Commit 3b538da7 by Nicolas Capens

Refactor attempting shader compilation with different flags.

BUG=angle:648 Change-Id: Ie340eaa708820cc13be6d1f5ba04555b6c1918ea Reviewed-on: https://chromium-review.googlesource.com/199742Tested-by: 's avatarNicolas Capens <nicolascapens@chromium.org> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
parent e4792a3d
...@@ -74,61 +74,21 @@ bool Renderer::initializeCompiler() ...@@ -74,61 +74,21 @@ bool Renderer::initializeCompiler()
} }
// Compiles HLSL code into executable binaries // Compiles HLSL code into executable binaries
ShaderBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, UINT optimizationFlags, bool alternateFlags) ShaderBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, const UINT optimizationFlags[], const char *flagNames[], int attempts)
{ {
if (!hlsl) if (!hlsl)
{ {
return NULL; 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); pD3DCompile compileFunc = reinterpret_cast<pD3DCompile>(mD3DCompileFunc);
for (int i = 0; i < attempts; ++i) for (int i = 0; i < attempts; ++i)
{ {
ID3DBlob *errorMessage = NULL; ID3DBlob *errorMessage = NULL;
ID3DBlob *binary = NULL; ID3DBlob *binary = NULL;
result = compileFunc(hlsl, strlen(hlsl), gl::g_fakepath, NULL, NULL, HRESULT result = compileFunc(hlsl, strlen(hlsl), gl::g_fakepath, NULL, NULL,
"main", profile, flags | extraFlags[i], 0, &binary, &errorMessage); "main", profile, optimizationFlags[i], 0, &binary, &errorMessage);
if (errorMessage) if (errorMessage)
{ {
const char *message = (const char*)errorMessage->GetBufferPointer(); const char *message = (const char*)errorMessage->GetBufferPointer();
...@@ -153,12 +113,12 @@ ShaderBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, co ...@@ -153,12 +113,12 @@ ShaderBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, co
} }
infoLog.append("Warning: D3D shader compilation failed with "); infoLog.append("Warning: D3D shader compilation failed with ");
infoLog.append(extraFlagNames[i]); infoLog.append(flagNames[i]);
infoLog.append(" flags."); infoLog.append(" flags.");
if (i + 1 < attempts) if (i + 1 < attempts)
{ {
infoLog.append(" Retrying with "); infoLog.append(" Retrying with ");
infoLog.append(extraFlagNames[i + 1]); infoLog.append(flagNames[i + 1]);
infoLog.append(".\n"); infoLog.append(".\n");
} }
} }
......
...@@ -238,7 +238,7 @@ class Renderer ...@@ -238,7 +238,7 @@ class Renderer
protected: protected:
bool initializeCompiler(); bool initializeCompiler();
ShaderBlob *compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, UINT optimizationFlags, bool alternateFlags); ShaderBlob *compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, const UINT optimizationFlags[], const char *flagNames[], int attempts);
egl::Display *mDisplay; egl::Display *mDisplay;
......
...@@ -2888,7 +2888,37 @@ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const ch ...@@ -2888,7 +2888,37 @@ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const ch
return NULL; return NULL;
} }
ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false); UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL0;
if (gl::perfActive())
{
#ifndef NDEBUG
flags = D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
flags |= D3DCOMPILE_DEBUG;
std::string sourcePath = getTempPath();
std::string sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(shaderHLSL);
writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
}
// 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 UINT extraFlags[] =
{
flags
};
const static char *extraFlagNames[] =
{
"default"
};
int attempts = ArraySize(extraFlags);
ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, extraFlags, extraFlagNames, attempts);
if (!binary) if (!binary)
return NULL; return NULL;
......
...@@ -3169,19 +3169,51 @@ ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const cha ...@@ -3169,19 +3169,51 @@ ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const cha
return NULL; return NULL;
} }
UINT optimizationFlags = ANGLE_COMPILE_OPTIMIZATION_LEVEL; UINT flags = ANGLE_COMPILE_OPTIMIZATION_LEVEL;
if (workaround == ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION) if (workaround == ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION)
{ {
optimizationFlags = D3DCOMPILE_SKIP_OPTIMIZATION; flags = D3DCOMPILE_SKIP_OPTIMIZATION;
} }
else if (workaround == ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION) else if (workaround == ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION)
{ {
optimizationFlags = D3DCOMPILE_OPTIMIZATION_LEVEL3; flags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
} }
else ASSERT(workaround == ANGLE_D3D_WORKAROUND_NONE); else ASSERT(workaround == ANGLE_D3D_WORKAROUND_NONE);
ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, optimizationFlags, true); if (gl::perfActive())
{
#ifndef NDEBUG
flags = D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
flags |= D3DCOMPILE_DEBUG;
std::string sourcePath = getTempPath();
std::string sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(shaderHLSL);
writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
}
// 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 UINT extraFlags[] =
{
flags,
flags | D3DCOMPILE_AVOID_FLOW_CONTROL,
flags | D3DCOMPILE_PREFER_FLOW_CONTROL
};
const static char *extraFlagNames[] =
{
"default",
"avoid flow control",
"prefer flow control"
};
int attempts = ArraySize(extraFlags);
ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, extraFlags, extraFlagNames, attempts);
if (!binary) if (!binary)
return NULL; return NULL;
......
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