BsD3D11InputLayoutManager.cpp 6.6 KB

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  1. //__________________________ Banshee Project - A modern game development toolkit _________________________________//
  2. //_____________________________________ www.banshee-project.com __________________________________________________//
  3. //________________________ Copyright (c) 2014 Marko Pintera. All rights reserved. ________________________________//
  4. #include "BsD3D11InputLayoutManager.h"
  5. #include "BsD3D11Mappings.h"
  6. #include "BsD3D11RenderSystem.h"
  7. #include "BsD3D11Device.h"
  8. #include "BsD3D11GpuProgram.h"
  9. #include "BsHardwareBufferManager.h"
  10. #include "BsRenderStats.h"
  11. #include "BsDebug.h"
  12. #include "BsUtil.h"
  13. namespace BansheeEngine
  14. {
  15. size_t D3D11InputLayoutManager::HashFunc::operator()
  16. (const D3D11InputLayoutManager::VertexDeclarationKey &key) const
  17. {
  18. size_t hash = 0;
  19. hash_combine(hash, key.vertxDeclId);
  20. hash_combine(hash, key.vertexProgramId);
  21. return hash;
  22. }
  23. bool D3D11InputLayoutManager::EqualFunc::operator()
  24. (const D3D11InputLayoutManager::VertexDeclarationKey &a, const D3D11InputLayoutManager::VertexDeclarationKey &b) const
  25. {
  26. if (a.vertxDeclId != b.vertxDeclId)
  27. return false;
  28. if(a.vertexProgramId != b.vertexProgramId)
  29. return false;
  30. return true;
  31. }
  32. D3D11InputLayoutManager::D3D11InputLayoutManager()
  33. :mLastUsedCounter(0), mWarningShown(false)
  34. {
  35. }
  36. D3D11InputLayoutManager::~D3D11InputLayoutManager()
  37. {
  38. while(mInputLayoutMap.begin() != mInputLayoutMap.end())
  39. {
  40. auto firstElem = mInputLayoutMap.begin();
  41. SAFE_RELEASE(firstElem->second->inputLayout);
  42. bs_delete<PoolAlloc>(firstElem->second);
  43. mInputLayoutMap.erase(firstElem);
  44. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_InputLayout);
  45. }
  46. }
  47. ID3D11InputLayout* D3D11InputLayoutManager::retrieveInputLayout(VertexDeclarationPtr vertexShaderDecl, VertexDeclarationPtr vertexBufferDecl, D3D11GpuProgram& vertexProgram)
  48. {
  49. VertexDeclarationKey pair;
  50. pair.vertxDeclId = vertexBufferDecl->getInternalID();
  51. pair.vertexProgramId = vertexProgram.getProgramId();
  52. auto iterFind = mInputLayoutMap.find(pair);
  53. if(iterFind == mInputLayoutMap.end())
  54. {
  55. if(mInputLayoutMap.size() >= DECLARATION_BUFFER_SIZE)
  56. removeLeastUsed(); // Prune so the buffer doesn't just infinitely grow
  57. addNewInputLayout(vertexShaderDecl, vertexBufferDecl, vertexProgram);
  58. iterFind = mInputLayoutMap.find(pair);
  59. if(iterFind == mInputLayoutMap.end()) // We failed to create input layout
  60. return nullptr;
  61. }
  62. iterFind->second->lastUsedIdx = ++mLastUsedCounter;
  63. return iterFind->second->inputLayout;
  64. }
  65. void D3D11InputLayoutManager::addNewInputLayout(VertexDeclarationPtr vertexShaderDecl, VertexDeclarationPtr vertexBufferDecl, D3D11GpuProgram& vertexProgram)
  66. {
  67. if(!areCompatible(vertexShaderDecl, vertexBufferDecl))
  68. return; // Error was already reported, so just quit here
  69. UINT32 numElements = vertexBufferDecl->getElementCount();
  70. D3D11_INPUT_ELEMENT_DESC* declElements = bs_newN<D3D11_INPUT_ELEMENT_DESC, ScratchAlloc>(numElements);
  71. ZeroMemory(declElements, sizeof(D3D11_INPUT_ELEMENT_DESC) * numElements);
  72. unsigned int idx = 0;
  73. for(auto iter = vertexBufferDecl->getElements().begin(); iter != vertexBufferDecl->getElements().end(); ++iter)
  74. {
  75. declElements[idx].SemanticName = D3D11Mappings::get(iter->getSemantic());
  76. declElements[idx].SemanticIndex = iter->getSemanticIdx();
  77. declElements[idx].Format = D3D11Mappings::get(iter->getType());
  78. declElements[idx].InputSlot = iter->getStreamIdx();
  79. declElements[idx].AlignedByteOffset = static_cast<WORD>(iter->getOffset());
  80. declElements[idx].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  81. declElements[idx].InstanceDataStepRate = 0;
  82. idx++;
  83. }
  84. D3D11RenderSystem* d3d11rs = static_cast<D3D11RenderSystem*>(RenderSystem::instancePtr());
  85. D3D11Device& device = d3d11rs->getPrimaryDevice();
  86. const HLSLMicroCode& microcode = vertexProgram.getMicroCode();
  87. InputLayoutEntry* newEntry = bs_new<InputLayoutEntry, PoolAlloc>();
  88. newEntry->lastUsedIdx = ++mLastUsedCounter;
  89. newEntry->inputLayout = nullptr;
  90. HRESULT hr = device.getD3D11Device()->CreateInputLayout(
  91. declElements,
  92. numElements,
  93. &microcode[0],
  94. microcode.size(),
  95. &newEntry->inputLayout);
  96. bs_deleteN<ScratchAlloc>(declElements, numElements);
  97. if (FAILED(hr)|| device.hasError())
  98. BS_EXCEPT(RenderingAPIException, "Unable to set D3D11 vertex declaration" + device.getErrorDescription());
  99. // Create key and add to the layout map
  100. VertexDeclarationKey pair;
  101. pair.vertxDeclId = vertexBufferDecl->getInternalID();
  102. pair.vertexProgramId = vertexProgram.getProgramId();
  103. mInputLayoutMap[pair] = newEntry;
  104. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_InputLayout);
  105. }
  106. void D3D11InputLayoutManager::removeLeastUsed()
  107. {
  108. if(!mWarningShown)
  109. {
  110. LOGWRN("Input layout buffer is full, pruning last " + toString(NUM_ELEMENTS_TO_PRUNE) + " elements. This is probably okay unless you are creating a massive amount of input layouts" \
  111. " as they will get re-created every frame. In that case you should increase the layout buffer size. This warning won't be shown again.");
  112. mWarningShown = true;
  113. }
  114. Map<UINT32, VertexDeclarationKey> leastFrequentlyUsedMap;
  115. for(auto iter = mInputLayoutMap.begin(); iter != mInputLayoutMap.end(); ++iter)
  116. leastFrequentlyUsedMap[iter->second->lastUsedIdx] = iter->first;
  117. UINT32 elemsRemoved = 0;
  118. for(auto iter = leastFrequentlyUsedMap.begin(); iter != leastFrequentlyUsedMap.end(); ++iter)
  119. {
  120. auto inputLayoutIter = mInputLayoutMap.find(iter->second);
  121. SAFE_RELEASE(inputLayoutIter->second->inputLayout);
  122. bs_delete<PoolAlloc>(inputLayoutIter->second);
  123. mInputLayoutMap.erase(inputLayoutIter);
  124. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_InputLayout);
  125. elemsRemoved++;
  126. if(elemsRemoved >= NUM_ELEMENTS_TO_PRUNE)
  127. break;
  128. }
  129. }
  130. bool D3D11InputLayoutManager::areCompatible(VertexDeclarationPtr vertexShaderDecl, VertexDeclarationPtr vertexBufferDecl)
  131. {
  132. for(auto shaderIter = vertexShaderDecl->getElements().begin(); shaderIter != vertexShaderDecl->getElements().end(); ++shaderIter)
  133. {
  134. const VertexElement* foundElement = nullptr;
  135. for(auto bufferIter = vertexBufferDecl->getElements().begin(); bufferIter != vertexBufferDecl->getElements().end(); ++bufferIter)
  136. {
  137. if(shaderIter->getSemantic() == bufferIter->getSemantic() && shaderIter->getSemanticIdx() == bufferIter->getSemanticIdx())
  138. {
  139. foundElement = &(*bufferIter);
  140. break;
  141. }
  142. }
  143. if(foundElement == nullptr)
  144. {
  145. LOGWRN("Provided vertex buffer doesn't have a required input attribute: " + toString(shaderIter->getSemantic()) + toString(shaderIter->getSemanticIdx()));
  146. return false;
  147. }
  148. }
  149. return true;
  150. }
  151. }