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gpuTiler: fix performance (dispatch a 2D 8×8 workgroup)
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@@ -1,4 +1,4 @@
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layout(local_size_x = 64) in;
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layout(local_size_x = 8, local_size_y = 8) in;
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layout(set = 0, binding = 0, std430) readonly buffer Input { uint data[]; } input_buffer;
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layout(set = 0, binding = 1, std430) buffer Output { uint data[]; } output_buffer;
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@@ -17,8 +17,6 @@ layout(push_constant) uniform Push {
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uint tail_x;
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uint tail_y;
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uint tail;
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uint first;
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uint count;
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} params;
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void copy_element(uint src, uint dst) {
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@@ -34,19 +32,11 @@ void copy_element(uint src, uint dst) {
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}
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void main() {
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uint index = gl_GlobalInvocationID.x;
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if (index >= params.count) {
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uvec3 p = gl_GlobalInvocationID;
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if (p.x >= params.width || p.y >= params.height || p.z >= params.depth) {
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return;
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}
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uint element = params.first + index;
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uint plane = params.width * params.height;
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uvec3 p;
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p.z = element / plane;
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element -= p.z * plane;
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p.y = element / params.width;
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p.x = element - p.y * params.width;
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uvec3 extent = block_extent();
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uvec3 swizzle = p;
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uvec3 block = uvec3(0);
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