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 // 7 8 // Renderer.cpp: Implements EGL dependencies for creating and destroying Renderer instances. 9 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" 17 #include "third_party/trace_event/trace_event.h" 18 19 #if !defined(ANGLE_ENABLE_D3D11) 20 // Enables use of the Direct3D 11 API for a default display, when available 21 #define ANGLE_ENABLE_D3D11 0 22 #endif 23 24 namespace rx 25 { 26 27 Renderer::Renderer(egl::Display *display) : mDisplay(display) 28 { 29 mD3dCompilerModule = NULL; 30 mD3DCompileFunc = NULL; 31 } 32 33 Renderer::~Renderer() 34 { 35 if (mD3dCompilerModule) 36 { 37 FreeLibrary(mD3dCompilerModule); 38 mD3dCompilerModule = NULL; 39 } 40 } 41 42 bool Renderer::initializeCompiler() 43 { 44 TRACE_EVENT0("gpu", "initializeCompiler"); 45 #if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES) 46 // Find a D3DCompiler module that had already been loaded based on a predefined list of versions. 47 static TCHAR* d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES; 48 49 for (size_t i = 0; i < ArraySize(d3dCompilerNames); ++i) 50 { 51 if (GetModuleHandleEx(0, d3dCompilerNames[i], &mD3dCompilerModule)) 52 { 53 break; 54 } 55 } 56 #endif // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES 57 58 if (!mD3dCompilerModule) 59 { 60 // Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was built with. 61 mD3dCompilerModule = LoadLibrary(D3DCOMPILER_DLL); 62 } 63 64 if (!mD3dCompilerModule) 65 { 66 ERR("No D3D compiler module found - aborting!\n"); 67 return false; 68 } 69 70 mD3DCompileFunc = reinterpret_cast<pCompileFunc>(GetProcAddress(mD3dCompilerModule, "D3DCompile")); 71 ASSERT(mD3DCompileFunc); 72 73 return mD3DCompileFunc != NULL; 74 } 75 76 // Compiles HLSL code into executable binaries 77 ShaderBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, UINT optimizationFlags, bool alternateFlags) 78 { 79 if (!hlsl) 80 { 81 return NULL; 82 } 83 84 HRESULT result = S_OK; 85 UINT flags = 0; 86 std::string sourceText; 87 if (gl::perfActive()) 88 { 89 flags |= D3DCOMPILE_DEBUG; 90 91 #ifdef NDEBUG 92 flags |= optimizationFlags; 93 #else 94 flags |= D3DCOMPILE_SKIP_OPTIMIZATION; 95 #endif 96 97 std::string sourcePath = getTempPath(); 98 sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl); 99 writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size()); 100 } 101 else 102 { 103 flags |= optimizationFlags; 104 sourceText = hlsl; 105 } 106 107 // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options. 108 // Try the default flags first and if compilation fails, try some alternatives. 109 const static UINT extraFlags[] = 110 { 111 0, 112 D3DCOMPILE_AVOID_FLOW_CONTROL, 113 D3DCOMPILE_PREFER_FLOW_CONTROL 114 }; 115 116 const static char * const extraFlagNames[] = 117 { 118 "default", 119 "avoid flow control", 120 "prefer flow control" 121 }; 122 123 int attempts = alternateFlags ? ArraySize(extraFlags) : 1; 124 pD3DCompile compileFunc = reinterpret_cast<pD3DCompile>(mD3DCompileFunc); 125 for (int i = 0; i < attempts; ++i) 126 { 127 ID3DBlob *errorMessage = NULL; 128 ID3DBlob *binary = NULL; 129 130 result = compileFunc(hlsl, strlen(hlsl), gl::g_fakepath, NULL, NULL, 131 "main", profile, flags | extraFlags[i], 0, &binary, &errorMessage); 132 if (errorMessage) 133 { 134 const char *message = (const char*)errorMessage->GetBufferPointer(); 135 136 infoLog.appendSanitized(message); 137 TRACE("\n%s", hlsl); 138 TRACE("\n%s", message); 139 140 errorMessage->Release(); 141 errorMessage = NULL; 142 } 143 144 if (SUCCEEDED(result)) 145 { 146 return (ShaderBlob*)binary; 147 } 148 else 149 { 150 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY) 151 { 152 return gl::error(GL_OUT_OF_MEMORY, (ShaderBlob*) NULL); 153 } 154 155 infoLog.append("Warning: D3D shader compilation failed with "); 156 infoLog.append(extraFlagNames[i]); 157 infoLog.append(" flags."); 158 if (i + 1 < attempts) 159 { 160 infoLog.append(" Retrying with "); 161 infoLog.append(extraFlagNames[i + 1]); 162 infoLog.append(".\n"); 163 } 164 } 165 } 166 167 return NULL; 168 } 169 170 } 171 172 extern "C" 173 { 174 175 rx::Renderer *glCreateRenderer(egl::Display *display, HDC hDc, EGLNativeDisplayType displayId) 176 { 177 rx::Renderer *renderer = NULL; 178 EGLint status = EGL_BAD_ALLOC; 179 180 if (ANGLE_ENABLE_D3D11 || 181 displayId == EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE || 182 displayId == EGL_D3D11_ONLY_DISPLAY_ANGLE) 183 { 184 renderer = new rx::Renderer11(display, hDc); 185 186 if (renderer) 187 { 188 status = renderer->initialize(); 189 } 190 191 if (status == EGL_SUCCESS) 192 { 193 return renderer; 194 } 195 else if (displayId == EGL_D3D11_ONLY_DISPLAY_ANGLE) 196 { 197 return NULL; 198 } 199 200 // Failed to create a D3D11 renderer, try creating a D3D9 renderer 201 delete renderer; 202 } 203 204 bool softwareDevice = (displayId == EGL_SOFTWARE_DISPLAY_ANGLE); 205 renderer = new rx::Renderer9(display, hDc, softwareDevice); 206 207 if (renderer) 208 { 209 status = renderer->initialize(); 210 } 211 212 if (status == EGL_SUCCESS) 213 { 214 return renderer; 215 } 216 217 return NULL; 218 } 219 220 void glDestroyRenderer(rx::Renderer *renderer) 221 { 222 delete renderer; 223 } 224 225 }