Merge pull request #2364 from kayru/d3d_texture_bsf

D3D: StateManager::Apply no longer iterates through every texture and sampler slot
This commit is contained in:
Markus Wick 2015-05-03 21:39:33 +02:00
commit e0cfd934d2
1 changed files with 29 additions and 28 deletions

View File

@ -2,6 +2,7 @@
// Licensed under GPLv2 // Licensed under GPLv2
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include "Common/BitSet.h"
#include "Common/Logging/Log.h" #include "Common/Logging/Log.h"
#include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DBase.h"
@ -87,15 +88,18 @@ void StateManager::Apply()
return; return;
} }
const u32 dirtyTextures = DirtyFlag_Texture0 | DirtyFlag_Texture1 | DirtyFlag_Texture2 | DirtyFlag_Texture3 int textureMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Texture0);
| DirtyFlag_Texture4 | DirtyFlag_Texture5 | DirtyFlag_Texture6 | DirtyFlag_Texture7; int samplerMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Sampler0);
const u32 dirtySamplers = DirtyFlag_Sampler0 | DirtyFlag_Sampler1 | DirtyFlag_Sampler2 | DirtyFlag_Sampler3
| DirtyFlag_Sampler4 | DirtyFlag_Sampler5 | DirtyFlag_Sampler6 | DirtyFlag_Sampler7;
const u32 dirtyConstants = DirtyFlag_PixelConstants | DirtyFlag_VertexConstants | DirtyFlag_GeometryConstants;
const u32 dirtyShaders = DirtyFlag_PixelShader | DirtyFlag_VertexShader | DirtyFlag_GeometryShader;
const u32 dirtyBuffers = DirtyFlag_VertexBuffer | DirtyFlag_IndexBuffer;
if (m_dirtyFlags & dirtyConstants) 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;
u32 dirtyConstants = m_dirtyFlags & (DirtyFlag_PixelConstants | DirtyFlag_VertexConstants | DirtyFlag_GeometryConstants);
u32 dirtyShaders = m_dirtyFlags & (DirtyFlag_PixelShader | DirtyFlag_VertexShader | DirtyFlag_GeometryShader);
u32 dirtyBuffers = m_dirtyFlags & (DirtyFlag_VertexBuffer | DirtyFlag_IndexBuffer);
if (dirtyConstants)
{ {
if (m_current.pixelConstants[0] != m_pending.pixelConstants[0] || if (m_current.pixelConstants[0] != m_pending.pixelConstants[0] ||
m_current.pixelConstants[1] != m_pending.pixelConstants[1]) m_current.pixelConstants[1] != m_pending.pixelConstants[1])
@ -118,7 +122,7 @@ void StateManager::Apply()
} }
} }
if (m_dirtyFlags & (dirtyBuffers|DirtyFlag_InputAssembler)) if (dirtyBuffers || (m_dirtyFlags & 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 ||
@ -149,33 +153,31 @@ void StateManager::Apply()
} }
} }
if (m_dirtyFlags & dirtyTextures) while (dirtyTextures)
{ {
for (int i = 0; i < 8; ++i) int index = LeastSignificantSetBit(dirtyTextures);
if (m_current.textures[index] != m_pending.textures[index])
{ {
// TODO: bit scan through dirty flags 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];
}
}
} }
if (m_dirtyFlags & dirtySamplers) dirtyTextures &= ~(1 << index);
{
for (int i = 0; i < 8; ++i)
{
// TODO: bit scan through dirty flags
if (m_current.samplers[i] != m_pending.samplers[i])
{
D3D::context->PSSetSamplers(i, 1, &m_pending.samplers[i]);
m_current.samplers[i] = m_pending.samplers[i];
}
}
} }
if (m_dirtyFlags & dirtyShaders) while (dirtySamplers)
{
int index = LeastSignificantSetBit(dirtySamplers);
if (m_current.samplers[index] != m_pending.samplers[index])
{
D3D::context->PSSetSamplers(index, 1, &m_pending.samplers[index]);
m_current.samplers[index] = m_pending.samplers[index];
}
dirtySamplers &= ~(1 << index);
}
if (dirtyShaders)
{ {
if (m_current.pixelShader != m_pending.pixelShader) if (m_current.pixelShader != m_pending.pixelShader)
{ {
@ -219,8 +221,7 @@ void StateManager::SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceVie
{ {
while (textureSlotMask) while (textureSlotMask)
{ {
unsigned long index; int index = LeastSignificantSetBit(textureSlotMask);
_BitScanForward(&index, textureSlotMask);
SetTexture(index, srv); SetTexture(index, srv);
textureSlotMask &= ~(1 << index); textureSlotMask &= ~(1 << index);
} }