Move HLSL compilation to Renderer.

TRAC #22205
Signed-off-by: Daniel Koch
Signed-off-by: Geoff Lang
Author: Nicolas Capens

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1546 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer.cpp b/src/libGLESv2/renderer/Renderer.cpp
index 9aa6cee..fb882b7 100644
--- a/src/libGLESv2/renderer/Renderer.cpp
+++ b/src/libGLESv2/renderer/Renderer.cpp
@@ -6,6 +6,8 @@
 
 // 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"
@@ -15,6 +17,152 @@
 #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 (int i = 0; i < sizeof(d3dCompilerNames) / sizeof(*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<pD3DCompile>(GetProcAddress(mD3dCompilerModule, "D3DCompile"));
+    ASSERT(mD3DCompileFunc);
+
+    return mD3DCompileFunc != NULL;
+}
+
+// Compiles HLSL code into executable binaries
+ID3DBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, 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 |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
+#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 |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
+        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 ? sizeof(extraFlags) / sizeof(UINT) : 1);
+
+    for (int i = 0; i < attempts; ++i)
+    {
+        ID3DBlob *errorMessage = NULL;
+        ID3DBlob *binary = NULL;
+        result = mD3DCompileFunc(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 binary;
+        }
+        else
+        {
+            if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
+            {
+                return error(GL_OUT_OF_MEMORY, (ID3DBlob*) 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"
 {
 
diff --git a/src/libGLESv2/renderer/Renderer.h b/src/libGLESv2/renderer/Renderer.h
index 672ea12..12c8ee0 100644
--- a/src/libGLESv2/renderer/Renderer.h
+++ b/src/libGLESv2/renderer/Renderer.h
@@ -16,6 +16,8 @@
 #define EGLAPI
 #include <EGL/egl.h>
 
+#include <D3Dcompiler.h>
+
 #include "libGLESv2/Texture.h"
 #include "libGLESv2/angletypes.h"
 
@@ -65,8 +67,8 @@
 class Renderer
 {
   public:
-    explicit Renderer(egl::Display *display) : mDisplay(display) {};
-    virtual ~Renderer() {};
+    explicit Renderer(egl::Display *display);
+    virtual ~Renderer();
 
     virtual EGLint initialize() = 0;
     virtual bool resetDevice() = 0;
@@ -165,11 +167,16 @@
     virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type) = 0;
 
   protected:
+    bool initializeCompiler();
+    ID3DBlob *compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, bool alternateFlags);
+
     egl::Display *mDisplay;
 
   private:
     DISALLOW_COPY_AND_ASSIGN(Renderer);
 
+    HMODULE mD3dCompilerModule;
+    pD3DCompile mD3DCompileFunc;
 };
 
 }
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index 8831ae5..8045b98 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -23,10 +23,6 @@
 #include "libEGL/Config.h"
 #include "libEGL/Display.h"
 
-#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
-#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
-#endif
-
 namespace rx
 {
 static const DXGI_FORMAT RenderTargetFormats[] =
@@ -43,7 +39,6 @@
 {
     mD3d11Module = NULL;
     mDxgiModule = NULL;
-    mD3dCompilerModule = NULL;
 
     mDeviceLost = false;
 
@@ -92,12 +87,6 @@
         FreeLibrary(mDxgiModule);
         mDxgiModule = NULL;
     }
-
-    if (mD3dCompilerModule)
-    {
-        FreeLibrary(mD3dCompilerModule);
-        mD3dCompilerModule = NULL;
-    }
 }
 
 Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
@@ -108,6 +97,11 @@
 
 EGLint Renderer11::initialize()
 {
+    if (!initializeCompiler())
+    {
+        return EGL_NOT_INITIALIZED;
+    }
+
     mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
     mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
 
@@ -184,31 +178,6 @@
         return EGL_NOT_INITIALIZED;
     }
 
-#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 (int i = 0; i < sizeof(d3dCompilerNames) / sizeof(*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)
-    {
-        terminate();
-        return false;
-    }
-
-    mD3DCompileFunc = reinterpret_cast<pD3DCompile>(GetProcAddress(mD3dCompilerModule, "D3DCompile"));
-    ASSERT(mD3DCompileFunc);
-
     initializeDevice();
 
     return EGL_SUCCESS;
@@ -1244,7 +1213,7 @@
         return NULL;
     }
 
-    ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile);
+    ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
     if (!binary)
         return NULL;
 
@@ -1254,96 +1223,6 @@
     return executable;
 }
 
-// Compiles the HLSL code of the attached shaders into executable binaries
-ID3DBlob *Renderer11::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile)
-{
-    if (!hlsl)
-    {
-        return NULL;
-    }
-
-    HRESULT result = S_OK;
-    UINT flags = 0;
-    std::string sourceText;
-    if (gl::perfActive())
-    {
-        flags |= D3DCOMPILE_DEBUG;
-#ifdef NDEBUG
-        flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
-#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 |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
-        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"
-    };
-
-    for (int i = 0; i < sizeof(extraFlags) / sizeof(UINT); ++i)
-    {
-        ID3DBlob *errorMessage = NULL;
-        ID3DBlob *binary = NULL;
-        result = mD3DCompileFunc(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 binary;
-        }
-        else
-        {
-            if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
-            {
-                return error(GL_OUT_OF_MEMORY, (ID3DBlob*) NULL);
-            }
-
-            infoLog.append("Warning: D3D shader compilation failed with ");
-            infoLog.append(extraFlagNames[i]);
-            infoLog.append(" flags.");
-            if (i + 1 < sizeof(extraFlagNames) / sizeof(char*))
-            {
-                infoLog.append(" Retrying with ");
-                infoLog.append(extraFlagNames[i + 1]);
-                infoLog.append(".\n");
-            }
-        }
-    }
-
-    return NULL;
-}
-
 bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
                           bool blitRenderTarget, bool blitDepthStencil)
 {
diff --git a/src/libGLESv2/renderer/Renderer11.h b/src/libGLESv2/renderer/Renderer11.h
index 58fd00d..c7029f9 100644
--- a/src/libGLESv2/renderer/Renderer11.h
+++ b/src/libGLESv2/renderer/Renderer11.h
@@ -144,13 +144,8 @@
     HMODULE mDxgiModule;
     HDC mDc;
 
-    HMODULE mD3dCompilerModule;
-    pD3DCompile mD3DCompileFunc;
-
     bool mDeviceLost;
 
-    ID3DBlob *compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile);
-
     void initializeDevice();
     void releaseDeviceResources();
 
diff --git a/src/libGLESv2/renderer/Renderer9.cpp b/src/libGLESv2/renderer/Renderer9.cpp
index 7f92c6c..6e82f0f 100644
--- a/src/libGLESv2/renderer/Renderer9.cpp
+++ b/src/libGLESv2/renderer/Renderer9.cpp
@@ -39,10 +39,6 @@
 #define ANGLE_ENABLE_D3D9EX 1
 #endif // !defined(ANGLE_ENABLE_D3D9EX)
 
-#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
-#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
-#endif
-
 namespace rx
 {
 static const D3DFORMAT RenderTargetFormats[] =
@@ -73,8 +69,6 @@
 {
     mD3d9Module = NULL;
 
-    mD3dCompilerModule = NULL;
-
     mD3d9 = NULL;
     mD3d9Ex = NULL;
     mDevice = NULL;
@@ -148,12 +142,6 @@
         mD3d9Module = NULL;
     }
 
-    if (mD3dCompilerModule)
-    {
-        FreeLibrary(mD3dCompilerModule);
-        mD3dCompilerModule = NULL;
-    }
-
     while (!mMultiSampleSupport.empty())
     {
         delete [] mMultiSampleSupport.begin()->second;
@@ -169,6 +157,11 @@
 
 EGLint Renderer9::initialize()
 {
+    if (!initializeCompiler())
+    {
+        return EGL_NOT_INITIALIZED;
+    }
+
     if (mSoftwareDevice)
     {
         mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
@@ -207,31 +200,6 @@
         return EGL_NOT_INITIALIZED;
     }
 
-#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 (int i = 0; i < sizeof(d3dCompilerNames) / sizeof(*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)
-    {
-        terminate();
-        return false;
-    }
-
-    mD3DCompileFunc = reinterpret_cast<pD3DCompile>(GetProcAddress(mD3dCompilerModule, "D3DCompile"));
-    ASSERT(mD3DCompileFunc);
-
     if (mDc != NULL)
     {
     //  UNIMPLEMENTED();   // FIXME: Determine which adapter index the device context corresponds to
@@ -2697,7 +2665,7 @@
         return NULL;
     }
 
-    ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile);
+    ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, true);
     if (!binary)
         return NULL;
 
@@ -2715,96 +2683,6 @@
     return executable;
 }
 
-// Compiles the HLSL code of the attached shaders into executable binaries
-ID3DBlob *Renderer9::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile)
-{
-    if (!hlsl)
-    {
-        return NULL;
-    }
-
-    HRESULT result = S_OK;
-    UINT flags = 0;
-    std::string sourceText;
-    if (gl::perfActive())
-    {
-        flags |= D3DCOMPILE_DEBUG;
-#ifdef NDEBUG
-        flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
-#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 |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
-        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"
-    };
-
-    for (int i = 0; i < sizeof(extraFlags) / sizeof(UINT); ++i)
-    {
-        ID3DBlob *errorMessage = NULL;
-        ID3DBlob *binary = NULL;
-        result = mD3DCompileFunc(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 binary;
-        }
-        else
-        {
-            if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
-            {
-                return error(GL_OUT_OF_MEMORY, (ID3DBlob*) NULL);
-            }
-
-            infoLog.append("Warning: D3D shader compilation failed with ");
-            infoLog.append(extraFlagNames[i]);
-            infoLog.append(" flags.");
-            if (i + 1 < sizeof(extraFlagNames) / sizeof(char*))
-            {
-                infoLog.append(" Retrying with ");
-                infoLog.append(extraFlagNames[i + 1]);
-                infoLog.append(".\n");
-            }
-        }
-    }
-
-    return NULL;
-}
-
 bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
 {
     return mBlit->boxFilter(source, dest);
diff --git a/src/libGLESv2/renderer/Renderer9.h b/src/libGLESv2/renderer/Renderer9.h
index 57c733e..ce0eb02 100644
--- a/src/libGLESv2/renderer/Renderer9.h
+++ b/src/libGLESv2/renderer/Renderer9.h
@@ -20,7 +20,6 @@
 #include <EGL/egl.h>
 
 #include <d3d9.h>
-#include <D3Dcompiler.h>
 
 #include "common/angleutils.h"
 #include "libGLESv2/Context.h"
@@ -184,16 +183,11 @@
     void getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray);
     bool copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged);
 
-    ID3DBlob *compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile);
-
     D3DPOOL getBufferPool(DWORD usage) const;
 
     HMODULE mD3d9Module;
     HDC mDc;
 
-    HMODULE mD3dCompilerModule;
-    pD3DCompile mD3DCompileFunc;
-
     void initializeDevice();
     D3DPRESENT_PARAMETERS getDefaultPresentParameters();
     void releaseDeviceResources();