D3D11: Don't store device in InputLayoutCache.

We will need the Renderer pointer for resource allocation, so
pass it around instead of storing the device and context.

BUG=angleproject:2034

Change-Id: Iaf271913f88c5402895aa81de310aa22fcd72cc4
Reviewed-on: https://chromium-review.googlesource.com/509930
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
This commit is contained in:
Jamie Madill 2017-05-19 14:31:25 -04:00 коммит произвёл Commit Bot
Родитель 341a36cce4
Коммит caafd890bf
3 изменённых файлов: 59 добавлений и 49 удалений

Просмотреть файл

@ -12,12 +12,13 @@
#include "common/bitset_utils.h"
#include "common/utilities.h"
#include "libANGLE/Program.h"
#include "libANGLE/VertexAttribute.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/Buffer11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
#include "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
@ -171,12 +172,10 @@ bool InputLayoutCache::PackedAttributeLayout::operator<(const PackedAttributeLay
}
InputLayoutCache::InputLayoutCache()
: mCurrentIL(nullptr),
: mCurrentIL(angle::DirtyPointer),
mPointSpriteVertexBuffer(nullptr),
mPointSpriteIndexBuffer(nullptr),
mCacheSize(kDefaultCacheSize),
mDevice(nullptr),
mDeviceContext(nullptr)
mCacheSize(kDefaultCacheSize)
{
mCurrentBuffers.fill(nullptr);
mCurrentVertexStrides.fill(std::numeric_limits<UINT>::max());
@ -189,12 +188,9 @@ InputLayoutCache::~InputLayoutCache()
clear();
}
void InputLayoutCache::initialize(ID3D11Device *device, ID3D11DeviceContext *context)
void InputLayoutCache::initialize()
{
clear();
mDevice = device;
mDeviceContext = context;
mFeatureLevel = device->GetFeatureLevel();
}
void InputLayoutCache::clear()
@ -211,7 +207,7 @@ void InputLayoutCache::clear()
void InputLayoutCache::markDirty()
{
mCurrentIL = nullptr;
mCurrentIL = angle::DirtyPointer;
for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
{
mCurrentBuffers[i] = nullptr;
@ -221,6 +217,7 @@ void InputLayoutCache::markDirty()
}
gl::Error InputLayoutCache::applyVertexBuffers(
Renderer11 *renderer,
const gl::State &state,
const std::vector<TranslatedAttribute> &vertexArrayAttribs,
const std::vector<TranslatedAttribute> &currentValueAttribs,
@ -229,7 +226,8 @@ gl::Error InputLayoutCache::applyVertexBuffers(
TranslatedIndexData *indexInfo,
GLsizei numIndicesPerInstance)
{
ASSERT(mDevice && mDeviceContext);
ID3D11DeviceContext *deviceContext = renderer->getDeviceContext();
ID3D11Device *device = renderer->getDevice();
gl::Program *program = state.getProgram();
ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
@ -241,8 +239,10 @@ gl::Error InputLayoutCache::applyVertexBuffers(
SortAttributesByLayout(program, vertexArrayAttribs, currentValueAttribs, &sortedSemanticIndices,
&mCurrentAttributes);
auto featureLevel = renderer->getRenderer11DeviceCaps().featureLevel;
// If we are using FL 9_3, make sure the first attribute is not instanced
if (mFeatureLevel <= D3D_FEATURE_LEVEL_9_3 && !mCurrentAttributes.empty())
if (featureLevel <= D3D_FEATURE_LEVEL_9_3 && !mCurrentAttributes.empty())
{
if (mCurrentAttributes[0]->divisor > 0)
{
@ -256,7 +256,8 @@ gl::Error InputLayoutCache::applyVertexBuffers(
}
}
ANGLE_TRY(updateInputLayout(state, mode, sortedSemanticIndices, numIndicesPerInstance));
ANGLE_TRY(
updateInputLayout(renderer, state, mode, sortedSemanticIndices, numIndicesPerInstance));
bool dirtyBuffers = false;
size_t minDiff = gl::MAX_VERTEX_ATTRIBS;
@ -339,7 +340,6 @@ gl::Error InputLayoutCache::applyVertexBuffers(
// handle missing vertex data and will TDR the system.
if (programUsesInstancedPointSprites)
{
HRESULT result = S_OK;
const UINT pointSpriteVertexStride = sizeof(float) * 5;
if (!mPointSpriteVertexBuffer)
@ -364,7 +364,8 @@ gl::Error InputLayoutCache::applyVertexBuffers(
vertexBufferDesc.MiscFlags = 0;
vertexBufferDesc.StructureByteStride = 0;
result = mDevice->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &mPointSpriteVertexBuffer);
HRESULT result = device->CreateBuffer(&vertexBufferDesc, &vertexBufferData,
&mPointSpriteVertexBuffer);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create instanced pointsprite emulation vertex buffer, HRESULT: 0x%08x", result);
@ -399,7 +400,8 @@ gl::Error InputLayoutCache::applyVertexBuffers(
indexBufferDesc.MiscFlags = 0;
indexBufferDesc.StructureByteStride = 0;
result = mDevice->CreateBuffer(&indexBufferDesc, &indexBufferData, &mPointSpriteIndexBuffer);
HRESULT result =
device->CreateBuffer(&indexBufferDesc, &indexBufferData, &mPointSpriteIndexBuffer);
if (FAILED(result))
{
SafeRelease(mPointSpriteVertexBuffer);
@ -413,14 +415,14 @@ gl::Error InputLayoutCache::applyVertexBuffers(
// non-indexed rendering path in ANGLE (DrawArrays). This means that applyIndexBuffer()
// on the renderer will not be called and setting this buffer here ensures that the
// rendering path will contain the correct index buffers.
mDeviceContext->IASetIndexBuffer(mPointSpriteIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
deviceContext->IASetIndexBuffer(mPointSpriteIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
}
}
if (dirtyBuffers)
{
ASSERT(minDiff <= maxDiff && maxDiff < gl::MAX_VERTEX_ATTRIBS);
mDeviceContext->IASetVertexBuffers(
deviceContext->IASetVertexBuffers(
static_cast<UINT>(minDiff), static_cast<UINT>(maxDiff - minDiff + 1),
&mCurrentBuffers[minDiff], &mCurrentVertexStrides[minDiff],
&mCurrentVertexOffsets[minDiff]);
@ -429,7 +431,8 @@ gl::Error InputLayoutCache::applyVertexBuffers(
return gl::NoError();
}
gl::Error InputLayoutCache::updateVertexOffsetsForPointSpritesEmulation(GLint startVertex,
gl::Error InputLayoutCache::updateVertexOffsetsForPointSpritesEmulation(Renderer11 *renderer,
GLint startVertex,
GLsizei emulatedInstanceId)
{
size_t reservedBuffers = GetReservedBufferCount(true);
@ -447,13 +450,15 @@ gl::Error InputLayoutCache::updateVertexOffsetsForPointSpritesEmulation(GLint st
}
}
mDeviceContext->IASetVertexBuffers(0, gl::MAX_VERTEX_ATTRIBS, mCurrentBuffers.data(),
mCurrentVertexStrides.data(), mCurrentVertexOffsets.data());
ID3D11DeviceContext *deviceContext = renderer->getDeviceContext();
deviceContext->IASetVertexBuffers(0, gl::MAX_VERTEX_ATTRIBS, mCurrentBuffers.data(),
mCurrentVertexStrides.data(), mCurrentVertexOffsets.data());
return gl::NoError();
}
gl::Error InputLayoutCache::updateInputLayout(const gl::State &state,
gl::Error InputLayoutCache::updateInputLayout(Renderer11 *renderer,
const gl::State &state,
GLenum mode,
const AttribIndexArray &sortedSemanticIndices,
GLsizei numIndicesPerInstance)
@ -513,8 +518,8 @@ gl::Error InputLayoutCache::updateInputLayout(const gl::State &state,
}
else
{
ANGLE_TRY(createInputLayout(sortedSemanticIndices, mode, program, numIndicesPerInstance,
&inputLayout));
ANGLE_TRY(createInputLayout(renderer, sortedSemanticIndices, mode, program,
numIndicesPerInstance, &inputLayout));
if (mLayoutMap.size() >= mCacheSize)
{
WARN() << "Overflowed the limit of " << mCacheSize
@ -538,22 +543,25 @@ gl::Error InputLayoutCache::updateInputLayout(const gl::State &state,
}
}
if (inputLayout != mCurrentIL)
if (reinterpret_cast<uintptr_t>(inputLayout) != mCurrentIL)
{
mDeviceContext->IASetInputLayout(inputLayout);
mCurrentIL = inputLayout;
ID3D11DeviceContext *deviceContext = renderer->getDeviceContext();
deviceContext->IASetInputLayout(inputLayout);
mCurrentIL = reinterpret_cast<uintptr_t>(inputLayout);
}
return gl::NoError();
}
gl::Error InputLayoutCache::createInputLayout(const AttribIndexArray &sortedSemanticIndices,
gl::Error InputLayoutCache::createInputLayout(Renderer11 *renderer,
const AttribIndexArray &sortedSemanticIndices,
GLenum mode,
gl::Program *program,
GLsizei numIndicesPerInstance,
ID3D11InputLayout **inputLayoutOut)
{
ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
auto featureLevel = renderer->getRenderer11DeviceCaps().featureLevel;
bool programUsesInstancedPointSprites =
programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation();
@ -571,7 +579,7 @@ gl::Error InputLayoutCache::createInputLayout(const AttribIndexArray &sortedSema
const auto &vertexFormatType =
gl::GetVertexFormatType(*attrib.attribute, attrib.currentValueType);
const auto &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormatType, mFeatureLevel);
const auto &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormatType, featureLevel);
auto *inputElement = &inputElements[inputElementCount];
@ -640,15 +648,15 @@ gl::Error InputLayoutCache::createInputLayout(const AttribIndexArray &sortedSema
ShaderExecutableD3D *shader11 = GetAs<ShaderExecutable11>(shader);
ID3D11Device *device = renderer->getDevice();
HRESULT result =
mDevice->CreateInputLayout(inputElements.data(), inputElementCount, shader11->getFunction(),
shader11->getLength(), inputLayoutOut);
device->CreateInputLayout(inputElements.data(), inputElementCount, shader11->getFunction(),
shader11->getLength(), inputLayoutOut);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY,
"Failed to create internal input layout, HRESULT: 0x%08x", result);
}
return gl::NoError();
}

Просмотреть файл

@ -34,6 +34,7 @@ struct TranslatedAttribute;
struct TranslatedIndexData;
struct SourceIndexData;
class ProgramD3D;
class Renderer11;
class InputLayoutCache : angle::NonCopyable
{
@ -41,11 +42,12 @@ class InputLayoutCache : angle::NonCopyable
InputLayoutCache();
virtual ~InputLayoutCache();
void initialize(ID3D11Device *device, ID3D11DeviceContext *context);
void initialize();
void clear();
void markDirty();
gl::Error applyVertexBuffers(const gl::State &state,
gl::Error applyVertexBuffers(Renderer11 *renderer,
const gl::State &state,
const std::vector<TranslatedAttribute> &vertexArrayAttribs,
const std::vector<TranslatedAttribute> &currentValueAttribs,
GLenum mode,
@ -53,7 +55,8 @@ class InputLayoutCache : angle::NonCopyable
TranslatedIndexData *indexInfo,
GLsizei numIndicesPerInstance);
gl::Error updateVertexOffsetsForPointSpritesEmulation(GLint startVertex,
gl::Error updateVertexOffsetsForPointSpritesEmulation(Renderer11 *renderer,
GLint startVertex,
GLsizei emulatedInstanceId);
// Useful for testing
@ -87,11 +90,13 @@ class InputLayoutCache : angle::NonCopyable
uint32_t attributeData[gl::MAX_VERTEX_ATTRIBS];
};
gl::Error updateInputLayout(const gl::State &state,
gl::Error updateInputLayout(Renderer11 *renderer,
const gl::State &state,
GLenum mode,
const AttribIndexArray &sortedSemanticIndices,
GLsizei numIndicesPerInstance);
gl::Error createInputLayout(const AttribIndexArray &sortedSemanticIndices,
gl::Error createInputLayout(Renderer11 *renderer,
const AttribIndexArray &sortedSemanticIndices,
GLenum mode,
gl::Program *program,
GLsizei numIndicesPerInstance,
@ -99,7 +104,7 @@ class InputLayoutCache : angle::NonCopyable
std::map<PackedAttributeLayout, ID3D11InputLayout *> mLayoutMap;
ID3D11InputLayout *mCurrentIL;
uintptr_t mCurrentIL;
std::array<ID3D11Buffer *, gl::MAX_VERTEX_ATTRIBS> mCurrentBuffers;
std::array<UINT, gl::MAX_VERTEX_ATTRIBS> mCurrentVertexStrides;
std::array<UINT, gl::MAX_VERTEX_ATTRIBS> mCurrentVertexOffsets;
@ -109,10 +114,6 @@ class InputLayoutCache : angle::NonCopyable
ID3D11Buffer *mPointSpriteIndexBuffer;
unsigned int mCacheSize;
ID3D11Device *mDevice;
ID3D11DeviceContext *mDeviceContext;
D3D_FEATURE_LEVEL mFeatureLevel;
};
} // namespace rx

Просмотреть файл

@ -796,7 +796,7 @@ void Renderer11::initializeDevice()
populateRenderer11DeviceCaps();
mStateCache.initialize(mDevice);
mInputLayoutCache.initialize(mDevice, mDeviceContext);
mInputLayoutCache.initialize();
ASSERT(!mVertexDataManager && !mIndexDataManager);
mVertexDataManager = new VertexDataManager(this);
@ -1811,8 +1811,9 @@ gl::Error Renderer11::applyVertexBuffer(const gl::State &state,
}
const auto &vertexArrayAttribs = vertexArray11->getTranslatedAttribs();
const auto &currentValueAttribs = mStateManager.getCurrentValueAttribs();
ANGLE_TRY(mInputLayoutCache.applyVertexBuffers(state, vertexArrayAttribs, currentValueAttribs,
mode, first, indexInfo, numIndicesPerInstance));
ANGLE_TRY(mInputLayoutCache.applyVertexBuffers(this, state, vertexArrayAttribs,
currentValueAttribs, mode, first, indexInfo,
numIndicesPerInstance));
// InputLayoutCache::applyVertexBuffers calls through to the Bufer11 to get the native vertex
// buffer (ID3D11Buffer *). Because we allocate these buffers lazily, this will trigger
@ -1994,8 +1995,8 @@ gl::Error Renderer11::drawArraysImpl(const gl::ContextState &data,
// offsets.
for (GLsizei i = 0; i < instances; i++)
{
ANGLE_TRY(
mInputLayoutCache.updateVertexOffsetsForPointSpritesEmulation(startVertex, i));
ANGLE_TRY(mInputLayoutCache.updateVertexOffsetsForPointSpritesEmulation(
this, startVertex, i));
mDeviceContext->DrawIndexedInstanced(6, count, 0, 0, 0);
}
}
@ -2057,8 +2058,8 @@ gl::Error Renderer11::drawElementsImpl(const gl::ContextState &data,
// offsets.
for (GLsizei i = 0; i < instances; i++)
{
ANGLE_TRY(
mInputLayoutCache.updateVertexOffsetsForPointSpritesEmulation(startVertex, i));
ANGLE_TRY(mInputLayoutCache.updateVertexOffsetsForPointSpritesEmulation(
this, startVertex, i));
mDeviceContext->DrawIndexedInstanced(6, elementsToRender, 0, 0, 0);
}
}