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Radeon RADV Vulkan Driver Adds Navi Wave32 Support For Compute Shaders

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  • Radeon RADV Vulkan Driver Adds Navi Wave32 Support For Compute Shaders

    Phoronix: Radeon RADV Vulkan Driver Adds Navi Wave32 Support For Compute Shaders

    Thanks to Valve's open-source driver developer Samuel Pitoiset, there is now experimental support for using Wave32 support on Navi graphics cards for compute shaders...

    http://www.phoronix.com/scan.php?pag...ompute-Shaders

  • #2
    It's awesome seeing all this effort that Valve is investing in linux gaming.
    This PR seems very important to improve gaming experience: radv secure compile feature - https://gitlab.freedesktop.org/mesa/..._requests/1520

    Thank you Valve, your effort is much appreciated!

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    • #3
      From 4 years ago to today we have come a long way. And it was probably the hardest part to do. From today in a year from now we'll probably double progress again. And at that point, there really won't be much else to do but get people to run the software everyone is working on right now.

      Thanks, Valve, for actually being able to enact plans and get things done.

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      • #4
        Wasn't wave32 supposed to be the major performance benefit of Navi? Hopefully it will be enabled wider soon.

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        • #5
          Originally posted by shmerl View Post
          Wasn't wave32 supposed to be the major performance benefit of Navi? Hopefully it will be enabled wider soon.
          Once it is enabled for each type of code that can benefit from it... some code may actually benefit from being left as wave64 it just depends. If the code can keep the pipeline filled with wave64 probably no need to change, if it's branch or has trouble keeping the pipe filled wave32 is the obvious choice.

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          • #6
            Originally posted by shmerl View Post
            Wasn't wave32 supposed to be the major performance benefit of Navi? Hopefully it will be enabled wider soon.
            It's more "the changes that among other things allowed wave32" (wider SIMDs, improved cache hierarchy etc...) rather than just wave32.

            We still recommend using wave64 for some shader types.
            Last edited by bridgman; 07-31-2019, 07:13 PM.

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