Optimize particles sorting by splitting key generation and sorting to reduce CS switches
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@@ -793,13 +793,15 @@ void DrawEmittersGPU(RenderContextBatch& renderContextBatch)
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if (sorting)
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{
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PROFILE_GPU_CPU_NAMED("Sort Particles");
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// Generate sort keys for each particle
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for (const GPUEmitterDraw& draw : GPUEmitterDraws)
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{
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if (!draw.Sorting)
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continue;
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ASSERT(draw.Buffer->GPU.SortingKeysBuffer);
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// Execute all sorting modules
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// Generate sort keys for particles
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ParticleEmitter* emitter = draw.Buffer->Emitter;
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for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.SortModules.Count(); moduleIndex++)
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{
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@@ -812,13 +814,11 @@ void DrawEmittersGPU(RenderContextBatch& renderContextBatch)
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data.ParticleStride = draw.Buffer->Stride;
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data.ParticleCapacity = draw.Buffer->Capacity;
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int32 permutationIndex;
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bool sortAscending;
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switch (sortMode)
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{
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case ParticleSortMode::ViewDepth:
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{
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permutationIndex = 0;
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sortAscending = false;
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data.PositionOffset = emitter->Graph.GetPositionAttributeOffset();
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const Matrix viewProjection = renderContextBatch.GetMainContext().View.ViewProjection();
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if (emitter->SimulationSpace == ParticlesSimulationSpace::Local)
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@@ -836,7 +836,6 @@ void DrawEmittersGPU(RenderContextBatch& renderContextBatch)
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case ParticleSortMode::ViewDistance:
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{
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permutationIndex = 1;
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sortAscending = false;
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data.PositionOffset = emitter->Graph.GetPositionAttributeOffset();
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data.ViewPosition = renderContextBatch.GetMainContext().View.Position;
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if (emitter->SimulationSpace == ParticlesSimulationSpace::Local)
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@@ -853,7 +852,6 @@ void DrawEmittersGPU(RenderContextBatch& renderContextBatch)
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case ParticleSortMode::CustomDescending:
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{
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permutationIndex = 2;
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sortAscending = sortMode == ParticleSortMode::CustomAscending;
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int32 attributeIdx = module->Attributes[0];
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if (attributeIdx == -1)
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break;
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@@ -872,9 +870,26 @@ void DrawEmittersGPU(RenderContextBatch& renderContextBatch)
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context->BindUA(0, draw.Buffer->GPU.SortingKeysBuffer->View());
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const int32 threadGroupSize = 1024;
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context->Dispatch(GPUParticlesSortingCS[permutationIndex], Math::DivideAndRoundUp(draw.Buffer->GPU.ParticlesCountMax, threadGroupSize), 1, 1);
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}
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}
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// Perform sorting
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BitonicSort::Instance()->Sort(context, draw.Buffer->GPU.SortingKeysBuffer, draw.Buffer->GPU.Buffer, data.ParticleCounterOffset, sortAscending, draw.Buffer->GPU.SortedIndices);
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// Run sorting
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for (const GPUEmitterDraw& draw : GPUEmitterDraws)
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{
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if (!draw.Sorting)
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continue;
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ASSERT(draw.Buffer->GPU.SortingKeysBuffer);
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// Execute all sorting modules
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ParticleEmitter* emitter = draw.Buffer->Emitter;
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for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.SortModules.Count(); moduleIndex++)
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{
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auto module = emitter->Graph.SortModules[moduleIndex];
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const auto sortMode = (ParticleSortMode)module->Values[2].AsInt;
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bool sortAscending = sortMode == ParticleSortMode::CustomAscending;
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BitonicSort::Instance()->Sort(context, draw.Buffer->GPU.SortingKeysBuffer, draw.Buffer->GPU.Buffer, draw.Buffer->GPU.ParticleCounterOffset, sortAscending, draw.Buffer->GPU.SortedIndices);
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// TODO: split sorted keys copy with another loop to give time for UAV transition
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// TODO: use args buffer from GPUIndirectArgsBuffer instead of internal from BitonicSort to get rid of UAV barrier
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}
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}
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}
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