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https://github.com/doitsujin/dxvk.git
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[d3d11] Avoid buffer ref count changes when only changing offsets
Saves a few CPU cycles in the somewhat common situation where the currently bound vertex, index or constant buffer is re-bound with a different offset.
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@ -1587,11 +1587,15 @@ namespace dxvk {
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for (uint32_t i = 0; i < NumBuffers; i++) {
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auto newBuffer = static_cast<D3D11Buffer*>(ppVertexBuffers[i]);
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if (m_state.ia.vertexBuffers[StartSlot + i].buffer != newBuffer
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|| m_state.ia.vertexBuffers[StartSlot + i].offset != pOffsets[i]
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|| m_state.ia.vertexBuffers[StartSlot + i].stride != pStrides[i]) {
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bool needsUpdate = m_state.ia.vertexBuffers[StartSlot + i].buffer != newBuffer;
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if (needsUpdate)
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m_state.ia.vertexBuffers[StartSlot + i].buffer = newBuffer;
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needsUpdate |= m_state.ia.vertexBuffers[StartSlot + i].offset != pOffsets[i]
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|| m_state.ia.vertexBuffers[StartSlot + i].stride != pStrides[i];
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if (needsUpdate) {
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m_state.ia.vertexBuffers[StartSlot + i].offset = pOffsets[i];
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m_state.ia.vertexBuffers[StartSlot + i].stride = pStrides[i];
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@ -1608,11 +1612,15 @@ namespace dxvk {
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D3D10DeviceLock lock = LockContext();
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auto newBuffer = static_cast<D3D11Buffer*>(pIndexBuffer);
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if (m_state.ia.indexBuffer.buffer != newBuffer
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|| m_state.ia.indexBuffer.offset != Offset
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|| m_state.ia.indexBuffer.format != Format) {
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bool needsUpdate = m_state.ia.indexBuffer.buffer != newBuffer;
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if (needsUpdate)
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m_state.ia.indexBuffer.buffer = newBuffer;
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needsUpdate |= m_state.ia.indexBuffer.offset != Offset
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|| m_state.ia.indexBuffer.format != Format;
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if (needsUpdate) {
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m_state.ia.indexBuffer.offset = Offset;
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m_state.ia.indexBuffer.format = Format;
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@ -3465,11 +3473,16 @@ namespace dxvk {
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constantCount = 0;
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constantBound = 0;
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}
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bool needsUpdate = Bindings[StartSlot + i].buffer != newBuffer;
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if (needsUpdate)
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Bindings[StartSlot + i].buffer = newBuffer;
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needsUpdate |= Bindings[StartSlot + i].constantOffset != constantOffset
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|| Bindings[StartSlot + i].constantCount != constantCount;
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if (Bindings[StartSlot + i].buffer != newBuffer
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|| Bindings[StartSlot + i].constantOffset != constantOffset
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|| Bindings[StartSlot + i].constantCount != constantCount) {
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Bindings[StartSlot + i].buffer = newBuffer;
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if (needsUpdate) {
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Bindings[StartSlot + i].constantOffset = constantOffset;
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Bindings[StartSlot + i].constantCount = constantCount;
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Bindings[StartSlot + i].constantBound = constantBound;
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