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macOS: Add angle and swiftshader libraries to the app bundle (issue #2446)"
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29
patch/patches/mac_gpu.patch
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29
patch/patches/mac_gpu.patch
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@ -0,0 +1,29 @@
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diff --git ui/gl/init/gl_initializer_mac.cc ui/gl/init/gl_initializer_mac.cc
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index f4789ebf3b0e..73d66e8f5165 100644
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--- ui/gl/init/gl_initializer_mac.cc
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+++ ui/gl/init/gl_initializer_mac.cc
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@@ -47,11 +47,8 @@ bool InitializeOneOffForSandbox() {
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// GPU-related stuff is very slow without this, probably because
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// the sandbox prevents loading graphics drivers or some such.
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std::vector<CGLPixelFormatAttribute> attribs;
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- if (GLContext::SwitchableGPUsSupported()) {
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- // Avoid switching to the discrete GPU just for this pixel
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- // format selection.
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- attribs.push_back(kCGLPFAAllowOfflineRenderers);
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- }
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+ // Avoid switching to the discrete GPU just for this pixel format selection.
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+ attribs.push_back(kCGLPFAAllowOfflineRenderers);
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if (GetGLImplementation() == kGLImplementationAppleGL) {
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attribs.push_back(kCGLPFARendererID);
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attribs.push_back(
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@@ -146,8 +143,8 @@ bool InitializeStaticEGLInternal(GLImplementation implementation) {
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// as app bundles. In that case, the .dylib is next to the executable.
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base::FilePath base_dir;
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if (base::mac::AmIBundled()) {
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- base_dir =
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- base::mac::FrameworkBundlePath().Append("Versions/Current/Libraries/");
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+ // Rely on symlinks to find the correct version.
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+ base_dir = base::mac::FrameworkBundlePath().Append("Libraries/");
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} else {
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if (!base::PathService::Get(base::FILE_EXE, &base_dir)) {
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LOG(ERROR) << "PathService::Get failed.";
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