blob: 0402bb35ac986cc00d1986eee9b6546560fc6e2c [file] [log] [blame]
#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/InputLayoutCache.h"
#include "libGLESv2/renderer/VertexBuffer11.h"
#include "libGLESv2/renderer/BufferStorage11.h"
#include "libGLESv2/renderer/ShaderExecutable11.h"
#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/Context.h"
#include "libGLESv2/renderer/VertexDataManager.h"
#include "third_party/murmurhash/MurmurHash3.h"
namespace rx
{
const unsigned int InputLayoutCache::kMaxInputLayouts = 1024;
InputLayoutCache::InputLayoutCache() : mInputLayoutMap(kMaxInputLayouts, hashInputLayout, compareInputLayouts)
{
mCounter = 0;
mDevice = NULL;
mDeviceContext = NULL;
}
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++)
{
i->second.inputLayout->Release();
}
mInputLayoutMap.clear();
}
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 };
ID3D11Buffer *vertexBuffers[gl::MAX_VERTEX_ATTRIBS] = { NULL };
UINT vertexStrides[gl::MAX_VERTEX_ATTRIBS] = { 0 };
UINT vertexOffsets[gl::MAX_VERTEX_ATTRIBS] = { 0 };
static const char* semanticName = "TEXCOORD";
for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
{
if (attributes[i].active)
{
VertexBuffer11 *vertexBuffer = VertexBuffer11::makeVertexBuffer11(attributes[i].vertexBuffer);
BufferStorage11 *bufferStorage = attributes[i].storage ? BufferStorage11::makeBufferStorage11(attributes[i].storage) : NULL;
D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;
// 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.glslElementType[ilKey.elementCount], NULL);
ilKey.elements[ilKey.elementCount].SemanticName = semanticName;
ilKey.elements[ilKey.elementCount].SemanticIndex = sortedSemanticIndices[i];
ilKey.elements[ilKey.elementCount].Format = attributes[i].attribute->mArrayEnabled ? vertexBuffer->getDXGIFormat(*attributes[i].attribute) : DXGI_FORMAT_R32G32B32A32_FLOAT;
ilKey.elements[ilKey.elementCount].InputSlot = i;
ilKey.elements[ilKey.elementCount].AlignedByteOffset = 0;
ilKey.elements[ilKey.elementCount].InputSlotClass = inputClass;
ilKey.elements[ilKey.elementCount].InstanceDataStepRate = attributes[i].divisor;
ilKey.elementCount++;
vertexBuffers[i] = bufferStorage ? bufferStorage->getBuffer() : vertexBuffer->getBuffer();
vertexStrides[i] = attributes[i].stride;
vertexOffsets[i] = attributes[i].offset;
}
}
ID3D11InputLayout *inputLayout = NULL;
InputLayoutMap::iterator i = mInputLayoutMap.find(ilKey);
if (i != mInputLayoutMap.end())
{
inputLayout = i->second.inputLayout;
i->second.lastUsedTime = mCounter++;
}
else
{
ShaderExecutable11 *shader = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
HRESULT result = mDevice->CreateInputLayout(ilKey.elements, 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;
}
}
leastRecentlyUsed->second.inputLayout->Release();
mInputLayoutMap.erase(leastRecentlyUsed);
}
InputLayoutCounterPair inputCounterPair;
inputCounterPair.inputLayout = inputLayout;
inputCounterPair.lastUsedTime = mCounter++;
mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair));
}
mDeviceContext->IASetInputLayout(inputLayout);
mDeviceContext->IASetVertexBuffers(0, gl::MAX_VERTEX_ATTRIBS, vertexBuffers, vertexStrides, vertexOffsets);
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, sizeof(InputLayoutKey), seed, &hash);
return hash;
}
bool InputLayoutCache::compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b)
{
return memcmp(&a, &b, sizeof(InputLayoutKey)) == 0;
}
}