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[d3d9] Track textures in m_activeHazardsRT instead of RT
There's 21 textures and only 4 RTs. Tracking the textures allows us to mask off the active texture bitfield instead of the active render target one, potentially resulting in fewer iterations.
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@ -5539,19 +5539,19 @@ namespace dxvk {
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}
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if (unlikely(combinedUsage & D3DUSAGE_RENDERTARGET))
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UpdateActiveHazardsRT(UINT32_MAX);
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UpdateActiveHazardsRT(bit);
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if (unlikely(combinedUsage & D3DUSAGE_DEPTHSTENCIL))
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UpdateActiveHazardsDS(bit);
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}
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inline void D3D9DeviceEx::UpdateActiveHazardsRT(uint32_t rtMask) {
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inline void D3D9DeviceEx::UpdateActiveHazardsRT(uint32_t texMask) {
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auto masks = m_psShaderMasks;
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masks.rtMask &= m_activeRTs & rtMask;
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masks.samplerMask &= m_activeRTTextures;
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masks.rtMask &= m_activeRTs;
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masks.samplerMask &= m_activeRTTextures & texMask;
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m_activeHazardsRT = m_activeHazardsRT & (~rtMask);
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m_activeHazardsRT = m_activeHazardsRT & (~texMask);
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for (uint32_t rtIdx : bit::BitMask(masks.rtMask)) {
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for (uint32_t samplerIdx : bit::BitMask(masks.samplerMask)) {
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D3D9Surface* rtSurf = m_state.renderTargets[rtIdx].ptr();
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@ -5567,7 +5567,7 @@ namespace dxvk {
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if (likely(rtSurf->GetMipLevel() != 0 || rtBase != texBase))
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continue;
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m_activeHazardsRT |= 1 << rtIdx;
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m_activeHazardsRT |= 1 << samplerIdx;
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}
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}
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}
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@ -5600,9 +5600,9 @@ namespace dxvk {
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VK_ACCESS_SHADER_READ_BIT);
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});
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for (uint32_t rtIdx : bit::BitMask(m_activeHazardsRT)) {
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for (uint32_t samplerIdx : bit::BitMask(m_activeHazardsRT)) {
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// Guaranteed to not be nullptr...
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auto tex = m_state.renderTargets[rtIdx]->GetCommonTexture();
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auto tex = GetCommonTexture(m_state.textures[samplerIdx]);
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if (unlikely(!tex->MarkHazardous())) {
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TransitionImage(tex, m_hazardLayout);
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m_flags.set(D3D9DeviceFlag::DirtyFramebuffer);
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