summaryrefslogtreecommitdiffstats
path: root/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h
diff options
context:
space:
mode:
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h')
-rw-r--r--gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h124
1 files changed, 124 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h
new file mode 100644
index 0000000000..bd853fe86e
--- /dev/null
+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.h
@@ -0,0 +1,124 @@
+//
+// Copyright 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.
+//
+
+// RenderStateCache.h: Defines rx::RenderStateCache, a cache of Direct3D render
+// state objects.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERSTATECACHE_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_RENDERSTATECACHE_H_
+
+#include "common/angleutils.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/SizedMRUCache.h"
+#include "libANGLE/angletypes.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+#include <unordered_map>
+
+namespace std
+{
+template <>
+struct hash<rx::d3d11::BlendStateKey>
+{
+ size_t operator()(const rx::d3d11::BlendStateKey &key) const
+ {
+ return angle::ComputeGenericHash(key);
+ }
+};
+
+template <>
+struct hash<rx::d3d11::RasterizerStateKey>
+{
+ size_t operator()(const rx::d3d11::RasterizerStateKey &key) const
+ {
+ return angle::ComputeGenericHash(key);
+ }
+};
+
+template <>
+struct hash<gl::DepthStencilState>
+{
+ size_t operator()(const gl::DepthStencilState &key) const
+ {
+ return angle::ComputeGenericHash(key);
+ }
+};
+
+template <>
+struct hash<gl::SamplerState>
+{
+ size_t operator()(const gl::SamplerState &key) const { return angle::ComputeGenericHash(key); }
+};
+} // namespace std
+
+namespace rx
+{
+class Framebuffer11;
+class Renderer11;
+
+class RenderStateCache : angle::NonCopyable
+{
+ public:
+ RenderStateCache();
+ virtual ~RenderStateCache();
+
+ void clear();
+
+ static d3d11::BlendStateKey GetBlendStateKey(const gl::Context *context,
+ Framebuffer11 *framebuffer11,
+ const gl::BlendStateExt &blendStateExt,
+ bool sampleAlphaToCoverage);
+ angle::Result getBlendState(const gl::Context *context,
+ Renderer11 *renderer,
+ const d3d11::BlendStateKey &key,
+ const d3d11::BlendState **outBlendState);
+ angle::Result getRasterizerState(const gl::Context *context,
+ Renderer11 *renderer,
+ const gl::RasterizerState &rasterState,
+ bool scissorEnabled,
+ ID3D11RasterizerState **outRasterizerState);
+ angle::Result getDepthStencilState(const gl::Context *context,
+ Renderer11 *renderer,
+ const gl::DepthStencilState &dsState,
+ const d3d11::DepthStencilState **outDSState);
+ angle::Result getSamplerState(const gl::Context *context,
+ Renderer11 *renderer,
+ const gl::SamplerState &samplerState,
+ ID3D11SamplerState **outSamplerState);
+
+ private:
+ // MSDN's documentation of ID3D11Device::CreateBlendState, ID3D11Device::CreateRasterizerState,
+ // ID3D11Device::CreateDepthStencilState and ID3D11Device::CreateSamplerState claims the maximum
+ // number of unique states of each type an application can create is 4096
+ // TODO(ShahmeerEsmail): Revisit the cache sizes to make sure they are appropriate for most
+ // scenarios.
+ static constexpr unsigned int kMaxStates = 4096;
+
+ // The cache tries to clean up this many states at once.
+ static constexpr unsigned int kGCLimit = 128;
+
+ // Blend state cache
+ using BlendStateMap = angle::base::HashingMRUCache<d3d11::BlendStateKey, d3d11::BlendState>;
+ BlendStateMap mBlendStateCache;
+
+ // Rasterizer state cache
+ using RasterizerStateMap =
+ angle::base::HashingMRUCache<d3d11::RasterizerStateKey, d3d11::RasterizerState>;
+ RasterizerStateMap mRasterizerStateCache;
+
+ // Depth stencil state cache
+ using DepthStencilStateMap =
+ angle::base::HashingMRUCache<gl::DepthStencilState, d3d11::DepthStencilState>;
+ DepthStencilStateMap mDepthStencilStateCache;
+
+ // Sample state cache
+ using SamplerStateMap = angle::base::HashingMRUCache<gl::SamplerState, d3d11::SamplerState>;
+ SamplerStateMap mSamplerStateCache;
+};
+
+} // namespace rx
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERSTATECACHE_H_