示例#1
0
gl::Error HLSLCompiler::compileToBinary(gl::InfoLog &infoLog, const std::string &hlsl, const std::string &profile,
                                        const std::vector<CompileConfig> &configs, const D3D_SHADER_MACRO *overrideMacros,
                                        ID3DBlob **outCompiledBlob, std::string *outDebugInfo) const
{
#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
    ASSERT(mD3DCompilerModule);
#endif
    ASSERT(mD3DCompileFunc);

#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
    if (gl::perfActive())
    {
        std::string sourcePath = getTempPath();
        std::string sourceText = FormatString("#line 2 \"%s\"\n\n%s", sourcePath.c_str(), hlsl.c_str());
        writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
    }
#endif

    const D3D_SHADER_MACRO *macros = overrideMacros ? overrideMacros : NULL;

    for (size_t i = 0; i < configs.size(); ++i)
    {
        ID3DBlob *errorMessage = NULL;
        ID3DBlob *binary = NULL;

        HRESULT result = mD3DCompileFunc(hlsl.c_str(), hlsl.length(), gl::g_fakepath, macros, NULL, "main", profile.c_str(),
                                         configs[i].flags, 0, &binary, &errorMessage);

        if (errorMessage)
        {
            std::string message = reinterpret_cast<const char*>(errorMessage->GetBufferPointer());
            SafeRelease(errorMessage);

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

            if (message.find("error X3531:") != std::string::npos)   // "can't unroll loops marked with loop attribute"
            {
                macros = NULL;   // Disable [loop] and [flatten]

                // Retry without changing compiler flags
                i--;
                continue;
            }
        }

        if (SUCCEEDED(result))
        {
            *outCompiledBlob = binary;

#if ANGLE_SHADER_DEBUG_INFO == ANGLE_ENABLED
            (*outDebugInfo) += "// COMPILER INPUT HLSL BEGIN\n\n" + hlsl + "\n// COMPILER INPUT HLSL END\n";
            (*outDebugInfo) += "\n\n// ASSEMBLY BEGIN\n\n";
            (*outDebugInfo) += "// Compiler configuration: " + configs[i].name + "\n// Flags:\n";
            for (size_t fIx = 0; fIx < ArraySize(CompilerFlagInfos); ++fIx)
            {
                const char *flagName = GetCompilerFlagName(configs[i].flags, fIx);
                if (flagName != nullptr)
                {
                    (*outDebugInfo) += std::string("// ") + flagName + "\n";
                }
            }

            (*outDebugInfo) += "// Macros:\n";
            if (macros == nullptr)
            {
                (*outDebugInfo) += "// - : -\n";
            }
            else
            {
                for (const D3D_SHADER_MACRO *mIt = macros; mIt->Name != nullptr; ++mIt)
                {
                    (*outDebugInfo) += std::string("// ") + mIt->Name + " : " + mIt->Definition + "\n";
                }
            }

            (*outDebugInfo) += "\n" + disassembleBinary(binary) + "\n// ASSEMBLY END\n";
#endif

            return gl::Error(GL_NO_ERROR);
        }
        else
        {
            if (result == E_OUTOFMEMORY)
            {
                *outCompiledBlob = NULL;
                return gl::Error(GL_OUT_OF_MEMORY, "HLSL compiler had an unexpected failure, result: 0x%X.", result);
            }

            infoLog.append("Warning: D3D shader compilation failed with %s flags.", configs[i].name.c_str());

            if (i + 1 < configs.size())
            {
                infoLog.append(" Retrying with %s.\n", configs[i + 1].name.c_str());
            }
        }
    }

    // None of the configurations succeeded in compiling this shader but the compiler is still intact
    *outCompiledBlob = NULL;
    return gl::Error(GL_NO_ERROR);
}
示例#2
0
HRESULT Display::compileShaderSource(const char* hlsl, const char* sourceName, const char* profile, DWORD flags, ID3DBlob** binary, ID3DBlob** errorMessage)
{
    return mD3DCompileFunc(hlsl, strlen(hlsl), sourceName, NULL, NULL, "main", profile, flags, 0, binary, errorMessage);
}
示例#3
0
gl::Error HLSLCompiler::compileToBinary(gl::InfoLog &infoLog, const std::string &hlsl, const std::string &profile,
                                        const std::vector<CompileConfig> &configs, const D3D_SHADER_MACRO *overrideMacros,
                                        ID3DBlob **outCompiledBlob, std::string *outDebugInfo)
{
    ASSERT(mInitialized);

#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
    ASSERT(mD3DCompilerModule);
#endif
    ASSERT(mD3DCompileFunc);

#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
    if (gl::DebugAnnotationsActive())
    {
        std::string sourcePath = getTempPath();
        std::string sourceText = FormatString("#line 2 \"%s\"\n\n%s", sourcePath.c_str(), hlsl.c_str());
        writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
    }
#endif

    const D3D_SHADER_MACRO *macros = overrideMacros ? overrideMacros : nullptr;

    for (size_t i = 0; i < configs.size(); ++i)
    {
        ID3DBlob *errorMessage = nullptr;
        ID3DBlob *binary = nullptr;
        HRESULT result         = S_OK;

        {
            TRACE_EVENT0("gpu.angle", "D3DCompile");
            SCOPED_ANGLE_HISTOGRAM_TIMER("GPU.ANGLE.D3DCompileMS");
            result = mD3DCompileFunc(hlsl.c_str(), hlsl.length(), gl::g_fakepath, macros, nullptr,
                                     "main", profile.c_str(), configs[i].flags, 0, &binary,
                                     &errorMessage);
        }

        if (errorMessage)
        {
            std::string message = reinterpret_cast<const char*>(errorMessage->GetBufferPointer());
            SafeRelease(errorMessage);

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

            if ((message.find("error X3531:") != std::string::npos ||  // "can't unroll loops marked with loop attribute"
                 message.find("error X4014:") != std::string::npos) && // "cannot have gradient operations inside loops with divergent flow control",
                                                                       // even though it is counter-intuitive to disable unrolling for this error,
                                                                       // some very long shaders have trouble deciding which loops to unroll and
                                                                       // turning off forced unrolls allows them to compile properly.
                macros != nullptr)
            {
                macros = nullptr;   // Disable [loop] and [flatten]

                // Retry without changing compiler flags
                i--;
                continue;
            }
        }

        if (SUCCEEDED(result))
        {
            *outCompiledBlob = binary;

            (*outDebugInfo) += "// COMPILER INPUT HLSL BEGIN\n\n" + hlsl + "\n// COMPILER INPUT HLSL END\n";

#if ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO == ANGLE_ENABLED
            (*outDebugInfo) += "\n\n// ASSEMBLY BEGIN\n\n";
            (*outDebugInfo) += "// Compiler configuration: " + configs[i].name + "\n// Flags:\n";
            for (size_t fIx = 0; fIx < ArraySize(CompilerFlagInfos); ++fIx)
            {
                if (IsCompilerFlagSet(configs[i].flags, CompilerFlagInfos[fIx].mFlag))
                {
                    (*outDebugInfo) += std::string("// ") + CompilerFlagInfos[fIx].mName + "\n";
                }
            }

            (*outDebugInfo) += "// Macros:\n";
            if (macros == nullptr)
            {
                (*outDebugInfo) += "// - : -\n";
            }
            else
            {
                for (const D3D_SHADER_MACRO *mIt = macros; mIt->Name != nullptr; ++mIt)
                {
                    (*outDebugInfo) += std::string("// ") + mIt->Name + " : " + mIt->Definition + "\n";
                }
            }

            std::string disassembly;
            ANGLE_TRY(disassembleBinary(binary, &disassembly));
            (*outDebugInfo) += "\n" + disassembly + "\n// ASSEMBLY END\n";
#endif  // ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO == ANGLE_ENABLED
            return gl::NoError();
        }

        if (result == E_OUTOFMEMORY)
        {
            *outCompiledBlob = nullptr;
            return gl::Error(GL_OUT_OF_MEMORY, "HLSL compiler had an unexpected failure, result: 0x%X.", result);
        }

        infoLog << "Warning: D3D shader compilation failed with " << configs[i].name << " flags. ("
                << profile << ")";

        if (i + 1 < configs.size())
        {
            infoLog << " Retrying with " << configs[i + 1].name;
        }
    }

    // None of the configurations succeeded in compiling this shader but the compiler is still intact
    *outCompiledBlob = nullptr;
    return gl::NoError();
}