# VK_AMD_shader_core_properties(3) Manual Page

## Name

VK_AMD_shader_core_properties - device extension

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## Registered Extension Number

186

## Revision

2

## Ratification Status

Not ratified

## Extension and Version Dependencies

VK_KHR_get_physical_device_properties2
or
Vulkan Version 1.1

## Contact

- Martin Dinkov [GitHub]mdinkov

## Other Extension Metadata

Last Modified Date

  2019-06-25

IP Status

  No known IP claims.

Contributors

  - Martin Dinkov, AMD

  - Matthaeus G. Chajdas, AMD

## Description

This extension exposes shader core properties for a target physical device through the `VK_KHR_get_physical_device_properties2` extension. Please refer to the example below for proper usage.

## New Structures

- Extending VkPhysicalDeviceProperties2:

  - VkPhysicalDeviceShaderCorePropertiesAMD

## New Enum Constants

- `VK_AMD_SHADER_CORE_PROPERTIES_EXTENSION_NAME`

- `VK_AMD_SHADER_CORE_PROPERTIES_SPEC_VERSION`

- Extending VkStructureType:

  - `VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_CORE_PROPERTIES_AMD`

## Examples

This example retrieves the shader core properties for a physical device.

    extern VkInstance       instance;

    PFN_vkGetPhysicalDeviceProperties2 pfnVkGetPhysicalDeviceProperties2 =
        reinterpret_cast<PFN_vkGetPhysicalDeviceProperties2>
        (vkGetInstanceProcAddr(instance, "vkGetPhysicalDeviceProperties2") );

    VkPhysicalDeviceProperties2             general_props;
    VkPhysicalDeviceShaderCorePropertiesAMD shader_core_properties;

    shader_core_properties.pNext = nullptr;
    shader_core_properties.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_CORE_PROPERTIES_AMD;

    general_props.pNext = &shader_core_properties;
    general_props.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2;

    // After this call, shader_core_properties has been populated
    pfnVkGetPhysicalDeviceProperties2(device, &general_props);

    printf("Number of shader engines: %d\n",
        m_shader_core_properties.shader_engine_count =
        shader_core_properties.shaderEngineCount;
    printf("Number of shader arrays: %d\n",
        m_shader_core_properties.shader_arrays_per_engine_count =
        shader_core_properties.shaderArraysPerEngineCount;
    printf("Number of CUs per shader array: %d\n",
        m_shader_core_properties.compute_units_per_shader_array =
        shader_core_properties.computeUnitsPerShaderArray;
    printf("Number of SIMDs per compute unit: %d\n",
        m_shader_core_properties.simd_per_compute_unit =
        shader_core_properties.simdPerComputeUnit;
    printf("Number of wavefront slots in each SIMD: %d\n",
        m_shader_core_properties.wavefronts_per_simd =
        shader_core_properties.wavefrontsPerSimd;
    printf("Number of threads per wavefront: %d\n",
        m_shader_core_properties.wavefront_size =
        shader_core_properties.wavefrontSize;
    printf("Number of physical SGPRs per SIMD: %d\n",
        m_shader_core_properties.sgprs_per_simd =
        shader_core_properties.sgprsPerSimd;
    printf("Minimum number of SGPRs that can be allocated by a wave: %d\n",
        m_shader_core_properties.min_sgpr_allocation =
        shader_core_properties.minSgprAllocation;
    printf("Number of available SGPRs: %d\n",
        m_shader_core_properties.max_sgpr_allocation =
        shader_core_properties.maxSgprAllocation;
    printf("SGPRs are allocated in groups of this size: %d\n",
        m_shader_core_properties.sgpr_allocation_granularity =
        shader_core_properties.sgprAllocationGranularity;
    printf("Number of physical VGPRs per SIMD: %d\n",
        m_shader_core_properties.vgprs_per_simd =
        shader_core_properties.vgprsPerSimd;
    printf("Minimum number of VGPRs that can be allocated by a wave: %d\n",
        m_shader_core_properties.min_vgpr_allocation =
        shader_core_properties.minVgprAllocation;
    printf("Number of available VGPRs: %d\n",
        m_shader_core_properties.max_vgpr_allocation =
        shader_core_properties.maxVgprAllocation;
    printf("VGPRs are allocated in groups of this size: %d\n",
        m_shader_core_properties.vgpr_allocation_granularity =
        shader_core_properties.vgprAllocationGranularity;

## Version History

- Revision 2, 2019-06-25 (Matthaeus G. Chajdas)

  - Clarified the meaning of a few fields.

- Revision 1, 2018-02-15 (Martin Dinkov)

  - Initial draft.

## See Also

No cross-references are available

## Document Notes

For more information, see the Vulkan Specification

This page is a generated document. Fixes and changes should be made to the generator scripts, not directly.

## Copyright

Copyright 2014-2024 The Khronos Group Inc.

SPDX-License-Identifier: CC-BY-4.0