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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
commit2aa4a82499d4becd2284cdb482213d541b8804dd (patch)
treeb80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/angle/checkout/src/libANGLE/renderer/d3d/HLSLCompiler.cpp
parentInitial commit. (diff)
downloadfirefox-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.cpp389
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
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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