// // Copyright (c) 2012-2014 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.cpp: Defines rx::RenderStateCache, a cache of Direct3D render // state objects. #include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h" #include #include "common/debug.h" #include "libANGLE/Framebuffer.h" #include "libANGLE/FramebufferAttachment.h" #include "libANGLE/renderer/d3d/FramebufferD3D.h" #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "third_party/murmurhash/MurmurHash3.h" namespace rx { using namespace gl_d3d11; template static void ClearStateMap(mapType &map) { for (typename mapType::iterator i = map.begin(); i != map.end(); i++) { SafeRelease(i->second.first); } map.clear(); } // 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 const unsigned int RenderStateCache::kMaxBlendStates = 4096; const unsigned int RenderStateCache::kMaxRasterizerStates = 4096; const unsigned int RenderStateCache::kMaxDepthStencilStates = 4096; const unsigned int RenderStateCache::kMaxSamplerStates = 4096; RenderStateCache::RenderStateCache(Renderer11 *renderer) : mRenderer(renderer), mCounter(0), mBlendStateCache(kMaxBlendStates, hashBlendState, compareBlendStates), mRasterizerStateCache(kMaxRasterizerStates, hashRasterizerState, compareRasterizerStates), mDepthStencilStateCache(kMaxDepthStencilStates, hashDepthStencilState, compareDepthStencilStates), mSamplerStateCache(kMaxSamplerStates, hashSamplerState, compareSamplerStates), mDevice(NULL) { } RenderStateCache::~RenderStateCache() { clear(); } void RenderStateCache::initialize(ID3D11Device *device) { clear(); mDevice = device; } void RenderStateCache::clear() { ClearStateMap(mBlendStateCache); ClearStateMap(mRasterizerStateCache); ClearStateMap(mDepthStencilStateCache); ClearStateMap(mSamplerStateCache); } std::size_t RenderStateCache::hashBlendState(const BlendStateKey &blendState) { static const unsigned int seed = 0xABCDEF98; std::size_t hash = 0; MurmurHash3_x86_32(&blendState, sizeof(gl::BlendState), seed, &hash); return hash; } bool RenderStateCache::compareBlendStates(const BlendStateKey &a, const BlendStateKey &b) { return memcmp(&a, &b, sizeof(BlendStateKey)) == 0; } gl::Error RenderStateCache::getBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, ID3D11BlendState **outBlendState) { if (!mDevice) { return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized."); } bool mrt = false; const FramebufferD3D *framebufferD3D = GetImplAs(framebuffer); const gl::AttachmentList &colorbuffers = framebufferD3D->getColorAttachmentsForRender(); BlendStateKey key = {}; key.blendState = blendState; for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment) { const gl::FramebufferAttachment *attachment = colorbuffers[colorAttachment]; auto rtChannels = key.rtChannels[colorAttachment]; if (attachment) { if (colorAttachment > 0) { mrt = true; } rtChannels[0] = attachment->getRedSize() > 0; rtChannels[1] = attachment->getGreenSize() > 0; rtChannels[2] = attachment->getBlueSize() > 0; rtChannels[3] = attachment->getAlphaSize() > 0; } } BlendStateMap::iterator keyIter = mBlendStateCache.find(key); if (keyIter != mBlendStateCache.end()) { BlendStateCounterPair &state = keyIter->second; state.second = mCounter++; *outBlendState = state.first; return gl::Error(GL_NO_ERROR); } else { if (mBlendStateCache.size() >= kMaxBlendStates) { TRACE("Overflowed the limit of %u blend states, removing the least recently used " "to make room.", kMaxBlendStates); BlendStateMap::iterator leastRecentlyUsed = mBlendStateCache.begin(); for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++) { if (i->second.second < leastRecentlyUsed->second.second) { leastRecentlyUsed = i; } } SafeRelease(leastRecentlyUsed->second.first); mBlendStateCache.erase(leastRecentlyUsed); } // Create a new blend state and insert it into the cache D3D11_BLEND_DESC blendDesc = { 0 }; blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage; blendDesc.IndependentBlendEnable = mrt ? TRUE : FALSE; for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) { D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = blendDesc.RenderTarget[i]; rtBlend.BlendEnable = blendState.blend; if (blendState.blend) { rtBlend.SrcBlend = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendRGB, false); rtBlend.DestBlend = gl_d3d11::ConvertBlendFunc(blendState.destBlendRGB, false); rtBlend.BlendOp = gl_d3d11::ConvertBlendOp(blendState.blendEquationRGB); rtBlend.SrcBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendAlpha, true); rtBlend.DestBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.destBlendAlpha, true); rtBlend.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha); } rtBlend.RenderTargetWriteMask = gl_d3d11::ConvertColorMask(key.rtChannels[i][0] && blendState.colorMaskRed, key.rtChannels[i][1] && blendState.colorMaskGreen, key.rtChannels[i][2] && blendState.colorMaskBlue, key.rtChannels[i][3] && blendState.colorMaskAlpha); } ID3D11BlendState *dx11BlendState = NULL; HRESULT result = mDevice->CreateBlendState(&blendDesc, &dx11BlendState); if (FAILED(result) || !dx11BlendState) { return gl::Error(GL_OUT_OF_MEMORY, "Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result); } mBlendStateCache.insert(std::make_pair(key, std::make_pair(dx11BlendState, mCounter++))); *outBlendState = dx11BlendState; return gl::Error(GL_NO_ERROR); } } std::size_t RenderStateCache::hashRasterizerState(const RasterizerStateKey &rasterState) { static const unsigned int seed = 0xABCDEF98; std::size_t hash = 0; MurmurHash3_x86_32(&rasterState, sizeof(RasterizerStateKey), seed, &hash); return hash; } bool RenderStateCache::compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b) { return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0; } gl::Error RenderStateCache::getRasterizerState(const gl::RasterizerState &rasterState, bool scissorEnabled, ID3D11RasterizerState **outRasterizerState) { if (!mDevice) { return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized."); } RasterizerStateKey key = {}; key.rasterizerState = rasterState; key.scissorEnabled = scissorEnabled; RasterizerStateMap::iterator keyIter = mRasterizerStateCache.find(key); if (keyIter != mRasterizerStateCache.end()) { RasterizerStateCounterPair &state = keyIter->second; state.second = mCounter++; *outRasterizerState = state.first; return gl::Error(GL_NO_ERROR); } else { if (mRasterizerStateCache.size() >= kMaxRasterizerStates) { TRACE("Overflowed the limit of %u rasterizer states, removing the least recently used " "to make room.", kMaxRasterizerStates); RasterizerStateMap::iterator leastRecentlyUsed = mRasterizerStateCache.begin(); for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++) { if (i->second.second < leastRecentlyUsed->second.second) { leastRecentlyUsed = i; } } SafeRelease(leastRecentlyUsed->second.first); mRasterizerStateCache.erase(leastRecentlyUsed); } D3D11_CULL_MODE cullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode); // Disable culling if drawing points if (rasterState.pointDrawMode) { cullMode = D3D11_CULL_NONE; } D3D11_RASTERIZER_DESC rasterDesc; rasterDesc.FillMode = D3D11_FILL_SOLID; rasterDesc.CullMode = cullMode; rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE: TRUE; rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though. rasterDesc.DepthClipEnable = TRUE; rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE; rasterDesc.MultisampleEnable = rasterState.multiSample; rasterDesc.AntialiasedLineEnable = FALSE; if (rasterState.polygonOffsetFill) { rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor; rasterDesc.DepthBias = (INT)rasterState.polygonOffsetUnits; } else { rasterDesc.SlopeScaledDepthBias = 0.0f; rasterDesc.DepthBias = 0; } ID3D11RasterizerState *dx11RasterizerState = NULL; HRESULT result = mDevice->CreateRasterizerState(&rasterDesc, &dx11RasterizerState); if (FAILED(result) || !dx11RasterizerState) { return gl::Error(GL_OUT_OF_MEMORY, "Unable to create a ID3D11RasterizerState, HRESULT: 0x%X.", result); } mRasterizerStateCache.insert(std::make_pair(key, std::make_pair(dx11RasterizerState, mCounter++))); *outRasterizerState = dx11RasterizerState; return gl::Error(GL_NO_ERROR); } } std::size_t RenderStateCache::hashDepthStencilState(const gl::DepthStencilState &dsState) { static const unsigned int seed = 0xABCDEF98; std::size_t hash = 0; MurmurHash3_x86_32(&dsState, sizeof(gl::DepthStencilState), seed, &hash); return hash; } bool RenderStateCache::compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b) { return memcmp(&a, &b, sizeof(gl::DepthStencilState)) == 0; } gl::Error RenderStateCache::getDepthStencilState(const gl::DepthStencilState &originalState, bool disableDepth, bool disableStencil, ID3D11DepthStencilState **outDSState) { if (!mDevice) { return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized."); } gl::DepthStencilState glState = originalState; if (disableDepth) { glState.depthTest = false; glState.depthMask = false; } if (disableStencil) { glState.stencilWritemask = 0; glState.stencilBackWritemask = 0; glState.stencilTest = false; } auto keyIter = mDepthStencilStateCache.find(glState); if (keyIter != mDepthStencilStateCache.end()) { DepthStencilStateCounterPair &state = keyIter->second; state.second = mCounter++; *outDSState = state.first; return gl::Error(GL_NO_ERROR); } if (mDepthStencilStateCache.size() >= kMaxDepthStencilStates) { TRACE( "Overflowed the limit of %u depth stencil states, removing the least recently used " "to make room.", kMaxDepthStencilStates); auto leastRecentlyUsed = mDepthStencilStateCache.begin(); for (auto i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++) { if (i->second.second < leastRecentlyUsed->second.second) { leastRecentlyUsed = i; } } SafeRelease(leastRecentlyUsed->second.first); mDepthStencilStateCache.erase(leastRecentlyUsed); } D3D11_DEPTH_STENCIL_DESC dsDesc = {0}; dsDesc.DepthEnable = glState.depthTest ? TRUE : FALSE; dsDesc.DepthWriteMask = ConvertDepthMask(glState.depthMask); dsDesc.DepthFunc = ConvertComparison(glState.depthFunc); dsDesc.StencilEnable = glState.stencilTest ? TRUE : FALSE; dsDesc.StencilReadMask = ConvertStencilMask(glState.stencilMask); dsDesc.StencilWriteMask = ConvertStencilMask(glState.stencilWritemask); dsDesc.FrontFace.StencilFailOp = ConvertStencilOp(glState.stencilFail); dsDesc.FrontFace.StencilDepthFailOp = ConvertStencilOp(glState.stencilPassDepthFail); dsDesc.FrontFace.StencilPassOp = ConvertStencilOp(glState.stencilPassDepthPass); dsDesc.FrontFace.StencilFunc = ConvertComparison(glState.stencilFunc); dsDesc.BackFace.StencilFailOp = ConvertStencilOp(glState.stencilBackFail); dsDesc.BackFace.StencilDepthFailOp = ConvertStencilOp(glState.stencilBackPassDepthFail); dsDesc.BackFace.StencilPassOp = ConvertStencilOp(glState.stencilBackPassDepthPass); dsDesc.BackFace.StencilFunc = ConvertComparison(glState.stencilBackFunc); ID3D11DepthStencilState *dx11DepthStencilState = NULL; HRESULT result = mDevice->CreateDepthStencilState(&dsDesc, &dx11DepthStencilState); if (FAILED(result) || !dx11DepthStencilState) { return gl::Error(GL_OUT_OF_MEMORY, "Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result); } mDepthStencilStateCache.insert( std::make_pair(glState, std::make_pair(dx11DepthStencilState, mCounter++))); *outDSState = dx11DepthStencilState; return gl::Error(GL_NO_ERROR); } std::size_t RenderStateCache::hashSamplerState(const gl::SamplerState &samplerState) { static const unsigned int seed = 0xABCDEF98; std::size_t hash = 0; MurmurHash3_x86_32(&samplerState, sizeof(gl::SamplerState), seed, &hash); return hash; } bool RenderStateCache::compareSamplerStates(const gl::SamplerState &a, const gl::SamplerState &b) { return memcmp(&a, &b, sizeof(gl::SamplerState)) == 0; } gl::Error RenderStateCache::getSamplerState(const gl::SamplerState &samplerState, ID3D11SamplerState **outSamplerState) { if (!mDevice) { return gl::Error(GL_OUT_OF_MEMORY, "Internal error, RenderStateCache is not initialized."); } SamplerStateMap::iterator keyIter = mSamplerStateCache.find(samplerState); if (keyIter != mSamplerStateCache.end()) { SamplerStateCounterPair &state = keyIter->second; state.second = mCounter++; *outSamplerState = state.first; return gl::Error(GL_NO_ERROR); } else { if (mSamplerStateCache.size() >= kMaxSamplerStates) { TRACE("Overflowed the limit of %u sampler states, removing the least recently used " "to make room.", kMaxSamplerStates); SamplerStateMap::iterator leastRecentlyUsed = mSamplerStateCache.begin(); for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++) { if (i->second.second < leastRecentlyUsed->second.second) { leastRecentlyUsed = i; } } SafeRelease(leastRecentlyUsed->second.first); mSamplerStateCache.erase(leastRecentlyUsed); } D3D11_SAMPLER_DESC samplerDesc; samplerDesc.Filter = gl_d3d11::ConvertFilter(samplerState.minFilter, samplerState.magFilter, samplerState.maxAnisotropy, samplerState.compareMode); samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.wrapS); samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.wrapT); samplerDesc.AddressW = gl_d3d11::ConvertTextureWrap(samplerState.wrapR); samplerDesc.MipLODBias = 0; samplerDesc.MaxAnisotropy = gl_d3d11::ConvertMaxAnisotropy(samplerState.maxAnisotropy, mDevice->GetFeatureLevel()); samplerDesc.ComparisonFunc = gl_d3d11::ConvertComparison(samplerState.compareFunc); samplerDesc.BorderColor[0] = 0.0f; samplerDesc.BorderColor[1] = 0.0f; samplerDesc.BorderColor[2] = 0.0f; samplerDesc.BorderColor[3] = 0.0f; samplerDesc.MinLOD = samplerState.minLod; samplerDesc.MaxLOD = samplerState.maxLod; if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3) { // Check that maxLOD is nearly FLT_MAX (1000.0f is the default), since 9_3 doesn't support anything other than FLT_MAX. // Note that Feature Level 9_* only supports GL ES 2.0, so the consumer of ANGLE can't modify the Max LOD themselves. ASSERT(samplerState.maxLod >= 999.9f); // Now just set MaxLOD to FLT_MAX. Other parts of the renderer (e.g. the non-zero max LOD workaround) should take account of this. samplerDesc.MaxLOD = FLT_MAX; } ID3D11SamplerState *dx11SamplerState = NULL; HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState); if (FAILED(result) || !dx11SamplerState) { return gl::Error(GL_OUT_OF_MEMORY, "Unable to create a ID3D11SamplerState, HRESULT: 0x%X.", result); } mSamplerStateCache.insert(std::make_pair(samplerState, std::make_pair(dx11SamplerState, mCounter++))); *outSamplerState = dx11SamplerState; return gl::Error(GL_NO_ERROR); } } }