Introducing d3dcompiler_qt

d3dcompiler_qt is a DLL for use with ANGLE which replaces d3dcompiler_XX
at runtime to proxy shader compilation calls. This is useful for:
 - Loading the newest D3D compiler DLL found, instead of loading the
   version specified when Qt was compiled
 - Reporting better debug information when the compiler cannot be loaded
 - Caching shader blobs for later use
 - Returning cached shader blobs
 - Deferring compilation to another mechanism, such as a D3D compilation
   service running on a host debugging machine *

The above use cases are especially important for Windows Store apps, as
they are not allowed to ship the d3dcompiler. On Windows Phone, where
there is no runtime compiler, this is essential for handling QtQuick apps
which require runtime shader compilation.

* This requires a separate service which monitors a directory for shader
source files, compiles these files into D3D bytecode, and places
the bytecode in the qtd3dcompiler cache directory. This directory is
monitored by qtd3dcompiler, which is then able to then load the blob.

Change-Id: I9889c8d66d2ddbe5a7a1dc44bfe5d8ad229b0e43
Reviewed-by: Oliver Wolff <oliver.wolff@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
bb10
Andrew Knight 2013-12-08 22:33:43 +02:00 committed by The Qt Project
parent 25b390256b
commit be2efef7a4
9 changed files with 680 additions and 0 deletions

View File

@ -1,5 +1,6 @@
TEMPLATE = subdirs
SUBDIRS += src
angle_d3d11: SUBDIRS += d3dcompiler
# We do it this way instead of letting load(qt_module) handle it for two reasons:
# 1) qt_module_headers assumes the TARGET is the same as the include directory (eg: libGLESv2 != GLES2)

View File

@ -0,0 +1,11 @@
TEMPLATE = lib
TARGET = $$qtLibraryTarget(d3dcompiler_qt)
DLLDESTDIR = $$QT_BUILD_TREE/bin
QT = core
DEFINES += QT_NO_CAST_FROM_ASCII QT_NO_CAST_TO_ASCII
SOURCES += main.cpp
win32:!winrt: LIBS += -lole32
# __stdcall exports get mangled, so use a def file
DEF_FILE += $${TARGET}.def

View File

@ -0,0 +1,3 @@
LIBRARY d3dcompiler_qt
EXPORTS
D3DCompile @1

View File

@ -0,0 +1,3 @@
LIBRARY d3dcompiler_qtd
EXPORTS
D3DCompile @1

View File

@ -0,0 +1,295 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the plugins of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include <QByteArray>
#include <QCryptographicHash>
#include <QDateTime>
#include <QDir>
#include <QElapsedTimer>
#include <QFile>
#include <QLoggingCategory>
#include <QStandardPaths>
#include <QThread>
#include <qt_windows.h>
#include <d3dcommon.h>
Q_LOGGING_CATEGORY(QT_D3DCOMPILER, "qt.angle.d3dcompiler")
namespace D3DCompiler {
typedef HRESULT (WINAPI *D3DCompileFunc)(const void *data, SIZE_T data_size, const char *filename,
const D3D_SHADER_MACRO *defines, ID3DInclude *include, const char *entrypoint,
const char *target, UINT sflags, UINT eflags, ID3DBlob **shader, ID3DBlob **error_messages);
static D3DCompileFunc compile;
class Blob : public ID3DBlob
{
public:
Blob(const QByteArray &data) : m_data(data)
{
IIDFromString(L"00000000-0000-0000-C000-000000000046", &IID_IUnknown);
IIDFromString(L"8BA5FB08-5195-40e2-AC58-0D989C3A0102", &IID_ID3DBlob);
}
virtual ~Blob()
{
}
// ID3DBlob
LPVOID __stdcall GetBufferPointer()
{
return m_data.data();
}
SIZE_T __stdcall GetBufferSize()
{
return m_data.size();
}
// IUnknown
HRESULT __stdcall QueryInterface(REFIID riid, void **ppv)
{
IUnknown *out = 0;
if (riid == IID_IUnknown)
out = static_cast<IUnknown*>(this);
else if (riid == IID_ID3DBlob)
out = this;
*ppv = out;
if (!out)
return E_NOINTERFACE;
out->AddRef();
return S_OK;
}
ULONG __stdcall AddRef()
{
return ++m_ref;
}
ULONG __stdcall Release()
{
ULONG ref = --m_ref;
if (!m_ref)
delete this;
return ref;
}
private:
QByteArray m_data;
ULONG m_ref;
// These symbols might be missing, so define them here
IID IID_IUnknown;
IID IID_ID3DBlob;
};
static bool loadCompiler()
{
static HMODULE d3dcompiler = 0;
if (!d3dcompiler) {
const wchar_t *dllNames[] = {
L"d3dcompiler_47.dll",
L"d3dcompiler_46.dll",
L"d3dcompiler_45.dll",
L"d3dcompiler_44.dll",
L"d3dcompiler_43.dll",
0
};
for (int i = 0; const wchar_t *name = dllNames[i]; ++i) {
#ifndef Q_OS_WINRT
d3dcompiler = LoadLibrary(name);
#else
d3dcompiler = LoadPackagedLibrary(name, NULL);
#endif
if (d3dcompiler) {
qCDebug(QT_D3DCOMPILER) << "Found" << QString::fromWCharArray(name);
D3DCompiler::compile = reinterpret_cast<D3DCompiler::D3DCompileFunc>(GetProcAddress(d3dcompiler, "D3DCompile"));
if (D3DCompiler::compile) {
qCDebug(QT_D3DCOMPILER) << "Loaded" << QString::fromWCharArray(name);
break;
}
qCDebug(QT_D3DCOMPILER) << "Failed to load" << QString::fromWCharArray(name);
}
}
if (!d3dcompiler)
qCDebug(QT_D3DCOMPILER) << "Unable to load D3D shader compiler.";
}
return bool(compile);
}
static bool serviceAvailable(const QString &path)
{
if (path.isEmpty())
return false;
// Look for a file, "control", and check if it has been touched in the last 60 seconds
QFileInfo control(path + QStringLiteral("control"));
return control.exists() && control.lastModified().secsTo(QDateTime::currentDateTime()) < 60;
}
static QString cacheKeyFor(const void *data)
{
return QString::fromUtf8(QCryptographicHash::hash(reinterpret_cast<const char *>(data), QCryptographicHash::Sha1).toHex());
}
static QString makePath(const QDir &parent, const QString &child)
{
const QString path = parent.absoluteFilePath(child);
if (!parent.mkpath(child)) {
qCWarning(QT_D3DCOMPILER) << "Path is inaccessible: " << path;
return QString();
}
return path;
}
} // namespace D3DCompiler
extern "C" __declspec(dllexport) HRESULT WINAPI D3DCompile(
const void *, SIZE_T, const char *, const D3D_SHADER_MACRO *, ID3DInclude *,
const char *t, const char *, UINT, UINT, ID3DBlob **, ID3DBlob **);
HRESULT WINAPI D3DCompile(
const void *data, SIZE_T data_size, const char *filename,
const D3D_SHADER_MACRO *defines, ID3DInclude *include, const char *entrypoint,
const char *target, UINT sflags, UINT eflags, ID3DBlob **shader, ID3DBlob **errorMsgs)
{
static QString basePath;
static QString binaryPath;
static QString sourcePath;
if (basePath.isEmpty()) {
QDir base;
if (qEnvironmentVariableIsSet("QT_D3DCOMPILER_DIR"))
base.setPath(QString::fromUtf8(qgetenv("QT_D3DCOMPILER_DIR")));
else
base.setPath(QStandardPaths::writableLocation(QStandardPaths::DataLocation));
if (!base.exists() && !base.mkdir(QStringLiteral("."))) {
qCWarning(QT_D3DCOMPILER) << "D3D compiler base directory does not exist: " << QDir::toNativeSeparators(base.path());
} else {
const QString path = base.absoluteFilePath(QStringLiteral("d3dcompiler/"));
if (!QFile::exists(path) && !base.mkdir(QStringLiteral("d3dcompiler")))
qCWarning(QT_D3DCOMPILER) << "D3D compiler path could not be created: " << QDir::toNativeSeparators(path);
else
basePath = path;
}
}
if (!basePath.isEmpty()) {
binaryPath = D3DCompiler::makePath(basePath, QStringLiteral("binary/"));
sourcePath = D3DCompiler::makePath(basePath, QStringLiteral("source/"));
}
// Check if pre-compiled shader blob is available
const QByteArray sourceData = QByteArray::fromRawData(reinterpret_cast<const char *>(data), data_size);
const QString cacheKey = D3DCompiler::cacheKeyFor(sourceData);
QFile blob(binaryPath + cacheKey);
if (!binaryPath.isEmpty() && blob.exists()) {
if (blob.open(QFile::ReadOnly)) {
qCDebug(QT_D3DCOMPILER) << "Opening precompiled shader blob at" << blob.fileName();
*shader = new D3DCompiler::Blob(blob.readAll());
return S_FALSE;
}
qCDebug(QT_D3DCOMPILER) << "Found, but unable to open, precompiled shader blob at" << blob.fileName();
}
// Shader blob is not available, compile with compilation service if possible
if (D3DCompiler::serviceAvailable(basePath)) {
if (sourcePath.isEmpty()) {
qCWarning(QT_D3DCOMPILER) << "Compiler service is available, but source directory is not writable.";
return E_ACCESSDENIED;
}
// Dump source to source path; wait for blob to appear
QFile source(sourcePath + cacheKey);
if (!source.open(QFile::WriteOnly)) {
qCDebug(QT_D3DCOMPILER) << "Unable to write shader source to file:" << source.fileName() << source.errorString();
return E_ACCESSDENIED;
}
source.write(sourceData);
qCDebug(QT_D3DCOMPILER) << "Wrote shader source, waiting for blob:" << source.fileName();
source.close();
qint64 timeout = qgetenv("QT_D3DCOMPILER_TIMEOUT").toLong();
if (!timeout)
timeout = 3000;
QElapsedTimer timer;
timer.start();
while (!(blob.exists() && blob.open(QFile::ReadOnly)) && timer.elapsed() < timeout)
QThread::msleep(100);
if (blob.isOpen()) {
*shader = new D3DCompiler::Blob(blob.readAll());
return S_FALSE;
}
qCDebug(QT_D3DCOMPILER) << "Shader blob failed to materialize after" << timeout << "ms.";
*errorMsgs = new D3DCompiler::Blob("Shader compilation timeout.");
return E_ABORT;
}
// Fall back to compiler DLL
if (D3DCompiler::loadCompiler()) {
HRESULT hr = D3DCompiler::compile(data, data_size, filename, defines, include, entrypoint,
target, sflags, eflags, shader, errorMsgs);
// Cache shader
if (SUCCEEDED(hr) && !binaryPath.isEmpty()) {
const QByteArray blobContents = QByteArray::fromRawData(
reinterpret_cast<const char *>((*shader)->GetBufferPointer()), (*shader)->GetBufferSize());
if (blob.open(QFile::WriteOnly) && blob.write(blobContents))
qCDebug(QT_D3DCOMPILER) << "Cached shader blob at" << blob.fileName();
else
qCDebug(QT_D3DCOMPILER) << "Unable to write shader blob at" << blob.fileName();
}
return hr;
}
*errorMsgs = new D3DCompiler::Blob("Unable to load D3D compiler DLL.");
return E_FAIL;
}

View File

@ -77,6 +77,7 @@ src_testlib.depends = src_corelib # src_gui & src_widgets are not build-depend
src_angle.subdir = $$PWD/angle
src_angle.target = sub-angle
angle_d3d11: src_angle.depends = src_corelib
src_gui.subdir = $$PWD/gui
src_gui.target = sub-gui

View File

@ -0,0 +1,5 @@
CONFIG += testcase
TARGET = tst_d3dcompiler
QT = core testlib
SOURCES = tst_d3dcompiler.cpp

View File

@ -0,0 +1,358 @@
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the test suite of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
// This test verifies the behavior of d3dcompiler_qt, which is only built when ANGLE is enabled
#include <QCryptographicHash>
#include <QDir>
#include <QFuture>
#include <QObject>
#include <QStandardPaths>
#include <QTemporaryDir>
#include <QTest>
#include <QThread>
#if defined(Q_OS_WIN)
#include <d3dcommon.h>
#ifndef Q_OS_WINRT
#define loadLibrary(library) LoadLibrary(library)
#else
#define loadLibrary(library) LoadPackagedLibrary(library, NULL)
#endif
#ifdef D3DCOMPILER_DLL
#undef D3DCOMPILER_DLL
#endif
#ifdef QT_NO_DEBUG
#define D3DCOMPILER_DLL L"d3dcompiler_qt"
#else
#define D3DCOMPILER_DLL L"d3dcompiler_qtd"
#endif
#define getCompilerFunc(dll) reinterpret_cast<D3DCompileFunc>(GetProcAddress(dll, "D3DCompile"))
typedef HRESULT (WINAPI *D3DCompileFunc)(const void *data, SIZE_T data_size, const char *filename,
const D3D_SHADER_MACRO *defines, ID3DInclude *include, const char *entrypoint,
const char *target, UINT sflags, UINT eflags, ID3DBlob **shader, ID3DBlob **error_messages);
static const wchar_t *compilerDlls[] = {
L"d3dcompiler_47.dll",
L"d3dcompiler_46.dll",
L"d3dcompiler_45.dll",
L"d3dcompiler_44.dll",
L"d3dcompiler_43.dll",
0
};
static const char hlsl[] =
"uniform SamplerState Sampler : register(s0);\n"
"uniform Texture2D Texture : register(t0);\n"
"float4 main(in float4 gl_Position : SV_POSITION, in float2 coord : TEXCOORD0) : SV_TARGET0\n"
"{\n"
"return Texture.Sample(Sampler, coord);\n"
"}\n";
static inline QByteArray blobToByteArray(ID3DBlob *blob)
{
return blob ? QByteArray::fromRawData(reinterpret_cast<const char *>(blob->GetBufferPointer()), blob->GetBufferSize()) : QByteArray();
}
class CompileRunner : public QThread
{
public:
CompileRunner(D3DCompileFunc d3dCompile, const QByteArray &data, ID3DBlob **shader, ID3DBlob **error)
: m_d3dCompile(d3dCompile), m_data(data), m_shader(shader), m_error(error)
{
}
HRESULT result() const
{
return m_result;
}
private:
void run()
{
m_result = m_d3dCompile(m_data.constData(), m_data.size(), 0, 0, 0, "main", "ps_4_0", 0, 0, m_shader, m_error);
}
HRESULT m_result;
D3DCompileFunc m_d3dCompile;
QByteArray m_data;
ID3DBlob **m_shader;
ID3DBlob **m_error;
};
class tst_d3dcompiler : public QObject
{
Q_OBJECT
private slots:
void initTestCase();
void init();
void cleanup();
void service_data();
void service();
void offlineCompile();
void onlineCompile();
private:
QString blobPath();
HMODULE d3dcompiler_qt;
HMODULE d3dcompiler_win;
D3DCompileFunc d3dCompile;
QTemporaryDir tempDir;
};
QString tst_d3dcompiler::blobPath()
{
QDir path;
if (qEnvironmentVariableIsSet("QT_D3DCOMPILER_DIR"))
path.setPath(qgetenv("QT_D3DCOMPILER_DIR"));
else
path.setPath(QStandardPaths::writableLocation(QStandardPaths::DataLocation));
path.mkdir(QStringLiteral("d3dcompiler"));
return path.absoluteFilePath(QStringLiteral("d3dcompiler/"));
}
void tst_d3dcompiler::initTestCase()
{
QVERIFY(tempDir.isValid());
}
void tst_d3dcompiler::init()
{
qunsetenv("QT_D3DCOMPILER_DIR");
qunsetenv("QT_D3DCOMPILER_TIMEOUT");
}
void tst_d3dcompiler::cleanup()
{
FreeLibrary(d3dcompiler_qt);
FreeLibrary(d3dcompiler_win);
QDir path(blobPath());
path.removeRecursively();
}
void tst_d3dcompiler::service_data()
{
QTest::addColumn<QByteArray>("compilerDir");
QTest::addColumn<bool>("exists");
QTest::addColumn<HRESULT>("result");
// Don't test the default case, as it would clutter the AppData directory
//QTest::newRow("default") << QByteArrayLiteral("") << true << E_ABORT;
QTest::newRow("temporary") << tempDir.path().toUtf8() << true << E_ABORT;
QTest::newRow("invalid") << QByteArrayLiteral("ZZ:\\") << false << S_OK;
}
void tst_d3dcompiler::service()
{
QFETCH(QByteArray, compilerDir);
QFETCH(bool, exists);
QFETCH(HRESULT, result);
qputenv("QT_D3DCOMPILER_DIR", compilerDir);
const QDir path = blobPath();
if (exists) {
// Activate service
QVERIFY(path.exists());
QFile control(path.absoluteFilePath(QStringLiteral("control")));
QVERIFY(control.open(QFile::WriteOnly));
control.close();
QVERIFY(control.exists());
} else {
QVERIFY(!path.exists());
}
// Run compiler (fast fail)
d3dcompiler_qt = loadLibrary(D3DCOMPILER_DLL);
QVERIFY(d3dcompiler_qt);
d3dCompile = getCompilerFunc(d3dcompiler_qt);
QVERIFY(d3dCompile);
qputenv("QT_D3DCOMPILER_TIMEOUT", "1");
const QByteArray data(hlsl);
ID3DBlob *shader = 0, *errorMessage = 0;
HRESULT hr = d3dCompile(data.constData(), data.size(), 0, 0, 0, "main", "ps_4_0", 0, 0, &shader, &errorMessage);
QVERIFY2(hr == result, blobToByteArray(errorMessage));
// Check that passthrough works
if (hr == S_OK) {
for (int i = 0; compilerDlls[i]; ++i) {
d3dcompiler_win = loadLibrary(compilerDlls[i]);
if (d3dcompiler_win)
break;
}
QVERIFY(d3dcompiler_win);
d3dCompile = getCompilerFunc(d3dcompiler_win);
QVERIFY(d3dCompile);
// Compile a shader to compare with
ID3DBlob *reference = 0;
HRESULT hr = d3dCompile(data.constData(), data.size(), 0, 0, 0, "main", "ps_4_0", 0, 0, &reference, &errorMessage);
QVERIFY2(SUCCEEDED(hr), blobToByteArray(errorMessage));
QByteArray shaderData(reinterpret_cast<const char *>(shader->GetBufferPointer()), shader->GetBufferSize());
QByteArray referenceData(reinterpret_cast<const char *>(reference->GetBufferPointer()), reference->GetBufferSize());
reference->Release();
QCOMPARE(shaderData, referenceData);
} else {
QVERIFY(FAILED(hr));
}
if (shader)
shader->Release();
}
void tst_d3dcompiler::offlineCompile()
{
for (int i = 0; compilerDlls[i]; ++i) {
d3dcompiler_win = loadLibrary(compilerDlls[i]);
if (d3dcompiler_win)
break;
}
QVERIFY(d3dcompiler_win);
d3dCompile = getCompilerFunc(d3dcompiler_win);
QVERIFY(d3dCompile);
// Compile a shader to place in binary directory
const QByteArray data(hlsl);
ID3DBlob *shader = 0, *errorMessage = 0;
HRESULT hr = d3dCompile(data.constData(), data.size(), 0, 0, 0, "main", "ps_4_0", 0, 0, &shader, &errorMessage);
QVERIFY2(SUCCEEDED(hr), blobToByteArray(errorMessage));
QVERIFY(shader);
QDir outputPath(blobPath());
QVERIFY(outputPath.mkpath(QStringLiteral("binary")));
outputPath.cd(QStringLiteral("binary"));
QFile output(outputPath.absoluteFilePath(QCryptographicHash::hash(data, QCryptographicHash::Sha1).toHex()));
QVERIFY(output.open(QFile::WriteOnly));
output.write(reinterpret_cast<const char *>(shader->GetBufferPointer()), shader->GetBufferSize());
shader->Release();
// Run compiler
d3dcompiler_qt = loadLibrary(D3DCOMPILER_DLL);
QVERIFY(d3dcompiler_qt);
d3dCompile = getCompilerFunc(d3dcompiler_qt);
QVERIFY(d3dCompile);
hr = d3dCompile(data.constData(), data.size(), 0, 0, 0, "main", "ps_4_0", 0, 0, &shader, &errorMessage);
// Returns S_FALSE if a cached shader was found
QVERIFY2(hr == S_FALSE, blobToByteArray(errorMessage));
}
void tst_d3dcompiler::onlineCompile()
{
QByteArray data(hlsl);
const QDir path = blobPath();
// Activate service
QVERIFY(path.exists());
QFile control(path.absoluteFilePath(QStringLiteral("control")));
QVERIFY(control.open(QFile::WriteOnly));
control.close();
QVERIFY(control.exists());
d3dcompiler_qt = loadLibrary(D3DCOMPILER_DLL);
QVERIFY(d3dcompiler_qt);
D3DCompileFunc concurrentCompile = getCompilerFunc(d3dcompiler_qt);
QVERIFY(d3dCompile);
// Run async
ID3DBlob *shader = 0, *errorMessage = 0;
CompileRunner runner(concurrentCompile, data, &shader, &errorMessage);
runner.start();
// Wait for source to appear
QVERIFY(path.mkpath(QStringLiteral("source")));
QVERIFY(path.mkpath(QStringLiteral("binary")));
const QByteArray hash = QCryptographicHash::hash(data, QCryptographicHash::Sha1).toHex();
QFile input(path.absoluteFilePath(QStringLiteral("source/") + hash));
QTRY_VERIFY_WITH_TIMEOUT(input.exists(), 3000);
QTRY_VERIFY_WITH_TIMEOUT(input.isOpen() || input.open(QFile::ReadOnly), 1000);
// Compile passed source
const QByteArray inputData = input.readAll();
for (int i = 0; compilerDlls[i]; ++i) {
d3dcompiler_win = loadLibrary(compilerDlls[i]);
if (d3dcompiler_win)
break;
}
QVERIFY(d3dcompiler_win);
d3dCompile = getCompilerFunc(d3dcompiler_win);
QVERIFY(d3dCompile);
ID3DBlob *reference = 0, *errorMessage2 = 0;
HRESULT hr = d3dCompile(inputData.constData(), inputData.size(), 0, 0, 0, "main", "ps_4_0", 0, 0, &reference, &errorMessage2);
QVERIFY2(SUCCEEDED(hr), blobToByteArray(errorMessage2));
const QByteArray referenceData(reinterpret_cast<const char *>(reference->GetBufferPointer()), reference->GetBufferSize());
reference->Release();
// Write to output directory
QFile output(path.absoluteFilePath(QStringLiteral("binary/") + hash));
QVERIFY(output.open(QFile::WriteOnly));
output.write(referenceData);
output.close();
// All done
QVERIFY(runner.wait(3000));
hr = runner.result();
QVERIFY2(hr == S_FALSE, blobToByteArray(errorMessage2));
const QByteArray resultData(reinterpret_cast<const char *>(shader->GetBufferPointer()), shader->GetBufferSize());
shader->Release();
QVERIFY(referenceData == resultData);
}
QTEST_MAIN(tst_d3dcompiler)
#include "tst_d3dcompiler.moc"
#endif // Q_OS_WIN

View File

@ -4,6 +4,7 @@ SUBDIRS=\
baselineexample \
collections \
compiler \
d3dcompiler \
gestures \
headersclean \
lancelot \
@ -57,6 +58,8 @@ cross_compile: SUBDIRS -= \
wince*|!contains(QT_CONFIG, accessibility): SUBDIRS -= qaccessibility
!angle_d3d11: SUBDIRS -= d3dcompiler
!contains(QT_CONFIG, accessibility-atspi-bridge): SUBDIRS -= qaccessibilitylinux
!mac: SUBDIRS -= \