Created InputLayoutCache for D3D11 input layouts and vertex buffer application.
TRAC #22235
Author: Geoff Lang
Signed-off-by: Shannon Woods
Signed-off-by: Daniel Koch
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1609 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/build_angle.gypi b/src/build_angle.gypi
index 7aef523..addf12d 100644
--- a/src/build_angle.gypi
+++ b/src/build_angle.gypi
@@ -266,6 +266,8 @@
'libGLESv2/renderer/IndexBuffer11.h',
'libGLESv2/renderer/IndexDataManager.cpp',
'libGLESv2/renderer/IndexDataManager.h',
+ 'libGLESv2/renderer/InputLayoutCache.cpp',
+ 'libGLESv2/renderer/InputLayoutCache.h',
'libGLESv2/renderer/Renderer.cpp',
'libGLESv2/renderer/Renderer.h',
'libGLESv2/renderer/Renderer11.cpp',
diff --git a/src/libGLESv2/libGLESv2.vcxproj b/src/libGLESv2/libGLESv2.vcxproj
index 093d454..5350bb7 100644
--- a/src/libGLESv2/libGLESv2.vcxproj
+++ b/src/libGLESv2/libGLESv2.vcxproj
@@ -253,6 +253,7 @@
<ClCompile Include="renderer\IndexDataManager.cpp" />
<ClCompile Include="renderer\ImageSSE2.cpp" />
<ClCompile Include="renderer\Image11.cpp" />
+ <ClCompile Include="renderer\InputLayoutCache.cpp" />
<ClCompile Include="renderer\Renderer.cpp" />
<ClCompile Include="renderer\Renderer11.cpp" />
<ClCompile Include="renderer\renderer11_utils.cpp" />
@@ -306,6 +307,7 @@
<ClInclude Include="renderer\IndexBuffer11.h" />
<ClInclude Include="renderer\IndexBuffer9.h" />
<ClInclude Include="renderer\IndexDataManager.h" />
+ <ClInclude Include="renderer\InputLayoutCache.h" />
<ClInclude Include="renderer\Renderer.h" />
<ClInclude Include="renderer\Renderer11.h" />
<ClInclude Include="renderer\renderer11_utils.h" />
@@ -355,5 +357,5 @@
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
- </ImportGroup>
-</Project>
+ </ImportGroup>
+</Project>
diff --git a/src/libGLESv2/libGLESv2.vcxproj.filters b/src/libGLESv2/libGLESv2.vcxproj.filters
index bf0c4c9..0cd9b68 100644
--- a/src/libGLESv2/libGLESv2.vcxproj.filters
+++ b/src/libGLESv2/libGLESv2.vcxproj.filters
@@ -164,9 +164,12 @@
<ClCompile Include="renderer\Image11.cpp">
<Filter>Renderer</Filter>
</ClCompile>
+ <ClCompile Include="renderer\InputLayoutCache.cpp">
+ <Filter>Renderer</Filter>
+ </ClCompile>
<ClCompile Include="Uniform.cpp">
<Filter>Source Files</Filter>
- </ClCompile>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="BinaryStream.h">
@@ -340,9 +343,12 @@
<ClInclude Include="renderer\Image11.h">
<Filter>Renderer</Filter>
</ClInclude>
+ <ClInclude Include="renderer\InputLayoutCache.h">
+ <Filter>Renderer</Filter>
+ </ClInclude>
<ClInclude Include="Uniform.h">
<Filter>Header Files</Filter>
- </ClInclude>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="libGLESv2.def">
diff --git a/src/libGLESv2/renderer/InputLayoutCache.cpp b/src/libGLESv2/renderer/InputLayoutCache.cpp
new file mode 100644
index 0000000..0a1434b
--- /dev/null
+++ b/src/libGLESv2/renderer/InputLayoutCache.cpp
@@ -0,0 +1,151 @@
+//
+// 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/ShaderExecutable11.h"
+#include "libGLESv2/ProgramBinary.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)
+{
+ 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);
+
+ ilKey.elements[ilKey.elementCount].SemanticName = semanticName;
+ ilKey.elements[ilKey.elementCount].SemanticIndex = programBinary->getSemanticIndex(i);
+ ilKey.elements[ilKey.elementCount].Format = attributes[i].attribute->mArrayEnabled ? vertexBuffer->getDXGIFormat(*attributes[i].attribute) : DXGI_FORMAT_R32G32B32A32_FLOAT;
+ ilKey.elements[ilKey.elementCount].InputSlot = i;
+ ilKey.elements[ilKey.elementCount].AlignedByteOffset = 0;
+ ilKey.elements[ilKey.elementCount].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ ilKey.elements[ilKey.elementCount].InstanceDataStepRate = 0;
+ ilKey.elementCount++;
+
+ vertexBuffers[i] = 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;
+}
+
+}
diff --git a/src/libGLESv2/renderer/InputLayoutCache.h b/src/libGLESv2/renderer/InputLayoutCache.h
new file mode 100644
index 0000000..209241a
--- /dev/null
+++ b/src/libGLESv2/renderer/InputLayoutCache.h
@@ -0,0 +1,71 @@
+//
+// 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.h: Defines InputLayoutCache, a class that builds and caches
+// D3D11 input layouts.
+
+#ifndef LIBGLESV2_RENDERER_INPUTLAYOUTCACHE_H_
+#define LIBGLESV2_RENDERER_INPUTLAYOUTCACHE_H_
+
+#include "libGLESv2/Context.h"
+
+#include "libGLESv2/renderer/VertexDataManager.h"
+
+#include <D3D11.h>
+#include <unordered_map>
+
+namespace rx
+{
+
+class InputLayoutCache
+{
+ public:
+ InputLayoutCache();
+ virtual ~InputLayoutCache();
+
+ void initialize(ID3D11Device *device, ID3D11DeviceContext *context);
+ void clear();
+
+ GLenum applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
+ gl::ProgramBinary *programBinary);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(InputLayoutCache);
+
+ struct InputLayoutKey
+ {
+ unsigned int elementCount;
+ D3D11_INPUT_ELEMENT_DESC elements[gl::MAX_VERTEX_ATTRIBS];
+ };
+
+ struct InputLayoutCounterPair
+ {
+ ID3D11InputLayout *inputLayout;
+ unsigned long long lastUsedTime;
+ };
+
+ static std::size_t hashInputLayout(const InputLayoutKey &inputLayout);
+ static bool compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b);
+
+ typedef std::size_t (*InputLayoutHashFunction)(const InputLayoutKey &);
+ typedef bool (*InputLayoutEqualityFunction)(const InputLayoutKey &, const InputLayoutKey &);
+ typedef std::unordered_map<InputLayoutKey,
+ InputLayoutCounterPair,
+ InputLayoutHashFunction,
+ InputLayoutEqualityFunction> InputLayoutMap;
+ InputLayoutMap mInputLayoutMap;
+
+ static const unsigned int kMaxInputLayouts;
+
+ unsigned long long mCounter;
+
+ ID3D11Device *mDevice;
+ ID3D11DeviceContext *mDeviceContext;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_INPUTLAYOUTCACHE_H_