blob: 70b93264bfee2f8aed43a5c2d46a3250e1f51d4a [file] [log] [blame]
#include "precompiled.h"
//
// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Renderer.cpp: Implements EGL dependencies for creating and destroying Renderer instances.
#include <EGL/eglext.h>
#include "libGLESv2/main.h"
#include "libGLESv2/Program.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/renderer/Renderer9.h"
#include "libGLESv2/renderer/Renderer11.h"
#include "libGLESv2/utilities.h"
#include "third_party/trace_event/trace_event.h"
#if !defined(ANGLE_ENABLE_D3D11)
// Enables use of the Direct3D 11 API for a default display, when available
#define ANGLE_ENABLE_D3D11 0
#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()
{
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;
}
}
#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<pCompileFunc>(GetProcAddress(mD3dCompilerModule, "D3DCompile"));
ASSERT(mD3DCompileFunc);
return mD3DCompileFunc != NULL;
}
// Compiles HLSL code into executable binaries
ShaderBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, UINT optimizationFlags, 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 |= 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);
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 (ShaderBlob*)binary;
}
else
{
if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, (ShaderBlob*) 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"
{
rx::Renderer *glCreateRenderer(egl::Display *display, HDC hDc, EGLNativeDisplayType displayId)
{
rx::Renderer *renderer = NULL;
EGLint status = EGL_BAD_ALLOC;
if (ANGLE_ENABLE_D3D11 ||
displayId == EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE ||
displayId == EGL_D3D11_ONLY_DISPLAY_ANGLE)
{
renderer = new rx::Renderer11(display, hDc);
if (renderer)
{
status = renderer->initialize();
}
if (status == EGL_SUCCESS)
{
return renderer;
}
else if (displayId == EGL_D3D11_ONLY_DISPLAY_ANGLE)
{
return NULL;
}
// Failed to create a D3D11 renderer, try creating a D3D9 renderer
delete renderer;
}
bool softwareDevice = (displayId == EGL_SOFTWARE_DISPLAY_ANGLE);
renderer = new rx::Renderer9(display, hDc, softwareDevice);
if (renderer)
{
status = renderer->initialize();
}
if (status == EGL_SUCCESS)
{
return renderer;
}
return NULL;
}
void glDestroyRenderer(rx::Renderer *renderer)
{
delete renderer;
}
}