Check the most likely resources first (buffer -> tex2d -> 3d -> 1d)

* This is a slight win by avoiding checking all the shader pools
This commit is contained in:
baldurk
2017-06-07 17:38:52 +01:00
parent cb6daea42f
commit fd02a3e9d4
+9 -10
View File
@@ -303,6 +303,15 @@ ResourceId GetIDForResource(ID3D11DeviceChild *ptr)
if(ptr == NULL)
return ResourceId();
if(WrappedID3D11Buffer::IsAlloc(ptr))
return ((WrappedID3D11Buffer *)ptr)->GetResourceID();
if(WrappedID3D11Texture2D1::IsAlloc(ptr))
return ((WrappedID3D11Texture2D1 *)ptr)->GetResourceID();
if(WrappedID3D11Texture3D1::IsAlloc(ptr))
return ((WrappedID3D11Texture3D1 *)ptr)->GetResourceID();
if(WrappedID3D11Texture1D::IsAlloc(ptr))
return ((WrappedID3D11Texture1D *)ptr)->GetResourceID();
if(WrappedID3D11InputLayout::IsAlloc(ptr))
return ((WrappedID3D11InputLayout *)ptr)->GetResourceID();
@@ -319,16 +328,6 @@ ResourceId GetIDForResource(ID3D11DeviceChild *ptr)
if(WrappedID3D11Shader<ID3D11ComputeShader>::IsAlloc(ptr))
return ((WrappedID3D11Shader<ID3D11ComputeShader> *)ptr)->GetResourceID();
if(WrappedID3D11Buffer::IsAlloc(ptr))
return ((WrappedID3D11Buffer *)ptr)->GetResourceID();
if(WrappedID3D11Texture1D::IsAlloc(ptr))
return ((WrappedID3D11Texture1D *)ptr)->GetResourceID();
if(WrappedID3D11Texture2D1::IsAlloc(ptr))
return ((WrappedID3D11Texture2D1 *)ptr)->GetResourceID();
if(WrappedID3D11Texture3D1::IsAlloc(ptr))
return ((WrappedID3D11Texture3D1 *)ptr)->GetResourceID();
if(WrappedID3D11RasterizerState2::IsAlloc(ptr))
return ((WrappedID3D11RasterizerState2 *)ptr)->GetResourceID();
if(WrappedID3D11BlendState1::IsAlloc(ptr))