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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/InputLayoutCache.cpp166
1 files changed, 166 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/InputLayoutCache.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/InputLayoutCache.cpp
new file mode 100644
index 0000000000..0402bb35ac
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/InputLayoutCache.cpp
@@ -0,0 +1,166 @@
+#include "precompiled.h"
+//
+// 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 "libGLESv2/renderer/InputLayoutCache.h"
+#include "libGLESv2/renderer/VertexBuffer11.h"
+#include "libGLESv2/renderer/BufferStorage11.h"
+#include "libGLESv2/renderer/ShaderExecutable11.h"
+#include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/Context.h"
+#include "libGLESv2/renderer/VertexDataManager.h"
+
+#include "third_party/murmurhash/MurmurHash3.h"
+
+namespace rx
+{
+
+const unsigned int InputLayoutCache::kMaxInputLayouts = 1024;
+
+InputLayoutCache::InputLayoutCache() : mInputLayoutMap(kMaxInputLayouts, hashInputLayout, compareInputLayouts)
+{
+ mCounter = 0;
+ mDevice = NULL;
+ mDeviceContext = NULL;
+}
+
+InputLayoutCache::~InputLayoutCache()
+{
+ clear();
+}
+
+void InputLayoutCache::initialize(ID3D11Device *device, ID3D11DeviceContext *context)
+{
+ clear();
+ mDevice = device;
+ mDeviceContext = context;
+}
+
+void InputLayoutCache::clear()
+{
+ for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
+ {
+ i->second.inputLayout->Release();
+ }
+ mInputLayoutMap.clear();
+}
+
+GLenum InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
+ gl::ProgramBinary *programBinary)
+{
+ int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS];
+ programBinary->sortAttributesByLayout(attributes, sortedSemanticIndices);
+
+ if (!mDevice || !mDeviceContext)
+ {
+ ERR("InputLayoutCache is not initialized.");
+ return GL_INVALID_OPERATION;
+ }
+
+ InputLayoutKey ilKey = { 0 };
+
+ ID3D11Buffer *vertexBuffers[gl::MAX_VERTEX_ATTRIBS] = { NULL };
+ UINT vertexStrides[gl::MAX_VERTEX_ATTRIBS] = { 0 };
+ UINT vertexOffsets[gl::MAX_VERTEX_ATTRIBS] = { 0 };
+
+ static const char* semanticName = "TEXCOORD";
+
+ for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (attributes[i].active)
+ {
+ VertexBuffer11 *vertexBuffer = VertexBuffer11::makeVertexBuffer11(attributes[i].vertexBuffer);
+ BufferStorage11 *bufferStorage = attributes[i].storage ? BufferStorage11::makeBufferStorage11(attributes[i].storage) : NULL;
+
+ D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;
+
+ // 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;
+ programBinary->getActiveAttribute(ilKey.elementCount, 0, NULL, &attributeSize, &ilKey.glslElementType[ilKey.elementCount], NULL);
+
+ ilKey.elements[ilKey.elementCount].SemanticName = semanticName;
+ ilKey.elements[ilKey.elementCount].SemanticIndex = sortedSemanticIndices[i];
+ ilKey.elements[ilKey.elementCount].Format = attributes[i].attribute->mArrayEnabled ? vertexBuffer->getDXGIFormat(*attributes[i].attribute) : DXGI_FORMAT_R32G32B32A32_FLOAT;
+ ilKey.elements[ilKey.elementCount].InputSlot = i;
+ ilKey.elements[ilKey.elementCount].AlignedByteOffset = 0;
+ ilKey.elements[ilKey.elementCount].InputSlotClass = inputClass;
+ ilKey.elements[ilKey.elementCount].InstanceDataStepRate = attributes[i].divisor;
+ ilKey.elementCount++;
+
+ vertexBuffers[i] = bufferStorage ? bufferStorage->getBuffer() : vertexBuffer->getBuffer();
+ vertexStrides[i] = attributes[i].stride;
+ vertexOffsets[i] = attributes[i].offset;
+ }
+ }
+
+ ID3D11InputLayout *inputLayout = NULL;
+
+ InputLayoutMap::iterator i = mInputLayoutMap.find(ilKey);
+ if (i != mInputLayoutMap.end())
+ {
+ inputLayout = i->second.inputLayout;
+ i->second.lastUsedTime = mCounter++;
+ }
+ else
+ {
+ ShaderExecutable11 *shader = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
+
+ HRESULT result = mDevice->CreateInputLayout(ilKey.elements, ilKey.elementCount, shader->getFunction(), shader->getLength(), &inputLayout);
+ if (FAILED(result))
+ {
+ ERR("Failed to crate input layout, result: 0x%08x", result);
+ return GL_INVALID_OPERATION;
+ }
+
+ 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;
+ }
+ }
+ leastRecentlyUsed->second.inputLayout->Release();
+ mInputLayoutMap.erase(leastRecentlyUsed);
+ }
+
+ InputLayoutCounterPair inputCounterPair;
+ inputCounterPair.inputLayout = inputLayout;
+ inputCounterPair.lastUsedTime = mCounter++;
+
+ mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair));
+ }
+
+ mDeviceContext->IASetInputLayout(inputLayout);
+ mDeviceContext->IASetVertexBuffers(0, gl::MAX_VERTEX_ATTRIBS, vertexBuffers, vertexStrides, vertexOffsets);
+
+ return 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, sizeof(InputLayoutKey), seed, &hash);
+ return hash;
+}
+
+bool InputLayoutCache::compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b)
+{
+ return memcmp(&a, &b, sizeof(InputLayoutKey)) == 0;
+}
+
+}