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1 #include "precompiled.h"
2 //
3 // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
4 // Use of this source code is governed by a BSD-style license that can be
5 // found in the LICENSE file.
6 //
7 
8 // VertexDeclarationCache.cpp: Implements a helper class to construct and cache vertex declarations.
9 
10 #include "libGLESv2/ProgramBinary.h"
11 #include "libGLESv2/Context.h"
12 #include "libGLESv2/renderer/VertexBuffer9.h"
13 #include "libGLESv2/renderer/VertexDeclarationCache.h"
14 
15 namespace rx
16 {
17 
VertexDeclarationCache()18 VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
19 {
20     for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
21     {
22         mVertexDeclCache[i].vertexDeclaration = NULL;
23         mVertexDeclCache[i].lruCount = 0;
24     }
25 
26     for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
27     {
28         mAppliedVBs[i].serial = 0;
29     }
30 
31     mLastSetVDecl = NULL;
32     mInstancingEnabled = true;
33 }
34 
~VertexDeclarationCache()35 VertexDeclarationCache::~VertexDeclarationCache()
36 {
37     for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
38     {
39         if (mVertexDeclCache[i].vertexDeclaration)
40         {
41             mVertexDeclCache[i].vertexDeclaration->Release();
42         }
43     }
44 }
45 
applyDeclaration(IDirect3DDevice9 * device,TranslatedAttribute attributes[],gl::ProgramBinary * programBinary,GLsizei instances,GLsizei * repeatDraw)46 GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], gl::ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw)
47 {
48     *repeatDraw = 1;
49 
50     int indexedAttribute = gl::MAX_VERTEX_ATTRIBS;
51     int instancedAttribute = gl::MAX_VERTEX_ATTRIBS;
52 
53     if (instances > 0)
54     {
55         // Find an indexed attribute to be mapped to D3D stream 0
56         for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
57         {
58             if (attributes[i].active)
59             {
60                 if (indexedAttribute == gl::MAX_VERTEX_ATTRIBS && attributes[i].divisor == 0)
61                 {
62                     indexedAttribute = i;
63                 }
64                 else if (instancedAttribute == gl::MAX_VERTEX_ATTRIBS && attributes[i].divisor != 0)
65                 {
66                     instancedAttribute = i;
67                 }
68                 if (indexedAttribute != gl::MAX_VERTEX_ATTRIBS && instancedAttribute != gl::MAX_VERTEX_ATTRIBS)
69                     break;   // Found both an indexed and instanced attribute
70             }
71         }
72 
73         if (indexedAttribute == gl::MAX_VERTEX_ATTRIBS)
74         {
75             return GL_INVALID_OPERATION;
76         }
77     }
78 
79     D3DVERTEXELEMENT9 elements[gl::MAX_VERTEX_ATTRIBS + 1];
80     D3DVERTEXELEMENT9 *element = &elements[0];
81 
82     for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
83     {
84         if (attributes[i].active)
85         {
86             // Directly binding the storage buffer is not supported for d3d9
87             ASSERT(attributes[i].storage == NULL);
88 
89             int stream = i;
90 
91             if (instances > 0)
92             {
93                 // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
94                 if (instancedAttribute == gl::MAX_VERTEX_ATTRIBS)
95                 {
96                     *repeatDraw = instances;
97                 }
98                 else
99                 {
100                     if (i == indexedAttribute)
101                     {
102                         stream = 0;
103                     }
104                     else if (i == 0)
105                     {
106                         stream = indexedAttribute;
107                     }
108 
109                     UINT frequency = 1;
110 
111                     if (attributes[i].divisor == 0)
112                     {
113                         frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
114                     }
115                     else
116                     {
117                         frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
118                     }
119 
120                     device->SetStreamSourceFreq(stream, frequency);
121                     mInstancingEnabled = true;
122                 }
123             }
124 
125             VertexBuffer9 *vertexBuffer = VertexBuffer9::makeVertexBuffer9(attributes[i].vertexBuffer);
126 
127             if (mAppliedVBs[stream].serial != attributes[i].serial ||
128                 mAppliedVBs[stream].stride != attributes[i].stride ||
129                 mAppliedVBs[stream].offset != attributes[i].offset)
130             {
131                 device->SetStreamSource(stream, vertexBuffer->getBuffer(), attributes[i].offset, attributes[i].stride);
132                 mAppliedVBs[stream].serial = attributes[i].serial;
133                 mAppliedVBs[stream].stride = attributes[i].stride;
134                 mAppliedVBs[stream].offset = attributes[i].offset;
135             }
136 
137             element->Stream = stream;
138             element->Offset = 0;
139             element->Type = attributes[i].attribute->mArrayEnabled ? vertexBuffer->getDeclType(*attributes[i].attribute) : D3DDECLTYPE_FLOAT4;
140             element->Method = D3DDECLMETHOD_DEFAULT;
141             element->Usage = D3DDECLUSAGE_TEXCOORD;
142             element->UsageIndex = programBinary->getSemanticIndex(i);
143             element++;
144         }
145     }
146 
147     if (instances == 0 || instancedAttribute == gl::MAX_VERTEX_ATTRIBS)
148     {
149         if (mInstancingEnabled)
150         {
151             for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
152             {
153                 device->SetStreamSourceFreq(i, 1);
154             }
155 
156             mInstancingEnabled = false;
157         }
158     }
159 
160     static const D3DVERTEXELEMENT9 end = D3DDECL_END();
161     *(element++) = end;
162 
163     for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
164     {
165         VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
166         if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
167         {
168             entry->lruCount = ++mMaxLru;
169             if(entry->vertexDeclaration != mLastSetVDecl)
170             {
171                 device->SetVertexDeclaration(entry->vertexDeclaration);
172                 mLastSetVDecl = entry->vertexDeclaration;
173             }
174 
175             return GL_NO_ERROR;
176         }
177     }
178 
179     VertexDeclCacheEntry *lastCache = mVertexDeclCache;
180 
181     for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
182     {
183         if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
184         {
185             lastCache = &mVertexDeclCache[i];
186         }
187     }
188 
189     if (lastCache->vertexDeclaration != NULL)
190     {
191         lastCache->vertexDeclaration->Release();
192         lastCache->vertexDeclaration = NULL;
193         // mLastSetVDecl is set to the replacement, so we don't have to worry
194         // about it.
195     }
196 
197     memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
198     device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
199     device->SetVertexDeclaration(lastCache->vertexDeclaration);
200     mLastSetVDecl = lastCache->vertexDeclaration;
201     lastCache->lruCount = ++mMaxLru;
202 
203     return GL_NO_ERROR;
204 }
205 
markStateDirty()206 void VertexDeclarationCache::markStateDirty()
207 {
208     for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
209     {
210         mAppliedVBs[i].serial = 0;
211     }
212 
213     mLastSetVDecl = NULL;
214     mInstancingEnabled = true;   // Forces it to be disabled when not used
215 }
216 
217 }
218