializeStaticEGLInternal(implementation); |
| case kGLImplementationDesktopGL: |
| return InitializeStaticWGLInternal(); |
| case kGLImplementationMockGL: |
| case kGLImplementationStubGL: |
| SetGLImplementation(implementation); |
| InitializeStaticGLBindingsGL(); |
| return true; |
| default: |
| NOTREACHED(); |
| } |
| |
| return false; |
| } |
| |
| void InitializeDebugGLBindings() { |
| InitializeDebugGLBindingsEGL(); |
| InitializeDebugGLBindingsGL(); |
| InitializeDebugGLBindingsWGL(); |
| } |
| |
| void ShutdownGLPlatform() { |
| GLSurfaceEGL::ShutdownOneOff(); |
| ClearBindingsEGL(); |
| ClearBindingsGL(); |
| ClearBindingsWGL(); |
| } |
| |
| } // namespace init |
| } // namespace gl |