Implemented Renderer11::compileToExecutable.
TRAC #22191
Signed-off-by: Shannon Woods
Signed-off-by: Daniel Koch
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1529 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index cbcf57a..8fa645e 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -21,6 +21,10 @@
#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[] =
@@ -1129,8 +1133,118 @@
ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
{
- // TODO
- UNIMPLEMENTED();
+ const char *profile = NULL;
+
+ switch (type)
+ {
+ case GL_VERTEX_SHADER:
+ profile = "vs_4_0";
+ break;
+ case GL_FRAGMENT_SHADER:
+ profile = "ps_4_0";
+ break;
+ default:
+ UNREACHABLE();
+ return NULL;
+ }
+
+ ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile);
+ if (!binary)
+ return NULL;
+
+ ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type, NULL);
+ binary->Release();
+
+ 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;
}