We call DispatchGetPhysicalDeviceFormatProperties a LOT and might be better to have some caching mechanism. We have helpers like GetPDFormatProperties but still makes the driver call each time. Some calls are in things like vkCmdSetVertexInputEXT which is likely being called a lot for things using shader object workloads
The one issue is around the fact there now 4 format properties structs (details
https://github.com/KhronosGroup/Vulkan-Guide/blob/main/chapters/extensions/VK_KHR_extended_flags.adoc#when-64-bits-is-not-enough)
I also don't know if the best solution is a hashmap or not
Regardless would be something good to look into
We call
DispatchGetPhysicalDeviceFormatPropertiesa LOT and might be better to have some caching mechanism. We have helpers likeGetPDFormatPropertiesbut still makes the driver call each time. Some calls are in things likevkCmdSetVertexInputEXTwhich is likely being called a lot for things using shader object workloadsThe one issue is around the fact there now 4 format properties structs (details
https://github.com/KhronosGroup/Vulkan-Guide/blob/main/chapters/extensions/VK_KHR_extended_flags.adoc#when-64-bits-is-not-enough)
I also don't know if the best solution is a hashmap or not
Regardless would be something good to look into