Hi ,
I am looking at the samples/tile_shading Area Dispatch path, it seems to be currently disabled with m_IsAreaDispatchActive = False. Could i ask a few questions?
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Was Area Dispatch intended as a performance optimization or a different programming model exploration? The shading-rate approach seems to trade fine-grained workgroup parallelism (one WG per cluster, with subgroup AABB reduction) for coarse-grained per-tile invocation with per-pixel loops. What was the hypothesis?
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Did you measure Area Dispatch vs regular tile shading dispatch on Adreno hardware? If so, what were the results? Was it slower, or did it hit correctness issues?
-
Is the missing "PerTileDispatch": true in the JSON intentional or an oversight? Without it, the framework would call vkCmdDispatch instead of vkCmdDispatchTileQCOM, which seems wrong for a shading-rate shader.
Thank you very much!
Hi ,
I am looking at the samples/tile_shading Area Dispatch path, it seems to be currently disabled with m_IsAreaDispatchActive = False. Could i ask a few questions?
Was Area Dispatch intended as a performance optimization or a different programming model exploration? The shading-rate approach seems to trade fine-grained workgroup parallelism (one WG per cluster, with subgroup AABB reduction) for coarse-grained per-tile invocation with per-pixel loops. What was the hypothesis?
Did you measure Area Dispatch vs regular tile shading dispatch on Adreno hardware? If so, what were the results? Was it slower, or did it hit correctness issues?
Is the missing "PerTileDispatch": true in the JSON intentional or an oversight? Without it, the framework would call vkCmdDispatch instead of vkCmdDispatchTileQCOM, which seems wrong for a shading-rate shader.
Thank you very much!