The first frames work finally

This commit is contained in:
Dynamitos
2024-10-19 11:54:04 +02:00
parent 1193406dd8
commit 17746f8d20
11 changed files with 101 additions and 134 deletions
-107
View File
@@ -230,7 +230,6 @@ uint bit_count(uint depth, uint element)
// decodes the position of the i-th one in the bitfield
uint decode_bit(uint handle)
{
#if defined(NAIVE_DECODE)
uint bitID = 1;
for (uint currentDepth = 0; currentDepth < WAVE_TREE_DEPTH; ++currentDepth)
{
@@ -242,65 +241,11 @@ uint decode_bit(uint handle)
}
return (bitID ^ OCBT_NUM_ELEMENTS);
#else
uint currentDepth = 0;
uint heapElementID = 1u;
for (currentDepth = 0; currentDepth < FIRST_VIRTUAL_LEVEL; ++currentDepth)
{
// Read the left element
uint heapValue = get_heap_element(2u * heapElementID);
// Does it fall in the right or left subtree?
uint b = handle < heapValue ? 0u : 1u;
// Pick a subtree
heapElementID = 2u * heapElementID + b;
// Move the iterator to exclude the right subtree if required
handle -= heapValue * b;
}
// Align with the internal depth
currentDepth++;
// Ok we have our subtree, now we need to pick the right bit
uint64_t heapValue = pParams.bitFieldBuffer[heapElementID - OCBT_LAST_LEVEL_SIZE * 2];
uint64_t mask = 0xffffffff;
uint32_t bitCount = 32;
for (; currentDepth < (WAVE_TREE_DEPTH + 1); ++currentDepth)
{
// Figure out the location of the first bit of this element
uint real_heap_id = 2 * heapElementID - 1;
uint level_first_element = (1u << currentDepth) - 1;
uint id_in_level = real_heap_id - level_first_element;
uint first_bit = bitCount * id_in_level;
uint local_id = first_bit % 64;
uint64_t target_bits = (heapValue >> local_id) & mask;
uint32_t high = uint(target_bits >> 32);
uint32_t low = uint(target_bits);
uint heapValue = countbits(high) + countbits(low);
// Does it fall in the right or left subtree?
uint b = handle < heapValue ? 0u : 1u;
// Pick a subtree
heapElementID = 2u * heapElementID + b;
// Move the iterator to exclude the right subtree if required
handle -= heapValue * b;
// Adjust the mask and bitcount
bitCount /= 2;
mask = mask >> bitCount;
}
return (heapElementID ^ OCBT_NUM_ELEMENTS);
#endif
}
// decodes the position of the i-th zero in the bitfield
uint decode_bit_complement(uint handle)
{
#if defined(NAIVE_DECODE)
uint bitID = 1u;
uint c = OCBT_NUM_ELEMENTS / 2u;
@@ -314,54 +259,6 @@ uint decode_bit_complement(uint handle)
}
return (bitID ^ OCBT_NUM_ELEMENTS);
#else
uint heapElementID = 1u;
uint c = OCBT_NUM_ELEMENTS / 2u;
uint currentDepth = 0;
for (currentDepth = 0; currentDepth < FIRST_VIRTUAL_LEVEL; ++currentDepth)
{
uint heapValue = c - get_heap_element(2u * heapElementID);
uint b = handle < heapValue ? 0u : 1u;
heapElementID = 2u * heapElementID + b;
handle -= heapValue * b;
c /= 2u;
}
// Align with the internal depth
currentDepth++;
// Ok we have our subtree, now we need to pick the right bit
uint64_t heapValue = pParams.bitFieldBuffer[heapElementID - OCBT_LAST_LEVEL_SIZE * 2];
uint64_t mask = 0xffffffff;
uint32_t bitCount = 32;
for (; currentDepth < (WAVE_TREE_DEPTH + 1); ++currentDepth)
{
// Figure out the location of the first bit of this element
uint real_heap_id = 2 * heapElementID - 1;
uint level_first_element = (1u << currentDepth) - 1;
uint id_in_level = real_heap_id - level_first_element;
uint first_bit = bitCount * id_in_level;
uint local_id = first_bit % 64;
uint64_t target_bits = (heapValue >> local_id) & mask;
uint32_t high = uint(target_bits >> 32);
uint32_t low = uint(target_bits);
uint heapValue = c - (countbits(high) + countbits(low));
uint b = handle < heapValue ? 0u : 1u;
heapElementID = 2u * heapElementID + b;
handle -= heapValue * b;
c /= 2u;
// Adjust the mask and bitcount
bitCount /= 2;
mask = mask >> bitCount;
}
return (heapElementID ^ OCBT_NUM_ELEMENTS);
#endif
}
void reduce(uint groupIndex)
@@ -578,11 +475,7 @@ void load_shared_memory_to_buffer(uint groupIndex)
// Load the bitfield to the LDS
for (uint e = 0; e < BUFFER_ELEMENT_PER_LANE; ++e)
{
#ifdef AMD
uint target_element = BUFFER_ELEMENT_PER_LANE * groupIndex + e;
#else
uint target_element = groupIndex + WORKGROUP_SIZE * e;
#endif
if (target_element < OCBT_TREE_NUM_SLOTS)
pParams.cbtBuffer[target_element] = gs_cbtTree[target_element];
}
+2 -2
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@@ -41,7 +41,7 @@ void Split(uint dispatchID : SV_DispatchThreadID)
uint currentID = pParams.classificationBuffer[CLASSIFY_COUNTER_OFFSET + dispatchID];
// Split the element
SplitElement(currentID, pParams.geometry.baseDepth, dispatchID);
SplitElement(currentID, pParams.geometry.baseDepth);
}
[numthreads(1, 1, 1)]
@@ -74,7 +74,7 @@ void Bisect(uint groupIndex : SV_GroupIndex, uint dispatchID : SV_DispatchThread
return;
// Operation the bisection of this element
BisectElement(pParams.allocateBuffer[1 + dispatchID]);
BisectElement(pParams.allocateBuffer[1 + dispatchID], dispatchID);
}
[numthreads(WORKGROUP_SIZE, 1, 1)]
+29 -4
View File
@@ -29,39 +29,64 @@ struct UpdateCB
struct DebugStruct
{
int maxRequiredMemory;
int usedMemory;
uint memoryChange;
uint twinID;
uint4 indices;
uint baseHeapID;
uint subdivision;
uint propagateLocation;
uint numSiblings;
};
struct ComputeParams
{
// 0
ConstantBuffer<GeometryCB> geometry;
// 1
ConstantBuffer<UpdateCB> update;
// 2
RWStructuredBuffer<float4> currentVertexBuffer;
// 3
StructuredBuffer<uint> indexedBisectorBuffer;
// 4
RWStructuredBuffer<uint> indirectDrawBuffer;
// 5
RWStructuredBuffer<uint64_t> heapIDBuffer;
// 6
RWStructuredBuffer<BisectorData> bisectorDataBuffer;
// 7
RWStructuredBuffer<uint> classificationBuffer;
// 8
RWStructuredBuffer<int> allocateBuffer;
// 9
RWStructuredBuffer<uint> indirectDispatchBuffer;
// 10
RWStructuredBuffer<uint4> neighboursBuffer;
// 11
RWStructuredBuffer<uint4> neighboursOutputBuffer;
// 12
RWStructuredBuffer<int> memoryBuffer;
// 13
RWStructuredBuffer<uint> cbtBuffer;
// 14
RWStructuredBuffer<uint64_t> bitFieldBuffer;
// 15
RWStructuredBuffer<int> propagateBuffer;
// 16
RWStructuredBuffer<uint> simplifyBuffer;
// 17
RWStructuredBuffer<uint> validationBuffer;
// 18
RWStructuredBuffer<uint> bisectorIndicesBuffer;
// 19
RWStructuredBuffer<uint> visibleBisectorIndices;
// 20
RWStructuredBuffer<uint> modifiedBisectorIndices;
// 21
RWStructuredBuffer<float4> lebPositionBuffer;
// 22
StructuredBuffer<float3x3> lebMatrixCache;
// 23
globallycoherent RWStructuredBuffer<DebugStruct> debugBuffer;
};
ParameterBlock<ComputeParams> pParams;
+39 -18
View File
@@ -46,7 +46,7 @@ int ClassifyBisector(in BisectorGeometry tri, uint depth)
float3 triNormal = normalize(cross(tri.p[2] - tri.p[1], tri.p[0] - tri.p[1]));
float3 triCenter = (tri.p[0] + tri.p[1] + tri.p[2]) / 3.0;
float3 viewDir = normalize(-triCenter);
float FdotV = dot(viewDir, -pViewParams.cameraForward_WS.xyz);
float FdotV = dot(viewDir, pViewParams.cameraForward_WS.xyz);
float VdotN = dot(viewDir, triNormal);
// Here we don't use 0 as it introduces stability issues at grazing angles
@@ -183,12 +183,8 @@ void ClassifyElement(uint currentID, BisectorGeometry bis, uint totalNumElements
pParams.bisectorDataBuffer[currentID] = cbisectorData;
}
void SplitElement(uint currentID, uint baseDepth, uint dispatchID)
void SplitElement(uint currentID, uint baseDepth)
{
DebugStruct debug;
debug.maxRequiredMemory = 0;
debug.usedMemory = 0;
debug.memoryChange = 0;
// Get the neighbors information
uint4 cNeighbors = pParams.neighboursBuffer[currentID];
@@ -226,13 +222,10 @@ void SplitElement(uint currentID, uint baseDepth, uint dispatchID)
else if (pParams.neighboursBuffer[twinID].z == currentID)
maxRequiredMemory = 2;
debug.maxRequiredMemory = maxRequiredMemory;
debug.twinID = twinID;
// Try to reserve
int remainingMemory;
InterlockedAdd(pParams.memoryBuffer[1], -maxRequiredMemory, remainingMemory);
debug.memoryChange = -maxRequiredMemory;
// Did someone manage to sneak-in while we were trying to pick the memory, add it back and try again
if (remainingMemory < maxRequiredMemory)
{
@@ -321,13 +314,8 @@ void SplitElement(uint currentID, uint baseDepth, uint dispatchID)
}
}
}
int change = maxRequiredMemory - usedMemory;
// Add back the unused memory (in case)
InterlockedAdd(pParams.memoryBuffer[1], change, remainingMemory);
debug.memoryChange += change;
debug.usedMemory = usedMemory;
pParams.debugBuffer[dispatchID] = debug;
InterlockedAdd(pParams.memoryBuffer[1], maxRequiredMemory - usedMemory, remainingMemory);
}
void AllocateElement(uint currentID)
@@ -415,11 +403,15 @@ void evaluate_neighbors(uint currentID, uint bisectorID, out uint resX, out uint
}
}
void BisectElement(uint currentID)
void BisectElement(uint currentID, uint dispatchID)
{
DebugStruct debug;
// If this bisector is not allocated or not subdivided, stop right away
uint64_t baseHeapID = pParams.heapIDBuffer[currentID];
BisectorData cBisectorData = pParams.bisectorDataBuffer[currentID];
debug.baseHeapID = baseHeapID;
debug.subdivision = cBisectorData.subdivisionPattern;
debug.propagateLocation = 0;
if (baseHeapID == 0 || cBisectorData.subdivisionPattern == NO_SPLIT)
return;
@@ -437,6 +429,11 @@ void BisectElement(uint currentID)
uint siblingID1 = cBisectorData.indices[1];
uint siblingID2 = cBisectorData.indices[2];
debug.indices[0] = cBisectorData.indices[0];
debug.indices[1] = cBisectorData.indices[1];
debug.indices[2] = cBisectorData.indices[2];
debug.indices[3] = 0;
// Simple subdivision (along the main axis)
if (currentSubdiv == CENTER_SPLIT)
{
@@ -461,6 +458,11 @@ void BisectElement(uint currentID)
// Keep track of the parent
BisectorData modifiedBisector = cBisectorData;
modifiedBisector.indices[0] = cBisectorData.indices[0];
modifiedBisector.indices[1] = cBisectorData.indices[1];
modifiedBisector.indices[2] = cBisectorData.indices[2];
modifiedBisector.subdivisionPattern = cBisectorData.subdivisionPattern;
modifiedBisector.bisectorState = cBisectorData.bisectorState;
modifiedBisector.propagationID = currentID;
modifiedBisector.problematicNeighbor = INVALID_POINTER;
@@ -472,9 +474,10 @@ void BisectElement(uint currentID)
pParams.bisectorDataBuffer[siblingID0] = modifiedBisector;
// Mark this for propagation
uint targetLocation;
uint targetLocation = 0;
InterlockedAdd(pParams.propagateBuffer[0], 1, targetLocation);
pParams.propagateBuffer[2 + targetLocation] = siblingID0;
debug.propagateLocation = targetLocation;
}
else if (currentSubdiv == RIGHT_DOUBLE_SPLIT)
{
@@ -507,6 +510,11 @@ void BisectElement(uint currentID)
// Keep track of the parent
BisectorData modifiedBisector = cBisectorData;
modifiedBisector.indices[0] = cBisectorData.indices[0];
modifiedBisector.indices[1] = cBisectorData.indices[1];
modifiedBisector.indices[2] = cBisectorData.indices[2];
modifiedBisector.subdivisionPattern = cBisectorData.subdivisionPattern;
modifiedBisector.bisectorState = cBisectorData.bisectorState;
modifiedBisector.propagationID = currentID;
// Lower the element down the tree and update it's sibling
@@ -525,9 +533,10 @@ void BisectElement(uint currentID)
pParams.bisectorDataBuffer[siblingID1] = modifiedBisector;
// Mark this for propagation
uint targetLocation;
uint targetLocation = 0;
InterlockedAdd(pParams.propagateBuffer[0], 1, targetLocation);
pParams.propagateBuffer[2 + targetLocation] = siblingID0;
debug.propagateLocation = targetLocation;
}
else if (currentSubdiv == LEFT_DOUBLE_SPLIT)
{
@@ -560,6 +569,11 @@ void BisectElement(uint currentID)
// Keep track of the parent
BisectorData modifiedBisector = cBisectorData;
modifiedBisector.indices[0] = cBisectorData.indices[0];
modifiedBisector.indices[1] = cBisectorData.indices[1];
modifiedBisector.indices[2] = cBisectorData.indices[2];
modifiedBisector.subdivisionPattern = cBisectorData.subdivisionPattern;
modifiedBisector.bisectorState = cBisectorData.bisectorState;
modifiedBisector.propagationID = currentID;
// Lower the element down the tree and update it's sibling
@@ -616,6 +630,11 @@ void BisectElement(uint currentID)
// Keep track of the parent
BisectorData modifiedBisector = cBisectorData;
modifiedBisector.indices[0] = cBisectorData.indices[0];
modifiedBisector.indices[1] = cBisectorData.indices[1];
modifiedBisector.indices[2] = cBisectorData.indices[2];
modifiedBisector.subdivisionPattern = cBisectorData.subdivisionPattern;
modifiedBisector.bisectorState = cBisectorData.bisectorState;
modifiedBisector.propagationID = currentID;
// Lower the element down the tree and update it's sibling
@@ -641,6 +660,8 @@ void BisectElement(uint currentID)
// How many bits do we need to raise
uint numSiblings = countbits(currentSubdiv);
debug.numSiblings = numSiblings;
pParams.debugBuffer[dispatchID] = debug;
for (uint siblingIdx = 0; siblingIdx < numSiblings; ++siblingIdx)
{
set_bit_atomic_buffer(cBisectorData.indices[siblingIdx], true);