// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later #version 460 core #extension GL_KHR_shader_subgroup_basic : require #extension GL_KHR_shader_subgroup_shuffle : require #extension GL_KHR_shader_subgroup_shuffle_relative : require #extension GL_KHR_shader_subgroup_arithmetic : require #ifdef VULKAN #define HAS_EXTENDED_TYPES 1 #define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants { #define END_PUSH_CONSTANTS }; #define UNIFORM(n) #define BINDING_INPUT_BUFFER 0 #define BINDING_OUTPUT_IMAGE 1 #else // ^^^ Vulkan ^^^ // vvv OpenGL vvv #extension GL_NV_gpu_shader5 : enable #ifdef GL_NV_gpu_shader5 #define HAS_EXTENDED_TYPES 1 #else #define HAS_EXTENDED_TYPES 0 #endif #define BEGIN_PUSH_CONSTANTS #define END_PUSH_CONSTANTS #define UNIFORM(n) layout(location = n) uniform #define BINDING_INPUT_BUFFER 0 #define BINDING_OUTPUT_IMAGE 0 #endif BEGIN_PUSH_CONSTANTS UNIFORM(0) uint max_accumulation_base; UNIFORM(1) uint accumulation_limit; END_PUSH_CONSTANTS layout(local_size_x = 32) in; layout(std430, binding = 0) readonly buffer block1 { uvec2 input_data[]; }; layout(std430, binding = 1) coherent buffer block2 { uvec2 output_data[]; }; layout(std430, binding = 2) coherent buffer block3 { uvec2 accumulated_data; }; shared uvec2 shared_data[2]; // Simple Uint64 add that uses 2 uint variables for GPUs that don't support uint64 uvec2 AddUint64(uvec2 value_1, uvec2 value_2) { uint carry = 0; uvec2 result; result.x = uaddCarry(value_1.x, value_2.x, carry); result.y = value_1.y + value_2.y + carry; return result; } // do subgroup Prefix Sum using Hillis and Steele's algorithm uvec2 subgroupInclusiveAddUint64(uvec2 value) { uvec2 result = value; for (uint i = 1; i < gl_SubgroupSize; i *= 2) { if (i <= gl_SubgroupInvocationID) { uvec2 other = subgroupShuffleUp(result, i); // get value from subgroup_inv_id - i; result = AddUint64(result, other); } } return result; } // Writes down the results to the output buffer and to the accumulation buffer void WriteResults(uvec2 result) { uint current_global_id = gl_GlobalInvocationID.x; uvec2 base_data = current_global_id < max_accumulation_base ? accumulated_data : uvec2(0); output_data[current_global_id] = result + base_data; if (max_accumulation_base >= accumulation_limit + 1) { if (current_global_id == accumulation_limit) { accumulated_data = result; } return; } // We have that ugly case in which the accumulation data is reset in the middle somewhere. barrier(); groupMemoryBarrier(); if (current_global_id == accumulation_limit) { uvec2 value_1 = output_data[max_accumulation_base]; accumulated_data = AddUint64(result, -value_1); } } void main() { uint subgroup_inv_id = gl_SubgroupInvocationID; uint subgroup_id = gl_SubgroupID; uint last_subgroup_id = subgroupMax(subgroup_inv_id); uint current_global_id = gl_GlobalInvocationID.x; uint total_work = gl_NumWorkGroups.x * gl_WorkGroupSize.x; uvec2 data = input_data[current_global_id]; // make sure all input data has been loaded subgroupBarrier(); subgroupMemoryBarrier(); uvec2 result = subgroupInclusiveAddUint64(data); // if we had less queries than our subgroup, just write down the results. if (total_work <= gl_SubgroupSize) { // This condition is constant per dispatch. WriteResults(result); return; } // We now have more, so lets write the last result into shared memory. // Only pick the last subgroup. if (subgroup_inv_id == last_subgroup_id) { shared_data[subgroup_id] = result; } // wait until everyone loaded their stuffs barrier(); memoryBarrierShared(); // Case 1: the total work for the grouped results can be calculated in a single subgroup // operation (about 1024 queries). uint total_extra_work = gl_NumSubgroups * gl_NumWorkGroups.x; if (total_extra_work <= gl_SubgroupSize) { // This condition is constant per dispatch. if (subgroup_id != 0) { uvec2 tmp = shared_data[subgroup_inv_id]; subgroupBarrier(); subgroupMemoryBarrierShared(); tmp = subgroupInclusiveAddUint64(tmp); result = AddUint64(result, subgroupShuffle(tmp, subgroup_id - 1)); } WriteResults(result); return; } // Case 2: our work amount is huge, so lets do it in O(log n) steps. const uint extra = (total_extra_work ^ (total_extra_work - 1)) != 0 ? 1 : 0; const uint steps = 1 << (findMSB(total_extra_work) + extra); uint step; // Hillis and Steele's algorithm for (step = 1; step < steps; step *= 2) { if (current_global_id < steps && current_global_id >= step) { uvec2 current = shared_data[current_global_id]; uvec2 other = shared_data[current_global_id - step]; shared_data[current_global_id] = AddUint64(current, other); } // steps is constant, so this will always execute in ever workgroup's thread. barrier(); memoryBarrierShared(); } // Only add results for groups higher than 0 if (subgroup_id != 0) { result = AddUint64(result, shared_data[subgroup_id - 1]); } // Just write the final results. We are done WriteResults(result); }