blob: 4a0150515a0ee1f76e0120f255727882a803fcdf [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 "base/at_exit.h"
#include "base/base_paths.h"
#include "base/bind.h"
#include "base/command_line.h"
#include "base/files/file_path.h"
#include "base/lazy_instance.h"
#include "base/logging.h"
#include "base/native_library.h"
#include "base/path_service.h"
#include "base/strings/stringprintf.h"
#include "base/threading/thread_restrictions.h"
#include "base/trace_event/trace_event.h"
#include "base/win/windows_version.h"
// TODO(jmadill): Apply to all platforms eventually
#include "ui/gl/angle_platform_impl.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_egl_api_implementation.h"
#include "ui/gl/gl_gl_api_implementation.h"
#include "ui/gl/gl_osmesa_api_implementation.h"
#include "ui/gl/gl_surface_egl.h"
#include "ui/gl/gl_surface_wgl.h"
#include "ui/gl/gl_wgl_api_implementation.h"
#include "ui/gl/vsync_provider_win.h"
#if defined(ENABLE_SWIFTSHADER)
#include "software_renderer.h"
#endif
namespace gl {
namespace init {
namespace {
const wchar_t kD3DCompiler[] = L"D3DCompiler_47.dll";
// TODO(jmadill): Apply to all platforms eventually
base::LazyInstance<ANGLEPlatformImpl> g_angle_platform_impl =
LAZY_INSTANCE_INITIALIZER;
ANGLEPlatformShutdownFunc g_angle_platform_shutdown = nullptr;
bool LoadD3DXLibrary(const base::FilePath& module_path,
const base::FilePath::StringType& name) {
base::NativeLibrary library =
base::LoadNativeLibrary(base::FilePath(name), nullptr);
if (!library) {
library = base::LoadNativeLibrary(module_path.Append(name), nullptr);
if (!library) {
DVLOG(1) << name << " not found.";
return false;
}
}
return true;
}
bool InitializeStaticOSMesaInternal() {
base::FilePath module_path;
PathService::Get(base::DIR_MODULE, &module_path);
base::NativeLibrary library =
base::LoadNativeLibrary(module_path.Append(L"osmesa.dll"), nullptr);
if (!library) {
PathService::Get(base::DIR_EXE, &module_path);
library =
base::LoadNativeLibrary(module_path.Append(L"osmesa.dll"), nullptr);
if (!library) {
DVLOG(1) << "osmesa.dll not found";
return false;
}
}
GLGetProcAddressProc get_proc_address =
reinterpret_cast<GLGetProcAddressProc>(
base::GetFunctionPointerFromNativeLibrary(library,
"OSMesaGetProcAddress"));
if (!get_proc_address) {
DLOG(ERROR) << "OSMesaGetProcAddress not found.";
base::UnloadNativeLibrary(library);
return false;
}
SetGLGetProcAddressProc(get_proc_address);
AddGLNativeLibrary(library);
SetGLImplementation(kGLImplementationOSMesaGL);
InitializeStaticGLBindingsGL();
InitializeStaticGLBindingsOSMESA();
return true;
}
bool InitializeStaticEGLInternal() {
base::FilePath module_path;
if (!PathService::Get(base::DIR_MODULE, &module_path))
return false;
// Attempt to load the D3DX shader compiler using the default search path
// and if that fails, using an absolute path. This is to ensure these DLLs
// are loaded before ANGLE is loaded in case they are not in the default
// search path.
LoadD3DXLibrary(module_path, kD3DCompiler);
base::FilePath gles_path;
const base::CommandLine* command_line =
base::CommandLine::ForCurrentProcess();
bool using_swift_shader =
command_line->GetSwitchValueASCII(switches::kUseGL) ==
kGLImplementationSwiftShaderName;
if (using_swift_shader) {
if (!command_line->HasSwitch(switches::kSwiftShaderPath))
return false;
gles_path = command_line->GetSwitchValuePath(switches::kSwiftShaderPath);
// Preload library
LoadLibrary(L"ddraw.dll");
} else {
gles_path = module_path;
}
// 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 =
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 =
base::LoadNativeLibrary(gles_path.Append(L"libegl.dll"), nullptr);
if (!egl_library) {
DVLOG(1) << "libegl.dll not found.";
base::UnloadNativeLibrary(gles_library);
return false;
}
#if defined(ENABLE_SWIFTSHADER)
if (using_swift_shader) {
SetupSoftwareRenderer(gles_library);
}
#endif
if (!using_swift_shader) {
// Init ANGLE platform here, before we call GetPlatformDisplay().
// TODO(jmadill): Apply to all platforms eventually
ANGLEPlatformInitializeFunc angle_platform_init =
reinterpret_cast<ANGLEPlatformInitializeFunc>(
base::GetFunctionPointerFromNativeLibrary(
gles_library, "ANGLEPlatformInitialize"));
if (angle_platform_init) {
angle_platform_init(&g_angle_platform_impl.Get());
g_angle_platform_shutdown = reinterpret_cast<ANGLEPlatformShutdownFunc>(
base::GetFunctionPointerFromNativeLibrary(gles_library,
"ANGLEPlatformShutdown"));
}
}
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);
SetGLImplementation(kGLImplementationEGLGLES2);
InitializeStaticGLBindingsGL();
InitializeStaticGLBindingsEGL();
return true;
}
bool InitializeStaticWGLInternal() {
base::NativeLibrary library =
base::LoadNativeLibrary(base::FilePath(L"opengl32.dll"), nullptr);
if (!library) {
DVLOG(1) << "opengl32.dll not found";
return false;
}
GLGetProcAddressProc get_proc_address =
reinterpret_cast<GLGetProcAddressProc>(
base::GetFunctionPointerFromNativeLibrary(library,
"wglGetProcAddress"));
if (!get_proc_address) {
LOG(ERROR) << "wglGetProcAddress not found.";
base::UnloadNativeLibrary(library);
return false;
}
SetGLGetProcAddressProc(get_proc_address);
AddGLNativeLibrary(library);
SetGLImplementation(kGLImplementationDesktopGL);
// Initialize GL surface and get some functions needed for the context
// creation below.
if (!GLSurfaceWGL::InitializeOneOff()) {
LOG(ERROR) << "GLSurfaceWGL::InitializeOneOff failed.";
return false;
}
wglCreateContextProc wglCreateContextFn =
reinterpret_cast<wglCreateContextProc>(
GetGLProcAddress("wglCreateContext"));
wglDeleteContextProc wglDeleteContextFn =
reinterpret_cast<wglDeleteContextProc>(
GetGLProcAddress("wglDeleteContext"));
wglMakeCurrentProc wglMakeCurrentFn =
reinterpret_cast<wglMakeCurrentProc>(GetGLProcAddress("wglMakeCurrent"));
// Create a temporary GL context to bind to entry points. This is needed
// because wglGetProcAddress is specified to return nullptr for all queries
// if a context is not current in MSDN documentation, and the static
// bindings may contain functions that need to be queried with
// wglGetProcAddress. OpenGL wiki further warns that other error values
// than nullptr could also be returned from wglGetProcAddress on some
// implementations, so we need to clear the WGL bindings and reinitialize
// them after the context creation.
HGLRC gl_context = wglCreateContextFn(GLSurfaceWGL::GetDisplayDC());
if (!gl_context) {
LOG(ERROR) << "Failed to create temporary context.";
return false;
}
if (!wglMakeCurrentFn(GLSurfaceWGL::GetDisplayDC(), gl_context)) {
LOG(ERROR) << "Failed to make temporary GL context current.";
wglDeleteContextFn(gl_context);
return false;
}
InitializeStaticGLBindingsGL();
InitializeStaticGLBindingsWGL();
wglMakeCurrent(nullptr, nullptr);
wglDeleteContext(gl_context);
return true;
}
} // namespace
bool InitializeGLOneOffPlatform() {
VSyncProviderWin::InitializeOneOff();
switch (GetGLImplementation()) {
case kGLImplementationDesktopGL:
if (!GLSurfaceWGL::InitializeOneOff()) {
LOG(ERROR) << "GLSurfaceWGL::InitializeOneOff failed.";
return false;
}
break;
case kGLImplementationEGLGLES2:
if (!GLSurfaceEGL::InitializeOneOff()) {
LOG(ERROR) << "GLSurfaceEGL::InitializeOneOff failed.";
return false;
}
break;
case kGLImplementationOSMesaGL:
case kGLImplementationMockGL:
break;
default:
NOTREACHED();
}
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 kGLImplementationEGLGLES2:
return InitializeStaticEGLInternal();
case kGLImplementationDesktopGL:
return InitializeStaticWGLInternal();
case kGLImplementationMockGL:
SetGLImplementation(kGLImplementationMockGL);
InitializeStaticGLBindingsGL();
return true;
default:
NOTREACHED();
}
return false;
}
void InitializeDebugGLBindings() {
InitializeDebugGLBindingsEGL();
InitializeDebugGLBindingsGL();
InitializeDebugGLBindingsOSMESA();
InitializeDebugGLBindingsWGL();
}
void ClearGLBindingsPlatform() {
// TODO(jmadill): Apply to all platforms eventually
if (g_angle_platform_shutdown) {
g_angle_platform_shutdown();
}
ClearGLBindingsEGL();
ClearGLBindingsGL();
ClearGLBindingsOSMESA();
ClearGLBindingsWGL();
}
} // namespace init
} // namespace gl