Merge pull request #11551 from iwubcode/d3d11_sampler_bitset
VideoBackends: use a bitset for D3D11's state management
This commit is contained in:
commit
f682225c15
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@ -28,12 +28,12 @@ StateManager::~StateManager() = default;
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void StateManager::Apply()
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{
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if (!m_dirtyFlags)
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if (m_dirtyFlags.none())
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return;
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// Framebuffer changes must occur before texture changes, otherwise the D3D runtime messes with
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// our bindings and sets them to null to prevent hazards.
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if (m_dirtyFlags & DirtyFlag_Framebuffer)
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if (m_dirtyFlags.test(DirtyFlag_Framebuffer))
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{
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if (g_ActiveConfig.backend_info.bSupportsBBox)
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{
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@ -56,11 +56,14 @@ void StateManager::Apply()
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m_current.use_integer_rtv = m_pending.use_integer_rtv;
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}
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u32 dirtyConstants = m_dirtyFlags & (DirtyFlag_PixelConstants | DirtyFlag_VertexConstants |
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DirtyFlag_GeometryConstants);
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u32 dirtyShaders =
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m_dirtyFlags & (DirtyFlag_PixelShader | DirtyFlag_VertexShader | DirtyFlag_GeometryShader);
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u32 dirtyBuffers = m_dirtyFlags & (DirtyFlag_VertexBuffer | DirtyFlag_IndexBuffer);
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const bool dirtyConstants = m_dirtyFlags.test(DirtyFlag_PixelConstants) ||
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m_dirtyFlags.test(DirtyFlag_VertexConstants) ||
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m_dirtyFlags.test(DirtyFlag_GeometryConstants);
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const bool dirtyShaders = m_dirtyFlags.test(DirtyFlag_PixelShader) ||
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m_dirtyFlags.test(DirtyFlag_VertexShader) ||
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m_dirtyFlags.test(DirtyFlag_GeometryShader);
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const bool dirtyBuffers =
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m_dirtyFlags.test(DirtyFlag_VertexBuffer) || m_dirtyFlags.test(DirtyFlag_IndexBuffer);
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if (dirtyConstants)
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{
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@ -87,7 +90,7 @@ void StateManager::Apply()
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}
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}
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if (dirtyBuffers || (m_dirtyFlags & DirtyFlag_InputAssembler))
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if (dirtyBuffers || (m_dirtyFlags.test(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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@ -140,17 +143,17 @@ void StateManager::Apply()
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}
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}
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if (m_dirtyFlags & DirtyFlag_BlendState)
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if (m_dirtyFlags.test(DirtyFlag_BlendState))
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{
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D3D::context->OMSetBlendState(m_pending.blendState, nullptr, 0xFFFFFFFF);
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m_current.blendState = m_pending.blendState;
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}
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if (m_dirtyFlags & DirtyFlag_DepthState)
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if (m_dirtyFlags.test(DirtyFlag_DepthState))
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{
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D3D::context->OMSetDepthStencilState(m_pending.depthState, 0);
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m_current.depthState = m_pending.depthState;
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}
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if (m_dirtyFlags & DirtyFlag_RasterizerState)
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if (m_dirtyFlags.test(DirtyFlag_RasterizerState))
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{
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D3D::context->RSSetState(m_pending.rasterizerState);
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m_current.rasterizerState = m_pending.rasterizerState;
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@ -163,41 +166,32 @@ void StateManager::Apply()
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void StateManager::ApplyTextures()
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{
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const int textureMaskShift = std::countr_zero((u32)DirtyFlag_Texture0);
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const int samplerMaskShift = std::countr_zero((u32)DirtyFlag_Sampler0);
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u32 dirtyTextures =
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(m_dirtyFlags &
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(DirtyFlag_Texture0 | DirtyFlag_Texture1 | DirtyFlag_Texture2 | DirtyFlag_Texture3 |
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DirtyFlag_Texture4 | DirtyFlag_Texture5 | DirtyFlag_Texture6 | DirtyFlag_Texture7)) >>
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textureMaskShift;
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u32 dirtySamplers =
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(m_dirtyFlags &
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(DirtyFlag_Sampler0 | DirtyFlag_Sampler1 | DirtyFlag_Sampler2 | DirtyFlag_Sampler3 |
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DirtyFlag_Sampler4 | DirtyFlag_Sampler5 | DirtyFlag_Sampler6 | DirtyFlag_Sampler7)) >>
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samplerMaskShift;
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while (dirtyTextures)
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for (u32 i = 0; i < VideoCommon::MAX_PIXEL_SHADER_SAMPLERS; i++)
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{
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const int index = std::countr_zero(dirtyTextures);
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if (m_current.textures[index] != m_pending.textures[index])
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const u32 flag = i;
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if (m_dirtyFlags.test(flag))
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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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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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m_dirtyFlags.reset(flag);
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}
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dirtyTextures &= ~(1 << index);
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}
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while (dirtySamplers)
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for (u32 i = 0; i < VideoCommon::MAX_PIXEL_SHADER_SAMPLERS; i++)
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{
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const int index = std::countr_zero(dirtySamplers);
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if (m_current.samplers[index] != m_pending.samplers[index])
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const u32 flag = i + VideoCommon::MAX_PIXEL_SHADER_SAMPLERS;
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if (m_dirtyFlags.test(flag))
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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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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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m_dirtyFlags.reset(flag);
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}
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dirtySamplers &= ~(1 << index);
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}
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}
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@ -4,6 +4,7 @@
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#pragma once
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#include <array>
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#include <bitset>
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#include <cstddef>
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#include <memory>
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#include <mutex>
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@ -53,7 +54,7 @@ public:
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void SetBlendState(ID3D11BlendState* state)
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{
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if (m_current.blendState != state)
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m_dirtyFlags |= DirtyFlag_BlendState;
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m_dirtyFlags.set(DirtyFlag_BlendState);
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m_pending.blendState = state;
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}
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@ -61,7 +62,7 @@ public:
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void SetDepthState(ID3D11DepthStencilState* state)
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{
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if (m_current.depthState != state)
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m_dirtyFlags |= DirtyFlag_DepthState;
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m_dirtyFlags.set(DirtyFlag_DepthState);
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m_pending.depthState = state;
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}
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@ -69,7 +70,7 @@ public:
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void SetRasterizerState(ID3D11RasterizerState* state)
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{
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if (m_current.rasterizerState != state)
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m_dirtyFlags |= DirtyFlag_RasterizerState;
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m_dirtyFlags.set(DirtyFlag_RasterizerState);
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m_pending.rasterizerState = state;
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}
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@ -77,7 +78,7 @@ public:
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void SetTexture(size_t index, ID3D11ShaderResourceView* texture)
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{
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if (m_current.textures[index] != texture)
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m_dirtyFlags |= DirtyFlag_Texture0 << index;
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m_dirtyFlags.set(DirtyFlag_Texture0 + index);
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m_pending.textures[index] = texture;
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}
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@ -85,7 +86,7 @@ public:
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void SetSampler(size_t index, ID3D11SamplerState* sampler)
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{
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if (m_current.samplers[index] != sampler)
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m_dirtyFlags |= DirtyFlag_Sampler0 << index;
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m_dirtyFlags.set(DirtyFlag_Sampler0 + index);
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m_pending.samplers[index] = sampler;
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}
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@ -93,7 +94,7 @@ public:
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void SetPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr)
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{
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if (m_current.pixelConstants[0] != buffer0 || m_current.pixelConstants[1] != buffer1)
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m_dirtyFlags |= DirtyFlag_PixelConstants;
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m_dirtyFlags.set(DirtyFlag_PixelConstants);
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m_pending.pixelConstants[0] = buffer0;
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m_pending.pixelConstants[1] = buffer1;
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@ -102,7 +103,7 @@ public:
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void SetVertexConstants(ID3D11Buffer* buffer)
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{
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if (m_current.vertexConstants != buffer)
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m_dirtyFlags |= DirtyFlag_VertexConstants;
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m_dirtyFlags.set(DirtyFlag_VertexConstants);
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m_pending.vertexConstants = buffer;
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}
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@ -110,7 +111,7 @@ public:
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void SetGeometryConstants(ID3D11Buffer* buffer)
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{
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if (m_current.geometryConstants != buffer)
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m_dirtyFlags |= DirtyFlag_GeometryConstants;
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m_dirtyFlags.set(DirtyFlag_GeometryConstants);
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m_pending.geometryConstants = buffer;
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}
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@ -119,7 +120,7 @@ public:
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{
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if (m_current.vertexBuffer != buffer || m_current.vertexBufferStride != stride ||
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m_current.vertexBufferOffset != offset)
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m_dirtyFlags |= DirtyFlag_VertexBuffer;
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m_dirtyFlags.set(DirtyFlag_VertexBuffer);
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m_pending.vertexBuffer = buffer;
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m_pending.vertexBufferStride = stride;
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@ -129,7 +130,7 @@ public:
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void SetIndexBuffer(ID3D11Buffer* buffer)
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{
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if (m_current.indexBuffer != buffer)
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m_dirtyFlags |= DirtyFlag_IndexBuffer;
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m_dirtyFlags.set(DirtyFlag_IndexBuffer);
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m_pending.indexBuffer = buffer;
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}
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@ -137,7 +138,7 @@ public:
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void SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology)
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{
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if (m_current.topology != topology)
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m_dirtyFlags |= DirtyFlag_InputAssembler;
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m_dirtyFlags.set(DirtyFlag_InputAssembler);
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m_pending.topology = topology;
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}
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@ -145,7 +146,7 @@ public:
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void SetInputLayout(ID3D11InputLayout* layout)
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{
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if (m_current.inputLayout != layout)
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m_dirtyFlags |= DirtyFlag_InputAssembler;
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m_dirtyFlags.set(DirtyFlag_InputAssembler);
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m_pending.inputLayout = layout;
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}
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@ -153,7 +154,7 @@ public:
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void SetPixelShader(ID3D11PixelShader* shader)
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{
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if (m_current.pixelShader != shader)
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m_dirtyFlags |= DirtyFlag_PixelShader;
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m_dirtyFlags.set(DirtyFlag_PixelShader);
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m_pending.pixelShader = shader;
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}
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@ -169,7 +170,7 @@ public:
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void SetVertexShader(ID3D11VertexShader* shader)
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{
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if (m_current.vertexShader != shader)
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m_dirtyFlags |= DirtyFlag_VertexShader;
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m_dirtyFlags.set(DirtyFlag_VertexShader);
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m_pending.vertexShader = shader;
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}
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@ -177,7 +178,7 @@ public:
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void SetGeometryShader(ID3D11GeometryShader* shader)
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{
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if (m_current.geometryShader != shader)
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m_dirtyFlags |= DirtyFlag_GeometryShader;
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m_dirtyFlags.set(DirtyFlag_GeometryShader);
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m_pending.geometryShader = shader;
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}
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@ -185,7 +186,7 @@ public:
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void SetFramebuffer(DXFramebuffer* fb)
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{
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if (m_current.framebuffer != fb)
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m_dirtyFlags |= DirtyFlag_Framebuffer;
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m_dirtyFlags.set(DirtyFlag_Framebuffer);
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m_pending.framebuffer = fb;
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}
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@ -193,7 +194,7 @@ public:
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void SetOMUAV(ID3D11UnorderedAccessView* uav)
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{
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if (m_current.uav != uav)
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m_dirtyFlags |= DirtyFlag_Framebuffer;
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m_dirtyFlags.set(DirtyFlag_Framebuffer);
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m_pending.uav = uav;
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}
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@ -201,7 +202,7 @@ public:
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void SetIntegerRTV(bool enable)
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{
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if (m_current.use_integer_rtv != enable)
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m_dirtyFlags |= DirtyFlag_Framebuffer;
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m_dirtyFlags.set(DirtyFlag_Framebuffer);
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m_pending.use_integer_rtv = enable;
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}
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@ -224,43 +225,28 @@ public:
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private:
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enum DirtyFlags
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{
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DirtyFlag_Texture0 = 1 << 0,
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DirtyFlag_Texture1 = 1 << 1,
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DirtyFlag_Texture2 = 1 << 2,
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DirtyFlag_Texture3 = 1 << 3,
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DirtyFlag_Texture4 = 1 << 4,
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DirtyFlag_Texture5 = 1 << 5,
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DirtyFlag_Texture6 = 1 << 6,
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DirtyFlag_Texture7 = 1 << 7,
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DirtyFlag_Texture0 = 0,
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DirtyFlag_Sampler0 = DirtyFlag_Texture0 + VideoCommon::MAX_PIXEL_SHADER_SAMPLERS,
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DirtyFlag_PixelConstants = DirtyFlag_Sampler0 + VideoCommon::MAX_PIXEL_SHADER_SAMPLERS,
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DirtyFlag_VertexConstants,
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DirtyFlag_GeometryConstants,
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DirtyFlag_Sampler0 = 1 << 8,
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DirtyFlag_Sampler1 = 1 << 9,
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DirtyFlag_Sampler2 = 1 << 10,
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DirtyFlag_Sampler3 = 1 << 11,
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DirtyFlag_Sampler4 = 1 << 12,
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DirtyFlag_Sampler5 = 1 << 13,
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DirtyFlag_Sampler6 = 1 << 14,
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DirtyFlag_Sampler7 = 1 << 15,
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DirtyFlag_VertexBuffer,
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DirtyFlag_IndexBuffer,
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DirtyFlag_PixelConstants = 1 << 16,
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DirtyFlag_VertexConstants = 1 << 17,
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DirtyFlag_GeometryConstants = 1 << 18,
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DirtyFlag_PixelShader,
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DirtyFlag_VertexShader,
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DirtyFlag_GeometryShader,
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DirtyFlag_VertexBuffer = 1 << 19,
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DirtyFlag_IndexBuffer = 1 << 20,
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DirtyFlag_PixelShader = 1 << 21,
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DirtyFlag_VertexShader = 1 << 22,
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DirtyFlag_GeometryShader = 1 << 23,
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DirtyFlag_InputAssembler = 1 << 24,
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DirtyFlag_BlendState = 1 << 25,
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DirtyFlag_DepthState = 1 << 26,
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DirtyFlag_RasterizerState = 1 << 27,
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DirtyFlag_Framebuffer = 1 << 28
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DirtyFlag_InputAssembler,
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DirtyFlag_BlendState,
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DirtyFlag_DepthState,
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DirtyFlag_RasterizerState,
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DirtyFlag_Framebuffer,
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DirtyFlag_Max
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};
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u32 m_dirtyFlags = ~0u;
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std::bitset<DirtyFlags::DirtyFlag_Max> m_dirtyFlags;
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struct Resources
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{
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