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ryta1203
Journeyman III

Block arrangement in Compute Shader

Is anyone else able to use anything other than the naive approach (64x1 block size) when using compute shader?

I'm not able to get it working 100%... I'm still a little confused regarding the terminology (blocks, groups, rows). Can someone explain this?

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the729
Journeyman III

wavefront = warp in cuda

group = block in cuda

LDS shares data within a group, which may contain several wavefronts. However, I guess that fensing LDS will be slow when using multiple WFs in one group. You can see a loop used for synchronization LDS accesses in the disassembly.

What is the problem you meet?

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Originally posted by: the729 wavefront = warp in cuda

group = block in cuda

LDS shares data within a group, which may contain several wavefronts. However, I guess that fensing LDS will be slow when using multiple WFs in one group. You can see a loop used for synchronization LDS accesses in the disassembly.

What is the problem you meet?

Yes, I realize these things. This is not what I am asking, I think you misunderstood my question.

So how do I calculate the Blocks per row and groups per row?

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