| # Copyright 2014 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. |
| |
| import("//build/config/compiler/compiler.gni") |
| import("//build/config/ui.gni") |
| import("//third_party/blink/public/public_features.gni") |
| |
| if (is_android) { |
| import("//build/config/android/config.gni") |
| } |
| if (current_cpu == "arm") { |
| import("//build/config/arm.gni") |
| } |
| |
| declare_args() { |
| # If true, use PFFFT for WebAudio FFT support. This can be used for |
| # any Android architecture and also Linux and Windows. We only use |
| # it on Android. |
| use_webaudio_pffft = is_android |
| } |
| |
| declare_args() { |
| # How many symbols to include in the build of blink. This affects |
| # the performance of the build since the symbols are large and dealing with |
| # them is slow. |
| # 2 means regular build with symbols. |
| # 1 means minimal symbols, usually enough for backtraces only. Symbols with |
| # internal linkage (static functions or those in anonymous namespaces) may not |
| # appear when using this level. |
| # 0 means no symbols. |
| # -1 means auto-set according to debug/release and platform. |
| blink_symbol_level = -1 |
| |
| # If true, defaults image interpolation to low quality. |
| use_low_quality_image_interpolation = is_android |
| |
| # If true, ffmpeg will be used for computing FFTs for WebAudio |
| use_webaudio_ffmpeg = !is_mac && !is_android && !use_webaudio_pffft |
| |
| # If true, webgl2-compute context will be supported. |
| support_webgl2_compute_context = !is_android |
| } |
| |
| # feature_defines_list --------------------------------------------------------- |
| |
| feature_defines_list = [] |
| |
| if (use_low_quality_image_interpolation) { |
| feature_defines_list += [ "WTF_USE_LOW_QUALITY_IMAGE_INTERPOLATION=1" ] |
| } |
| |
| if (use_webaudio_ffmpeg) { |
| feature_defines_list += [ "WTF_USE_WEBAUDIO_FFMPEG=1" ] |
| } |
| |
| if (support_webgl2_compute_context) { |
| feature_defines_list += [ "SUPPORT_WEBGL2_COMPUTE_CONTEXT=1" ] |
| } |
| |
| if (use_webaudio_pffft) { |
| feature_defines_list += [ "WTF_USE_WEBAUDIO_PFFFT=1" ] |
| } |
| |
| if (blink_symbol_level == 0 && is_win && symbol_level != 0) { |
| # If we use no_symbols on Windows when symbol_level is not zero then no |
| # PDB will be generated but ninja will be expecting one. This would mean |
| # that the build would always be dirty. Using minimal_symbols in this |
| # situation keeps the build times fast (roughly identical to no_symbols) |
| # while still generating a PDB to keep ninja happy (and it gives us proper |
| # call stacks). |
| blink_symbol_level = 1 |
| } |
| |
| if (blink_symbol_level == 2) { |
| blink_symbols_config = [ "//build/config/compiler:symbols" ] |
| } else if (blink_symbol_level == 1) { |
| blink_symbols_config = [ "//build/config/compiler:minimal_symbols" ] |
| } else if (blink_symbol_level == 0) { |
| blink_symbols_config = [ "//build/config/compiler:no_symbols" ] |
| } else { |
| blink_symbols_config = [ "//build/config/compiler:default_symbols" ] |
| } |