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Use indirect dispatch without "check_order" optimization #4
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Hey! There are a few things to take into account but it's not that hard :) However I would suggest reading the |
It is odd... I've noticed that as well just by testing out different settings on your demo page. Right now my only guess is it has something to do with the number of pipelines that are created and the corresponding volume of data getting uploaded to GPU memory. I noticed though that if the number of sorted elements is large enough, the check order optimization does start to pay off in terms of reducing the time it takes to sort. Taking a look at your branch now |
No updates as of yet - still integrating your indirect branch with some specific modifications that I need. I did have a small question though - What's the difference between |
Sorry for the late reply, they both represent the number of workgroups (or dispatch size) in the current pass, only in different formats: |
Hi there again!
I was wondering, are there any consequences that you're aware of if I were to use indirect dispatching without the "check_order" optimization enabled?
In my scenario I would be running a pre-processing step prior to calling the RadixSortKernel. The keys and values buffers will be updated frequently. If I'm able to determine the dispatch sizes necessary for all pipelines used by the RadixSortKernel in my pre-processing shader, I'd be able to use the
dispatchPipelinesIndirect
method - is that correct?The text was updated successfully, but these errors were encountered: