naiveproxy/third_party/blink/renderer/config.gni

110 lines
3.9 KiB
Plaintext
Raw Normal View History

2018-12-10 05:59:24 +03:00
# Copyright 2014 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.
import("//build/config/compiler/compiler.gni")
import("//build/config/ui.gni")
import("//third_party/blink/public/public_features.gni")
if (is_android) {
import("//build/config/android/config.gni")
}
if (current_cpu == "arm") {
import("//build/config/arm.gni")
}
declare_args() {
# TODO: send a PSA out to tell people to switch to blink_symbol_level
# and remove this.
# If true, doesn't compile debug symbols into webcore reducing the
# size of the binary and increasing the speed of gdb.
remove_webcore_debug_symbols = false
# How many symbols to include in the build of blink. This affects
# the performance of the build since the symbols are large and dealing with
# them is slow.
# 2 means regular build with symbols.
# 1 means minimal symbols, usually enough for backtraces only. Symbols with
# internal linkage (static functions or those in anonymous namespaces) may not
# appear when using this level.
# 0 means no symbols.
# -1 means auto-set according to debug/release and platform.
blink_symbol_level = -1
# If true, defaults image interpolation to low quality.
use_low_quality_image_interpolation = is_android
# If true, ffmpeg will be used for decoding audio.
use_webaudio_ffmpeg = !is_mac && !is_android
# If true, webgl2-compute context will be supported.
support_webgl2_compute_context = !is_android
}
# Whether Android build uses OpenMAX DL FFT. Currently supported only on
# ARMv7+, ARM64, x86 or x64 without webview. Also enables WebAudio support.
# Whether WebAudio is actually available depends on runtime settings and flags.
use_openmax_dl_fft =
is_android && (current_cpu == "x86" || current_cpu == "x64" ||
(current_cpu == "arm" && arm_version >= 7) ||
current_cpu == "arm64" || current_cpu == "mipsel")
# feature_defines_list ---------------------------------------------------------
feature_defines_list = []
if (is_debug) {
feature_defines_list += [ "WTF_USE_DYNAMIC_ANNOTATIONS=1" ]
}
if (use_low_quality_image_interpolation) {
feature_defines_list += [ "WTF_USE_LOW_QUALITY_IMAGE_INTERPOLATION=1" ]
}
if (use_webaudio_ffmpeg) {
feature_defines_list += [ "WTF_USE_WEBAUDIO_FFMPEG=1" ]
}
if (support_webgl2_compute_context) {
feature_defines_list += [ "SUPPORT_WEBGL2_COMPUTE_CONTEXT=1" ]
}
if (use_openmax_dl_fft) {
feature_defines_list += [ "WTF_USE_WEBAUDIO_OPENMAX_DL_FFT=1" ]
}
if (use_default_render_theme) {
# Mirrors the USE_DEFAULT_RENDER_THEME buildflag_header in WebKit/public.
# If/when Blink can use buildflag headers, this should be removed in
# preference to that.
feature_defines_list += [ "WTF_USE_DEFAULT_RENDER_THEME=1" ]
}
assert(
blink_symbol_level == -1 || !remove_webcore_debug_symbols,
"blink_symbol_level and remove_webcore_debug_symbols cannot both be set.")
if (remove_webcore_debug_symbols) {
if (is_win && symbol_level != 0) {
# If we use no_symbols on Windows when symbol_level is not zero then no
# PDB will be generated but ninja will be expecting one. This would mean
# that the build would always be dirty. Using minimal_symbols in this
# situation keeps the build times fast (roughly identical to no_symbols)
# while still generating a PDB to keep ninja happy (and it gives us proper
# call stacks).
blink_symbol_level = 1
} else {
blink_symbol_level = 0
}
}
if (blink_symbol_level == 2) {
blink_symbols_config = [ "//build/config/compiler:symbols" ]
} else if (blink_symbol_level == 1) {
blink_symbols_config = [ "//build/config/compiler:minimal_symbols" ]
} else if (blink_symbol_level == 0) {
blink_symbols_config = [ "//build/config/compiler:no_symbols" ]
} else {
blink_symbols_config = [ "//build/config/compiler:default_symbols" ]
}