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/*
* Copyright 2022 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef skgpu_graphite_ComputeTypes_DEFINED
#define skgpu_graphite_ComputeTypes_DEFINED
#include "src/gpu/graphite/ResourceTypes.h"
namespace skgpu::graphite {
// The maximum number of shared resource binding slots permitted for ComputeSteps of a DispatchGroup
constexpr int kMaxComputeDataFlowSlots = 16;
/**
* Defines the space that a compute shader operates on. A problem space is logically divided into
* abstract "work groups" (or "thread groups" in Metal/D3D12).
*
* The "work group count" or "global size" of the work group is a 3-dimensional number that defines
* the size of the problem space. The user must provide the global size to define the number of
* work groups that execute as part of a dispatch.
*
* The local size of a work group defines the number of parallel execution units that run in that
* group. The local group size is defined in terms of the "raw number of threads" that run within
* the group.
*
* A local group is further divided into fixed-sized SIMD units called "subgroups" (in Vulkan
* terminology - these are referred to as "SIMD groups"/"threads" in Metal, "wavefronts" in OpenCL,
* "warps" in CUDA).
*
* The local size is defined in 3 dimensions and must be determined based on hardware limitations,
* which can be queried via Caps::maxComputeWorkgroupSize() (for each individual dimension) and
* Caps::maxComputeInvocationsPerWorkgroup().
*
* The WorkgroupSize type is used to represent both global size and local size.
*/
struct WorkgroupSize {
WorkgroupSize() = default;
WorkgroupSize(uint32_t width, uint32_t height, uint32_t depth)
: fWidth(width)
, fHeight(height)
, fDepth(depth) {}
uint32_t fWidth = 1;
uint32_t fHeight = 1;
uint32_t fDepth = 1;
};
struct ComputePassDesc {
WorkgroupSize fGlobalDispatchSize;
// TODO(b/240615224): On OpenGL D3D, and Vulkan 1.0, the local work group size is expressed with
// literals in the shading language and is tied to the pipeline state. On those platforms, we
// could either:
//
// 1. Defer pipeline creation until `fLocalDispatchSize` is known for a particular compute
// pass and build the shader text using this value, or
// 2. Hard-code reasonable defaults within GPU capabilities and disregard
// `fLocalDispatchSize`.
//
// The local size is a function of both the number of supported hardware threads AND how the
// problem is divided between the global and local sizes. Which approach is more optimal depends
// on the problem.
WorkgroupSize fLocalDispatchSize;
};
// TODO(armansito): These types aren't specific to compute and could share definitions with render
// pipeline stack.
using BindingIndex = uint32_t;
struct ResourceBinding {
BindingIndex fIndex;
BindBufferInfo fBuffer;
};
} // namespace skgpu::graphite
#endif // skgpu_graphite_ComputeTypes_DEFINED