Rasagar/Library/PackageCache/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Compute/RadeonRays/Scan.cs

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2024-08-26 13:07:20 -07:00
namespace UnityEngine.Rendering.RadeonRays
{
internal class Scan
{
private ComputeShader shaderScan;
private int kernelScan;
private ComputeShader shaderReduce;
private int kernelReduce;
const uint kKeysPerThread = 4u;
const uint kGroupSize = 256u;
const uint kKeysPerGroup = kKeysPerThread * kGroupSize;
public Scan(RadeonRaysShaders shaders)
{
shaderScan = shaders.blockScan;
kernelScan = shaderScan.FindKernel("BlockScanAdd");
shaderReduce = shaders.blockReducePart;
kernelReduce = shaderReduce.FindKernel("BlockReducePart");
}
public void Execute(CommandBuffer cmd, GraphicsBuffer buffer, uint inputKeysOffset, uint outputKeysOffset, uint scratchDataOffset, uint size)
{
if (size > kKeysPerGroup)
{
var num_groups_level_1 = Common.CeilDivide(size, kKeysPerGroup);
// Do first round of part sum reduction.
SetState(cmd, shaderReduce, kernelReduce, size, buffer,
inputKeysOffset,
scratchDataOffset,
outputKeysOffset);
cmd.DispatchCompute(shaderReduce, kernelReduce, (int)num_groups_level_1, 1, 1);
if (num_groups_level_1 > kKeysPerGroup)
{
var num_groups_level_2 = Common.CeilDivide(num_groups_level_1, kKeysPerGroup);
// Do second round of part sum reduction.
SetState(cmd, shaderReduce, kernelReduce, num_groups_level_1, buffer,
scratchDataOffset,
scratchDataOffset + num_groups_level_1,
scratchDataOffset);
cmd.DispatchCompute(shaderReduce, kernelReduce, (int)num_groups_level_2, 1, 1);
// Scan level 2 inplace.
Common.EnableKeyword(cmd, shaderScan, "ADD_PART_SUM", false);
SetState(cmd, shaderScan, kernelScan, num_groups_level_2, buffer,
scratchDataOffset + num_groups_level_1,
scratchDataOffset,
scratchDataOffset + num_groups_level_1);
cmd.DispatchCompute(shaderScan, kernelScan, 1, 1, 1);
}
// Scan and add level 2 back to level 1.
{
Common.EnableKeyword(cmd, shaderScan, "ADD_PART_SUM", num_groups_level_1 > kKeysPerGroup);
SetState(cmd, shaderScan, kernelScan, num_groups_level_1, buffer,
scratchDataOffset,
scratchDataOffset + num_groups_level_1,
scratchDataOffset);
var num_groups_scan_level_1 = Common.CeilDivide(num_groups_level_1, kKeysPerGroup);
cmd.DispatchCompute(shaderScan, kernelScan, (int)num_groups_scan_level_1, 1, 1);
}
}
// Scan and add level 1 back.
{
Common.EnableKeyword(cmd, shaderScan, "ADD_PART_SUM", size > kKeysPerGroup);
SetState(cmd, shaderScan, kernelScan, size, buffer,
inputKeysOffset,
scratchDataOffset,
outputKeysOffset);
var num_groups_scan_level_0 = Common.CeilDivide(size, kKeysPerGroup);
cmd.DispatchCompute(shaderScan, kernelScan, (int)num_groups_scan_level_0, 1, 1);
}
}
void SetState(
CommandBuffer cmd,
ComputeShader shader, int kernelIndex, uint size, GraphicsBuffer buffer,
uint inputKeysOffset, uint scratchDataOffset, uint outputKeysOffset)
{
cmd.SetComputeIntParam(shader, SID.g_constants_num_keys, (int)size);
cmd.SetComputeIntParam(shader, SID.g_constants_input_keys_offset, (int)inputKeysOffset);
cmd.SetComputeIntParam(shader, SID.g_constants_part_sums_offset, (int)scratchDataOffset);
cmd.SetComputeIntParam(shader, SID.g_constants_output_keys_offset, (int)outputKeysOffset);
cmd.SetComputeBufferParam(shader, kernelIndex, SID.g_buffer, buffer);
}
public ulong GetScratchDataSizeInDwords(uint size)
{
if (size <= kKeysPerGroup)
{
return 0;
}
else
{
var sizeLevel1 = Common.CeilDivide(size, kKeysPerGroup);
if (sizeLevel1 <= kKeysPerGroup)
{
return sizeLevel1;
}
else
{
var sizeLevel2 = Common.CeilDivide(sizeLevel1, kKeysPerGroup);
return (sizeLevel1 + sizeLevel2);
}
}
}
}
}