1 // 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 // InputLayoutCache.cpp: Defines InputLayoutCache, a class that builds and caches 8 // D3D11 input layouts. 9 10 #include "libGLESv2/renderer/d3d/d3d11/InputLayoutCache.h" 11 #include "libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h" 12 #include "libGLESv2/renderer/d3d/d3d11/Buffer11.h" 13 #include "libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h" 14 #include "libGLESv2/renderer/d3d/d3d11/formatutils11.h" 15 #include "libGLESv2/renderer/d3d/VertexDataManager.h" 16 #include "libGLESv2/ProgramBinary.h" 17 #include "libGLESv2/VertexAttribute.h" 18 19 #include "third_party/murmurhash/MurmurHash3.h" 20 21 namespace rx 22 { 23 24 static void GetInputLayout(const TranslatedAttribute translatedAttributes[gl::MAX_VERTEX_ATTRIBS], 25 gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS]) 26 { 27 for (unsigned int attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++) 28 { 29 const TranslatedAttribute &translatedAttribute = translatedAttributes[attributeIndex]; 30 31 if (translatedAttributes[attributeIndex].active) 32 { 33 inputLayout[attributeIndex] = gl::VertexFormat(*translatedAttribute.attribute, 34 translatedAttribute.currentValueType); 35 } 36 } 37 } 38 39 const unsigned int InputLayoutCache::kMaxInputLayouts = 1024; 40 41 InputLayoutCache::InputLayoutCache() : mInputLayoutMap(kMaxInputLayouts, hashInputLayout, compareInputLayouts) 42 { 43 mCounter = 0; 44 mDevice = NULL; 45 mDeviceContext = NULL; 46 mCurrentIL = NULL; 47 for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) 48 { 49 mCurrentBuffers[i] = NULL; 50 mCurrentVertexStrides[i] = -1; 51 mCurrentVertexOffsets[i] = -1; 52 } 53 } 54 55 InputLayoutCache::~InputLayoutCache() 56 { 57 clear(); 58 } 59 60 void InputLayoutCache::initialize(ID3D11Device *device, ID3D11DeviceContext *context) 61 { 62 clear(); 63 mDevice = device; 64 mDeviceContext = context; 65 } 66 67 void InputLayoutCache::clear() 68 { 69 for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++) 70 { 71 SafeRelease(i->second.inputLayout); 72 } 73 mInputLayoutMap.clear(); 74 markDirty(); 75 } 76 77 void InputLayoutCache::markDirty() 78 { 79 mCurrentIL = NULL; 80 for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) 81 { 82 mCurrentBuffers[i] = NULL; 83 mCurrentVertexStrides[i] = -1; 84 mCurrentVertexOffsets[i] = -1; 85 } 86 } 87 88 gl::Error InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS], 89 gl::ProgramBinary *programBinary) 90 { 91 int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS]; 92 programBinary->sortAttributesByLayout(attributes, sortedSemanticIndices); 93 94 if (!mDevice || !mDeviceContext) 95 { 96 return gl::Error(GL_OUT_OF_MEMORY, "Internal input layout cache is not initialized."); 97 } 98 99 InputLayoutKey ilKey = { 0 }; 100 101 static const char* semanticName = "TEXCOORD"; 102 103 for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) 104 { 105 if (attributes[i].active) 106 { 107 D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA; 108 109 gl::VertexFormat vertexFormat(*attributes[i].attribute, attributes[i].currentValueType); 110 const d3d11::VertexFormat &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormat); 111 112 // Record the type of the associated vertex shader vector in our key 113 // This will prevent mismatched vertex shaders from using the same input layout 114 GLint attributeSize; 115 programBinary->getActiveAttribute(ilKey.elementCount, 0, NULL, &attributeSize, &ilKey.elements[ilKey.elementCount].glslElementType, NULL); 116 117 ilKey.elements[ilKey.elementCount].desc.SemanticName = semanticName; 118 ilKey.elements[ilKey.elementCount].desc.SemanticIndex = sortedSemanticIndices[i]; 119 ilKey.elements[ilKey.elementCount].desc.Format = vertexFormatInfo.nativeFormat; 120 ilKey.elements[ilKey.elementCount].desc.InputSlot = i; 121 ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = 0; 122 ilKey.elements[ilKey.elementCount].desc.InputSlotClass = inputClass; 123 ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = attributes[i].divisor; 124 ilKey.elementCount++; 125 } 126 } 127 128 ID3D11InputLayout *inputLayout = NULL; 129 130 InputLayoutMap::iterator keyIter = mInputLayoutMap.find(ilKey); 131 if (keyIter != mInputLayoutMap.end()) 132 { 133 inputLayout = keyIter->second.inputLayout; 134 keyIter->second.lastUsedTime = mCounter++; 135 } 136 else 137 { 138 gl::VertexFormat shaderInputLayout[gl::MAX_VERTEX_ATTRIBS]; 139 GetInputLayout(attributes, shaderInputLayout); 140 ShaderExecutable11 *shader = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutableForInputLayout(shaderInputLayout)); 141 142 D3D11_INPUT_ELEMENT_DESC descs[gl::MAX_VERTEX_ATTRIBS]; 143 for (unsigned int j = 0; j < ilKey.elementCount; ++j) 144 { 145 descs[j] = ilKey.elements[j].desc; 146 } 147 148 HRESULT result = mDevice->CreateInputLayout(descs, ilKey.elementCount, shader->getFunction(), shader->getLength(), &inputLayout); 149 if (FAILED(result)) 150 { 151 return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal input layout, HRESULT: 0x%08x", result); 152 } 153 154 if (mInputLayoutMap.size() >= kMaxInputLayouts) 155 { 156 TRACE("Overflowed the limit of %u input layouts, removing the least recently used " 157 "to make room.", kMaxInputLayouts); 158 159 InputLayoutMap::iterator leastRecentlyUsed = mInputLayoutMap.begin(); 160 for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++) 161 { 162 if (i->second.lastUsedTime < leastRecentlyUsed->second.lastUsedTime) 163 { 164 leastRecentlyUsed = i; 165 } 166 } 167 SafeRelease(leastRecentlyUsed->second.inputLayout); 168 mInputLayoutMap.erase(leastRecentlyUsed); 169 } 170 171 InputLayoutCounterPair inputCounterPair; 172 inputCounterPair.inputLayout = inputLayout; 173 inputCounterPair.lastUsedTime = mCounter++; 174 175 mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair)); 176 } 177 178 if (inputLayout != mCurrentIL) 179 { 180 mDeviceContext->IASetInputLayout(inputLayout); 181 mCurrentIL = inputLayout; 182 } 183 184 bool dirtyBuffers = false; 185 size_t minDiff = gl::MAX_VERTEX_ATTRIBS; 186 size_t maxDiff = 0; 187 for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) 188 { 189 ID3D11Buffer *buffer = NULL; 190 191 if (attributes[i].active) 192 { 193 VertexBuffer11 *vertexBuffer = VertexBuffer11::makeVertexBuffer11(attributes[i].vertexBuffer); 194 Buffer11 *bufferStorage = attributes[i].storage ? Buffer11::makeBuffer11(attributes[i].storage) : NULL; 195 196 buffer = bufferStorage ? bufferStorage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK) 197 : vertexBuffer->getBuffer(); 198 } 199 200 UINT vertexStride = attributes[i].stride; 201 UINT vertexOffset = attributes[i].offset; 202 203 if (buffer != mCurrentBuffers[i] || vertexStride != mCurrentVertexStrides[i] || 204 vertexOffset != mCurrentVertexOffsets[i]) 205 { 206 dirtyBuffers = true; 207 minDiff = std::min(minDiff, static_cast<size_t>(i)); 208 maxDiff = std::max(maxDiff, static_cast<size_t>(i)); 209 210 mCurrentBuffers[i] = buffer; 211 mCurrentVertexStrides[i] = vertexStride; 212 mCurrentVertexOffsets[i] = vertexOffset; 213 } 214 } 215 216 if (dirtyBuffers) 217 { 218 ASSERT(minDiff <= maxDiff && maxDiff < gl::MAX_VERTEX_ATTRIBS); 219 mDeviceContext->IASetVertexBuffers(minDiff, maxDiff - minDiff + 1, mCurrentBuffers + minDiff, 220 mCurrentVertexStrides + minDiff, mCurrentVertexOffsets + minDiff); 221 } 222 223 return gl::Error(GL_NO_ERROR); 224 } 225 226 std::size_t InputLayoutCache::hashInputLayout(const InputLayoutKey &inputLayout) 227 { 228 static const unsigned int seed = 0xDEADBEEF; 229 230 std::size_t hash = 0; 231 MurmurHash3_x86_32(inputLayout.begin(), inputLayout.end() - inputLayout.begin(), seed, &hash); 232 return hash; 233 } 234 235 bool InputLayoutCache::compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b) 236 { 237 if (a.elementCount != b.elementCount) 238 { 239 return false; 240 } 241 242 return std::equal(a.begin(), a.end(), b.begin()); 243 } 244 245 } 246