| // | |
| // Copyright 2014 The ANGLE Project Authors. All rights reserved. | |
| // Use of this source code is governed by a BSD-style license that can be | |
| // found in the LICENSE file. | |
| // | |
| #include "libANGLE/renderer/d3d/HLSLCompiler.h" | |
| #include <sstream> | |
| #include "common/utilities.h" | |
| #include "libANGLE/Context.h" | |
| #include "libANGLE/Program.h" | |
| #include "libANGLE/features.h" | |
| #include "libANGLE/histogram_macros.h" | |
| #include "libANGLE/renderer/d3d/ContextD3D.h" | |
| #include "libANGLE/trace.h" | |
| namespace | |
| { | |
| #if ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO == ANGLE_ENABLED | |
| # ifdef CREATE_COMPILER_FLAG_INFO | |
| # undef CREATE_COMPILER_FLAG_INFO | |
| # endif | |
| # define CREATE_COMPILER_FLAG_INFO(flag) \ | |
| { \ | |
| flag, #flag \ | |
| } | |
| struct CompilerFlagInfo | |
| { | |
| UINT mFlag; | |
| const char *mName; | |
| }; | |
| CompilerFlagInfo CompilerFlagInfos[] = { | |
| // NOTE: The data below is copied from d3dcompiler.h | |
| // If something changes there it should be changed here as well | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_DEBUG), // (1 << 0) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_SKIP_VALIDATION), // (1 << 1) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_SKIP_OPTIMIZATION), // (1 << 2) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_PACK_MATRIX_ROW_MAJOR), // (1 << 3) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR), // (1 << 4) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_PARTIAL_PRECISION), // (1 << 5) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_FORCE_VS_SOFTWARE_NO_OPT), // (1 << 6) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_FORCE_PS_SOFTWARE_NO_OPT), // (1 << 7) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_NO_PRESHADER), // (1 << 8) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_AVOID_FLOW_CONTROL), // (1 << 9) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_PREFER_FLOW_CONTROL), // (1 << 10) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_ENABLE_STRICTNESS), // (1 << 11) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY), // (1 << 12) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_IEEE_STRICTNESS), // (1 << 13) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_OPTIMIZATION_LEVEL0), // (1 << 14) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_OPTIMIZATION_LEVEL1), // 0 | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_OPTIMIZATION_LEVEL2), // ((1 << 14) | (1 << 15)) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_OPTIMIZATION_LEVEL3), // (1 << 15) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_RESERVED16), // (1 << 16) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_RESERVED17), // (1 << 17) | |
| CREATE_COMPILER_FLAG_INFO(D3DCOMPILE_WARNINGS_ARE_ERRORS) // (1 << 18) | |
| }; | |
| # undef CREATE_COMPILER_FLAG_INFO | |
| bool IsCompilerFlagSet(UINT mask, UINT flag) | |
| { | |
| bool isFlagSet = IsMaskFlagSet(mask, flag); | |
| switch (flag) | |
| { | |
| case D3DCOMPILE_OPTIMIZATION_LEVEL0: | |
| return isFlagSet && !IsMaskFlagSet(mask, UINT(D3DCOMPILE_OPTIMIZATION_LEVEL3)); | |
| case D3DCOMPILE_OPTIMIZATION_LEVEL1: | |
| return (mask & D3DCOMPILE_OPTIMIZATION_LEVEL2) == UINT(0); | |
| case D3DCOMPILE_OPTIMIZATION_LEVEL3: | |
| return isFlagSet && !IsMaskFlagSet(mask, UINT(D3DCOMPILE_OPTIMIZATION_LEVEL0)); | |
| default: | |
| return isFlagSet; | |
| } | |
| } | |
| #endif // ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO == ANGLE_ENABLED | |
| constexpr char kOldCompilerLibrary[] = "d3dcompiler_old.dll"; | |
| enum D3DCompilerLoadLibraryResult | |
| { | |
| D3DCompilerDefaultLibrarySuccess, | |
| D3DCompilerOldLibrarySuccess, | |
| D3DCompilerFailure, | |
| D3DCompilerEnumBoundary, | |
| }; | |
| } // anonymous namespace | |
| namespace rx | |
| { | |
| CompileConfig::CompileConfig() : flags(0), name() {} | |
| CompileConfig::CompileConfig(UINT flags, const std::string &name) : flags(flags), name(name) {} | |
| HLSLCompiler::HLSLCompiler() | |
| : mInitialized(false), | |
| mD3DCompilerModule(nullptr), | |
| mD3DCompileFunc(nullptr), | |
| mD3DDisassembleFunc(nullptr) | |
| {} | |
| HLSLCompiler::~HLSLCompiler() | |
| { | |
| release(); | |
| } | |
| angle::Result HLSLCompiler::ensureInitialized(d3d::Context *context) | |
| { | |
| if (mInitialized) | |
| { | |
| return angle::Result::Continue; | |
| } | |
| ANGLE_TRACE_EVENT0("gpu.angle", "HLSLCompiler::initialize"); | |
| #if !defined(ANGLE_ENABLE_WINDOWS_UWP) | |
| # if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES) | |
| // Find a D3DCompiler module that had already been loaded based on a predefined list of | |
| // versions. | |
| static const char *d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES; | |
| for (size_t i = 0; i < ArraySize(d3dCompilerNames); ++i) | |
| { | |
| if (GetModuleHandleExA(0, d3dCompilerNames[i], &mD3DCompilerModule)) | |
| { | |
| break; | |
| } | |
| } | |
| # endif // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES | |
| if (!mD3DCompilerModule) | |
| { | |
| // Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was | |
| // built with. | |
| mD3DCompilerModule = LoadLibraryA(D3DCOMPILER_DLL_A); | |
| if (mD3DCompilerModule) | |
| { | |
| ANGLE_HISTOGRAM_ENUMERATION("GPU.ANGLE.D3DCompilerLoadLibraryResult", | |
| D3DCompilerDefaultLibrarySuccess, D3DCompilerEnumBoundary); | |
| } | |
| else | |
| { | |
| WARN() << "Failed to load HLSL compiler library. Using 'old' DLL."; | |
| mD3DCompilerModule = LoadLibraryA(kOldCompilerLibrary); | |
| if (mD3DCompilerModule) | |
| { | |
| ANGLE_HISTOGRAM_ENUMERATION("GPU.ANGLE.D3DCompilerLoadLibraryResult", | |
| D3DCompilerOldLibrarySuccess, D3DCompilerEnumBoundary); | |
| } | |
| } | |
| } | |
| if (!mD3DCompilerModule) | |
| { | |
| DWORD lastError = GetLastError(); | |
| ERR() << "D3D Compiler LoadLibrary failed. GetLastError=" << lastError; | |
| ANGLE_HISTOGRAM_ENUMERATION("GPU.ANGLE.D3DCompilerLoadLibraryResult", D3DCompilerFailure, | |
| D3DCompilerEnumBoundary); | |
| ANGLE_TRY_HR(context, E_OUTOFMEMORY, "LoadLibrary failed to load D3D Compiler DLL."); | |
| } | |
| mD3DCompileFunc = | |
| reinterpret_cast<pD3DCompile>(GetProcAddress(mD3DCompilerModule, "D3DCompile")); | |
| ASSERT(mD3DCompileFunc); | |
| mD3DDisassembleFunc = | |
| reinterpret_cast<pD3DDisassemble>(GetProcAddress(mD3DCompilerModule, "D3DDisassemble")); | |
| ASSERT(mD3DDisassembleFunc); | |
| #else | |
| // D3D Shader compiler is linked already into this module, so the export | |
| // can be directly assigned. | |
| mD3DCompilerModule = nullptr; | |
| mD3DCompileFunc = reinterpret_cast<pD3DCompile>(D3DCompile); | |
| mD3DDisassembleFunc = reinterpret_cast<pD3DDisassemble>(D3DDisassemble); | |
| #endif | |
| ANGLE_CHECK_HR(context, mD3DCompileFunc, "Error finding D3DCompile entry point.", | |
| E_OUTOFMEMORY); | |
| mInitialized = true; | |
| return angle::Result::Continue; | |
| } | |
| void HLSLCompiler::release() | |
| { | |
| if (mInitialized) | |
| { | |
| FreeLibrary(mD3DCompilerModule); | |
| mD3DCompilerModule = nullptr; | |
| mD3DCompileFunc = nullptr; | |
| mD3DDisassembleFunc = nullptr; | |
| mInitialized = false; | |
| } | |
| } | |
| angle::Result HLSLCompiler::compileToBinary(d3d::Context *context, | |
| 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_UWP) | |
| ASSERT(mD3DCompilerModule); | |
| #endif | |
| ASSERT(mD3DCompileFunc); | |
| #if !defined(ANGLE_ENABLE_WINDOWS_UWP) && defined(ANGLE_ENABLE_DEBUG_TRACE) | |
| std::string sourcePath = getTempPath(); | |
| std::ostringstream stream; | |
| stream << "#line 2 \"" << sourcePath << "\"\n\n" << hlsl; | |
| std::string sourceText = stream.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; | |
| { | |
| ANGLE_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 = static_cast<const char *>(errorMessage->GetBufferPointer()); | |
| SafeRelease(errorMessage); | |
| infoLog.appendSanitized(message.c_str()); | |
| // This produces unbelievable amounts of spam in about:gpu. | |
| // WARN() << std::endl << hlsl; | |
| WARN() << std::endl << message; | |
| if (macros != nullptr) | |
| { | |
| constexpr const char *kLoopRelatedErrors[] = { | |
| // "can't unroll loops marked with loop attribute" | |
| "error X3531:", | |
| // "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. | |
| "error X4014:", | |
| // "array index out of bounds", loop unrolling can result in invalid array | |
| // access if the indices become constant, causing loops that may never be | |
| // executed to generate compilation errors | |
| "error X3504:", | |
| }; | |
| bool hasLoopRelatedError = false; | |
| for (const char *errorType : kLoopRelatedErrors) | |
| { | |
| if (message.find(errorType) != std::string::npos) | |
| { | |
| hasLoopRelatedError = true; | |
| break; | |
| } | |
| } | |
| if (hasLoopRelatedError) | |
| { | |
| // Disable [loop] and [flatten] | |
| macros = nullptr; | |
| // 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(context, binary, &disassembly)); | |
| (*outDebugInfo) += "\n" + disassembly + "\n// ASSEMBLY END\n"; | |
| #endif // ANGLE_APPEND_ASSEMBLY_TO_SHADER_DEBUG_INFO == ANGLE_ENABLED | |
| return angle::Result::Continue; | |
| } | |
| if (result == E_OUTOFMEMORY) | |
| { | |
| *outCompiledBlob = nullptr; | |
| ANGLE_TRY_HR(context, result, "HLSL compiler had an unexpected failure"); | |
| } | |
| 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 angle::Result::Continue; | |
| } | |
| angle::Result HLSLCompiler::disassembleBinary(d3d::Context *context, | |
| ID3DBlob *shaderBinary, | |
| std::string *disassemblyOut) | |
| { | |
| ANGLE_TRY(ensureInitialized(context)); | |
| // Retrieve disassembly | |
| UINT flags = D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTS | D3D_DISASM_ENABLE_INSTRUCTION_NUMBERING; | |
| ID3DBlob *disassembly = nullptr; | |
| pD3DDisassemble disassembleFunc = reinterpret_cast<pD3DDisassemble>(mD3DDisassembleFunc); | |
| LPCVOID buffer = shaderBinary->GetBufferPointer(); | |
| SIZE_T bufSize = shaderBinary->GetBufferSize(); | |
| HRESULT result = disassembleFunc(buffer, bufSize, flags, "", &disassembly); | |
| if (SUCCEEDED(result)) | |
| { | |
| *disassemblyOut = std::string(static_cast<const char *>(disassembly->GetBufferPointer())); | |
| } | |
| else | |
| { | |
| *disassemblyOut = ""; | |
| } | |
| SafeRelease(disassembly); | |
| return angle::Result::Continue; | |
| } | |
| } // namespace rx |