// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #pragma once #include "../RendererPass.h" #include "Engine/Graphics/GPUPipelineStatePermutations.h" /// /// Bitonic Sort implementation using GPU compute shaders. /// It has a complexity of O(n*(log n)^2), which is inferior to most traditional sorting algorithms, but because GPUs have so many threads, /// and because each thread can be utilized, the algorithm can fully load the GPU, taking advantage of its high ALU and bandwidth capabilities. /// class BitonicSort : public RendererPass { private: AssetReference _shader; GPUBuffer* _dispatchArgsBuffer = nullptr; GPUConstantBuffer* _cb; GPUShaderProgramCS* _indirectArgsCS; GPUShaderProgramCS* _preSortCS; GPUShaderProgramCS* _innerSortCS; GPUShaderProgramCS* _outerSortCS; GPUShaderProgramCS* _copyIndicesCS; public: /// /// Sorts the specified buffer of index-key pairs. /// /// The GPU context. /// The sorting keys buffer. Used as a structured buffer of type Item (see above). /// The buffer that contains a items counter value. /// The offset into counter buffer to find count for this list. Must be a multiple of 4 bytes. /// True to sort in ascending order (smallest to largest), otherwise false to sort in descending order. /// The output buffer for sorted values extracted from the sorted sortingKeysBuffer after algorithm run. Valid for uint value types - used as RWBuffer. void Sort(GPUContext* context, GPUBuffer* sortingKeysBuffer, GPUBuffer* countBuffer, uint32 counterOffset, bool sortAscending, GPUBuffer* sortedIndicesBuffer); public: // [RendererPass] String ToString() const override; bool Init() override; void Dispose() override; #if COMPILE_WITH_DEV_ENV void OnShaderReloading(Asset* obj) { _preSortCS = nullptr; _innerSortCS = nullptr; _outerSortCS = nullptr; invalidateResources(); } #endif protected: // [RendererPass] bool setupResources() override; };