VideoBackends: rework d3d11 to specify samplers/bound textures using a bitset with a constant size, instead of hardcoding each individual enumeration value

This commit is contained in:
iwubcode 2023-02-10 19:10:55 -06:00
parent 88fc431dce
commit 5d571b068f
2 changed files with 68 additions and 88 deletions

View File

@ -28,12 +28,12 @@ StateManager::~StateManager() = default;
void StateManager::Apply() void StateManager::Apply()
{ {
if (!m_dirtyFlags) if (m_dirtyFlags.none())
return; return;
// Framebuffer changes must occur before texture changes, otherwise the D3D runtime messes with // Framebuffer changes must occur before texture changes, otherwise the D3D runtime messes with
// our bindings and sets them to null to prevent hazards. // our bindings and sets them to null to prevent hazards.
if (m_dirtyFlags & DirtyFlag_Framebuffer) if (m_dirtyFlags.test(DirtyFlag_Framebuffer))
{ {
if (g_ActiveConfig.backend_info.bSupportsBBox) if (g_ActiveConfig.backend_info.bSupportsBBox)
{ {
@ -56,11 +56,14 @@ void StateManager::Apply()
m_current.use_integer_rtv = m_pending.use_integer_rtv; m_current.use_integer_rtv = m_pending.use_integer_rtv;
} }
u32 dirtyConstants = m_dirtyFlags & (DirtyFlag_PixelConstants | DirtyFlag_VertexConstants | const bool dirtyConstants = m_dirtyFlags.test(DirtyFlag_PixelConstants) ||
DirtyFlag_GeometryConstants); m_dirtyFlags.test(DirtyFlag_VertexConstants) ||
u32 dirtyShaders = m_dirtyFlags.test(DirtyFlag_GeometryConstants);
m_dirtyFlags & (DirtyFlag_PixelShader | DirtyFlag_VertexShader | DirtyFlag_GeometryShader); const bool dirtyShaders = m_dirtyFlags.test(DirtyFlag_PixelShader) ||
u32 dirtyBuffers = m_dirtyFlags & (DirtyFlag_VertexBuffer | DirtyFlag_IndexBuffer); m_dirtyFlags.test(DirtyFlag_VertexShader) ||
m_dirtyFlags.test(DirtyFlag_GeometryShader);
const bool dirtyBuffers =
m_dirtyFlags.test(DirtyFlag_VertexBuffer) || m_dirtyFlags.test(DirtyFlag_IndexBuffer);
if (dirtyConstants) if (dirtyConstants)
{ {
@ -87,7 +90,7 @@ void StateManager::Apply()
} }
} }
if (dirtyBuffers || (m_dirtyFlags & DirtyFlag_InputAssembler)) if (dirtyBuffers || (m_dirtyFlags.test(DirtyFlag_InputAssembler)))
{ {
if (m_current.vertexBuffer != m_pending.vertexBuffer || if (m_current.vertexBuffer != m_pending.vertexBuffer ||
m_current.vertexBufferStride != m_pending.vertexBufferStride || m_current.vertexBufferStride != m_pending.vertexBufferStride ||
@ -140,17 +143,17 @@ void StateManager::Apply()
} }
} }
if (m_dirtyFlags & DirtyFlag_BlendState) if (m_dirtyFlags.test(DirtyFlag_BlendState))
{ {
D3D::context->OMSetBlendState(m_pending.blendState, nullptr, 0xFFFFFFFF); D3D::context->OMSetBlendState(m_pending.blendState, nullptr, 0xFFFFFFFF);
m_current.blendState = m_pending.blendState; m_current.blendState = m_pending.blendState;
} }
if (m_dirtyFlags & DirtyFlag_DepthState) if (m_dirtyFlags.test(DirtyFlag_DepthState))
{ {
D3D::context->OMSetDepthStencilState(m_pending.depthState, 0); D3D::context->OMSetDepthStencilState(m_pending.depthState, 0);
m_current.depthState = m_pending.depthState; m_current.depthState = m_pending.depthState;
} }
if (m_dirtyFlags & DirtyFlag_RasterizerState) if (m_dirtyFlags.test(DirtyFlag_RasterizerState))
{ {
D3D::context->RSSetState(m_pending.rasterizerState); D3D::context->RSSetState(m_pending.rasterizerState);
m_current.rasterizerState = m_pending.rasterizerState; m_current.rasterizerState = m_pending.rasterizerState;
@ -163,41 +166,32 @@ void StateManager::Apply()
void StateManager::ApplyTextures() void StateManager::ApplyTextures()
{ {
const int textureMaskShift = std::countr_zero((u32)DirtyFlag_Texture0); for (u32 i = 0; i < VideoCommon::MAX_PIXEL_SHADER_SAMPLERS; i++)
const int samplerMaskShift = std::countr_zero((u32)DirtyFlag_Sampler0);
u32 dirtyTextures =
(m_dirtyFlags &
(DirtyFlag_Texture0 | DirtyFlag_Texture1 | DirtyFlag_Texture2 | DirtyFlag_Texture3 |
DirtyFlag_Texture4 | DirtyFlag_Texture5 | DirtyFlag_Texture6 | DirtyFlag_Texture7)) >>
textureMaskShift;
u32 dirtySamplers =
(m_dirtyFlags &
(DirtyFlag_Sampler0 | DirtyFlag_Sampler1 | DirtyFlag_Sampler2 | DirtyFlag_Sampler3 |
DirtyFlag_Sampler4 | DirtyFlag_Sampler5 | DirtyFlag_Sampler6 | DirtyFlag_Sampler7)) >>
samplerMaskShift;
while (dirtyTextures)
{ {
const int index = std::countr_zero(dirtyTextures); const u32 flag = i;
if (m_current.textures[index] != m_pending.textures[index]) if (m_dirtyFlags.test(flag))
{ {
D3D::context->PSSetShaderResources(index, 1, &m_pending.textures[index]); if (m_current.textures[i] != m_pending.textures[i])
m_current.textures[index] = m_pending.textures[index]; {
D3D::context->PSSetShaderResources(i, 1, &m_pending.textures[i]);
m_current.textures[i] = m_pending.textures[i];
}
m_dirtyFlags.reset(flag);
} }
dirtyTextures &= ~(1 << index);
} }
while (dirtySamplers) for (u32 i = 0; i < VideoCommon::MAX_PIXEL_SHADER_SAMPLERS; i++)
{ {
const int index = std::countr_zero(dirtySamplers); const u32 flag = i + VideoCommon::MAX_PIXEL_SHADER_SAMPLERS;
if (m_current.samplers[index] != m_pending.samplers[index]) if (m_dirtyFlags.test(flag))
{ {
D3D::context->PSSetSamplers(index, 1, &m_pending.samplers[index]); if (m_current.samplers[i] != m_pending.samplers[i])
m_current.samplers[index] = m_pending.samplers[index]; {
D3D::context->PSSetSamplers(i, 1, &m_pending.samplers[i]);
m_current.samplers[i] = m_pending.samplers[i];
}
m_dirtyFlags.reset(flag);
} }
dirtySamplers &= ~(1 << index);
} }
} }

View File

@ -4,6 +4,7 @@
#pragma once #pragma once
#include <array> #include <array>
#include <bitset>
#include <cstddef> #include <cstddef>
#include <memory> #include <memory>
#include <mutex> #include <mutex>
@ -53,7 +54,7 @@ public:
void SetBlendState(ID3D11BlendState* state) void SetBlendState(ID3D11BlendState* state)
{ {
if (m_current.blendState != state) if (m_current.blendState != state)
m_dirtyFlags |= DirtyFlag_BlendState; m_dirtyFlags.set(DirtyFlag_BlendState);
m_pending.blendState = state; m_pending.blendState = state;
} }
@ -61,7 +62,7 @@ public:
void SetDepthState(ID3D11DepthStencilState* state) void SetDepthState(ID3D11DepthStencilState* state)
{ {
if (m_current.depthState != state) if (m_current.depthState != state)
m_dirtyFlags |= DirtyFlag_DepthState; m_dirtyFlags.set(DirtyFlag_DepthState);
m_pending.depthState = state; m_pending.depthState = state;
} }
@ -69,7 +70,7 @@ public:
void SetRasterizerState(ID3D11RasterizerState* state) void SetRasterizerState(ID3D11RasterizerState* state)
{ {
if (m_current.rasterizerState != state) if (m_current.rasterizerState != state)
m_dirtyFlags |= DirtyFlag_RasterizerState; m_dirtyFlags.set(DirtyFlag_RasterizerState);
m_pending.rasterizerState = state; m_pending.rasterizerState = state;
} }
@ -77,7 +78,7 @@ public:
void SetTexture(size_t index, ID3D11ShaderResourceView* texture) void SetTexture(size_t index, ID3D11ShaderResourceView* texture)
{ {
if (m_current.textures[index] != texture) if (m_current.textures[index] != texture)
m_dirtyFlags |= DirtyFlag_Texture0 << index; m_dirtyFlags.set(DirtyFlag_Texture0 + index);
m_pending.textures[index] = texture; m_pending.textures[index] = texture;
} }
@ -85,7 +86,7 @@ public:
void SetSampler(size_t index, ID3D11SamplerState* sampler) void SetSampler(size_t index, ID3D11SamplerState* sampler)
{ {
if (m_current.samplers[index] != sampler) if (m_current.samplers[index] != sampler)
m_dirtyFlags |= DirtyFlag_Sampler0 << index; m_dirtyFlags.set(DirtyFlag_Sampler0 + index);
m_pending.samplers[index] = sampler; m_pending.samplers[index] = sampler;
} }
@ -93,7 +94,7 @@ public:
void SetPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr) void SetPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr)
{ {
if (m_current.pixelConstants[0] != buffer0 || m_current.pixelConstants[1] != buffer1) if (m_current.pixelConstants[0] != buffer0 || m_current.pixelConstants[1] != buffer1)
m_dirtyFlags |= DirtyFlag_PixelConstants; m_dirtyFlags.set(DirtyFlag_PixelConstants);
m_pending.pixelConstants[0] = buffer0; m_pending.pixelConstants[0] = buffer0;
m_pending.pixelConstants[1] = buffer1; m_pending.pixelConstants[1] = buffer1;
@ -102,7 +103,7 @@ public:
void SetVertexConstants(ID3D11Buffer* buffer) void SetVertexConstants(ID3D11Buffer* buffer)
{ {
if (m_current.vertexConstants != buffer) if (m_current.vertexConstants != buffer)
m_dirtyFlags |= DirtyFlag_VertexConstants; m_dirtyFlags.set(DirtyFlag_VertexConstants);
m_pending.vertexConstants = buffer; m_pending.vertexConstants = buffer;
} }
@ -110,7 +111,7 @@ public:
void SetGeometryConstants(ID3D11Buffer* buffer) void SetGeometryConstants(ID3D11Buffer* buffer)
{ {
if (m_current.geometryConstants != buffer) if (m_current.geometryConstants != buffer)
m_dirtyFlags |= DirtyFlag_GeometryConstants; m_dirtyFlags.set(DirtyFlag_GeometryConstants);
m_pending.geometryConstants = buffer; m_pending.geometryConstants = buffer;
} }
@ -119,7 +120,7 @@ public:
{ {
if (m_current.vertexBuffer != buffer || m_current.vertexBufferStride != stride || if (m_current.vertexBuffer != buffer || m_current.vertexBufferStride != stride ||
m_current.vertexBufferOffset != offset) m_current.vertexBufferOffset != offset)
m_dirtyFlags |= DirtyFlag_VertexBuffer; m_dirtyFlags.set(DirtyFlag_VertexBuffer);
m_pending.vertexBuffer = buffer; m_pending.vertexBuffer = buffer;
m_pending.vertexBufferStride = stride; m_pending.vertexBufferStride = stride;
@ -129,7 +130,7 @@ public:
void SetIndexBuffer(ID3D11Buffer* buffer) void SetIndexBuffer(ID3D11Buffer* buffer)
{ {
if (m_current.indexBuffer != buffer) if (m_current.indexBuffer != buffer)
m_dirtyFlags |= DirtyFlag_IndexBuffer; m_dirtyFlags.set(DirtyFlag_IndexBuffer);
m_pending.indexBuffer = buffer; m_pending.indexBuffer = buffer;
} }
@ -137,7 +138,7 @@ public:
void SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology) void SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology)
{ {
if (m_current.topology != topology) if (m_current.topology != topology)
m_dirtyFlags |= DirtyFlag_InputAssembler; m_dirtyFlags.set(DirtyFlag_InputAssembler);
m_pending.topology = topology; m_pending.topology = topology;
} }
@ -145,7 +146,7 @@ public:
void SetInputLayout(ID3D11InputLayout* layout) void SetInputLayout(ID3D11InputLayout* layout)
{ {
if (m_current.inputLayout != layout) if (m_current.inputLayout != layout)
m_dirtyFlags |= DirtyFlag_InputAssembler; m_dirtyFlags.set(DirtyFlag_InputAssembler);
m_pending.inputLayout = layout; m_pending.inputLayout = layout;
} }
@ -153,7 +154,7 @@ public:
void SetPixelShader(ID3D11PixelShader* shader) void SetPixelShader(ID3D11PixelShader* shader)
{ {
if (m_current.pixelShader != shader) if (m_current.pixelShader != shader)
m_dirtyFlags |= DirtyFlag_PixelShader; m_dirtyFlags.set(DirtyFlag_PixelShader);
m_pending.pixelShader = shader; m_pending.pixelShader = shader;
} }
@ -169,7 +170,7 @@ public:
void SetVertexShader(ID3D11VertexShader* shader) void SetVertexShader(ID3D11VertexShader* shader)
{ {
if (m_current.vertexShader != shader) if (m_current.vertexShader != shader)
m_dirtyFlags |= DirtyFlag_VertexShader; m_dirtyFlags.set(DirtyFlag_VertexShader);
m_pending.vertexShader = shader; m_pending.vertexShader = shader;
} }
@ -177,7 +178,7 @@ public:
void SetGeometryShader(ID3D11GeometryShader* shader) void SetGeometryShader(ID3D11GeometryShader* shader)
{ {
if (m_current.geometryShader != shader) if (m_current.geometryShader != shader)
m_dirtyFlags |= DirtyFlag_GeometryShader; m_dirtyFlags.set(DirtyFlag_GeometryShader);
m_pending.geometryShader = shader; m_pending.geometryShader = shader;
} }
@ -185,7 +186,7 @@ public:
void SetFramebuffer(DXFramebuffer* fb) void SetFramebuffer(DXFramebuffer* fb)
{ {
if (m_current.framebuffer != fb) if (m_current.framebuffer != fb)
m_dirtyFlags |= DirtyFlag_Framebuffer; m_dirtyFlags.set(DirtyFlag_Framebuffer);
m_pending.framebuffer = fb; m_pending.framebuffer = fb;
} }
@ -193,7 +194,7 @@ public:
void SetOMUAV(ID3D11UnorderedAccessView* uav) void SetOMUAV(ID3D11UnorderedAccessView* uav)
{ {
if (m_current.uav != uav) if (m_current.uav != uav)
m_dirtyFlags |= DirtyFlag_Framebuffer; m_dirtyFlags.set(DirtyFlag_Framebuffer);
m_pending.uav = uav; m_pending.uav = uav;
} }
@ -201,7 +202,7 @@ public:
void SetIntegerRTV(bool enable) void SetIntegerRTV(bool enable)
{ {
if (m_current.use_integer_rtv != enable) if (m_current.use_integer_rtv != enable)
m_dirtyFlags |= DirtyFlag_Framebuffer; m_dirtyFlags.set(DirtyFlag_Framebuffer);
m_pending.use_integer_rtv = enable; m_pending.use_integer_rtv = enable;
} }
@ -224,43 +225,28 @@ public:
private: private:
enum DirtyFlags enum DirtyFlags
{ {
DirtyFlag_Texture0 = 1 << 0, DirtyFlag_Texture0 = 0,
DirtyFlag_Texture1 = 1 << 1, DirtyFlag_Sampler0 = DirtyFlag_Texture0 + VideoCommon::MAX_PIXEL_SHADER_SAMPLERS,
DirtyFlag_Texture2 = 1 << 2, DirtyFlag_PixelConstants = DirtyFlag_Sampler0 + VideoCommon::MAX_PIXEL_SHADER_SAMPLERS,
DirtyFlag_Texture3 = 1 << 3, DirtyFlag_VertexConstants,
DirtyFlag_Texture4 = 1 << 4, DirtyFlag_GeometryConstants,
DirtyFlag_Texture5 = 1 << 5,
DirtyFlag_Texture6 = 1 << 6,
DirtyFlag_Texture7 = 1 << 7,
DirtyFlag_Sampler0 = 1 << 8, DirtyFlag_VertexBuffer,
DirtyFlag_Sampler1 = 1 << 9, DirtyFlag_IndexBuffer,
DirtyFlag_Sampler2 = 1 << 10,
DirtyFlag_Sampler3 = 1 << 11,
DirtyFlag_Sampler4 = 1 << 12,
DirtyFlag_Sampler5 = 1 << 13,
DirtyFlag_Sampler6 = 1 << 14,
DirtyFlag_Sampler7 = 1 << 15,
DirtyFlag_PixelConstants = 1 << 16, DirtyFlag_PixelShader,
DirtyFlag_VertexConstants = 1 << 17, DirtyFlag_VertexShader,
DirtyFlag_GeometryConstants = 1 << 18, DirtyFlag_GeometryShader,
DirtyFlag_VertexBuffer = 1 << 19, DirtyFlag_InputAssembler,
DirtyFlag_IndexBuffer = 1 << 20, DirtyFlag_BlendState,
DirtyFlag_DepthState,
DirtyFlag_PixelShader = 1 << 21, DirtyFlag_RasterizerState,
DirtyFlag_VertexShader = 1 << 22, DirtyFlag_Framebuffer,
DirtyFlag_GeometryShader = 1 << 23, DirtyFlag_Max
DirtyFlag_InputAssembler = 1 << 24,
DirtyFlag_BlendState = 1 << 25,
DirtyFlag_DepthState = 1 << 26,
DirtyFlag_RasterizerState = 1 << 27,
DirtyFlag_Framebuffer = 1 << 28
}; };
u32 m_dirtyFlags = ~0u; std::bitset<DirtyFlags::DirtyFlag_Max> m_dirtyFlags;
struct Resources struct Resources
{ {