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

@ -1083,21 +1083,20 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
if (SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf))
#endif
{
D3D::context->VSSetShader(m_vShader, nullptr, 0);
D3D::stateman->setVertexShader(m_vShader);
D3D::stateman->PushBlendState(m_efbEncodeBlendState);
D3D::stateman->PushDepthState(m_efbEncodeDepthState);
D3D::stateman->PushRasterizerState(m_efbEncodeRastState);
D3D::stateman->Apply();
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(cacheLinesPerRow*2), FLOAT(numBlocksY));
D3D::context->RSSetViewports(1, &vp);
D3D::context->IASetInputLayout(m_quadLayout);
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::stateman->setInputLayout(m_quadLayout);
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
UINT stride = sizeof(QuadVertex);
UINT offset = 0;
D3D::context->IASetVertexBuffers(0, 1, &m_quad, &stride, &offset);
D3D::stateman->setVertexBuffer(m_quad, stride, offset);
EFBRectangle fullSrcRect;
fullSrcRect.left = 0;
@ -1117,8 +1116,6 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
params.TexBottom = float(targetRect.bottom) / g_renderer->GetTargetHeight();
D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &params, 0, 0);
D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
ID3D11ShaderResourceView* pEFB = (srcFormat == PEControl::Z24) ?
@ -1128,12 +1125,14 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
// expecting the blurred edges around multisampled shapes.
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
D3D::context->PSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::context->PSSetShaderResources(0, 1, &pEFB);
D3D::context->PSSetSamplers(0, 1, &m_efbSampler);
D3D::stateman->setVertexConstants(m_encodeParams);
D3D::stateman->setPixelConstants(m_encodeParams);
D3D::stateman->setTexture(0, pEFB);
D3D::stateman->setSampler(0, m_efbSampler);
// Encode!
D3D::stateman->Apply();
D3D::context->Draw(4, 0);
// Copy to staging buffer
@ -1143,23 +1142,20 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
// Clean up state
IUnknown* nullDummy = nullptr;
D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::stateman->setSampler(0, nullptr);
D3D::stateman->setTexture(0, nullptr);
D3D::stateman->setPixelConstants(nullptr);
D3D::stateman->setVertexConstants(nullptr);
D3D::stateman->setPixelShader(nullptr);
D3D::stateman->setVertexBuffer(nullptr, 0, 0);
D3D::stateman->PopRasterizerState();
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();
D3D::context->PSSetShader(nullptr, nullptr, 0);
D3D::context->VSSetShader(nullptr, nullptr, 0);
// Transfer staging buffer to GameCube/Wii RAM
D3D11_MAPPED_SUBRESOURCE map = { 0 };
@ -1276,7 +1272,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, PEControl::PixelF
{
if (it->second)
{
D3D::context->PSSetShader(it->second, nullptr, 0);
D3D::stateman->setPixelShader(it->second);
return true;
}
else
@ -1436,7 +1432,7 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat,
if (m_generatorSlot != UINT(-1))
m_linkageArray[m_generatorSlot] = m_generatorClass[generatorNum];
D3D::context->PSSetShader(m_dynamicShader,
D3D::stateman->setPixelShaderDynamic(m_dynamicShader,
m_linkageArray.empty() ? nullptr : &m_linkageArray[0],
(UINT)m_linkageArray.size());