// Copyright (c) Wojciech Figat. All rights reserved. #include "BitonicSort.h" #include "Engine/Content/Content.h" #include "Engine/Graphics/GPUBuffer.h" #include "Engine/Graphics/GPUContext.h" #include "Engine/Graphics/GPULimits.h" GPU_CB_STRUCT(Data { float NullItemKey; uint32 NullItemIndex; uint32 CounterOffset; uint32 MaxIterations; uint32 LoopK; float KeySign; uint32 LoopJ; float Dummy0; }); String BitonicSort::ToString() const { return TEXT("BitonicSort"); } bool BitonicSort::Init() { // Draw indirect and compute shaders support is required for this implementation const auto& limits = GPUDevice::Instance->Limits; if (!limits.HasDrawIndirect || !limits.HasCompute) return false; // Create indirect dispatch arguments buffer _dispatchArgsBuffer = GPUDevice::Instance->CreateBuffer(TEXT("BitonicSortDispatchArgs")); if (_dispatchArgsBuffer->Init(GPUBufferDescription::Raw(22 * 23 / 2 * sizeof(GPUDispatchIndirectArgs), GPUBufferFlags::Argument | GPUBufferFlags::UnorderedAccess))) return true; // Load asset _shader = Content::LoadAsyncInternal(TEXT("Shaders/BitonicSort")); if (_shader == nullptr) return true; #if COMPILE_WITH_DEV_ENV _shader.Get()->OnReloading.Bind(this); #endif return false; } bool BitonicSort::setupResources() { if (!_shader->IsLoaded()) return true; const auto shader = _shader->GetShader(); _cb = shader->GetCB(0); CHECK_INVALID_SHADER_PASS_CB_SIZE(shader, 0, Data); // Cache compute shaders _indirectArgsCS = shader->GetCS("CS_IndirectArgs"); _preSortCS.Get(shader, "CS_PreSort"); _innerSortCS = shader->GetCS("CS_InnerSort"); _outerSortCS = shader->GetCS("CS_OuterSort"); return false; } void BitonicSort::Dispose() { RendererPass::Dispose(); // Cleanup SAFE_DELETE_GPU_RESOURCE(_dispatchArgsBuffer); _cb = nullptr; _indirectArgsCS = nullptr; _preSortCS.Clear(); _innerSortCS = nullptr; _outerSortCS = nullptr; _shader = nullptr; } void BitonicSort::Sort(GPUContext* context, GPUBuffer* indicesBuffer, GPUBuffer* keysBuffer, GPUBuffer* countBuffer, uint32 counterOffset, bool sortAscending, int32 maxElements) { ASSERT(context && indicesBuffer && keysBuffer && countBuffer); if (checkIfSkipPass()) return; PROFILE_GPU_CPU("Bitonic Sort"); uint32 maxNumElements = indicesBuffer->GetElementsCount(); if (maxElements > 0 && maxElements < maxNumElements) maxNumElements = maxElements; const uint32 alignedMaxNumElements = Math::RoundUpToPowerOf2(maxNumElements); const uint32 maxIterations = (uint32)Math::Log2((float)Math::Max(2048u, alignedMaxNumElements)) - 10; // Setup constants buffer Data data; data.CounterOffset = counterOffset; data.NullItemKey = sortAscending ? MAX_float : -MAX_float; data.NullItemIndex = 0; data.KeySign = sortAscending ? -1.0f : 1.0f; data.MaxIterations = maxIterations; data.LoopK = 0; data.LoopJ = 0; context->UpdateCB(_cb, &data); context->BindCB(0, _cb); context->BindSR(0, countBuffer->View()); // If item count is small we can do only presorting within a single dispatch thread group if (maxNumElements <= 2048) { // Use pre-sort with smaller thread group size (eg. for small particle emitters sorting) const int32 permutation = maxNumElements < 128 ? 1 : 0; context->BindUA(0, indicesBuffer->View()); context->BindUA(1, keysBuffer->View()); context->Dispatch(_preSortCS.Get(permutation), 1, 1, 1); } else { // Generate execute indirect arguments context->BindUA(0, _dispatchArgsBuffer->View()); context->Dispatch(_indirectArgsCS, 1, 1, 1); // Pre-Sort the buffer up to k = 2048 (this also pads the list with invalid indices that will drift to the end of the sorted list) context->BindUA(0, indicesBuffer->View()); context->BindUA(1, keysBuffer->View()); context->DispatchIndirect(_preSortCS.Get(0), _dispatchArgsBuffer, 0); // We have already pre-sorted up through k = 2048 when first writing our list, so we continue sorting with k = 4096 // For really large values of k, these indirect dispatches will be skipped over with thread counts of 0 uint32 indirectArgsOffset = sizeof(GPUDispatchIndirectArgs); for (uint32 k = 4096; k <= alignedMaxNumElements; k *= 2) { for (uint32 j = k / 2; j >= 2048; j /= 2) { data.LoopK = k; data.LoopJ = j; context->UpdateCB(_cb, &data); context->DispatchIndirect(_outerSortCS, _dispatchArgsBuffer, indirectArgsOffset); indirectArgsOffset += sizeof(GPUDispatchIndirectArgs); } context->DispatchIndirect(_innerSortCS, _dispatchArgsBuffer, indirectArgsOffset); indirectArgsOffset += sizeof(GPUDispatchIndirectArgs); } } context->ResetUA(); }