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Add new setDepthClampEnable API for clamping depth values #2212
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e51ddc6
graphics: Added depth clamp enable APIs for opengl and metal
Pikachuxxxx a88e1e6
vulkan: added depth clamp setting, optionally can set via dynamic sta…
Pikachuxxxx 4b4b7d2
graphics: Add feature check before using depth clamp for opengl/metal
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Calling
getCachedGraphicsPipeline(this, configuration);
rather thangetCachedGraphicsPipeline(this, configuration.core);
means all draws are going to be slower than before, in situations whereextendedDynamicState
is supported butextendedDynamicState3
is not.(The hash map query is much slower with the larger struct than with the smaller one, it's a hot spot in user code so it's important to keep it as fast as possible).
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Yeah right, but since we are tracking a new variable, it's tracking more variants, so how about another structure noExtendedDynamicState passed alongside (smaller than noDynamicState), this way the code path is still hotter than original but no as hot as
getCachedGraphicsPipeline(this, configuration);
? Any other ideas to keep it same and still track variants?There was a problem hiding this comment.
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we could do something like
getCachedGraphicsPipelineCoreWithDepthClamp
orgetCachedGraphicsPipelineExtendedDynamicState
to maintain another set of variants with Core + dynamic_state3 variants?