dougbinks,
@dougbinks@mastodon.gamedev.place avatar

Annoying that in Vulkan compute I can't easily get hold of the optimal minimum number of invocations
of a shader to run.

Subgroup functionality gives us the SIMD lane width with subgroupSize (see https://www.khronos.org/blog/vulkan-subgroup-tutorial by @neilhenning ), but as far as I am aware there's no easy way to get the number of subgroups which can run simultaneously.

For many applications this doesn't mater, but in some cases it's really useful to know.

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