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.
//
// InputLayoutCache.h: Defines InputLayoutCache, a class that builds and caches
// D3D11 input layouts.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_INPUTLAYOUTCACHE_H_
#define LIBANGLE_RENDERER_D3D_D3D11_INPUTLAYOUTCACHE_H_
#include <GLES2/gl2.h>
#include <cstddef>
#include <array>
#include <map>
#include "common/angleutils.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Error.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
namespace gl
{
class Program;
}
namespace rx
{
struct TranslatedAttribute;
struct TranslatedIndexData;
struct SourceIndexData;
class ProgramD3D;
class InputLayoutCache : angle::NonCopyable
{
public:
InputLayoutCache();
virtual ~InputLayoutCache();
void initialize(ID3D11Device *device, ID3D11DeviceContext *context);
void clear();
void markDirty();
gl::Error applyVertexBuffers(const gl::State &state,
const std::vector<TranslatedAttribute> &vertexArrayAttribs,
const std::vector<TranslatedAttribute> ¤tValueAttribs,
GLenum mode,
GLint start,
TranslatedIndexData *indexInfo,
GLsizei numIndicesPerInstance);
gl::Error updateVertexOffsetsForPointSpritesEmulation(GLint startVertex,
GLsizei emulatedInstanceId);
// Useful for testing
void setCacheSize(unsigned int cacheSize) { mCacheSize = cacheSize; }
private:
struct PackedAttributeLayout
{
PackedAttributeLayout()
: numAttributes(0),
flags(0)
{
}
void addAttributeData(GLenum glType,
UINT semanticIndex,
gl::VertexFormatType vertexFormatType,
unsigned int divisor);
bool operator<(const PackedAttributeLayout &other) const;
enum Flags
{
FLAG_USES_INSTANCED_SPRITES = 0x1,
FLAG_INSTANCED_SPRITES_ACTIVE = 0x2,
FLAG_INSTANCED_RENDERING_ACTIVE = 0x4,
};
size_t numAttributes;
unsigned int flags;
uint32_t attributeData[gl::MAX_VERTEX_ATTRIBS];
};
gl::Error updateInputLayout(const gl::State &state,
GLenum mode,
const AttribIndexArray &sortedSemanticIndices,
GLsizei numIndicesPerInstance);
gl::Error createInputLayout(const AttribIndexArray &sortedSemanticIndices,
GLenum mode,
gl::Program *program,
GLsizei numIndicesPerInstance,
ID3D11InputLayout **inputLayoutOut);
std::map<PackedAttributeLayout, ID3D11InputLayout *> mLayoutMap;
ID3D11InputLayout *mCurrentIL;
std::array<ID3D11Buffer *, gl::MAX_VERTEX_ATTRIBS> mCurrentBuffers;
std::array<UINT, gl::MAX_VERTEX_ATTRIBS> mCurrentVertexStrides;
std::array<UINT, gl::MAX_VERTEX_ATTRIBS> mCurrentVertexOffsets;
std::vector<const TranslatedAttribute *> mCurrentAttributes;
ID3D11Buffer *mPointSpriteVertexBuffer;
ID3D11Buffer *mPointSpriteIndexBuffer;
unsigned int mCacheSize;
ID3D11Device *mDevice;
ID3D11DeviceContext *mDeviceContext;
D3D_FEATURE_LEVEL mFeatureLevel;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_INPUTLAYOUTCACHE_H_