gfx/angle/src/libGLESv2/renderer/InputLayoutCache.cpp

Sat, 03 Jan 2015 20:18:00 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Sat, 03 Jan 2015 20:18:00 +0100
branch
TOR_BUG_3246
changeset 7
129ffea94266
permissions
-rw-r--r--

Conditionally enable double key logic according to:
private browsing mode or privacy.thirdparty.isolate preference and
implement in GetCookieStringCommon and FindCookie where it counts...
With some reservations of how to convince FindCookie users to test
condition and pass a nullptr when disabling double key logic.

michael@0 1 #include "precompiled.h"
michael@0 2 //
michael@0 3 // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
michael@0 4 // Use of this source code is governed by a BSD-style license that can be
michael@0 5 // found in the LICENSE file.
michael@0 6 //
michael@0 7
michael@0 8 // InputLayoutCache.cpp: Defines InputLayoutCache, a class that builds and caches
michael@0 9 // D3D11 input layouts.
michael@0 10
michael@0 11 #include "libGLESv2/renderer/InputLayoutCache.h"
michael@0 12 #include "libGLESv2/renderer/VertexBuffer11.h"
michael@0 13 #include "libGLESv2/renderer/BufferStorage11.h"
michael@0 14 #include "libGLESv2/renderer/ShaderExecutable11.h"
michael@0 15 #include "libGLESv2/ProgramBinary.h"
michael@0 16 #include "libGLESv2/Context.h"
michael@0 17 #include "libGLESv2/renderer/VertexDataManager.h"
michael@0 18
michael@0 19 #include "third_party/murmurhash/MurmurHash3.h"
michael@0 20
michael@0 21 namespace rx
michael@0 22 {
michael@0 23
michael@0 24 const unsigned int InputLayoutCache::kMaxInputLayouts = 1024;
michael@0 25
michael@0 26 InputLayoutCache::InputLayoutCache() : mInputLayoutMap(kMaxInputLayouts, hashInputLayout, compareInputLayouts)
michael@0 27 {
michael@0 28 mCounter = 0;
michael@0 29 mDevice = NULL;
michael@0 30 mDeviceContext = NULL;
michael@0 31 mCurrentIL = NULL;
michael@0 32 for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
michael@0 33 {
michael@0 34 mCurrentBuffers[i] = -1;
michael@0 35 mCurrentVertexStrides[i] = -1;
michael@0 36 mCurrentVertexOffsets[i] = -1;
michael@0 37 }
michael@0 38 }
michael@0 39
michael@0 40 InputLayoutCache::~InputLayoutCache()
michael@0 41 {
michael@0 42 clear();
michael@0 43 }
michael@0 44
michael@0 45 void InputLayoutCache::initialize(ID3D11Device *device, ID3D11DeviceContext *context)
michael@0 46 {
michael@0 47 clear();
michael@0 48 mDevice = device;
michael@0 49 mDeviceContext = context;
michael@0 50 }
michael@0 51
michael@0 52 void InputLayoutCache::clear()
michael@0 53 {
michael@0 54 for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
michael@0 55 {
michael@0 56 i->second.inputLayout->Release();
michael@0 57 }
michael@0 58 mInputLayoutMap.clear();
michael@0 59 markDirty();
michael@0 60 }
michael@0 61
michael@0 62 void InputLayoutCache::markDirty()
michael@0 63 {
michael@0 64 mCurrentIL = NULL;
michael@0 65 for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
michael@0 66 {
michael@0 67 mCurrentBuffers[i] = -1;
michael@0 68 mCurrentVertexStrides[i] = -1;
michael@0 69 mCurrentVertexOffsets[i] = -1;
michael@0 70 }
michael@0 71 }
michael@0 72
michael@0 73 GLenum InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
michael@0 74 gl::ProgramBinary *programBinary)
michael@0 75 {
michael@0 76 int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS];
michael@0 77 programBinary->sortAttributesByLayout(attributes, sortedSemanticIndices);
michael@0 78
michael@0 79 if (!mDevice || !mDeviceContext)
michael@0 80 {
michael@0 81 ERR("InputLayoutCache is not initialized.");
michael@0 82 return GL_INVALID_OPERATION;
michael@0 83 }
michael@0 84
michael@0 85 InputLayoutKey ilKey = { 0 };
michael@0 86
michael@0 87 ID3D11Buffer *vertexBuffers[gl::MAX_VERTEX_ATTRIBS] = { NULL };
michael@0 88 unsigned int vertexBufferSerials[gl::MAX_VERTEX_ATTRIBS] = { 0 };
michael@0 89 UINT vertexStrides[gl::MAX_VERTEX_ATTRIBS] = { 0 };
michael@0 90 UINT vertexOffsets[gl::MAX_VERTEX_ATTRIBS] = { 0 };
michael@0 91
michael@0 92 static const char* semanticName = "TEXCOORD";
michael@0 93
michael@0 94 for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
michael@0 95 {
michael@0 96 if (attributes[i].active)
michael@0 97 {
michael@0 98 VertexBuffer11 *vertexBuffer = VertexBuffer11::makeVertexBuffer11(attributes[i].vertexBuffer);
michael@0 99 BufferStorage11 *bufferStorage = attributes[i].storage ? BufferStorage11::makeBufferStorage11(attributes[i].storage) : NULL;
michael@0 100
michael@0 101 D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;
michael@0 102
michael@0 103 // Record the type of the associated vertex shader vector in our key
michael@0 104 // This will prevent mismatched vertex shaders from using the same input layout
michael@0 105 GLint attributeSize;
michael@0 106 programBinary->getActiveAttribute(ilKey.elementCount, 0, NULL, &attributeSize, &ilKey.glslElementType[ilKey.elementCount], NULL);
michael@0 107
michael@0 108 ilKey.elements[ilKey.elementCount].SemanticName = semanticName;
michael@0 109 ilKey.elements[ilKey.elementCount].SemanticIndex = sortedSemanticIndices[i];
michael@0 110 ilKey.elements[ilKey.elementCount].Format = attributes[i].attribute->mArrayEnabled ? vertexBuffer->getDXGIFormat(*attributes[i].attribute) : DXGI_FORMAT_R32G32B32A32_FLOAT;
michael@0 111 ilKey.elements[ilKey.elementCount].InputSlot = i;
michael@0 112 ilKey.elements[ilKey.elementCount].AlignedByteOffset = 0;
michael@0 113 ilKey.elements[ilKey.elementCount].InputSlotClass = inputClass;
michael@0 114 ilKey.elements[ilKey.elementCount].InstanceDataStepRate = attributes[i].divisor;
michael@0 115 ilKey.elementCount++;
michael@0 116
michael@0 117 vertexBuffers[i] = bufferStorage ? bufferStorage->getBuffer() : vertexBuffer->getBuffer();
michael@0 118 vertexBufferSerials[i] = bufferStorage ? bufferStorage->getSerial() : vertexBuffer->getSerial();
michael@0 119 vertexStrides[i] = attributes[i].stride;
michael@0 120 vertexOffsets[i] = attributes[i].offset;
michael@0 121 }
michael@0 122 }
michael@0 123
michael@0 124 ID3D11InputLayout *inputLayout = NULL;
michael@0 125
michael@0 126 InputLayoutMap::iterator i = mInputLayoutMap.find(ilKey);
michael@0 127 if (i != mInputLayoutMap.end())
michael@0 128 {
michael@0 129 inputLayout = i->second.inputLayout;
michael@0 130 i->second.lastUsedTime = mCounter++;
michael@0 131 }
michael@0 132 else
michael@0 133 {
michael@0 134 ShaderExecutable11 *shader = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
michael@0 135
michael@0 136 HRESULT result = mDevice->CreateInputLayout(ilKey.elements, ilKey.elementCount, shader->getFunction(), shader->getLength(), &inputLayout);
michael@0 137 if (FAILED(result))
michael@0 138 {
michael@0 139 ERR("Failed to crate input layout, result: 0x%08x", result);
michael@0 140 return GL_INVALID_OPERATION;
michael@0 141 }
michael@0 142
michael@0 143 if (mInputLayoutMap.size() >= kMaxInputLayouts)
michael@0 144 {
michael@0 145 TRACE("Overflowed the limit of %u input layouts, removing the least recently used "
michael@0 146 "to make room.", kMaxInputLayouts);
michael@0 147
michael@0 148 InputLayoutMap::iterator leastRecentlyUsed = mInputLayoutMap.begin();
michael@0 149 for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
michael@0 150 {
michael@0 151 if (i->second.lastUsedTime < leastRecentlyUsed->second.lastUsedTime)
michael@0 152 {
michael@0 153 leastRecentlyUsed = i;
michael@0 154 }
michael@0 155 }
michael@0 156 leastRecentlyUsed->second.inputLayout->Release();
michael@0 157 mInputLayoutMap.erase(leastRecentlyUsed);
michael@0 158 }
michael@0 159
michael@0 160 InputLayoutCounterPair inputCounterPair;
michael@0 161 inputCounterPair.inputLayout = inputLayout;
michael@0 162 inputCounterPair.lastUsedTime = mCounter++;
michael@0 163
michael@0 164 mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair));
michael@0 165 }
michael@0 166
michael@0 167 if (inputLayout != mCurrentIL)
michael@0 168 {
michael@0 169 mDeviceContext->IASetInputLayout(inputLayout);
michael@0 170 mCurrentIL = inputLayout;
michael@0 171 }
michael@0 172
michael@0 173 for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
michael@0 174 {
michael@0 175 if (vertexBufferSerials[i] != mCurrentBuffers[i] || vertexStrides[i] != mCurrentVertexStrides[i] ||
michael@0 176 vertexOffsets[i] != mCurrentVertexOffsets[i])
michael@0 177 {
michael@0 178 mDeviceContext->IASetVertexBuffers(i, 1, &vertexBuffers[i], &vertexStrides[i], &vertexOffsets[i]);
michael@0 179 mCurrentBuffers[i] = vertexBufferSerials[i];
michael@0 180 mCurrentVertexStrides[i] = vertexStrides[i];
michael@0 181 mCurrentVertexOffsets[i] = vertexOffsets[i];
michael@0 182 }
michael@0 183 }
michael@0 184
michael@0 185 return GL_NO_ERROR;
michael@0 186 }
michael@0 187
michael@0 188 std::size_t InputLayoutCache::hashInputLayout(const InputLayoutKey &inputLayout)
michael@0 189 {
michael@0 190 static const unsigned int seed = 0xDEADBEEF;
michael@0 191
michael@0 192 std::size_t hash = 0;
michael@0 193 MurmurHash3_x86_32(&inputLayout, sizeof(InputLayoutKey), seed, &hash);
michael@0 194 return hash;
michael@0 195 }
michael@0 196
michael@0 197 bool InputLayoutCache::compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b)
michael@0 198 {
michael@0 199 return memcmp(&a, &b, sizeof(InputLayoutKey)) == 0;
michael@0 200 }
michael@0 201
michael@0 202 }

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