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>
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@ -1647,18 +1647,14 @@ void context_invalidate_compute_state(struct wined3d_context *context, DWORD sta
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context->dirty_compute_states[index] |= (1u << shift);
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}
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void context_invalidate_state(struct wined3d_context *context, DWORD state)
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void context_invalidate_state(struct wined3d_context *context, unsigned int state_id)
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{
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DWORD rep = context->state_table[state].representative;
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DWORD idx;
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BYTE shift;
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unsigned int representative = context->state_table[state_id].representative;
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unsigned int index, shift;
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if (isStateDirty(context, rep)) return;
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context->dirtyArray[context->numDirtyEntries++] = rep;
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idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
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shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
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context->isStateDirty[idx] |= (1u << shift);
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index = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
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shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
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context->dirty_graphics_states[index] |= (1u << shift);
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}
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/* This function takes care of wined3d pixel format selection. */
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@ -3911,7 +3907,7 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
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struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
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const struct wined3d_gl_info *gl_info = context_gl->gl_info;
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const struct wined3d_fb_state *fb = state->fb;
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unsigned int i;
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unsigned int i, base;
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WORD map;
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if (!have_framebuffer_attachment(gl_info->limits.buffers, fb->render_targets, fb->depth_stencil))
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@ -3963,13 +3959,18 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
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wined3d_buffer_load_sysmem(state->index_buffer, context);
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}
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for (i = 0; i < context->numDirtyEntries; ++i)
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for (i = 0, base = 0; i < ARRAY_SIZE(context->dirty_graphics_states); ++i)
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{
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DWORD rep = context->dirtyArray[i];
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DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
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BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
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context->isStateDirty[idx] &= ~(1u << shift);
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state_table[rep].apply(context, state, rep);
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uint32_t dirty_mask = context->dirty_graphics_states[i];
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while (dirty_mask)
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{
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unsigned int state_id = base + wined3d_bit_scan(&dirty_mask);
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state_table[state_id].apply(context, state, state_id);
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context->dirty_graphics_states[i] &= ~(1u << (state_id - base));
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}
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base += sizeof(dirty_mask) * CHAR_BIT;
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}
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if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
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@ -4005,7 +4006,6 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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wined3d_context_gl_check_fbo_status(context_gl, GL_FRAMEBUFFER);
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context->numDirtyEntries = 0; /* This makes the whole list clean */
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context->last_was_blit = FALSE;
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context->last_was_ffp_blit = FALSE;
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@ -5866,30 +5866,26 @@ err:
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return hr;
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}
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void device_invalidate_state(const struct wined3d_device *device, DWORD state)
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void device_invalidate_state(const struct wined3d_device *device, unsigned int state_id)
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{
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DWORD rep = device->state_table[state].representative;
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unsigned int representative, i, idx, shift;
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struct wined3d_context *context;
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unsigned int i, idx, shift;
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wined3d_from_cs(device->cs);
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if (STATE_IS_COMPUTE(state))
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if (STATE_IS_COMPUTE(state_id))
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{
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for (i = 0; i < device->context_count; ++i)
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context_invalidate_compute_state(device->contexts[i], state);
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context_invalidate_compute_state(device->contexts[i], state_id);
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return;
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}
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representative = device->state_table[state_id].representative;
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idx = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
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shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
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for (i = 0; i < device->context_count; ++i)
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{
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context = device->contexts[i];
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if (isStateDirty(context, rep)) continue;
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context->dirtyArray[context->numDirtyEntries++] = rep;
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idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
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shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
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context->isStateDirty[idx] |= (1u << shift);
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device->contexts[i]->dirty_graphics_states[idx] |= (1u << shift);
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}
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}
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@ -1891,16 +1891,8 @@ struct wined3d_context
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{
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const struct wined3d_d3d_info *d3d_info;
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const struct wined3d_state_entry *state_table;
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/* State dirtification
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* dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
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* 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
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* 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
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* only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
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*/
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DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
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DWORD numDirtyEntries;
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DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
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unsigned int dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(unsigned int) * CHAR_BIT) + 1];
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uint32_t dirty_graphics_states[STATE_HIGHEST / (sizeof(uint32_t) * CHAR_BIT) + 1];
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uint32_t dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(uint32_t) * CHAR_BIT) + 1];
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struct wined3d_device *device;
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struct wined3d_swapchain *swapchain;
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@ -3291,11 +3283,11 @@ static inline struct wined3d_device_gl *wined3d_device_gl(struct wined3d_device
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return CONTAINING_RECORD(device, struct wined3d_device_gl, d);
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}
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static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
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static inline BOOL isStateDirty(const struct wined3d_context *context, unsigned int state_id)
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{
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DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
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BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
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return context->isStateDirty[idx] & (1u << shift);
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unsigned int idx = state_id / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
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unsigned int shift = state_id & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
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return context->dirty_graphics_states[idx] & (1u << shift);
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}
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static inline float wined3d_alpha_ref(const struct wined3d_state *state)
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