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/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)
{