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()
{
if (!m_dirtyFlags)
if (m_dirtyFlags.none())
return;
// Framebuffer changes must occur before texture changes, otherwise the D3D runtime messes with
// 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)
{
@ -56,11 +56,14 @@ void StateManager::Apply()
m_current.use_integer_rtv = m_pending.use_integer_rtv;
}
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);
const bool dirtyConstants = m_dirtyFlags.test(DirtyFlag_PixelConstants) ||
m_dirtyFlags.test(DirtyFlag_VertexConstants) ||
m_dirtyFlags.test(DirtyFlag_GeometryConstants);
const bool dirtyShaders = m_dirtyFlags.test(DirtyFlag_PixelShader) ||
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)
{
@ -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 ||
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);
m_current.blendState = m_pending.blendState;
}
if (m_dirtyFlags & DirtyFlag_DepthState)
if (m_dirtyFlags.test(DirtyFlag_DepthState))
{
D3D::context->OMSetDepthStencilState(m_pending.depthState, 0);
m_current.depthState = m_pending.depthState;
}
if (m_dirtyFlags & DirtyFlag_RasterizerState)
if (m_dirtyFlags.test(DirtyFlag_RasterizerState))
{
D3D::context->RSSetState(m_pending.rasterizerState);
m_current.rasterizerState = m_pending.rasterizerState;
@ -163,41 +166,32 @@ void StateManager::Apply()
void StateManager::ApplyTextures()
{
const int textureMaskShift = std::countr_zero((u32)DirtyFlag_Texture0);
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)
for (u32 i = 0; i < VideoCommon::MAX_PIXEL_SHADER_SAMPLERS; i++)
{
const int index = std::countr_zero(dirtyTextures);
if (m_current.textures[index] != m_pending.textures[index])
const u32 flag = i;
if (m_dirtyFlags.test(flag))
{
D3D::context->PSSetShaderResources(index, 1, &m_pending.textures[index]);
m_current.textures[index] = m_pending.textures[index];
if (m_current.textures[i] != m_pending.textures[i])
{
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);
if (m_current.samplers[index] != m_pending.samplers[index])
const u32 flag = i + VideoCommon::MAX_PIXEL_SHADER_SAMPLERS;
if (m_dirtyFlags.test(flag))
{
D3D::context->PSSetSamplers(index, 1, &m_pending.samplers[index]);
m_current.samplers[index] = m_pending.samplers[index];
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];
}
m_dirtyFlags.reset(flag);
}
dirtySamplers &= ~(1 << index);
}
}