Pin Chrome's shortcut to the Win10 Start menu on install and OS upgrade.
[chromium-blink-merge.git] / ui / gl / gl_implementation_win.cc
blob40cbdde91319156e7ae91e42f19ffc51520d17e8
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.
5 #include <vector>
7 #include "base/at_exit.h"
8 #include "base/base_paths.h"
9 #include "base/bind.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"
33 #endif
35 namespace gfx {
37 namespace {
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,
46 GLclampd z_far) {
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);
54 if (!library) {
55 library = base::LoadNativeLibrary(module_path.Append(name), NULL);
56 if (!library) {
57 DVLOG(1) << name << " not found.";
58 return false;
61 return true;
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;
70 } // namespace
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 if (!PathService::Get(base::DIR_MODULE, &module_path)) {
94 LOG(ERROR) << "PathService::Get failed.";
95 return false;
98 base::NativeLibrary library = base::LoadNativeLibrary(
99 module_path.Append(L"osmesa.dll"), NULL);
100 if (!library) {
101 DVLOG(1) << "osmesa.dll not found";
102 return false;
105 GLGetProcAddressProc get_proc_address =
106 reinterpret_cast<GLGetProcAddressProc>(
107 base::GetFunctionPointerFromNativeLibrary(
108 library, "OSMesaGetProcAddress"));
109 if (!get_proc_address) {
110 DLOG(ERROR) << "OSMesaGetProcAddress not found.";
111 base::UnloadNativeLibrary(library);
112 return false;
115 SetGLGetProcAddressProc(get_proc_address);
116 AddGLNativeLibrary(library);
117 SetGLImplementation(kGLImplementationOSMesaGL);
119 InitializeStaticGLBindingsGL();
120 InitializeStaticGLBindingsOSMESA();
121 break;
123 case kGLImplementationEGLGLES2: {
124 base::FilePath module_path;
125 if (!PathService::Get(base::DIR_MODULE, &module_path))
126 return false;
128 // Attempt to load the D3DX shader compiler using the default search path
129 // and if that fails, using an absolute path. This is to ensure these DLLs
130 // are loaded before ANGLE is loaded in case they are not in the default
131 // search path.
132 LoadD3DXLibrary(module_path, kD3DCompiler);
134 base::FilePath gles_path;
135 const base::CommandLine* command_line =
136 base::CommandLine::ForCurrentProcess();
137 bool using_swift_shader =
138 command_line->GetSwitchValueASCII(switches::kUseGL) == "swiftshader";
139 if (using_swift_shader) {
140 if (!command_line->HasSwitch(switches::kSwiftShaderPath))
141 return false;
142 gles_path =
143 command_line->GetSwitchValuePath(switches::kSwiftShaderPath);
144 // Preload library
145 LoadLibrary(L"ddraw.dll");
146 } else {
147 gles_path = module_path;
150 // Load libglesv2.dll before libegl.dll because the latter is dependent on
151 // the former and if there is another version of libglesv2.dll in the dll
152 // search path, it will get loaded instead.
153 base::NativeLibrary gles_library = base::LoadNativeLibrary(
154 gles_path.Append(L"libglesv2.dll"), NULL);
155 if (!gles_library) {
156 DVLOG(1) << "libglesv2.dll not found";
157 return false;
160 // When using EGL, first try eglGetProcAddress and then Windows
161 // GetProcAddress on both the EGL and GLES2 DLLs.
162 base::NativeLibrary egl_library = base::LoadNativeLibrary(
163 gles_path.Append(L"libegl.dll"), NULL);
164 if (!egl_library) {
165 DVLOG(1) << "libegl.dll not found.";
166 base::UnloadNativeLibrary(gles_library);
167 return false;
170 #if defined(ENABLE_SWIFTSHADER)
171 if (using_swift_shader) {
172 SetupSoftwareRenderer(gles_library);
174 #endif
176 if (!using_swift_shader) {
177 // Init ANGLE platform here, before we call GetPlatformDisplay().
178 // TODO(jmadill): Apply to all platforms eventually
179 ANGLEPlatformInitializeFunc angle_platform_init =
180 reinterpret_cast<ANGLEPlatformInitializeFunc>(
181 base::GetFunctionPointerFromNativeLibrary(
182 gles_library,
183 "ANGLEPlatformInitialize"));
184 if (angle_platform_init) {
185 angle_platform_init(&g_angle_platform_impl.Get());
187 g_angle_platform_shutdown =
188 reinterpret_cast<ANGLEPlatformShutdownFunc>(
189 base::GetFunctionPointerFromNativeLibrary(
190 gles_library,
191 "ANGLEPlatformShutdown"));
195 GLGetProcAddressProc get_proc_address =
196 reinterpret_cast<GLGetProcAddressProc>(
197 base::GetFunctionPointerFromNativeLibrary(
198 egl_library, "eglGetProcAddress"));
199 if (!get_proc_address) {
200 LOG(ERROR) << "eglGetProcAddress not found.";
201 base::UnloadNativeLibrary(egl_library);
202 base::UnloadNativeLibrary(gles_library);
203 return false;
206 SetGLGetProcAddressProc(get_proc_address);
207 AddGLNativeLibrary(egl_library);
208 AddGLNativeLibrary(gles_library);
209 SetGLImplementation(kGLImplementationEGLGLES2);
211 InitializeStaticGLBindingsGL();
212 InitializeStaticGLBindingsEGL();
214 // These two functions take single precision float rather than double
215 // precision float parameters in GLES.
216 ::gfx::g_driver_gl.fn.glClearDepthFn = MarshalClearDepthToClearDepthf;
217 ::gfx::g_driver_gl.fn.glDepthRangeFn = MarshalDepthRangeToDepthRangef;
218 break;
220 case kGLImplementationDesktopGL: {
221 base::NativeLibrary library = base::LoadNativeLibrary(
222 base::FilePath(L"opengl32.dll"), NULL);
223 if (!library) {
224 DVLOG(1) << "opengl32.dll not found";
225 return false;
228 GLGetProcAddressProc get_proc_address =
229 reinterpret_cast<GLGetProcAddressProc>(
230 base::GetFunctionPointerFromNativeLibrary(
231 library, "wglGetProcAddress"));
232 if (!get_proc_address) {
233 LOG(ERROR) << "wglGetProcAddress not found.";
234 base::UnloadNativeLibrary(library);
235 return false;
238 SetGLGetProcAddressProc(get_proc_address);
239 AddGLNativeLibrary(library);
240 SetGLImplementation(kGLImplementationDesktopGL);
242 // Initialize GL surface and get some functions needed for the context
243 // creation below.
244 if (!GLSurfaceWGL::InitializeOneOff()) {
245 LOG(ERROR) << "GLSurfaceWGL::InitializeOneOff failed.";
246 return false;
248 wglCreateContextProc wglCreateContextFn =
249 reinterpret_cast<wglCreateContextProc>(
250 GetGLProcAddress("wglCreateContext"));
251 wglDeleteContextProc wglDeleteContextFn =
252 reinterpret_cast<wglDeleteContextProc>(
253 GetGLProcAddress("wglDeleteContext"));
254 wglMakeCurrentProc wglMakeCurrentFn =
255 reinterpret_cast<wglMakeCurrentProc>(
256 GetGLProcAddress("wglMakeCurrent"));
258 // Create a temporary GL context to bind to entry points. This is needed
259 // because wglGetProcAddress is specified to return NULL for all queries
260 // if a context is not current in MSDN documentation, and the static
261 // bindings may contain functions that need to be queried with
262 // wglGetProcAddress. OpenGL wiki further warns that other error values
263 // than NULL could also be returned from wglGetProcAddress on some
264 // implementations, so we need to clear the WGL bindings and reinitialize
265 // them after the context creation.
266 HGLRC gl_context = wglCreateContextFn(GLSurfaceWGL::GetDisplayDC());
267 if (!gl_context) {
268 LOG(ERROR) << "Failed to create temporary context.";
269 return false;
271 if (!wglMakeCurrentFn(GLSurfaceWGL::GetDisplayDC(), gl_context)) {
272 LOG(ERROR) << "Failed to make temporary GL context current.";
273 wglDeleteContextFn(gl_context);
274 return false;
277 InitializeStaticGLBindingsGL();
278 InitializeStaticGLBindingsWGL();
280 wglMakeCurrent(NULL, NULL);
281 wglDeleteContext(gl_context);
283 break;
285 case kGLImplementationMockGL: {
286 SetGLImplementation(kGLImplementationMockGL);
287 InitializeStaticGLBindingsGL();
288 break;
290 default:
291 return false;
294 return true;
297 bool InitializeDynamicGLBindings(GLImplementation implementation,
298 GLContext* context) {
299 switch (implementation) {
300 case kGLImplementationOSMesaGL:
301 case kGLImplementationEGLGLES2:
302 case kGLImplementationDesktopGL:
303 InitializeDynamicGLBindingsGL(context);
304 break;
305 case kGLImplementationMockGL:
306 if (!context) {
307 scoped_refptr<GLContextStubWithExtensions> mock_context(
308 new GLContextStubWithExtensions());
309 mock_context->SetGLVersionString("3.0");
310 InitializeDynamicGLBindingsGL(mock_context.get());
311 } else
312 InitializeDynamicGLBindingsGL(context);
313 break;
314 default:
315 return false;
318 return true;
321 void InitializeDebugGLBindings() {
322 InitializeDebugGLBindingsEGL();
323 InitializeDebugGLBindingsGL();
324 InitializeDebugGLBindingsOSMESA();
325 InitializeDebugGLBindingsWGL();
328 void ClearGLBindings() {
329 // TODO(jmadill): Apply to all platforms eventually
330 if (g_angle_platform_shutdown) {
331 g_angle_platform_shutdown();
334 ClearGLBindingsEGL();
335 ClearGLBindingsGL();
336 ClearGLBindingsOSMESA();
337 ClearGLBindingsWGL();
338 SetGLImplementation(kGLImplementationNone);
339 UnloadGLNativeLibraries();
342 bool GetGLWindowSystemBindingInfo(GLWindowSystemBindingInfo* info) {
343 switch (GetGLImplementation()) {
344 case kGLImplementationDesktopGL:
345 return GetGLWindowSystemBindingInfoWGL(info);
346 case kGLImplementationEGLGLES2:
347 return GetGLWindowSystemBindingInfoEGL(info);
348 default:
349 return false;
353 } // namespace gfx