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daniel@transgaming.com0673d792012-11-28 19:37:44 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// RenderStateCache.cpp: Defines rx::RenderStateCache, a cache of Direct3D render
8// state objects.
9
10#include "libGLESv2/renderer/RenderStateCache.h"
11#include "libGLESv2/renderer/renderer11_utils.h"
12
13#include "common/debug.h"
14#include "third_party/murmurhash/MurmurHash3.h"
15
16namespace rx
17{
18
19RenderStateCache::RenderStateCache() : mDevice(NULL), mCounter(0),
daniel@transgaming.comed453e02012-11-28 19:38:11 +000020 mBlendStateCache(kMaxBlendStates, hashBlendState, compareBlendStates),
daniel@transgaming.com53926ff2012-11-28 19:38:50 +000021 mRasterizerStateCache(kMaxRasterizerStates, hashRasterizerState, compareRasterizerStates),
22 mDepthStencilStateCache(kMaxDepthStencilStates, hashDepthStencilState, compareDepthStencilStates)
daniel@transgaming.com0673d792012-11-28 19:37:44 +000023{
24}
25
26RenderStateCache::~RenderStateCache()
27{
28 clear();
29}
30
31void RenderStateCache::initialize(ID3D11Device* device)
32{
33 clear();
34 mDevice = device;
35}
36
37void RenderStateCache::clear()
38{
39 for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
40 {
41 i->second.first->Release();
42 }
43 mBlendStateCache.clear();
daniel@transgaming.comed453e02012-11-28 19:38:11 +000044
45 for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++)
46 {
47 i->second.first->Release();
48 }
49 mRasterizerStateCache.clear();
daniel@transgaming.com53926ff2012-11-28 19:38:50 +000050
51 for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++)
52 {
53 i->second.first->Release();
54 }
55 mDepthStencilStateCache.clear();
daniel@transgaming.com0673d792012-11-28 19:37:44 +000056}
57
58std::size_t RenderStateCache::hashBlendState(const gl::BlendState &blendState)
59{
60 static const unsigned int seed = 0xABCDEF98;
61
62 std::size_t hash = 0;
63 MurmurHash3_x86_32(&blendState, sizeof(gl::BlendState), seed, &hash);
64 return hash;
65}
66
67bool RenderStateCache::compareBlendStates(const gl::BlendState &a, const gl::BlendState &b)
68{
69 return memcmp(&a, &b, sizeof(gl::BlendState)) == 0;
70}
71
72// MSDN's documentation of ID3D11Device::CreateBlendState claims the maximum number of
73// unique blend states an application can create is 4096
74const unsigned int RenderStateCache::kMaxBlendStates = 4096;
75
76ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendState)
77{
78 if (!mDevice)
79 {
80 ERR("RenderStateCache is not initialized.");
81 return NULL;
82 }
83
84 BlendStateMap::iterator i = mBlendStateCache.find(blendState);
85 if (i != mBlendStateCache.end())
86 {
87 BlendStateCounterPair &state = i->second;
88 state.first->AddRef();
89 state.second = mCounter++;
90 return state.first;
91 }
92 else
93 {
94 if (mBlendStateCache.size() >= kMaxBlendStates)
95 {
96 TRACE("Overflowed the limit of %u blend states, removing the least recently used "
97 "to make room.", kMaxBlendStates);
98
99 BlendStateMap::iterator leastRecentlyUsed = mBlendStateCache.begin();
100 for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
101 {
102 if (i->second.second < leastRecentlyUsed->second.second)
103 {
104 leastRecentlyUsed = i;
105 }
106 }
107 leastRecentlyUsed->second.first->Release();
108 mBlendStateCache.erase(leastRecentlyUsed);
109 }
110
111 // Create a new blend state and insert it into the cache
112 D3D11_BLEND_DESC blendDesc = { 0 };
113 blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage;
114 blendDesc.IndependentBlendEnable = FALSE;
115
116 for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
117 {
118 D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = blendDesc.RenderTarget[i];
119
120 rtBlend.BlendEnable = blendState.blend;
121 if (blendState.blend)
122 {
123 rtBlend.SrcBlend = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendRGB);
124 rtBlend.DestBlend = gl_d3d11::ConvertBlendFunc(blendState.destBlendRGB);
125 rtBlend.BlendOp = gl_d3d11::ConvertBlendOp(blendState.blendEquationRGB);
126
127 rtBlend.SrcBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendAlpha);
128 rtBlend.DestBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.destBlendAlpha);
129 rtBlend.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha);
130
131 rtBlend.RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendState.colorMaskRed,
132 blendState.colorMaskGreen,
133 blendState.colorMaskBlue,
134 blendState.colorMaskAlpha);
135 }
136 }
137
138 ID3D11BlendState* dx11BlendState = NULL;
139 HRESULT result = mDevice->CreateBlendState(&blendDesc, &dx11BlendState);
140 if (FAILED(result) || !dx11BlendState)
141 {
142 ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result);
143 return NULL;
144 }
145
146 mBlendStateCache.insert(std::make_pair(blendState, std::make_pair(dx11BlendState, mCounter++)));
147
148 dx11BlendState->AddRef();
149 return dx11BlendState;
150 }
151}
152
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000153std::size_t RenderStateCache::hashRasterizerState(const RasterizerStateKey &rasterState)
154{
155 static const unsigned int seed = 0xABCDEF98;
156
157 std::size_t hash = 0;
158 MurmurHash3_x86_32(&rasterState, sizeof(RasterizerStateKey), seed, &hash);
159 return hash;
160}
161
162bool RenderStateCache::compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b)
163{
164 return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0;
165}
166
167// MSDN's documentation of ID3D11Device::CreateRasterizerState claims the maximum number of
168// unique rasterizer states an application can create is 4096
169const unsigned int RenderStateCache::kMaxRasterizerStates = 4096;
170
171ID3D11RasterizerState *RenderStateCache::getRasterizerState(const gl::RasterizerState &rasterState,
172 unsigned int depthSize)
173{
174 if (!mDevice)
175 {
176 ERR("RenderStateCache is not initialized.");
177 return NULL;
178 }
179
180 RasterizerStateKey key;
181 key.rasterizerState = rasterState;
182 key.depthSize = depthSize;
183
184 RasterizerStateMap::iterator i = mRasterizerStateCache.find(key);
185 if (i != mRasterizerStateCache.end())
186 {
187 RasterizerStateCounterPair &state = i->second;
188 state.first->AddRef();
189 state.second = mCounter++;
190 return state.first;
191 }
192 else
193 {
194 if (mRasterizerStateCache.size() >= kMaxRasterizerStates)
195 {
196 TRACE("Overflowed the limit of %u rasterizer states, removing the least recently used "
197 "to make room.", kMaxRasterizerStates);
198
199 RasterizerStateMap::iterator leastRecentlyUsed = mRasterizerStateCache.begin();
200 for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++)
201 {
202 if (i->second.second < leastRecentlyUsed->second.second)
203 {
204 leastRecentlyUsed = i;
205 }
206 }
207 leastRecentlyUsed->second.first->Release();
208 mRasterizerStateCache.erase(leastRecentlyUsed);
209 }
210
211 D3D11_RASTERIZER_DESC rasterDesc;
212 rasterDesc.FillMode = D3D11_FILL_SOLID;
213 rasterDesc.CullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode);
214 rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? TRUE : FALSE;
215 rasterDesc.DepthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(depthSize));
216 rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though.
217 rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetUnits;
218 rasterDesc.DepthClipEnable = TRUE;
219 rasterDesc.ScissorEnable = rasterState.scissorTest ? TRUE : FALSE;
220 rasterDesc.MultisampleEnable = TRUE;
221 rasterDesc.AntialiasedLineEnable = FALSE;
222
223 ID3D11RasterizerState* dx11RasterizerState = NULL;
224 HRESULT result = mDevice->CreateRasterizerState(&rasterDesc, &dx11RasterizerState);
225 if (FAILED(result) || !dx11RasterizerState)
226 {
227 ERR("Unable to create a ID3D11RasterizerState, HRESULT: 0x%X.", result);
228 return NULL;
229 }
230
231 mRasterizerStateCache.insert(std::make_pair(key, std::make_pair(dx11RasterizerState, mCounter++)));
232
233 dx11RasterizerState->AddRef();
234 return dx11RasterizerState;
235 }
236}
237
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000238std::size_t RenderStateCache::hashDepthStencilState(const gl::DepthStencilState &dsState)
239{
240 static const unsigned int seed = 0xABCDEF98;
241
242 std::size_t hash = 0;
243 MurmurHash3_x86_32(&dsState, sizeof(gl::DepthStencilState), seed, &hash);
244 return hash;
245}
246
247bool RenderStateCache::compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b)
248{
249 return memcmp(&a, &b, sizeof(gl::DepthStencilState)) == 0;
250}
251
252// MSDN's documentation of ID3D11Device::CreateDepthStencilState claims the maximum number of
253// unique depth stencil states an application can create is 4096
254const unsigned int RenderStateCache::kMaxDepthStencilStates = 4096;
255
256ID3D11DepthStencilState* RenderStateCache::getDepthStencilState(const gl::DepthStencilState &dsState)
257{
258 if (!mDevice)
259 {
260 ERR("RenderStateCache is not initialized.");
261 return NULL;
262 }
263
264 DepthStencilStateMap::iterator i = mDepthStencilStateCache.find(dsState);
265 if (i != mDepthStencilStateCache.end())
266 {
267 DepthStencilStateCounterPair &state = i->second;
268 state.first->AddRef();
269 state.second = mCounter++;
270 return state.first;
271 }
272 else
273 {
274 if (mDepthStencilStateCache.size() >= kMaxDepthStencilStates)
275 {
276 TRACE("Overflowed the limit of %u depth stencil states, removing the least recently used "
277 "to make room.", kMaxDepthStencilStates);
278
279 DepthStencilStateMap::iterator leastRecentlyUsed = mDepthStencilStateCache.begin();
280 for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++)
281 {
282 if (i->second.second < leastRecentlyUsed->second.second)
283 {
284 leastRecentlyUsed = i;
285 }
286 }
287 leastRecentlyUsed->second.first->Release();
288 mDepthStencilStateCache.erase(leastRecentlyUsed);
289 }
290
291 D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
292 dsDesc.DepthEnable = dsState.depthTest ? TRUE : FALSE;
293 dsDesc.DepthWriteMask = gl_d3d11::ConvertDepthMask(dsState.depthMask);
294 dsDesc.DepthFunc = gl_d3d11::ConvertComparison(dsState.depthFunc);
295 dsDesc.StencilEnable = dsState.stencilTest ? TRUE : FALSE;
296 dsDesc.StencilReadMask = gl_d3d11::ConvertStencilMask(dsState.stencilMask);
297 dsDesc.StencilWriteMask = gl_d3d11::ConvertStencilMask(dsState.stencilWritemask);
298 dsDesc.FrontFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilFail);
299 dsDesc.FrontFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthFail);
300 dsDesc.FrontFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthPass);
301 dsDesc.FrontFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilFunc);
302 dsDesc.BackFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackFail);
303 dsDesc.BackFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthFail);
304 dsDesc.BackFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthPass);
305 dsDesc.BackFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilBackFunc);
306
307 ID3D11DepthStencilState* dx11DepthStencilState = NULL;
308 HRESULT result = mDevice->CreateDepthStencilState(&dsDesc, &dx11DepthStencilState);
309 if (FAILED(result) || !dx11DepthStencilState)
310 {
311 ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
312 return NULL;
313 }
314
315 mDepthStencilStateCache.insert(std::make_pair(dsState, std::make_pair(dx11DepthStencilState, mCounter++)));
316
317 dx11DepthStencilState->AddRef();
318 return dx11DepthStencilState;
319 }
320}
321
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000322}