////////////////////////////////////////////////////////////////////////////// // // Copyright (C) Microsoft Corporation. All Rights Reserved. // // File: EffectRuntime.cpp // Content: D3DX11 Effect runtime routines (performance critical) // These functions are expected to be called at high frequency // (when applying a pass). // ////////////////////////////////////////////////////////////////////////////// #include "pchfx.h" namespace D3DX11Effects { // D3D11_KEEP_UNORDERED_ACCESS_VIEWS == (UINT)-1 UINT g_pNegativeOnes[8] = { D3D11_KEEP_UNORDERED_ACCESS_VIEWS, D3D11_KEEP_UNORDERED_ACCESS_VIEWS, D3D11_KEEP_UNORDERED_ACCESS_VIEWS, D3D11_KEEP_UNORDERED_ACCESS_VIEWS, D3D11_KEEP_UNORDERED_ACCESS_VIEWS, D3D11_KEEP_UNORDERED_ACCESS_VIEWS, D3D11_KEEP_UNORDERED_ACCESS_VIEWS, D3D11_KEEP_UNORDERED_ACCESS_VIEWS }; BOOL SBaseBlock::ApplyAssignments(CEffect *pEffect) { SAssignment *pAssignment = pAssignments; SAssignment *pLastAssn = pAssignments + AssignmentCount; BOOL bRecreate = FALSE; for(; pAssignment < pLastAssn; pAssignment++) { bRecreate |= pEffect->EvaluateAssignment(pAssignment); } return bRecreate; } void SPassBlock::ApplyPassAssignments() { SAssignment *pAssignment = pAssignments; SAssignment *pLastAssn = pAssignments + AssignmentCount; pEffect->IncrementTimer(); for(; pAssignment < pLastAssn; pAssignment++) { pEffect->EvaluateAssignment(pAssignment); } } // Returns TRUE if the shader uses global interfaces (since these interfaces can be updated through SetClassInstance) BOOL SPassBlock::CheckShaderDependencies( SShaderBlock* pBlock ) { if( pBlock->InterfaceDepCount > 0 ) { D3DXASSERT( pBlock->InterfaceDepCount == 1 ); for( UINT i=0; i < pBlock->pInterfaceDeps[0].Count; i++ ) { SInterface* pInterfaceDep = pBlock->pInterfaceDeps[0].ppFXPointers[i]; if( pInterfaceDep > pEffect->m_pInterfaces && pInterfaceDep < (pEffect->m_pInterfaces + pEffect->m_InterfaceCount) ) { // This is a global interface pointer (as opposed to an SInterface created in a BindInterface call return TRUE; } } } return FALSE; } // Returns TRUE if the pass (and sets HasDependencies) if the pass sets objects whose backing stores can be updated BOOL SPassBlock::CheckDependencies() { if( HasDependencies ) return TRUE; for( UINT i=0; i < AssignmentCount; i++ ) { if( pAssignments[i].DependencyCount > 0 ) return HasDependencies = TRUE; } if( BackingStore.pBlendBlock && BackingStore.pBlendBlock->AssignmentCount > 0 ) { for( UINT i=0; i < BackingStore.pBlendBlock->AssignmentCount; i++ ) { if( BackingStore.pBlendBlock->pAssignments[i].DependencyCount > 0 ) return HasDependencies = TRUE; } } if( BackingStore.pDepthStencilBlock && BackingStore.pDepthStencilBlock->AssignmentCount > 0 ) { for( UINT i=0; i < BackingStore.pDepthStencilBlock->AssignmentCount; i++ ) { if( BackingStore.pDepthStencilBlock->pAssignments[i].DependencyCount > 0 ) return HasDependencies = TRUE; } } if( BackingStore.pRasterizerBlock && BackingStore.pRasterizerBlock->AssignmentCount > 0 ) { for( UINT i=0; i < BackingStore.pRasterizerBlock->AssignmentCount; i++ ) { if( BackingStore.pRasterizerBlock->pAssignments[i].DependencyCount > 0 ) return HasDependencies = TRUE; } } if( BackingStore.pVertexShaderBlock && CheckShaderDependencies( BackingStore.pVertexShaderBlock ) ) { return HasDependencies = TRUE; } if( BackingStore.pGeometryShaderBlock && CheckShaderDependencies( BackingStore.pGeometryShaderBlock ) ) { return HasDependencies = TRUE; } if( BackingStore.pPixelShaderBlock && CheckShaderDependencies( BackingStore.pPixelShaderBlock ) ) { return HasDependencies = TRUE; } if( BackingStore.pHullShaderBlock && CheckShaderDependencies( BackingStore.pHullShaderBlock ) ) { return HasDependencies = TRUE; } if( BackingStore.pDomainShaderBlock && CheckShaderDependencies( BackingStore.pDomainShaderBlock ) ) { return HasDependencies = TRUE; } if( BackingStore.pComputeShaderBlock && CheckShaderDependencies( BackingStore.pComputeShaderBlock ) ) { return HasDependencies = TRUE; } return HasDependencies; } // Update constant buffer contents if necessary D3DX11INLINE void CheckAndUpdateCB_FX(ID3D11DeviceContext *pContext, SConstantBuffer *pCB) { if (pCB->IsDirty && !pCB->IsNonUpdatable) { // CB out of date; rebuild it pContext->UpdateSubresource(pCB->pD3DObject, 0, NULL, pCB->pBackingStore, pCB->Size, pCB->Size); pCB->IsDirty = FALSE; } } // Set the shader and dependent state (SRVs, samplers, UAVs, interfaces) void CEffect::ApplyShaderBlock(SShaderBlock *pBlock) { UINT i; SD3DShaderVTable *pVT = pBlock->pVT; // Apply constant buffers first (tbuffers are done later) SShaderCBDependency *pCBDep = pBlock->pCBDeps; SShaderCBDependency *pLastCBDep = pBlock->pCBDeps + pBlock->CBDepCount; for (; pCBDepppFXPointers); for (i = 0; i < pCBDep->Count; ++ i) { CheckAndUpdateCB_FX(m_pContext, (SConstantBuffer*)pCBDep->ppFXPointers[i]); } (m_pContext->*(pVT->pSetConstantBuffers))(pCBDep->StartIndex, pCBDep->Count, pCBDep->ppD3DObjects); } // Next, apply samplers SShaderSamplerDependency *pSampDep = pBlock->pSampDeps; SShaderSamplerDependency *pLastSampDep = pBlock->pSampDeps + pBlock->SampDepCount; for (; pSampDepppFXPointers); for (i=0; iCount; i++) { if ( ApplyRenderStateBlock(pSampDep->ppFXPointers[i]) ) { // If the sampler was updated, its pointer will have changed pSampDep->ppD3DObjects[i] = pSampDep->ppFXPointers[i]->pD3DObject; } } (m_pContext->*(pVT->pSetSamplers))(pSampDep->StartIndex, pSampDep->Count, pSampDep->ppD3DObjects); } // Set the UAVs // UAV ranges were combined in EffectLoad. This code remains unchanged, however, so that ranges can be easily split D3DXASSERT( pBlock->UAVDepCount < 2 ); if( pBlock->UAVDepCount > 0 ) { SUnorderedAccessViewDependency *pUAVDep = pBlock->pUAVDeps; D3DXASSERT(pUAVDep->ppFXPointers); for (i=0; iCount; i++) { pUAVDep->ppD3DObjects[i] = pUAVDep->ppFXPointers[i]->pUnorderedAccessView; } if( EOT_ComputeShader5 == pBlock->GetShaderType() ) { m_pContext->CSSetUnorderedAccessViews( pUAVDep->StartIndex, pUAVDep->Count, pUAVDep->ppD3DObjects, g_pNegativeOnes ); } else { // This call could be combined with the call to set render targets if both exist in the pass m_pContext->OMSetRenderTargetsAndUnorderedAccessViews( D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, NULL, NULL, pUAVDep->StartIndex, pUAVDep->Count, pUAVDep->ppD3DObjects, g_pNegativeOnes ); } } // TBuffers are funny: // We keep two references to them. One is in as a standard texture dep, and that gets used for all sets // The other is as a part of the TBufferDeps array, which tells us to rebuild the matching CBs. // These two refs could be rolled into one, but then we would have to predicate on each CB or each texture. SConstantBuffer **ppTB = pBlock->ppTbufDeps; SConstantBuffer **ppLastTB = ppTB + pBlock->TBufferDepCount; for (; ppTBpResourceDeps; SShaderResourceDependency *pLastResourceDep = pBlock->pResourceDeps + pBlock->ResourceDepCount; for (; pResourceDepppFXPointers); for (i=0; iCount; i++) { pResourceDep->ppD3DObjects[i] = pResourceDep->ppFXPointers[i]->pShaderResource; } (m_pContext->*(pVT->pSetShaderResources))(pResourceDep->StartIndex, pResourceDep->Count, pResourceDep->ppD3DObjects); } // Update Interface dependencies UINT Interfaces = 0; ID3D11ClassInstance** ppClassInstances = NULL; D3DXASSERT( pBlock->InterfaceDepCount < 2 ); if( pBlock->InterfaceDepCount > 0 ) { SInterfaceDependency *pInterfaceDep = pBlock->pInterfaceDeps; D3DXASSERT(pInterfaceDep->ppFXPointers); ppClassInstances = pInterfaceDep->ppD3DObjects; Interfaces = pInterfaceDep->Count; for (i=0; iCount; i++) { SClassInstanceGlobalVariable* pCI = pInterfaceDep->ppFXPointers[i]->pClassInstance; if( pCI ) { D3DXASSERT( pCI->pMemberData != NULL ); pInterfaceDep->ppD3DObjects[i] = pCI->pMemberData->Data.pD3DClassInstance; } else { pInterfaceDep->ppD3DObjects[i] = NULL; } } } // Now set the shader (m_pContext->*(pVT->pSetShader))(pBlock->pD3DObject, ppClassInstances, Interfaces); } // Returns TRUE if the block D3D data was recreated BOOL CEffect::ApplyRenderStateBlock(SBaseBlock *pBlock) { if( pBlock->IsUserManaged ) { return FALSE; } BOOL bRecreate = pBlock->ApplyAssignments(this); if (bRecreate) { switch (pBlock->BlockType) { case EBT_Sampler: { SSamplerBlock *pSBlock = pBlock->AsSampler(); D3DXASSERT(NULL != pSBlock->pD3DObject); pSBlock->pD3DObject->Release(); m_pDevice->CreateSamplerState( &pSBlock->BackingStore.SamplerDesc, &pSBlock->pD3DObject ); } break; case EBT_DepthStencil: { SDepthStencilBlock *pDSBlock = pBlock->AsDepthStencil(); D3DXASSERT(NULL != pDSBlock->pDSObject); SAFE_RELEASE( pDSBlock->pDSObject ); if( SUCCEEDED( m_pDevice->CreateDepthStencilState( &pDSBlock->BackingStore, &pDSBlock->pDSObject ) ) ) pDSBlock->IsValid = TRUE; else pDSBlock->IsValid = FALSE; } break; case EBT_Blend: { SBlendBlock *pBBlock = pBlock->AsBlend(); D3DXASSERT(NULL != pBBlock->pBlendObject); SAFE_RELEASE( pBBlock->pBlendObject ); if( SUCCEEDED( m_pDevice->CreateBlendState( &pBBlock->BackingStore, &pBBlock->pBlendObject ) ) ) pBBlock->IsValid = TRUE; else pBBlock->IsValid = FALSE; } break; case EBT_Rasterizer: { SRasterizerBlock *pRBlock = pBlock->AsRasterizer(); D3DXASSERT(NULL != pRBlock->pRasterizerObject); SAFE_RELEASE( pRBlock->pRasterizerObject ); if( SUCCEEDED( m_pDevice->CreateRasterizerState( &pRBlock->BackingStore, &pRBlock->pRasterizerObject ) ) ) pRBlock->IsValid = TRUE; else pRBlock->IsValid = FALSE; } break; default: D3DXASSERT(0); } } return bRecreate; } void CEffect::ValidateIndex(UINT Elements) { if (m_FXLIndex >= Elements) { DPF(0, "ID3DX11Effect: Overindexing variable array (size: %d, index: %d), using index = 0 instead", Elements, m_FXLIndex); m_FXLIndex = 0; } } // Returns TRUE if the assignment was changed BOOL CEffect::EvaluateAssignment(SAssignment *pAssignment) { BOOL bNeedUpdate = FALSE; SGlobalVariable *pVarDep0, *pVarDep1; switch (pAssignment->AssignmentType) { case ERAT_NumericVariable: D3DXASSERT(pAssignment->DependencyCount == 1); if (pAssignment->pDependencies[0].pVariable->LastModifiedTime >= pAssignment->LastRecomputedTime) { dwordMemcpy(pAssignment->Destination.pNumeric, pAssignment->Source.pNumeric, pAssignment->DataSize); bNeedUpdate = TRUE; } break; case ERAT_NumericVariableIndex: D3DXASSERT(pAssignment->DependencyCount == 2); pVarDep0 = pAssignment->pDependencies[0].pVariable; pVarDep1 = pAssignment->pDependencies[1].pVariable; if (pVarDep0->LastModifiedTime >= pAssignment->LastRecomputedTime) { m_FXLIndex = *pVarDep0->Data.pNumericDword; ValidateIndex(pVarDep1->pType->Elements); // Array index variable is dirty, update the pointer pAssignment->Source.pNumeric = pVarDep1->Data.pNumeric + pVarDep1->pType->Stride * m_FXLIndex; // Copy the new data dwordMemcpy(pAssignment->Destination.pNumeric, pAssignment->Source.pNumeric, pAssignment->DataSize); bNeedUpdate = TRUE; } else if (pVarDep1->LastModifiedTime >= pAssignment->LastRecomputedTime) { // Only the array variable is dirty, copy the new data dwordMemcpy(pAssignment->Destination.pNumeric, pAssignment->Source.pNumeric, pAssignment->DataSize); bNeedUpdate = TRUE; } break; case ERAT_ObjectVariableIndex: D3DXASSERT(pAssignment->DependencyCount == 1); pVarDep0 = pAssignment->pDependencies[0].pVariable; if (pVarDep0->LastModifiedTime >= pAssignment->LastRecomputedTime) { m_FXLIndex = *pVarDep0->Data.pNumericDword; ValidateIndex(pAssignment->MaxElements); // Array index variable is dirty, update the destination pointer *((void **)pAssignment->Destination.pGeneric) = pAssignment->Source.pNumeric + pAssignment->DataSize * m_FXLIndex; bNeedUpdate = TRUE; } break; default: //case ERAT_Constant: -- These are consumed and discarded //case ERAT_ObjectVariable: -- These are consumed and discarded //case ERAT_ObjectConstIndex: -- These are consumed and discarded //case ERAT_ObjectInlineShader: -- These are consumed and discarded //case ERAT_NumericConstIndex: -- ERAT_NumericVariable should be generated instead D3DXASSERT(0); break; } // Mark the assignment as not dirty pAssignment->LastRecomputedTime = m_LocalTimer; return bNeedUpdate; } // Returns FALSE if this shader has interface dependencies which are NULL (SetShader will fail). BOOL CEffect::ValidateShaderBlock( SShaderBlock* pBlock ) { if( !pBlock->IsValid ) return FALSE; if( pBlock->InterfaceDepCount > 0 ) { D3DXASSERT( pBlock->InterfaceDepCount == 1 ); for( UINT i=0; i < pBlock->pInterfaceDeps[0].Count; i++ ) { SInterface* pInterfaceDep = pBlock->pInterfaceDeps[0].ppFXPointers[i]; D3DXASSERT( pInterfaceDep != NULL ); if( pInterfaceDep->pClassInstance == NULL ) { return FALSE; } } } return TRUE; } // Returns FALSE if any state in the pass is invalid BOOL CEffect::ValidatePassBlock( SPassBlock* pBlock ) { pBlock->ApplyPassAssignments(); if (NULL != pBlock->BackingStore.pBlendBlock) { ApplyRenderStateBlock(pBlock->BackingStore.pBlendBlock); pBlock->BackingStore.pBlendState = pBlock->BackingStore.pBlendBlock->pBlendObject; if( !pBlock->BackingStore.pBlendBlock->IsValid ) return FALSE; } if( NULL != pBlock->BackingStore.pDepthStencilBlock ) { ApplyRenderStateBlock( pBlock->BackingStore.pDepthStencilBlock ); pBlock->BackingStore.pDepthStencilState = pBlock->BackingStore.pDepthStencilBlock->pDSObject; if( !pBlock->BackingStore.pDepthStencilBlock->IsValid ) return FALSE; } if( NULL != pBlock->BackingStore.pRasterizerBlock ) { ApplyRenderStateBlock( pBlock->BackingStore.pRasterizerBlock ); if( !pBlock->BackingStore.pRasterizerBlock->IsValid ) return FALSE; } if( NULL != pBlock->BackingStore.pVertexShaderBlock && !ValidateShaderBlock(pBlock->BackingStore.pVertexShaderBlock) ) return FALSE; if( NULL != pBlock->BackingStore.pGeometryShaderBlock && !ValidateShaderBlock(pBlock->BackingStore.pGeometryShaderBlock) ) return FALSE; if( NULL != pBlock->BackingStore.pPixelShaderBlock ) { if( !ValidateShaderBlock(pBlock->BackingStore.pPixelShaderBlock) ) return FALSE; else if( pBlock->BackingStore.pPixelShaderBlock->UAVDepCount > 0 && pBlock->BackingStore.RenderTargetViewCount > pBlock->BackingStore.pPixelShaderBlock->pUAVDeps[0].StartIndex ) { return FALSE; } } if( NULL != pBlock->BackingStore.pHullShaderBlock && !ValidateShaderBlock(pBlock->BackingStore.pHullShaderBlock) ) return FALSE; if( NULL != pBlock->BackingStore.pDomainShaderBlock && !ValidateShaderBlock(pBlock->BackingStore.pDomainShaderBlock) ) return FALSE; if( NULL != pBlock->BackingStore.pComputeShaderBlock && !ValidateShaderBlock(pBlock->BackingStore.pComputeShaderBlock) ) return FALSE; return TRUE; } // Set all state defined in the pass void CEffect::ApplyPassBlock(SPassBlock *pBlock) { pBlock->ApplyPassAssignments(); if (NULL != pBlock->BackingStore.pBlendBlock) { ApplyRenderStateBlock(pBlock->BackingStore.pBlendBlock); #ifdef FXDEBUG if( !pBlock->BackingStore.pBlendBlock->IsValid ) DPF( 0, "Pass::Apply - warning: applying invalid BlendState." ); #endif pBlock->BackingStore.pBlendState = pBlock->BackingStore.pBlendBlock->pBlendObject; m_pContext->OMSetBlendState(pBlock->BackingStore.pBlendState, pBlock->BackingStore.BlendFactor, pBlock->BackingStore.SampleMask); } if (NULL != pBlock->BackingStore.pDepthStencilBlock) { ApplyRenderStateBlock(pBlock->BackingStore.pDepthStencilBlock); #ifdef FXDEBUG if( !pBlock->BackingStore.pDepthStencilBlock->IsValid ) DPF( 0, "Pass::Apply - warning: applying invalid DepthStencilState." ); #endif pBlock->BackingStore.pDepthStencilState = pBlock->BackingStore.pDepthStencilBlock->pDSObject; m_pContext->OMSetDepthStencilState(pBlock->BackingStore.pDepthStencilState, pBlock->BackingStore.StencilRef); } if (NULL != pBlock->BackingStore.pRasterizerBlock) { ApplyRenderStateBlock(pBlock->BackingStore.pRasterizerBlock); #ifdef FXDEBUG if( !pBlock->BackingStore.pRasterizerBlock->IsValid ) DPF( 0, "Pass::Apply - warning: applying invalid RasterizerState." ); #endif m_pContext->RSSetState(pBlock->BackingStore.pRasterizerBlock->pRasterizerObject); } if (NULL != pBlock->BackingStore.pRenderTargetViews[0]) { // Grab all render targets ID3D11RenderTargetView *pRTV[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT]; D3DXASSERT(pBlock->BackingStore.RenderTargetViewCount <= D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT); __analysis_assume(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT >= pBlock->BackingStore.RenderTargetViewCount); for (UINT i=0; iBackingStore.RenderTargetViewCount; i++) { pRTV[i] = pBlock->BackingStore.pRenderTargetViews[i]->pRenderTargetView; } // This call could be combined with the call to set PS UAVs if both exist in the pass m_pContext->OMSetRenderTargetsAndUnorderedAccessViews( pBlock->BackingStore.RenderTargetViewCount, pRTV, pBlock->BackingStore.pDepthStencilView->pDepthStencilView, 7, D3D11_KEEP_UNORDERED_ACCESS_VIEWS, NULL, NULL ); } if (NULL != pBlock->BackingStore.pVertexShaderBlock) { #ifdef FXDEBUG if( !pBlock->BackingStore.pVertexShaderBlock->IsValid ) DPF( 0, "Pass::Apply - warning: applying invalid vertex shader." ); #endif ApplyShaderBlock(pBlock->BackingStore.pVertexShaderBlock); } if (NULL != pBlock->BackingStore.pPixelShaderBlock) { #ifdef FXDEBUG if( !pBlock->BackingStore.pPixelShaderBlock->IsValid ) DPF( 0, "Pass::Apply - warning: applying invalid pixel shader." ); #endif ApplyShaderBlock(pBlock->BackingStore.pPixelShaderBlock); } if (NULL != pBlock->BackingStore.pGeometryShaderBlock) { #ifdef FXDEBUG if( !pBlock->BackingStore.pGeometryShaderBlock->IsValid ) DPF( 0, "Pass::Apply - warning: applying invalid geometry shader." ); #endif ApplyShaderBlock(pBlock->BackingStore.pGeometryShaderBlock); } if (NULL != pBlock->BackingStore.pHullShaderBlock) { #ifdef FXDEBUG if( !pBlock->BackingStore.pHullShaderBlock->IsValid ) DPF( 0, "Pass::Apply - warning: applying invalid hull shader." ); #endif ApplyShaderBlock(pBlock->BackingStore.pHullShaderBlock); } if (NULL != pBlock->BackingStore.pDomainShaderBlock) { #ifdef FXDEBUG if( !pBlock->BackingStore.pDomainShaderBlock->IsValid ) DPF( 0, "Pass::Apply - warning: applying invalid domain shader." ); #endif ApplyShaderBlock(pBlock->BackingStore.pDomainShaderBlock); } if (NULL != pBlock->BackingStore.pComputeShaderBlock) { #ifdef FXDEBUG if( !pBlock->BackingStore.pComputeShaderBlock->IsValid ) DPF( 0, "Pass::Apply - warning: applying invalid compute shader." ); #endif ApplyShaderBlock(pBlock->BackingStore.pComputeShaderBlock); } } void CEffect::IncrementTimer() { m_LocalTimer++; #ifndef _WIN64 #if _DEBUG && FXDEBUG if (m_LocalTimer > g_TimerRolloverCount) { DPF(0, "Rolling over timer (current time: %d, rollover cap: %d).", m_LocalTimer, g_TimerRolloverCount); #else // else !(_DEBUG && FXDEBUG) if (m_LocalTimer >= 0x80000000) // check to see if we've exceeded ~2 billion { #endif // _DEBUG && FXDEBUG HandleLocalTimerRollover(); m_LocalTimer = 1; } #endif // _WIN64 } // This function resets all timers, rendering all assignments dirty // This is clearly bad for performance, but should only happen every few billion ticks void CEffect::HandleLocalTimerRollover() { UINT i, j, k; // step 1: update variables for (i = 0; i < m_VariableCount; ++ i) { m_pVariables[i].LastModifiedTime = 0; } // step 2: update assignments on all blocks (pass, depth stencil, rasterizer, blend, sampler) for (UINT iGroup = 0; iGroup < m_GroupCount; ++ iGroup) { for (i = 0; i < m_pGroups[iGroup].TechniqueCount; ++ i) { for (j = 0; j < m_pGroups[iGroup].pTechniques[i].PassCount; ++ j) { for (k = 0; k < m_pGroups[iGroup].pTechniques[i].pPasses[j].AssignmentCount; ++ k) { m_pGroups[iGroup].pTechniques[i].pPasses[j].pAssignments[k].LastRecomputedTime = 0; } } } } for (i = 0; i < m_DepthStencilBlockCount; ++ i) { for (j = 0; j < m_pDepthStencilBlocks[i].AssignmentCount; ++ j) { m_pDepthStencilBlocks[i].pAssignments[j].LastRecomputedTime = 0; } } for (i = 0; i < m_RasterizerBlockCount; ++ i) { for (j = 0; j < m_pRasterizerBlocks[i].AssignmentCount; ++ j) { m_pRasterizerBlocks[i].pAssignments[j].LastRecomputedTime = 0; } } for (i = 0; i < m_BlendBlockCount; ++ i) { for (j = 0; j < m_pBlendBlocks[i].AssignmentCount; ++ j) { m_pBlendBlocks[i].pAssignments[j].LastRecomputedTime = 0; } } for (i = 0; i < m_SamplerBlockCount; ++ i) { for (j = 0; j < m_pSamplerBlocks[i].AssignmentCount; ++ j) { m_pSamplerBlocks[i].pAssignments[j].LastRecomputedTime = 0; } } } }