// // Copyright 2014 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. // #include "libANGLE/renderer/d3d/HLSLCompiler.h" #include "libANGLE/Program.h" #include "libANGLE/features.h" #include "common/utilities.h" #include "third_party/trace_event/trace_event.h" #ifndef QT_D3DCOMPILER_DLL #define QT_D3DCOMPILER_DLL D3DCOMPILER_DLL #endif // Definitions local to the translation unit namespace { #ifdef CREATE_COMPILER_FLAG_INFO #undef CREATE_COMPILER_FLAG_INFO #endif #define CREATE_COMPILER_FLAG_INFO(flag) { flag, #flag } #if defined(ANGLE_MINGW32_COMPAT) #ifndef D3DCOMPILE_RESERVED16 #define D3DCOMPILE_RESERVED16 0x10000 #endif #ifndef D3DCOMPILE_RESERVED17 #define D3DCOMPILE_RESERVED17 0x20000 #endif #endif struct CompilerFlagInfo { UINT mFlag; const char *mName; }; CompilerFlagInfo CompilerFlagInfos[] = { // NOTE: The data below is copied from d3dcompiler.h // If something changes there it should be changed here as well CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_DEBUG), // (1 << 0) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_SKIP_VALIDATION), // (1 << 1) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_SKIP_OPTIMIZATION), // (1 << 2) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_PACK_MATRIX_ROW_MAJOR), // (1 << 3) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR), // (1 << 4) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_PARTIAL_PRECISION), // (1 << 5) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_FORCE_VS_SOFTWARE_NO_OPT), // (1 << 6) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_FORCE_PS_SOFTWARE_NO_OPT), // (1 << 7) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_NO_PRESHADER), // (1 << 8) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_AVOID_FLOW_CONTROL), // (1 << 9) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_PREFER_FLOW_CONTROL), // (1 << 10) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_ENABLE_STRICTNESS), // (1 << 11) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY), // (1 << 12) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_IEEE_STRICTNESS), // (1 << 13) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_OPTIMIZATION_LEVEL0), // (1 << 14) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_OPTIMIZATION_LEVEL1), // 0 CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_OPTIMIZATION_LEVEL2), // ((1 << 14) | (1 << 15)) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_OPTIMIZATION_LEVEL3), // (1 << 15) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_RESERVED16), // (1 << 16) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_RESERVED17), // (1 << 17) CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_WARNINGS_ARE_ERRORS) // (1 << 18) }; #undef CREATE_COMPILER_FLAG_INFO bool IsCompilerFlagSet(UINT mask, UINT flag) { bool isFlagSet = IsMaskFlagSet(mask, flag); switch(flag) { case D3DCOMPILE_OPTIMIZATION_LEVEL0: return isFlagSet && !IsMaskFlagSet(mask, UINT(D3DCOMPILE_OPTIMIZATION_LEVEL3)); case D3DCOMPILE_OPTIMIZATION_LEVEL1: return (mask & D3DCOMPILE_OPTIMIZATION_LEVEL2) == UINT(0); case D3DCOMPILE_OPTIMIZATION_LEVEL3: return isFlagSet && !IsMaskFlagSet(mask, UINT(D3DCOMPILE_OPTIMIZATION_LEVEL0)); default: return isFlagSet; } } const char *GetCompilerFlagName(UINT mask, size_t flagIx) { const CompilerFlagInfo &flagInfo = CompilerFlagInfos[flagIx]; if (IsCompilerFlagSet(mask, flagInfo.mFlag)) { return flagInfo.mName; } return nullptr; } } namespace rx { CompileConfig::CompileConfig() : flags(0), name() { } CompileConfig::CompileConfig(UINT flags, const std::string &name) : flags(flags), name(name) { } HLSLCompiler::HLSLCompiler() : mD3DCompilerModule(NULL), mD3DCompileFunc(NULL), mD3DDisassembleFunc(NULL) { } HLSLCompiler::~HLSLCompiler() { release(); } bool HLSLCompiler::initialize() { TRACE_EVENT0("gpu", "initializeCompiler"); #if !defined(ANGLE_ENABLE_WINDOWS_STORE) #if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES) // Find a D3DCompiler module that had already been loaded based on a predefined list of versions. static const char *d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES; for (size_t i = 0; i < ArraySize(d3dCompilerNames); ++i) { if (GetModuleHandleExA(0, d3dCompilerNames[i], &mD3DCompilerModule)) { break; } } #endif // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES // Load the compiler DLL specified by the environment, or default to QT_D3DCOMPILER_DLL const wchar_t *defaultCompiler = _wgetenv(L"QT_D3DCOMPILER_DLL"); if (!defaultCompiler) defaultCompiler = QT_D3DCOMPILER_DLL; const wchar_t *compilerDlls[] = { defaultCompiler, L"d3dcompiler_47.dll", L"d3dcompiler_46.dll", L"d3dcompiler_43.dll", 0 }; // Load the first available known compiler DLL for (int i = 0; compilerDlls[i]; ++i) { mD3DCompilerModule = LoadLibrary(compilerDlls[i]); if (mD3DCompilerModule) break; } 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(GetProcAddress(mD3DCompilerModule, "D3DCompile")); ASSERT(mD3DCompileFunc); mD3DDisassembleFunc = reinterpret_cast(GetProcAddress(mD3DCompilerModule, "D3DDisassemble")); ASSERT(mD3DDisassembleFunc); #else // D3D Shader compiler is linked already into this module, so the export // can be directly assigned. mD3DCompilerModule = NULL; mD3DCompileFunc = reinterpret_cast(D3DCompile); mD3DDisassembleFunc = reinterpret_cast(D3DDisassemble); #endif return mD3DCompileFunc != NULL; } void HLSLCompiler::release() { if (mD3DCompilerModule) { FreeLibrary(mD3DCompilerModule); mD3DCompilerModule = NULL; mD3DCompileFunc = NULL; mD3DDisassembleFunc = NULL; } } gl::Error HLSLCompiler::compileToBinary(gl::InfoLog &infoLog, const std::string &hlsl, const std::string &profile, const std::vector &configs, const D3D_SHADER_MACRO *overrideMacros, ID3DBlob **outCompiledBlob, std::string *outDebugInfo) const { #if !defined(ANGLE_ENABLE_WINDOWS_STORE) ASSERT(mD3DCompilerModule); #endif ASSERT(mD3DCompileFunc); #if !defined(ANGLE_ENABLE_WINDOWS_STORE) if (gl::DebugAnnotationsActive()) { std::string sourcePath = getTempPath(); std::string sourceText = FormatString("#line 2 \"%s\"\n\n%s", sourcePath.c_str(), hlsl.c_str()); writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size()); } #endif const D3D_SHADER_MACRO *macros = overrideMacros ? overrideMacros : NULL; for (size_t i = 0; i < configs.size(); ++i) { ID3DBlob *errorMessage = NULL; ID3DBlob *binary = NULL; HRESULT result = mD3DCompileFunc(hlsl.c_str(), hlsl.length(), gl::g_fakepath, macros, NULL, "main", profile.c_str(), configs[i].flags, 0, &binary, &errorMessage); if (errorMessage) { std::string message = reinterpret_cast(errorMessage->GetBufferPointer()); SafeRelease(errorMessage); infoLog.appendSanitized(message.c_str()); TRACE("\n%s", hlsl.c_str()); TRACE("\n%s", message.c_str()); if (message.find("error X3531:") != std::string::npos || // "can't unroll loops marked with loop attribute" message.find("error X4014:") != std::string::npos) // "cannot have gradient operations inside loops with divergent flow control", // even though it is counter-intuitive to disable unrolling for this error, // some very long shaders have trouble deciding which loops to unroll and // turning off forced unrolls allows them to compile properly. { macros = NULL; // Disable [loop] and [flatten] // Retry without changing compiler flags i--; continue; } } if (SUCCEEDED(result)) { *outCompiledBlob = binary; #if ANGLE_SHADER_DEBUG_INFO == ANGLE_ENABLED (*outDebugInfo) += "// COMPILER INPUT HLSL BEGIN\n\n" + hlsl + "\n// COMPILER INPUT HLSL END\n"; (*outDebugInfo) += "\n\n// ASSEMBLY BEGIN\n\n"; (*outDebugInfo) += "// Compiler configuration: " + configs[i].name + "\n// Flags:\n"; for (size_t fIx = 0; fIx < ArraySize(CompilerFlagInfos); ++fIx) { const char *flagName = GetCompilerFlagName(configs[i].flags, fIx); if (flagName != nullptr) { (*outDebugInfo) += std::string("// ") + flagName + "\n"; } } (*outDebugInfo) += "// Macros:\n"; if (macros == nullptr) { (*outDebugInfo) += "// - : -\n"; } else { for (const D3D_SHADER_MACRO *mIt = macros; mIt->Name != nullptr; ++mIt) { (*outDebugInfo) += std::string("// ") + mIt->Name + " : " + mIt->Definition + "\n"; } } (*outDebugInfo) += "\n" + disassembleBinary(binary) + "\n// ASSEMBLY END\n"; #endif return gl::Error(GL_NO_ERROR); } else { if (result == E_OUTOFMEMORY) { *outCompiledBlob = NULL; return gl::Error(GL_OUT_OF_MEMORY, "HLSL compiler had an unexpected failure, result: 0x%X.", result); } infoLog.append("Warning: D3D shader compilation failed with %s flags.", configs[i].name.c_str()); if (i + 1 < configs.size()) { infoLog.append(" Retrying with %s.\n", configs[i + 1].name.c_str()); } } } // None of the configurations succeeded in compiling this shader but the compiler is still intact *outCompiledBlob = NULL; return gl::Error(GL_NO_ERROR); } std::string HLSLCompiler::disassembleBinary(ID3DBlob *shaderBinary) const { // Retrieve disassembly UINT flags = D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTS | D3D_DISASM_ENABLE_INSTRUCTION_NUMBERING; ID3DBlob *disassembly = NULL; pD3DDisassemble disassembleFunc = reinterpret_cast(mD3DDisassembleFunc); LPCVOID buffer = shaderBinary->GetBufferPointer(); SIZE_T bufSize = shaderBinary->GetBufferSize(); HRESULT result = disassembleFunc(buffer, bufSize, flags, "", &disassembly); std::string asmSrc; if (SUCCEEDED(result)) { asmSrc = reinterpret_cast(disassembly->GetBufferPointer()); } SafeRelease(disassembly); return asmSrc; } }