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| author | davli-nv <davli@nvidia.com> | 2025-07-11 17:46:22 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-07-12 00:46:22 +0000 |
| commit | d39590228241cb42d72f493f6f484c5ea93df934 (patch) | |
| tree | 46d07e781c7b601457e73fab38ac789bdc4ac810 /source | |
| parent | e16b5ca61d32be4c34bdb52b58282e02873529f1 (diff) | |
Add WorkgroupCount function (#7734)
Fixes #7733
Copy gl_NumWorkGroups into hlsl.meta.slang as WorkgroupCount function so
that it can be used for GLSL and SPIR-V targets without GLSL syntax.
Also change WorkgroupSize function to allow use with mesh shading capability.
Update pipeline/rasterization/mesh/task-simple.slang to test it in task and mesh stages.
Diffstat (limited to 'source')
| -rw-r--r-- | source/slang/glsl.meta.slang | 13 | ||||
| -rw-r--r-- | source/slang/hlsl.meta.slang | 17 |
2 files changed, 20 insertions, 10 deletions
diff --git a/source/slang/glsl.meta.slang b/source/slang/glsl.meta.slang index b3323a327..dfa858eca 100644 --- a/source/slang/glsl.meta.slang +++ b/source/slang/glsl.meta.slang @@ -141,25 +141,18 @@ public property int gl_DeviceIndex public property uint3 gl_NumWorkGroups { [require(glsl_spirv, GLSL_430_SPIRV_1_0_compute)] + [require(glsl_spirv, meshshading)] get { - __target_switch - { - case glsl: - __intrinsic_asm "(gl_NumWorkGroups)"; - case spirv: - return spirv_asm { - result:$$uint3 = OpLoad builtin(NumWorkgroups:uint3); - }; - } + return WorkgroupCount(); } } -[require(compute)] public property uint3 gl_WorkGroupSize { [__unsafeForceInlineEarly] [require(compute)] + [require(meshshading)] get { return WorkgroupSize(); diff --git a/source/slang/hlsl.meta.slang b/source/slang/hlsl.meta.slang index c1449f3cb..f7efc3a51 100644 --- a/source/slang/hlsl.meta.slang +++ b/source/slang/hlsl.meta.slang @@ -6619,9 +6619,26 @@ void AllMemoryBarrierWithGroupSync() // Returns the workgroup size of the calling entry point. [require(compute)] +[require(meshshading)] __intrinsic_op($(kIROp_GetWorkGroupSize)) int3 WorkgroupSize(); +// Returns number of workgroups that have been dispatched to a GLSL or SPIR-V compute shader +[require(glsl_spirv, GLSL_430_SPIRV_1_0_compute)] +[require(glsl_spirv, meshshading)] +uint3 WorkgroupCount() +{ + __target_switch + { + case glsl: + __intrinsic_asm "(gl_NumWorkGroups)"; + case spirv: + return spirv_asm { + result:$$uint3 = OpLoad builtin(NumWorkgroups:uint3); + }; + } +} + // Test if any components is non-zero. __generic<T : __BuiltinType> |
