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

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/angle/src/libGLESv2/renderer/RenderStateCache.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,406 @@
     1.4 +#include "precompiled.h"
     1.5 +//
     1.6 +// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
     1.7 +// Use of this source code is governed by a BSD-style license that can be
     1.8 +// found in the LICENSE file.
     1.9 +//
    1.10 +
    1.11 +// RenderStateCache.cpp: Defines rx::RenderStateCache, a cache of Direct3D render
    1.12 +// state objects.
    1.13 +
    1.14 +#include "libGLESv2/renderer/RenderStateCache.h"
    1.15 +#include "libGLESv2/renderer/renderer11_utils.h"
    1.16 +
    1.17 +#include "common/debug.h"
    1.18 +#include "third_party/murmurhash/MurmurHash3.h"
    1.19 +
    1.20 +namespace rx
    1.21 +{
    1.22 +
    1.23 +// MSDN's documentation of ID3D11Device::CreateBlendState, ID3D11Device::CreateRasterizerState,
    1.24 +// ID3D11Device::CreateDepthStencilState and ID3D11Device::CreateSamplerState claims the maximum
    1.25 +// number of unique states of each type an application can create is 4096
    1.26 +const unsigned int RenderStateCache::kMaxBlendStates = 4096;
    1.27 +const unsigned int RenderStateCache::kMaxRasterizerStates = 4096;
    1.28 +const unsigned int RenderStateCache::kMaxDepthStencilStates = 4096;
    1.29 +const unsigned int RenderStateCache::kMaxSamplerStates = 4096;
    1.30 +
    1.31 +RenderStateCache::RenderStateCache() : mDevice(NULL), mCounter(0),
    1.32 +                                       mBlendStateCache(kMaxBlendStates, hashBlendState, compareBlendStates),
    1.33 +                                       mRasterizerStateCache(kMaxRasterizerStates, hashRasterizerState, compareRasterizerStates),
    1.34 +                                       mDepthStencilStateCache(kMaxDepthStencilStates, hashDepthStencilState, compareDepthStencilStates),
    1.35 +                                       mSamplerStateCache(kMaxSamplerStates, hashSamplerState, compareSamplerStates)
    1.36 +{
    1.37 +}
    1.38 +
    1.39 +RenderStateCache::~RenderStateCache()
    1.40 +{
    1.41 +    clear();
    1.42 +}
    1.43 +
    1.44 +void RenderStateCache::initialize(ID3D11Device *device)
    1.45 +{
    1.46 +    clear();
    1.47 +    mDevice = device;
    1.48 +}
    1.49 +
    1.50 +void RenderStateCache::clear()
    1.51 +{
    1.52 +    for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
    1.53 +    {
    1.54 +        i->second.first->Release();
    1.55 +    }
    1.56 +    mBlendStateCache.clear();
    1.57 +
    1.58 +    for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++)
    1.59 +    {
    1.60 +        i->second.first->Release();
    1.61 +    }
    1.62 +    mRasterizerStateCache.clear();
    1.63 +
    1.64 +    for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++)
    1.65 +    {
    1.66 +        i->second.first->Release();
    1.67 +    }
    1.68 +    mDepthStencilStateCache.clear();
    1.69 +
    1.70 +    for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++)
    1.71 +    {
    1.72 +        i->second.first->Release();
    1.73 +    }
    1.74 +    mSamplerStateCache.clear();
    1.75 +}
    1.76 +
    1.77 +std::size_t RenderStateCache::hashBlendState(const gl::BlendState &blendState)
    1.78 +{
    1.79 +    static const unsigned int seed = 0xABCDEF98;
    1.80 +
    1.81 +    std::size_t hash = 0;
    1.82 +    MurmurHash3_x86_32(&blendState, sizeof(gl::BlendState), seed, &hash);
    1.83 +    return hash;
    1.84 +}
    1.85 +
    1.86 +bool RenderStateCache::compareBlendStates(const gl::BlendState &a, const gl::BlendState &b)
    1.87 +{
    1.88 +    return memcmp(&a, &b, sizeof(gl::BlendState)) == 0;
    1.89 +}
    1.90 +
    1.91 +ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendState)
    1.92 +{
    1.93 +    if (!mDevice)
    1.94 +    {
    1.95 +        ERR("RenderStateCache is not initialized.");
    1.96 +        return NULL;
    1.97 +    }
    1.98 +
    1.99 +    BlendStateMap::iterator i = mBlendStateCache.find(blendState);
   1.100 +    if (i != mBlendStateCache.end())
   1.101 +    {
   1.102 +        BlendStateCounterPair &state = i->second;
   1.103 +        state.second = mCounter++;
   1.104 +        return state.first;
   1.105 +    }
   1.106 +    else
   1.107 +    {
   1.108 +        if (mBlendStateCache.size() >= kMaxBlendStates)
   1.109 +        {
   1.110 +            TRACE("Overflowed the limit of %u blend states, removing the least recently used "
   1.111 +                  "to make room.", kMaxBlendStates);
   1.112 +
   1.113 +            BlendStateMap::iterator leastRecentlyUsed = mBlendStateCache.begin();
   1.114 +            for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
   1.115 +            {
   1.116 +                if (i->second.second < leastRecentlyUsed->second.second)
   1.117 +                {
   1.118 +                    leastRecentlyUsed = i;
   1.119 +                }
   1.120 +            }
   1.121 +            leastRecentlyUsed->second.first->Release();
   1.122 +            mBlendStateCache.erase(leastRecentlyUsed);
   1.123 +        }
   1.124 +
   1.125 +        // Create a new blend state and insert it into the cache
   1.126 +        D3D11_BLEND_DESC blendDesc = { 0 };
   1.127 +        blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage;
   1.128 +        blendDesc.IndependentBlendEnable = FALSE;
   1.129 +
   1.130 +        for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
   1.131 +        {
   1.132 +            D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = blendDesc.RenderTarget[i];
   1.133 +
   1.134 +            rtBlend.BlendEnable = blendState.blend;
   1.135 +            if (blendState.blend)
   1.136 +            {
   1.137 +                rtBlend.SrcBlend = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendRGB, false);
   1.138 +                rtBlend.DestBlend = gl_d3d11::ConvertBlendFunc(blendState.destBlendRGB, false);
   1.139 +                rtBlend.BlendOp = gl_d3d11::ConvertBlendOp(blendState.blendEquationRGB);
   1.140 +
   1.141 +                rtBlend.SrcBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendAlpha, true);
   1.142 +                rtBlend.DestBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.destBlendAlpha, true);
   1.143 +                rtBlend.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha);
   1.144 +            }
   1.145 +
   1.146 +            rtBlend.RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendState.colorMaskRed,
   1.147 +                                                                       blendState.colorMaskGreen,
   1.148 +                                                                       blendState.colorMaskBlue,
   1.149 +                                                                       blendState.colorMaskAlpha);
   1.150 +        }
   1.151 +
   1.152 +        ID3D11BlendState *dx11BlendState = NULL;
   1.153 +        HRESULT result = mDevice->CreateBlendState(&blendDesc, &dx11BlendState);
   1.154 +        if (FAILED(result) || !dx11BlendState)
   1.155 +        {
   1.156 +            ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result);
   1.157 +            return NULL;
   1.158 +        }
   1.159 +
   1.160 +        mBlendStateCache.insert(std::make_pair(blendState, std::make_pair(dx11BlendState, mCounter++)));
   1.161 +
   1.162 +        return dx11BlendState;
   1.163 +    }
   1.164 +}
   1.165 +
   1.166 +std::size_t RenderStateCache::hashRasterizerState(const RasterizerStateKey &rasterState)
   1.167 +{
   1.168 +    static const unsigned int seed = 0xABCDEF98;
   1.169 +
   1.170 +    std::size_t hash = 0;
   1.171 +    MurmurHash3_x86_32(&rasterState, sizeof(RasterizerStateKey), seed, &hash);
   1.172 +    return hash;
   1.173 +}
   1.174 +
   1.175 +bool RenderStateCache::compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b)
   1.176 +{
   1.177 +    return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0;
   1.178 +}
   1.179 +
   1.180 +ID3D11RasterizerState *RenderStateCache::getRasterizerState(const gl::RasterizerState &rasterState,
   1.181 +                                                            bool scissorEnabled, unsigned int depthSize)
   1.182 +{
   1.183 +    if (!mDevice)
   1.184 +    {
   1.185 +        ERR("RenderStateCache is not initialized.");
   1.186 +        return NULL;
   1.187 +    }
   1.188 +
   1.189 +    RasterizerStateKey key;
   1.190 +    key.rasterizerState = rasterState;
   1.191 +    key.scissorEnabled = scissorEnabled;
   1.192 +    key.depthSize = depthSize;
   1.193 +
   1.194 +    RasterizerStateMap::iterator i = mRasterizerStateCache.find(key);
   1.195 +    if (i != mRasterizerStateCache.end())
   1.196 +    {
   1.197 +        RasterizerStateCounterPair &state = i->second;
   1.198 +        state.second = mCounter++;
   1.199 +        return state.first;
   1.200 +    }
   1.201 +    else
   1.202 +    {
   1.203 +        if (mRasterizerStateCache.size() >= kMaxRasterizerStates)
   1.204 +        {
   1.205 +            TRACE("Overflowed the limit of %u rasterizer states, removing the least recently used "
   1.206 +                  "to make room.", kMaxRasterizerStates);
   1.207 +
   1.208 +            RasterizerStateMap::iterator leastRecentlyUsed = mRasterizerStateCache.begin();
   1.209 +            for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++)
   1.210 +            {
   1.211 +                if (i->second.second < leastRecentlyUsed->second.second)
   1.212 +                {
   1.213 +                    leastRecentlyUsed = i;
   1.214 +                }
   1.215 +            }
   1.216 +            leastRecentlyUsed->second.first->Release();
   1.217 +            mRasterizerStateCache.erase(leastRecentlyUsed);
   1.218 +        }
   1.219 +
   1.220 +        D3D11_CULL_MODE cullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode);
   1.221 +
   1.222 +        // Disable culling if drawing points
   1.223 +        if (rasterState.pointDrawMode)
   1.224 +        {
   1.225 +            cullMode = D3D11_CULL_NONE;
   1.226 +        }
   1.227 +
   1.228 +        D3D11_RASTERIZER_DESC rasterDesc;
   1.229 +        rasterDesc.FillMode = D3D11_FILL_SOLID;
   1.230 +        rasterDesc.CullMode = cullMode;
   1.231 +        rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE: TRUE;
   1.232 +        rasterDesc.DepthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(depthSize));
   1.233 +        rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though.
   1.234 +        rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor;
   1.235 +        rasterDesc.DepthClipEnable = TRUE;
   1.236 +        rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE;
   1.237 +        rasterDesc.MultisampleEnable = rasterState.multiSample;
   1.238 +        rasterDesc.AntialiasedLineEnable = FALSE;
   1.239 +
   1.240 +        ID3D11RasterizerState *dx11RasterizerState = NULL;
   1.241 +        HRESULT result = mDevice->CreateRasterizerState(&rasterDesc, &dx11RasterizerState);
   1.242 +        if (FAILED(result) || !dx11RasterizerState)
   1.243 +        {
   1.244 +            ERR("Unable to create a ID3D11RasterizerState, HRESULT: 0x%X.", result);
   1.245 +            return NULL;
   1.246 +        }
   1.247 +
   1.248 +        mRasterizerStateCache.insert(std::make_pair(key, std::make_pair(dx11RasterizerState, mCounter++)));
   1.249 +
   1.250 +        return dx11RasterizerState;
   1.251 +    }
   1.252 +}
   1.253 +
   1.254 +std::size_t RenderStateCache::hashDepthStencilState(const gl::DepthStencilState &dsState)
   1.255 +{
   1.256 +    static const unsigned int seed = 0xABCDEF98;
   1.257 +
   1.258 +    std::size_t hash = 0;
   1.259 +    MurmurHash3_x86_32(&dsState, sizeof(gl::DepthStencilState), seed, &hash);
   1.260 +    return hash;
   1.261 +}
   1.262 +
   1.263 +bool RenderStateCache::compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b)
   1.264 +{
   1.265 +    return memcmp(&a, &b, sizeof(gl::DepthStencilState)) == 0;
   1.266 +}
   1.267 +
   1.268 +ID3D11DepthStencilState *RenderStateCache::getDepthStencilState(const gl::DepthStencilState &dsState)
   1.269 +{
   1.270 +    if (!mDevice)
   1.271 +    {
   1.272 +        ERR("RenderStateCache is not initialized.");
   1.273 +        return NULL;
   1.274 +    }
   1.275 +
   1.276 +    DepthStencilStateMap::iterator i = mDepthStencilStateCache.find(dsState);
   1.277 +    if (i != mDepthStencilStateCache.end())
   1.278 +    {
   1.279 +        DepthStencilStateCounterPair &state = i->second;
   1.280 +        state.second = mCounter++;
   1.281 +        return state.first;
   1.282 +    }
   1.283 +    else
   1.284 +    {
   1.285 +        if (mDepthStencilStateCache.size() >= kMaxDepthStencilStates)
   1.286 +        {
   1.287 +            TRACE("Overflowed the limit of %u depth stencil states, removing the least recently used "
   1.288 +                  "to make room.", kMaxDepthStencilStates);
   1.289 +
   1.290 +            DepthStencilStateMap::iterator leastRecentlyUsed = mDepthStencilStateCache.begin();
   1.291 +            for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++)
   1.292 +            {
   1.293 +                if (i->second.second < leastRecentlyUsed->second.second)
   1.294 +                {
   1.295 +                    leastRecentlyUsed = i;
   1.296 +                }
   1.297 +            }
   1.298 +            leastRecentlyUsed->second.first->Release();
   1.299 +            mDepthStencilStateCache.erase(leastRecentlyUsed);
   1.300 +        }
   1.301 +
   1.302 +        D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
   1.303 +        dsDesc.DepthEnable = dsState.depthTest ? TRUE : FALSE;
   1.304 +        dsDesc.DepthWriteMask = gl_d3d11::ConvertDepthMask(dsState.depthMask);
   1.305 +        dsDesc.DepthFunc = gl_d3d11::ConvertComparison(dsState.depthFunc);
   1.306 +        dsDesc.StencilEnable = dsState.stencilTest ? TRUE : FALSE;
   1.307 +        dsDesc.StencilReadMask = gl_d3d11::ConvertStencilMask(dsState.stencilMask);
   1.308 +        dsDesc.StencilWriteMask = gl_d3d11::ConvertStencilMask(dsState.stencilWritemask);
   1.309 +        dsDesc.FrontFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilFail);
   1.310 +        dsDesc.FrontFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthFail);
   1.311 +        dsDesc.FrontFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthPass);
   1.312 +        dsDesc.FrontFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilFunc);
   1.313 +        dsDesc.BackFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackFail);
   1.314 +        dsDesc.BackFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthFail);
   1.315 +        dsDesc.BackFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthPass);
   1.316 +        dsDesc.BackFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilBackFunc);
   1.317 +
   1.318 +        ID3D11DepthStencilState *dx11DepthStencilState = NULL;
   1.319 +        HRESULT result = mDevice->CreateDepthStencilState(&dsDesc, &dx11DepthStencilState);
   1.320 +        if (FAILED(result) || !dx11DepthStencilState)
   1.321 +        {
   1.322 +            ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
   1.323 +            return NULL;
   1.324 +        }
   1.325 +
   1.326 +        mDepthStencilStateCache.insert(std::make_pair(dsState, std::make_pair(dx11DepthStencilState, mCounter++)));
   1.327 +
   1.328 +        return dx11DepthStencilState;
   1.329 +    }
   1.330 +}
   1.331 +
   1.332 +std::size_t RenderStateCache::hashSamplerState(const gl::SamplerState &samplerState)
   1.333 +{
   1.334 +    static const unsigned int seed = 0xABCDEF98;
   1.335 +
   1.336 +    std::size_t hash = 0;
   1.337 +    MurmurHash3_x86_32(&samplerState, sizeof(gl::SamplerState), seed, &hash);
   1.338 +    return hash;
   1.339 +}
   1.340 +
   1.341 +bool RenderStateCache::compareSamplerStates(const gl::SamplerState &a, const gl::SamplerState &b)
   1.342 +{
   1.343 +    return memcmp(&a, &b, sizeof(gl::SamplerState)) == 0;
   1.344 +}
   1.345 +
   1.346 +ID3D11SamplerState *RenderStateCache::getSamplerState(const gl::SamplerState &samplerState)
   1.347 +{
   1.348 +    if (!mDevice)
   1.349 +    {
   1.350 +        ERR("RenderStateCache is not initialized.");
   1.351 +        return NULL;
   1.352 +    }
   1.353 +
   1.354 +    SamplerStateMap::iterator i = mSamplerStateCache.find(samplerState);
   1.355 +    if (i != mSamplerStateCache.end())
   1.356 +    {
   1.357 +        SamplerStateCounterPair &state = i->second;
   1.358 +        state.second = mCounter++;
   1.359 +        return state.first;
   1.360 +    }
   1.361 +    else
   1.362 +    {
   1.363 +        if (mSamplerStateCache.size() >= kMaxSamplerStates)
   1.364 +        {
   1.365 +            TRACE("Overflowed the limit of %u sampler states, removing the least recently used "
   1.366 +                  "to make room.", kMaxSamplerStates);
   1.367 +
   1.368 +            SamplerStateMap::iterator leastRecentlyUsed = mSamplerStateCache.begin();
   1.369 +            for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++)
   1.370 +            {
   1.371 +                if (i->second.second < leastRecentlyUsed->second.second)
   1.372 +                {
   1.373 +                    leastRecentlyUsed = i;
   1.374 +                }
   1.375 +            }
   1.376 +            leastRecentlyUsed->second.first->Release();
   1.377 +            mSamplerStateCache.erase(leastRecentlyUsed);
   1.378 +        }
   1.379 +
   1.380 +        D3D11_SAMPLER_DESC samplerDesc;
   1.381 +        samplerDesc.Filter = gl_d3d11::ConvertFilter(samplerState.minFilter, samplerState.magFilter, samplerState.maxAnisotropy);
   1.382 +        samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.wrapS);
   1.383 +        samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.wrapT);
   1.384 +        samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
   1.385 +        samplerDesc.MipLODBias = static_cast<float>(samplerState.lodOffset);
   1.386 +        samplerDesc.MaxAnisotropy = samplerState.maxAnisotropy;
   1.387 +        samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
   1.388 +        samplerDesc.BorderColor[0] = 0.0f;
   1.389 +        samplerDesc.BorderColor[1] = 0.0f;
   1.390 +        samplerDesc.BorderColor[2] = 0.0f;
   1.391 +        samplerDesc.BorderColor[3] = 0.0f;
   1.392 +        samplerDesc.MinLOD = gl_d3d11::ConvertMinLOD(samplerState.minFilter, samplerState.lodOffset);
   1.393 +        samplerDesc.MaxLOD = gl_d3d11::ConvertMaxLOD(samplerState.minFilter, samplerState.lodOffset);
   1.394 +
   1.395 +        ID3D11SamplerState *dx11SamplerState = NULL;
   1.396 +        HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState);
   1.397 +        if (FAILED(result) || !dx11SamplerState)
   1.398 +        {
   1.399 +            ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
   1.400 +            return NULL;
   1.401 +        }
   1.402 +
   1.403 +        mSamplerStateCache.insert(std::make_pair(samplerState, std::make_pair(dx11SamplerState, mCounter++)));
   1.404 +
   1.405 +        return dx11SamplerState;
   1.406 +    }
   1.407 +}
   1.408 +
   1.409 +}
   1.410 \ No newline at end of file

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