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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -06:00
D3D: Implemented context state caching
This avoids most of the redundant API calls.
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@ -280,22 +280,21 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
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// Set up all the state for XFB encoding
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D3D::context->PSSetShader(m_pShader, nullptr, 0);
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D3D::context->VSSetShader(m_vShader, nullptr, 0);
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D3D::stateman->setPixelShader(m_pShader);
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D3D::stateman->setVertexShader(m_vShader);
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D3D::stateman->PushBlendState(m_xfbEncodeBlendState);
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D3D::stateman->PushDepthState(m_xfbEncodeDepthState);
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D3D::stateman->PushRasterizerState(m_xfbEncodeRastState);
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D3D::stateman->Apply();
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width/2), FLOAT(height));
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->IASetInputLayout(m_quadLayout);
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::stateman->setInputLayout(m_quadLayout);
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D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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UINT stride = sizeof(QuadVertex);
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UINT offset = 0;
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D3D::context->IASetVertexBuffers(0, 1, &m_quad, &stride, &offset);
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D3D::stateman->setVertexBuffer(m_quad, stride, offset);
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TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(srcRect);
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@ -309,18 +308,18 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
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params.Gamma = gamma;
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D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0);
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D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams);
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D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
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ID3D11ShaderResourceView* pEFB = FramebufferManager::GetEFBColorTexture()->GetSRV();
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D3D::context->PSSetConstantBuffers(0, 1, &m_encodeParams);
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D3D::context->PSSetShaderResources(0, 1, &pEFB);
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D3D::context->PSSetSamplers(0, 1, &m_efbSampler);
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D3D::stateman->setVertexConstants(m_encodeParams);
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D3D::stateman->setPixelConstants(m_encodeParams);
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D3D::stateman->setTexture(0, pEFB);
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D3D::stateman->setSampler(0, m_efbSampler);
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// Encode!
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D3D::stateman->Apply();
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D3D::context->Draw(4, 0);
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// Copy to staging buffer
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@ -330,23 +329,20 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
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// Clean up state
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IUnknown* nullDummy = nullptr;
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D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
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D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
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D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
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D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
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D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
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D3D::stateman->setSampler(0, nullptr);
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D3D::stateman->setTexture(0, nullptr);
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D3D::stateman->setPixelConstants(nullptr);
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D3D::stateman->setVertexConstants(nullptr);
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D3D::stateman->setPixelShader(nullptr);
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D3D::stateman->setVertexShader(nullptr);
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D3D::stateman->PopRasterizerState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopBlendState();
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D3D::context->PSSetShader(nullptr, nullptr, 0);
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D3D::context->VSSetShader(nullptr, nullptr, 0);
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// Transfer staging buffer to GameCube/Wii RAM
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D3D11_MAPPED_SUBRESOURCE map = { 0 };
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