#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. // // VertexDeclarationCache.cpp: Implements a helper class to construct and cache vertex declarations. #include "libGLESv2/ProgramBinary.h" #include "libGLESv2/Context.h" #include "libGLESv2/renderer/VertexBuffer9.h" #include "libGLESv2/renderer/VertexDeclarationCache.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++) { if (mVertexDeclCache[i].vertexDeclaration) { mVertexDeclCache[i].vertexDeclaration->Release(); } } } GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], gl::ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw) { *repeatDraw = 1; int indexedAttribute = gl::MAX_VERTEX_ATTRIBS; int instancedAttribute = gl::MAX_VERTEX_ATTRIBS; 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 } } if (indexedAttribute == gl::MAX_VERTEX_ATTRIBS) { return GL_INVALID_OPERATION; } } 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; } element->Stream = stream; element->Offset = 0; element->Type = attributes[i].attribute->mArrayEnabled ? vertexBuffer->getDeclType(*attributes[i].attribute) : D3DDECLTYPE_FLOAT4; element->Method = D3DDECLMETHOD_DEFAULT; element->Usage = D3DDECLUSAGE_TEXCOORD; element->UsageIndex = programBinary->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_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) { lastCache->vertexDeclaration->Release(); lastCache->vertexDeclaration = NULL; // mLastSetVDecl is set to the replacement, so we don't have to worry // about it. } memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)); device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration); device->SetVertexDeclaration(lastCache->vertexDeclaration); mLastSetVDecl = lastCache->vertexDeclaration; lastCache->lruCount = ++mMaxLru; return 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 } }