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-rw-r--r--gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.cpp262
1 files changed, 262 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.cpp
new file mode 100644
index 0000000000..e129ae9786
--- /dev/null
+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.cpp
@@ -0,0 +1,262 @@
+//
+// 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.
+//
+
+// VertexDeclarationCache.cpp: Implements a helper class to construct and cache vertex declarations.
+
+#include "libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.h"
+
+#include "libANGLE/Context.h"
+#include "libANGLE/VertexAttribute.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/ProgramD3D.h"
+#include "libANGLE/renderer/d3d/d3d9/Context9.h"
+#include "libANGLE/renderer/d3d/d3d9/VertexBuffer9.h"
+#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
+
+namespace rx
+{
+
+VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
+{
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ mVertexDeclCache[i].vertexDeclaration = nullptr;
+ mVertexDeclCache[i].lruCount = 0;
+ }
+
+ for (VBData &vb : mAppliedVBs)
+ {
+ vb.serial = 0;
+ }
+
+ mLastSetVDecl = nullptr;
+ mInstancingEnabled = true;
+}
+
+VertexDeclarationCache::~VertexDeclarationCache()
+{
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ SafeRelease(mVertexDeclCache[i].vertexDeclaration);
+ }
+}
+
+angle::Result VertexDeclarationCache::applyDeclaration(
+ const gl::Context *context,
+ IDirect3DDevice9 *device,
+ const std::vector<TranslatedAttribute> &attributes,
+ gl::Program *program,
+ GLint start,
+ GLsizei instances,
+ GLsizei *repeatDraw)
+{
+ ASSERT(gl::MAX_VERTEX_ATTRIBS >= attributes.size());
+
+ *repeatDraw = 1;
+
+ const size_t invalidAttribIndex = attributes.size();
+ size_t indexedAttribute = invalidAttribIndex;
+ size_t instancedAttribute = invalidAttribIndex;
+
+ if (instances == 0)
+ {
+ for (size_t i = 0; i < attributes.size(); ++i)
+ {
+ if (attributes[i].divisor != 0)
+ {
+ // If a divisor is set, it still applies even if an instanced draw was not used, so
+ // treat as a single-instance draw.
+ instances = 1;
+ break;
+ }
+ }
+ }
+
+ if (instances > 0)
+ {
+ // Find an indexed attribute to be mapped to D3D stream 0
+ for (size_t i = 0; i < attributes.size(); i++)
+ {
+ if (attributes[i].active)
+ {
+ if (indexedAttribute == invalidAttribIndex && attributes[i].divisor == 0)
+ {
+ indexedAttribute = i;
+ }
+ else if (instancedAttribute == invalidAttribIndex && attributes[i].divisor != 0)
+ {
+ instancedAttribute = i;
+ }
+ if (indexedAttribute != invalidAttribIndex &&
+ instancedAttribute != invalidAttribIndex)
+ break; // Found both an indexed and instanced attribute
+ }
+ }
+
+ // The validation layer checks that there is at least one active attribute with a zero
+ // divisor as per the GL_ANGLE_instanced_arrays spec.
+ ASSERT(indexedAttribute != invalidAttribIndex);
+ }
+
+ D3DCAPS9 caps;
+ device->GetDeviceCaps(&caps);
+
+ D3DVERTEXELEMENT9 elements[gl::MAX_VERTEX_ATTRIBS + 1];
+ D3DVERTEXELEMENT9 *element = &elements[0];
+
+ ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
+ const auto &semanticIndexes = programD3D->getAttribLocationToD3DSemantics();
+
+ for (size_t i = 0; i < attributes.size(); i++)
+ {
+ if (attributes[i].active)
+ {
+ // Directly binding the storage buffer is not supported for d3d9
+ ASSERT(attributes[i].storage == nullptr);
+
+ int stream = static_cast<int>(i);
+
+ if (instances > 0)
+ {
+ // Due to a bug on ATI cards we can't enable instancing when none of the attributes
+ // are instanced.
+ if (instancedAttribute == invalidAttribIndex)
+ {
+ *repeatDraw = instances;
+ }
+ else
+ {
+ if (i == indexedAttribute)
+ {
+ stream = 0;
+ }
+ else if (i == 0)
+ {
+ stream = static_cast<int>(indexedAttribute);
+ }
+
+ UINT frequency = 1;
+
+ if (attributes[i].divisor == 0)
+ {
+ frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
+ }
+ else
+ {
+ frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
+ }
+
+ device->SetStreamSourceFreq(stream, frequency);
+ mInstancingEnabled = true;
+ }
+ }
+
+ VertexBuffer9 *vertexBuffer = GetAs<VertexBuffer9>(attributes[i].vertexBuffer.get());
+
+ unsigned int offset = 0;
+ ANGLE_TRY(attributes[i].computeOffset(context, start, &offset));
+
+ if (mAppliedVBs[stream].serial != attributes[i].serial ||
+ mAppliedVBs[stream].stride != attributes[i].stride ||
+ mAppliedVBs[stream].offset != offset)
+ {
+ device->SetStreamSource(stream, vertexBuffer->getBuffer(), offset,
+ attributes[i].stride);
+ mAppliedVBs[stream].serial = attributes[i].serial;
+ mAppliedVBs[stream].stride = attributes[i].stride;
+ mAppliedVBs[stream].offset = offset;
+ }
+
+ angle::FormatID vertexformatID =
+ gl::GetVertexFormatID(*attributes[i].attribute, gl::VertexAttribType::Float);
+ const d3d9::VertexFormat &d3d9VertexInfo =
+ d3d9::GetVertexFormatInfo(caps.DeclTypes, vertexformatID);
+
+ element->Stream = static_cast<WORD>(stream);
+ element->Offset = 0;
+ element->Type = static_cast<BYTE>(d3d9VertexInfo.nativeFormat);
+ element->Method = D3DDECLMETHOD_DEFAULT;
+ element->Usage = D3DDECLUSAGE_TEXCOORD;
+ element->UsageIndex = static_cast<BYTE>(semanticIndexes[i]);
+ element++;
+ }
+ }
+
+ if (instances == 0 || instancedAttribute == invalidAttribIndex)
+ {
+ if (mInstancingEnabled)
+ {
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ device->SetStreamSourceFreq(i, 1);
+ }
+
+ mInstancingEnabled = false;
+ }
+ }
+
+ static const D3DVERTEXELEMENT9 end = D3DDECL_END();
+ *(element++) = end;
+
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
+ if (memcmp(entry->cachedElements, elements,
+ (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 &&
+ entry->vertexDeclaration)
+ {
+ entry->lruCount = ++mMaxLru;
+ if (entry->vertexDeclaration != mLastSetVDecl)
+ {
+ device->SetVertexDeclaration(entry->vertexDeclaration);
+ mLastSetVDecl = entry->vertexDeclaration;
+ }
+
+ return angle::Result::Continue;
+ }
+ }
+
+ VertexDeclCacheEntry *lastCache = mVertexDeclCache;
+
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
+ {
+ lastCache = &mVertexDeclCache[i];
+ }
+ }
+
+ if (lastCache->vertexDeclaration != nullptr)
+ {
+ SafeRelease(lastCache->vertexDeclaration);
+ // mLastSetVDecl is set to the replacement, so we don't have to worry
+ // about it.
+ }
+
+ memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
+ HRESULT result = device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
+ ANGLE_TRY_HR(GetImplAs<Context9>(context), result,
+ "Failed to create internal vertex declaration");
+
+ device->SetVertexDeclaration(lastCache->vertexDeclaration);
+ mLastSetVDecl = lastCache->vertexDeclaration;
+ lastCache->lruCount = ++mMaxLru;
+
+ return angle::Result::Continue;
+}
+
+void VertexDeclarationCache::markStateDirty()
+{
+ for (VBData &vb : mAppliedVBs)
+ {
+ vb.serial = 0;
+ }
+
+ mLastSetVDecl = nullptr;
+ mInstancingEnabled = true; // Forces it to be disabled when not used
+}
+
+} // namespace rx