D3DBackend: Don't recompute ID3D11Layout.
CreateInputLayout requires a shader as an input, but it only cares about the signature; we don't need to recompute it for different shaders with the same inputs.
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@ -16,12 +16,11 @@ class D3DVertexFormat : public NativeVertexFormat
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D3D11_INPUT_ELEMENT_DESC m_elems[32];
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UINT m_num_elems;
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DX11::D3DBlob* m_vs_bytecode;
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ID3D11InputLayout* m_layout;
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public:
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D3DVertexFormat() : m_num_elems(0), m_vs_bytecode(nullptr), m_layout(nullptr) {}
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~D3DVertexFormat() { SAFE_RELEASE(m_vs_bytecode); SAFE_RELEASE(m_layout); }
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D3DVertexFormat() : m_num_elems(0), m_layout(nullptr) {}
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~D3DVertexFormat() { SAFE_RELEASE(m_layout); }
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void Initialize(const PortableVertexDeclaration &_vtx_decl);
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void SetupVertexPointers();
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@ -127,15 +126,14 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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void D3DVertexFormat::SetupVertexPointers()
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{
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if (m_vs_bytecode != DX11::VertexShaderCache::GetActiveShaderBytecode())
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if (!m_layout)
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{
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SAFE_RELEASE(m_vs_bytecode);
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SAFE_RELEASE(m_layout);
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// CreateInputLayout requires a shader input, but it only looks at the
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// signature of the shader, so we don't need to recompute it if the shader
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// changes.
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D3DBlob* vs_bytecode = DX11::VertexShaderCache::GetActiveShaderBytecode();
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m_vs_bytecode = DX11::VertexShaderCache::GetActiveShaderBytecode();
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m_vs_bytecode->AddRef();
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HRESULT hr = DX11::D3D::device->CreateInputLayout(m_elems, m_num_elems, m_vs_bytecode->Data(), m_vs_bytecode->Size(), &m_layout);
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HRESULT hr = DX11::D3D::device->CreateInputLayout(m_elems, m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &m_layout);
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if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
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DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline");
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}
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