Hash :
dad5ed39
Author :
Date :
2014-02-10T12:59:17
Refactor HLSL compilation out of Renderer. This moves the start-up and tear-down code for D3DCompiler.dll into an object that Renderer9 and Renderer11 use. This will help future efforts to remove references to HLSL at the GL/Renderer interface level. BUG=angle:558 Change-Id: I18fcf9b237265d69c1d7d2ea345696c8fd31df29 Reviewed-on: https://chromium-review.googlesource.com/185568 Tested-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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#include "precompiled.h"
#include "libGLESv2/renderer/d3d/HLSLCompiler.h"
#include "libGLESv2/Program.h"
#include "libGLESv2/main.h"
#include "common/utilities.h"
#include "third_party/trace_event/trace_event.h"
namespace rx
{
HLSLCompiler::HLSLCompiler()
: mD3DCompilerModule(NULL),
mD3DCompileFunc(NULL)
{
}
HLSLCompiler::~HLSLCompiler()
{
release();
}
bool HLSLCompiler::initialize()
{
TRACE_EVENT0("gpu", "initializeCompiler");
#if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES)
// Find a D3DCompiler module that had already been loaded based on a predefined list of versions.
static TCHAR* d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES;
for (size_t i = 0; i < ArraySize(d3dCompilerNames); ++i)
{
if (GetModuleHandleEx(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 = LoadLibrary(D3DCOMPILER_DLL);
}
if (!mD3DCompilerModule)
{
ERR("No D3D compiler module found - aborting!\n");
return false;
}
mD3DCompileFunc = reinterpret_cast<CompileFuncPtr>(GetProcAddress(mD3DCompilerModule, "D3DCompile"));
ASSERT(mD3DCompileFunc);
return mD3DCompileFunc != NULL;
}
void HLSLCompiler::release()
{
if (mD3DCompilerModule)
{
FreeLibrary(mD3DCompilerModule);
mD3DCompilerModule = NULL;
mD3DCompileFunc = NULL;
}
}
ShaderBlob *HLSLCompiler::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile,
unsigned int optimizationFlags, bool alternateFlags) const
{
ASSERT(mD3DCompilerModule && mD3DCompileFunc);
if (!hlsl)
{
return NULL;
}
HRESULT result = S_OK;
UINT flags = 0;
std::string sourceText;
if (gl::perfActive())
{
flags |= D3DCOMPILE_DEBUG;
#ifdef NDEBUG
flags |= optimizationFlags;
#else
flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
std::string sourcePath = getTempPath();
sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl);
writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
}
else
{
flags |= optimizationFlags;
sourceText = hlsl;
}
// Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
// Try the default flags first and if compilation fails, try some alternatives.
const static UINT extraFlags[] =
{
0,
D3DCOMPILE_AVOID_FLOW_CONTROL,
D3DCOMPILE_PREFER_FLOW_CONTROL
};
const static char * const extraFlagNames[] =
{
"default",
"avoid flow control",
"prefer flow control"
};
int attempts = alternateFlags ? ArraySize(extraFlags) : 1;
pD3DCompile compileFunc = reinterpret_cast<pD3DCompile>(mD3DCompileFunc);
for (int i = 0; i < attempts; ++i)
{
ID3DBlob *errorMessage = NULL;
ID3DBlob *binary = NULL;
result = compileFunc(hlsl, strlen(hlsl), gl::g_fakepath, NULL, NULL,
"main", profile, flags | extraFlags[i], 0, &binary, &errorMessage);
if (errorMessage)
{
const char *message = (const char*)errorMessage->GetBufferPointer();
infoLog.appendSanitized(message);
TRACE("\n%s", hlsl);
TRACE("\n%s", message);
SafeRelease(errorMessage);
}
if (SUCCEEDED(result))
{
return (ShaderBlob*)binary;
}
else
{
if (result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, (ShaderBlob*)NULL);
}
infoLog.append("Warning: D3D shader compilation failed with ");
infoLog.append(extraFlagNames[i]);
infoLog.append(" flags.");
if (i + 1 < attempts)
{
infoLog.append(" Retrying with ");
infoLog.append(extraFlagNames[i + 1]);
infoLog.append(".\n");
}
}
}
return NULL;
}
}