#include "precompiled.h" // // Copyright (c) 2012-2013 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 "libGLESv2/renderer/RenderStateCache.h" #include "libGLESv2/renderer/renderer11_utils.h" #include "common/debug.h" #include "third_party/murmurhash/MurmurHash3.h" namespace rx { // 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() : 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() { for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++) { i->second.first->Release(); } mBlendStateCache.clear(); for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++) { i->second.first->Release(); } mRasterizerStateCache.clear(); for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++) { i->second.first->Release(); } mDepthStencilStateCache.clear(); for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++) { i->second.first->Release(); } mSamplerStateCache.clear(); } std::size_t RenderStateCache::hashBlendState(const gl::BlendState &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 gl::BlendState &a, const gl::BlendState &b) { return memcmp(&a, &b, sizeof(gl::BlendState)) == 0; } ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendState) { if (!mDevice) { ERR("RenderStateCache is not initialized."); return NULL; } BlendStateMap::iterator i = mBlendStateCache.find(blendState); if (i != mBlendStateCache.end()) { BlendStateCounterPair &state = i->second; state.second = mCounter++; return state.first; } 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; } } leastRecentlyUsed->second.first->Release(); 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 = 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(blendState.colorMaskRed, blendState.colorMaskGreen, blendState.colorMaskBlue, blendState.colorMaskAlpha); } ID3D11BlendState *dx11BlendState = NULL; HRESULT result = mDevice->CreateBlendState(&blendDesc, &dx11BlendState); if (FAILED(result) || !dx11BlendState) { ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result); return NULL; } mBlendStateCache.insert(std::make_pair(blendState, std::make_pair(dx11BlendState, mCounter++))); return dx11BlendState; } } 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; } ID3D11RasterizerState *RenderStateCache::getRasterizerState(const gl::RasterizerState &rasterState, bool scissorEnabled, unsigned int depthSize) { if (!mDevice) { ERR("RenderStateCache is not initialized."); return NULL; } RasterizerStateKey key; key.rasterizerState = rasterState; key.scissorEnabled = scissorEnabled; key.depthSize = depthSize; RasterizerStateMap::iterator i = mRasterizerStateCache.find(key); if (i != mRasterizerStateCache.end()) { RasterizerStateCounterPair &state = i->second; state.second = mCounter++; return state.first; } 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; } } leastRecentlyUsed->second.first->Release(); 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.DepthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast(depthSize)); rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though. rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor; rasterDesc.DepthClipEnable = TRUE; rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE; rasterDesc.MultisampleEnable = rasterState.multiSample; rasterDesc.AntialiasedLineEnable = FALSE; ID3D11RasterizerState *dx11RasterizerState = NULL; HRESULT result = mDevice->CreateRasterizerState(&rasterDesc, &dx11RasterizerState); if (FAILED(result) || !dx11RasterizerState) { ERR("Unable to create a ID3D11RasterizerState, HRESULT: 0x%X.", result); return NULL; } mRasterizerStateCache.insert(std::make_pair(key, std::make_pair(dx11RasterizerState, mCounter++))); return dx11RasterizerState; } } 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; } ID3D11DepthStencilState *RenderStateCache::getDepthStencilState(const gl::DepthStencilState &dsState) { if (!mDevice) { ERR("RenderStateCache is not initialized."); return NULL; } DepthStencilStateMap::iterator i = mDepthStencilStateCache.find(dsState); if (i != mDepthStencilStateCache.end()) { DepthStencilStateCounterPair &state = i->second; state.second = mCounter++; return state.first; } 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; } } leastRecentlyUsed->second.first->Release(); 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) { ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result); return NULL; } mDepthStencilStateCache.insert(std::make_pair(dsState, std::make_pair(dx11DepthStencilState, mCounter++))); return dx11DepthStencilState; } } 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; } ID3D11SamplerState *RenderStateCache::getSamplerState(const gl::SamplerState &samplerState) { if (!mDevice) { ERR("RenderStateCache is not initialized."); return NULL; } SamplerStateMap::iterator i = mSamplerStateCache.find(samplerState); if (i != mSamplerStateCache.end()) { SamplerStateCounterPair &state = i->second; state.second = mCounter++; return state.first; } 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; } } leastRecentlyUsed->second.first->Release(); mSamplerStateCache.erase(leastRecentlyUsed); } D3D11_SAMPLER_DESC samplerDesc; samplerDesc.Filter = gl_d3d11::ConvertFilter(samplerState.minFilter, samplerState.magFilter, samplerState.maxAnisotropy); samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.wrapS); samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.wrapT); samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.MipLODBias = static_cast(samplerState.lodOffset); samplerDesc.MaxAnisotropy = samplerState.maxAnisotropy; samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; samplerDesc.BorderColor[0] = 0.0f; samplerDesc.BorderColor[1] = 0.0f; samplerDesc.BorderColor[2] = 0.0f; samplerDesc.BorderColor[3] = 0.0f; samplerDesc.MinLOD = gl_d3d11::ConvertMinLOD(samplerState.minFilter, samplerState.lodOffset); samplerDesc.MaxLOD = mDevice->GetFeatureLevel() >= D3D_FEATURE_LEVEL_10_0 ? gl_d3d11::ConvertMaxLOD(samplerState.minFilter, samplerState.lodOffset) : FLT_MAX; ID3D11SamplerState *dx11SamplerState = NULL; HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState); if (FAILED(result) || !dx11SamplerState) { ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result); return NULL; } mSamplerStateCache.insert(std::make_pair(samplerState, std::make_pair(dx11SamplerState, mCounter++))); return dx11SamplerState; } } }