astc_decoder: Reduce workgroup size
This reduces the amount of over dispatching when there are odd dimensions (i.e. ASTC 8x5), which rarely evenly divide into 32x32.
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5ab8053511
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@ -22,7 +22,7 @@
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#endif
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#endif
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layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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BEGIN_PUSH_CONSTANTS
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BEGIN_PUSH_CONSTANTS
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UNIFORM(1) uvec2 block_dims;
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UNIFORM(1) uvec2 block_dims;
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@ -82,8 +82,8 @@ void UtilShaders::ASTCDecode(Image& image, const ImageBufferMap& map,
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glFlush();
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glFlush();
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for (const SwizzleParameters& swizzle : swizzles) {
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for (const SwizzleParameters& swizzle : swizzles) {
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const size_t input_offset = swizzle.buffer_offset + map.offset;
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const size_t input_offset = swizzle.buffer_offset + map.offset;
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const u32 num_dispatches_x = Common::DivCeil(swizzle.num_tiles.width, 32U);
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const u32 num_dispatches_x = Common::DivCeil(swizzle.num_tiles.width, 8U);
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const u32 num_dispatches_y = Common::DivCeil(swizzle.num_tiles.height, 32U);
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const u32 num_dispatches_y = Common::DivCeil(swizzle.num_tiles.height, 8U);
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const auto params = MakeBlockLinearSwizzle2DParams(swizzle, image.info);
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const auto params = MakeBlockLinearSwizzle2DParams(swizzle, image.info);
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ASSERT(params.origin == (std::array<u32, 3>{0, 0, 0}));
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ASSERT(params.origin == (std::array<u32, 3>{0, 0, 0}));
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@ -358,8 +358,8 @@ void ASTCDecoderPass::Assemble(Image& image, const StagingBufferRef& map,
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});
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});
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for (const VideoCommon::SwizzleParameters& swizzle : swizzles) {
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for (const VideoCommon::SwizzleParameters& swizzle : swizzles) {
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const size_t input_offset = swizzle.buffer_offset + map.offset;
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const size_t input_offset = swizzle.buffer_offset + map.offset;
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const u32 num_dispatches_x = Common::DivCeil(swizzle.num_tiles.width, 32U);
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const u32 num_dispatches_x = Common::DivCeil(swizzle.num_tiles.width, 8U);
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const u32 num_dispatches_y = Common::DivCeil(swizzle.num_tiles.height, 32U);
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const u32 num_dispatches_y = Common::DivCeil(swizzle.num_tiles.height, 8U);
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const u32 num_dispatches_z = image.info.resources.layers;
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const u32 num_dispatches_z = image.info.resources.layers;
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update_descriptor_queue.Acquire();
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update_descriptor_queue.Acquire();
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