# 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" ] }