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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.cpp237
1 files changed, 237 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.cpp
new file mode 100644
index 0000000000..f9eded9b50
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.cpp
@@ -0,0 +1,237 @@
+//
+// 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.
+//
+
+// VertexDeclarationCache.cpp: Implements a helper class to construct and cache vertex declarations.
+
+#include "libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.h"
+#include "libANGLE/renderer/d3d/d3d9/VertexBuffer9.h"
+#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/VertexAttribute.h"
+
+namespace rx
+{
+
+VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
+{
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ mVertexDeclCache[i].vertexDeclaration = NULL;
+ mVertexDeclCache[i].lruCount = 0;
+ }
+
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mAppliedVBs[i].serial = 0;
+ }
+
+ mLastSetVDecl = NULL;
+ mInstancingEnabled = true;
+}
+
+VertexDeclarationCache::~VertexDeclarationCache()
+{
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ SafeRelease(mVertexDeclCache[i].vertexDeclaration);
+ }
+}
+
+gl::Error VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], gl::Program *program, GLsizei instances, GLsizei *repeatDraw)
+{
+ *repeatDraw = 1;
+
+ int indexedAttribute = gl::MAX_VERTEX_ATTRIBS;
+ int instancedAttribute = gl::MAX_VERTEX_ATTRIBS;
+
+ if (instances == 0)
+ {
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; ++i)
+ {
+ if (attributes[i].divisor != 0)
+ {
+ // If a divisor is set, it still applies even if an instanced draw was not used, so treat
+ // as a single-instance draw.
+ instances = 1;
+ break;
+ }
+ }
+ }
+
+ if (instances > 0)
+ {
+ // Find an indexed attribute to be mapped to D3D stream 0
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (attributes[i].active)
+ {
+ if (indexedAttribute == gl::MAX_VERTEX_ATTRIBS && attributes[i].divisor == 0)
+ {
+ indexedAttribute = i;
+ }
+ else if (instancedAttribute == gl::MAX_VERTEX_ATTRIBS && attributes[i].divisor != 0)
+ {
+ instancedAttribute = i;
+ }
+ if (indexedAttribute != gl::MAX_VERTEX_ATTRIBS && instancedAttribute != gl::MAX_VERTEX_ATTRIBS)
+ break; // Found both an indexed and instanced attribute
+ }
+ }
+
+ // The validation layer checks that there is at least one active attribute with a zero divisor as per
+ // the GL_ANGLE_instanced_arrays spec.
+ ASSERT(indexedAttribute != gl::MAX_VERTEX_ATTRIBS);
+ }
+
+ D3DCAPS9 caps;
+ device->GetDeviceCaps(&caps);
+
+ D3DVERTEXELEMENT9 elements[gl::MAX_VERTEX_ATTRIBS + 1];
+ D3DVERTEXELEMENT9 *element = &elements[0];
+
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (attributes[i].active)
+ {
+ // Directly binding the storage buffer is not supported for d3d9
+ ASSERT(attributes[i].storage == NULL);
+
+ int stream = i;
+
+ if (instances > 0)
+ {
+ // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
+ if (instancedAttribute == gl::MAX_VERTEX_ATTRIBS)
+ {
+ *repeatDraw = instances;
+ }
+ else
+ {
+ if (i == indexedAttribute)
+ {
+ stream = 0;
+ }
+ else if (i == 0)
+ {
+ stream = indexedAttribute;
+ }
+
+ UINT frequency = 1;
+
+ if (attributes[i].divisor == 0)
+ {
+ frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
+ }
+ else
+ {
+ frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
+ }
+
+ device->SetStreamSourceFreq(stream, frequency);
+ mInstancingEnabled = true;
+ }
+ }
+
+ VertexBuffer9 *vertexBuffer = VertexBuffer9::makeVertexBuffer9(attributes[i].vertexBuffer);
+
+ if (mAppliedVBs[stream].serial != attributes[i].serial ||
+ mAppliedVBs[stream].stride != attributes[i].stride ||
+ mAppliedVBs[stream].offset != attributes[i].offset)
+ {
+ device->SetStreamSource(stream, vertexBuffer->getBuffer(), attributes[i].offset, attributes[i].stride);
+ mAppliedVBs[stream].serial = attributes[i].serial;
+ mAppliedVBs[stream].stride = attributes[i].stride;
+ mAppliedVBs[stream].offset = attributes[i].offset;
+ }
+
+ gl::VertexFormat vertexFormat(*attributes[i].attribute, GL_FLOAT);
+ const d3d9::VertexFormat &d3d9VertexInfo = d3d9::GetVertexFormatInfo(caps.DeclTypes, vertexFormat);
+
+ element->Stream = stream;
+ element->Offset = 0;
+ element->Type = d3d9VertexInfo.nativeFormat;
+ element->Method = D3DDECLMETHOD_DEFAULT;
+ element->Usage = D3DDECLUSAGE_TEXCOORD;
+ element->UsageIndex = program->getSemanticIndex(i);
+ element++;
+ }
+ }
+
+ if (instances == 0 || instancedAttribute == gl::MAX_VERTEX_ATTRIBS)
+ {
+ if (mInstancingEnabled)
+ {
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ device->SetStreamSourceFreq(i, 1);
+ }
+
+ mInstancingEnabled = false;
+ }
+ }
+
+ static const D3DVERTEXELEMENT9 end = D3DDECL_END();
+ *(element++) = end;
+
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
+ if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
+ {
+ entry->lruCount = ++mMaxLru;
+ if(entry->vertexDeclaration != mLastSetVDecl)
+ {
+ device->SetVertexDeclaration(entry->vertexDeclaration);
+ mLastSetVDecl = entry->vertexDeclaration;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+ }
+ }
+
+ VertexDeclCacheEntry *lastCache = mVertexDeclCache;
+
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
+ {
+ lastCache = &mVertexDeclCache[i];
+ }
+ }
+
+ if (lastCache->vertexDeclaration != NULL)
+ {
+ SafeRelease(lastCache->vertexDeclaration);
+ // mLastSetVDecl is set to the replacement, so we don't have to worry
+ // about it.
+ }
+
+ memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
+ HRESULT result = device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal vertex declaration, result: 0x%X.", result);
+ }
+
+ device->SetVertexDeclaration(lastCache->vertexDeclaration);
+ mLastSetVDecl = lastCache->vertexDeclaration;
+ lastCache->lruCount = ++mMaxLru;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void VertexDeclarationCache::markStateDirty()
+{
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mAppliedVBs[i].serial = 0;
+ }
+
+ mLastSetVDecl = NULL;
+ mInstancingEnabled = true; // Forces it to be disabled when not used
+}
+
+}