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//
// 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 *> &currentAttributes,
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 *> &currentAttributes,
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 *> &currentAttributes,
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 &currentValue =
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 *> &currentAttributes,
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