michael@0: #include "precompiled.h" michael@0: // michael@0: // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. michael@0: // Use of this source code is governed by a BSD-style license that can be michael@0: // found in the LICENSE file. michael@0: // michael@0: michael@0: // RenderStateCache.cpp: Defines rx::RenderStateCache, a cache of Direct3D render michael@0: // state objects. michael@0: michael@0: #include "libGLESv2/renderer/RenderStateCache.h" michael@0: #include "libGLESv2/renderer/renderer11_utils.h" michael@0: michael@0: #include "common/debug.h" michael@0: #include "third_party/murmurhash/MurmurHash3.h" michael@0: michael@0: namespace rx michael@0: { michael@0: michael@0: // MSDN's documentation of ID3D11Device::CreateBlendState, ID3D11Device::CreateRasterizerState, michael@0: // ID3D11Device::CreateDepthStencilState and ID3D11Device::CreateSamplerState claims the maximum michael@0: // number of unique states of each type an application can create is 4096 michael@0: const unsigned int RenderStateCache::kMaxBlendStates = 4096; michael@0: const unsigned int RenderStateCache::kMaxRasterizerStates = 4096; michael@0: const unsigned int RenderStateCache::kMaxDepthStencilStates = 4096; michael@0: const unsigned int RenderStateCache::kMaxSamplerStates = 4096; michael@0: michael@0: RenderStateCache::RenderStateCache() : mDevice(NULL), mCounter(0), michael@0: mBlendStateCache(kMaxBlendStates, hashBlendState, compareBlendStates), michael@0: mRasterizerStateCache(kMaxRasterizerStates, hashRasterizerState, compareRasterizerStates), michael@0: mDepthStencilStateCache(kMaxDepthStencilStates, hashDepthStencilState, compareDepthStencilStates), michael@0: mSamplerStateCache(kMaxSamplerStates, hashSamplerState, compareSamplerStates) michael@0: { michael@0: } michael@0: michael@0: RenderStateCache::~RenderStateCache() michael@0: { michael@0: clear(); michael@0: } michael@0: michael@0: void RenderStateCache::initialize(ID3D11Device *device) michael@0: { michael@0: clear(); michael@0: mDevice = device; michael@0: } michael@0: michael@0: void RenderStateCache::clear() michael@0: { michael@0: for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++) michael@0: { michael@0: i->second.first->Release(); michael@0: } michael@0: mBlendStateCache.clear(); michael@0: michael@0: for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++) michael@0: { michael@0: i->second.first->Release(); michael@0: } michael@0: mRasterizerStateCache.clear(); michael@0: michael@0: for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++) michael@0: { michael@0: i->second.first->Release(); michael@0: } michael@0: mDepthStencilStateCache.clear(); michael@0: michael@0: for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++) michael@0: { michael@0: i->second.first->Release(); michael@0: } michael@0: mSamplerStateCache.clear(); michael@0: } michael@0: michael@0: std::size_t RenderStateCache::hashBlendState(const gl::BlendState &blendState) michael@0: { michael@0: static const unsigned int seed = 0xABCDEF98; michael@0: michael@0: std::size_t hash = 0; michael@0: MurmurHash3_x86_32(&blendState, sizeof(gl::BlendState), seed, &hash); michael@0: return hash; michael@0: } michael@0: michael@0: bool RenderStateCache::compareBlendStates(const gl::BlendState &a, const gl::BlendState &b) michael@0: { michael@0: return memcmp(&a, &b, sizeof(gl::BlendState)) == 0; michael@0: } michael@0: michael@0: ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendState) michael@0: { michael@0: if (!mDevice) michael@0: { michael@0: ERR("RenderStateCache is not initialized."); michael@0: return NULL; michael@0: } michael@0: michael@0: BlendStateMap::iterator i = mBlendStateCache.find(blendState); michael@0: if (i != mBlendStateCache.end()) michael@0: { michael@0: BlendStateCounterPair &state = i->second; michael@0: state.second = mCounter++; michael@0: return state.first; michael@0: } michael@0: else michael@0: { michael@0: if (mBlendStateCache.size() >= kMaxBlendStates) michael@0: { michael@0: TRACE("Overflowed the limit of %u blend states, removing the least recently used " michael@0: "to make room.", kMaxBlendStates); michael@0: michael@0: BlendStateMap::iterator leastRecentlyUsed = mBlendStateCache.begin(); michael@0: for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++) michael@0: { michael@0: if (i->second.second < leastRecentlyUsed->second.second) michael@0: { michael@0: leastRecentlyUsed = i; michael@0: } michael@0: } michael@0: leastRecentlyUsed->second.first->Release(); michael@0: mBlendStateCache.erase(leastRecentlyUsed); michael@0: } michael@0: michael@0: // Create a new blend state and insert it into the cache michael@0: D3D11_BLEND_DESC blendDesc = { 0 }; michael@0: blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage; michael@0: blendDesc.IndependentBlendEnable = FALSE; michael@0: michael@0: for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) michael@0: { michael@0: D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = blendDesc.RenderTarget[i]; michael@0: michael@0: rtBlend.BlendEnable = blendState.blend; michael@0: if (blendState.blend) michael@0: { michael@0: rtBlend.SrcBlend = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendRGB, false); michael@0: rtBlend.DestBlend = gl_d3d11::ConvertBlendFunc(blendState.destBlendRGB, false); michael@0: rtBlend.BlendOp = gl_d3d11::ConvertBlendOp(blendState.blendEquationRGB); michael@0: michael@0: rtBlend.SrcBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendAlpha, true); michael@0: rtBlend.DestBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.destBlendAlpha, true); michael@0: rtBlend.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha); michael@0: } michael@0: michael@0: rtBlend.RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendState.colorMaskRed, michael@0: blendState.colorMaskGreen, michael@0: blendState.colorMaskBlue, michael@0: blendState.colorMaskAlpha); michael@0: } michael@0: michael@0: ID3D11BlendState *dx11BlendState = NULL; michael@0: HRESULT result = mDevice->CreateBlendState(&blendDesc, &dx11BlendState); michael@0: if (FAILED(result) || !dx11BlendState) michael@0: { michael@0: ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result); michael@0: return NULL; michael@0: } michael@0: michael@0: mBlendStateCache.insert(std::make_pair(blendState, std::make_pair(dx11BlendState, mCounter++))); michael@0: michael@0: return dx11BlendState; michael@0: } michael@0: } michael@0: michael@0: std::size_t RenderStateCache::hashRasterizerState(const RasterizerStateKey &rasterState) michael@0: { michael@0: static const unsigned int seed = 0xABCDEF98; michael@0: michael@0: std::size_t hash = 0; michael@0: MurmurHash3_x86_32(&rasterState, sizeof(RasterizerStateKey), seed, &hash); michael@0: return hash; michael@0: } michael@0: michael@0: bool RenderStateCache::compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b) michael@0: { michael@0: return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0; michael@0: } michael@0: michael@0: ID3D11RasterizerState *RenderStateCache::getRasterizerState(const gl::RasterizerState &rasterState, michael@0: bool scissorEnabled, unsigned int depthSize) michael@0: { michael@0: if (!mDevice) michael@0: { michael@0: ERR("RenderStateCache is not initialized."); michael@0: return NULL; michael@0: } michael@0: michael@0: RasterizerStateKey key; michael@0: key.rasterizerState = rasterState; michael@0: key.scissorEnabled = scissorEnabled; michael@0: key.depthSize = depthSize; michael@0: michael@0: RasterizerStateMap::iterator i = mRasterizerStateCache.find(key); michael@0: if (i != mRasterizerStateCache.end()) michael@0: { michael@0: RasterizerStateCounterPair &state = i->second; michael@0: state.second = mCounter++; michael@0: return state.first; michael@0: } michael@0: else michael@0: { michael@0: if (mRasterizerStateCache.size() >= kMaxRasterizerStates) michael@0: { michael@0: TRACE("Overflowed the limit of %u rasterizer states, removing the least recently used " michael@0: "to make room.", kMaxRasterizerStates); michael@0: michael@0: RasterizerStateMap::iterator leastRecentlyUsed = mRasterizerStateCache.begin(); michael@0: for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++) michael@0: { michael@0: if (i->second.second < leastRecentlyUsed->second.second) michael@0: { michael@0: leastRecentlyUsed = i; michael@0: } michael@0: } michael@0: leastRecentlyUsed->second.first->Release(); michael@0: mRasterizerStateCache.erase(leastRecentlyUsed); michael@0: } michael@0: michael@0: D3D11_CULL_MODE cullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode); michael@0: michael@0: // Disable culling if drawing points michael@0: if (rasterState.pointDrawMode) michael@0: { michael@0: cullMode = D3D11_CULL_NONE; michael@0: } michael@0: michael@0: D3D11_RASTERIZER_DESC rasterDesc; michael@0: rasterDesc.FillMode = D3D11_FILL_SOLID; michael@0: rasterDesc.CullMode = cullMode; michael@0: rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE: TRUE; michael@0: rasterDesc.DepthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast(depthSize)); michael@0: rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though. michael@0: rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor; michael@0: rasterDesc.DepthClipEnable = TRUE; michael@0: rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE; michael@0: rasterDesc.MultisampleEnable = rasterState.multiSample; michael@0: rasterDesc.AntialiasedLineEnable = FALSE; michael@0: michael@0: ID3D11RasterizerState *dx11RasterizerState = NULL; michael@0: HRESULT result = mDevice->CreateRasterizerState(&rasterDesc, &dx11RasterizerState); michael@0: if (FAILED(result) || !dx11RasterizerState) michael@0: { michael@0: ERR("Unable to create a ID3D11RasterizerState, HRESULT: 0x%X.", result); michael@0: return NULL; michael@0: } michael@0: michael@0: mRasterizerStateCache.insert(std::make_pair(key, std::make_pair(dx11RasterizerState, mCounter++))); michael@0: michael@0: return dx11RasterizerState; michael@0: } michael@0: } michael@0: michael@0: std::size_t RenderStateCache::hashDepthStencilState(const gl::DepthStencilState &dsState) michael@0: { michael@0: static const unsigned int seed = 0xABCDEF98; michael@0: michael@0: std::size_t hash = 0; michael@0: MurmurHash3_x86_32(&dsState, sizeof(gl::DepthStencilState), seed, &hash); michael@0: return hash; michael@0: } michael@0: michael@0: bool RenderStateCache::compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b) michael@0: { michael@0: return memcmp(&a, &b, sizeof(gl::DepthStencilState)) == 0; michael@0: } michael@0: michael@0: ID3D11DepthStencilState *RenderStateCache::getDepthStencilState(const gl::DepthStencilState &dsState) michael@0: { michael@0: if (!mDevice) michael@0: { michael@0: ERR("RenderStateCache is not initialized."); michael@0: return NULL; michael@0: } michael@0: michael@0: DepthStencilStateMap::iterator i = mDepthStencilStateCache.find(dsState); michael@0: if (i != mDepthStencilStateCache.end()) michael@0: { michael@0: DepthStencilStateCounterPair &state = i->second; michael@0: state.second = mCounter++; michael@0: return state.first; michael@0: } michael@0: else michael@0: { michael@0: if (mDepthStencilStateCache.size() >= kMaxDepthStencilStates) michael@0: { michael@0: TRACE("Overflowed the limit of %u depth stencil states, removing the least recently used " michael@0: "to make room.", kMaxDepthStencilStates); michael@0: michael@0: DepthStencilStateMap::iterator leastRecentlyUsed = mDepthStencilStateCache.begin(); michael@0: for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++) michael@0: { michael@0: if (i->second.second < leastRecentlyUsed->second.second) michael@0: { michael@0: leastRecentlyUsed = i; michael@0: } michael@0: } michael@0: leastRecentlyUsed->second.first->Release(); michael@0: mDepthStencilStateCache.erase(leastRecentlyUsed); michael@0: } michael@0: michael@0: D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 }; michael@0: dsDesc.DepthEnable = dsState.depthTest ? TRUE : FALSE; michael@0: dsDesc.DepthWriteMask = gl_d3d11::ConvertDepthMask(dsState.depthMask); michael@0: dsDesc.DepthFunc = gl_d3d11::ConvertComparison(dsState.depthFunc); michael@0: dsDesc.StencilEnable = dsState.stencilTest ? TRUE : FALSE; michael@0: dsDesc.StencilReadMask = gl_d3d11::ConvertStencilMask(dsState.stencilMask); michael@0: dsDesc.StencilWriteMask = gl_d3d11::ConvertStencilMask(dsState.stencilWritemask); michael@0: dsDesc.FrontFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilFail); michael@0: dsDesc.FrontFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthFail); michael@0: dsDesc.FrontFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthPass); michael@0: dsDesc.FrontFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilFunc); michael@0: dsDesc.BackFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackFail); michael@0: dsDesc.BackFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthFail); michael@0: dsDesc.BackFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthPass); michael@0: dsDesc.BackFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilBackFunc); michael@0: michael@0: ID3D11DepthStencilState *dx11DepthStencilState = NULL; michael@0: HRESULT result = mDevice->CreateDepthStencilState(&dsDesc, &dx11DepthStencilState); michael@0: if (FAILED(result) || !dx11DepthStencilState) michael@0: { michael@0: ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result); michael@0: return NULL; michael@0: } michael@0: michael@0: mDepthStencilStateCache.insert(std::make_pair(dsState, std::make_pair(dx11DepthStencilState, mCounter++))); michael@0: michael@0: return dx11DepthStencilState; michael@0: } michael@0: } michael@0: michael@0: std::size_t RenderStateCache::hashSamplerState(const gl::SamplerState &samplerState) michael@0: { michael@0: static const unsigned int seed = 0xABCDEF98; michael@0: michael@0: std::size_t hash = 0; michael@0: MurmurHash3_x86_32(&samplerState, sizeof(gl::SamplerState), seed, &hash); michael@0: return hash; michael@0: } michael@0: michael@0: bool RenderStateCache::compareSamplerStates(const gl::SamplerState &a, const gl::SamplerState &b) michael@0: { michael@0: return memcmp(&a, &b, sizeof(gl::SamplerState)) == 0; michael@0: } michael@0: michael@0: ID3D11SamplerState *RenderStateCache::getSamplerState(const gl::SamplerState &samplerState) michael@0: { michael@0: if (!mDevice) michael@0: { michael@0: ERR("RenderStateCache is not initialized."); michael@0: return NULL; michael@0: } michael@0: michael@0: SamplerStateMap::iterator i = mSamplerStateCache.find(samplerState); michael@0: if (i != mSamplerStateCache.end()) michael@0: { michael@0: SamplerStateCounterPair &state = i->second; michael@0: state.second = mCounter++; michael@0: return state.first; michael@0: } michael@0: else michael@0: { michael@0: if (mSamplerStateCache.size() >= kMaxSamplerStates) michael@0: { michael@0: TRACE("Overflowed the limit of %u sampler states, removing the least recently used " michael@0: "to make room.", kMaxSamplerStates); michael@0: michael@0: SamplerStateMap::iterator leastRecentlyUsed = mSamplerStateCache.begin(); michael@0: for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++) michael@0: { michael@0: if (i->second.second < leastRecentlyUsed->second.second) michael@0: { michael@0: leastRecentlyUsed = i; michael@0: } michael@0: } michael@0: leastRecentlyUsed->second.first->Release(); michael@0: mSamplerStateCache.erase(leastRecentlyUsed); michael@0: } michael@0: michael@0: D3D11_SAMPLER_DESC samplerDesc; michael@0: samplerDesc.Filter = gl_d3d11::ConvertFilter(samplerState.minFilter, samplerState.magFilter, samplerState.maxAnisotropy); michael@0: samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.wrapS); michael@0: samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.wrapT); michael@0: samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; michael@0: samplerDesc.MipLODBias = static_cast(samplerState.lodOffset); michael@0: samplerDesc.MaxAnisotropy = samplerState.maxAnisotropy; michael@0: samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; michael@0: samplerDesc.BorderColor[0] = 0.0f; michael@0: samplerDesc.BorderColor[1] = 0.0f; michael@0: samplerDesc.BorderColor[2] = 0.0f; michael@0: samplerDesc.BorderColor[3] = 0.0f; michael@0: samplerDesc.MinLOD = gl_d3d11::ConvertMinLOD(samplerState.minFilter, samplerState.lodOffset); michael@0: samplerDesc.MaxLOD = gl_d3d11::ConvertMaxLOD(samplerState.minFilter, samplerState.lodOffset); michael@0: michael@0: ID3D11SamplerState *dx11SamplerState = NULL; michael@0: HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState); michael@0: if (FAILED(result) || !dx11SamplerState) michael@0: { michael@0: ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result); michael@0: return NULL; michael@0: } michael@0: michael@0: mSamplerStateCache.insert(std::make_pair(samplerState, std::make_pair(dx11SamplerState, mCounter++))); michael@0: michael@0: return dx11SamplerState; michael@0: } michael@0: } michael@0: michael@0: }