blob: aabe067c6269c042e43014ce820403399b4fd0b0 [file] [log] [blame]
//
// 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