Commit ac142679 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Optimize setting shader constants in wined3d_stateblock_apply().

parent a8c44bd9
......@@ -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)
{
map = stateblock->changed.vs_consts_f[i];
while (map)
for (start = 0; ; start = range.offset + range.size)
{
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)
{
map = stateblock->changed.ps_consts_f[i];
while (map)
for (start = 0; ; start = range.offset + range.size)
{
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
......
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