D3D: StateManager::Apply no longer iterates through every texture and sampler slot
Now using bit scan through dirty slot masks.
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79dff19aa0
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@ -87,15 +87,21 @@ void StateManager::Apply()
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return;
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}
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const u32 dirtyTextures = DirtyFlag_Texture0 | DirtyFlag_Texture1 | DirtyFlag_Texture2 | DirtyFlag_Texture3
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| DirtyFlag_Texture4 | DirtyFlag_Texture5 | DirtyFlag_Texture6 | DirtyFlag_Texture7;
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const u32 dirtySamplers = DirtyFlag_Sampler0 | DirtyFlag_Sampler1 | DirtyFlag_Sampler2 | DirtyFlag_Sampler3
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| DirtyFlag_Sampler4 | DirtyFlag_Sampler5 | DirtyFlag_Sampler6 | DirtyFlag_Sampler7;
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const u32 dirtyConstants = DirtyFlag_PixelConstants | DirtyFlag_VertexConstants | DirtyFlag_GeometryConstants;
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const u32 dirtyShaders = DirtyFlag_PixelShader | DirtyFlag_VertexShader | DirtyFlag_GeometryShader;
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const u32 dirtyBuffers = DirtyFlag_VertexBuffer | DirtyFlag_IndexBuffer;
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unsigned long textureMaskShift;
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_BitScanForward(&textureMaskShift, DirtyFlag_Texture0);
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if (m_dirtyFlags & dirtyConstants)
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unsigned long samplerMaskShift;
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_BitScanForward(&samplerMaskShift, DirtyFlag_Sampler0);
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u32 dirtyTextures = (m_dirtyFlags & (DirtyFlag_Texture0 | DirtyFlag_Texture1 | DirtyFlag_Texture2 | DirtyFlag_Texture3
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| DirtyFlag_Texture4 | DirtyFlag_Texture5 | DirtyFlag_Texture6 | DirtyFlag_Texture7)) >> textureMaskShift;
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u32 dirtySamplers = (m_dirtyFlags & (DirtyFlag_Sampler0 | DirtyFlag_Sampler1 | DirtyFlag_Sampler2 | DirtyFlag_Sampler3
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| DirtyFlag_Sampler4 | DirtyFlag_Sampler5 | DirtyFlag_Sampler6 | DirtyFlag_Sampler7)) >> samplerMaskShift;
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u32 dirtyConstants = m_dirtyFlags & (DirtyFlag_PixelConstants | DirtyFlag_VertexConstants | DirtyFlag_GeometryConstants);
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u32 dirtyShaders = m_dirtyFlags & (DirtyFlag_PixelShader | DirtyFlag_VertexShader | DirtyFlag_GeometryShader);
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u32 dirtyBuffers = m_dirtyFlags & (DirtyFlag_VertexBuffer | DirtyFlag_IndexBuffer);
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if (dirtyConstants)
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{
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if (m_current.pixelConstants[0] != m_pending.pixelConstants[0] ||
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m_current.pixelConstants[1] != m_pending.pixelConstants[1])
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@ -118,7 +124,7 @@ void StateManager::Apply()
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}
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}
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if (m_dirtyFlags & (dirtyBuffers|DirtyFlag_InputAssembler))
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if (dirtyBuffers || (m_dirtyFlags & DirtyFlag_InputAssembler))
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{
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if (m_current.vertexBuffer != m_pending.vertexBuffer ||
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m_current.vertexBufferStride != m_pending.vertexBufferStride ||
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@ -149,33 +155,35 @@ void StateManager::Apply()
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}
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}
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if (m_dirtyFlags & dirtyTextures)
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while (dirtyTextures)
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{
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for (int i = 0; i < 8; ++i)
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unsigned long index;
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_BitScanForward(&index, dirtyTextures);
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if (m_current.textures[index] != m_pending.textures[index])
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{
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// TODO: bit scan through dirty flags
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if (m_current.textures[i] != m_pending.textures[i])
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{
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D3D::context->PSSetShaderResources(i, 1, &m_pending.textures[i]);
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m_current.textures[i] = m_pending.textures[i];
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}
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}
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D3D::context->PSSetShaderResources(index, 1, &m_pending.textures[index]);
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m_current.textures[index] = m_pending.textures[index];
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}
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if (m_dirtyFlags & dirtySamplers)
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{
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for (int i = 0; i < 8; ++i)
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{
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// TODO: bit scan through dirty flags
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if (m_current.samplers[i] != m_pending.samplers[i])
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{
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D3D::context->PSSetSamplers(i, 1, &m_pending.samplers[i]);
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m_current.samplers[i] = m_pending.samplers[i];
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}
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}
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dirtyTextures &= ~(1 << index);
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}
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if (m_dirtyFlags & dirtyShaders)
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while (dirtySamplers)
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{
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unsigned long index;
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_BitScanForward(&index, dirtySamplers);
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if (m_current.samplers[index] != m_pending.samplers[index])
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{
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D3D::context->PSSetSamplers(index, 1, &m_pending.samplers[index]);
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m_current.samplers[index] = m_pending.samplers[index];
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}
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dirtySamplers &= ~(1 << index);
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}
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if (dirtyShaders)
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{
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if (m_current.pixelShader != m_pending.pixelShader)
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{
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