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* Update release number to 98. Public Issues: * Fix missing markup in flink:vkDestroyPipelineLayout valid usage statement (pull request 882). * Add missing contributors for `<<VK_EXT_buffer_device_address>>` (public pull request 891). Internal Issues: * Detect nested bullet points in valid usage blocks and warn about them during VUID assignment (internal issue 1382). * Update the style guide to document the process for reserving new bits in bitmask types (internal issue 1411). * Clarify for slink:VkApplicationInfo::pname:apiVersion and in the <<fundamentals-validusage-versions, Valid Usage for Newer Core Versions>> section when it is valid for an application to use a certain version of Vulkan API functionality (for an instance and for a device/physical device); and when the validation layers must generate an error (internal issue 1412). * Add optional <<memory-model-availability-visibility, transitive availability/visibility operations to the memory model, including a new pname:vulkanMemoryModelAvailabilityVisibilityChains feature for slink:VkPhysicalDeviceVulkanMemoryModelFeaturesKHR (internal issue 1460). * Add the code:StorageBuffer storage class to those in the <<interfaces-resources-descset, Descriptor Set Interface>> (internal issue 1480). * Add missing `returnedonly` tags for a number of returned extension structures that can be passed in pname:pNext chains (internal issue 1515). * Clean up and rearrange some spec language for slink:VkRenderPassCreateInfo and slink:VkAttachmentReference.txt (internal issue 1522). * Correctly round the code:OpVectorTimesScalar and code:OpMatrixTimesScalar SPIR-V operations in the <<Precision of core SPIR-V Instructions>> table (internal merge request 2996). * Work around cases in flink:vkCmdBeginTransformFeedbackEXT, flink:vkCmdEndTransformFeedbackEXT, and slink:VkPipelineCoverageModulationStateCreateInfoNV where an array parameter is `optional` but the length is not in `vk.xml`. This is an interim fix using `noautovalidity` + handcoded VU replacing those that should be autogenerated (internal issue 2944 and https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/480). * Remove redundant capability validation of the code:float16 and code:int8 SPIR-V capabilities from the <<spirvenv-capabilities, Capabilities>> section, since they are already covered in the preceding table. * Update check_spec_links script, including validation for reference page open blocks. Fix errors identified by the script.
109 lines
3.7 KiB
Plaintext
109 lines
3.7 KiB
Plaintext
include::meta/VK_AMD_shader_core_properties.txt[]
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*Last Modified Date*::
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2018-02-15
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*IP Status*::
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No known IP claims.
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*Contributors*::
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- Martin Dinkov, AMD
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- Matthaeus Chajdas, AMD
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This extension exposes shader core properties for a target physical device
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through the `<<VK_KHR_get_physical_device_properties2>>` extension.
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Please refer to the example below for proper usage.
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=== New Object Types
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None.
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=== New Enum Constants
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* Extending elink:VkStructureType:
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** ename:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_CORE_PROPERTIES_AMD
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=== New Enums
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None.
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=== New Structures
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* slink:VkPhysicalDeviceShaderCorePropertiesAMD
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=== New Functions
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None.
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=== Examples
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This example retrieves the shader core properties for a physical device.
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[source,c++]
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----------------------------------------
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extern VkInstance instance;
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PFN_vkGetPhysicalDeviceProperties2 pfnVkGetPhysicalDeviceProperties2 =
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reinterpret_cast<PFN_vkGetPhysicalDeviceProperties2>
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(vkGetInstanceProcAddr(instance, "vkGetPhysicalDeviceProperties2") );
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VkPhysicalDeviceProperties2 general_props;
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VkPhysicalDeviceShaderCorePropertiesAMD shader_core_properties;
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shader_core_properties.pNext = nullptr;
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shader_core_properties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_CORE_PROPERTIES_AMD;
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general_props.pNext = &shader_core_properties;
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general_props.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2;
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// After this call, shader_core_properties has been populated
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pfnVkGetPhysicalDeviceProperties2(device, &general_props);
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printf("Number of shader engines: %d\n",
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m_shader_core_properties.shader_engine_count =
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shader_core_properties.shaderEngineCount;
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printf("Number of shader arrays: %d\n",
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m_shader_core_properties.shader_arrays_per_engine_count =
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shader_core_properties.shaderArraysPerEngineCount;
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printf("Number of CUs per shader array: %d\n",
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m_shader_core_properties.compute_units_per_shader_array =
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shader_core_properties.computeUnitsPerShaderArray;
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printf("Number of SIMDs per compute unit: %d\n",
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m_shader_core_properties.simd_per_compute_unit =
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shader_core_properties.simdPerComputeUnit;
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printf("Number of wavefront slots in each SIMD: %d\n",
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m_shader_core_properties.wavefronts_per_simd =
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shader_core_properties.wavefrontsPerSimd;
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printf("Number of threads per wavefront: %d\n",
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m_shader_core_properties.wavefront_size =
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shader_core_properties.wavefrontSize;
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printf("Number of physical SGPRs per SIMD: %d\n",
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m_shader_core_properties.sgprs_per_simd =
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shader_core_properties.sgprsPerSimd;
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printf("Minimum number of SGPRs that can be allocated by a wave: %d\n",
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m_shader_core_properties.min_sgpr_allocation =
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shader_core_properties.minSgprAllocation;
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printf("Number of available SGPRs: %d\n",
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m_shader_core_properties.max_sgpr_allocation =
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shader_core_properties.maxSgprAllocation;
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printf("SGPRs are allocated in groups of this size: %d\n",
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m_shader_core_properties.sgpr_allocation_granularity =
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shader_core_properties.sgprAllocationGranularity;
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printf("Number of physical VGPRs per SIMD: %d\n",
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m_shader_core_properties.vgprs_per_simd =
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shader_core_properties.vgprsPerSimd;
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printf("Minimum number of VGPRs that can be allocated by a wave: %d\n",
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m_shader_core_properties.min_vgpr_allocation =
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shader_core_properties.minVgprAllocation;
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printf("Number of available VGPRs: %d\n",
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m_shader_core_properties.max_vgpr_allocation =
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shader_core_properties.maxVgprAllocation;
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printf("VGPRs are allocated in groups of this size: %d\n",
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m_shader_core_properties.vgpr_allocation_granularity =
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shader_core_properties.vgprAllocationGranularity;
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----------------------------------------
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=== Version History
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* Revision 1, 2018-02-15 (Martin Dinkov)
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- Initial draft.
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