gfx/angle/src/libGLESv2/renderer/Renderer.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/angle/src/libGLESv2/renderer/Renderer.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,228 @@
     1.4 +#include "precompiled.h"
     1.5 +//
     1.6 +// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
     1.7 +// Use of this source code is governed by a BSD-style license that can be
     1.8 +// found in the LICENSE file.
     1.9 +//
    1.10 +
    1.11 +// Renderer.cpp: Implements EGL dependencies for creating and destroying Renderer instances.
    1.12 +
    1.13 +#include <EGL/eglext.h>
    1.14 +#include "libGLESv2/main.h"
    1.15 +#include "libGLESv2/Program.h"
    1.16 +#include "libGLESv2/renderer/Renderer.h"
    1.17 +#include "libGLESv2/renderer/Renderer9.h"
    1.18 +#include "libGLESv2/renderer/Renderer11.h"
    1.19 +#include "libGLESv2/utilities.h"
    1.20 +
    1.21 +#if !defined(ANGLE_ENABLE_D3D11)
    1.22 +// Enables use of the Direct3D 11 API for a default display, when available
    1.23 +#define ANGLE_ENABLE_D3D11 0
    1.24 +#endif
    1.25 +
    1.26 +#define ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES \
    1.27 +    {                                            \
    1.28 +        TEXT("d3dcompiler_47.dll"),              \
    1.29 +        TEXT("d3dcompiler_46.dll"),              \
    1.30 +        TEXT("d3dcompiler_43.dll")               \
    1.31 +    }
    1.32 +
    1.33 +
    1.34 +namespace rx
    1.35 +{
    1.36 +
    1.37 +Renderer::Renderer(egl::Display *display) : mDisplay(display)
    1.38 +{
    1.39 +    mD3dCompilerModule = NULL;
    1.40 +    mD3DCompileFunc = NULL;
    1.41 +}
    1.42 +
    1.43 +Renderer::~Renderer()
    1.44 +{
    1.45 +    if (mD3dCompilerModule)
    1.46 +    {
    1.47 +        FreeLibrary(mD3dCompilerModule);
    1.48 +        mD3dCompilerModule = NULL;
    1.49 +    }
    1.50 +}
    1.51 +
    1.52 +bool Renderer::initializeCompiler()
    1.53 +{
    1.54 +#if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES)
    1.55 +    // Find a D3DCompiler module that had already been loaded based on a predefined list of versions.
    1.56 +    static TCHAR* d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES;
    1.57 +
    1.58 +    for (size_t i = 0; i < ArraySize(d3dCompilerNames); ++i)
    1.59 +    {
    1.60 +        if (GetModuleHandleEx(0, d3dCompilerNames[i], &mD3dCompilerModule))
    1.61 +        {
    1.62 +            break;
    1.63 +        }
    1.64 +    }
    1.65 +#else
    1.66 +    // Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was built with.
    1.67 +    mD3dCompilerModule = LoadLibrary(D3DCOMPILER_DLL);
    1.68 +#endif  // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES
    1.69 +
    1.70 +    if (!mD3dCompilerModule)
    1.71 +    {
    1.72 +        ERR("No D3D compiler module found - aborting!\n");
    1.73 +        return false;
    1.74 +    }
    1.75 +
    1.76 +    mD3DCompileFunc = reinterpret_cast<pCompileFunc>(GetProcAddress(mD3dCompilerModule, "D3DCompile"));
    1.77 +    ASSERT(mD3DCompileFunc);
    1.78 +
    1.79 +    return mD3DCompileFunc != NULL;
    1.80 +}
    1.81 +
    1.82 +// Compiles HLSL code into executable binaries
    1.83 +ShaderBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, UINT optimizationFlags, bool alternateFlags)
    1.84 +{
    1.85 +    if (!hlsl)
    1.86 +    {
    1.87 +        return NULL;
    1.88 +    }
    1.89 +
    1.90 +    HRESULT result = S_OK;
    1.91 +    UINT flags = 0;
    1.92 +    std::string sourceText;
    1.93 +    if (gl::perfActive())
    1.94 +    {
    1.95 +        flags |= D3DCOMPILE_DEBUG;
    1.96 +
    1.97 +#ifdef NDEBUG
    1.98 +        flags |= optimizationFlags;
    1.99 +#else
   1.100 +        flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
   1.101 +#endif
   1.102 +
   1.103 +        std::string sourcePath = getTempPath();
   1.104 +        sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl);
   1.105 +        writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
   1.106 +    }
   1.107 +    else
   1.108 +    {
   1.109 +        flags |= optimizationFlags;
   1.110 +        sourceText = hlsl;
   1.111 +    }
   1.112 +
   1.113 +    // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
   1.114 +    // Try the default flags first and if compilation fails, try some alternatives.
   1.115 +    const static UINT extraFlags[] =
   1.116 +    {
   1.117 +        0,
   1.118 +        D3DCOMPILE_AVOID_FLOW_CONTROL,
   1.119 +        D3DCOMPILE_PREFER_FLOW_CONTROL
   1.120 +    };
   1.121 +
   1.122 +    const static char * const extraFlagNames[] =
   1.123 +    {
   1.124 +        "default",
   1.125 +        "avoid flow control",
   1.126 +        "prefer flow control"
   1.127 +    };
   1.128 +
   1.129 +    int attempts = alternateFlags ? ArraySize(extraFlags) : 1;
   1.130 +    pD3DCompile compileFunc = reinterpret_cast<pD3DCompile>(mD3DCompileFunc);
   1.131 +    for (int i = 0; i < attempts; ++i)
   1.132 +    {
   1.133 +        ID3DBlob *errorMessage = NULL;
   1.134 +        ID3DBlob *binary = NULL;
   1.135 +
   1.136 +        result = compileFunc(hlsl, strlen(hlsl), gl::g_fakepath, NULL, NULL,
   1.137 +                             "main", profile, flags | extraFlags[i], 0, &binary, &errorMessage);
   1.138 +        if (errorMessage)
   1.139 +        {
   1.140 +            const char *message = (const char*)errorMessage->GetBufferPointer();
   1.141 +
   1.142 +            infoLog.appendSanitized(message);
   1.143 +            TRACE("\n%s", hlsl);
   1.144 +            TRACE("\n%s", message);
   1.145 +
   1.146 +            errorMessage->Release();
   1.147 +            errorMessage = NULL;
   1.148 +        }
   1.149 +
   1.150 +        if (SUCCEEDED(result))
   1.151 +        {
   1.152 +            return (ShaderBlob*)binary;
   1.153 +        }
   1.154 +        else
   1.155 +        {
   1.156 +            if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
   1.157 +            {
   1.158 +                return gl::error(GL_OUT_OF_MEMORY, (ShaderBlob*) NULL);
   1.159 +            }
   1.160 +
   1.161 +            infoLog.append("Warning: D3D shader compilation failed with ");
   1.162 +            infoLog.append(extraFlagNames[i]);
   1.163 +            infoLog.append(" flags.");
   1.164 +            if (i + 1 < attempts)
   1.165 +            {
   1.166 +                infoLog.append(" Retrying with ");
   1.167 +                infoLog.append(extraFlagNames[i + 1]);
   1.168 +                infoLog.append(".\n");
   1.169 +            }
   1.170 +        }
   1.171 +    }
   1.172 +
   1.173 +    return NULL;
   1.174 +}
   1.175 +
   1.176 +}
   1.177 +
   1.178 +extern "C"
   1.179 +{
   1.180 +
   1.181 +rx::Renderer *glCreateRenderer(egl::Display *display, HDC hDc, EGLNativeDisplayType displayId)
   1.182 +{
   1.183 +    rx::Renderer *renderer = NULL;
   1.184 +    EGLint status = EGL_BAD_ALLOC;
   1.185 +
   1.186 +    if (ANGLE_ENABLE_D3D11 ||
   1.187 +        displayId == EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE ||
   1.188 +        displayId == EGL_D3D11_ONLY_DISPLAY_ANGLE)
   1.189 +    {
   1.190 +        renderer = new rx::Renderer11(display, hDc);
   1.191 +
   1.192 +        if (renderer)
   1.193 +        {
   1.194 +            status = renderer->initialize();
   1.195 +        }
   1.196 +
   1.197 +        if (status == EGL_SUCCESS)
   1.198 +        {
   1.199 +            return renderer;
   1.200 +        }
   1.201 +        else if (displayId == EGL_D3D11_ONLY_DISPLAY_ANGLE)
   1.202 +        {
   1.203 +            return NULL;
   1.204 +        }
   1.205 +
   1.206 +        // Failed to create a D3D11 renderer, try creating a D3D9 renderer
   1.207 +        delete renderer;
   1.208 +    }
   1.209 +
   1.210 +    bool softwareDevice = (displayId == EGL_SOFTWARE_DISPLAY_ANGLE);
   1.211 +    renderer = new rx::Renderer9(display, hDc, softwareDevice);
   1.212 +
   1.213 +    if (renderer)
   1.214 +    {
   1.215 +        status = renderer->initialize();
   1.216 +    }
   1.217 +
   1.218 +    if (status == EGL_SUCCESS)
   1.219 +    {
   1.220 +        return renderer;
   1.221 +    }
   1.222 +
   1.223 +    return NULL;
   1.224 +}
   1.225 +
   1.226 +void glDestroyRenderer(rx::Renderer *renderer)
   1.227 +{
   1.228 +    delete renderer;
   1.229 +}
   1.230 +
   1.231 +}

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