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apatrick@chromium.org authored
Collecting this can take a couple of seconds. I put the code onto a worker thread. The about:gpuinfo handler polls for it until it is available, initially displaying only the subset of informtation that can be retreived quickly. This makes the startup time for accelerated compositing, WebGL, etc significantly lower on Windows. None of the other platforms have this issue. TEST=go to about:gpuinfo, try BUG=59711 Review URL: http://codereview.chromium.org/4860001 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@66184 0039d316-1c4b-4281-b951-d872f2087c98
apatrick@chromium.org authoredCollecting this can take a couple of seconds. I put the code onto a worker thread. The about:gpuinfo handler polls for it until it is available, initially displaying only the subset of informtation that can be retreived quickly. This makes the startup time for accelerated compositing, WebGL, etc significantly lower on Windows. None of the other platforms have this issue. TEST=go to about:gpuinfo, try BUG=59711 Review URL: http://codereview.chromium.org/4860001 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@66184 0039d316-1c4b-4281-b951-d872f2087c98
gpu_info_collector_win.cc 4.46 KiB
// Copyright (c) 2010 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "chrome/gpu/gpu_info_collector.h"
#include <windows.h>
#include <d3d9.h>
#include "app/gfx/gl/gl_context_egl.h"
#include "app/gfx/gl/gl_implementation.h"
#include "base/file_path.h"
#include "base/scoped_native_library.h"
#include "base/string_util.h"
// ANGLE seems to require that main.h be included before any other ANGLE header.
#include "libEGL/main.h"
#include "libEGL/Display.h"
namespace gpu_info_collector {
bool CollectGraphicsInfo(GPUInfo* gpu_info) {
// TODO: collect OpenGL info if not using ANGLE?
if (gfx::GetGLImplementation() != gfx::kGLImplementationEGLGLES2)
return true;
egl::Display* display = static_cast<egl::Display*>(
gfx::BaseEGLContext::GetDisplay());
if (!display)
return false;
IDirect3DDevice9* device = display->getDevice();
if (!device)
return false;
IDirect3D9* d3d = NULL;
if (FAILED(device->GetDirect3D(&d3d)))
return false;
if (!CollectGraphicsInfoD3D(d3d, gpu_info))
return false;
// DirectX diagnostics are collected asynchronously because it takes a
// couple of seconds. Do not mark as complete until that is done.
gpu_info->SetProgress(GPUInfo::kPartial);
return true;
}
bool CollectGraphicsInfoD3D(IDirect3D9* d3d, GPUInfo* gpu_info) {
DCHECK(d3d);
DCHECK(gpu_info);
// Get device information
D3DADAPTER_IDENTIFIER9 identifier;
HRESULT hr = d3d->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &identifier);
if (hr != D3D_OK) {
d3d->Release();
return false;
}
uint32 vendor_id = identifier.VendorId;
uint32 device_id = identifier.DeviceId;
// Get version information
D3DCAPS9 d3d_caps;
HRESULT caps_result = d3d->GetDeviceCaps(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
&d3d_caps);
if (caps_result != D3D_OK) {
d3d->Release();
return false;
}
uint32 driver_major_version_hi = HIWORD(identifier.DriverVersion.HighPart);
uint32 driver_major_version_lo = LOWORD(identifier.DriverVersion.HighPart);
uint32 driver_minor_version_hi = HIWORD(identifier.DriverVersion.LowPart);
uint32 driver_minor_version_lo = LOWORD(identifier.DriverVersion.LowPart);
std::wstring driver_version = StringPrintf(L"%d.%d.%d.%d",
driver_major_version_hi,
driver_major_version_lo,
driver_minor_version_hi,
driver_minor_version_lo);
bool can_lose_context = false;
IDirect3D9Ex* d3dex = NULL;
if (SUCCEEDED(d3d->QueryInterface(__uuidof(IDirect3D9Ex),
reinterpret_cast<void**>(&d3dex)))) {
d3dex->Release();
} else {
can_lose_context = true;
}
d3d->Release();
// Get shader versions
uint32 pixel_shader_version = d3d_caps.PixelShaderVersion;
uint32 vertex_shader_version = d3d_caps.VertexShaderVersion;
gpu_info->SetGraphicsInfo(vendor_id,
device_id,
driver_version,
pixel_shader_version,
vertex_shader_version,
0,
can_lose_context);
return true;
}
bool CollectGraphicsInfoGL(GPUInfo* gpu_info) {
// Taken from http://developer.nvidia.com/object/device_ids.html
DISPLAY_DEVICE dd;
dd.cb = sizeof(DISPLAY_DEVICE);
int i = 0;
std::wstring id;
for (int i = 0; EnumDisplayDevices(NULL, i, &dd, 0); ++i) {
if (dd.StateFlags & DISPLAY_DEVICE_PRIMARY_DEVICE) {
id = dd.DeviceID;
break;
}
}
if (id.empty()) {
return false;
}
uint32 vendor_id;
uint32 device_id;
std::wstring vendorid = id.substr(8, 4);
std::wstring deviceid = id.substr(17, 4);
swscanf_s(vendorid.c_str(), L"%x", &vendor_id);
swscanf_s(deviceid.c_str(), L"%x", &device_id);
std::wstring driver_version = L"";
uint32 pixel_shader_version = 0;
uint32 vertex_shader_version = 0;
gpu_info->SetGraphicsInfo(vendor_id, device_id, driver_version,
pixel_shader_version,
vertex_shader_version,
0, // GL version of 0 indicates D3D
false);
return true;
// TODO(rlp): Add driver and pixel versions
}
} // namespace gpu_info_collector