1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
7 #include "base/at_exit.h"
8 #include "base/base_paths.h"
10 #include "base/command_line.h"
11 #include "base/files/file_path.h"
12 #include "base/lazy_instance.h"
13 #include "base/logging.h"
14 #include "base/native_library.h"
15 #include "base/path_service.h"
16 #include "base/strings/stringprintf.h"
17 #include "base/threading/thread_restrictions.h"
18 #include "base/trace_event/trace_event.h"
19 #include "base/win/windows_version.h"
20 // TODO(jmadill): Apply to all platforms eventually
21 #include "ui/gl/angle_platform_impl.h"
22 #include "ui/gl/gl_bindings.h"
23 #include "ui/gl/gl_context_stub_with_extensions.h"
24 #include "ui/gl/gl_egl_api_implementation.h"
25 #include "ui/gl/gl_gl_api_implementation.h"
26 #include "ui/gl/gl_implementation.h"
27 #include "ui/gl/gl_osmesa_api_implementation.h"
28 #include "ui/gl/gl_surface_wgl.h"
29 #include "ui/gl/gl_wgl_api_implementation.h"
31 #if defined(ENABLE_SWIFTSHADER)
32 #include "software_renderer.h"
39 const wchar_t kD3DCompiler
[] = L
"D3DCompiler_47.dll";
41 void GL_BINDING_CALL
MarshalClearDepthToClearDepthf(GLclampd depth
) {
42 glClearDepthf(static_cast<GLclampf
>(depth
));
45 void GL_BINDING_CALL
MarshalDepthRangeToDepthRangef(GLclampd z_near
,
47 glDepthRangef(static_cast<GLclampf
>(z_near
), static_cast<GLclampf
>(z_far
));
50 bool LoadD3DXLibrary(const base::FilePath
& module_path
,
51 const base::FilePath::StringType
& name
) {
52 base::NativeLibrary library
=
53 base::LoadNativeLibrary(base::FilePath(name
), NULL
);
55 library
= base::LoadNativeLibrary(module_path
.Append(name
), NULL
);
57 DVLOG(1) << name
<< " not found.";
64 // TODO(jmadill): Apply to all platforms eventually
65 base::LazyInstance
<ANGLEPlatformImpl
> g_angle_platform_impl
=
66 LAZY_INSTANCE_INITIALIZER
;
68 ANGLEPlatformShutdownFunc g_angle_platform_shutdown
= nullptr;
72 void GetAllowedGLImplementations(std::vector
<GLImplementation
>* impls
) {
73 impls
->push_back(kGLImplementationEGLGLES2
);
74 impls
->push_back(kGLImplementationDesktopGL
);
75 impls
->push_back(kGLImplementationOSMesaGL
);
78 bool InitializeStaticGLBindings(GLImplementation implementation
) {
79 // Prevent reinitialization with a different implementation. Once the gpu
80 // unit tests have initialized with kGLImplementationMock, we don't want to
81 // later switch to another GL implementation.
82 DCHECK_EQ(kGLImplementationNone
, GetGLImplementation());
84 // Allow the main thread or another to initialize these bindings
85 // after instituting restrictions on I/O. Going forward they will
86 // likely be used in the browser process on most platforms. The
87 // one-time initialization cost is small, between 2 and 5 ms.
88 base::ThreadRestrictions::ScopedAllowIO allow_io
;
90 switch (implementation
) {
91 case kGLImplementationOSMesaGL
: {
92 base::FilePath module_path
;
93 PathService::Get(base::DIR_MODULE
, &module_path
);
94 base::NativeLibrary library
= base::LoadNativeLibrary(
95 module_path
.Append(L
"osmesa.dll"), NULL
);
97 PathService::Get(base::DIR_EXE
, &module_path
);
98 library
= base::LoadNativeLibrary(
99 module_path
.Append(L
"osmesa.dll"), NULL
);
101 DVLOG(1) << "osmesa.dll not found";
106 GLGetProcAddressProc get_proc_address
=
107 reinterpret_cast<GLGetProcAddressProc
>(
108 base::GetFunctionPointerFromNativeLibrary(
109 library
, "OSMesaGetProcAddress"));
110 if (!get_proc_address
) {
111 DLOG(ERROR
) << "OSMesaGetProcAddress not found.";
112 base::UnloadNativeLibrary(library
);
116 SetGLGetProcAddressProc(get_proc_address
);
117 AddGLNativeLibrary(library
);
118 SetGLImplementation(kGLImplementationOSMesaGL
);
120 InitializeStaticGLBindingsGL();
121 InitializeStaticGLBindingsOSMESA();
124 case kGLImplementationEGLGLES2
: {
125 base::FilePath module_path
;
126 if (!PathService::Get(base::DIR_MODULE
, &module_path
))
129 // Attempt to load the D3DX shader compiler using the default search path
130 // and if that fails, using an absolute path. This is to ensure these DLLs
131 // are loaded before ANGLE is loaded in case they are not in the default
133 LoadD3DXLibrary(module_path
, kD3DCompiler
);
135 base::FilePath gles_path
;
136 const base::CommandLine
* command_line
=
137 base::CommandLine::ForCurrentProcess();
138 bool using_swift_shader
=
139 command_line
->GetSwitchValueASCII(switches::kUseGL
) == "swiftshader";
140 if (using_swift_shader
) {
141 if (!command_line
->HasSwitch(switches::kSwiftShaderPath
))
144 command_line
->GetSwitchValuePath(switches::kSwiftShaderPath
);
146 LoadLibrary(L
"ddraw.dll");
148 gles_path
= module_path
;
151 // Load libglesv2.dll before libegl.dll because the latter is dependent on
152 // the former and if there is another version of libglesv2.dll in the dll
153 // search path, it will get loaded instead.
154 base::NativeLibrary gles_library
= base::LoadNativeLibrary(
155 gles_path
.Append(L
"libglesv2.dll"), NULL
);
157 DVLOG(1) << "libglesv2.dll not found";
161 // When using EGL, first try eglGetProcAddress and then Windows
162 // GetProcAddress on both the EGL and GLES2 DLLs.
163 base::NativeLibrary egl_library
= base::LoadNativeLibrary(
164 gles_path
.Append(L
"libegl.dll"), NULL
);
166 DVLOG(1) << "libegl.dll not found.";
167 base::UnloadNativeLibrary(gles_library
);
171 #if defined(ENABLE_SWIFTSHADER)
172 if (using_swift_shader
) {
173 SetupSoftwareRenderer(gles_library
);
177 if (!using_swift_shader
) {
178 // Init ANGLE platform here, before we call GetPlatformDisplay().
179 // TODO(jmadill): Apply to all platforms eventually
180 ANGLEPlatformInitializeFunc angle_platform_init
=
181 reinterpret_cast<ANGLEPlatformInitializeFunc
>(
182 base::GetFunctionPointerFromNativeLibrary(
184 "ANGLEPlatformInitialize"));
185 if (angle_platform_init
) {
186 angle_platform_init(&g_angle_platform_impl
.Get());
188 g_angle_platform_shutdown
=
189 reinterpret_cast<ANGLEPlatformShutdownFunc
>(
190 base::GetFunctionPointerFromNativeLibrary(
192 "ANGLEPlatformShutdown"));
196 GLGetProcAddressProc get_proc_address
=
197 reinterpret_cast<GLGetProcAddressProc
>(
198 base::GetFunctionPointerFromNativeLibrary(
199 egl_library
, "eglGetProcAddress"));
200 if (!get_proc_address
) {
201 LOG(ERROR
) << "eglGetProcAddress not found.";
202 base::UnloadNativeLibrary(egl_library
);
203 base::UnloadNativeLibrary(gles_library
);
207 SetGLGetProcAddressProc(get_proc_address
);
208 AddGLNativeLibrary(egl_library
);
209 AddGLNativeLibrary(gles_library
);
210 SetGLImplementation(kGLImplementationEGLGLES2
);
212 InitializeStaticGLBindingsGL();
213 InitializeStaticGLBindingsEGL();
215 // These two functions take single precision float rather than double
216 // precision float parameters in GLES.
217 ::gfx::g_driver_gl
.fn
.glClearDepthFn
= MarshalClearDepthToClearDepthf
;
218 ::gfx::g_driver_gl
.fn
.glDepthRangeFn
= MarshalDepthRangeToDepthRangef
;
221 case kGLImplementationDesktopGL
: {
222 base::NativeLibrary library
= base::LoadNativeLibrary(
223 base::FilePath(L
"opengl32.dll"), NULL
);
225 DVLOG(1) << "opengl32.dll not found";
229 GLGetProcAddressProc get_proc_address
=
230 reinterpret_cast<GLGetProcAddressProc
>(
231 base::GetFunctionPointerFromNativeLibrary(
232 library
, "wglGetProcAddress"));
233 if (!get_proc_address
) {
234 LOG(ERROR
) << "wglGetProcAddress not found.";
235 base::UnloadNativeLibrary(library
);
239 SetGLGetProcAddressProc(get_proc_address
);
240 AddGLNativeLibrary(library
);
241 SetGLImplementation(kGLImplementationDesktopGL
);
243 // Initialize GL surface and get some functions needed for the context
245 if (!GLSurfaceWGL::InitializeOneOff()) {
246 LOG(ERROR
) << "GLSurfaceWGL::InitializeOneOff failed.";
249 wglCreateContextProc wglCreateContextFn
=
250 reinterpret_cast<wglCreateContextProc
>(
251 GetGLProcAddress("wglCreateContext"));
252 wglDeleteContextProc wglDeleteContextFn
=
253 reinterpret_cast<wglDeleteContextProc
>(
254 GetGLProcAddress("wglDeleteContext"));
255 wglMakeCurrentProc wglMakeCurrentFn
=
256 reinterpret_cast<wglMakeCurrentProc
>(
257 GetGLProcAddress("wglMakeCurrent"));
259 // Create a temporary GL context to bind to entry points. This is needed
260 // because wglGetProcAddress is specified to return NULL for all queries
261 // if a context is not current in MSDN documentation, and the static
262 // bindings may contain functions that need to be queried with
263 // wglGetProcAddress. OpenGL wiki further warns that other error values
264 // than NULL could also be returned from wglGetProcAddress on some
265 // implementations, so we need to clear the WGL bindings and reinitialize
266 // them after the context creation.
267 HGLRC gl_context
= wglCreateContextFn(GLSurfaceWGL::GetDisplayDC());
269 LOG(ERROR
) << "Failed to create temporary context.";
272 if (!wglMakeCurrentFn(GLSurfaceWGL::GetDisplayDC(), gl_context
)) {
273 LOG(ERROR
) << "Failed to make temporary GL context current.";
274 wglDeleteContextFn(gl_context
);
278 InitializeStaticGLBindingsGL();
279 InitializeStaticGLBindingsWGL();
281 wglMakeCurrent(NULL
, NULL
);
282 wglDeleteContext(gl_context
);
286 case kGLImplementationMockGL
: {
287 SetGLImplementation(kGLImplementationMockGL
);
288 InitializeStaticGLBindingsGL();
298 bool InitializeDynamicGLBindings(GLImplementation implementation
,
299 GLContext
* context
) {
300 switch (implementation
) {
301 case kGLImplementationOSMesaGL
:
302 case kGLImplementationEGLGLES2
:
303 case kGLImplementationDesktopGL
:
304 InitializeDynamicGLBindingsGL(context
);
306 case kGLImplementationMockGL
:
308 scoped_refptr
<GLContextStubWithExtensions
> mock_context(
309 new GLContextStubWithExtensions());
310 mock_context
->SetGLVersionString("3.0");
311 InitializeDynamicGLBindingsGL(mock_context
.get());
313 InitializeDynamicGLBindingsGL(context
);
322 void InitializeDebugGLBindings() {
323 InitializeDebugGLBindingsEGL();
324 InitializeDebugGLBindingsGL();
325 InitializeDebugGLBindingsOSMESA();
326 InitializeDebugGLBindingsWGL();
329 void ClearGLBindings() {
330 // TODO(jmadill): Apply to all platforms eventually
331 if (g_angle_platform_shutdown
) {
332 g_angle_platform_shutdown();
335 ClearGLBindingsEGL();
337 ClearGLBindingsOSMESA();
338 ClearGLBindingsWGL();
339 SetGLImplementation(kGLImplementationNone
);
340 UnloadGLNativeLibraries();
343 bool GetGLWindowSystemBindingInfo(GLWindowSystemBindingInfo
* info
) {
344 switch (GetGLImplementation()) {
345 case kGLImplementationDesktopGL
:
346 return GetGLWindowSystemBindingInfoWGL(info
);
347 case kGLImplementationEGLGLES2
:
348 return GetGLWindowSystemBindingInfoEGL(info
);