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// Copyright 2020 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/base/x/x11_gl_egl_utility.h"
#include "base/containers/contains.h"
#include "ui/base/x/x11_util.h"
#include "ui/gfx/x/visual_manager.h"
#include "ui/gl/gl_surface_egl.h"
#ifndef EGL_ANGLE_x11_visual
#define EGL_ANGLE_x11_visual 1
#define EGL_X11_VISUAL_ID_ANGLE 0x33A3
#endif /* EGL_ANGLE_x11_visual */
#ifndef EGL_ANGLE_platform_angle_null
#define EGL_ANGLE_platform_angle_null 1
#define EGL_PLATFORM_ANGLE_TYPE_NULL_ANGLE 0x33AE
#endif /* EGL_ANGLE_platform_angle_null */
#ifndef EGL_PLATFORM_ANGLE_NATIVE_PLATFORM_TYPE_ANGLE
#define EGL_PLATFORM_ANGLE_NATIVE_PLATFORM_TYPE_ANGLE 0x348F
#endif
#ifndef EGL_PLATFORM_ANGLE_DEVICE_TYPE_SWIFTSHADER_ANGLE
#define EGL_PLATFORM_ANGLE_DEVICE_TYPE_SWIFTSHADER_ANGLE 0x3487
#endif
#ifndef EGL_ANGLE_platform_angle
#define EGL_ANGLE_platform_angle 1
#define EGL_PLATFORM_ANGLE_NATIVE_PLATFORM_TYPE_ANGLE 0x348F
#endif /* EGL_ANGLE_platform_angle */
#ifndef EGL_EXT_platform_x11
#define EGL_EXT_platform_x11 1
#define EGL_PLATFORM_X11_EXT 0x31D5
#endif /* EGL_EXT_platform_x11 */
namespace ui {
void GetPlatformExtraDisplayAttribs(EGLenum platform_type,
std::vector<EGLAttrib>* attributes) {
// ANGLE_NULL and SwiftShader backends don't use the visual,
// and may run without X11 where we can't get it anyway.
if ((platform_type != EGL_PLATFORM_ANGLE_TYPE_NULL_ANGLE) &&
!base::Contains(*attributes,
EGL_PLATFORM_ANGLE_DEVICE_TYPE_SWIFTSHADER_ANGLE)) {
x11::VisualId visual_id;
x11::Connection::Get()->GetOrCreateVisualManager().ChooseVisualForWindow(
true, &visual_id, nullptr, nullptr, nullptr);
attributes->push_back(EGL_X11_VISUAL_ID_ANGLE);
attributes->push_back(static_cast<EGLAttrib>(visual_id));
attributes->push_back(EGL_PLATFORM_ANGLE_NATIVE_PLATFORM_TYPE_ANGLE);
attributes->push_back(EGL_PLATFORM_X11_EXT);
}
}
void ChoosePlatformCustomAlphaAndBufferSize(EGLint* alpha_size,
EGLint* buffer_size) {
// If we're using ANGLE_NULL, we may not have a display, in which case we
// can't use XVisualManager.
if (gl::GLSurfaceEGL::GetGLDisplayEGL()->GetNativeDisplay().GetDisplay() !=
EGL_DEFAULT_DISPLAY) {
uint8_t depth;
x11::Connection::Get()->GetOrCreateVisualManager().ChooseVisualForWindow(
true, nullptr, &depth, nullptr, nullptr);
*buffer_size = depth;
*alpha_size = *buffer_size == 32 ? 8 : 0;
}
}
} // namespace ui
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