Hash :
57d95828
Author :
Date :
2020-04-30T17:35:50
Revert "Add type for attribute locations." This reverts commit 9349c14344b2d1fd6bc357063b602bc2626c140f and commit d43b057435e6c9e3194dd20627681ffca0c0808e. It's no longer needed after we bind attribute locations before link. Original CL message: This will allow the capture/replay tool to easily intercept and label attribute locations for remapping. There's some inconsistency in implementation in the GL desktop front- end. This is a quick fix and the full implementation is left for when we implement the full desktop GL API set. Bug: angleproject:4598 Change-Id: Ic510159d4d1982eff41560503cabf983a1be0381 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2174076 Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313
//
// Copyright 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/utilities.h"
#include "libANGLE/Context.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/Context11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
#include "libANGLE/renderer/d3d/d3d11/VertexArray11.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
namespace rx
{
namespace
{
GLenum GetGLSLAttributeType(const std::vector<sh::ShaderVariable> &shaderAttributes, size_t index)
{
// Count matrices differently
for (const sh::ShaderVariable &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 dummyPadding;
uint32_t divisor;
};
} // anonymous namespace
PackedAttributeLayout::PackedAttributeLayout() : numAttributes(0), flags(0), attributeData({}) {}
PackedAttributeLayout::PackedAttributeLayout(const PackedAttributeLayout &other) = default;
void PackedAttributeLayout::addAttributeData(GLenum glType,
UINT semanticIndex,
angle::FormatID vertexFormatID,
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>(vertexFormatID);
packedAttrib.dummyPadding = 0u;
packedAttrib.divisor = static_cast<uint32_t>(divisor);
ASSERT(static_cast<gl::AttributeType>(packedAttrib.attribType) == attribType);
ASSERT(static_cast<UINT>(packedAttrib.semanticIndex) == semanticIndex);
ASSERT(static_cast<angle::FormatID>(packedAttrib.vertexFormatType) == vertexFormatID);
ASSERT(static_cast<unsigned int>(packedAttrib.divisor) == divisor);
static_assert(sizeof(uint64_t) == sizeof(PackedAttribute),
"PackedAttributes must be 64-bits exactly.");
attributeData[numAttributes++] = gl::bitCast<uint64_t>(packedAttrib);
}
bool PackedAttributeLayout::operator==(const PackedAttributeLayout &other) const
{
return (numAttributes == other.numAttributes) && (flags == other.flags) &&
(attributeData == other.attributeData);
}
InputLayoutCache::InputLayoutCache() : mLayoutCache(kDefaultCacheSize * 2) {}
InputLayoutCache::~InputLayoutCache() {}
void InputLayoutCache::clear()
{
mLayoutCache.Clear();
}
angle::Result InputLayoutCache::getInputLayout(
Context11 *context11,
const gl::State &state,
const std::vector<const TranslatedAttribute *> ¤tAttributes,
const AttribIndexArray &sortedSemanticIndices,
gl::PrimitiveMode mode,
GLsizei vertexCount,
GLsizei instances,
const d3d11::InputLayout **inputLayoutOut)
{
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::PrimitiveMode::Points);
if (programUsesInstancedPointSprites)
{
layout.flags |= PackedAttributeLayout::FLAG_USES_INSTANCED_SPRITES;
}
if (instancedPointSpritesActive)
{
layout.flags |= PackedAttributeLayout::FLAG_INSTANCED_SPRITES_ACTIVE;
}
if (instances > 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 : state.getProgramExecutable()->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 ¤tValue =
state.getVertexAttribCurrentValue(static_cast<unsigned int>(attribIndex));
angle::FormatID vertexFormatID = gl::GetVertexFormatID(attrib, currentValue.Type);
layout.addAttributeData(glslElementType, d3dSemantic, vertexFormatID,
binding.getDivisor() * divisorMultiplier);
}
if (layout.numAttributes > 0 || layout.flags != 0)
{
auto it = mLayoutCache.Get(layout);
if (it != mLayoutCache.end())
{
*inputLayoutOut = &it->second;
}
else
{
angle::TrimCache(mLayoutCache.max_size() / 2, kGCLimit, "input layout", &mLayoutCache);
d3d11::InputLayout newInputLayout;
ANGLE_TRY(createInputLayout(context11, sortedSemanticIndices, currentAttributes, mode,
vertexCount, instances, &newInputLayout));
auto insertIt = mLayoutCache.Put(layout, std::move(newInputLayout));
*inputLayoutOut = &insertIt->second;
}
}
return angle::Result::Continue;
}
angle::Result InputLayoutCache::createInputLayout(
Context11 *context11,
const AttribIndexArray &sortedSemanticIndices,
const std::vector<const TranslatedAttribute *> ¤tAttributes,
gl::PrimitiveMode mode,
GLsizei vertexCount,
GLsizei instances,
d3d11::InputLayout *inputLayoutOut)
{
Renderer11 *renderer = context11->getRenderer();
ProgramD3D *programD3D = renderer->getStateManager()->getProgramD3D();
D3D_FEATURE_LEVEL featureLevel = renderer->getRenderer11DeviceCaps().featureLevel;
bool programUsesInstancedPointSprites =
programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation();
unsigned int inputElementCount = 0;
gl::AttribArray<D3D11_INPUT_ELEMENT_DESC> 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;
angle::FormatID vertexFormatID =
gl::GetVertexFormatID(*attrib.attribute, attrib.currentValueType);
const auto &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormatID, 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.
UINT numIndicesPerInstance = 0;
if (instances > 0)
{
// This requires that the index range is resolved.
// Note: Vertex indexes can be arbitrarily large.
numIndicesPerInstance = gl::clampCast<UINT>(vertexCount);
}
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::PrimitiveMode::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(context11, &shader, nullptr));
ShaderExecutableD3D *shader11 = GetAs<ShaderExecutable11>(shader);
InputElementArray inputElementArray(inputElements.data(), inputElementCount);
ShaderData vertexShaderData(shader11->getFunction(), shader11->getLength());
ANGLE_TRY(renderer->allocateResource(context11, inputElementArray, &vertexShaderData,
inputLayoutOut));
return angle::Result::Continue;
}
void InputLayoutCache::setCacheSize(size_t newCacheSize)
{
// Forces a reset of the cache.
LayoutCache newCache(newCacheSize);
mLayoutCache.Swap(newCache);
}
} // namespace rx