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Hi frustumo,
I checked on each of the tickets mentioned in the last thread.
- FB8254449 - Still under investigation, but as mentioned in the other thread, you should be able to use ICBs although it sounds like you weren't able to get the performance you wanted.
- FB8638856 - Closed because you created 2 other FBA requests to the separate issues there.
- FB8928674 - Got stuck because I guess the driver engineer thought he needed an Xcode project, I just pointed out that you attached a reproducer and am trying to get the driver team to look at it again.
- FB8928678 - Was looked at some. One engineer suspects the perf issue is due to the low bandwidth to the eGPU and the GPU fetching ICB over the Thunderbolt bus. There no way for you to control the location of the ICB though, so this would be something the GPU driver team needs to handle. I have pushed this to the AMD driver team to look at. I'm asking what else you may be able to do in the mean time.
Thank you for your answer.
I have created a new FB9127527 issue with the benchmark and more information inside.
0 comments 0 Copy to clipboard Share this post Copied to Clipboard Load more Add comment Graphics and Games Engineer OP Apple Jun ’21Would be able to provide an Xcode project to reproduce the issue?
0 comments 0 Copy to clipboard Share this post Copied to Clipboard Load more Add comment frustumo OP Jun ’21There are links inside FB9127527 to a notarized application for macOS, Windows, and Linux. And multiple simple tests to reproduce the problem on macOS in other FB. Thank you.
3 comments 0 Copy to clipboard Share this post Copied to Clipboard Load more Add comment Alecazam OP Jun ’21So there is no way to emulate multi-draw indirect count
There is. But you have to call drawPrimitive or drawIndexedPrimitive multiple times, each one indexing into the next indirect draw in the buffer. I don't know why Metal left the drawCount out of the api, but the current implementation has a drawLimit of 1. Nice thing is indirect draw works back to iPhone 5S.
You can even do GPU buffers with compute, and then indirect draw them. But you have to call draw 10 times, even if compute culls and produces 5 results, so make sure to set numInstances to 0 on the remaining draws. Or if you can wait a frame, then you could return a count to the cpu.
1 comments 0 Copy to clipboard Share this post Copied to Clipboard Load more Add comment frustumo OP Jul ’21This is the same eGPU hardware with 3 times lower performance under Metal: https://gravitymark.tellusim.com/report/?id=bc453e851c5dede3cedef6c3ac9caca2f8dffa47 https://gravitymark.tellusim.com/report/?id=7f1b799adc588938fc02f140a2ee48dbd4f36e69
0 comments 0 Copy to clipboard Share this post Copied to Clipboard Load more Add comment frustumo OP Nov ’21ICB is working stable with the last OS updates. We have updated our macOS benchmark and released the iOS version: https://apps.apple.com/us/app/gravitymark-gpu-benchmark/id1595186532 ICB is giving a 2.5 performance boost in comparison with the previous version. Thank you for the great improvements.
0 comments 0 Copy to clipboard Share this post Copied to Clipboard Load more Add comment vkCmdDrawIndexedIndirectCount functionality under Metal First post date Last post date QTừ khóa » Vulkan Indirect Draw
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