https://bugs.freedesktop.org/show_bug.cgi?id=96355

--- Comment #10 from [email protected] ---
Hi Ilia,

You told me by IRC that you validate all SSBOs when one is updated. I
suspecting a similar patter for UBO. I.e. all UBOs are validated when one is
updated.

Potentially validation is even done for all shader stages. Anyway, I move a bit
my UBO declaration to reduce the number of active UBO for a draw call. And I
managed to win a couples of fps (67 fps => 70 fps).

So it might worth to investigate further the single SSBO/UBO bucket validation.

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