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// Copyright (c) 2012 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 "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_context_stub_with_extensions.h"
#include "ui/gl/gl_gl_api_implementation.h"
#include "ui/gl/gl_implementation.h"
#include "ui/gl/gl_osmesa_api_implementation.h"
namespace gfx {
namespace {
const char kOpenGLFrameworkPath[] =
"/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL";
} // namespace
void GetAllowedGLImplementations(std::vector<GLImplementation>* impls) {
impls->push_back(kGLImplementationDesktopGL);
impls->push_back(kGLImplementationAppleGL);
impls->push_back(kGLImplementationOSMesaGL);
}
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: {
// 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();
break;
}
case kGLImplementationDesktopGL:
case kGLImplementationAppleGL: {
base::NativeLibrary library = base::LoadNativeLibrary(
base::FilePath(kOpenGLFrameworkPath), NULL);
if (!library) {
LOG(ERROR) << "OpenGL framework not found";
return false;
}
AddGLNativeLibrary(library);
SetGLImplementation(implementation);
InitializeStaticGLBindingsGL();
break;
}
case kGLImplementationMockGL: {
SetGLImplementation(kGLImplementationMockGL);
InitializeStaticGLBindingsGL();
break;
}
default:
return false;
}
return true;
}
bool InitializeDynamicGLBindings(GLImplementation implementation,
GLContext* context) {
switch (implementation) {
case kGLImplementationOSMesaGL:
InitializeDynamicGLBindingsGL(context);
InitializeDynamicGLBindingsOSMESA(context);
break;
case kGLImplementationDesktopGL:
case kGLImplementationAppleGL:
InitializeDynamicGLBindingsGL(context);
break;
case kGLImplementationMockGL:
if (!context) {
scoped_refptr<GLContextStubWithExtensions> mock_context(
new GLContextStubWithExtensions());
mock_context->SetGLVersionString("3.0");
InitializeDynamicGLBindingsGL(mock_context.get());
} else
InitializeDynamicGLBindingsGL(context);
break;
default:
return false;
}
return true;
}
void InitializeDebugGLBindings() {
InitializeDebugGLBindingsGL();
InitializeDebugGLBindingsOSMESA();
}
void ClearGLBindings() {
ClearGLBindingsGL();
ClearGLBindingsOSMESA();
SetGLImplementation(kGLImplementationNone);
UnloadGLNativeLibraries();
}
bool GetGLWindowSystemBindingInfo(GLWindowSystemBindingInfo* info) {
return false;
}
} // namespace gfx
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