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//
// Copyright 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// global_state.cpp : Implements functions for querying the thread-local GL and EGL state.
#include "libGLESv2/global_state.h"
#include "common/debug.h"
#include "common/platform.h"
#include "common/system_utils.h"
#include "libANGLE/ErrorStrings.h"
#include "libANGLE/Thread.h"
#include "libGLESv2/resource.h"
#include <atomic>
namespace egl
{
namespace
{
ANGLE_REQUIRE_CONSTANT_INIT std::atomic<angle::GlobalMutex *> g_Mutex(nullptr);
static_assert(std::is_trivially_destructible<decltype(g_Mutex)>::value,
"global mutex is not trivially destructible");
ANGLE_REQUIRE_CONSTANT_INIT gl::Context *g_LastContext(nullptr);
static_assert(std::is_trivially_destructible<decltype(g_LastContext)>::value,
"global last context is not trivially destructible");
void SetContextToAndroidOpenGLTLSSlot(gl::Context *value)
{
#if defined(ANGLE_PLATFORM_ANDROID)
if (angle::gUseAndroidOpenGLTlsSlot)
{
ANGLE_ANDROID_GET_GL_TLS()[angle::kAndroidOpenGLTlsSlot] = static_cast<void *>(value);
}
#endif
}
Thread *AllocateCurrentThread()
{
{
// Global thread intentionally leaked
ANGLE_SCOPED_DISABLE_LSAN();
gCurrentThread = new Thread();
}
// Initialize fast TLS slot
SetContextToAndroidOpenGLTLSSlot(nullptr);
gl::gCurrentValidContext = nullptr;
return gCurrentThread;
}
void AllocateMutex()
{
if (g_Mutex == nullptr)
{
std::unique_ptr<angle::GlobalMutex> newMutex(new angle::GlobalMutex());
angle::GlobalMutex *expected = nullptr;
if (g_Mutex.compare_exchange_strong(expected, newMutex.get()))
{
newMutex.release();
}
}
}
} // anonymous namespace
thread_local Thread *gCurrentThread = nullptr;
angle::GlobalMutex &GetGlobalMutex()
{
AllocateMutex();
return *g_Mutex;
}
gl::Context *GetGlobalLastContext()
{
return g_LastContext;
}
void SetGlobalLastContext(gl::Context *context)
{
g_LastContext = context;
}
Thread *GetCurrentThread()
{
Thread *current = gCurrentThread;
return (current ? current : AllocateCurrentThread());
}
void SetContextCurrent(Thread *thread, gl::Context *context)
{
ASSERT(gCurrentThread);
gCurrentThread->setCurrent(context);
SetContextToAndroidOpenGLTLSSlot(context);
gl::gCurrentValidContext = context;
#if defined(ANGLE_FORCE_CONTEXT_CHECK_EVERY_CALL)
DirtyContextIfNeeded(context);
#endif
}
} // namespace egl
namespace gl
{
void GenerateContextLostErrorOnContext(Context *context)
{
if (context && context->isContextLost())
{
context->validationError(GL_CONTEXT_LOST, err::kContextLost);
}
}
void GenerateContextLostErrorOnCurrentGlobalContext()
{
GenerateContextLostErrorOnContext(GetGlobalContext());
}
} // namespace gl
#if defined(ANGLE_PLATFORM_WINDOWS) && !defined(ANGLE_STATIC)
namespace egl
{
namespace
{
void DeallocateCurrentThread()
{
SafeDelete(gCurrentThread);
}
void DeallocateMutex()
{
angle::GlobalMutex *mutex = g_Mutex.exchange(nullptr);
{
// Wait for the mutex to become released by other threads before deleting.
std::lock_guard<angle::GlobalMutex> lock(*mutex);
}
SafeDelete(mutex);
}
bool InitializeProcess()
{
EnsureDebugAllocated();
AllocateMutex();
return AllocateCurrentThread() != nullptr;
}
void TerminateProcess()
{
DeallocateDebug();
DeallocateMutex();
DeallocateCurrentThread();
}
} // anonymous namespace
} // namespace egl
namespace
{
// The following WaitForDebugger code is based on SwiftShader. See:
// https://cs.chromium.org/chromium/src/third_party/swiftshader/src/Vulkan/main.cpp
# if defined(ANGLE_ENABLE_ASSERTS) && !defined(ANGLE_ENABLE_WINDOWS_UWP)
INT_PTR CALLBACK DebuggerWaitDialogProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
RECT rect;
switch (uMsg)
{
case WM_INITDIALOG:
::GetWindowRect(GetDesktopWindow(), &rect);
::SetWindowPos(hwnd, HWND_TOP, rect.right / 2, rect.bottom / 2, 0, 0, SWP_NOSIZE);
::SetTimer(hwnd, 1, 100, NULL);
return TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDCANCEL)
{
::EndDialog(hwnd, 0);
}
break;
case WM_TIMER:
if (angle::IsDebuggerAttached())
{
::EndDialog(hwnd, 0);
}
}
return FALSE;
}
void WaitForDebugger(HINSTANCE instance)
{
if (angle::IsDebuggerAttached())
return;
HRSRC dialog = ::FindResourceA(instance, MAKEINTRESOURCEA(IDD_DIALOG1), MAKEINTRESOURCEA(5));
if (!dialog)
{
printf("Error finding wait for debugger dialog. Error %lu.\n", ::GetLastError());
return;
}
DLGTEMPLATE *dialogTemplate = reinterpret_cast<DLGTEMPLATE *>(::LoadResource(instance, dialog));
::DialogBoxIndirectA(instance, dialogTemplate, NULL, DebuggerWaitDialogProc);
}
# else
void WaitForDebugger(HINSTANCE instance) {}
# endif // defined(ANGLE_ENABLE_ASSERTS) && !defined(ANGLE_ENABLE_WINDOWS_UWP)
} // namespace
extern "C" BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID)
{
switch (reason)
{
case DLL_PROCESS_ATTACH:
if (angle::GetEnvironmentVar("ANGLE_WAIT_FOR_DEBUGGER") == "1")
{
WaitForDebugger(instance);
}
return static_cast<BOOL>(egl::InitializeProcess());
case DLL_THREAD_ATTACH:
return static_cast<BOOL>(egl::AllocateCurrentThread() != nullptr);
case DLL_THREAD_DETACH:
egl::DeallocateCurrentThread();
break;
case DLL_PROCESS_DETACH:
egl::TerminateProcess();
break;
}
return TRUE;
}
#endif // defined(ANGLE_PLATFORM_WINDOWS) && !defined(ANGLE_STATIC)
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