Hash :
ea228635
Author :
Date :
2013-07-30T15:17:12
Use SafeRelease and SafeDelete to make sure released objects are NULL and will cause proper errors if referenced again. TRAC #23617 Signed-off-by: Nicolas Capens Signed-off-by: Shannon Woods Author: Geoff Lang
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205
#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/VertexAttribute.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;
mCurrentIL = NULL;
for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
{
mCurrentBuffers[i] = -1;
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] = -1;
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 };
ID3D11Buffer *vertexBuffers[gl::MAX_VERTEX_ATTRIBS] = { NULL };
unsigned int vertexBufferSerials[gl::MAX_VERTEX_ATTRIBS] = { 0 };
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;
DXGI_FORMAT dxgiFormat = attributes[i].attribute->mArrayEnabled ?
VertexBuffer11::getAttributeDXGIFormat(*attributes[i].attribute) :
VertexBuffer11::getCurrentValueDXGIFormat(attributes[i].currentValueType);
// 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 = dxgiFormat;
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(GL_ARRAY_BUFFER) : vertexBuffer->getBuffer();
vertexBufferSerials[i] = bufferStorage ? bufferStorage->getSerial() : vertexBuffer->getSerial();
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;
}
}
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;
}
for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
{
if (vertexBufferSerials[i] != mCurrentBuffers[i] || vertexStrides[i] != mCurrentVertexStrides[i] ||
vertexOffsets[i] != mCurrentVertexOffsets[i])
{
mDeviceContext->IASetVertexBuffers(i, 1, &vertexBuffers[i], &vertexStrides[i], &vertexOffsets[i]);
mCurrentBuffers[i] = vertexBufferSerials[i];
mCurrentVertexStrides[i] = vertexStrides[i];
mCurrentVertexOffsets[i] = vertexOffsets[i];
}
}
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;
}
}