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kc3-lang/angle/src/libGLESv2/renderer/RenderStateCache.cpp

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  • Author : daniel@transgaming.com
    Date : 2013-01-11 04:10:01
    Hash : 90c634ac
    Message : Color blend options may not be used for SrcBlendAlpha and DestBlendAlpha in D3D11. TRAC #22365 Author: Shannon Woods Signed-off-by: Geoff Lang Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1685 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/renderer/RenderStateCache.cpp
  • //
    // Copyright (c) 2012-2013 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.
    //
    
    // RenderStateCache.cpp: Defines rx::RenderStateCache, a cache of Direct3D render
    // state objects.
    
    #include "libGLESv2/renderer/RenderStateCache.h"
    #include "libGLESv2/renderer/renderer11_utils.h"
    
    #include "common/debug.h"
    #include "third_party/murmurhash/MurmurHash3.h"
    
    namespace rx
    {
    
    // MSDN's documentation of ID3D11Device::CreateBlendState, ID3D11Device::CreateRasterizerState,
    // ID3D11Device::CreateDepthStencilState and ID3D11Device::CreateSamplerState claims the maximum
    // number of unique states of each type an application can create is 4096
    const unsigned int RenderStateCache::kMaxBlendStates = 4096;
    const unsigned int RenderStateCache::kMaxRasterizerStates = 4096;
    const unsigned int RenderStateCache::kMaxDepthStencilStates = 4096;
    const unsigned int RenderStateCache::kMaxSamplerStates = 4096;
    
    RenderStateCache::RenderStateCache() : mDevice(NULL), mCounter(0),
                                           mBlendStateCache(kMaxBlendStates, hashBlendState, compareBlendStates),
                                           mRasterizerStateCache(kMaxRasterizerStates, hashRasterizerState, compareRasterizerStates),
                                           mDepthStencilStateCache(kMaxDepthStencilStates, hashDepthStencilState, compareDepthStencilStates),
                                           mSamplerStateCache(kMaxSamplerStates, hashSamplerState, compareSamplerStates)
    {
    }
    
    RenderStateCache::~RenderStateCache()
    {
        clear();
    }
    
    void RenderStateCache::initialize(ID3D11Device *device)
    {
        clear();
        mDevice = device;
    }
    
    void RenderStateCache::clear()
    {
        for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
        {
            i->second.first->Release();
        }
        mBlendStateCache.clear();
    
        for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++)
        {
            i->second.first->Release();
        }
        mRasterizerStateCache.clear();
    
        for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++)
        {
            i->second.first->Release();
        }
        mDepthStencilStateCache.clear();
    
        for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++)
        {
            i->second.first->Release();
        }
        mSamplerStateCache.clear();
    }
    
    std::size_t RenderStateCache::hashBlendState(const gl::BlendState &blendState)
    {
        static const unsigned int seed = 0xABCDEF98;
    
        std::size_t hash = 0;
        MurmurHash3_x86_32(&blendState, sizeof(gl::BlendState), seed, &hash);
        return hash;
    }
    
    bool RenderStateCache::compareBlendStates(const gl::BlendState &a, const gl::BlendState &b)
    {
        return memcmp(&a, &b, sizeof(gl::BlendState)) == 0;
    }
    
    ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendState)
    {
        if (!mDevice)
        {
            ERR("RenderStateCache is not initialized.");
            return NULL;
        }
    
        BlendStateMap::iterator i = mBlendStateCache.find(blendState);
        if (i != mBlendStateCache.end())
        {
            BlendStateCounterPair &state = i->second;
            state.second = mCounter++;
            return state.first;
        }
        else
        {
            if (mBlendStateCache.size() >= kMaxBlendStates)
            {
                TRACE("Overflowed the limit of %u blend states, removing the least recently used "
                      "to make room.", kMaxBlendStates);
    
                BlendStateMap::iterator leastRecentlyUsed = mBlendStateCache.begin();
                for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
                {
                    if (i->second.second < leastRecentlyUsed->second.second)
                    {
                        leastRecentlyUsed = i;
                    }
                }
                leastRecentlyUsed->second.first->Release();
                mBlendStateCache.erase(leastRecentlyUsed);
            }
    
            // Create a new blend state and insert it into the cache
            D3D11_BLEND_DESC blendDesc = { 0 };
            blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage;
            blendDesc.IndependentBlendEnable = FALSE;
    
            for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
            {
                D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = blendDesc.RenderTarget[i];
    
                rtBlend.BlendEnable = blendState.blend;
                if (blendState.blend)
                {
                    rtBlend.SrcBlend = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendRGB, false);
                    rtBlend.DestBlend = gl_d3d11::ConvertBlendFunc(blendState.destBlendRGB, false);
                    rtBlend.BlendOp = gl_d3d11::ConvertBlendOp(blendState.blendEquationRGB);
    
                    rtBlend.SrcBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendAlpha, true);
                    rtBlend.DestBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.destBlendAlpha, true);
                    rtBlend.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha);
                }
    
                rtBlend.RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendState.colorMaskRed,
                                                                           blendState.colorMaskGreen,
                                                                           blendState.colorMaskBlue,
                                                                           blendState.colorMaskAlpha);
            }
    
            ID3D11BlendState *dx11BlendState = NULL;
            HRESULT result = mDevice->CreateBlendState(&blendDesc, &dx11BlendState);
            if (FAILED(result) || !dx11BlendState)
            {
                ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result);
                return NULL;
            }
    
            mBlendStateCache.insert(std::make_pair(blendState, std::make_pair(dx11BlendState, mCounter++)));
    
            return dx11BlendState;
        }
    }
    
    std::size_t RenderStateCache::hashRasterizerState(const RasterizerStateKey &rasterState)
    {
        static const unsigned int seed = 0xABCDEF98;
    
        std::size_t hash = 0;
        MurmurHash3_x86_32(&rasterState, sizeof(RasterizerStateKey), seed, &hash);
        return hash;
    }
    
    bool RenderStateCache::compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b)
    {
        return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0;
    }
    
    ID3D11RasterizerState *RenderStateCache::getRasterizerState(const gl::RasterizerState &rasterState,
                                                                bool scissorEnabled, unsigned int depthSize)
    {
        if (!mDevice)
        {
            ERR("RenderStateCache is not initialized.");
            return NULL;
        }
    
        RasterizerStateKey key;
        key.rasterizerState = rasterState;
        key.scissorEnabled = scissorEnabled;
        key.depthSize = depthSize;
    
        RasterizerStateMap::iterator i = mRasterizerStateCache.find(key);
        if (i != mRasterizerStateCache.end())
        {
            RasterizerStateCounterPair &state = i->second;
            state.second = mCounter++;
            return state.first;
        }
        else
        {
            if (mRasterizerStateCache.size() >= kMaxRasterizerStates)
            {
                TRACE("Overflowed the limit of %u rasterizer states, removing the least recently used "
                      "to make room.", kMaxRasterizerStates);
    
                RasterizerStateMap::iterator leastRecentlyUsed = mRasterizerStateCache.begin();
                for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++)
                {
                    if (i->second.second < leastRecentlyUsed->second.second)
                    {
                        leastRecentlyUsed = i;
                    }
                }
                leastRecentlyUsed->second.first->Release();
                mRasterizerStateCache.erase(leastRecentlyUsed);
            }
    
            D3D11_RASTERIZER_DESC rasterDesc;
            rasterDesc.FillMode = D3D11_FILL_SOLID;
            rasterDesc.CullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode);
            rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE: TRUE;
            rasterDesc.DepthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(depthSize));
            rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though.
            rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetUnits;
            rasterDesc.DepthClipEnable = TRUE;
            rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE;
            rasterDesc.MultisampleEnable = TRUE;
            rasterDesc.AntialiasedLineEnable = FALSE;
    
            ID3D11RasterizerState *dx11RasterizerState = NULL;
            HRESULT result = mDevice->CreateRasterizerState(&rasterDesc, &dx11RasterizerState);
            if (FAILED(result) || !dx11RasterizerState)
            {
                ERR("Unable to create a ID3D11RasterizerState, HRESULT: 0x%X.", result);
                return NULL;
            }
    
            mRasterizerStateCache.insert(std::make_pair(key, std::make_pair(dx11RasterizerState, mCounter++)));
    
            return dx11RasterizerState;
        }
    }
    
    std::size_t RenderStateCache::hashDepthStencilState(const gl::DepthStencilState &dsState)
    {
        static const unsigned int seed = 0xABCDEF98;
    
        std::size_t hash = 0;
        MurmurHash3_x86_32(&dsState, sizeof(gl::DepthStencilState), seed, &hash);
        return hash;
    }
    
    bool RenderStateCache::compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b)
    {
        return memcmp(&a, &b, sizeof(gl::DepthStencilState)) == 0;
    }
    
    ID3D11DepthStencilState *RenderStateCache::getDepthStencilState(const gl::DepthStencilState &dsState)
    {
        if (!mDevice)
        {
            ERR("RenderStateCache is not initialized.");
            return NULL;
        }
    
        DepthStencilStateMap::iterator i = mDepthStencilStateCache.find(dsState);
        if (i != mDepthStencilStateCache.end())
        {
            DepthStencilStateCounterPair &state = i->second;
            state.second = mCounter++;
            return state.first;
        }
        else
        {
            if (mDepthStencilStateCache.size() >= kMaxDepthStencilStates)
            {
                TRACE("Overflowed the limit of %u depth stencil states, removing the least recently used "
                      "to make room.", kMaxDepthStencilStates);
    
                DepthStencilStateMap::iterator leastRecentlyUsed = mDepthStencilStateCache.begin();
                for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++)
                {
                    if (i->second.second < leastRecentlyUsed->second.second)
                    {
                        leastRecentlyUsed = i;
                    }
                }
                leastRecentlyUsed->second.first->Release();
                mDepthStencilStateCache.erase(leastRecentlyUsed);
            }
    
            D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
            dsDesc.DepthEnable = dsState.depthTest ? TRUE : FALSE;
            dsDesc.DepthWriteMask = gl_d3d11::ConvertDepthMask(dsState.depthMask);
            dsDesc.DepthFunc = gl_d3d11::ConvertComparison(dsState.depthFunc);
            dsDesc.StencilEnable = dsState.stencilTest ? TRUE : FALSE;
            dsDesc.StencilReadMask = gl_d3d11::ConvertStencilMask(dsState.stencilMask);
            dsDesc.StencilWriteMask = gl_d3d11::ConvertStencilMask(dsState.stencilWritemask);
            dsDesc.FrontFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilFail);
            dsDesc.FrontFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthFail);
            dsDesc.FrontFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthPass);
            dsDesc.FrontFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilFunc);
            dsDesc.BackFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackFail);
            dsDesc.BackFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthFail);
            dsDesc.BackFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthPass);
            dsDesc.BackFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilBackFunc);
    
            ID3D11DepthStencilState *dx11DepthStencilState = NULL;
            HRESULT result = mDevice->CreateDepthStencilState(&dsDesc, &dx11DepthStencilState);
            if (FAILED(result) || !dx11DepthStencilState)
            {
                ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
                return NULL;
            }
    
            mDepthStencilStateCache.insert(std::make_pair(dsState, std::make_pair(dx11DepthStencilState, mCounter++)));
    
            return dx11DepthStencilState;
        }
    }
    
    std::size_t RenderStateCache::hashSamplerState(const gl::SamplerState &samplerState)
    {
        static const unsigned int seed = 0xABCDEF98;
    
        std::size_t hash = 0;
        MurmurHash3_x86_32(&samplerState, sizeof(gl::SamplerState), seed, &hash);
        return hash;
    }
    
    bool RenderStateCache::compareSamplerStates(const gl::SamplerState &a, const gl::SamplerState &b)
    {
        return memcmp(&a, &b, sizeof(gl::SamplerState)) == 0;
    }
    
    ID3D11SamplerState *RenderStateCache::getSamplerState(const gl::SamplerState &samplerState)
    {
        if (!mDevice)
        {
            ERR("RenderStateCache is not initialized.");
            return NULL;
        }
    
        SamplerStateMap::iterator i = mSamplerStateCache.find(samplerState);
        if (i != mSamplerStateCache.end())
        {
            SamplerStateCounterPair &state = i->second;
            state.second = mCounter++;
            return state.first;
        }
        else
        {
            if (mSamplerStateCache.size() >= kMaxSamplerStates)
            {
                TRACE("Overflowed the limit of %u sampler states, removing the least recently used "
                      "to make room.", kMaxSamplerStates);
    
                SamplerStateMap::iterator leastRecentlyUsed = mSamplerStateCache.begin();
                for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++)
                {
                    if (i->second.second < leastRecentlyUsed->second.second)
                    {
                        leastRecentlyUsed = i;
                    }
                }
                leastRecentlyUsed->second.first->Release();
                mSamplerStateCache.erase(leastRecentlyUsed);
            }
    
            D3D11_SAMPLER_DESC samplerDesc;
            samplerDesc.Filter = gl_d3d11::ConvertFilter(samplerState.minFilter, samplerState.magFilter, samplerState.maxAnisotropy);
            samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.wrapS);
            samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.wrapT);
            samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
            samplerDesc.MipLODBias = static_cast<float>(samplerState.lodOffset);
            samplerDesc.MaxAnisotropy = samplerState.maxAnisotropy;
            samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
            samplerDesc.BorderColor[0] = 0.0f;
            samplerDesc.BorderColor[1] = 0.0f;
            samplerDesc.BorderColor[2] = 0.0f;
            samplerDesc.BorderColor[3] = 0.0f;
            samplerDesc.MinLOD = gl_d3d11::ConvertMinLOD(samplerState.minFilter);
            samplerDesc.MaxLOD = gl_d3d11::ConvertMaxLOD(samplerState.minFilter);
    
            ID3D11SamplerState *dx11SamplerState = NULL;
            HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState);
            if (FAILED(result) || !dx11SamplerState)
            {
                ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
                return NULL;
            }
    
            mSamplerStateCache.insert(std::make_pair(samplerState, std::make_pair(dx11SamplerState, mCounter++)));
    
            return dx11SamplerState;
        }
    }
    
    }