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Valve developers asked to help test and benchmark the new shader compiler they are working on.
This is a thread for posting benchmarks if you have any.
Mesa repo that contains the compiler: https://github.com/daniel-schuermann/mesa
* Testing instructions.
* Bug reporting.
Compiler is enabled by default. To disable it and use regular amdgpu/llvm compiler with the same Mesa build, set the environment variable:
RADV_PERFTEST=llvm
See:
* https://www.gamingonlinux.com/articles/valve-are-asking-for-help-testing-aco-a-new-mesa-shader-compiler-for-amd-graphics.14502
* https://steamcommunity.com/games/221410/announcements/detail/1602634609636894200
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TW3 in Wine/esync+dxvk


amdgpu/llvm
aco:
Not bad! It produced around +3 fps for me on average (+3.6% improvement) in the busy street in Novigrad.
GPU: Sapphire Pulse Vega 56
Resolution: 1920x1200.
CPU: AMD Ryzen 7 2700X.
I had to use llvm 8.0.1 though, since 9.0 snapshot currently causes a GPU hang. So would be interesting to compare with 9.0 once it will be fixed.
Are you able to run a benchmark through Blender? I know ACO is aimed at gaming, but I'm curious how well it might run on non-gaming application regardless.
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I don't have blender installed currently, but if you have some instructions how to do it (specific scenario?) I can try.
Plus, I'm not sure how recent Blender is in Debian testing now, due to freeze (it will end soon though).
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I was wondering, should we clear the shaders cache?
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Mesa does it by the version, so I'd say no need. New build will have a different version.
Actually, on second thought, most appropriate Blender benchies will want to test OpenCL, and that's traditionally not a strong contender with Mesa.
But basemark (if you can get it to actually run), unigine heaven, unigine superposition. Trying to think of a non-game application here, but really anything worth benchmarking will have effectively a game at heart. Anything else isn't really useful for benchmarking.
But the unigine benchies will give some of the OpenGL shaders a workout.
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I think it's currently only active for radv, so OpenGL benchmarks will need to wait.
Yes, my bad. Wonder why I was thinking it could take OpenGL....must be tired. Apologies for the noise!
(though basemark has a vulkan backend apparently)
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They plan to enable it for radeonsi, but now focus on radv.
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@Shmerl
I'm having troubles compiling. What flag should I pass to -dri-drivers?? seems that part is failing? just swrast is ok??