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Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp')
-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp93
1 files changed, 54 insertions, 39 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/gfx/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index d00a8738e..3ac82d941 100755
--- a/gfx/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/gfx/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -739,14 +739,14 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
if (memcmp(&identifier, &binaryDeviceIdentifier, sizeof(DeviceIdentifier)) != 0)
{
infoLog << "Invalid program binary, device configuration has changed.";
- return false;
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
}
int compileFlags = stream->readInt<int>();
if (compileFlags != ANGLE_COMPILE_OPTIMIZATION_LEVEL)
{
infoLog << "Mismatched compilation flags.";
- return false;
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
}
for (int &index : mAttribLocationToD3DSemantic)
@@ -780,7 +780,7 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
if (stream->error())
{
infoLog << "Invalid program binary.";
- return false;
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
}
const auto &linkedUniforms = mState.getUniforms();
@@ -804,7 +804,7 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
if (stream->error())
{
infoLog << "Invalid program binary.";
- return false;
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
}
ASSERT(mD3DUniformBlocks.empty());
@@ -853,8 +853,6 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
const unsigned char *binary = reinterpret_cast<const unsigned char *>(stream->data());
- bool separateAttribs = (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS);
-
const unsigned int vertexShaderCount = stream->readInt<unsigned int>();
for (unsigned int vertexShaderIndex = 0; vertexShaderIndex < vertexShaderCount;
vertexShaderIndex++)
@@ -872,14 +870,18 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
ShaderExecutableD3D *shaderExecutable = nullptr;
- ANGLE_TRY(mRenderer->loadExecutable(vertexShaderFunction, vertexShaderSize, SHADER_VERTEX,
- mStreamOutVaryings, separateAttribs,
- &shaderExecutable));
+ gl::Error error = mRenderer->loadExecutable(
+ vertexShaderFunction, vertexShaderSize, SHADER_VERTEX, mStreamOutVaryings,
+ (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), &shaderExecutable);
+ if (error.isError())
+ {
+ return LinkResult(false, error);
+ }
if (!shaderExecutable)
{
infoLog << "Could not create vertex shader.";
- return false;
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
}
// generated converted input layout
@@ -907,14 +909,18 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
const unsigned char *pixelShaderFunction = binary + stream->offset();
ShaderExecutableD3D *shaderExecutable = nullptr;
- ANGLE_TRY(mRenderer->loadExecutable(pixelShaderFunction, pixelShaderSize, SHADER_PIXEL,
- mStreamOutVaryings, separateAttribs,
- &shaderExecutable));
+ gl::Error error = mRenderer->loadExecutable(
+ pixelShaderFunction, pixelShaderSize, SHADER_PIXEL, mStreamOutVaryings,
+ (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), &shaderExecutable);
+ if (error.isError())
+ {
+ return LinkResult(false, error);
+ }
if (!shaderExecutable)
{
infoLog << "Could not create pixel shader.";
- return false;
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
}
// add new binary
@@ -934,22 +940,27 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
}
const unsigned char *geometryShaderFunction = binary + stream->offset();
+ bool splitAttribs = (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS);
- ANGLE_TRY(mRenderer->loadExecutable(geometryShaderFunction, geometryShaderSize,
- SHADER_GEOMETRY, mStreamOutVaryings, separateAttribs,
- &mGeometryExecutables[geometryExeIndex]));
+ gl::Error error = mRenderer->loadExecutable(
+ geometryShaderFunction, geometryShaderSize, SHADER_GEOMETRY, mStreamOutVaryings,
+ splitAttribs, &mGeometryExecutables[geometryExeIndex]);
+ if (error.isError())
+ {
+ return LinkResult(false, error);
+ }
if (!mGeometryExecutables[geometryExeIndex])
{
infoLog << "Could not create geometry shader.";
- return false;
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
}
stream->skip(geometryShaderSize);
}
initializeUniformStorage();
- return true;
+ return LinkResult(true, gl::Error(GL_NO_ERROR));
}
gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
@@ -1278,14 +1289,22 @@ LinkResult ProgramD3D::compileProgramExecutables(const gl::ContextState &data, g
{
const gl::InputLayout &defaultInputLayout =
GetDefaultInputLayoutFromShader(mState.getAttachedVertexShader());
- ShaderExecutableD3D *defaultVertexExecutable = nullptr;
- ANGLE_TRY(
- getVertexExecutableForInputLayout(defaultInputLayout, &defaultVertexExecutable, &infoLog));
+ ShaderExecutableD3D *defaultVertexExecutable = NULL;
+ gl::Error error =
+ getVertexExecutableForInputLayout(defaultInputLayout, &defaultVertexExecutable, &infoLog);
+ if (error.isError())
+ {
+ return LinkResult(false, error);
+ }
std::vector<GLenum> defaultPixelOutput = GetDefaultOutputLayoutFromShader(getPixelShaderKey());
- ShaderExecutableD3D *defaultPixelExecutable = nullptr;
- ANGLE_TRY(
- getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable, &infoLog));
+ ShaderExecutableD3D *defaultPixelExecutable = NULL;
+ error =
+ getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable, &infoLog);
+ if (error.isError())
+ {
+ return LinkResult(false, error);
+ }
// Auto-generate the geometry shader here, if we expect to be using point rendering in D3D11.
ShaderExecutableD3D *pointGS = nullptr;
@@ -1318,8 +1337,9 @@ LinkResult ProgramD3D::compileProgramExecutables(const gl::ContextState &data, g
fragmentShaderD3D->appendDebugInfo(defaultPixelExecutable->getDebugInfo());
}
- return (defaultVertexExecutable && defaultPixelExecutable &&
- (!usesGeometryShader(GL_POINTS) || pointGS));
+ bool linkSuccess = (defaultVertexExecutable && defaultPixelExecutable &&
+ (!usesGeometryShader(GL_POINTS) || pointGS));
+ return LinkResult(linkSuccess, gl::Error(GL_NO_ERROR));
}
LinkResult ProgramD3D::link(const gl::ContextState &data, gl::InfoLog &infoLog)
@@ -1343,7 +1363,7 @@ LinkResult ProgramD3D::link(const gl::ContextState &data, gl::InfoLog &infoLog)
if (fragmentShaderD3D->usesFrontFacing())
{
infoLog << "The current renderer doesn't support gl_FrontFacing";
- return false;
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
}
}
@@ -1355,7 +1375,7 @@ LinkResult ProgramD3D::link(const gl::ContextState &data, gl::InfoLog &infoLog)
if (!varyingPacking.packVaryings(infoLog, packedVaryings,
mState.getTransformFeedbackVaryingNames()))
{
- return false;
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
}
ProgramD3DMetadata metadata(mRenderer, vertexShaderD3D, fragmentShaderD3D);
@@ -1366,7 +1386,7 @@ LinkResult ProgramD3D::link(const gl::ContextState &data, gl::InfoLog &infoLog)
if (static_cast<GLuint>(varyingPacking.getRegisterCount()) > data.getCaps().maxVaryingVectors)
{
infoLog << "No varying registers left to support gl_FragCoord/gl_PointCoord";
- return false;
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
}
// TODO(jmadill): Implement more sophisticated component packing in D3D9.
@@ -1376,13 +1396,13 @@ LinkResult ProgramD3D::link(const gl::ContextState &data, gl::InfoLog &infoLog)
varyingPacking.getMaxSemanticIndex() > data.getCaps().maxVaryingVectors)
{
infoLog << "Cannot pack these varyings on D3D9.";
- return false;
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
}
if (!mDynamicHLSL->generateShaderLinkHLSL(data, mState, metadata, varyingPacking, &mPixelHLSL,
&mVertexHLSL))
{
- return false;
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
}
mUsesPointSize = vertexShaderD3D->usesPointSize();
@@ -1413,12 +1433,7 @@ LinkResult ProgramD3D::link(const gl::ContextState &data, gl::InfoLog &infoLog)
gatherTransformFeedbackVaryings(varyingPacking);
LinkResult result = compileProgramExecutables(data, infoLog);
- if (result.isError())
- {
- infoLog << result.getError().getMessage();
- return result;
- }
- else if (!result.getResult())
+ if (result.error.isError() || !result.linkSuccess)
{
infoLog << "Failed to create D3D shaders.";
return result;
@@ -1426,7 +1441,7 @@ LinkResult ProgramD3D::link(const gl::ContextState &data, gl::InfoLog &infoLog)
initUniformBlockInfo();
- return true;
+ return LinkResult(true, gl::Error(GL_NO_ERROR));
}
GLboolean ProgramD3D::validate(const gl::Caps & /*caps*/, gl::InfoLog * /*infoLog*/)