| #include "precompiled.h" |
| #include "libGLESv2/renderer/d3d/HLSLCompiler.h" |
| #include "libGLESv2/Program.h" |
| #include "libGLESv2/main.h" |
| |
| #include "common/utilities.h" |
| |
| #include "third_party/trace_event/trace_event.h" |
| |
| namespace rx |
| { |
| |
| HLSLCompiler::HLSLCompiler() |
| : mD3DCompilerModule(NULL), |
| mD3DCompileFunc(NULL) |
| { |
| } |
| |
| HLSLCompiler::~HLSLCompiler() |
| { |
| release(); |
| } |
| |
| bool HLSLCompiler::initialize() |
| { |
| TRACE_EVENT0("gpu", "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 (size_t i = 0; i < ArraySize(d3dCompilerNames); ++i) |
| { |
| if (GetModuleHandleEx(0, d3dCompilerNames[i], &mD3DCompilerModule)) |
| { |
| break; |
| } |
| } |
| #endif // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES |
| |
| if (!mD3DCompilerModule) |
| { |
| // Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was built with. |
| mD3DCompilerModule = LoadLibrary(D3DCOMPILER_DLL); |
| } |
| |
| if (!mD3DCompilerModule) |
| { |
| ERR("No D3D compiler module found - aborting!\n"); |
| return false; |
| } |
| |
| mD3DCompileFunc = reinterpret_cast<CompileFuncPtr>(GetProcAddress(mD3DCompilerModule, "D3DCompile")); |
| ASSERT(mD3DCompileFunc); |
| |
| return mD3DCompileFunc != NULL; |
| } |
| |
| void HLSLCompiler::release() |
| { |
| if (mD3DCompilerModule) |
| { |
| FreeLibrary(mD3DCompilerModule); |
| mD3DCompilerModule = NULL; |
| mD3DCompileFunc = NULL; |
| } |
| } |
| |
| ShaderBlob *HLSLCompiler::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, |
| const UINT optimizationFlags[], const char *flagNames[], int attempts) const |
| { |
| ASSERT(mD3DCompilerModule && mD3DCompileFunc); |
| |
| if (!hlsl) |
| { |
| return NULL; |
| } |
| |
| pD3DCompile compileFunc = reinterpret_cast<pD3DCompile>(mD3DCompileFunc); |
| for (int i = 0; i < attempts; ++i) |
| { |
| ID3DBlob *errorMessage = NULL; |
| ID3DBlob *binary = NULL; |
| |
| 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(); |
| |
| infoLog.appendSanitized(message); |
| TRACE("\n%s", hlsl); |
| TRACE("\n%s", message); |
| |
| SafeRelease(errorMessage); |
| } |
| |
| if (SUCCEEDED(result)) |
| { |
| return (ShaderBlob*)binary; |
| } |
| else |
| { |
| if (result == E_OUTOFMEMORY) |
| { |
| return gl::error(GL_OUT_OF_MEMORY, (ShaderBlob*)NULL); |
| } |
| |
| infoLog.append("Warning: D3D shader compilation failed with "); |
| infoLog.append(flagNames[i]); |
| infoLog.append(" flags."); |
| if (i + 1 < attempts) |
| { |
| infoLog.append(" Retrying with "); |
| infoLog.append(flagNames[i + 1]); |
| infoLog.append(".\n"); |
| } |
| } |
| } |
| |
| return NULL; |
| } |
| |
| } |