Esempio n. 1
0
ShaderBlob *HLSLCompiler::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile,
                                          const UINT optimizationFlags[], const char *flagNames[], int attempts) const
{
    ASSERT(mD3DCompilerModule && mD3DCompileFunc);

    if (!hlsl)
    {
        return NULL;
    }

    pD3DCompile compileFunc = reinterpret_cast<pD3DCompile>(mD3DCompileFunc);
    for (int i = 0; i < attempts; ++i)
    {
        ID3DBlob *errorMessage = NULL;
        ID3DBlob *binary = NULL;

        HRESULT result = compileFunc(hlsl, strlen(hlsl), gl::g_fakepath, NULL, NULL, "main", profile, optimizationFlags[i], 0, &binary, &errorMessage);

        if (errorMessage)
        {
            const char *message = (const char*)errorMessage->GetBufferPointer();

            infoLog.appendSanitized(message);
            TRACE("\n%s", hlsl);
            TRACE("\n%s", message);

            SafeRelease(errorMessage);
        }

        if (SUCCEEDED(result))
        {
            return (ShaderBlob*)binary;
        }
        else
        {
            if (result == E_OUTOFMEMORY)
            {
                return gl::error(GL_OUT_OF_MEMORY, (ShaderBlob*)NULL);
            }

            infoLog.append("Warning: D3D shader compilation failed with ");
            infoLog.append(flagNames[i]);
            infoLog.append(" flags.");
            if (i + 1 < attempts)
            {
                infoLog.append(" Retrying with ");
                infoLog.append(flagNames[i + 1]);
                infoLog.append(".\n");
            }
        }
    }

    return NULL;
}
Esempio n. 2
0
// 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 defined(ANGLE_PLATFORM_WINRT)
            if (result == E_OUTOFMEMORY)
#else
            if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
#endif // #if defined(ANGLE_PLATFORM_WINRT)
            {
                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;
}