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293 lines (247 loc) · 11.8 KB
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#include "wiGPUSortLib.h"
#include "wiRenderer.h"
#include "wiResourceManager.h"
#include "wiEventHandler.h"
#include "wiTimer.h"
#include "wiBacklog.h"
#define FFX_CPP
#include "shaders/ffx-parallelsort/FFX_ParallelSort.h"
using namespace wi::graphics;
namespace wi::gpusortlib
{
static Shader radix_countCS;
static Shader radix_reduceCS;
static Shader radix_scanCS;
static Shader radix_scanaddCS;
static Shader radix_scatterCS;
static Shader radix_scatter_payloadCS;
static Shader radix_indirectCS;
static GPUBuffer m_TmpKeyBuffer; // 32 bit destination key buffer (when not doing in place writes)
static GPUBuffer m_TmpPayloadBuffer; // 32 bit destination payload buffer (when not doing in place writes)
static GPUBuffer m_FPSScratchBuffer; // Sort scratch buffer
static GPUBuffer m_FPSReducedScratchBuffer; // Sort reduced scratch buffer
static GPUBuffer m_IndirectCountBuffer; // Buffer storing only the indirect count
static GPUBuffer m_IndirectConstantBuffer; // Buffer to hold radix sort constant buffer data for indirect dispatch
static GPUBuffer m_IndirectCountScatterArgs; // Buffer to hold dispatch arguments used for Count/Scatter parts of the algorithm
static GPUBuffer m_IndirectReduceScanArgs; // Buffer to hold dispatch arguments used for Reduce/Scan parts of the algorithm
void LoadShaders()
{
wi::renderer::LoadShader(ShaderStage::CS, radix_countCS, "radix_sortCS.cso", ShaderModel::SM_6_0, {"FPS_COUNT"}, "FPS_Count");
wi::renderer::LoadShader(ShaderStage::CS, radix_reduceCS, "radix_sortCS.cso", ShaderModel::SM_6_0, {"FPS_COUNT_REDUCE"}, "FPS_CountReduce");
wi::renderer::LoadShader(ShaderStage::CS, radix_scanCS, "radix_sortCS.cso", ShaderModel::SM_6_0, {"FPS_SCAN"}, "FPS_Scan");
wi::renderer::LoadShader(ShaderStage::CS, radix_scanaddCS, "radix_sortCS.cso", ShaderModel::SM_6_0, {"FPS_SCAN_ADD"}, "FPS_ScanAdd");
wi::renderer::LoadShader(ShaderStage::CS, radix_scatterCS, "radix_sortCS.cso", ShaderModel::SM_6_0, {"FPS_SCATTER"}, "FPS_Scatter");
wi::renderer::LoadShader(ShaderStage::CS, radix_scatter_payloadCS, "radix_sortCS.cso", ShaderModel::SM_6_0, {"FPS_SCATTER", "kRS_ValueCopy"}, "FPS_Scatter");
wi::renderer::LoadShader(ShaderStage::CS, radix_indirectCS, "radix_sortCS.cso", ShaderModel::SM_6_0, {"FPS_INDIRECT"}, "FPS_SetupIndirectParameters");
}
void Initialize()
{
wi::Timer timer;
GraphicsDevice* device = GetDevice();
GPUBufferDesc bd;
bd.stride = sizeof(FFX_ParallelSortCB);
bd.size = bd.stride;
bd.bind_flags = BindFlag::CONSTANT_BUFFER | BindFlag::UNORDERED_ACCESS;
bd.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
device->CreateBuffer(&bd, nullptr, &m_IndirectConstantBuffer);
device->SetName(&m_IndirectConstantBuffer, "gpusortlib::m_IndirectConstantBuffer");
bd.stride = sizeof(uint32_t);
bd.size = bd.stride * 3;
bd.bind_flags = BindFlag::UNORDERED_ACCESS;
bd.misc_flags = ResourceMiscFlag::INDIRECT_ARGS | ResourceMiscFlag::BUFFER_STRUCTURED;
device->CreateBuffer(&bd, nullptr, &m_IndirectCountScatterArgs);
device->SetName(&m_IndirectCountScatterArgs, "gpusortlib::m_IndirectCountScatterArgs");
device->CreateBuffer(&bd, nullptr, &m_IndirectReduceScanArgs);
device->SetName(&m_IndirectReduceScanArgs, "gpusortlib::m_IndirectReduceScanArgs");
bd.size = bd.stride;
device->CreateBuffer(&bd, nullptr, &m_IndirectCountBuffer);
device->SetName(&m_IndirectCountBuffer, "gpusortlib::m_IndirectCountBuffer");
static wi::eventhandler::Handle handle = wi::eventhandler::Subscribe(wi::eventhandler::EVENT_RELOAD_SHADERS, [](uint64_t userdata) { LoadShaders(); });
LoadShaders();
wilog("wi::gpusortlib Initialized (%d ms)", (int)std::round(timer.elapsed()));
}
void Sort(
uint32_t maxCount,
const GPUBuffer& keyBuffer_uint_RW,
const GPUBuffer& counterBuffer_RO,
uint counterReadOffset,
const GPUBuffer& payloadBuffer_uint_RW,
CommandList cmd)
{
GraphicsDevice* device = wi::graphics::GetDevice();
uint32_t scratchBufferSize;
uint32_t reducedScratchBufferSize;
FFX_ParallelSort_CalculateScratchResourceSize(maxCount, scratchBufferSize, reducedScratchBufferSize);
// Scratch buffers are created if needed:
static std::mutex locker;
locker.lock();
if (m_FPSScratchBuffer.desc.size < scratchBufferSize)
{
GPUBufferDesc bd;
bd.stride = sizeof(uint32_t);
bd.size = scratchBufferSize;
bd.bind_flags = BindFlag::UNORDERED_ACCESS;
bd.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
device->CreateBuffer(&bd, nullptr, &m_FPSScratchBuffer);
device->SetName(&m_FPSScratchBuffer, "gpusortlib::m_FPSScratchBuffer");
}
if (m_FPSReducedScratchBuffer.desc.size < reducedScratchBufferSize)
{
GPUBufferDesc bd;
bd.stride = sizeof(uint32_t);
bd.size = reducedScratchBufferSize;
bd.bind_flags = BindFlag::UNORDERED_ACCESS;
bd.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
device->CreateBuffer(&bd, nullptr, &m_FPSReducedScratchBuffer);
device->SetName(&m_FPSReducedScratchBuffer, "gpusortlib::m_FPSReducedScratchBuffer");
}
if (m_TmpKeyBuffer.desc.size < keyBuffer_uint_RW.desc.size)
{
GPUBufferDesc bd;
bd.stride = sizeof(uint32_t);
bd.size = keyBuffer_uint_RW.desc.size;
bd.bind_flags = BindFlag::UNORDERED_ACCESS;
bd.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
device->CreateBuffer(&bd, nullptr, &m_TmpKeyBuffer);
device->SetName(&m_TmpKeyBuffer, "gpusortlib::m_TmpKeyBuffer");
}
if (m_TmpPayloadBuffer.desc.size < payloadBuffer_uint_RW.desc.size)
{
GPUBufferDesc bd;
bd.stride = sizeof(uint32_t);
bd.size = payloadBuffer_uint_RW.desc.size;
bd.bind_flags = BindFlag::UNORDERED_ACCESS;
bd.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
device->CreateBuffer(&bd, nullptr, &m_TmpPayloadBuffer);
device->SetName(&m_TmpPayloadBuffer, "gpusortlib::m_TmpPayloadBuffer");
}
GPUBuffer m_DstKeyBuffers[2] = { keyBuffer_uint_RW, m_TmpKeyBuffer };
GPUBuffer m_DstPayloadBuffers[2] = { payloadBuffer_uint_RW, m_TmpPayloadBuffer };
GPUBuffer KeySrcInfo = m_DstKeyBuffers[0];
GPUBuffer PayloadSrcInfo = m_DstPayloadBuffers[0];
GPUBuffer KeyTmpInfo = m_DstKeyBuffers[1];
GPUBuffer PayloadTmpInfo = m_DstPayloadBuffers[1];
GPUBuffer ScratchBufferInfo = m_FPSScratchBuffer;
GPUBuffer ReducedScratchBufferInfo = m_FPSReducedScratchBuffer;
locker.unlock();
device->EventBegin("GPUSortLib", cmd);
{
GPUBarrier barriers[] = {
GPUBarrier::Buffer(&counterBuffer_RO,ResourceState::SHADER_RESOURCE,ResourceState::COPY_SRC),
GPUBarrier::Buffer(&m_IndirectCountBuffer,ResourceState::UNORDERED_ACCESS,ResourceState::COPY_DST),
};
device->Barrier(barriers, arraysize(barriers), cmd);
}
device->CopyBuffer(&m_IndirectCountBuffer, 0, &counterBuffer_RO, counterReadOffset, sizeof(uint32_t), cmd);
{
GPUBarrier barriers[] = {
GPUBarrier::Buffer(&counterBuffer_RO,ResourceState::COPY_SRC,ResourceState::SHADER_RESOURCE),
GPUBarrier::Buffer(&m_IndirectCountBuffer,ResourceState::COPY_DST,ResourceState::UNORDERED_ACCESS),
GPUBarrier::Buffer(&m_IndirectConstantBuffer, ResourceState::CONSTANT_BUFFER, ResourceState::UNORDERED_ACCESS),
GPUBarrier::Buffer(&m_IndirectCountScatterArgs, ResourceState::INDIRECT_ARGUMENT, ResourceState::UNORDERED_ACCESS),
GPUBarrier::Buffer(&m_IndirectReduceScanArgs, ResourceState::INDIRECT_ARGUMENT, ResourceState::UNORDERED_ACCESS),
};
device->Barrier(barriers, arraysize(barriers), cmd);
}
static constexpr uint32_t m_MaxNumThreadgroups = 320; // Use a generic thread group size when not on AMD hardware (taken from experiments to determine best performance threshold)
struct SetupIndirectCB
{
uint32_t NumKeysIndex;
uint32_t MaxThreadGroups;
};
SetupIndirectCB IndirectSetupCB;
IndirectSetupCB.NumKeysIndex = 0;
IndirectSetupCB.MaxThreadGroups = m_MaxNumThreadgroups;
device->BindDynamicConstantBuffer(IndirectSetupCB, CBSLOT_GPUSORTLIB, cmd);
device->BindUAV(&m_IndirectCountBuffer, 9, cmd);
device->BindUAV(&m_IndirectConstantBuffer, 10, cmd);
device->BindUAV(&m_IndirectCountScatterArgs, 11, cmd);
device->BindUAV(&m_IndirectReduceScanArgs, 12, cmd);
device->BindComputeShader(&radix_indirectCS, cmd);
device->Dispatch(1, 1, 1, cmd);
{
GPUBarrier barriers[] = {
GPUBarrier::Memory(&m_IndirectCountScatterArgs),
GPUBarrier::Memory(&m_IndirectReduceScanArgs),
GPUBarrier::Buffer(&m_IndirectConstantBuffer, ResourceState::UNORDERED_ACCESS, ResourceState::CONSTANT_BUFFER),
GPUBarrier::Buffer(&m_IndirectCountScatterArgs, ResourceState::UNORDERED_ACCESS, ResourceState::INDIRECT_ARGUMENT),
GPUBarrier::Buffer(&m_IndirectReduceScanArgs, ResourceState::UNORDERED_ACCESS, ResourceState::INDIRECT_ARGUMENT),
};
device->Barrier(barriers, arraysize(barriers), cmd);
}
// Buffers to ping-pong between when writing out sorted values
const GPUBuffer* ReadBufferInfo(&KeySrcInfo), * WriteBufferInfo(&KeyTmpInfo);
const GPUBuffer* ReadPayloadBufferInfo(&PayloadSrcInfo), * WritePayloadBufferInfo(&PayloadTmpInfo);
const bool bHasPayload = payloadBuffer_uint_RW.IsValid();
// Perform Radix Sort (currently only support 32-bit key/payload sorting
for (uint32_t Shift = 0; Shift < 32u; Shift += FFX_PARALLELSORT_SORT_BITS_PER_PASS)
{
// Copy the data into the constant buffer
const GPUBuffer& constantBuffer = m_IndirectConstantBuffer;
device->BindConstantBuffer(&constantBuffer, CBSLOT_GPUSORTLIB, cmd);
device->BindUAV(ReadBufferInfo, 0, cmd);
device->BindUAV(&ScratchBufferInfo, 2, cmd);
// Sort Count
{
device->BindComputeShader(&radix_countCS, cmd);
device->PushConstants(&Shift, sizeof(Shift), cmd);
device->DispatchIndirect(&m_IndirectCountScatterArgs, 0, cmd);
}
// UAV barrier on the sum table
device->Barrier(GPUBarrier::Memory(&ScratchBufferInfo), cmd);
device->BindUAV(&ReducedScratchBufferInfo, 3, cmd);
// Sort Reduce
{
device->BindComputeShader(&radix_reduceCS, cmd);
device->PushConstants(&Shift, sizeof(Shift), cmd);
device->DispatchIndirect(&m_IndirectReduceScanArgs, 0, cmd);
// UAV barrier on the reduced sum table
device->Barrier(GPUBarrier::Memory(&ReducedScratchBufferInfo), cmd);
}
// Sort Scan
{
// First do scan prefix of reduced values
device->BindUAV(&ReducedScratchBufferInfo, 6, cmd);
device->BindUAV(&ReducedScratchBufferInfo, 7, cmd);
device->BindComputeShader(&radix_scanCS, cmd);
device->PushConstants(&Shift, sizeof(Shift), cmd);
device->Dispatch(1, 1, 1, cmd);
// UAV barrier on the reduced sum table
device->Barrier(GPUBarrier::Memory(&ReducedScratchBufferInfo), cmd);
// Next do scan prefix on the histogram with partial sums that we just did
device->BindUAV(&ScratchBufferInfo, 6, cmd);
device->BindUAV(&ScratchBufferInfo, 7, cmd);
device->BindUAV(&ReducedScratchBufferInfo, 8, cmd);
device->BindComputeShader(&radix_scanaddCS, cmd);
device->PushConstants(&Shift, sizeof(Shift), cmd);
device->DispatchIndirect(&m_IndirectReduceScanArgs, 0, cmd);
}
// UAV barrier on the sum table
device->Barrier(GPUBarrier::Memory(&ScratchBufferInfo), cmd);
if (bHasPayload)
{
device->BindUAV(ReadPayloadBufferInfo, 1, cmd);
device->BindUAV(WritePayloadBufferInfo, 5, cmd);
}
device->BindUAV(WriteBufferInfo, 4, cmd);
// Sort Scatter
{
device->BindComputeShader(bHasPayload ? &radix_scatter_payloadCS : &radix_scatterCS, cmd);
device->PushConstants(&Shift, sizeof(Shift), cmd);
device->DispatchIndirect(&m_IndirectCountScatterArgs, 0, cmd);
}
// Finish doing everything and barrier for the next pass
GPUBarrier barriers[2];
int numBarriers = 0;
barriers[numBarriers++] = GPUBarrier::Memory(WriteBufferInfo);
if (bHasPayload)
barriers[numBarriers++] = GPUBarrier::Memory(WritePayloadBufferInfo);
device->Barrier(barriers, numBarriers, cmd);
// Swap read/write sources
std::swap(ReadBufferInfo, WriteBufferInfo);
if (bHasPayload)
std::swap(ReadPayloadBufferInfo, WritePayloadBufferInfo);
}
device->EventEnd(cmd);
}
}