summaryrefslogtreecommitdiffstats
path: root/src/3rdparty/angle/src/libGLESv2/renderer/Renderer.cpp
blob: 41cdb8b2782dffe4fdf0e0b257d09eca5f076dd7 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
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;
}

}