diff options
| author | Konstantin <const@const.me> | 2023-01-16 14:52:43 +0100 |
|---|---|---|
| committer | Konstantin <const@const.me> | 2023-01-16 14:52:43 +0100 |
| commit | 8c4603c73675958efc960fbd4bb599a2909d106a (patch) | |
| tree | 714dc6fc9a1672d5fd7f89676b97e10959662abc /ComputeShaders/Readme.txt | |
| parent | 990a8d0dbaefc996244097397259e92758b15cce (diff) | |
Source codes
Diffstat (limited to 'ComputeShaders/Readme.txt')
| -rw-r--r-- | ComputeShaders/Readme.txt | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/ComputeShaders/Readme.txt b/ComputeShaders/Readme.txt new file mode 100644 index 0000000..18d089e --- /dev/null +++ b/ComputeShaders/Readme.txt @@ -0,0 +1,11 @@ +This project compiles all the compute shaders which implement the model. + +Many shaders come in 2 versions, something.hlsl and something64.hlsl + +The version with the `64` suffix is used on AMD GPUs, the version without suffix is used on nVidia and Intel GPUs. + +Not all of these shaders are actually used for anything. +Some of them are implementing binary compatibility for the reference CPU version, and not used unless messing with the `constexpr` flags in MlContext C++ class. +Such shaders often require FP64 support, which is an optional feature in D3D11. +CompressShaders tool detects such shaders by looking at the SFI0 chunk in the binary, and outputs a bitmap of the FP64 shaders. +This way, missing FP64 hardware support shouldn’t break the library.
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