// 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 <vector>
#include "base/at_exit.h"
#include "base/base_paths.h"
#include "base/bind.h"
#include "base/command_line.h"
#include "base/debug/trace_event.h"
#include "base/files/file_path.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/win/windows_version.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_context_stub_with_extensions.h"
#include "ui/gl/gl_egl_api_implementation.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_wgl.h"
#include "ui/gl/gl_wgl_api_implementation.h"
#if defined(ENABLE_SWIFTSHADER)
#include "software_renderer.h"
#endif
namespace gfx {
namespace {
// Version 43 is the latest version of D3DCompiler_nn.dll that works prior to
// Windows Vista.
const wchar_t kPreVistaD3DCompiler[] = L"D3DCompiler_43.dll";
const wchar_t kPostVistaD3DCompiler[] = L"D3DCompiler_46.dll";
void GL_BINDING_CALL MarshalClearDepthToClearDepthf(GLclampd depth) {
glClearDepthf(static_cast<GLclampf>(depth));
}
void GL_BINDING_CALL MarshalDepthRangeToDepthRangef(GLclampd z_near,
GLclampd z_far) {
glDepthRangef(static_cast<GLclampf>(z_near), static_cast<GLclampf>(z_far));
}
bool LoadD3DXLibrary(const base::FilePath& module_path,
const base::FilePath::StringType& name) {
base::NativeLibrary library =
base::LoadNativeLibrary(base::FilePath(name), NULL);
if (!library) {
library = base::LoadNativeLibrary(module_path.Append(name), NULL);
if (!library) {
DVLOG(1) << name << " not found.";
return false;
}
}
return true;
}
const unsigned char* AngleGetTraceCategoryEnabledFlag(const char* name) {
return TRACE_EVENT_API_GET_CATEGORY_GROUP_ENABLED(name);
}
void AngleAddTraceEvent(char phase,
const unsigned char* category_group_enabled,
const char* name,
unsigned long long id,
int num_args,
const char** arg_names,
const unsigned char* arg_types,
const unsigned long long* arg_values,
unsigned char flags) {
TRACE_EVENT_API_ADD_TRACE_EVENT(phase,
category_group_enabled,
name,
id,
num_args,
arg_names,
arg_types,
arg_values,
NULL,
flags);
}
typedef const unsigned char* (*GetCategoryEnabledFlagFunc)(const char* name);
typedef void (*AddTraceEventFunc)(char phase,
const unsigned char* categoryGroupEnabled,
const char* name,
unsigned long long id,
int numArgs,
const char** argNames,
const unsigned char* argTypes,
const unsigned long long* argValues,
unsigned char flags);
typedef void (__stdcall *SetTraceFunctionPointersFunc)(
GetCategoryEnabledFlagFunc get_category_enabled_flag,
AddTraceEventFunc add_trace_event_func);
} // namespace
void GetAllowedGLImplementations(std::vector<GLImplementation>* impls) {
impls->push_back(kGLImplementationEGLGLES2);
impls->push_back(kGLImplementationDesktopGL);
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: {
base::FilePath module_path;
if (!PathService::Get(base::DIR_MODULE, &module_path)) {
LOG(ERROR) << "PathService::Get failed.";
return false;
}
base::NativeLibrary library = base::LoadNativeLibrary(
module_path.Append(L"osmesa.dll"), NULL);
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();
break;
}
case kGLImplementationEGLGLES2: {
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. Prefer the post vista version.
if (base::win::GetVersion() < base::win::VERSION_VISTA ||
!LoadD3DXLibrary(module_path, kPostVistaD3DCompiler)) {
LoadD3DXLibrary(module_path, kPreVistaD3DCompiler);
}
base::FilePath gles_path;
const CommandLine* command_line = CommandLine::ForCurrentProcess();
bool using_swift_shader =
command_line->GetSwitchValueASCII(switches::kUseGL) == "swiftshader";
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"), NULL);
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"), NULL);
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) {
SetTraceFunctionPointersFunc set_trace_function_pointers =
reinterpret_cast<SetTraceFunctionPointersFunc>(
base::GetFunctionPointerFromNativeLibrary(
gles_library, "SetTraceFunctionPointers"));
if (set_trace_function_pointers) {
set_trace_function_pointers(&AngleGetTraceCategoryEnabledFlag,
&AngleAddTraceEvent);
}
}
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();
// These two functions take single precision float rather than double
// precision float parameters in GLES.
::gfx::g_driver_gl.fn.glClearDepthFn = MarshalClearDepthToClearDepthf;
::gfx::g_driver_gl.fn.glDepthRangeFn = MarshalDepthRangeToDepthRangef;
break;
}
case kGLImplementationDesktopGL: {
base::NativeLibrary library = base::LoadNativeLibrary(
base::FilePath(L"opengl32.dll"), NULL);
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 NULL 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 NULL 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(NULL, NULL);
wglDeleteContext(gl_context);
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 kGLImplementationEGLGLES2:
InitializeDynamicGLBindingsGL(context);
InitializeDynamicGLBindingsEGL(context);
break;
case kGLImplementationDesktopGL:
InitializeDynamicGLBindingsGL(context);
InitializeDynamicGLBindingsWGL(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() {
InitializeDebugGLBindingsEGL();
InitializeDebugGLBindingsGL();
InitializeDebugGLBindingsOSMESA();
InitializeDebugGLBindingsWGL();
}
void ClearGLBindings() {
ClearGLBindingsEGL();
ClearGLBindingsGL();
ClearGLBindingsOSMESA();
ClearGLBindingsWGL();
SetGLImplementation(kGLImplementationNone);
UnloadGLNativeLibraries();
}
bool GetGLWindowSystemBindingInfo(GLWindowSystemBindingInfo* info) {
switch (GetGLImplementation()) {
case kGLImplementationDesktopGL:
return GetGLWindowSystemBindingInfoWGL(info);
case kGLImplementationEGLGLES2:
return GetGLWindowSystemBindingInfoEGL(info);
default:
return false;
}
}
} // namespace gfx