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https://github.com/italicsjenga/vello.git
synced 2025-01-10 12:41:30 +11:00
Runtime querying of threadgroup size
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parent
c2772ceac7
commit
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@ -14,7 +14,7 @@ use raw_window_handle::{HasRawWindowHandle, RawWindowHandle};
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use smallvec::SmallVec;
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use crate::{BufferUsage, Error, GpuInfo, ImageLayout};
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use crate::{BufferUsage, Error, GpuInfo, ImageLayout, WorkgroupLimits};
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use self::wrappers::{CommandAllocator, CommandQueue, Device, Factory4, Resource, ShaderByteCode};
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@ -177,6 +177,10 @@ impl Dx12Instance {
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has_descriptor_indexing: false,
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has_subgroups: false,
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subgroup_size: None,
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workgroup_limits: WorkgroupLimits {
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max_size: [1024, 1024, 64],
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max_invocations: 1024,
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},
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has_memory_model: false,
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use_staging_buffers,
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};
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@ -99,6 +99,8 @@ pub struct GpuInfo {
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/// required in Vulkan 1.1), and we should have finer grained
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/// queries for shuffles, etc.
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pub has_subgroups: bool,
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/// Limits on workgroup size for compute shaders.
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pub workgroup_limits: WorkgroupLimits,
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/// Info about subgroup size control, if available.
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pub subgroup_size: Option<SubgroupSize>,
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/// The GPU supports a real, grown-ass memory model.
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@ -114,6 +116,16 @@ pub struct GpuInfo {
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/// available.
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#[derive(Clone, Debug)]
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pub struct SubgroupSize {
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min: u32,
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max: u32,
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pub min: u32,
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pub max: u32,
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}
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/// The range of workgroup sizes supported by a back-end.
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#[derive(Clone, Debug)]
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pub struct WorkgroupLimits {
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/// The maximum size on each workgroup dimension can be.
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pub max_size: [u32; 3],
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/// The maximum overall invocations a workgroup can have. That is, the product of sizes in each
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/// dimension.
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pub max_invocations: u32,
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}
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@ -29,7 +29,7 @@ use metal::{CGFloat, MTLFeatureSet};
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use raw_window_handle::{HasRawWindowHandle, RawWindowHandle};
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use crate::{BufferUsage, Error, GpuInfo};
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use crate::{BufferUsage, Error, GpuInfo, WorkgroupLimits};
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use util::*;
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@ -164,6 +164,10 @@ impl MtlInstance {
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has_descriptor_indexing: false,
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has_subgroups: false,
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subgroup_size: None,
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workgroup_limits: WorkgroupLimits {
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max_size: [512, 512, 512],
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max_invocations: 512,
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},
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has_memory_model: false,
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use_staging_buffers,
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};
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@ -12,9 +12,7 @@ use ash::{vk, Device, Entry, Instance};
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use smallvec::SmallVec;
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use crate::{
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BufferUsage, Error, GpuInfo, ImageLayout, SamplerParams, SubgroupSize,
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};
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use crate::{BufferUsage, Error, GpuInfo, ImageLayout, SamplerParams, SubgroupSize, WorkgroupLimits};
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use crate::backend::Device as DeviceTrait;
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@ -357,10 +355,17 @@ impl VkInstance {
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// TODO: finer grained query of specific subgroup info.
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let has_subgroups = self.vk_version >= vk::make_version(1, 1, 0);
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let workgroup_limits = WorkgroupLimits {
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max_invocations: props.limits.max_compute_work_group_invocations,
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max_size: props.limits.max_compute_work_group_size,
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};
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let gpu_info = GpuInfo {
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has_descriptor_indexing,
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has_subgroups,
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subgroup_size,
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workgroup_limits,
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has_memory_model,
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use_staging_buffers,
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};
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@ -21,11 +21,16 @@
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#define LG_BACKDROP_WG (7 + LG_WG_FACTOR)
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#define BACKDROP_WG (1 << LG_BACKDROP_WG)
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#ifndef BACKDROP_DIST_FACTOR
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// Some paths (those covering a large area) can generate a lot of backdrop tiles; BACKDROP_DIST_FACTOR defines how much
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// additional threads should we spawn for parallel row processing. The additional threads does not participate in the
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// earlier stages (calculating the tile counts) but does work in the final prefix sum stage which has a lot more
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// parallelism.
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#define BACKDROP_DIST_FACTOR 4
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// This feature is opt-in: one variant is compiled with the following default, while the other variant is compiled with
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// a larger BACKDROP_DIST_FACTOR, which is used on GPUs supporting a larger workgroup size to improve performance.
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#define BACKDROP_DIST_FACTOR 1
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#endif
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layout(local_size_x = BACKDROP_WG, local_size_y = BACKDROP_DIST_FACTOR) in;
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Binary file not shown.
BIN
piet-gpu/shader/backdrop_lg.spv
Normal file
BIN
piet-gpu/shader/backdrop_lg.spv
Normal file
Binary file not shown.
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@ -18,6 +18,9 @@ build path_coarse.spv: glsl path_coarse.comp | annotated.h pathseg.h tile.h setu
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build backdrop.spv: glsl backdrop.comp | annotated.h tile.h setup.h
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build backdrop_lg.spv: glsl backdrop.comp | annotated.h tile.h setup.h
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flags = -DBACKDROP_DIST_FACTOR=4
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build coarse.spv: glsl coarse.comp | annotated.h bins.h ptcl.h setup.h
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build kernel4.spv: glsl kernel4.comp | ptcl.h setup.h
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@ -311,8 +311,13 @@ impl Renderer {
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let path_ds = session
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.create_simple_descriptor_set(&path_pipeline, &[&memory_buf_dev, &config_buf])?;
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let backdrop_alloc_code = ShaderCode::Spv(include_bytes!("../shader/backdrop.spv"));
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let backdrop_pipeline = session.create_simple_compute_pipeline(backdrop_alloc_code, 2)?;
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let backdrop_code = if session.gpu_info().workgroup_limits.max_invocations >= 1024 {
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ShaderCode::Spv(include_bytes!("../shader/backdrop_lg.spv"))
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} else {
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println!("using small workgroup backdrop kernel");
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ShaderCode::Spv(include_bytes!("../shader/backdrop.spv"))
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};
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let backdrop_pipeline = session.create_simple_compute_pipeline(backdrop_code, 2)?;
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let backdrop_ds = session
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.create_simple_descriptor_set(&backdrop_pipeline, &[&memory_buf_dev, &config_buf])?;
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