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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-03 13:24:20 +01:00

[d3d11] Implement fast path for binding full constant buffers

Saves a few CPU cycles in the most common case where
we don't have to perform any sort of range check.
This commit is contained in:
Philip Rebohle 2019-03-28 14:09:08 +01:00
parent 8f580efa25
commit 61adaa941d
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
2 changed files with 50 additions and 19 deletions

View File

@ -1657,8 +1657,7 @@ namespace dxvk {
DxbcProgramType::VertexShader,
m_state.vs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
nullptr, nullptr);
ppConstantBuffers);
}
@ -1670,7 +1669,7 @@ namespace dxvk {
const UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers(
SetConstantBuffers1(
DxbcProgramType::VertexShader,
m_state.vs.constantBuffers,
StartSlot, NumBuffers,
@ -1820,8 +1819,7 @@ namespace dxvk {
DxbcProgramType::HullShader,
m_state.hs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
nullptr, nullptr);
ppConstantBuffers);
}
@ -1833,7 +1831,7 @@ namespace dxvk {
const UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers(
SetConstantBuffers1(
DxbcProgramType::HullShader,
m_state.hs.constantBuffers,
StartSlot, NumBuffers,
@ -1969,8 +1967,7 @@ namespace dxvk {
DxbcProgramType::DomainShader,
m_state.ds.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
nullptr, nullptr);
ppConstantBuffers);
}
@ -1982,7 +1979,7 @@ namespace dxvk {
const UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers(
SetConstantBuffers1(
DxbcProgramType::DomainShader,
m_state.ds.constantBuffers,
StartSlot, NumBuffers,
@ -2104,8 +2101,7 @@ namespace dxvk {
DxbcProgramType::GeometryShader,
m_state.gs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
nullptr, nullptr);
ppConstantBuffers);
}
@ -2117,7 +2113,7 @@ namespace dxvk {
const UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers(
SetConstantBuffers1(
DxbcProgramType::GeometryShader,
m_state.gs.constantBuffers,
StartSlot, NumBuffers,
@ -2253,8 +2249,7 @@ namespace dxvk {
DxbcProgramType::PixelShader,
m_state.ps.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
nullptr, nullptr);
ppConstantBuffers);
}
@ -2266,7 +2261,7 @@ namespace dxvk {
const UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers(
SetConstantBuffers1(
DxbcProgramType::PixelShader,
m_state.ps.constantBuffers,
StartSlot, NumBuffers,
@ -2402,8 +2397,7 @@ namespace dxvk {
DxbcProgramType::ComputeShader,
m_state.cs.constantBuffers,
StartSlot, NumBuffers,
ppConstantBuffers,
nullptr, nullptr);
ppConstantBuffers);
}
@ -2415,7 +2409,7 @@ namespace dxvk {
const UINT* pNumConstants) {
D3D10DeviceLock lock = LockContext();
SetConstantBuffers(
SetConstantBuffers1(
DxbcProgramType::ComputeShader,
m_state.cs.constantBuffers,
StartSlot, NumBuffers,
@ -3357,6 +3351,36 @@ namespace dxvk {
void D3D11DeviceContext::SetConstantBuffers(
DxbcProgramType ShaderStage,
D3D11ConstantBufferBindings& Bindings,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) {
const uint32_t slotId = computeResourceSlotId(
ShaderStage, DxbcBindingType::ConstantBuffer,
StartSlot);
for (uint32_t i = 0; i < NumBuffers; i++) {
auto newBuffer = static_cast<D3D11Buffer*>(ppConstantBuffers[i]);
UINT constantBound = newBuffer
? newBuffer->Desc()->ByteWidth / 16
: 0;
if (Bindings[StartSlot + i].buffer != newBuffer
|| Bindings[StartSlot + i].constantBound != constantBound) {
Bindings[StartSlot + i].buffer = newBuffer;
Bindings[StartSlot + i].constantOffset = 0;
Bindings[StartSlot + i].constantCount = constantBound;
Bindings[StartSlot + i].constantBound = constantBound;
BindConstantBuffer(slotId + i, &Bindings[StartSlot + i]);
}
}
}
void D3D11DeviceContext::SetConstantBuffers1(
DxbcProgramType ShaderStage,
D3D11ConstantBufferBindings& Bindings,
UINT StartSlot,
@ -3378,7 +3402,7 @@ namespace dxvk {
if (likely(newBuffer != nullptr)) {
constantBound = newBuffer->Desc()->ByteWidth / 16;
if (pFirstConstant && pNumConstants) {
if (likely(pFirstConstant && pNumConstants)) {
constantOffset = pFirstConstant[i];
constantCount = pNumConstants [i];

View File

@ -735,6 +735,13 @@ namespace dxvk {
ID3D11Buffer* pBuffer);
void SetConstantBuffers(
DxbcProgramType ShaderStage,
D3D11ConstantBufferBindings& Bindings,
UINT StartSlot,
UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers);
void SetConstantBuffers1(
DxbcProgramType ShaderStage,
D3D11ConstantBufferBindings& Bindings,
UINT StartSlot,