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"
 {