| // |
| // 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 "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h" |
| |
| #include "common/bitset_utils.h" |
| #include "common/third_party/murmurhash/MurmurHash3.h" |
| #include "common/utilities.h" |
| #include "libANGLE/Program.h" |
| #include "libANGLE/VertexArray.h" |
| #include "libANGLE/VertexAttribute.h" |
| #include "libANGLE/renderer/d3d/IndexDataManager.h" |
| #include "libANGLE/renderer/d3d/ProgramD3D.h" |
| #include "libANGLE/renderer/d3d/VertexDataManager.h" |
| #include "libANGLE/renderer/d3d/d3d11/Buffer11.h" |
| #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" |
| #include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h" |
| #include "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h" |
| #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" |
| |
| namespace rx |
| { |
| |
| namespace |
| { |
| |
| size_t GetReservedBufferCount(bool usesPointSpriteEmulation) |
| { |
| return usesPointSpriteEmulation ? 1 : 0; |
| } |
| |
| GLenum GetGLSLAttributeType(const std::vector<sh::Attribute> &shaderAttributes, size_t index) |
| { |
| // Count matrices differently |
| for (const sh::Attribute &attrib : shaderAttributes) |
| { |
| if (attrib.location == -1) |
| { |
| continue; |
| } |
| |
| GLenum transposedType = gl::TransposeMatrixType(attrib.type); |
| int rows = gl::VariableRowCount(transposedType); |
| int intIndex = static_cast<int>(index); |
| |
| if (intIndex >= attrib.location && intIndex < attrib.location + rows) |
| { |
| return transposedType; |
| } |
| } |
| |
| UNREACHABLE(); |
| return GL_NONE; |
| } |
| |
| struct PackedAttribute |
| { |
| uint8_t attribType; |
| uint8_t semanticIndex; |
| uint8_t vertexFormatType; |
| uint8_t divisor; |
| }; |
| |
| } // anonymous namespace |
| |
| PackedAttributeLayout::PackedAttributeLayout() : numAttributes(0), flags(0), attributeData({}) |
| { |
| } |
| |
| void PackedAttributeLayout::addAttributeData(GLenum glType, |
| UINT semanticIndex, |
| gl::VertexFormatType vertexFormatType, |
| unsigned int divisor) |
| { |
| gl::AttributeType attribType = gl::GetAttributeType(glType); |
| |
| PackedAttribute packedAttrib; |
| packedAttrib.attribType = static_cast<uint8_t>(attribType); |
| packedAttrib.semanticIndex = static_cast<uint8_t>(semanticIndex); |
| packedAttrib.vertexFormatType = static_cast<uint8_t>(vertexFormatType); |
| packedAttrib.divisor = static_cast<uint8_t>(divisor); |
| |
| ASSERT(static_cast<gl::AttributeType>(packedAttrib.attribType) == attribType); |
| ASSERT(static_cast<UINT>(packedAttrib.semanticIndex) == semanticIndex); |
| ASSERT(static_cast<gl::VertexFormatType>(packedAttrib.vertexFormatType) == vertexFormatType); |
| ASSERT(static_cast<unsigned int>(packedAttrib.divisor) == divisor); |
| |
| static_assert(sizeof(uint32_t) == sizeof(PackedAttribute), "PackedAttributes must be 32-bits exactly."); |
| |
| attributeData[numAttributes++] = gl::bitCast<uint32_t>(packedAttrib); |
| } |
| |
| bool PackedAttributeLayout::operator==(const PackedAttributeLayout &other) const |
| { |
| return (numAttributes == other.numAttributes) && (flags == other.flags) && |
| (attributeData == other.attributeData); |
| } |
| |
| InputLayoutCache::InputLayoutCache() |
| : mLayoutCache(kDefaultCacheSize * 2), mPointSpriteVertexBuffer(), mPointSpriteIndexBuffer() |
| { |
| } |
| |
| InputLayoutCache::~InputLayoutCache() |
| { |
| } |
| |
| void InputLayoutCache::clear() |
| { |
| mLayoutCache.Clear(); |
| mPointSpriteVertexBuffer.reset(); |
| mPointSpriteIndexBuffer.reset(); |
| } |
| |
| gl::Error InputLayoutCache::applyVertexBuffers( |
| Renderer11 *renderer, |
| const gl::State &state, |
| const std::vector<const TranslatedAttribute *> ¤tAttributes, |
| GLenum mode, |
| GLint start, |
| TranslatedIndexData *indexInfo) |
| { |
| ID3D11DeviceContext *deviceContext = renderer->getDeviceContext(); |
| auto *stateManager = renderer->getStateManager(); |
| |
| gl::Program *program = state.getProgram(); |
| ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program); |
| |
| bool programUsesInstancedPointSprites = programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation(); |
| bool instancedPointSpritesActive = programUsesInstancedPointSprites && (mode == GL_POINTS); |
| |
| // Note that if we use instance emulation, we reserve the first buffer slot. |
| size_t reservedBuffers = GetReservedBufferCount(programUsesInstancedPointSprites); |
| |
| for (size_t attribIndex = 0; attribIndex < (gl::MAX_VERTEX_ATTRIBS - reservedBuffers); |
| ++attribIndex) |
| { |
| ID3D11Buffer *buffer = nullptr; |
| UINT vertexStride = 0; |
| UINT vertexOffset = 0; |
| |
| if (attribIndex < currentAttributes.size()) |
| { |
| const auto &attrib = *currentAttributes[attribIndex]; |
| Buffer11 *bufferStorage = attrib.storage ? GetAs<Buffer11>(attrib.storage) : nullptr; |
| |
| // If indexed pointsprite emulation is active, then we need to take a less efficent code path. |
| // Emulated indexed pointsprite rendering requires that the vertex buffers match exactly to |
| // the indices passed by the caller. This could expand or shrink the vertex buffer depending |
| // on the number of points indicated by the index list or how many duplicates are found on the index list. |
| if (bufferStorage == nullptr) |
| { |
| ASSERT(attrib.vertexBuffer.get()); |
| buffer = GetAs<VertexBuffer11>(attrib.vertexBuffer.get())->getBuffer().get(); |
| } |
| else if (instancedPointSpritesActive && (indexInfo != nullptr)) |
| { |
| if (indexInfo->srcIndexData.srcBuffer != nullptr) |
| { |
| const uint8_t *bufferData = nullptr; |
| ANGLE_TRY(indexInfo->srcIndexData.srcBuffer->getData(&bufferData)); |
| ASSERT(bufferData != nullptr); |
| |
| ptrdiff_t offset = |
| reinterpret_cast<ptrdiff_t>(indexInfo->srcIndexData.srcIndices); |
| indexInfo->srcIndexData.srcBuffer = nullptr; |
| indexInfo->srcIndexData.srcIndices = bufferData + offset; |
| } |
| |
| ANGLE_TRY_RESULT(bufferStorage->getEmulatedIndexedBuffer(&indexInfo->srcIndexData, |
| attrib, start), |
| buffer); |
| } |
| else |
| { |
| ANGLE_TRY_RESULT( |
| bufferStorage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK), buffer); |
| } |
| |
| vertexStride = attrib.stride; |
| ANGLE_TRY_RESULT(attrib.computeOffset(start), vertexOffset); |
| } |
| |
| size_t bufferIndex = reservedBuffers + attribIndex; |
| |
| stateManager->queueVertexBufferChange(bufferIndex, buffer, vertexStride, vertexOffset); |
| } |
| |
| // Instanced PointSprite emulation requires two additional ID3D11Buffers. A vertex buffer needs |
| // to be created and added to the list of current buffers, strides and offsets collections. |
| // This buffer contains the vertices for a single PointSprite quad. |
| // An index buffer also needs to be created and applied because rendering instanced data on |
| // D3D11 FL9_3 requires DrawIndexedInstanced() to be used. Shaders that contain gl_PointSize and |
| // used without the GL_POINTS rendering mode require a vertex buffer because some drivers cannot |
| // handle missing vertex data and will TDR the system. |
| if (programUsesInstancedPointSprites) |
| { |
| const UINT pointSpriteVertexStride = sizeof(float) * 5; |
| |
| if (!mPointSpriteVertexBuffer.valid()) |
| { |
| static const float pointSpriteVertices[] = |
| { |
| // Position // TexCoord |
| -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, |
| -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, |
| 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, |
| 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, |
| -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, |
| 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, |
| }; |
| |
| D3D11_SUBRESOURCE_DATA vertexBufferData = { pointSpriteVertices, 0, 0 }; |
| D3D11_BUFFER_DESC vertexBufferDesc; |
| vertexBufferDesc.ByteWidth = sizeof(pointSpriteVertices); |
| vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
| vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE; |
| vertexBufferDesc.CPUAccessFlags = 0; |
| vertexBufferDesc.MiscFlags = 0; |
| vertexBufferDesc.StructureByteStride = 0; |
| |
| ANGLE_TRY(renderer->allocateResource(vertexBufferDesc, &vertexBufferData, |
| &mPointSpriteVertexBuffer)); |
| } |
| |
| // Set the stride to 0 if GL_POINTS mode is not being used to instruct the driver to avoid |
| // indexing into the vertex buffer. |
| UINT stride = instancedPointSpritesActive ? pointSpriteVertexStride : 0; |
| stateManager->queueVertexBufferChange(0, mPointSpriteVertexBuffer.get(), stride, 0); |
| |
| if (!mPointSpriteIndexBuffer.valid()) |
| { |
| // Create an index buffer and set it for pointsprite rendering |
| static const unsigned short pointSpriteIndices[] = |
| { |
| 0, 1, 2, 3, 4, 5, |
| }; |
| |
| D3D11_SUBRESOURCE_DATA indexBufferData = { pointSpriteIndices, 0, 0 }; |
| D3D11_BUFFER_DESC indexBufferDesc; |
| indexBufferDesc.ByteWidth = sizeof(pointSpriteIndices); |
| indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; |
| indexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE; |
| indexBufferDesc.CPUAccessFlags = 0; |
| indexBufferDesc.MiscFlags = 0; |
| indexBufferDesc.StructureByteStride = 0; |
| |
| ANGLE_TRY(renderer->allocateResource(indexBufferDesc, &indexBufferData, |
| &mPointSpriteIndexBuffer)); |
| } |
| |
| if (instancedPointSpritesActive) |
| { |
| // The index buffer is applied here because Instanced PointSprite emulation uses the a |
| // non-indexed rendering path in ANGLE (DrawArrays). This means that applyIndexBuffer() |
| // on the renderer will not be called and setting this buffer here ensures that the |
| // rendering path will contain the correct index buffers. |
| deviceContext->IASetIndexBuffer(mPointSpriteIndexBuffer.get(), DXGI_FORMAT_R16_UINT, 0); |
| } |
| } |
| |
| stateManager->applyVertexBufferChanges(); |
| return gl::NoError(); |
| } |
| |
| gl::Error InputLayoutCache::updateVertexOffsetsForPointSpritesEmulation( |
| Renderer11 *renderer, |
| const std::vector<const TranslatedAttribute *> ¤tAttributes, |
| GLint startVertex, |
| GLsizei emulatedInstanceId) |
| { |
| auto *stateManager = renderer->getStateManager(); |
| |
| size_t reservedBuffers = GetReservedBufferCount(true); |
| for (size_t attribIndex = 0; attribIndex < currentAttributes.size(); ++attribIndex) |
| { |
| const auto &attrib = *currentAttributes[attribIndex]; |
| size_t bufferIndex = reservedBuffers + attribIndex; |
| |
| if (attrib.divisor > 0) |
| { |
| unsigned int offset = 0; |
| ANGLE_TRY_RESULT(attrib.computeOffset(startVertex), offset); |
| offset += (attrib.stride * (emulatedInstanceId / attrib.divisor)); |
| stateManager->queueVertexOffsetChange(bufferIndex, offset); |
| } |
| } |
| |
| stateManager->applyVertexBufferChanges(); |
| return gl::NoError(); |
| } |
| |
| gl::Error InputLayoutCache::updateInputLayout( |
| Renderer11 *renderer, |
| const gl::State &state, |
| const std::vector<const TranslatedAttribute *> ¤tAttributes, |
| GLenum mode, |
| const AttribIndexArray &sortedSemanticIndices, |
| GLsizei numIndicesPerInstance) |
| { |
| gl::Program *program = state.getProgram(); |
| const auto &shaderAttributes = program->getAttributes(); |
| PackedAttributeLayout layout; |
| |
| ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program); |
| bool programUsesInstancedPointSprites = |
| programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation(); |
| bool instancedPointSpritesActive = programUsesInstancedPointSprites && (mode == GL_POINTS); |
| |
| if (programUsesInstancedPointSprites) |
| { |
| layout.flags |= PackedAttributeLayout::FLAG_USES_INSTANCED_SPRITES; |
| } |
| |
| if (instancedPointSpritesActive) |
| { |
| layout.flags |= PackedAttributeLayout::FLAG_INSTANCED_SPRITES_ACTIVE; |
| } |
| |
| if (numIndicesPerInstance > 0) |
| { |
| layout.flags |= PackedAttributeLayout::FLAG_INSTANCED_RENDERING_ACTIVE; |
| } |
| |
| const auto &attribs = state.getVertexArray()->getVertexAttributes(); |
| const auto &bindings = state.getVertexArray()->getVertexBindings(); |
| const auto &locationToSemantic = programD3D->getAttribLocationToD3DSemantics(); |
| int divisorMultiplier = program->usesMultiview() ? program->getNumViews() : 1; |
| |
| for (size_t attribIndex : program->getActiveAttribLocationsMask()) |
| { |
| // Record the type of the associated vertex shader vector in our key |
| // This will prevent mismatched vertex shaders from using the same input layout |
| GLenum glslElementType = GetGLSLAttributeType(shaderAttributes, attribIndex); |
| |
| const auto &attrib = attribs[attribIndex]; |
| const auto &binding = bindings[attrib.bindingIndex]; |
| int d3dSemantic = locationToSemantic[attribIndex]; |
| |
| const auto ¤tValue = |
| state.getVertexAttribCurrentValue(static_cast<unsigned int>(attribIndex)); |
| gl::VertexFormatType vertexFormatType = gl::GetVertexFormatType(attrib, currentValue.Type); |
| |
| layout.addAttributeData(glslElementType, d3dSemantic, vertexFormatType, |
| binding.getDivisor() * divisorMultiplier); |
| } |
| |
| const d3d11::InputLayout *inputLayout = nullptr; |
| if (layout.numAttributes > 0 || layout.flags != 0) |
| { |
| auto it = mLayoutCache.Get(layout); |
| if (it != mLayoutCache.end()) |
| { |
| inputLayout = &it->second; |
| } |
| else |
| { |
| angle::TrimCache(mLayoutCache.max_size() / 2, kGCLimit, "input layout", &mLayoutCache); |
| |
| d3d11::InputLayout newInputLayout; |
| ANGLE_TRY(createInputLayout(renderer, sortedSemanticIndices, currentAttributes, mode, |
| program, numIndicesPerInstance, &newInputLayout)); |
| |
| auto insertIt = mLayoutCache.Put(layout, std::move(newInputLayout)); |
| inputLayout = &insertIt->second; |
| } |
| } |
| |
| renderer->getStateManager()->setInputLayout(inputLayout); |
| return gl::NoError(); |
| } |
| |
| gl::Error InputLayoutCache::createInputLayout( |
| Renderer11 *renderer, |
| const AttribIndexArray &sortedSemanticIndices, |
| const std::vector<const TranslatedAttribute *> ¤tAttributes, |
| GLenum mode, |
| gl::Program *program, |
| GLsizei numIndicesPerInstance, |
| d3d11::InputLayout *inputLayoutOut) |
| { |
| ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program); |
| auto featureLevel = renderer->getRenderer11DeviceCaps().featureLevel; |
| |
| bool programUsesInstancedPointSprites = |
| programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation(); |
| |
| unsigned int inputElementCount = 0; |
| std::array<D3D11_INPUT_ELEMENT_DESC, gl::MAX_VERTEX_ATTRIBS> inputElements; |
| |
| for (size_t attribIndex = 0; attribIndex < currentAttributes.size(); ++attribIndex) |
| { |
| const auto &attrib = *currentAttributes[attribIndex]; |
| const int sortedIndex = sortedSemanticIndices[attribIndex]; |
| |
| D3D11_INPUT_CLASSIFICATION inputClass = |
| attrib.divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA; |
| |
| const auto &vertexFormatType = |
| gl::GetVertexFormatType(*attrib.attribute, attrib.currentValueType); |
| const auto &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormatType, featureLevel); |
| |
| auto *inputElement = &inputElements[inputElementCount]; |
| |
| inputElement->SemanticName = "TEXCOORD"; |
| inputElement->SemanticIndex = sortedIndex; |
| inputElement->Format = vertexFormatInfo.nativeFormat; |
| inputElement->InputSlot = static_cast<UINT>(attribIndex); |
| inputElement->AlignedByteOffset = 0; |
| inputElement->InputSlotClass = inputClass; |
| inputElement->InstanceDataStepRate = attrib.divisor; |
| |
| inputElementCount++; |
| } |
| |
| // Instanced PointSprite emulation requires additional entries in the |
| // inputlayout to support the vertices that make up the pointsprite quad. |
| // We do this even if mode != GL_POINTS, since the shader signature has these inputs, and the |
| // input layout must match the shader |
| if (programUsesInstancedPointSprites) |
| { |
| // On 9_3, we must ensure that slot 0 contains non-instanced data. |
| // If slot 0 currently contains instanced data then we swap it with a non-instanced element. |
| // Note that instancing is only available on 9_3 via ANGLE_instanced_arrays, since 9_3 |
| // doesn't support OpenGL ES 3.0. |
| // As per the spec for ANGLE_instanced_arrays, not all attributes can be instanced |
| // simultaneously, so a non-instanced element must exist. |
| for (size_t elementIndex = 0; elementIndex < inputElementCount; ++elementIndex) |
| { |
| // If rendering points and instanced pointsprite emulation is being used, the |
| // inputClass is required to be configured as per instance data |
| if (mode == GL_POINTS) |
| { |
| inputElements[elementIndex].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA; |
| inputElements[elementIndex].InstanceDataStepRate = 1; |
| if (numIndicesPerInstance > 0 && currentAttributes[elementIndex]->divisor > 0) |
| { |
| inputElements[elementIndex].InstanceDataStepRate = numIndicesPerInstance; |
| } |
| } |
| inputElements[elementIndex].InputSlot++; |
| } |
| |
| inputElements[inputElementCount].SemanticName = "SPRITEPOSITION"; |
| inputElements[inputElementCount].SemanticIndex = 0; |
| inputElements[inputElementCount].Format = DXGI_FORMAT_R32G32B32_FLOAT; |
| inputElements[inputElementCount].InputSlot = 0; |
| inputElements[inputElementCount].AlignedByteOffset = 0; |
| inputElements[inputElementCount].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; |
| inputElements[inputElementCount].InstanceDataStepRate = 0; |
| inputElementCount++; |
| |
| inputElements[inputElementCount].SemanticName = "SPRITETEXCOORD"; |
| inputElements[inputElementCount].SemanticIndex = 0; |
| inputElements[inputElementCount].Format = DXGI_FORMAT_R32G32_FLOAT; |
| inputElements[inputElementCount].InputSlot = 0; |
| inputElements[inputElementCount].AlignedByteOffset = sizeof(float) * 3; |
| inputElements[inputElementCount].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; |
| inputElements[inputElementCount].InstanceDataStepRate = 0; |
| inputElementCount++; |
| } |
| |
| ShaderExecutableD3D *shader = nullptr; |
| ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(&shader, nullptr)); |
| |
| ShaderExecutableD3D *shader11 = GetAs<ShaderExecutable11>(shader); |
| |
| InputElementArray inputElementArray(inputElements.data(), inputElementCount); |
| ShaderData vertexShaderData(shader11->getFunction(), shader11->getLength()); |
| |
| ANGLE_TRY(renderer->allocateResource(inputElementArray, &vertexShaderData, inputLayoutOut)); |
| return gl::NoError(); |
| } |
| |
| void InputLayoutCache::setCacheSize(size_t newCacheSize) |
| { |
| // Forces a reset of the cache. |
| LayoutCache newCache(newCacheSize); |
| mLayoutCache.Swap(newCache); |
| } |
| |
| } // namespace rx |