Frame Warm Up#2713
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antonio-lunarg merged 2 commits intoLunarG:devfrom Mar 26, 2026
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The `--frame-warm-up-spirv` option can be used to provide a SPIR-V compute shader for the compute warm-up pass before replay frame work. The `--frame-warm-up-load` option is a workload scale factor: higher values increase warm-up work by scaling compute dispatch workgroups, while `0` keeps warm-up disabled. This helps ramp/stabilize GPU frequency before each frame so performance measurements are less sensitive to clock ramp-up latency. Co-authored-by: Oleh Kuznetsov <okuznetsov@google.com>
Clarify that frame warm-up uses a user-provided compute shader with entry point main and a fixed storage-buffer binding. Add desktop and Android examples, SPIR-V build steps, and CLI help text so the option's constraints and rationale are clear.
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The
--frame-warm-up-loadoption controls a synthetic compute warm-up pass submitted before replay frame work. This helps ramp/stabilize GPU frequency before each frame so performance measurements are less sensitive to clock ramp-up latency.frame_warm_up_loadis a workload scale factor: higher values increase warm-up work by scaling compute dispatch workgroups, while0keeps warm-up disabled.