Hash :
bdf2d80f
Author :
Date :
2013-02-28T23:16:20
Add precompiled header support for the libGLESv2 project. TRAC #22518 Signed-off-by: Geoff Lang Signed-off-by: Shannon Woods Author: Jamie Madill git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1938 736b8ea6-26fd-11df-bfd4-992fa37f6226
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
#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/Context.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;
}
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++)
{
i->second.inputLayout->Release();
}
mInputLayoutMap.clear();
}
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 };
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;
// 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 = attributes[i].attribute->mArrayEnabled ? vertexBuffer->getDXGIFormat(*attributes[i].attribute) : DXGI_FORMAT_R32G32B32A32_FLOAT;
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() : vertexBuffer->getBuffer();
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;
}
}
leastRecentlyUsed->second.inputLayout->Release();
mInputLayoutMap.erase(leastRecentlyUsed);
}
InputLayoutCounterPair inputCounterPair;
inputCounterPair.inputLayout = inputLayout;
inputCounterPair.lastUsedTime = mCounter++;
mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair));
}
mDeviceContext->IASetInputLayout(inputLayout);
mDeviceContext->IASetVertexBuffers(0, gl::MAX_VERTEX_ATTRIBS, vertexBuffers, vertexStrides, vertexOffsets);
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;
}
}