Hash :
09e2d93b
Author :
Date :
2015-07-14T16:40:31
D3D11: Futher optimize input layout cache. *re-land with fix for matrix attributes* *re-re-land with fix for attributes with BindAttribLocation* Using the new vertex format type enum, we can shrink the size of the input layout tables and reduce draw call overhead further. BUG=angleproject:959 Change-Id: I181acd3d7d519f5587cbe180fb1bca8530b7cfc2 Reviewed-on: https://chromium-review.googlesource.com/285348 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: 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 <map>
#include <unordered_map>
#include "common/angleutils.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Error.h"
#include "libANGLE/formatutils.h"
namespace gl
{
class Program;
}
namespace rx
{
struct TranslatedAttribute;
struct TranslatedIndexData;
struct SourceIndexData;
class InputLayoutCache : angle::NonCopyable
{
public:
InputLayoutCache();
virtual ~InputLayoutCache();
void initialize(ID3D11Device *device, ID3D11DeviceContext *context);
void clear();
void markDirty();
gl::Error applyVertexBuffers(const std::vector<TranslatedAttribute> &attributes,
GLenum mode, gl::Program *program, SourceIndexData *sourceInfo);
// 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_MOVE_FIRST_INDEXED = 0x2,
FLAG_INSTANCED_SPRITES_ACTIVE = 0x4,
};
size_t numAttributes;
unsigned int flags;
uint32_t attributeData[gl::MAX_VERTEX_ATTRIBS];
};
std::map<PackedAttributeLayout, ID3D11InputLayout *> mLayoutMap;
ID3D11InputLayout *mCurrentIL;
ID3D11Buffer *mCurrentBuffers[gl::MAX_VERTEX_ATTRIBS];
UINT mCurrentVertexStrides[gl::MAX_VERTEX_ATTRIBS];
UINT mCurrentVertexOffsets[gl::MAX_VERTEX_ATTRIBS];
ID3D11Buffer *mPointSpriteVertexBuffer;
ID3D11Buffer *mPointSpriteIndexBuffer;
unsigned int mCacheSize;
unsigned long long mCounter;
ID3D11Device *mDevice;
ID3D11DeviceContext *mDeviceContext;
D3D_FEATURE_LEVEL mFeatureLevel;
};
}
#endif // LIBANGLE_RENDERER_D3D_D3D11_INPUTLAYOUTCACHE_H_