blob: 2cd7988c0948a302ec15421225a51ad9c6a1080d [file] [log] [blame]
//
// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// InputLayoutCache.cpp: Defines InputLayoutCache, a class that builds and caches
// D3D11 input layouts.
#include "libGLESv2/renderer/d3d/d3d11/InputLayoutCache.h"
#include "libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h"
#include "libGLESv2/renderer/d3d/d3d11/Buffer11.h"
#include "libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h"
#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
#include "libGLESv2/renderer/d3d/ProgramD3D.h"
#include "libGLESv2/renderer/d3d/VertexDataManager.h"
#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/VertexAttribute.h"
#include "third_party/murmurhash/MurmurHash3.h"
namespace rx
{
static void GetInputLayout(const TranslatedAttribute translatedAttributes[gl::MAX_VERTEX_ATTRIBS],
gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS])
{
for (unsigned int attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
{
const TranslatedAttribute &translatedAttribute = translatedAttributes[attributeIndex];
if (translatedAttributes[attributeIndex].active)
{
inputLayout[attributeIndex] = gl::VertexFormat(*translatedAttribute.attribute,
translatedAttribute.currentValueType);
}
}
}
const unsigned int InputLayoutCache::kMaxInputLayouts = 1024;
InputLayoutCache::InputLayoutCache() : mInputLayoutMap(kMaxInputLayouts, hashInputLayout, compareInputLayouts)
{
mCounter = 0;
mDevice = NULL;
mDeviceContext = NULL;
mCurrentIL = NULL;
for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
{
mCurrentBuffers[i] = NULL;
mCurrentVertexStrides[i] = -1;
mCurrentVertexOffsets[i] = -1;
}
}
InputLayoutCache::~InputLayoutCache()
{
clear();
}
void InputLayoutCache::initialize(ID3D11Device *device, ID3D11DeviceContext *context)
{
clear();
mDevice = device;
mDeviceContext = context;
}
void InputLayoutCache::clear()
{
for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
{
SafeRelease(i->second.inputLayout);
}
mInputLayoutMap.clear();
markDirty();
}
void InputLayoutCache::markDirty()
{
mCurrentIL = NULL;
for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
{
mCurrentBuffers[i] = NULL;
mCurrentVertexStrides[i] = -1;
mCurrentVertexOffsets[i] = -1;
}
}
gl::Error InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
gl::ProgramBinary *programBinary)
{
int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS];
programBinary->sortAttributesByLayout(attributes, sortedSemanticIndices);
if (!mDevice || !mDeviceContext)
{
return gl::Error(GL_OUT_OF_MEMORY, "Internal input layout cache is not initialized.");
}
InputLayoutKey ilKey = { 0 };
static const char* semanticName = "TEXCOORD";
for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
{
if (attributes[i].active)
{
D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;
gl::VertexFormat vertexFormat(*attributes[i].attribute, attributes[i].currentValueType);
const d3d11::VertexFormat &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormat);
// Record the type of the associated vertex shader vector in our key
// This will prevent mismatched vertex shaders from using the same input layout
GLint attributeSize;
programBinary->getActiveAttribute(ilKey.elementCount, 0, NULL, &attributeSize, &ilKey.elements[ilKey.elementCount].glslElementType, NULL);
ilKey.elements[ilKey.elementCount].desc.SemanticName = semanticName;
ilKey.elements[ilKey.elementCount].desc.SemanticIndex = sortedSemanticIndices[i];
ilKey.elements[ilKey.elementCount].desc.Format = vertexFormatInfo.nativeFormat;
ilKey.elements[ilKey.elementCount].desc.InputSlot = i;
ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = 0;
ilKey.elements[ilKey.elementCount].desc.InputSlotClass = inputClass;
ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = attributes[i].divisor;
ilKey.elementCount++;
}
}
ID3D11InputLayout *inputLayout = NULL;
InputLayoutMap::iterator keyIter = mInputLayoutMap.find(ilKey);
if (keyIter != mInputLayoutMap.end())
{
inputLayout = keyIter->second.inputLayout;
keyIter->second.lastUsedTime = mCounter++;
}
else
{
gl::VertexFormat shaderInputLayout[gl::MAX_VERTEX_ATTRIBS];
GetInputLayout(attributes, shaderInputLayout);
ProgramD3D *programD3D = ProgramD3D::makeProgramD3D(programBinary->getImplementation());
ShaderExecutable11 *shader = ShaderExecutable11::makeShaderExecutable11(programD3D->getVertexExecutableForInputLayout(shaderInputLayout));
D3D11_INPUT_ELEMENT_DESC descs[gl::MAX_VERTEX_ATTRIBS];
for (unsigned int j = 0; j < ilKey.elementCount; ++j)
{
descs[j] = ilKey.elements[j].desc;
}
HRESULT result = mDevice->CreateInputLayout(descs, ilKey.elementCount, shader->getFunction(), shader->getLength(), &inputLayout);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal input layout, HRESULT: 0x%08x", result);
}
if (mInputLayoutMap.size() >= kMaxInputLayouts)
{
TRACE("Overflowed the limit of %u input layouts, removing the least recently used "
"to make room.", kMaxInputLayouts);
InputLayoutMap::iterator leastRecentlyUsed = mInputLayoutMap.begin();
for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
{
if (i->second.lastUsedTime < leastRecentlyUsed->second.lastUsedTime)
{
leastRecentlyUsed = i;
}
}
SafeRelease(leastRecentlyUsed->second.inputLayout);
mInputLayoutMap.erase(leastRecentlyUsed);
}
InputLayoutCounterPair inputCounterPair;
inputCounterPair.inputLayout = inputLayout;
inputCounterPair.lastUsedTime = mCounter++;
mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair));
}
if (inputLayout != mCurrentIL)
{
mDeviceContext->IASetInputLayout(inputLayout);
mCurrentIL = inputLayout;
}
bool dirtyBuffers = false;
size_t minDiff = gl::MAX_VERTEX_ATTRIBS;
size_t maxDiff = 0;
for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
{
ID3D11Buffer *buffer = NULL;
if (attributes[i].active)
{
VertexBuffer11 *vertexBuffer = VertexBuffer11::makeVertexBuffer11(attributes[i].vertexBuffer);
Buffer11 *bufferStorage = attributes[i].storage ? Buffer11::makeBuffer11(attributes[i].storage) : NULL;
buffer = bufferStorage ? bufferStorage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK)
: vertexBuffer->getBuffer();
}
UINT vertexStride = attributes[i].stride;
UINT vertexOffset = attributes[i].offset;
if (buffer != mCurrentBuffers[i] || vertexStride != mCurrentVertexStrides[i] ||
vertexOffset != mCurrentVertexOffsets[i])
{
dirtyBuffers = true;
minDiff = std::min(minDiff, static_cast<size_t>(i));
maxDiff = std::max(maxDiff, static_cast<size_t>(i));
mCurrentBuffers[i] = buffer;
mCurrentVertexStrides[i] = vertexStride;
mCurrentVertexOffsets[i] = vertexOffset;
}
}
if (dirtyBuffers)
{
ASSERT(minDiff <= maxDiff && maxDiff < gl::MAX_VERTEX_ATTRIBS);
mDeviceContext->IASetVertexBuffers(minDiff, maxDiff - minDiff + 1, mCurrentBuffers + minDiff,
mCurrentVertexStrides + minDiff, mCurrentVertexOffsets + minDiff);
}
return gl::Error(GL_NO_ERROR);
}
std::size_t InputLayoutCache::hashInputLayout(const InputLayoutKey &inputLayout)
{
static const unsigned int seed = 0xDEADBEEF;
std::size_t hash = 0;
MurmurHash3_x86_32(inputLayout.begin(), inputLayout.end() - inputLayout.begin(), seed, &hash);
return hash;
}
bool InputLayoutCache::compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b)
{
if (a.elementCount != b.elementCount)
{
return false;
}
return std::equal(a.begin(), a.end(), b.begin());
}
}