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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
commit | 2aa4a82499d4becd2284cdb482213d541b8804dd (patch) | |
tree | b80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/angle/checkout/src/libANGLE/renderer/d3d/HLSLCompiler.cpp | |
parent | Initial commit. (diff) | |
download | firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.tar.xz firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.zip |
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/renderer/d3d/HLSLCompiler.cpp')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/renderer/d3d/HLSLCompiler.cpp | 389 |
1 files changed, 389 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/HLSLCompiler.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/HLSLCompiler.cpp new file mode 100644 index 0000000000..4fb5cd42a0 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/HLSLCompiler.cpp @@ -0,0 +1,389 @@ +// +// 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_STORE) +# 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_STORE) + ASSERT(mD3DCompilerModule); +#endif + ASSERT(mD3DCompileFunc); + +#if !defined(ANGLE_ENABLE_WINDOWS_STORE) + if (gl::DebugAnnotationsActive()) + { + 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 |