Hash :
52b09c2f
Author :
Date :
2016-04-11T14:12:31
Re-re-land "D3D11: Implement dirty bits for VertexArray11."" Translated attributes are now stored in the VertexArray11 in a cache, and only updated when dirty bits change. Currently dynamic attributes must be re-translated every call, so these are stored in a list and processed repeatedly. This skips doing a lot of the VertexDataManager work for vertex attributes that don't change between draw calls. Current value attributes, which correspond to disabled attributes that the program will pulls vertex data from, are owned by the Context, so these need to be handled outside of the VertexArray11. Further changes will be necessary to reduce the redundant work we do in the InputLayoutCache. We shouldn't need to re-check the cache if nothing relevant changed. This give about a 23% performance improvement on the draw call benchmark on my machine. Re-land with a fix for the start vertex offset. Re-re-land with a fix for using XFB with deleted buffers. BUG=angleproject:1327 Change-Id: I0fba49515375c149bbf54d933f8d1f747fbb8158 Reviewed-on: https://chromium-review.googlesource.com/338003 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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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.
//
// VertexDeclarationCache.h: Defines a helper class to construct and cache vertex declarations.
#ifndef LIBANGLE_RENDERER_D3D_D3D9_VERTEXDECLARATIONCACHE_H_
#define LIBANGLE_RENDERER_D3D_D3D9_VERTEXDECLARATIONCACHE_H_
#include "libANGLE/Error.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
namespace gl
{
class VertexDataManager;
class Program;
}
namespace rx
{
class VertexDeclarationCache
{
public:
VertexDeclarationCache();
~VertexDeclarationCache();
gl::Error applyDeclaration(IDirect3DDevice9 *device,
const std::vector<TranslatedAttribute> &attributes,
gl::Program *program,
GLint start,
GLsizei instances,
GLsizei *repeatDraw);
void markStateDirty();
private:
UINT mMaxLru;
enum { NUM_VERTEX_DECL_CACHE_ENTRIES = 32 };
struct VBData
{
unsigned int serial;
unsigned int stride;
unsigned int offset;
};
VBData mAppliedVBs[gl::MAX_VERTEX_ATTRIBS];
IDirect3DVertexDeclaration9 *mLastSetVDecl;
bool mInstancingEnabled;
struct VertexDeclCacheEntry
{
D3DVERTEXELEMENT9 cachedElements[gl::MAX_VERTEX_ATTRIBS + 1];
UINT lruCount;
IDirect3DVertexDeclaration9 *vertexDeclaration;
} mVertexDeclCache[NUM_VERTEX_DECL_CACHE_ENTRIES];
};
}
#endif // LIBANGLE_RENDERER_D3D_D3D9_VERTEXDECLARATIONCACHE_H_