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Lowers a shader to use a smaller workgroup to do the same work, while it will still appear as a bigger workgroup to applications. To achieve this, the pass augments the CF of the shader so that each real subgroup will execute two or more logical subgroups. A logical subgroup represents what the application can observe as a subgroup. The size of a logical subgroup is the same as a real subgroup. Only one logical subgroup may be executed per real subgroup at the same time. This ensures that all subgroup operations keep working and the subgroup invocation ID stays the same. - When the CF contains barriers, we need can't just repeat the code and we need to augment each CF node individually so that they are aware of logical subgroups. - In case parts of the CF don't contain any barriers, we can simply repeat and predicate that CF for each logical subgroup. It is technically not necessary to implement this strategy, but in practice it helps reduce the amount of branches in the shader and therefore improves compile times. The pass is mainly intended for working around HW limitations, for example when the HW has an upper limit on the workgroup size or doesn't support workgroups at all, but the API requires a certain minimum. Signed-off-by: Timur Kristóf <timur.kristof@gmail.com> Reviewed-by: Anna Maniscalco <anna.maniscalco2000@gmail.com> Reviewed-by: Daniel Schürmann <daniel@schuermann.dev> |
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| amd | ||
| android_stub | ||
| asahi | ||
| broadcom | ||
| c11 | ||
| compiler | ||
| drm-shim | ||
| egl | ||
| etnaviv | ||
| freedreno | ||
| gallium | ||
| gbm | ||
| getopt | ||
| gfxstream | ||
| glx | ||
| gtest | ||
| imagination | ||
| imgui | ||
| intel | ||
| kosmickrisp | ||
| loader | ||
| mesa | ||
| microsoft | ||
| nouveau | ||
| panfrost | ||
| poly | ||
| tool | ||
| util | ||
| virtio | ||
| vulkan | ||
| x11 | ||
| .clang-format | ||
| meson.build | ||