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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
daniel@transgaming.comc497eba2012-11-28 19:39:06 +000019// MSDN's documentation of ID3D11Device::CreateBlendState, ID3D11Device::CreateRasterizerState
20// and ID3D11Device::CreateDepthStencilState claims the maximum number of unique states of each
21// type an application can create is 4096
22const unsigned int RenderStateCache::kMaxBlendStates = 4096;
23const unsigned int RenderStateCache::kMaxRasterizerStates = 4096;
24const unsigned int RenderStateCache::kMaxDepthStencilStates = 4096;
25
daniel@transgaming.com0673d792012-11-28 19:37:44 +000026RenderStateCache::RenderStateCache() : mDevice(NULL), mCounter(0),
daniel@transgaming.comed453e02012-11-28 19:38:11 +000027 mBlendStateCache(kMaxBlendStates, hashBlendState, compareBlendStates),
daniel@transgaming.com53926ff2012-11-28 19:38:50 +000028 mRasterizerStateCache(kMaxRasterizerStates, hashRasterizerState, compareRasterizerStates),
29 mDepthStencilStateCache(kMaxDepthStencilStates, hashDepthStencilState, compareDepthStencilStates)
daniel@transgaming.com0673d792012-11-28 19:37:44 +000030{
31}
32
33RenderStateCache::~RenderStateCache()
34{
35 clear();
36}
37
38void RenderStateCache::initialize(ID3D11Device* device)
39{
40 clear();
41 mDevice = device;
42}
43
44void RenderStateCache::clear()
45{
46 for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
47 {
48 i->second.first->Release();
49 }
50 mBlendStateCache.clear();
daniel@transgaming.comed453e02012-11-28 19:38:11 +000051
52 for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++)
53 {
54 i->second.first->Release();
55 }
56 mRasterizerStateCache.clear();
daniel@transgaming.com53926ff2012-11-28 19:38:50 +000057
58 for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++)
59 {
60 i->second.first->Release();
61 }
62 mDepthStencilStateCache.clear();
daniel@transgaming.com0673d792012-11-28 19:37:44 +000063}
64
65std::size_t RenderStateCache::hashBlendState(const gl::BlendState &blendState)
66{
67 static const unsigned int seed = 0xABCDEF98;
68
69 std::size_t hash = 0;
70 MurmurHash3_x86_32(&blendState, sizeof(gl::BlendState), seed, &hash);
71 return hash;
72}
73
74bool RenderStateCache::compareBlendStates(const gl::BlendState &a, const gl::BlendState &b)
75{
76 return memcmp(&a, &b, sizeof(gl::BlendState)) == 0;
77}
78
daniel@transgaming.com0673d792012-11-28 19:37:44 +000079ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendState)
80{
81 if (!mDevice)
82 {
83 ERR("RenderStateCache is not initialized.");
84 return NULL;
85 }
86
87 BlendStateMap::iterator i = mBlendStateCache.find(blendState);
88 if (i != mBlendStateCache.end())
89 {
90 BlendStateCounterPair &state = i->second;
91 state.first->AddRef();
92 state.second = mCounter++;
93 return state.first;
94 }
95 else
96 {
97 if (mBlendStateCache.size() >= kMaxBlendStates)
98 {
99 TRACE("Overflowed the limit of %u blend states, removing the least recently used "
100 "to make room.", kMaxBlendStates);
101
102 BlendStateMap::iterator leastRecentlyUsed = mBlendStateCache.begin();
103 for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
104 {
105 if (i->second.second < leastRecentlyUsed->second.second)
106 {
107 leastRecentlyUsed = i;
108 }
109 }
110 leastRecentlyUsed->second.first->Release();
111 mBlendStateCache.erase(leastRecentlyUsed);
112 }
113
114 // Create a new blend state and insert it into the cache
115 D3D11_BLEND_DESC blendDesc = { 0 };
116 blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage;
117 blendDesc.IndependentBlendEnable = FALSE;
118
119 for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
120 {
121 D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = blendDesc.RenderTarget[i];
122
123 rtBlend.BlendEnable = blendState.blend;
124 if (blendState.blend)
125 {
126 rtBlend.SrcBlend = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendRGB);
127 rtBlend.DestBlend = gl_d3d11::ConvertBlendFunc(blendState.destBlendRGB);
128 rtBlend.BlendOp = gl_d3d11::ConvertBlendOp(blendState.blendEquationRGB);
129
130 rtBlend.SrcBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendAlpha);
131 rtBlend.DestBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.destBlendAlpha);
132 rtBlend.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha);
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000133 }
daniel@transgaming.com97b59302012-11-28 21:05:34 +0000134
135 rtBlend.RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendState.colorMaskRed,
136 blendState.colorMaskGreen,
137 blendState.colorMaskBlue,
138 blendState.colorMaskAlpha);
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000139 }
140
141 ID3D11BlendState* dx11BlendState = NULL;
142 HRESULT result = mDevice->CreateBlendState(&blendDesc, &dx11BlendState);
143 if (FAILED(result) || !dx11BlendState)
144 {
145 ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result);
146 return NULL;
147 }
148
149 mBlendStateCache.insert(std::make_pair(blendState, std::make_pair(dx11BlendState, mCounter++)));
150
151 dx11BlendState->AddRef();
152 return dx11BlendState;
153 }
154}
155
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000156std::size_t RenderStateCache::hashRasterizerState(const RasterizerStateKey &rasterState)
157{
158 static const unsigned int seed = 0xABCDEF98;
159
160 std::size_t hash = 0;
161 MurmurHash3_x86_32(&rasterState, sizeof(RasterizerStateKey), seed, &hash);
162 return hash;
163}
164
165bool RenderStateCache::compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b)
166{
167 return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0;
168}
169
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000170ID3D11RasterizerState *RenderStateCache::getRasterizerState(const gl::RasterizerState &rasterState,
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000171 bool scissorEnabled, unsigned int depthSize)
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000172{
173 if (!mDevice)
174 {
175 ERR("RenderStateCache is not initialized.");
176 return NULL;
177 }
178
179 RasterizerStateKey key;
180 key.rasterizerState = rasterState;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000181 key.scissorEnabled = scissorEnabled;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000182 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;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000219 rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000220 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
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000252ID3D11DepthStencilState* RenderStateCache::getDepthStencilState(const gl::DepthStencilState &dsState)
253{
254 if (!mDevice)
255 {
256 ERR("RenderStateCache is not initialized.");
257 return NULL;
258 }
259
260 DepthStencilStateMap::iterator i = mDepthStencilStateCache.find(dsState);
261 if (i != mDepthStencilStateCache.end())
262 {
263 DepthStencilStateCounterPair &state = i->second;
264 state.first->AddRef();
265 state.second = mCounter++;
266 return state.first;
267 }
268 else
269 {
270 if (mDepthStencilStateCache.size() >= kMaxDepthStencilStates)
271 {
272 TRACE("Overflowed the limit of %u depth stencil states, removing the least recently used "
273 "to make room.", kMaxDepthStencilStates);
274
275 DepthStencilStateMap::iterator leastRecentlyUsed = mDepthStencilStateCache.begin();
276 for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++)
277 {
278 if (i->second.second < leastRecentlyUsed->second.second)
279 {
280 leastRecentlyUsed = i;
281 }
282 }
283 leastRecentlyUsed->second.first->Release();
284 mDepthStencilStateCache.erase(leastRecentlyUsed);
285 }
286
287 D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
288 dsDesc.DepthEnable = dsState.depthTest ? TRUE : FALSE;
289 dsDesc.DepthWriteMask = gl_d3d11::ConvertDepthMask(dsState.depthMask);
290 dsDesc.DepthFunc = gl_d3d11::ConvertComparison(dsState.depthFunc);
291 dsDesc.StencilEnable = dsState.stencilTest ? TRUE : FALSE;
292 dsDesc.StencilReadMask = gl_d3d11::ConvertStencilMask(dsState.stencilMask);
293 dsDesc.StencilWriteMask = gl_d3d11::ConvertStencilMask(dsState.stencilWritemask);
294 dsDesc.FrontFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilFail);
295 dsDesc.FrontFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthFail);
296 dsDesc.FrontFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthPass);
297 dsDesc.FrontFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilFunc);
298 dsDesc.BackFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackFail);
299 dsDesc.BackFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthFail);
300 dsDesc.BackFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthPass);
301 dsDesc.BackFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilBackFunc);
302
303 ID3D11DepthStencilState* dx11DepthStencilState = NULL;
304 HRESULT result = mDevice->CreateDepthStencilState(&dsDesc, &dx11DepthStencilState);
305 if (FAILED(result) || !dx11DepthStencilState)
306 {
307 ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
308 return NULL;
309 }
310
311 mDepthStencilStateCache.insert(std::make_pair(dsState, std::make_pair(dx11DepthStencilState, mCounter++)));
312
313 dx11DepthStencilState->AddRef();
314 return dx11DepthStencilState;
315 }
316}
317
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000318}