| // 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 |