#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(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(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; } }