// // 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 #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(GetProcAddress(mD3DCompilerModule, "D3DCompile")); ASSERT(mD3DCompileFunc); mD3DDisassembleFunc = reinterpret_cast(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(D3DCompile); mD3DDisassembleFunc = reinterpret_cast(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 &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(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(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(disassembly->GetBufferPointer())); } else { *disassemblyOut = ""; } SafeRelease(disassembly); return angle::Result::Continue; } } // namespace rx