// // 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/d3d/d3d11/InputLayoutCache.h" #include "libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h" #include "libGLESv2/renderer/d3d/d3d11/Buffer11.h" #include "libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h" #include "libGLESv2/renderer/d3d/d3d11/formatutils11.h" #include "libGLESv2/renderer/d3d/ProgramD3D.h" #include "libGLESv2/renderer/d3d/VertexDataManager.h" #include "libGLESv2/ProgramBinary.h" #include "libGLESv2/VertexAttribute.h" #include "third_party/murmurhash/MurmurHash3.h" namespace rx { static void GetInputLayout(const TranslatedAttribute translatedAttributes[gl::MAX_VERTEX_ATTRIBS], gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS]) { for (unsigned int attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++) { const TranslatedAttribute &translatedAttribute = translatedAttributes[attributeIndex]; if (translatedAttributes[attributeIndex].active) { inputLayout[attributeIndex] = gl::VertexFormat(*translatedAttribute.attribute, translatedAttribute.currentValueType); } } } 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] = NULL; 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++) { SafeRelease(i->second.inputLayout); } mInputLayoutMap.clear(); markDirty(); } void InputLayoutCache::markDirty() { mCurrentIL = NULL; for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { mCurrentBuffers[i] = NULL; mCurrentVertexStrides[i] = -1; mCurrentVertexOffsets[i] = -1; } } gl::Error InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS], gl::ProgramBinary *programBinary) { int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS]; programBinary->sortAttributesByLayout(attributes, sortedSemanticIndices); if (!mDevice || !mDeviceContext) { return gl::Error(GL_OUT_OF_MEMORY, "Internal input layout cache is not initialized."); } InputLayoutKey ilKey = { 0 }; static const char* semanticName = "TEXCOORD"; for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { if (attributes[i].active) { D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA; gl::VertexFormat vertexFormat(*attributes[i].attribute, attributes[i].currentValueType); const d3d11::VertexFormat &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormat); // 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(sortedSemanticIndices[i], 0, NULL, &attributeSize, &ilKey.elements[ilKey.elementCount].glslElementType, NULL); ilKey.elements[ilKey.elementCount].desc.SemanticName = semanticName; ilKey.elements[ilKey.elementCount].desc.SemanticIndex = i; ilKey.elements[ilKey.elementCount].desc.Format = vertexFormatInfo.nativeFormat; 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++; } } ID3D11InputLayout *inputLayout = NULL; InputLayoutMap::iterator keyIter = mInputLayoutMap.find(ilKey); if (keyIter != mInputLayoutMap.end()) { inputLayout = keyIter->second.inputLayout; keyIter->second.lastUsedTime = mCounter++; } else { gl::VertexFormat shaderInputLayout[gl::MAX_VERTEX_ATTRIBS]; GetInputLayout(attributes, shaderInputLayout); ProgramD3D *programD3D = ProgramD3D::makeProgramD3D(programBinary->getImplementation()); ShaderExecutable *shader = NULL; gl::Error error = programD3D->getVertexExecutableForInputLayout(shaderInputLayout, &shader); if (error.isError()) { return error; } ShaderExecutable *shader11 = ShaderExecutable11::makeShaderExecutable11(shader); 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, shader11->getFunction(), shader11->getLength(), &inputLayout); if (FAILED(result)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal input layout, HRESULT: 0x%08x", result); } 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; } } SafeRelease(leastRecentlyUsed->second.inputLayout); 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; } bool dirtyBuffers = false; size_t minDiff = gl::MAX_VERTEX_ATTRIBS; size_t maxDiff = 0; for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { ID3D11Buffer *buffer = NULL; if (attributes[i].active) { VertexBuffer11 *vertexBuffer = VertexBuffer11::makeVertexBuffer11(attributes[i].vertexBuffer); Buffer11 *bufferStorage = attributes[i].storage ? Buffer11::makeBuffer11(attributes[i].storage) : NULL; buffer = bufferStorage ? bufferStorage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK) : vertexBuffer->getBuffer(); } UINT vertexStride = attributes[i].stride; UINT vertexOffset = attributes[i].offset; if (buffer != mCurrentBuffers[i] || vertexStride != mCurrentVertexStrides[i] || vertexOffset != mCurrentVertexOffsets[i]) { dirtyBuffers = true; minDiff = std::min(minDiff, static_cast(i)); maxDiff = std::max(maxDiff, static_cast(i)); mCurrentBuffers[i] = buffer; mCurrentVertexStrides[i] = vertexStride; mCurrentVertexOffsets[i] = vertexOffset; } } if (dirtyBuffers) { ASSERT(minDiff <= maxDiff && maxDiff < gl::MAX_VERTEX_ATTRIBS); mDeviceContext->IASetVertexBuffers(minDiff, maxDiff - minDiff + 1, mCurrentBuffers + minDiff, mCurrentVertexStrides + minDiff, mCurrentVertexOffsets + minDiff); } return gl::Error(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()); } }