// // 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. // // InputLayoutCache.cpp: Defines InputLayoutCache, a class that builds and caches // D3D11 input layouts. #include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h" #include "common/bitset_utils.h" #include "common/utilities.h" #include "libANGLE/Context.h" #include "libANGLE/Program.h" #include "libANGLE/VertexArray.h" #include "libANGLE/VertexAttribute.h" #include "libANGLE/renderer/d3d/IndexDataManager.h" #include "libANGLE/renderer/d3d/ProgramD3D.h" #include "libANGLE/renderer/d3d/VertexDataManager.h" #include "libANGLE/renderer/d3d/d3d11/Context11.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h" #include "libANGLE/renderer/d3d/d3d11/VertexArray11.h" #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" namespace rx { namespace { GLenum GetGLSLAttributeType(const std::vector &shaderAttributes, size_t index) { // Count matrices differently for (const sh::ShaderVariable &attrib : shaderAttributes) { if (attrib.location == -1) { continue; } GLenum transposedType = gl::TransposeMatrixType(attrib.type); int rows = gl::VariableRowCount(transposedType); int intIndex = static_cast(index); if (intIndex >= attrib.location && intIndex < attrib.location + rows) { return transposedType; } } UNREACHABLE(); return GL_NONE; } struct PackedAttribute { uint8_t attribType; uint8_t semanticIndex; uint8_t vertexFormatType; uint8_t unusedPadding; uint32_t divisor; }; } // anonymous namespace PackedAttributeLayout::PackedAttributeLayout() : numAttributes(0), flags(0), attributeData({}) {} PackedAttributeLayout::PackedAttributeLayout(const PackedAttributeLayout &other) = default; void PackedAttributeLayout::addAttributeData(GLenum glType, UINT semanticIndex, angle::FormatID vertexFormatID, unsigned int divisor) { gl::AttributeType attribType = gl::GetAttributeType(glType); PackedAttribute packedAttrib; packedAttrib.attribType = static_cast(attribType); packedAttrib.semanticIndex = static_cast(semanticIndex); packedAttrib.vertexFormatType = static_cast(vertexFormatID); packedAttrib.unusedPadding = 0u; packedAttrib.divisor = static_cast(divisor); ASSERT(static_cast(packedAttrib.attribType) == attribType); ASSERT(static_cast(packedAttrib.semanticIndex) == semanticIndex); ASSERT(static_cast(packedAttrib.vertexFormatType) == vertexFormatID); ASSERT(static_cast(packedAttrib.divisor) == divisor); static_assert(sizeof(uint64_t) == sizeof(PackedAttribute), "PackedAttributes must be 64-bits exactly."); attributeData[numAttributes++] = gl::bitCast(packedAttrib); } bool PackedAttributeLayout::operator==(const PackedAttributeLayout &other) const { return (numAttributes == other.numAttributes) && (flags == other.flags) && (attributeData == other.attributeData); } InputLayoutCache::InputLayoutCache() : mLayoutCache(kDefaultCacheSize * 2) {} InputLayoutCache::~InputLayoutCache() {} void InputLayoutCache::clear() { mLayoutCache.Clear(); } angle::Result InputLayoutCache::getInputLayout( Context11 *context11, const gl::State &state, const std::vector ¤tAttributes, const AttribIndexArray &sortedSemanticIndices, gl::PrimitiveMode mode, GLsizei vertexCount, GLsizei instances, const d3d11::InputLayout **inputLayoutOut) { gl::Program *program = state.getProgram(); const auto &shaderAttributes = program->getAttributes(); PackedAttributeLayout layout; ProgramD3D *programD3D = GetImplAs(program); bool programUsesInstancedPointSprites = programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation(); bool instancedPointSpritesActive = programUsesInstancedPointSprites && (mode == gl::PrimitiveMode::Points); if (programUsesInstancedPointSprites) { layout.flags |= PackedAttributeLayout::FLAG_USES_INSTANCED_SPRITES; } if (instancedPointSpritesActive) { layout.flags |= PackedAttributeLayout::FLAG_INSTANCED_SPRITES_ACTIVE; } if (instances > 0) { layout.flags |= PackedAttributeLayout::FLAG_INSTANCED_RENDERING_ACTIVE; } const auto &attribs = state.getVertexArray()->getVertexAttributes(); const auto &bindings = state.getVertexArray()->getVertexBindings(); const auto &locationToSemantic = programD3D->getAttribLocationToD3DSemantics(); int divisorMultiplier = program->usesMultiview() ? program->getNumViews() : 1; for (size_t attribIndex : state.getProgramExecutable()->getActiveAttribLocationsMask()) { // Record the type of the associated vertex shader vector in our key // This will prevent mismatched vertex shaders from using the same input layout GLenum glslElementType = GetGLSLAttributeType(shaderAttributes, attribIndex); const auto &attrib = attribs[attribIndex]; const auto &binding = bindings[attrib.bindingIndex]; int d3dSemantic = locationToSemantic[attribIndex]; const auto ¤tValue = state.getVertexAttribCurrentValue(static_cast(attribIndex)); angle::FormatID vertexFormatID = gl::GetVertexFormatID(attrib, currentValue.Type); layout.addAttributeData(glslElementType, d3dSemantic, vertexFormatID, binding.getDivisor() * divisorMultiplier); } if (layout.numAttributes > 0 || layout.flags != 0) { auto it = mLayoutCache.Get(layout); if (it != mLayoutCache.end()) { *inputLayoutOut = &it->second; } else { angle::TrimCache(mLayoutCache.max_size() / 2, kGCLimit, "input layout", &mLayoutCache); d3d11::InputLayout newInputLayout; ANGLE_TRY(createInputLayout(context11, sortedSemanticIndices, currentAttributes, mode, vertexCount, instances, &newInputLayout)); auto insertIt = mLayoutCache.Put(layout, std::move(newInputLayout)); *inputLayoutOut = &insertIt->second; } } return angle::Result::Continue; } angle::Result InputLayoutCache::createInputLayout( Context11 *context11, const AttribIndexArray &sortedSemanticIndices, const std::vector ¤tAttributes, gl::PrimitiveMode mode, GLsizei vertexCount, GLsizei instances, d3d11::InputLayout *inputLayoutOut) { Renderer11 *renderer = context11->getRenderer(); ProgramD3D *programD3D = renderer->getStateManager()->getProgramD3D(); D3D_FEATURE_LEVEL featureLevel = renderer->getRenderer11DeviceCaps().featureLevel; bool programUsesInstancedPointSprites = programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation(); unsigned int inputElementCount = 0; gl::AttribArray inputElements; for (size_t attribIndex = 0; attribIndex < currentAttributes.size(); ++attribIndex) { const auto &attrib = *currentAttributes[attribIndex]; const int sortedIndex = sortedSemanticIndices[attribIndex]; D3D11_INPUT_CLASSIFICATION inputClass = attrib.divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA; angle::FormatID vertexFormatID = gl::GetVertexFormatID(*attrib.attribute, attrib.currentValueType); const auto &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormatID, featureLevel); auto *inputElement = &inputElements[inputElementCount]; inputElement->SemanticName = "TEXCOORD"; inputElement->SemanticIndex = sortedIndex; inputElement->Format = vertexFormatInfo.nativeFormat; inputElement->InputSlot = static_cast(attribIndex); inputElement->AlignedByteOffset = 0; inputElement->InputSlotClass = inputClass; inputElement->InstanceDataStepRate = attrib.divisor; inputElementCount++; } // Instanced PointSprite emulation requires additional entries in the // inputlayout to support the vertices that make up the pointsprite quad. // We do this even if mode != GL_POINTS, since the shader signature has these inputs, and the // input layout must match the shader if (programUsesInstancedPointSprites) { // On 9_3, we must ensure that slot 0 contains non-instanced data. // If slot 0 currently contains instanced data then we swap it with a non-instanced element. // Note that instancing is only available on 9_3 via ANGLE_instanced_arrays, since 9_3 // doesn't support OpenGL ES 3.0. // As per the spec for ANGLE_instanced_arrays, not all attributes can be instanced // simultaneously, so a non-instanced element must exist. UINT numIndicesPerInstance = 0; if (instances > 0) { // This requires that the index range is resolved. // Note: Vertex indexes can be arbitrarily large. numIndicesPerInstance = gl::clampCast(vertexCount); } for (size_t elementIndex = 0; elementIndex < inputElementCount; ++elementIndex) { // If rendering points and instanced pointsprite emulation is being used, the // inputClass is required to be configured as per instance data if (mode == gl::PrimitiveMode::Points) { inputElements[elementIndex].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA; inputElements[elementIndex].InstanceDataStepRate = 1; if (numIndicesPerInstance > 0 && currentAttributes[elementIndex]->divisor > 0) { inputElements[elementIndex].InstanceDataStepRate = numIndicesPerInstance; } } inputElements[elementIndex].InputSlot++; } inputElements[inputElementCount].SemanticName = "SPRITEPOSITION"; inputElements[inputElementCount].SemanticIndex = 0; inputElements[inputElementCount].Format = DXGI_FORMAT_R32G32B32_FLOAT; inputElements[inputElementCount].InputSlot = 0; inputElements[inputElementCount].AlignedByteOffset = 0; inputElements[inputElementCount].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; inputElements[inputElementCount].InstanceDataStepRate = 0; inputElementCount++; inputElements[inputElementCount].SemanticName = "SPRITETEXCOORD"; inputElements[inputElementCount].SemanticIndex = 0; inputElements[inputElementCount].Format = DXGI_FORMAT_R32G32_FLOAT; inputElements[inputElementCount].InputSlot = 0; inputElements[inputElementCount].AlignedByteOffset = sizeof(float) * 3; inputElements[inputElementCount].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; inputElements[inputElementCount].InstanceDataStepRate = 0; inputElementCount++; } ShaderExecutableD3D *shader = nullptr; ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(context11, &shader, nullptr)); ShaderExecutableD3D *shader11 = GetAs(shader); InputElementArray inputElementArray(inputElements.data(), inputElementCount); ShaderData vertexShaderData(shader11->getFunction(), shader11->getLength()); ANGLE_TRY(renderer->allocateResource(context11, inputElementArray, &vertexShaderData, inputLayoutOut)); return angle::Result::Continue; } void InputLayoutCache::setCacheSize(size_t newCacheSize) { // Forces a reset of the cache. LayoutCache newCache(newCacheSize); mLayoutCache.Swap(newCache); } } // namespace rx