[d3d9] Remove texMask from UpdateActiveHazardsRT

This is an invalid optimization and leads to render hazards being dropped

Our hazard tracking for render targets is done in render target indices as opposed to texture indices for depth stencil tracking so `texMask` doesn't work for that reason, and the fact that even if it did, there is no relationship to an individual texture and a render target index that has a hazard.
This commit is contained in:
Joshua Ashton 2020-04-09 15:59:55 +01:00 committed by Joshie
parent 6b431851da
commit 9b4cd8aa87
2 changed files with 6 additions and 6 deletions

View File

@ -3025,7 +3025,7 @@ namespace dxvk {
m_psShaderMasks = FixedFunctionMask;
}
UpdateActiveHazardsRT(UINT32_MAX, UINT32_MAX);
UpdateActiveHazardsRT(UINT32_MAX);
return D3D_OK;
}
@ -4714,7 +4714,7 @@ namespace dxvk {
m_state.renderStates[ColorWriteIndex(index)])
m_activeRTs |= bit;
UpdateActiveHazardsRT(bit, UINT32_MAX);
UpdateActiveHazardsRT(bit);
}
@ -4740,15 +4740,15 @@ namespace dxvk {
m_activeTexturesToUpload |= bit;
}
UpdateActiveHazardsRT(UINT32_MAX, bit);
UpdateActiveHazardsRT(UINT32_MAX);
UpdateActiveHazardsDS(bit);
}
inline void D3D9DeviceEx::UpdateActiveHazardsRT(uint32_t rtMask, uint32_t texMask) {
inline void D3D9DeviceEx::UpdateActiveHazardsRT(uint32_t rtMask) {
auto masks = m_psShaderMasks;
masks.rtMask &= m_activeRTs & rtMask;
masks.samplerMask &= m_activeRTTextures & texMask;
masks.samplerMask &= m_activeRTTextures;
m_activeHazardsRT = m_activeHazardsRT & (~rtMask);
for (uint32_t rt = masks.rtMask; rt; rt &= rt - 1) {

View File

@ -742,7 +742,7 @@ namespace dxvk {
void UpdateActiveTextures(uint32_t index);
void UpdateActiveHazardsRT(uint32_t rtMask, uint32_t texMask);
void UpdateActiveHazardsRT(uint32_t rtMask);
void UpdateActiveHazardsDS(uint32_t texMask);