| // Copyright 2016 The Chromium Authors |
| // 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/files/file_path.h" |
| #include "base/functional/bind.h" |
| #include "base/logging.h" |
| #include "base/native_library.h" |
| #include "base/path_service.h" |
| #include "base/threading/thread_restrictions.h" |
| #include "base/trace_event/trace_event.h" |
| #include "base/win/windows_version.h" |
| #include "ui/gl/direct_composition_support.h" |
| #include "ui/gl/gl_bindings.h" |
| #include "ui/gl/gl_display.h" |
| #include "ui/gl/gl_egl_api_implementation.h" |
| #include "ui/gl/gl_gl_api_implementation.h" |
| #include "ui/gl/gl_utils.h" |
| #include "ui/gl/init/gl_display_initializer.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) { |
| TRACE_EVENT("gpu,startup", __func__); |
| base::NativeLibrary library = |
| base::LoadNativeLibrary(module_path.Append(name), nullptr); |
| if (!library) { |
| library = base::LoadNativeLibrary(base::FilePath(name), nullptr); |
| if (!library) { |
| DVLOG(1) << name << " not found."; |
| return false; |
| } |
| } |
| return true; |
| } |
| |
| bool LoadD3DCompiler() { |
| base::FilePath module_path; |
| if (!base::PathService::Get(base::DIR_MODULE, &module_path)) |
| return false; |
| |
| // Attempt to load the D3DX shader compiler using an absolute path. This is to |
| // ensure that we load the versions of these DLLs that we ship. If that fails, |
| // load the OS version. |
| return LoadD3DXLibrary(module_path, kD3DCompiler); |
| } |
| |
| #if !BUILDFLAG(USE_STATIC_ANGLE) |
| bool InitializeStaticEGLInternalFromLibrary() { |
| base::FilePath gles_path; |
| if (!base::PathService::Get(base::DIR_MODULE, &gles_path)) { |
| return false; |
| } |
| |
| // 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; |
| { |
| TRACE_EVENT("gpu,startup", "Load gles_library"); |
| 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; |
| { |
| TRACE_EVENT("gpu,startup", "Load egl_library"); |
| 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); |
| |
| return true; |
| } |
| #endif // !BUILFDLAG(USE_STATIC_ANGLE) |
| |
| bool InitializeStaticEGLInternal(GLImplementationParts implementation) { |
| DCHECK(implementation.gl == kGLImplementationEGLANGLE); |
| |
| if (!LoadD3DCompiler()) { |
| return false; |
| } |
| |
| #if BUILDFLAG(USE_STATIC_ANGLE) |
| if (!InitializeStaticANGLEEGL()) { |
| return false; |
| } |
| #else |
| if (!InitializeStaticEGLInternalFromLibrary()) { |
| return false; |
| } |
| #endif // !BUILDFLAG(USE_STATIC_ANGLE) |
| |
| SetGLImplementationParts(implementation); |
| InitializeStaticGLBindingsGL(); |
| InitializeStaticGLBindingsEGL(); |
| |
| return true; |
| } |
| |
| } // namespace |
| |
| GLDisplay* InitializeGLOneOffPlatform(gl::GpuPreference gpu_preference) { |
| VSyncProviderWin::InitializeOneOff(); |
| |
| GLDisplayEGL* display = GetDisplayEGL(gpu_preference); |
| switch (GetGLImplementation()) { |
| case kGLImplementationEGLANGLE: { |
| if (!InitializeDisplay(display, EGLDisplayPlatform(GetDC(nullptr)))) { |
| LOG(ERROR) << "GLDisplayEGL::Initialize failed."; |
| return nullptr; |
| } |
| break; |
| } |
| case kGLImplementationMockGL: |
| case kGLImplementationStubGL: |
| break; |
| default: |
| NOTREACHED(); |
| } |
| return display; |
| } |
| |
| bool InitializeStaticGLBindings(GLImplementationParts 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::ScopedAllowBlocking allow_blocking; |
| |
| switch (implementation.gl) { |
| case kGLImplementationEGLANGLE: |
| return InitializeStaticEGLInternal(implementation); |
| case kGLImplementationMockGL: |
| case kGLImplementationStubGL: |
| SetGLImplementationParts(implementation); |
| InitializeStaticGLBindingsGL(); |
| return true; |
| default: |
| NOTREACHED(); |
| } |
| } |
| |
| void ShutdownGLPlatform(GLDisplay* display) { |
| ShutdownDirectComposition(); |
| if (display) |
| display->Shutdown(); |
| ClearBindingsEGL(); |
| ClearBindingsGL(); |
| } |
| |
| } // namespace init |
| } // namespace gl |