[PATCH 3/5] wined3d: Optimize setting shader constants in wined3d_stateblock_apply().
Matteo Bruni
mbruni at codeweavers.com
Mon Mar 2 07:02:47 CST 2020
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
dlls/wined3d/stateblock.c | 82 +++++++++++++++++++++------------------
1 file changed, 44 insertions(+), 38 deletions(-)
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 6e3a4737828..2c3ff65222d 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -1005,12 +1005,12 @@ void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock,
void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock,
struct wined3d_stateblock *device_state)
{
- const unsigned int word_bit_count = sizeof(*stateblock->changed.vs_consts_f) * CHAR_BIT;
struct wined3d_stateblock_state *state = &device_state->stateblock_state;
struct wined3d_device *device = stateblock->device;
struct wined3d_blend_state *blend_state;
struct wined3d_color colour;
- unsigned int i, j, idx;
+ struct wined3d_range range;
+ unsigned int i, start;
BOOL set_blend_state;
DWORD map;
@@ -1026,34 +1026,37 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock,
wined3d_device_set_vertex_shader(device, stateblock->stateblock_state.vs);
}
- for (i = 0; i < ARRAY_SIZE(stateblock->changed.vs_consts_f); ++i)
+ for (start = 0; ; start = range.offset + range.size)
{
- map = stateblock->changed.vs_consts_f[i];
-
- while (map)
- {
- j = wined3d_bit_scan(&map);
- idx = i * word_bit_count + j;
+ if (!wined3d_bitmap_get_range(stateblock->changed.vs_consts_f, WINED3D_MAX_VS_CONSTS_F, start, &range))
+ break;
- state->vs_consts_f[idx] = stateblock->stateblock_state.vs_consts_f[idx];
- wined3d_device_set_vs_consts_f(device, idx, 1, &stateblock->stateblock_state.vs_consts_f[idx]);
- }
+ memcpy(&state->vs_consts_f[range.offset], &stateblock->stateblock_state.vs_consts_f[range.offset],
+ sizeof(*state->vs_consts_f) * range.size);
+ wined3d_device_set_vs_consts_f(device, range.offset, range.size,
+ &stateblock->stateblock_state.vs_consts_f[range.offset]);
}
map = stateblock->changed.vertexShaderConstantsI;
- while (map)
+ for (start = 0; ; start = range.offset + range.size)
{
- idx = wined3d_bit_scan(&map);
+ if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
+ break;
- state->vs_consts_i[idx] = stateblock->stateblock_state.vs_consts_i[idx];
- wined3d_device_set_vs_consts_i(device, idx, 1, &stateblock->stateblock_state.vs_consts_i[idx]);
+ memcpy(&state->vs_consts_i[range.offset], &stateblock->stateblock_state.vs_consts_i[range.offset],
+ sizeof(*state->vs_consts_i) * range.size);
+ wined3d_device_set_vs_consts_i(device, range.offset, range.size,
+ &stateblock->stateblock_state.vs_consts_i[range.offset]);
}
map = stateblock->changed.vertexShaderConstantsB;
- while (map)
+ for (start = 0; ; start = range.offset + range.size)
{
- idx = wined3d_bit_scan(&map);
+ if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
+ break;
- state->vs_consts_b[idx] = stateblock->stateblock_state.vs_consts_b[idx];
- wined3d_device_set_vs_consts_b(device, idx, 1, &stateblock->stateblock_state.vs_consts_b[idx]);
+ memcpy(&state->vs_consts_b[range.offset], &stateblock->stateblock_state.vs_consts_b[range.offset],
+ sizeof(*state->vs_consts_b) * range.size);
+ wined3d_device_set_vs_consts_b(device, range.offset, range.size,
+ &stateblock->stateblock_state.vs_consts_b[range.offset]);
}
if (stateblock->changed.lights)
@@ -1086,34 +1089,37 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock,
wined3d_device_set_pixel_shader(device, stateblock->stateblock_state.ps);
}
- for (i = 0; i < ARRAY_SIZE(stateblock->changed.ps_consts_f); ++i)
+ for (start = 0; ; start = range.offset + range.size)
{
- map = stateblock->changed.ps_consts_f[i];
-
- while (map)
- {
- j = wined3d_bit_scan(&map);
- idx = i * word_bit_count + j;
+ if (!wined3d_bitmap_get_range(stateblock->changed.ps_consts_f, WINED3D_MAX_PS_CONSTS_F, start, &range))
+ break;
- state->ps_consts_f[idx] = stateblock->stateblock_state.ps_consts_f[idx];
- wined3d_device_set_ps_consts_f(device, idx, 1, &stateblock->stateblock_state.ps_consts_f[idx]);
- }
+ memcpy(&state->ps_consts_f[range.offset], &stateblock->stateblock_state.ps_consts_f[range.offset],
+ sizeof(*state->ps_consts_f) * range.size);
+ wined3d_device_set_ps_consts_f(device, range.offset, range.size,
+ &stateblock->stateblock_state.ps_consts_f[range.offset]);
}
map = stateblock->changed.pixelShaderConstantsI;
- while (map)
+ for (start = 0; ; start = range.offset + range.size)
{
- idx = wined3d_bit_scan(&map);
+ if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
+ break;
- state->ps_consts_i[idx] = stateblock->stateblock_state.ps_consts_i[idx];
- wined3d_device_set_ps_consts_i(device, idx, 1, &stateblock->stateblock_state.ps_consts_i[idx]);
+ memcpy(&state->ps_consts_i[range.offset], &stateblock->stateblock_state.ps_consts_i[range.offset],
+ sizeof(*state->ps_consts_i) * range.size);
+ wined3d_device_set_ps_consts_i(device, range.offset, range.size,
+ &stateblock->stateblock_state.ps_consts_i[range.offset]);
}
map = stateblock->changed.pixelShaderConstantsB;
- while (map)
+ for (start = 0; ; start = range.offset + range.size)
{
- idx = wined3d_bit_scan(&map);
+ if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
+ break;
- state->ps_consts_b[idx] = stateblock->stateblock_state.ps_consts_b[idx];
- wined3d_device_set_ps_consts_b(device, idx, 1, &stateblock->stateblock_state.ps_consts_b[idx]);
+ memcpy(&state->ps_consts_b[range.offset], &stateblock->stateblock_state.ps_consts_b[range.offset],
+ sizeof(*state->ps_consts_b) * range.size);
+ wined3d_device_set_ps_consts_b(device, range.offset, range.size,
+ &stateblock->stateblock_state.ps_consts_b[range.offset]);
}
if ((set_blend_state = stateblock->changed.blend_state
--
2.24.1
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