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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com0673d792012-11-28 19:37:44 +00002//
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com0673d792012-11-28 19:37:44 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// RenderStateCache.cpp: Defines rx::RenderStateCache, a cache of Direct3D render
9// state objects.
10
11#include "libGLESv2/renderer/RenderStateCache.h"
12#include "libGLESv2/renderer/renderer11_utils.h"
13
14#include "common/debug.h"
15#include "third_party/murmurhash/MurmurHash3.h"
16
17namespace rx
18{
19
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +000020// MSDN's documentation of ID3D11Device::CreateBlendState, ID3D11Device::CreateRasterizerState,
21// ID3D11Device::CreateDepthStencilState and ID3D11Device::CreateSamplerState claims the maximum
22// number of unique states of each type an application can create is 4096
daniel@transgaming.comc497eba2012-11-28 19:39:06 +000023const unsigned int RenderStateCache::kMaxBlendStates = 4096;
24const unsigned int RenderStateCache::kMaxRasterizerStates = 4096;
25const unsigned int RenderStateCache::kMaxDepthStencilStates = 4096;
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +000026const unsigned int RenderStateCache::kMaxSamplerStates = 4096;
daniel@transgaming.comc497eba2012-11-28 19:39:06 +000027
daniel@transgaming.com0673d792012-11-28 19:37:44 +000028RenderStateCache::RenderStateCache() : mDevice(NULL), mCounter(0),
daniel@transgaming.comed453e02012-11-28 19:38:11 +000029 mBlendStateCache(kMaxBlendStates, hashBlendState, compareBlendStates),
daniel@transgaming.com53926ff2012-11-28 19:38:50 +000030 mRasterizerStateCache(kMaxRasterizerStates, hashRasterizerState, compareRasterizerStates),
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +000031 mDepthStencilStateCache(kMaxDepthStencilStates, hashDepthStencilState, compareDepthStencilStates),
32 mSamplerStateCache(kMaxSamplerStates, hashSamplerState, compareSamplerStates)
daniel@transgaming.com0673d792012-11-28 19:37:44 +000033{
34}
35
36RenderStateCache::~RenderStateCache()
37{
38 clear();
39}
40
daniel@transgaming.com3cf86502013-01-11 04:08:40 +000041void RenderStateCache::initialize(ID3D11Device *device)
daniel@transgaming.com0673d792012-11-28 19:37:44 +000042{
43 clear();
44 mDevice = device;
45}
46
47void RenderStateCache::clear()
48{
49 for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
50 {
51 i->second.first->Release();
52 }
53 mBlendStateCache.clear();
daniel@transgaming.comed453e02012-11-28 19:38:11 +000054
55 for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++)
56 {
57 i->second.first->Release();
58 }
59 mRasterizerStateCache.clear();
daniel@transgaming.com53926ff2012-11-28 19:38:50 +000060
61 for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++)
62 {
63 i->second.first->Release();
64 }
65 mDepthStencilStateCache.clear();
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +000066
67 for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++)
68 {
69 i->second.first->Release();
70 }
71 mSamplerStateCache.clear();
daniel@transgaming.com0673d792012-11-28 19:37:44 +000072}
73
74std::size_t RenderStateCache::hashBlendState(const gl::BlendState &blendState)
75{
76 static const unsigned int seed = 0xABCDEF98;
77
78 std::size_t hash = 0;
79 MurmurHash3_x86_32(&blendState, sizeof(gl::BlendState), seed, &hash);
80 return hash;
81}
82
83bool RenderStateCache::compareBlendStates(const gl::BlendState &a, const gl::BlendState &b)
84{
85 return memcmp(&a, &b, sizeof(gl::BlendState)) == 0;
86}
87
daniel@transgaming.com0673d792012-11-28 19:37:44 +000088ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendState)
89{
90 if (!mDevice)
91 {
92 ERR("RenderStateCache is not initialized.");
93 return NULL;
94 }
95
96 BlendStateMap::iterator i = mBlendStateCache.find(blendState);
97 if (i != mBlendStateCache.end())
98 {
99 BlendStateCounterPair &state = i->second;
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000100 state.second = mCounter++;
101 return state.first;
102 }
103 else
104 {
105 if (mBlendStateCache.size() >= kMaxBlendStates)
106 {
107 TRACE("Overflowed the limit of %u blend states, removing the least recently used "
108 "to make room.", kMaxBlendStates);
109
110 BlendStateMap::iterator leastRecentlyUsed = mBlendStateCache.begin();
111 for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
112 {
113 if (i->second.second < leastRecentlyUsed->second.second)
114 {
115 leastRecentlyUsed = i;
116 }
117 }
118 leastRecentlyUsed->second.first->Release();
119 mBlendStateCache.erase(leastRecentlyUsed);
120 }
121
122 // Create a new blend state and insert it into the cache
123 D3D11_BLEND_DESC blendDesc = { 0 };
124 blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage;
125 blendDesc.IndependentBlendEnable = FALSE;
126
127 for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
128 {
129 D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = blendDesc.RenderTarget[i];
130
131 rtBlend.BlendEnable = blendState.blend;
132 if (blendState.blend)
133 {
daniel@transgaming.com90c634a2013-01-11 04:10:01 +0000134 rtBlend.SrcBlend = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendRGB, false);
135 rtBlend.DestBlend = gl_d3d11::ConvertBlendFunc(blendState.destBlendRGB, false);
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000136 rtBlend.BlendOp = gl_d3d11::ConvertBlendOp(blendState.blendEquationRGB);
137
daniel@transgaming.com90c634a2013-01-11 04:10:01 +0000138 rtBlend.SrcBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendAlpha, true);
139 rtBlend.DestBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.destBlendAlpha, true);
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000140 rtBlend.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha);
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000141 }
daniel@transgaming.com97b59302012-11-28 21:05:34 +0000142
143 rtBlend.RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendState.colorMaskRed,
144 blendState.colorMaskGreen,
145 blendState.colorMaskBlue,
146 blendState.colorMaskAlpha);
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000147 }
148
daniel@transgaming.com3cf86502013-01-11 04:08:40 +0000149 ID3D11BlendState *dx11BlendState = NULL;
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000150 HRESULT result = mDevice->CreateBlendState(&blendDesc, &dx11BlendState);
151 if (FAILED(result) || !dx11BlendState)
152 {
153 ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result);
154 return NULL;
155 }
156
157 mBlendStateCache.insert(std::make_pair(blendState, std::make_pair(dx11BlendState, mCounter++)));
158
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000159 return dx11BlendState;
160 }
161}
162
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000163std::size_t RenderStateCache::hashRasterizerState(const RasterizerStateKey &rasterState)
164{
165 static const unsigned int seed = 0xABCDEF98;
166
167 std::size_t hash = 0;
168 MurmurHash3_x86_32(&rasterState, sizeof(RasterizerStateKey), seed, &hash);
169 return hash;
170}
171
172bool RenderStateCache::compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b)
173{
174 return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0;
175}
176
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000177ID3D11RasterizerState *RenderStateCache::getRasterizerState(const gl::RasterizerState &rasterState,
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000178 bool scissorEnabled, unsigned int depthSize)
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000179{
180 if (!mDevice)
181 {
182 ERR("RenderStateCache is not initialized.");
183 return NULL;
184 }
185
186 RasterizerStateKey key;
187 key.rasterizerState = rasterState;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000188 key.scissorEnabled = scissorEnabled;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000189 key.depthSize = depthSize;
190
191 RasterizerStateMap::iterator i = mRasterizerStateCache.find(key);
192 if (i != mRasterizerStateCache.end())
193 {
194 RasterizerStateCounterPair &state = i->second;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000195 state.second = mCounter++;
196 return state.first;
197 }
198 else
199 {
200 if (mRasterizerStateCache.size() >= kMaxRasterizerStates)
201 {
202 TRACE("Overflowed the limit of %u rasterizer states, removing the least recently used "
203 "to make room.", kMaxRasterizerStates);
204
205 RasterizerStateMap::iterator leastRecentlyUsed = mRasterizerStateCache.begin();
206 for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++)
207 {
208 if (i->second.second < leastRecentlyUsed->second.second)
209 {
210 leastRecentlyUsed = i;
211 }
212 }
213 leastRecentlyUsed->second.first->Release();
214 mRasterizerStateCache.erase(leastRecentlyUsed);
215 }
216
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000217 D3D11_CULL_MODE cullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode);
218
219 // Disable culling if drawing points
220 if (rasterState.pointDrawMode)
221 {
222 cullMode = D3D11_CULL_NONE;
223 }
224
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000225 D3D11_RASTERIZER_DESC rasterDesc;
226 rasterDesc.FillMode = D3D11_FILL_SOLID;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000227 rasterDesc.CullMode = cullMode;
daniel@transgaming.com4d4fade2013-01-11 04:09:10 +0000228 rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE: TRUE;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000229 rasterDesc.DepthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(depthSize));
230 rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though.
shannon.woods@transgaming.comce3128a2013-02-28 23:14:13 +0000231 rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000232 rasterDesc.DepthClipEnable = TRUE;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000233 rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE;
Nicolas Capensfd396552013-06-18 21:41:30 -0400234 rasterDesc.MultisampleEnable = rasterState.multiSample;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000235 rasterDesc.AntialiasedLineEnable = FALSE;
236
daniel@transgaming.com3cf86502013-01-11 04:08:40 +0000237 ID3D11RasterizerState *dx11RasterizerState = NULL;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000238 HRESULT result = mDevice->CreateRasterizerState(&rasterDesc, &dx11RasterizerState);
239 if (FAILED(result) || !dx11RasterizerState)
240 {
241 ERR("Unable to create a ID3D11RasterizerState, HRESULT: 0x%X.", result);
242 return NULL;
243 }
244
245 mRasterizerStateCache.insert(std::make_pair(key, std::make_pair(dx11RasterizerState, mCounter++)));
246
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000247 return dx11RasterizerState;
248 }
249}
250
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000251std::size_t RenderStateCache::hashDepthStencilState(const gl::DepthStencilState &dsState)
252{
253 static const unsigned int seed = 0xABCDEF98;
254
255 std::size_t hash = 0;
256 MurmurHash3_x86_32(&dsState, sizeof(gl::DepthStencilState), seed, &hash);
257 return hash;
258}
259
260bool RenderStateCache::compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b)
261{
262 return memcmp(&a, &b, sizeof(gl::DepthStencilState)) == 0;
263}
264
daniel@transgaming.com3cf86502013-01-11 04:08:40 +0000265ID3D11DepthStencilState *RenderStateCache::getDepthStencilState(const gl::DepthStencilState &dsState)
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000266{
267 if (!mDevice)
268 {
269 ERR("RenderStateCache is not initialized.");
270 return NULL;
271 }
272
273 DepthStencilStateMap::iterator i = mDepthStencilStateCache.find(dsState);
274 if (i != mDepthStencilStateCache.end())
275 {
276 DepthStencilStateCounterPair &state = i->second;
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000277 state.second = mCounter++;
278 return state.first;
279 }
280 else
281 {
282 if (mDepthStencilStateCache.size() >= kMaxDepthStencilStates)
283 {
284 TRACE("Overflowed the limit of %u depth stencil states, removing the least recently used "
285 "to make room.", kMaxDepthStencilStates);
286
287 DepthStencilStateMap::iterator leastRecentlyUsed = mDepthStencilStateCache.begin();
288 for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++)
289 {
290 if (i->second.second < leastRecentlyUsed->second.second)
291 {
292 leastRecentlyUsed = i;
293 }
294 }
295 leastRecentlyUsed->second.first->Release();
296 mDepthStencilStateCache.erase(leastRecentlyUsed);
297 }
298
299 D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
300 dsDesc.DepthEnable = dsState.depthTest ? TRUE : FALSE;
301 dsDesc.DepthWriteMask = gl_d3d11::ConvertDepthMask(dsState.depthMask);
302 dsDesc.DepthFunc = gl_d3d11::ConvertComparison(dsState.depthFunc);
303 dsDesc.StencilEnable = dsState.stencilTest ? TRUE : FALSE;
304 dsDesc.StencilReadMask = gl_d3d11::ConvertStencilMask(dsState.stencilMask);
305 dsDesc.StencilWriteMask = gl_d3d11::ConvertStencilMask(dsState.stencilWritemask);
306 dsDesc.FrontFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilFail);
307 dsDesc.FrontFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthFail);
308 dsDesc.FrontFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthPass);
309 dsDesc.FrontFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilFunc);
310 dsDesc.BackFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackFail);
311 dsDesc.BackFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthFail);
312 dsDesc.BackFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthPass);
313 dsDesc.BackFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilBackFunc);
314
daniel@transgaming.com3cf86502013-01-11 04:08:40 +0000315 ID3D11DepthStencilState *dx11DepthStencilState = NULL;
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000316 HRESULT result = mDevice->CreateDepthStencilState(&dsDesc, &dx11DepthStencilState);
317 if (FAILED(result) || !dx11DepthStencilState)
318 {
319 ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
320 return NULL;
321 }
322
323 mDepthStencilStateCache.insert(std::make_pair(dsState, std::make_pair(dx11DepthStencilState, mCounter++)));
324
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000325 return dx11DepthStencilState;
326 }
327}
328
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000329std::size_t RenderStateCache::hashSamplerState(const gl::SamplerState &samplerState)
330{
331 static const unsigned int seed = 0xABCDEF98;
332
333 std::size_t hash = 0;
334 MurmurHash3_x86_32(&samplerState, sizeof(gl::SamplerState), seed, &hash);
335 return hash;
336}
337
338bool RenderStateCache::compareSamplerStates(const gl::SamplerState &a, const gl::SamplerState &b)
339{
daniel@transgaming.comcc47bc02013-01-11 04:09:33 +0000340 return memcmp(&a, &b, sizeof(gl::SamplerState)) == 0;
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000341}
342
daniel@transgaming.com3cf86502013-01-11 04:08:40 +0000343ID3D11SamplerState *RenderStateCache::getSamplerState(const gl::SamplerState &samplerState)
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000344{
345 if (!mDevice)
346 {
347 ERR("RenderStateCache is not initialized.");
348 return NULL;
349 }
350
351 SamplerStateMap::iterator i = mSamplerStateCache.find(samplerState);
352 if (i != mSamplerStateCache.end())
353 {
354 SamplerStateCounterPair &state = i->second;
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000355 state.second = mCounter++;
356 return state.first;
357 }
358 else
359 {
360 if (mSamplerStateCache.size() >= kMaxSamplerStates)
361 {
362 TRACE("Overflowed the limit of %u sampler states, removing the least recently used "
363 "to make room.", kMaxSamplerStates);
364
365 SamplerStateMap::iterator leastRecentlyUsed = mSamplerStateCache.begin();
366 for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++)
367 {
368 if (i->second.second < leastRecentlyUsed->second.second)
369 {
370 leastRecentlyUsed = i;
371 }
372 }
373 leastRecentlyUsed->second.first->Release();
374 mSamplerStateCache.erase(leastRecentlyUsed);
375 }
376
377 D3D11_SAMPLER_DESC samplerDesc;
378 samplerDesc.Filter = gl_d3d11::ConvertFilter(samplerState.minFilter, samplerState.magFilter, samplerState.maxAnisotropy);
379 samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.wrapS);
380 samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.wrapT);
shannon.woods%transgaming.com@gtempaccount.com0b3a8df2013-04-13 03:44:51 +0000381 samplerDesc.AddressW = gl_d3d11::ConvertTextureWrap(samplerState.wrapR);
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000382 samplerDesc.MipLODBias = static_cast<float>(samplerState.lodOffset);
383 samplerDesc.MaxAnisotropy = samplerState.maxAnisotropy;
384 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
385 samplerDesc.BorderColor[0] = 0.0f;
386 samplerDesc.BorderColor[1] = 0.0f;
387 samplerDesc.BorderColor[2] = 0.0f;
388 samplerDesc.BorderColor[3] = 0.0f;
shannon.woods@transgaming.com86758652013-02-28 23:20:26 +0000389 samplerDesc.MinLOD = gl_d3d11::ConvertMinLOD(samplerState.minFilter, samplerState.lodOffset);
390 samplerDesc.MaxLOD = gl_d3d11::ConvertMaxLOD(samplerState.minFilter, samplerState.lodOffset);
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000391
392 ID3D11SamplerState *dx11SamplerState = NULL;
393 HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState);
394 if (FAILED(result) || !dx11SamplerState)
395 {
396 ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
397 return NULL;
398 }
399
400 mSamplerStateCache.insert(std::make_pair(samplerState, std::make_pair(dx11SamplerState, mCounter++)));
401
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000402 return dx11SamplerState;
403 }
404}
405
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000406}