Upstream version 10.39.225.0
[platform/framework/web/crosswalk.git] / src / third_party / angle / src / libGLESv2 / renderer / d3d / d3d11 / InputLayoutCache.cpp
1 //
2 // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6
7 // InputLayoutCache.cpp: Defines InputLayoutCache, a class that builds and caches
8 // D3D11 input layouts.
9
10 #include "libGLESv2/renderer/d3d/d3d11/InputLayoutCache.h"
11 #include "libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h"
12 #include "libGLESv2/renderer/d3d/d3d11/Buffer11.h"
13 #include "libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h"
14 #include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
15 #include "libGLESv2/renderer/d3d/VertexDataManager.h"
16 #include "libGLESv2/ProgramBinary.h"
17 #include "libGLESv2/VertexAttribute.h"
18
19 #include "third_party/murmurhash/MurmurHash3.h"
20
21 namespace rx
22 {
23
24 static void GetInputLayout(const TranslatedAttribute translatedAttributes[gl::MAX_VERTEX_ATTRIBS],
25                            gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS])
26 {
27     for (unsigned int attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
28     {
29         const TranslatedAttribute &translatedAttribute = translatedAttributes[attributeIndex];
30
31         if (translatedAttributes[attributeIndex].active)
32         {
33             inputLayout[attributeIndex] = gl::VertexFormat(*translatedAttribute.attribute,
34                                                            translatedAttribute.currentValueType);
35         }
36     }
37 }
38
39 const unsigned int InputLayoutCache::kMaxInputLayouts = 1024;
40
41 InputLayoutCache::InputLayoutCache() : mInputLayoutMap(kMaxInputLayouts, hashInputLayout, compareInputLayouts)
42 {
43     mCounter = 0;
44     mDevice = NULL;
45     mDeviceContext = NULL;
46     mCurrentIL = NULL;
47     for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
48     {
49         mCurrentBuffers[i] = NULL;
50         mCurrentVertexStrides[i] = -1;
51         mCurrentVertexOffsets[i] = -1;
52     }
53 }
54
55 InputLayoutCache::~InputLayoutCache()
56 {
57     clear();
58 }
59
60 void InputLayoutCache::initialize(ID3D11Device *device, ID3D11DeviceContext *context)
61 {
62     clear();
63     mDevice = device;
64     mDeviceContext = context;
65 }
66
67 void InputLayoutCache::clear()
68 {
69     for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
70     {
71         SafeRelease(i->second.inputLayout);
72     }
73     mInputLayoutMap.clear();
74     markDirty();
75 }
76
77 void InputLayoutCache::markDirty()
78 {
79     mCurrentIL = NULL;
80     for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
81     {
82         mCurrentBuffers[i] = NULL;
83         mCurrentVertexStrides[i] = -1;
84         mCurrentVertexOffsets[i] = -1;
85     }
86 }
87
88 gl::Error InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
89                                                gl::ProgramBinary *programBinary)
90 {
91     int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS];
92     programBinary->sortAttributesByLayout(attributes, sortedSemanticIndices);
93
94     if (!mDevice || !mDeviceContext)
95     {
96         return gl::Error(GL_OUT_OF_MEMORY, "Internal input layout cache is not initialized.");
97     }
98
99     InputLayoutKey ilKey = { 0 };
100
101     static const char* semanticName = "TEXCOORD";
102
103     for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
104     {
105         if (attributes[i].active)
106         {
107             D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;
108
109             gl::VertexFormat vertexFormat(*attributes[i].attribute, attributes[i].currentValueType);
110             const d3d11::VertexFormat &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormat);
111
112             // Record the type of the associated vertex shader vector in our key
113             // This will prevent mismatched vertex shaders from using the same input layout
114             GLint attributeSize;
115             programBinary->getActiveAttribute(ilKey.elementCount, 0, NULL, &attributeSize, &ilKey.elements[ilKey.elementCount].glslElementType, NULL);
116
117             ilKey.elements[ilKey.elementCount].desc.SemanticName = semanticName;
118             ilKey.elements[ilKey.elementCount].desc.SemanticIndex = sortedSemanticIndices[i];
119             ilKey.elements[ilKey.elementCount].desc.Format = vertexFormatInfo.nativeFormat;
120             ilKey.elements[ilKey.elementCount].desc.InputSlot = i;
121             ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = 0;
122             ilKey.elements[ilKey.elementCount].desc.InputSlotClass = inputClass;
123             ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = attributes[i].divisor;
124             ilKey.elementCount++;
125         }
126     }
127
128     ID3D11InputLayout *inputLayout = NULL;
129
130     InputLayoutMap::iterator keyIter = mInputLayoutMap.find(ilKey);
131     if (keyIter != mInputLayoutMap.end())
132     {
133         inputLayout = keyIter->second.inputLayout;
134         keyIter->second.lastUsedTime = mCounter++;
135     }
136     else
137     {
138         gl::VertexFormat shaderInputLayout[gl::MAX_VERTEX_ATTRIBS];
139         GetInputLayout(attributes, shaderInputLayout);
140         ShaderExecutable11 *shader = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutableForInputLayout(shaderInputLayout));
141
142         D3D11_INPUT_ELEMENT_DESC descs[gl::MAX_VERTEX_ATTRIBS];
143         for (unsigned int j = 0; j < ilKey.elementCount; ++j)
144         {
145             descs[j] = ilKey.elements[j].desc;
146         }
147
148         HRESULT result = mDevice->CreateInputLayout(descs, ilKey.elementCount, shader->getFunction(), shader->getLength(), &inputLayout);
149         if (FAILED(result))
150         {
151             return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal input layout, HRESULT: 0x%08x", result);
152         }
153
154         if (mInputLayoutMap.size() >= kMaxInputLayouts)
155         {
156             TRACE("Overflowed the limit of %u input layouts, removing the least recently used "
157                   "to make room.", kMaxInputLayouts);
158
159             InputLayoutMap::iterator leastRecentlyUsed = mInputLayoutMap.begin();
160             for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
161             {
162                 if (i->second.lastUsedTime < leastRecentlyUsed->second.lastUsedTime)
163                 {
164                     leastRecentlyUsed = i;
165                 }
166             }
167             SafeRelease(leastRecentlyUsed->second.inputLayout);
168             mInputLayoutMap.erase(leastRecentlyUsed);
169         }
170
171         InputLayoutCounterPair inputCounterPair;
172         inputCounterPair.inputLayout = inputLayout;
173         inputCounterPair.lastUsedTime = mCounter++;
174
175         mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair));
176     }
177
178     if (inputLayout != mCurrentIL)
179     {
180         mDeviceContext->IASetInputLayout(inputLayout);
181         mCurrentIL = inputLayout;
182     }
183
184     bool dirtyBuffers = false;
185     size_t minDiff = gl::MAX_VERTEX_ATTRIBS;
186     size_t maxDiff = 0;
187     for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
188     {
189         ID3D11Buffer *buffer = NULL;
190
191         if (attributes[i].active)
192         {
193             VertexBuffer11 *vertexBuffer = VertexBuffer11::makeVertexBuffer11(attributes[i].vertexBuffer);
194             Buffer11 *bufferStorage = attributes[i].storage ? Buffer11::makeBuffer11(attributes[i].storage) : NULL;
195
196             buffer = bufferStorage ? bufferStorage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK)
197                                    : vertexBuffer->getBuffer();
198         }
199
200         UINT vertexStride = attributes[i].stride;
201         UINT vertexOffset = attributes[i].offset;
202
203         if (buffer != mCurrentBuffers[i] || vertexStride != mCurrentVertexStrides[i] ||
204             vertexOffset != mCurrentVertexOffsets[i])
205         {
206             dirtyBuffers = true;
207             minDiff = std::min(minDiff, static_cast<size_t>(i));
208             maxDiff = std::max(maxDiff, static_cast<size_t>(i));
209
210             mCurrentBuffers[i] = buffer;
211             mCurrentVertexStrides[i] = vertexStride;
212             mCurrentVertexOffsets[i] = vertexOffset;
213         }
214     }
215
216     if (dirtyBuffers)
217     {
218         ASSERT(minDiff <= maxDiff && maxDiff < gl::MAX_VERTEX_ATTRIBS);
219         mDeviceContext->IASetVertexBuffers(minDiff, maxDiff - minDiff + 1, mCurrentBuffers + minDiff,
220                                            mCurrentVertexStrides + minDiff, mCurrentVertexOffsets + minDiff);
221     }
222
223     return gl::Error(GL_NO_ERROR);
224 }
225
226 std::size_t InputLayoutCache::hashInputLayout(const InputLayoutKey &inputLayout)
227 {
228     static const unsigned int seed = 0xDEADBEEF;
229
230     std::size_t hash = 0;
231     MurmurHash3_x86_32(inputLayout.begin(), inputLayout.end() - inputLayout.begin(), seed, &hash);
232     return hash;
233 }
234
235 bool InputLayoutCache::compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b)
236 {
237     if (a.elementCount != b.elementCount)
238     {
239         return false;
240     }
241
242     return std::equal(a.begin(), a.end(), b.begin());
243 }
244
245 }