| #include "precompiled.h" |
| // |
| // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // InputLayoutCache.cpp: Defines InputLayoutCache, a class that builds and caches |
| // D3D11 input layouts. |
| |
| #include "libGLESv2/renderer/InputLayoutCache.h" |
| #include "libGLESv2/renderer/VertexBuffer11.h" |
| #include "libGLESv2/renderer/BufferStorage11.h" |
| #include "libGLESv2/renderer/ShaderExecutable11.h" |
| #include "libGLESv2/ProgramBinary.h" |
| #include "libGLESv2/Context.h" |
| #include "libGLESv2/renderer/VertexDataManager.h" |
| |
| #include "third_party/murmurhash/MurmurHash3.h" |
| |
| namespace rx |
| { |
| |
| const unsigned int InputLayoutCache::kMaxInputLayouts = 1024; |
| |
| InputLayoutCache::InputLayoutCache() : mInputLayoutMap(kMaxInputLayouts, hashInputLayout, compareInputLayouts) |
| { |
| mCounter = 0; |
| mDevice = NULL; |
| mDeviceContext = NULL; |
| } |
| |
| InputLayoutCache::~InputLayoutCache() |
| { |
| clear(); |
| } |
| |
| void InputLayoutCache::initialize(ID3D11Device *device, ID3D11DeviceContext *context) |
| { |
| clear(); |
| mDevice = device; |
| mDeviceContext = context; |
| } |
| |
| void InputLayoutCache::clear() |
| { |
| for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++) |
| { |
| i->second.inputLayout->Release(); |
| } |
| mInputLayoutMap.clear(); |
| } |
| |
| GLenum InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS], |
| gl::ProgramBinary *programBinary) |
| { |
| int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS]; |
| programBinary->sortAttributesByLayout(attributes, sortedSemanticIndices); |
| |
| if (!mDevice || !mDeviceContext) |
| { |
| ERR("InputLayoutCache is not initialized."); |
| return GL_INVALID_OPERATION; |
| } |
| |
| InputLayoutKey ilKey = { 0 }; |
| |
| ID3D11Buffer *vertexBuffers[gl::MAX_VERTEX_ATTRIBS] = { NULL }; |
| UINT vertexStrides[gl::MAX_VERTEX_ATTRIBS] = { 0 }; |
| UINT vertexOffsets[gl::MAX_VERTEX_ATTRIBS] = { 0 }; |
| |
| static const char* semanticName = "TEXCOORD"; |
| |
| for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) |
| { |
| if (attributes[i].active) |
| { |
| VertexBuffer11 *vertexBuffer = VertexBuffer11::makeVertexBuffer11(attributes[i].vertexBuffer); |
| BufferStorage11 *bufferStorage = attributes[i].storage ? BufferStorage11::makeBufferStorage11(attributes[i].storage) : NULL; |
| |
| D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA; |
| |
| // Record the type of the associated vertex shader vector in our key |
| // This will prevent mismatched vertex shaders from using the same input layout |
| GLint attributeSize; |
| programBinary->getActiveAttribute(ilKey.elementCount, 0, NULL, &attributeSize, &ilKey.glslElementType[ilKey.elementCount], NULL); |
| |
| ilKey.elements[ilKey.elementCount].SemanticName = semanticName; |
| ilKey.elements[ilKey.elementCount].SemanticIndex = sortedSemanticIndices[i]; |
| ilKey.elements[ilKey.elementCount].Format = vertexBuffer->getDXGIFormat(*attributes[i].attribute); |
| ilKey.elements[ilKey.elementCount].InputSlot = i; |
| ilKey.elements[ilKey.elementCount].AlignedByteOffset = 0; |
| ilKey.elements[ilKey.elementCount].InputSlotClass = inputClass; |
| ilKey.elements[ilKey.elementCount].InstanceDataStepRate = attributes[i].divisor; |
| ilKey.elementCount++; |
| |
| vertexBuffers[i] = bufferStorage ? bufferStorage->getBuffer() : vertexBuffer->getBuffer(); |
| vertexStrides[i] = attributes[i].stride; |
| vertexOffsets[i] = attributes[i].offset; |
| } |
| } |
| |
| ID3D11InputLayout *inputLayout = NULL; |
| |
| InputLayoutMap::iterator i = mInputLayoutMap.find(ilKey); |
| if (i != mInputLayoutMap.end()) |
| { |
| inputLayout = i->second.inputLayout; |
| i->second.lastUsedTime = mCounter++; |
| } |
| else |
| { |
| ShaderExecutable11 *shader = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable()); |
| |
| HRESULT result = mDevice->CreateInputLayout(ilKey.elements, ilKey.elementCount, shader->getFunction(), shader->getLength(), &inputLayout); |
| if (FAILED(result)) |
| { |
| ERR("Failed to crate input layout, result: 0x%08x", result); |
| return GL_INVALID_OPERATION; |
| } |
| |
| if (mInputLayoutMap.size() >= kMaxInputLayouts) |
| { |
| TRACE("Overflowed the limit of %u input layouts, removing the least recently used " |
| "to make room.", kMaxInputLayouts); |
| |
| InputLayoutMap::iterator leastRecentlyUsed = mInputLayoutMap.begin(); |
| for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++) |
| { |
| if (i->second.lastUsedTime < leastRecentlyUsed->second.lastUsedTime) |
| { |
| leastRecentlyUsed = i; |
| } |
| } |
| leastRecentlyUsed->second.inputLayout->Release(); |
| mInputLayoutMap.erase(leastRecentlyUsed); |
| } |
| |
| InputLayoutCounterPair inputCounterPair; |
| inputCounterPair.inputLayout = inputLayout; |
| inputCounterPair.lastUsedTime = mCounter++; |
| |
| mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair)); |
| } |
| |
| mDeviceContext->IASetInputLayout(inputLayout); |
| mDeviceContext->IASetVertexBuffers(0, gl::MAX_VERTEX_ATTRIBS, vertexBuffers, vertexStrides, vertexOffsets); |
| |
| return GL_NO_ERROR; |
| } |
| |
| std::size_t InputLayoutCache::hashInputLayout(const InputLayoutKey &inputLayout) |
| { |
| static const unsigned int seed = 0xDEADBEEF; |
| |
| std::size_t hash = 0; |
| MurmurHash3_x86_32(&inputLayout, sizeof(InputLayoutKey), seed, &hash); |
| return hash; |
| } |
| |
| bool InputLayoutCache::compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b) |
| { |
| return memcmp(&a, &b, sizeof(InputLayoutKey)) == 0; |
| } |
| |
| } |