summaryrefslogtreecommitdiffstats
path: root/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp')
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp430
1 files changed, 430 insertions, 0 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
new file mode 100644
index 0000000000..242c09d6ce
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/InputLayoutCache.cpp
@@ -0,0 +1,430 @@
+//
+// 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 "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/ProgramD3D.h"
+#include "libANGLE/renderer/d3d/VertexDataManager.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/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] = 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 (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
+ {
+ SafeRelease(i->second.inputLayout);
+ }
+ mInputLayoutMap.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);
+ }
+}
+
+gl::Error InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
+ GLenum mode, gl::Program *program)
+{
+ ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
+
+ int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS];
+ programD3D->sortAttributesByLayout(attributes, sortedSemanticIndices);
+ bool programUsesInstancedPointSprites = programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation();
+ bool instancedPointSpritesActive = programUsesInstancedPointSprites && (mode == GL_POINTS);
+
+ 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";
+
+ unsigned int firstIndexedElement = gl::MAX_VERTEX_ATTRIBS;
+ unsigned int firstInstancedElement = gl::MAX_VERTEX_ATTRIBS;
+ unsigned int nextAvailableInputSlot = 0;
+
+ 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;
+ // If rendering points and instanced pointsprite emulation is being used, the inputClass is required to be configured as per instance data
+ inputClass = instancedPointSpritesActive ? D3D11_INPUT_PER_INSTANCE_DATA : inputClass;
+
+ gl::VertexFormat vertexFormat(*attributes[i].attribute, attributes[i].currentValueType);
+ const d3d11::VertexFormat &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormat, mFeatureLevel);
+
+ // 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;
+ program->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 = instancedPointSpritesActive ? 1 : attributes[i].divisor;
+
+ if (inputClass == D3D11_INPUT_PER_VERTEX_DATA && firstIndexedElement == gl::MAX_VERTEX_ATTRIBS)
+ {
+ firstIndexedElement = ilKey.elementCount;
+ }
+ else if (inputClass == D3D11_INPUT_PER_INSTANCE_DATA && firstInstancedElement == gl::MAX_VERTEX_ATTRIBS)
+ {
+ firstInstancedElement = ilKey.elementCount;
+ }
+
+ ilKey.elementCount++;
+ nextAvailableInputSlot = i + 1;
+ }
+ }
+
+ // 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)
+ {
+ ilKey.elements[ilKey.elementCount].desc.SemanticName = "SPRITEPOSITION";
+ ilKey.elements[ilKey.elementCount].desc.SemanticIndex = 0;
+ ilKey.elements[ilKey.elementCount].desc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
+ ilKey.elements[ilKey.elementCount].desc.InputSlot = nextAvailableInputSlot;
+ ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = 0;
+ ilKey.elements[ilKey.elementCount].desc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = 0;
+
+ // The new elements are D3D11_INPUT_PER_VERTEX_DATA data so the indexed element
+ // tracking must be applied. This ensures that the instancing specific
+ // buffer swapping logic continues to work.
+ if (firstIndexedElement == gl::MAX_VERTEX_ATTRIBS)
+ {
+ firstIndexedElement = ilKey.elementCount;
+ }
+
+ ilKey.elementCount++;
+
+ ilKey.elements[ilKey.elementCount].desc.SemanticName = "SPRITETEXCOORD";
+ ilKey.elements[ilKey.elementCount].desc.SemanticIndex = 0;
+ ilKey.elements[ilKey.elementCount].desc.Format = DXGI_FORMAT_R32G32_FLOAT;
+ ilKey.elements[ilKey.elementCount].desc.InputSlot = nextAvailableInputSlot;
+ ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = sizeof(float) * 3;
+ ilKey.elements[ilKey.elementCount].desc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = 0;
+
+ ilKey.elementCount++;
+ }
+
+ // 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.
+ ASSERT(!(mFeatureLevel <= D3D_FEATURE_LEVEL_9_3 && firstIndexedElement == gl::MAX_VERTEX_ATTRIBS));
+ bool moveFirstIndexedIntoSlotZero = mFeatureLevel <= D3D_FEATURE_LEVEL_9_3 && firstInstancedElement == 0 && firstIndexedElement != gl::MAX_VERTEX_ATTRIBS;
+
+ if (moveFirstIndexedIntoSlotZero)
+ {
+ ilKey.elements[firstInstancedElement].desc.InputSlot = ilKey.elements[firstIndexedElement].desc.InputSlot;
+ ilKey.elements[firstIndexedElement].desc.InputSlot = 0;
+
+ // Instanced PointSprite emulation uses multiple layout entries across a single vertex buffer.
+ // If an index swap is performed, we need to ensure that all elements get the proper InputSlot.
+ if (programUsesInstancedPointSprites)
+ {
+ ilKey.elements[firstIndexedElement + 1].desc.InputSlot = 0;
+ }
+ }
+
+ 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);
+
+ ShaderExecutableD3D *shader = NULL;
+ gl::Error error = programD3D->getVertexExecutableForInputLayout(shaderInputLayout, &shader, nullptr);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ShaderExecutableD3D *shader11 = ShaderExecutable11::makeShaderExecutable11(shader);
+
+ 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, shader11->getFunction(), shader11->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;
+ unsigned int nextAvailableIndex = 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 a non null ID3D11Buffer is being assigned to mCurrentBuffers,
+ // then the next available index needs to be tracked to ensure
+ // that any instanced pointsprite emulation buffers will be properly packed.
+ if (buffer)
+ {
+ nextAvailableIndex = i + 1;
+ }
+ }
+ }
+
+ // 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.
+ if (instancedPointSpritesActive)
+ {
+ HRESULT result = S_OK;
+ const UINT pointSpriteVertexStride = sizeof(float) * 5;
+
+ if (!mPointSpriteVertexBuffer)
+ {
+ 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;
+
+ 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);
+ }
+ }
+
+ mCurrentBuffers[nextAvailableIndex] = mPointSpriteVertexBuffer;
+ mCurrentVertexStrides[nextAvailableIndex] = pointSpriteVertexStride;
+ mCurrentVertexOffsets[nextAvailableIndex] = 0;
+
+ if (!mPointSpriteIndexBuffer)
+ {
+ // 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;
+
+ 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);
+ }
+ }
+
+ // 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.
+ mDeviceContext->IASetIndexBuffer(mPointSpriteIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
+ }
+
+ if (moveFirstIndexedIntoSlotZero)
+ {
+ // In this case, we swapped the slots of the first instanced element and the first indexed element, to ensure
+ // that the first slot contains non-instanced data (required by Feature Level 9_3).
+ // We must also swap the corresponding buffers sent to IASetVertexBuffers so that the correct data is sent to each slot.
+ std::swap(mCurrentBuffers[firstIndexedElement], mCurrentBuffers[firstInstancedElement]);
+ std::swap(mCurrentVertexStrides[firstIndexedElement], mCurrentVertexStrides[firstInstancedElement]);
+ std::swap(mCurrentVertexOffsets[firstIndexedElement], mCurrentVertexOffsets[firstInstancedElement]);
+ }
+
+ 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());
+}
+
+}