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kc3-lang/angle/src/libGLESv2/renderer/Renderer.cpp

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  • Author : apatrick@chromium.org
    Date : 2013-03-01 00:59:21
    Hash : 25b5f1d1
    Message : Fix warning as error in Renderer.cpp. Review URL: https://codereview.appspot.com/7420046 git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1981 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/renderer/Renderer.cpp
  • #include "precompiled.h"
    //
    // Copyright (c) 2012-2013 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.
    //
    
    // Renderer.cpp: Implements EGL dependencies for creating and destroying Renderer instances.
    
    #include "libGLESv2/main.h"
    #include "libGLESv2/Program.h"
    #include "libGLESv2/renderer/Renderer.h"
    #include "libGLESv2/renderer/Renderer9.h"
    #include "libGLESv2/renderer/Renderer11.h"
    #include "libGLESv2/utilities.h"
    
    #if !defined(ANGLE_ENABLE_D3D11)
    // Enables use of the Direct3D 11 API, when available
    #define ANGLE_ENABLE_D3D11 0
    #endif
    
    #if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
    #define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
    #endif
    
    namespace rx
    {
    
    Renderer::Renderer(egl::Display *display) : mDisplay(display)
    {
        mD3dCompilerModule = NULL;
        mD3DCompileFunc = NULL;
    }
    
    Renderer::~Renderer()
    {
        if (mD3dCompilerModule)
        {
            FreeLibrary(mD3dCompilerModule);
            mD3dCompilerModule = NULL;
        }
    }
    
    bool Renderer::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;
            }
        }
    #else
        // Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was built with.
        mD3dCompilerModule = LoadLibrary(D3DCOMPILER_DLL);
    #endif  // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES
    
        if (!mD3dCompilerModule)
        {
            ERR("No D3D compiler module found - aborting!\n");
            return false;
        }
    
        mD3DCompileFunc = reinterpret_cast<pCompileFunc>(GetProcAddress(mD3dCompilerModule, "D3DCompile"));
        ASSERT(mD3DCompileFunc);
    
        return mD3DCompileFunc != NULL;
    }
    
    // Compiles HLSL code into executable binaries
    ShaderBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, UINT optimizationFlags, bool alternateFlags)
    {
        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);
    
                errorMessage->Release();
                errorMessage = NULL;
            }
    
            if (SUCCEEDED(result))
            {
                return (ShaderBlob*)binary;
            }
            else
            {
                if (result == D3DERR_OUTOFVIDEOMEMORY || 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;
    }
    
    }
    
    extern "C"
    {
    
    rx::Renderer *glCreateRenderer(egl::Display *display, HDC hDc, bool softwareDevice)
    {
        rx::Renderer *renderer = NULL;
        EGLint status = EGL_BAD_ALLOC;
        
        if (ANGLE_ENABLE_D3D11)
        {
            renderer = new rx::Renderer11(display, hDc);
        
            if (renderer)
            {
                status = renderer->initialize();
            }
    
            if (status == EGL_SUCCESS)
            {
                return renderer;
            }
    
            // Failed to create a D3D11 renderer, try creating a D3D9 renderer
            delete renderer;
        }
    
        renderer = new rx::Renderer9(display, hDc, softwareDevice);
        
        if (renderer)
        {
            status = renderer->initialize();
        }
    
        if (status == EGL_SUCCESS)
        {
            return renderer;
        }
    
        return NULL;
    }
    
    void glDestroyRenderer(rx::Renderer *renderer)
    {
        delete renderer;
    }
    
    }