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//
// Copyright (c) 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.h: Defines InputLayoutCache, a class that builds and caches
// D3D11 input layouts.
#ifndef LIBGLESV2_RENDERER_INPUTLAYOUTCACHE_H_
#define LIBGLESV2_RENDERER_INPUTLAYOUTCACHE_H_
#include "libGLESv2/Constants.h"
#include "libGLESv2/Error.h"
#include "common/angleutils.h"
#include <GLES2/gl2.h>
#include <cstddef>
#include <unordered_map>
namespace gl
{
class ProgramBinary;
}
namespace rx
{
struct TranslatedAttribute;
class InputLayoutCache
{
public:
InputLayoutCache();
virtual ~InputLayoutCache();
void initialize(ID3D11Device *device, ID3D11DeviceContext *context);
void clear();
void markDirty();
gl::Error applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
gl::ProgramBinary *programBinary);
private:
DISALLOW_COPY_AND_ASSIGN(InputLayoutCache);
struct InputLayoutElement
{
D3D11_INPUT_ELEMENT_DESC desc;
GLenum glslElementType;
};
struct InputLayoutKey
{
unsigned int elementCount;
InputLayoutElement elements[gl::MAX_VERTEX_ATTRIBS];
const char *begin() const
{
return reinterpret_cast<const char*>(&elementCount);
}
const char *end() const
{
return reinterpret_cast<const char*>(&elements[elementCount]);
}
};
struct InputLayoutCounterPair
{
ID3D11InputLayout *inputLayout;
unsigned long long lastUsedTime;
};
ID3D11InputLayout *mCurrentIL;
ID3D11Buffer *mCurrentBuffers[gl::MAX_VERTEX_ATTRIBS];
UINT mCurrentVertexStrides[gl::MAX_VERTEX_ATTRIBS];
UINT mCurrentVertexOffsets[gl::MAX_VERTEX_ATTRIBS];
static std::size_t hashInputLayout(const InputLayoutKey &inputLayout);
static bool compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b);
typedef std::size_t (*InputLayoutHashFunction)(const InputLayoutKey &);
typedef bool (*InputLayoutEqualityFunction)(const InputLayoutKey &, const InputLayoutKey &);
typedef std::unordered_map<InputLayoutKey,
InputLayoutCounterPair,
InputLayoutHashFunction,
InputLayoutEqualityFunction> InputLayoutMap;
InputLayoutMap mInputLayoutMap;
static const unsigned int kMaxInputLayouts;
unsigned long long mCounter;
ID3D11Device *mDevice;
ID3D11DeviceContext *mDeviceContext;
};
}
#endif // LIBGLESV2_RENDERER_INPUTLAYOUTCACHE_H_
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