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scan.comp.glsl
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scan.comp.glsl
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 430
/**/
#define TASK_SUM 0
#define TASK_OFFSETS 1
#define TASK_COMBINE 2
#ifndef TASK
#define TASK TASK_SUM
#endif
#define THREADBLOCK_SIZE 512
#define BATCH_SIZE (THREADBLOCK_SIZE*4)
uniform uint numElements;
///////////////////////////////////////////////////////
// based on CUDA Sample "scan.cu"
layout (local_size_x = THREADBLOCK_SIZE) in;
#if TASK != TASK_COMBINE
uint threadIdx = gl_LocalInvocationID.x;
#extension GL_NV_shader_thread_group : enable
#extension GL_NV_shader_thread_shuffle : enable
#if GL_NV_shader_thread_group
#define USESHUFFLE
#define LOG2_WARP_SIZE 5U
#define WARP_SIZE (1U << LOG2_WARP_SIZE)
// Almost the same as naive scan1Inclusive but doesn't need barriers
// nor shared memory
// and works only for size <= WARP_SIZE
#if GL_NV_shader_thread_shuffle
shared uint s_Data[(THREADBLOCK_SIZE / WARP_SIZE)];
uint warpScanInclusive(uint idata, uint size){
uint sum = idata;
for (int STEP = 0; STEP < 5 && (1<<(STEP+1)) <= size; STEP++){
bool valid = false;
uint temp = shuffleUpNV(sum, 1 << STEP, 32, valid);
if (valid) {
sum += temp;
}
}
return sum;
}
#else
shared uint s_Data[THREADBLOCK_SIZE * 2];
// Almost the same as naive scan1Inclusive but doesn't need barriers
// and works only for size <= WARP_SIZE
uint warpScanInclusive(uint idata, uint size){
uint pos = 2 * threadIdx.x - (threadIdx.x & (size - 1));
s_Data[pos] = 0;
pos += size;
s_Data[pos] = idata;
if(size >= 2) s_Data[pos] += s_Data[pos - 1];
if(size >= 4) s_Data[pos] += s_Data[pos - 2];
if(size >= 8) s_Data[pos] += s_Data[pos - 4];
if(size >= 16) s_Data[pos] += s_Data[pos - 8];
if(size >= 32) s_Data[pos] += s_Data[pos - 16];
return s_Data[pos];
}
#endif
uint warpScanExclusive(uint idata, uint size){
return warpScanInclusive(idata, size) - idata;
}
uint scan1Inclusive(uint idata, uint size){
if(size > WARP_SIZE){
//Bottom-level inclusive warp scan
uint warpResult = warpScanInclusive(idata, WARP_SIZE);
//Save top elements of each warp for exclusive warp scan
#if !GL_NV_shader_thread_shuffle
//sync to wait for warp scans to complete (because l_Data is being overwritten)
memoryBarrierShared();
barrier();
#endif
if( (threadIdx & (WARP_SIZE - 1)) == (WARP_SIZE - 1) )
s_Data[threadIdx >> LOG2_WARP_SIZE] = warpResult;
//wait for warp scans to complete
memoryBarrierShared();
barrier();
if( threadIdx < (THREADBLOCK_SIZE / WARP_SIZE) ){
//grab top warp elements
uint val = s_Data[threadIdx];
//calculate exclsive scan and write back to shared memory
s_Data[threadIdx] = warpScanExclusive(val, size >> LOG2_WARP_SIZE);
}
//return updated warp scans with exclusive scan results
memoryBarrierShared();
barrier();
return warpResult + s_Data[threadIdx >> LOG2_WARP_SIZE];
}else{
return warpScanInclusive(idata, size);
}
}
#else
shared uint s_Data[THREADBLOCK_SIZE * 2];
uint scan1Inclusive(uint idata, uint size)
{
uint pos = 2 * threadIdx.x - (threadIdx.x & (size - 1));
s_Data[pos] = 0;
pos += size;
s_Data[pos] = idata;
for (uint offset = 1; offset < size; offset <<= 1)
{
memoryBarrierShared();
barrier();
uint t = s_Data[pos] + s_Data[pos - offset];
memoryBarrierShared();
barrier();
s_Data[pos] = t;
}
return s_Data[pos];
}
#endif
uint scan1Exclusive(uint idata, uint size)
{
return scan1Inclusive(idata, size) - idata;
}
uvec4 scan4Inclusive(uvec4 idata4, uint size)
{
//Level-0 inclusive scan
idata4.y += idata4.x;
idata4.z += idata4.y;
idata4.w += idata4.z;
//Level-1 exclusive scan
uint oval = scan1Exclusive(idata4.w, size / 4);
idata4.x += oval;
idata4.y += oval;
idata4.z += oval;
idata4.w += oval;
return idata4;
}
//Exclusive vector scan: the array to be scanned is stored
//in local thread memory scope as uint4
uvec4 scan4Exclusive(uvec4 idata4, uint size)
{
uvec4 odata4 = scan4Inclusive(idata4, size);
odata4.x -= idata4.x;
odata4.y -= idata4.y;
odata4.z -= idata4.z;
odata4.w -= idata4.w;
return odata4;
}
#endif
#if TASK == TASK_SUM
layout (std430, binding=1) buffer inputBuffer {
uvec4 indata[];
};
layout (std430, binding=0) buffer outputBuffer {
uvec4 outdata[];
};
void main()
{
uint idx = gl_GlobalInvocationID.x;
uint maxidx = ((numElements + 3) / 4);
bool valid = idx < maxidx;
//Load data
uvec4 idata4 = valid ? indata[idx] : uvec4(0);
// Calculate scan
//uvec4 odata4 = scan4Inclusive(idata4, min(BATCH_SIZE, (maxidx-idx)*4));
uvec4 odata4 = scan4Inclusive(idata4, BATCH_SIZE);
//Write back
if (valid) outdata[idx] = odata4;
}
#endif
#if TASK == TASK_OFFSETS
layout (std430, binding=1) buffer inputBuffer {
uint indata[];
};
layout (std430, binding=0) buffer outputBuffer {
uvec4 outdata[];
};
void main()
{
uint idx = gl_GlobalInvocationID.x;
uint startIdx = (idx * BATCH_SIZE * 4);
bool valid = false;
//Load data
uvec4 idata4 = uvec4(0);
for (uint i = 0; i < 4; i++){
uint readIdx = startIdx + (i+1)*BATCH_SIZE - 1u;
if ( readIdx < numElements ){
idata4[i] = indata[readIdx];
valid = true;
}
}
//Calculate scan
uvec4 odata4 = scan4Inclusive(idata4, BATCH_SIZE);
//Write back
if (valid) outdata[idx] = odata4;
}
#endif
#if TASK == TASK_COMBINE
layout (std430, binding=1) buffer inputBuffer {
uint indata[];
};
layout (std430, binding=0) buffer outputBuffer {
uint outdata[];
};
void main()
{
uint idx = gl_GlobalInvocationID.x;
bool valid = idx < numElements;
uint batch = idx / BATCH_SIZE;
if (valid && batch > 0) {
outdata[idx] += indata[batch-1];
}
}
#endif