Ideally you'd profile your graphics work (i.e. shadow mapping), see how many compute resources are needed for graphics and limit the resources available to async compute but no one's going to do this on PC for all possible GPUs. On PC the driver will do the best it can. You generally don't want to reserve hardware for compute shaders, but you do want to ensure they don't take over the system and starve the fixed function graphics pipeline.But for async compute, isn't the idea to reserve less hardware to complete the jobs? I get that compute jobs depending on size will span over as many CU units as needed, but if the idea (for async compute) is to insert compute jobs where there are stalls in compute jobs (sync points in the shader, waiting for loading of resources etc), then ideally wouldn't you want to reserve less hardware?
I wouldn't assume this. I'm not saying you're incorrect, but it's too early in the life of async compute to assume how it will be used.I assume most async compute jobs are being called from frame N, while the GPU is working on N-1.