Added a RenderStateCache class for caching D3D11 blend, depth stencil and rasterizer states.
TRAC #22042
Signed-off-by: Nicolas Capens
Signed-off-by: Daniel Koch
Author: Geoff Lang
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1432 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/RenderStateCache.cpp b/src/libGLESv2/renderer/RenderStateCache.cpp
new file mode 100644
index 0000000..bd46886
--- /dev/null
+++ b/src/libGLESv2/renderer/RenderStateCache.cpp
@@ -0,0 +1,139 @@
+//
+// 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.
+//
+
+// RenderStateCache.cpp: Defines rx::RenderStateCache, a cache of Direct3D render
+// state objects.
+
+#include "libGLESv2/renderer/RenderStateCache.h"
+#include "libGLESv2/renderer/renderer11_utils.h"
+
+#include "common/debug.h"
+#include "third_party/murmurhash/MurmurHash3.h"
+
+namespace rx
+{
+
+RenderStateCache::RenderStateCache() : mDevice(NULL), mCounter(0),
+ mBlendStateCache(kMaxBlendStates, hashBlendState, compareBlendStates)
+{
+}
+
+RenderStateCache::~RenderStateCache()
+{
+ clear();
+}
+
+void RenderStateCache::initialize(ID3D11Device* device)
+{
+ clear();
+ mDevice = device;
+}
+
+void RenderStateCache::clear()
+{
+ for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
+ {
+ i->second.first->Release();
+ }
+ mBlendStateCache.clear();
+}
+
+std::size_t RenderStateCache::hashBlendState(const gl::BlendState &blendState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&blendState, sizeof(gl::BlendState), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareBlendStates(const gl::BlendState &a, const gl::BlendState &b)
+{
+ return memcmp(&a, &b, sizeof(gl::BlendState)) == 0;
+}
+
+// MSDN's documentation of ID3D11Device::CreateBlendState claims the maximum number of
+// unique blend states an application can create is 4096
+const unsigned int RenderStateCache::kMaxBlendStates = 4096;
+
+ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendState)
+{
+ if (!mDevice)
+ {
+ ERR("RenderStateCache is not initialized.");
+ return NULL;
+ }
+
+ BlendStateMap::iterator i = mBlendStateCache.find(blendState);
+ if (i != mBlendStateCache.end())
+ {
+ BlendStateCounterPair &state = i->second;
+ state.first->AddRef();
+ state.second = mCounter++;
+ return state.first;
+ }
+ else
+ {
+ if (mBlendStateCache.size() >= kMaxBlendStates)
+ {
+ TRACE("Overflowed the limit of %u blend states, removing the least recently used "
+ "to make room.", kMaxBlendStates);
+
+ BlendStateMap::iterator leastRecentlyUsed = mBlendStateCache.begin();
+ for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ leastRecentlyUsed->second.first->Release();
+ mBlendStateCache.erase(leastRecentlyUsed);
+ }
+
+ // Create a new blend state and insert it into the cache
+ D3D11_BLEND_DESC blendDesc = { 0 };
+ blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage;
+ blendDesc.IndependentBlendEnable = FALSE;
+
+ for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
+ {
+ D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = blendDesc.RenderTarget[i];
+
+ rtBlend.BlendEnable = blendState.blend;
+ if (blendState.blend)
+ {
+ rtBlend.SrcBlend = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendRGB);
+ rtBlend.DestBlend = gl_d3d11::ConvertBlendFunc(blendState.destBlendRGB);
+ rtBlend.BlendOp = gl_d3d11::ConvertBlendOp(blendState.blendEquationRGB);
+
+ rtBlend.SrcBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendAlpha);
+ rtBlend.DestBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.destBlendAlpha);
+ rtBlend.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha);
+
+ rtBlend.RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendState.colorMaskRed,
+ blendState.colorMaskGreen,
+ blendState.colorMaskBlue,
+ blendState.colorMaskAlpha);
+ }
+ }
+
+ ID3D11BlendState* dx11BlendState = NULL;
+ HRESULT result = mDevice->CreateBlendState(&blendDesc, &dx11BlendState);
+ if (FAILED(result) || !dx11BlendState)
+ {
+ ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result);
+ return NULL;
+ }
+
+ mBlendStateCache.insert(std::make_pair(blendState, std::make_pair(dx11BlendState, mCounter++)));
+
+ dx11BlendState->AddRef();
+ return dx11BlendState;
+ }
+}
+
+}
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