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authorLaszlo Agocs <laszlo.agocs@qt.io>2020-10-10 11:53:15 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-10-11 10:59:05 +0200
commit8116df5331a8bc17b9173437150ace8d5defd2c0 (patch)
tree2815f862fece4b39e7a6d5551b68b73ff4abbd82 /src/gui/rhi
parent755f24f153087eeafa332b36b4233ee7515c2352 (diff)
rhi: d3d: Save a few cycles in bindShaderResources
Change-Id: Ib11ea33eb695d4599f4f040415d497aaf19cb15b Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'src/gui/rhi')
-rw-r--r--src/gui/rhi/qrhi_p_p.h3
-rw-r--r--src/gui/rhi/qrhid3d11.cpp254
-rw-r--r--src/gui/rhi/qrhid3d11_p_p.h8
3 files changed, 144 insertions, 121 deletions
diff --git a/src/gui/rhi/qrhi_p_p.h b/src/gui/rhi/qrhi_p_p.h
index 862d68f5a5..491f0c6f26 100644
--- a/src/gui/rhi/qrhi_p_p.h
+++ b/src/gui/rhi/qrhi_p_p.h
@@ -517,9 +517,10 @@ struct QRhiBatchedBindings
curBinding = binding;
}
- void finish() {
+ bool finish() {
if (!curBatch.resources.isEmpty())
batches.append(curBatch);
+ return !batches.isEmpty();
}
void clear() {
diff --git a/src/gui/rhi/qrhid3d11.cpp b/src/gui/rhi/qrhid3d11.cpp
index 09a1c28bc9..9fccff7b5c 100644
--- a/src/gui/rhi/qrhid3d11.cpp
+++ b/src/gui/rhi/qrhid3d11.cpp
@@ -2106,7 +2106,7 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
srbD->vsubufoffsets.feed(buf.breg, buf.offsetInConstants);
srbD->vsubufsizes.feed(buf.breg, buf.sizeInConstants);
}
- srbD->vsubufs.finish();
+ srbD->vsubufsPresent = srbD->vsubufs.finish();
srbD->vsubuforigbindings.finish();
srbD->vsubufoffsets.finish();
srbD->vsubufsizes.finish();
@@ -2117,7 +2117,7 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
srbD->fsubufoffsets.feed(buf.breg, buf.offsetInConstants);
srbD->fsubufsizes.feed(buf.breg, buf.sizeInConstants);
}
- srbD->fsubufs.finish();
+ srbD->fsubufsPresent = srbD->fsubufs.finish();
srbD->fsubuforigbindings.finish();
srbD->fsubufoffsets.finish();
srbD->fsubufsizes.finish();
@@ -2128,7 +2128,7 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
srbD->csubufoffsets.feed(buf.breg, buf.offsetInConstants);
srbD->csubufsizes.feed(buf.breg, buf.sizeInConstants);
}
- srbD->csubufs.finish();
+ srbD->csubufsPresent = srbD->csubufs.finish();
srbD->csubuforigbindings.finish();
srbD->csubufoffsets.finish();
srbD->csubufsizes.finish();
@@ -2137,26 +2137,26 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
srbD->vsshaderresources.feed(t.treg, t.srv);
for (const Stage::Sampler &s : qAsConst(res[RBM_VERTEX].samplers))
srbD->vssamplers.feed(s.sreg, s.sampler);
- srbD->vssamplers.finish();
+ srbD->vssamplersPresent = srbD->vssamplers.finish();
srbD->vsshaderresources.finish();
for (const Stage::Texture &t : qAsConst(res[RBM_FRAGMENT].textures))
srbD->fsshaderresources.feed(t.treg, t.srv);
for (const Stage::Sampler &s : qAsConst(res[RBM_FRAGMENT].samplers))
srbD->fssamplers.feed(s.sreg, s.sampler);
- srbD->fssamplers.finish();
+ srbD->fssamplersPresent = srbD->fssamplers.finish();
srbD->fsshaderresources.finish();
for (const Stage::Texture &t : qAsConst(res[RBM_COMPUTE].textures))
srbD->csshaderresources.feed(t.treg, t.srv);
for (const Stage::Sampler &s : qAsConst(res[RBM_COMPUTE].samplers))
srbD->cssamplers.feed(s.sreg, s.sampler);
- srbD->cssamplers.finish();
+ srbD->cssamplersPresent = srbD->cssamplers.finish();
srbD->csshaderresources.finish();
for (const Stage::Uav &u : qAsConst(res[RBM_COMPUTE].uavs))
srbD->csUAVs.feed(u.ureg, u.uav);
- srbD->csUAVs.finish();
+ srbD->csUAVsPresent = srbD->csUAVs.finish();
}
void QRhiD3D11::executeBufferHostWrites(QD3D11Buffer *bufD)
@@ -2214,143 +2214,157 @@ void QRhiD3D11::bindShaderResources(QD3D11ShaderResourceBindings *srbD,
const uint *dynOfsPairs, int dynOfsPairCount,
bool offsetOnlyChange)
{
- if (!offsetOnlyChange) {
- for (const auto &batch : srbD->vssamplers.batches) {
- const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
- D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, "VS sampler");
- if (count)
- context->VSSetSamplers(batch.startBinding, count, batch.resources.constData());
- }
+ UINT offsets[QD3D11CommandBuffer::Command::MAX_DYNAMIC_OFFSET_COUNT];
- for (const auto &batch : srbD->vsshaderresources.batches) {
- const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
- D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, "VS SRV");
+ if (srbD->vsubufsPresent) {
+ for (int i = 0, ie = srbD->vsubufs.batches.count(); i != ie; ++i) {
+ const uint count = clampedResourceCount(srbD->vsubufs.batches[i].startBinding,
+ srbD->vsubufs.batches[i].resources.count(),
+ D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
+ "VS cbuf");
if (count) {
- context->VSSetShaderResources(batch.startBinding, count, batch.resources.constData());
- contextState.vsHighestActiveSrvBinding = qMax(contextState.vsHighestActiveSrvBinding,
- int(batch.startBinding + count) - 1);
+ if (!dynOfsPairCount) {
+ context->VSSetConstantBuffers1(srbD->vsubufs.batches[i].startBinding,
+ count,
+ srbD->vsubufs.batches[i].resources.constData(),
+ srbD->vsubufoffsets.batches[i].resources.constData(),
+ srbD->vsubufsizes.batches[i].resources.constData());
+ } else {
+ applyDynamicOffsets(offsets, i, &srbD->vsubuforigbindings, &srbD->vsubufoffsets,
+ dynOfsPairs, dynOfsPairCount);
+ context->VSSetConstantBuffers1(srbD->vsubufs.batches[i].startBinding,
+ count,
+ srbD->vsubufs.batches[i].resources.constData(),
+ offsets,
+ srbD->vsubufsizes.batches[i].resources.constData());
+ }
}
}
+ }
- for (const auto &batch : srbD->fssamplers.batches) {
- const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
- D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, "PS sampler");
- if (count)
- context->PSSetSamplers(batch.startBinding, count, batch.resources.constData());
- }
-
- for (const auto &batch : srbD->fsshaderresources.batches) {
- const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
- D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, "PS SRV");
+ if (srbD->fsubufsPresent) {
+ for (int i = 0, ie = srbD->fsubufs.batches.count(); i != ie; ++i) {
+ const uint count = clampedResourceCount(srbD->fsubufs.batches[i].startBinding,
+ srbD->fsubufs.batches[i].resources.count(),
+ D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
+ "PS cbuf");
if (count) {
- context->PSSetShaderResources(batch.startBinding, count, batch.resources.constData());
- contextState.fsHighestActiveSrvBinding = qMax(contextState.fsHighestActiveSrvBinding,
- int(batch.startBinding + count) - 1);
+ if (!dynOfsPairCount) {
+ context->PSSetConstantBuffers1(srbD->fsubufs.batches[i].startBinding,
+ count,
+ srbD->fsubufs.batches[i].resources.constData(),
+ srbD->fsubufoffsets.batches[i].resources.constData(),
+ srbD->fsubufsizes.batches[i].resources.constData());
+ } else {
+ applyDynamicOffsets(offsets, i, &srbD->fsubuforigbindings, &srbD->fsubufoffsets,
+ dynOfsPairs, dynOfsPairCount);
+ context->PSSetConstantBuffers1(srbD->fsubufs.batches[i].startBinding,
+ count,
+ srbD->fsubufs.batches[i].resources.constData(),
+ offsets,
+ srbD->fsubufsizes.batches[i].resources.constData());
+ }
}
}
+ }
- for (const auto &batch : srbD->cssamplers.batches) {
- const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
- D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, "CS sampler");
- if (count)
- context->CSSetSamplers(batch.startBinding, count, batch.resources.constData());
- }
-
- for (const auto &batch : srbD->csshaderresources.batches) {
- const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
- D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, "CS SRV");
+ if (srbD->csubufsPresent) {
+ for (int i = 0, ie = srbD->csubufs.batches.count(); i != ie; ++i) {
+ const uint count = clampedResourceCount(srbD->csubufs.batches[i].startBinding,
+ srbD->csubufs.batches[i].resources.count(),
+ D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
+ "CS cbuf");
if (count) {
- context->CSSetShaderResources(batch.startBinding, count, batch.resources.constData());
- contextState.csHighestActiveSrvBinding = qMax(contextState.csHighestActiveSrvBinding,
- int(batch.startBinding + count) - 1);
+ if (!dynOfsPairCount) {
+ context->CSSetConstantBuffers1(srbD->csubufs.batches[i].startBinding,
+ count,
+ srbD->csubufs.batches[i].resources.constData(),
+ srbD->csubufoffsets.batches[i].resources.constData(),
+ srbD->csubufsizes.batches[i].resources.constData());
+ } else {
+ applyDynamicOffsets(offsets, i, &srbD->csubuforigbindings, &srbD->csubufoffsets,
+ dynOfsPairs, dynOfsPairCount);
+ context->CSSetConstantBuffers1(srbD->csubufs.batches[i].startBinding,
+ count,
+ srbD->csubufs.batches[i].resources.constData(),
+ offsets,
+ srbD->csubufsizes.batches[i].resources.constData());
+ }
}
}
}
- UINT offsets[QD3D11CommandBuffer::Command::MAX_DYNAMIC_OFFSET_COUNT];
+ if (!offsetOnlyChange) {
+ if (srbD->vssamplersPresent) {
+ for (const auto &batch : srbD->vssamplers.batches) {
+ const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
+ D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, "VS sampler");
+ if (count)
+ context->VSSetSamplers(batch.startBinding, count, batch.resources.constData());
+ }
- for (int i = 0, ie = srbD->vsubufs.batches.count(); i != ie; ++i) {
- const uint count = clampedResourceCount(srbD->vsubufs.batches[i].startBinding,
- srbD->vsubufs.batches[i].resources.count(),
- D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
- "VS cbuf");
- if (count) {
- if (!dynOfsPairCount) {
- context->VSSetConstantBuffers1(srbD->vsubufs.batches[i].startBinding,
- count,
- srbD->vsubufs.batches[i].resources.constData(),
- srbD->vsubufoffsets.batches[i].resources.constData(),
- srbD->vsubufsizes.batches[i].resources.constData());
- } else {
- applyDynamicOffsets(offsets, i, &srbD->vsubuforigbindings, &srbD->vsubufoffsets,
- dynOfsPairs, dynOfsPairCount);
- context->VSSetConstantBuffers1(srbD->vsubufs.batches[i].startBinding,
- count,
- srbD->vsubufs.batches[i].resources.constData(),
- offsets,
- srbD->vsubufsizes.batches[i].resources.constData());
+ for (const auto &batch : srbD->vsshaderresources.batches) {
+ const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
+ D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, "VS SRV");
+ if (count) {
+ context->VSSetShaderResources(batch.startBinding, count, batch.resources.constData());
+ contextState.vsHighestActiveSrvBinding = qMax(contextState.vsHighestActiveSrvBinding,
+ int(batch.startBinding + count) - 1);
+ }
}
}
- }
- for (int i = 0, ie = srbD->fsubufs.batches.count(); i != ie; ++i) {
- const uint count = clampedResourceCount(srbD->fsubufs.batches[i].startBinding,
- srbD->fsubufs.batches[i].resources.count(),
- D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
- "PS cbuf");
- if (count) {
- if (!dynOfsPairCount) {
- context->PSSetConstantBuffers1(srbD->fsubufs.batches[i].startBinding,
- count,
- srbD->fsubufs.batches[i].resources.constData(),
- srbD->fsubufoffsets.batches[i].resources.constData(),
- srbD->fsubufsizes.batches[i].resources.constData());
- } else {
- applyDynamicOffsets(offsets, i, &srbD->fsubuforigbindings, &srbD->fsubufoffsets,
- dynOfsPairs, dynOfsPairCount);
- context->PSSetConstantBuffers1(srbD->fsubufs.batches[i].startBinding,
- count,
- srbD->fsubufs.batches[i].resources.constData(),
- offsets,
- srbD->fsubufsizes.batches[i].resources.constData());
+ if (srbD->fssamplersPresent) {
+ for (const auto &batch : srbD->fssamplers.batches) {
+ const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
+ D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, "PS sampler");
+ if (count)
+ context->PSSetSamplers(batch.startBinding, count, batch.resources.constData());
+ }
+
+ for (const auto &batch : srbD->fsshaderresources.batches) {
+ const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
+ D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, "PS SRV");
+ if (count) {
+ context->PSSetShaderResources(batch.startBinding, count, batch.resources.constData());
+ contextState.fsHighestActiveSrvBinding = qMax(contextState.fsHighestActiveSrvBinding,
+ int(batch.startBinding + count) - 1);
+ }
}
}
- }
- for (int i = 0, ie = srbD->csubufs.batches.count(); i != ie; ++i) {
- const uint count = clampedResourceCount(srbD->csubufs.batches[i].startBinding,
- srbD->csubufs.batches[i].resources.count(),
- D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
- "CS cbuf");
- if (count) {
- if (!dynOfsPairCount) {
- context->CSSetConstantBuffers1(srbD->csubufs.batches[i].startBinding,
- count,
- srbD->csubufs.batches[i].resources.constData(),
- srbD->csubufoffsets.batches[i].resources.constData(),
- srbD->csubufsizes.batches[i].resources.constData());
- } else {
- applyDynamicOffsets(offsets, i, &srbD->csubuforigbindings, &srbD->csubufoffsets,
- dynOfsPairs, dynOfsPairCount);
- context->CSSetConstantBuffers1(srbD->csubufs.batches[i].startBinding,
- count,
- srbD->csubufs.batches[i].resources.constData(),
- offsets,
- srbD->csubufsizes.batches[i].resources.constData());
+ if (srbD->cssamplersPresent) {
+ for (const auto &batch : srbD->cssamplers.batches) {
+ const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
+ D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, "CS sampler");
+ if (count)
+ context->CSSetSamplers(batch.startBinding, count, batch.resources.constData());
+ }
+
+ for (const auto &batch : srbD->csshaderresources.batches) {
+ const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
+ D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, "CS SRV");
+ if (count) {
+ context->CSSetShaderResources(batch.startBinding, count, batch.resources.constData());
+ contextState.csHighestActiveSrvBinding = qMax(contextState.csHighestActiveSrvBinding,
+ int(batch.startBinding + count) - 1);
+ }
}
}
- }
- for (const auto &batch : srbD->csUAVs.batches) {
- const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
- D3D11_1_UAV_SLOT_COUNT, "CS UAV");
- if (count) {
- context->CSSetUnorderedAccessViews(batch.startBinding,
- count,
- batch.resources.constData(),
- nullptr);
- contextState.csHighestActiveUavBinding = qMax(contextState.csHighestActiveUavBinding,
- int(batch.startBinding + count) - 1);
+ if (srbD->csUAVsPresent) {
+ for (const auto &batch : srbD->csUAVs.batches) {
+ const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
+ D3D11_1_UAV_SLOT_COUNT, "CS UAV");
+ if (count) {
+ context->CSSetUnorderedAccessViews(batch.startBinding,
+ count,
+ batch.resources.constData(),
+ nullptr);
+ contextState.csHighestActiveUavBinding = qMax(contextState.csHighestActiveUavBinding,
+ int(batch.startBinding + count) - 1);
+ }
+ }
}
}
}
diff --git a/src/gui/rhi/qrhid3d11_p_p.h b/src/gui/rhi/qrhid3d11_p_p.h
index 7f5ec28571..6de899310c 100644
--- a/src/gui/rhi/qrhid3d11_p_p.h
+++ b/src/gui/rhi/qrhid3d11_p_p.h
@@ -240,6 +240,14 @@ struct QD3D11ShaderResourceBindings : public QRhiShaderResourceBindings
};
QVarLengthArray<BoundResourceData, 8> boundResourceData;
+ bool vsubufsPresent = false;
+ bool fsubufsPresent = false;
+ bool csubufsPresent = false;
+ bool vssamplersPresent = false;
+ bool fssamplersPresent = false;
+ bool cssamplersPresent = false;
+ bool csUAVsPresent = false;
+
QRhiBatchedBindings<ID3D11Buffer *> vsubufs;
QRhiBatchedBindings<UINT> vsubuforigbindings;
QRhiBatchedBindings<UINT> vsubufoffsets;