// Copyright 2016 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "ui/gl/init/gl_initializer.h"
#include <dwmapi.h>
#include "base/at_exit.h"
#include "base/base_paths.h"
#include "base/files/file_path.h"
#include "base/functional/bind.h"
#include "base/logging.h"
#include "base/native_library.h"
#include "base/path_service.h"
#include "base/threading/thread_restrictions.h"
#include "base/trace_event/trace_event.h"
#include "base/win/windows_version.h"
#include "ui/gl/direct_composition_support.h"
#include "ui/gl/gl_angle_util_win.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_display.h"
#include "ui/gl/gl_egl_api_implementation.h"
#include "ui/gl/gl_gl_api_implementation.h"
#include "ui/gl/gl_utils.h"
#include "ui/gl/init/gl_display_initializer.h"
#include "ui/gl/vsync_provider_win.h"
namespace gl {
namespace init {
namespace {
const wchar_t kD3DCompiler[] = L"D3DCompiler_47.dll";
bool LoadD3DXLibrary(const base::FilePath& module_path,
const base::FilePath::StringType& name) {
base::NativeLibrary library =
base::LoadNativeLibrary(module_path.Append(name), nullptr);
if (!library) {
library = base::LoadNativeLibrary(base::FilePath(name), nullptr);
if (!library) {
DVLOG(1) << name << " not found.";
return false;
}
}
return true;
}
bool InitializeStaticEGLInternalFromLibrary(GLImplementation implementation) {
#if BUILDFLAG(USE_STATIC_ANGLE)
NOTREACHED_IN_MIGRATION();
#endif
base::FilePath module_path;
if (!base::PathService::Get(base::DIR_MODULE, &module_path))
return false;
// Attempt to load the D3DX shader compiler using an absolute path. This is to
// ensure that we load the versions of these DLLs that we ship. If that fails,
// load the OS version.
LoadD3DXLibrary(module_path, kD3DCompiler);
base::FilePath 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"), nullptr);
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"), nullptr);
if (!egl_library) {
DVLOG(1) << "libegl.dll not found.";
base::UnloadNativeLibrary(gles_library);
return false;
}
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);
return true;
}
bool InitializeStaticEGLInternal(GLImplementationParts implementation) {
#if BUILDFLAG(USE_STATIC_ANGLE)
if (implementation.gl == kGLImplementationEGLANGLE) {
// Use ANGLE if it is requested and it is statically linked
if (!InitializeStaticANGLEEGL())
return false;
} else if (!InitializeStaticEGLInternalFromLibrary(implementation.gl)) {
return false;
}
#else
if (!InitializeStaticEGLInternalFromLibrary(implementation.gl)) {
return false;
}
#endif // !BUILDFLAG(USE_STATIC_ANGLE)
SetGLImplementationParts(implementation);
InitializeStaticGLBindingsGL();
InitializeStaticGLBindingsEGL();
return true;
}
} // namespace
GLDisplay* InitializeGLOneOffPlatform(gl::GpuPreference gpu_preference) {
VSyncProviderWin::InitializeOneOff();
GLDisplayEGL* display = GetDisplayEGL(gpu_preference);
switch (GetGLImplementation()) {
case kGLImplementationEGLANGLE: {
if (!InitializeDisplay(display, EGLDisplayPlatform(GetDC(nullptr)))) {
LOG(ERROR) << "GLDisplayEGL::Initialize failed.";
return nullptr;
}
if (auto d3d11_device = QueryD3D11DeviceObjectFromANGLE()) {
InitializeDirectComposition(std::move(d3d11_device));
}
break;
}
case kGLImplementationMockGL:
case kGLImplementationStubGL:
break;
default:
NOTREACHED_IN_MIGRATION();
}
return display;
}
bool InitializeStaticGLBindings(GLImplementationParts 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::ScopedAllowBlocking allow_blocking;
switch (implementation.gl) {
case kGLImplementationEGLANGLE:
return InitializeStaticEGLInternal(implementation);
case kGLImplementationMockGL:
case kGLImplementationStubGL:
SetGLImplementationParts(implementation);
InitializeStaticGLBindingsGL();
return true;
default:
NOTREACHED_IN_MIGRATION();
}
return false;
}
void ShutdownGLPlatform(GLDisplay* display) {
ShutdownDirectComposition();
if (display)
display->Shutdown();
ClearBindingsEGL();
ClearBindingsGL();
}
} // namespace init
} // namespace gl