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renderer_vulkan: Add scissor and viewport to dynamic pipeline state (#7114)
Adds the current viewport and scissor to the dynamic pipeline state to reduce redundant viewport/scissor assignments in the command buffer. This greatly reduces the amount of API calls to `vkCmdSetViewport` and `vkCmdSetScissor` by only emitting the API call when the state actually changes.
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@ -89,6 +89,9 @@ struct DynamicState {
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u8 stencil_compare_mask;
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u8 stencil_write_mask;
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Common::Rectangle<u32> scissor;
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Common::Rectangle<s32> viewport;
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bool operator==(const DynamicState& other) const noexcept {
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return std::memcmp(this, &other, sizeof(DynamicState)) == 0;
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}
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@ -206,6 +206,32 @@ bool PipelineCache::BindPipeline(const PipelineInfo& info, bool wait_built) {
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current_depth_stencil = current_info.depth_stencil,
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rasterization = info.rasterization,
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depth_stencil = info.depth_stencil](vk::CommandBuffer cmdbuf) {
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if (dynamic.viewport != current_dynamic.viewport || is_dirty) {
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const vk::Viewport vk_viewport = {
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.x = static_cast<f32>(dynamic.viewport.left),
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.y = static_cast<f32>(dynamic.viewport.top),
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.width = static_cast<f32>(dynamic.viewport.GetWidth()),
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.height = static_cast<f32>(dynamic.viewport.GetHeight()),
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.minDepth = 0.f,
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.maxDepth = 1.f,
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};
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cmdbuf.setViewport(0, vk_viewport);
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}
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if (dynamic.scissor != current_dynamic.scissor || is_dirty) {
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const vk::Rect2D scissor = {
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.offset{
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.x = static_cast<s32>(dynamic.scissor.left),
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.y = static_cast<s32>(dynamic.scissor.bottom),
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},
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.extent{
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.width = dynamic.scissor.GetWidth(),
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.height = dynamic.scissor.GetHeight(),
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},
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};
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cmdbuf.setScissor(0, scissor);
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}
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if (dynamic.stencil_compare_mask != current_dynamic.stencil_compare_mask || is_dirty) {
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cmdbuf.setStencilCompareMask(vk::StencilFaceFlagBits::eFrontAndBack,
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dynamic.stencil_compare_mask);
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@ -512,30 +512,13 @@ bool RasterizerVulkan::Draw(bool accelerate, bool is_indexed) {
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// Configure viewport and scissor
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const auto viewport = fb_helper.Viewport();
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scheduler.Record([viewport, draw_rect](vk::CommandBuffer cmdbuf) {
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const vk::Viewport vk_viewport = {
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.x = static_cast<f32>(viewport.x),
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.y = static_cast<f32>(viewport.y),
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.width = static_cast<f32>(viewport.width),
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.height = static_cast<f32>(viewport.height),
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.minDepth = 0.f,
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.maxDepth = 1.f,
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pipeline_info.dynamic.viewport = Common::Rectangle<s32>{
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viewport.x,
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viewport.y,
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viewport.x + viewport.width,
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viewport.y + viewport.height,
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};
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const vk::Rect2D scissor = {
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.offset{
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.x = static_cast<s32>(draw_rect.left),
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.y = static_cast<s32>(draw_rect.bottom),
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},
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.extent{
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.width = draw_rect.GetWidth(),
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.height = draw_rect.GetHeight(),
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},
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};
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cmdbuf.setViewport(0, vk_viewport);
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cmdbuf.setScissor(0, scissor);
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});
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pipeline_info.dynamic.scissor = draw_rect;
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// Draw the vertex batch
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bool succeeded = true;
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