| // |
| // 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 "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 |
| { |
| |
| CompileConfig::CompileConfig() |
| : flags(0), |
| name() |
| { |
| } |
| |
| CompileConfig::CompileConfig(UINT flags, const std::string &name) |
| : flags(flags), |
| name(name) |
| { |
| } |
| |
| 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 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 = LoadLibrary(D3DCOMPILER_DLL); |
| } |
| |
| if (!mD3DCompilerModule) |
| { |
| ERR("No D3D compiler module found - aborting!\n"); |
| return false; |
| } |
| |
| mD3DCompileFunc = reinterpret_cast<pD3DCompile>(GetProcAddress(mD3DCompilerModule, "D3DCompile")); |
| ASSERT(mD3DCompileFunc); |
| |
| return mD3DCompileFunc != NULL; |
| } |
| |
| void HLSLCompiler::release() |
| { |
| if (mD3DCompilerModule) |
| { |
| FreeLibrary(mD3DCompilerModule); |
| mD3DCompilerModule = NULL; |
| mD3DCompileFunc = NULL; |
| } |
| } |
| |
| ID3DBlob *HLSLCompiler::compileToBinary(gl::InfoLog &infoLog, const std::string &hlsl, const std::string &profile, |
| const std::vector<CompileConfig> &configs) const |
| { |
| ASSERT(mD3DCompilerModule && mD3DCompileFunc); |
| |
| if (gl::perfActive()) |
| { |
| std::string sourcePath = getTempPath(); |
| std::string sourceText = FormatString("#line 2 \"%s\"\n\n%s", sourcePath.c_str(), hlsl.c_str()); |
| writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size()); |
| } |
| |
| for (size_t i = 0; i < configs.size(); ++i) |
| { |
| ID3DBlob *errorMessage = NULL; |
| ID3DBlob *binary = NULL; |
| |
| HRESULT result = mD3DCompileFunc(hlsl.c_str(), hlsl.length(), gl::g_fakepath, NULL, NULL, "main", profile.c_str(), |
| configs[i].flags, 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 binary; |
| } |
| else |
| { |
| if (result == E_OUTOFMEMORY) |
| { |
| return gl::error<ID3DBlob*>(GL_OUT_OF_MEMORY, NULL); |
| } |
| |
| infoLog.append("Warning: D3D shader compilation failed with %s flags.", configs[i].name.c_str()); |
| |
| if (i + 1 < configs.size()) |
| { |
| infoLog.append(" Retrying with %s.\n", configs[i + 1].name.c_str()); |
| } |
| } |
| } |
| |
| return NULL; |
| } |
| |
| } |