#include "ui/gl/init/gl_display_initializer.h"
#include "base/command_line.h"
#include "base/containers/contains.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_implementation.h"
#include "ui/gl/gl_utils.h"
#include "ui/gl/init/gl_factory.h"
namespace gl::init {
namespace {
void AddInitDisplay(std::vector<DisplayType>* init_displays,
DisplayType display_type) { … }
void GetEGLInitDisplays(bool supports_angle_d3d,
bool supports_angle_opengl,
bool supports_angle_null,
bool supports_angle_vulkan,
bool supports_angle_swiftshader,
bool supports_angle_opengl_egl,
bool supports_angle_metal,
const base::CommandLine* command_line,
std::vector<DisplayType>* init_displays) { … }
}
void GetEGLInitDisplaysForTesting(bool supports_angle_d3d,
bool supports_angle_opengl,
bool supports_angle_null,
bool supports_angle_vulkan,
bool supports_angle_swiftshader,
bool supports_angle_opengl_egl,
bool supports_angle_metal,
const base::CommandLine* command_line,
std::vector<DisplayType>* init_displays) { … }
void GetDisplayInitializationParams(bool* supports_angle,
std::vector<DisplayType>* init_displays) { … }
bool InitializeDisplay(GLDisplayEGL* display,
EGLDisplayPlatform native_display) { … }
}