1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177
|
// Copyright 2019 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/gl_features.h"
#include "base/command_line.h"
#include "base/feature_list.h"
#include "build/build_config.h"
#include "ui/gl/gl_switches.h"
#if BUILDFLAG(IS_MAC)
#include "base/mac/mac_util.h"
#endif
#if BUILDFLAG(IS_ANDROID)
#include "base/android/build_info.h"
#include "base/metrics/field_trial_params.h"
#include "base/strings/pattern.h"
#include "base/strings/string_split.h"
#include "ui/gfx/android/achoreographer_compat.h"
#include "ui/gfx/android/android_surface_control_compat.h"
#endif
namespace features {
namespace {
#if BUILDFLAG(IS_APPLE)
BASE_FEATURE(kGpuVsync, "GpuVsync", base::FEATURE_DISABLED_BY_DEFAULT);
#else
BASE_FEATURE(kGpuVsync, "GpuVsync", base::FEATURE_ENABLED_BY_DEFAULT);
#endif
#if BUILDFLAG(IS_ANDROID)
const base::FeatureParam<std::string>
kPassthroughCommandDecoderBlockListByBrand{
&kDefaultPassthroughCommandDecoder, "BlockListByBrand", ""};
const base::FeatureParam<std::string>
kPassthroughCommandDecoderBlockListByDevice{
&kDefaultPassthroughCommandDecoder, "BlockListByDevice", ""};
const base::FeatureParam<std::string>
kPassthroughCommandDecoderBlockListByAndroidBuildId{
&kDefaultPassthroughCommandDecoder, "BlockListByAndroidBuildId", ""};
const base::FeatureParam<std::string>
kPassthroughCommandDecoderBlockListByManufacturer{
&kDefaultPassthroughCommandDecoder, "BlockListByManufacturer", ""};
const base::FeatureParam<std::string>
kPassthroughCommandDecoderBlockListByModel{
&kDefaultPassthroughCommandDecoder, "BlockListByModel", ""};
const base::FeatureParam<std::string>
kPassthroughCommandDecoderBlockListByBoard{
&kDefaultPassthroughCommandDecoder, "BlockListByBoard", ""};
const base::FeatureParam<std::string>
kPassthroughCommandDecoderBlockListByAndroidBuildFP{
&kDefaultPassthroughCommandDecoder, "BlockListByAndroidBuildFP", ""};
bool IsDeviceBlocked(const char* field, const std::string& block_list) {
auto disable_patterns = base::SplitString(
block_list, "|", base::TRIM_WHITESPACE, base::SPLIT_WANT_ALL);
for (const auto& disable_pattern : disable_patterns) {
if (base::MatchPattern(field, disable_pattern))
return true;
}
return false;
}
#endif
} // namespace
#if BUILDFLAG(ENABLE_VALIDATING_COMMAND_DECODER)
// Use the passthrough command decoder by default. This can be overridden with
// the --use-cmd-decoder=passthrough or --use-cmd-decoder=validating flags.
// Feature lives in ui/gl because it affects the GL binding initialization on
// platforms that would otherwise not default to using EGL bindings.
BASE_FEATURE(kDefaultPassthroughCommandDecoder,
"DefaultPassthroughCommandDecoder",
#if BUILDFLAG(IS_CHROMEOS) || BUILDFLAG(IS_ANDROID) || BUILDFLAG(IS_CASTOS)
base::FEATURE_ENABLED_BY_DEFAULT
#else
base::FEATURE_DISABLED_BY_DEFAULT
#endif
);
#endif // !defined(PASSTHROUGH_COMMAND_DECODER_LAUNCHED)
#if BUILDFLAG(IS_MAC)
// If true, metal shader programs are written to disk.
//
// As the gpu process writes to disk when this is set, you must also disable
// the sandbox.
//
// The path the shaders are written to is controlled via the command line switch
// --shader-cache-path (default is /tmp/shaders).
BASE_FEATURE(kWriteMetalShaderCacheToDisk,
"WriteMetalShaderCacheToDisk",
base::FEATURE_DISABLED_BY_DEFAULT);
// If true, the metal shader cache is read from a file and put into BlobCache
// during startup.
BASE_FEATURE(kUseBuiltInMetalShaderCache,
"UseBuiltInMetalShaderCache",
base::FEATURE_DISABLED_BY_DEFAULT);
#endif
#if BUILDFLAG(IS_WIN)
// If true, VSyncThreadWin will use the primary monitor's
// refresh rate as the vsync interval.
BASE_FEATURE(kUsePrimaryMonitorVSyncIntervalOnSV3,
"UsePrimaryMonitorVSyncIntervalOnSV3",
base::FEATURE_ENABLED_BY_DEFAULT);
#endif // BUILDFLAG(IS_WIN)
bool UseGpuVsync() {
return !base::CommandLine::ForCurrentProcess()->HasSwitch(
switches::kDisableGpuVsync) &&
base::FeatureList::IsEnabled(kGpuVsync);
}
bool IsAndroidFrameDeadlineEnabled() {
#if BUILDFLAG(IS_ANDROID)
static bool enabled =
base::android::BuildInfo::GetInstance()->is_at_least_t() &&
gfx::AChoreographerCompat33::Get().supported &&
gfx::SurfaceControl::SupportsSetFrameTimeline() &&
gfx::SurfaceControl::SupportsSetEnableBackPressure();
return enabled;
#else
return false;
#endif
}
bool UsePassthroughCommandDecoder() {
#if !BUILDFLAG(ENABLE_VALIDATING_COMMAND_DECODER)
return true;
#else
if (!base::FeatureList::IsEnabled(kDefaultPassthroughCommandDecoder))
return false;
#if BUILDFLAG(IS_ANDROID)
// Check block list against build info.
const auto* build_info = base::android::BuildInfo::GetInstance();
if (IsDeviceBlocked(build_info->brand(),
kPassthroughCommandDecoderBlockListByBrand.Get()))
return false;
if (IsDeviceBlocked(build_info->device(),
kPassthroughCommandDecoderBlockListByDevice.Get()))
return false;
if (IsDeviceBlocked(
build_info->android_build_id(),
kPassthroughCommandDecoderBlockListByAndroidBuildId.Get()))
return false;
if (IsDeviceBlocked(build_info->manufacturer(),
kPassthroughCommandDecoderBlockListByManufacturer.Get()))
return false;
if (IsDeviceBlocked(build_info->model(),
kPassthroughCommandDecoderBlockListByModel.Get()))
return false;
if (IsDeviceBlocked(build_info->board(),
kPassthroughCommandDecoderBlockListByBoard.Get()))
return false;
if (IsDeviceBlocked(
build_info->android_build_fp(),
kPassthroughCommandDecoderBlockListByAndroidBuildFP.Get()))
return false;
#endif // BUILDFLAG(IS_ANDROID)
return true;
#endif // defined(PASSTHROUGH_COMMAND_DECODER_LAUNCHED)
}
} // namespace features
|