added reduce_min/max_float, packed_store_active for CUDA, and now kerenls1.ispc just work :)
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@@ -209,7 +209,7 @@ static float reduce_min(float value)
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{
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#pragma unroll
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for (int i = 4; i >=0; i--)
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value = min(value, __shfl_xor(value, 1<<i, 32));
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value = fminf(value, __shfl_xor(value, 1<<i, 32));
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return value;
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}
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__device__ inline
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@@ -217,7 +217,7 @@ static float reduce_max(float value)
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{
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#pragma unroll
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for (int i = 4; i >=0; i--)
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value = max(value, __shfl_xor(value, 1<<i, 32));
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value = fmaxf(value, __shfl_xor(value, 1<<i, 32));
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return value;
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}
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@@ -261,15 +261,15 @@ static __device__ __forceinline__ int lanemask_lt()
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}
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static __device__ __forceinline__ int2 warpBinExclusiveScan(const bool p)
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{
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const unsigned int b = __ballot(p);
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return make_int2(__popc(b & lanemask_lt()), __popc(b));
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const int b = __ballot(p);
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return make_int2(__popc(b), __popc(b & lanemask_lt()));
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}
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__device__ static inline
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int packed_store_active(bool active, int* ptr, int value)
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{
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const int2 res = warpBinExclusiveScan(active);
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const int idx = res.x;
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const int nactive = res.y;
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const int idx = res.y;
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const int nactive = res.x;
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if (active)
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ptr[idx] = value;
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return nactive;
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@@ -382,6 +382,7 @@ IntersectLightsWithTileMinMax(
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for ( int lightIndexB = 0; lightIndexB < numLights; lightIndexB += programCount)
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{
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const int lightIndex = lightIndexB + programIndex;
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if (lightIndex >= numLights) break;
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float light_positionView_z = light_positionView_z_array[lightIndex];
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float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
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@@ -431,8 +432,6 @@ IntersectLightsWithTileMinMax(
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}
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#endif
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}
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if (lightIndex >= numLights)
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active = 0;
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#if 0
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const int2 res = warpBinExclusiveScan(active);
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@@ -561,8 +560,10 @@ ShadeTile(
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// Reconstruct normal from G-buffer
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float surface_normal_x, surface_normal_y, surface_normal_z;
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asm("// half2float //");
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float normal_x = __half2float(inputData.normalEncoded_x[gBufferOffset]);
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float normal_y = __half2float(inputData.normalEncoded_y[gBufferOffset]);
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asm("// half2float //");
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float f = (normal_x - normal_x * normal_x) + (normal_y - normal_y * normal_y);
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float m = sqrt(4.0f * f - 1.0f);
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@@ -116,7 +116,11 @@ ComputeZBounds(
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float laneMinZ = cameraFar;
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float laneMaxZ = cameraNear;
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for (uniform int32 y = tileStartY; y < tileEndY; ++y) {
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foreach (x = tileStartX ... tileEndX) {
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// foreach (x = tileStartX ... tileEndX)
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for (uniform int xb = tileStartX; xb < tileEndX; xb += programCount)
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{
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const int x = xb + programIndex;
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if (x >= tileEndX) break;
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// Unproject depth buffer Z value into view space
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float z = zBuffer[y * gBufferWidth + x];
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float viewSpaceZ = cameraProj_43 / (z - cameraProj_33);
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@@ -178,7 +182,10 @@ IntersectLightsWithTileMinMax(
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uniform int32 tileNumLights = 0;
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foreach (lightIndex = 0 ... numLights) {
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// foreach (lightIndex = 0 ... numLights)
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for (uniform int lightIndexB = 0; lightIndexB < numLights; lightIndexB += programCount)
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{
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const int lightIndex = lightIndexB + programIndex;
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float light_positionView_z = light_positionView_z_array[lightIndex];
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float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
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float light_attenuationEndNeg = -light_attenuationEnd;
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@@ -193,6 +200,7 @@ IntersectLightsWithTileMinMax(
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// don't actually need to mask the rest of this function - this is
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// just a greedy early-out. Could also structure all of this as
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// nested if() statements, but this a bit easier to read
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bool active = false;
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if (any(inFrustum)) {
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float light_positionView_x = light_positionView_x_array[lightIndex];
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float light_positionView_y = light_positionView_y_array[lightIndex];
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@@ -214,12 +222,14 @@ IntersectLightsWithTileMinMax(
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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// Pack and store intersecting lights
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cif (inFrustum) {
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tileNumLights += packed_store_active(&tileLightIndices[tileNumLights],
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lightIndex);
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if (inFrustum)
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active = true;
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}
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if (lightIndex >= numLights)
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active = false;
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tileNumLights += packed_store_active(active, &tileLightIndices[tileNumLights], lightIndex);
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}
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}
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return tileNumLights;
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}
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@@ -285,7 +295,11 @@ ShadeTile(
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if (tileNumLights == 0 || visualizeLightCount) {
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uniform unsigned int8 c = (unsigned int8)(min(tileNumLights << 2, 255));
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for (uniform int32 y = tileStartY; y < tileEndY; ++y) {
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foreach (x = tileStartX ... tileEndX) {
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// foreach (x = tileStartX ... tileEndX)
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for (uniform int xb = tileStartX ; xb < tileEndX; xb += programCount)
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{
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const int x = xb + programIndex;
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if (x >= tileEndX) continue;
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int32 framebufferIndex = (y * gBufferWidth + x);
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framebuffer_r[framebufferIndex] = c;
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framebuffer_g[framebufferIndex] = c;
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@@ -299,7 +313,10 @@ ShadeTile(
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for (uniform int32 y = tileStartY; y < tileEndY; ++y) {
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uniform float positionScreen_y = -(((0.5f + y) * twoOverGBufferHeight) - 1.f);
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foreach (x = tileStartX ... tileEndX) {
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// foreach (x = tileStartX ... tileEndX) {
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for (uniform int xb = tileStartX ; xb < tileEndX; xb += programCount)
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{
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const int x = xb + programIndex;
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int32 gBufferOffset = y * gBufferWidth + x;
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// Reconstruct position and (negative) view vector from G-buffer
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@@ -131,7 +131,7 @@ ComputeZBounds(
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for (uniform int xb = tileStartX; xb < tileEndX; xb += programCount)
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{
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const int x = xb + programIndex;
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if (x >= tileEndX) continue;
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if (x >= tileEndX) break;
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// Unproject depth buffer Z value into view space
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float z = zBuffer[y * gBufferWidth + x];
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float viewSpaceZ = cameraProj_43 / (z - cameraProj_33);
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@@ -197,48 +197,50 @@ IntersectLightsWithTileMinMax(
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for (uniform int lightIndexB = 0; lightIndexB < numLights; lightIndexB += programCount)
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{
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const int lightIndex = lightIndexB + programIndex;
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if (lightIndex >= numLights) continue;
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float light_positionView_z = light_positionView_z_array[lightIndex];
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float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
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float light_attenuationEndNeg = -light_attenuationEnd;
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float light_positionView_z = light_positionView_z_array[lightIndex];
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float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
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float light_attenuationEndNeg = -light_attenuationEnd;
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float d = light_positionView_z - minZ;
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bool inFrustum = (d >= light_attenuationEndNeg);
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float d = light_positionView_z - minZ;
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bool inFrustum = (d >= light_attenuationEndNeg);
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d = maxZ - light_positionView_z;
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d = maxZ - light_positionView_z;
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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// This seems better than cif(!inFrustum) ccontinue; here since we
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// don't actually need to mask the rest of this function - this is
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// just a greedy early-out. Could also structure all of this as
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// nested if() statements, but this a bit easier to read
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bool active = false;
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if (any(inFrustum)) {
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float light_positionView_x = light_positionView_x_array[lightIndex];
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float light_positionView_y = light_positionView_y_array[lightIndex];
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d = light_positionView_z * frustumPlanes_z[0] +
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light_positionView_x * frustumPlanes_xy[0];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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// This seems better than cif(!inFrustum) ccontinue; here since we
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// don't actually need to mask the rest of this function - this is
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// just a greedy early-out. Could also structure all of this as
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// nested if() statements, but this a bit easier to read
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if (any(inFrustum)) {
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float light_positionView_x = light_positionView_x_array[lightIndex];
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float light_positionView_y = light_positionView_y_array[lightIndex];
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d = light_positionView_z * frustumPlanes_z[0] +
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light_positionView_x * frustumPlanes_xy[0];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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d = light_positionView_z * frustumPlanes_z[1] +
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light_positionView_x * frustumPlanes_xy[1];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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d = light_positionView_z * frustumPlanes_z[1] +
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light_positionView_x * frustumPlanes_xy[1];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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d = light_positionView_z * frustumPlanes_z[2] +
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light_positionView_y * frustumPlanes_xy[2];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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d = light_positionView_z * frustumPlanes_z[2] +
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light_positionView_y * frustumPlanes_xy[2];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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d = light_positionView_z * frustumPlanes_z[3] +
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light_positionView_y * frustumPlanes_xy[3];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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d = light_positionView_z * frustumPlanes_z[3] +
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light_positionView_y * frustumPlanes_xy[3];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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// Pack and store intersecting lights
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if (inFrustum) {
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tileNumLights += packed_store_active(&tileLightIndices[tileNumLights],
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lightIndex);
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}
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}
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// Pack and store intersecting lights
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if (inFrustum)
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active = true;
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}
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if (lightIndex >= numLights)
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active = false;
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tileNumLights += packed_store_active(active, &tileLightIndices[tileNumLights], lightIndex);
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}
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return tileNumLights;
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@@ -251,7 +251,7 @@ extern "C"
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assert(module_1 != NULL);
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assert(func_name != NULL);
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assert(func_args != NULL);
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#if 0
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#if 1
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const char * module = module_1;
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#else
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const std::vector<char> module_str = readBinary("kernel.cubin");
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