Refactor attempting shader compilation with different flags.
BUG=angle:648
Change-Id: Ie340eaa708820cc13be6d1f5ba04555b6c1918ea
Reviewed-on: https://chromium-review.googlesource.com/199310
Tested-by: Nicolas Capens <nicolascapens@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libGLESv2/renderer/d3d/HLSLCompiler.cpp b/src/libGLESv2/renderer/d3d/HLSLCompiler.cpp
index f45ba5b..d3ddd98 100644
--- a/src/libGLESv2/renderer/d3d/HLSLCompiler.cpp
+++ b/src/libGLESv2/renderer/d3d/HLSLCompiler.cpp
@@ -66,7 +66,7 @@
}
ShaderBlob *HLSLCompiler::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile,
- unsigned int optimizationFlags, bool alternateFlags) const
+ const UINT optimizationFlags[], const char *flagNames[], int attempts) const
{
ASSERT(mD3DCompilerModule && mD3DCompileFunc);
@@ -75,54 +75,14 @@
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);
+ HRESULT result = compileFunc(hlsl, strlen(hlsl), gl::g_fakepath, NULL, NULL, "main", profile, optimizationFlags[i], 0, &binary, &errorMessage);
+
if (errorMessage)
{
const char *message = (const char*)errorMessage->GetBufferPointer();
@@ -146,12 +106,12 @@
}
infoLog.append("Warning: D3D shader compilation failed with ");
- infoLog.append(extraFlagNames[i]);
+ infoLog.append(flagNames[i]);
infoLog.append(" flags.");
if (i + 1 < attempts)
{
infoLog.append(" Retrying with ");
- infoLog.append(extraFlagNames[i + 1]);
+ infoLog.append(flagNames[i + 1]);
infoLog.append(".\n");
}
}
diff --git a/src/libGLESv2/renderer/d3d/HLSLCompiler.h b/src/libGLESv2/renderer/d3d/HLSLCompiler.h
index cf8caf2..ab685f1 100644
--- a/src/libGLESv2/renderer/d3d/HLSLCompiler.h
+++ b/src/libGLESv2/renderer/d3d/HLSLCompiler.h
@@ -26,7 +26,7 @@
void release();
ShaderBlob *compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile,
- unsigned int optimizationFlags, bool alternateFlags) const;
+ const UINT optimizationFlags[], const char *flagNames[], int attempts) const;
private:
DISALLOW_COPY_AND_ASSIGN(HLSLCompiler);
diff --git a/src/libGLESv2/renderer/d3d11/Renderer11.cpp b/src/libGLESv2/renderer/d3d11/Renderer11.cpp
index 224de35..0b26cda 100644
--- a/src/libGLESv2/renderer/d3d11/Renderer11.cpp
+++ b/src/libGLESv2/renderer/d3d11/Renderer11.cpp
@@ -3045,7 +3045,36 @@
char profile[32];
snprintf(profile, ArraySize(profile), "%s_%s", profileType, profileVersion);
- ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
+ UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL0;
+
+ if (gl::perfActive())
+ {
+#ifndef NDEBUG
+ flags = D3DCOMPILE_SKIP_OPTIMIZATION;
+#endif
+
+ flags |= D3DCOMPILE_DEBUG;
+
+ std::string sourcePath = getTempPath();
+ std::string sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(shaderHLSL);
+ writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
+ }
+
+ // 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 UINT extraFlags[] =
+ {
+ flags
+ };
+
+ const static char *extraFlagNames[] =
+ {
+ "default"
+ };
+
+ int attempts = ArraySize(extraFlags);
+
+ ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, extraFlags, extraFlagNames, attempts);
if (!binary)
{
return NULL;
diff --git a/src/libGLESv2/renderer/d3d9/Renderer9.cpp b/src/libGLESv2/renderer/d3d9/Renderer9.cpp
index c5ad862..bfb3bbf 100644
--- a/src/libGLESv2/renderer/d3d9/Renderer9.cpp
+++ b/src/libGLESv2/renderer/d3d9/Renderer9.cpp
@@ -3380,19 +3380,50 @@
return NULL;
}
- UINT optimizationFlags = ANGLE_COMPILE_OPTIMIZATION_LEVEL;
+ UINT flags = ANGLE_COMPILE_OPTIMIZATION_LEVEL;
if (workaround == ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION)
{
- optimizationFlags = D3DCOMPILE_SKIP_OPTIMIZATION;
+ flags = D3DCOMPILE_SKIP_OPTIMIZATION;
}
else if (workaround == ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION)
{
- optimizationFlags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
+ flags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
}
else ASSERT(workaround == ANGLE_D3D_WORKAROUND_NONE);
- ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, optimizationFlags, true);
+ if (gl::perfActive())
+ {
+#ifndef NDEBUG
+ flags = D3DCOMPILE_SKIP_OPTIMIZATION;
+#endif
+
+ flags |= D3DCOMPILE_DEBUG;
+
+ std::string sourcePath = getTempPath();
+ std::string sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(shaderHLSL);
+ writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
+ }
+
+ // 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 UINT extraFlags[] =
+ {
+ flags,
+ flags | D3DCOMPILE_AVOID_FLOW_CONTROL,
+ flags | D3DCOMPILE_PREFER_FLOW_CONTROL
+ };
+
+ const static char *extraFlagNames[] =
+ {
+ "default",
+ "avoid flow control",
+ "prefer flow control"
+ };
+
+ int attempts = ArraySize(extraFlags);
+
+ ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, extraFlags, extraFlagNames, attempts);
if (!binary)
{
return NULL;