[d3d9] Optimize unnecessary loops in hazard tracking

We only want to update specific indices of bitfields at a time, so pass through that information and mask it off.
This commit is contained in:
Joshua Ashton 2020-03-09 00:49:32 +00:00
parent 812a113a85
commit e33627cfdc
2 changed files with 15 additions and 14 deletions

View File

@ -1235,7 +1235,7 @@ namespace dxvk {
m_state.depthStencil = ds;
UpdateActiveHazardsDS();
UpdateActiveHazardsDS(UINT32_MAX);
return D3D_OK;
}
@ -3018,7 +3018,7 @@ namespace dxvk {
m_psShaderMasks = FixedFunctionMask;
}
UpdateActiveHazardsRT();
UpdateActiveHazardsRT(UINT32_MAX, UINT32_MAX);
return D3D_OK;
}
@ -4712,7 +4712,7 @@ namespace dxvk {
m_state.renderStates[ColorWriteIndex(index)])
m_activeRTs |= bit;
UpdateActiveHazardsRT();
UpdateActiveHazardsRT(bit, UINT32_MAX);
}
@ -4738,17 +4738,17 @@ namespace dxvk {
m_activeTexturesToUpload |= bit;
}
UpdateActiveHazardsRT();
UpdateActiveHazardsDS();
UpdateActiveHazardsRT(UINT32_MAX, bit);
UpdateActiveHazardsDS(bit);
}
inline void D3D9DeviceEx::UpdateActiveHazardsRT() {
inline void D3D9DeviceEx::UpdateActiveHazardsRT(uint32_t rtMask, uint32_t texMask) {
auto masks = m_psShaderMasks;
masks.rtMask &= m_activeRTs;
masks.samplerMask &= m_activeRTTextures;
masks.rtMask &= m_activeRTs & rtMask;
masks.samplerMask &= m_activeRTTextures & texMask;
m_activeHazardsRT = 0;
m_activeHazardsRT = m_activeHazardsRT & (~rtMask);
for (uint32_t rt = masks.rtMask; rt; rt &= rt - 1) {
for (uint32_t sampler = masks.samplerMask; sampler; sampler &= sampler - 1) {
const uint32_t rtIdx = bit::tzcnt(rt);
@ -4771,11 +4771,12 @@ namespace dxvk {
}
inline void D3D9DeviceEx::UpdateActiveHazardsDS() {
m_activeHazardsDS = 0;
inline void D3D9DeviceEx::UpdateActiveHazardsDS(uint32_t texMask) {
m_activeHazardsDS = m_activeHazardsDS & (~texMask);
if (m_state.depthStencil != nullptr &&
m_state.depthStencil->GetBaseTexture() != nullptr) {
for (uint32_t sampler = m_activeDSTextures; sampler; sampler &= sampler - 1) {
uint32_t samplerMask = m_activeDSTextures & texMask;
for (uint32_t sampler = samplerMask; sampler; sampler &= sampler - 1) {
const uint32_t samplerIdx = bit::tzcnt(sampler);
IDirect3DBaseTexture9* dsBase = m_state.depthStencil->GetBaseTexture();

View File

@ -742,9 +742,9 @@ namespace dxvk {
void UpdateActiveTextures(uint32_t index);
void UpdateActiveHazardsRT();
void UpdateActiveHazardsRT(uint32_t rtMask, uint32_t texMask);
void UpdateActiveHazardsDS();
void UpdateActiveHazardsDS(uint32_t texMask);
void MarkRenderHazards();