1 #include "precompiled.h" 2 // 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 11 #include "libGLESv2/renderer/InputLayoutCache.h" 12 #include "libGLESv2/renderer/VertexBuffer11.h" 13 #include "libGLESv2/renderer/BufferStorage11.h" 14 #include "libGLESv2/renderer/ShaderExecutable11.h" 15 #include "libGLESv2/ProgramBinary.h" 16 #include "libGLESv2/Context.h" 17 #include "libGLESv2/renderer/VertexDataManager.h" 18 19 #include "third_party/murmurhash/MurmurHash3.h" 20 21 namespace rx 22 { 23 24 const unsigned int InputLayoutCache::kMaxInputLayouts = 1024; 25 26 InputLayoutCache::InputLayoutCache() : mInputLayoutMap(kMaxInputLayouts, hashInputLayout, compareInputLayouts) 27 { 28 mCounter = 0; 29 mDevice = NULL; 30 mDeviceContext = NULL; 31 mCurrentIL = NULL; 32 for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) 33 { 34 mCurrentBuffers[i] = -1; 35 mCurrentVertexStrides[i] = -1; 36 mCurrentVertexOffsets[i] = -1; 37 } 38 } 39 40 InputLayoutCache::~InputLayoutCache() 41 { 42 clear(); 43 } 44 45 void InputLayoutCache::initialize(ID3D11Device *device, ID3D11DeviceContext *context) 46 { 47 clear(); 48 mDevice = device; 49 mDeviceContext = context; 50 } 51 52 void InputLayoutCache::clear() 53 { 54 for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++) 55 { 56 i->second.inputLayout->Release(); 57 } 58 mInputLayoutMap.clear(); 59 markDirty(); 60 } 61 62 void InputLayoutCache::markDirty() 63 { 64 mCurrentIL = NULL; 65 for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) 66 { 67 mCurrentBuffers[i] = -1; 68 mCurrentVertexStrides[i] = -1; 69 mCurrentVertexOffsets[i] = -1; 70 } 71 } 72 73 GLenum InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS], 74 gl::ProgramBinary *programBinary) 75 { 76 int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS]; 77 programBinary->sortAttributesByLayout(attributes, sortedSemanticIndices); 78 79 if (!mDevice || !mDeviceContext) 80 { 81 ERR("InputLayoutCache is not initialized."); 82 return GL_INVALID_OPERATION; 83 } 84 85 InputLayoutKey ilKey = { 0 }; 86 87 ID3D11Buffer *vertexBuffers[gl::MAX_VERTEX_ATTRIBS] = { NULL }; 88 unsigned int vertexBufferSerials[gl::MAX_VERTEX_ATTRIBS] = { 0 }; 89 UINT vertexStrides[gl::MAX_VERTEX_ATTRIBS] = { 0 }; 90 UINT vertexOffsets[gl::MAX_VERTEX_ATTRIBS] = { 0 }; 91 92 static const char* semanticName = "TEXCOORD"; 93 94 for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) 95 { 96 if (attributes[i].active) 97 { 98 VertexBuffer11 *vertexBuffer = VertexBuffer11::makeVertexBuffer11(attributes[i].vertexBuffer); 99 BufferStorage11 *bufferStorage = attributes[i].storage ? BufferStorage11::makeBufferStorage11(attributes[i].storage) : NULL; 100 101 D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA; 102 103 // Record the type of the associated vertex shader vector in our key 104 // This will prevent mismatched vertex shaders from using the same input layout 105 GLint attributeSize; 106 programBinary->getActiveAttribute(ilKey.elementCount, 0, NULL, &attributeSize, &ilKey.glslElementType[ilKey.elementCount], NULL); 107 108 ilKey.elements[ilKey.elementCount].SemanticName = semanticName; 109 ilKey.elements[ilKey.elementCount].SemanticIndex = sortedSemanticIndices[i]; 110 ilKey.elements[ilKey.elementCount].Format = attributes[i].attribute->mArrayEnabled ? vertexBuffer->getDXGIFormat(*attributes[i].attribute) : DXGI_FORMAT_R32G32B32A32_FLOAT; 111 ilKey.elements[ilKey.elementCount].InputSlot = i; 112 ilKey.elements[ilKey.elementCount].AlignedByteOffset = 0; 113 ilKey.elements[ilKey.elementCount].InputSlotClass = inputClass; 114 ilKey.elements[ilKey.elementCount].InstanceDataStepRate = attributes[i].divisor; 115 ilKey.elementCount++; 116 117 vertexBuffers[i] = bufferStorage ? bufferStorage->getBuffer() : vertexBuffer->getBuffer(); 118 vertexBufferSerials[i] = bufferStorage ? bufferStorage->getSerial() : vertexBuffer->getSerial(); 119 vertexStrides[i] = attributes[i].stride; 120 vertexOffsets[i] = attributes[i].offset; 121 } 122 } 123 124 ID3D11InputLayout *inputLayout = NULL; 125 126 InputLayoutMap::iterator i = mInputLayoutMap.find(ilKey); 127 if (i != mInputLayoutMap.end()) 128 { 129 inputLayout = i->second.inputLayout; 130 i->second.lastUsedTime = mCounter++; 131 } 132 else 133 { 134 ShaderExecutable11 *shader = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable()); 135 136 HRESULT result = mDevice->CreateInputLayout(ilKey.elements, ilKey.elementCount, shader->getFunction(), shader->getLength(), &inputLayout); 137 if (FAILED(result)) 138 { 139 ERR("Failed to crate input layout, result: 0x%08x", result); 140 return GL_INVALID_OPERATION; 141 } 142 143 if (mInputLayoutMap.size() >= kMaxInputLayouts) 144 { 145 TRACE("Overflowed the limit of %u input layouts, removing the least recently used " 146 "to make room.", kMaxInputLayouts); 147 148 InputLayoutMap::iterator leastRecentlyUsed = mInputLayoutMap.begin(); 149 for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++) 150 { 151 if (i->second.lastUsedTime < leastRecentlyUsed->second.lastUsedTime) 152 { 153 leastRecentlyUsed = i; 154 } 155 } 156 leastRecentlyUsed->second.inputLayout->Release(); 157 mInputLayoutMap.erase(leastRecentlyUsed); 158 } 159 160 InputLayoutCounterPair inputCounterPair; 161 inputCounterPair.inputLayout = inputLayout; 162 inputCounterPair.lastUsedTime = mCounter++; 163 164 mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair)); 165 } 166 167 if (inputLayout != mCurrentIL) 168 { 169 mDeviceContext->IASetInputLayout(inputLayout); 170 mCurrentIL = inputLayout; 171 } 172 173 for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) 174 { 175 if (vertexBufferSerials[i] != mCurrentBuffers[i] || vertexStrides[i] != mCurrentVertexStrides[i] || 176 vertexOffsets[i] != mCurrentVertexOffsets[i]) 177 { 178 mDeviceContext->IASetVertexBuffers(i, 1, &vertexBuffers[i], &vertexStrides[i], &vertexOffsets[i]); 179 mCurrentBuffers[i] = vertexBufferSerials[i]; 180 mCurrentVertexStrides[i] = vertexStrides[i]; 181 mCurrentVertexOffsets[i] = vertexOffsets[i]; 182 } 183 } 184 185 return GL_NO_ERROR; 186 } 187 188 std::size_t InputLayoutCache::hashInputLayout(const InputLayoutKey &inputLayout) 189 { 190 static const unsigned int seed = 0xDEADBEEF; 191 192 std::size_t hash = 0; 193 MurmurHash3_x86_32(&inputLayout, sizeof(InputLayoutKey), seed, &hash); 194 return hash; 195 } 196 197 bool InputLayoutCache::compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b) 198 { 199 return memcmp(&a, &b, sizeof(InputLayoutKey)) == 0; 200 } 201 202 } 203