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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp464
1 files changed, 159 insertions, 305 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
index 3a6d797ea6..a238f97b08 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
@@ -9,17 +9,22 @@
#include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h"
+#include "common/bitset_utils.h"
#include "common/utilities.h"
+#include "libANGLE/Context.h"
#include "libANGLE/Program.h"
+#include "libANGLE/VertexArray.h"
#include "libANGLE/VertexAttribute.h"
#include "libANGLE/renderer/d3d/IndexDataManager.h"
#include "libANGLE/renderer/d3d/ProgramD3D.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Context11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
+#include "libANGLE/renderer/d3d/d3d11/VertexArray11.h"
#include "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
-#include "third_party/murmurhash/MurmurHash3.h"
namespace rx
{
@@ -32,24 +37,7 @@ size_t GetReservedBufferCount(bool usesPointSpriteEmulation)
return usesPointSpriteEmulation ? 1 : 0;
}
-gl::InputLayout GetInputLayout(const SortedAttribArray &translatedAttributes, size_t attributeCount)
-{
- gl::InputLayout inputLayout(attributeCount, gl::VERTEX_FORMAT_INVALID);
-
- for (size_t attributeIndex = 0; attributeIndex < attributeCount; ++attributeIndex)
- {
- const TranslatedAttribute *translatedAttribute = translatedAttributes[attributeIndex];
-
- if (translatedAttribute->active)
- {
- inputLayout[attributeIndex] = gl::GetVertexFormatType(
- *translatedAttribute->attribute, translatedAttribute->currentValueType);
- }
- }
- return inputLayout;
-}
-
-GLenum GetGLSLAttributeType(const std::vector<sh::Attribute> &shaderAttributes, int index)
+GLenum GetGLSLAttributeType(const std::vector<sh::Attribute> &shaderAttributes, size_t index)
{
// Count matrices differently
for (const sh::Attribute &attrib : shaderAttributes)
@@ -61,8 +49,9 @@ GLenum GetGLSLAttributeType(const std::vector<sh::Attribute> &shaderAttributes,
GLenum transposedType = gl::TransposeMatrixType(attrib.type);
int rows = gl::VariableRowCount(transposedType);
+ int intIndex = static_cast<int>(index);
- if (index >= attrib.location && index < attrib.location + rows)
+ if (intIndex >= attrib.location && intIndex < attrib.location + rows)
{
return transposedType;
}
@@ -72,8 +61,6 @@ GLenum GetGLSLAttributeType(const std::vector<sh::Attribute> &shaderAttributes,
return GL_NONE;
}
-const unsigned int kDefaultCacheSize = 1024;
-
struct PackedAttribute
{
uint8_t attribType;
@@ -82,26 +69,18 @@ struct PackedAttribute
uint8_t divisor;
};
-Optional<size_t> FindFirstNonInstanced(const SortedAttribArray &sortedAttributes, size_t maxIndex)
-{
- for (size_t index = 0; index < maxIndex; ++index)
- {
- if (sortedAttributes[index]->divisor == 0)
- {
- return Optional<size_t>(index);
- }
- }
+} // anonymous namespace
- return Optional<size_t>::Invalid();
+PackedAttributeLayout::PackedAttributeLayout() : numAttributes(0), flags(0), attributeData({})
+{
}
-} // anonymous namespace
+PackedAttributeLayout::PackedAttributeLayout(const PackedAttributeLayout &other) = default;
-void InputLayoutCache::PackedAttributeLayout::addAttributeData(
- GLenum glType,
- UINT semanticIndex,
- gl::VertexFormatType vertexFormatType,
- unsigned int divisor)
+void PackedAttributeLayout::addAttributeData(GLenum glType,
+ UINT semanticIndex,
+ gl::VertexFormatType vertexFormatType,
+ unsigned int divisor)
{
gl::AttributeType attribType = gl::GetAttributeType(glType);
@@ -121,139 +100,58 @@ void InputLayoutCache::PackedAttributeLayout::addAttributeData(
attributeData[numAttributes++] = gl::bitCast<uint32_t>(packedAttrib);
}
-bool InputLayoutCache::PackedAttributeLayout::operator<(const PackedAttributeLayout &other) const
+bool PackedAttributeLayout::operator==(const PackedAttributeLayout &other) const
{
- if (numAttributes != other.numAttributes)
- {
- return numAttributes < other.numAttributes;
- }
-
- if (flags != other.flags)
- {
- return flags < other.flags;
- }
-
- return memcmp(attributeData, other.attributeData, sizeof(uint32_t) * numAttributes) < 0;
+ return (numAttributes == other.numAttributes) && (flags == other.flags) &&
+ (attributeData == other.attributeData);
}
-InputLayoutCache::InputLayoutCache() : mUnsortedAttributesCount(0), mCacheSize(kDefaultCacheSize)
+InputLayoutCache::InputLayoutCache()
+ : mLayoutCache(kDefaultCacheSize * 2), mPointSpriteVertexBuffer(), mPointSpriteIndexBuffer()
{
- mCounter = 0;
- mDevice = NULL;
- mDeviceContext = NULL;
- mCurrentIL = NULL;
-
- for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
- {
- mCurrentBuffers[i] = NULL;
- mCurrentVertexStrides[i] = static_cast<UINT>(-1);
- mCurrentVertexOffsets[i] = static_cast<UINT>(-1);
- }
- mPointSpriteVertexBuffer = NULL;
- mPointSpriteIndexBuffer = NULL;
}
InputLayoutCache::~InputLayoutCache()
{
- clear();
-}
-
-void InputLayoutCache::initialize(ID3D11Device *device, ID3D11DeviceContext *context)
-{
- clear();
- mDevice = device;
- mDeviceContext = context;
- mFeatureLevel = device->GetFeatureLevel();
}
void InputLayoutCache::clear()
{
- for (auto &layout : mLayoutMap)
- {
- SafeRelease(layout.second);
- }
- mLayoutMap.clear();
- SafeRelease(mPointSpriteVertexBuffer);
- SafeRelease(mPointSpriteIndexBuffer);
- markDirty();
-}
-
-void InputLayoutCache::markDirty()
-{
- mCurrentIL = NULL;
- for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
- {
- mCurrentBuffers[i] = NULL;
- mCurrentVertexStrides[i] = static_cast<UINT>(-1);
- mCurrentVertexOffsets[i] = static_cast<UINT>(-1);
- }
- mUnsortedAttributesCount = 0;
+ mLayoutCache.Clear();
+ mPointSpriteVertexBuffer.reset();
+ mPointSpriteIndexBuffer.reset();
}
gl::Error InputLayoutCache::applyVertexBuffers(
- const std::vector<TranslatedAttribute> &unsortedAttributes,
+ const gl::Context *context,
+ const std::vector<const TranslatedAttribute *> &currentAttributes,
GLenum mode,
- gl::Program *program,
- TranslatedIndexData *indexInfo,
- GLsizei numIndicesPerInstance)
+ GLint start,
+ bool isIndexedRendering)
{
- ASSERT(mDevice && mDeviceContext);
-
+ Renderer11 *renderer = GetImplAs<Context11>(context)->getRenderer();
+ const gl::State &state = context->getGLState();
+ auto *stateManager = renderer->getStateManager();
+ gl::Program *program = state.getProgram();
ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
bool programUsesInstancedPointSprites = programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation();
bool instancedPointSpritesActive = programUsesInstancedPointSprites && (mode == GL_POINTS);
- SortedIndexArray sortedSemanticIndices;
- mSortedAttributes.fill(nullptr);
- mUnsortedAttributesCount = unsortedAttributes.size();
-
- programD3D->sortAttributesByLayout(unsortedAttributes, sortedSemanticIndices.data(),
- mSortedAttributes.data());
-
- // If we are using FL 9_3, make sure the first attribute is not instanced
- if (mFeatureLevel <= D3D_FEATURE_LEVEL_9_3 && !unsortedAttributes.empty())
- {
- if (mSortedAttributes[0]->divisor > 0)
- {
- Optional<size_t> firstNonInstancedIndex =
- FindFirstNonInstanced(mSortedAttributes, unsortedAttributes.size());
- if (firstNonInstancedIndex.valid())
- {
- size_t index = firstNonInstancedIndex.value();
- std::swap(mSortedAttributes[0], mSortedAttributes[index]);
- std::swap(sortedSemanticIndices[0], sortedSemanticIndices[index]);
- }
- }
- }
-
- gl::Error error = updateInputLayout(program, mode, mSortedAttributes, sortedSemanticIndices,
- unsortedAttributes.size(), numIndicesPerInstance);
- if (error.isError())
- {
- return error;
- }
-
- bool dirtyBuffers = false;
- size_t minDiff = gl::MAX_VERTEX_ATTRIBS;
- size_t maxDiff = 0;
-
// Note that if we use instance emulation, we reserve the first buffer slot.
size_t reservedBuffers = GetReservedBufferCount(programUsesInstancedPointSprites);
for (size_t attribIndex = 0; attribIndex < (gl::MAX_VERTEX_ATTRIBS - reservedBuffers);
++attribIndex)
{
- ID3D11Buffer *buffer = NULL;
- UINT vertexStride = 0;
- UINT vertexOffset = 0;
+ ID3D11Buffer *buffer = nullptr;
+ UINT vertexStride = 0;
+ UINT vertexOffset = 0;
- const auto &attrib = *mSortedAttributes[attribIndex];
-
- if (attribIndex < unsortedAttributes.size() && attrib.active)
+ if (attribIndex < currentAttributes.size())
{
- VertexBuffer11 *vertexBuffer = GetAs<VertexBuffer11>(attrib.vertexBuffer);
- Buffer11 *bufferStorage = attrib.storage ? GetAs<Buffer11>(attrib.storage) : nullptr;
+ const auto &attrib = *currentAttributes[attribIndex];
+ Buffer11 *bufferStorage = attrib.storage ? GetAs<Buffer11>(attrib.storage) : nullptr;
// If indexed pointsprite emulation is active, then we need to take a less efficent code path.
// Emulated indexed pointsprite rendering requires that the vertex buffers match exactly to
@@ -261,18 +159,18 @@ gl::Error InputLayoutCache::applyVertexBuffers(
// on the number of points indicated by the index list or how many duplicates are found on the index list.
if (bufferStorage == nullptr)
{
- buffer = vertexBuffer->getBuffer();
+ ASSERT(attrib.vertexBuffer.get());
+ buffer = GetAs<VertexBuffer11>(attrib.vertexBuffer.get())->getBuffer().get();
}
- else if (instancedPointSpritesActive && (indexInfo != nullptr))
+ else if (instancedPointSpritesActive && isIndexedRendering)
{
+ VertexArray11 *vao11 = GetImplAs<VertexArray11>(state.getVertexArray());
+ ASSERT(vao11->isCachedIndexInfoValid());
+ TranslatedIndexData *indexInfo = vao11->getCachedIndexInfo();
if (indexInfo->srcIndexData.srcBuffer != nullptr)
{
const uint8_t *bufferData = nullptr;
- error = indexInfo->srcIndexData.srcBuffer->getData(&bufferData);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(indexInfo->srcIndexData.srcBuffer->getData(context, &bufferData));
ASSERT(bufferData != nullptr);
ptrdiff_t offset =
@@ -281,31 +179,24 @@ gl::Error InputLayoutCache::applyVertexBuffers(
indexInfo->srcIndexData.srcIndices = bufferData + offset;
}
- buffer = bufferStorage->getEmulatedIndexedBuffer(&indexInfo->srcIndexData, &attrib);
+ ANGLE_TRY_RESULT(bufferStorage->getEmulatedIndexedBuffer(
+ context, &indexInfo->srcIndexData, attrib, start),
+ buffer);
}
else
{
- buffer = bufferStorage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
+ ANGLE_TRY_RESULT(
+ bufferStorage->getBuffer(context, BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK),
+ buffer);
}
vertexStride = attrib.stride;
- vertexOffset = attrib.offset;
+ ANGLE_TRY_RESULT(attrib.computeOffset(start), vertexOffset);
}
size_t bufferIndex = reservedBuffers + attribIndex;
- if (buffer != mCurrentBuffers[bufferIndex] ||
- vertexStride != mCurrentVertexStrides[bufferIndex] ||
- vertexOffset != mCurrentVertexOffsets[bufferIndex])
- {
- dirtyBuffers = true;
- minDiff = std::min(minDiff, bufferIndex);
- maxDiff = std::max(maxDiff, bufferIndex);
-
- mCurrentBuffers[bufferIndex] = buffer;
- mCurrentVertexStrides[bufferIndex] = vertexStride;
- mCurrentVertexOffsets[bufferIndex] = vertexOffset;
- }
+ stateManager->queueVertexBufferChange(bufferIndex, buffer, vertexStride, vertexOffset);
}
// Instanced PointSprite emulation requires two additional ID3D11Buffers. A vertex buffer needs
@@ -317,10 +208,9 @@ gl::Error InputLayoutCache::applyVertexBuffers(
// handle missing vertex data and will TDR the system.
if (programUsesInstancedPointSprites)
{
- HRESULT result = S_OK;
const UINT pointSpriteVertexStride = sizeof(float) * 5;
- if (!mPointSpriteVertexBuffer)
+ if (!mPointSpriteVertexBuffer.valid())
{
static const float pointSpriteVertices[] =
{
@@ -342,25 +232,16 @@ gl::Error InputLayoutCache::applyVertexBuffers(
vertexBufferDesc.MiscFlags = 0;
vertexBufferDesc.StructureByteStride = 0;
- result = mDevice->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &mPointSpriteVertexBuffer);
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create instanced pointsprite emulation vertex buffer, HRESULT: 0x%08x", result);
- }
+ ANGLE_TRY(renderer->allocateResource(vertexBufferDesc, &vertexBufferData,
+ &mPointSpriteVertexBuffer));
}
- mCurrentBuffers[0] = mPointSpriteVertexBuffer;
// Set the stride to 0 if GL_POINTS mode is not being used to instruct the driver to avoid
// indexing into the vertex buffer.
- mCurrentVertexStrides[0] = instancedPointSpritesActive ? pointSpriteVertexStride : 0;
- mCurrentVertexOffsets[0] = 0;
-
- // Update maxDiff to include the additional point sprite vertex buffer
- // to ensure that IASetVertexBuffers uses the correct buffer count.
- minDiff = 0;
- maxDiff = std::max(maxDiff, static_cast<size_t>(0));
+ UINT stride = instancedPointSpritesActive ? pointSpriteVertexStride : 0;
+ stateManager->queueVertexBufferChange(0, mPointSpriteVertexBuffer.get(), stride, 0);
- if (!mPointSpriteIndexBuffer)
+ if (!mPointSpriteIndexBuffer.valid())
{
// Create an index buffer and set it for pointsprite rendering
static const unsigned short pointSpriteIndices[] =
@@ -377,12 +258,8 @@ gl::Error InputLayoutCache::applyVertexBuffers(
indexBufferDesc.MiscFlags = 0;
indexBufferDesc.StructureByteStride = 0;
- result = mDevice->CreateBuffer(&indexBufferDesc, &indexBufferData, &mPointSpriteIndexBuffer);
- if (FAILED(result))
- {
- SafeRelease(mPointSpriteVertexBuffer);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create instanced pointsprite emulation index buffer, HRESULT: 0x%08x", result);
- }
+ ANGLE_TRY(renderer->allocateResource(indexBufferDesc, &indexBufferData,
+ &mPointSpriteIndexBuffer));
}
if (instancedPointSpritesActive)
@@ -391,51 +268,51 @@ gl::Error InputLayoutCache::applyVertexBuffers(
// non-indexed rendering path in ANGLE (DrawArrays). This means that applyIndexBuffer()
// on the renderer will not be called and setting this buffer here ensures that the
// rendering path will contain the correct index buffers.
- mDeviceContext->IASetIndexBuffer(mPointSpriteIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
+ stateManager->setIndexBuffer(mPointSpriteIndexBuffer.get(), DXGI_FORMAT_R16_UINT, 0);
}
}
- if (dirtyBuffers)
- {
- ASSERT(minDiff <= maxDiff && maxDiff < gl::MAX_VERTEX_ATTRIBS);
- mDeviceContext->IASetVertexBuffers(
- static_cast<UINT>(minDiff), static_cast<UINT>(maxDiff - minDiff + 1),
- mCurrentBuffers + minDiff, mCurrentVertexStrides + minDiff,
- mCurrentVertexOffsets + minDiff);
- }
-
- return gl::Error(GL_NO_ERROR);
+ stateManager->applyVertexBufferChanges();
+ return gl::NoError();
}
-gl::Error InputLayoutCache::updateVertexOffsetsForPointSpritesEmulation(GLsizei emulatedInstanceId)
+gl::Error InputLayoutCache::updateVertexOffsetsForPointSpritesEmulation(
+ Renderer11 *renderer,
+ const std::vector<const TranslatedAttribute *> &currentAttributes,
+ GLint startVertex,
+ GLsizei emulatedInstanceId)
{
+ auto *stateManager = renderer->getStateManager();
+
size_t reservedBuffers = GetReservedBufferCount(true);
- for (size_t attribIndex = 0; attribIndex < mUnsortedAttributesCount; ++attribIndex)
+ for (size_t attribIndex = 0; attribIndex < currentAttributes.size(); ++attribIndex)
{
- const auto &attrib = *mSortedAttributes[attribIndex];
+ const auto &attrib = *currentAttributes[attribIndex];
size_t bufferIndex = reservedBuffers + attribIndex;
- if (attrib.active && attrib.divisor > 0)
+ if (attrib.divisor > 0)
{
- mCurrentVertexOffsets[bufferIndex] =
- attrib.offset + (attrib.stride * (emulatedInstanceId / attrib.divisor));
+ unsigned int offset = 0;
+ ANGLE_TRY_RESULT(attrib.computeOffset(startVertex), offset);
+ offset += (attrib.stride * (emulatedInstanceId / attrib.divisor));
+ stateManager->queueVertexOffsetChange(bufferIndex, offset);
}
}
- mDeviceContext->IASetVertexBuffers(0, gl::MAX_VERTEX_ATTRIBS, mCurrentBuffers,
- mCurrentVertexStrides, mCurrentVertexOffsets);
-
- return gl::Error(GL_NO_ERROR);
+ stateManager->applyVertexBufferChanges();
+ return gl::NoError();
}
-gl::Error InputLayoutCache::updateInputLayout(gl::Program *program,
- GLenum mode,
- const SortedAttribArray &sortedAttributes,
- const SortedIndexArray &sortedSemanticIndices,
- size_t attribCount,
- GLsizei numIndicesPerInstance)
+gl::Error InputLayoutCache::updateInputLayout(
+ Renderer11 *renderer,
+ const gl::State &state,
+ const std::vector<const TranslatedAttribute *> &currentAttributes,
+ GLenum mode,
+ const AttribIndexArray &sortedSemanticIndices,
+ const DrawCallVertexParams &vertexParams)
{
- const std::vector<sh::Attribute> &shaderAttributes = program->getAttributes();
+ gl::Program *program = state.getProgram();
+ const auto &shaderAttributes = program->getAttributes();
PackedAttributeLayout layout;
ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
@@ -453,90 +330,70 @@ gl::Error InputLayoutCache::updateInputLayout(gl::Program *program,
layout.flags |= PackedAttributeLayout::FLAG_INSTANCED_SPRITES_ACTIVE;
}
- if (numIndicesPerInstance > 0)
+ if (vertexParams.instances() > 0)
{
layout.flags |= PackedAttributeLayout::FLAG_INSTANCED_RENDERING_ACTIVE;
}
- const auto &semanticToLocation = programD3D->getAttributesByLayout();
+ const auto &attribs = state.getVertexArray()->getVertexAttributes();
+ const auto &bindings = state.getVertexArray()->getVertexBindings();
+ const auto &locationToSemantic = programD3D->getAttribLocationToD3DSemantics();
+ int divisorMultiplier = program->usesMultiview() ? program->getNumViews() : 1;
- for (size_t attribIndex = 0; attribIndex < attribCount; ++attribIndex)
+ for (size_t attribIndex : program->getActiveAttribLocationsMask())
{
- const auto &attrib = *sortedAttributes[attribIndex];
- int sortedIndex = sortedSemanticIndices[attribIndex];
-
- if (!attrib.active)
- continue;
-
- gl::VertexFormatType vertexFormatType =
- gl::GetVertexFormatType(*attrib.attribute, attrib.currentValueType);
-
// Record the type of the associated vertex shader vector in our key
// This will prevent mismatched vertex shaders from using the same input layout
- GLenum glslElementType =
- GetGLSLAttributeType(shaderAttributes, semanticToLocation[sortedIndex]);
+ GLenum glslElementType = GetGLSLAttributeType(shaderAttributes, attribIndex);
- layout.addAttributeData(glslElementType, sortedIndex, vertexFormatType, attrib.divisor);
+ const auto &attrib = attribs[attribIndex];
+ const auto &binding = bindings[attrib.bindingIndex];
+ int d3dSemantic = locationToSemantic[attribIndex];
+
+ const auto &currentValue =
+ state.getVertexAttribCurrentValue(static_cast<unsigned int>(attribIndex));
+ gl::VertexFormatType vertexFormatType = gl::GetVertexFormatType(attrib, currentValue.Type);
+
+ layout.addAttributeData(glslElementType, d3dSemantic, vertexFormatType,
+ binding.getDivisor() * divisorMultiplier);
}
- ID3D11InputLayout *inputLayout = nullptr;
+ const d3d11::InputLayout *inputLayout = nullptr;
if (layout.numAttributes > 0 || layout.flags != 0)
{
- auto layoutMapIt = mLayoutMap.find(layout);
- if (layoutMapIt != mLayoutMap.end())
+ auto it = mLayoutCache.Get(layout);
+ if (it != mLayoutCache.end())
{
- inputLayout = layoutMapIt->second;
+ inputLayout = &it->second;
}
else
{
- gl::Error error =
- createInputLayout(sortedAttributes, sortedSemanticIndices, attribCount, mode,
- program, numIndicesPerInstance, &inputLayout);
- if (error.isError())
- {
- return error;
- }
- if (mLayoutMap.size() >= mCacheSize)
- {
- TRACE("Overflowed the limit of %u input layouts, purging half the cache.",
- mCacheSize);
+ angle::TrimCache(mLayoutCache.max_size() / 2, kGCLimit, "input layout", &mLayoutCache);
- // Randomly release every second element
- auto it = mLayoutMap.begin();
- while (it != mLayoutMap.end())
- {
- it++;
- if (it != mLayoutMap.end())
- {
- // c++11 erase allows us to easily delete the current iterator.
- SafeRelease(it->second);
- it = mLayoutMap.erase(it);
- }
- }
- }
+ d3d11::InputLayout newInputLayout;
+ ANGLE_TRY(createInputLayout(renderer, sortedSemanticIndices, currentAttributes, mode,
+ program, vertexParams, &newInputLayout));
- mLayoutMap[layout] = inputLayout;
+ auto insertIt = mLayoutCache.Put(layout, std::move(newInputLayout));
+ inputLayout = &insertIt->second;
}
}
- if (inputLayout != mCurrentIL)
- {
- mDeviceContext->IASetInputLayout(inputLayout);
- mCurrentIL = inputLayout;
- }
-
- return gl::Error(GL_NO_ERROR);
+ renderer->getStateManager()->setInputLayout(inputLayout);
+ return gl::NoError();
}
-gl::Error InputLayoutCache::createInputLayout(const SortedAttribArray &sortedAttributes,
- const SortedIndexArray &sortedSemanticIndices,
- size_t attribCount,
- GLenum mode,
- gl::Program *program,
- GLsizei numIndicesPerInstance,
- ID3D11InputLayout **inputLayoutOut)
+gl::Error InputLayoutCache::createInputLayout(
+ Renderer11 *renderer,
+ const AttribIndexArray &sortedSemanticIndices,
+ const std::vector<const TranslatedAttribute *> &currentAttributes,
+ GLenum mode,
+ gl::Program *program,
+ const DrawCallVertexParams &vertexParams,
+ d3d11::InputLayout *inputLayoutOut)
{
ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
+ auto featureLevel = renderer->getRenderer11DeviceCaps().featureLevel;
bool programUsesInstancedPointSprites =
programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation();
@@ -544,20 +401,17 @@ gl::Error InputLayoutCache::createInputLayout(const SortedAttribArray &sortedAtt
unsigned int inputElementCount = 0;
std::array<D3D11_INPUT_ELEMENT_DESC, gl::MAX_VERTEX_ATTRIBS> inputElements;
- for (size_t attribIndex = 0; attribIndex < attribCount; ++attribIndex)
+ for (size_t attribIndex = 0; attribIndex < currentAttributes.size(); ++attribIndex)
{
- const auto &attrib = *sortedAttributes[attribIndex];
+ const auto &attrib = *currentAttributes[attribIndex];
const int sortedIndex = sortedSemanticIndices[attribIndex];
- if (!attrib.active)
- continue;
-
D3D11_INPUT_CLASSIFICATION inputClass =
attrib.divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;
const auto &vertexFormatType =
gl::GetVertexFormatType(*attrib.attribute, attrib.currentValueType);
- const auto &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormatType, mFeatureLevel);
+ const auto &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormatType, featureLevel);
auto *inputElement = &inputElements[inputElementCount];
@@ -584,23 +438,28 @@ gl::Error InputLayoutCache::createInputLayout(const SortedAttribArray &sortedAtt
// doesn't support OpenGL ES 3.0.
// As per the spec for ANGLE_instanced_arrays, not all attributes can be instanced
// simultaneously, so a non-instanced element must exist.
+
+ GLsizei numIndicesPerInstance = 0;
+ if (vertexParams.instances() > 0)
+ {
+ // This may trigger an evaluation of the index range.
+ numIndicesPerInstance = vertexParams.vertexCount();
+ }
+
for (size_t elementIndex = 0; elementIndex < inputElementCount; ++elementIndex)
{
- if (sortedAttributes[elementIndex]->active)
+ // If rendering points and instanced pointsprite emulation is being used, the
+ // inputClass is required to be configured as per instance data
+ if (mode == GL_POINTS)
{
- // If rendering points and instanced pointsprite emulation is being used, the
- // inputClass is required to be configured as per instance data
- if (mode == GL_POINTS)
+ inputElements[elementIndex].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
+ inputElements[elementIndex].InstanceDataStepRate = 1;
+ if (numIndicesPerInstance > 0 && currentAttributes[elementIndex]->divisor > 0)
{
- inputElements[elementIndex].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
- inputElements[elementIndex].InstanceDataStepRate = 1;
- if (numIndicesPerInstance > 0 && sortedAttributes[elementIndex]->divisor > 0)
- {
- inputElements[elementIndex].InstanceDataStepRate = numIndicesPerInstance;
- }
+ inputElements[elementIndex].InstanceDataStepRate = numIndicesPerInstance;
}
- inputElements[elementIndex].InputSlot++;
}
+ inputElements[elementIndex].InputSlot++;
}
inputElements[inputElementCount].SemanticName = "SPRITEPOSITION";
@@ -622,28 +481,23 @@ gl::Error InputLayoutCache::createInputLayout(const SortedAttribArray &sortedAtt
inputElementCount++;
}
- const gl::InputLayout &shaderInputLayout = GetInputLayout(sortedAttributes, attribCount);
-
ShaderExecutableD3D *shader = nullptr;
- gl::Error error =
- programD3D->getVertexExecutableForInputLayout(shaderInputLayout, &shader, nullptr);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(&shader, nullptr));
ShaderExecutableD3D *shader11 = GetAs<ShaderExecutable11>(shader);
- HRESULT result =
- mDevice->CreateInputLayout(inputElements.data(), inputElementCount, shader11->getFunction(),
- shader11->getLength(), inputLayoutOut);
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY,
- "Failed to create internal input layout, HRESULT: 0x%08x", result);
- }
+ InputElementArray inputElementArray(inputElements.data(), inputElementCount);
+ ShaderData vertexShaderData(shader11->getFunction(), shader11->getLength());
- return gl::Error(GL_NO_ERROR);
+ ANGLE_TRY(renderer->allocateResource(inputElementArray, &vertexShaderData, inputLayoutOut));
+ return gl::NoError();
+}
+
+void InputLayoutCache::setCacheSize(size_t newCacheSize)
+{
+ // Forces a reset of the cache.
+ LayoutCache newCache(newCacheSize);
+ mLayoutCache.Swap(newCache);
}
} // namespace rx