ports/devel/electron35/files/patch-content_browser_utility__process__host.cc
Hiroki Tagato 3fe2f64857 devel/electron35: add port: Build cross-platform desktop apps with JavaScript, HTML, and CSS
Build cross platform desktop apps with JavaScript, HTML, and CSS.

It's easier than you think.

If you can build a website, you can build a desktop app. Electron is a
framework for creating native applications with web technologies like
JavaScript, HTML, and CSS. It takes care of the hard parts so you can
focus on the core of your application.

WWW: https://electronjs.org/
2025-04-08 21:01:02 +09:00

38 lines
1.6 KiB
C++

--- content/browser/utility_process_host.cc.orig 2025-04-06 11:53:47 UTC
+++ content/browser/utility_process_host.cc
@@ -63,7 +63,7 @@
#include "content/browser/v8_snapshot_files.h"
#endif
-#if BUILDFLAG(IS_LINUX) || BUILDFLAG(IS_CHROMEOS)
+#if BUILDFLAG(IS_LINUX) || BUILDFLAG(IS_CHROMEOS) || BUILDFLAG(IS_BSD)
#include "base/files/file_util.h"
#include "base/files/scoped_file.h"
#include "base/pickle.h"
@@ -91,7 +91,7 @@ namespace {
namespace {
-#if BUILDFLAG(IS_LINUX) || BUILDFLAG(IS_CHROMEOS)
+#if BUILDFLAG(IS_LINUX) || BUILDFLAG(IS_CHROMEOS) || BUILDFLAG(IS_BSD)
base::ScopedFD PassNetworkContextParentDirs(
std::vector<base::FilePath> network_context_parent_dirs) {
base::Pickle pickle;
@@ -439,7 +439,7 @@ bool UtilityProcessHost::StartProcess() {
file_data_->files_to_preload.merge(GetV8SnapshotFilesToPreload(*cmd_line));
#endif // BUILDFLAG(IS_POSIX)
-#if BUILDFLAG(IS_LINUX) || BUILDFLAG(IS_CHROMEOS)
+#if BUILDFLAG(IS_LINUX) || BUILDFLAG(IS_CHROMEOS) || BUILDFLAG(IS_BSD)
// The network service should have access to the parent directories
// necessary for its usage.
if (sandbox_type_ == sandbox::mojom::Sandbox::kNetwork) {
@@ -456,7 +456,7 @@ bool UtilityProcessHost::StartProcess() {
if (metrics_name_ == video_capture::mojom::VideoCaptureService::Name_) {
bool pass_gpu_buffer_flag =
switches::IsVideoCaptureUseGpuMemoryBufferEnabled();
-#if BUILDFLAG(IS_LINUX)
+#if BUILDFLAG(IS_LINUX) || BUILDFLAG(IS_BSD)
// Check if NV12 GPU memory buffer supported at the same time.
pass_gpu_buffer_flag =
pass_gpu_buffer_flag &&