Stefan Dösinger : wined3d: Optimize bool and int vs constants.

Alexandre Julliard julliard at wine.codeweavers.com
Tue Aug 14 07:12:54 CDT 2007


Module: wine
Branch: master
Commit: 4673b1c68ec089efbd97a465043974102c8e1325
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=4673b1c68ec089efbd97a465043974102c8e1325

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Fri Aug  3 20:07:30 2007 +0200

wined3d: Optimize bool and int vs constants.

---

 dlls/wined3d/device.c          |   31 ++++++++++++++++++++--
 dlls/wined3d/stateblock.c      |   54 +++++++++++++++++++--------------------
 dlls/wined3d/wined3d_private.h |    4 +++
 3 files changed, 58 insertions(+), 31 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 8522dac..e4fdeb9 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -474,6 +474,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
             object->contained_transform_states[j - 1] = j;
         }
         object->num_contained_transform_states = HIGHEST_TRANSFORMSTATE;
+        for(j = 0; j < MAX_CONST_I; j++) {
+            object->contained_vs_consts_i[j] = j;
+        }
+        object->num_contained_vs_consts_i = MAX_CONST_I;
+        for(j = 0; j < MAX_CONST_B; j++) {
+            object->contained_vs_consts_b[j] = j;
+        }
+        object->num_contained_vs_consts_b = MAX_CONST_B;
 
     } else if (Type == WINED3DSBT_PIXELSTATE) {
 
@@ -517,11 +525,16 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
         /* Vertex Shader Constants */
         for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i)
             object->changed.vertexShaderConstantsF[i] = TRUE;
-        for (i = 0; i < MAX_CONST_B; ++i)
+        for (i = 0; i < MAX_CONST_B; ++i) {
             object->changed.vertexShaderConstantsB[i] = TRUE;
-        for (i = 0; i < MAX_CONST_I; ++i)
+            object->contained_vs_consts_b[i] = i;
+        }
+        object->num_contained_vs_consts_b = MAX_CONST_B;
+        for (i = 0; i < MAX_CONST_I; ++i) {
             object->changed.vertexShaderConstantsI[i] = TRUE;
-
+            object->contained_vs_consts_i[i] = i;
+        }
+        object->num_contained_vs_consts_i = MAX_CONST_I;
         for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
             object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
             object->contained_render_states[i] = SavedVertexStates_R[i];
@@ -4334,6 +4347,18 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IW
             object->num_contained_transform_states++;
         }
     }
+    for(i = 0; i < MAX_CONST_I; i++) {
+        if(object->changed.vertexShaderConstantsI[i]) {
+            object->contained_vs_consts_i[object->num_contained_vs_consts_i] = i;
+            object->num_contained_vs_consts_i++;
+        }
+    }
+    for(i = 0; i < MAX_CONST_B; i++) {
+        if(object->changed.vertexShaderConstantsB[i]) {
+            object->contained_vs_consts_b[object->num_contained_vs_consts_b] = i;
+            object->num_contained_vs_consts_b++;
+        }
+    }
 
     *ppStateBlock = (IWineD3DStateBlock*) object;
     This->isRecordingState = FALSE;
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 5b98ff7..ba71dc3 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -363,29 +363,27 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
         }
         
         /* Vertex Shader Integer Constants */
-        for (i = 0; i < MAX_CONST_I; ++i) {
-            if (This->changed.vertexShaderConstantsI[i]) {
-                TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
-                    targetStateBlock->vertexShaderConstantI[i * 4],
-                    targetStateBlock->vertexShaderConstantI[i * 4 + 1],
-                    targetStateBlock->vertexShaderConstantI[i * 4 + 2],
-                    targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
-
-                This->vertexShaderConstantI[i * 4]      = targetStateBlock->vertexShaderConstantI[i * 4];
-                This->vertexShaderConstantI[i * 4 + 1]  = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
-                This->vertexShaderConstantI[i * 4 + 2]  = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
-                This->vertexShaderConstantI[i * 4 + 3]  = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
-            }
+        for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
+            i = This->contained_vs_consts_i[j];
+            TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
+                targetStateBlock->vertexShaderConstantI[i * 4],
+                targetStateBlock->vertexShaderConstantI[i * 4 + 1],
+                targetStateBlock->vertexShaderConstantI[i * 4 + 2],
+                targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
+
+            This->vertexShaderConstantI[i * 4]      = targetStateBlock->vertexShaderConstantI[i * 4];
+            This->vertexShaderConstantI[i * 4 + 1]  = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
+            This->vertexShaderConstantI[i * 4 + 2]  = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
+            This->vertexShaderConstantI[i * 4 + 3]  = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
         }
-        
+
         /* Vertex Shader Boolean Constants */
-        for (i = 0; i < MAX_CONST_B; ++i) {
-            if (This->changed.vertexShaderConstantsB[i]) {
-                TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
-                    targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
+        for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
+            i = This->contained_vs_consts_b[j];
+            TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
+                targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
 
-                This->vertexShaderConstantB[i] =  targetStateBlock->vertexShaderConstantB[i];
-            }
+            This->vertexShaderConstantB[i] =  targetStateBlock->vertexShaderConstantB[i];
         }
 
         /* Lights... For a recorded state block, we just had a chain of actions to perform,
@@ -647,15 +645,15 @@ should really perform a delta so that only the changes get updated*/
             if (This->changed.vertexShaderConstantsF[i])
                 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1);
         }
-        
-        for (i = 0; i < MAX_CONST_I; i++) {
-            if (This->changed.vertexShaderConstantsI[i])
-                IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1);
+
+        for (i = 0; i < This->num_contained_vs_consts_i; i++) {
+            IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
+                    This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
         }
-        
-        for (i = 0; i < MAX_CONST_B; i++) {
-            if (This->changed.vertexShaderConstantsB[i])
-                IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1);
+
+        for (i = 0; i < This->num_contained_vs_consts_b; i++) {
+            IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
+                    This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
         }
     }
 
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index f31e7dc..948cf2e 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1371,6 +1371,10 @@ struct IWineD3DStateBlockImpl
     unsigned int              num_contained_render_states;
     DWORD                     contained_transform_states[WINEHIGHEST_RENDER_STATE + 1];
     unsigned int              num_contained_transform_states;
+    DWORD                     contained_vs_consts_i[MAX_CONST_I];
+    unsigned int              num_contained_vs_consts_i;
+    DWORD                     contained_vs_consts_b[MAX_CONST_B];
+    unsigned int              num_contained_vs_consts_b;
 };
 
 extern void stateblock_savedstates_set(




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