Open Axel-Reactor opened 3 days ago
@arno-lunarg has this been fixed in the refactor from last SDK?
not at all, I will take a look but for now it is not a priority.
Also @Axel-Reactor could you tell me what n
refers to here please? I am guessing it is the number of texels to check.
For this particular validation, the goal is to parse every texels from the copy source regions, and make sure they are in the [0, 1] range. That is what the validation compute shader does, and it does it in O(n)
time (Maybe you got that O(n^2)
from looking at the compute shader and seeing the nested for loops?).
As I cannot make any guess on texel values to speed up the search for a faulty texel, I do not think I can get down to a O(log(n))
algorithm, but if you have an idea it would be welcomed!
What I can definitely look at is how memory is accessed, it may not be cache friendly
Environment:
Describe the Issue
The checks in
CoreChecks::RecordCmdCopyBuffer
effectively hang the validation layers when callingvkCmdCopyBuffer
with ~100 of regions.Expected behavior
O(log(n))