Hash :
ff2ab571
Author :
Date :
2015-10-05T16:48:06
Using dirty bits notification for blend state BUG=angleproject:1161 Dirty bit notifications are used in GL for state tracking, but not D3D. Before, D3D would use memcmp to check a change in state for every call. This showed up as a hot spot in the perf test runs. Hence, switching D3D over to the dirty bit system similar to GL backend will help. Change-Id: I482edc852f1dcc888af3038ff3a61916496a02bc Reviewed-on: https://chromium-review.googlesource.com/305295 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Dian Xiang <dianx@google.com> Tested-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2015 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.
//
// StateManagerD3D.cpp: Defines a class for caching D3D state
#include "libANGLE/renderer/d3d/StateManagerD3D.h"
#include "common/BitSetIterator.h"
#include "libANGLE/Framebuffer.h"
namespace rx
{
namespace
{
void SetGivenBitsDirty(gl::State::DirtyBits &dirtyBits,
const gl::State::DirtyBitType *givenBits,
size_t count)
{
for (size_t i = 0; i < count; ++i)
{
dirtyBits.set(givenBits[i]);
}
}
const gl::State::DirtyBitType kRasterizerDirtyBits[] = {
gl::State::DIRTY_BIT_CULL_FACE_ENABLED, gl::State::DIRTY_BIT_CULL_FACE,
gl::State::DIRTY_BIT_FRONT_FACE, gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED,
gl::State::DIRTY_BIT_POLYGON_OFFSET, gl::State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED};
const gl::State::DirtyBitType kDepthStencilDirtyBits[] = {
gl::State::DIRTY_BIT_DEPTH_MASK,
gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED,
gl::State::DIRTY_BIT_DEPTH_FUNC,
gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED,
gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT,
gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK,
gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT,
gl::State::DIRTY_BIT_STENCIL_WRITEMASK_BACK,
gl::State::DIRTY_BIT_STENCIL_OPS_FRONT,
gl::State::DIRTY_BIT_STENCIL_OPS_BACK,
};
const gl::State::DirtyBitType kBlendStateDirtyBits[] = {
gl::State::DIRTY_BIT_BLEND_EQUATIONS, gl::State::DIRTY_BIT_BLEND_FUNCS,
gl::State::DIRTY_BIT_BLEND_ENABLED, gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED,
gl::State::DIRTY_BIT_DITHER_ENABLED, gl::State::DIRTY_BIT_COLOR_MASK,
gl::State::DIRTY_BIT_BLEND_COLOR};
} // anonymous namespace
StateManagerD3D::StateManagerD3D()
: mCurBlendColor(0, 0, 0, 0),
mCurSampleMask(0),
mCurStencilRef(0),
mCurStencilBackRef(0),
mCurStencilSize(0),
mCurScissorTestEnabled(false),
mLocalDirtyBits(),
mExternalDirtyBits()
{
mCurBlendState.blend = false;
mCurBlendState.sourceBlendRGB = GL_ONE;
mCurBlendState.destBlendRGB = GL_ZERO;
mCurBlendState.sourceBlendAlpha = GL_ONE;
mCurBlendState.destBlendAlpha = GL_ZERO;
mCurBlendState.blendEquationRGB = GL_FUNC_ADD;
mCurBlendState.blendEquationAlpha = GL_FUNC_ADD;
mCurBlendState.colorMaskRed = true;
mCurBlendState.colorMaskBlue = true;
mCurBlendState.colorMaskGreen = true;
mCurBlendState.colorMaskAlpha = true;
mCurBlendState.sampleAlphaToCoverage = false;
mCurBlendState.dither = false;
mCurDepthStencilState.depthTest = false;
mCurDepthStencilState.depthFunc = GL_LESS;
mCurDepthStencilState.depthMask = true;
mCurDepthStencilState.stencilTest = false;
mCurDepthStencilState.stencilMask = true;
mCurDepthStencilState.stencilFail = GL_KEEP;
mCurDepthStencilState.stencilPassDepthFail = GL_KEEP;
mCurDepthStencilState.stencilPassDepthPass = GL_KEEP;
mCurDepthStencilState.stencilWritemask = static_cast<GLuint>(-1);
mCurDepthStencilState.stencilBackFunc = GL_ALWAYS;
mCurDepthStencilState.stencilBackMask = static_cast<GLuint>(-1);
mCurDepthStencilState.stencilBackFail = GL_KEEP;
mCurDepthStencilState.stencilBackPassDepthFail = GL_KEEP;
mCurDepthStencilState.stencilBackPassDepthPass = GL_KEEP;
mCurDepthStencilState.stencilBackWritemask = static_cast<GLuint>(-1);
mCurRasterizerState.rasterizerDiscard = false;
mCurRasterizerState.cullFace = false;
mCurRasterizerState.cullMode = GL_BACK;
mCurRasterizerState.frontFace = GL_CCW;
mCurRasterizerState.polygonOffsetFill = false;
mCurRasterizerState.polygonOffsetFactor = 0.0f;
mCurRasterizerState.polygonOffsetUnits = 0.0f;
mCurRasterizerState.pointDrawMode = false;
mCurRasterizerState.multiSample = false;
}
StateManagerD3D::~StateManagerD3D()
{
}
const gl::State::DirtyBits StateManagerD3D::mRasterizerDirtyBits = []()
{
gl::State::DirtyBits rasterizerDirtyBits;
SetGivenBitsDirty(rasterizerDirtyBits, kRasterizerDirtyBits, ArraySize(kRasterizerDirtyBits));
return rasterizerDirtyBits;
}();
const gl::State::DirtyBits StateManagerD3D::mDepthStencilDirtyBits = []()
{
gl::State::DirtyBits depthStencilDirtyBits;
SetGivenBitsDirty(depthStencilDirtyBits, kDepthStencilDirtyBits,
ArraySize(kDepthStencilDirtyBits));
return depthStencilDirtyBits;
}();
const gl::State::DirtyBits StateManagerD3D::mBlendDirtyBits = []()
{
gl::State::DirtyBits blendDirtyBits;
SetGivenBitsDirty(blendDirtyBits, kBlendStateDirtyBits, ArraySize(kBlendStateDirtyBits));
return blendDirtyBits;
}();
bool StateManagerD3D::IsBlendStateDirty(const gl::State::DirtyBits &dirtyBits)
{
return (dirtyBits & mBlendDirtyBits).any();
}
bool StateManagerD3D::IsDepthStencilStateDirty(const gl::State::DirtyBits &dirtyBits)
{
return (dirtyBits & mDepthStencilDirtyBits).any();
}
bool StateManagerD3D::IsRasterizerStateDirty(const gl::State::DirtyBits &dirtyBits)
{
return (dirtyBits & mRasterizerDirtyBits).any();
}
void StateManagerD3D::resetRasterizerForceBits()
{
// If a bit is inside of mRasterizerDirtyBits, we want to reset it, otherwise, leave it alone
mLocalDirtyBits &= (~mRasterizerDirtyBits);
}
void StateManagerD3D::resetBlendForceBits()
{
mLocalDirtyBits &= (~mBlendDirtyBits);
}
void StateManagerD3D::resetDepthStencilForceBits()
{
mLocalDirtyBits &= (~mDepthStencilDirtyBits);
}
bool StateManagerD3D::isForceSetRasterizerState() const
{
return (mLocalDirtyBits & mRasterizerDirtyBits).any();
}
bool StateManagerD3D::isForceSetDepthStencilState() const
{
return (mLocalDirtyBits & mDepthStencilDirtyBits).any();
}
bool StateManagerD3D::isForceSetBlendState() const
{
return (mLocalDirtyBits & mBlendDirtyBits).any();
}
void StateManagerD3D::setCurStencilSize(unsigned int size)
{
mCurStencilSize = size;
}
unsigned int StateManagerD3D::getCurStencilSize() const
{
return mCurStencilSize;
}
void StateManagerD3D::setRasterizerScissorEnabled(bool enabled)
{
mCurScissorTestEnabled = enabled;
}
unsigned int StateManagerD3D::getBlendStateMask(const gl::Framebuffer *framebufferObject,
int samples,
const gl::State &state) const
{
unsigned int mask = 0;
if (state.isSampleCoverageEnabled())
{
GLclampf coverageValue = state.getSampleCoverageValue();
if (coverageValue != 0)
{
float threshold = 0.5f;
for (int i = 0; i < samples; ++i)
{
mask <<= 1;
if ((i + 1) * coverageValue >= threshold)
{
threshold += 1.0f;
mask |= 1;
}
}
}
bool coverageInvert = state.getSampleCoverageInvert();
if (coverageInvert)
{
mask = ~mask;
}
}
else
{
mask = 0xFFFFFFFF;
}
return mask;
}
void StateManagerD3D::forceSetBlendState()
{
mLocalDirtyBits |= mBlendDirtyBits;
}
void StateManagerD3D::forceSetDepthStencilState()
{
mLocalDirtyBits |= mDepthStencilDirtyBits;
}
void StateManagerD3D::forceSetRasterizerState()
{
mLocalDirtyBits |= mRasterizerDirtyBits;
}
void StateManagerD3D::syncExternalDirtyBits(const gl::State::DirtyBits &dirtyBits)
{
mExternalDirtyBits = dirtyBits;
}
gl::Error StateManagerD3D::syncState(const gl::Data &data, const gl::State::DirtyBits &dirtyBits)
{
const gl::Framebuffer *framebufferObject = data.state->getDrawFramebuffer();
int samples = framebufferObject->getSamples(data);
gl::State::DirtyBits allDirtyBits = mExternalDirtyBits | mLocalDirtyBits;
unsigned int sampleMask = getBlendStateMask(framebufferObject, samples, *(data.state));
gl::Error error = setBlendState(framebufferObject, data.state->getBlendState(),
data.state->getBlendColor(), sampleMask, allDirtyBits);
if (error.isError())
{
return error;
}
resetBlendForceBits();
error = setDepthStencilState(data.state->getDepthStencilState(), data.state->getStencilRef(),
data.state->getStencilBackRef(),
data.state->getRasterizerState().frontFace == GL_CCW,
data.state->getDirtyBits());
if (error.isError())
{
return error;
}
resetDepthStencilForceBits();
mExternalDirtyBits.reset();
return gl::Error(GL_NO_ERROR);
}
} // namespace rx