зеркало из https://github.com/AvaloniaUI/angle.git
Refactor attempting shader compilation with different flags.
BUG=angle:648 Change-Id: Ie340eaa708820cc13be6d1f5ba04555b6c1918ea Reviewed-on: https://chromium-review.googlesource.com/199310 Tested-by: Nicolas Capens <nicolascapens@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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aea8e947d3
Коммит
93faad9f65
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@ -66,7 +66,7 @@ void HLSLCompiler::release()
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}
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ShaderBlob *HLSLCompiler::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile,
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unsigned int optimizationFlags, bool alternateFlags) const
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const UINT optimizationFlags[], const char *flagNames[], int attempts) const
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{
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ASSERT(mD3DCompilerModule && mD3DCompileFunc);
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@ -75,54 +75,14 @@ ShaderBlob *HLSLCompiler::compileToBinary(gl::InfoLog &infoLog, const char *hlsl
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return NULL;
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}
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HRESULT result = S_OK;
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UINT flags = 0;
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std::string sourceText;
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if (gl::perfActive())
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{
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flags |= D3DCOMPILE_DEBUG;
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#ifdef NDEBUG
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flags |= optimizationFlags;
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#else
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flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
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#endif
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std::string sourcePath = getTempPath();
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sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl);
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writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
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}
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else
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{
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flags |= optimizationFlags;
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sourceText = hlsl;
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}
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// Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
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// Try the default flags first and if compilation fails, try some alternatives.
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const static UINT extraFlags[] =
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{
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0,
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D3DCOMPILE_AVOID_FLOW_CONTROL,
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D3DCOMPILE_PREFER_FLOW_CONTROL
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};
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const static char * const extraFlagNames[] =
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{
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"default",
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"avoid flow control",
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"prefer flow control"
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};
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int attempts = alternateFlags ? ArraySize(extraFlags) : 1;
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pD3DCompile compileFunc = reinterpret_cast<pD3DCompile>(mD3DCompileFunc);
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for (int i = 0; i < attempts; ++i)
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{
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ID3DBlob *errorMessage = NULL;
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ID3DBlob *binary = NULL;
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result = compileFunc(hlsl, strlen(hlsl), gl::g_fakepath, NULL, NULL,
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"main", profile, flags | extraFlags[i], 0, &binary, &errorMessage);
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HRESULT result = compileFunc(hlsl, strlen(hlsl), gl::g_fakepath, NULL, NULL, "main", profile, optimizationFlags[i], 0, &binary, &errorMessage);
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if (errorMessage)
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{
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const char *message = (const char*)errorMessage->GetBufferPointer();
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@ -146,12 +106,12 @@ ShaderBlob *HLSLCompiler::compileToBinary(gl::InfoLog &infoLog, const char *hlsl
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}
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infoLog.append("Warning: D3D shader compilation failed with ");
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infoLog.append(extraFlagNames[i]);
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infoLog.append(flagNames[i]);
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infoLog.append(" flags.");
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if (i + 1 < attempts)
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{
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infoLog.append(" Retrying with ");
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infoLog.append(extraFlagNames[i + 1]);
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infoLog.append(flagNames[i + 1]);
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infoLog.append(".\n");
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}
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}
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@ -26,7 +26,7 @@ class HLSLCompiler
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void release();
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ShaderBlob *compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile,
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unsigned int optimizationFlags, bool alternateFlags) const;
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const UINT optimizationFlags[], const char *flagNames[], int attempts) const;
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private:
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DISALLOW_COPY_AND_ASSIGN(HLSLCompiler);
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@ -3045,7 +3045,36 @@ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const ch
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char profile[32];
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snprintf(profile, ArraySize(profile), "%s_%s", profileType, profileVersion);
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ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
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UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL0;
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if (gl::perfActive())
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{
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#ifndef NDEBUG
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flags = D3DCOMPILE_SKIP_OPTIMIZATION;
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#endif
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flags |= D3DCOMPILE_DEBUG;
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std::string sourcePath = getTempPath();
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std::string sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(shaderHLSL);
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writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
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}
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// Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
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// Try the default flags first and if compilation fails, try some alternatives.
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const UINT extraFlags[] =
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{
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flags
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};
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const static char *extraFlagNames[] =
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{
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"default"
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};
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int attempts = ArraySize(extraFlags);
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ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, extraFlags, extraFlagNames, attempts);
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if (!binary)
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{
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return NULL;
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@ -3380,19 +3380,50 @@ ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const cha
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return NULL;
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}
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UINT optimizationFlags = ANGLE_COMPILE_OPTIMIZATION_LEVEL;
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UINT flags = ANGLE_COMPILE_OPTIMIZATION_LEVEL;
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if (workaround == ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION)
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{
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optimizationFlags = D3DCOMPILE_SKIP_OPTIMIZATION;
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flags = D3DCOMPILE_SKIP_OPTIMIZATION;
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}
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else if (workaround == ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION)
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{
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optimizationFlags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
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flags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
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}
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else ASSERT(workaround == ANGLE_D3D_WORKAROUND_NONE);
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ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, optimizationFlags, true);
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if (gl::perfActive())
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{
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#ifndef NDEBUG
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flags = D3DCOMPILE_SKIP_OPTIMIZATION;
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#endif
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flags |= D3DCOMPILE_DEBUG;
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std::string sourcePath = getTempPath();
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std::string sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(shaderHLSL);
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writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
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}
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// Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
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// Try the default flags first and if compilation fails, try some alternatives.
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const UINT extraFlags[] =
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{
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flags,
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flags | D3DCOMPILE_AVOID_FLOW_CONTROL,
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flags | D3DCOMPILE_PREFER_FLOW_CONTROL
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};
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const static char *extraFlagNames[] =
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{
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"default",
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"avoid flow control",
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"prefer flow control"
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};
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int attempts = ArraySize(extraFlags);
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ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, extraFlags, extraFlagNames, attempts);
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if (!binary)
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{
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return NULL;
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