diff options
author | Andrew Knight <andrew.knight@digia.com> | 2014-08-05 12:59:44 +0300 |
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committer | Andrew Knight <andrew.knight@digia.com> | 2014-08-05 16:43:22 +0200 |
commit | a6a12d8c0fc918972c15268f749ecc7c90b95d6c (patch) | |
tree | cb6d986d30ef97e932ab51768854d5d9b46729d3 /src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.cpp | |
parent | 14f9c09542bd6cc19430473da9ce4c68f239ec7d (diff) |
ANGLE: upgrade to 2.1~07d49ef5350a
This version of ANGLE provides partial ES3 support, numerous
bug fixes, and several potentially useful vendor extensions.
All patches have been rebased. The following changes are noted:
0000-General-fixes-for-ANGLE-2.1.patch
contains compile fixes for the new ANGLE
0004-Make-it-possible-to-link-ANGLE-statically-for-single.patch
has incorporated patch 0015.
0007-Make-DX9-DX11-mutually-exclusive.patch
has been removed as it was fixed upstream.
0007-Fix-ANGLE-build-with-Microsoft-Visual-Studio-14-CTP.patch
has been moved up to fill the patch number gap.
0010-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch
now contains patch 0014 and 0017.
0013-ANGLE-Allow-for-universal-program-binaries.patch
has been removed as it is no longer relevant.
0014-ANGLE-D3D11-Fix-internal-index-buffer-for-level-9-ha.patch
has been merged with patch 0010.
0015-ANGLE-Don-t-export-DLLMain-functions-for-static-buil.patch
has been merged with patch 0004.
0016-ANGLE-WinRT-Call-Trim-when-application-suspends.patch
has been removed and will be replaced by a follow-up patch using a
different technique.
0017-ANGLE-D3D11-Don-t-use-mipmaps-in-level-9-textures.patch
has been merged with patch 0010.
0018-ANGLE-WinRT-Create-swap-chain-using-physical-resolut.patch
has been removed and will be replaced by a follow-up patch extending
the EGL_ANGLE_window_fixed_size extension.
0019-Fix-ANGLE-build-with-Microsoft-Visual-Studio-14-CTP.patch
is now patch 0007.
[ChangeLog][Third-party libraries] ANGLE has been upgraded to
version 2.1, bringing partial support for OpenGL ES3 over
Direct3D 11, numerous bug fixes, and several new vendor extensions.
Change-Id: I6d95ce1480462d67228d83c1e5c74a1706b5b21c
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.cpp | 248 |
1 files changed, 248 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.cpp new file mode 100644 index 0000000000..3536fafac9 --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/InputLayoutCache.cpp @@ -0,0 +1,248 @@ +#include "precompiled.h" +// +// 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/ProgramBinary.h" +#include "libGLESv2/VertexAttribute.h" +#include "libGLESv2/renderer/d3d/VertexDataManager.h" +#include "libGLESv2/renderer/d3d/d3d11/formatutils11.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; + } +} + +GLenum InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS], + gl::ProgramBinary *programBinary) +{ + int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS]; + programBinary->sortAttributesByLayout(attributes, sortedSemanticIndices); + + if (!mDevice || !mDeviceContext) + { + ERR("InputLayoutCache is not initialized."); + return GL_INVALID_OPERATION; + } + + 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); + DXGI_FORMAT dxgiFormat = gl_d3d11::GetNativeVertexFormat(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(sortedSemanticIndices[i], 0, NULL, &attributeSize, &ilKey.elements[ilKey.elementCount].glslElementType, NULL); + + ilKey.elements[ilKey.elementCount].desc.SemanticName = semanticName; + ilKey.elements[ilKey.elementCount].desc.SemanticIndex = i; + ilKey.elements[ilKey.elementCount].desc.Format = dxgiFormat; + 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); + ShaderExecutable11 *shader = ShaderExecutable11::makeShaderExecutable11(programBinary->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)) + { + ERR("Failed to crate input layout, result: 0x%08x", result); + return GL_INVALID_OPERATION; + } + + 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_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()); +} + +} |