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DirectCompute Optimizations and Best Practices - Nvidia

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Solution: Shader Decomposition<br />

• Avoid global sync by decomposing computation into<br />

multiple dispatches<br />

3 1 7 0 4 1 6 3<br />

4 7 5 9<br />

11 14<br />

25<br />

3 1 7 0 4 1 6 3<br />

4 7 5 9<br />

11 14<br />

25<br />

3 1 7 0 4 1 6 3<br />

4 7 5 9<br />

11 14<br />

25<br />

3 1 7 0 4 1 6 3<br />

4 7 5 9<br />

11 14<br />

25<br />

3 1 7 0 4 1 6 3<br />

4 7 5 9<br />

11 14<br />

25<br />

3 1 7 0 4 1 6 3<br />

4 7 5 9<br />

11 14<br />

25<br />

3 1 7 0 4 1 6 3<br />

4 7 5 9<br />

11 14<br />

25<br />

3 1 7 0 4 1 6 3<br />

4 7 5 9<br />

11 14<br />

25<br />

Level 0:<br />

8 blocks<br />

3 1 7 0 4 1 6 3<br />

4 7 5 9<br />

11 14<br />

25<br />

Level 1:<br />

1 block<br />

• In the case of reductions, code for all levels is the same<br />

— Implement with recursive dispatches

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