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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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amdgpu/llvm
![](https://i.imgur.com/2hIpL0v.jpg)
aco:
![](https://i.imgur.com/47zfPxq.jpg)
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.
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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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Mesa does it by the version, so I'd say no need. New build will have a different version.
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I used my usual Mesa build script (except using the relevant git repo for the source instead of upstream one). It built fine without setting any dri-drivers.
The relevant part ($arch_dir is my variable):
-Ddri-drivers= \
-Ddri-drivers-path="${arch_dir["64"]}" \
"-Dvulkan-drivers=amd" \
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You can see how Debian builds stock Mesa here: https://buildd.debian.org/status/fetch.php?pkg=mesa&arch=amd64&ver=19.1.1-1&stamp=1561995279&raw=0
I used that as a starting point for my script.
Since it's just for testing purposes, you can skip everything but radv altogether. Don't replace your regular Mesa with it. Just run the game on demand with the built one placed in dedicated location. That's what I do.
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Feel free to post comparison benchmarks here, so developers could take a look.
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It works with X4? Interesting. Weird that it doesn't work for me. I'm using GOG version of the game. I wonder if it somehow prevents Vulkan layers from working?
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Yeah, the hang is ACO related, but I was interested in why the overlay is not showing up. I.e. same thing happens with regular Mesa (except no hang). Anyway, it's really off-topic for ACO testing. I opened a Mesa bug.
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I would like to see benchmarks with an empty shader cache, since this compiler was specifically designed with low compilation latency in mind :)
changing XDG_CACHE_DIR or whatever it is called should be enough, AFAIK, if you don't want to get rid of your old cache.
Could those freezes be due to building up the shader chache?
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Doing comparisons against the wrong mesa version won't mean anything.
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It's 19.2, AFAIK. In order to do a useful test, you should always run tests using the same compiled libraries with llvm and without it. From my point of view, that's the only way to get a fair results to compare.
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![](https://steamuserimages-a.akamaihd.net/ugc/780728477808779288/C2B5F5CE79892439F46FCBAE4F5662191CC64EA7/)
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to be exact. Which is 19.2-git.
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Interesting. I'm still on Meson 0.49. Did newer Meson remove --native-files option? That part was needed to set correct llvm version when building, since my script supports choosing that.
Once Debian testing will get unfrozen (soon) and packages will refresh, I'll update my script if anything will be broken.
Not sure. How does the resulting ICD file look like? Does it point to the right location of .so? If not, place it where you want it, and manually edit the ICD JSON to point to the right place.