Hash :
a8bb9cdc
Author :
Date :
2015-07-13T09:59:53
Lazily load the HLSL compiler DLL. If the user is loading resources straight from the disk with the binary shader cache, they shouldn't need to load the compiler DLL at all. Note: might be a good idea to track more statistics here. BUG=angleproject:1014 Change-Id: Ie75dcce3eb249347c545f1bbca7d0977df7addee Reviewed-on: https://chromium-review.googlesource.com/282554 Reviewed-by: Kenneth Russell <kbr@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
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#ifndef LIBANGLE_RENDERER_D3D_HLSLCOMPILER_H_
#define LIBANGLE_RENDERER_D3D_HLSLCOMPILER_H_
#include "libANGLE/Error.h"
#include "common/angleutils.h"
#include "common/platform.h"
#include <vector>
#include <string>
namespace gl
{
class InfoLog;
}
namespace rx
{
struct CompileConfig
{
UINT flags;
std::string name;
CompileConfig();
CompileConfig(UINT flags, const std::string &name);
};
class HLSLCompiler : angle::NonCopyable
{
public:
HLSLCompiler();
~HLSLCompiler();
void release();
// Attempt to compile a HLSL shader using the supplied configurations, may output a NULL compiled blob
// even if no GL errors are returned.
gl::Error compileToBinary(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);
gl::Error disassembleBinary(ID3DBlob *shaderBinary, std::string *disassemblyOut);
private:
gl::Error initialize();
bool mInitialized;
HMODULE mD3DCompilerModule;
pD3DCompile mD3DCompileFunc;
pD3DDisassemble mD3DDisassembleFunc;
};
}
#endif // LIBANGLE_RENDERER_D3D_HLSLCOMPILER_H_