Disable optimizations for shaders with conditional discard in D3D9, and
only use expanded short-circuiting conditionals for expressions with
potential side-effects.
Conservatively assume aggreate and selection operators have side effects for now.
BUG=
ANGLEBUG=486
R=geofflang@chromium.org, kbr@chromium.org, nicolas@transgaming.com, shannonwoods@chromium.org
Review URL: https://codereview.appspot.com/14441075
Conflicts:
src/common/version.h
src/compiler/translator.vcxproj
src/compiler/translator.vcxproj.filters
src/compiler/translator/OutputHLSL.cpp
src/libGLESv2/ProgramBinary.cpp
src/libGLESv2/Shader.cpp
src/libGLESv2/Shader.h
Change-Id: Iaf9f10b5de7b33c927ef032f3c4fe9d5095f64dd
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
index 397a004..fa307da 100644
--- a/src/libGLESv2/ProgramBinary.cpp
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -99,6 +99,11 @@
return subscript;
}
+static rx::D3DWorkaroundType DiscardWorkaround(bool usesDiscard)
+{
+ return (usesDiscard ? rx::ANGLE_D3D_WORKAROUND_SM3_OPTIMIZER : rx::ANGLE_D3D_WORKAROUND_NONE);
+}
+
}
VariableLocation::VariableLocation(const std::string &name, unsigned int element, unsigned int index)
@@ -2060,13 +2065,13 @@
if (success)
{
- mVertexExecutable = mRenderer->compileToExecutable(infoLog, vertexHLSL.c_str(), rx::SHADER_VERTEX);
- mPixelExecutable = mRenderer->compileToExecutable(infoLog, pixelHLSL.c_str(), rx::SHADER_PIXEL);
+ mVertexExecutable = mRenderer->compileToExecutable(infoLog, vertexHLSL.c_str(), rx::SHADER_VERTEX, DiscardWorkaround(vertexShader->mUsesDiscardRewriting));
+ mPixelExecutable = mRenderer->compileToExecutable(infoLog, pixelHLSL.c_str(), rx::SHADER_PIXEL, DiscardWorkaround(fragmentShader->mUsesDiscardRewriting));
if (usesGeometryShader())
{
std::string geometryHLSL = generateGeometryShaderHLSL(registers, packing, fragmentShader, vertexShader);
- mGeometryExecutable = mRenderer->compileToExecutable(infoLog, geometryHLSL.c_str(), rx::SHADER_GEOMETRY);
+ mGeometryExecutable = mRenderer->compileToExecutable(infoLog, geometryHLSL.c_str(), rx::SHADER_GEOMETRY, rx::ANGLE_D3D_WORKAROUND_NONE);
}
if (!mVertexExecutable || !mPixelExecutable || (usesGeometryShader() && !mGeometryExecutable))