blob: b88a54fde568fe498ee31040ab184776c8696188 [file] [log] [blame]
shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.comcd9458d2012-12-20 21:10:09 +00002//
3// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
4// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// InputLayoutCache.cpp: Defines InputLayoutCache, a class that builds and caches
9// D3D11 input layouts.
10
Geoff Langd47e0fc2013-08-29 11:40:43 -040011#include "libGLESv2/renderer/d3d11/InputLayoutCache.h"
12#include "libGLESv2/renderer/d3d11/VertexBuffer11.h"
13#include "libGLESv2/renderer/d3d11/BufferStorage11.h"
14#include "libGLESv2/renderer/d3d11/ShaderExecutable11.h"
daniel@transgaming.comcd9458d2012-12-20 21:10:09 +000015#include "libGLESv2/ProgramBinary.h"
Jamie Madill87939712013-07-02 11:57:01 -040016#include "libGLESv2/VertexAttribute.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000017#include "libGLESv2/renderer/VertexDataManager.h"
Jamie Madill7ab02fa2014-02-04 16:04:08 -050018#include "libGLESv2/renderer/d3d11/formatutils11.h"
daniel@transgaming.comcd9458d2012-12-20 21:10:09 +000019
20#include "third_party/murmurhash/MurmurHash3.h"
21
22namespace rx
23{
24
25const unsigned int InputLayoutCache::kMaxInputLayouts = 1024;
26
27InputLayoutCache::InputLayoutCache() : mInputLayoutMap(kMaxInputLayouts, hashInputLayout, compareInputLayouts)
28{
29 mCounter = 0;
30 mDevice = NULL;
31 mDeviceContext = NULL;
Geoff Lang1f53cab2013-07-22 10:37:22 -040032 mCurrentIL = NULL;
33 for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
34 {
35 mCurrentBuffers[i] = -1;
36 mCurrentVertexStrides[i] = -1;
37 mCurrentVertexOffsets[i] = -1;
38 }
daniel@transgaming.comcd9458d2012-12-20 21:10:09 +000039}
40
41InputLayoutCache::~InputLayoutCache()
42{
43 clear();
44}
45
46void InputLayoutCache::initialize(ID3D11Device *device, ID3D11DeviceContext *context)
47{
48 clear();
49 mDevice = device;
50 mDeviceContext = context;
51}
52
53void InputLayoutCache::clear()
54{
55 for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
56 {
Geoff Langea228632013-07-30 15:17:12 -040057 SafeRelease(i->second.inputLayout);
daniel@transgaming.comcd9458d2012-12-20 21:10:09 +000058 }
59 mInputLayoutMap.clear();
Geoff Lang1f53cab2013-07-22 10:37:22 -040060 markDirty();
61}
62
63void InputLayoutCache::markDirty()
64{
65 mCurrentIL = NULL;
66 for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
67 {
68 mCurrentBuffers[i] = -1;
69 mCurrentVertexStrides[i] = -1;
70 mCurrentVertexOffsets[i] = -1;
71 }
daniel@transgaming.comcd9458d2012-12-20 21:10:09 +000072}
73
74GLenum InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
75 gl::ProgramBinary *programBinary)
76{
shannon.woods@transgaming.com0b600142013-02-28 23:15:04 +000077 int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS];
78 programBinary->sortAttributesByLayout(attributes, sortedSemanticIndices);
79
daniel@transgaming.comcd9458d2012-12-20 21:10:09 +000080 if (!mDevice || !mDeviceContext)
81 {
82 ERR("InputLayoutCache is not initialized.");
83 return GL_INVALID_OPERATION;
84 }
85
86 InputLayoutKey ilKey = { 0 };
87
88 ID3D11Buffer *vertexBuffers[gl::MAX_VERTEX_ATTRIBS] = { NULL };
Geoff Lang1f53cab2013-07-22 10:37:22 -040089 unsigned int vertexBufferSerials[gl::MAX_VERTEX_ATTRIBS] = { 0 };
daniel@transgaming.comcd9458d2012-12-20 21:10:09 +000090 UINT vertexStrides[gl::MAX_VERTEX_ATTRIBS] = { 0 };
91 UINT vertexOffsets[gl::MAX_VERTEX_ATTRIBS] = { 0 };
92
93 static const char* semanticName = "TEXCOORD";
94
95 for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
96 {
97 if (attributes[i].active)
98 {
99 VertexBuffer11 *vertexBuffer = VertexBuffer11::makeVertexBuffer11(attributes[i].vertexBuffer);
shannon.woods@transgaming.comdb1899c2013-02-28 23:08:33 +0000100 BufferStorage11 *bufferStorage = attributes[i].storage ? BufferStorage11::makeBufferStorage11(attributes[i].storage) : NULL;
daniel@transgaming.comcd9458d2012-12-20 21:10:09 +0000101
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000102 D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;
Jamie Madill7ab02fa2014-02-04 16:04:08 -0500103
104 gl::VertexFormat vertexFormat(*attributes[i].attribute, attributes[i].currentValueType);
105 DXGI_FORMAT dxgiFormat = gl_d3d11::GetNativeVertexFormat(vertexFormat);
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000106
shannon.woods@transgaming.com0a71ecf2013-02-28 23:15:10 +0000107 // Record the type of the associated vertex shader vector in our key
108 // This will prevent mismatched vertex shaders from using the same input layout
109 GLint attributeSize;
Al Patrick978911c2013-08-15 12:43:29 -0700110 programBinary->getActiveAttribute(ilKey.elementCount, 0, NULL, &attributeSize, &ilKey.elements[ilKey.elementCount].glslElementType, NULL);
shannon.woods@transgaming.com0a71ecf2013-02-28 23:15:10 +0000111
Al Patrick978911c2013-08-15 12:43:29 -0700112 ilKey.elements[ilKey.elementCount].desc.SemanticName = semanticName;
113 ilKey.elements[ilKey.elementCount].desc.SemanticIndex = sortedSemanticIndices[i];
114 ilKey.elements[ilKey.elementCount].desc.Format = dxgiFormat;
115 ilKey.elements[ilKey.elementCount].desc.InputSlot = i;
116 ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = 0;
117 ilKey.elements[ilKey.elementCount].desc.InputSlotClass = inputClass;
118 ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = attributes[i].divisor;
daniel@transgaming.comcd9458d2012-12-20 21:10:09 +0000119 ilKey.elementCount++;
120
Geoff Lang9c53f1e2014-01-08 13:41:47 -0500121 vertexBuffers[i] = bufferStorage ? bufferStorage->getBuffer(BUFFER_USAGE_VERTEX) : vertexBuffer->getBuffer();
Geoff Lang1f53cab2013-07-22 10:37:22 -0400122 vertexBufferSerials[i] = bufferStorage ? bufferStorage->getSerial() : vertexBuffer->getSerial();
daniel@transgaming.comcd9458d2012-12-20 21:10:09 +0000123 vertexStrides[i] = attributes[i].stride;
124 vertexOffsets[i] = attributes[i].offset;
125 }
126 }
127
128 ID3D11InputLayout *inputLayout = NULL;
129
130 InputLayoutMap::iterator i = mInputLayoutMap.find(ilKey);
131 if (i != mInputLayoutMap.end())
132 {
133 inputLayout = i->second.inputLayout;
134 i->second.lastUsedTime = mCounter++;
135 }
136 else
137 {
138 ShaderExecutable11 *shader = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
139
Al Patrick978911c2013-08-15 12:43:29 -0700140 D3D11_INPUT_ELEMENT_DESC descs[gl::MAX_VERTEX_ATTRIBS];
141 for (unsigned int j = 0; j < ilKey.elementCount; ++j)
142 {
143 descs[j] = ilKey.elements[j].desc;
144 }
145
146 HRESULT result = mDevice->CreateInputLayout(descs, ilKey.elementCount, shader->getFunction(), shader->getLength(), &inputLayout);
daniel@transgaming.comcd9458d2012-12-20 21:10:09 +0000147 if (FAILED(result))
148 {
149 ERR("Failed to crate input layout, result: 0x%08x", result);
150 return GL_INVALID_OPERATION;
151 }
152
153 if (mInputLayoutMap.size() >= kMaxInputLayouts)
154 {
155 TRACE("Overflowed the limit of %u input layouts, removing the least recently used "
156 "to make room.", kMaxInputLayouts);
157
158 InputLayoutMap::iterator leastRecentlyUsed = mInputLayoutMap.begin();
159 for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
160 {
161 if (i->second.lastUsedTime < leastRecentlyUsed->second.lastUsedTime)
162 {
163 leastRecentlyUsed = i;
164 }
165 }
Geoff Langea228632013-07-30 15:17:12 -0400166 SafeRelease(leastRecentlyUsed->second.inputLayout);
daniel@transgaming.comcd9458d2012-12-20 21:10:09 +0000167 mInputLayoutMap.erase(leastRecentlyUsed);
168 }
169
170 InputLayoutCounterPair inputCounterPair;
171 inputCounterPair.inputLayout = inputLayout;
172 inputCounterPair.lastUsedTime = mCounter++;
173
174 mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair));
175 }
176
Geoff Lang1f53cab2013-07-22 10:37:22 -0400177 if (inputLayout != mCurrentIL)
178 {
179 mDeviceContext->IASetInputLayout(inputLayout);
180 mCurrentIL = inputLayout;
181 }
182
183 for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
184 {
185 if (vertexBufferSerials[i] != mCurrentBuffers[i] || vertexStrides[i] != mCurrentVertexStrides[i] ||
186 vertexOffsets[i] != mCurrentVertexOffsets[i])
187 {
188 mDeviceContext->IASetVertexBuffers(i, 1, &vertexBuffers[i], &vertexStrides[i], &vertexOffsets[i]);
189 mCurrentBuffers[i] = vertexBufferSerials[i];
190 mCurrentVertexStrides[i] = vertexStrides[i];
191 mCurrentVertexOffsets[i] = vertexOffsets[i];
192 }
193 }
daniel@transgaming.comcd9458d2012-12-20 21:10:09 +0000194
195 return GL_NO_ERROR;
196}
197
198std::size_t InputLayoutCache::hashInputLayout(const InputLayoutKey &inputLayout)
199{
200 static const unsigned int seed = 0xDEADBEEF;
201
202 std::size_t hash = 0;
Al Patrick978911c2013-08-15 12:43:29 -0700203 MurmurHash3_x86_32(inputLayout.begin(), inputLayout.end() - inputLayout.begin(), seed, &hash);
daniel@transgaming.comcd9458d2012-12-20 21:10:09 +0000204 return hash;
205}
206
207bool InputLayoutCache::compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b)
208{
Al Patrick978911c2013-08-15 12:43:29 -0700209 if (a.elementCount != b.elementCount)
210 {
211 return false;
212 }
213
214 return std::equal(a.begin(), a.end(), b.begin());
daniel@transgaming.comcd9458d2012-12-20 21:10:09 +0000215}
216
217}