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