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

@ -356,7 +356,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
D3D::context->RSSetViewports(1, &vp);
D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
D3D::stateman->setPixelConstants(0, access_efb_cbuf);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), nullptr);
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
@ -1006,15 +1006,12 @@ void Renderer::ApplyState(bool bUseDstAlpha)
gx_state.raster.wireframe = g_ActiveConfig.bWireFrame;
D3D::stateman->PushRasterizerState(gx_state_cache.Get(gx_state.raster));
ID3D11SamplerState* samplerstate[8];
for (unsigned int stage = 0; stage < 8; stage++)
{
// TODO: cache SamplerState directly, not d3d object
gx_state.sampler[stage].max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
samplerstate[stage] = gx_state_cache.Get(gx_state.sampler[stage]);
D3D::stateman->setSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
}
D3D::context->PSSetSamplers(0, 8, samplerstate);
D3D::stateman->Apply();
if (bUseDstAlpha)
{
@ -1023,12 +1020,14 @@ void Renderer::ApplyState(bool bUseDstAlpha)
SetLogicOpMode();
}
ID3D11Buffer* const_buffers[2] = {PixelShaderCache::GetConstantBuffer(), VertexShaderCache::GetConstantBuffer()};
D3D::context->PSSetConstantBuffers(0, 1 + g_ActiveConfig.bEnablePixelLighting, const_buffers);
D3D::context->VSSetConstantBuffers(0, 1, const_buffers+1);
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
ID3D11Buffer* pixelConstants = PixelShaderCache::GetConstantBuffer();
D3D::context->PSSetShader(PixelShaderCache::GetActiveShader(), nullptr, 0);
D3D::context->VSSetShader(VertexShaderCache::GetActiveShader(), nullptr, 0);
D3D::stateman->setPixelConstants(pixelConstants, g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
D3D::stateman->setVertexConstants(vertexConstants);
D3D::stateman->setPixelShader(PixelShaderCache::GetActiveShader());
D3D::stateman->setVertexShader(VertexShaderCache::GetActiveShader());
}
void Renderer::RestoreState()
@ -1045,8 +1044,6 @@ void Renderer::ApplyCullDisable()
ID3D11RasterizerState* raststate = gx_state_cache.Get(rast);
D3D::stateman->PushRasterizerState(raststate);
D3D::stateman->Apply();
}
void Renderer::RestoreCull()