#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; mCurrentIL = NULL; for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { mCurrentBuffers[i] = -1; mCurrentVertexStrides[i] = -1; mCurrentVertexOffsets[i] = -1; } } 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(); markDirty(); } void InputLayoutCache::markDirty() { mCurrentIL = NULL; for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { mCurrentBuffers[i] = -1; mCurrentVertexStrides[i] = -1; mCurrentVertexOffsets[i] = -1; } } 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 }; unsigned int vertexBufferSerials[gl::MAX_VERTEX_ATTRIBS] = { 0 }; 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.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 = attributes[i].attribute->mArrayEnabled ? vertexBuffer->getDXGIFormat(*attributes[i].attribute) : DXGI_FORMAT_R32G32B32A32_FLOAT; 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 = attributes[i].divisor; ilKey.elementCount++; vertexBuffers[i] = bufferStorage ? bufferStorage->getBuffer() : vertexBuffer->getBuffer(); vertexBufferSerials[i] = bufferStorage ? bufferStorage->getSerial() : vertexBuffer->getSerial(); 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()); 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, 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)); } if (inputLayout != mCurrentIL) { mDeviceContext->IASetInputLayout(inputLayout); mCurrentIL = inputLayout; } for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { if (vertexBufferSerials[i] != mCurrentBuffers[i] || vertexStrides[i] != mCurrentVertexStrides[i] || vertexOffsets[i] != mCurrentVertexOffsets[i]) { mDeviceContext->IASetVertexBuffers(i, 1, &vertexBuffers[i], &vertexStrides[i], &vertexOffsets[i]); mCurrentBuffers[i] = vertexBufferSerials[i]; mCurrentVertexStrides[i] = vertexStrides[i]; mCurrentVertexOffsets[i] = vertexOffsets[i]; } } 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.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()); } }