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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-02 19:24:12 +01:00

[d3d11] Use EmitCs for state object updates

This commit is contained in:
Philip Rebohle 2018-01-20 19:11:42 +01:00
parent cbbfefbbb7
commit 9441974497
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@ -715,7 +715,8 @@ namespace dxvk {
void STDMETHODCALLTYPE D3D11DeviceContext::IASetInputLayout(ID3D11InputLayout* pInputLayout) {
auto inputLayout = static_cast<D3D11InputLayout*>(pInputLayout);
Com<D3D11InputLayout> inputLayout =
static_cast<D3D11InputLayout*>(pInputLayout);
if (m_state.ia.inputLayout != inputLayout) {
m_state.ia.inputLayout = inputLayout;
@ -1469,14 +1470,12 @@ namespace dxvk {
// unbind overlapping shader resource views. Since this comes
// with a large performance penalty we'll ignore this until an
// application actually relies on this behaviour.
Rc<DxvkFramebuffer> framebuffer = nullptr;
DxvkRenderTargets attachments;
// D3D11 doesn't have the concept of a framebuffer object,
// so we'll just create a new one every time the render
// target bindings are updated. Set up the attachments.
if (ppRenderTargetViews != nullptr || pDepthStencilView != nullptr) {
// D3D11 doesn't have the concept of a framebuffer object,
// so we'll just create a new one every time the render
// target bindings are updated. Set up the attachments.
DxvkRenderTargets attachments;
for (UINT i = 0; i < m_state.om.renderTargetViews.size(); i++) {
if (m_state.om.renderTargetViews.at(i) != nullptr)
attachments.setColorTarget(i, m_state.om.renderTargetViews.at(i)->GetImageView());
@ -1484,13 +1483,15 @@ namespace dxvk {
if (m_state.om.depthStencilView != nullptr)
attachments.setDepthTarget(m_state.om.depthStencilView->GetImageView());
if (attachments.hasAttachments())
framebuffer = m_device->createFramebuffer(attachments);
}
// Bind the framebuffer object to the context
m_context->bindFramebuffer(framebuffer);
// Create and bind the framebuffer object to the context
EmitCs([attachments, dev = m_device] (DxvkContext* ctx) {
Rc<DxvkFramebuffer> framebuffer = nullptr;
if (attachments.hasAttachments())
framebuffer = dev->createFramebuffer(attachments);
ctx->bindFramebuffer(framebuffer);
});
}
@ -1528,7 +1529,8 @@ namespace dxvk {
ID3D11BlendState* pBlendState,
const FLOAT BlendFactor[4],
UINT SampleMask) {
auto blendState = static_cast<D3D11BlendState*>(pBlendState);
Com<D3D11BlendState> blendState =
static_cast<D3D11BlendState*>(pBlendState);
if (m_state.om.cbState != blendState
|| m_state.om.sampleMask != SampleMask) {
@ -1538,14 +1540,31 @@ namespace dxvk {
if (blendState == nullptr)
blendState = m_defaultBlendState.ptr();
blendState->BindToContext(m_context, SampleMask);
EmitCs([
cBlendState = std::move(blendState),
cSampleMask = SampleMask
] (DxvkContext* ctx) {
cBlendState->BindToContext(ctx, cSampleMask);
});
}
if (BlendFactor != nullptr) {
std::memcpy(m_state.om.blendFactor, BlendFactor, 4 * sizeof(FLOAT));
bool updateBlendFactor = false;
m_context->setBlendConstants(DxvkBlendConstants {
BlendFactor[0], BlendFactor[1], BlendFactor[2], BlendFactor[3] });
for (uint32_t i = 0; i < 4; i++) {
updateBlendFactor |= m_state.om.blendFactor[i] != BlendFactor[i];
m_state.om.blendFactor[i] = BlendFactor[i];
}
if (updateBlendFactor) {
EmitCs([
cBlendConstants = DxvkBlendConstants {
BlendFactor[0], BlendFactor[1],
BlendFactor[2], BlendFactor[3] }
] (DxvkContext* ctx) {
ctx->setBlendConstants(cBlendConstants);
});
}
}
}
@ -1553,7 +1572,8 @@ namespace dxvk {
void STDMETHODCALLTYPE D3D11DeviceContext::OMSetDepthStencilState(
ID3D11DepthStencilState* pDepthStencilState,
UINT StencilRef) {
auto depthStencilState = static_cast<D3D11DepthStencilState*>(pDepthStencilState);
Com<D3D11DepthStencilState> depthStencilState =
static_cast<D3D11DepthStencilState*>(pDepthStencilState);
if (m_state.om.dsState != depthStencilState) {
m_state.om.dsState = depthStencilState;
@ -1561,12 +1581,18 @@ namespace dxvk {
if (depthStencilState == nullptr)
depthStencilState = m_defaultDepthStencilState.ptr();
depthStencilState->BindToContext(m_context);
EmitCs([cDepthStencilState = std::move(depthStencilState)]
(DxvkContext* ctx) {
cDepthStencilState->BindToContext(ctx);
});
}
if (m_state.om.stencilRef != StencilRef) {
m_state.om.stencilRef = StencilRef;
m_context->setStencilReference(StencilRef);
EmitCs([cStencilRef = StencilRef] (DxvkContext* ctx) {
ctx->setStencilReference(cStencilRef);
});
}
}
@ -1625,7 +1651,8 @@ namespace dxvk {
void STDMETHODCALLTYPE D3D11DeviceContext::RSSetState(ID3D11RasterizerState* pRasterizerState) {
auto rasterizerState = static_cast<D3D11RasterizerState*>(pRasterizerState);
Com<D3D11RasterizerState> rasterizerState =
static_cast<D3D11RasterizerState*>(pRasterizerState);
if (m_state.rs.state != rasterizerState) {
m_state.rs.state = rasterizerState;
@ -1633,7 +1660,10 @@ namespace dxvk {
if (rasterizerState == nullptr)
rasterizerState = m_defaultRasterizerState.ptr();
rasterizerState->BindToContext(m_context);
EmitCs([cRasterizerState = std::move(rasterizerState)]
(DxvkContext* ctx) {
cRasterizerState->BindToContext(ctx);
});
// In D3D11, the rasterizer state defines
// whether the scissor test is enabled, so