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kc3-lang/angle/src/libGLESv2/renderer/InputLayoutCache.cpp

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  • Author : shannon.woods@transgaming.com
    Date : 2013-02-28 23:16:20
    Hash : bdf2d80f
    Message : 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

  • src/libGLESv2/renderer/InputLayoutCache.cpp
  • #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;
    }
    
    }