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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Performance: extra&costly SSBO validation even when SSBO aren't used"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96355#c10">Comment # 10</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Performance: extra&costly SSBO validation even when SSBO aren't used"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96355">bug 96355</a>
from <span class="vcard"><a class="email" href="mailto:gregory.hainaut@gmail.com" title="gregory.hainaut@gmail.com">gregory.hainaut@gmail.com</a>
</span></b>
<pre>Hi Ilia,
You told me by IRC that you validate all SSBOs when one is updated. I
suspecting a similar patter for UBO. I.e. all UBOs are validated when one is
updated.
Potentially validation is even done for all shader stages. Anyway, I move a bit
my UBO declaration to reduce the number of active UBO for a draw call. And I
managed to win a couples of fps (67 fps => 70 fps).
So it might worth to investigate further the single SSBO/UBO bucket validation.</pre>
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