blob: 03ad2d5027bfa3e739f991a4f907735ffd369f60 [file] [log] [blame]
// 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 <OpenGL/CGLRenderers.h>
#include <vector>
#include "base/base_paths.h"
#include "base/files/file_path.h"
#include "base/logging.h"
#include "base/mac/bundle_locations.h"
#include "base/mac/foundation_util.h"
#include "base/native_library.h"
#include "base/path_service.h"
#include "base/threading/thread_restrictions.h"
#include "ui/gl/buildflags.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_context.h"
#include "ui/gl/gl_gl_api_implementation.h"
#include "ui/gl/gl_implementation.h"
#include "ui/gl/gl_surface.h"
#include "ui/gl/gpu_switching_manager.h"
#if BUILDFLAG(USE_EGL_ON_MAC)
#include "ui/gl/gl_egl_api_implementation.h"
#include "ui/gl/gl_surface_egl.h"
#endif // BUILDFLAG(USE_EGL_ON_MAC)
namespace gl {
namespace init {
namespace {
const char kOpenGLFrameworkPath[] =
"/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL";
bool InitializeOneOffForSandbox() {
static bool initialized = false;
if (initialized)
return true;
// This is called from the sandbox warmup code on Mac OS X.
// GPU-related stuff is very slow without this, probably because
// the sandbox prevents loading graphics drivers or some such.
std::vector<CGLPixelFormatAttribute> attribs;
if (GLContext::SwitchableGPUsSupported()) {
// Avoid switching to the discrete GPU just for this pixel
// format selection.
attribs.push_back(kCGLPFAAllowOfflineRenderers);
}
if (GetGLImplementation() == kGLImplementationAppleGL) {
attribs.push_back(kCGLPFARendererID);
attribs.push_back(
static_cast<CGLPixelFormatAttribute>(kCGLRendererGenericFloatID));
}
attribs.push_back(static_cast<CGLPixelFormatAttribute>(0));
CGLPixelFormatObj format;
GLint num_pixel_formats;
if (CGLChoosePixelFormat(&attribs.front(), &format, &num_pixel_formats) !=
kCGLNoError) {
LOG(ERROR) << "Error choosing pixel format.";
return false;
}
if (!format) {
LOG(ERROR) << "format == 0.";
return false;
}
CGLReleasePixelFormat(format);
DCHECK_NE(num_pixel_formats, 0);
initialized = true;
return true;
}
bool InitializeStaticCGLInternal(GLImplementation implementation) {
base::NativeLibrary library =
base::LoadNativeLibrary(base::FilePath(kOpenGLFrameworkPath), nullptr);
if (!library) {
LOG(ERROR) << "OpenGL framework not found";
return false;
}
AddGLNativeLibrary(library);
SetGLImplementation(implementation);
InitializeStaticGLBindingsGL();
return true;
}
#if BUILDFLAG(USE_EGL_ON_MAC)
const char kGLESv2ANGLELibraryName[] = "libGLESv2.dylib";
const char kEGLANGLELibraryName[] = "libEGL.dylib";
const char kGLESv2SwiftShaderLibraryName[] = "libswiftshader_libGLESv2.dylib";
const char kEGLSwiftShaderLibraryName[] = "libswiftshader_libEGL.dylib";
bool InitializeStaticEGLInternal(GLImplementation implementation) {
// Some unit test targets depend on Angle/SwiftShader but aren't built
// as app bundles. In that case, the .dylib is next to the executable.
base::FilePath base_dir;
if (base::mac::AmIBundled()) {
base_dir =
base::mac::FrameworkBundlePath().Append("Versions/Current/Libraries/");
} else {
if (!base::PathService::Get(base::FILE_EXE, &base_dir)) {
LOG(ERROR) << "PathService::Get failed.";
return false;
}
base_dir = base_dir.DirName();
}
base::FilePath glesv2_path;
base::FilePath egl_path;
if (implementation == kGLImplementationSwiftShaderGL) {
#if BUILDFLAG(ENABLE_SWIFTSHADER)
glesv2_path = base_dir.Append(kGLESv2SwiftShaderLibraryName);
egl_path = base_dir.Append(kEGLSwiftShaderLibraryName);
#else
return false;
#endif
} else {
glesv2_path = base_dir.Append(kGLESv2ANGLELibraryName);
egl_path = base_dir.Append(kEGLANGLELibraryName);
}
base::NativeLibrary gles_library = LoadLibraryAndPrintError(glesv2_path);
if (!gles_library) {
return false;
}
base::NativeLibrary egl_library = LoadLibraryAndPrintError(egl_path);
if (!egl_library) {
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);
// FIXME: SwiftShader must load symbols from libGLESv2 before libEGL on MacOS
// currently
AddGLNativeLibrary(gles_library);
AddGLNativeLibrary(egl_library);
SetGLImplementation(implementation);
InitializeStaticGLBindingsGL();
InitializeStaticGLBindingsEGL();
return true;
}
#endif // BUILDFLAG(USE_EGL_ON_MAC)
} // namespace
bool InitializeGLOneOffPlatform() {
switch (GetGLImplementation()) {
case kGLImplementationDesktopGL:
case kGLImplementationDesktopGLCoreProfile:
case kGLImplementationAppleGL:
if (!InitializeOneOffForSandbox()) {
LOG(ERROR) << "GLSurfaceCGL::InitializeOneOff failed.";
return false;
}
return true;
#if BUILDFLAG(USE_EGL_ON_MAC)
case kGLImplementationEGLGLES2:
case kGLImplementationSwiftShaderGL:
if (!GLSurfaceEGL::InitializeOneOff(0)) {
LOG(ERROR) << "GLSurfaceEGL::InitializeOneOff failed.";
return false;
}
return true;
#endif // BUILDFLAG(USE_EGL_ON_MAC)
default:
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 kGLImplementationDesktopGL:
case kGLImplementationDesktopGLCoreProfile:
case kGLImplementationAppleGL:
return InitializeStaticCGLInternal(implementation);
#if BUILDFLAG(USE_EGL_ON_MAC)
case kGLImplementationEGLGLES2:
case kGLImplementationSwiftShaderGL:
return InitializeStaticEGLInternal(implementation);
#endif // BUILDFLAG(USE_EGL_ON_MAC)
case kGLImplementationMockGL:
case kGLImplementationStubGL:
SetGLImplementation(implementation);
InitializeStaticGLBindingsGL();
return true;
default:
NOTREACHED();
}
return false;
}
void InitializeDebugGLBindings() {
InitializeDebugGLBindingsGL();
}
void ShutdownGLPlatform() {
ClearBindingsGL();
}
} // namespace init
} // namespace gl