为布局输入限定符创建一个带有pow(2, 24)
和 a的缓冲区将返回这一切都很好,因为它是零索引的。local_size_x = 64
WorkGroupID = 262143
pow(2,24) / 64 - 1
但是,如果我们增加问题的全局维度/无元素/大小,pow(2, 25)
可以说WorkGroupID
将无缘无故返回值,它们与数学不匹配。
以下是我认为很重要的设备的一些限制:
maxStorageBufferRange: uint32_t = 4294967295
maxComputeSharedMemorySize: uint32_t = 32768
maxComputeWorkGroupCount: uint32_t[3] = 00000202898A8EC4
maxComputeWorkGroupCount[0]: uint32_t = 65535
maxComputeWorkGroupCount[1]: uint32_t = 65535
maxComputeWorkGroupCount[2]: uint32_t = 65535
maxComputeWorkGroupInvocations: uint32_t = 1024
maxComputeWorkGroupSize: uint32_t[3] = 00000202898A8ED4
maxComputeWorkGroupSize[0]: uint32_t = 1024
maxComputeWorkGroupSize[1]: uint32_t = 1024
maxComputeWorkGroupSize[2]: uint32_t = 1024
我不会过度分配设备支持的更多元素。所以在 2 天 + 16 小时后,我仍然不知道发生了什么......
WorkGroupSize
, WorkGroupID
,LocalInvocationID
并且GlobalInvocationID
当我达到否时会出现同样的问题。的元素。难怪GlobalInvocationID
由于它的计算方式会出现同样的问题......
#version 450
// Size of the Local Work-group is defined trough input layout qualifier
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(set = 0, binding = 0) buffer deviceBuffer
{
uint x[];
};
void main() {
uint i = gl_GlobalInvocationID.x;
//uint i = gl_WorkGroupSize.x * gl_WorkGroupID.x * gl_LocalInvocationID.x;
//x[i] += x[i];
// Total No. of Work Items (threads) in Global Dimension
//x[i] = gl_NumWorkGroups.x;
// Size of Work Dimension specified in Input Layout Qualifier
//x[i] = gl_WorkGroupSize.x;
// Is given by Global Dimension / Work Group Size
x[i] = gl_WorkGroupID.x;
//x[i] = gl_LocalInvocationID.x;
}