Hash :
0f4cefe9
Author :
Date :
2011-01-26T19:30:57
Map D3D calls and HLSL shaders back to GLES2 calls and GLSL ES shaders in PIX. This makes debugging and profiling using PIX a lot more convenient. The top level of events are the GLES calls with their arguments. Those can be expanded to see the D3D calls that were issued for a particular GLES call. When PIX is attached, the shaders are saved out to temporary files and referenced from the translated HLSL shaders via #line directives. This enabled source level debugging of the original GLSL from PIX for pixel and vertex shaders. The HLSL is also saved to a temporary file so that intrinsic functions like texture2D can be stepped into. It also avoids creating a text file in the current working directory, which has continued to be an issue. I made the dependency on d3d9.dll static again so it can be accessed by GetModuleHandle witihin DllMain. I added an EVENT macro that issues D3DPERF_BeginEvent and D3DPERF_EndEvent around a C++ block. I replaced TRACE with EVENT for all the entry points. I removed the tracing of shader source since the source is visible in PIX. The means by which the filename of the temporary shader file is passed into the shader compiler is a little clunky. I did it that way to avoid changing the function signatures and breaking folks using the translator. I plan to make the compiler respect #pragma optimize so that optimization can be disabled for debugging purposes. For now it just disables shader optimization in debug builds of ANGLE. Review URL: http://codereview.appspot.com/3945043 git-svn-id: https://angleproject.googlecode.com/svn/trunk@541 736b8ea6-26fd-11df-bfd4-992fa37f6226
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//
// Copyright (c) 2002-2010 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.
//
// main.cpp: DLL entry point and management of thread-local data.
#include "libGLESv2/main.h"
#include "common/debug.h"
#include "libEGL/Surface.h"
#include "libGLESv2/Framebuffer.h"
static DWORD currentTLS = TLS_OUT_OF_INDEXES;
BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved)
{
switch (reason)
{
case DLL_PROCESS_ATTACH:
{
currentTLS = TlsAlloc();
if (currentTLS == TLS_OUT_OF_INDEXES)
{
return FALSE;
}
}
// Fall throught to initialize index
case DLL_THREAD_ATTACH:
{
gl::Current *current = (gl::Current*)LocalAlloc(LPTR, sizeof(gl::Current));
if (current)
{
TlsSetValue(currentTLS, current);
current->context = NULL;
current->display = NULL;
}
}
break;
case DLL_THREAD_DETACH:
{
void *current = TlsGetValue(currentTLS);
if (current)
{
LocalFree((HLOCAL)current);
}
}
break;
case DLL_PROCESS_DETACH:
{
void *current = TlsGetValue(currentTLS);
if (current)
{
LocalFree((HLOCAL)current);
}
TlsFree(currentTLS);
}
break;
default:
break;
}
return TRUE;
}
namespace gl
{
void makeCurrent(Context *context, egl::Display *display, egl::Surface *surface)
{
Current *current = (Current*)TlsGetValue(currentTLS);
current->context = context;
current->display = display;
if (context && display && surface)
{
context->makeCurrent(display, surface);
}
}
Context *getContext()
{
Current *current = (Current*)TlsGetValue(currentTLS);
return current->context;
}
egl::Display *getDisplay()
{
Current *current = (Current*)TlsGetValue(currentTLS);
return current->display;
}
IDirect3DDevice9 *getDevice()
{
egl::Display *display = getDisplay();
return display->getDevice();
}
}
// Records an error code
void error(GLenum errorCode)
{
gl::Context *context = glGetCurrentContext();
if (context)
{
switch (errorCode)
{
case GL_INVALID_ENUM:
context->recordInvalidEnum();
TRACE("\t! Error generated: invalid enum\n");
break;
case GL_INVALID_VALUE:
context->recordInvalidValue();
TRACE("\t! Error generated: invalid value\n");
break;
case GL_INVALID_OPERATION:
context->recordInvalidOperation();
TRACE("\t! Error generated: invalid operation\n");
break;
case GL_OUT_OF_MEMORY:
context->recordOutOfMemory();
TRACE("\t! Error generated: out of memory\n");
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
context->recordInvalidFramebufferOperation();
TRACE("\t! Error generated: invalid framebuffer operation\n");
break;
default: UNREACHABLE();
}
}
}