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kc3-lang/angle/src/libANGLE/renderer/d3d/HLSLCompiler.cpp

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  • Author : Yuly Novikov
    Date : 2019-08-07 15:38:07
    Hash : ba72f9a9
    Message : Avoid calling debug annotator during D3D shader compilation In Renderer11::compileToExecutable and HLSLCompiler::compileToBinary. Because they are called from a worker thread, there are problems with D3D debug annotator being accessed from multiple threads. Previous fix to guard annotator accesses by a mutex reduced flakiness, but not completely, maybe due to a D3D erroneously thinking there is multithreaded access while there is none. Bug: angleproject:3780 Change-Id: I8beea76b6d21f3378462992bbfab916c9db6b1ef Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1742642 Commit-Queue: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/renderer/d3d/HLSLCompiler.cpp
  • //
    // Copyright 2014 The ANGLE Project 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 "libANGLE/renderer/d3d/HLSLCompiler.h"
    
    #include <sstream>
    
    #include "common/utilities.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/Program.h"
    #include "libANGLE/features.h"
    #include "libANGLE/histogram_macros.h"
    #include "libANGLE/renderer/d3d/ContextD3D.h"
    #include "libANGLE/trace.h"
    
    namespace
    {
    #if ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO == ANGLE_ENABLED
    #    ifdef CREATE_COMPILER_FLAG_INFO
    #        undef CREATE_COMPILER_FLAG_INFO
    #    endif
    
    #    define CREATE_COMPILER_FLAG_INFO(flag) \
            {                                   \
                flag, #flag                     \
            }
    
    struct CompilerFlagInfo
    {
        UINT mFlag;
        const char *mName;
    };
    
    CompilerFlagInfo CompilerFlagInfos[] = {
        // NOTE: The data below is copied from d3dcompiler.h
        // If something changes there it should be changed here as well
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_DEBUG),                           // (1 << 0)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_SKIP_VALIDATION),                 // (1 << 1)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_SKIP_OPTIMIZATION),               // (1 << 2)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_PACK_MATRIX_ROW_MAJOR),           // (1 << 3)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR),        // (1 << 4)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_PARTIAL_PRECISION),               // (1 << 5)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_FORCE_VS_SOFTWARE_NO_OPT),        // (1 << 6)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_FORCE_PS_SOFTWARE_NO_OPT),        // (1 << 7)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_NO_PRESHADER),                    // (1 << 8)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_AVOID_FLOW_CONTROL),              // (1 << 9)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_PREFER_FLOW_CONTROL),             // (1 << 10)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_ENABLE_STRICTNESS),               // (1 << 11)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY),  // (1 << 12)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_IEEE_STRICTNESS),                 // (1 << 13)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_OPTIMIZATION_LEVEL0),             // (1 << 14)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_OPTIMIZATION_LEVEL1),             // 0
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_OPTIMIZATION_LEVEL2),  // ((1 << 14) | (1 << 15))
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_OPTIMIZATION_LEVEL3),  // (1 << 15)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_RESERVED16),           // (1 << 16)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_RESERVED17),           // (1 << 17)
        CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_WARNINGS_ARE_ERRORS)   // (1 << 18)
    };
    
    #    undef CREATE_COMPILER_FLAG_INFO
    
    bool IsCompilerFlagSet(UINT mask, UINT flag)
    {
        bool isFlagSet = IsMaskFlagSet(mask, flag);
    
        switch (flag)
        {
            case D3DCOMPILE_OPTIMIZATION_LEVEL0:
                return isFlagSet && !IsMaskFlagSet(mask, UINT(D3DCOMPILE_OPTIMIZATION_LEVEL3));
    
            case D3DCOMPILE_OPTIMIZATION_LEVEL1:
                return (mask & D3DCOMPILE_OPTIMIZATION_LEVEL2) == UINT(0);
    
            case D3DCOMPILE_OPTIMIZATION_LEVEL3:
                return isFlagSet && !IsMaskFlagSet(mask, UINT(D3DCOMPILE_OPTIMIZATION_LEVEL0));
    
            default:
                return isFlagSet;
        }
    }
    #endif  // ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO == ANGLE_ENABLED
    
    constexpr char kOldCompilerLibrary[] = "d3dcompiler_old.dll";
    
    enum D3DCompilerLoadLibraryResult
    {
        D3DCompilerDefaultLibrarySuccess,
        D3DCompilerOldLibrarySuccess,
        D3DCompilerFailure,
        D3DCompilerEnumBoundary,
    };
    }  // anonymous namespace
    
    namespace rx
    {
    
    CompileConfig::CompileConfig() : flags(0), name() {}
    
    CompileConfig::CompileConfig(UINT flags, const std::string &name) : flags(flags), name(name) {}
    
    HLSLCompiler::HLSLCompiler()
        : mInitialized(false),
          mD3DCompilerModule(nullptr),
          mD3DCompileFunc(nullptr),
          mD3DDisassembleFunc(nullptr)
    {}
    
    HLSLCompiler::~HLSLCompiler()
    {
        release();
    }
    
    angle::Result HLSLCompiler::ensureInitialized(d3d::Context *context)
    {
        if (mInitialized)
        {
            return angle::Result::Continue;
        }
    
        ANGLE_TRACE_EVENT0("gpu.angle", "HLSLCompiler::initialize");
    #if !defined(ANGLE_ENABLE_WINDOWS_STORE)
    #    if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES)
        // Find a D3DCompiler module that had already been loaded based on a predefined list of
        // versions.
        static const char *d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES;
    
        for (size_t i = 0; i < ArraySize(d3dCompilerNames); ++i)
        {
            if (GetModuleHandleExA(0, d3dCompilerNames[i], &mD3DCompilerModule))
            {
                break;
            }
        }
    #    endif  // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES
    
        if (!mD3DCompilerModule)
        {
            // Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was
            // built with.
            mD3DCompilerModule = LoadLibraryA(D3DCOMPILER_DLL_A);
    
            if (mD3DCompilerModule)
            {
                ANGLE_HISTOGRAM_ENUMERATION("GPU.ANGLE.D3DCompilerLoadLibraryResult",
                                            D3DCompilerDefaultLibrarySuccess, D3DCompilerEnumBoundary);
            }
            else
            {
                WARN() << "Failed to load HLSL compiler library. Using 'old' DLL.";
                mD3DCompilerModule = LoadLibraryA(kOldCompilerLibrary);
                if (mD3DCompilerModule)
                {
                    ANGLE_HISTOGRAM_ENUMERATION("GPU.ANGLE.D3DCompilerLoadLibraryResult",
                                                D3DCompilerOldLibrarySuccess, D3DCompilerEnumBoundary);
                }
            }
        }
    
        if (!mD3DCompilerModule)
        {
            DWORD lastError = GetLastError();
            ERR() << "D3D Compiler LoadLibrary failed. GetLastError=" << lastError;
            ANGLE_HISTOGRAM_ENUMERATION("GPU.ANGLE.D3DCompilerLoadLibraryResult", D3DCompilerFailure,
                                        D3DCompilerEnumBoundary);
            ANGLE_TRY_HR(context, E_OUTOFMEMORY, "LoadLibrary failed to load D3D Compiler DLL.");
        }
    
        mD3DCompileFunc =
            reinterpret_cast<pD3DCompile>(GetProcAddress(mD3DCompilerModule, "D3DCompile"));
        ASSERT(mD3DCompileFunc);
    
        mD3DDisassembleFunc =
            reinterpret_cast<pD3DDisassemble>(GetProcAddress(mD3DCompilerModule, "D3DDisassemble"));
        ASSERT(mD3DDisassembleFunc);
    
    #else
        // D3D Shader compiler is linked already into this module, so the export
        // can be directly assigned.
        mD3DCompilerModule  = nullptr;
        mD3DCompileFunc     = reinterpret_cast<pD3DCompile>(D3DCompile);
        mD3DDisassembleFunc = reinterpret_cast<pD3DDisassemble>(D3DDisassemble);
    #endif
    
        ANGLE_CHECK_HR(context, mD3DCompileFunc, "Error finding D3DCompile entry point.",
                       E_OUTOFMEMORY);
    
        mInitialized = true;
        return angle::Result::Continue;
    }
    
    void HLSLCompiler::release()
    {
        if (mInitialized)
        {
            FreeLibrary(mD3DCompilerModule);
            mD3DCompilerModule  = nullptr;
            mD3DCompileFunc     = nullptr;
            mD3DDisassembleFunc = nullptr;
            mInitialized        = false;
        }
    }
    
    angle::Result HLSLCompiler::compileToBinary(d3d::Context *context,
                                                gl::InfoLog &infoLog,
                                                const std::string &hlsl,
                                                const std::string &profile,
                                                const std::vector<CompileConfig> &configs,
                                                const D3D_SHADER_MACRO *overrideMacros,
                                                ID3DBlob **outCompiledBlob,
                                                std::string *outDebugInfo)
    {
        ASSERT(mInitialized);
    
    #if !defined(ANGLE_ENABLE_WINDOWS_STORE)
        ASSERT(mD3DCompilerModule);
    #endif
        ASSERT(mD3DCompileFunc);
    
    #if !defined(ANGLE_ENABLE_WINDOWS_STORE) && defined(ANGLE_ENABLE_DEBUG_TRACE)
        std::string sourcePath = getTempPath();
        std::ostringstream stream;
        stream << "#line 2 \"" << sourcePath << "\"\n\n" << hlsl;
        std::string sourceText = stream.str();
        writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
    #endif
    
        const D3D_SHADER_MACRO *macros = overrideMacros ? overrideMacros : nullptr;
    
        for (size_t i = 0; i < configs.size(); ++i)
        {
            ID3DBlob *errorMessage = nullptr;
            ID3DBlob *binary       = nullptr;
            HRESULT result         = S_OK;
    
            {
                ANGLE_TRACE_EVENT0("gpu.angle", "D3DCompile");
                SCOPED_ANGLE_HISTOGRAM_TIMER("GPU.ANGLE.D3DCompileMS");
                result = mD3DCompileFunc(hlsl.c_str(), hlsl.length(), gl::g_fakepath, macros, nullptr,
                                         "main", profile.c_str(), configs[i].flags, 0, &binary,
                                         &errorMessage);
            }
    
            if (errorMessage)
            {
                std::string message = static_cast<const char *>(errorMessage->GetBufferPointer());
                SafeRelease(errorMessage);
    
                infoLog.appendSanitized(message.c_str());
    
                // This produces unbelievable amounts of spam in about:gpu.
                // WARN() << std::endl << hlsl;
    
                WARN() << std::endl << message;
    
                if (macros != nullptr)
                {
                    constexpr const char *kLoopRelatedErrors[] = {
                        // "can't unroll loops marked with loop attribute"
                        "error X3531:",
    
                        // "cannot have gradient operations inside loops with divergent flow control",
                        // even though it is counter-intuitive to disable unrolling for this error, some
                        // very long shaders have trouble deciding which loops to unroll and turning off
                        // forced unrolls allows them to compile properly.
                        "error X4014:",
    
                        // "array index out of bounds", loop unrolling can result in invalid array
                        // access if the indices become constant, causing loops that may never be
                        // executed to generate compilation errors
                        "error X3504:",
                    };
    
                    bool hasLoopRelatedError = false;
                    for (const char *errorType : kLoopRelatedErrors)
                    {
                        if (message.find(errorType) != std::string::npos)
                        {
                            hasLoopRelatedError = true;
                            break;
                        }
                    }
    
                    if (hasLoopRelatedError)
                    {
                        // Disable [loop] and [flatten]
                        macros = nullptr;
    
                        // Retry without changing compiler flags
                        i--;
                        continue;
                    }
                }
            }
    
            if (SUCCEEDED(result))
            {
                *outCompiledBlob = binary;
    
                (*outDebugInfo) +=
                    "// COMPILER INPUT HLSL BEGIN\n\n" + hlsl + "\n// COMPILER INPUT HLSL END\n";
    
    #if ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO == ANGLE_ENABLED
                (*outDebugInfo) += "\n\n// ASSEMBLY BEGIN\n\n";
                (*outDebugInfo) += "// Compiler configuration: " + configs[i].name + "\n// Flags:\n";
                for (size_t fIx = 0; fIx < ArraySize(CompilerFlagInfos); ++fIx)
                {
                    if (IsCompilerFlagSet(configs[i].flags, CompilerFlagInfos[fIx].mFlag))
                    {
                        (*outDebugInfo) += std::string("// ") + CompilerFlagInfos[fIx].mName + "\n";
                    }
                }
    
                (*outDebugInfo) += "// Macros:\n";
                if (macros == nullptr)
                {
                    (*outDebugInfo) += "// - : -\n";
                }
                else
                {
                    for (const D3D_SHADER_MACRO *mIt = macros; mIt->Name != nullptr; ++mIt)
                    {
                        (*outDebugInfo) +=
                            std::string("// ") + mIt->Name + " : " + mIt->Definition + "\n";
                    }
                }
    
                std::string disassembly;
                ANGLE_TRY(disassembleBinary(context, binary, &disassembly));
                (*outDebugInfo) += "\n" + disassembly + "\n// ASSEMBLY END\n";
    #endif  // ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO == ANGLE_ENABLED
                return angle::Result::Continue;
            }
    
            if (result == E_OUTOFMEMORY)
            {
                *outCompiledBlob = nullptr;
                ANGLE_TRY_HR(context, result, "HLSL compiler had an unexpected failure");
            }
    
            infoLog << "Warning: D3D shader compilation failed with " << configs[i].name << " flags. ("
                    << profile << ")";
    
            if (i + 1 < configs.size())
            {
                infoLog << " Retrying with " << configs[i + 1].name;
            }
        }
    
        // None of the configurations succeeded in compiling this shader but the compiler is still
        // intact
        *outCompiledBlob = nullptr;
        return angle::Result::Continue;
    }
    
    angle::Result HLSLCompiler::disassembleBinary(d3d::Context *context,
                                                  ID3DBlob *shaderBinary,
                                                  std::string *disassemblyOut)
    {
        ANGLE_TRY(ensureInitialized(context));
    
        // Retrieve disassembly
        UINT flags = D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTS | D3D_DISASM_ENABLE_INSTRUCTION_NUMBERING;
        ID3DBlob *disassembly           = nullptr;
        pD3DDisassemble disassembleFunc = reinterpret_cast<pD3DDisassemble>(mD3DDisassembleFunc);
        LPCVOID buffer                  = shaderBinary->GetBufferPointer();
        SIZE_T bufSize                  = shaderBinary->GetBufferSize();
        HRESULT result                  = disassembleFunc(buffer, bufSize, flags, "", &disassembly);
    
        if (SUCCEEDED(result))
        {
            *disassemblyOut = std::string(static_cast<const char *>(disassembly->GetBufferPointer()));
        }
        else
        {
            *disassemblyOut = "";
        }
    
        SafeRelease(disassembly);
    
        return angle::Result::Continue;
    }
    
    }  // namespace rx