diff options
| author | Dolphin Bot <dolphin-emu-bot@users.noreply.github.com> | 2014-12-11 23:38:35 +0100 |
|---|---|---|
| committer | Dolphin Bot <dolphin-emu-bot@users.noreply.github.com> | 2014-12-11 23:38:35 +0100 |
| commit | 971a95aecef1c4fc3e5aa8799a296d2734526cfc (patch) | |
| tree | 0b1d3a4f8bdd82f276f490c08c4854dedd553fa9 /Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp | |
| parent | fe6723066355788a8877f484a8711524a80430e7 (diff) | |
| parent | e90604c5ed4e78780cb56bf969cc80eec57c0199 (diff) | |
Merge pull request #1503 from kayru/d3d_optimization_cache
D3D: Filter redundant API calls by caching state in StateManager
Diffstat (limited to 'Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp | 40 |
1 files changed, 19 insertions, 21 deletions
diff --git a/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp b/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp index fe1f134635..09f124ecc6 100644 --- a/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp +++ b/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp @@ -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, ¶ms, 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 @@ -1143,22 +1142,21 @@ 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); + D3D::stateman->Apply(); // Transfer staging buffer to GameCube/Wii RAM @@ -1276,7 +1274,7 @@ 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 +1434,7 @@ 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()); |
