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-rw-r--r--chromium/third_party/angle/src/libGLESv2/renderer/d3d11/InputLayoutCache.cpp248
1 files changed, 248 insertions, 0 deletions
diff --git a/chromium/third_party/angle/src/libGLESv2/renderer/d3d11/InputLayoutCache.cpp b/chromium/third_party/angle/src/libGLESv2/renderer/d3d11/InputLayoutCache.cpp
new file mode 100644
index 00000000000..7092dc5ddd4
--- /dev/null
+++ b/chromium/third_party/angle/src/libGLESv2/renderer/d3d11/InputLayoutCache.cpp
@@ -0,0 +1,248 @@
+#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/d3d11/InputLayoutCache.h"
+#include "libGLESv2/renderer/d3d11/VertexBuffer11.h"
+#include "libGLESv2/renderer/d3d11/BufferStorage11.h"
+#include "libGLESv2/renderer/d3d11/ShaderExecutable11.h"
+#include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/VertexAttribute.h"
+#include "libGLESv2/renderer/VertexDataManager.h"
+#include "libGLESv2/renderer/d3d11/formatutils11.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;
+ }
+}
+
+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 };
+
+ 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);
+ DXGI_FORMAT dxgiFormat = gl_d3d11::GetNativeVertexFormat(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(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 = dxgiFormat;
+ 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);
+ ShaderExecutable11 *shader = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutableForInputLayout(shaderInputLayout));
+
+ 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;
+ }
+ }
+ 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);
+ BufferStorage11 *bufferStorage = attributes[i].storage ? BufferStorage11::makeBufferStorage11(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<size_t>(i));
+ maxDiff = std::max(maxDiff, static_cast<size_t>(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_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());
+}
+
+}