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Iago Toral authored
The V3D hardware allows us to pack multiple workgroups together to avoid wasting execution lanes in shader cores. For example, if we dispatch 16 workgroups with a local size of 1 element, we can pack all 16 workgroups in a single 16-wide dispatch where each lane executes a different workgroup, instead of 16 1-wide dispatches. When we do this, we don't have a uniform workgroup id any more. Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <!10541>
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