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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/Renderer.cpp201
1 files changed, 201 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/Renderer.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer.cpp
new file mode 100644
index 0000000000..41cdb8b278
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer.cpp
@@ -0,0 +1,201 @@
+#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 "libGLESv2/main.h"
+#include "libGLESv2/Program.h"
+#include "libGLESv2/renderer/Renderer.h"
+#if defined(ANGLE_ENABLE_D3D11)
+# include "libGLESv2/renderer/Renderer11.h"
+# define D3DERR_OUTOFVIDEOMEMORY MAKE_HRESULT( 1, 0x876, 380 )
+#else
+# include "libGLESv2/renderer/Renderer9.h"
+#endif
+#include "libGLESv2/utilities.h"
+
+#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 (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, bool softwareDevice)
+{
+ rx::Renderer *renderer = NULL;
+ EGLint status = EGL_BAD_ALLOC;
+
+#if defined(ANGLE_ENABLE_D3D11)
+ renderer = new rx::Renderer11(display, hDc);
+#else
+ renderer = new rx::Renderer9(display, hDc, softwareDevice);
+#endif
+
+ if (renderer)
+ {
+ status = renderer->initialize();
+ }
+
+ if (status == EGL_SUCCESS)
+ {
+ return renderer;
+ }
+
+ return NULL;
+}
+
+void glDestroyRenderer(rx::Renderer *renderer)
+{
+ delete renderer;
+}
+
+}