Пример #1
0
OSStatus			AUPannerBase::UpdateBypassMatrix()
{
	OSStatus err = SetDefaultChannelLayoutsIfNone();
	if (err) return err;
	
	UInt32 inChannels = GetNumberOfInputChannels();
	UInt32 outChannels = GetNumberOfOutputChannels();	
	
	const AudioChannelLayout* inoutACL[2];
	
	inoutACL[0] = &GetInputLayout();
	inoutACL[1] = &GetOutputLayout();

	mBypassMatrix.alloc(inChannels * outChannels, true);
	
	UInt32 propSize = inChannels * outChannels * sizeof(Float32);
	
	err = AudioFormatGetProperty(kAudioFormatProperty_MatrixMixMap, sizeof(inoutACL), inoutACL, &propSize, mBypassMatrix());
	if (err) {
		// if there is an error, use a diagonal matrix.
		Float32* bypass = mBypassMatrix();
		for (UInt32 chan = 0; chan < std::min(inChannels, outChannels); ++chan)
		{
			float *amp = bypass + (chan * outChannels + chan);
			*amp = 1.;
		}
	}

    return noErr;
}
Пример #2
0
void FCopyTexture::Process(FCommandsStream & CmdStream) {
	auto & ShaderState = GetInstance<FCopyShaderState>();

	CmdStream.SetAccess(GetInput(0)->GetResource(), EAccessType::READ_PIXEL);
	CmdStream.SetAccess(GetOutput(0)->GetResource(), EAccessType::WRITE_RT);
	FInputLayout * InputLayout = GetInputLayout({});

	FStateProxy<FCommandsStream> PipelineProxy(CmdStream, PipelineCache);
	PipelineProxy.SetShaderState(&ShaderState);
	PipelineProxy.SetInputLayout(InputLayout);
	if (OutputSrgb) {
		auto writeFmt = GetOutput(0)->GetResource()->GetWriteFormat(OutputSrgb);
		PipelineProxy.SetRenderTarget(GetOutput(0)->GetResource()->GetRTV(writeFmt), 0);
	}
	else {
		PipelineProxy.SetRenderTarget(GetOutput(0)->GetOutputDesc().RTV, 0);
	}

	PipelineProxy.ApplyState();

	CmdStream.SetTexture(&ShaderState.SourceTexture, GetInput(0)->GetResource()->GetSRV());

	D3D12_VIEWPORT Viewport;
	if (!DstRect.IsValid()) {
		DstRect = GetOutput(0)->GetOutputDesc().Rect;
	}
	Viewport.TopLeftX = (float)DstRect.X0;
	Viewport.TopLeftY = (float)DstRect.Y0;
	Viewport.Width = (float)DstRect.X1;
	Viewport.Height = (float)DstRect.Y1;

	CmdStream.SetViewport(Viewport);
	CmdStream.Draw(3);
}
Пример #3
0
/*! @method UpdateBypassMatrix */
OSStatus			AUPannerBase::SetDefaultChannelLayoutsIfNone()
{
	OSStatus err = noErr;
	
	// if layout has not been set, then guess layout from number of channels
	UInt32 inChannels = GetNumberOfInputChannels();
	AudioChannelLayout inputLayoutSubstitute;
	const AudioChannelLayout* inputLayout = &GetInputLayout();
	if (inputLayout == NULL || inputLayout->mChannelLayoutTag == 0) {
		inputLayout = &inputLayoutSubstitute;
		inputLayoutSubstitute.mNumberChannelDescriptions = 0;
		inputLayoutSubstitute.mChannelBitmap = 0;
		inputLayoutSubstitute.mChannelLayoutTag = DefaultTagForNumberOfChannels(inChannels);

		mInputLayout = &inputLayoutSubstitute;
		err = SetAudioChannelLayout(kAudioUnitScope_Input, 0, &GetInputLayout());
		if (err) return err;
	}
		
	// if layout has not been set, then guess layout from number of channels
	UInt32 outChannels = GetNumberOfOutputChannels();
	AudioChannelLayout outputLayoutSubstitute;
	const AudioChannelLayout* outputLayout = &GetOutputLayout();
	if (outputLayout == NULL || outputLayout->mChannelLayoutTag == 0) {
		outputLayout = &outputLayoutSubstitute;
		outputLayoutSubstitute.mNumberChannelDescriptions = 0;
		outputLayoutSubstitute.mChannelBitmap = 0;
		outputLayoutSubstitute.mChannelLayoutTag = DefaultTagForNumberOfChannels(outChannels);

		mOutputLayout = &outputLayoutSubstitute;
		err = SetAudioChannelLayout(kAudioUnitScope_Output, 0, &GetOutputLayout());
		if (err) return err;
	}
	
	return err;
}
Пример #4
0
gl::Error InputLayoutCache::createInputLayout(const SortedAttribArray &sortedAttributes,
                                              const SortedIndexArray &sortedSemanticIndices,
                                              size_t attribCount,
                                              GLenum mode,
                                              gl::Program *program,
                                              GLsizei numIndicesPerInstance,
                                              ID3D11InputLayout **inputLayoutOut)
{
    ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);

    bool programUsesInstancedPointSprites =
        programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation();

    unsigned int inputElementCount = 0;
    std::array<D3D11_INPUT_ELEMENT_DESC, gl::MAX_VERTEX_ATTRIBS> inputElements;

    for (size_t attribIndex = 0; attribIndex < attribCount; ++attribIndex)
    {
        const auto &attrib    = *sortedAttributes[attribIndex];
        const int sortedIndex = sortedSemanticIndices[attribIndex];

        if (!attrib.active)
            continue;

        D3D11_INPUT_CLASSIFICATION inputClass =
            attrib.divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;

        const auto &vertexFormatType =
            gl::GetVertexFormatType(*attrib.attribute, attrib.currentValueType);
        const auto &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormatType, mFeatureLevel);

        auto *inputElement = &inputElements[inputElementCount];

        inputElement->SemanticName         = "TEXCOORD";
        inputElement->SemanticIndex        = sortedIndex;
        inputElement->Format               = vertexFormatInfo.nativeFormat;
        inputElement->InputSlot            = static_cast<UINT>(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.
        for (size_t elementIndex = 0; elementIndex < inputElementCount; ++elementIndex)
        {
            if (sortedAttributes[elementIndex]->active)
            {
                // If rendering points and instanced pointsprite emulation is being used, the
                // inputClass is required to be configured as per instance data
                if (mode == GL_POINTS)
                {
                    inputElements[elementIndex].InputSlotClass       = D3D11_INPUT_PER_INSTANCE_DATA;
                    inputElements[elementIndex].InstanceDataStepRate = 1;
                    if (numIndicesPerInstance > 0 && sortedAttributes[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++;
    }

    const gl::InputLayout &shaderInputLayout = GetInputLayout(sortedAttributes, attribCount);

    ShaderExecutableD3D *shader = nullptr;
    gl::Error error =
        programD3D->getVertexExecutableForInputLayout(shaderInputLayout, &shader, nullptr);
    if (error.isError())
    {
        return error;
    }

    ShaderExecutableD3D *shader11 = GetAs<ShaderExecutable11>(shader);

    HRESULT result =
        mDevice->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::Error(GL_NO_ERROR);
}
Пример #5
0
gl::Error InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
                                               GLenum mode, gl::Program *program)
{
    ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);

    int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS];
    programD3D->sortAttributesByLayout(attributes, sortedSemanticIndices);
    bool programUsesInstancedPointSprites = programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation();
    bool instancedPointSpritesActive = programUsesInstancedPointSprites && (mode == GL_POINTS);

    if (!mDevice || !mDeviceContext)
    {
        return gl::Error(GL_OUT_OF_MEMORY, "Internal input layout cache is not initialized.");
    }

    InputLayoutKey ilKey = { 0 };

    static const char* semanticName = "TEXCOORD";

    unsigned int firstIndexedElement = gl::MAX_VERTEX_ATTRIBS;
    unsigned int firstInstancedElement = gl::MAX_VERTEX_ATTRIBS;
    unsigned int nextAvailableInputSlot = 0;

    for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
    {
        if (attributes[i].active)
        {
            D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;
            // If rendering points and instanced pointsprite emulation is being used, the inputClass is required to be configured as per instance data
            inputClass = instancedPointSpritesActive ? D3D11_INPUT_PER_INSTANCE_DATA : inputClass;

            gl::VertexFormat vertexFormat(*attributes[i].attribute, attributes[i].currentValueType);
            const d3d11::VertexFormat &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormat, mFeatureLevel);

            // Record the type of the associated vertex shader vector in our key
            // This will prevent mismatched vertex shaders from using the same input layout
            GLint attributeSize;
            program->getActiveAttribute(ilKey.elementCount, 0, NULL, &attributeSize, &ilKey.elements[ilKey.elementCount].glslElementType, NULL);

            ilKey.elements[ilKey.elementCount].desc.SemanticName = semanticName;
            ilKey.elements[ilKey.elementCount].desc.SemanticIndex = sortedSemanticIndices[i];
            ilKey.elements[ilKey.elementCount].desc.Format = vertexFormatInfo.nativeFormat;
            ilKey.elements[ilKey.elementCount].desc.InputSlot = i;
            ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = 0;
            ilKey.elements[ilKey.elementCount].desc.InputSlotClass = inputClass;
            ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = instancedPointSpritesActive ? 1 : attributes[i].divisor;

            if (inputClass == D3D11_INPUT_PER_VERTEX_DATA && firstIndexedElement == gl::MAX_VERTEX_ATTRIBS)
            {
                firstIndexedElement = ilKey.elementCount;
            }
            else if (inputClass == D3D11_INPUT_PER_INSTANCE_DATA && firstInstancedElement == gl::MAX_VERTEX_ATTRIBS)
            {
                firstInstancedElement = ilKey.elementCount;
            }

            ilKey.elementCount++;
            nextAvailableInputSlot = i + 1;
        }
    }

    // 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)
    {
        ilKey.elements[ilKey.elementCount].desc.SemanticName = "SPRITEPOSITION";
        ilKey.elements[ilKey.elementCount].desc.SemanticIndex = 0;
        ilKey.elements[ilKey.elementCount].desc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
        ilKey.elements[ilKey.elementCount].desc.InputSlot = nextAvailableInputSlot;
        ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = 0;
        ilKey.elements[ilKey.elementCount].desc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
        ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = 0;

        // The new elements are D3D11_INPUT_PER_VERTEX_DATA data so the indexed element
        // tracking must be applied.  This ensures that the instancing specific
        // buffer swapping logic continues to work.
        if (firstIndexedElement == gl::MAX_VERTEX_ATTRIBS)
        {
            firstIndexedElement = ilKey.elementCount;
        }

        ilKey.elementCount++;

        ilKey.elements[ilKey.elementCount].desc.SemanticName = "SPRITETEXCOORD";
        ilKey.elements[ilKey.elementCount].desc.SemanticIndex = 0;
        ilKey.elements[ilKey.elementCount].desc.Format = DXGI_FORMAT_R32G32_FLOAT;
        ilKey.elements[ilKey.elementCount].desc.InputSlot = nextAvailableInputSlot;
        ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = sizeof(float) * 3;
        ilKey.elements[ilKey.elementCount].desc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
        ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = 0;

        ilKey.elementCount++;
    }

    // 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.
    ASSERT(!(mFeatureLevel <= D3D_FEATURE_LEVEL_9_3 && firstIndexedElement == gl::MAX_VERTEX_ATTRIBS));
    bool moveFirstIndexedIntoSlotZero = mFeatureLevel <= D3D_FEATURE_LEVEL_9_3 && firstInstancedElement == 0 && firstIndexedElement != gl::MAX_VERTEX_ATTRIBS;

    if (moveFirstIndexedIntoSlotZero)
    {
        ilKey.elements[firstInstancedElement].desc.InputSlot = ilKey.elements[firstIndexedElement].desc.InputSlot;
        ilKey.elements[firstIndexedElement].desc.InputSlot = 0;

        // Instanced PointSprite emulation uses multiple layout entries across a single vertex buffer.
        // If an index swap is performed, we need to ensure that all elements get the proper InputSlot.
        if (programUsesInstancedPointSprites)
        {
            ilKey.elements[firstIndexedElement + 1].desc.InputSlot = 0;
        }
    }

    ID3D11InputLayout *inputLayout = NULL;

    InputLayoutMap::iterator keyIter = mInputLayoutMap.find(ilKey);
    if (keyIter != mInputLayoutMap.end())
    {
        inputLayout = keyIter->second.inputLayout;
        keyIter->second.lastUsedTime = mCounter++;
    }
    else
    {
        gl::VertexFormat shaderInputLayout[gl::MAX_VERTEX_ATTRIBS];
        GetInputLayout(attributes, shaderInputLayout);

        ShaderExecutableD3D *shader = NULL;
        gl::Error error = programD3D->getVertexExecutableForInputLayout(shaderInputLayout, &shader, nullptr);
        if (error.isError())
        {
            return error;
        }

        ShaderExecutableD3D *shader11 = ShaderExecutable11::makeShaderExecutable11(shader);

        D3D11_INPUT_ELEMENT_DESC descs[gl::MAX_VERTEX_ATTRIBS];
        for (unsigned int j = 0; j < ilKey.elementCount; ++j)
        {
            descs[j] = ilKey.elements[j].desc;
        }

        HRESULT result = mDevice->CreateInputLayout(descs, ilKey.elementCount, shader11->getFunction(), shader11->getLength(), &inputLayout);
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal input layout, HRESULT: 0x%08x", result);
        }

        if (mInputLayoutMap.size() >= kMaxInputLayouts)
        {
            TRACE("Overflowed the limit of %u input layouts, removing the least recently used "
                  "to make room.", kMaxInputLayouts);

            InputLayoutMap::iterator leastRecentlyUsed = mInputLayoutMap.begin();
            for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
            {
                if (i->second.lastUsedTime < leastRecentlyUsed->second.lastUsedTime)
                {
                    leastRecentlyUsed = i;
                }
            }
            SafeRelease(leastRecentlyUsed->second.inputLayout);
            mInputLayoutMap.erase(leastRecentlyUsed);
        }

        InputLayoutCounterPair inputCounterPair;
        inputCounterPair.inputLayout = inputLayout;
        inputCounterPair.lastUsedTime = mCounter++;

        mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair));
    }

    if (inputLayout != mCurrentIL)
    {
        mDeviceContext->IASetInputLayout(inputLayout);
        mCurrentIL = inputLayout;
    }

    bool dirtyBuffers = false;
    size_t minDiff = gl::MAX_VERTEX_ATTRIBS;
    size_t maxDiff = 0;
    unsigned int nextAvailableIndex = 0;

    for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
    {
        ID3D11Buffer *buffer = NULL;

        if (attributes[i].active)
        {
            VertexBuffer11 *vertexBuffer = VertexBuffer11::makeVertexBuffer11(attributes[i].vertexBuffer);
            Buffer11 *bufferStorage = attributes[i].storage ? Buffer11::makeBuffer11(attributes[i].storage) : NULL;

            buffer = bufferStorage ? bufferStorage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK)
                                   : vertexBuffer->getBuffer();
        }

        UINT vertexStride = attributes[i].stride;
        UINT vertexOffset = attributes[i].offset;

        if (buffer != mCurrentBuffers[i] || vertexStride != mCurrentVertexStrides[i] ||
            vertexOffset != mCurrentVertexOffsets[i])
        {
            dirtyBuffers = true;
            minDiff = std::min(minDiff, static_cast<size_t>(i));
            maxDiff = std::max(maxDiff, static_cast<size_t>(i));

            mCurrentBuffers[i] = buffer;
            mCurrentVertexStrides[i] = vertexStride;
            mCurrentVertexOffsets[i] = vertexOffset;

            // If a non null ID3D11Buffer is being assigned to mCurrentBuffers,
            // then the next available index needs to be tracked to ensure 
            // that any instanced pointsprite emulation buffers will be properly packed.
            if (buffer)
            {
                nextAvailableIndex = i + 1;
            }
        }
    }

    // Instanced PointSprite emulation requires two additional ID3D11Buffers.
    // A vertex buffer needs to be created and added to the list of current buffers, 
    // strides and offsets collections.  This buffer contains the vertices for a single
    // PointSprite quad.
    // An index buffer also needs to be created and applied because rendering instanced
    // data on D3D11 FL9_3 requires DrawIndexedInstanced() to be used.
    if (instancedPointSpritesActive)
    {
        HRESULT result = S_OK;
        const UINT pointSpriteVertexStride = sizeof(float) * 5;

        if (!mPointSpriteVertexBuffer)
        {
            static const float pointSpriteVertices[] =
            {
                // Position        // TexCoord
               -1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
               -1.0f,  1.0f, 0.0f, 0.0f, 0.0f,
                1.0f,  1.0f, 0.0f, 1.0f, 0.0f,
                1.0f, -1.0f, 0.0f, 1.0f, 1.0f,
               -1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
                1.0f,  1.0f, 0.0f, 1.0f, 0.0f,
            };

            D3D11_SUBRESOURCE_DATA vertexBufferData = { pointSpriteVertices, 0, 0 };
            D3D11_BUFFER_DESC vertexBufferDesc;
            vertexBufferDesc.ByteWidth = sizeof(pointSpriteVertices);
            vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
            vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
            vertexBufferDesc.CPUAccessFlags = 0;
            vertexBufferDesc.MiscFlags = 0;
            vertexBufferDesc.StructureByteStride = 0;

            result = mDevice->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);
            }
        }

        mCurrentBuffers[nextAvailableIndex] = mPointSpriteVertexBuffer;
        mCurrentVertexStrides[nextAvailableIndex] = pointSpriteVertexStride;
        mCurrentVertexOffsets[nextAvailableIndex] = 0;

        if (!mPointSpriteIndexBuffer)
        {
            // Create an index buffer and set it for pointsprite rendering
            static const unsigned short pointSpriteIndices[] =
            {
                0, 1, 2, 3, 4, 5,
            };

            D3D11_SUBRESOURCE_DATA indexBufferData = { pointSpriteIndices, 0, 0 };
            D3D11_BUFFER_DESC indexBufferDesc;
            indexBufferDesc.ByteWidth = sizeof(pointSpriteIndices);
            indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
            indexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
            indexBufferDesc.CPUAccessFlags = 0;
            indexBufferDesc.MiscFlags = 0;
            indexBufferDesc.StructureByteStride = 0;

            result = mDevice->CreateBuffer(&indexBufferDesc, &indexBufferData, &mPointSpriteIndexBuffer);
            if (FAILED(result))
            {
                SafeRelease(mPointSpriteVertexBuffer);
                return gl::Error(GL_OUT_OF_MEMORY, "Failed to create instanced pointsprite emulation index buffer, HRESULT: 0x%08x", result);
            }
        }

        // The index buffer is applied here because Instanced PointSprite emulation uses
        // the a 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);
    }

    if (moveFirstIndexedIntoSlotZero)
    {
        // In this case, we swapped the slots of the first instanced element and the first indexed element, to ensure
        // that the first slot contains non-instanced data (required by Feature Level 9_3).
        // We must also swap the corresponding buffers sent to IASetVertexBuffers so that the correct data is sent to each slot.
        std::swap(mCurrentBuffers[firstIndexedElement], mCurrentBuffers[firstInstancedElement]);
        std::swap(mCurrentVertexStrides[firstIndexedElement], mCurrentVertexStrides[firstInstancedElement]);
        std::swap(mCurrentVertexOffsets[firstIndexedElement], mCurrentVertexOffsets[firstInstancedElement]);
    }

    if (dirtyBuffers)
    {
        ASSERT(minDiff <= maxDiff && maxDiff < gl::MAX_VERTEX_ATTRIBS);
        mDeviceContext->IASetVertexBuffers(minDiff, maxDiff - minDiff + 1, mCurrentBuffers + minDiff,
                                           mCurrentVertexStrides + minDiff, mCurrentVertexOffsets + minDiff);
    }

    return gl::Error(GL_NO_ERROR);
}
Пример #6
0
gl::Error InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
                                               gl::ProgramBinary *programBinary)
{
    int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS];
    programBinary->sortAttributesByLayout(attributes, sortedSemanticIndices);

    if (!mDevice || !mDeviceContext)
    {
        return gl::Error(GL_OUT_OF_MEMORY, "Internal input layout cache is not initialized.");
    }

    InputLayoutKey ilKey = { 0 };

    static const char* semanticName = "TEXCOORD";

    for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
    {
        if (attributes[i].active)
        {
            D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA;

            gl::VertexFormat vertexFormat(*attributes[i].attribute, attributes[i].currentValueType);
            const d3d11::VertexFormat &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormat);

            // Record the type of the associated vertex shader vector in our key
            // This will prevent mismatched vertex shaders from using the same input layout
            GLint attributeSize;
            programBinary->getActiveAttribute(sortedSemanticIndices[i], 0, NULL, &attributeSize, &ilKey.elements[ilKey.elementCount].glslElementType, NULL);

            ilKey.elements[ilKey.elementCount].desc.SemanticName = semanticName;
            ilKey.elements[ilKey.elementCount].desc.SemanticIndex = i;
            ilKey.elements[ilKey.elementCount].desc.Format = vertexFormatInfo.nativeFormat;
            ilKey.elements[ilKey.elementCount].desc.InputSlot = i;
            ilKey.elements[ilKey.elementCount].desc.AlignedByteOffset = 0;
            ilKey.elements[ilKey.elementCount].desc.InputSlotClass = inputClass;
            ilKey.elements[ilKey.elementCount].desc.InstanceDataStepRate = attributes[i].divisor;
            ilKey.elementCount++;
        }
    }

    ID3D11InputLayout *inputLayout = NULL;

    InputLayoutMap::iterator keyIter = mInputLayoutMap.find(ilKey);
    if (keyIter != mInputLayoutMap.end())
    {
        inputLayout = keyIter->second.inputLayout;
        keyIter->second.lastUsedTime = mCounter++;
    }
    else
    {
        gl::VertexFormat shaderInputLayout[gl::MAX_VERTEX_ATTRIBS];
        GetInputLayout(attributes, shaderInputLayout);
        ProgramD3D *programD3D = ProgramD3D::makeProgramD3D(programBinary->getImplementation());

        ShaderExecutable *shader = NULL;
        gl::Error error = programD3D->getVertexExecutableForInputLayout(shaderInputLayout, &shader);
        if (error.isError())
        {
            return error;
        }

        ShaderExecutable *shader11 = ShaderExecutable11::makeShaderExecutable11(shader);

        D3D11_INPUT_ELEMENT_DESC descs[gl::MAX_VERTEX_ATTRIBS];
        for (unsigned int j = 0; j < ilKey.elementCount; ++j)
        {
            descs[j] = ilKey.elements[j].desc;
        }

        HRESULT result = mDevice->CreateInputLayout(descs, ilKey.elementCount, shader11->getFunction(), shader11->getLength(), &inputLayout);
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal input layout, HRESULT: 0x%08x", result);
        }

        if (mInputLayoutMap.size() >= kMaxInputLayouts)
        {
            TRACE("Overflowed the limit of %u input layouts, removing the least recently used "
                  "to make room.", kMaxInputLayouts);

            InputLayoutMap::iterator leastRecentlyUsed = mInputLayoutMap.begin();
            for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++)
            {
                if (i->second.lastUsedTime < leastRecentlyUsed->second.lastUsedTime)
                {
                    leastRecentlyUsed = i;
                }
            }
            SafeRelease(leastRecentlyUsed->second.inputLayout);
            mInputLayoutMap.erase(leastRecentlyUsed);
        }

        InputLayoutCounterPair inputCounterPair;
        inputCounterPair.inputLayout = inputLayout;
        inputCounterPair.lastUsedTime = mCounter++;

        mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair));
    }

    if (inputLayout != mCurrentIL)
    {
        mDeviceContext->IASetInputLayout(inputLayout);
        mCurrentIL = inputLayout;
    }

    bool dirtyBuffers = false;
    size_t minDiff = gl::MAX_VERTEX_ATTRIBS;
    size_t maxDiff = 0;
    for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
    {
        ID3D11Buffer *buffer = NULL;

        if (attributes[i].active)
        {
            VertexBuffer11 *vertexBuffer = VertexBuffer11::makeVertexBuffer11(attributes[i].vertexBuffer);
            Buffer11 *bufferStorage = attributes[i].storage ? Buffer11::makeBuffer11(attributes[i].storage) : NULL;

            buffer = bufferStorage ? bufferStorage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK)
                                   : vertexBuffer->getBuffer();
        }

        UINT vertexStride = attributes[i].stride;
        UINT vertexOffset = attributes[i].offset;

        if (buffer != mCurrentBuffers[i] || vertexStride != mCurrentVertexStrides[i] ||
            vertexOffset != mCurrentVertexOffsets[i])
        {
            dirtyBuffers = true;
            minDiff = std::min(minDiff, static_cast<size_t>(i));
            maxDiff = std::max(maxDiff, static_cast<size_t>(i));

            mCurrentBuffers[i] = buffer;
            mCurrentVertexStrides[i] = vertexStride;
            mCurrentVertexOffsets[i] = vertexOffset;
        }
    }

    if (dirtyBuffers)
    {
        ASSERT(minDiff <= maxDiff && maxDiff < gl::MAX_VERTEX_ATTRIBS);
        mDeviceContext->IASetVertexBuffers(minDiff, maxDiff - minDiff + 1, mCurrentBuffers + minDiff,
                                           mCurrentVertexStrides + minDiff, mCurrentVertexOffsets + minDiff);
    }

    return gl::Error(GL_NO_ERROR);
}