The cpu cost of the drawcall indeed is suspiciously long. Do you mind
sending me the renderdoc capture so that I can let Qualcomm to take a
look at it?
You might also want to check the number of drawcalls for the surface
that has a gap in it. When the number of drawcalls is huge and generates
a large number of primitives, the driver will split the renderpass into
two because there will not be enough...
I don't have the details on the perf differences, but we should be able
to fix it in a future OS update. As to the gap, I would recommend you
perform a low overhead renderstage trace (disable high precision gpu
renderstage tracing in the Oculus Devel...
There are indirect vs direct draw performance differences on Vulkan that
we are investigating right now. So RenderDoc might actually be correct
here. RenderDoc measures the scene by playing back the command streams,
so it is normal that we can get tw...
You can use non profiling mode to launch the process and make captures,
then switch over to profiling mode to use the profiling features. We
have to disable non-profiling mode capture due to a Qualcomm bug that
can crash apps that contain invalid com...