D3D: Implemented context state caching

This avoids most of the redundant API calls.
This commit is contained in:
Yuriy O'Donnell
2014-10-29 01:19:09 +01:00
parent d83f0308af
commit 6e9226650d
12 changed files with 453 additions and 136 deletions

View File

@ -33,46 +33,170 @@ template<typename T> AutoState<T>::~AutoState()
state = nullptr;
}
StateManager::StateManager() : cur_blendstate(nullptr), cur_depthstate(nullptr), cur_raststate(nullptr) {}
StateManager::StateManager()
: m_currentBlendState(nullptr)
, m_currentDepthState(nullptr)
, m_currentRasterizerState(nullptr)
, m_dirtyFlags(~0u)
{
memset(&m_pending, 0, sizeof(m_pending));
memset(&m_current, 0, sizeof(m_current));
}
void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state)); }
void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state)); }
void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state)); }
void StateManager::PopBlendState() { blendstates.pop(); }
void StateManager::PopDepthState() { depthstates.pop(); }
void StateManager::PopRasterizerState() { raststates.pop(); }
void StateManager::PushBlendState(const ID3D11BlendState* state) { m_blendStates.push(AutoBlendState(state)); }
void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { m_depthStates.push(AutoDepthStencilState(state)); }
void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { m_rasterizerStates.push(AutoRasterizerState(state)); }
void StateManager::PopBlendState() { m_blendStates.pop(); }
void StateManager::PopDepthState() { m_depthStates.pop(); }
void StateManager::PopRasterizerState() { m_rasterizerStates.pop(); }
void StateManager::Apply()
{
if (!blendstates.empty())
if (!m_blendStates.empty())
{
if (cur_blendstate != blendstates.top().GetPtr())
if (m_currentBlendState != m_blendStates.top().GetPtr())
{
cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr();
D3D::context->OMSetBlendState(cur_blendstate, nullptr, 0xFFFFFFFF);
m_currentBlendState = (ID3D11BlendState*)m_blendStates.top().GetPtr();
D3D::context->OMSetBlendState(m_currentBlendState, nullptr, 0xFFFFFFFF);
}
}
else ERROR_LOG(VIDEO, "Tried to apply without blend state!");
if (!depthstates.empty())
if (!m_depthStates.empty())
{
if (cur_depthstate != depthstates.top().GetPtr())
if (m_currentDepthState != m_depthStates.top().GetPtr())
{
cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr();
D3D::context->OMSetDepthStencilState(cur_depthstate, 0);
m_currentDepthState = (ID3D11DepthStencilState*)m_depthStates.top().GetPtr();
D3D::context->OMSetDepthStencilState(m_currentDepthState, 0);
}
}
else ERROR_LOG(VIDEO, "Tried to apply without depth state!");
if (!raststates.empty())
if (!m_rasterizerStates.empty())
{
if (cur_raststate != raststates.top().GetPtr())
if (m_currentRasterizerState != m_rasterizerStates.top().GetPtr())
{
cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr();
D3D::context->RSSetState(cur_raststate);
m_currentRasterizerState = (ID3D11RasterizerState*)m_rasterizerStates.top().GetPtr();
D3D::context->RSSetState(m_currentRasterizerState);
}
}
else ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!");
if (!m_dirtyFlags)
{
return;
}
const u32 dirtyTextures = DirtyFlag_Texture0 | DirtyFlag_Texture1 | DirtyFlag_Texture2 | DirtyFlag_Texture3
| DirtyFlag_Texture4 | DirtyFlag_Texture5 | DirtyFlag_Texture6 | DirtyFlag_Texture7;
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)
{
if (m_current.pixelConstants[0] != m_pending.pixelConstants[0] ||
m_current.pixelConstants[1] != m_pending.pixelConstants[1])
{
D3D::context->PSSetConstantBuffers(0, m_pending.pixelConstants[1] ? 2 : 1, m_pending.pixelConstants);
m_current.pixelConstants[0] = m_pending.pixelConstants[0];
m_current.pixelConstants[1] = m_pending.pixelConstants[1];
}
if (m_current.vertexConstants != m_pending.vertexConstants)
{
D3D::context->VSSetConstantBuffers(0, 1, &m_pending.vertexConstants);
m_current.vertexConstants = m_pending.vertexConstants;
}
if (m_current.geometryConstants != m_pending.geometryConstants)
{
D3D::context->GSSetConstantBuffers(0, 1, &m_pending.geometryConstants);
m_current.geometryConstants = m_pending.geometryConstants;
}
}
if (m_dirtyFlags & (dirtyBuffers|DirtyFlag_InputAssembler))
{
if (m_current.vertexBuffer != m_pending.vertexBuffer ||
m_current.vertexBufferStride != m_pending.vertexBufferStride ||
m_current.vertexBufferOffset != m_pending.vertexBufferOffset)
{
D3D::context->IASetVertexBuffers(0, 1, &m_pending.vertexBuffer, &m_pending.vertexBufferStride, &m_pending.vertexBufferOffset);
m_current.vertexBuffer = m_pending.vertexBuffer;
m_current.vertexBufferStride = m_pending.vertexBufferStride;
m_current.vertexBufferOffset = m_pending.vertexBufferOffset;
}
if (m_current.indexBuffer != m_pending.indexBuffer)
{
D3D::context->IASetIndexBuffer(m_pending.indexBuffer, DXGI_FORMAT_R16_UINT, 0);
m_current.indexBuffer = m_pending.indexBuffer;
}
if (m_current.topology != m_pending.topology)
{
D3D::context->IASetPrimitiveTopology(m_pending.topology);
m_current.topology = m_pending.topology;
}
if (m_current.inputLayout != m_pending.inputLayout)
{
D3D::context->IASetInputLayout(m_pending.inputLayout);
m_current.inputLayout = m_pending.inputLayout;
}
}
if (m_dirtyFlags & dirtyTextures)
{
for (int i = 0; i < 8; ++i)
{
// TODO: bit scan through dirty flags
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];
}
}
}
if (m_dirtyFlags & dirtySamplers)
{
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)
{
if (m_current.pixelShader != m_pending.pixelShader)
{
D3D::context->PSSetShader(m_pending.pixelShader, nullptr, 0);
m_current.pixelShader = m_pending.pixelShader;
}
if (m_current.vertexShader != m_pending.vertexShader)
{
D3D::context->VSSetShader(m_pending.vertexShader, nullptr, 0);
m_current.vertexShader = m_pending.vertexShader;
}
if (m_current.geometryShader != m_pending.geometryShader)
{
D3D::context->GSSetShader(m_pending.geometryShader, nullptr, 0);
m_current.geometryShader = m_pending.geometryShader;
}
}
m_dirtyFlags = 0;
}
} // namespace D3D