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

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/angle/src/libGLESv2/renderer/VertexDeclarationCache.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,217 @@
     1.4 +#include "precompiled.h"
     1.5 +//
     1.6 +// Copyright (c) 2012 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 +// VertexDeclarationCache.cpp: Implements a helper class to construct and cache vertex declarations.
    1.12 +
    1.13 +#include "libGLESv2/ProgramBinary.h"
    1.14 +#include "libGLESv2/Context.h"
    1.15 +#include "libGLESv2/renderer/VertexBuffer9.h"
    1.16 +#include "libGLESv2/renderer/VertexDeclarationCache.h"
    1.17 +
    1.18 +namespace rx
    1.19 +{
    1.20 +
    1.21 +VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
    1.22 +{
    1.23 +    for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
    1.24 +    {
    1.25 +        mVertexDeclCache[i].vertexDeclaration = NULL;
    1.26 +        mVertexDeclCache[i].lruCount = 0;
    1.27 +    }
    1.28 +
    1.29 +    for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
    1.30 +    {
    1.31 +        mAppliedVBs[i].serial = 0;
    1.32 +    }
    1.33 +
    1.34 +    mLastSetVDecl = NULL;
    1.35 +    mInstancingEnabled = true;
    1.36 +}
    1.37 +
    1.38 +VertexDeclarationCache::~VertexDeclarationCache()
    1.39 +{
    1.40 +    for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
    1.41 +    {
    1.42 +        if (mVertexDeclCache[i].vertexDeclaration)
    1.43 +        {
    1.44 +            mVertexDeclCache[i].vertexDeclaration->Release();
    1.45 +        }
    1.46 +    }
    1.47 +}
    1.48 +
    1.49 +GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], gl::ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw)
    1.50 +{
    1.51 +    *repeatDraw = 1;
    1.52 +
    1.53 +    int indexedAttribute = gl::MAX_VERTEX_ATTRIBS;
    1.54 +    int instancedAttribute = gl::MAX_VERTEX_ATTRIBS;
    1.55 +
    1.56 +    if (instances > 0)
    1.57 +    {
    1.58 +        // Find an indexed attribute to be mapped to D3D stream 0
    1.59 +        for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
    1.60 +        {
    1.61 +            if (attributes[i].active)
    1.62 +            {
    1.63 +                if (indexedAttribute == gl::MAX_VERTEX_ATTRIBS && attributes[i].divisor == 0)
    1.64 +                {
    1.65 +                    indexedAttribute = i;
    1.66 +                }
    1.67 +                else if (instancedAttribute == gl::MAX_VERTEX_ATTRIBS && attributes[i].divisor != 0)
    1.68 +                {
    1.69 +                    instancedAttribute = i;
    1.70 +                }
    1.71 +                if (indexedAttribute != gl::MAX_VERTEX_ATTRIBS && instancedAttribute != gl::MAX_VERTEX_ATTRIBS)
    1.72 +                    break;   // Found both an indexed and instanced attribute
    1.73 +            }
    1.74 +        }
    1.75 +
    1.76 +        if (indexedAttribute == gl::MAX_VERTEX_ATTRIBS)
    1.77 +        {
    1.78 +            return GL_INVALID_OPERATION;
    1.79 +        }
    1.80 +    }
    1.81 +
    1.82 +    D3DVERTEXELEMENT9 elements[gl::MAX_VERTEX_ATTRIBS + 1];
    1.83 +    D3DVERTEXELEMENT9 *element = &elements[0];
    1.84 +
    1.85 +    for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
    1.86 +    {
    1.87 +        if (attributes[i].active)
    1.88 +        {
    1.89 +            // Directly binding the storage buffer is not supported for d3d9
    1.90 +            ASSERT(attributes[i].storage == NULL);
    1.91 +
    1.92 +            int stream = i;
    1.93 +
    1.94 +            if (instances > 0)
    1.95 +            {
    1.96 +                // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
    1.97 +                if (instancedAttribute == gl::MAX_VERTEX_ATTRIBS)
    1.98 +                {
    1.99 +                    *repeatDraw = instances;
   1.100 +                }
   1.101 +                else
   1.102 +                {
   1.103 +                    if (i == indexedAttribute)
   1.104 +                    {
   1.105 +                        stream = 0;
   1.106 +                    }
   1.107 +                    else if (i == 0)
   1.108 +                    {
   1.109 +                        stream = indexedAttribute;
   1.110 +                    }
   1.111 +
   1.112 +                    UINT frequency = 1;
   1.113 +                    
   1.114 +                    if (attributes[i].divisor == 0)
   1.115 +                    {
   1.116 +                        frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
   1.117 +                    }
   1.118 +                    else
   1.119 +                    {
   1.120 +                        frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
   1.121 +                    }
   1.122 +                    
   1.123 +                    device->SetStreamSourceFreq(stream, frequency);
   1.124 +                    mInstancingEnabled = true;
   1.125 +                }
   1.126 +            }
   1.127 +
   1.128 +            VertexBuffer9 *vertexBuffer = VertexBuffer9::makeVertexBuffer9(attributes[i].vertexBuffer);
   1.129 +
   1.130 +            if (mAppliedVBs[stream].serial != attributes[i].serial ||
   1.131 +                mAppliedVBs[stream].stride != attributes[i].stride ||
   1.132 +                mAppliedVBs[stream].offset != attributes[i].offset)
   1.133 +            {
   1.134 +                device->SetStreamSource(stream, vertexBuffer->getBuffer(), attributes[i].offset, attributes[i].stride);
   1.135 +                mAppliedVBs[stream].serial = attributes[i].serial;
   1.136 +                mAppliedVBs[stream].stride = attributes[i].stride;
   1.137 +                mAppliedVBs[stream].offset = attributes[i].offset;
   1.138 +            }
   1.139 +
   1.140 +            element->Stream = stream;
   1.141 +            element->Offset = 0;
   1.142 +            element->Type = attributes[i].attribute->mArrayEnabled ? vertexBuffer->getDeclType(*attributes[i].attribute) : D3DDECLTYPE_FLOAT4;
   1.143 +            element->Method = D3DDECLMETHOD_DEFAULT;
   1.144 +            element->Usage = D3DDECLUSAGE_TEXCOORD;
   1.145 +            element->UsageIndex = programBinary->getSemanticIndex(i);
   1.146 +            element++;
   1.147 +        }
   1.148 +    }
   1.149 +
   1.150 +    if (instances == 0 || instancedAttribute == gl::MAX_VERTEX_ATTRIBS)
   1.151 +    {
   1.152 +        if (mInstancingEnabled)
   1.153 +        {
   1.154 +            for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
   1.155 +            {
   1.156 +                device->SetStreamSourceFreq(i, 1);
   1.157 +            }
   1.158 +
   1.159 +            mInstancingEnabled = false;
   1.160 +        }
   1.161 +    }
   1.162 +
   1.163 +    static const D3DVERTEXELEMENT9 end = D3DDECL_END();
   1.164 +    *(element++) = end;
   1.165 +
   1.166 +    for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
   1.167 +    {
   1.168 +        VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
   1.169 +        if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
   1.170 +        {
   1.171 +            entry->lruCount = ++mMaxLru;
   1.172 +            if(entry->vertexDeclaration != mLastSetVDecl)
   1.173 +            {
   1.174 +                device->SetVertexDeclaration(entry->vertexDeclaration);
   1.175 +                mLastSetVDecl = entry->vertexDeclaration;
   1.176 +            }
   1.177 +
   1.178 +            return GL_NO_ERROR;
   1.179 +        }
   1.180 +    }
   1.181 +
   1.182 +    VertexDeclCacheEntry *lastCache = mVertexDeclCache;
   1.183 +
   1.184 +    for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
   1.185 +    {
   1.186 +        if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
   1.187 +        {
   1.188 +            lastCache = &mVertexDeclCache[i];
   1.189 +        }
   1.190 +    }
   1.191 +
   1.192 +    if (lastCache->vertexDeclaration != NULL)
   1.193 +    {
   1.194 +        lastCache->vertexDeclaration->Release();
   1.195 +        lastCache->vertexDeclaration = NULL;
   1.196 +        // mLastSetVDecl is set to the replacement, so we don't have to worry
   1.197 +        // about it.
   1.198 +    }
   1.199 +
   1.200 +    memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
   1.201 +    device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
   1.202 +    device->SetVertexDeclaration(lastCache->vertexDeclaration);
   1.203 +    mLastSetVDecl = lastCache->vertexDeclaration;
   1.204 +    lastCache->lruCount = ++mMaxLru;
   1.205 +
   1.206 +    return GL_NO_ERROR;
   1.207 +}
   1.208 +
   1.209 +void VertexDeclarationCache::markStateDirty()
   1.210 +{
   1.211 +    for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
   1.212 +    {
   1.213 +        mAppliedVBs[i].serial = 0;
   1.214 +    }
   1.215 +
   1.216 +    mLastSetVDecl = NULL;
   1.217 +    mInstancingEnabled = true;   // Forces it to be disabled when not used
   1.218 +}
   1.219 +
   1.220 +}

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