wined3d: Get rid of the "dirtyArray" field from struct wined3d_context.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2019-08-07 16:12:01 +04:30 committed by Alexandre Julliard
parent 3bc8df5166
commit 2ddb6b66a7
3 changed files with 32 additions and 44 deletions

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@ -1647,18 +1647,14 @@ void context_invalidate_compute_state(struct wined3d_context *context, DWORD sta
context->dirty_compute_states[index] |= (1u << shift);
}
void context_invalidate_state(struct wined3d_context *context, DWORD state)
void context_invalidate_state(struct wined3d_context *context, unsigned int state_id)
{
DWORD rep = context->state_table[state].representative;
DWORD idx;
BYTE shift;
unsigned int representative = context->state_table[state_id].representative;
unsigned int index, shift;
if (isStateDirty(context, rep)) return;
context->dirtyArray[context->numDirtyEntries++] = rep;
idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
context->isStateDirty[idx] |= (1u << shift);
index = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
context->dirty_graphics_states[index] |= (1u << shift);
}
/* This function takes care of wined3d pixel format selection. */
@ -3911,7 +3907,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
const struct wined3d_fb_state *fb = state->fb;
unsigned int i;
unsigned int i, base;
WORD map;
if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
@ -3963,13 +3959,18 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
wined3d_buffer_load_sysmem(state->index_buffer, context);
}
for (i = 0; i < context->numDirtyEntries; ++i)
for (i = 0, base = 0; i < ARRAY_SIZE(context->dirty_graphics_states); ++i)
{
DWORD rep = context->dirtyArray[i];
DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
context->isStateDirty[idx] &= ~(1u << shift);
state_table[rep].apply(context, state, rep);
uint32_t dirty_mask = context->dirty_graphics_states[i];
while (dirty_mask)
{
unsigned int state_id = base + wined3d_bit_scan(&dirty_mask);
state_table[state_id].apply(context, state, state_id);
context->dirty_graphics_states[i] &= ~(1u << (state_id - base));
}
base += sizeof(dirty_mask) * CHAR_BIT;
}
if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
@ -4005,7 +4006,6 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
context->numDirtyEntries = 0; /* This makes the whole list clean */
context->last_was_blit = FALSE;
context->last_was_ffp_blit = FALSE;

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@ -5866,30 +5866,26 @@ err:
return hr;
}
void device_invalidate_state(const struct wined3d_device *device, DWORD state)
void device_invalidate_state(const struct wined3d_device *device, unsigned int state_id)
{
DWORD rep = device->state_table[state].representative;
unsigned int representative, i, idx, shift;
struct wined3d_context *context;
unsigned int i, idx, shift;
wined3d_from_cs(device->cs);
if (STATE_IS_COMPUTE(state))
if (STATE_IS_COMPUTE(state_id))
{
for (i = 0; i < device->context_count; ++i)
context_invalidate_compute_state(device->contexts[i], state);
context_invalidate_compute_state(device->contexts[i], state_id);
return;
}
representative = device->state_table[state_id].representative;
idx = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
for (i = 0; i < device->context_count; ++i)
{
context = device->contexts[i];
if (isStateDirty(context, rep)) continue;
context->dirtyArray[context->numDirtyEntries++] = rep;
idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
context->isStateDirty[idx] |= (1u << shift);
device->contexts[i]->dirty_graphics_states[idx] |= (1u << shift);
}
}

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@ -1891,16 +1891,8 @@ struct wined3d_context
{
const struct wined3d_d3d_info *d3d_info;
const struct wined3d_state_entry *state_table;
/* State dirtification
* dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
* 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
* but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
* only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
*/
DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
DWORD numDirtyEntries;
DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
unsigned int dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(unsigned int) * CHAR_BIT) + 1];
uint32_t dirty_graphics_states[STATE_HIGHEST / (sizeof(uint32_t) * CHAR_BIT) + 1];
uint32_t dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(uint32_t) * CHAR_BIT) + 1];
struct wined3d_device *device;
struct wined3d_swapchain *swapchain;
@ -3291,11 +3283,11 @@ static inline struct wined3d_device_gl *wined3d_device_gl(struct wined3d_device
return CONTAINING_RECORD(device, struct wined3d_device_gl, d);
}
static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
static inline BOOL isStateDirty(const struct wined3d_context *context, unsigned int state_id)
{
DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
return context->isStateDirty[idx] & (1u << shift);
unsigned int idx = state_id / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
unsigned int shift = state_id & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
return context->dirty_graphics_states[idx] & (1u << shift);
}
static inline float wined3d_alpha_ref(const struct wined3d_state *state)