D3D: Moved setting texture by slot mask into StateManager

This commit is contained in:
Yuriy O'Donnell 2014-12-17 20:31:08 +01:00
parent 764aee6995
commit 5688c27610
3 changed files with 14 additions and 8 deletions

View File

@ -215,6 +215,17 @@ u32 StateManager::UnsetTexture(ID3D11ShaderResourceView* srv)
return mask;
}
void StateManager::SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceView* srv)
{
while (textureSlotMask)
{
unsigned long index;
_BitScanForward(&index, textureSlotMask);
SetTexture(index, srv);
textureSlotMask &= ~(1 << index);
}
}
} // namespace D3D
ID3D11SamplerState* StateCache::Get(SamplerState state)

View File

@ -235,7 +235,8 @@ public:
}
// removes currently set texture from all slots, returns mask of previously bound slots
u32 StateManager::UnsetTexture(ID3D11ShaderResourceView* srv);
u32 UnsetTexture(ID3D11ShaderResourceView* srv);
void SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceView* srv);
// call this immediately before any drawing operation or to explicitly apply pending resource state changes
void Apply();

View File

@ -174,13 +174,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
g_renderer->RestoreAPIState();
// Restore old texture in all previously used slots, if any
while (textureSlotMask)
{
unsigned long index;
_BitScanForward(&index, textureSlotMask);
D3D::stateman->SetTexture(index, texture->GetSRV());
textureSlotMask &= ~(1 << index);
}
D3D::stateman->SetTextureByMask(textureSlotMask, texture->GetSRV());
}
if (!g_ActiveConfig.bCopyEFBToTexture)