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SUMMARY:Supporting workgroups where there aren't any
DTSTART;VALUE=DATE-TIME:20260929T210000Z
DTEND;VALUE=DATE-TIME:20260929T210500Z
DTSTAMP;VALUE=DATE-TIME:20260904T163034Z
UID:indico-contribution-557@indico.freedesktop.org
DESCRIPTION:Speakers: Timur Kristóf (Valve)\nWorkgroups are a concept whi
 ch allow multiple SIMD waves of shaders to run together and share some mem
 ory. API features such as compute and mesh shaders expect the driver to su
 pport workgroups. Modern hardware typically supports it\, but... What if y
 ou want to run workgroups on hardware that doesn't really support it\, for
  example you want to run mesh shaders on NVidia? Or maybe you want to supp
 ort larger workgroups on older hardware that has an upper limit on the wor
 kgroup size?\n\nThe new compiler pass nir_lower_workgroup_size was invente
 d exactly for this purpose. Your driver can now support workgroups where t
 here aren't any\, or support larger workgroups when the HW can't.\n\nIn th
 is lightning talk I'll present what the challenge is with "emulating" work
 groups\; how we solved it\, and how we've used it to implement NVK mesh sh
 aders\, to support larger compute workgroups on old GPUs on RADV\, and eve
 n to find ray tracing issues.\n\nhttps://indico.freedesktop.org/event/12/c
 ontributions/557/
LOCATION:
URL:https://indico.freedesktop.org/event/12/contributions/557/
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