summaryrefslogtreecommitdiffstats
path: root/src/video_core/host_shaders/queries_prefix_scan_sum.comp
diff options
context:
space:
mode:
Diffstat (limited to 'src/video_core/host_shaders/queries_prefix_scan_sum.comp')
-rw-r--r--src/video_core/host_shaders/queries_prefix_scan_sum.comp173
1 files changed, 173 insertions, 0 deletions
diff --git a/src/video_core/host_shaders/queries_prefix_scan_sum.comp b/src/video_core/host_shaders/queries_prefix_scan_sum.comp
new file mode 100644
index 000000000..6faa8981f
--- /dev/null
+++ b/src/video_core/host_shaders/queries_prefix_scan_sum.comp
@@ -0,0 +1,173 @@
+// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+#version 460 core
+
+#extension GL_KHR_shader_subgroup_basic : require
+#extension GL_KHR_shader_subgroup_shuffle : require
+#extension GL_KHR_shader_subgroup_shuffle_relative : require
+#extension GL_KHR_shader_subgroup_arithmetic : require
+
+#ifdef VULKAN
+
+#define HAS_EXTENDED_TYPES 1
+#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
+#define END_PUSH_CONSTANTS };
+#define UNIFORM(n)
+#define BINDING_INPUT_BUFFER 0
+#define BINDING_OUTPUT_IMAGE 1
+
+#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
+
+#extension GL_NV_gpu_shader5 : enable
+#ifdef GL_NV_gpu_shader5
+#define HAS_EXTENDED_TYPES 1
+#else
+#define HAS_EXTENDED_TYPES 0
+#endif
+#define BEGIN_PUSH_CONSTANTS
+#define END_PUSH_CONSTANTS
+#define UNIFORM(n) layout(location = n) uniform
+#define BINDING_INPUT_BUFFER 0
+#define BINDING_OUTPUT_IMAGE 0
+
+#endif
+
+BEGIN_PUSH_CONSTANTS
+UNIFORM(0) uint min_accumulation_base;
+UNIFORM(1) uint max_accumulation_base;
+UNIFORM(2) uint accumulation_limit;
+UNIFORM(3) uint buffer_offset;
+END_PUSH_CONSTANTS
+
+#define LOCAL_RESULTS 8
+#define QUERIES_PER_INVOC 2048
+
+layout(local_size_x = QUERIES_PER_INVOC / LOCAL_RESULTS) in;
+
+layout(std430, binding = 0) readonly buffer block1 {
+ uvec2 input_data[];
+};
+
+layout(std430, binding = 1) coherent buffer block2 {
+ uvec2 output_data[];
+};
+
+layout(std430, binding = 2) coherent buffer block3 {
+ uvec2 accumulated_data;
+};
+
+shared uvec2 shared_data[128];
+
+// Simple Uint64 add that uses 2 uint variables for GPUs that don't support uint64
+uvec2 AddUint64(uvec2 value_1, uvec2 value_2) {
+ uint carry = 0;
+ uvec2 result;
+ result.x = uaddCarry(value_1.x, value_2.x, carry);
+ result.y = value_1.y + value_2.y + carry;
+ return result;
+}
+
+// do subgroup Prefix Sum using Hillis and Steele's algorithm
+uvec2 subgroupInclusiveAddUint64(uvec2 value) {
+ uvec2 result = value;
+ for (uint i = 1; i < gl_SubgroupSize; i *= 2) {
+ uvec2 other = subgroupShuffleUp(result, i); // get value from subgroup_inv_id - i;
+ if (i <= gl_SubgroupInvocationID) {
+ result = AddUint64(result, other);
+ }
+ }
+ return result;
+}
+
+// Writes down the results to the output buffer and to the accumulation buffer
+void WriteResults(uvec2 results[LOCAL_RESULTS]) {
+ const uint current_id = gl_LocalInvocationID.x;
+ const uvec2 accum = accumulated_data;
+ for (uint i = 0; i < LOCAL_RESULTS; i++) {
+ uvec2 base_data = current_id * LOCAL_RESULTS + i < min_accumulation_base ? accum : uvec2(0, 0);
+ AddUint64(results[i], base_data);
+ }
+ for (uint i = 0; i < LOCAL_RESULTS; i++) {
+ output_data[buffer_offset + current_id * LOCAL_RESULTS + i] = results[i];
+ }
+ uint index = accumulation_limit % LOCAL_RESULTS;
+ uint base_id = accumulation_limit / LOCAL_RESULTS;
+ if (min_accumulation_base >= accumulation_limit + 1) {
+ if (current_id == base_id) {
+ accumulated_data = results[index];
+ }
+ return;
+ }
+ // We have that ugly case in which the accumulation data is reset in the middle somewhere.
+ barrier();
+ groupMemoryBarrier();
+
+ if (current_id == base_id) {
+ uvec2 reset_value = output_data[max_accumulation_base - 1];
+ // Calculate two complement / negate manually
+ reset_value = AddUint64(uvec2(1,0), ~reset_value);
+ accumulated_data = AddUint64(results[index], reset_value);
+ }
+}
+
+void main() {
+ const uint subgroup_inv_id = gl_SubgroupInvocationID;
+ const uint subgroup_id = gl_SubgroupID + gl_WorkGroupID.x * gl_NumSubgroups;
+ const uint last_subgroup_id = subgroupMax(subgroup_inv_id);
+ const uint current_id = gl_LocalInvocationID.x;
+ const uint total_work = accumulation_limit;
+ const uint last_result_id = LOCAL_RESULTS - 1;
+ uvec2 data[LOCAL_RESULTS];
+ for (uint i = 0; i < LOCAL_RESULTS; i++) {
+ data[i] = input_data[buffer_offset + current_id * LOCAL_RESULTS + i];
+ }
+ uvec2 results[LOCAL_RESULTS];
+ results[0] = data[0];
+ for (uint i = 1; i < LOCAL_RESULTS; i++) {
+ results[i] = AddUint64(data[i], results[i - 1]);
+ }
+ // make sure all input data has been loaded
+ subgroupBarrier();
+ subgroupMemoryBarrier();
+
+ // on the last local result, do a subgroup inclusive scan sum
+ results[last_result_id] = subgroupInclusiveAddUint64(results[last_result_id]);
+ // get the last local result from the subgroup behind the current
+ uvec2 result_behind = subgroupShuffleUp(results[last_result_id], 1);
+ if (subgroup_inv_id != 0) {
+ for (uint i = 1; i < LOCAL_RESULTS; i++) {
+ results[i - 1] = AddUint64(results[i - 1], result_behind);
+ }
+ }
+
+ // if we had less queries than our subgroup, just write down the results.
+ if (total_work <= gl_SubgroupSize * LOCAL_RESULTS) { // This condition is constant per dispatch.
+ WriteResults(results);
+ return;
+ }
+
+ // We now have more, so lets write the last result into shared memory.
+ // Only pick the last subgroup.
+ if (subgroup_inv_id == last_subgroup_id) {
+ shared_data[subgroup_id] = results[last_result_id];
+ }
+ // wait until everyone loaded their stuffs
+ barrier();
+ memoryBarrierShared();
+
+ // only if it's not the first subgroup
+ if (subgroup_id != 0) {
+ // get the results from some previous invocation
+ uvec2 tmp = shared_data[subgroup_inv_id];
+ subgroupBarrier();
+ subgroupMemoryBarrierShared();
+ tmp = subgroupInclusiveAddUint64(tmp);
+ // obtain the result that would be equivalent to the previous result
+ uvec2 shuffled_result = subgroupShuffle(tmp, subgroup_id - 1);
+ for (uint i = 0; i < LOCAL_RESULTS; i++) {
+ results[i] = AddUint64(results[i], shuffled_result);
+ }
+ }
+ WriteResults(results);
+} \ No newline at end of file