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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp503
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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
deleted file mode 100644
index a238f97b08..0000000000
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
+++ /dev/null
@@ -1,503 +0,0 @@
-//
-// 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 "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"
-
-namespace rx
-{
-
-namespace
-{
-
-size_t GetReservedBufferCount(bool usesPointSpriteEmulation)
-{
- return usesPointSpriteEmulation ? 1 : 0;
-}
-
-GLenum GetGLSLAttributeType(const std::vector<sh::Attribute> &shaderAttributes, size_t index)
-{
- // Count matrices differently
- for (const sh::Attribute &attrib : shaderAttributes)
- {
- if (attrib.location == -1)
- {
- continue;
- }
-
- GLenum transposedType = gl::TransposeMatrixType(attrib.type);
- int rows = gl::VariableRowCount(transposedType);
- int intIndex = static_cast<int>(index);
-
- if (intIndex >= attrib.location && intIndex < attrib.location + rows)
- {
- return transposedType;
- }
- }
-
- UNREACHABLE();
- return GL_NONE;
-}
-
-struct PackedAttribute
-{
- uint8_t attribType;
- uint8_t semanticIndex;
- uint8_t vertexFormatType;
- uint8_t divisor;
-};
-
-} // anonymous namespace
-
-PackedAttributeLayout::PackedAttributeLayout() : numAttributes(0), flags(0), attributeData({})
-{
-}
-
-PackedAttributeLayout::PackedAttributeLayout(const PackedAttributeLayout &other) = default;
-
-void PackedAttributeLayout::addAttributeData(GLenum glType,
- UINT semanticIndex,
- gl::VertexFormatType vertexFormatType,
- unsigned int divisor)
-{
- gl::AttributeType attribType = gl::GetAttributeType(glType);
-
- PackedAttribute packedAttrib;
- packedAttrib.attribType = static_cast<uint8_t>(attribType);
- packedAttrib.semanticIndex = static_cast<uint8_t>(semanticIndex);
- packedAttrib.vertexFormatType = static_cast<uint8_t>(vertexFormatType);
- packedAttrib.divisor = static_cast<uint8_t>(divisor);
-
- ASSERT(static_cast<gl::AttributeType>(packedAttrib.attribType) == attribType);
- ASSERT(static_cast<UINT>(packedAttrib.semanticIndex) == semanticIndex);
- ASSERT(static_cast<gl::VertexFormatType>(packedAttrib.vertexFormatType) == vertexFormatType);
- ASSERT(static_cast<unsigned int>(packedAttrib.divisor) == divisor);
-
- static_assert(sizeof(uint32_t) == sizeof(PackedAttribute), "PackedAttributes must be 32-bits exactly.");
-
- attributeData[numAttributes++] = gl::bitCast<uint32_t>(packedAttrib);
-}
-
-bool PackedAttributeLayout::operator==(const PackedAttributeLayout &other) const
-{
- return (numAttributes == other.numAttributes) && (flags == other.flags) &&
- (attributeData == other.attributeData);
-}
-
-InputLayoutCache::InputLayoutCache()
- : mLayoutCache(kDefaultCacheSize * 2), mPointSpriteVertexBuffer(), mPointSpriteIndexBuffer()
-{
-}
-
-InputLayoutCache::~InputLayoutCache()
-{
-}
-
-void InputLayoutCache::clear()
-{
- mLayoutCache.Clear();
- mPointSpriteVertexBuffer.reset();
- mPointSpriteIndexBuffer.reset();
-}
-
-gl::Error InputLayoutCache::applyVertexBuffers(
- const gl::Context *context,
- const std::vector<const TranslatedAttribute *> &currentAttributes,
- GLenum mode,
- GLint start,
- bool isIndexedRendering)
-{
- 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);
-
- // 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 = nullptr;
- UINT vertexStride = 0;
- UINT vertexOffset = 0;
-
- if (attribIndex < currentAttributes.size())
- {
- 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
- // the indices passed by the caller. This could expand or shrink the vertex buffer depending
- // on the number of points indicated by the index list or how many duplicates are found on the index list.
- if (bufferStorage == nullptr)
- {
- ASSERT(attrib.vertexBuffer.get());
- buffer = GetAs<VertexBuffer11>(attrib.vertexBuffer.get())->getBuffer().get();
- }
- 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;
- ANGLE_TRY(indexInfo->srcIndexData.srcBuffer->getData(context, &bufferData));
- ASSERT(bufferData != nullptr);
-
- ptrdiff_t offset =
- reinterpret_cast<ptrdiff_t>(indexInfo->srcIndexData.srcIndices);
- indexInfo->srcIndexData.srcBuffer = nullptr;
- indexInfo->srcIndexData.srcIndices = bufferData + offset;
- }
-
- ANGLE_TRY_RESULT(bufferStorage->getEmulatedIndexedBuffer(
- context, &indexInfo->srcIndexData, attrib, start),
- buffer);
- }
- else
- {
- ANGLE_TRY_RESULT(
- bufferStorage->getBuffer(context, BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK),
- buffer);
- }
-
- vertexStride = attrib.stride;
- ANGLE_TRY_RESULT(attrib.computeOffset(start), vertexOffset);
- }
-
- size_t bufferIndex = reservedBuffers + attribIndex;
-
- stateManager->queueVertexBufferChange(bufferIndex, buffer, vertexStride, vertexOffset);
- }
-
- // Instanced PointSprite emulation requires two additional ID3D11Buffers. A vertex buffer needs
- // to be created and added to the list of current buffers, strides and offsets collections.
- // This buffer contains the vertices for a single PointSprite quad.
- // An index buffer also needs to be created and applied because rendering instanced data on
- // D3D11 FL9_3 requires DrawIndexedInstanced() to be used. Shaders that contain gl_PointSize and
- // used without the GL_POINTS rendering mode require a vertex buffer because some drivers cannot
- // handle missing vertex data and will TDR the system.
- if (programUsesInstancedPointSprites)
- {
- const UINT pointSpriteVertexStride = sizeof(float) * 5;
-
- if (!mPointSpriteVertexBuffer.valid())
- {
- static const float pointSpriteVertices[] =
- {
- // Position // TexCoord
- -1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- -1.0f, 1.0f, 0.0f, 0.0f, 0.0f,
- 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- 1.0f, -1.0f, 0.0f, 1.0f, 1.0f,
- -1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- };
-
- D3D11_SUBRESOURCE_DATA vertexBufferData = { pointSpriteVertices, 0, 0 };
- D3D11_BUFFER_DESC vertexBufferDesc;
- vertexBufferDesc.ByteWidth = sizeof(pointSpriteVertices);
- vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
- vertexBufferDesc.CPUAccessFlags = 0;
- vertexBufferDesc.MiscFlags = 0;
- vertexBufferDesc.StructureByteStride = 0;
-
- ANGLE_TRY(renderer->allocateResource(vertexBufferDesc, &vertexBufferData,
- &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.
- UINT stride = instancedPointSpritesActive ? pointSpriteVertexStride : 0;
- stateManager->queueVertexBufferChange(0, mPointSpriteVertexBuffer.get(), stride, 0);
-
- if (!mPointSpriteIndexBuffer.valid())
- {
- // Create an index buffer and set it for pointsprite rendering
- static const unsigned short pointSpriteIndices[] =
- {
- 0, 1, 2, 3, 4, 5,
- };
-
- D3D11_SUBRESOURCE_DATA indexBufferData = { pointSpriteIndices, 0, 0 };
- D3D11_BUFFER_DESC indexBufferDesc;
- indexBufferDesc.ByteWidth = sizeof(pointSpriteIndices);
- indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
- indexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
- indexBufferDesc.CPUAccessFlags = 0;
- indexBufferDesc.MiscFlags = 0;
- indexBufferDesc.StructureByteStride = 0;
-
- ANGLE_TRY(renderer->allocateResource(indexBufferDesc, &indexBufferData,
- &mPointSpriteIndexBuffer));
- }
-
- if (instancedPointSpritesActive)
- {
- // The index buffer is applied here because Instanced PointSprite emulation uses the a
- // 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.
- stateManager->setIndexBuffer(mPointSpriteIndexBuffer.get(), DXGI_FORMAT_R16_UINT, 0);
- }
- }
-
- stateManager->applyVertexBufferChanges();
- return gl::NoError();
-}
-
-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 < currentAttributes.size(); ++attribIndex)
- {
- const auto &attrib = *currentAttributes[attribIndex];
- size_t bufferIndex = reservedBuffers + attribIndex;
-
- if (attrib.divisor > 0)
- {
- unsigned int offset = 0;
- ANGLE_TRY_RESULT(attrib.computeOffset(startVertex), offset);
- offset += (attrib.stride * (emulatedInstanceId / attrib.divisor));
- stateManager->queueVertexOffsetChange(bufferIndex, offset);
- }
- }
-
- stateManager->applyVertexBufferChanges();
- return gl::NoError();
-}
-
-gl::Error InputLayoutCache::updateInputLayout(
- Renderer11 *renderer,
- const gl::State &state,
- const std::vector<const TranslatedAttribute *> &currentAttributes,
- GLenum mode,
- const AttribIndexArray &sortedSemanticIndices,
- const DrawCallVertexParams &vertexParams)
-{
- gl::Program *program = state.getProgram();
- const auto &shaderAttributes = program->getAttributes();
- PackedAttributeLayout layout;
-
- ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
- bool programUsesInstancedPointSprites =
- programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation();
- bool instancedPointSpritesActive = programUsesInstancedPointSprites && (mode == GL_POINTS);
-
- if (programUsesInstancedPointSprites)
- {
- layout.flags |= PackedAttributeLayout::FLAG_USES_INSTANCED_SPRITES;
- }
-
- if (instancedPointSpritesActive)
- {
- layout.flags |= PackedAttributeLayout::FLAG_INSTANCED_SPRITES_ACTIVE;
- }
-
- if (vertexParams.instances() > 0)
- {
- layout.flags |= PackedAttributeLayout::FLAG_INSTANCED_RENDERING_ACTIVE;
- }
-
- 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 : program->getActiveAttribLocationsMask())
- {
- // 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, attribIndex);
-
- 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);
- }
-
- const d3d11::InputLayout *inputLayout = nullptr;
- if (layout.numAttributes > 0 || layout.flags != 0)
- {
- auto it = mLayoutCache.Get(layout);
- if (it != mLayoutCache.end())
- {
- inputLayout = &it->second;
- }
- else
- {
- angle::TrimCache(mLayoutCache.max_size() / 2, kGCLimit, "input layout", &mLayoutCache);
-
- d3d11::InputLayout newInputLayout;
- ANGLE_TRY(createInputLayout(renderer, sortedSemanticIndices, currentAttributes, mode,
- program, vertexParams, &newInputLayout));
-
- auto insertIt = mLayoutCache.Put(layout, std::move(newInputLayout));
- inputLayout = &insertIt->second;
- }
- }
-
- renderer->getStateManager()->setInputLayout(inputLayout);
- return gl::NoError();
-}
-
-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();
-
- unsigned int inputElementCount = 0;
- std::array<D3D11_INPUT_ELEMENT_DESC, gl::MAX_VERTEX_ATTRIBS> inputElements;
-
- for (size_t attribIndex = 0; attribIndex < currentAttributes.size(); ++attribIndex)
- {
- const auto &attrib = *currentAttributes[attribIndex];
- const int sortedIndex = sortedSemanticIndices[attribIndex];
-
- 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, featureLevel);
-
- auto *inputElement = &inputElements[inputElementCount];
-
- inputElement->SemanticName = "TEXCOORD";
- inputElement->SemanticIndex = sortedIndex;
- inputElement->Format = vertexFormatInfo.nativeFormat;
- inputElement->InputSlot = static_cast<UINT>(attribIndex);
- inputElement->AlignedByteOffset = 0;
- inputElement->InputSlotClass = inputClass;
- inputElement->InstanceDataStepRate = attrib.divisor;
-
- inputElementCount++;
- }
-
- // Instanced PointSprite emulation requires additional entries in the
- // inputlayout to support the vertices that make up the pointsprite quad.
- // We do this even if mode != GL_POINTS, since the shader signature has these inputs, and the
- // input layout must match the shader
- if (programUsesInstancedPointSprites)
- {
- // On 9_3, we must ensure that slot 0 contains non-instanced data.
- // If slot 0 currently contains instanced data then we swap it with a non-instanced element.
- // Note that instancing is only available on 9_3 via ANGLE_instanced_arrays, since 9_3
- // 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 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].InstanceDataStepRate = numIndicesPerInstance;
- }
- }
- inputElements[elementIndex].InputSlot++;
- }
-
- inputElements[inputElementCount].SemanticName = "SPRITEPOSITION";
- inputElements[inputElementCount].SemanticIndex = 0;
- inputElements[inputElementCount].Format = DXGI_FORMAT_R32G32B32_FLOAT;
- inputElements[inputElementCount].InputSlot = 0;
- inputElements[inputElementCount].AlignedByteOffset = 0;
- inputElements[inputElementCount].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
- inputElements[inputElementCount].InstanceDataStepRate = 0;
- inputElementCount++;
-
- inputElements[inputElementCount].SemanticName = "SPRITETEXCOORD";
- inputElements[inputElementCount].SemanticIndex = 0;
- inputElements[inputElementCount].Format = DXGI_FORMAT_R32G32_FLOAT;
- inputElements[inputElementCount].InputSlot = 0;
- inputElements[inputElementCount].AlignedByteOffset = sizeof(float) * 3;
- inputElements[inputElementCount].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
- inputElements[inputElementCount].InstanceDataStepRate = 0;
- inputElementCount++;
- }
-
- ShaderExecutableD3D *shader = nullptr;
- ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(&shader, nullptr));
-
- ShaderExecutableD3D *shader11 = GetAs<ShaderExecutable11>(shader);
-
- InputElementArray inputElementArray(inputElements.data(), inputElementCount);
- ShaderData vertexShaderData(shader11->getFunction(), shader11->getLength());
-
- 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