[d3d9] Track textures in m_activeHazardsRT instead of RT

There's 21 textures and only 4 RTs.
Tracking the textures allows us to mask off the active texture bitfield
instead of the active render target one, potentially resulting in fewer iterations.
This commit is contained in:
Robin Kertels 2023-06-21 15:56:35 +02:00 committed by Joshie
parent a287566c65
commit a20869fb93
1 changed files with 8 additions and 8 deletions

View File

@ -5539,19 +5539,19 @@ namespace dxvk {
}
if (unlikely(combinedUsage & D3DUSAGE_RENDERTARGET))
UpdateActiveHazardsRT(UINT32_MAX);
UpdateActiveHazardsRT(bit);
if (unlikely(combinedUsage & D3DUSAGE_DEPTHSTENCIL))
UpdateActiveHazardsDS(bit);
}
inline void D3D9DeviceEx::UpdateActiveHazardsRT(uint32_t rtMask) {
inline void D3D9DeviceEx::UpdateActiveHazardsRT(uint32_t texMask) {
auto masks = m_psShaderMasks;
masks.rtMask &= m_activeRTs & rtMask;
masks.samplerMask &= m_activeRTTextures;
masks.rtMask &= m_activeRTs;
masks.samplerMask &= m_activeRTTextures & texMask;
m_activeHazardsRT = m_activeHazardsRT & (~rtMask);
m_activeHazardsRT = m_activeHazardsRT & (~texMask);
for (uint32_t rtIdx : bit::BitMask(masks.rtMask)) {
for (uint32_t samplerIdx : bit::BitMask(masks.samplerMask)) {
D3D9Surface* rtSurf = m_state.renderTargets[rtIdx].ptr();
@ -5567,7 +5567,7 @@ namespace dxvk {
if (likely(rtSurf->GetMipLevel() != 0 || rtBase != texBase))
continue;
m_activeHazardsRT |= 1 << rtIdx;
m_activeHazardsRT |= 1 << samplerIdx;
}
}
}
@ -5600,9 +5600,9 @@ namespace dxvk {
VK_ACCESS_SHADER_READ_BIT);
});
for (uint32_t rtIdx : bit::BitMask(m_activeHazardsRT)) {
for (uint32_t samplerIdx : bit::BitMask(m_activeHazardsRT)) {
// Guaranteed to not be nullptr...
auto tex = m_state.renderTargets[rtIdx]->GetCommonTexture();
auto tex = GetCommonTexture(m_state.textures[samplerIdx]);
if (unlikely(!tex->MarkHazardous())) {
TransitionImage(tex, m_hazardLayout);
m_flags.set(D3D9DeviceFlag::DirtyFramebuffer);