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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp452
1 files changed, 452 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp
new file mode 100644
index 0000000000..4990e6bc6e
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp
@@ -0,0 +1,452 @@
+//
+// Copyright (c) 2012-2014 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.
+//
+
+// RenderStateCache.cpp: Defines rx::RenderStateCache, a cache of Direct3D render
+// state objects.
+
+#include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h"
+
+#include <float.h>
+
+#include "common/debug.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "third_party/murmurhash/MurmurHash3.h"
+
+namespace rx
+{
+
+template <typename mapType>
+static void ClearStateMap(mapType &map)
+{
+ for (typename mapType::iterator i = map.begin(); i != map.end(); i++)
+ {
+ SafeRelease(i->second.first);
+ }
+ map.clear();
+}
+
+// MSDN's documentation of ID3D11Device::CreateBlendState, ID3D11Device::CreateRasterizerState,
+// ID3D11Device::CreateDepthStencilState and ID3D11Device::CreateSamplerState claims the maximum
+// number of unique states of each type an application can create is 4096
+const unsigned int RenderStateCache::kMaxBlendStates = 4096;
+const unsigned int RenderStateCache::kMaxRasterizerStates = 4096;
+const unsigned int RenderStateCache::kMaxDepthStencilStates = 4096;
+const unsigned int RenderStateCache::kMaxSamplerStates = 4096;
+
+RenderStateCache::RenderStateCache(Renderer11 *renderer)
+ : mRenderer(renderer),
+ mDevice(NULL),
+ mCounter(0),
+ mBlendStateCache(kMaxBlendStates, hashBlendState, compareBlendStates),
+ mRasterizerStateCache(kMaxRasterizerStates, hashRasterizerState, compareRasterizerStates),
+ mDepthStencilStateCache(kMaxDepthStencilStates, hashDepthStencilState, compareDepthStencilStates),
+ mSamplerStateCache(kMaxSamplerStates, hashSamplerState, compareSamplerStates)
+{
+}
+
+RenderStateCache::~RenderStateCache()
+{
+ clear();
+}
+
+void RenderStateCache::initialize(ID3D11Device *device)
+{
+ clear();
+ mDevice = device;
+}
+
+void RenderStateCache::clear()
+{
+ ClearStateMap(mBlendStateCache);
+ ClearStateMap(mRasterizerStateCache);
+ ClearStateMap(mDepthStencilStateCache);
+ ClearStateMap(mSamplerStateCache);
+}
+
+std::size_t RenderStateCache::hashBlendState(const BlendStateKey &blendState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&blendState, sizeof(gl::BlendState), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareBlendStates(const BlendStateKey &a, const BlendStateKey &b)
+{
+ return memcmp(&a, &b, sizeof(BlendStateKey)) == 0;
+}
+
+gl::Error RenderStateCache::getBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState,
+ ID3D11BlendState **outBlendState)
+{
+ if (!mDevice)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized.");
+ }
+
+ bool mrt = false;
+
+ const FramebufferD3D *framebufferD3D = GetImplAs<FramebufferD3D>(framebuffer);
+ const gl::AttachmentList &colorbuffers = framebufferD3D->getColorAttachmentsForRender(mRenderer->getWorkarounds());
+
+ BlendStateKey key = { 0 };
+ key.blendState = blendState;
+ for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
+ {
+ const gl::FramebufferAttachment *attachment = colorbuffers[colorAttachment];
+
+ auto rtChannels = key.rtChannels[colorAttachment];
+
+ if (attachment)
+ {
+ if (colorAttachment > 0)
+ {
+ mrt = true;
+ }
+
+ rtChannels[0] = attachment->getRedSize() > 0;
+ rtChannels[1] = attachment->getGreenSize() > 0;
+ rtChannels[2] = attachment->getBlueSize() > 0;
+ rtChannels[3] = attachment->getAlphaSize() > 0;
+ }
+ }
+
+ BlendStateMap::iterator keyIter = mBlendStateCache.find(key);
+ if (keyIter != mBlendStateCache.end())
+ {
+ BlendStateCounterPair &state = keyIter->second;
+ state.second = mCounter++;
+ *outBlendState = state.first;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ if (mBlendStateCache.size() >= kMaxBlendStates)
+ {
+ TRACE("Overflowed the limit of %u blend states, removing the least recently used "
+ "to make room.", kMaxBlendStates);
+
+ BlendStateMap::iterator leastRecentlyUsed = mBlendStateCache.begin();
+ for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.first);
+ mBlendStateCache.erase(leastRecentlyUsed);
+ }
+
+ // Create a new blend state and insert it into the cache
+ D3D11_BLEND_DESC blendDesc = { 0 };
+ blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage;
+ blendDesc.IndependentBlendEnable = mrt ? TRUE : FALSE;
+
+ for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
+ {
+ D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = blendDesc.RenderTarget[i];
+
+ rtBlend.BlendEnable = blendState.blend;
+ if (blendState.blend)
+ {
+ rtBlend.SrcBlend = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendRGB, false);
+ rtBlend.DestBlend = gl_d3d11::ConvertBlendFunc(blendState.destBlendRGB, false);
+ rtBlend.BlendOp = gl_d3d11::ConvertBlendOp(blendState.blendEquationRGB);
+
+ rtBlend.SrcBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendAlpha, true);
+ rtBlend.DestBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.destBlendAlpha, true);
+ rtBlend.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha);
+ }
+
+ rtBlend.RenderTargetWriteMask = gl_d3d11::ConvertColorMask(key.rtChannels[i][0] && blendState.colorMaskRed,
+ key.rtChannels[i][1] && blendState.colorMaskGreen,
+ key.rtChannels[i][2] && blendState.colorMaskBlue,
+ key.rtChannels[i][3] && blendState.colorMaskAlpha);
+ }
+
+ ID3D11BlendState *dx11BlendState = NULL;
+ HRESULT result = mDevice->CreateBlendState(&blendDesc, &dx11BlendState);
+ if (FAILED(result) || !dx11BlendState)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result);
+ }
+
+ mBlendStateCache.insert(std::make_pair(key, std::make_pair(dx11BlendState, mCounter++)));
+
+ *outBlendState = dx11BlendState;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+std::size_t RenderStateCache::hashRasterizerState(const RasterizerStateKey &rasterState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&rasterState, sizeof(RasterizerStateKey), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b)
+{
+ return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0;
+}
+
+gl::Error RenderStateCache::getRasterizerState(const gl::RasterizerState &rasterState, bool scissorEnabled,
+ ID3D11RasterizerState **outRasterizerState)
+{
+ if (!mDevice)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized.");
+ }
+
+ RasterizerStateKey key = { 0 };
+ key.rasterizerState = rasterState;
+ key.scissorEnabled = scissorEnabled;
+
+ RasterizerStateMap::iterator keyIter = mRasterizerStateCache.find(key);
+ if (keyIter != mRasterizerStateCache.end())
+ {
+ RasterizerStateCounterPair &state = keyIter->second;
+ state.second = mCounter++;
+ *outRasterizerState = state.first;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ if (mRasterizerStateCache.size() >= kMaxRasterizerStates)
+ {
+ TRACE("Overflowed the limit of %u rasterizer states, removing the least recently used "
+ "to make room.", kMaxRasterizerStates);
+
+ RasterizerStateMap::iterator leastRecentlyUsed = mRasterizerStateCache.begin();
+ for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.first);
+ mRasterizerStateCache.erase(leastRecentlyUsed);
+ }
+
+ D3D11_CULL_MODE cullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode);
+
+ // Disable culling if drawing points
+ if (rasterState.pointDrawMode)
+ {
+ cullMode = D3D11_CULL_NONE;
+ }
+
+ D3D11_RASTERIZER_DESC rasterDesc;
+ rasterDesc.FillMode = D3D11_FILL_SOLID;
+ rasterDesc.CullMode = cullMode;
+ rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE: TRUE;
+ rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though.
+ rasterDesc.DepthClipEnable = TRUE;
+ rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE;
+ rasterDesc.MultisampleEnable = rasterState.multiSample;
+ rasterDesc.AntialiasedLineEnable = FALSE;
+
+ if (rasterState.polygonOffsetFill)
+ {
+ rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor;
+ rasterDesc.DepthBias = (INT)rasterState.polygonOffsetUnits;
+ }
+ else
+ {
+ rasterDesc.SlopeScaledDepthBias = 0.0f;
+ rasterDesc.DepthBias = 0;
+ }
+
+ ID3D11RasterizerState *dx11RasterizerState = NULL;
+ HRESULT result = mDevice->CreateRasterizerState(&rasterDesc, &dx11RasterizerState);
+ if (FAILED(result) || !dx11RasterizerState)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Unable to create a ID3D11RasterizerState, HRESULT: 0x%X.", result);
+ }
+
+ mRasterizerStateCache.insert(std::make_pair(key, std::make_pair(dx11RasterizerState, mCounter++)));
+
+ *outRasterizerState = dx11RasterizerState;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+std::size_t RenderStateCache::hashDepthStencilState(const gl::DepthStencilState &dsState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&dsState, sizeof(gl::DepthStencilState), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b)
+{
+ return memcmp(&a, &b, sizeof(gl::DepthStencilState)) == 0;
+}
+
+gl::Error RenderStateCache::getDepthStencilState(const gl::DepthStencilState &dsState, ID3D11DepthStencilState **outDSState)
+{
+ if (!mDevice)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized.");
+ }
+
+ DepthStencilStateMap::iterator keyIter = mDepthStencilStateCache.find(dsState);
+ if (keyIter != mDepthStencilStateCache.end())
+ {
+ DepthStencilStateCounterPair &state = keyIter->second;
+ state.second = mCounter++;
+ *outDSState = state.first;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ if (mDepthStencilStateCache.size() >= kMaxDepthStencilStates)
+ {
+ TRACE("Overflowed the limit of %u depth stencil states, removing the least recently used "
+ "to make room.", kMaxDepthStencilStates);
+
+ DepthStencilStateMap::iterator leastRecentlyUsed = mDepthStencilStateCache.begin();
+ for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.first);
+ mDepthStencilStateCache.erase(leastRecentlyUsed);
+ }
+
+ D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
+ dsDesc.DepthEnable = dsState.depthTest ? TRUE : FALSE;
+ dsDesc.DepthWriteMask = gl_d3d11::ConvertDepthMask(dsState.depthMask);
+ dsDesc.DepthFunc = gl_d3d11::ConvertComparison(dsState.depthFunc);
+ dsDesc.StencilEnable = dsState.stencilTest ? TRUE : FALSE;
+ dsDesc.StencilReadMask = gl_d3d11::ConvertStencilMask(dsState.stencilMask);
+ dsDesc.StencilWriteMask = gl_d3d11::ConvertStencilMask(dsState.stencilWritemask);
+ dsDesc.FrontFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilFail);
+ dsDesc.FrontFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthFail);
+ dsDesc.FrontFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthPass);
+ dsDesc.FrontFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilFunc);
+ dsDesc.BackFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackFail);
+ dsDesc.BackFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthFail);
+ dsDesc.BackFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthPass);
+ dsDesc.BackFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilBackFunc);
+
+ ID3D11DepthStencilState *dx11DepthStencilState = NULL;
+ HRESULT result = mDevice->CreateDepthStencilState(&dsDesc, &dx11DepthStencilState);
+ if (FAILED(result) || !dx11DepthStencilState)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
+ }
+
+ mDepthStencilStateCache.insert(std::make_pair(dsState, std::make_pair(dx11DepthStencilState, mCounter++)));
+
+ *outDSState = dx11DepthStencilState;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+std::size_t RenderStateCache::hashSamplerState(const gl::SamplerState &samplerState)
+{
+ static const unsigned int seed = 0xABCDEF98;
+
+ std::size_t hash = 0;
+ MurmurHash3_x86_32(&samplerState, sizeof(gl::SamplerState), seed, &hash);
+ return hash;
+}
+
+bool RenderStateCache::compareSamplerStates(const gl::SamplerState &a, const gl::SamplerState &b)
+{
+ return memcmp(&a, &b, sizeof(gl::SamplerState)) == 0;
+}
+
+gl::Error RenderStateCache::getSamplerState(const gl::SamplerState &samplerState, ID3D11SamplerState **outSamplerState)
+{
+ if (!mDevice)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized.");
+ }
+
+ SamplerStateMap::iterator keyIter = mSamplerStateCache.find(samplerState);
+ if (keyIter != mSamplerStateCache.end())
+ {
+ SamplerStateCounterPair &state = keyIter->second;
+ state.second = mCounter++;
+ *outSamplerState = state.first;
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ if (mSamplerStateCache.size() >= kMaxSamplerStates)
+ {
+ TRACE("Overflowed the limit of %u sampler states, removing the least recently used "
+ "to make room.", kMaxSamplerStates);
+
+ SamplerStateMap::iterator leastRecentlyUsed = mSamplerStateCache.begin();
+ for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++)
+ {
+ if (i->second.second < leastRecentlyUsed->second.second)
+ {
+ leastRecentlyUsed = i;
+ }
+ }
+ SafeRelease(leastRecentlyUsed->second.first);
+ mSamplerStateCache.erase(leastRecentlyUsed);
+ }
+
+ D3D11_SAMPLER_DESC samplerDesc;
+ samplerDesc.Filter = gl_d3d11::ConvertFilter(samplerState.minFilter, samplerState.magFilter,
+ samplerState.maxAnisotropy, samplerState.compareMode);
+ samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.wrapS);
+ samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.wrapT);
+ samplerDesc.AddressW = gl_d3d11::ConvertTextureWrap(samplerState.wrapR);
+ samplerDesc.MipLODBias = 0;
+ samplerDesc.MaxAnisotropy = samplerState.maxAnisotropy;
+ samplerDesc.ComparisonFunc = gl_d3d11::ConvertComparison(samplerState.compareFunc);
+ samplerDesc.BorderColor[0] = 0.0f;
+ samplerDesc.BorderColor[1] = 0.0f;
+ samplerDesc.BorderColor[2] = 0.0f;
+ samplerDesc.BorderColor[3] = 0.0f;
+ samplerDesc.MinLOD = samplerState.minLod;
+ samplerDesc.MaxLOD = samplerState.maxLod;
+
+ if (mRenderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3)
+ {
+ // Check that maxLOD is nearly FLT_MAX (1000.0f is the default), since 9_3 doesn't support anything other than FLT_MAX.
+ // Note that Feature Level 9_* only supports GL ES 2.0, so the consumer of ANGLE can't modify the Max LOD themselves.
+ ASSERT(samplerState.maxLod >= 999.9f);
+
+ // Now just set MaxLOD to FLT_MAX. Other parts of the renderer (e.g. the non-zero max LOD workaround) should take account of this.
+ samplerDesc.MaxLOD = FLT_MAX;
+ }
+
+ ID3D11SamplerState *dx11SamplerState = NULL;
+ HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState);
+ if (FAILED(result) || !dx11SamplerState)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Unable to create a ID3D11SamplerState, HRESULT: 0x%X.", result);
+ }
+
+ mSamplerStateCache.insert(std::make_pair(samplerState, std::make_pair(dx11SamplerState, mCounter++)));
+
+ *outSamplerState = dx11SamplerState;
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+}