Sat, 03 Jan 2015 20:18:00 +0100
Conditionally enable double key logic according to:
private browsing mode or privacy.thirdparty.isolate preference and
implement in GetCookieStringCommon and FindCookie where it counts...
With some reservations of how to convince FindCookie users to test
condition and pass a nullptr when disabling double key logic.
1 #include "precompiled.h"
2 //
3 // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
4 // Use of this source code is governed by a BSD-style license that can be
5 // found in the LICENSE file.
6 //
8 // Renderer.cpp: Implements EGL dependencies for creating and destroying Renderer instances.
10 #include <EGL/eglext.h>
11 #include "libGLESv2/main.h"
12 #include "libGLESv2/Program.h"
13 #include "libGLESv2/renderer/Renderer.h"
14 #include "libGLESv2/renderer/Renderer9.h"
15 #include "libGLESv2/renderer/Renderer11.h"
16 #include "libGLESv2/utilities.h"
18 #if !defined(ANGLE_ENABLE_D3D11)
19 // Enables use of the Direct3D 11 API for a default display, when available
20 #define ANGLE_ENABLE_D3D11 0
21 #endif
23 #define ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES \
24 { \
25 TEXT("d3dcompiler_47.dll"), \
26 TEXT("d3dcompiler_46.dll"), \
27 TEXT("d3dcompiler_43.dll") \
28 }
31 namespace rx
32 {
34 Renderer::Renderer(egl::Display *display) : mDisplay(display)
35 {
36 mD3dCompilerModule = NULL;
37 mD3DCompileFunc = NULL;
38 }
40 Renderer::~Renderer()
41 {
42 if (mD3dCompilerModule)
43 {
44 FreeLibrary(mD3dCompilerModule);
45 mD3dCompilerModule = NULL;
46 }
47 }
49 bool Renderer::initializeCompiler()
50 {
51 #if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES)
52 // Find a D3DCompiler module that had already been loaded based on a predefined list of versions.
53 static TCHAR* d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES;
55 for (size_t i = 0; i < ArraySize(d3dCompilerNames); ++i)
56 {
57 if (GetModuleHandleEx(0, d3dCompilerNames[i], &mD3dCompilerModule))
58 {
59 break;
60 }
61 }
62 #else
63 // Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was built with.
64 mD3dCompilerModule = LoadLibrary(D3DCOMPILER_DLL);
65 #endif // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES
67 if (!mD3dCompilerModule)
68 {
69 ERR("No D3D compiler module found - aborting!\n");
70 return false;
71 }
73 mD3DCompileFunc = reinterpret_cast<pCompileFunc>(GetProcAddress(mD3dCompilerModule, "D3DCompile"));
74 ASSERT(mD3DCompileFunc);
76 return mD3DCompileFunc != NULL;
77 }
79 // Compiles HLSL code into executable binaries
80 ShaderBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, UINT optimizationFlags, bool alternateFlags)
81 {
82 if (!hlsl)
83 {
84 return NULL;
85 }
87 HRESULT result = S_OK;
88 UINT flags = 0;
89 std::string sourceText;
90 if (gl::perfActive())
91 {
92 flags |= D3DCOMPILE_DEBUG;
94 #ifdef NDEBUG
95 flags |= optimizationFlags;
96 #else
97 flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
98 #endif
100 std::string sourcePath = getTempPath();
101 sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl);
102 writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
103 }
104 else
105 {
106 flags |= optimizationFlags;
107 sourceText = hlsl;
108 }
110 // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
111 // Try the default flags first and if compilation fails, try some alternatives.
112 const static UINT extraFlags[] =
113 {
114 0,
115 D3DCOMPILE_AVOID_FLOW_CONTROL,
116 D3DCOMPILE_PREFER_FLOW_CONTROL
117 };
119 const static char * const extraFlagNames[] =
120 {
121 "default",
122 "avoid flow control",
123 "prefer flow control"
124 };
126 int attempts = alternateFlags ? ArraySize(extraFlags) : 1;
127 pD3DCompile compileFunc = reinterpret_cast<pD3DCompile>(mD3DCompileFunc);
128 for (int i = 0; i < attempts; ++i)
129 {
130 ID3DBlob *errorMessage = NULL;
131 ID3DBlob *binary = NULL;
133 result = compileFunc(hlsl, strlen(hlsl), gl::g_fakepath, NULL, NULL,
134 "main", profile, flags | extraFlags[i], 0, &binary, &errorMessage);
135 if (errorMessage)
136 {
137 const char *message = (const char*)errorMessage->GetBufferPointer();
139 infoLog.appendSanitized(message);
140 TRACE("\n%s", hlsl);
141 TRACE("\n%s", message);
143 errorMessage->Release();
144 errorMessage = NULL;
145 }
147 if (SUCCEEDED(result))
148 {
149 return (ShaderBlob*)binary;
150 }
151 else
152 {
153 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
154 {
155 return gl::error(GL_OUT_OF_MEMORY, (ShaderBlob*) NULL);
156 }
158 infoLog.append("Warning: D3D shader compilation failed with ");
159 infoLog.append(extraFlagNames[i]);
160 infoLog.append(" flags.");
161 if (i + 1 < attempts)
162 {
163 infoLog.append(" Retrying with ");
164 infoLog.append(extraFlagNames[i + 1]);
165 infoLog.append(".\n");
166 }
167 }
168 }
170 return NULL;
171 }
173 }
175 extern "C"
176 {
178 rx::Renderer *glCreateRenderer(egl::Display *display, HDC hDc, EGLNativeDisplayType displayId)
179 {
180 rx::Renderer *renderer = NULL;
181 EGLint status = EGL_BAD_ALLOC;
183 if (ANGLE_ENABLE_D3D11 ||
184 displayId == EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE ||
185 displayId == EGL_D3D11_ONLY_DISPLAY_ANGLE)
186 {
187 renderer = new rx::Renderer11(display, hDc);
189 if (renderer)
190 {
191 status = renderer->initialize();
192 }
194 if (status == EGL_SUCCESS)
195 {
196 return renderer;
197 }
198 else if (displayId == EGL_D3D11_ONLY_DISPLAY_ANGLE)
199 {
200 return NULL;
201 }
203 // Failed to create a D3D11 renderer, try creating a D3D9 renderer
204 delete renderer;
205 }
207 bool softwareDevice = (displayId == EGL_SOFTWARE_DISPLAY_ANGLE);
208 renderer = new rx::Renderer9(display, hDc, softwareDevice);
210 if (renderer)
211 {
212 status = renderer->initialize();
213 }
215 if (status == EGL_SUCCESS)
216 {
217 return renderer;
218 }
220 return NULL;
221 }
223 void glDestroyRenderer(rx::Renderer *renderer)
224 {
225 delete renderer;
226 }
228 }