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vk: Resource binding model rewrites [part 2 of 2] - #17427
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Reduces performance gap between radeonsi and radv as described on #15926 radv: 319 FPS -> 349 FPS (+30 FPS)
radeonsi: 385 FPS -> 390 FPS (+5 FPS)
System information
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quick test on KZ3 but perf seems worse (more gpu usage and lower fps). CPU: 9950X3D Current build:PR: |
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No system specifications, no cpu/gpu/driver info, no performance overlay with averages, can't do anything just from that |
Added the requested info. As I said, it was a very quick test. I see also R3 has more GPU usage. I will test the PR more in deep tomorrow. |
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I think the perf loss is just because I forgot to restore optimizations in the shader compiler. |
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The crashes are fixed so I pushed the commits though I have drafted the PR due to serious issues with vulkan shader interpreter. |
Hmm no difference on perf on KZ3 with latest commit. |
Compilation crashes in the log you provided previously should be fixed already. If there are new crashes, upload the log files. |
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| index =::size32(properties.constant_offsets); |
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| index =::size32(properties.constant_offsets); | |
| index = ::size32(properties.constant_offsets); |
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GTA IV crashes with this log just before reaching ingame |
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Compiler crash is definitely a glslang bug. I'll figure out a workaround. |
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the crashes seem fixed but perf are overall the same or worse on my rtx 5090, especially on KZ2 and KZ3. In all games, I see more GPU usage (in RivaTuner SS) in the PR than in current build. E.g. in Infamous 1 and 2 it is 33% against 30%. In KZ1 and 2 the difference is more evident with high GPU usage (99% against 82%) with lower FPS (53 against solid 60) as reported in my previous post for KZ3 |
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GTA IV also fixed for me, performance is about the same, maybe slightly lower in PR compared to master, like 1-2 fps lower in PR compared to master. I am on rtx 3060 gpu |
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Not sure what is bugging with the NV driver, definitely something from their end. CPU usage should be much lower, and I don't have any plans on moving stuff back to the CPU. In fact, the roadmap offloads even more work to the GPU. I'll benchmark a few things, I probably just need to remove the UAVs from the FS stage. I'll see what nsight has to say about it. |
Offloading work to the GPU sounds good, would this result in lower requirements on the CPU side by any chance? |
ok. CPU usage remained basically the same in my 9950X3D (otherwise I also reported it). Only GPU usage is worse |
- Hoists the most common pointer-chase to local var
- These heaps see massive writes, upto 8KB per draw in worst case scenarios. Write combining yields better throughput.
- Using stale VAs leads to crashes for obvious reasons (UAF)
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This is ready for testing again. A workaround is in place for the crashing issue. |
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Completed the whole level of Manchester in Resistance without any crashes |
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I confirm no more crash on FOM after some long runs. |
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Let's track any visual bugs in a separate ticket if any are found. Otherwise we'll never merge this monster of a PR. |
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Well after last commit Asura's Wrath has crashed RPCS3. It seems his wrath was too powerful. Log: |
I don't see a RSX crash in the log. What happened when you ran it? It could be some random issue. |

















Relates to #17277
Changes
Overall, a 10-20% boost is observed depending on the game. MESA drivers benefit the most here since they doesn't keep a state cache like the properietary ones so state changes are more expensive on those drivers.