1
0
mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-02 10:24:12 +01:00

[d3d9] Move building sampler key to CS thread

All this bit twiddling is a bit slow. Introduces another structure
containing a minimal amount of sampler parameters taken from the
raw D3D9 state.
This commit is contained in:
Philip Rebohle 2024-09-27 18:36:31 +02:00 committed by Philip Rebohle
parent 543b5c7af8
commit 07dfeeb319
2 changed files with 79 additions and 56 deletions

View File

@ -6636,59 +6636,6 @@ namespace dxvk {
void D3D9DeviceEx::BindSampler(DWORD Sampler) { void D3D9DeviceEx::BindSampler(DWORD Sampler) {
auto& state = m_state.samplerStates[Sampler];
D3DTEXTUREFILTERTYPE minFilter = D3DTEXTUREFILTERTYPE(state[D3DSAMP_MINFILTER]);
D3DTEXTUREFILTERTYPE magFilter = D3DTEXTUREFILTERTYPE(state[D3DSAMP_MAGFILTER]);
D3DTEXTUREFILTERTYPE mipFilter = D3DTEXTUREFILTERTYPE(state[D3DSAMP_MIPFILTER]);
DxvkSamplerKey key = { };
key.setFilter(
DecodeFilter(minFilter),
DecodeFilter(magFilter),
DecodeMipFilter(mipFilter));
if (m_cubeTextures & (1u << Sampler)) {
key.setAddressModes(
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE);
key.setLegacyCubeFilter(!m_d3d9Options.seamlessCubes);
} else {
key.setAddressModes(
DecodeAddressMode(D3DTEXTUREADDRESS(state[D3DSAMP_ADDRESSU])),
DecodeAddressMode(D3DTEXTUREADDRESS(state[D3DSAMP_ADDRESSV])),
DecodeAddressMode(D3DTEXTUREADDRESS(state[D3DSAMP_ADDRESSW])));
}
key.setDepthCompare(m_depthTextures & (1u << Sampler), VK_COMPARE_OP_LESS_OR_EQUAL);
if (mipFilter) {
// Anisotropic filtering doesn't make any sense with only one mip
uint32_t anisotropy = state[D3DSAMP_MAXANISOTROPY];
if (minFilter != D3DTEXF_ANISOTROPIC)
anisotropy = 0u;
if (m_d3d9Options.samplerAnisotropy != -1 && minFilter > D3DTEXF_POINT)
anisotropy = m_d3d9Options.samplerAnisotropy;
key.setAniso(anisotropy);
float lodBias = bit::cast<float>(state[D3DSAMP_MIPMAPLODBIAS]);
lodBias += m_d3d9Options.samplerLodBias;
if (m_d3d9Options.clampNegativeLodBias)
lodBias = std::max(lodBias, 0.0f);
key.setLodRange(float(state[D3DSAMP_MAXMIPLEVEL]), 16.0f, lodBias);
}
if (key.u.p.hasBorder)
DecodeD3DCOLOR(D3DCOLOR(state[D3DSAMP_BORDERCOLOR]), key.borderColor.float32);
auto samplerInfo = RemapStateSamplerShader(Sampler); auto samplerInfo = RemapStateSamplerShader(Sampler);
const uint32_t slot = computeResourceSlotId( const uint32_t slot = computeResourceSlotId(
@ -6696,11 +6643,60 @@ namespace dxvk {
samplerInfo.second); samplerInfo.second);
EmitCs([this, EmitCs([this,
cSlot = slot, cSlot = slot,
cKey = key cState = D3D9SamplerInfo(m_state.samplerStates[Sampler]),
cIsCube = bool(m_cubeTextures & (1u << Sampler)),
cIsDepth = bool(m_depthTextures & (1u << Sampler))
] (DxvkContext* ctx) { ] (DxvkContext* ctx) {
DxvkSamplerKey key = { };
key.setFilter(
DecodeFilter(cState.minFilter),
DecodeFilter(cState.magFilter),
DecodeMipFilter(cState.mipFilter));
if (cIsCube) {
key.setAddressModes(
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE);
key.setLegacyCubeFilter(!m_d3d9Options.seamlessCubes);
} else {
key.setAddressModes(
DecodeAddressMode(cState.addressU),
DecodeAddressMode(cState.addressV),
DecodeAddressMode(cState.addressW));
}
key.setDepthCompare(cIsDepth, VK_COMPARE_OP_LESS_OR_EQUAL);
if (cState.mipFilter) {
// Anisotropic filtering doesn't make any sense with only one mip
uint32_t anisotropy = cState.maxAnisotropy;
if (cState.minFilter != D3DTEXF_ANISOTROPIC)
anisotropy = 0u;
if (m_d3d9Options.samplerAnisotropy != -1 && cState.minFilter > D3DTEXF_POINT)
anisotropy = m_d3d9Options.samplerAnisotropy;
key.setAniso(anisotropy);
float lodBias = cState.mipLodBias;
lodBias += m_d3d9Options.samplerLodBias;
if (m_d3d9Options.clampNegativeLodBias)
lodBias = std::max(lodBias, 0.0f);
key.setLodRange(float(cState.maxMipLevel), 16.0f, lodBias);
}
if (key.u.p.hasBorder)
DecodeD3DCOLOR(cState.borderColor, key.borderColor.float32);
VkShaderStageFlags stage = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT; VkShaderStageFlags stage = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
ctx->bindResourceSampler(stage, cSlot, m_dxvkDevice->createSampler(cKey)); ctx->bindResourceSampler(stage, cSlot, m_dxvkDevice->createSampler(key));
}); });
} }

View File

@ -227,6 +227,33 @@ namespace dxvk {
T m_data; T m_data;
}; };
struct D3D9SamplerInfo {
D3D9SamplerInfo() = default;
D3D9SamplerInfo(const std::array<DWORD, SamplerStateCount>& state)
: addressU(D3DTEXTUREADDRESS(state[D3DSAMP_ADDRESSU]))
, addressV(D3DTEXTUREADDRESS(state[D3DSAMP_ADDRESSV]))
, addressW(D3DTEXTUREADDRESS(state[D3DSAMP_ADDRESSW]))
, borderColor(D3DCOLOR(state[D3DSAMP_BORDERCOLOR]))
, magFilter(D3DTEXTUREFILTERTYPE(state[D3DSAMP_MAGFILTER]))
, minFilter(D3DTEXTUREFILTERTYPE(state[D3DSAMP_MINFILTER]))
, mipFilter(D3DTEXTUREFILTERTYPE(state[D3DSAMP_MIPFILTER]))
, mipLodBias(bit::cast<float>(state[D3DSAMP_MIPMAPLODBIAS]))
, maxMipLevel(state[D3DSAMP_MAXMIPLEVEL])
, maxAnisotropy(state[D3DSAMP_MAXMIPLEVEL]) { }
D3DTEXTUREADDRESS addressU;
D3DTEXTUREADDRESS addressV;
D3DTEXTUREADDRESS addressW;
D3DCOLOR borderColor;
D3DTEXTUREFILTERTYPE magFilter;
D3DTEXTUREFILTERTYPE minFilter;
D3DTEXTUREFILTERTYPE mipFilter;
float mipLodBias;
DWORD maxMipLevel;
DWORD maxAnisotropy;
};
template <template <typename T> typename ItemType> template <template <typename T> typename ItemType>
struct D3D9State { struct D3D9State {
D3D9State(); D3D9State();