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GPU-AVGPU Assisted ValidationGPU Assisted Validation
Description
Environment:
- OS: Windows 11 24H2 (OS Build 26100.7462)
- GPU and driver version: NVIDIA GeForce RTX 3080 Laptop GPU - VkVersion: 1.4.325 - Driver: 591.236.0
- SDK or header version if building from repo: Latest from the repo
- Options enabled (synchronization, best practices, etc.):
VK_VALIDATION_FEATURE_ENABLE_GPU_ASSISTED_EXT |
VK_VALIDATION_FEATURE_ENABLE_BEST_PRACTICES_EXT |
VALIDATION_CHECK_ENABLE_VENDOR_SPECIFIC_NVIDIA |
VK_VALIDATION_FEATURE_ENABLE_SYNCHRONIZATION_VALIDATION_EXT.
Describe the Issue
Performance of the application decreases overtime when validation layer is used with a simple mesh shader that has a uniform binding.
This is a very simple shader:
#version 460
#extension GL_EXT_mesh_shader : require
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(triangles, max_vertices = 3, max_primitives = 1) out;
struct Vout {
vec2 uv;
};
layout(binding = 0) uniform camera {
mat4 proj;
mat4 cam;
};
layout(location = 0) out Vout v_out[];
void main() {
SetMeshOutputsEXT(3, 1);
gl_PrimitiveTriangleIndicesEXT[0] = uvec3(0, 1, 2);
gl_MeshVerticesEXT[0].gl_Position = transpose(proj)*transpose(cam)*vec4(0,0,0,1);
gl_MeshVerticesEXT[1].gl_Position = transpose(proj)*transpose(cam)*vec4(1,0,0,1);
gl_MeshVerticesEXT[2].gl_Position = transpose(proj)*transpose(cam)*vec4(0,1,0,1);
v_out[0].uv = vec2(0, 0);
v_out[1].uv = vec2(0, 1);
v_out[2].uv = vec2(1, 0);
}I ran this through superluminal, here is what the frame time looks like:
This is what one of the higher cost frames looks like in superluminal:
I haven't looked deeper into this unfortunately. However a few points stand:
- This doesn't happen if there is no uniform.
- This doesn't happen in traditional pipelines.
- This doesn't happen when validation layer is disabled.
Expected behavior
Cost of validation layer being constant and not increase overtime.
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GPU-AVGPU Assisted ValidationGPU Assisted Validation