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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/Buffer.h"
namespace skgpu::graphite {
* 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 (these are called "threads" in Metal/D3D12, "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;
} // namespace skgpu::graphite
#endif // skgpu_graphite_ComputeTypes_DEFINED