perf(vk): back-to-back passes and dispatches ordered by the game's barriers (NVIDIA by default) #2559
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Delete branch "perf/game-barrier-order"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Why. Every draw pass begin and every compute dispatch records a full barrier, which makes the GPU drain everything before each of them. The game already records its own barrier (
nvnCommandBufferBarrier, which the replay keeps as a full barrier) wherever a pass samples what an earlier one drew or a dispatch reads what another wrote. The extra barriers between back-to-back work are pure GPU idle time: elsewhere it measured 2.3 ms of a 9.7 ms GPU frame in Kokiri Forest, and about a tenth off the GPU's frame time on an RTX 5090.What (
RX_VK_GAME_ORDER):RX_VK_PASS_BARRIER=gamepath, now on with the switch.RX_VK_PASS_BARRIER=game/fullstill decide that part on their own.work_epochcount taken right after the previous dispatch's command.RX_VK_GAME_ORDER=1to try it there,=0to turn it off everywhere.Checks
tests/test_game_order.py: the rules as written.mesh_fallback,dump_readback,present_aspect,upscale_fallback,vulkan_clear_mip).vk_texture.cppcompiles.vk_draw.cppneeds Boost, which this machine lacks, so CI compiles it.Not yet verified in-game: GPU frame time A/B on this NVIDIA card plus the flash check (every-frame shots).
🤖 Generated with Claude Code
WIP: perf(vk): back-to-back passes and dispatches ordered by the game's barriers (NVIDIA by default)to perf(vk): back-to-back passes and dispatches ordered by the game's barriers (NVIDIA by default)Tested in the game on NVIDIA (on by default there): no change in frame rate here; this machine is CPU-bound in this scene.
Hardware: RTX 3060 12 GB, NVIDIA 615.71.09, Manjaro (kernel 6.12), Core Ultra 7 265KF (8 P-cores + 12 E-cores), Wayland. Built on main
51da0464: each PR merged onto it, onlyhookshot_vk.sobuilt (container build,RX_MARCH=x86-64-v3 RX_RELEASE=1) and swapped into the same game folder; main'shookshot_vk.sobuilt the same way as the baseline.Settings: 3440x1440 monitor, picture 2576x1080 (Aspect ratio: monitor's), frame interpolation 2x, Reflex on, V-Sync off, no frame rate cap; otherwise unchanged between runs.
Scene: Hyrule Field from the same save, standing, no input, 3.5 to 7 minutes a run; only the 5 s windows after loading (3,370-3,760 draws in every run) are counted. One run each, in the order main, #2633, #2644, #2559.
(replay columns: medians of the last 20
a frame's replay timelines;GPU-bound waitwas 0.0 ms in all runs)passes and dispatches right after others ordered by the game's barriers: on, and dispatches left without a barrier were counted (over 50,000).GPU-bound waitwas 0.0 ms in every run, so a shorter GPU frame would not show in the frame rate here; I did not measure GPU time.