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FlaxEngine/Source/Engine/Renderer/Utils/BitonicSort.h

61 lines
2.6 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "../RendererPass.h"
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
/// <summary>
/// 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.
/// </summary>
class BitonicSort : public RendererPass<BitonicSort>
{
private:
AssetReference<Shader> _shader;
GPUBuffer* _dispatchArgsBuffer = nullptr;
GPUConstantBuffer* _cb;
GPUShaderProgramCS* _indirectArgsCS;
ComputeShaderPermutation<2> _preSortCS;
GPUShaderProgramCS* _innerSortCS;
GPUShaderProgramCS* _outerSortCS;
GPUShaderProgramCS* _copyIndicesCS;
public:
/// <summary>
/// Sorts the specified buffers of index-key pairs.
/// </summary>
/// <param name="context">The GPU context.</param>
/// <param name="indicesBuffer">The sorting indices buffer with an index for each item (sequence of: 0, 1, 2, 3...). After sorting represents actual items order based on their keys. Valid for uint value types - used as RWBuffer.</param>
/// <param name="keysBuffer">The sorting keys buffer with a sort value for each item (must match order of items in indicesBuffer). Valid for float value types - used as RWBuffer.</param>
/// <param name="countBuffer">The buffer that contains a items counter value.</param>
/// <param name="counterOffset">The offset into counter buffer to find count for this list. Must be a multiple of 4 bytes.</param>
/// <param name="sortAscending">True to sort in ascending order (smallest to largest), otherwise false to sort in descending order.</param>
/// <param name="maxElements">Optional upper limit of elements to sort. Cna be used to optimize indirect dispatches allocation. If non-zero, then it gets calculated based on the input item buffer size.</param>
void Sort(GPUContext* context, GPUBuffer* indicesBuffer, GPUBuffer* keysBuffer, GPUBuffer* countBuffer, uint32 counterOffset, bool sortAscending, int32 maxElements = 0);
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_preSortCS.Clear();
_innerSortCS = nullptr;
_outerSortCS = nullptr;
invalidateResources();
}
#endif
protected:
// [RendererPass]
bool setupResources() override;
};