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Seele/res/shaders/terrain/CBT.slang
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2024-10-15 21:35:52 +02:00

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import Parameters;
// The maximal size of the LDS is 16kbyte.
#ifndef WORKGROUP_SIZE
#define WORKGROUP_SIZE 64
#endif
/*
Level 0: 32 bit // [0, 131072] x 1, needs a minimum of 18 bits (rounded up to 32 for alignment and required for atomic operations)
Level 1: 32 bit // [0, 65536] x 2, needs a minimum of 17 bits (rounded up to 32 for alignment and required for atomic operations)
Level 2: 32 bit // [0, 32768] x 4, needs a minimum of 16 bits (bumped to 32 bits for atomic operations)
Level 3: 32 bit // [0, 16384] x 8, needs a minimum of 15 bits (rounded up to 16 for alignment and bumped to 32 bits for atomic operations)
Level 4: 32 bit // [0, 8192] x 16, needs a minimum of 14 bits (rounded up to 16 for alignment and bumped to 32 bits for atomic operations)
Level 5: 32 bit // [0, 4096] x 32, needs a minimum of 13 bits (rounded up to 16 for alignment and bumped to 32 bits for atomic operations)
Level 6: 32 bit // [0, 2048] x 64, needs a minimum of 12 bits (rounded up to 16 for alignment and bumped to 32 bits for atomic operations)
Level 7: 16 bit // [0, 1024] x 128, needs a minimum of 11 bits (rounded up to 16 for alignment)
Level 8: 16 bit // [0, 512] x 256, needs a minimum of 10 bits (rounded up to 16 for alignment)
Level 9: 16 bit // [0, 256] x 512, needs a minimum of 9 bits (rounded up to 16 for alignment)
Level 10: 8 bit // [0, 128] x 1024, needs a minimum of 8 bits
Level 11: Raw 64 bits representation
*/
// Num elements
#define OCBT_NUM_ELEMENTS 131072
// Tree sizes
#define OCBT_TREE_SIZE_BITS (32 * 1 + 32 * 2 + 32 * 4 + 32 * 8 + 32 * 16 + 32 * 32 + 32 * 64 + 16 * 128 + 16 * 256 + 16 * 512 + 8 * 1024)
#define OCBT_TREE_NUM_SLOTS (OCBT_TREE_SIZE_BITS / 32)
#define OCBT_BITFIELD_NUM_SLOTS (OCBT_NUM_ELEMENTS / 64)
#define OCBT_LAST_LEVEL_SIZE 1024
// Tree last level
#define TREE_LAST_LEVEL 10
// First virtual level
#define FIRST_VIRTUAL_LEVEL 11
// Leaf level
#define LEAF_LEVEL 17
// per level offset
static const uint32_t OCBT_depth_offset[18] = { 0, // Level 0
32 * 1, // level 1
32 * 1 + 32 * 2, // level 2
32 * 1 + 32 * 2 + 32 * 4, // level 3
32 * 1 + 32 * 2 + 32 * 4 + 32 * 8, // Level 4
32 * 1 + 32 * 2 + 32 * 4 + 32 * 8 + 32 * 16, // Level 5
32 * 1 + 32 * 2 + 32 * 4 + 32 * 8 + 32 * 16 + 32 * 32, // Level 6
32 * 1 + 32 * 2 + 32 * 4 + 32 * 8 + 32 * 16 + 32 * 32 + 32 * 64, // Level 7
32 * 1 + 32 * 2 + 32 * 4 + 32 * 8 + 32 * 16 + 32 * 32 + 32 * 64 + 16 * 128, // Level 8
32 * 1 + 32 * 2 + 32 * 4 + 32 * 8 + 32 * 16 + 32 * 32 + 32 * 64 + 16 * 128 + 16 * 256, // Level 9
32 * 1 + 32 * 2 + 32 * 4 + 32 * 8 + 32 * 16 + 32 * 32 + 32 * 64 + 16 * 128 + 16 * 256 + 16 * 512, // Level 10
0, // Level 12
0, // Level 13
0, // Level 14
0, // Level 15
0, // Level 16
0, // Level 17
0, // Level 18
};
static const uint64_t OCBT_bit_mask[18] = { 0xffffffff, // Root 17
0xffffffff, // Level 16
0xffffffff, // level 15
0xffffffff, // level 14
0xffffffff, // level 13
0xffffffff, // level 12
0xffffffff, // level 11
0xffff, // level 10
0xffff, // level 9
0xffff, // level 8
0xff, // level 8
0xffffffffffffffff, // level 7
0xffffffff, // Level 6
0xffff, // level 5
0xff, // level 4
0xf, // level 3
0x3, // level 2
0x1, // level 1
};
static const uint32_t OCBT_bit_count[18] = { 32, // Root 17
32, // Level 16
32, // level 15
32, // level 14
32, // level 13
32, // level 12
32, // level 11
16, // level 10
16, // level 9
16, // level 8
8, // level 8
64, // Level 5
32, // Level 5
16, // Level 4
8, // level 3
4, // level 2
2, // level 1
1, // level 0
};
// Define the remaining values
#define BUFFER_ELEMENT_PER_LANE ((OCBT_TREE_NUM_SLOTS + WORKGROUP_SIZE - 1) / WORKGROUP_SIZE)
#define BUFFER_ELEMENT_PER_LANE_NO_BITFIELD ((OCBT_TREE_NUM_SLOTS + WORKGROUP_SIZE - 1) / WORKGROUP_SIZE)
#define BITFIELD_ELEMENT_PER_LANE ((OCBT_BITFIELD_NUM_SLOTS + WORKGROUP_SIZE - 1) / WORKGROUP_SIZE)
#define WAVE_TREE_DEPTH uint(log2(OCBT_NUM_ELEMENTS))
uint32_t cbt_size()
{
return OCBT_NUM_ELEMENTS;
}
uint32_t last_level_offset()
{
return OCBT_depth_offset[TREE_LAST_LEVEL] / 32;
}
groupshared uint gs_cbtTree[OCBT_TREE_NUM_SLOTS];
// Function that sets a given bit
void set_bit(uint bitID, bool state)
{
// Coordinates of the bit
uint32_t slot = bitID / 64;
uint32_t local_id = bitID % 64;
if (state)
pParams.bitFieldBuffer[slot] |= 1uLL << local_id;
else
pParams.bitFieldBuffer[slot] &= ~(1uLL << local_id);
}
void set_bit_atomic(uint bitID, bool state)
{
// Coordinates of the bit
uint32_t slot = bitID / 64;
uint32_t local_id = bitID % 64;
if (state)
InterlockedOr(pParams.bitFieldBuffer[slot], 1uLL << local_id);
else
InterlockedAnd(pParams.bitFieldBuffer[slot], ~(1uLL << local_id));
}
uint get_bit(uint bitID)
{
uint32_t slot = bitID / 64;
uint32_t local_id = bitID % 64;
return uint((pParams.bitFieldBuffer[slot] & (1uLL << local_id)) >> local_id);
}
uint get_heap_element(uint id)
{
// Figure out the location of the first bit of this element
uint32_t real_heap_id = id - 1;
uint32_t depth = uint32_t(log2(real_heap_id + 1));
uint32_t level_first_element = (1u << depth) - 1;
uint32_t id_in_level = real_heap_id - level_first_element;
uint32_t first_bit = OCBT_depth_offset[depth] + OCBT_bit_count[depth] * id_in_level;
if (depth < FIRST_VIRTUAL_LEVEL)
{
uint32_t slot = first_bit / 32;
uint32_t local_id = first_bit % 32;
uint32_t target_bits = (gs_cbtTree[slot] >> local_id) & uint32_t(OCBT_bit_mask[depth]);
return (gs_cbtTree[slot] >> local_id) & uint32_t(OCBT_bit_mask[depth]);
}
else
{
uint32_t slot = first_bit / 64;
uint32_t local_id = first_bit % 64;
uint64_t target_bits = (pParams.bitFieldBuffer[slot] >> local_id) & OCBT_bit_mask[depth];
uint32_t high = uint(target_bits >> 32);
uint32_t low = uint(target_bits);
return countbits(high) + countbits(low);
}
}
// Should not be called if depth > TREE_LAST_LEVEL
void set_heap_element(uint id, uint value)
{
// Figure out the location of the first bit of this element
uint real_heap_id = id - 1;
uint depth = uint(log2(real_heap_id + 1));
uint level_first_element = (1u << depth) - 1;
uint first_bit = OCBT_depth_offset[depth] + OCBT_bit_count[depth] * (real_heap_id - level_first_element);
// Find the slot and the local first bit
uint slot = first_bit / 32;
uint local_id = first_bit % 32;
// Extract the relevant bits
gs_cbtTree[slot] &= ~(uint32_t(OCBT_bit_mask[depth]) << local_id);
gs_cbtTree[slot] |= ((uint32_t(OCBT_bit_mask[depth]) & value) << local_id);
}
// Should not be called if depth > TREE_LAST_LEVEL
void set_heap_element_atomic(uint id, uint value)
{
// Figure out the location of the first bit of this element
uint real_heap_id = id - 1;
uint depth = uint(log2(real_heap_id + 1));
uint level_first_element = (1u << depth) - 1;
uint first_bit = OCBT_depth_offset[depth] + OCBT_bit_count[depth] * (real_heap_id - level_first_element);
// Find the slot and the local first bit
uint slot = first_bit / 32;
uint local_id = first_bit % 32;
// Extract the relevant bits
InterlockedAnd(gs_cbtTree[slot], ~(uint32_t(OCBT_bit_mask[depth]) << local_id));
InterlockedOr(gs_cbtTree[slot], ((uint32_t(OCBT_bit_mask[depth]) & value) << local_id));
}
// Function that returns the number of active bits
uint bit_count()
{
return gs_cbtTree[0];
}
uint bit_count(uint depth, uint element)
{
return get_heap_element((1u << depth) + 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)
{
uint heapValue = get_heap_element(2 * bitID);
uint b = handle < heapValue ? 0 : 1;
bitID = 2 * bitID + b;
handle -= heapValue * b;
}
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;
while (bitID < OCBT_NUM_ELEMENTS) {
uint heapValue = c - get_heap_element(2u * bitID);
uint b = handle < heapValue ? 0u : 1u;
bitID = 2u * bitID + b;
handle -= heapValue * b;
c /= 2u;
}
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)
{
// First we do a reduction until each lane has exactly one element to process
uint initial_pass_size = OCBT_NUM_ELEMENTS / WORKGROUP_SIZE;
for (uint it = initial_pass_size / 64, offset = OCBT_NUM_ELEMENTS / 64; it > 0 ; it >>=1, offset >>=1)
{
uint minHeapID = offset + (groupIndex * it);
uint maxHeapID = offset + ((groupIndex + 1) * it);
for (uint heapID = minHeapID; heapID < maxHeapID; ++heapID)
{
set_heap_element(heapID, get_heap_element(heapID * 2) + get_heap_element(heapID * 2 + 1));
}
}
GroupMemoryBarrierWithGroupSync();
for(uint s = WORKGROUP_SIZE / 2; s > 0u; s >>= 1)
{
if (groupIndex < s)
{
uint v = s + groupIndex;
set_heap_element(v, get_heap_element(v * 2) + get_heap_element(v * 2 + 1));
}
GroupMemoryBarrierWithGroupSync();
}
}
void reduce_prepass(uint dispatchThreadID)
{
// Initialize the packed sum
uint packedSum = 0;
// Loop through the 4 pairs to process
for (uint pairIdx = 0; pairIdx < 4; ++pairIdx)
{
// First element of the pair
uint64_t target_bits = pParams.bitFieldBuffer[dispatchThreadID * 8 + 2 * pairIdx];
uint32_t high = uint(target_bits >> 32);
uint32_t low = uint(target_bits);
uint elementC = countbits(high) + countbits(low);
// Second element of the pair
target_bits = pParams.bitFieldBuffer[dispatchThreadID * 8 + 2 * pairIdx + 1];
high = uint(target_bits >> 32);
low = uint(target_bits);
elementC += countbits(high) + countbits(low);
// Store in the right bits
packedSum |= (elementC << pairIdx * 8);
}
// Offset of the last level of the tree
const uint bufferOffset = last_level_offset();
// Store the result into the bitfield
pParams.cbtBuffer[bufferOffset + dispatchThreadID] = packedSum;
}
void reduce_first_pass(uint dispatchThreadID, uint groupIndex)
{
// Load the lowest level (and only the last level)
const uint level0Offset = OCBT_depth_offset[TREE_LAST_LEVEL] / 32;
if (groupIndex % 2 == 0)
gs_cbtTree[level0Offset + dispatchThreadID / 2] = pParams.cbtBuffer[level0Offset + dispatchThreadID / 2];
GroupMemoryBarrierWithGroupSync();
// First we do a reduction until each lane has exactly one element to process
uint initial_pass_size = OCBT_LAST_LEVEL_SIZE / 2;
uint it, offset;
for (it = initial_pass_size / 512, offset = initial_pass_size; it > 1; it >>=1, offset >>=1)
{
uint minHeapID = offset + (dispatchThreadID * it);
uint maxHeapID = offset + ((dispatchThreadID + 1) * it);
for (uint heapID = minHeapID; heapID < maxHeapID; ++heapID)
{
set_heap_element(heapID, get_heap_element(heapID * 2) + get_heap_element(heapID * 2 + 1));
}
}
// Last pass needs to be atomic
uint heapID = offset + (dispatchThreadID * it);
set_heap_element_atomic(heapID, get_heap_element(heapID * 2) + get_heap_element(heapID * 2 + 1));
GroupMemoryBarrierWithGroupSync();
const uint level2Offset = OCBT_depth_offset[TREE_LAST_LEVEL - 1] / 32;
if (groupIndex % 2 == 0)
pParams.cbtBuffer[level2Offset + dispatchThreadID / 2] = gs_cbtTree[level2Offset + dispatchThreadID / 2];
const uint level3Offset = OCBT_depth_offset[TREE_LAST_LEVEL - 2] / 32;
if (groupIndex % 4 == 0)
pParams.cbtBuffer[level3Offset + dispatchThreadID / 4] = gs_cbtTree[level3Offset + dispatchThreadID / 4];
}
void reduce_second_pass(uint groupIndex)
{
// Load the lowest level (and only the last level)
const uint level0Offset = OCBT_depth_offset[9] / 32;
for (uint e = 0; e < 4; ++e)
{
uint target_element = 4 * groupIndex + e;
gs_cbtTree[level0Offset + target_element] = pParams.cbtBuffer[level0Offset + target_element];
}
GroupMemoryBarrierWithGroupSync();
// First we do a reduction until each lane has exactly one element to process
uint initial_pass_size = 256;
for (uint it = initial_pass_size / 64, offset = initial_pass_size; it > 0 ; it >>=1, offset >>=1)
{
uint minHeapID = offset + (groupIndex * it);
uint maxHeapID = offset + ((groupIndex + 1) * it);
for (uint heapID = minHeapID; heapID < maxHeapID; ++heapID)
{
set_heap_element(heapID, get_heap_element(heapID * 2) + get_heap_element(heapID * 2 + 1));
}
}
GroupMemoryBarrierWithGroupSync();
for(uint s = WORKGROUP_SIZE / 2; s > 0u; s >>= 1)
{
if (groupIndex < s)
{
uint v = s + groupIndex;
set_heap_element(v, get_heap_element(v * 2) + get_heap_element(v * 2 + 1));
}
GroupMemoryBarrierWithGroupSync();
}
// Make sure all the previous operations are done
GroupMemoryBarrierWithGroupSync();
// Load the bitfield to the LDS
for (uint e = 0; e < 5; ++e)
{
uint target_element = 5 * groupIndex + e;
if (target_element < 319)
pParams.cbtBuffer[target_element] = gs_cbtTree[target_element];
}
}
void reduce_no_bitfield(uint groupIndex)
{
// First we do a reduction until each lane has exactly one element to process
uint initial_pass_size = OCBT_NUM_ELEMENTS / WORKGROUP_SIZE;
for (uint it = initial_pass_size / 128, offset = OCBT_NUM_ELEMENTS / 128; it > 0 ; it >>=1, offset >>=1)
{
uint minHeapID = offset + (groupIndex * it);
uint maxHeapID = offset + ((groupIndex + 1) * it);
for (uint heapID = minHeapID; heapID < maxHeapID; ++heapID)
{
set_heap_element(heapID, get_heap_element(heapID * 2) + get_heap_element(heapID * 2 + 1));
}
}
GroupMemoryBarrierWithGroupSync();
for(uint s = WORKGROUP_SIZE / 2; s > 0u; s >>= 1)
{
if (groupIndex < s)
{
uint v = s + groupIndex;
set_heap_element(v, get_heap_element(v * 2) + get_heap_element(v * 2 + 1));
}
GroupMemoryBarrierWithGroupSync();
}
}
void clear_cbt(uint groupIndex)
{
for (uint v = 0; v < BUFFER_ELEMENT_PER_LANE; ++v)
{
uint target_element = BUFFER_ELEMENT_PER_LANE * groupIndex + v;
if (target_element < OCBT_TREE_NUM_SLOTS)
gs_cbtTree[target_element] = 0;
}
for (uint b = 0; b < BITFIELD_ELEMENT_PER_LANE; ++b)
{
uint target_element = BITFIELD_ELEMENT_PER_LANE * groupIndex + b;
if (target_element < OCBT_BITFIELD_NUM_SLOTS)
pParams.bitFieldBuffer[target_element] = 0;
}
GroupMemoryBarrierWithGroupSync();
}
// Importante note
// Depending on your target GPU architecture, the pattern used to load has a different performance behavior
// here is the best performant based on our tests:
// NVIDIA uint target_element = groupIndex + WORKGROUP_SIZE * e;
// AMD uint target_element = BUFFER_ELEMENT_PER_LANE * groupIndex + e;
void load_buffer_to_shared_memory(uint groupIndex)
{
// Load the bitfield to the LDS
for (uint e = 0; e < BUFFER_ELEMENT_PER_LANE; ++e)
{
uint target_element = BUFFER_ELEMENT_PER_LANE * groupIndex + e;
if (target_element < OCBT_TREE_NUM_SLOTS)
gs_cbtTree[target_element] = pParams.cbtBuffer[target_element];
}
GroupMemoryBarrierWithGroupSync();
}
void load_shared_memory_to_buffer(uint groupIndex)
{
// Make sure all the previous operations are done
GroupMemoryBarrierWithGroupSync();
// 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];
}
}
void set_bit_atomic_buffer(uint bitID, bool state)
{
// Coordinates of the bit
uint32_t slot = bitID / 64;
uint32_t local_id = bitID % 64;
if (state)
InterlockedOr(pParams.bitFieldBuffer[slot], 1uLL << local_id);
else
InterlockedAnd(pParams.bitFieldBuffer[slot], ~(1uLL << local_id));
}
uint32_t bit_count_buffer()
{
return pParams.cbtBuffer[0];
}