[ET-VK] Introduce SpecVarList to represent specialization constants#3078
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SS-JIA wants to merge 3 commits intogh/SS-JIA/36/basefrom
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[ET-VK] Introduce SpecVarList to represent specialization constants#3078SS-JIA wants to merge 3 commits intogh/SS-JIA/36/basefrom
SpecVarList to represent specialization constants#3078SS-JIA wants to merge 3 commits intogh/SS-JIA/36/basefrom
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## Context Specialization constants are a useful tool to compile compute shaders with constants defined at runtime. The primary application of specialization constants is to define variables which may have an impact on how the code is compiled, for example: * the number of elements of an array * the range of a loop Compared to the shader codegen system, which produces a complete copy of the shader and for which variants must be defined at build time, specialization constants can be defined at runtime when the compute pipeline is built. Specialization constants are currently used to define local work group sizes in Vulkan, but the Compute API hard-codes the number of specialization constants accepted by the shader to 3. This changeset introduces the `SpecVar` and `SpecVarList` classes to manage specialization constants and enable additional specialization constants to be specified. Differential Revision: [D56225041](https://our.internmc.facebook.com/intern/diff/D56225041/) [ghstack-poisoned]
🔗 Helpful Links🧪 See artifacts and rendered test results at hud.pytorch.org/pr/pytorch/executorch/3078
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This pull request was exported from Phabricator. Differential Revision: D56225041 |
…n constants" ## Context Specialization constants are a useful tool to compile compute shaders with constants defined at runtime. The primary application of specialization constants is to define variables which may have an impact on how the code is compiled, for example: * the number of elements of an array * the range of a loop Compared to the shader codegen system, which produces a complete copy of the shader and for which variants must be defined at build time, specialization constants can be defined at runtime when the compute pipeline is built. Specialization constants are currently used to define local work group sizes in Vulkan, but the Compute API hard-codes the number of specialization constants accepted by the shader to 3. This changeset introduces the `SpecVar` and `SpecVarList` classes to manage specialization constants and enable additional specialization constants to be specified. Differential Revision: [D56225041](https://our.internmc.facebook.com/intern/diff/D56225041/) [ghstack-poisoned]
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This pull request was exported from Phabricator. Differential Revision: D56225041 |
junpi3
approved these changes
Apr 17, 2024
…n constants" ## Context Specialization constants are a useful tool to compile compute shaders with constants defined at runtime. The primary application of specialization constants is to define variables which may have an impact on how the code is compiled, for example: * the number of elements of an array * the range of a loop Compared to the shader codegen system, which produces a complete copy of the shader and for which variants must be defined at build time, specialization constants can be defined at runtime when the compute pipeline is built. Specialization constants are currently used to define local work group sizes in Vulkan, but the Compute API hard-codes the number of specialization constants accepted by the shader to 3. This changeset introduces the `SpecVar` and `SpecVarList` classes to manage specialization constants and enable additional specialization constants to be specified. Differential Revision: [D56225041](https://our.internmc.facebook.com/intern/diff/D56225041/) [ghstack-poisoned]
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This pull request was exported from Phabricator. Differential Revision: D56225041 |
copyrightly
approved these changes
Apr 17, 2024
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This pull request has been merged in 0815c2b. |
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SpecVarListto represent specialization constants #3078Context
Specialization constants are a useful tool to compile compute shaders with constants defined at runtime. The primary application of specialization constants is to define variables which may have an impact on how the code is compiled, for example:
Compared to the shader codegen system, which produces a complete copy of the shader and for which variants must be defined at build time, specialization constants can be defined at runtime when the compute pipeline is built.
Specialization constants are currently used to define local work group sizes in Vulkan, but the Compute API hard-codes the number of specialization constants accepted by the shader to 3.
This changeset introduces the
SpecVarandSpecVarListclasses to manage specialization constants and enable additional specialization constants to be specified.Differential Revision: D56225041