Created InputLayoutCache for D3D11 input layouts and vertex buffer application.

TRAC #22235 Author: Geoff Lang Signed-off-by: Shannon Woods Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1609 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 11c2af55
......@@ -266,6 +266,8 @@
'libGLESv2/renderer/IndexBuffer11.h',
'libGLESv2/renderer/IndexDataManager.cpp',
'libGLESv2/renderer/IndexDataManager.h',
'libGLESv2/renderer/InputLayoutCache.cpp',
'libGLESv2/renderer/InputLayoutCache.h',
'libGLESv2/renderer/Renderer.cpp',
'libGLESv2/renderer/Renderer.h',
'libGLESv2/renderer/Renderer11.cpp',
......
......@@ -253,6 +253,7 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<ClCompile Include="renderer\IndexDataManager.cpp" />
<ClCompile Include="renderer\ImageSSE2.cpp" />
<ClCompile Include="renderer\Image11.cpp" />
<ClCompile Include="renderer\InputLayoutCache.cpp" />
<ClCompile Include="renderer\Renderer.cpp" />
<ClCompile Include="renderer\Renderer11.cpp" />
<ClCompile Include="renderer\renderer11_utils.cpp" />
......@@ -306,6 +307,7 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<ClInclude Include="renderer\IndexBuffer11.h" />
<ClInclude Include="renderer\IndexBuffer9.h" />
<ClInclude Include="renderer\IndexDataManager.h" />
<ClInclude Include="renderer\InputLayoutCache.h" />
<ClInclude Include="renderer\Renderer.h" />
<ClInclude Include="renderer\Renderer11.h" />
<ClInclude Include="renderer\renderer11_utils.h" />
......@@ -355,5 +357,5 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</ImportGroup>
</Project>
......@@ -164,9 +164,12 @@
<ClCompile Include="renderer\Image11.cpp">
<Filter>Renderer</Filter>
</ClCompile>
<ClCompile Include="renderer\InputLayoutCache.cpp">
<Filter>Renderer</Filter>
</ClCompile>
<ClCompile Include="Uniform.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="BinaryStream.h">
......@@ -340,9 +343,12 @@
<ClInclude Include="renderer\Image11.h">
<Filter>Renderer</Filter>
</ClInclude>
<ClInclude Include="renderer\InputLayoutCache.h">
<Filter>Renderer</Filter>
</ClInclude>
<ClInclude Include="Uniform.h">
<Filter>Header Files</Filter>
</ClInclude>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="libGLESv2.def">
......
//
// 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/ShaderExecutable11.h"
#include "libGLESv2/ProgramBinary.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)
{
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);
ilKey.elements[ilKey.elementCount].SemanticName = semanticName;
ilKey.elements[ilKey.elementCount].SemanticIndex = programBinary->getSemanticIndex(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 = D3D11_INPUT_PER_VERTEX_DATA;
ilKey.elements[ilKey.elementCount].InstanceDataStepRate = 0;
ilKey.elementCount++;
vertexBuffers[i] = 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;
}
}
//
// 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 LIBGLESV2_RENDERER_INPUTLAYOUTCACHE_H_
#define LIBGLESV2_RENDERER_INPUTLAYOUTCACHE_H_
#include "libGLESv2/Context.h"
#include "libGLESv2/renderer/VertexDataManager.h"
#include <D3D11.h>
#include <unordered_map>
namespace rx
{
class InputLayoutCache
{
public:
InputLayoutCache();
virtual ~InputLayoutCache();
void initialize(ID3D11Device *device, ID3D11DeviceContext *context);
void clear();
GLenum applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
gl::ProgramBinary *programBinary);
private:
DISALLOW_COPY_AND_ASSIGN(InputLayoutCache);
struct InputLayoutKey
{
unsigned int elementCount;
D3D11_INPUT_ELEMENT_DESC elements[gl::MAX_VERTEX_ATTRIBS];
};
struct InputLayoutCounterPair
{
ID3D11InputLayout *inputLayout;
unsigned long long lastUsedTime;
};
static std::size_t hashInputLayout(const InputLayoutKey &inputLayout);
static bool compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b);
typedef std::size_t (*InputLayoutHashFunction)(const InputLayoutKey &);
typedef bool (*InputLayoutEqualityFunction)(const InputLayoutKey &, const InputLayoutKey &);
typedef std::unordered_map<InputLayoutKey,
InputLayoutCounterPair,
InputLayoutHashFunction,
InputLayoutEqualityFunction> InputLayoutMap;
InputLayoutMap mInputLayoutMap;
static const unsigned int kMaxInputLayouts;
unsigned long long mCounter;
ID3D11Device *mDevice;
ID3D11DeviceContext *mDeviceContext;
};
}
#endif // LIBGLESV2_RENDERER_INPUTLAYOUTCACHE_H_
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