Hash :
978911ca
Author :
Date :
2013-08-15T12:43:29
InputLayoutCache only hashes input layout keys up to last used element. R=geofflang@chromium.org Review URL: https://codereview.appspot.com/12676043 Conflicts: src/common/version.h src/libGLESv2/libGLESv2.vcxproj src/libGLESv2/renderer/InputLayoutCache.cpp
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#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/VertexAttribute.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;
mCurrentIL = NULL;
for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
{
mCurrentBuffers[i] = -1;
mCurrentVertexStrides[i] = -1;
mCurrentVertexOffsets[i] = -1;
}
}
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++)
{
SafeRelease(i->second.inputLayout);
}
mInputLayoutMap.clear();
markDirty();
}
void InputLayoutCache::markDirty()
{
mCurrentIL = NULL;
for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
{
mCurrentBuffers[i] = -1;
mCurrentVertexStrides[i] = -1;
mCurrentVertexOffsets[i] = -1;
}
}
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 };
unsigned int vertexBufferSerials[gl::MAX_VERTEX_ATTRIBS] = { 0 };
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;
DXGI_FORMAT dxgiFormat = attributes[i].attribute->mArrayEnabled ?
VertexBuffer11::getAttributeDXGIFormat(*attributes[i].attribute) :
VertexBuffer11::getCurrentValueDXGIFormat(attributes[i].currentValueType);
// 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.elements[ilKey.elementCount].glslElementType, NULL);
ilKey.elements[ilKey.elementCount].desc.SemanticName = semanticName;
ilKey.elements[ilKey.elementCount].desc.SemanticIndex = sortedSemanticIndices[i];
ilKey.elements[ilKey.elementCount].desc.Format = dxgiFormat;
ilKey.elements[ilKey.elementCount].desc.InputSlot = i;
ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = 0;
ilKey.elements[ilKey.elementCount].desc.InputSlotClass = inputClass;
ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = attributes[i].divisor;
ilKey.elementCount++;
vertexBuffers[i] = bufferStorage ? bufferStorage->getBuffer(GL_ARRAY_BUFFER) : vertexBuffer->getBuffer();
vertexBufferSerials[i] = bufferStorage ? bufferStorage->getSerial() : vertexBuffer->getSerial();
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());
D3D11_INPUT_ELEMENT_DESC descs[gl::MAX_VERTEX_ATTRIBS];
for (unsigned int j = 0; j < ilKey.elementCount; ++j)
{
descs[j] = ilKey.elements[j].desc;
}
HRESULT result = mDevice->CreateInputLayout(descs, 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;
}
}
SafeRelease(leastRecentlyUsed->second.inputLayout);
mInputLayoutMap.erase(leastRecentlyUsed);
}
InputLayoutCounterPair inputCounterPair;
inputCounterPair.inputLayout = inputLayout;
inputCounterPair.lastUsedTime = mCounter++;
mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair));
}
if (inputLayout != mCurrentIL)
{
mDeviceContext->IASetInputLayout(inputLayout);
mCurrentIL = inputLayout;
}
for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
{
if (vertexBufferSerials[i] != mCurrentBuffers[i] || vertexStrides[i] != mCurrentVertexStrides[i] ||
vertexOffsets[i] != mCurrentVertexOffsets[i])
{
mDeviceContext->IASetVertexBuffers(i, 1, &vertexBuffers[i], &vertexStrides[i], &vertexOffsets[i]);
mCurrentBuffers[i] = vertexBufferSerials[i];
mCurrentVertexStrides[i] = vertexStrides[i];
mCurrentVertexOffsets[i] = vertexOffsets[i];
}
}
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.begin(), inputLayout.end() - inputLayout.begin(), seed, &hash);
return hash;
}
bool InputLayoutCache::compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b)
{
if (a.elementCount != b.elementCount)
{
return false;
}
return std::equal(a.begin(), a.end(), b.begin());
}
}