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Refactor all shaders to handle Vulkan implementations with 64K max thread blocks in X axis #675

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azonenberg opened this issue Jan 28, 2024 · 2 comments
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@azonenberg
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This breaks things on Intel.

@azonenberg azonenberg added the bug Something isn't working label Jan 28, 2024
@azonenberg
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Current operating ranges of shaders along each grid axis. If checked, we should be good on any reasonable GPU (64K minimum thread block size and a screen resolution << 64K)

(Counts displayed below are total thread count required in each axis, not thread block count)

  • WaveformToneMap: x=window width, y = window height
  • ConstellationToneMap: x=window width, y = window height
  • EyeToneMap: x=window width, y = window height
  • WaterfallToneMap: x=window width, y = window height
  • SpectrogramToneMap: x=window width, y = window height
  • ScopeDeskewUniform4xRate: x=search range (default 30K)
  • ScopeDeskewUniformEqualRate: x=search range (default 30K)
  • ScopeDeskewUniformUnequalRate: x=search range (default 30K)
  • waveform-compute: x = window width, y = fixed 64 threads

@azonenberg
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Looks like we actually did all of them, closing.

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