Compare commits

...

4 Commits

Author SHA1 Message Date
lightningterror
ff9da17498 GS/DX11: Allow to pick whenever to update sr or ss, and some reordering.
No need to call sampler update when updating conflicting srvs.
2025-06-26 13:43:51 +02:00
lightningterror
722bc94270 GS/DX11: Cache shader resource and sampler.
Might help speed things up, requires srv and rtv conflicts to be resolved.
2025-06-26 13:43:51 +02:00
lightningterror
d51a5db5b1 GS/GL: Add missing texture barrier count. 2025-06-26 09:20:54 +02:00
PCSX2 Bot
04541ae2ab [ci skip] Qt: Update Base Translation. 2025-06-25 07:15:25 +02:00
4 changed files with 964 additions and 914 deletions

File diff suppressed because it is too large Load Diff

View File

@@ -1105,14 +1105,14 @@ float GSDevice11::GetAndResetAccumulatedGPUTime()
void GSDevice11::DrawPrimitive()
{
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
PSUpdateShaderState();
PSUpdateShaderState(true, true);
m_ctx->Draw(m_vertex.count, m_vertex.start);
}
void GSDevice11::DrawIndexedPrimitive()
{
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
PSUpdateShaderState();
PSUpdateShaderState(true, true);
m_ctx->DrawIndexed(m_index.count, m_index.start, m_vertex.start);
}
@@ -1120,7 +1120,7 @@ void GSDevice11::DrawIndexedPrimitive(int offset, int count)
{
pxAssert(offset + count <= (int)m_index.count);
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
PSUpdateShaderState();
PSUpdateShaderState(true, true);
m_ctx->DrawIndexed(count, m_index.start + offset, m_vertex.start);
}
@@ -1280,8 +1280,10 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
GSVector2i ds;
if (dTex)
{
ds = dTex->GetSize();
// ps unbind conflicting srvs
PSUnbindConflictingSRVs(dTex);
ds = dTex->GetSize();
if (draw_in_depth)
OMSetRenderTargets(nullptr, dTex);
else
@@ -1293,6 +1295,7 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
}
// om
if (draw_in_depth)
OMSetDepthStencilState(m_convert.dss_write.get(), 0);
else
@@ -1342,6 +1345,9 @@ void GSDevice11::PresentRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
GSVector2i ds;
if (dTex)
{
// ps unbind conflicting srvs
PSUnbindConflictingSRVs(dTex);
ds = dTex->GetSize();
OMSetRenderTargets(dTex, nullptr);
}
@@ -1357,6 +1363,7 @@ void GSDevice11::PresentRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
m_ctx->UpdateSubresource(m_present.ps_cb.get(), 0, nullptr, &cb, 0, 0);
// om
OMSetDepthStencilState(m_convert.dss.get(), 0);
OMSetBlendState(m_convert.bs[D3D11_COLOR_WRITE_ENABLE_ALL].get(), 0);
@@ -1455,9 +1462,9 @@ void GSDevice11::DrawMultiStretchRects(const MultiStretchRect* rects, u32 num_re
VSSetShader(m_convert.vs.get(), nullptr);
PSSetShader(m_convert.ps[static_cast<int>(shader)].get(), nullptr);
PSUnbindConflictingSRVs(dTex);
OMSetDepthStencilState(dTex->IsRenderTarget() ? m_convert.dss.get() : m_convert.dss_write.get(), 0);
PSUnbindConflictingSRVs(dTex);
OMSetRenderTargets(dTex->IsRenderTarget() ? dTex : nullptr, dTex->IsDepthStencil() ? dTex : nullptr);
const GSVector2 ds(static_cast<float>(dTex->GetWidth()), static_cast<float>(dTex->GetHeight()));
@@ -2112,7 +2119,7 @@ void GSDevice11::RenderImGui()
// Since we don't have the GSTexture...
m_state.ps_sr_views[0] = reinterpret_cast<ID3D11ShaderResourceView*>(pcmd->GetTexID());
PSUpdateShaderState();
PSUpdateShaderState(true, true);
m_ctx->DrawIndexed(pcmd->ElemCount, m_index.start + pcmd->IdxOffset, vertex_offset + pcmd->VtxOffset);
}
@@ -2132,6 +2139,10 @@ void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vert
m_ctx->ClearDepthStencilView(*static_cast<GSTexture11*>(ds), D3D11_CLEAR_STENCIL, 0.0f, 0);
// ps unbind conflicting srvs
PSUnbindConflictingSRVs(ds);
// om
OMSetDepthStencilState(m_date.dss.get(), 1);
@@ -2360,10 +2371,46 @@ void GSDevice11::PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb)
}
}
void GSDevice11::PSUpdateShaderState()
void GSDevice11::PSUpdateShaderState(const bool sr_update, const bool ss_update)
{
m_ctx->PSSetShaderResources(0, m_state.ps_sr_views.size(), m_state.ps_sr_views.data());
m_ctx->PSSetSamplers(0, m_state.ps_ss.size(), m_state.ps_ss.data());
// Shader resource caching requires srv/rtv hazards to be resolved, ensure PSUnbindConflictingSRVs handle.
if (sr_update)
{
bool sr_changed = false;
for (size_t i = 0; i < m_state.ps_sr_views.size(); ++i)
{
if (m_state.ps_cached_sr_views[i] != m_state.ps_sr_views[i])
{
sr_changed = true;
break;
}
}
if (sr_changed)
{
m_state.ps_cached_sr_views = m_state.ps_sr_views;
m_ctx->PSSetShaderResources(0, m_state.ps_sr_views.size(), m_state.ps_sr_views.data());
}
}
if (ss_update)
{
bool ss_changed = false;
for (size_t i = 0; i < m_state.ps_ss.size(); ++i)
{
if (m_state.ps_cached_ss[i] != m_state.ps_ss[i])
{
ss_changed = true;
break;
}
}
if (ss_changed)
{
m_state.ps_cached_ss = m_state.ps_ss;
m_ctx->PSSetSamplers(0, m_state.ps_ss.size(), m_state.ps_ss.data());
}
}
}
void GSDevice11::PSUnbindConflictingSRVs(GSTexture* tex1, GSTexture* tex2)
@@ -2380,7 +2427,7 @@ void GSDevice11::PSUnbindConflictingSRVs(GSTexture* tex1, GSTexture* tex2)
}
if (changed)
PSUpdateShaderState();
PSUpdateShaderState(true, false);
}
void GSDevice11::OMSetDepthStencilState(ID3D11DepthStencilState* dss, u8 sref)

View File

@@ -145,9 +145,11 @@ private:
ID3D11VertexShader* vs;
ID3D11Buffer* vs_cb;
std::array<ID3D11ShaderResourceView*, MAX_TEXTURES> ps_sr_views;
std::array<ID3D11ShaderResourceView*, MAX_TEXTURES> ps_cached_sr_views;
ID3D11PixelShader* ps;
ID3D11Buffer* ps_cb;
std::array<ID3D11SamplerState*, MAX_SAMPLERS> ps_ss;
std::array<ID3D11SamplerState*, MAX_SAMPLERS> ps_cached_ss;
GSVector2i viewport;
GSVector4i scissor;
u32 vb_stride;
@@ -324,7 +326,7 @@ public:
void PSSetShaderResource(int i, GSTexture* sr);
void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
void PSUpdateShaderState();
void PSUpdateShaderState(const bool sr_update, const bool ss_update);
void PSUnbindConflictingSRVs(GSTexture* tex1 = nullptr, GSTexture* tex2 = nullptr);
void PSSetSamplerState(ID3D11SamplerState* ss0);

View File

@@ -2585,6 +2585,7 @@ void GSDeviceOGL::RenderHW(GSHWDrawConfig& config)
{
// Ensure all depth writes are finished before sampling
GL_INS("GL: Texture barrier to flush depth or rt before reading");
g_perfmon.Put(GSPerfMon::Barriers, 1);
glTextureBarrier();
}
// additional non-pipeline config stuff