blob: fb07b803fa58be94e13bf944a40a90a1f18a874b [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/foundation_util.h"
#include "base/native_library.h"
#include "base/path_service.h"
#include "base/threading/thread_restrictions.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_gl_api_implementation.h"
#include "ui/gl/gl_implementation.h"
#include "ui/gl/gl_osmesa_api_implementation.h"
#include "ui/gl/gl_surface.h"
#include "ui/gl/gpu_switching_manager.h"
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 (ui::GpuSwitchingManager::GetInstance()->SupportsDualGpus()) {
// 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 InitializeStaticOSMesaInternal() {
// osmesa.so is located in the build directory. This code path is only
// valid in a developer build environment.
base::FilePath exe_path;
if (!PathService::Get(base::FILE_EXE, &exe_path)) {
LOG(ERROR) << "PathService::Get failed.";
return false;
}
base::FilePath bundle_path = base::mac::GetAppBundlePath(exe_path);
// Some unit test targets depend on osmesa but aren't built as app
// bundles. In that case, the .so is next to the executable.
if (bundle_path.empty())
bundle_path = exe_path;
base::FilePath build_dir_path = bundle_path.DirName();
base::FilePath osmesa_path = build_dir_path.Append("osmesa.so");
// When using OSMesa, just use OSMesaGetProcAddress to find entry points.
base::NativeLibrary library = base::LoadNativeLibrary(osmesa_path, NULL);
if (!library) {
LOG(ERROR) << "osmesa.so not found at " << osmesa_path.value();
return false;
}
GLGetProcAddressProc get_proc_address =
reinterpret_cast<GLGetProcAddressProc>(
base::GetFunctionPointerFromNativeLibrary(library,
"OSMesaGetProcAddress"));
if (!get_proc_address) {
LOG(ERROR) << "OSMesaGetProcAddress not found.";
base::UnloadNativeLibrary(library);
return false;
}
SetGLGetProcAddressProc(get_proc_address);
AddGLNativeLibrary(library);
SetGLImplementation(kGLImplementationOSMesaGL);
InitializeStaticGLBindingsGL();
InitializeStaticGLBindingsOSMESA();
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;
}
} // namespace
bool InitializeGLOneOffPlatform() {
switch (GetGLImplementation()) {
case kGLImplementationDesktopGL:
case kGLImplementationDesktopGLCoreProfile:
case kGLImplementationAppleGL:
if (!InitializeOneOffForSandbox()) {
LOG(ERROR) << "GLSurfaceCGL::InitializeOneOff failed.";
return false;
}
return true;
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 kGLImplementationOSMesaGL:
return InitializeStaticOSMesaInternal();
case kGLImplementationDesktopGL:
case kGLImplementationDesktopGLCoreProfile:
case kGLImplementationAppleGL:
return InitializeStaticCGLInternal(implementation);
case kGLImplementationMockGL:
SetGLImplementation(kGLImplementationMockGL);
InitializeStaticGLBindingsGL();
return true;
default:
NOTREACHED();
}
return false;
}
void InitializeDebugGLBindings() {
InitializeDebugGLBindingsGL();
InitializeDebugGLBindingsOSMESA();
}
void ClearGLBindingsPlatform() {
ClearGLBindingsGL();
ClearGLBindingsOSMESA();
}
} // namespace init
} // namespace gl